Tal20 Indb
Tal20 Indb
DESIGN TEAM
LEAD DESIGNER LAYOUT & GRAPHIC DESIGN
K. Scott Agnew Kevin Knight
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System
License version 6.0. A copy of this License can be found at [Link]/d20.
This edition of Talislanta was designed under the Open That said, players wanting more monsters should look
Game License and d20 System Trademark License by for the Talislanta Menagerie from Morrigan Press in
Wizards of the Coast. As such, players familiar with the coming months (early 2005).
other d20 games should find the concepts and ideas
For spellcasting players, the Codex Magicus will be an
presented within readily identifiable. Great effort was
invaluable tool, fully detailing Talislantan magic and
made by the game designers to fit the d20 system around
containing many new magical character classes. In
Talislanta and not vice-versa. Talislanta has a long and
addition, several regional guides are also forthcoming
respected history in the RPG industry and great care was
These will go into much greater detail of the various
taken not to mess with the core of the world to force it
locales found on Talislanta.
into a game system for which is was not designed.
Finally, for those looking for a more detailed overview
Older fans of Talislanta will recognize many of the
of the continent of Talislanta, pick up a copy of the
same rules as previous editions of the game but will
Chronicles of Talislanta (revised & annotated). Written
also notice that some of the sacred cows of Talislanta
by the renowned wizard Tamerlin, the Chronicles detail
are gone. Archetypes for example are absent from this
his travels around the continent and contain much more
edition in favor of the more standard class and level
detail then we could squeeze into the world guide
system familiar to many gamers. That said, the classes,
chapter of this book.
races, skills and feats of Talislanta have been carefully
crafted around the world of Talislanta and thus are We hope you enjoy this new edition of Talislanta and
custom made for the Talislanta player. have hours of fun playing in this unique world in the
annals of roleplaying games.
One distinction Talislanta has had for many years is the
elegance of its magic system. Tal fans will be pleased to
see that not only have we kept this system largely intact
but we have defined it in d20 terms, again, bringing the SPECIAL THANKS
OGL and d20 STL to Talislanta and not vice versa. Special thanks goes to my wife for her patience,
Along with Core Rulebook I from Wizards of the Coast, understanding and assistance in the preparation of this
this book is all you will need to begin adventuring in book. Thanks also to the following individuals without
the fantastic and dangerous world of Talislanta. Again, whom this book would never have existed:
experienced Talislanta fans will notice decidedly fewer Stephan Michael Sechi, Bob Rybak, PD Breeding-
character types than they may be familiar with from Black, Jonathan Elliot, John Harper, Adam Black,
previous editions. No need to worry, if your favorite Colin Chapman, Aldo Ghiozzi, Ron Spencer, Trudy
race or class didn’t make it into this book, then it most Andrews, Gary & Terry Agnew, Brian Agnew,
certainly will appear in one of the number of other books Florence Spencer, Joy Cummings, and all members
and supplements we have planned for Talislanta. of the TalDev group.
[Link]
Web enhancements, the Talislanta mailing list, new character types,
spells, equipment, the Fan Zone, and more!
5
TABLE OF CONTENTS
Chapter One: A Traveler’s Guide to Talislanta 7
The Seven Kingdoms 10
The Western Lands 14
The Wilderlands of Zaran 16
The Desert Kingdoms 18
The Eastern Lands 19
The Northern Reaches 20
The Central Regions 22
The Southern Rim 23
The Far Isles 24
Talislantan Cosmology 25
Chapter Two: Races & Cultures 33
Chapter Three: Character Classes 101
Barbarian 101
Magician 103
Rogue 107
Scholar 110
Scout 116
Trader 119
Warrior 121
Prestige Classes 122
Chapter Four: Skills & Feats 131
New Skills and New Uses for Old Skills 131
New Feats 143
Chapter Five: Equipment & Trade Goods 153
Equipment Master Lists 182
Merchants and Trading 186
Chapter Six: The Magic of Talislanta 189
Spell Design 193
Modes 196
Orders 207
Chapter Seven: Gamemaster’s Only 225
Religion in Talislanta 244
A Talislantan Bestiary 253
Index 283
6
CHAPTER ONE
A TRAVELER’S GUIDE TO
TALISLANTA
the fabled First Folk, humanoid peoples believed to have
TALISLANTA: AN been of reptilian and/or amphibious origin; as records
HISTORICAL OVERVIEW from this period are almost non-existent, very little is
In order to acquire an understanding of the modern- know of these folk. The mammalian humanoids known
day Talislantan continent, the aspiring traveler should as the Wild Races (or “sub-men”, in the derogatory
first learn something of its ancient past — a tenuous sense) appeared towards the end of this halcyon epoch,
undertaking, as the history of Talislanta is unfortunately but remained subservient to the First Folk until the
somewhat indistinct. The lack of reliable data emergence of the Archaens.
concerning Talislanta’s distant past can be directly
attributed to the occurrence of an event known as The Like the Wild Races from whom they were descended,
Great Disaster, a terrible cataclysm that laid waste to the Archaens were a tribe of simple hunter-gatherers.
much of the Talislantan continent many centuries ago. One day they stumbled upon the remains of an alien
What is currently known (or believed to be true) of this ark or vessel, within which they found the secrets of a
bygone epoch – gleaned from a smattering of ancient mysterious lore called Magic. Armed with their new-
tomes, folk tales, and legends – may be summarized found knowledge, the Archaens united the Wild Races
as follows: and embarked upon a great war against the First Folk.
When it was over the First Folk had all been slain or
driven from the continent, and the Wild Races ruled
over Talislanta. So began the Archaen Age.
THE
FORGOTTEN
THE ARCHAEN AGE
AGE At first, relations between the Archaens and their
The period predating The more primitive brothers were amicable. However, as
Disaster, appropriately the Archaens delved deeper into the arcane arts they
referred to by scholars as grew strange and aloof. Using magic they altered their
the Forgotten Age, can be physical semblances, so that they began to look less
divided into two eras: The and less like their feral ancestors. They laid claim to the
Time Before Time, and The best hunting lands, cut down forests, and erected walled
Archaen Age. The former settlements for their own people. Their settlements
period was dominated by expanded, became cities, and then citystates.
7
years passed before Talislantans once again began to
It was not long before the Wild Folk came to resent establish settlements. Those that managed to survive to
the Archaens, and to despise and fear their magics. the present time are but pale shadows of the once-great
Tensions between the two sides escalated, exacerbated civilizations that came before them. Yet together they
by internecine struggles between rival Archaen have given birth to a New Age, whose history is only
citystates. Wars of conquest and expansion flared across now beginning to be written.
the continent, some lasting for hundreds of years. After
much bloodshed, a group of seven Archaen magicians
known as the Archaen Cabal arranged a truce. Under
the terms of this agreement the Archaens ceded all the THE NEW AGE
lands of Talislanta to the Wild Races. Then they left the Currently in its sixth century, the New Age remains a
world below and went to live among the clouds, where volatile and uncertain era. A handful of young nations,
their magicians had created a fabulous floating city. citystates, and confederations has risen from the ruins
of the past: the Seven Kingdoms, Carantheum, the
A Golden Age of magical achievement and discovery Kang Empire, Faradun, and a few others. At best these
followed, lasting for several centuries. Some of the places constitute little more than isolated pockets of
greatest magicians ever known were extant during “civilization”, scattered across the vastness of the
this time: names such as the estimable Koraq, the Talislantan continent. Beyond the walls of these cities
sorceress Sylan, and the brilliant but reckless Arkon. lay hostile wilderlands rife with wild beasts, savage
Unfortunately, the Archaens’ prosperity soon gave tribes, and impassable terrain.
way to decadence and ennui, manifesting in what
is now known as the Age of Decline. Seeking new Forged in the fires of its past, Talislanta still bears the
and ever more extravagant sensations, the Archaens scars of The Great Disaster. Once-fertile territories
dabbled in forbidden magics, created hybrid life forms have been reduced to deserts and wastelands; storms of
for their amusement, and consorted with entities from aberrant magical energies sweep across the continent;
other planes. A few conscientious individuals tried to the remnants of ancient empires lay buried in the dust
intervene, warning that the balance of elemental forces of ages. Across the continent, descendents of the Wild
had been upset, and that grievous consequences would Races and Archaens still wage war, neither trusting the
result unless the Archaens changed their ways. None other. Magicians attempt to control forces beyond their
heeded their warnings, until it was too late. comprehension, while prophets of doom warn of the
coming of a second Great Disaster.
8
The safest means of traversing the Wilderness Road is in parts of Talislanta. Barges and flat-bottomed skiffs are
the company of a large and well-armed caravan or land ideal for navigating rivers and lakes. The finest sailing
ark, which affords some protection from Beastmen, Za ships are the majestic dragon barques of the Sunra,
bandits, and other malicious predators. The Phaedran though Mangar carracks are said to be swifter in open
Causeway runs from Zandu through Aaman, terminating waters. Imrian coracles, drawn by giant cave eels called
at the western border of the Seven Kingdoms. A toll is kra, are seaworthy but difficult to manage. The Zandir,
charged at the gates of the Great Barrier Wall, which Aamanians and Farad make serviceable galleys, though
separates the two rival nations of Aaman and Zandu. these vessels require large teams of slaves to man the
The Seven Kingdoms has its own system of roadways, oars. The capabilities of the ominous sailing vessels of
known as the Seven Roads. Six of these roads lead to the the Black Savants, like their mysterious owners, remain
capitol of Cymril; the seventh road is the Underground largely unknown.
Highway, a network of subterranean tunnels. The
Seven Roads are of good quality, at least by Talislantan
standards. The Emperor’s Road winds its way through AIRBORNE CONVEYANCES
the eastern territories of the Kang Empire. The only Where methods of land and water travel fail, there
thoroughfare on the continent that offers a semblance is always the possibility of obtaining passage on a
of security, it is well-maintained and heavily patrolled windship. In the past, only the magicians of Cymril
by cadres of Kang warriors. Foreigners must pay a and Phantas knew the secret of making these wondrous
prohibitive toll of five gold lumens at all bridges and vessels, which traverse the air as sailing ships do the
city gates, a stricture intended to discourage traveling water. This is no longer the case, though windships are
musicians, peddlers, and other undesirables from still so costly to make and maintain that few can afford
traipsing about the Empire. to own such magnificent craft.
MODES OF CONVEYANCE
Aside from the slow but reliable expedient of pedal
ambulation, many forms of overland conveyance are
available to the Talislantan traveler. In any fair-sized city
there is little difficulty in obtaining a mount, generally at
reasonable cost. Equs are the most common and reliable
of steeds, and can be found across the continent. In arid
or desert climes, aht-ra are preferred, as these creatures
can travel long distances with little need for water. Squat
and powerful, land lizards are best suited to the towing
of carriages or wagons. In Carantheum, duneships and
land arks are quite popular.
9
As for other means of aerial transport, the crested
dragons once employed as steeds by the Rajans are
THE SEVEN KINGDOMS
The territories designated as the Seven Kingdoms
now virtually extinct. Dractyl can still be found amidst
represent a loosely organized confederation of seven
the wastelands of Harak, but only the fierce Harakin
separate city states, each ruled by its own king.
tribes bother to use these ungainly and foul-tempered
Established during the New Age by the descendants
creatures as steeds.
of various peoples displaced by the Great Disaster, the
Seven Kingdoms share a common government, known
The race of Aeriad, devolved almost to the status of
as the Council of Kings. The seven member nations of
land-dwellers, can now fly only by means of enchanted
this unique confederation are: Cymril, Durne, Sindar,
bracers. The ghastly Stryx of Urag are some what more
Astar, Taz, Vardune and Kasmir.
proficient, using their bat-like wings to glide upon the
winds like hideous carrion birds. Yet the most powerful
of flyers remain the Gryphs of Tamaranth forest, CYMRIL
majestic winged beings who some scholars believe most Cymril is the erstwhile capitol of the Seven Kingdoms,
closely resemble the Aeriad of the ancient times. this due as much to the country’s central location
as anything else. Here dwell the Cymrilians, the
In summation, while traversing the Talislantan descendants of the Phandre, a race of wizards and
continent, you are best advised to avoid incautious magicians exiled long ago from the now-defunct
behavior at all costs, and to tactfully accede to the Phaedran dynasty. Tall and slender in stature, they
customs and beliefs of the natives no matter how odd have pale green skin and hair, with golden eyes and
or irrational these may seem. Traveling in groups of placid features. There are no prerequisites regarding
trustworthy companions, wielding cogent magics, and fashion; all types of exotic apparel are in vogue, though
carrying concealed weapons on your person is also magicians continue to favor the high-collared cloaks
highly recommended. worn by their ancient ancestors, the Phandre.
10
of Cymril, a city of convoluted spires and archways creature. All Muses possess this unusual ability, the
constructed almost entirely of green glass. Here, range and scope of which supposedly increase with
the Cymrilian magicians practice their arts, creating practice. The Muses have no settlements, but tend to
wondrous windships (sail-powered vessels which congregate in small groups scattered throughout the
ride the winds), potions, powders and other magical scenic woodlands of Astar. They possess a natural talent
adjuncts. Cymril’s artisans are unsurpassed in the for all artistic pursuits, and create enchanting musical
Western Lands, and are the continent’s leading suppliers instruments, tapestries of colored gossamer and other
of amberglass, a crystalline substance with numerous fine goods, but only when stricken by inspiration.
practical uses in the field of magic. Caravans from
many lands come here to trade for Cymrilian wares, The Muses of Astar have no king or queen, but draw
aquavit (an expensive Cymrilian liqueur), and goods straws once each month to determine who is to represent
from across the Seven Kingdoms. their people at the Council of Kings in Cymril. The
holder of the short straw is crowned king or queen, as
The ruler of Cymril is known as the Wizard King. the situation dictates. Though some few of curious bent
Usually the most capable of Cymril’s spell casters, the become adventurers, most Muses are quite content to
Wizard King is elected by popular vote, and serves a spend their lives in Astar. Were it not for the occasional
term of two or three years. If he is a reasonable sort visitor from Thaecia (whose people greatly admire the
of fellow, the populace will allow the Wizard King to Muses’ telepathic talents) or other parts of the Seven
remain in power for the full term. Once each year, Kingdoms, few Muses would know little of the rest of
the city of Cymril hosts the Magical Fair, a colorful Talislanta.
spectacle lasting two weeks and attended by folk from
all across Talislanta.
VARDUNE
Vardune is a densely forested region bordering the
ASTAR Axis River to the west. Its inhabitants, the Aeriad, are
Astar is a land of sylvan glades, lakes and streams. a race in the process of devolving from an avian to a
Here dwell the last of an ancient and enchanting race ground-dwelling species. The Aeriad’s vestigial wings,
of beings known as the Muses. Nymph-like creatures once used for flying, have atrophied from disuse. For
believed to be of magical origin, the Muses are the the majority of Aeriad, these appendages are more
most beautiful of the humanoid races. Their bodies are decorative than functional, though some still use them
slender and lithe, their features delicate and exquisitely for gliding.
fashioned. They dress in translucent gowns, shaded in
hues complementing the colors of their butterfly-like There are two sub-species of Aeriad: Green Aeriad, who
wings, skin and hair: pastel blue, aquamarine, turquoise, seldom exceed five feet in height, and the taller and
violet, and rose, to
name just a few.
11
somewhat more aggressive Blue Aeriad. Both species hatcheries for several species of subterranean fish and
are slender and frail in stature, and have skin which mollusks. The Gnomekin also grow amber crystals,
glistens with a metallic sheen. A crested cox-comb raw materials useful in the making of magical orbs
of feathers adds to the distinctive appearance of these and scrying devices. Durne is ruled by an hereditary
folk. By contrast, their manner of dress is simple and monarch known as the Gnome-King, a personage of
austere, and includes a short tunic and cape of plain some local renown. He is responsible for determining
viridian linen. fair prices for the goods produced by his peoples, which
are delivered via the underground highway to Cymril
Formerly a race of sky-roving hunters and gatherers, once each month. Additionally, the Gnome-King is
the Aeriad were forced to abandon their traditional way commander-in-chief of the country’s small but feisty
of life when their ancestral homeland was annexed by army.
the forces of the old Phaedran regime. They settled
in the forests of Vardune and built a number of small
settlements along the eastern banks of the Axis River.
The Blue Aeriad, hunters by trade, became the protectors
of their race; the Green Aeriad, with their knowledge
of seeds and fruiting plants, became horticulturists.
They soon adapted to their new existence, and their
settlements grew and prospered.
The largest of the Aeriad’s settlements is the River
City of Vashay, renowned as a producer of useful herbs
and plants. Vashay’s most important crop is viridia, a
giant species of pod-bearing plant. The breathtaking
bridge at Vashay and the triple-tiered terrace dwellings
of the Aeriad are all made of woven viridia tendrils,
as are many other products sold in this region. The
plant’s ten-foot long pods are filled with a fibrous down
which can be spun into cloth (called viridian linen);
the pods themselves, when cured, cut to specifications
and lacquered, are of use in the making of small skiffs,
wagons and roofing materials. The ruler of the Aeriad
is the River King, who may be either a Blue or Green
Aeriad.
DURNE
Durne is a land of grassy knolls, gently rising hills, and
sparse woodlands. The folk who live here, known as
the Gnomekin, are a diminutive race of humanoids that
average just over three feet in height. They have nut-
brown complexions, muscular bodies and wide-eyed,
almost child-like features. Both the males and females
have a crest of soft, black fur running from the center
of the forehead to the small of the back. Despite their
small size, the Gnomekin of Durne are quite strong, and
are as agile and sure-footed as mountain goats. Their
language sounds much like the purring of cats.
12
and blade staves) on their persons at all times. year, the winner being accorded ruling status.
The capitol city of Kasmir is a veritable fortress, The Sindarans live in small communes, each situated
guarded by mercenary Thralls from Taz. Here the atop a large mesa or some similarly prominent
Kasmir live in windowless stone towers, their doors topographical feature. Their dwellings are elegant tiered
barred and locked against thieves. The ruler of these structures built of carved stone blocks and hardwoods
people, known simply as the King of Kasmir, holds his imported from Vardune and Taz. Gossamer curtains,
job only as long as the wealthy Kasmir money-changers dyed various shades of orange and burnt umber, serve as
feel he is effectively representing their best interests. the outer walls of the Sindarans’ structures. Billowing
Should he fail to live up to their expectations, the King gracefully in the warm breezes, the curtains provide
is beheaded and a new ruler chosen. Despite the high a measure of privacy while retaining a feeling of
pay and numerous perquisites, the position of King is wide-open spaces. Communication between Sindaran
one which few Kasmir aspire to. communes is possible by means of large, reflective
crystals, mounted on tripod stands and used to flash
messages from one outpost to the next. In this way,
TAZ information may be passed rapidly throughout the
Taz is a land of thick jungle fading into the swampy country.
mire of neighboring Mog. Here lives the strange race of
humanoids known as the Thralls. Bred by the sorcerers
of some ancient and forgotten kingdom as an army
of slave warriors, the Thralls are tall and muscular of
build. Hairless and devoid of pigmentation, they are
distinguishable only by sex; otherwise, all Thralls look
exactly alike. In defiance of this inbred genetic trait,
the Thralls decorate their bodies from head to toe with
wildly elaborate tattoos, thereby attaining some degree
of individuality.
13
The Sindarans are renowned as collectors, from one gold lumen per person five gold lumens per wagon
menageries of rare beasts to ancient scrolls, coins, curios or other conveyance) is collected by mercenary Thrall
and objects of art. To finance their private collections, guards, stationed night and day at a fortified complex
they create fine wares of silver and precious stones adjacent to the bridge. Alternatives to this costly route
(both common in the region), which they sell for gold are limited to the free bridges at Sindar and Danuvia,
in Cymril. When not preoccupied with their collections, both of which are constructed along similar lines.
Sindarans enjoy playing Trivarian, a complex game
which other races find incomprehensible. The drinking The Seven Kingdoms’ Council of Kings meets once a
of Skoryx, a potent liquor of rare qualities, is also month at the Royal Palace in Cymril. Though relations
a favored pastime. The national color of Sindar is between the member nations are usually good, the seven
orange. kings seem to be constantly squabbling over petty laws,
tariffs, boundary lines, prices for trade goods, and so
At the eastern border of Kasmir is a great stone forth. A majority vote decides all issues, except in the
bridge which spans the yawning chasm known as case of a four-to-three decision, known as an “impasse.”
the Dead River. Built by the Sindarans, the bridge Whenever a Council ends in an impasse, there is no
is exceptionally sturdy, but a bit narrow. It will official ruling on the subject, and each kingdom is free
accommodate only a single wagon, or perhaps three to establish its own laws and guidelines on the issue
mounted men riding abreast of one another, at a time. As in question until the following Council. As might be
such, large caravans can sometimes cause considerable expected, this often leads to incredible confusion. Laws
delays when attempting to traverse the span. A toll of may change abruptly, curfews or new tariffs may be
instituted, and prices for goods or tolls may fluctuate
wildly.
14
a watchful eye on the populace, and the inquisitors, Silvanus to the Seven Kingdoms.
who are entrusted with the ritual “purification” of
sinners. Aamahd overlooks the most bizarre and
spectacular structure in the region, the Great Barrier
ARIM
Arim is a land of rough and irregular hills, interspersed
Wall that separates Aaman from its traditional enemy
with grassy steppes and thickets of stunted oak and
Zandu.
briar. The people who live in this gray and windy realm,
known as the Arimites, are a dour and moody lot. They
In the last few years, the new Hierophant has solidified
have no love of song or dance, but favor chakos, a fiery
his position in the theocracy, employing cadres of
liquor brewed in black iron kegs.
witch hunters to liquidate his enemies. Under his
direction, the Aamanians have intensified their efforts
There are three settlements of note in Arim: the mining
to gain converts to the Orthodoxist Cult. Sources in
and trade center of Shattra, the citadel of Akbar, and the
neighboring Zandu claim that a large number of these
converts are being used to expand the Aamanian Forbidden City of Ahrazahd. The country is ostensibly
military. Of concern to the Seven Kingdoms is the ruled by a figure known as the Exarch, a recluse who
rumor that the Hierophant covets the Archaen Codex, dwells in the Forbidden City. In reality, the true power
which he claims is a lost book of the Omnival, the in Arim lies in the hands of the Revenants, a cult of
cult’s sacred scriptures. assassins who specialize in “revenge-for-hire.” Their
leader is said to be a powerful assassin-mage who lives
in a mountaintop sanctum. The Revenants’ influence
SILVANUS is now believed to extend across the continent, though
Silvanus is a hilly, woodland region located to the west they have tempered their methods somewhat in order
of the Necros River and the Forests of Werewood. These to increase profitability. It is now possible to “buy
scenic woodlands serve as home base for the Sarista back” a contract at double the original price.
gypsy tribes, a nomadic folk of indistinct origin. The
Sarista are renowned for their talents as folk healers,
fortune tellers, and performers--or as mountebanks, WEREWOOD
charlatans, and tricksters, depending upon your point Werewood is a dark and tangled forest situated to
of view. They travel in loose-knit tribal groups, carrying the north of Zandu. The sunless woods of this region
all that they own in wagons or on the backs of burden reverberate with strange and frightening sounds: the
beasts. Their caravans roam the western lands from baleful cries of werebeasts on the hunt, the sinister
15
laughter of banes, the rustling of mandragores as they Wilderlands of Zaran, the area is not without certain
uproot themselves and scuttle through the underbrush. points of interest.
Underground, the subterranean creatures known as
Weirdlings hoard their wealth in garishly decorated
burrows, while Gnorls gather secrets for sale. The THE ABERRANT FOREST
Dhuna, a primitive people regarded as witches, make The Aberrant Forest is a weird and grotesque woodland,
their home in the deep forests of this region. the origins of which may be attributed to The Great
Disaster. All manner of bizarre flora and fauna can
be found in this place, though nothing that lives here
ZANDU is as nature intended it to be. The plants and trees of
Zandu is a land of gentle hills and sparse woodlands, this region appear heedless of natural law, growing to
shifting to deep forests along its northern borders immense proportions or becoming impossibly gnarled
and western coast. The inhabitants of this region and twisted in form. Murky streams flow uphill,
are the Zandir, a people diametrically opposed to stagnant ponds move slowly across the land, and at
their neighbors, the Aamanians. Unlike their drab times the very ground seems to undulate as if alive.
counterparts in Aaman, the Zandir are known for The forest was once home to the mad wizard Rodinn,
their colorful customs and liberal sensibilities. Most whom some believe was responsible for causing The
are Paradoxists, who profess to be mystified by their Great Disaster.
own existence. The tenets of the Zandir “religion”
are perhaps best explained in the Paradoxist text The
Great Mysteries (author unknown), a lengthy book THE LABYRINTHS OF SHARNA
filled with over one hundred thousand questions, and South of the desert kingdom of Carantheum stand the
no answers. Labyrinths of Sharna, a group of mazelike structures
of certifiable antiquity. Some scholars attribute these
Zanth is the capital of Zandu and a beautiful city of ruins to the Sharn, a long-dead race of whom little is
copper spires, minarets, and arched causeways. The known; others say the nomenclature is incorrect, and
Sultan of Zandu lives here, in a fabulous palace gilded that these structures should be attributed to the Shan,
with silver and gold leaf. Like Aamahd, the capital of another ancient race whose homeland was destroyed
Aaman, Zanth was once part of the ancient Phaedran by fire during The Great Disaster. The area about the
city of Badijan, which was divided in two following the ruins is populated by Ferrans, rodent-like humanoids of
conclusion of the Cult Wars. short stature who live in underground tunnel complexes,
coming forth in groups to scrounge for food or to rob
In response to the increasingly militaristic posturing unwary travelers of their possessions. Also found in
of neighboring Aaman, the Sultan of Zandu has placed this region are the Wanderers of Ashann, who represent
the Zandir military on full alert and fortified the Great the last of the Shan. They are sometimes encountered
Barrier Wall that separates the two rival states. These walking among the rubble of Talislanta’s ruined cities,
moves have served to increase tensions between the two as if searching for something lost long ago.
rival states and have led to speculation that a second
series of Cult Wars may be imminent. THE KHARAKHAN WASTES
To the northeast lie the Kharakhan Wastes, a region
despoiled by firestorms and other unnatural phenomena
during the time of The Great Disaster. The burned and
blackened ruins of Kharakhan, a city once occupied by
THE WILDERLANDS OF a race of giants, stand here like massive tombstones,
ZARAN dismal monuments of a bygone era. Oversized artifacts
From the borders of the Seven Kingdoms to the and curios litter the subterranean levels of the ruined
Volcanic Hills, the vast territories of the Wilderlands of city. This region is now home to the Araq, a hybrid of
Zaran occupy much of the central sector of Talislanta. man and Sauran created during the Forgotten Age. The
Here lie the ruins of many long-dead civilizations of Araq are warlike and prejudiced in the extreme, marking
the Forgotten Age. Much of the devastation caused all other races as hated foes.
by The Great Disaster took place within this region,
which has remained largely uncivilized since that time. THE BARRENS
While featureless wastelands comprise much of the The Barrens is a region of rocky hills, salt flats, and
scrub plains. Herds of land lizards, valued throughout
16
Talislanta as pack and burden beasts, roam this area in
great numbers. Also native to the alkali plains of this
THE CITY-STATE OF MARUK
The city-state of Maruk was once a prosperous center
sector are mangonel lizards, a combative species of
of trade until it gradually fell into ruin, the victim of a
reptile employed as war-steeds by the Thralls of Taz
mysterious curse. The impoverished inhabitants, called
and the primitive tribes who dwell in this desolate
the Marukans, are considered harbingers of doom in
sector, the Danelek.
many lands, and are shunned as if they were carriers
of the plague. With the Sub-Men threatening, many of
the downtrodden denizens of Maruk are preparing to
flee to safer locales.
17
of Kharakhan Giants and the Yitek, a race of nomadic
tomb robbers.
THE CITY-STATE OF DANUVIA
The city-state of Danuvia is a great stone citadel
established long ago by moderate factions who fled the
old Phaedran Empire around the time of the Cult Wars. THE DESERT KINGDOMS
The city is ruled by a gynocracy, with females holding
all positions of importance, including all military
positions. In the face of recent developments, Danuvia CARANTHEUM
has mobilized for war with the Sub-Men. The kingdom of Carantheum is located in the Red
Desert, a great expanse of scarlet sand surrounded on all
sides by the Wilderlands of Zaran. This region is home
THE CITY-STATE OF HADJ to the Dracartans, a race of former nomads who settled
The city-state of Hadj is situated in the middle of an in the Red Desert centuries ago. Carantheum is famed
arid plain that stretches for miles in all directions. The for its thaumaturges, who are greatly esteemed for the
folk who live here, called the Hadjin, are among the wondrous products they create. The city of Dracarta,
wealthiest of all Talislantan peoples. The source of their its towering obelisks and three-fold outer walls plated
great fortune comes from the Hadjin Ruins, ancient with red iron, stands as a testament to their extraordinary
hollow obelisks that contain the mummified remains abilities. Goods from Dracarta are transported across
of a race of magician-kings interred along with their the desert in sail-powered land barges and duneships;
most prized possessions. Farad mercantilists have taken vessels that traverse the crimson sands just as seagoing
great interest interest in the city-state and since the year ships ply the seas.
609, Hadj has become renowned as a resort for wealthy
Talislantans. In the year 620, Carantheum faced perhaps its greatest
challenge. After decades of prosperity, the kingdom
THE DISPLACED PEOPLES found itself besieged by hostile forces on all sides. The
A number of displaced peoples inhabit or traverse the unification of the Za tribes had damaged trade with
territories of the Wilderlands. Most are descended from the Seven Kingdoms, the Dracartans’ primary source
those who survived The Great Disaster, their homelands of vital trade goods and resources. To the south, the
long abandoned and fallen into ruin. Some are refugees Khadun of Raj has amassed a great army, and a third
from the Kang Empire; others are members of dying war seems inevitable. To the east, the emergence of the
races. The most common of these include the Bodor, warlike Kang is yet another source of concern, and the
consummate musicians who possess the ability to see city of Dracarta has become a haven for nomads seeking
sound as colors; the Nagra, a primitive folk renowned safety from the threat of the Sub-Men.
as spirit trackers; the Rahastrans, a people skilled in
the art of Cartomancy; the Xambrians, whose ancestors DJAFFA
were nearly exterminated by the ancient Torquarans The land of Djaffa consists primarily of scrub plains
and who now operate as wizard hunters; the dying race and parched desert interspersed with a few scattered
18
oases. This place is home to a nomadic folk known as been unable to wrest these territories away from the
the Djaffir, who are divided into two tribes: merchant Dracartans, whom they envy and despise.
traders and bandits. The caravans of the merchant
tribes carry goods to and from the civilized countries Raj remains the primary military threat to the other
of Talislanta, from as far west as Zandu to the eastern kingdoms of this region. This situation was exacerbated
lands of the Kang Empire and even Xanadas. The with the rise of the new Khadun, a powerful assassin-
Djaffir bandit tribes, though fewer in number, are nearly mage who rose through the ranks to become the
as ubiquitous as their mercantile counterparts. The founder and leader of the Nihilist Cult. The Rajans
similarities are such that some believe the distinction have acquired knowledge of windship arcanology
between Djaffir merchants and bandits is one of from the unscrupulous Farad, and have declared their
semantics only. Both tribes are governed by a single intention to wage a dark war against their old enemies,
ruler, who is known as the Caliph. the Dracartans.
HARAK
Harak is a bleak and desolate land, hemmed in on all
sides by mountains and swept by frigid winds from the
north. Here, in this most inhospitable of regions, dwell
the fierce warrior clans known as the Harakin, a hard-
hearted people utterly devoid of mercy or compassion.
The ultimate survivalists, the Harakin view all other
living creatures as prey. Their clans are nomadic,
traveling from place to place in search of food and water,
both precious commodities in this region.
19
of crimson-skinned warriors who serve as protectors Scattered throughout the country are ruins, evidently
of the empire. of some long-forgotten civilization. Though a few of
the ruins have been plundered of their hidden secrets,
Since the Silent Insurrection of 611, the Kang have many remain largely unexplored. Far to the north are
taken control of the Quan Empire. The Kang Warlord vast burial grounds, denoted by row upon row of age-
Rakshan now wields total control over the empire; the worn stone markers, or cenotaphs. Less frequently
Kang’s former masters, the Quan, have been reduced to encountered are mausoleums of pitted stone, engraved
the status of slaves. With the Warlord allocating most of with arcane symbols of obscure origin. Humanoid
the empire’s resources to his armies, the Crimson Horde remains, entombed in massive sarcophagi of strange
has grown in power and may now be the single greatest design, have been found in some of these crypts.
military force on the continent. This development is Scholars of the New Age have theorized that these are
viewed with alarm by the Dracartans, and to a lesser the final resting places of the Thane, ancient ancestors
extent by the inhabitants of the Seven Kingdoms. of the Black Savants of Nefaratus.
The empire’s major cities include the coastal city There is a legend to the effect that a vast complex of
of Jacinthe, the coral city of Isallis, and the military ruins lies far to the north. Referred to as Necron on
outposts of Karang, Vishana, Shonan, and Hadran. many ancient maps, the Sarista call it the “City of the
Dead”. Here, it is believed, are buried the mummified
In the last ten years, increasingly harsh conditions remains of an entire city’s population. The Sarista claim
have forced the Harakin tribes to migrate southwards that the city is cursed, and say that it is death to enter it.
towards the Quan Empire. Border skirmishes with the Others believe that the Sarista tell such tales to frighten
Kang military are becoming increasingly frequent. As away would-be grave robbers from their own private
the Harakin grow more desperate, the situation becomes plundering grounds.
increasingly volatile.
L’HAAN
L’Haan is a land of vast snow fields, glittering ice
THE NORTHERN REACHES peaks, and frozen lakes. The only civilized folk native
to L’Haan are the blue-skinned Mirin, a people who
live in crystalline ice castles and are skilled in the arts
KHAZAD of alchemy and natural magic. Situated on opposite
Khazad is a strange and largely unknown realm located shores of the Sea of Ice are the twin cities of L’Lal and
at the furthest north western reaches of Talislanta. Rhin, the latter of which is the capital and home of the
Inaccessible to all but the most determined travelers, Snow Queen, ruler of L’Haan. Most people who travel
its terrain is most forbidding. A line of precipitous between the two cities take ice schooners, majestic sail-
cliffs runs the length of its western coast, and a ridge driven vessels that glide across the Sea of Ice on runners
of mountains extends along its eastern borders. To the made of gleaming adamant. A deeply religious people,
north lay fields of ice and snow; beyond this is the the Mirin revere Borean, God of the North Wind.
Midnight Sea, where sailors fear to go. The waters of
the Gulf of Silvanus, rock-strewn and perilous, deny Over the last twenty years, the kingdom of L’Haan has
easy access from the southeast. steadily declined in power. Weakened from within by
the machinations of Rasmirin anarchists, those Mirin
As a result of these impediments to travel, much of what who have been declared outlaw or outcast from the
is known of Khazad is based upon the accounts of the general Mirin society, the Mirin now find themselves
wandering Sarista tribes and the few hardy adventurers hard pressed by ever-increasing numbers of Ice Giants
who have risked journeying to this isolated area. from the northwestern land of Narandu. Without
According to their accounts, the interior of Khazad is assistance from outside forces L’Haan may soon be
less than inviting. Patches of bleached and barren gall overrun by these invaders.
oak and deadwood stand like skeletons, silhouetted
against a dreary, purple and grey sky. Broken and
irregular lines of hills dot the landscape, interspersed NARANDU
with moors, quagmires, and stagnant ponds. The air Narandu is a frozen wasteland that stretches across
is heavy with the smell of moldering vegetation, and much of the far northern regions of Talislanta. Here,
exudes an unsettling, ancient quality. jagged mountains of ice pierce the bleak tundra and
frigid winds howl through chasms ringed with hoarfrost.
20
This torturous region is home to the monstrous beings number, due as much to the gradual depredations of
known as the Ice Giants, creatures comprised of animate invading Ice Giants as to the Wildmen’s propensity for
ice who are ruled by a mysterious entity known only ritual drug use. Many Jaka have migrated southwards,
as the tt. following the wild herds from which they derive
sustenance. Some have left Yrmania for the Western
Advancing farther and farther south each year, the Ice Lands, while others have joined the Seven Kingdoms’
Giants have slowly extended their territories, converting Borderlands Legion.
temperate lands to bleak tundra. To date, they have
engulfed parts of western L’Haan, and sections of Along the eastern borders of Yrmania lies the flat
Yrmania. The prophecies of the avian Gryphs of wasteland known as the Lost Sea, a dried-up seabed
Tamaranth, which foretold the war of the Ice Giants littered with the ancient skeletons of giant sea dragons
against the other races of Talislanta and the extension and other aquatic monsters. Some claim that half-
of their rule over the entire continent, were once sunken sea vessels of unknown origin can be found in
considered preposterous by scholars from the Western isolated parts of this region, many containing fabulous
Lands, but now echo ominously from the past. artifacts and treasures from a lost age. As the Ice Giants
advance southwards, scholars have begun to fear that
the Lost Sea may soon be sealed under glacial ice.
THE PLAINS OF GOLARIN
The Plains of Golarin is a wide expanse of savannah
littered with the crumbling ruins of an unknown number XANADAS
of ancient civilizations. In the north central region Xanadas is an isolated land located high amid the
stands the Watchstone, an immense pillar of gray towering peaks of the Opal Mountains. At the summit
basalt several miles in height. Packs of heavily armed of Mount Mandu stands an ancient edifice known as
Beastmen roam the Plains of Golarin in force, preying the Temple of the Seven Moons. Within, the fabled
upon caravans from the Seven Kingdoms, Carantheum, savants known as the Chroniclers of Xanadas dwell,
and the Western Lands. observing all that transpires throughout the continent of
Talislanta. Every event of note is recorded in massive,
leather-bound tomes, which when full are stored in the
YRMANIA temple’s archives. The Chroniclers continue to carry
Yrmania is an untamed wilderness region that lies to out their duties to the present day, using enchanted
the west of the barren ice fields of Narandu. This savage seeing stones fashioned from spheres of polished blue
realm is home to two distinct humanoid tribes: the diamond.
savage Wildmen and the Jaka, last of a race of intelligent
beasts who roamed the forests of Talislanta in ancient
times. The Wildmen are believed to be declining in
21
the lower planes.
THE CENTRAL REGIONS
TAMARANTH THE SINKING LAND
The Sinking Land is situated in the farthest northeastern
Tamaranth is the oldest and most impressive of
reaches of the Wilderlands of Zaran, just west of the
Talislanta’s woodland regions. Two intelligent species
Volcanic Hills and south of the Opal Mountains. The
of humanoids live here: the avian Gryphs and the
skies above this region are always dark and gray, the
mystical Ariane. The Gryph clans live in eyries built
earth below a vast quagmire of inert, brown sludge.
in the tops of the tallest span-oaks, and consider them-
A few species of plants and animals have somehow
selves the guardians of Tamaranth and the surrounding
managed to adapt to this bleak and depressing
environs. Through their travels and communication with
environment, including several varieties of giant
other avian species, the Gryphs are often aware of events
fungi, the barge tree, and the mud-dwelling Snipe, an
that have transpired in even the most distant places.
intelligent species of mollusks that possess the ability to
move swiftly through the muddy ground of the Sinking
The Ariane are practitioners of a mystic doctrine known
Land as easily as fish swim through water.
as transcendancy that enables them to commune with
all things in nature, including animals, plants, and even
earth and stone. The majority of the Ariane spend their URAG
entire lives in the maze city of Altan, meditating on the Urag is a harsh, wind-swept region of arid plains,
mysteries of the natural world. For some, the search for winding canyons, and sprawling mountain ranges. Once
enlightenment leads beyond the forests of Tamaranth to a thriving forest, the area has slowly been reduced to a
distant lands. Such individuals, called Seekers, may be near wasteland by centuries of neglect and abuse. The
encountered almost anywhere in Talislanta. individuals responsible for defiling this land are the
bestial humanoids who dwell here-the Ur, a warlike
Following recent developments with the SubMen, the race who rule by force of arms. Their subjects include
Gryph clans have increased the number and frequency the Darklings, a wretched race of humanoids who once
of surveillance flights over the plains region and have controlled the region known as the Darklands, and the
fortified their eyries against possible forays by the Stryx, a race of bat-winged scavengers who serve the
Beastmen. From their refuge deep in Tamaranth Valley, Ur as aerial scouts.
the Ariane continue to send forth Seekers, hoping to
gain greater understanding of what is occurring in the The Ur clans have three large settlements: Krag, Vodruk,
outside world. and Grod. These places are havens for disease and
filth, and contribute much to the pollution of the local
THE SHADOW REALM environs. The Ur have no deity, but prostrate themselves
The Shadow Realm is an eerie place haunted by the before immense stone idols. The nature and origin of
ghosts of a dozen vanished
civilizations. Shattered
ruins, worn beyond
recognition by centuries of
time, are found throughout
the region. Among the few
intelligent beings known to
inhabit this forsaken land
are the Malum, spectral
entities who hail from the
Nightmare Dimension.
They dwell within the Iron
Citadel, a ruined structure
of ancient and obscure
origins. From within the
dark confines of their sanc-
tum, the Malum reputedly
consort with creatures from
22
these monstrous effigies is unknown even to the Ur
themselves; scholars believe they were built long before
BATRE
Batre is a small tropical island located to the south of
the Ur clans settled in Urag.
the Dark Coast. The inhabitants, known as Batreans, are
a primitive folk of peculiar habits. The males are huge,
Unsettled by recent events, the Ur keep a watchful eye
dull-witted, and remarkably ugly. Conversely, Batrean
to the north, fearful of the encroaching hordes of Ice
females are exceedingly intelligent and lovely beyond
Giants who are slowly making their way southwards
compare. Until the island was annexed by the Imrians in
into Ur lands.
602, it was the peculiar custom of Batrean males to sell
their womenfolk for gold, a practice many believe the
THE VOLCANIC HILLS females instigated as a means of escaping their boorish
The Volcanic Hills is one of the most desolate and mates. The Batrean males have since been relegated
forlorn sectors of Talislanta, marked by clouds of smoke to the status of breeders, and the Imrian slavers now
and ash, sulfurous fumes, and rivers of molten lava. control the sale of Batrean females.
The dominant species in this hostile region is a race of
reptilian humanoids known as the Saurans. They live
in walled stone enclosures, forge crude iron weapons
FARADUN
Faradun is acknowledged as the wealthiest mercantile
and armor, and employ trained land dragons as giant
state on the continent, primarily due to the widespread
siege engines. Saurans know nothing of magic, but do
sale of contraband drugs and weapons.
have a religion of sorts. Their patron deity is Satha, a
fire-breathing Dragon Goddess who supposedly gave
The sprawling port of Tarun, with its ominous and
birth to the Sauran race.
impregnable defenses, is the capital and center of all
trade. The inhabitants of this land are the Farad, a
In the last five years the Sauran tribes have been under
mercantile folk known for their singularly unscrupulous
assault by the armies of the Kang Warlord.. The Kang
business practices; the Farad will buy or sell anything
have begun a systematic campaign of extermination
from anyone, with no questions asked. Their ruler is
against the reptilians, forcing many to withdraw into
the Kral, a powerful monopolist who dictates the price
the Wilderlands. The absence of the Saurans has
of all goods bought or sold in Tarun. The Farad have a
enabled the indigenous raknid population to increase
religion of sorts, revering the god Avar, deity of material
by leaps and bounds. Great swarms of these hostile
wealth and personal gain. Avar’s followers do not erect
insectoids now roam the subterranean depths of the
temples in his name, but prostrate themselves before
Volcanic Hills. Some fear that they will find their way
golden idols purchased in the shops of Tarun.
into the Underground Highway, to the detriment of all
Talislantans.
The Farad’s unscrupulous trade policies have brought
them great prosperity as well as the enmity of many
Talislantans; following the sale of stolen windship
THE SOUTHERN RIM arcanology to the Rajans, Farad mongers and procurers
were banned from both the Seven Kingdoms and
Carantheum. Faradun has established trade ties with
THE DARK COAST the Imrian slavers and is known to supply weapons to
The Dark Coast region is dominated by thick, tangled hostile regimes in Raj and Aaman.
jungle interspersed with sections of marshland and
tropical forest. The Boru and Kiru rivers effectively
divide the land into three separate territories: the western JHANGARA
rain forests, home of the peaceful, symbiotic Green A primitive and impoverished country, Jhangara
Men; the central swamplands, home of the amphibious has little or no influence among the other nations
Mud People; and the eastern junglelands, territories of Talislanta. With little hope for the future, some
inhabited by the fierce, four-armed Ahazu. Despite Jhangarans have been attracted to the overtures of
the danger posed by warring bands of Ahazu and Mud Aamanian missionaries, and have been converted to
People, explorers from the Seven Kingdoms have the intolerant tenets of the Orthodoxist Cult. Jhangaran
come here of late, searching for signs of a great fleet of mercenaries now comprise a sizable part of the
windships that went down here in ancient times during Aamanian military.
a terrible battle between the Elande and the windship
pirates of Baratus. Jhangara is a hot and humid land consisting mainly
23
of jungle, murky swamp, and bog that becomes far and wide in massive coracles drawn by teams of
progressively more dense and inhospitable to wards giant, sightless eels called kra. The Imrians worship
the southern coastal regions. The humanoid denizens no god, and indeed cannot comprehend any position
of this land are the Jhangarans, an uncivilized race, bearing greater esteem than King of Imria; they mock
odd and ungainly in appearance. They live in tribal those who do have deities as ignorant savages.
groups, typically comprised of individuals of the same
occupation. The strangest of these are the Outcasts, who Despite many setbacks, the Imrians continue to foster
wander the swamps and jungles of Jhangara in ragged dreams of conquest. They succeeded in subjugating
bands. The other tribes regard them with superstitious the Isle of Batre in the year 602, and now use it as
dread, for it is the belief of the Jhangarans that all a breeding ground for slaves, who are sold to Raj
Outcasts bear with them the “stigma of doom.” and Faradun. Failing to establish a foothold on the
Talislantan continent, the Imrians are now concentrating
their efforts on acquiring other island territories such as
GAO-DIN Oceanus, Gao-Din, Phantas, and certain of the smaller
Gao-Din is a small and rocky island located some ten islands in the Far Seas.
miles off the western coast of Mog. The only settlement
on the island is the rogue city of Gao. Formerly a penal
colony of the old Phaedran Empire, Gao-Din was MOG
abandoned by its makers during the Cult Wars of the Mog is a vast swampland cut by countless small
early New Age. Showing a degree of ingenuity born tributaries of the Axis River and teeming with a variety
of desperation, the prisoners salvaged an abandoned of unusual plant and animal species. The primary
Phaedran vessel and embarked upon a career as sea- inhabitants of this region are the Mogroth, sloth-like
roving pirates. Since that time the Sea Rogues of Gao- humanoids who live in rude huts erected in the branches
Din have prospered, primarily at the expense of such of large mung-berry trees. Normally slow moving and
folk as the lmrian slavers and the Farad. Unlike the placid by nature, Mogroth traders sometimes travel to
vicious Mangar corsairs, the Sea Rogues are notable the Seven Kingdoms, bearing sacks of gold and amber
for their gallantry and swashbuckling style. Their ruler dredged from the swamps.
is known as the King or Queen of Thieves.
24
known map or sea chart. Islands of note include Fahn, exhibition of oddities and diversions attended by people
a veritable paradise populated by a tribe of albino from all over Talislanta.
humanoids known as the Sawila; Donango, a peaceful-
seeming isle similar in appearance to Fahn, but infested
by sea demons; the Mangar Islands, a cluster of four PHANTAS
small isles whose hidden coves serve as bases for the Phantas is a semi-tropical isle, covered in vegetation
murderous Mangar corsairs; and Pana-Ku, a volcanic and surmounted an all sides by wavering cliffs of white
isle wreathed in jungle and inhabited by a race of stone. High above the island, tethered to the ground by
demonoids known as the Na-Ku. chains of adamant, is a singular structure: a great castle
built in the clouds, called Cabal Magicus. Here dwell
the last descendants of an ancient race of magicians and
NEFARATUS thaumaturges known as the Phantasians. Once among
Rising ominously above the waters of the Far Seas is the the most skilled practitioners of the magical arts, the
Isle of Nefaratus, a shadowy mound of stone rimmed Phantasians have forgotten nearly all of the fabled
with jungle. A row of onyx towers dot the isle, each a knowledge possessed by their ancestors, who built
hundred feet in height and decorated with the graven Cabal Magicus. Among the few secrets left to them are
images of leering devils. Within, the inhabitants of the talents associated with the building of windships and
Nefaratus gaze into mirrors of polished obsidian and the art of distilling dream essence.
work their strange enchantments and divinations. These
are the Black Savants, members of a secret magical
order that dates back to the Forgotten Age. THE THAECIAN ISLES
Islands in the Thaecian Isles chain include Peridia, a
The activities of the Black Savants have long been rocky isle known for its underwater grottos; DaWa, a
subject to speculation. Their midnight-black vessels place of scenic vistas inhabited by a species of parasites
are rumored to sail the cursed waters which lie at the known as neurovores; Garganta, a great mound of
edge of the world. Sailors who have encountered such volcanic rock that serves as home to the gigantic stone
vessels at sea claim that they are propelled by the efforts entities called Monoliths, who are believed the oldest
of demons, chained to the oars with silver shackles and creatures in the world; and Cella, rumored to be the
driven on by giant, copper-skinned devils. Others claim retreat of a powerful magician known only as the
to have seen the black ships pull into certain port cities Enchantress of the Shoals.
on moonless nights, only to depart before the coming
of dawn.
TALISLANTAN
OCEANUS COSMOLOGY
Oceanus is a waterborne city established some centuries
ago by wandering tribes of Sea Nomads. Built entirely For untold millennia, the inhabitants of Talislanta
upon great barges made of plant fibers and tethered to have pondered the nature of their world. The earliest
each other in intricate fashion, the city has no permanent men and women gazed in awe and fascination at the
location, but floats freely on the waves. celestial objects that coursed across the skies above
them, naming them after gods or demons. Not until the
Archaen Age and the advent of the study of astromancy
THAECIA was it understood that these heavenly bodies were not
Thaecia is an island of rare and splendorous beauty, living beings, but stars, moons, and planetoids.
located off the southwestern coast of the Talislantan
continent in the Azure Ocean. This scenic isle is home Even this revelation did not suffice to explain
to an advanced and prosperous people known as the the mysteries of the cosmos, however. For true
Thaecians. Renowned throughout Talislanta for their understanding of Talislantan cosmology was not
hedonistic appetites, the Thaecians are devout pleasure possible until Talislantans understood more about their
seekers who indulge in all manner of stimulating own world.
pastimes. They are skilled in the making of scintillating
spheres of amberglass called Thaecian orbs, wondrous
items imbued with illusory panoramas and other THE WORLD OF ARCHAEUS
enchantments. The single Thaecian settlement of note Even as late as the year 600 NA, many scholars believed
is Caprica, site of the Festival of the Bizarre, an annual that the world was flat and that traveling too far in
any direction would result in falling off the edge of
25
the world. Only in the last century have Talislantans by night. According to Jhangaran legend, a monstrous
discovered that their continent is but a small part of an creature known as the horag stalks the swamps during
entire world, which the ancients called Archaeus. this time, searching for humanoid victims. Though no
one has ever seen the horag, the Jhangarans’ belief in
this legendary creature is quite unshakable; Jhangarans
THE TWIN SUNS who are accidentally caught in the swamplands after
Scholars of the New Age know of nine celestial objects sunset during the time of the septenarial concordance
that revolve around Archaeus, though a tenth has have been known to slit their own throats rather than
sometimes been theorized. Two of these are the twin face this fearsome creature.
suns of Archaeus, which rise and set in unison. The
larger of these is blood red in hue, and is known as the Finally, on the forty-ninth of Laeolis occurs a
greater sun, or old sun. The smaller, a mass of golden phenomenon known as the Ghost Moon. On this night,
fire is called the lesser sun, or new sun. the moon Laeolis passes in front of the moon Phandir,
leaving a weirdly glowing “ghost” image in its wake.
THE SEVEN MOONS This is considered an evil sign by most Talislantans.
High above Archaeus are its seven moons, each of
which reigns in its full phase over one of the forty-nine
day months of this world. These moons and the months
named after them are: purple Ardan, the moon of THE OMNIVERSE
romantic love; amber Drome, which is associated with The Omniverse is a term used by Talislantan
protection and conjuration; crimson Jhang, whose light metaphysicists to describe infinity, or the cosmos.
shines kindly on hunters and warriors; blue Laeolis, the The most recent theories propose that the Omniverse
moon of sorrow; green Phandir, sphere of mystery and consists of seven known planes of existence, each of
reputed to be a home of Destiny; silver Talisandre, a which is comprised of an infinite number of dimen-
capricious influence; and black Zar, an ally of Death. sions. The seven planes are often depicted as a series
Each of the seven months consists of seven weeks, of concentric spheres separated from each other by the
each of which has seven days. Talislantan days have no Continuum, a neutral medium sometimes referred to as
names, but are referred to by number, as in the twelfth the dimensional fabric or the space between dimensions,
of Ardan, the thirty-seventh of Drome, and so on. which permeates the entirety of the Omniverse.
Aspiring astromancers would do well to note that the The Seven Planes of Existence are as follows:
suns and moons of Archaeus follow no known rules
of physics, but are instead influenced by the mutable THE ELEMENTAL PLANE
principles of metaphysics. Situated at the center of the Omniverse, the elemental
plane is the source of all matter from which the countless
universes of the material plane are derived. The Green
ASTROLOGICAL EVENTS World, home of plant elementals and nature spirits,
There are three events of astrological significance that forms the outermost layer of this reality.
occur yearly. The first is the conjunction of the twin
suns, which happens on the last day of Phandir; at noon THE MATERIAL PLANE
on this day, one of the suns eclipses the other for a The material plane consists of an unknown number of
period of up to an hour. Astrologers have proven unable dimensions, within which may eidst an infinite number
to predict the length of the eclipse or which sun will of uni verses. Each universe is in turn comprised of an
eclipse the other in any given year, making this celestial infinite number of worlds. The world of Archaeus, home
event of great interest to gamblers and speculators. The to the continent of Tallslanta, is situated on the material
conjunction of the twin suns is a time of feasting and plane, which Talislantans refer to as Primus.
dancing for many of the inhabitants of Talislanta.
26
THE ASTRAL PLANE
The astral plane is a vast, gray void that encompasses
the ethereal plane. It is the domain of shadowforms,
nightstalkers, phasms or astral vampires, and a host
of relatively minor spirit entities.
27
YEAR EVENT
1 Beginning of ‘The New Age-* The city-state of Phaedra is established. The Orthodoxist and
Paradoxist cults vie for control of the new state, but moderates choose the wizard SoIiman III to
be the first ruler of Phaedra. A period of lasting prosperity follows, lasting some hundred and ten
years.
21 The Mirin of L’Haan build the ice cities of L’Lal and Rhin.
29 The nomadic Dracartan tribes settle in the Red Desert, a region considered inhospitable by most
other peoples. In the same year they discover vast deposits of red iron. Djaffir merchants estab-
lish a trade route to Phaedra and work is begun on the city of Dracarta.
48 Mazdaks finally kill each other off, leaving the barbaric Quan tribes in control of their old territo-
ries.
67 The Darkling hordes of Urag, fleeing the Ur clans, invade the territories of the Gnomekin. The
Gnomekin hide under¬ground until daybreak, then emerge in force and drive the Darklings back
to their own shadowy lands. Called the One Day War, the incident promotes considerable laughter
amongst the Gnomekin for months to come.
71 Soliman III, ruler of Phaedra, succumbs to old age. A period of mourning lasting twenty years is
decreed by his successor, the magician Damon.
77 Phaedrans annex territories occupied by the Aeriad, who flee to the forests of what is now Var-
dune.
82 The Quan conquer the Vajra.
91 End of the twenty years mourning in Phaedra: Damon decrees a twenty-year period of celebration
to follow, but is clapped in irons and branded a lunatic. Orthodoxists and Paradoxists again vie
for power, but the sorcerer, Kabros is chosen to rule Phaedra. Privately, he tells friends that the
city-state is on the verge of collapse, and advises against making long-term plans regarding the
acquisition of property, among other things.
97 Imrian vessels raid the Dark Coast for the first time, taking many slaves.
101 Religious uprisings rock Phaedra on the city-state’s hundredth anniversary. The Sorcerer Kabros
resigns as ruler. In a stirring speech to his supporters, primarily magicians, wizards, and other,
sorcerers, Kabros advises them to consider “an exit, and a hasty one at that.” By the following
morning, he is sipping nectar on the Isle of Thaecia. Fearing for their lives, his advisors disguise
one of their number as Kabros, successfully maintaining this ruse for over eleven years.
107 The Quan, using Vajra engineers and laborers, dam the River Shan, forcing the Sunra to surrender.
Using Sunra vessels, the Quan take the Mandalan city of Jacinthe just one month later.
112 Kabros’ advisors, their trickery finally uncovered, are forced to flee for their lives. The Ortho-
doxists seize control of the state, ordering dissidents to be incarcerated in the wilderness penal
colony, Gao-Din. Beginning of the Cult Wars with the Paradoxists.
119 The Ur clans of Urag conquer and enslave the Darklings, then join forces with the avian Stryx.
122 The Quan bribe the Kang warchieftains, and establish the Quan Empire. The capital city of Tian is
built by conquered Mandalans and Vajra, and the empire begins to prosper.
133 The penal colony of Gao-Din is abandoned by the Phaedrans, and the rogue city of Gao is estab-
lished soon afterwards.
148 The Phandre, a race of magicians exiled from the city-state of Phaedra, establish the free state of
Cymril. Treaties are signed with the Thralls of Taz and the Gnomekin of Durne. The Farad estab-
lish a settlement in Faradun.
158 The Arimites build the ramshackle mining installation of Shattra and declare it the capital of the
nation of Arim.
161 Za bandits and Beastmen contend for the border regions of Zaran.
29
176 Ice Giants attack L’Haan, but are driven back by the Mirin, who have discovered the secret of
making adamant.
188 Mandalan mystics escape from the Quan Empire and flee into the Opal Mountains. Most are slain
by Harakin tribesmen and frostweres, but a few survive the journey and discover the Temple of the
Seven Moons in Xanadas. The Farad build, the port city of Tarun.
193 Beastmen launch attacks against the settlements of the Sindarans and Kasmirans. Beginning of
the Beast Wars.
207 The Dracartans of Carantheum rediscover the lost art of thaumaturgy.
222 The Kasmirans, Sindarans, and Aeriad sign treaties with the Cymrilian alliance. At the last .min-
ute, the Muses of Astar also decide to sign, and the confederation of states known as the Seven
Kingdoms is established. The Beastmen beat a hasty retreat back across the Plains of Golarin.
231 Armies of the Kang drive the Nagra tribes out of the Quan Empire.
237 The Arimites, who have become wealthy by supplying black iron to the warring Phaedran cultists,
build the citadel of Akbar.
245 Gryphs from the forests of Tamaranth, suffering from a plague of gange, are cured by the magics
of the Ariane. The Gryphs never forget this act of kindness from the strange folk of the maze city,
vowing to remain always the protectors of the Ariane race.
267 Imrian slavers attempt to sack the rogue city of Gao, but are repulsed. Hereafter,, the Sea Rogues
harass Imrian vessels at every opportunity,
292 Sea Nomads build the floating city of Oceanus.
300 Jhangarans build crude settlements at Karansk and Tabal.
318 The Ur clans invade Yrmania.
321 Shabul, King of Arim, is slain by Revenant Cultists.
334 The Ur, mired in a long and pointless war with the Wildmen of Yrmania, withdraw in disgust to
their homeland.
350 Irnrian slavers first encounter the Black Savants of Nefaratus. After losing many vessels, the
Imrians strike a secret deal, and are thereafter allowed to pass through Nefaratan waters by speci-
fied routes only. Beginning of slave trade with the Quan Empire. The Mirin of L’Haan repulse an
invading army of barbaric Harakin in a fierce battle that lasts for three days and nights.
366 Thousands die in a bloody sea battle waged by opposing cult forces for control of the Phaedran
Gulf. Hereafter, the gulf is known as the Sea of Sorrow.
383 Armies of the Quan Empire plunge north into Harak, hoping to establish a safe route to L’Haan,
which is rich in blue diamonds and adamant. Fierce bands of Harakin, mounted on winged
dractyls, oppose them every step of the way. Finally, the Kang commanders order their forces to
withdraw convinced that the prize is not worth the effort.
400 Xanadas, the great mystic founder of the Temple of Seven Moons and father of the country Xana-
das, leaves his followers, vowing on his deathbed to return after visiting with the gods. Beginning
of “The Long Wait.”
404 Nomads of Raj unite under the necromancer Urmaan after a series of drawn-out desert campaigns.
Employing slave labor, the Rajans build the fortified citadel of Irdan.
422 Kang forces turn back an army of Witch folk from Chana. Beginning of the Quarn Border Wars.
432 Saurans from the Volcanic Hills invade the Quan Empire. Mounted on armored land dragons, the
Saurans advance slowly but inexorably towards the capital of Tian. Only the early onset of winter
stops the Saurans, the cold weather forcing them to return to their more temperate homeland. Im-
mediately following this disastrousincident, the Emperor of Quan orders his Kang commanders to
undertake the swift construction of fortified border outposts and heavy siege engines as insurance
against further assaults.
30
433 The Sauran armies return in the spring, but are unable to penetrate the Kang’s new and hastily
constructed defenses. Dismayed, the Saurans return to the Volcanic Hills.
444 Sheiks of the Djaffir bandit tribes arrive in Carantheum. They report that Urmaan of Raj is amass-
ing an army of slave warriors along the southern borders of the Wilderlands, presumably in prepa-
ration for an assault on the citadel of Dracarta. Abas the Gray, a Dracartan thaumaturge noted for
his quirk wit, tells the Djaffir he would appreciate Urmaan better were he to amass an army of
slave girls instead.” Not amused, the Djaffir hurl Abas out a window to his death. The Dracartans
get the point and promise to keep a dose watch on the situation.
445 Armies of the Rajans launch an attack on Dracarta, the southernmost of Carantheum’s outposts.
The Dracartans, warned in advance by the Djaffir sheiks, annihilate the Rajan armies with relative
ease. When news of the crushing defeat reaches Tarun, Urmaan has his entire staff of generals
boiled in oil. Urmaan then disappears, never to be heard from again. A high priest of Raj uses the
incident to his advantage, claiming that Urmaan has gone to visit the entity known as Death, from
whom he seeks advice and guidance on how to defeat the people of Carantheum. The idea so
catches the fancy of the gullible Rajan populace that Death becomes the nation’s patron “deity.” A
morbid cult springs up around the high priest, who becomes the first Khadun or mystic ruler of the
Rajans.
451 The Seven Kingdoms build the Seven Roads, encouraging trade between each of the member na-
tions.
476 Death of the first Khadun of Raj by unknown causes. A new Khadun claims his predecessor has
“gone to seek Urmaan. The Rajan death cultists are thereafter known as the “Followers of Ur-
maan.”
480 Independent city-states of Danuvia, Maruk, and Hadj are built by Phaedran exiles.
493 Ice Giants enter the forests of Tamaranth and find the Ariane High Masters waiting for them.
Employing their potent magics, the Ariane hasten the often slow process of spiritual ascendancy,
enabling the invading Ice Giants to immediately enter into their next incarnations as puddles of
water.
500 The Rajans, led by the Khadun himself, attack-Dracarta in force. Routed by Dracartan duneships,
the Rajans are torn to pieces as they flee madly across the desert sands. The Khadun is captured
alive and plated with red iron by Dracartan thaumaturges. His statue-like form is displayed in the
capitol of Carantheum, where it decorates the Royal Palace. The battle comes to be known as the
Massacre at Dracarta.
512 Exhausted after four hundred years of continuous warfare, the Orthodoxist and Paradoxist cults
declare a truce. After a brief council, they agree to divide the old Phaedran territories into two
separate nations. Zandu, to the west, becomes home to the Paradoxists. Aaman, to the east, is oc-
cupied by the Orthodoxists. Construction is begun on the Great Barrier Wall.
519 The Great Barrier Wall Is completed; the Zandir and Aaman work together to erect this massive
structure in only seven years.
538 Fierce Mangar corsairs begin to harass the dragon barques of the Quan Empire.
553 Ur clans from the fortress city of Krag pour into the gorge at Akbar but are unable to penetrate the
Arimites’ strong defenses. They fall back to make new plans.
570 Imrians raid Mog for slaves, and sail upriver as far as Astar in search of Muses. They find an army
of Thralls from Taz instead, and are driven down the Axis river and into the Azure Ocean. In the
same year a large contingent of Imrians attempt to take the Isle of Thaecia, but are easily repulsed
by the magics of the Thaecian enchanters.
600 Tamerlin writes his Chronicles of Talislanta.
601 A new Wizard King is elected by popular decree in Cymril. He is known for his liberal policies,
and is viewed with great distaste by the arch-conservative Tanasian ethnic minority.
602 Imrian slavers annex the Isle of Batre.
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603 A trio of Tanasians attempts to restore the old regime to power in Cymril. They fall when the
Lyceum Arcanum comes out in support of the Wizard King. The Lyceum’s secret archives are
opened, and the Tanasian’s discredited. Nymandre is tried and convicted of treason; he is placed
in stasis and imprisoned in an impermeable orb. Ebonarde feels to parts unknown, while Naryx of
the Gloved Hand disappears – some say he is hiding in the jungles of Chana.
604 Members of the Lyceum Arcanum begin’ deciphering the contents of the secret archives. They
discover the Archaen Codex, an ancient book of occult lore that contains the lost magical secrets
of a bygone age.
605 Faradun is acknowledged the wealthiest of all Talislantan states. Despite denials by the ruling
Kral, it is widely believed that Farad prosperity stems from the illegal sale of weapons to the Imri-
ans and Rajans, as well as the lucrative euphorica trade.
607 Sindarans discover the remains of an unknown vessel in the dusty soil of the Lost Sea. It is theo-
rized that Talislanta was once home to a port city that may have attracted ships from other worlds,
or other dimensions.
608 In Raj a new Khadun, an assassin-mage backed by factions of the violent Nihilist Cult, seizes
power after a bloody coup. The new Khadun declares his intention to wage a dark war against the
nation of Carantheum.
609 A consortium of Farad monopolists takes a great interest in the independent city-state of Hadj.
Hadj begins to gain a reputation as an exclusive resort for the wealthy. Certain of the Hadjin
Tombs are acquired by the Farad consortium, and are closed to the general public.
610 The Farad develop windship arcanology, claiming to have obtained this knowledge from the Had-
jin Tombs; others believe the secret was stolen from the Cymrilians.
611 The Hierophant Omnus I comes to power in Aaman. In the Quan Empire, a movement known as
the Silent Insurrection has begun.
612 Farad windships, sailing south beyond the continent of Talislanta claim to encounter windships
piloted by the Baratus --dreaded skyborne pirates from ancient times. These ships are described as
similar in make to Phantasian warships.
613 An individual claiming to be the Tirshata appears before the annual conclave of the Za bandit
clans. By the end of the conclave, he has eliminated eleven of the most powerful chieftains and
consolidated control of all the Za clans under his banner. The Za clans are united for the first time
since the Age of Confusion.
615 The Sultan of Zandu is assassinated by Heterodoxist cultists. His son, Faryan, is appointed as his
successor.
618 Mandalan refugees arrive in the Seven Kingdoms, claiming that the Kang have quietly usurped
control of the Quan Empire from the ruling-class Quan, whom they have chosen to retain as pup-
pet dictators. Their claims are disputed until the Kang mobilize a massive force against their old
enemies the Saurans of the Volcanic Hills in an operation long opposed by the Quan, who had
previously elected to hoard the empire’s resources for themselves.
619 Dracartan scouts report that the Rajans have begun to develop a rudimentary form of windship
arcanology. The Farad are suspected of selling secrets to the Rajans. In response, the Seven King-
doms and Carantheum suspend all trade ties with the Farad.
620 Rumor has it that the Tirshata is negotiating a possible pact of alliance with the Beastmen, as the
Sub-Men tribes begin to gather in the Wilderlands.
621 Proven a fraud, the fledgling army of the Tirshata disbands with the fall of their charismatic leader.
War is narrowly averted.
32
CHAPTER TWO
RACES &
CULTURES
THE PEOPLES OF discovered how to use magic to alter their appearance.
This theory is supported by the Wild Races as well;
TALISLANTA such is the ages-old animosity between the two peoples
The humanoid peoples of modern-day Talislanta are that neither race will acknowledge being related to the
remarkably diverse in outward appearance, exhibiting other. This should tell you all you need to know about
an uncanny variety of skin colorations, facial features, Talislantan race relations.
and bodily forms. Yet despite these discrepancies, the
continent’s humanoid inhabitants are all believed to be
descended from one of four* root sources:
CUSTOMS & CULTURES
To the neophyte traveller or explorer, Talislanta presents
1. The Wild Races
nearly unlimited opportunities for discovery and
Primitive tribesfolk such as the Yrmanians, Druhks, Za,
adventure. Conversely, the possibilities of disaster are
Beastmen, Jaka, and Ur.
at least as numerous, particularly for those unfamiliar
with the many unusual cultures native to this realm. The
2. The Archaens
foreigner is best advised to avoid incautious behavior
“Civilized” humanoids such as the Cymrilians,
at all costs; keeping a keen eye out for signs of trouble,
Phantasians, Thaecians, Hadjin, Aamanians, Zandir,
tactfully acceding to the customs and beliefs of the
and Mandalans.
natives (no matter how odd or irrational these may
seem), and maintaining a degree of civility and decorum
3. Neomorphs: Magical hybrids/mutations
in public places. Travelling in groups of trustworthy
A wide-ranging group consisting of hybrids such as
companions, wielding cogent magics, and/or carrying
Thralls, Muses, Bodor, Green Men, Araq, and Yassan;
concealed weapons on one’s person are also advisable,
mixed breeds such as Rajans and Virds; magically
unless one prefers trusting all to luck.
evolved or devolved species such as the Gryphs and
Aeriad; and magically mutated species such as the
Ahazu and Moorg-Wan. A NOTE ON BALANCE
Many different roleplaying games go to great lengths
4. Extra-dimensional entities to ensure a proper balance is maintained between
Includes the Sindarans and Ariane; also, so-called characters of different types. Talislanta has never been
demons, devils, and other entities who have come to one of those games.
Talislanta from other planes of existence.
The sheer number of playable races makes balancing
* Although the Archaens are descended from the Wild them all impossible. Talislanta has always been about
Races, scholars of the New Age claim that the two the setting and as such, matters of balance are largely
races diverged and became distinct after the Archaens ignored. The focus of Talislanta has been, and should
33
be, about roleplaying. This means that certain character and spirit”, Aamanians use an extract of the bald nettle
types might be less powerful than others in game terms, plant to remove all facial and body hair, thus achieving
however this should have no bearing on the fun a player a sameness of appearance. Astringents and powders that
will have playing a lesser powered character. An Aeriad whiten the skin are also used by many, as an expression
Botanomancer can be just a much fun to roleplay as a of “purity”. Only the most modest attire is permissible
mighty Thrall or Kang warrior. in Aaman — colorless smocks, robes designed to
conceal the figure, and caps of starched linen.
PLAYABLE RACES The Aamanians are descended from the ancient
With the sheer number of races and ethnicities found on Phaedrans, rulers of an empire that once encompassed
the continent of Talislanta, it is impossible to include the greater part of the Western Lands. Aaman became
them all in one book. The playable races found in this an independent nation following the long and bloody
chapter represent the most common groups that take Cult Wars, which pitted the Orthodoxists against the
up an adventuring lifestyle. There are races here from Paradoxists of neighboring Zandu.
all over Talislanta with a concentration on those found
regularly in and around the Seven Kingdoms region. Aamanian society is rigidly structured, and is based
on a religious caste system. Higher caste Aamanians
work in mercantile guilds, elite ranks of the military, or
the clergy and its various branches. The lower classes
work as farmers, laborers, vendors, or as conscripts in
AAMANIAN the infantry. Slaves are used for the most odious types
Stern of bearing, Aamanians have copper-colored of manual labor. They have no rights and are regarded
skin, sculpted features, and deep green eyes. In order as property, to be bought and sold as desired by their
to promote the Orthodoxist ideal of “oneness in body Aamanian masters.
34
Aamanians live in drab, whitewashed brick dwellings.
The cubiform structures which pass for Aamanian
architecture are all identical in appearance, and their
cities are laid out in monotonous, square grids. of AAMANIAN RACIAL TRAITS
decoration save for approved cult symbols and icons. ● -2 Charisma, +2 Wisdom
Every Aamanian home has a small shrine with an ●Medium Size: As Medium-size creatures,
All-Seeing Eye at its center. These icons can be Aamanians have no special bonuses or
found throughout Aaman: in the cities, villages, along penalties due to their size.
roadways, and so forth. The symbols serve as a constant ●An Aamanian’s base speed is 30 feet.
reminder that the Monitors, mortal representatives of ●Bonus feat: Faith or Zealot
Aa the All-Seeing, are always watching. ●All Aamanians receive 4 free ranks in
Knowledge (Orthodoxy)
●Automatic Language: High Talislan
RELATIONS ●Favored Class: Warrior OR Magician (Priest
Devout fundamentalists, Aamanians shun any form of background only)
merry-making or improper behavior, and are taught ● Restricted Class: Barbarian, Rogue
never to question the dictates of their superiors.
Disagreement with Orthodoxist doctrine is considered
tantamount to heresy, and may result in unpleasant
consequences; a trip to the House of Penance is the
that are a part of High Talislan, the language sounds
usual remedy. Visitors from other lands are required
rigid, overly formal, and restrained. Aamanians
to show respect for the local customs. Outsiders are
converse mainly in clichéd cult dogma and quotations
constantly watched by Monitors in the service of the
from Orthodoxist scripture. Gesticulation is practically
Knights of the All-Seeing Eye, from the moment they
unknown; Aamanians are taught to speak with the hands
enter Aaman to the moment they leave. In this regard
clasped together in the traditional gesture of piety.
they are treated no differently from any other
RELIGION NAMES
High Orthodoxy is the official state religion; all other
Male and female cult members always have the “Aa”
beliefs are regarded as heresy. Aaman’s religious caste
prefix affixed to their names, as in Aamar, Aabas, Aalm,
system is based on the acquisition and accumulation of
Aama. Converts to the faith are given an Aamanian
mana, or “spiritual purity”, which is measured in units
name to distinguish them from “infidels”.
known as “aalms”. One can attain aalms by entering
the priesthood or a Monastic Order, making donations
to a temple, or by undertaking a pilgrimage to one of
the cult’s officially sanctioned holy places. In order of ADVENTURERS
esteem, these are: the Well of Saints, which lies beyond Aamanians rarely travel outside of their homeland
the Volcanic Hills; the Watchstone, situated amidst the except for mercantile business or on pilgrimage. The
Plains of Golarin; the Red Desert in Carantheum; and traditional enemy of Aaman is the nation of Zandu;
several places of lesser significance. their enmity dates back over five hundred years. The
Great Barrier Wall, built after the Cult Wars of the
It is the custom of Aamanians to bury their dead in early New Age, is all that separates the two rival states.
plain iron coffins painted white and stamped with the Aaman continues to pursue a policy of persecution
All-Seeing Eye icon; even in death, the faithful cannot against all practitioners of witchcraft and pagan cults,
escape the all-knowing gaze of Aa. The pious are particularly the Dhuna of neighboring Werewood. Arim
buried in white funerary shrouds, while those who died is officially neutral as regards Aaman and Zandu; so
“in a state of sin” are buried in black. A stone tablet are the Djaffir and Farad, whose interests in Aaman are
enumerating the deceased’s final aalms total and cult strictly mercantile. The Seven Kingdoms has censured
status serves as a grave marker. Aaman as a slave-state, and diplomatic relations and
communications between the two nation-states are
infrequent at best.
LANGUAGE
Aamanians speak a simplified version of High Talislan.
Stripped of the flowery turns of phrase and flourishes
35
of feathers adds to the distinctive appearance of these
folk. By contrast, their manner of dress is simple and
AERIAD austere, typically featuring a short tunic, loin cloth, and
There are two sub-species of Aeriad: Green Aeriad, a cape of plain viridian linen.
who seldom exceed five feet in height, and the taller
and somewhat more aggressive Blue Aeriad. Both The Aeriad race is in the process of devolving from
species are slender and frail in stature, and have skin an avian to a ground-dwelling species. Their vestigial
that glistens with a metallic sheen. A crested cox-comb wings, once used for flying, have atrophied from disuse.
For the majority of Aeriad, these appendages are now
more decorative than functional, though they can still be
used for gliding short distances. The Aeriad attribute the
process of devolution to the after-effects of The Great
Disaster, and believe that the problem is irreversible.
RELATIONS
Though they are of the same species, Blue and Green
Aeriad have different outlooks on life. Blue Aeriad
identify more closely with their avian ancestors. To
these folk, their species’ gradual transmutation is a form
of “devolution”, indicative of the decline of a once-great
people. Blue Aeriad yearn to recapture the glory of the
past, when their ancestors flew free upon the winds. To
this end Blues sometimes seek the companionship of
Gryphs, an avian species to whom Aeriad are closely
related. Some Blues have even been known to mate
with Gryphs in an attempt to reinvigorate their line, or
at least retard its further devolution.
RELIGION
Blue and Green Aeriad revere the deity called Creator,
whom they depict as a great winged humanoid with
rainbow-colored plumage. Blues and Greens gather
together to roost in the branches of great span-oak
“temples” and raise their voices in the ancient songs
of their ancestors. Many of these songs are about the
“Tree of Life”, which Aeriad believe is the ancestral
home of the first avian race, from whom the Aeriad
and Gryphs are descended. When an Aeriad dies, his
body is covered with a shroud of woven vines and laid
to rest amidst the uppermost branches of a great viridia
36
may be found far from their forest homes practicing
the art of Botanomancy or otherwise seeking rare and
exotic plant life.
AERIAD RACIAL TRAITS
● -2 Strength, +2 Dexterity
● Medium Size: As Medium-size creatures,
Aeriad have no special bonuses or penalties due AHAZU
to their size. These fierce, four-armed folk may exceed seven feet
● An Aeriad’s base speed is 30 feet on land. in height, and are quite imposing to behold. They have
Aeriad may also fly a limited distance using their bright-yellow skin, with fiery red markings lining the
wings. Their flying speed is 60 ft. but they are face and neck and running down the back of the arms,
limited to a maximum of 6 rounds in the air. legs and spine. Their features are almost demonic:
● +2 racial bonus to Knowledge (herbalism) sloping forehead, forked tongue, thin nostrils, and dark-
(Green Aeriad) green, pupil-less eyes vacant of mercy or compassion.
● + 2 racial bonus to Spot checks (Blue Aeriad) Long and lean of build, Ahazu dress in reptile-hide
● Bonus feat: Botanomancy (green) loincloths, with numerous thongs tied below the
● Bonus feat: Aerial Combat (blue) shoulder and at the elbows, wrists, knees and ankles.
● Automatic Language: Low Talislan
● Weapon Familiarity: Aeriad may treat the tri- Ahazu are beset by dark moods and governed by strange
bow, dart thrower and crescent kinfe as martial passions that other races do not comprehend. They are
weapons rather than exotic wepons. prone to fits of shan-ya; literally, “battle madness”.
● Favored Class: Scout (Blue) OR Magician When “the rage” is upon them, Ahazu will attack any
(Green) living creature in their path, even their own comrades.
In such a condition Ahazu are completely devoid of fear,
● Restricted Class: Barbarian
feel no pain, and attack with incredible ferocity – it is
said that a single Ahazu in shan-ya can sometimes kill
a dozen or more foes in the span of just a few moments.
To die during a fit of shan-ya, slaying enemies by the
score, is considered the greatest possible death for an
Ahazu warrior.
tree; a ritual signifying the Aeriad’s connection to the Ahazu adhere to a secret warrior code that prohibits
Tree of Life. them from attempting to escape if captured in battle,
which is considered a grave humiliation. If taken in such
a manner an Ahazu becomes the captor’s slave for life.
LANGUAGE The pact can be broken only if the captor assaults the
Aeriad speech is characterized by a slight stutter, evident slave, at which point the Ahazu will be free to do as it
only on words which begin with a hard “C” or “K” pleases. This arrangement can be deceptive, however,
sound. This occurs because the Aeriad’s vestigial beak as an angry Ahazu may regard even an accidental bump
has not yet evolved (or devolved) sufficiently to allow or touch as an “attack”.
for all nuances of the Talislan tongue.
RELATIONS
NAMES Most Talislantans who are aware of the existence of
Common names tend to sound like bird-calls, as in the Ahazu regard them as fierce, blood-thirsty savages.
Kree-Kya, Cha-Chik, Kee-Ree, etc. Such impressions are not far from the mark. The Ahazu
have no known ties to any other tribe, race, or nation.
ADVENTURERS They mark the Moorg-Wan as their ancient enemies
Located far to the west, Vardune feels less threatened and territorial rivals, and often engage in vicious battles
by the presence of the Za and other Wilderlands tribes with the swamp people. Ahazu will never do harm to a
than most of the other states in the Seven Kingdoms Green Man, believing that such actions anger the ancient
confederation. Even so, Blue Aeriad often volunteer to Forest Gods, and may yield terrible consequences.
serve as aerial reconnaissance in the Borderlands Legion
and throughout the Seven Kingdoms. Green Aeriad,
37
RELIGION ADVENTURERS
The Ahazu have no spellcasters, and consider magic Ahazu excel at jungle warfare, their striated coloration
the domain of cowards and weaklings. They are said enabling them to blend into the surrounding vegetation.
to revere a secret warrior-deity, whom they believe Their warriors wield heavy three-bladed throwing
determines the outcome of all battles. Ahazu observe no knives in combat, and are absolutely fearless; there
formal rituals or holidays as regards their secret deity are few more terrifying experiences than an all-out
or any other occasion. To die anywhere but in battle is charge by a band of screaming, blood-crazed Ahazu
considered dishonorable.
LANGUAGE
These folk have their own language, called Ahazu,
which is typified by harsh shrieks and yells, frequently
punctuated by violent gestures and the brandishing of
weapons.
NAMES
Common names include Y’azu, K’yaz, I’zu, S’azu, (see sidebar).
Y’ozu, A’zu, and so on. Ahazu have no written
language.
38
AHAZU RACIAL TRAITS
● +2 Dex, -2 Int, -2 Cha
● Medium Size: As Medium-size creatures,
Ahazu On The Warpath Ahazu have no special bonuses or penalties
The Thrall warrior, Cesta, once worked as a due to their size.
mercenary guard on an expedition into the ● An Ahazu’s base speed is 30 feet.
Junglelands. Her account of an attack by a band ● Bonus feat: Multiple Attacks
of Ahazu follows. ● Shan-Ya Battle Madness - Whenever an
Ahazu enters combat, he must roll a d20 to
“Far in the distance I heard the fierce howls avoid entering a Shan-Ya battle madness. On
of an Ahazu band on the warpath. There was a roll of “1”, the Ahazu has entered Shan-Ya.
little time to take defensive action. We herded Shan-Ya provides the Ahazu with a bonus
the mounts into a grove of parasol trees and +2 to STR and CON but a -2 penalty to AC.
took cover behind a stand of thornwood. A While under the effects of Shan-Ya, the Ahazu
moment later the Ahazu war party came into may not use any skills or abilities that require
view, running towards us through the dense patience and concentration. Additionally, the
undergrowth. Now I understood the reason for Ahazu will attempt to engage anyone within
the Ahazu’s striated skin: it helps them blend into range in combat, whether friend or foe. While
the jungle shadows, and makes them difficult to under the Shan-Ya effect, the Ahazu character
see clearly. We fired our crossbows as the first will attack the nearest target and continue to do
line of warriors came into range. The Ahazu so for 1d10 rounds.
took several casualties, but kept on coming. The ● Weapon Familiarity: Ahazu may treat the
magician, Balmundos, prepared to send a spell gwanga and matsu as martial weapons rather
of fire into their midst. The Ahazu unleashed a than exotic weapons.
hail of three-bladed throwing knives. That was ● Automatic Language: Ahazu, Sign
the end of Balmundos. ● Favored Class: Barbarian
● Restricted Class: Scholar, Magician
Another second and the Ahazu were upon us,
leaping and scrambling over the thornwood
barricade. In close combat, the four-armed
warriors had a decided advantage. I countered
with wide strokes of my greatsword, using
the long blade to keep the attackers at arm’s
ARIANE
The Ariane are striking in appearance. They have skin
length - an excellent strategy, but an inadequate the color of onyx, long snowy-white hair, and grey eyes
response, for the Ahazu were too many. They flecked with sparkling silvery motes. Tall and slender of
overran our position, and soon I was the only build, Ariane exhibit a grace and serenity approximated
one of my group still standing. Surrounded and only by the enchanting folk of Astar or Thaecia. Their
outnumbered, I could think of no response but mode of dress is simple but elegant: their capes, flowing
to fight until the end. Suddenly one of the Ahazu garments and high boots are all made of spinifax, a
let out a blood-curdling scream. Frothing at the silken cloth derived from the flax-bearing pods of the
mouth, he set upon his own companions like one thistledown plant.
possessed, wielding a three-bladed knife in each
of his four hands. From the other Ahazu I heard The Ariane are the oldest of Talislanta’s inhabitants.
the cry, “Shan-Ya!”, repeated several times. The fabled mystic, Hotan, referred to them as “the Elder
While they were occupied with the mad one I Ones”, and claimed to have discovered Ariane records
made a strategic withdrawal into the jungle.” dating back to the Time Before Time. Talislantan
scholars now believe that the Ariane were originally not
native to Talislanta, but came here ages ago when their
own home was ravaged by a terrible cataclysm.
39
Mountains, is a sylvan valley of rare beauty. The woods or her own tamar, within which is contained the sum
here exude an ancient magic, as if permeated with the total of that individual’s experiences. The devices are
essences of a forgotten age. At the foot of the mountains also used to contain messages, historical data, and other
stands the maze-city of Altan, home of the Ariane. Altan information. By the exchange of tamar, the Ariane are
is a fabulous city carved from a single mound of violet able to communicate their thoughts and feelings in ways
stone, using only magic. which mere words cannot convey. The great obelisk that
stands at the center of the maze-city of Altan is actually
Ariane dwellings are enchanting creations of smoothly a massive tamar, which has served as a repository for
polished arches, tunnels, and spirals of violet stone. the accumulated knowledge of the Ariane and their
Furnishings of living plants and trees decorate the ancestors for countless centuries.
interior of these structures, no two of which are alike.
Water is provided by running streams, which pass
through and amongst the Ariane dwellings, gathering RELATIONS
in pools and grottoes. In all the city, there is not a The Ariane are strict neutrals; they never involve
single door or lock — no Ariane would ever steal from themselves in the affairs of other peoples or governments.
another. Secure in their hidden city they have remained aloof
from the affairs of other Talislantans for thousands of
The ways of the Ariane are difficult for others to years.
comprehend. On the surface, they seem closed and
introspective, as if dreaming or lost in thought. In truth, RELIGION
the Ariane possess an altogether different view of the Joined in spirit as members of the nature-oriented
world than most Talislantans, and are practitioners of “cult” of Transascendancy, Ariane are able to commune
the mystic doctrine known as Transascendancy — a with all things in nature (see sidebar). Masters of
philosophy based on the concepts of reincarnation and Transascendancy claim to be able to “read” a person’s
animism. past lives. High Masters of the art are reportedly able
to maintain a constant consciousness throughout any
The Ariane’s belief in Transascendancy has influenced number of future incarnations, and can choose the
their culture in many ways. To the Ariane, all creatures nature of their successive future reincarnations. To the
great and small, and even inanimate materials such as Ariane, time is “the river upon which all living things
stone and water, are alive. Fearing to do harm to some flow enroute to their next incarnation”. “Following the
reincarnating lifeform, the Ariane eat only ripened river” in astral form, High Masters are said to be able
fruits and vegetables. Their tools and utensils are see into the past or the future.
fashioned from stone or dead wood, never from living
trees. Ariane make a distinction between physical age When an Ariane dies, there is no mourning. It is merely
and “spiritual age”; i.e., the number of incarnations part of the cycle of life, death, and renewal. The body
that a given spirit has gone through. Spirits who have is returned to the earth, and the spirit moves on to its
experienced seven or more incarnations are deemed next incarnation. Finally, the deceased’s tamar must
“wise” or “venerable” by the Ariane. All be brought before the great obelisk at Altan, so that his
others are still considered “young”. life experiences can be transferred within.
40
consists of sackcloth garments, animal-hide boots, and
bulky fur vests, accented with wristbands, ear-rings and
knives made of black iron.
ARIANE RACIAL TRAITS
● +2 Intelligence, +2 Wisdom, -2 Strength The origin of the Arimites is uncertain; some say they
● Medium Size: As Medium-size creatures, are descended from Farad traders, who sometimes sail
Ariane have no special bonuses or penalties to Arim via the Axis River, and the wild tribes known
due to their size. as the Drukhs. The Arimites hotly deny such claims,
● An Ariane’s base speed is 30 feet. and state that they are a distinct and unique ethnic group
● Bonus 4 skill points at first level. whose ancestors have occupied the hills of Arim since
● Commune with Nature: All Ariane may the Time Before Time.
spend 10 meditating to become one with
nature, attaining knowledge of the surrounding The population of Arim is divided between the country’s
territory. With a successful Concentration rural and urban areas. Rural Arimites dwell in stone
check (DC 15), the Ariane instantly gain huts with thatched roofs and dirt floors. The live under a
knowledge of as many as three facts from feudal-type system, with wealthy land owners providing
among the following subjects: the ground arable land and protection to families in return for half
or terrain, plants, minerals, bodies of water, of what they grow or raise. Their urban counterparts
people, general animal population, presence dwell in houses made of stone with black iron sheeted
of woodland creatures, presence of powerful or plated roofs, typically streaked red with rust. All
unnatural creatures, or even the general state Arimite dwellings have heavy wood and reinforced iron
of the natural setting. doors and shutters, which are always locked to keep out
This racial ability operates in a radius of 1 mile assassins and thieves.
per character level of the Ariane. In natural
underground settings—caves, caverns, and Arimites subsist on grains, wild game, erd’s milk, erd
the like—the radius is limited to 100 feet per cheese, tubers, and domesticated livestock. Roast avir
character level. This ability may not be used is a particular favorite. In the outlying hill regions,
in an urban or unnatural environment. Arimite hunters and trappers still subsist primarily on
● Spell Immunity: Ariane are immune to all wild game, as did their ancestors.
mind-affecting spells and spell-like effects.
Ariane characters are assumed to auotmatically The clan is the foremost unit of Arimite society, a
succeed on any required saving throw vs. mind- holdover from tribal days. Blood ties are strong, and
affecting spells. often take precedence over local law. Arimites excel
● Automatic Language: Archaen, Elder at knife-throwing, which serves both as sport and as a
Tongue, Low Talislan form of self-defense. Most carry a throwing knife or
● Favored Class: Scholar (savant specialty) two with them at all times, thereby helping promote the
● Restricted Class: Barbarian, Rogue, generally unsavory image that these folk bear among
Warrior other Talislantans.
in the city of Altan, where they strive to master the The Arimites are a humorless people, most of whom
secrets of Transascendancy. Yet for some, the search live hard lives as miners of the country’s considerable
for enlightenment requires them to journey beyond the mineral wealth. They favor chakos, a fiery liquor
Forest of Tamaranth, perhaps even to distant lands. brewed in black-iron kegs. Abuse of this potent
Such individuals are known as a Druas, meaning intoxicant is widespread in Arim, especially among the
“seeker”. Ariane encountered outside of Altan will overworked miners, who seek escape from the tedium
always be Druas, who have left the maze-city to gather of their existence. Even discounting the influence
experiences in the outside world. of chakos, various forms of pathologically deviant
behavior seem to be ingrained traits among these folk.
Accordingly, the Arimites bear a reputation in other
lands as cut-throats, an assessment which experts say
ARIMITE is not without merit.
A dour and moody lot, the Arimites are swarthy of
complexion, with long black hair and dark, deep-set The theme of revenge runs through Arimite culture.
eyes. The customary mode of dress in this region Arimites have long memories, and never forget an
41
merchants, and even jealous lovers and irate housewives
have all been known to employ the services of the
Revenants to settle disputes or avenge affronts.
ARIMITE RACIAL TRAITS
● Medium Size: As Medium-size creatures, The popularity of this impersonal means of seeking
Arimites have no special bonuses or penalties redress is such that, in most parts of Arim, the mere
due to their size. shaking or brandishing of a change purse is considered
● An Arimites’s base speed is 30 feet. suggestive of a threat to hire the Revenants. The only
● Arimites receive a +2 racial bonus when way for an intended victim to cancel a Revenant contract
using Thrown Weapons is to buy it back – at twice the original price.
● All Arimites receive a bonus feat at first
level
● Bonus feat: Weapon Focus (dagger) RELATIONS
● Automatic Language, Low Talislan The Ur clans of neighboring Urag and their allies pose a
● Favored Class: Rogue constant threat to the Arimites, and are greatly despised.
● Restricted Class: None The Darklings of Urag are regarded as thieves, baby-
stealers, and bogey-men, and are usually killed on sight.
The Arimites have waged war against the Drukh tribes
for over a thousand years, and there is much bad blood
affront or insult. This is most evident in the history between the two. Arim is officially neutral as pertains
of the Revenant Cult, a secret society that specializes to Aaman and Zandu.
in revenge-for-hire. Anyone who can afford their fees
— which range from as little as ten silver pieces to over
100,000 gold lumens — can obtain the services of the RELIGION
cult. This is done by the simple method of posting a Arimites are agnostics who place little faith in a supreme
notice in some public place. The prevalence of the cult being. They rarely practice magic, which most regard
is such that a Revenant, attired in customary night-grey as a pastime that only the wealthy or highborn can
cloak and veil, will perform the desired service by the afford. Still, some dabble in the arcane arts or practice
following day. witchcraft, and a few Arimites become accomplished
wizards. Arimites bury their dead without ceremony.
Government officials,
common laborers, LANGUAGE
Arimites speak a version of Low
Talislan, liberally flavored with an
impressive variety of curse words and
epithets. Their dialect is considered
crude and uncouth, even by others who
speak Low Talislan.
NAMES
C o m m o n
names for
m a l e s
typic ally
consist
of two
syllables,
such as
42
Hakmir, Yaku, and Abdul. Female
n a mes u s u al ly h a v e t h r e e
RELATIONS
The Callidians are neutral as
syllables, like Hakmira, Yakuo,
regards all other peoples
and Abduli.
and governments. Their
archivists are available
ADVENTURERS for consultation, but
Arimite adventures can be found only by permission, and
across the length and breath of only during certain hours
Talislanta. Life in Arim can be of the week. As visitors
grim and many seek to escape are not allowed to stay
this land through adventuring. overnight, this limits the
opportunities for extended
study.
CALLIDIAN RELIGION
Tall and frail in stature, the
Callidians have skin a deep Except as pertains to
orange in hue. They dress in its role in history,
starched headdress and robes of foreign cultures,
yellow linen, and walk with a and mythology,
slow and stately gait. Callidians have
little interest
Callidians are direct in matters of
descendents of a sect of religion. They
magician-scholars who once are skilled in
lived in the city of Jaalad. They Cryptomancy, a field
can trace their ancestry back over of magic that has numerous
a thousand years, to the time before practical applications to these folk.
The Great Disaster. The passing of a Callidian is a most
solemn event, and the funeral is attended by
The Callidians are members of a cabal that all members of the cabal. The deceased is laid to
has has helped preserve and maintain the Library of rest along with his or her ancestors in an underground
Jalaad since the time of the Great Disaster. They are crypt located far beneath the Library of Jalaad.
the keepers of a purportedly vast archive of ancient
lore, recorded on stone and metal tablets, faded LANGUAGE
scrolls, texts, and enchanted orbs. It is believed that Callidians possess the ability to comprehend and
perhaps as many as two hundred Callidians live in converse in almost all languages. They are experts at
Jalaad, forming an insular and largely self-sustaining analyzing and deciphering all types of written works,
community. Their people live inside the Library, in including ancient texts and charts.
quarters set aside expressly for their purposes. They
are assisted by Monads, who tend the gardens where
tubers and provender plant are grown under ancient NAMES
orbs of illumination. Common names have archaic sound, such as Callidius,
Cronus, Galius, Hiberius, and Malius.
Callidians choose mates on the basis of wisdom and
knowledge; in this society, the most studious and
knowledgeable individuals are accorded the greatest
ADVENTURERS
Callidians are serious and studious by nature. They
respect. Children begin extensive education in
prefer to spend their time reading, and are normally
linguistics and other fields of study by age three. After
averse to frivolous behavior. Every Callidian
centuries upon centuries of inbreeding, the Callidian
specializes in least one field of knowledge, and may
people have grown wan. Alchemical infusions have
have familiarity with a number of minor fields, as well.
long been required to prevent sterility, and also to extend
Though rich in wisdom and lore, Callidian society is
their lifespans.
essentially stagnant, and has remained unchanged for
43
or Tanasians, make-up less than two percent of the
population. Once the ruling class of Cymril, they are
CALLIDIAN RACIAL TRAITS known for their strict adherence to tradition and stern
● +2 Int views regarding magical lore, which they believe
● Medium Size: As Medium-size creatures, should not be shared with other peoples. Following an
Callidian's have no special bonuses or penalties unsuccessful attempt to usurp control of the monarchy,
due to their size. most Tanasians were exiled or fled to distant lands.
● A Callidian’s base speed is 30 feet. The few who remain in the citystate are regarded with
● +4 racial bonus to Decipher Script skill some suspicion by other Cymrilians. The third group,
checks. comprising about three percent of the population, is
● Bonus feat: Cryptomancy. Callidians may known as the radicals, or Pharesians. Most Pharesians
cast spells of the Cryptomancy Order regardless left the citystate long ago, protesting against the
of their character class. They start play with 2 discriminatory practices of the conservatives. Many
spells and gain one new spell every 5 character became peddlers of magical paraphernalia, traversing
levels. the Cymrilian countryside and beyond.
● Automatic Language: Choose 6 languages
● Favored Class: Scholar (savant specialty)
● Restricted Class: Barbarian, Rogue, Scout,
RELIGION
Cymrilians are not an especially devout people. Most
and Warrior.
are more interested in magic than religion, which is not
surprising given the peculiarities of Cymrilian culture.
over a thousand years. Some Callidians can be found Though practicing magicians make up less than one-
adventuring, normally seeking out lost tomes or ancient tenth of the populace, Cymrilians of all ages possess an
knowledge. insatiable curiosity as pertains to magic.
CYMRILIAN
Tall and slender in stature, Cymrilians
have pale green skin and hair, with
golden eyes and handsome features.
All types of exotic apparel are in vogue,
with magical enhancements used to
alter appearance as desired.
RELATIONS
The Cymrilian people are divided into
three political groups, each of which
had their origins among the ancient
Phandre. The most numerous are the
moderates, or Koresians, who comprise
about 95% of the population. These
folk are flexible in their views, and have
no great attachment to the old ways
of their ancestors. The conservatives,
44
DANELEK
The Danelek have glossy black skin, and stark white
CYMRILIAN RACIAL TRAITS hair, which is worn in long dreadlocks. They dress in
● +2 Intelligence, -2 Constitution loincloths and sandals, their warriors wearing ornaments
● Medium Size: As Medium-size creatures, such as feathers, ear and neck rings, bones, stripes of
Cymrilians have no special bonuses or paint, animal claws, and the fingers of slain victims.
penalties due to their size.
● A Cymrilian’s base speed is 30 feet. Some say the Danelek are a lost tribe of Dracartans who
● Cymrilian characters gain an Order passed through the Plaguelands en route to the western
feat at 1st level. They may select from: Wilderlands, and were changed in mind and body.
Elementalism, Natural Magic or Wizardry
● Bonus feat: Magical Aptitude The Danelek tribes roam the Barrens region of the
● Automatic Language: Low Talislan, High Borderlands, hunting for land lizards and wild game.
Talislan They also mine the salt flats for rock-hard salt crystals,
● Favored Class: Magician which the tribes trade to other peoples. A Danelek
tribe may consist of twenty-to-forty families, all living
together in huts fashioned from blocks of salt. Danelek
society is governed by a caste system, at the top of
which are the Warriors. Shamans are next, followed
by Hunters and Traders.
Cymrilians inter their dead in crystal sarcophagi, a
practice that goes back hundreds of years to the founding The Danelek are a primitive people of harsh and
of the nation-state. The color of the crystal used in the occasionally cruel habits. Travelers passing through
making of these funerary devices has varied from one the Barrens may be amused by the fact that the Danelek
age to the next, though until recent times variations of perspire through their tongues as well as their pores.
green and yellow were the most popular hues. Showing such amusement is ill-advised, as the Danelek
do not take lightly to being ridiculed. Danelek warriors
LANGUAGE are protective of their tribe’s territories, and will attack
Cymrilians converse in either High or Low Talislan, small caravans or groups of travelers who stop to drink
depending upon their profession, level of education, from their oases without permission. Stealth, ambush
and purported degree of sophistication. or a stab in the back are all permissible under their
code of conduct.
NAMES
Common names are derived from old Archaen RELATIONS
nomenclature, as in Celene, Cirelle, Califax, Merdigan, Danelek tend to prefer the company of their own kind,
and Pandaran. and are generally distrustful of strangers. Their tribes
have trade relations with some of the Orgovians, Djaffir,
and even the Za, but rarely associate with other folk.
ADVENTURERS The Danelek practice of ambushing travelers who stop
Cymril plays an important role in the Seven Kingdoms, at their oases has not endeared them to many other
both as a supplier of magical wares and as an integral Talislantans.
part of the confederation’s defenses and diplomatic
efforts. Cymrilian ambassadors represent the Seven
Kingdoms’ interests in many foreign countries, RELIGION
including Carantheum, the Independent Citystates, the Danelek worship the Creator, who is said to have
Western Lands, and even the Kang Empire. Likewise, given their people salt, spring rains, and the oases:
Cymrilian adventurers can be found the length and the necessities of survival in this harsh land. Danelek
breadth of the continent seeking lost magics or other shamans are skilled in the healing arts, and are said
treasures. to have some small talent for divining the location
of water and salt crystals. However, few have actual
spell-casting abilities. Danelek preserve the bodies of
their dead with salt and bury them deep in underground
ossuary.
45
LANGUAGE
Most Danelek are able to converse both in Low Talislan
and Sign. The oral history of each Danelek tribe is
kept by its Naz, who passes the stories down from one
DANELEK RACIAL TRAITS
● +2 Con
generation to the next.
● Medium Size: As Medium-size creatures,
Danelek have no special bonuses or penalties
NAMES due to their size.
The nomenclature of the Danelek uses three-syllable, ● A Danelek’s base speed is 30 feet.
hyphenated names that always end in the suffix, “Lek”. ● Danelek characters receive a +4 racial bonus
For example: Na-ta-Lek, Ka-na-Lek, Ma-na-Lek, and to all Survival (desert) checks.
Ja-ma-Lek. ● Danelek characters receive a +2 racial bonus
to all Ride checks.
● Automatic Language: Low Talislan, Sign
ADVENTURERS ● Favored Class: Barbarian
Although they rarely venture beyond their tribal lands, ● Restricted Class: Scholar
some few Danelek have been known to travel. Most
Danelek encountered are Barbarians or Scout although
the Danelek do count powerful Shamans among their
tribes. Occasionally, a Danelek will seek out more
refined martial training in civilized areas to return to
his tribe a hero.
46
DANUVIAN
Danuvian females are tall and bronze-skinned, with
strong features. They decorate their faces with bold DANUVIAN RACIAL TRAITS
pigments, dress in martial attire replete with iron torc (female only)
and corslet, and wear their hair in a stiffly-lacquered ● +2 Str
crest. Danuvian males tend to be smaller, physically ● Medium Size: As Medium-size creatures,
weaker, and somewhat more pale of complexion. They Danuvian’s have no special bonuses or
dress in robes and sandals, and arrange their hair in penalties due to their size.
elaborate coiffures. ● A Danuvian’s base speed is 30 feet.
A Danuvian receives a bonus feat at 1st
Descendants of the ancient Phaedrans, the Danuvians level
were exiled from the Western Lands during the latter ● Automatic Language: Low Talislan
part of the Cult Wars. They settled in the eastern ● Favored Class: Warrior
Wilderlands and established the independent citystate ● Restricted Class: Barbarian, Magician
of Danuvia in the year 480.
NAMES
Female names typically have the U sound like Ullu,
47
The Conjugal Feast
The site of this annual festival is a great amphitheater decked out in colorful pennants and banners,
with a raised gallery situated at the far end. The lower levels are allocated to the sallow-faced
Danuvian males, who gather together in small groups to gossip or chat among themselves. The
upper tiers are occupied by the Danuvian females; women of imposing size and mien. Overlooking
the assemblage are the Queen of Danuvia and her retinue, attired in ceremonial armor. When all
have settled into their proper places the Queen signals the start of the festivities. A procession of
male contestants comes forth, each exhibiting some special talent: for Danuvian males, a song,
expressive dance, or a recitation of poetry. Among foreign contestants, displays of martial prowess
and feats of strength are popular. The members of the Gynecocracy grade each contestant on his
virtues, appearance, and personal qualities, making their notations in secret.
After the presentations are finished, a banquet commences. A host of male attendants come forth,
attired only in scanty loincloths and sandals, to serve the male contestants. Throughout the course
of the meal the contestants are closely watched by the Queen and her retinue, who appraise each
according to his table manners and overall conduct. When the last course has been consumed
another fanfare is sounded, and the servants hurry to clear away the empty plates and goblets.
The Gynocrats confer briefly with their Queen; notations are tallied and compared. Then, at a
sign from the Queen, a herald blows a fanfare and announces the names of the finalists. The
Queen presents the honorees with gold ribbons and certificates of commendation, and the crowd
showers them with handfuls of petals. Then, with much pomp and ceremony, a contingent of
female guards whisks the finalists from the hall and escorts them to private suites, where each
receives his reward – a personal audience with the Queen or one of her Royal retinue.
48
DHUNA RACIAL TRAITS
● +2 Cha
● Medium Size: As Medium-size creatures,
Circles of Stone Dhuna have no special bonuses or penalties due
“While traveling through Werewood with the
to their size.
Jaka hunter, Tane, I chanced to come upon
● A Dhuna’s base speed is 30 feet.
a circle of seven stone dolmens, each over
● Dhuna Kiss: Dhuna females can capture a
twenty feet in height. The obelisk-like structures
mans heart with a single kiss; victims must make
appeared to be of ancient origin, the strange
Willpower save to resist (DC 15). The Will save
symbols and glyphs carved into their faces
suffers a penalty of -1 for every two levels of
long since worn by wind, rain, and the passage
the Dhuna.
of time. I dismounted my equs, intending to
● Dhuna characters receive +2 competency bonus
examine the stones at a closer distance. I was
to all Heal and Knowledge (herbalism) checks.
immediately restrained by my Jaka companion,
● Automatic Language: Elder Tongue, Low
who explained in no uncertain terms that such
Talislan
an act could bring about dire consequences for
● Favored Class: Magician (witchcraft)
us both.
49
which may date back to the Age of Mystery. Witchgates
(see sidebar) play an important role in certain of
these rituals, and may be used to summon
entities from other planes of existence.
LANGUAGE
Though some Dhuna speak Low
Talislan, the language most used
by these people is the arcane Elder
Tongue.
NAMES
Dhuna names are said to
date back to the Forgotten
Age, and indeed have a
somewhat archaic sound,
as in Alasta,
Abramelus,
Perdurabo,
Nagina, and
Mecasefir.
RELGION ADVENTURERS
All Dhuna covens claim alliance to one of three
general Orders: White, Black, or Grey. Covens of the Dhuna rarely travel beyond the borders to Werewood
White Order focus on the creative and fertile aspects for fear of persecution. Occasionally a Dhuna will take
of nature, and are diametrically opposed to the Black up the adventuring life, bringing their witchcraft secrets
covens, who employ the destructive forces of nature. along with them. Some few Dhuna are outcasts from
Grey covens seek a balance between the two, while their Covens and reside in northern Zandu or amongst
favoring neither. the Sarista.
50
These devices do indeed seem to confer some protection
DJAFFIR from magical influences, and certainly are of practical
The Djaffir are uniformly slender and wiry of build, dark
use against sand storms. Individuals of a more skeptical
skinned, and of average height. Flowing head dresses,
nature claim that the Djaffir wear masks simply to
robes, and cloaks of beige or white linen are worn by
conceal their identities from those whom they intend,
both tribes, along with boots of soft animal hide. All
by one means or another, to eventually relieve of their
Djaffir wear traditional fetish-masks made of cured hide
money.
and decorated with occult symbology.
51
SPORT WITH THE RAJANS
“Both the Djaffir merchant tribes and their bandit brethren have no love for the Rajans, and will
seldom pass up an opportunity to “pull their beards” (as they like to put it). I am reminded of
an incident that occurred at the eastern edge of the Wilderlands of Zaran. The Djaffir merchant
tribe I had been riding with was known to do business with certain merchants in the city of
Hadran, in the Kang Empire. To do so, the Djaffir either had to follow a circuitous route through
the Volcanic Hills or trespass through a heavily patrolled sector of Raj. Naturally, the Djaffir
always chose the latter approach, as it was the shortest of the two.
On this particular occasion, the tribe decided that they would show their utter disdain for the
Rajans by venturing into their territories during broad daylight. I assured them that they need
not be so bold merely to impress me, which they considered a grand joke. On the next day we
rose before dawn and approached the Rajan border. There we waited, mounted on our swift
ontra, a cool night wind blowing at our backs. When the twin suns finally broke across the
horizon, the tribe’s chieftain raised his scimitar and let out an exultant cry. The rest of the tribe
replied in kind, and we were off, thundering across the plains and into Raj.
The first Rajans we encountered were a band of Virds, barely risen from their sleep. We rode
directly into their encampment, the Djaffir capsizing tents and slashing indiscriminately with
their blades, and were gone before the Virds knew what had transpired. The Djaffir were wild
with the thrill of battle, and becoming ever more bold with each passing mile. At the sight of
a Rajan merchant caravan, the nomads shouted in unison some deprecating remark. Then they
descended upon their rivals, wreaking havoc upon the Rajans’ baggage trains before again
dashing off towards Hadran.
This last incident aroused the attention of a contingent of Rajan cavalry, who set off after us
in hot pursuit. When the bridge at Hadran finally came into view, my heart leapt with joy, then
just as quickly sank; blocking the bridge was a unit of Shadinn land lizards. With the Rajans at
our heels and the Shadinn ahead, our doom seemed imminent. Though certainly aware of our
plight, the Djaffir continued to ride at full gallop towards the bridge. The Shadinn responded,
charging forth on their armored lizards to meet us head on. This, evidently, was what the Djaffir
had hoped would occur. Scattering like leaves on the wind, the nomads rode in between and
around the Shadinn’s lumbering beasts, who nearly fell over themselves trying to match the
agile maneuvers of the Djaffir’s swift steeds. The pursuing Rajan cavalry arrived on the scene
only to become hopelessly entangled with the Shadinn host, which by this time was in a state
of utter disarray. In the ensuing crush of Rajans, land lizards, and Shadinn, the nomads were
able to make the bridge. Four of our group had suffered slight wounds, a small price to pay for
such sport, at least in the opinion of the Djaffir.”
52
They are also employed to cast spells of warding upon
the bodies of the deceased, in order to protect them
from grave robbers. DRACARTAN RACIAL TRAITS
● Medium Size: As Medium-size creatures,
LANGUAGE Dracartans have no special bonuses or penalties
Djaffir speak Nomadic and both High and Low Talislan. due to their size.
Since Djaffa are a well traveled race, it is not uncommon ● Dracartan base speed is 30 feet.
to find individual who speak two, three or even more ● 1 extra feat at 1st level
languages. ● Dracartans receive a +4 racial bonus to
Survival (desert) checks.
● Automatic Language: Low Talislan.
NAMES ● Bonus Languages: High Talislan or Nomadic
Djaffir first names often begin with the prefix “Dj”. For or Rajan
example: Djamal al Arin, Djeral djen Harune, Djalla il ● Favored Class: Scout or Scholar (thaumaturge
Faruud, and so on. specialty)
● Restricted Class: Barbarian
ADVENTURERS
Both bandit and merchant Djaffir travel the continent
widely. As such, they often become familiar with other grand scale, but aesthetically pleasing. Their cities are
cultures and normally make excellent adventurers. comprised of domed towers and circular structures of
Their desert survival skills, business acumen and talent whitewashed stone, which the Dracartans make from
with a scimitar can all be put to good use by a band of thaumaturgically solidified sand. Red iron plating is
adventuers. used for defensive purposes, and to add decorative
touches.
53
of ornamentation employed being considered signs of
RELATIONS status. Farad women wear long silken gowns and veils,
The Dracartans have good relations with the Djaffir and
and adorn themselves with necklaces of silver loops,
Yitek tribes, whom they have known since the time of
and rings on each of their fingers.
their nomadic ancestors. They have close ties to the
Yassan, a people displaced by The Great Disaster and
Some say the Farad are related in some way to the
given safe haven in the Dracartan settlement of Nadan.
Rajans. Others claim the Farad are descended from the
The nation-states comprising the Seven Kingdoms are
ancient Baratus, a race of sky-roving pirates. Neither
also considered to be close friends.
theory is very complementary to the Farad, who much
prefer to claim descent from the Archaens.
RELIGION
The folk of Carantheum revere Jamba, the mysterious The Farad are a mercantile people who live in walled
god of their nomadic ancestors. Dracartans build villas made of brick and stone, with wrought iron bars
pyramid-shaped shrines in honor of their patron, whose on the doors and windows. They like to indulge in
ways are said to be beyond the understanding of mere fine foods, and shun simple fare as “peasant fodder”.
mortals. According to legend, it was Jamba who guided Generally speaking, the wealthier the Farad, the more
the Dracartans into the Red Desert and told them where costly his or her home, style of dress, and style of dining
to find the fabled seventeen Ruby Tablets practice many will be, as wealth is a sign of status among these folk.
a diverse array of crafts and professions.
Farad bear an unsavory reputation as unscrupulous
merchants that is tempered only by their great wealth
LANGUAGE and apparent competence in mercantile endeavors.
Most Dracartans are bilingual, speaking a simplified Generally speaking, a Farad will buy or sell anything
version of High Talislan and the language of their from anyone, with no questions asked. Trusting no
ancestors, Nomadic. The former, stripped of some one, Farad merchants require prospective clients to sign
of its more pretentious affects, is used extensively in elaborate mercantile contracts for all but the most basic
everyday life, and in all dealings with civilized peoples. transactions. Bribes, favors, and special incentives are
The latter tongue is reserved for matters pertaining to the common Farad practices; when attempting to make a
Dracartans themselves, and to converse with nomadic deal, a Farad can be most accommodating, and even
peoples such as the Djaffir and Orgovians. obsequious. Conversely, Farad possess a capacity for
cold-blooded, emotionless behavior that is matched only
NAMES by the soulless logic of the barbaric Harakin.
Common male names end in an “a”, and female names
end in “al”. For example: T’Jama, K’Tara, M’Dama RELATIONS
(males), K’Jamal, K’Taral, M’Daral (females). The Farad’s unscrupulous trade policies have brought
them great prosperity, as well as the enmity of many
ADVENTURERS Talislantans. Following the sale of windship arcanology
Dracartan desert scouts are in high demand as scouts to the Rajans, Farad mongers and procurers were banned
and fighters. Dracartan scholars are amongst only a from both the Seven Kingdoms and Carantheum. In
handful of Talislantans to understand the metaphysical retaliation, the Farad began selling weapons to the
science of Thaumaturgy. Rajans, who in turn have re-sold these items to some
of the Wild Tribes.
FARAD RELIGION
The Farad are a dark and saturnine folk of above average The Farad have a religion of sorts, revering the Golden
height, with flint-grey skin, stony visages, and narrow God Avar, deity of material riches and personal gain.
eyes as black as coal. The customary mode of dress for The merchant-priests of Avar preach the attainment of
Farad males includes elaborate headdress, voluminous wealth by any means. To illustrate the point, they sell
robes, broad sashes, and velvet boots, all hung with blessings, golden idols, and other holy items in the god’s
ornate tassels, fringes, and beads of colored glass. Men gilded temples. They also handle funeral arrangements,
over the age of twenty wear their beards in twin braids selling the gold-chased coffins favored by wealthy Farad
bound with silver fastenings, the length and the degree and offering advice on how best to safeguard their
lavishly decorated tombs from would-be thieves.
54
Farad wizards tend to be pragmatic by nature. Most
have little interest in the arcane arts, but study magic
only to further their desire for wealth and power. FARAD RACIAL TRAITS
● Medium Size: As Medium-size creatures,
Farad have no special bonuses or penalties
LANGUAGE due to their size.
Farad speak High Talislan, which they regard as a sign
● Farad base speed is 30 feet.
of status.
● Wealthy: Even the poorest Farad is better off
than most Talislantans. All Farad characters
NAMES start play with an additional 500 gold lumens
Farad nomenclature is two-fold: each individual has above and beyond the starting wealth received
an informal name, used primarily during one’s youth, from their character class.
and a formal title. Informal names are generally short: ● Automatic Language: High Talislan.
Avi, Fe, Nir, Sej, Jir. Formal names are derived from the ● Favored Class: Trader OR Magician
names of the great mercantile Houses, such as Falal of ● Restricted Class: Barbarian
the House of Nageth, Sulemar of the House of Zorastin,
etc. Male and female nomenclature is distinguishable
only by such titles as Madame or Sir.
Farad have an extensive network of buyers and sellers
located throughout the continent. They have their
ADVENTURERS hands in just about everything, from legitimate trade
Through the port of Tarun pass the merchant ships of concerns to shadowy operations involving the sale of
many nations: Imrian slave vessels, Zandir freetraders, narcotics, stolen goods and arcanology, and other forms
Sunra dragon barques bearing gold and riches from the of contraband. As such, Farad can be found throughout
Kang Empire, Aamanian ore traders, and even Corsair Talislanta and one can be assured that there is profit to
vessels from the Mangar Isles and Gao-Din. The be had wherever they may be found.
55
GNOMEKIN RELIGION
The Gnomekin are a diminutive folk who average Gnomekin have a deep reverence for the earth and for
just over three feet in height. They have nut-brown the earth goddess Terra, who is revered as their people’s
complexions, muscular bodies, and wide-eyed, almost benefactor. They are not much for dogma or formal
childlike features. Both the males and females have a ceremonies, but prefer simple prayer services conducted
crest of soft, black fur running from the center of the in sacred caverns by the female priestesses of the Great
forehead to the small of the back. Mother. Gnomekin inter their dead deep in the earth,
or as they say, “close to the Goddess.”
Gnomekin live in underground colonies, each comprised
of a number of single-family dwellings known as nooks.
Gnomekin nooks are like small caves, lined with carpets
LANGUAGE
Gnomekin are so modest and unassuming by nature that
of soft and sweet-smelling moss; furnishings are spare
they almost never refer to themselves in conversation.
and made from polished stone covered with moss for
For example, among these folk
comfort. Underground streams and brooks provide
“Am pleased to see you”
fresh water. Phosphorescent fungi provide a faint
means “I am pleased
illumination - enough for a Gnomekin to see
to see you”.
clearly, though outsiders sometimes have
a hard time getting acclimated to the
gloom. NAMES
Gnomekin
Gnomekin are a warm and speech
friendly folk, possessed of an sounds
almost childlike innocence. much
Their families are close-knit, like
and often quite large. It is not
uncommon for a Gnomekin
couple to have a dozen or
more offspring (see All in the
Family).). Gnomekin subsist
on mushrooms, tubers, roots,
and lichen; many tasty dishes
are made from these simple
ingredients. A sweet and
nutritious syrup, made from
the sap of certain roots that
extend far below the
earth, is a favorite
drink of the
young. Adult purring.
Gnomekin Common
p r e f e r names have
mushroom a lilting sound,
ale. such as Abo Ebo, Eno
Erobia, Aba Edaba, and Obo
Orabio.
RELATIONS
Gnomekin mark the Ur and their allies as
enemies, and have good reason to be wary of the ADVENTURERS
Satada and Subterranoids. They enjoy excellent Of all the Talislantan races it is likely
relations with the other member states of the Seven that none knows more about the
Kingdoms, but otherwise have few contacts with other Underground Highway the
countries. Gnomekin. The Gnomekin
began a concerted effort
to map the full extent of the
56
Gnomekin of Durne. More likely, they are akin to the
race of Weirdlings (see Naturalist’s Guide).
GNOMEKIN RACIAL TRAITS
● +2 Dexterity, -2 Strength Reclusive by nature, Gnorls prefer to live alone. There
● Small Size: As Small creatures, Gnomekin are no known Gnorl settlements, nor has there ever been
gain a +1 size bonus to Defense Value, a +1 any reported sighting of a Gnorl family or couple. No
bonus on attack rolls, and a +4 size bonus on less an authority than the noted naturalist, Thystram,
Hide checks, but they must use smaller weapons believed that this was due to the fact that there is no
than Medium-sized characters, and, their lifting race of Gnorls, per se. Rather, Gnorls and Weirdlings
and carrying limits are three quarters of those together constitute a single ancient race, the name of
of medium-size characters. which has either been forgotten, or is a great secret.
● Base speed for Gnomekin is 20 ft. Gnorls are the females of this species, and Weirdlings
● +2 racial bonus on Survival (underground) are the males. The courtship and mating rituals of
checks. their race are unknown, though Thystram believed that
● +2 racial bonus on Listen checks. Gnomekin members of the two sexes meet once every fifty years
have excellent hearing. or so in order to propagate the species. It is not known
● Darkvision: Gnomekin can see in the dark how or by whom their offspring are raised.
up to 60 feet. Darkvision is black and white
only, but it is otherwise like normal sight. Gnorls live in hidden underground nooks or burrows of
Gnomekin characters also receive a -2 penalty elaborate and mysterious design. Thystram described
to all combat rolls and skill checks in normal one such place as “decorated with rustic furnishings of
sunlight unless they are wearing protective appropriately small stature, with carpets of many hues
eyewear. covering the dirt floors and long roots dangling from
● Automatic Languages: Gnomekin, Low the ceilings. From a main living area tunnels led this
Talislan way and that: up stairs and down, to root cellars, secret
● Favored Class: Scout passageways, hidey-holes, a well, and places too eerie
● Prohibited Class: Barbarian to warrant exploration. Illumination was provided by
dozens and dozens of candles, set into alcoves dug into
the earthen walls.”
Underground Highway in the year 607. To date, they
have charted most of the tunnels that extend beneath
the Seven Kingdoms, and have surveyed parts of the RELATIONS
system extending as far east as the Volcanic Hills, as As a people, Gnorls have no relations with other races
far north as the borders of Narandu, and as far south as or nations. It is said that they regard Gnomekin with
the borders of the Dark Coast. something akin to tolerance, and perhaps Dhuna as well.
On the whole, Gnorls seem content to continue living
Gnomekin guides and guards are often sought by those
finding it necessary to travel underground for any
distance. Other Gnomekin travel widely. They can
usually be found outside Durne practicing the secret arts GNORL RACIAL TRAITS
of Crystalomancy or acting as merchants and diplomats ● -2 Strength, +2 Intelligence
for their kingdom. ● Small Size: As Small creatures, Gnorls gain
a +1 size bonus to Defense Value, a +1 bonus
on attack rolls, and a +4 size bonus on Hide
checks, but they must use smaller weapons than
GNORL Medium-sized characters, and, their lifting and
Gnorls are short and squat, with wrinkled skin and carrying limits are three quarters of those of
deep-set, glowing eyes. They dress in voluminous robes medium-size characters.
and veiled headdresses, which serve to conceal most of ● Base speed for Gnorls is 20 ft.
their features. Rings, bracelets, and necklaces of many ● Bonus feat: Rhabdomancy
sorts are also favored. ● Automatic Languages: Gnorl, Low Talislan
● Favored Class: Scholar
Gnorls are secretive creatures about whom very little is ● Prohibited Class: Barbarian, Scout, Warrior
known for sure. Some believe them to be related to the
57
ADVENTURERS
Gnorls shun contact with the outside world,
and with outsiders in general. They are
suspicious of strangers, and go to great
pains to conceal their homes and activities
from other peoples. Thystram believed that
the creatures keep a watchful eye upon the
surrounding environs at all times, possibly
through the use of scrying devices or spy-
tubes. That said,, Gnorla may occasionally
be found in the company of adventurers, ever
looking to expand their collection of secrets.
GRYPH
An impressive race of winged humanoids,
Gryphs stand up to seven feet tall, with
wingspans in excess of twenty-four feet. Their
bodies are covered with a thick feathery down,
usually brilliant red or orange in color. They
have hawk-like visages and bright, piercing
eyes.
58
The Winged Folk (as Gryphs are sometimes called)
are an independent and strong-willed race who prize
freedom above all things. Gryphs are uncomfortable GRYPH RACIAL TRAITS
in enclosed spaces, and cannot survive for long in ● -2 Con, +2 Wis
captivity. They are an honorable people; a Gryph’s word ● Medium Size: As Medium-size creatures,
is his or her bond, and their promises are never broken. Gryph have no special bonuses or penalties due
Gryphs despise Stryx, whom they regard as a living to their size.
plague. Gryphs will break off from other activities in ● A Gryph’s base speed is 30 feet on the ground
order to attack Stryx who have ventured too close to and 60 feet while flying.
their domains. A Gryph who has been touched by a ● -4 racial penalty on Survival (underground)
Stryx will scour the affected part of his or her body with checks.
sand and water at the first opportunity; the same process ● Gryph suffer a -2 on attack rolls and armor
is used to clean weapons used to kill Stryx. class when fighting in a confined space
● +4 racial bonus on Spot checks. Gnomekin
RELATIONS have excellent vision.
Through their travels and communications with other ● Bonus feat: Aerial Combat
avian species, the Gryph clans are often aware of events ● Automatic Languages: Avian, Low Talislan
that have transpired in even the most far away places. ● Favored Class: Scout
With the exception of the Ariane, and to a lesser extent ● Prohibited Class: Magician, Scholar
the Blue Aeriad of Vardune, they have close relations
few peoples. * Gryph characters are unable to wear normal
armor.
59
RELIGION
Gryphs revere the deity Creator, whom they depict as
a powerful winged warrior. Unlike the Aeriad, Gryphs ISPASIAN RACIAL TRAITS
hold no formal religious ceremonies or observances, ● Medium Size: As Medium-size creatures,
though every Gryph warrior says a silent prayer to Ispasians have no special bonuses or penalties
his or her god before going into battle. Like Aeriad, due to their size.
Gryphs believe the legend of the “Tree of Life”, which ● An Ispasians base speed is 30 feet.
is thought to be the ancestral home of the original ● +2 racial bonus to Appraise, Diplomacy and
avian race. When a Gryph dies, the body is borne aloft Gather Information checks.
and laid to rest on a bower of branches atop the tallest ● Wealth: Ispasians are much better off
span-oak tree. financially that other races in the Kang Empire.
Ispasian characters start play with a bonus 1000
gold lumens.
LANGUAGE ● Automatic Languages: Quan, High Talislan
Gryphs speak avian and Talislan. All Gryph have the ● Favored Class: Trader
ability to speak with avian creatures. ● Prohibited Class: Barbarian, Scout, Warrior
NAMES
Gryph names are similar to Aeriad names in that both columns, and a flight of white stone stairs leading to
sound a lot like bird calls. For example: Rawk, Kyaa, the entranceway. Their homes are decorated in rich, yet
Chak, Kyaw, and Kree. Unlike Aeriad, Gryphs do not elegantly understated, style. Typical amenities include
“stutter” when speaking, though they pronounce “ch” a large sitting room, parquet floors carpeted with rugs
or “k” sounds very forcefully. imported from the Desert Kingdoms, and furnishings
upholstered in the finest Mandalan silkcloth.
60
When they do venture out, they are normally surrounded
RELIGION by mercenaries and guards. Most are either scholars
Ispasians have no religion; the concept does not interest
seeking information and financial secrets.
them. Few of their people are known to practice magic.
Instead, they prefer to hire magicians when in need of
such services. The dead are placed in jade and gold
sarchophagi, rich yet tasteful in design, and laid to rest
in their family’s mausoleum.
JAKA
The Jaka are a striking people, with sleek black fur, a
silvery-gray mane, and blazing green eyes. Most stand
LANGUAGE about six feet in height, a certain lithe muscularity
Ispasians are well educated, and are fluent in both Quan being a common trait of all members of this race. Jaka
and High Talislan. dress in loincloths, with vests of toughened and boiled
leather for protection. Most favor leg and arm bracers
as decoration an additional armor. All wear pendants
NAMES that the Jaka believe protect them from the “evil eye”.
Common names start with the prefix, “Isp” (meaning,
“respected one of Ispasian lineage”), as in Ispal, Ispmar, The Jaka claim to descend from a noble race of
Ispan, Ispmir, etc. intelligent beast-folk who once roamed the forests of
northern Talislanta before the coming of the Archaens.
ADVENTURERS They do not identify with most of the other wild tribes,
Ispasian agents are known to travel across the extent and consider themselves superior to such races as the
of Talislanta, and are believed to have clients in such Beastmen and Mondre Khan.
far-distant lands as Faradun, Raj, and Kasmir of the It is difficult to generalize about the Jaka, as they are
Seven Kingdoms, among others. Ispasians rarely seek a fiercely independent folk who value freedom above
adventure preferring instead the safety of their homes. all things. Some prefer to live alone, or in mated pairs.
Others hunt or trade in small bands of up to a dozen
61
or so individuals. They make no permanent dwellings, or creed. Talislantans who are ignorant of their ways
though a group of Jaka may mark an expanse of woods sometimes confuse Jaka with Beastmen or other savage
or hills as their territory and settle in the region for races. To a Jaka, this is a grave insult.
a time. Most prefer to live in the wild, though some
readily associate with “civilized” peoples. When male Jaka fashion superior horn bows and articles of bone,
and female Jaka mate it is usually for life. Jaka females hide, and furs, decorating their wares with elaborate
rarely give birth to more than two litters in their lifetime, designs. Jaka do not play musical instruments, though
and almost always give birth to twins. singing is an old tradition among these folk. To most
other peoples, Jaka “songs” sound like the howling of
When traveling in hunting or trading bands Jaka will timber-beasts.
often be led by the most experienced member of the
group. Otherwise, they share responsibilities and
decision-making, though even this is too much structure RELIGION
for those Jaka who prefer to be alone. Jaka have no formal religion, though they claim
reverence for a manifestation of one of the Forgotten
Gods, known in legend as the Beast-God. The Jaka call
Relations their deity Jakar, meaning Lord of the Beasts. According
Jaka are normally peaceful, but if threatened, they will to legend Jakar was the scion and companion of Creator,
respond with great ferocity. Despite a dread of magic, who made him the first beast to walk erect and the
they are fearless in battle. master of all other animals in the forest. It was Jakar
and his mate, Jalar, who gave birth to the race of Jaka,
Jaka hunters often transport hides, horn and wild beasts they say, and who taught the first Jaka the secret lore of
from this region for trade in Arim and Zandu. Jaka who the Beastmasters. Following The Great Disaster the Jaka
live in or travel through civilized regions use coin. All lost many of the secrets of their ancestors. Ever since,
others use barter. Jaka have had a superstitious dread of magic. The last
The Jaka remain as they always have been: independent request of all Jaka is to be buried in the woods like their
and free to do as they wish, never bound to any nation ancestors, rather than some “civilized” land.
LANGUAGE
Jaka converse in Sign and a dialect of Low Talislan.
Their speech is punctuated by growls and snarls,
which are used for emphasis.
62
JAKA RACIAL TRAITS
● +2 Dexterity, -2 Charisma
● Medium Size: As Medium-size creatures, Jaka have no special bonuses or penalties due
to their size.
● A Jaka’s base speed is 30 feet.
● Low Light Vision: Jaka can see twice as far as most humanoid creatures in starlight, moonlight,
torchlight, and similar conditions of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
● Scent: This extraordinary ability lets a Jaka detect approaching enemies, sniff out hidden
foes, and track by sense of smell. A Jaka can detect opponents by sense of smell, generally
within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is
15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges
noted above. Overpowering scents, such as muskront stench, can be detected at three times
these ranges. The Jaka detects another creature’s presence but not its specific location. Noting
the direction of the scent is a move action. If it moves within 5 feet of the scent’s source,
the creature can pinpoint that source. A Jaka with the Track feat can follow tracks by smell,
making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The
DC increases or decreases depending on how strong the quarry’s odor is, the number of
creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2.
The ability otherwise follows the rules for the Track feat. Jaka tracking by scent ignore the
effects of surface conditions and poor visibility. Jaka can identify familiar odors just as other
humanoids do familiar sights. Water, particularly running water, ruins a trail for Jaka. False,
powerful odors can easily mask other scents. The presence of such an odor completely spoils
the ability to properly detect or identify creatures, and the base Survival DC to track becomes
20 rather than 10.
● Sixth Sense: The ability to sense danger, or even potential danger, is an ability possessed by
members of the race of Jaka. The type, location, or degree of danger cannot be apprehended
by the use of Sixth Sense. Jaka characters may make a Sixth Sense check (DC 15) to dtermine
whether danger is about. The Sixth Sense reacts strongly to magic, increasing a Jaka’s already
strong sense of suspicion to a point of paranoia. The DC to sense magic is 10.
● Automatic Languages: Sign, Low Talislan
● Favored Class: Scout
● Restricted Class: Magician, Scholar
● Along with their class proficiencies, all Jaka characters are proficient with the short sword,
spear and short bow. A Jaka character may not become proficient with armor heavier than
medium armor.
63
Jaka’s sixth sense, which alerts them to the presence of
danger, is so acute that the creatures occasionally evince
behavior that verges on paranoia. While the Jaka are JHANGARAN RACIAL TRAITS
loners at heart, they are known to make steadfast, if ● +2 Con, -2 Int, -2 Cha
not particularly sociable, companions. They are equally ● Medium Size: As Medium-size creatures,
famous for turning on those who seek to cross them, Jhangaran's have no special bonuses or
and are quite capable of cold-blooded murder if the penalties due to their size.
situation warrants. ● An Jhangaran's base speed is 30 feet.
● +2 racial bonus to Survival (swamp) and
Swim skill checks.
● Bonus feat: Toughness
JHANGARAN ● Automatic Languages: Low Talislan, Sign
Jhangarans are odd and ungainly in appearance. They
● Favored Class: Barbarian
have marbled brown and sepia-colored skin, elongated
● Prohibited Class: Scholar, Magician
limbs, elliptical craniums and pinched, angular features.
(restricted to Shamanism only)
Both the males and females are hairless, and may attain
heights in excess of six and a half feet. They go about
barefoot, and wear only loincloths and bands of coarse
cloth wrapped about their arms and legs.
consume as much cheap ale and grog as they can
The Jhangarans are thought to be descended from a afford. Unfortunately, alcohol makes them mad and
mixture of several wild humanoid peoples. Their striated unpredictable.
skin suggests a possible connection with the Ahazu
tribes of the Dark Coast. The Jhangaran people are divided into four different
tribes, who differentiate themselves by the color of the
Jhangarans are a sullen and superstitious people, prone arm and leg-wrappings that they wear. Mud-Miners
to displays of hostile or even violent behavior. They wear grey, Marsh-Hunters wear green, black is for
live in tribal groups, typically comprised of individuals Mercenaries, and red for Outcasts. Rivalries between
of the same occupation. Within these tribal groups the four tribes are common, the effects of which may
are subdivisions representing clans – loosely-knit range from prejudicial behavior to all-out warfare.
family units comprised of individuals related by birth,
“marriage”, or even more specious connections. There The strangest of the tribes are the Outcasts, who wander
is little sense of unity, and less cooperation, among the swamps and jungles of Jhangara in groups ranging
these folk. in size from a half dozen to as many as a hundred
individuals (see sidebar). The other tribes regard them
Conditions in a typical Jhangaran settlement are abysmal. with superstitious dread, and will do almost anything to
Open ditches serve as sewage lines, and the air is heavy keep a group of Outcasts from approaching their own
with the stench of filth and decay. The huts are alive with camps and settlements. It is the belief of the Jhangarans
insects and vermin, and ragged bands of filthy children that all Outcasts bear with them the “stigma of doom.”
run around unattended. An outer wall constructed of A Jhangaran who is so much as touched by one of “the
rude axe-hewn timbers affords their cursed ones” is immediately branded an Outcast. He or
settlements some protection from she then has two choices: commit suicide, or join the
against attack by bandits, wild Outcasts. To kill an Outcast, the Jhangarans believe,
beasts, and murderous hordes of brings a terrible curse upon the murderer and his or
water raknids. The tribes subsist her family.
on sea-slugs and raw meat,
do not use fire, and have no RELATIONS
knowledge of metal-working or The Aeriad and Zandir tolerate Jhangaran excesses in
magic. Jhangarans have a great order to obtain valuable trade goods, but most other
weakness for alcohol, and Talislantans consider Jhangarans to
be untrustworthy. The unscrupulous
Farad make no such distinctions, and
employ Jhangarans to harvest k’tallah.
In recent years the Aamanians have
64
sent missionaries to Jhangara in the hope of converting The ancestors of the Kang were wild tribesmen of the
the tribes to Orthodoxy. The missions have met with steppes who reveled in battle, hunted wild tarkus for
some success, mainly because Jhanagarans are eager sport, and loved as fiercely as they fought. In the second
to embrace any philosophy that promises them a way century, the Kang tribes united and threatened to take
out of the swamps. over territories then known as the Quan Empire. They
were bought off by the Quan, whom they served until
the Silent Insurrection of 611, when the Kang finally
RELIGION took over control of the Empire for themselves.
Jhangarans have no religion, and know nothing about
magic. They observe only two ritual days of note: Jha, a No longer the wild hillmen who once roamed the
holiday viewed by the populace mainly as a good excuse steppes and slept under the stars, the Kang now live in
to get as intoxicated as possible; and The Septenarial walled citadels and fortified outposts. Their dwellings
Concordance, a fourteen-day period in which the seven are made of rough-hewn stone, with rugged furnishings
Talislantan moons remain in alignment. During this of carved hardwood and hides arranged about a central
time no citizen of Jhangara will dare to venture forth fire-pit. Crossed swords and other battle regalia are hung
into the swamps at night. The Jhangarans claim that from the walls, proudly displayed as trophies from past
the Horag, a monster of immense proportions, stalks engagements.
the swamplands during the Septenarial Concordance,
searching for victims. Jhangarans accidentally caught Kang culture reflects the harsh military training that has
in the swamps after sunset during such times have been formed the basis of their upbringing since ancient times.
known to slit their own throats rather than face the terror Males and females are both aggressive, competing for
of this fearsome monster. Jhangarans do not cremate or dominant status among those of equal rank by blustering
bury their dead, but merely discard them in the nearest and physical intimidation. Kang seethe with wild
swamp, bog, or ditch. passions; if insulted or provoked, they find it difficult
to restrain themselves. Counteracting this is the intense
LANGUAGE military training which all Kang undergo from birth,
The Jhangaran tongue is a mangled dialect derived instilling in them a deep-seated respect for authority.
from Low Talislan. Jhangarans generally begin all
conversation by the use of a single imperative, delivered The length and adornment of a Kang’s queue is a mark
in a gruff or forceful manner, as in “!Hold!”, “!Hear!”,
and the popular Jhangaran insult, “!Die!”.
65
A MATTER OF HONOR
Of great importance to all Kang is the concept
of khir, or “honor in battle”. Khir may be
earned for any act of valor, from defeating an
opponent in combat to exhibiting courage in
the face of overwhelming odds. The Kang take
great pride in such achievements, and deeds
that earn khir are often cause for celebration
among the honored participants and their
admirers. These victory celebrations often
go on well into the night, and are typically
accompanied by much feasting, loud boasting,
drinking, and revelry.
66
the status of pariahs, shunned and despised by all. The
Ispasians manage the Empire’s trade and economic
NAMES
Common names all begin with “K”, as in Kuata, Kiyen,
concerns with exceptional skill; still, the Kang do not
Kudan, Kran, Komo, etc.
trust them. The Sunra and Vajra serve as instructed,
though not willingly. The Mandalans continue to exhibit
an outwardly placid demeanor, while the Mondre Khan ADVENTURERS
remain hostile and aggressive. During the last decade, The vast majority of Kang are fighters and serve in the
the Kang have taken steps to extend their sphere of Crimson Horde, the military of the Kang Empire. Some
influence, and have begun to expand their territories few have been assigned to guard duty for trade caravans
to the west and south. Evidence of the growing power and thus may find themselves far from the borders of
of the Kang is viewed with concern by the leaders of the Empire. Other Kang who have lost their queue
Carantheum and the Seven Kingdoms. may take up the life of an adventurer rathere than the
humiliation of living amongst other Kang.
RELIGION
All Kang revere Zoriah, the Red God of War, who is
most often pictured as a giant male warrior attired in
ceremonial battle armor, and a long queue adorned with KASMIRAN
spiked silver rings. Kang pray to Zoriah for courage, The Kasmirans are short and lean with odd-looking,
strength, and victory. In return, they donate one-tenth shriveled features. They dress in hooded cloaks, loose
of their pay to the War God’s Temple as an offering. It robes, and curl-toed boots or slippers, apparel well-
is rare for Kang to visit the War God’s temple except suited to the extremes of their environment.
to have their newborn children subjected to the ritual
“Baptism by Fire”, and to attend funeral services for Originally a nomadic folk displaced by The Great
great war heroes. Kang dead are cremated in a solemn Disaster, the Kasmirans are a wealthy people, though
ceremony, the size of the funeral pyre reflecting the how they acquired their fortune is unknown; some say
deceased’s khir. they were once partners of the Djaffir. They established
settlements in the Kasmir desert around the beginning
LANGUAGE of the second century.
Kang converse in a modified version of Quan, a
language common to most of the indigenous peoples Kasmirans live in windowless stone towers, their doors
of this region. The Kang’s dialect is heavy on action barred and locked to protect against thieves. Spy-tubes
verbs, and is harsh and unmusical to the ear. are used to scan the surroundings before allowing any
visitor to enter. They subsist on a simple diet of coarse
black bread, desert palm fruit, a type of hard erd’s
cheese called kasmara, and cups of steaming-hot
mochan. Kasmiran families are insular by nature
and suspicious of outsiders. Only members of the
same family and ancestral clan truly are trusted; a
Kasmiran’s lineage is evident in his or her name,
which among Kasmirans serves as an individual’s
references (see Language). Cooperative endeavors
with other families can be achieved, though usually
only through protracted negotiations. Kasmirans
marry late in life, and never divorce. No marriage is
allowed to take place without the permission of both
families. The husband is the nominal head of the
household, though a wife who earns more than her
husband may surpass him in influence. Children are
raised by the parents until age three, when they are
sent to a guildschool to learn a profession.
67
the Kasmirans from time to time, commonly refer
to them as tu-beshal, which means “blood-suckers”,
though the term carries certain lewd connotations as KASMIRAN RACIAL TRAITS
well. In truth, the Kasmirans are not cheap or stingy; ● +2 Dex, +2 Int, -2 Str
they are just extremely frugal (see sidebar). This is an ● Medium Size: As Medium-size creatures,
old habit acquired from the days when the ancestors Kasmirin characters have no special bonuses
of the Kasmirans were poor desert nomads, homeless or penalties due to their size.
and destitute. In order to ensure that such an occurrence ● A Kasmirin’s base speed is 30 feet
could never happen again, Kasmirans made it a practice ● Automatic Languages: Low Talislan,
to save and safeguard their money, which they keep in Nomad
personal vaults warded with multiple locks and trap- ● +2 to all Appraise & Diplomacy OR Craft
mechanisms. & Disable Device skill checks.
● All Kasmirin characters begin play with a
In many ways, Kasmirans are different from the bonus 500 GL.
other mercantile peoples of Talislanta. Unlike the ● Favored Class: Trader OR Magician
Ispasians, Kasmirans are hard-working folk who (cryptomancer)
are not afraid to get their hands dirty. They tend to ● Restricted Class: Barbarian, Scout, Warrior
be fiscally conservative, and don’t like to invest in ● Weapon familiarity: All Kasmirin treat the
large scale commodities or risky ventures. Unlike the bladestaff and spring-knife as simple rather
Farad, Kasmirans never deal in drugs, stolen goods, or than exotic weapons.
dangerous contraband. Though they can be shrewd and
crafty, most Kasmirans are scrupulously honest, and
are sticklers for detail; their contracts are interpreted
exactly, to the letter. Still, it is wise to read the fine print
before signing a contract with a Kasmiran, in order to LANGUAGE
avoid the possibility of unpleasant surprises. Kasmirans are fluent in Low Talislan and the old Nomad
tongue.
RELATIONS
Kasmirans are concerned about the wild tribes that NAMES
inhabit the territories on Kasmir’s eastern border and Kasmiran names are a combination of personal (first)
beyond. Some believe that the Borderlands Legion name, family name, and ancestral clan name. For
could not repulse a large-scale assault, and that the example, Azi al Din means “Azi of the al family, of the
three border outposts provide insufficient protection Din tribe”. Other common names include Abn na Fal,
for their country. Accordingly, the King of Kasmir has Abas el Adin, Kafa da Nir, and so on.
recommended that funds be raised for the construction
of a so-called Wilderlands Wall, which would extend ADVENTURERS
from Sindar to the southern border of Astar. The project Kasmirin are not common adventuers, most preferring
would cost millions of gold lumens, however, and some the stability and security of their homes to life on the
Kasmirans have already begun to grumble about having road. Because they are in great demand as trapmakers
to bear such an expense. and artisans, some Kasmirin do travely widely selling
their services and wares. Kasmirin adventurers are
RELIGION usually rogues or spellcasters and their high manual
A small percentage of the Kasmiran population practices dexterity can be of great value to most parties.
magic, mainly for its financial benefits. Kasmirans are
atheists; they have no religion, and revere no deities.
Some say that the ancestors of the Kasmirans abandoned
their god after The Great Disaster, believing that he
KHARAKHAN GIANT
Kharakhan are massive folk, averaging over twelve feet
had forsaken them. Kasmirians bury the dead along
in height and weighing upwards of a thousand pounds.
with a portion of their wealth in locked stone vaults
They have dusky grey-black skin and savage features,
warded with traps of many sorts. The buried wealth is
and wear their hair long and tied-back in a queue.
considered an investment, and a hedge against inflation
Kharakhan dress in loincloths, sandals, and crude armor
or other financial calamities. The traps are a necessary
made from boiled land lizard hide.
safeguard against tomb-robbers.
68
magical emanations, and suffered a form of mutation
called giantism. Persecuted thereafter as freaks and
KHARAKHAN GIANT RACIAL TRAITS misfits, they fled into the northern Wilderlands. They
● +8 Str, -2 Dex, -4 Cha settled among the ruins of old Kharakhan, a place suited
● Large Size: As Large-size creatures, to their great size, and eventually came to be known as
Kharakhan Giant characters receive a -1 the Kharakhan giants, or simply the Kharakhan.
penalty to both attack rolls and armor class.
Due to their size, Kharakhan’;s also take a -4 The Kharakhan are hunter-gatherers who range
penalty to all Hide checks. Kharakhan have a throughout the northern Wilderlands territories in
reach of 10 feet (as opposed to the normal 5 for massive armored conveyances known as war wagons.
Medium-sized creatures). Lifting and carrying Though the giants call the ruins their home, they are
limits are x2 often on the move, hunting for food and useful salvage.
● Starting hit points: Kharakhan receive 24 hit There are several tribes, all of which regard themselves
points at first level regardless of class. They as part of the same people. The Kharakhans’ great size is
use normal hit dice as per their class from 2nd both an advantage and a disadvantage: though it affords
level onward. them protection from lesser predators it also means that
● A Kharakhan’s base speed is 40 feet. they cannot use tools and implements employed by
● Kharakhan's receive the Scent bonus feat. humanoids of smaller stature and so are forced to make
● Automatic Languages: Low Talislan what they require from raw materials. Kharakhan also
(Kharakhan), Drakken require substantial amounts of food and water in order
● Favored Class: Barbarian to survive, both of which are often in short supply in the
● Restricted Class: Magician, Rogue, regions that they have been forced to inhabit.
Scholar.
Kharakhan giants are gruff and
crude by nature, having little
knowledge of civilized
The Kharakhan are descended from a customs and manners. Their
nameless tribe of Wild Folk who were extent outward demeanor and
during the latter part of the Archaen Age. It imposing size have led
is believed that when The Great Disaster other peoples to regard
struck, the tribe was exposed to them with trepidation.
Yet while Kharakhan will
aggressively defend their
clans and possessions they
are not a warlike folk by
preference. When they are
tending their young or with friends these
massive folk can be surprisingly gentle.
RELATIONS
The Kharakhan are a race on the verge of extinction.
Though they have no traditional enemies, neither do
they have many friends. Swifter, more numerous
creatures have taken over the territories that they
once called home. The expansion of tribes such as the
Za and Araq has forced them into ever more barren
and inhospitable regions. Unless things change
dramatically, in another few generations they
will probably be gone.
RELIGION
Kharakhan are said to revere one of the
Forgotten Gods, Kron the Mighty. However,
69
they have no magic and do not observe formal religious The Mandalans have an advanced and enlightened
rituals of any known type. Kharakhan bury their dead culture centered amidst the pastel spires, arches, and
beneath massive cairns of stones in a solemn ceremony promenades of the coastal city of Jacinth and outlying
that may last for several hours. regions. Those who live in Jacinth serve as artisans,
scholars, and historians. They live in simple but
elegant dwellings made of parchment stretched over
LANGUAGE wood frames, with rock gardens, meditation areas, and
Kharakhan speak an ancient and obscure dialect of Low shaded arbors adding a sense of serenity and beauty to
Talislan, which to the ears of civilized Talislantans makes their surroundings. The remainder of the population
them sound even more savage and unsophisticated than is scattered throughout the countryside, making their
they are. They are also able to read Drakken-glyphs, home in small villages. They live in rustic dwellings of
a talent that appears to have been passed down from artfully woven reeds and thatch, and work as farmers,
generation to generation for thousands of years. herders, and weavers.
MANDALAN
A golden-skinned folk, the Mandalans are slender of
build, with almond-shaped eyes and pleasant features.
It is the custom of the males to shave their skulls, while
the females do the same, leaving only a top-knot of long,
black hair. Both sexes wear lose fitting robes or pajama-
style garments, typically of silkcloth, a material which is
common in the regions in which the Mandalans live.
70
MANDALAN RACIAL TRAITS The Legend of the Mystic Warrior
In Mandalan lore, the Mystic Warrior is an ideal,
● +2 Wis
symbolizing the indomitability of the spirit.
● Medium Size: As Medium-size creatures,
It is the unshakable belief of the Mandalans
Mandalan characters have no special bonuses
that, though their people may be enslaved and
or penalties due to their size.
oppressed, their hearts and minds shall always
● A Mandalan’s base speed is 30 feet.
remain free. Thus, in the Mandalan perspective,
● +4 skill points at first level.
no enemy can ever truly conquer their race.
● Automatic Languages: Quan
● Favored Class: Scholar (savant)
For the vast majority of Mandalans, the practice
● Restricted Class: Barbarian, Warrior
of this philosophy is limited to various subtle
Mandalans are strict pacifists and as such may forms of passive resistance. The Mandalans
not select the Martial Weapons feat. At most a are most ingenious in this regard, and seem
Mandalan may use a Quaretr Staff for defense. to possess a limitless ability to influence,
misinform, and misdirect their oppressors
without arousing suspicion in themselves.
past as well as the present. While there is considerable In rare instances, a Mandalan may actually adopt
evidence to support such a view, this perception of the the physical persona of the Mystic Warrior.
Mandalans is in many ways inaccurate. Practitioners Operating in total secrecy, these individuals
of an ancient mystical discipline, Mandalans abhor often engage in more overt forms of resistance,
violence, considering militarism to be the domain of including acts of sabotage and other secret
unsophisticated and primitive peoples. Yet despite a activities. According to legend, those who
great aversion to physical violence, the Mandalans are heed the call of the Mystic Warrior become as
neither weak nor entirely submissive. It is no accident the wind – their presence felt, but never seen.
that they have survived centuries of oppression, or Such is the aura of mystery that surrounds these
that their culture has endured long after the demise individuals that the Mandalans do not even admit
of the warlike races who have conquered their lands that they exist.
and subjugated their people. Rather, over the course of
many centuries, the Mandalans have developed a unique
methodology for dealing with repressive regimes;
a philosophy based upon the principles of passive
resistance, and the concept of the Mystic Warrior (see
RELIGION
Mandalans worship the deity known as Creator, but
sidebar).
observe no formal rituals. Worship is centered around
meditation, and is considered a matter between one’s
RELATIONS god and one’s self. Mandalans bury their dead in a
Under the Kang, the Mandalans continue to be virtual simple ceremony, erecting a small shrine of river stones
slaves of the Empire. They obey the commands of their and flowers on the grave of the deceased.
Kang masters without question, never showing signs
of overt emotion. Yet in the countryside strange events
continue to transpire for which there is no explanation:
LANGUAGE
The native tongue of the Mandalans is Quan, though
a barge carrying a shipment of weapons sinks below
many also speak either High or Low Talislan.
the waters of the Shan river; a group of Kang trackers
disappears without a trace; Kang troops are repeatedly
inconvenienced by washed-out roads, collapsing NAMES
bridges, and other logistical nightmares. Meanwhile, the Common Mandalan names are hyphenated, as in Shan-
barbaric Harakin clans gather along the northern borders Yan, Xhan-Han, Zen-Shen, etc.
of Quan, waiting and watching, while the Mandalans
remain, passive and aloof.
ADVENTURERS
As slaves of the Kang Empire, the Mandalan’s have little
opportunity to bettre their lives and are rarely found as
71
adventurers within the Empire. More than a few have
fled the Empire as refugees and may now be found as
far away as the Seven Kingdoms and Zandu. MIRIN RACIAL TRAITS
● Medium Size: As Medium-size creatures,
Mirin have no special bonuses or penalties
MIRIN due to their size.
A people of noble bearing, the Mirin are tall and ● A Mirin’s base speed is 30 feet.
statuesque. They have bright blue skin and hair as fine ● +2 racial bonus on Balance checks. Mirin
and white as gossamer. Mirin dress in robes, boots, and are used to walking on slippery surfaces.
headdresses trimmed with frostwere’s hide. ● All Mirin are immune to cold damage.
● Melding: It is the custom among the Mirin
The Mirin are believed to be descended from a group to undertake a ritual “bonding of spirits” with
of Archaens whose cloud-city fell to earth following a chosen mate or close friend. The procedure
The Great Disaster. Pursued by vengeful bands of Wild creates a type of innate psychic link between
Folk, they fled north into the wilderness. Along the way the two individuals. While melded individuals
many died from exposure, wild beasts, and battles with cannot actually communicate via this ability,
their pursuers. Facing certain death, the last members each will instinctively know if the other
of the group commended their souls into the hands of is in danger or in great distress.
whatever deity held sway over the region. According to ● Automatic Languages: Elder Tongue
Mirin legend their prayers were heard by the Forgotten ● Favored Class: Scout
God, Borean, an ancient elemental deity who granted ● Prohibited Class: Barbarian
them a miraculous boon: immunity to cold. The grateful
survivors went on to establish the first shrine to Borean,
and later, the first Mirin settlement. Members of all professions are equally valued in Mirin
society. Hunters provide the settlements with edible
Mirin live in crystalline ice castles constructed from lichen, wild and aquatic game, hides and horn. Priests
blocks of solid ice, cut from glacial ice-quarries and and priestesses provide guidance and keep written
carved into useful and decorative forms. Mirin have records; warriors defend the settlements. Alchemists
close family ties, a holdover from the days when forge adamant, an alloy of blue diamond that is one of
cooperation was absolutely essential to their survival. a very few metals that does not become brittle in sub-
zero temperatures.
RELATIONS
The Mirin are currently at war with the Ice Giants of
Narandu, whose forces have sought to conquer L’Haan
for centuries. In the recent past they have fought
against the Rasmiran, members of a sect of anarchists
that was exiled from L’Haan to the Outcast Isles, in the
Midnight Sea.
72
are raised by the group’s whisps, who teach them how
RELIGION to fly and to find food. Young Muses must develop
A deeply religious folk, the Mirin revere Borean, the
telempathic powers for themselves, as these talents
God of the North Wind. Mirin Priests and Priestesses
are never taught.
are the spiritual advisors of their race, and regard Borean
as the protector of their land and its ecology. They do
Muses erect no permanent dwellings, shunning physical
not build temples in his name, but erect altars on the
labor as tedious and uninspiring. They have a near-
snowy steppes around frozen lakes such as L’Lal and
symbiotic relationship with the race of woodwhisps,
Rhin. It is only in such open and natural surroundings,
who serve them as “translators” (see Customs) and by
the Mirin say, that one can truly feel the presence of the
gathering food and erecting impromptu tent-pavillions
God of the North Wind. Mirin inter their dead in ornate
of gossamer and flowering vines, which in Muse society
coffins carved from solid ice, which are “buried” below
pass for domiciles. In return, whisps are rewarded with
the surface of a frozen lake.
stimulating telempathic visions and the pleasure of the
Muses’ company. Every Muse has at least one whisp
LANGUAGE companion.
Mirin converse in the Elder Tongue, a language dating
back to ancient times; some say they learned it from the To other Talislantans, Muses often seem distracted,
lesser elementals who serve Borean. disinterested, and aloof. In fact, they are contemplative
by nature, and are highly perceptive as regards their
surroundings. Muses rarely speak, preferring to
NAMES communicate via telempathy, or thought-images, which
Examples of common male names include Miralos, are used to convey information and emotions. When
Mirtos, Miral, and Miros. Common female names Muses wish to conserve telempathic energy, they have
include L’Mir, L’Lis, and L’Halla.
ADVENTURERS
Mirin are rarely found outside of their icy kingdom.
Some do venture south to trade for good ahrd to come
by in the frozen north. The longer a Mirin is away from
the tundra, the paler his skin becomes. After being in a
warm clime for a week the bright blue skin coloration
has already begun to fade. After a month away from
the cold, a Mirin’s skin is almost chalky white.
MUSE
Muses are among the most beautiful of the humanoid
races. Their bodies are slender and lithe, their features
delicate and exquisitely fashioned. They dress in
translucent robes shaded in hues complementing the
colors of their skin, hair, and butterfly wings – pastel
blue, aquamarine, turquoise, violet, and rose, to name
just a few.
73
for days after the deceased has been laid to rest.
ADVENTURERS
Though most Muses couldn’t care less about such
their whisp companions speak for them. Given the matters, some of these beings find it exciting to
animated and occasionally sarcastic nature of whisps, travel beyond the boundaries of Astar, their sylvan
communications of this sort can yield unusual results. homeland. A rare few, considered demented by their
peers, occasionally take to travelling in the compnay
Muses are promiscuous, and may take numerous sexual of adventurers. While they possess a natural facility
partners - including non-Muses, though such unions for magic, few Muses posess the discipline necessary
rarely bear offspring. These trysts may be of long or to master this art.
short duration, but are always intensely passionate
(at least from the Muse’s point of view). Sometimes
the attraction is such that a Muse will telempathically
“bond” with the object of his or her affection. While NAGRA
the obsession lasts a Muse will follow the beloved one Nagra have mottled grey-green skin, black fangs,
anywhere he or she goes, sharing all that they experience peaked skulls, and their eyes are like tiny ebony specks.
together. The infatuation may pass as quickly as it They dress in rude garments made from the furry hides
began, though Muses always remain sentimental as of winged apes, ankle and wrist bands of woven fibers,
regards their former lovers. and earrings made from the fangs of exomorphs or
tarkus.
RELATIONS The Nagra are believed to be related to the Chana and
The Muses of Astar remain as they always have been:
Manra, though their appearance would seem to suggest
aloof, and seemingly preoccupied with their own
that they also have some Za blood in their veins. The
concerns. Attitudes towards these folk have begun
Nagra tribes once lived far to the Northeast, but were
to change, as the full extent of their extraordinary
driven into the southern junglelands by the Kang, who
telempathic powers begins to be understood by the other
hunted them like animals. Most of the survivors settled
members of the Seven Kingdoms.
in the jungles of the Topaz Mountains, though a handful
of others may have traveled to the Jade Mountains of
RELIGION Raj.
Muses have no formal religion, but revere nature spirits
of all sorts and have a great love of life. The death of The Nagra are semi-nomadic hunters whose movements
a Muse or a whisp-companion is regarded as a great mirror the migratory patterns of the wild beasts upon
tragedy, requiring an elaborate funeral that may go on whom they subsist. When their prey has settled into
74
a region for purposes of grazing or feeding, the Nagra
erect temporary shelters of skins and wooden poles that
serve as hunting camps. When the wild beasts move
on, so do the Nagra. NAGRA RACIAL TRAITS
● Medium Size: As Medium-size creatures,
The Nagra generally have a low regard for the ways of Nagra have no special bonuses or penalties due
civilized peoples. They shun mounts and conveyances, to their size.
and are tireless runners, able to cover distances of up ● A Nagra’s base speed is 40 feet. Nagra are
to thirty miles a day with ease. Other peoples tend fast and tireless.
to find the Nagra somewhat strange, and even eerie. ● +2 racial penalty to all Ride and Handle
This is particularly true as regards the Nagra’s taste Animal checks.
for serpents, which they swallow whole, uncooked, ● Bonus Feat: Run
and alive. ● Bonus feat: Spirit Tracking
● Nagra characters receive 4 free ranks in
All Nagra wear stone spirit jars about their necks, in Knowledge (spirits).
order to protect their souls from evil spiritforms. A ● Automatic Language: Chanan, Sign
Nagra who has lost his spirit jar would feel exposed, ● Favored Class: Barbarian, Scout
and completely defenseless. These folk are skilled at ● Prohibited Class: Magician (may select
spirit tracking, an uncanny ability that enables them to Shaman background only), Scholar
follow any track or trail, regardless of its age or origin
(see sidebar).
RELATIONS
The Nagra bear an undying hatred of the Kang, whose
ancestors drove their people out of the Kang Empire
long ago. They despise the Witchtribes of Chana,
whom they regard as despicable, and little better than
animals. Otherwise, they have no formal relations
with other Talislantan nations or peoples.
RELIGION
Nagra revere a vast and confusing pantheon of spirits.
Their shamans act as intermediaries, employing
their ancient magics to commune with spiritforms of
various sorts, from whom they derive wisdom. From
this information, Nagra shamans are able to predict
the future and divine the secrets of past ages. They
also make the spirit jars that are worn by all Nagra.
LANGUAGE
Nagra are bilingual, communicating both in a crude
version of the Chanan tongue, and in sign.
75
NAMES
Female Nagra names begin with a vowel followed by
apostrophe and hard sound, as in A’Ko, O’Ta, U’Da,
E’Ko. Male names begin with a consonant followed by ORGOVIAN RACIAL TRAITS
apostrophe and hard sound, as in K’Ta, D’Ko, N’Ka. ● Medium Size: As Medium-size creatures,
Orgovians have no special bonuses or penalties
ADVENTURERS due to their size.
Nagra spirit trackers are in high demand throught ● An Orgovian’s base speed is 30 feet.
Talislanta for their unique ability to track an individual ● Orgovian characters receive a +2 racial bonus
purely by the spirit essence tht trails everyone. to Ride checks.
● Bonus feat: Born to the Saddle
● Automatic Language: Low Talislan, Sign
● Favored Class: Trader or Scout
ORGOVIAN ● Prohibited Class: Magician, Scholar
Orgovians are a wiry, rugged people, hard and spare
as flints. Notable features include dusky-orange
skin, protruding chin, squinty eyes, and nostrils that
resemble vertical slits. They dress in leather vest and
curl-toed boots, loincloth, and brown felt headdress. As bands are always on the move females must often
Iron armbands are worn for decoration, typically by give birth while “in the saddle”. Infants are wrapped
the dozen. in swaddling and affixed to the back of their mother’s
steed with the rest of the baggage and possessions. Most
The Orgovians are the last remnants of a people who learn to ride before they can walk. Orgovians subsist
once hailed from the small kingdom of Orgovia. on foods gathered in the wild or obtained through trade
Following The Great Disaster, their homeland was with other peoples.
overrun by savage tribesmen and their nation driven
into ruin. They now roam the Wilderlands of Zaran and Orgovians have dealt exclusively in barter ever since
surrounding regions, making their living as traders. the fall of the old nation of Orgovia and the subsequent
devaluation of its currency, a lead coin called the yatma
Orgovians are nomadic traders who range from (hence the origin of the popular phrase, “not worth a
the Wilderlands of Zaran to the lead yatma”). If offered coin instead of barter for their
Desert Kingdoms, wares, Orgovians may accuse the unwitting offender
and sometimes as of attempting to rob them, generally with disastrous
far as the Eastern results (see sidebar). They tend to be suspicious
and Western Lands. of civilized folk, whose ways the Orgovians
They travel in small neither fully understand nor
armed bands of up to trust.
twenty individuals,
carrying parcels of RELATIONS
goods from many Though suspicious
lands on the backs by nature, Orgovians
of their loper steeds. will deal with most
Orgovian bands are anyone, provided they
loosely organized are offered fair value
and usually consist for their
of one or more
extended families,
plus a number of
males or females
from other bands
who have joined
the group through
marriage or choice.
76
wares. They despise bandits and cheats, and routinely
kill such individuals in order to trade their scalps and
The Art of the Deal possessions for useful goods. The Orgovians are on
“Merchants and entrepreneurs who plan to have
good terms with the Yitek and Djaffir, both trusted
dealings with the Orgovians would do well to
trading associates. The Dracartans also enjoy good
keep several facts in mind. First and foremost:
relations with these people, as do the Sindarans of the
in all dealings with Orgovians, the most
Seven Kingdoms; many Sindaran collectors maintain
important factor is the appearance of fairness.
close friendships with Orgovian traders in order to
Until proven otherwise, foreigners are regarded
obtain items that they wish to acquire.
as potential thieves, assassins, or worse. It is
the custom among the Orgovians to exchange
gifts before entering into trade negotiations of RELIGION
any sort. Be prepared to do so, and do not stint The Orgovians once had a god, but no more. After
in your offering - your generosity and overall The Great Disaster they said their god had abandoned
trustworthiness will be judged on the basis of them, and so they did the same. They know little or
its value. Bear the added cost of these gifts nothing of magic, which they regard with suspicion and
without complaint; the price of the offering is distrust. Orgovians bury their dead in shallow graves
deductible as a business expense, and is well and quickly move on.
worth the investment in any case.
77
Archaens, which were purportedly fashioned from
solidified cloud-stuff. The modern-day Phantasians
have long since forgotten the secret of manufacturing
such materials, and now have all they can do merely to PHANTASIAN RACIAL TRAITS
keep Cabal Magicus afloat. ● Intelligence +2
● Medium Size: As Medium-size creatures,
Like the ancient Archaens, the Phantasians once lived Phantasian have no special bonuses or
in splendor and ate only the finest and most costly penalties due to their size.
fare. Now, they subsist on bland foods grown in their ● A Phantasian’s base speed is 30 feet.
hydroponic gardens and nutritive elixirs of various ● Bonus feat: Magical Aptitude
sorts. Once among the most skilled practitioners of ● Detect Magic: Phantasians may use their
magic, the Phantasians have forgotten much of the Spot skill to Detect Magic up to a range of 5
fabled knowledge possessed by their ancient ancestors. feet. This is a supernatural ability.
Among the few secrets left to them are the talents ● Automatic Language: Low Talislan, Sign
associated with the building of windships and the art of ● Favored Class: Scholar (thaumaturgy)
distilling dream essence. It is these abilities that provide ● Prohibited Class: Barbarian, Scout
the Phantasians with their livelihood, such as it is.
NAMES
Common names have an
old Archaen sound, as
in Astramiros, Cascalo,
78
Malderune, and Lamir.
79
CUSTOMS SARISTA
To the Rahastrans, life is an intricate game of chance. The Sarista are built along slender proportions, and have
Most tend to be loners, though some are able to tolerate skin the color of topaz, dark eyes and jet black hair.
the company of a few trusted companions, at least for They are partial to such forms of ornamentation as ear
a time. Because they are able to predict the future, bangles, facial tattooing, and all types of gaudy raiment.
Rahastrans are regarded with mixed emotions by other The men sport colorful capes, berets, tight fitting hose,
Talislantans, who are fascinated with the Zodar, yet sashes and high boots; the women: all manner of sultry
fearful of the secrets that the cards may reveal. and provocative attire, also of a colorful nature.
NAMES
Common names are highly individualistic, reflecting
the eclectic tastes of the Rahastrans. For example:
Rashir, Tarean, Dalusia, and Falusche.
ADVENTURERS
Rahastrans consider themselves masters of their own
fate, their actions influenced only by the cards of the
Zodar deck. Normally non-violent, Rahastrans will
use their magics to defend themselves if left with no
other alternative. Many Talislantans believe that it is
bad luck to do harm to a Rahastran, and so give them
a wide berth. Rahastrans tell fortunes for coin, barter,
or if the mood strikes them, for free.
80
metal working, weaving, and pottery.
81
their ancestors by the elders.
82
SINDARAN
Sindarans bear little resemblance to any other humanoid SINDARAN RACIAL TRAITS
species native to the continent. They stand over seven ● +4 Int, -2 Str
feet in height, emaciated in build, with wrinkled, sandy- ● Medium Size: As Medium-size creatures,
colored skin. All Sindarans have a row of horn-like Sindarans have no special bonuses or penalties
nodules running from the crown of the head to the back due to their size.
of the neck, and a curved spur of cartilage protruding ● A Sindaran’s base speed is 30 feet.
from beneath the chin. They dress in cloaks, loincloths, ● Bonus feat: Ambidexterity
and sandals, with earrings, wrist bracers, and ankle ● +4 to Knowledge (Trivarian) which is always
bracers for decoration for both genders. Sindarans are considered a class skill.
dual-encephalons; they have two brains, each capable ● Dual Encephalon: The Sindaran are dual-
of independent function. encephalons who possess the ability to use
both sides of their brains independently and
The Sindarans are descended from the Neurians, a can concentrate on two different subjects at
race that is alien to Talislanta and originated from the same time. They are ambidextrous and can
another world or dimension. Long ago a Neurian vessel avert the need for sleep by resting one brain at
accidentally arrived in Talislanta, possibly through a a time. Whenever they are required to make a
gate or rift created by the sorcerers of ancient Archaeus. Will saving throw, Sindaran characters are given
Stranded in a strange world, the Neurians settled on a two attempts .
distant continent, where they lived until the coming As a result of the dual-encephaly, Sindarans are
of The Great Disaster. They attempted to escape the unable to practice magic. A Sindaran seeking to
destruction of their adopted homeland in a great sky- take a level in a spellcasting class must sacrifice
spanning ark, but met with disaster and crash-landed on their Dual Encephaly.
the continent of Talislanta. Once this is done, the Sindaran may take the
After a period of level as desired but they lose all benefits of being
wandering the dual encephalons. The character is now one of
survivors settled the “Sindra” or “Demented Ones” and is looked
in their current upon with pity by other Sindarans.
home, where they ● Automatic Language: High Talislan
became known as ● Favored Class: Scholar (alchemy only)
the Sindarans. ● Prohibited Class: Barbarian, Magician (see
above), Warrior
Sindarans live
in mesa-top
communes
composed of
elegant tiered
structures, each
umber, serve as the walls of the Sindarans’ pavilions,
built around a
and provide a measure of privacy while retaining a
structure of
feeling of wide-open spaces. Communication between
carved stone
Sindaran communes is made possible by means of
blocks and
large reflective crystals, which are mounted on tripods
hardwoods imported
and used to flash coded messages from one outpost to
from Vardune and Taz.
the next.
Gossamer curtains,
dyed v a r i o u s
Sindarans choose their mates on the basis of intellect;
shades of
intelligence is a measure of “beauty” to these folk.
orange
They wed in a simple ceremony, the two vowing to
a n d
remain both together and separate; the essence of
burnt
dual-encephaly. Both the male and female share all
responsibilities of the household and family. Sindarans
young measure over three feet tall at birth, and are so
thin as to nearly be translucent. With the exception of
83
newborn Kasmirans (who are as shriveled and wrinkled a low profile as pertains to relations with foreign
as adult Kasmirans), Sindaran young are arguably lands. Sindarans have interests apart from those of the
among the least attractive babies of any humanoid confederation, but in diplomatic matters they generally
species. Fortunately, this is not a factor as regards the abide by the decisions of the Council of Seven Kings
parents, who lavish considerable attention and affection - after first presenting their own views in detail, of
upon their children. course.
RELATIONS
The Sindarans play an important role in formulating
policy for the Seven Kingdoms, but prefer to keep
84
SUNRA (SUN-RA-SAN) A group of primitive Sunra from the Scimitar Isles are
known as the Sun-Ra-San. Sun-Ra-San culture is rich in
Sunra are graceful in stature, with silver-scaled skin
legend and lore. Of special importance is the legend of
and deep-blue eyes. The customary mode of dress for
Sur-San the Fire-Giver, a bold hunter who led his tribe
both males and females consists of a simple robe of
safely from the grasp of the Quan. His name means
Mandalan silkcloth, sandals, and a silk headband.
“First One” – appropriate, as he was the first elected
ruler of the Sun-Ra-San after they fled their homeland.
The Sunra are a semi-aquatic race whose origins predate
Sur-San is revered as a great warrior and hunter, but
The Great Disaster. Their ancestors, the Sun-Ra-San,
also as a great scholar. He used his great knowledge
once ranged the Far Seas in glittering dragon barques,
of the seas and tides to escape and outwit the Quan.
hunting sea dragons and trading with far-distant lands.
Written accounts of this legend can be found in most
Now the majority of the Sunra population is housed in
Sun-Ra-San dwellings.
the Coral City of Isalis, as subjects of the Kang.
Like the Sunra, the Sun-Ra-San
The Sunra of Isalis live in graceful dwellings carved
have a great love of learning
from great mounds of coral and decorated with shells.
and value freedom above all
They subsist primarily on kelp and algae, which the
things, and would sooner die
Sunra serve in soups, broths, and stews – Sunra food
than serve under a master.
is always high in liquid content and, by the standards
One day they hope to return to
of most other folk, very salty. The combination of
free the rest of their people.
fluids and salts enables Sunra to function out of water
for extended periods of time without experiencing
discomfort. RELATIONS
The Sunra serve the Kang
Sunra society is centered around their extended family not out of
groups. Sunra couples mate for life and beyond,
swearing eternal faithfulness even in the afterlife;
the marriage ceremony is called a “merging of
souls”. Children are raised by both their parents and
grandparents. Training in Sunra culture, astromancy,
and other skills begins at age two.
loyalty,
The Sunra have a great love of learning. Their children b u t
are taught to read and write at an early age, and are because
given basic training in the various crafts and professions they fear
practiced by the Sunra people: sea-farming, astromancy, that if they
ship-building, piloting sea craft, etc. Once this general did not, their
education has been completed, Sunra schools allow oppressors would
students to concentrate on a preferred subject or dam the River Shan,
subjects, as they wish. Sunra have long wished to regain causing the Inland
their freedom, but for the present they remain subjects Sea to go dry. It is
of the Empire. no secret that the
Sunra yearn to swim
Sunra believe that the souls of their ancestors reside free, as they did in
within Moonfish, and so will never harm these ancient times. Given
creatures. They believe that anyone who captures or the opportunity, some
kills a Moonfish will suffer a terrible curse; in fact, the believe that the Sunra might
Sunra say that this is what happened to the Quan, who rebel against the Kang. The
once kept Moonfish as pets. While many scoff at these Kang know this, and have
claims it should be noted that, not long after the Silent attempted to placate the
Insurrection, the Kang forced the Quan to release all Sunra to some extent by
their Moonfish into the River Shan, and thereafter made allowing them a greater degree
it illegal to own or eat Moonfish. of autonomy than they had
under the Quan. So far,
85
Moonfish as an avatar of their elemental deity. Priests
and priestesses of the sect are aquamancers. Sunra take
their dead aboard a dragon barque for burial at sea. In
SUNRA RACIAL TRAITS this way they believe that the spirits of the dead may
● Medium Size: As Medium-size creatures, be reborn as moonfish.
Sunra have no special bonuses or penalties due
to their size.
● A Sunra’s base speed is 30 feet both on land
LANGUAGE
Though the Sunra have an ancestral tongue, Quan is the
and in the water.
language most commonly spoken by those who live in
● +2 racial bonus to all Craft (shipwright) and
the Kang Empire.
Navigate skill checks.
● Bonus feat: Operate Conveyance (ships)
● Submariner: While adult Sunra cannot NAMES
breathe water, they can stay submerged for a Common names are hyphenated, begin with “Su”
number of hours equal to their Constitution (males) or “Sa” (females). For example: Sur-Rin,
score. Sun-Ran, Sut-Ra (males); Sar-Rin, San-Ran, Sat-Ra
● Automatic Language: Quan (female).
● Favored Class: None
● Prohibited Class: None (Barbarians are
Sun-Ra-San) ADVENTURERS
Slaves of the Kang Empire, Sunra don’t generally have
a lot of free time for adventuring. Some few Sunra
have escaped the Kang and may be found elsewhere
on Talislanta. Most Sunra strive for a time when they
might be free from foreign powers.
these measures have served to maintain order, but some
wonder for how long.
THAECIAN
RELIGION Thaecians are slender and graceful in stature, with
The Sunra worship an elemental ocean deity named silvery complexions and hair a deep blue color. They
Aqus. They have a great love of the sea, and revere the dress in diaphanous robes of many hues and styles.
86
THAECIAN RACIAL TRAITS THE FESTIVAL OF THE BIZARRE
● Medium Size: As Medium-size creatures,
Thaecians have no special bonuses or penalties “I have seen many strange sights in the course
due to their size. of my travels, but few to compare with the
● +2 racial bonus to Craft (brewer/vintner) Festival of the Bizarre. To gain entrance, one
checks. must be attired in costume or make-up. Wearers
● Bonus feat: Magical Aptitude of the most outlandish garb are awarded a silver
● A Thaecian’s base speed is 30 feet. goblet, entitling them to drink for free while
● Automatic Language: Thaecian, High at the Festival. Competition for this honor is
Talislan understandably keen, and produces some truly
● Favored Class: Magician unbelievable results. While I was in attendance,
● Prohibited Class: Barbarian, Scout, a trio of Cymrilian contortionists won goblets
Warrior for appearing in the guise of a tanglewood tree
(I will refrain from citing particulars with regard
to how this feat was accomplished.)
87
products. None, however is allowed to stay so much travel, selling their services to those who can afford
as a single night on any of Thaecia’s islands. Thaecia them.
currently has no treaty relations with any other nation,
and generally remains neutral in all matters involving
foreign powers.
THIASIAN
The Thiasians are believed to be descended from the
RELIGION same root-stock as the Thaecians, their neighbors to the
Thaecians revere the entity known as Creator, but south. The two peoples have had close relations for
practice no formal religion, build no temples, and have centuries, and if Thiasian legends are to be believed,
no clergy. To these folk faith is considered a subject may share a common ancestor: a figure known only as
for private meditation, rather than public observance. the Enchantress of the Shoals, who lives on the island
Thaecians enchanters and enchantresses are renowned of Cella.
for the creation of wondrous images and illusions, which
they capture within glassine spheres called Thaecian Thiasians are hunter-gatherers who live in fanciful
orbs. By placing these devices to the forehead, the dwellings constructed of woven vines, sea shells,
holder is able to experience unequaled panoramas of and bits of colored coral. Thiasians subsist on a diet
color and sound. Thaecian orbs can also be used to store of provender plant, fruit, and nuts, liberally flavored
spells, which can be released by breaking the orb. Such with extracts of the spice tree, which grows here in
devices are sometimes found in old Thaecian tombs, profusion. To outsiders, Thiasians food often seems to
interred along with the deceased in glass sarcophagi be too heavily seasoned. Conversely, to Thiasians, all
other types of food are bland and tasteless. A
LANGUAGE flirtatious a n d
Thaecians are bilingual, and are fluent both in High
Talislan and their native tongue,
Thaecian. The latter is regarded as
the most “romantic” of Talislantan
languages, and may be expressed
in any of three forms: written,
spoken, and — using fluid hand
gestures and facial expressions
— somatic. All three forms of
the language are said to be quite
beautiful.
NAMES
Common names are likewise
pleasing to the ear, and usually
begin with the prefix, “Th”, as in
Thasha, Thalias, Thelaeus, and
Thania.
ADVENTURERS
The Thaecians have no army
or navy, and in fact disdain
violence, which they consider an
over-strenuous form of physical
activity. They depend upon their
promiscuous people, T h i a s i a n s n e v e r
enchanters to protect Thaecia from
marry, and change partners frequently.
aggressors, a task that has proven
to be well within their capabilities.
The Thiasians are renowned for their exotic
Thaecian Enchanters frequently
dances and performing talents, but are said to
88
canoe and send it out to sea, saying that the deceased
has “gone to see the Enchantress”.
THIASIAN RACIAL TRAITS Like the Thaecians, Thiasians seem to have a natural
● +2 Charisma, +2 Dex, -2 Strength, -2 Wis aptitude for magic. Few study the arcane arts, however,
● Medium Size: As Medium-size creatures, and so such innate talents as may be present generally
Thiasians have no special bonuses or penalties go undeveloped.
due to their size.
● A Thiasian’s base speed is 30 feet.
● +2 racial bonus to all Perfrom and Tumble
LANGUAGE
Thiasians converse in Low Talislan, though body
skill checks.
movement, posture, and gesticulation are used to convey
● Automatic Language: Low Talislan
different shades of meaning.
● Favored Class: Rogue
● Prohibited Class: Barbarian, Scholar,
Warrior NAMES
Common names begin with the prefix, “Th”; female
names end in an “a”. For example: Thian, Thanin
(male); Thia, Thani (female).
lack interest in most practical matters. This is generally
true, though Thiasians are not quite so shallow as ADVENTURERS
they may seem. Though generally non-violent, they An exceptionally attractive people, Thiasians are
are known to throw tantrums if frustrated or angered. greatly-favored by other races both as performers and
Thiasians are extremely emotional, and give vent to consorts. Some travel to the mainland on the windships
their feelings without apparent restraint. All manner of wealthy Cymrilians, who come to Thaecia in numbers
of behavior is tolerated by these folk, so long as no during the Festival of the Bizarre. Others have been
one is injured. known to join the crews of Gao vessels, attracted by
the flamboyant lifestyle of the Sea Rogues.
The Thiasians have a rich culture, and express themselves
through dance rather than words. Their performance art
is used to celebrate, mourn the loss of a beloved friend;
to express love, anger, frustration, boredom, or any of THRALL
a dozen emotions. It is customary for their performers Thralls are uniformly tall and muscular of build. Hairless
to wear expressionless white vizards that conceal their and devoid of pigmentation, they are distinguishable
features, as facial expressions are considered irrelevant only by sex; otherwise, all Thralls look exactly
to movement, song, and music. alike. In defiance of this inbred genetic trait, Thralls
decorate their bodies from head to toe with elaborate
tattoos, thereby attaining some degree of individuality.
RELATIONS Males dress in sandals and loincloths; females in vest,
Though their proximity to Thaecia affords them some
loincloth, and sandals.
degree of safety, the Thiasians are sometimes preyed
upon by Imrian slavers, who seek to capture them
A hybrid race created long ago by the sorcerers of some
for sale in Faradun or the Kang Empire. So it is that
ancient and forgotten kingdom, Thralls were bred to
their people can sometimes be found far from their
serve as an army of slave warriors. After The Great
homeland.
Disaster they were freed from servitude, and spent
many years wandering in the Wilderlands of Zaran.
RELIGION They eventually settled in the jungles of Taz, and later
Though they are not known as a religious people, the joined the Seven Kingdoms confederation.
Thiasians are said to revere the Enchantress of the
Shoals as the Mother of their race. According to their The Thralls of Taz live in settlements ringed by high
legends, long ago the Enchantress gave birth to a pair palisade walls constructed of cut stone blocks. Each
of twin daughters: one silver and violet. One was the village is a fortified camp, with sheds for supplies
first Thaecian, and the other, the first Thiasian. When and provisions, stables for mangonel lizard mounts, a
a Thiasian dies, her people lay the body in a dugout foundry for making weapons and armor, and communal
89
demoralized or routed; if required to retreat
units always do so in an orderly fashion.
Thralls are skilled tacticians who possess
an instinctive ability to grasp even the most
complex military strategies. Conversely,
Thralls have little interest in other skills
and professions, which they generally do not
comprehend. The highly specialized nature
of Thralls has led some folks to assume that
they are dull-witted or ignorant. However,
it is a grave mistake to underestimate
a Thrall.
RELATIONS
Taz is an active and integral
part of the Seven Kingdoms
confederation, planning
strategies for national
defense and helping keep
the Seven Roads safe for
merchants and travelers. Thralls
rarely get involved with foreign
relations or diplomatic matters,
preferring to leave such concerns to
the Cymrilians or other members of the
confederation.
RELIGION
Thralls possess no talent whatever for
barracks. Thrall society is based upon the military chain magic. They revere the warrior-spirits of
of command. The family is like a platoon; a settlement their early ancestors, whose names live on in tales
comprised of many families operates like a division, passed from one generation to the next. Thralls have no
while the race of Thralls functions like an army. Males illusions as to their origins. They know that their race
and females form “alliances” rather than marrying, was created by sorcery, rather than some deific being.
remaining steadfastly loyal to each other until death. Thralls cremate their dead in a simple but moving
Their young are raised in separate training facilities, ceremony. To die in battle, defending one’s beliefs, is
and learn to fend for themselves quickly (by eight years considered the highest honor.
of age Thralls are fully-grown). Thrall children remain
loyal to their parents throughout their lives, but also
forge a strong sense of duty from their common link to LANGUAGE
the division to which they belong. All Thralls converse in Low Talislan. Despite the
stereotype, Thralls do not speak poorly; rather, they
Bred for combat, Thralls know no other way of life. speak simply, and often movingly.
While their talents are limited to martial abilities, they
have developed a unique culture that sets them apart NAMES
from from the other warrior peoples of Talislanta. Common names tend to have a militaristic slant, such
Unlike the Kang, Thralls excel both at offense and as Ramm, Axa, Axus, Striker, Barax, Kadre, Fortus,
defense, and are never ruled by their passions. Unlike Blade, and Cestus.
the Danuvians they have no elite units, and never
discriminate on the basis of gender. Thralls are skilled
strategists and careful planners. The chain of command ADVENTURERS
is rigidly adhered to, and their troops are always Bred for combat , Thralls have little talent for any
disciplined and highly motivated. Thrall units are never skill not associated with warfare. In their homeland of
90
to restrain their hair, which the Ur wear in double or
triple topknots.
THRALL RACIAL TRAITS The Ur are a savage race who settled in the region after
● +4 Str, -2 Int, -2 Cha
being driven from southern Narandu by advancing
● Medium Size: As Medium-size creatures,
hordes of Ice Giants. Talislantan naturalists of the New
Thralls have no special bonuses or penalties
Age theorize that they are an offshoot of the Kharakhan,
due to their size.
a race of giants who hail from the Wilderlands of
● A Thralls’s base speed is 30 feet.
Zaran.
● + 2 to Survival (jungle)
● +2 bonus to Knowledge (tactics)
Ur live in crude fortresses of stone and earth, which
● Bonus feat: Tazian Combat
they optimistically refer to as “castles”. There are
● Immune to fear
three main Ur clans, each of which resides in its own
● Automatic Language: Low Talislan
settlement. These folk subsist on a diet of roasted
● Favored Class: Warrior
beast-flesh, tubers, and a type of sour and foul-smelling
● Prohibited Class: Magician, Rogue,
cheese made from spoiled erd’s milk, called uryan. It
Scholar
is considered an acquired taste at best. A type of grog,
brewed by Darkling slaves from tubers, is the favorite
drink; the cheaper and stronger, the better.
Taz, they serve as protectors of the Seven Kingdoms,
and are highly regarded for their skill and bravery in
Ur mate indiscriminately, the dominant males choosing
battle. In times of peace, many Thralls seek adventure
whatever females they desire. Females must often
outside othe Seven Kingdoms, usually as mercenaries
attempt to repulse the advance by force if they are not
or caravan guards.
interested. Ur children, referred to as “brats”, are wild
and undisciplined. They roam all over untended and
must make do with whatever scraps of food they can
UR find. In any Ur settlement the adult males eat first,
followed by the adult females, and lastly, the young.
Standing between seven and eight feet tall and weighing
upward of five hundred pounds, the Ur are frightening Brats learn quickly to fight for food or starve; a useful
to behold. They have leathery hide of a yellow-green lesson in Ur philosophy, and about the only training or
color, curved fangs, and facial features of a most un- education an Ur child can expect.
endearing sort: furrowed brows, pointed ears, and deep-
set black eyes. Necklaces of teeth and bone, pieces The Ur are a warlike folk who rule by force of arms. They
of hammered plate armor, and filthy garments made are crude and vulgar, with the manners of swine, and
of fur and hide constitute the typical Ur clansman’s are prone to outbursts of violence. Ur believe that only
wardrobe. Rings of black iron are commonly employed the strong survive,and the weak follow orders or perish.
Ur admire strength and
power; it is the only thing
they respect. Whenever
possible, Ur use their
ability to read emotions to
gain advantage over their
enemies and rivals.
RELATIONS
Since their arrival from
the Northlands, the Ur
clans have succeeded
in ravaging much of
Urag. They have hunted
many animal species into
extinction, killing great
numbers of creatures in
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ear, as in Grud, Vrak, Durg, and Grag. Female names
are little better, but end in a vowel.
UR RACIAL TRAITS
● +4 Str, -2 Int, -4 Cha
● Medium Size: As Medium-size creatures, ADVENTURERS
Ur have no special bonuses or penalties due The Ur clans are constantly at war, either amongst
to their size. themselves or with their neighbors. Many Us travel
● An Ur’s base speed is 30 feet. south to the Seven Kingdoms and Western Lands to
● Bonus feat: Toughness seek their fortunes, usually hiring themselves out as
● Darkvision 60 feet mercenaries.
● Sense Emotion: All Ur have the natural ability
to read the emotions of those around them. They
receive a +4 racial bonus to all Sense Motive
skill checks.
VAJRA
The Vajra are short and squat, with barrel-like torsos and
● Automatic Language: Northron
heavy limbs. Their bodies are covered with overlapping
● Favored Class: Warrior
orange-brown plates, which form an effective natural
● Prohibited Class: Magician (may take
armor. They dress in loincloths and wide belts, donning
Shaman background only), Scholar.
cloaks for ceremonial occasions. Their tough, scaled
hide renders them impervious to cuts and abrasions,
order to indiscriminately harvest the hides, claws and and serves as a natural form of armor.
meat. They have felled entire woodlands for timber
and firewood, and have ruthlessly stripped the hills and The ancestors of the Vajra once dwelled beneath the
mountains of valuable ores, leaving behind gaping pits Opal Mountains and Vajran Hills, in the northern part
and mounds of toxic slag . Having squandered much of of what is now the Kang Empire. They were originally
Urag’s natural resources, it is believed that the Ur clans subjugated by the Quan, who captured a large clutch
must eventually seek to expand into “fresh” territories of hibernating Vajra young and threatened to kill them
— perhaps Arim, the Seven Kingdoms, or the Plains of unless the adults surrendered. Fearing that their species
Golarin. In order for such plans to succeed, unification might be driven to extinction should such a catastrophe
of the three Ur clans would be required — an event occur, the Vajra acceded to the Quan’s demands.
feared by many Talislantans. Following the Silent Insurrection of 611, the Vajra
became subjects of the Kang.
RELIGION The Vajra once lived in subterranean settlements that
The Ur have no gods, but prostrate themselves before resembled intricate tunnel-mazes, designed, excavated,
immense stone idols. The nature and origin of and polished with meticulous attention to detail. The
these monstrous effigies is unknown, even to the Ur passageways and caves were illuminated by globular
themselves. Scholars believe they were fashioned long masses of phosphorescent fungi, suspended from the
before the Ur clans settled in Urag. Icons depicting ceilings. These settlements resembled underground
these three-eyed idols are sometimes worn by Ur hives, with separate chambers for the hibernating Vajra
shamans, and are said to have magical properties.
However, the shamans of Urag are generally
regarded as charlatans, most seemingly incapable
of performing any but the simplest hoodoos and
charms. The Ur dispose of their dead by dumping
them into a moat or well.
LANGUAGE
Ur speak a rude version of the Northron tongue,
liberally punctuated with curse words and
epithets.
NAMES
Male names are monosyllabic and harsh to the
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VAJRA RACIAL TRAITS
● +2 Strength, -2 Dexterity
● Medium Size: As Medium-size creatures, Vajra have no special bonuses or penalties due to
their size.
● A Vajra’s base speed is 30 feet. They are also able to burrow in earth or other soft substances
at a movement rate of 20 feet.
● +4 Natural Armor bonus to AC.
● +2 racial bonus to Fortitude saving throws.
● +2 racial bonus to all listen checks but a -2 penalty on all Spot and Search checks.
● Dark Fire: Vajra culture is rooted deep in the elemental earth of Talislanta. Like stone, Vajra
strive to be placid, enduring, strong, resolute. Like earth and soil they strive to be fruitful and
nurturing, providing a medium for growth and new life. But there is another side to the Vajra,
about which little is known. For deep in the subterranean realms of their homeland, where the
light of the twin suns never penetrates, is a place of perpetual night and burning, smouldering
magma. This is the Dark Fire, a molten heart of darkness that exists not only at the center of the
world, but also in the soul of every Vajra. Under normal conditions the Dark Fire is always hidden
and kept under control. However, if subjected to prolonged periods of severe stress or torment
a Vajra may lose the ability to control what lies within. Like a volcano, he or she may erupt in
a frightening display of violence and destructive force: clawing through stone, breaking free of
the strongest restraints, exhibiting an almost elemental power. During such times a Vajra may
kill or destroy without remorse, perform feats of incredible strength, or suffer grievous wounds
and injuries without apparent effect. The Dark Fire lasts but a few moments, and often less than
this. Once it is over the Vajra’s energy is spent and he or she will lapse into unconsciousness.
Death usually follows soon afterward, for once the Fire is extinguished, so too is the Vajra’s
life force. In game terms whenever a Vajra is placed in a situation fo extreme stress they must
make a Will saving throw. Failure means the Dark Fire has been released. Vajra with the Dark
Fire receive a +5 to Strength and Constitution and gain 4d10 temporary hit points. The Dark
Fire lasts for 2d10 + 5 rounds at which time all benefits disappear and the Vajra must make a
Fortitude save at -6. Failure on this roll brings the Vajra to zero hit points immediately.
+2 racial bonus to Craft (mason) and Knowledge (mining/dredging) checks.
● Automatic Language: Quan
● Favored Class: None
● Prohibited Class: Barbarian, Magician
young, the Queen, the workers, and the soldiers. The like slaves.
population subsisted on a simple diet of mosses, lichen,
and mineral-rich water from underground streams, Vajra regard their entire race as a single family; the
springs, and lakes. propagation and protection of the species are vital
concerns to these folk. Vajra males court the females,
Since their subjugation, the Vajra have been forced to who may mate with as many males as they please.
live in tunnel-complexes built into large mounds and In Vajra society the ability to have many offspring is
hillocks. In order to ensure the loyalty of their workers, highly valued. Females give birth to a clutch of up
the Kang hold hibernating Vajra young captive in locked to four fetal young, each resembling a scaled impling
iron vaults until they have hatched. The Kang employ enclosed in a translucent but durable egg-sac filled
Vajra engineers as miners, road workers, and builders. with nutrient fluids. The young remain enclosed with
They are paid a nominal wage, but are often treated their egg-sacs for a full year, slowly growing and
developing into young adults. During this period of
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so-called “hibernation” that Vajra young are extremely
vulnerable. At the end of the year the hatchlings claw
XAMBRIAN
Xambrians resemble the Ariane in stature, but have
their way out of the sac, emerging as fully-developed,
bone-white skin and long, raven-black hair. Their
“young adults”.
customary mode of dress includes a cape, high boots,
a vest, and tight breeches of black strider hide, with
CUSTOMS gauntlets of fine silver mesh.
Vajra are normally quiet and introspective by nature;
“as solid and enduring as stone”, as they say. Stoic These folk are descended from the ancient Xambrians,
and exceedingly durable creatures, they can tolerate a peaceful people who were all but exterminated by
considerable physical and emotional stress without a cult of black wizards known as the Torquarans. At
complaint or apparent ill effect. However, there is their hands, untold thousands of Xambrians perished in
another side to the Vajra psyche that is rarely seen by the Firepits of Malnangar. A few Xambrians escaped
outsiders, called the Dark Fire. into the Wilderlands and went into hiding. Assisted
by unknown benefactors, they somehow managed to
survive The Great Disaster, disease, and starvation. To
RELATIONS the spirits of their ancestors they swore an unbreakable
The Vajra have no relations with other nations. They are oath, to find and bring to justice the murderers of their
on good terms with the Mandalans and Sunra, though people. The last of their descendents, the Xambrian
formal relations with other subjects of the Empire are wizard hunters, can still be found scattered across the
forbidden. Vajra still bear much resentment for the Talislantan continent.
Quan, though they now regard their former masters
with something approaching pity. The few remaining Xambrians have but one goal in life:
to hunt down and bring to justice the reincarnations of
RELIGION their ancient enemies, the Torquarans. The Xambrians
Vajra revere the earth goddess, Terra, whom they have no homeland, no clans, and no families. They do
regard as the Great Elemental that dwells within the not marry, and can mate only with another Xambrian;
world of Archaeus. Prior to the subjugation of their no other union will bear fruit. Unable to bring infants
people, Vajra would gather together in great numbers with them while undertaking such dangerous work,
and offer prayers to their goddess. Now, such practices Xambrian females are forced to abandon their offspring
are forbidden by the Kang. Even so, Vajra priestesses at birth; usually to a family or individual whom the
are said to still hold services in secret underground Xambrian has come to know and trust.
shrines. Vajra bury their dead deep in the earth, their
ancestral home. No matter how they are raised, Xambrian children are
doomed to grow up as outcasts. They look, act, and
feel different from others, and are subject to protracted
LANGUAGE periods of depression. During their early years they may
The Vajra speak a dialect of the Quan tongue, and have hear “voices” in their heads, or experience hallucinations
deep, resonant voices. of varying duration and severity. As they get older they
begin to develop strange powers, for which there seems
to be no logical explanation. Then, on the eve of their
NAMES thirteenth birthday, young Xambrians receive a vision
Common names usually have three syllables and begin
from an ancestral spirit, who explains the Xambrians’
with the prefix, “Vaj” (meaning “of the Vajra”), as in
heritage and the reason for their existence. From this
Vaj-Do-Rahn, Vaj-Nan-Sa, and Vaj-Kron-Do.
point on the child is a Xambrian wizard hunter, and
will receive spiritual guidance and training from the
ADVENTURERS ancestors, until he or she is ready for “the Calling”.
Not many Vajra have the opportunity for adventure.
Treated as slaves by the Kang, some have escaped At any time following the first spirit vision, a Xambrian
their sevituted and may be found in other nations of may receive “the Calling” — a summons from the
Talislanta, usually serving as miners, engineers and spirit guides, letting the Xambrian know that one of
architects. Their knowledge of the earth make them the enemies of his people has returned to Talislanta in
sought after when one needs to venture beneath the the form of a reincarnator, and directing him to travel
ground. to the place called Omen, the mountain of skulls. Once
94
Xambrian Spiritforce
Only Xambrians have this ability, which manifests only when a wizard hunter has been possessed
by his ancestral spirits after receiving “the Calling” — a spiritual summons to help locate and
bring to justice the reincarnated form of one of their ancient enemies, the Torquarans. This
type of possession, known as Spiritforce, bestows the following capabilities and corresponding
disadvantages:
Voices: The Xambrian hears the spirits’ voices in his head, making it difficult for him to
concentrate on anything but the spiritquest. Unless specifically attempting his quest, the
Xambrian suffers a -2 circumstance penalty to attack rolls, armor class and all skill checks. When
actively pursuing his quest, the Xambrian receives +1 to all attack rolls and armor class.
Magic Sense: The racial ability allows a Xambrian to detect the presence of magic, extra-
dimensional entities, or magical danger. The Xambrian may detect magic as per the spell of
the same name from the PHB. This ability may be used at will. When used, the Xambrian
must make a successful Will save (DC 15) to avoid becoming exceedingly paranoid. If the
roll fails, the Xambrian suffers a -2 circumstance penalty to attack rolls, armor class and all
skill checks for 1d10 rounds.
Resistance: Wehn actively pursuing an ancestral enemy Xambrian become so driven in theri
quest that they gain a +2 circumstance bonus to all Fortitude saves from lack of sleep, thirst
or hunger. On a failed save, they must spend one full day at rest.
Spiritblade:: When they reach 3rd level (in any class) a Xambrian receives a special swords
imbued with the spiritforce of their ancestors. These blades do +1 damage to their targets per
two character levels of their Xambrian owners. The downside is the spiritblade radiates a
powerful aura that creates a feeling of nameless dread and distrust in other humanoid beings.
The Xambrian suffers a -2 penalty on all Diplomacy checks.
Note that abilities and disadvantages acquired through Spiritforce last only as long as the
Xambrian needs them to track down and bring to justice the reincarnator he was called to
find. Once the spiritquest is completed, the additional abilities disappear until the next time
the Xambrian receives “the Calling”.
95
ADVENTURERS
Instructed by their spirit guides, Xambrians learn the
XAMBRIAN RACIAL TRAITS use of the spiritblade, tracking skills, and the ability to
● +2 Wisdom counter and dispel magic. Thus, they are well able to
● Medium Size: As Medium-size creatures, defend themselves.
Xambrians have no special bonuses or
penalties due to their size.
● A Xambrian’s base speed is 30 feet.
● Bonus feat: Track YASSAN
● Spiritforce racial ability The Yassan are a short and stocky people, with metallic
● Automatic Language: Xambrian, Low grey skin, flat features, and six-fingered hands. They
Talislan dress in hooded yellow tunics and breeches, with heavy
● Favored Class: Warrior leather boots and gloves; a costume well-suited to their
●Prohibited Class: Barbarian, Magician, preferred line of work.
Scholar
The Yassan are thought to be descended from a race of
neomorphs created by the ancient Archaens. Displaced
during the aftermath of The Great Disaster, the Yassan
spent many years wandering in the Wilderness of Zaran.
LANGUAGE Eventually they were found by Dracartan desert scouts,
Most Xambrians speak Low Talislan, and can read old
and their clans granted sanctuary within the walled
Archaen. Among themselves, wizard hunters prefer
settlement of Nadan.
to converse in ancient Xambrian, an otherwise dead
language that was once used by their ancestors.
Yassan are artisans by trade, skilled in the working
of metals, stone, and glass, and adept at building,
NAMES repairing, and maintaining, most types of mechanisms
Common Xambrian names usually end with the suffix, and structures. While certain aristocratic Talislantans
“an”, a tradition among the families of old Xambria. For denigrate them as “commoners” or “manual laborers”,
example: Javan, Xiran, Shian, Ishan, and Xian. the Yassan are highly intelligent and possessed of an
independent spirit. They are arguably the most skilled
artisans on the continent, and can build or repair just
about anything.
96
YASSAN RACIAL TRAITS
● +2 Dex, -2 Cha
● Medium Size: As Medium-size creatures,
Yassan have no special bonuses or penalties
due to their size.
● A Yassan’s base speed is 30 feet.
● +2 racial bonus to all Craft and Profession
checks.
● +2 racial bonus to Disable Device, Open Lock
and Sleight of Hand.
● Automatic Language: Nomadic, High
Talislan
● Favored Class: Scholar (technomancer
specialty)
● Prohibited Class: Barbarian, Magician
LANGUAGE
Yassan are fluent in both Nomadic and a native dialect
standard or slip-shod work. Yassan hate being idle, of High Talislan.
and always keep busy.
NAMES
RELATIONS Yassan names usually have but a single syllable: Ome,
As citizens and subjects of Carantheum, Yassan observe Yan, Ang, Enk, etc. There is no difference in male or
much the same political agenda as their patrons. Those female nomenclature.
who live outside of Carantheum typically remain neutral
as regards other nations and peoples. However, a Yassan
will never work for anyone he or she doesn’t trust. This
ADVENTURERS
Yassan Technomancers are in high demand and may be
includes the Kasmirans, whom the Yassan accuse of
found in most civilized lands. They are highly valued
stealing certain of their trade secrets.
and highly sought after by adventurers for their unique
skills.
RELIGION
Yassan believe in the entity called Creator. They
worship together as a family, giving thanks for their
homes, jobs, and health. Each of their homes has a a YITEK
small shrine with a beautifully crafted, seven-pointed A desert people with dark brown skin and hair, Yitek
star sigil, representing the Yassan concept of Creator. are thin, wiry, and active; there is no such thing as a
Yassan dead are placed in coffins of intricately carved fat Yitek, for their people are constantly on the move
stone and buried in the desert. and are well-adapted to a nomadic existence. The
customary mode of dress includes loose-fitting robes,
Yassan are skilled in the mechanical aspects of cape, and veiled headdress. The latter affords protection
Technomancy, a lost branch of the arcane arts that from sandstorms, and also provides the wearer with a
is practically unknown to Talislantans of the New modicum of anonymity — a useful function, given the
Age. Their knowledge of complex mechanisms and Yitek’s line of work.
exceptional manual dexterity enables them able to repair,
assemble, disassemble, or modify just about anything Like the Dracartans, the Yitek are among the many
that has working parts, including the most complex Talislantans whose ancestors were displaced by The
97
claims as their respective territories. The two tribes are
usually on good terms with each other, though territorial
disputes are not unknown. Yitek bands are highly
YITEK RACIAL TRAITS mobile, carrying everything they need and own on the
● Medium Size: As Medium-size creatures, backs of their aht-ra. Most prefer the three-humped
Yitek have no special bonuses or penalties due tatra, which, though not as swift as the one-humped
to their size. ontra, can carry heavier loads. This is an important
● A Yitek’s base speed is 30 feet. consideration, as the typical Yitek mount must bear
● +2 racial bonus to Ride, Search and Survival water, provisions, weapons, sleeping tent, tools such
(desert) checks as winches, chisels, pry-bars, a musical instrument or
● Bonus feat: Born to the Saddle two, and even the rider’s offspring.
● Automatic Language: Nomaidc, Sign
● Favored Class: Rogue Like their rugged mounts, Yitek require little in the way
● Prohibited Class: Barbarian, Magician of food and water, and so are able to venture into areas
considered uninhabitable by other Talislantans. They
earn a livelihood by scouring the Desert Kingdoms and
Wilderlands for ancient ruins, using old maps, legends,
artifacts, and their own instincts to guide them. Yitek
are particularly adept at locating sites and structures that
Great Disaster. The Yitek claim to be descended from have been lost beneath the shifting sands, or deliberately
the folk of ancient Ashann, and say that they were once hidden in order to protect their contents. Ancient burial
rulers of a great and powerful kingdom. Others regard grounds and crypts are among the most coveted finds,
the Yitek legends with skepticism, stating that their due to the riches that such places may contain — hence,
tribes have always been as they are now: wandering the Yitek’s reputation as tomb-robbers.
vagabonds whose only talent is tomb-robbing.
The Yitek are known for a morbid or “dark” sense of
The Yitek are nomads who traverse the Desert Kingdoms humor, a trait that is perhaps essential to their trade
and Wilderlands regions in small-to-medium-sized but that other folk sometimes find distasteful. Indeed,
bands. There are two main tribes: the Notas (northern the nature of the Yitek’s profession is such that many
Yitek) and Sutas (southern Yitek), named after the Talislantans prefer to avoid prolonged or unnecessary
general regions in which they are found and which each contact with them. Few Yitek evince any great concern
for such views, which they attribute to ignorance and
superstition.
RELATIONS
Both the northern and southern Yitek tribes are on
good terms with the Djaffir and Dracartans, whom they
mark as friends. The Yitek also get along well with
Yassan, and sometimes hire Yassan clans to help in
heavy salvage or excavating operations that the Yitek
themselves are not equipped to handle. Yitek are one
of the few Talislantan peoples who deal amicably with
the Orgovians; they are fair traders, and know better
than to stint when it comes to the customary exchange
of gifts. In addition to the Farad, the Yitek have no love
for the Za, Beastmen, or Rajans, all of whom have been
known to pursue and attack Yitek bands.
RELIGION
Yitek appear to have little interest in matters of
religion. This may be more an issue of pragmatism than
spirituality, for in the pursuit of their profession Yitek
often have to undertake actions that others would regard
98
as taboo: i.e., opening crypts, “desecrating” ruined
temples or burial grounds, and so on. It is interesting
to note that the Yitek are among the least superstitious
people in all Talislanta. Even so, most Yitek carry a ZANDIR RACIAL TRAITS
charm or two to ward against curses and the like, just ● +2 Dex, +2 Cha, -2 Wis
in case. These devices are not made by the Yitek, but ● Medium Size: As Medium-size creatures,
are usually obtained by trading with other peoples such Zandir have no special bonuses or penalties
as the Orgovians. While all Yitek are taught by their due to their size.
elders to decipher old runes and sigils, the tribes have ● A Zandir’s base speed is 30 feet.
no wizards or shamans. Yitek bury their dead without ● +2 on all Bluff & Gamble skill checks.
ritual or ceremony, knowing all too well the transient ● Bonus feat at 1st level.
nature of monuments to the dead. ● Automatic Language: High or Low
Talislan
● Favored Class: Rogue
LANGUAGE ● Prohibited Class: Barbarian
Most Yitek speak both Nomadic and Sign, and in
addition are able to read a smattering of dead languages,
magical scripts, and the like.
99
of hiding their faces behind decorative fans, giving the
impression that they are shy and demure. This is hardly
NAMES
Zandir names tend to be colorful, as were those of the
the case, as male visitors to Zandu often discover. Zandir
Phaedrans. For example: Palitane, Celestea, Crystabal,
men are even less subtle, and in other lands are widely
Balalamos, and Schezalle. The only exception is the
regarded as lechers and philanderers.
Zann, who go for short, blunt-sounding names such as
Neb, Sej, Menk, and Zaj.
RELATIONS
For many centuries Zandu and Aaman waged ceaseless
war against each other, until the building of the Great
ADVENTURERS
A passionate people, many Zandir have taken up the
Barrier Wall. Modern relations between the former
adventuring life as a means to alleviate boredom. Zandir
antagonists, while overtly peaceful, are still far
merchants also ply the waters off Talislanta’s coasts and
from cordial. The differences between their cultures
may be found in overland caravans across the continent.
remain extreme, and there is no love lost between
Zandir prefer a swashbuckling style of combat and are
the two peoples. Zandu has good relations with the
showman if nothing else.
Seven Kingdoms, whose rulers consider the Zandir
much easier to deal with and less threatening than the
Orthodoxists of Aaman.
RELIGION
The Zandir are Paradoxists who profess to be mystified
by the nature of their own existence. The tenets of the
Zandir “religion” are perhaps best explained in the
Paradoxist text, The Book of Mysteries, a lengthy tome
filled with over 100,000 questions, and no answers.
Paradoxist seers, widely regarded as charlatans by
other folk, are well-liked in Zandu. Some possess actual
magical abilities.
LANGUAGE
Zandir speak High or Low Talislan, depending upon
their level of education and chosen occupation.
100
CHAPTER THREE
CHARACTER
CLASSES
of Talislanta.
BARBARIAN
Whether feuding with a rival, raiding a neighboring
Background: There are two types of Barbarian;
tribe, or taking service as a mercenary in one of
those who are born to it, and those who spend years
Talislanta’s incessant wars, the Barbarian rarely has a
learning the customs and rise through barbarian society.
quiet life! Even surviving in his harsh desert, tundra
Almost all barbarians come from the vast deserts of the
or jungle environment can be an adventure itself. By
Wilderlands of Zaran, the Plains of Golarin, Yrmania
their nature, Barbarians are wanderers, and wanderers
or the jungles of the south. Born into families, clans,
tend to get involved in various risky ventures as well
tribes or hordes, they are steeped in barbarian traditions,
as whatever local trouble there is going. Furthermore,
culture and superstitions all their lives.
there are many secrets out in the deep desert or darkest
jungles which can impinge on a Barbarian’s life, whether
as the objects of quests or the sources of danger. GAME RULE INFORMATION
Barbarians have the following game statistics:
Characteristics: Barbarians are powerful combatants,
excelling particularly in hit-and-run raids, guerrilla Abilities: Constitution is paramount for the Barbarian,
tactics, and archery. Their homelands also give them because his usual environment is one of the most harsh
quite an edge over other characters when it comes to on the planet. Dexterity comes a close second, as his
survival and ambush in the deserts, steppes or jungles combat style is usually based on archery and fast,
furious melee fighting, though Strength
is also useful. Many of the Barbarian’s
class skills are based on Wisdom, so
the Barbarian who wishes to emphasise
survival and scouting skills should
concentrate on this.
CLASS SKILLS
The Barbarian’s class skills (and the
key ability for each skill) are: Balance
(Dex), Climb (Str), Craft (mundane)
(Int), Handle Animal Cha), Heal
(Wis), Hide (Dex), Intimidate (Cha),
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Table 4.01: Barbarian Class Progression
Fort Ref Will
Level BAB Special
Save Save Save
1st +l +2 +2 +0 Illiteracy, Track, Favored terrain +1
2nd +2 +3 +3 +0 Bonus Feat
3rd +3 +3 +3 +l Endurance
4th +4 +4 +4 +l Barbarian Charge, Favored Terrain +2
5th +5 +4 +4 +1 Mobility
6th +6/+1 +5 +5 +2 Diehard
7th +7/+2 +5 +5 +2 Bonus Feat
8th +8/+3 +6 +6 +2 Favored Terrain +3
9th +9/+4 +6 +6 +3
10th +10/+5 +7 +? +3 Improved Mobility
11th +11/+6/+1 +7 +7 +3 Barbarian Charge +2
12th +12/+7/+2 +8 +8 +4 Bonus Feat, Favored Terrain +4
13th +13/+8/+3 +8 +8 +4
14th +14/+9/+4 +9 +9 +4 Greater Mobility
15th +15/+10/+5 +9 +9 +5
16th +1G/+11/+6/+1 +10 +10 +5 Favored Terrain +5
17th +17/+12/+7/+2 +10 +10 +5 Bonus Feat
18th +18/+13//+8/+3 +11 +11 +6 Barbarian Charge +3
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 Favored Terrain +6
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focused, intense study that only magicians can achieve.
Bonus Feat: At 2 nd level and every five levels As the magician becomes more experienced, he learns a
thereafter, the barbarian gains a bonus feat selected greater variety of spells, including some of potentially
from the following list: Leadership, Mounted Combat, devastating power.
Mounted Archery, Ride-By Attack, Spirited Charge,
Weapon Focus (list weapons), Point Blank Shot,
Far Shot, Rapid Shot, Shot On the Run, Improved For many magicians, digging around in dusty Archaen
Precise Shot, Great Fortitude, Lightning Reflexes, tombs or leading expeditions deep into the jungles of the
Toughness, Self-Sufficient, Stealthy. He must meet Dark Coast is not just a way of life; it is a way to make
the prerequisites as usual. a living -- for both ancient artefacts and rare knowledge
can be valuable. Those who attach themselves to one or
Endurance: At 3 rd level, the barbarian gains another religion as priests or shamans commonly find
Endurance as a bonus feat. If he already has
Endurance, he instead gains Diehard. themselves expected to work not just at translating old
manuscripts or preaching to the faithful, but undertaking
Barbarian Charge: A barbarian of 4 th level or hazardous pilgrimages to carry out strange rituals in
higher gains a +1 circumstance bonus to attack and faraway shrines, getting involved in the power-politics
damage rolls for any charge attack he makes. The of the nation , and warring against rival religions either
bonus applies whether he makes the charge on foot actively or by intrigue. Others seek to understand the
or upon a mount of some kind. connection between mind and body while those who
have bargained for power with some entity, whether
This bonus increases to +2 at 11th level and to +3 at earthly or demonic, can find themselves at their master’s
18th level. This is an extraordinary ability. beck and call.
Mobility: From 5th level onwards the barbarian gets
a +4 dodge bonus to Armor Class against attacks of Religion: Many magicians are irreligious, bowing down
opportunity caused when he moves out of or within to neither men nor gods. Even priests are not always
a threatened area. If the barbarian already has religious, having joined the clergy of their religion not
Mobility from some other source, he instead gains due to genuine piety but because of the perceived easy
Improved Mobility (see below). Note that mobility life of a priest and the opportunities for bribery and
does not apply if the barbarian is mounted. This is blackmail, or as a cover for their secret practices of the
an extraordinary ability. most evil kind. However, some priests are genuinely
Diehard: At 6th level, the barbarian gains Diehard as devout, and may gain a great deal of encouragement and
a bonus feat. If he already has Diehard, he instead inner strength from their religion. For those magicians
gains Toughness. who come from a primitive background such as the
Witchmen of Chana or the Shaman of the Moorg Wan,
Improved Mobility: From 10th level onwards the their superstitious religion is inextricably intertwined
barbarian never provokes attacks of opportunity with their magical knowledge. Then there are those who
whatever he does, so long as he moves at least 10 actively align themselves with the demons and devils:
feet during that combat round. whether their devotion is truly religious, or merely an
indication of their corrupt ambitions, is a moot point.
Greater Mobility: From14th level onwards, the
barbarian may move up to his speed as part of a full
Background: Magicians can come from any number of
attack action, rather than merely taking a five-foot
backgrounds, but all share a thirst for knowledge - and
step. He may move and attack in any order, so he
might for example move five feet, attack once, move often for power. Most are reliant on a teacher of some
five feet, attack twice more and then move again for kind for their magical knowledge, such as a higher-
the remaining twenty feet of his movement. Note ranking priest, coven leader, the Lyceum Arcanum,
that Greater Mobility does not apply if the barbarian or even some other-worldly entity. A few brave or
is mounted or wearing heavy armor. This is an foolhardy souls elect instead to learn their magic by
extraordinary ability. their own efforts entirely.
103
Table 4.02: Magician Class Progression
Fort Ref Will
Level BAB Special
Save Save Save
1 +0 +0 +0 +2 Background, Spellbook
2 +1 +0 +0 +3 Magic Bonus +1
3 +1 +1 +1 +3 Bonus Spells
4 +2 +1 +1 +4 Magic Bonus +2
5 +2 +1 +1 +4 Familiar
6 +3 +2 +2 +5 Bonus Spells, Magic Bonus +3
7 +3 +2 +2 +5
8 +4 +2 +2 +6 Magic Bonus +4
9 +4 +3 +3 +6 Bonus Spells
10 +5 +3 +3 +7 Magic Bonus +5
11 +5 +3 +3 +7
12 +6 +4 +4 +8 Bonus Spells, Magic Bonus +6
13 +6 +4 +4 +8
14 +7 +4 +4 +9 Magic Bonus +7
15 +7 +5 +5 +9 Bonus Spells
16 +8 +5 +5 +10 Magic Bonus +8
17 +8 +5 +5 +10
18 +9 +6 +6 +11 Bonus Spells, Magic Bonus +9
19 +9 +6 +6 +11
20 +10 +6 +6 +12 Magic Bonus +10
spiritual nature will also want a high Wisdom, for sheer
magical power. Mystical magicians will also benefit Background: Every magician must choose a
from a high Wisdom as well. background for himself at 1 st level. This is an
extraordinary ability. The background indicates his
Hit Die: d6 specialty and how he attains his power.
Starting Wealth: 4d4 x 10 gold lumens
The choice of background should be made in conjunction
with the Gamemaster, who will inform the player which
CLASS SKILLS options are available in his campaign. Magicians may
The magician’s class skills (and the key ability for select other backgrounds as they progress in level but
each skill) are Concentration (Con), Craft (Talismancy) should note that doing so is equivalent to multiclassing
(Int), Decipher Script (Int), Diplomacy (Cha), Gather and all rules associated with multiclass characters
Information (Cha), Heal (Wis), Knowledge (any) (Int), apply.
Mode (any)(varies), Profession (Wis), Research (Int),
Search (Int), Sense Motive (Wis), Spellcraft (Int). Priest: A Priest is an officially ordained
Skill Points at 1st Level: (4 + Int modifier) x 4. member of an organized religion. They have
Skill Points at Each Additional Level: 4 + Int sworn to uphold the tenets of their religion and
modifier to spread the word of their god to the infidels
and heathens. Priests obtain their magical
CLASS FEATURES powers through faith and serve as the earthly
Weapon and Armor Proficiency: A Magician is conduits of divine force. A Priest's spells are
proficient with all simple weapons. They are not more aptly named prayers. Each individual
proficient with any type of armor, nor with shields. religion has its own style of magic and
Note that armor check penalties for wearing medium or dogma. Some examples are the Paradoxist and
heavy armour apply to the skills Balance, Climb, Escape Orthodoxist cults of Zandir and Aaman, the
Artist, Hide, Jump, Move Silently, Sleight-of-Hand, Kang warrior-priests of the Red God Zoriah
and Tumble. Also, Swim checks suffer a -1 penalty and the Dracartan Priests of Jamba from the
for every 5 pounds of armour and equipment carried. desert nation of Carantheum. It should be
Players should also be aware of the fact that wearing noted that the Gnomekin Priests of Terra, in
armor can seriously impede spellcasting. (See Magic fact, fall under the Crystalomancy sub-class
later in this book) below and are not considered Priests in game
terms. Priests gain the Invocation feat for free
104
at first level. This feat gives them access to the think of when they discuss magicians. Wizards
Invocation Order of magic and is the source are masters of arcane energy, controlling it and
of their spellcasting abilities. Player's should bending it to their will. All Wizards must
become familiar with this feat as well as the learn their art from a teacher. Many aspiring
Chapter on magic later in this book for specific Wizards attend the Lyceum Arcanum in the
information about spellcasting. City of Cymril. The Lyceum is the foremost
school of magic on the continent. Wizard
Wizard: Wizards are what most Talislantans characters gain the Wizardry feat as a bonus
105
at first level. Player's should become familiar this feat as well as the Chapter on magic later
with this feat as well as the Chapter on magic in this book for specific information about
later in this book for specific information about spellcasting.
spellcasting.
Natural Magician: Like the Wizard, the
Shaman: Shamans are the traditional wise Natural Magician undergoes a prepared path
men or wise women of the more primitive of study to master his art. Unlike the Wizard,
peoples of Talislanta. They study the magic the Natural Magic tradition is an oral one with
of spirits and totems. Generally primitive and no written texts on the subject. The Natural
superstitious, most Shaman learn their magic Magician comes from a tradition of nurturing
and skills from elder Shaman of their tribe, and communing with the spirits of nature.
clan or village. Natural Magicians receive the Natural Magic
bonus feat at first level which is the source
Elementalist: Elementalists come in four of their spellcasting ability. Players should
varieties: Pyromancers, Aquamancers, become familiar with this feat as well as the
Geomancers and Aeromancers. Each is the Chapter on magic later in this book for specific
master of their chosen element. Like Wizards, information about spellcasting.
Elementalists master their spellcasting abilities
by studying under a teacher or at a facility like Witch: Witches come from one of the
the Lyceum Arcanum. Elementalist characters oldest magical traditions of Talislanta. Often
receive the Elementalism feat for free at first misunderstood by those outside their culture,
level. This is the source of their spellcasting Witches practice sympathetic magic, operating
ability. Players should become familiar with on the principle that like brings like. Witches
receive the Withcraft feat as a bonus feat at 1st
level. Players should become familiar with
this feat as well as the Chapter on magic later
in this book for specific information about
spellcasting.
106
experience point loss should the familiar be dismissed
Necromancer: Necromancers study the power or killed. The magician player should note the familiar’s
of life and death. Although not inherently evil, game stats, skills and abilities on their character sheet
Necromancy is frowned upon in most civilized and may control the actions of the familiar as though
areas. There are no necromantic schools it were a character. Through training and a natural
and most Necromancers learn their art from bonding, magicians and familiars may communicate
private teachers or through the study of ancient verbally as if they were using a common language.
necromantic texts of ages past. Necromancer Other creatures do not understand the communication
characters receive the Necromancy bonus feat without magical help.
at first level. Players should become familiar
with this feat as well as the Chapter on magic
later in this book for specific information about
spellcasting. CommonFamiliar
Avir
Quaal
Spellbook: At first level, all Magician characters receive L’Latha
a spellbook containing all of the spells they know. In Sardonicus
some cases, like for Wizards and Elementalists, this Monitor Imp
takes the form of an actual tome. Spellbooks for other Urthrax
backgrounds can take varying forms. Mystics for Servitor Imp
example, may have a collection of scrolls while Shaman Catdrac
may have a bag of bones or rocks that contain his spell Nighthawk
knowledge. Every new spell a character learns is placed Rayk
in their spellbook and it is never far from its owner.
It must be noted that characters need not memorize
spells from their spellbooks in order to cast them but,
rather these books serve as a central repository for the ROGUE
knowledge of their owners. At first level, a character’s Rogues come from a variety of races and backgrounds.
spellbook contains 1d4 spells plus their prime stat Many are urban thieves and thugs while others are rural
modifier for their given Order to be determined by the highwaymen, bandits, spies or even skilled trap makers
player in cooperation with the Gamemaster. and artisans.
Bonus Spells: At 3rd, 6th, 9th, 12th, 15th and 18th level, Background: Rogues can be found in almost all
the Magician character receives 1d4 bonus spells to be areas of Talislanta. While they are much more
added to his spellbooks. The specific spells received frequently encountered in civilized realms, there
are designed by the player with the Gamemaster's are primitive rogues as well. Rogues usually hail
approval. Players should note that these are bonus from urban areas and ply their trade in the shadows,
spells. Characters are free to add new spells to their always striving to stay one step ahead of the local law.
spellbooks as they wish should they discover such Rogues are frequently found adventuring, utilizing their
valuable knowledge through adventuring. stealth and skill to find fame and fortune in the ruins
of past ages.
Familiar: By 5 th level a magician has sufficient
magical knowledge that he can obtain a familiar (see
below). Doing so requires the Magician to first locate GAME RULE INFORMATION
a desired creature. Bonding with the creature takes an Scholar’s have the following game statistics:
additional week. The creature serves as a companion Abilities: Dexterity is, by far, the most important ability
and servant. The magician chooses the kind of familiar for a Rogue character.
he gets. Unlike familiars found in the core rulebooks,
familiars in Talislanta provide no supernatural benefits Hit Die: d6
to a magician nor does a magician suffer any harm or Starting Wealth: 5d4 x 10
107
Table 4.03: Rogue Class Progression
Fort Ref Will
Level BAB Special
Save Save Save
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 Uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Special ability
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6, special ability
14th +10/+5 +4 +9 +4 —
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5
16th +12/+7/+2 +5 +10 +5 Special ability
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Trap sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6, special ability
20th +15/+10/+5 +6 +12 +6 —
108
higher if it is well hidden. Finding a magic trap has a Trap sense bonuses gained from multiple classes
DC of 25 + the level of the spell used to create it. stack.
Rogues (and only rogues) can use the Disable Device Uncanny Dodge (Ex): Starting at 4th level, a rogue
skill to disarm magic traps. A magic trap generally has can react to danger before her senses would normally
a DC of 25 + the level of the spell used to create it. allow her to do so. She retains her Dexterity bonus to
AC (if any) even if she is caught flat-footed or struck
A rogue who beats a trap’s DC by 10 or more with by an invisible attacker. However, she still loses her
a Disable Device check can study a trap, figure out Dexterity bonus to AC if immobilized.
how it works, and bypass it (with her party) without If a rogue already has uncanny dodge from a different
disarming it. class she automatically gains improved uncanny dodge
(see below) instead.
Evasion (Ex): At 2nd level and higher, a rogue can
avoid even magical and unusual attacks with great Improved Uncanny Dodge (Ex): A rogue of 8th level
agility. If she makes a successful Reflex saving throw or higher can no longer be flanked. This defense denies
against an attack that normally deals half damage on a another rogue the ability to sneak attack the character by
successful save, she instead takes no damage. Evasion flanking her, unless the attacker has at least four more
can be used only if the rogue is wearing light armor or rogue levels than the target does.
no armor. A helpless rogue does not gain the benefit
of evasion. If a character already has uncanny dodge (see above)
from a second class, the character automatically gains
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive improved uncanny dodge instead, and the levels
sense that alerts her to danger from traps, giving her a from the classes that grant uncanny dodge stack to
+1 bonus on Reflex saves made to avoid traps and a +1 determine the minimum rogue level required to flank
dodge bonus to AC against attacks made by traps. These the character.
bonuses rise to +2 when the rogue reaches 6th level, to
+3 when she reaches 9th level, to +4 when she reaches Special Abilities: On attaining 10th level, and at every
12th level, to +5 at 15th, and to +6 at 18th level. three levels thereafter (13th, 16th, and 19th), a rogue
gains a special ability of her choice from among the
109
following options. Slippery Mind (Ex): This ability represents the
Crippling Strike (Ex): A rogue with this rogue’s ability to wriggle free from magical
ability can sneak attack opponents with such effects that would otherwise control or compel
precision that her blows weaken and hamper her. If a rogue with slippery mind is affected
them. An opponent damaged by one of her by an enchantment spell or effect and fails her
sneak attacks also takes 2 points of Strength saving throw, she can attempt it again 1 round
damage. Ability points lost to damage return later at the same DC. She gets only this one
on their own at the rate of 1 point per day for extra chance to succeed onher saving throw.
each damaged ability. Feat: A rogue may gain a bonus feat in place
Defensive Roll (Ex): The rogue can roll with of a special ability.
a potentially lethal blow to take less damage
from it than she otherwise would. Once
per day, when she would be reduced to 0 or
fewer hit points by damage in combat (from SCHOLAR
a weapon or other blow, not a spell or special The scholar is defined not merely by his broad
ability), the rogue can attempt to roll with the knowledge, but more importantly by his access
damage. To use this ability, the rogue must to various pseudo-magical arts such as alchemy,
attempt a Reflex saving throw (DC = damage technomancy and thaumaturgy. It takes years of
dealt). If the save succeeds, she takes only study and much trial and error to truly master these
half damage from the blow; if it fails, she arcane sciences. Some scholars ignore these arcane
takes full damage. She must be aware of sciences and specialize instead simply on gathering and
the attack and able to react to it in order to absorbing knowledge in general.
execute her defensive roll—if she is denied
her Dexterity bonus to AC, she cannot use this Scholars devote their time to the development of their
ability. Since this effect would not normally minds and of their art in a way similar to the way
allow a character to make a Reflex save for magicians focus upon their magic. Scholars have the
half damage, the rogue’s evasion ability does almost supernatural ability to focus upon a topic or
not apply to the defensive roll. problem, to the exclusion of anything else. This ability
Improved Evasion (Ex): This ability works is akin to a trance or meditation, and gives the Scholar
like evasion, except that while the rogue clarity, force of personality and enhanced recall.
still takes no damage on a successful Reflex
saving throw against attacks henceforth she Background: Scholars generally come from the upper
henceforth takes only half damage on a failed classes of society as it is this class that has the most free
save. A helpless rogue does not gain the time and wealth to devote to the sometimes expensive
benefit of improved evasion. pursuits of the scholar. The affluent with interest in
Opportunist (Ex): Once per round, the rogue the metaphysical sciences and history are well-suited
can make an attack of opportunity against an to the scholar class. Generally a young Scholar will
opponent who has just been struck for damage apprentice to a master for many years before setting
in melee by another character. This attack out on their own.
counts as the rogue’s attack of opportunity
for that round. Even a rogue with the Combat Other Classes: Scholars require the assistance of others
Reflexes feat cannot use the opportunist ability in order to get most things done. Their abilities are
more than once per round. more esoteric than practical, and they rely upon other
Skill Mastery: The rogue becomes so certain classes for magical, combat or practical assistance.
in the use of certain skills that she can use them That said, a Scholar brings advanced knowledge and
reliably even under adverse conditions. a whole bag of alchemical-type tricks to the average
Upon gaining this ability, she selects a number adventuring party.
of skills equal to 3 + her Intelligence modifier.
When making a skill check with one of these GAME RULE INFORMATION
skills, she may take 10 even if stress and Scholars have the following game statistics:
distractions would normally prevent her from Abilities: Intelligence is vitally important to the
doing so. A rogue may gain this special ability scholar. A high dexterity is also very desirable as an
multiple times, selecting additional skills for unsteady hand courts disaster for most scholars.
it to apply to each time.
110
Table 4.04: Scholar Class Progression
Hit Die: d6 this skill is not a magical field of study like spellcasting
Starting Wealth: 6d4 x 10 gold lumens or enchanting. That is, while alchemical creations often
have magical effects, they are not enchanted, and do
not count against the seven-item limit for enchanted
CLASS SKILLS items. An important precept of Talislantan alchemy is
The Scholar’s class skills (and the key ability for each) that the characteristics of living creatures and inanimate
are: Appraise (Int), Concentration (Con), Craft (any) substances can, in some sense, be distilled from their
(Int), Decipher Script (Int), Diplomacy (Cha), Disable physical components.
Device (Dex), Forgery (hit), Gather Information (Cha),
Heal (Wis), Knowledge (any) (Int), Profession (Wis), Basic knowledge of alchemical lore and practices
Research (Int), Search (Int), and Sense Motive (Wis), includes the ability to read alchemical ciphers, prepare
Sleight of Hand (Dex) and Spellcraft (Int). and preserve ingredients, identify mixtures by test, and
utilize alchemical apparatus.
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 x Int When creating an alchemical substance, a failure means
modifier that the ingredients are lost and the alchemist must
start again from scratch; a partial success means that
CLASS FEATURES the alchemist has failed, but can continue to work on
Weapon and Armor Proficiency: A scholar is the creation without new ingredients; and a success or
proficient with simple weapons only. critical success means that the process works as planned.
An alchemist can work on more than one project at a
Specialty: At first level, a scholar character must select time, but if so, she takes a -2 penalty on each roll for
a specialty from among the following choices: each extra project. Scholar characters who specialize
in Alchemy receive a +1 competency bonus to Craft
Alchemist: Alchemy is the Talislantan equivalent of (alchemy) checks at every 2nd level.
chemistry. Though based on metaphysical principles,
111
Alchemists can also concoct, forge, or otherwise create involving potions, poisons, and acids for every
the categories of substances listed under the following 2 levels in Scholar he possesses.
minor and major powers: Taste Test: The alchemist has an extremely
refined palette and sense of smell, necessary
Minor Powers for his work. This allows him to identify
The following minor powers produce single potions by taste, and even smell, with a high
does of the substance in question. degree of accuracy. On an appraise check (DC
Distil Acids: The Alchemist has mastered the 20), the alchemist can identify any potion by
art of distilling various acids and bases. See taste. If he merely wishes to smell the potion,
Skills – Craft (alchemy). this DC increases by +5.
Create Alchemical Materials: The alchemist
with this minor power is adept at crafting Major Powers
various alchemical substances. See Skills Brew Alchemical Potion: This major power
– Craft (alchemy). enables the alchemist to create potions that
Prepare Poisons: With this minor power, appear magical in their effects. See Skills
the alchemist knows how to prepare various – Craft (alchemy).
poisonous substances. See Skills – Craft Prepare Explosives: The alchemist with this
(alchemy). major power has learned the secrets of creating
Concoct Medicines: With this minor power explosive solids and liquids, a dangerous
the alchemist has learned the secrets of pursuit at the best of time. See Skills – Craft
creating medicinal mixtures. See Skills – Craft (alchemy).
(alchemy). Mass Production: With this major power the
Chemical Resistance: The alchemist works alchemist may mass produce the substances
with noxious chemicals and acids day in they know how to create using their minor
and day out. Over time, his body develops powers. Only one Craft (alchemy) check is
a resistance to these effects. The required to produce 5 times the normal doses
alchemist gains a or quantity of each substance in the same
+1 bonus to a l l amount of time it usual takes to create one
saving throws dose.
Minor Powers
Shrewd: The scholar has
refined her sense of logic and
reasoning to a high degree.
She receive a +2 competence
bonus to all intelligence based
skill checks.
Natural Talent: The scholar
may select 3 cross-class skills
of her choice. These skills are
112
now considered class skills. This minor power function. The scholar may never take 10 or
may be selected more than once. take 20 on this check; this sort of knowledge
Eidetic Memory: Once per day, the scholar is essentially random. The Gamemaster will
may attempt and Intelligence check (DC 15) in determine the Difficulty Class of the check by
order to recall some obscure fact from her past. referring to the table above.
This fact can be highly detailed fact such as the
color of the dress worn by the Queen of Astar Technomancy: The turns of axles, the interplay of gears,
at the last ball or the insignia on the hilt of a and the geometrical perfection of efficient design - all
guard’s sword you saw at last years Magical of these fascinate the Technomancer. Technomancers
Fair. The Gamemaster is the ultimate judge are engineers and tinkerers whose genius is renowned
of what may, or may not, be recalled. across Talislanta. Their clockwork is so exquisite that
Skill Focus: The scholar may choose one it can summon and shape supernatural energies, in a
specific Knowledge skill and gains the Skill similar way to that in which a wizard’s gestures produce
Focus feat in it. This minor power may be spell magics.
selected more than once, each time being
attributed to a new Knowledge skill. The principles upon which most technomantic devices
are designed are unknown to most Talislantans. The
Major Powers foundation of Technomancy rests upon a body of secret
Eye for Detail: The scholar has become knowledge, and on the incredible mechanical skill of
adept at noticing an opponents weak spots. the Yassan and Parthenians. Only those who have been
With a successful Spot check, the scholar can indoctrinated into the secrets of Technomancy can
determine his opponent’s flaws and receives hope to master it, an accomplishment which requires
a +4 to damage in his next attack. The attack a minimum of seven long years of apprenticeship.
role to hit the weak spot is made at –4. Thus, only Yassan or Parthenian characters may select
Skill Mastery: The scholar becomes so certain the Technomancy speciality of the scholar class.
in the use of certain skills that she can use them Technomancers receive a +1 competency bonus to
reliably even under adverse conditions. Upon Craft (mechanical) skill checks at every 2nd level.
gaining this ability, she selects a number of Technomancy consists of several different minor and
skills equal to 3 + her Intelligence modifier. major powers described as follows:
When making a skill check with one of these
skills, she may take 10 even if stress and Minor Powers
distractions would normally prevent her from Clockwork Construct (minor):
doing so. A scholar may gain this special Technomancer can use gears, springs, wheels
ability multiple times, selecting additional and hinges to perform amazingly precise
skills for it to apply to each time. actions in complex sequences. With this
Knowledge Is Power: A scholar may make minor power, the Technomancer may create
a special scholarly knowledge check with a a minor construct as detailed under the skill
bonus equal to his level + his Intelligence Craft (technomancy). Requires the use of a
modifier to see whether he knows some technomantic actuator.
relevant information about local notable Repair Mechanisms: Utilizing their
people, legendary items, or noteworthy places. technomantic actuators and other elaborate
This check will not reveal the powers of a tools, Yassan technomancers are capable
magic item but may give a hint as to its general of effecting repairs on practically anything
that has moving parts, and most things that
DC Type of Knowledge
do not. This includes windships, essence
Common, known by at least a substantial minority accumulators, levitationals, land conveyances,
10
of the local population.
waterborne craft, tools, weapons, leather
Uncommon but available, known by only a few goods, glassware, pottery, and even torn
20
people in the area.
fabrics. Generally speaking, only items that
25 Obscure, known by few, hard to come by. have been destroyed beyond repair cannot be
Extremely obscure, known by very few, possibly fixed by a technomancer (GM’s ruling in all
forgotten by most who once knew it, possibly cases). Conversely, technomancers are equally
30
known only by those who do not understand the
adept at destroying or disabling mechanisms,
significance of the knowledge.
if they so choose. Technomancers with this
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minor power receive +2 per Scholar level to disassemble varies according to the object’s
all Craft skill checks used to repair devices. size, complexity, and overall condition,
They also receive a +2 competency bonus according to the GM’s discretion. In any case,
per Scholar level on all Disable Device skill a technomancer can accomplish the task in less
checks. This requires the use of a technomantic than half the time it would take a member of
actuator. any other profession. This requires the use of
Structural Analysis: This is the ability to a technomantic actuator.
determine the structural integrity of any device, Clockwork Construct (greater): Similar
mechanism, building, conveyance, or other in nature to the minor power: Clockwork
object. Through analysis, a technomancer is Construct (minor), the technomancer with this
able to assess any of the following: general major power may create a greater construct as
age of the structure, overall condition of the detailed under the skill Craft (technomancy).
structure, method of construction used, and Requires the use of a technomantic actuator.
any weak points or other deficiencies. The Craft Technomantic Weapon: This major
DC for the Craft (technomancy) skill is 10. power grant the technomancer the ability to
The DC goes up by 2 for every century old creaft technomantic weapons as per the skill
the item is. Craft (technomancy). This requires the use of
Technoaurism: With this minor power, the a technomantic actuator.
Technomancer may create a technoaurism
device as detailed under the skill Craft
(technomancy). Requires the use of a Thaumaturgy: This field of study combines certain
technomantic actuator. aspects of technomancy, alchemy, and enchantment;
Technomagnetism: Technomancers can some scholars believe that the field is an offshoot of the
make intensely powerful magnets from red lost art of sorcery. In the current age, the Dracartans of
iron, and use them to levitate and manipulate Carantheum and the Phantasians of Cabal Magicus are
magnetized objects. With this minor power, the only practitioners of thaumaturgy. Each is proficient
the Technomancer may create a techno- only in their own limited areas of knowledge, the vast
magnetic device as detailed under the skill majority of thaumaturgic lore having been lost during
Craft (technomancy). Requires the use of a The Great Disaster.
technomantic actuator.
Technomantic Actuator Repair: Allows the Thaumaturgy operates according to the principles of
technomancer to use and repair a technomantic Talislantan metaphysics, which state that even the
actuator, a multi-purpose tool that is essential most fundamental or elusive substance has an essence
to most advanced technomantic work. To that can be extracted and concentrated. Thaumaturges
repair such a device requires at least one use a device called an essence accumulator to distill
hour, the proper tools, and a successful Craft such essences from the surrounding environs. Like
(mechanical) skill check with a DC of 12. To alchemical wares, essences are not “magical”.
create an actuator requires 1,000 gold lumens
worth of raw materials and 20 weeks of work Basic knowledge of thaumaturgy includes the ability to
in a well-equipped shop. Only members of the use an essence accumulator to collect and refine various
Yassan race can take this minor power. substances. Scholars who specialize in thaumaturgy
Telescopy: With this minor power, the receive a +1 bonus to Craft (thaumaturgy) skill checks
Technomancer may create a telescopy device at every 2nd level.
as detailed under the skill Craft (technomancy).
This requires the use of a technomantic Phantasian thaumaturgy has declined to the point that
actuator. the only substances their thaumaturges are capable
of creating is Dream Essence and certain types of
Major Powers Distillations. Dracartan thaumaturges have a greater
Assemble and Disassemble: This is the range of skills, as follows:
ability to dismantle or put together any type
of device or structure that has removable
parts, including siege engines, conveyances, Minor Powers
trap mechanisms, automatons, and so forth. Create/Repair Essence Accumulator:
The time and skill required to assemble or Allows the thaumaturge to build or repair
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an essence accumulator, the device used to destroyed.
derive and distil essences. To create such a Quantitative Analysis: This minor power
device a Dracartan thaumaturge requires 1,000 allows the thaumaturge to employ a caduceus
gold lumens worth of materials, 20 weeks of to determine the exact components of any
work in a well-equipped laboratory, and a substance, including gasses, liquids, solids,
a successful Craft(thaumaturgy) skill check alchemical or magical mixtures, alloys, etc.
against a DC of 20. To repair one takes a The analysis does not reveal the properties of
minimum of one hour, the proper tools, and a a mixture, such as the effects of an unidentified
Craft (thaumaturgy) check at DC 15. potion, but only its material components
Create Thaumaturgic Wand: The or ingredients. To perform an analysis the
thaumaturgic wand, or caduceus, is a rod- thaumaturge sets the caduceus to analyze
shaped device made from a mixture of red and passes it over the desired material for
iron powdered diamond, and quintessence. one round; the caduceus emits a multi-hued
By adjusting two moveable metal bands the aura which the thaumaturge “reads” in order
wand may be used to utilize the properties to make her analysis. Studying for at least
of quintessence or to analyze materials and one minute adds a +1 modifier to the Craft
substances. The creation of a thaumaturgic (thaumaturgy) skill check. One hour of study
wand requires a minimum of 2,000 gold increases the modifier to +3, and one day of
lumens in materials, access to a fully-equipped study increases it to +5. Thaumaturges can
thaumaturgical workroom, seven weeks of attempt to study a substance that they have
labor, and a successful Craft (thaumaturgy) previously failed to analyze, with a -2 modifier
check against a DC 15. Because they contain for each previous failed attempt. In all cases,
quintessence, these wands are charged with a successful Craft (thaumaturgy) skill check
volatile forces and only a trained thaumaturge against a DC of 18 is required.
can safely utilize their properties. A caduceus
is always carried in a special tube-like Major Powers
container in order to prevent accidental Distil Essence: Distillations are
contact with elemental essences, which can thaumaturgically concentrated essences of
have disastrous consequences. Note that a otherwise elusive substances, such as colors,
caduceus is not “magical.” scents, tastes, and even sentiments. Though
Utilize Quintessence: Enables the thaumaturge distillations were quite popular during the
to utilize the properties of quintessence Archaen Age, only the Phantasians remember
to liquify, solidify, or gassify matter. The how to make such products anymore. The
procedure requires the thaumaturge to be in contents of a single, one-dram vial are
possession of a caduceus, or thaumaturgic wand. sufficient to affect an area equal to 10 feet
To utilize quintessence, the thaumaturge sets in diameter. The effects last for one hour
the caduceus according to the desired function or until neutralized. A character can resist
and the amount of matter to be affected, and being affected by distilled sentiments or other
passes it over the chosen substance or area for distillations with a successful Will save (DC
one round. A Craft (thaumaturgy) skills check 15).
against a DC of 15 is required for success. Dream Essence: Dream essence is, quite
Failure means that an unfavorable reaction literally, “the stuff of which dreams are made”;
occurred, rendering the quintessence inert it consists of dreams distilled into liquid form.
and useless. If the skill checks fails by 10 or Creating Dream Essence requires a Craft
more, the caduceus malfunctioned, causing (thaumaturgy) check against a DC of 25. Only
the quintessence to alter the matter into some Phantasians Thaumaturges may distil Dream
form other than the one desired, possibly with Essence.
dire consequences (GM’s ruling). A caduceus Elemental Essences (minor): These essences
is a very fragile and exact toll and, as such, are derived from elemental forces or substances,
thaumaturgical operations may not be used which are collected and distilled by the use of
in combat or other dangerous situations. If an essence accumulator. The substances are
used in this manner, the scholar must make then placed in suspension and transmuted
a successful Concentration skill check at into solid, liquid, or gaseous form through
-5. Failure indicates the caduceus has been the use of quintessence. Minor essences have
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mundane uses such as keeping food cold, Warriors and Barbarians are equipped to handle full-on
creating a breeze on a hot summer day and melee. The Scout prefers to stay back, using his speed,
the like. A Craft (thaumaturgy) check against endurance and ranged weapons to bring a foe down.
a DC of 15 is required to create elemental
essence. See Skills – Craft (thaumaturgy)
for more information on creating elemental GAME RULE INFORMATION
essences. Scouts have the following game statistics:
Elemental Essences (major): This major
power is similar to Elemental Essences Abilities: Constitution is important for a Scout as
(minor) above except the Thaumaturge can it helps him survive in less-than-hospitable locales.
now create essences that could be used as Dexterity allows a Scout to better employ his ranged
weapons or other similar uses. See Skills weapons while Wisdom is important, for without
– Craft (thaumaturgy) for more information common sense and intuition, nobody will last long in
on creating elemental essences. the wild places of Talislanta.
Cantrips: While thaumaturgy is a metaphysical
science, it is close to the arcane arts. Some Hit Die: d8
Thaumaturges acquire minor magical abilities. Starting Wealth: 5d4 x 10 gold lumens
Thaumaturges with this major power gain
knowledge of 1d4 +2 spells. If they have no CLASS SKILLS
ranks in any Mode skills, they may still cast The Scout’s class skills (and the key ability for each)
the spells with a +0 skill modifier. Likewise, are: Balance (Dex), Bluff (Cha), Climb (Str), Craft
the spells may be of any Order and the Scholar (mundane) (Int), Gather Information (Cha), Handle
need not have the relevant Order feat to cast Animal (Cha), Hide (Dex), Jump (Str), Knowledge
the spells. (culture, nature) (Int), Listen (Wis), Mimcry (Wis),
Move Silently (Dex), Profession (guide) (Wis), Ride
(Dex), Search (Int), Spot (Wis), Swim (Str), Survival
SCOUT (Wis) and Use Rope (Dex).
Scouts are the eyes and ears of a party while travelling
through the dangerous wilderness of Talislanta. Scouts Skill Points at 1st Level: (4 + Int modifier) x 4
are at home in the wilds, be that scorching desert, Skill Points at Each Additional Level: 4 + Int
steaming jungle or frozen wasteland. modifier
Most Scouts practice hit-and-run combat techniques,
wearing down their opponents rather than facing them CLASS FEATURES
head on in all out battle. Scouts are also expert trackers Weapon and Armor Proficiency: A scout is proficient
and guides in the wilderness. Many serve in the armies with all simple and martial weapons, light armor and
of civilized lands, others find employ as beast trackers or shields.
bounty hunters while some few take up the adventuring
life, seeking riches and glory in the ruins scattered
throughout the wilderness. Track: At 1st level, the Scout gains the Track feat
for free. This is an extraordinary ability. If the Scout
Background: Almost all races can become Scouts. already has the Track feat, he gains the Skill Focus
Many of the more primitive races use their talents in this (Survival) feat instead.
class in the service of more civilized nations while some
civilized folk who take up this profession have been Favored Terrain: At 1st level, the Scout gains a favored
known to “go native”, preferring life in the wilderness terrain type from among the following: Plains, Swamp,
to the comforts of the cities. Hills, Forests, Desert or Mountains. At 7th, 13th and 19th
levels, he may choose an additional favored terrain. All
Other Classes: Scouts work equally well with benefits derived from a favored terrain are extraordinary
companions as they do alone in the wilderness. They abilities.
will normally “take the point”, walking ahead of a
party to watch for possible dangers. When trouble Any time a Scout is in one of his favored terrains and
occurs, the Scout will normally attempt to flank a foe, wearing, at most, light armor, he gains certain benefits
staying mobile and at a distance when possible. The as follows:
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Table 4.05: Scout Class Progression
Fort Ref Will
Level BAB Special
Save Save Save
1 +1 +2 +2 +0 Track, Favored Terrain +1
2 +2 +3 +3 +0 Combat Style
3 +3 +3 +3 +1 Endurance
4 +4 +4 +4 +1 Favored Terrain +2
5 +5 +4 +4 +1 Improved Combat Style
6 +6/+1 +5 +5 +2 Diehard
7 +7/+2 +5 +5 +2 2nd Favored Terrain +1, Guide
8 +8/+3 +6 +6 +2 Favored Terrain +3
9 +9/+4 +6 +6 +3 Swift Tracker
10 +10/+5 +7 +7 +3 Bonus Feat
11 +11/+6/+1 +7 +7 +3 Combat Mastery
12 +12/+7/+2 +8 +8 +4 2nd Favored Terrain +2, Favored Terrain +4
13 +13/+8/+3 +8 +8 +4 3rd Favored Terrain +1, Guide (fast movement)
14 +14/+9/+4 +9 +9 +4 Bonus Feat
15 +15/+10/+5 +9 +9 +5 Heroic Sacrifice
16 +16/+11/+6/+1 +10 +10 +5 Favored Terrain +5
17 +17/+12/+7/+2 +10 +10 +5 2nd Favored Terrain +3
18 +18/+13/+7/+3 +11 +11 +6 Bonus Feat, Swift Tracker (full speed)
19 +19/+14/+8/+4 +11 +11 +6 3rd Favored Terrain +2, 4th Favored Terrain +1
20 +20/+15/+10/+5 +12 +12 +6 Favored Terrain +6, Guide (mounts)
+1 circumstance bonus to all Hide, Listen, Shot feat, even if he does not meet the prerequisites
Move Silently, Search, Spot and Survival for that feat. If he selects two-weapon combat, he is
checks. treated as having the Two Weapon Fighting feat. In
+1 bonus to Armor Class. The Scout is adept either case, the scout only gains the benefits of the feat
at using the natural features of the terrain to when wearing, at most, light armor.
his advantage in combat.
Endurance: At 3rd level, the scout gains Endurance as
At 4 level and every four levels thereafter, the Scout’s
th
a bonus feat. If he already has Endurance, he instead
favoured terrain bonus for his first favored terrain gains Diehard.
increases by +1. His second favored terrain bonus
increases by +1 at 12th and 17th level, and his third Improved Combat Style: At 5th level, the scout improves
favored terrain bonus increases by +1 at 19th level. his knowledge of the combat style he previously selected
at 2nd level. This is an extraordinary ability.
The Scout gains additional benefits as his favored
terrain bonuses increase. If he has a favored terrain If he selected archery, he is treated as having the Shot on
bonus of at least +2 for terrain he is in, he gains a +10 the Run feat, even if he does not meet the prerequisites
feet circumstance bonus to his movement. If he has a for that feat. If he selected two-weapon combat, he is
favoured terrain bonus of at least +3 for the terrain he treated as having the Improved Two-Weapon Combat
is in, he may use the Hide skill even if the terrain does feat, even if he does not meet the prerequisites for that
not usually grant cover or concealment. If he has a feat. In either case, the scout only gains the benefits of
favoured terrain bonus of at least +4 for the terrain he is the feat when wearing, at most, light armor.
in, his movement bonus within that terrain is increased Diehard: At 6th level, the scout gains Diehard as a
by +20 feet. If he has a favoured terrain bonus of at bonus feat. If he already has Diehard, he instead gains
least +5 for the terrain he is in, he can use the Hide skill Toughness.
even while being observed.
Guide: At 7th level, the scout learns to guide others
Combat Style: At 2 level, the scout may select a
nd
expertly through any of the terrains he has mastered.
combat style from among the following: archery or two- Whenever he is leading or guiding a other characters
weapon combat. This is an extraordinary ability. numbering up to one per two scout levels through
a terrain for which he has the favoured terrain class
If he selects archery, he is treated as having the Rapid feature at +1 or higher, they all gain +1 circumstance
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bonuses to Move Silently, Survival and Search checks. weapon combat, he is treated as having the Greater
By assisting them in finding appropriate hiding places, Two-Weapon Fighting feat, even if he does not meet
he can also grant them +1 circumstance bonuses to the prerequisites for that feat. In either case, the scout
Hide checks, though he must spend one move action to only gains the benefits of the feat when wearing at,
assist with this attempt to hide. This is an extraordinary most light, armor.
ability. At 13th level, any characters being guided as
above also gain +10 feet circumstance bonuses to their Heroic Sacrifice:. At 15th level the scout gains the
movement, so long as the scout has favoured terrain ability to sacrifice his life for the benefit of his friends,
+2 or higher for the appropriate terrain. At 20th level allies or dependents, allowing him to prevail even
the bonuses extend to any mounts being ridden by the against overwhelming odds at the cost of his own life.
characters the scout is guiding. When he is reduced to -10 hit points, he may elect to
continue fighting. Even after he is reduced to -10 hit
Swift Tracker:. A scout of at least 9th level may move points, he may continue to take either a standard action
at his normal speed without penalty while tracking. He or a move action each round, still barely clinging to
may move at up to twice normal speed while following life until the end of a combat round during which he
tracks and take only a -10 penalty, rather than the usual was not adjacent to any opponents. At that point he
-20. This is an extraordinary ability. From 19th level, dies. He will not die from additional damage until
the scout may track while moving at up to his run speed that point. Once the scout reaches -10 hit points, he
without penalty. His tracking abilities are legendary. may not be healed or otherwise restored to life by any
means – he will die at the end of the encounter. This is
Bonus Feat: At 10 th level and every four levels an extraordinary ability.
thereafter, the scout may select a bonus feat, taken
from the following list: Toughness, Great Fortitude,
Lightning Reflexes, Dodge, Improved Initiative, Self-
Sufficient, Stealthy, Quick Draw, Alertness and Run. TRADER
Trade is the lifeblood of Talislanta's
Combat Style Mastery:. At 17thlevel, the scout masters civilizations.
the combat style he previously selected at 2nd level. Most civilized
This is an extraordinary ability. If he selected archery, realms have a
he is treated as having the Improved Precise Shot feat, thriving merchant
even if he does not meet the prerequisites class that deal in
for that feat. If he selected two- everything from
staple foodstuffs
to exotic plants
and animals to
weapons and illegal
goods. Traders have
a broad range of
mercantile
and social
skills and
frequently
accompany
mercenaries
and guards
w h e n
118
transporting valuable cargo from one location to another. skill) are Appraise (Int), Bluff (Cha), Craft (mundane,
Players should select a general type of merchandise that talismancy) (Int), Decipher Script (Int), Diplomacy
their character trades in. This does not prevent the (Cha), Forgery (Int), Gamble (Wis), Gather Information
character from branching out into other avenues of trade (Cha), Handle Animal (Cha), Intimidate (Cha),
as the opportunity presents itself however. Knowledge (culture, local, region) (Int), Listen (Wis),
(Dex), Navigate (Int), Perform (Cha), Profession (Wis),
Characteristics: Traders are generally social people. Ride (Dex), Sense Motive (Wis), and Speak Language
Most interact with their customers on a regualr basis (Int)..
and know the importance of keeping customers happy.
Numbers are also very familiar to trader characters. Skill Points at 1st Level: (6 + Int modifier) x4.
Keeping proper books is important for many reasons, Skill Points at Each Additional Level: 6 + Int
not least among them keeping the local tax collector modifier.
happy.
119
general. Any hostile action by the trader or by one of
Bonus Language: Starting at 4th level and every four the trader’s allies directed at the opponent allows the
levels thereafter, the trader receives a free rank in the opponent to act as he or she sees fit.
Speak Language skill.
To initiate this talent, the trader must spend a full-round
Deal Maker: By 5th level, a trader has mastered the art action talking to his or her opponent. The opponent
of the deal and will receive an automatic 10% discount makes a Will saving throw. The DC is equal to 10 +
on any purchase and receive 10% bonus on the value ½ Trader's class level + Trader's Charisma bonus. If
of any goods he sells. This bonus is only applicable the save fails, the opponent stops fighting. If the save
if the person the trader is dealing with is not hostile to succeeds, the opponent continues as normal. At 12th
the him. At 10th level, this bonus increases to 15%. level, a trader can talk down a number of opponents
At 15th level it is 20%, and 25% at 20th level. The equal to his or her Charisma bonus within 15 feet of
trader can still attempt to negotiate for an even better his or her position. At 18th level, the range extends
deal, if he wishes. to 30 feet and covers all opponents who can hear and
understand the Merchant’s voice. This is a Mind-
Bonus Feat: At 2nd, 6th, 13th and 18th level the Affecting ability.
trader receives a bonus feat chosen from the following
list: Alertness, Animal Affinity, Deceitful, Diligent,
Investigator, Negotiator, and Persuasive.
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WARRIOR CLASS SKILLS
There are many types of Warriors on Talislanta. All have The warrior’s class skills (and the key ability for each
one thing in common: they survive and make a living skill) are Climb (Str), Craft (Int), Handle Animal (Cha),
through force of arms. Intimidate (Cha), Jump (Str), Knowledge (culture,
tactics) (Int), Profession (Wis), Ride (Dex), and Swim
Characteristics: What differentiates warriors hailing (Str).
from different areas is the skills they possess and the
weapons and armor found in their culture. A Kang Skill Points at 1st Level: (2 + Int modifier) x4.
Warrior might be proficient with the Falchion and heavy Skill Points at Each Additional Level: 2 + Int
plate armor where a Thrall from the Seven Kingdoms modifier.
might prefer the Garde armor and a Zandir swordsman
would use lighter armor and arms. Because of the
various options open to them through skill and feat
CLASS FEATURES
Weapon and Armor Proficiency: A warrior is
selection, warriors are a highly variable class.
proficient with all simple and martial weapons and
with all armor (heavy, medium, and light) and shields
Background: Warriors hail from all regions of
(including tower shields).
Talislanta. Civilized lands train and equip whole armies
Bonus Feats: At 1st level, a warrior gets a bonus
while more primitive peoples and sub-men are forced to
combat-oriented feat in addition to the feat that any
learn martial skills out of necessity for survival.
1st-level character gets and the bonus feat granted to
a human character. The warrior gains an additional
GAME RULE INFORMATION bonus feat at 2nd level and every two warrior levels
Abilities: With combat being their primary activity, the thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th,
Warrior will benefit from high Strength and Constitution and 20th). These bonus feats must be drawn from the
scores. A high Dexterity is also beneficial if ranged feats noted as fighter bonus feats. A warrior must still
weapons are part of the warrior’s repertoire. meet all prerequisites for a bonus feat, including ability
score and base attack bonus minimums.
Hit Die: d10
Starting Wealth: 6d4 x10 These bonus feats are in addition to the feat that a
character of any class gets from advancing levels. A
warrior is not limited to the list of fighter bonus feats.
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PRESTIGE CLASSES REQUIREMENTS
To qualify to become an Arimte Knifefighter a character
While some of the Prestige Classes presented in Core must fulfill all of the following criteria.
Rulebook II are suitable for use in a Talislanta campaign,
others are not. Prestige Classes from Core Rulebook II Racial: Must be Arimite
that do not fit the Talislanta setting include: Skills: Balance 4 ranks, Intimidate 4 ranks, Jump 4
Arcane Archer Archmage ranks, Sleight of Hand 4 ranks, Tumble 4 ranks
Blackguard Dragon Disciple Feats: Weapon Focus (Dagger)
Dwarven Defender Hierophant
Loremaster Mystic Theurge
Shadwodancer Thaumaturgist CLASS SKILLS
Climb (Str), Craft (Int), Hide (Dex), Jump (Str),
Others like the Horizon Walker and Duelist may be used Knowledge (geography) (Int), Listen (Wis), Move
as presented in Core Rulebook II. Prestige classes such Silently (Dex), (Int), Spot (Wis), Swim (Str)
as the Eldritch Knight, Assassin and Acrane Trickster
have been rewritten specifically with Talislanta in mind. Skill Points: 4 + Int Modifier
These 3 are now the Swordsmage, Revenant and Rogue CLASS FEATURES
Magician respectively. These and several new Prestige Weapon and Armor Proficiency: Knifefighters gain
classes are presented here for your characters. no proficiency with any weapon or armor.
122
opponent (who is unaware of the knifefighter’s impressive skill. By their nature, beastmasters tend to
presence) from behind, a successful hit is automatically live in the wild, though it is not uncommon for one to
considered a x2 critical (normal critical stacking be pulled into an adventure.
applies).
Hit Die: d8
Greater Weapon Focus: At fourth level, the
Knifefighter receives the Greater Weapon Focus bonus REQUIREMENTS
feat even if he does not possess all the prerequisties Skills: Handle Animal 8 ranks, Listen 4 ranks, Spot 4
for the feat. The specialization must be used on the ranks, Survival 8 ranks
Dagger. If the Knifefighter already has the Greater Feats: Track
Weapon Focus feat, he receives the Greater Weapon
Specialzation bonus feat instead. CLASS SKILLS
Climb (Str), Craft (Int), Handle Animal (Cha), Heal
Lightning Dodge: Knifefighters can now make a (Wis), Hide (Dex), Jump (Str), Knowledge (geography)
Reflex save to dodge any ranged attack that he is aware (Int), Knowledge (nature) (Int), Listen (Wis), Mimicry
of (DC equal to attack roll). (Wis), Move Silently (Dex), Profession (Wis), Ride
(Dex), Search (Int), Spot (Wis), Survival (Wis), Swim
Improved Throat-slit: As the normal Throat-slit, but (Str), Use Rope (Dex)
a successful attack is now a x3 critical.
Skill Points: 4 + Int Modifier
Greater Weapon Specialization: At fourth level, the
Knifefighter receives the Greater Weapon Specialization
bonus feat even if he does not possess all the CLASS FEATURES
prerequisties for the feat. The specialization must be Weapon and Armor Proficiency: Beastmasters are
used on the Dagger. If the Knifefighter already has the proficient with all simple weapons and light armor.
Greater Weapon Specialization feat, he receives another
bonus feat of his choice. Wild Empathy: A beastmaster can improve the
attitude of an animal. This ability functions just like
a Diplomacy check made to improve the attitude
BEASTMASTER of a person. The beastmaster rolls 1d20 and adds
Many characters from primitive or wild backgrounds his beastmaster level and his Charisma modifier to
become so attuned to the ways of animals that they determine the wild empathy check result. The typical
become beastmasters. Though a beastmaster is domestic animal has a starting attitude of indifferent,
physically tough, he mainly relies on the assistance while wild animals are usually unfriendly. To use wild
of his animal companions to survive. A beastmaster empathy, the beastmaster and the animal must be able
will eventually gain several animal companions that to study each other, which means that they must be
he can employ to fill a variety of roles. Additionally, within 30 feet of one another under normal conditions.
beastmasters can communicate and tame animals with Generally, influencing an animal in this way takes 1
123
minute but, as with influencing people, it might take be as far as one mile per beastmaster level. Use of this
more or less time. A beastmaster can also use this ability ability is limited to what the animal senses, any magical
to influence a magical beast with an Intelligence score effects in effect on the beastmaster do not confer to
of 1 or 2, but he takes a -4 penalty on the check. the animal. If the beastmaster loses one or more of
his senses then he may use the animal to see or hear.
Animal Companion: A beastmaster may begin play If this is done during combat to negate blindness then
with an animal companion selected from the following the beastmaster does not suffer from the normal affects
list: Aht-Ra, Aramatus, Catdrac, Equs, Exomorph, Land of being blind, however he will suffer a -2 penalty to
Lizard, Tundra Beast, Urthrax. This animal is a loyal attack rolls and enemies still gain a +2 bonus to hit him.
companion that accompanies the beastmaster on his When the beastmaster uses this ability he loses his own
adventures as appropriate for its kind. senses. The beastmaster can only use this ability on one
of his animal companions at a time.
A 1st-level beastmaster's companion is completely
typical for its kind except as noted below. As a 3rd Animal Companion: The beastmaster gains a forth
beastmaster advances in level, the animal’s power animal companion. However this animal companion
increases as shown on the table. If a beastmaster releases functions as if the beastmaster’s effective level is 1/3
his companion from service, he may gain a new one what it was for his first animal companion.
by performing a ceremony requiring 24 uninterrupted
hours. This ceremony can also replace an animal The Beastmaster's Animal Companion
companion that has perished.
A beastmaster’s animal companion is different from
a normal animal of its kind in many ways. An animal
Speak with Animals: The beastmaster can Speak
companion is superior to a normal animal of its kind
with Animals a number of times per day equal to his
and has special powers, as described below.
beastmaster level. Use the beastmaster’s class level for
any level-based effects.
Class Bonus Natural Str/ Bonus Special
Level HD Armor Dex Tricks
Strong Wild Empathy: Like the alpha of a pack,
Adj. Adj.
the beastmaster can rule over any animal. The
1-2 +0 +0 +0 0
beastmaster gains his Strength bonus to all Wild
Empathy and Handle Animal checks, in addition to 3-5 +2 +2 +1 2 Evasion
his Charisma modifier. 6-8 +4 +4 +2 3 Devotion
9-11 +6 +6 +3 4 Multiattack
2nd Animal Companion: The beastmaster gains 12-14 +8 +8 +4 5
a third animal companion. However this animal 15-17 +10 +10 +5 6 Improved evasion
companion functions as if the beastmaster’s 18-20 +12 +12 +6 7
effective level is 1/2 what it was for his first animal
companion.
Animal Companion Basics: Use the base statistics
for a creature of the companion’s kind, but make the
Greater Animal Companions: All of the beastmaster’s
following changes.
animal companions gain the listed amount of bonus hit
Class Level: The character’s Beastmaster level.
die. This is in addition to the bonus hit die the animals
Bonus HD: Extra eight-sided (d8) Hit Dice, each
normally gain for being animal companions. Remember
of which gains a Constitution modifier, as normal.
that extra Hit Dice improve the animal companion’s
Remember that extra Hit Dice improve the animal
base attack, base save bonuses, skills, and feats. Like
companion’s base attack and base save bonuses. An
the bonus hit die earned for being an animal companion,
animal companion’s base attack bonus is the same as
these bonus hit die do not increase the animal’s size.
that of a beastmaster of a level equal to the animal’s HD.
An animal companion has good Fortitude and Reflex
Speed of the Beast: The beastmaster and all of his
saves (treat it as a character whose level equals the
animal companions have their speed increased by 10
animal’s HD). An animal companion gains additional
feet.
skill points and feats for bonus HD as normal for
advancing a monster’s Hit Dice.
Eye of the Beast: The beastmaster can see, hear, and
Natural Armor Adj.: The number noted here is an
smell through one of his animal companions. The
improvement to the animal companion’s existing natural
distance between the animal and the beastmaster can
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armor bonus. Skills: Navigate 4 ranks, Profession (Sailor) 4 ranks
Str/Dex Adj.: Add this value to the animal companion’s Swim 4 ranks.
Strength and Dexterity scores. Feats: Dodge, Weapon Focus (Scimitar or Short
Bonus Tricks: The value given in this column is the Sword).
total number of “bonus” tricks that the animal knows Special: A character must make at least three voyages
in addition to any that the beastmaster might choose as a crewman on a Gao ship.
to teach it (see the Handle Animal skill). These bonus
tricks don’t require any training time or Handle Animal
checks, and they don’t count against the normal limit CLASS SKILLS
of tricks known by the animal. The beastmaster selects The Sea Rogue’s class skills and the relevant ability
these bonus tricks, and once selected, they can’t be for each are Balance (Dex), Climb (Str), Craft
changed. (shipbuilding, sailmaking) (Int), Drive/Pilot (Dex),
Evasion (Ex): If an animal companion is subjected to Intimidate (Cha), Intuit Direction (Wis), Knowledge
an attack that normally allows a Reflex saving throw for (boating, cartography, geography, sea lore) (Int),
half damage, it takes no damage if it makes a successful Navigate (Int), Profession (sailor) (Int), Spot (Wis),
saving throw. Swim (Str), Use Rope (Dex).
Devotion (Ex): An animal companion gains a +4
morale bonus on Will saves against enchantment spells Skill points at Each Level: 4 + Int modifer.
and effects.
Multiattack: An animal companion gains Multiattack CLASS FEATURES
as a bonus feat if it has three or more natural attacks Weapon and Armor proficiency: The Gao Sea Rogue
and does not already have that feat. If it does not have is proficient in all simple and martial weapons. They
the requisite three or more natural attacks, the animal are not proficient with any armor or shields.
companion instead gains a second attack with its
primary natural weapon, albeit at a –5 penalty. Sea Legs: A Sea Rogue spends years at sea, and learns
Improved Evasion (Ex): When subjected to an attack to stay on his feet during fair weather and foul. ASea
that normally allows a Reflex saving throw for half Rogue gains a +2 competence bonus to all Balance
damage, an animal companion takes no damage if it checks. Furthermore, a successful check allows a full
makes a successful saving throw and only half damage move instead of a half move. A failed check still means
if the saving throw fails. no movement at all.
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Table 4.11: Gao Sea Rogue Prestige Class Progression
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Sea Legs
2nd +1 +0 +3 +0 Taunt
3rd +1 +1 +3 +1 Reckless Abandon
4th +2 +1 +4 +1 Rope Monkey
5th +2 +1 +4 +1 Bonus Feat
6th +3 +2 +5 +2 Superior Weapon Focus
7th +3 +2 +5 +2 Life is Cheap
8th +4 +2 +6 +2 Lightning Parry
9th +4 +3 +6 +3 Lungs of Legend
10th +5 +3 +7 +3 Fearsome Reputation
to AC while climbing or fighting on rigging, ropes, or a dramatic action (like holding up the severed head
even masts. Furthermore, opponents gain no bonus to of an enemy, for instance), a Sea Rogue achieves the
hit in these circumstances. same effects as a fear spell cast by a 9th level sorcerer
(use the Sea Rogue’s Cha to determine DC). This is an
Bonus Feat: At 5th level, the Sea Rogue gains a extraordinary ability that can be used twice a day.
bonus feat selected from the following list: Acrobatic,
Alertness, Artillierist (ship weapons), Astromancy,
Combat Reflexes, Leadership, Operate Conveyance,
Renown, Swashbuckler, Windfall. REVENANT
The Revenants are a secret society that specializes
Superior Weapon Focus: At 6th level, the Sea Rogue in a wide range of covert and often deadly activities.
gains +1 bonus to hit with either the scimitar or short Though murder-for-hire is probably the cult’s most
sword. This bonus stacks with any existing Weapon lucrative line of business, the Revenants may be hired to
Focus feat. carry out almost any act of vengeance, including arson,
theft, muggings, threats, and even insults. Anyone
Life is Cheap: In the chaos of close-quarters shipboard who can afford their fees, which range from as little
fighting, Sea Rogues must be quick to survive. Foes as ten silver pieces to over 100,000 gold lumens, can
must be dispatched with alacrity, and pirates learn obtain the services of the cult. This is easily done by
effective, if messy, techniques to do so. At 7th level, the the simple method of posting a bill or notice in some
Sea Rogue can perform a coup de grace as a standard public place. The prevalence of the cult is such that a
action instead of a full round action. Revenant, attired in customary night-grey cloak and
veil, will perform the desired service on a prospective
Lightning Parry: At 8th level a Sea Rogue with a light client on the following day. The Revenant cult is based
weapon in his off-hand can use it to parry incoming out of Arim but has a network of agents throughout
melee attacks. This adds +2 to the Sea Rogue’s AC for Talislanta.
the round, and the off-handed weapon cannot be used
to attack while executing a lightning parry. Hit Die: d6
126
each skill) are Balance (Dex), Bluff (Cha), Climb (Str), class level + the Revenant’s Int modifier) against the
Craft (Int), Decipher Script (Int), Diplomacy (Cha), kill effect, she dies. If the saving throw fails against
Disable Device (Int), Disguise (Cha), Escape Artist the paralysis effect, the victim is rendered helpless and
(Dex), Forgery (Int), Gather Information (Cha), Hide unable to act for 1d6 rounds plus 1 round per level of
(Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move the Revenant. If the victim’s saving throw succeeds, the
Silently (Dex), Open Lock (Dex), Search (Int), Sense attack is just a normal sneak attack. Once the Revenant
Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim has completed the 3 rounds of study, he must make the
(Str), Tumble (Dex), Use Magic Device (Cha), and Use death attack within the next 3 rounds.
Rope (Dex).
If a death attack is attempted and fails (the victim makes
Skill Points at Each Level: 4 + Int modifier. her save) or if the Revenant does not launch the attack
within 3 rounds of completing the study, 3 new rounds
of study are required before he can attempt another
CLASS FEATURES death attack.
All of the following are Class Features of the Revenant
prestige class. Poison Use: Revenants are trained in the use of poison
and never risk accidentally poisoning themselves when
Weapon and Armor Proficiency: Reveantns are applying poison to a blade.
proficient with the crossbow (light, or heavy), dagger
(any type), long sword, sap, shortbow, short sword, Save Bonus against Poison: The Revenant gains a
throwing axe and whip. Revenats are proficient with natural saving throw bonus to all poisons gained at
light armor but not with shields. 2nd level that increases by +1 for every two additional
levels the Revenant gains.
Sneak Attack: This is exactly like the certament ability
of the same name. The extra damage dealt increases by Uncanny Dodge (Ex): Starting at 2nd level, a Revenant
+1d6 every other level (2nd, 4th, 6th, 8th, and 10th). retains his Dexterity bonus to AC (if any) regardless
If a Revenant gets a sneak attack bonus from another of being caught flat-footed or struck by an invisible
source, the bonuses on damage stack. attacker. (He still loses any Dexterity bonus to AC if
immobilized.)
Death Attack: If a Revenant studies his victim for 3
rounds and then makes a sneak attack with a melee If a character gains uncanny dodge from a second class
weapon that successfully deals damage, the sneak attack the character automatically gains improved uncanny
has the additional effect of possibly either paralyzing or dodge (see below).
killing the target (Revenant’s choice). While studying
the victim, the Revenant can undertake other actions Improved Uncanny Dodge (Ex): At 5th level, a
so long as his attention stays focused on the target and Revenant can no longer be flanked, since he can react
the target does not detect the Revenant or recognize to opponents on opposite sides of him as easily as
the Revenant as an enemy. If the victim of such an he can react to a single attacker. This defense denies
attack fails a Fortitude save (DC 10 + the Revenant’s
Table 4.12: Revenant Prestige Class Progression
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Sneak attack +1d6, death attack, poison use
2nd +1 +0 +3 +3 +1 save against poison, uncanny dodge
3rd +1 +1 +3 +3 Sneak attack +2d6
4th +2 +1 +4 +4 +2 save against poison
5th +2 +1 +4 +4 Improved uncanny dodge, sneak attack +3d6
6th +3 +2 +5 +5 +3 save against poison
7th +3 +2 +5 +5 Sneak attack +4d6
8th +4 +2 +6 +6 +4 save against poison, hide in plain sight
9th +4 +3 +6 +6 Sneak attack +5d6
10th +5 +3 +7 +7 +5 save against poison
127
certaments the ability to use flank attacks to sneak attack Feats: At least one Order feat.
the Revenant. The exception to this defense is that a Special: Sneak attack +2d6.
certament at least four levels higher than the Revenant
can flank him (and thus sneak attack him).
CLASS SKILLS
If a character gains uncanny dodge (see above) from a The Rogue Magician’s class skills (and the key ability
second class the character automatically gains improved for each skill) are Appraise (Int), Balance (Dex), Bluff
uncanny dodge, and the levels from those classes stack (Cha), Climb (Str), Concentration (Con), Craft (Int),
to determine the minimum revenant level required to Decipher Script (Int), Diplomacy (Cha), Disable Device
flank the character. (Int), Disguise (Cha), Escape Artist (Dex), Gather
Information (Cha), Hide (Dex), Jump (Str), Knowledge
Hide in Plain Sight (Su): At 8th level, a Revenant can (all skills taken individually) (Int), Listen (Wis), Mode
use the Hide skill even while being observed. As long as (any)(varies), Move Silently (Dex), Open Lock (Dex),
he is within 10 feet of some sort of shadow, a Revenant Profession (Wis), Sense Motive (Wis), Search (Int),
can hide himself from view in the open without having Sleight of Hand (Dex), Speak Language (Int), Spellcraft
anything to actually hide behind. (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use
Rope (Dex).
He cannot, however, hide in his own shadow.
Skill Points at Each Level: 4 + Int modifier.
128
An rogue magician can use ranged legerdemain once per
REQUIREMENTS
To qualify to become a Swordsmage a character must
day initially, twice per day upon attaining 5th level, and
fulfill all of the following criteria.
three times per day at 9th level or higher. He can make
only one ranged legerdemain skill check each day, and
Racial: Must be Cymrilian
only if he has at least 1 rank in the skill being used.
Base Attack Bonus: +3
Skills: Mode (Attack) 6 ranks, Mode (Defend) 4 ranks,
Sneak Attack: This is exactly like the certament ability
Spellcraft 4 ranks
of the same name. The extra damage dealt increases by
Feats: Elementalism OR Wizardry
+1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a
rogue magician gets a sneak attack bonus from another
source the bonuses on damage stack. CLASS SKILLS
The class skills of the swordsmageare Balance (Dex),
Impromptu Sneak Attack: Beginning at 3rd level, Climb (Str), Concentration (Con), Drive/Pilot (Dex),
once per day a rogue magician can declare one melee or Jump (Str), Knowledge (arcana)(Int), Mode (any),
ranged attack he makes to be a sneak attack (the target Navigate (Int), Ride (Dex), Spellcraft (Int), Swim
can be no more than 30 feet distant if the impromptu (Str)
sneak attack is a ranged attack). The target of an
impromptu sneak attack loses any Dexterity bonus to Skill Points at each level: 2+Int bonus
AC, but only against that attack. The power can be used
against any target, but creatures that are not subject to
critical hits take no extra damage (though they still lose CLASS FEATURES
any Dexterity bonus to AC against the attack). Weapon and armor proficiency: A Swordsmager is
At 7th level, a rogue magician can use this ability twice proficient with all simple and martial weapons as well
per day. as medium or light armor and shields.
129
Swordsmage receives a +1 cumulative bonus to all
spellcasting attempts. This magic bonus is stacked
with any magic bonus received from levels in another
spellcasting class.
130
CHAPTER FOUR
Acid Base
Type of Acid Time
DC DC
Mild (1d6/1d10) 1 15 10 1 min.
Potent (2d6/2d10) 20 15 30 min.
Concentrated (3d6/3d10) 30 20 1 hr.
1 The dice rolls in parentheses are typical contact damage/
immersion damage caused per round of immersion.
131
Key Un-
Skill Ability trained?
Brb Mag Rog Sch Sct Trd War
Appraise Int Y cc cc C C cc C cc
Balance Dex Y C cc C cc C cc cc
Bluff Cha Y cc cc C cc C C cc
Climb Str Y C cc C cc C cc C
Concentration Con Y cc C C C cc cc cc
Diplomacy Cha Y cc cc C cc cc C cc
Disguise Cha Y cc cc C cc cc cc cc
Drive/Pilot Int N cc cc cc cc cc C cc
Forgery Int Y cc C C C cc C cc
Gamble Wis Y cc cc C cc cc C cc
Heal Wis Y C C cc C cc cc cc
SKILLS
Hide Dex Y C cc C cc C cc cc
Intimidate Cha Y C cc C cc cc C C
Jump Str Y C cc C cc C cc C
Listen Wis Y C cc C cc C C cc
Mimcry Wis Y C cc cc cc C cc cc
Mode (spellcasting) * N cc C cc cc cc cc cc
Navigate Wis N cc cc C cc C C cc
Perform Cha Y C cc C cc cc C cc
Profession Wis N C C C C C C C
Reseacrh Int N cc C cc C cc cc cc
Ride Dex Y C cc cc cc C C C
Search Int Y cc C C C C cc cc
Spellcraft Int N cc C cc C cc cc cc
Spot Wis Y C cc C cc C cc cc
Survival Wis Y C cc cc cc C cc cc
Swim Str Y C cc C cc C cc C
Tumble Dex N cc cc C cc cc cc cc
132
This skill requires the proper Scholar (alchemy) minor a disease.
power to perform.
The Craft (alchemy) check is based on the severity of
Alchemical Potions: At higher levels, alchemists can the disease to be countered as measured by the DC of
prepare potions that, when imbibed, produce effects the Fortitude save needed to resist it.
that seem magical. These potions are formed through
alchemical processes and are not magical in nature. Narcotic or Drug Craft DC Time
This skill requires the proper Scholar (alchemy) major Healing Elixir 18 2 days
power to perform. Poison Antidote 16 2 days
Soporific Elixir 18 1 day
Alchemical Potion DC Time Euphorica 15 4 hrs.
Aphrodisiac Elixir 16 1 day Black Lotus 15 2 hrs.
Depilatory Elixir 15 4 hrs. Kaj 15 1 day
Cold Resistance 20 3 days Kesh 30 1 week
Fire Resistance 20 3 days K’tallah 20 4 hrs.
Flying Potion 30 4 weeks All drugs created are sufficient for single use only
Love Potion 22 6 days
Rejuvenating Potion 35 5 days This skill requires the proper Scholar (alchemy) minor
Shrinking Potion 30 4 days power to perform.
Explosives: Building an explosive from scratch is
Poisonous Substances: Solid poisons are usually
dangerous. If the Craft (alchemy) check fails, the raw
ingested. Liquid poisons are most effective when
materials are wasted. If the check fails by 5 or more,
injected directly into the bloodstream. Gaseous poisons
the explosive compound detonates as it is being made,
must be inhaled to be effective. The table below
dealing half of its intended damage to the builder and
anyone else in the burst radius.
133
Table: Poisons
Save Craft
Poison Type DC Initial Damage Secondary Damage DC Time
Skullcap Ingested 15 1d4 Str 2d4 Con 24 4 hr.
Deadman extract Injury 20 1d6 Con 1d6 Str 30 1 hr.
Stenchroot paste Injury 12 1d2 Con 1d2 Con 12 1 hr.
Morphius Ingested 18 1d6 Dex Unconsciousness 1d3 hours 28 8 hr.
Unconsciousness 1d3
Dataan 1
Inhaled 17 hours
— 24 4 hr.
Devilroot oil Injury 16 1d6 Con 2d6 Con 20 1 day
Scarlet Leech Powder Topical 19 1d8 1d6 per rd X 10 rounds 28 8 hr.
Morphius Powder Inhaled 18 1d3 Dex Unconsciousness 1d3 hours 26 8 hr.
Black Mushroom
Powder
Ingested 17 1d2 Con Severe hallucinations 18 1 day
Paralytic Poison Injury 15 1d6 Str Paralysis 2d6 minutes 15 1 day
Draconid venom Injury 15 1d6 Con 1d6 Con 15 1 day
Venomwood Resin Injury 17 3d10 1d10 23 2 days
Nauseated 1d6
Nauseatas Inhaled 15 — 21 4 hr.
rounds
1 Dataan gives off vapor that causes unconsciousness. Applying Dataan to an unwilling subject requires a successful
grapple check and pin.
summarizes the characteristics of various poisons. items from one or more of the following materials:
crystal, black iron, red iron, blue iron, adamant, black
Save DC: The Difficulty Class of the Fortitude save adamant, stone, wood, bone, clay, silver, gold, copper,
to negate the effects of the poison. brass, gemstones, fine fabrics, glass, and ceramics.
Initial Damage: The damage a character takes The artificier may learn how to work with one type of
immediately upon failing his Fortitude save. material per 3 ranks ability in this skill. Artificers can
Secondary Damage: The damage a character identify their own and their competitors’ handiwork,
takes after 1 minute of exposure to the poison if the and appraise any item that they can produce.
character fails a second saving throw. Ability score
damage is temporary, unless marked with an asterisk, Craft (Brewer/Vintner)
in which case the damage is permanent ability drain. Skilled at brewing, distilling, or concocting one type of
Unconsciousness lasts for 1d3 hours, and paralysis alcoholic or nonalcoholic beverage.
lasts 2d6 minutes.
Craft (alchemy) DC: The DC of the Craft (alchemy) Craft (Talismancy)
check to create a quantity of the poison.
This is the art of making simple charms, which some say
Time: The amount of time required for the Craft
is a based on a primitive form of Enchantment.
(alchemy) check. If the Craft (alchemy) check
succeeds, the final product is a synthesized solid or
Talismancers are skilled at the design and manufacture
liquid poison stored in a bottle (containing 4 doses) or
of the talismans and token common to their people to
a gas stored in a pressurized cylinder. When released,
help ward against evil and danger.
the gas is sufficient to fill a 10-foot-radius area and
takes 1 round to fill the area.
Talismans are small tokens that provide a minor effect
for a limited amount of time and then become inert.
This skill requires the proper Scholar (alchemy) minor
Some talismans mimic very low-powered spells,
power to perform.
while others provide small bonuses to specific actions.
Talismans look just like everyday objects, so physical
Special: A character without an alchemists kit takes a
inspection does not reveal the power held in such items.
–4 penalty on Craft (alchemy) checks.
A talisman may appear to be a sprig of d’oko, a smooth
river stone, or any other mundane object. In fact, the
Craft (Artificer) best talisman weavers select objects so ordinary that no
Skill in the making of useful and decorative wares and one would even look twice at them, much less consider
134
them sources of power. Minor Talisman
Craft DC 15
Some few skilled Talismancers are able to craft Prerequisites: Knowledge (arcana) 1 rank, Knowledge
talismans that have permanent effects. True talismans (nature) 1 rank.
are an exception to the above rule that such items only Example Benefits: +2 luck bonus to any single skill
provide benefits for a limited time. They grant specific check, attack roll, or saving throw made within one
benefits to their bearers and some are quite potent. round of activation.
135
True Talisman technomancer must continue working for another week
Craft DC 30 at which time another Craft (technomancy) check may
Prerequisites: Knowledge (arcana) 14 ranks, Knowledge be attempted. The technomancer may continue this
(nature) 12 ranks process, attempting a new skill check every week until
Example Benefits: +4 luck bonus to a specific type of the automaton is successfully built.
saving throw (mind-affecting spells and effects, poison,
disease, etc.), immunity to a specific type of disease or Minor automatons measure no more than 3 feet in any
poison, grants major, specific protections. dimension while major automatons can measure up to
6 feet in any dimension. Most automatons are built
Sample True Talisman Effects to resemble natural beings, technomantic animals and
Grants character immunity to nonlethal damage caused humanoids are not uncommon among automatons.
by cold All automatons can follow at most 1 simple command
Grants character immunity to nonlethal damage caused per round. A automaton may store up to 3 commands
by heat in its memory. Players may select from the following
Grants character immunity to a specific disease command options.
Grants character immunity to any natural venom Approach: On its turn, the automaton moves
toward you as quickly and directly as possible
+4 bonus to Will saves versus mind affecting spells
for 1 round. The automaton may do nothing
+4 bonus to Fortitude saves versus disease but move during its turn, and it provokes
+4 bonus to Reflex saves versus spells that target an area attacks of opportunity for this movement as
The character is always considered to be taking 10 on normal.
Swim checks, even if he is unconscious or immobile Attack: On this command the automaton will
The character gains the benefit of the sanctuary spell dur- move to attack whatever target is identified
ing surprise rounds by the technomancer. It will continue the
Vermin may not approach within 5 feet of the character attack until destroyed or the Halt command
is given.
Undead cannot sense the character unless he moves
within 5 feet of them Drop/Retrieve: On its turn, the automaton
drops whatever it is holding. It can’t pick up
Absorbs the first point of damage from any spell effect
any dropped item until its next turn. Likewise,
Shortens the duration of any harmful spell cast on the the retrieve command tells the automaton to
character by one round pick up an item within it’s reach.
Attempts to describe the character physically always fail Fall: On its turn, the automaton falls to the
ground and remains prone for 1 round. It
may act normally while prone but takes any
Craft (Technomancy) appropriate penalties.
The field of Technomancy combines certain practical Flee: On its turn, the automaton moves away
methods and arcanologies believed to date back to the from you as quickly as possible for 1 round.
Archaen Age. Much of what was known of this field It may do nothing but move during its turn,
was lost or forgotten during The Great Disaster. What and it provokes attacks of opportunity for this
remains is a set of technical abilities passed down to movement as normal.
each succeeding generation by the ancestors of the Halt: The automaton stands
Yassan, and by the automaton-like Parthenians; there in place for 1 round.
are no written treatises or manuals on the subject. All It may not take
Technomancy creations use the Craft (mechanical) skill. any actions
Only characters from the Scholar class may acquire but is not
ranks in Craft (technomancy).
136
Minor Automaton Greater Automaton
Hit Dice: 2d10 (11 hp) 15d10+30 (112 hp)
Initiative: +2 +0
Speed: 20 ft. (4 squares), fly 50 ft. (good) 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 size), touch 14, flat-footed 12 24 (–1 size, +15 natural), touch 9, flat-footed 24
Base Attack/
+1/–8 +11/+21
Grapple:
Attack: Bite +2 melee (1d4–1) Slam +16 melee (1d8+6)
Full Attack: Bite +2 melee (1d4–1) 2 slams +16 melee (1d8+6)
Space/Reach: 2-1/2 ft./0 ft. 10 ft./10 ft.
Special Attacks: — —
Special Qualities: Construct traits (no darkvision) Construct traits (no darkvision)
Saves: Fort +0, Ref +4, Will +1 Fort +5, Ref +5, Will +5
Abilities: Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7 Str 22, Dex 10, Con —, Int —, Wis 10, Cha 1
Skills Listen +4 None
Feats None None
Environment: Any Any
Organization: Solitary Solitary
Challenge Rating: 1 8
Treasure: None None
Advancement: 3–6 HD (Tiny) 16–24 HD (Large); 25–45 HD (Huge)
Level Adjustment: — —
considered helpless. one to view distant objects as if they were close at hand
(up to 100x magnification). Special lenses to screen
If the automaton can’t carry out a command on out certain factors are theoretically possible, including
its next turn, it will remain motionless. devices to spot intruders (by singling out the images
of living beings) or to see at night (by magnifying
Game statistics for automatons are given in the table moonlight). Devices can be created that will increase
above. a character’s Spot or Search skill checks (not both) by
up to +5. The DC to craft such items is 15 +1 for each
This skill requires the proper Scholar (technomancy) +1 the device provides to the Spot or Search checks. A
minor power to perform. device that provides darkvision when worn requires a
Craft (technomancy) skill check versus DC 20.
Technoaural Devices: Technomancers are
knowledgeable in the field of acoustics, and are adept Technomantic Weapons: With the proper major power
at the design and construction of devices which can from the Scholar class, a technomancer may use the
be used to amplify, deaden, or re-direct sound. These Craft (technomancy) skill to construct technomantic
technoaural devices require no power source, and may weapons. These could include a myriad of devices.
take the form of elongated tubes, horns, or baffles, Each device has some clockwork mechanism and
typically made of lightweight red iron or red iron moving parts. Only ranged technomantic weapons can
alloys. Dracartan temples utilize elaborate technoaural be produced and may be created to provide up to +5
systems to dampen sound and suppress unwanted noise. to either attack rolls or damage with the weapon. The
The Yassan are also skilled at designing spy systems DC to craft such devices is 15 +2 for every +1 bonus
- networks of tubes concealed within the walls of a the weapon provides. Alternatively, the technomancer
room or even an entire building, which can be used to can create a ranged weapon that utilizes thaumaturgical
eavesdrop on individuals without their knowledge. A essences and does area effect damage. These weapons
technoaurism device can increase a character’s Listen do 2d8 points of damage (fire or cold damage) in a 10
skill checks by up to +5. Devices can also be created foot radius, have a range of 50 feet and take a full round
that will cause a penalty to Listen attempts of others. to reload. The DC to craft such a weapon is 20. All
The DC to create such a device is 15 +1 for each plus or technomantic weapons take one week to create and cost
minus the device provides. This skill requires the proper 1d10 x 100 gl in parts and equipment and require the
Scholar (technomancy) minor power to perform. technomagnetism Scholar class minor power.
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Essence of a substance and manipulating it. Almost Age, only the Phantasians remember how to make
everything has its own Essence, but the four Primary such products anymore. The contents of a single,
Essences which underlie the Omniverse are Fire, Ice, one-dram vial are sufficient to affect an area equal to
Wind and Earth. The Aether, a nullifying substance 10 feet in diameter. The effects last for one hour or
which suffuses the planes, freezes these fundamental until neutralized. A character can resist being affected
Essences into the amalgamations known to mortals as by distilled sentiments or other distillations with a
matter. Thaumaturges work to neutralize the aether, successful Will save (DC 15). Each distillation creates
thereby liberating the Essences. 4d10 +10 drams of a given essence.
To obtain Primary Essences, Thaumaturges use a device Dream Essence: Dream essence is, quite
known as an Essence Accumulator. Employing the literally, “the stuff of which dreams are made”;
magnetism of red iron to create ripples in the foundation it consists of dreams distilled into liquid form.
of the Omniverse, the accumulator opens a vacuum in Creating Dream Essence requires a Craft
the aether which attracts whatever Essence the artifact (thaumaturgy) check against a DC of 25. Only
has been calibrated for. Essences are shimmering, Phantasians Thaumaturges may distil Dream
colorless substances which are neither liquid, solid Essence. Each distillation creates 3d10 +4
nor gaseous in form. They are highly unstable and drams of a given essence. The DC to distill
must be contained within vials of solid amberglass. dream essence is 17.
If released, the Primary Essences react violently with
the surrounding aether, potentially causing any of the Elemental Essences: These essences are
following side-effects: derived from elemental forces or substances,
which are collected and distilled by the use
Essential Earth: The ground pitches and trembles of an essence accumulator. The substances
violently, possibly tumbling buildings to the ground. are then placed in suspension and transmuted
Cracks may open in the surface of the earth, venting into solid, liquid, or gaseous form through the
steam and noxious fumes. If the region is volcanic, use of quintessence. Each distillation creates
eruptions might be induced. 4d10 +4 drams of a given essence. The various
Essential Fire: All fires within 100’ suddenly grow to types of elemental essences are:
ten times their former size, burning with furnace-like
intensity for d10 rounds. Waves of heat may radiate out Blue Havoc: This dark-blue fluid can be
from the point of spillage, and nearby flammables might decanted by drams from its amberglass vial.
burst into flame. Glaciers fracture and ice melts. Upon contact, Blue Havoc boils away, in the
process transmitting incredible cold to the
Essential Ice: Cold rushes out from the opened vial, object it touches. Each dram does 1d10 of
freezing all motion within 100’ for the next d10 rounds. cold-related damage to living beings, makes
Fires flicker or go out. Water and other exposed liquids metal brittle, and may shatter stone.
freeze solid. In larger quantities, Blue Havoc freezes
Essential Wind: Wind explodes outward with hurricane creatures solid without killing them. In game
force, creating a whirlwind which ascends into the terms, this happens when someone takes
sky - perhaps snatching people or items in its hasty cold damage in one round equal to 5 x his
departure. original hit point total. Victims are essentially
unharmed, since the massive cold flash-freezes
The Craft (thaumaturgy) DC for distilling essential them into a state of suspended animation.
essences is 17 +1 for each ounce created. The greatest danger to flash-frozen victims
is heat, for if their temperature rises above
Distil Essence: Distillations are thaumaturgically freezing, their flesh fatally ruptures. The only
concentrated essences known way to resuscitate a flash-frozen victim
of otherwise elusive is to flash-warm him with Red Menace.
substances, such as
colors, scents, tastes, Blue Havoc may also be used as a temporary
and even sentiments. glue, freezing together items on which it
Though distillations is poured. The liquid causes its usual cold
were quite popular damage, and seals the items together (in
during the Archaen temperate climates) for 1d10 rounds. The
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frozen objects can be liberated by a Strength to Knowledge (arcana) skill
check, but the violence causes 1d6 damage checks. If you have
to bare flesh, and may rip fabric or break 4 or more ranks in
metals. Craft (technomancy)
you get a +2
Red Menace: This glowing red liquid works bonus on Craft
in a similar fashion to Blue Havoc, creating (artisan), Craft
heat as it boils away on contact. Flammables
on which it is poured burst into flame, and
metal and rocks glow bright red or even melt. (weaponsmith)
A dram of Red Menace does 1d10 points of and Craft
fire damage to living beings. (armorer) skill
checks.
Storm Crystals: Unlike the other Prime
Products, Storm Crystals are inert until their
energies are released by thaumaturgical Drive/
manipulation. Wind machines dissolve these Pilot (Dex;
crystals slowly, creating winds which blow
away from the alchemical devices. The Trained Only)
magical winds are used to power duneships Check: Routine tasks, such as
and other saildriven devices. If a Storm ordinary conveyance operation, do
Crystal is exposed to elemental flame, it erupts not require a skill check. Make a check only when
into a cyclone similar to that caused by the some unusual circumstance exists (such as inclement
release of essential wind. weather or a muddy or rocky surface), or when the
character is driving/piloting during a dramatic situation
Yellow Peril: This yellow gas is confined (the character is being chased or attacked, for example,
within vials under pressure, and explodes or is trying to reach a destination in a limited amount
in a noxious 10’ x 10’ x 10’ cloud when its of time).
container is breached. Within 1d10 rounds,
the heavy gas sinks to a 2’ height, filling Try Again?: Most drive/pilot checks have consequences
depressions in the local terrain. After 1d20 x for failure that make trying again impossible.
4 further rounds, the gas is absorbed into the
soil and is no longer a threat. Special: A character can take 10 when driving, but
cannot take 20. A character with the Conveyance Expert
Yellow Peril is the most pernicious Product feat gets a +2 bonus on all Drive/Pilot checks. There is
since it corrodes the flesh of its victims. Those no penalty for operating a general-purpose conveyance
whose skin is exposed to this danger receive such as a cart or wagon. Other types of conveyances
1d10 damage per round, and must make two require the corresponding Conveyance Operation feat,
Fort saving throws rolls each round. Failure of or the character takes a –4 penalty on Drive checks.
the first indicates that Yellow Peril has seeped Time: A Drive/Pilot check is a move action.
into the victim’s eyes, causing blindness for
1d4 weeks. Those who fail the second roll Gamble (Wis)
actually inhale the gas, and continue to take Check: To join or start a game, a character must first pay
damage from the poison until it is exhaled. To a stake. Stakes run from penny-ante to astronomical.
cough up the heavy gas, a victim must hang The character’s Gamble check is opposed by the
upside down. Gamble checks of all other participants in the game. (If
playing at a casino, assume the house has a Gamble skill
The DC to distill elemental essences is 20 +1 per each modifier from +4 to +8). If there are many characters
ounce created (or per storm crystal). participating, the GM can opt to make a single roll for
all of them, using the highest Gamble skill modifier
Synergy: If you have a 4 or more ranks in Craft among them and adding a +2 bonus to the check.
(alchemy) you get a +2 synergy bonus to Knowledge If the character beats all other participants, he or she
(herbalism) skill checks. If you have a 4 or more ranks wins.
in Craft (thaumaturgy) you get a +2 synergy bonus Try Again?: No, unless the character wants to put up
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another stake. Time: A Mimicry check is a free action.
Special: A character can’t take 10 or take 20 when
making a Gamble check. A character with the Confident Mode (varies; trained only)
feat gets a +2 bonus on all Gamble checks.
A Mode skill is slightly different from other skills.
Time: A Gamble check requires 1 hour.
Mode is broken down into sub categories much like
Craft, Knowledge and Preofession skills. The various
sub categroies of the Mode skills are: Alter, Attack,
Knowledge (Int; Trained Only) Conjure, Defend, H4eal, Illusion, Influence, Move,
This skill encompasses several categories, each of Reveal, Summon, Transform and Ward. Each of these
them treated as a separate skill. These categories are skills is described in full detail in Chapter 6 - Magic.
identified and defined below. In order to cast spell, a character must have a least one
rank in the relevant Mode for that spell. For example, in
Check: A character makes a Knowledge check to see order to cast the spell Mist of Obscurement (a conceal
if the character knows something. spell), the spellcaster must have a least one rank in Mode
(conceal). Additionally, ranks in the various Mode
The DC for answering a question within the character’s skills are tracked separaetly for each Order the feat the
field of study is 10 for easy questions, 15 for basic character possesses. That is to say, a player with more
questions, and 20 to 30 for tough questions. than one Order must track their Mode skills separately
for each. If a character with the Wizardry Order feat
New Knowledge categories, and the topics each one had 4 ranks in Mode (attack) and then picked up an new
encompasses, are as follows. Order feat, the ranks existing in the Mode (attck) skill
would not be useable with the new Order.
Agriculture: This area covers basics of planting,
harvesting, animal husbandry, etc. The ability modifier used when makeing Mode skill
Culture: Knowledge of the diverse races of modern- checks is dependent upon the Order of the psell being
day Talislanta, including their habits, traditions, laws, cast. These modifies may be found in Chapter 6 - Magic
and mores. under the relevant Order.
Geography: The ability read and make accurate
maps of almost any type of terrain. Navigate (Wis)
Spirits: Knowledge of the various types and forms
Check: Make a Navigate check when a character is
of spirits and other supernatural beings inhabiting
trying to find his way to a distant location without
Talislanta.
directions or other specific guidance. Generally, a
Trivarian: Only Sindarans can train in this skill,
character does not need to make a check to find a
which allows practitioners to participate in the
local street or other common urban site, or to follow
complex game of this name.
an accurate map. However, the character might make
a check to wend his way through a dense forest or the
Gamemasters are free to create more Knowledge
caverns of the Underground Highway.
categories to suit the needs of their own campaigns.
For movement over a great distance, make a Navigate
Mimicry (Wis) check. The DC depends on the length of the trip. If the
Check: Make a Mimicry check whenever a character character succeeds, he moves via the best reasonable
is trying to imitate a voice, sound or noise. The DC to course toward his goal. If the character fails, he still
mimic a particular sound can be found on the following reaches the goal, but it takes the character twice as long
table: (the character loses time backtracking and correcting
his path). If the character fails by more than 5, the
Sound DC travels the expected time, but only gets halfway to
Natural sounds (avir, urthrax, etc.) 10 his destination, at which point the character becomes
Non-specific voice 15 lost.
Unnatural sound (door opening, glass breaking) 20
Specific voice (ventriloquism) 25
A character may make a second Navigate check (DC
Multiple sounds 30
20) to regain his path. If the character succeeds, he
Special: A character cannot take 10 or 20 when using continues on to his destination; the total time for the
the Mimicry skill. trip is twice the normal time. If the character fails, he
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loses half a day before the character can try again. The Knowledge skill to gauge how much a character knows
character keeps trying until he succeeds, losing half a about various markets. For example, a character may
day for each failure. use the skill to determine whether the price he has
been quoted for six tons of lead is fair and reasonable,
Length of Trip DC or whether he is being taken advantage of. The
Short (a few hours) 20 Gamemaster sets DCs for such checks.
Moderate (a day or two) 22 Retry: An attempt to use the Profession (merchant)
Long (up to a week) 25 skill to gain knowledge of markets or to buy and sell
Extreme (more than a week) 28 goods may not be retried.
Special: Whilst the role of a merchant is a specialised
When faced with multiple choices, such as at a branch
one requiring the use of this skill, there are many
in a tunnel, a character can make a Navigate check (DC
characters who demonstrate a ‘natural’ talent for
20) to intuit the choice that takes the character toward
haggling and bargaining. Having 5 or more ranks in
a known destination. If unsuccessful, the character
Bluff or Sense Motive grants a +2 synergy bonus to
chooses the wrong path, but at the next juncture, with a
Profession (merchant) checks, regardless of whether
successful check, the character realizes his mistake.
the character has existing ranks in this skill or not. This
synergy bonus may be taken twice, once for Bluff and
A character cannot use this function of Navigate to find
once for Sense Motive.
a path to a site if the character has no idea where the
site is located. The Gamemaster may choose to make
the Navigate check for the character in secret, so he Profession (Mining)
doesn’t know from the result whether the character is Knowledge of the techniques used in one of the
following the right or wrong path. following trades: pit mining (common), ice mining
(L’Haan), sand-mining (Dracarta), dredging (mud &
A character can use Navigate to determine his position swamps), etc.
on Talislanta by checking the constellations, suns,
moons or other natural landmarks. The character must Research (Int)
have a clear view of the night sky to make this check. Check: Researching a topic takes time, skill, and
The DC is 15. some luck. The Gamemaster determines how obscure
a particular topic is (the more obscure, the higher the
Special: A character can take 10 when making a DC) and what kind of information might be available
Navigate check. A character can take 20 only when depending on where the character is conducting his
determining his location, not when traveling. research.
Time: A Navigate check is a full-round action.
Information ranges from general to protected. Given
Profession (Crystal Farmer) enough time (usually 1d4 hours) and a successful skill
check, the character gets a general idea about a given
(Wis; trained only) topic. This assumes that no obvious reasons exist why
This Profession skill covers the art of growing crystals. such information would be unavailable, and that the
Crystals grow at a rate of 1 carat per week, and need character has a way to acquire restricted or protected
close supervision during this time. A Crystal Farmer information.
can maintain one growing crystal per rank in the skill.
Once harvested, a crystal cannot be grown further. The higher the check result, the better and more
complete the information. If the character wants to
Profession (Merchant) discover a specific fact, date, map, or similar bit of
The skill Profession (merchant) is used in the Merchants information, add +5 to +15 to the DC.
and Trading rules to judge the effectiveness of your
character in locating goods within settlements, haggling Try Again?: Yes.
for a good price and then selling them on again Special: A character can take 10 or take 20 on a
elsewhere for a profit. (see Chapter 5 Equipment) Research check. A character with the Studious feat gets
a +2 bonus on all Research checks.
Check: The various checks used in buying and selling Time: A Research check takes 1d4 hours.
goods are detailed in Chapter 5. However, Profession
(merchant) may also be used in the same way as a
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Survival (Wis) calls for one. Retries to avoid getting lost in a specific
situation or to avoid a specific natural hazard are not
This skill encompasses several terrain types, each of
allowed. For finding tracks, you can retry a failed
them treated as a separate skill. The available terrain
check after 1 hour (outdoors) or 10 minutes (indoors)
types include: Forest, Savannah, Jungle, Swamp,
of searching.
Desert, Tundra, Mountains and Underground.
Restriction: While anyone can use Survival to find
Check: You can keep yourself and others safe and fed
tracks (regardless of the DC), or to follow tracks when
in the wild. The table below gives the DCs for various
the DC for the task is 10 or lower, only a ranger (or a
tasks that require Survival checks. Survival does not
character with the Track feat) can use Survival to follow
allow you to follow difficult tracks unless you are
tracks when the task has a higher DC.
a ranger or have the Track feat (see the Restriction
section below).
Special: If you have 5 or more ranks in Survival, you
Action: Varies. A single Survival check may represent can automatically determine where true north lies in
activity over the course of hours or a full day. A Survival relation to yourself.
check made to find tracks is at least a full-round action, If you have the Self-Sufficient feat, you get a +2 bonus
and it may take even longer. on Survival checks.
Try Again: Varies. For getting along in the wild or
for gaining the Fortitude save bonus noted in the table Synergy: If you have 5 or more ranks in Survival, you
above, you make a Survival check once every 24 hours. get a +2 bonus on Knowledge (herbalism) checks.
The result of that check applies until the next check is If you have 5 or more ranks in Knowledge (herbalism),
made. To avoid getting lost or avoid natural hazards, you get a +2 bonus on Survival checks in natural
you make a Survival check whenever the situation environments.
SURVIVAL
DC TASK
Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food
10 or water supplies needed). You can provide food and water for one other person for every 2 points by
which your check result exceeds 10.
Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your overland
15 speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character
for every 1 point by which your Survival check result exceeds 15.
15 Keep from getting lost or avoid natural hazards, such as quicksand.
Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result
15
exceeds 15, you can predict the weather for one additional day in advance.
Varies Follow tracks (see the Track feat).
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If you have 5 or more ranks in Knowledge (Local), you
get a +2 bonus on Survival checks made to keep from
getting lost or to avoid natural hazards.
If you have 5 or more ranks in Search, you get a +2
bonus on Survival checks to find or follow tracks.
NEW FEATS
Aerial Combat (General) proficient with it suffers a -4 penalty on attack rolls.
Ability to fight while airborne, a skill learned by avian
folk such as Gryphs, Blue Aeriad, and Stryx. Astromancy (General)
Certain of the more advanced seafaring and air-sailing
Benefit: Characters using aerial combat may make races practice this form of meteorology. Astromancers
charging attacks, while flying. They may, alternatively, can predict changes in the weather and choose the most
make diving attacks, allowing them to make an attack favorable route for navigation.
against a target on the ground. This use of the feat
gives the character a +4 bonus to their AC against melee Benefit: Characters with the Astromancy feat receive
attacks as they are deemed to be attacking quickly and a +2 bonus top all Navigate and Operate Conveyance
then climbing beyond the reach of the target. Finally, (windship) skill checks.
characters with this feat may also use the Tumble skill
while airborne. Body Slam(General)
The most feared of the Tazian combat techniques the
Air Step (General) Body Slam does what it sounds like. The combatant
The practitioner of Mandaquan can glide through uses his entire body as a wepaon using the spikes and
combat as though floating on air, evading blows. protusions of the Garde to full effect.
Prerequisite: Mandaquan Disciple, Base attack bonus Prerequisite: Tazian Combat, Garde Parry, Base attack
+3, Dexterity 14+ bonus +3, Strength 16+
Benefit: Avoid any one attack with a Reflex save, DC Benefit: A Body Slam attack is a full round action . On
10 + opponent’s base attack bonus. This evasion can a successful unarmed attack roll, the target suffers 2d8
only be declared after the opponent’s attack has been points of damage and is stunned for 1d4 rounds (reflex
announced. This is a free action. save for half damage and stun duration).
Penalty: At the end of a Body Slam attack, the attacking
Armored Spellcasting [General] character is considered prone.
You may ignore spell failure chance due to armor.
Bone Breaker (General)
Prerequisite: Armor Proficiency (light) A massive blow with the horny part of the fist with the
Benefit: You suffer no chance of spell failure when entire weight of the body behind it, intended to inflict
wearing armor for which you have the relevant massive damage.
proficiency feat. Likewise if you have the Shield Prerequisite: Kanquan Disciple, Base attack bonus +5,
Proficiency feat, the use of a Shield does not cause any Strength 16+, Furious Blow feat
chance of spell failure. Benefit: 1d8 +1 Damage, +1 to hit. This is an attack
actions.
Artillerist (General) Penalty: -1 AC, -1 to Reflex saves. If two or more
Proficiency in one specific type of siege weapon, such Kanquan feats are used, all penalties are cumulative.
as ship’s hurlants, catapults, ballistae, or springals. Penalties have a duration of one round.
Includes the abilities to target, fire, and load the weapon,
and to accurately judge distances. Born to the Saddle (General)
Benefit: You devote yourself to an enormous amount of
Benefit: You make attack rolls as normal with the siege time to riding, studying, caring for and going to war with
weapon. a mount of some sort. You are able to select the finest
Normal: A character who uses a weapon without being steeds, beasts with just the right blend of fierceness,
143
speed and strength to be a perfect mount for battle. If botanomancer to create a hybrid from any two types of
the character makes a successful Handle Animal or Ride plants.. To do so, the caster must have living specimens
check (DC 15), he can discern the precise number of (cuttings, roots, seeds, etc.) from both kinds of plants,
hit dice and hit points of any equs, aht-ra, strider, land access to a suitable growing medium (soil, humus,
lizard or mangonel lizard. This extraordinary ability etc.) and other substances necessary for growth, such
takes ld6 rounds to perform, and the character must be as water and light.. The character must then make a
within 5 feet of the creature to be assessed. successful Knowledge (Herbalism) skill check against
a DC of 20.. If successful, the attempt yields a hybrid
Botanomancy (General) seedling; the GM determines the properties of the hybrid
when it reaches maturity. Note that young hybrids
(Green Aeriad Only)
are fragile and may be susceptible to disease, adverse
This feat is the Talislantan equivalent of botany.
environments, parasites, and so forth.
Perfected by the Green Aeriad of Vardune, Botanomancy
consists of four main talents that are derived from the
botanomancer’s training, study of the plant kingdom, Conveyance Expert
and intuition. These abilities are described as Benefit: The character receives a +2 bonus on all
follows. Drive/Pilot and Navigate skill checks.
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Crystalomancy (Magic Order) any spells but simply gives the character the ability to
The study of crystals and their magical properties. cast Elemental spells.
The Gnomekin Crystalomancers view their magic
as a reflection of Terra, the Earth Mother, and Faith (General)
regard Crystalomancy as a divine gift. Both the You are not a member of the clergy, but your faith carries
Crystalomancers and Daughters of Terra use magic of you through difficult times.
this Order, refusing to burden Terra with requests for
aid, and working their spells in accordance with Her Prerequisite: Wis 12+
protective nature. Members of this Order use their Benefit: Once per day you may re-roll a failed saving
Wisdom modifier for all spellcasting attempts. throw at a +2 bonus by calling on the divine favor of
your deity. In addition, you gain Knowledge (religion)
Prerequisites: Must be of the Gnomekin race; Wis as a class skill and receive a +2 bonus on all Diplomacy
12+ and Gather Information skill checks when dealing with
Benefit: Characters with this feat gain access to the a member of the same faith. When meeting a member
Crystalomancy Order as per the rules covered in Chapter of the clergy, their initial attitude toward you is always
6 – Magic. Players should note that this does not upgraded by one category.
automatically provide any spells but simply gives the
character the ability to cast Crystalomantic spells. Furious Kick (General)
Using the knees or the feet, the Kanquan practitioner
inflicts terrible punishment.
Double Jump Kick (General) Prerequisite: Kanquan Disciple, Strength 14+
A double attack. Two targets must be within 5’ of each Benefit: The Kanquan practitioner does 1d6 +4 damage
other for this attack to be executed. with his feet. This is an attack actions.
Prerequisite: Kanquan Disciple, Base attack bonus +5, Penalty: -2 AC, -2 to Reflex saves. If two or more
Strength 16+, Dexterity 14+, Jump Kick and Sidekick Kanquan feats are used, all penalties are cumulative.
feats Penalties have a duration of one round.
Benefit: One roll to hit is used against both targets using
the higher AC of the opponents. Double Jump Kick is a Garde Parry (General)
full attack action. Damage done is 1d8 +4 + Str mod.
You are talented at using Garde Armor to block
Penalty: -2 AC, -2 to Reflex saves. If two or more
attacks.
Kanquan feats are used, all penalties are cumulative.
Penalties have a duration of one round.
Prerequisites: Dex 13, Tazian Combat
Benefit: Once per round when hit in melee, you may
Elementalism (Magic Order) roll a d20. If the result is 5 or more higher than the
Magicians of this Order draw their power from one unmodified attack roll of your opponent, you have
of the Elemental Planes of Water, Earth, Air, or Fire. successfully parried the attack. You receive a +2 bonus
Elemental Magic is the catch-all Order for the various to this roll if using a full garde. This is move equivalent
magical traditions that harness and manipulate one actions.
of the four elemental powers: Fire, Water, Earth,
and Air. Magicians study a single element at a Haggle (General)
time, often exclusively. Such magicians are known
You are renowned amongst other merchants and skilled
as Pyromancers, Aquamancers, Geomancers, or
in the art of the deal.
Aeromancers, respectively. Members of this Order use
their Strength modifier for all spellcasting attempts.
Prerequisites: Cha 13+
Benefit: You gain a +4 competence bonus to all
Prerequisites: Str 12+
Profession (merchant) checks.
Benefit: Characters with this feat gain access to the
Crystalomancy Order as per the rules covered in Chapter
6– Magic. Healer
This feat may be selected up to 4 times. Each time Benefit: The character gets a +2 bonus on all Craft
it applies to a different elemental order (Pyromancy, (alchemy) checks and Heal checks.
Aeromancy, Aquamancy or Geomancy). Players Special: Remember that the Craft (alchemy) skill can’t
should note that this does not automatically provide be used untrained.
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Invocation (Magic Order) This is a move equivalent actions.
Members of this Order call upon supernatural entities
for magical power. Invocation is a means of attaining Mandaquan Disciple (General)
magical power by calling upon the aid of supernatural Proficiency in the Mandalan art of weaponless, defensive
entities and forces. The type of being called upon varies combat. The basic principle of Mandaquan is passive
greatly among Invokers, and is usually dependant upon resistance—in effect turning an opponent’s offensive
their superstitious or religious beliefs. Members of this energy back upon him and avoiding harm by dodging
Order use their Wisdom modifier for all spellcasting or eluding attacks. Successful use of Mandaquan allows
attempts. the stylist to avoid an attack while disarming, throwing,
or grappling the attacker. Mandaquan always inflicts
Prerequisites: Wis 14+ Nonlethal Damage.
Benefit: Characters with this feat gain access to the
Invocation Order as per the rules covered in Chapter One of the first maneuvers learned by the Madaquan
6 – Magic. Players should note that this does not student is to bend and sway among the weapons of
automatically provide any spells but simply gives the enemies, like a reed blowing in the wind. Practitioners
character the ability to cast Invocation spells. of Mandaquan use their Dexterity modifier (instead of
Strength) for all to hit and damage rolls involving the
Jumpkick (General) style.
A flying kick that can be performed while executing a Prerequisite: Dexterity 12+
full movement. Benefit: +1 evasion bonus to AC, may fight unarmed
Prerequisite: Kanquan Disciple, Strength 14+, without causing attacks of opportunity.
Dexterity 14+ Synergy: Practitioners of Mandaquan receive a +2
Benefit: The Kanquan practitioner does 1d8 +4 damage synergy bonus to all Heal skill checks due to their
with his feet. knowledge of anatomy. In the Kang Empire, study of
Penalty: -1 AC, -1 to Reflex saves Mandaquan is often disguised as medical training.
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Natural Magic (Magic Order) and chariots. Boat covers all watercraft driven by
The magic of animals, plants, and the natural world. paddles or oars while Ship covers all sailing water
The magic of the natural world is subtle, mysterious, vessels, Dracartan Duneships and Mirin Ice Schooners.
and in harmony with its environment. The magicians Windship covers all sizes of windship. Some
that practice this Order are similarly at peace with their conveyances are so specialized as to require their own
surroundings. Members of this Order use their Wisdom category. These include the Imrian Coracle, Parthenian
modifier for all spellcasting attempts. Trireme, the Kharakhan War Wagon and others.
147
powders. It is said that the spirits are always present, further into the future events are forecast, the murkier
and that the fumes only weaken the “veil” between the the future becomes.
planes. The ingredients used range from uncommon
to rare, and are mixed with rare waxes and resins to Action: Use of the Rhabdomancy feat takes 4 hours.
make candles. Within Gnorlwood, Rhabdomancers This time must be spent communing with spirits.
can gather much of what they need (1d20 worth of rare Try Again: One attempt per day only.
herbs and such).
Special: Gnorl characters and those with the Second
Each spirit is unique, and it takes a great deal of Sight feat receive +2 bonuses to their Knowledge (spirit)
trial and error to formulate a mixture which has the skill checks required by this feat.
resonance to exactly correspond to a desired spirit. A Synergy: Characters with 5 or more ranks in
Gnorl Rhabdomancer must succeed on a Knowledge Concentration gain a +2 bonus on their Knowledge
(spirits) skill checks, since they notice small
Event DC details during their dealings with the spirits.
Forecast event less than 24 hours in the future 20
Second Sight (General)
Forecast event 1-2 days in the future 25
You have “the sight”, and your intuitions are
Forecast event 3 days in the future 30
usually right.
Forecast event 4 days in the future 35 Effect: You receive a +2 to Knowledge
Each additional day distant +5 (spirits) and sense motive skill checks.
Forecast the destiny of someone well known to you 25
Forecast the destiny of someone known to you by reputa- 30 Sense Living (General) (Muses
tion Only)
Forecast the destiny of a newborn child 35 Prerequisite: Telempathy
Forecast the destiny of someone you have only just heard 40 Benefit: Through the use of Telempathy, a
of Muse may sense other living creatures up to
a range of 100 feet. The Muse cannot dicern
(Herbalism) (DC 18) to formulate the proper mixture. what or who the creature is or what direction
Once he achieves the appropriate mixture, he may they may be, only getting a sensation that someone, or
summon that spirit with a Knowledge (sprits) check something is near.
(DC 15)
Shamanism (Magic Order)
The spirit must not have died more years ago than the Members of this Order draw their power from the totem-
5 times the character level of the Gnorl. For example, spirits of animals and the Dreamrealms. Shamanism
a third-level Gnorl Scholar with the Rhabdomancers is the magic of spirit and dream. By connecting with
feat could summon spirits that dies up to 15 years ago his unconscious dream-self, a shaman can interact
(3x5=15) with the spirit-gods of the Dreamrealms, known as
Totems. Totems are the spiritual representation of all
If the character rolls a “1” in the Knowledge (spirits) the primal energies that inhabit the material realm.
skill check, not only has he failed to summon the desired Members of this Order use their Charisma modifier for
spirit but rather has summoned another random spirit. all spellcasting attempts.
What spirit is summoned in this event is determined
solely by the GM. Prerequisites: Wis 14+
Benefit: Characters with this feat gain access to the
Check: Once the above skill checks have succeeded, the Shamanism Order as per the rules covered in Chapter
Gnorl character may now truly use the Rhabdomancy 6 – Magic. Players should note that this does not
feat to forecast future events with the help of the spirits. automatically provide any spells but simply gives the
A further successful Knowledge (spirits)check can character the ability to cast Shamanic spells.
provide all types of information at the discretion of the
GM. It can also grant a bonus to a single skill check or Sidekick (General)
attack roll during the forecasted event. However, if a
A powerful kick that often sends the target flying
check to forecast a specific event fails, the GM gains a
backwards.
bonus to an opponent’s skill check or attack roll. The
148
Prerequisite: Kanquan Disciple, Base attack bonus +3, trace requires a successful Knowledge (spirits) check.
Strength 14+, Furious Kick feat In wilderness locations this is performed with a DC
Benefit: 1d6 +2 Damage, the target is knocked back 5 of 12. In an urban or populated area the DC increases
feet and stunned until the next round (Fortitude save to 18.
at DC 10+attacker’s base attack bonus to resist both
effects). This is an attack actions. Once the trail has been found, the spirit tracker will be
Penalty: -2 AC, -2 to Reflex saves. If two or more able to follow it anywhere: over land, across water, or
Kanquan feats are used, all penalties are cumulative. through the air. From such evidence a spirit tracker can
Penalties have a duration of one round. determine the age of the tracks, the type of entity that
made the traces, and whether or not the tracks belong
Skullcracker (General) to a specific individual; according to the Nagra, each
A double attack. The Kanquan practitioner grabs two entity’s track is completely unique, and exactly like
enemies and smashes their heads together. Two targets no other.
must be within 5’ of each other for this attack to be
executed. Though spirit traces fade with time, under normal
Prerequisite: Kanquan Dsiciple, Base attack bonus conditions they may remain visible for hundreds, or
+5, Strength 16+, even thousands, of years. Certain forms of magic may
Benefit: +1 Damage per base attack bonus. One roll to be used to obliterate or conceal a spirit trail, either
hit is used against both targets using the higher AC of intentionally or by accident. However, there is no
the 2 opponents. This counts as a single attack action. known way to alter or disguise the nature or appearance
Base damage is 1d6 + Str mod. of spirit traces.
Penalty: -1 AC, -1 to Reflex saves. If two or more
Kanquan feats are used, all penalties are cumulative. If you fail a Knowledge (spirits) check, you can retry
Penalties have a duration of one round. after 1 hour.
149
Prerequiste: Str 15+, Dex 13+ preferring instead to use woodwhisps as translators of
Benefit: In addition to being proficient in the use of their thoughts.
Garde armor for protective purposes, you may also use Benefit: Muses may communicate silently with
the various spikes and protusions found on your Garde woodwhisps at will up to a range of 200 feet.
as a weapon. You receive a +2 to all unarmed attack
and damage rolls. Telempathy II
Prerequiste: Telepathy feat
Telempathic Projection Benefit: The Muse may now use their Telempathic
(General) (Muses Only) Communication ability on all creatures up to a range of
Muse characters may also use their Telempathy powers 100 feet and may communicate with whisps at a range
as a form of attack. This spell-like ability may be used of up to 300 feet.
at will.
Water Stance (General)
Prerequiste: Telempathy, Telepathy II The practitioner of Mandaquan can move in subtle
Benefit: This spell-like natural ability alters the ways while avoiding blows, allowing them to pass by
subject’s mood, adjusting its attitude toward you by one less than an inch, so that it sometimes seems as if the
step in a positive direction. For instance, an unfriendly practitioner did not move at all.
creature can be made indifferent, or a hostile creature Prerequisite: Mandaquan Disciple; Base attack bonus
unfriendly. You can grant a +4 bonus on your own (or +5, Dexterity 14+
others’) Bluff, Diplomacy, Intimidate, Perform, or Benefit: +4 evasion bonus to AC, +4 Reflex saves.
Sense Motive checks involving the affected creature. These bonuses are cumulative with those from the
Additionally, in extreme cases a Muse may inflict mental Mandaquan Disciple feat.
anguish on a target preventing that subject from taking
any action for the duration of the Telempathic attack.
Weapon Grab (General)
In order to mainatin this psychic attack, the Muse must
take no other action or the Telempathic link is broken. The Kanquan practitioner catches the target’s weapon
Subjects are entitled to a Will saving throw each round in mid-strike.
to free themslevs of the mental imagery. Prerequisite: Kanquan Disciple, Base attack bonus +3,
Strength 14+, Dexterity 16+
Manifesting Time: 1 standard action Benefit: On a successful attack roll (including the
Range: Medium (100 ft. + 10 ft./ level) -4 penalty), the Kanquan pracitioner has grabbed
Target: One creature the target’s weapon (hands clapped on the sides of a
Duration: 1 min./level sword, gripping the haft of a spear, etc.) On a failure,
Saving Throw: Will negates the practitioner is automatically struck by the target
for double damage. This action can be performed in
A Muses Telempathic Projection ability is a mind- response to the target’s attack, potentially negating it.
affecting attack. Note that to actually disarm the enemy, the practitioner
must use the next action to grapple it away. This is an
move equivalent action.
Tempathic Projection II Penalty: -4 AC, -4 to Reflex saves, -4 to hit. If two
The Muse's telempathic powers are so refined as to be or more Kanquan feats are used, all penalties are
able to cause physical damage by causing anguish and cumulative. Penalties have a duration of one round.
pain in the mind of a subject.
Prerequisite: Telempathy, Telempathy II, Telempathic
Whirling Winds (General)
Projection.
Benefit: Once per round a Muse may send agonising By swirling rapidly among numerous enemies, the
and painful thoughts into the mind of subject causing practitioner of Mandaquan can cause them to attack
1d6 points of damage. This attack may be combined one another by mistake.
in the same round with the effects of Telempathic Prerequisite: Mandaquan Disciple; Base attack bonus
Projection. +8, Dexterity 16+, Wind Dance and Water Stance
feats
Benefit: +4 evasion bonus to AC, +4 Reflex saves, any
Telempathy (General) (Muses Only) enemy blow that misses by 4 or more hits a target of the
Although Muses can speak, most choose not to, practitioner’s choice (other than the enemy himself.)
150
Willow Root (General) magical power, known to Talislantan spellcasters
A sudden move that causes an attacking opponent to as Arcane Energy. During ancient times, certain
stumble. Talislantan magicians developed incantations, gestures,
Prerequisite: Mandaquan Disciple, Dexterity 14+ and rituals that could tap into the flow of Arcane
Benefit: Whenever given an attack of opportunity, the Energy that surrounds Talislanta. These procedures,
Mandaquan practitioner if the practitioner hits, the known as Wizardry, have survived almost unchanged
enemy must make a Reflex save, DC 10+ practitioner’s to the New Age. Members of
base attack bonus or fall to the ground, taking 1d4 this Order use their
damage and losing that attack. This action can only Intelligence modifier
occur during an attack of opportunity. Damage is for all spellcasting
always non-lethal. attempts.
Prerequisites:
Wind Dance (General) Int 14+
The practitioner of Mandaquan moves around Benefit:
the blows of enemies like a zephyr, almost Characters
seeming to dance.
Prerequisite: Mandaquan Disciple; Base attack
bonus +8, Dexterity 16+, Air Step feat
Benefit: As long as no other actions are taken during
the round (other than movement), the practitioner may
attempt an Air Step maneuver against each and every with
attack that can be perceived. this feat gain
access to the
Wizardry Order
Windfall as per the rules
Benefit: The character receives a one time bonus of 500 covered in
gold lumens. Also, this feat provides a +1 bonus on all Chapter 6
Profession checks. – Magic.
Special: A character can select this feat multiple times. Players
Each time, both of its effects stack. should
n o t e
Witchcraft (Magic Order) th at this
The most ancient and secret of Orders, tracing its does not
heritage to the first primitive Archaens. Witchcraft automatically
is perhaps the oldest Magical Order on the continent, provide any spells
tracing its heritage back to the dawn of the Archaens. but simply gives
The principles of the Order operate according to the the character the
ancient Law of Association, which states that “like ability to cast
breeds like”, and all things are connected. Members Wizardry spells.
of this Order use their Charisma modifier for all
spellcasting attempts.
Zealot (General)
Prerequisites: Wis 14+ You bear a strong hatred
Benefit: Characters with this feat gain access to the of the enemies of your
Witchcraft Order as per the rules covered in Chapter faith.
6 – Magic. Players should note that this does not Prerequisite: Wis 13+
automatically provide any spells but simply gives the Effect: You gain a +1 to
character the ability to cast Witchcraft spells. hit and damage when
fighting infidels.
Wizardry (Magic Order)
Wizards produce their effects by manipulating the flux
of arcane energy that permeates the omniverse. This
versatile Order is the most common in Talislanta today.
The omniverse is permeated by waves of fluctuating
151
FEATS
Feat Name Invocation Cleave Witchcraft
Acrobatic Investigator Great Cleave Windfall
Aerial Combat Invocation Improved Bull Rush Wizardry
Agile Iron Will Improved Overrun Zealot
Alertness Kanquan Disciple Improved Sunder
Ambidexterity Bone Breaker Quick Draw
Furious Kick
Players and
Animal Affinity Rapid Reload
Jump Kick Renown
Gamematsers should
Armored Spellcasting
Double Jump Run
note: With the
Artillerist
Armor Proficiency (light) Side Kick Second Sight exception of the new
Armor Proficiency (medium) Skullcracker Self Sufficient Spell Weaving feat,
Armor Proficiency (heavy) Weapon Grab Shamanism there are no metamagic
Astromancy
Leadership Shield Proficiency feats in the Talislanta
Athletic
Lightning Reflexes Self Sufficient Fantasy Roleplaying
Blind-Fight
Magical Aptitude Shamanism Game.
Mandaquan Disciple Shield Proficiency
Born to the Saddle
Air Step Improved Shield Proficiency
Botanomancy
Lotus Hand Tower Shield Proficiency
Combat Casting
Wild Dance Simple Weapons Proficiency
Combat Expertise
Whirling Winds Skill Focus
Improved Disarm
Water Stance Spell Weaving
Improved Trip
Phantom Strike Spirit Tracking
Whirlwind Attack
Night’s Touch Stealthy
Mobility
Martial Weapon Proficiency Studious
Spring Attack
Mounted Combat Swashbuckler
Combat Reflexes
Mounted Archery Toughness
Conveyance Expert
Ride by Attack Tazian Combat Style
Deceitful
Spirited Charge Garde Parry
Deft Hands
Trample Body Slam
Diligent
Multiple Attacks Track
Dodge
Mysticism Telepmathy
Elementalism
Natural Magic Telempathy II
Endurance
Necromancy Telempathic Projection
Diehard
Negotiator Telempathic Projection II
Exotic Weapon Proficiency
Nimble Fingers Sense Living
Faith
Operate Conveyance Two-Weapon Fighting
Great Fortitude
Pack Rat Two-Weapon Defense
Haggle
Persuasive Improved Two-Weapon Fighting
Healer
Point Blank Shot Greater Two-Weapon Fighting
Improved Critical
Precise Shot Weapon Finesse
Improved Initiative
Improved Precise Shot Weapon Focus
Improved Unarmed Strike
Manyshot Weapon Specialization
Improved Grapple
Rapid Shot Greater Weapon Focus
Deflect Arrows
Shot on the Run Greater Weapon Specialization
Stunning Fist
Power Attack
Investigator
152
CHAPTER FIVE
EQUIPMENT &
TRADE GOODS
Dracartan Pyramids
CURRENCY These triangular coins are made of red
iron, and are valued at five silver pieces
Economics on Talislanta function much as they do on
other worlds. The gold lumen is the standard coin of each. They are honored in all lands except
the realm throughout much of Talislanta. A single gold Rajanistan, where the ownership of even
lumen is equivalent in value to ten silver pieces, or a single such coin is deemed an offense
one hundred copper pieces; the weight of any twenty punishable by death.
standard-sized coins can be estimated at approximately
one pound. In game terms one gold lumen (g.l.) equals Gold Pentacles
one standard gold piece (gp) used in the PHB. These fine, star-shaped coins are popular
in the Seven Kingdoms, and are worth five
Other currencies in use throughout the continent gold lumens throughout the continent.
include: As their intricate shape renders them
difficult to counterfeit, gold pentacles
Aamanian Coppers are especially favored by merchants and
These wafer-like coins are in wide use only in Aaman. traders.
At one hundred to the pound, Aamanian coppers are
considered to be practically worthless, and are spurned Imrian Brass Rings
in other regions. Worth two copper pieces each, these ring-shaped coins
are popularly worn about the neck on strings or chains.
Antique Coins Most lands that outlaw slavery will not accept the
Several ancient varieties of coin are valued as Imrians’ crude coinage.
antiques by Talislantan collectors and curio
dealers. The most notable are include coins L’Haan Adamants
of the old Phaedran dynasty, worth twice Rarely seen outside of L’Haan, adamants
their face value; coins of the old Mazdak are valued at twenty gold lumens each in
dynasty, equal in value to Phaedran coinage; skull- this region. They are worth twice as much
visaged coins from the tombs of Khazad, worth up to in other lands, where adamant is practically
five times their face value; any type of coin dating from unknown.
the Time Before Time, all of which may be worth as
much as one hundred times their face value (especially Oceanian Radiants
rare coins may be worth even more than this). These “coins” are actually the iridescent scales of
ancient sea dragons. In Oceanus, a radiant is worth
one gold lumen; elsewhere, radiants are valued only
as curios.
153
Orgovian Yatma
A lead coin of no great value, rendered completely
MELEE WEAPONS
Adamant Broadsword: Made from the hardest of
worthless when the yatma was devalued following the
Talislantan metals, these swords are used by the Mirin
dissolution of the old Kingdom of Orgovia. Hence the
tundra scouts of L’Haan to fight Ice Giants. They
term, “not worth a lead yatma”.
are the only weapons able to cut through the animate
ice of which these creatures are comprised and are
Quan Emperors
effective against other types of armor as well. Adamant
These handsome coins were banned
broadswords are treated as +2 weapons due to their
after the Kang usurped control of the
strength. They are not magical and may not be used
old Quan Empire. Most were collected,
against foes who require magic weapons to hit or do
melted down, and cast into gold lumens,
damage. They are rarely ever available for sale outside
which now serve as coin of the realm
of L'Haan.
in the Kang Empire. As a result, Quan
Battle Maul: This massive, hammer-like weapon is
Emperors have become quite rare, and
backed by a heavy spike designed to penetrate armor.
are valued by collectors at over a hundred gold lumens
Kharakhan Giants find the devices useful in their crude
apiece.
salvage operations as well.
Blade-Staff: This Kasmiran device resembles a
Zandir Crescents
common wooden staff or walking stick. When the
These half-moon shaped, attractive gold
center section is twisted, blades hidden inside either
coins are valued at ten gold lumens in
end of the staff snap into place, enabling the device to
Zandu. Elsewhere, they are worth a single
be used as a spear.
gold lumen, when they are accepted at
Broadsword, Za: The Za broadsword resembles
all.
a heavy scimitar with a jagged, saw-edged blade.
This terrible weapon causes ragged wounds. The Za
typically kill on sight any foreigner seen wielding one
EQUIPMENT, WEAPONS & of these blades.
Bwan: This weapon is a large club fashioned from the
ARMOR lower section of a thornwood vine. It is fearsome in
Talislanta is a unique setting among the myriad of RPG appearance, with many six-inch spiky thorns along its
worlds in existence. As such, there are many weapons, length. The Moorg-Wan of the Dark Coast favor this
armor and other items unique to Talislanta. Most of weapon in battle.
the items found in the PHB are equally at home in a Capture-Pole: This device is used extensively by
Talislanta campaign. Some, however, are not. Imrian slavers. It consists of a long, wooden pole
and a pair of grasping “pincers” made of iron or bone.
There are no Talislantan equivalent to Monk weapons The accompanying rope enables the user to pull the
such as the kama, nunchaku, shuriken and siangham. It pincers shut around the intended victim, holding him
should also be obvious that racial weapons such as the or her fast. Characters struck with a capture-pole must
Dwarven waraxe, urgrosh, and orc double axe should make a Reflex saving throw (DC 15). Failure means
be absent from a Talislanta campaign. the characters has been trapped and cannot move or
take any further action other than attempting to free
All of the armor detailed in the PHB may be used on himself. Character can make one of two attempts to free
Talislanta but savy players should note that Talislanta themselves. They may make an opposed Strength test at
boasts some interesting and powerful new types of -2 against their attacker. IIf successful, the character is
armor. As there are no horses, donkeys, cats, dogs free and the attacker has been disarmed. Alternatively,
or other animals native to earth on Talislanta, these players may make an Escape Artist skill check against a
creatures will not be found on the tabes below. DC of 20 to wriggle free from the capture-pole.
Club, Ur: This polearm consists of a haft of wood
As with mundane equipment, magic items and topped with the mummified, taloned paw of a mountain-
alchemicals differ considerably from those which dwelling yaksha. The weapon is a mark of status and
many players may be familiar. New enchanted items, courage among the Ur clans, although most of these
potions and similar equipment are fully detailed in this items are obtained from aged or infirm yaksha.
section. Crystalblade: Traditional weapon of the Gnomekin,
the crystalblade is a short sword made of solid crystal.
154
TALISLANTAN MELEE WEAPONS
155
The sharp, diamond-hard edge can cut through hide, Prod-Hook: Orgovian traders use these items to
non-magical metal armor, or exoskeletal plates and control their unruly loper steeds. The prod-hook can
scales with ease. These keen blades count as +2 also be used as a weapon and may be used to attempt
weapons when it comes to damage. They are non- a trip attack.
magical. R’ruh: This crude weapon, also known as a singing
Da-Khar: These leather gauntlets are fitted with axe, is a heavy, disk-like stone blade affixed to a long
retractable, razor-sharp “claws”, usually made of leather thong. It is used by the Wildmen of Yrmania,
black iron. Favored by the assassin-mages of Raj, da- who employ it in two ways. Swung above the head at
khar are employed in pairs; the blades are released by great speed, the r’ruh is used as a hand weapon, emitting
striking the backs of the hands together. As da-khar a “singing” sound that the Wildmen believe generates
look like ordinary leather gloves, they are often used fear in the heart of their foes. It is also of some use as
for assassination attempts. a hurled missile weapon.
Duar: This large two-pronged spear is favored by the Rasp: The Mondre Khan employ these grim-looking
avian Gryphs of Tamaranth forest. hand-weapons in close combat against the Kang. The
Falchion: Used by Kang heavy troops, the falchion’s saw-toothed blade leaves an awful, jagged wound.
heavy blade is designed to cut through armor. Slaver’s Flail: Popular among Farad slave-mongers,
Garde: This spiked body-armor is worn on the arm and these weapons consist of a wooden haft and three leather
can be used for both parrying and attack. It is a weapon cords topped with spiked, metal spheres. The weapon
much-favored by the Thralls of Taz, who generally shun is used to inflict pain in rebellious slaves.
other types of armor. Full garde is spiked body-armor Staff of Aa: Aamanian Witch-Hunters wield these
worn on both the arms and the legs (see Armor, in this black iron-shod staves as symbols of their authority and
section). status. The staves are lacquered white and topped with
Greatsword: This two-handed blade is the signature the Orthodoxist emblem, the all-seeing eye. They do not
weapon of the Thrall warriors, granted as a mark of differ in function from other iron-shod staves.
adulthood. Thralls grimly respect foreign warriors Tarak: This weapon is a four-bladed, two-handed iron
who have taken a greatsword in battle; they are quite axe employed by the warriors of Harak. Only a very
offended, however, by those who acquire such a weapon strong individual can wield this ponderous weapon
through less honorable means. without looking extremely foolish.
Iron Spear: This device is basically a solid iron spear War Flail: The native weapon of the Danelek clans, the
with a blade at one end and a hook at the other. It is war flail has a stout handle crafted from a land lizard’s
employed extensively by the Vajra, who use it as both thigh bone. Eight four-foot strips of hide are attached
an excavating tool and a weapon. to it, each barbed with sharp spikes and culminating in
Khu: This two-bladed knife is used by the warrior a razor-edged disk of black iron. In skilled hands, the
tribes of Harak. Usually made of black iron, the khu weapon can be quite deadly. War-Whip: This Sauran
inflicts approximately twice as much damage as a weapon consists of a two-foot iron handle wrapped with
standard dagger but also weighs twice as much. It is of strips of hide and attached to a length of spiked iron
no use as a missile weapon. squares linked together with chain. It is very heavy and
Mace, Ariane: This mace is topped by a smooth head can only be used by an extremely strong individual.
of polished purple stone. Like the Ariane bow, it is used Whipsash, Za: The whipsash is a belt worn by many
to stun rather than kill. The first 2 points of damage members of the Za war clans. It is made from six long
are lethal with any remaining damage being non-lethal strips of braided hide, the ends of which are tipped
in nature. with two-inch diameter iron balls. When removed,
Matsu: This Ahazu weapon is a long-hafted, two- a whipsash can be used to entangle an opponent’s
handed war club, equipped with a rounded head of weapon-hand or legs, or as a weighted whip. It is used
polished stone. The matsu’s slightly flexible handle in close combat, not thrown. The weapons may be used
allows an experienced wielder to use it to deliver a for either disarm or trip attacks.
tremendous blow, similar in effect to a heavy war Wristblade: This Za weapon is a studded leather
hammer. bracer equipped with a row of razor-sharp blades. It is
Pole-Hook: The avian Stryx use these polearms as used to slash opponents in close combat and as a handy
striking and snaring weapons. At one end is a curved utility knife.
blade used for chopping; on the other is a hook that
Stryx use to grab and dismount riders, or to snatch prey
or unsecured bags into the air. The prod-hook may be RANGED WEAPONS
used to make trip attacks. Barbed Arrows: The Za tribes often employ these
156
projectiles in battle. Upon initial impact, the weapons are favored by the Aeriad of Vardune. Damage and
inflict damage identical to that of standard arrows. range are about half that of a standard light crossbow.
However, barbed arrows can be very difficult to Dragon Hunter’s Harpoon: This barbed weapon has
remove. If struck, a character must make a successful been used by Sun-Ra-San dragon hunters since ancient
Heal check (DC14) or suffer another 1d4 damage from times. It is employed primarily to deliver the deathblow
their removal. to a sea dragon; this is considered the most honorable
Blade-Bracer: This is an iron bracer housing a means of dispatching the prey. Sun-Ra-San harpoons
Kasmiran spring-knife. The weapon is employed by are carved with elaborate markings and symbols that
making a fist and touching a trigger mechanism that indicate the owner’s status and clan affiliation.
extends towards the palm. The trigger releases a spring- Flange-Bow: This curious type of light crossbow is
loaded knife blade that flies forth at the designated employed by the Sea-Nomads of Oceanus. The weapon
target. is capable of unleashing a half-dozen sea anemone quills
Blade-Star: The Mondre Khan employ these razor- with a single shot, but it has an effective range of only
sharp devices as missile weapons and as cutting about 100 feet, or 20 feet underwater.
implements. Most measure about four inches across. Gwanga: This weapon is a heavy, three-bladed
Bow, Ariane: The arrows of this bow are tipped with throwing knife favored by the Ahazu tribes. Gwanga
round, polished stone heads. Like the Ariane mace, this are thrown with an underhand motion, causing the blade
weapon is used to stun rather than kill. On a successful to spin as it flies through the air.
hit, Ariane bows do 1 point of lethal damage, any Hurlant: These hand-held, crossbow-like weapons are
remaining damage scored is non-lethal. employed by Dracartan desert scouts. They fire bolts
Capture-Bow: These unusual weapons resemble heavy containing a glassine capsule of elemental essence. The
crossbows with a crude reel-mechanism affixed to the capsule shatters on impact, producing a one-foot radius
stock. The capture-bow fires a barbed bolt similar to a explosion of elemental force. Hurlant ammunition
small harpoon, with a line of stout whip-cord attached to is used exclusively by the military and is not legally
its end. A successful capture-bow attack is a character available to civilians. Hurlants are also capable of firing
becomes ensnared. An entangled creature must make an standard light-crossbow bolts.
opposed Strength test against his attacker. If successful, Incendiary Bolts: The alchemists of L’Haan have
he may move at half speed, cannot run or charge, and developed these crossbow bolts as a weapon against
takes a –2 penalty on all attack rolls and a –4 penalty to the Ice Giants. In addition to the typical damage for a
Dexterity. An entangled character who attempts to cast a light crossbow bolt, the alchemical coating ignites on
spell must make a Concentration check (DC 15) or lose impact (burning for two rounds at a damage rating of 3,
the spell. If the Strength test is failed, the character has ignoring armor; Ice Giants and other beings vulnerable
been completely immobilized and may not move until to fire suffer double damage). Incendiary bolts are
he breaks his bonds. (DC 20 Strength test or successful forged of adamant, the hardest of all Talislantan metals
Escape Artist skill check vs. DC 20) (armor provides only half normal protection).
Correg: This weapon consists of a large, but portable, Jang: This device is a peculiar type of saw-edged
tripod-mounted crossbow that fires a barbed harpoon boomerang employed by the Harakin. It is usually made
trailing a cord. It is used by the Imrians to snare larger of black iron, jagged and saw-toothed along one edge,
slaves, such as the Moorg-Wan, and to capture ocean