Académique Documents
Professionnel Documents
Culture Documents
Interior Art: Joe Fontenot, Jay French, Laura Jennings, Scott Jones, Joseph Kentspeth, Darrin LeBlanc,
Denis Loubet, Eric Willman
Special Thanks: Blythe de Orive, Jay French, Joseph Kentspeth, Robie Kentspeth, Zoltan Meszaros, Jim
Searcy, and David Wheeler
2008 Shard Studios LLC. SHARD RPG Basic Compendium, Drdnah: World of the False
Dawn and related logos, characters, names, and distinctive likenesses thereof are trademarks of Shard
Studios LLC. All rights reserved.
Contains original material 1992 by Aaron de Orive.
The reproduction of material from within this book for the purposes of personal or corporate profit,
by photographic, electronic, or other methods of storage and retrieval, is prohibited.
ISBN: 978-0-9802426-0-7
Shard Studios VIN: SSD10100. Published in December 2008.
2
Foreword
This has been one of the longest and toughest, yet most creatively enriching roads I have ever traveled
over the last fifteen years. Through all the trials and tribulations there have been two things that have helped
drive this amazing project to completion: my ever-burning passion for one of the most unique and inspiring
game-worlds I have ever had the pleasure to become a part of; and the amazing devotion and support of my
friends and family. It is due to these precious things that you now hold this book in your hands.
My fascination with role-playing games began in 1982, when I saw in those rulebooks, character sheets,
and strangely shaped dice the wonderful opportunity to bring to life and participate in an interactive version
of those ageless faerie-tales I loved as a child. From my dad I may have gained my stubborn determination
and die-hard mentality, but it was Mom who opened my eyes to fantasy and stoked my creative fires. And
of course it was that amazing community of gamers I eventually fell in with and befriended that still inspire
me to this day! Id be lost without them.
Those early gaming years were filled with the voracious consumption of all manner of paper RPGs,
with every type of rules system and genre you can imagine. And if I didnt have the time to play something
myself, you can bet one of my other gaming friends did. These were great years, and if I ever thought that Id
grow out of gaming, I was obviously deluded, because role-playing games are more a part of my life now
than they ever were then! It was in 1992, shortly after meeting Aaron, my friend and business partner, that
the concept of officially bringing his idea of Drdnah to life as a paper RPG came into being, a concept
that I wholeheartedly fell in love with, just as I had embraced the world of Drdnah itself while playing in
his games. Unable to initially pursue the task himself at the time, Aaron gave me the rights to do it on my
own, so I doggedly kept plugging away at the SHARD rules in my spare time.
Fifteen years later, and here we are! In your hands you hold everything you need to introduce yourself
to our world: historical fiction, character creation, combat, ritual magic, a list of beasts, and a glossary. It is
our most ardent wish that you have as much fun in this world as we have, and that you will continue with
us on our journey as we open many more doors into this fantastic realm of Drdnah, World of the False
Dawn.
-Scott Jones, March, 2008
And to think it all started with a desire to make a fantasy setting that was just a little different from
the rest. When I started playing these games in high school, European medieval fantasy was the name of
the game. Come to think of it, it pretty much still is. The profound effect that J.R.R. Tolkien has had on
the industry, indeed on fantasy fiction in general, is in evidence all around us in many different forms of
media. I have the greatest admiration and respect for the works of Professor Tolkien. He is ultimately the
one responsible for this book. Without his imagination, mine might not have been stirred so profoundly.
It is said that an artist is the product of his influences, and I couldnt agree more. The influence of such
artists as Hayao Miyazaki, Frank Herbert, Jim Henson, Alexandre Dumas, Walt Disney, and J.R.R. Tolkien
is quite evident in SHARD. It would not exist if not for the imaginations of these incredible creators. If
theres one thing Ive learned from these master storytellers, its that setting is so vitally important. An
imaginary world must be a place that we dream about, obsess over, and long to visit time and again. If you
feel that way about your fantasy world, chances are others might too, and if youre lucky, some of them
might be amazing creators in their own right.
Thankfully for me, Scott Jones was one of those people. Soon after we were introduced, he joined our
gaming group and began playing in the world of Drdnah. Scott, whose childhood influences were similar
to my own, fell in love with the setting. He became one of my most enthusiastic players, eventually adapting
the setting for a game of his own. He and his group of players continued to adventure in Drdnah long
after I had abandoned it to pursue other professional interests. Scott continued to develop the setting,
adding amazing amounts of content. When he asked me if he could pursue trying to publish the setting as
an RPG, I gave him my blessing. I knew that Drdnah could not have a better champion.
What you hold in your hands is the fruits of that decision. One of the best Ive ever made, as a matter
of fact. We hope you enjoy exploring SHARD. Weve certainly had a hell of a good time getting it to you.
-Aaron de Orive, March, 2008
Basic Compendium
3
Extra Time ............................. 39
Table of Contents Rushing an Action .................. 39
Other Modifiers ....................... 39
Credits ................................................. 2 Assistance ............................. 39
Role-Playing Bonuses ............. 40
Foreword ........................................... 3
What is Drdnah? .................... 7 Travel ............................................. 41
Campaign Types ........................ 41
BOOK ONE
4
Sarpah ...................................... 65 IV. Combat .................................... 210
Vajrah ....................................... 78
What Makes SHARD
Characteristics .......................... 99 Combat Different? ........... 211
Strength ................................... 99
Vigor ....................................... 100 Some Basic Terms ................... 211
Agility ..................................... 100 The Combat Round ............... 212
Dexterity ................................ 100 Step 1: Determine Individual
Essence ................................... 100 Initiative ........................... 212
Perception .............................. 100 Step 2: Determine Number
Wit .......................................... 100 of Combat Actions ........... 212
Will ......................................... 100 Step 3: Play the Combat
Presence ................................. 100 Round ............................... 213
Animal Abilities ..................... 101 Combat Basics ......................... 214
Raising Animal Abilities ...... 103 Fumbles During Combat
Animal Ability (Optional Rule) ................ 215
Descriptions ..................... 103 Rolling Sixes (Optional
Rule) .................................. 215
Talents ........................................ 111
Talent Descriptions ............... 112 The Maneuver Location
Table (Martial Arts) .......... 217
Professions ................................ 116
Caste ........................................ 116 Maneuver Location Effects ... 217
Profession Templates ............ 117 The Three Types of
Outcaste Professions ............. 118 Combat in SHARD .......... 218
Low Caste Professions ........... 120
Trade Caste Professions ........ 124 Skills in Combat ...................... 220
High Caste Professions .......... 134 Enhancement Skills .............. 220
Holy Caste Professions .......... 142 Miscellaneous Skill Use ......... 221
Skills ............................................ 147 Movement ................................ 221
General Skills & General Movement ............... 221
Specialization ................... 147 Movement Abilities .............. 222
Raising Skills In-Game .......... 147 Other Combat Factors .......... 222
Learning New Skills Surprise Attacks .................... 222
In-Game ............................ 148 Blind Fighting ....................... 223
Basic Starting Skills ............... 148 The Effect of Talents .............. 223
Creating New Skills ............... 150 Range Modifiers .................... 223
Referencing the Skill List ..... 150
Skill Descriptions .................. 150 Defense ...................................... 224
Evade Skill .............................. 224
Advantages ............................... 184 Primary Combat Ability ...... 224
Adding or Losing
Advantages ....................... 184 Taking Damage ....................... 224
Advantage Descriptions ....... 185 Determining Combat
Damage ............................. 224
Drawbacks ................................ 191 Deadly Combat Damage
How Drawbacks Work ......... 191 (Optional Rule)................ 225
What Qualifies as a Simplified Combat Damage
Drawback? ........................ 192 (Optional Rule) ................ 225
Adjusting or Losing Armor Benefits ...................... 225
Drawbacks ........................ 193 Generic Damage Types ........ 226
Drawback Descriptions ........ 193 As Stamina Begins to Drop ... 227
Creating Your Backstory ... 205 Stamina Loss at Zero
or Below ............................ 227
Filling Out the Damage Summary ................. 227
Character Sheet ................. 207
Basic Compendium
5
Armor Types ............................ 228 Sirhibasi in Society ................ 264
Weapons of Drdnah .......... 230 Basic Mystic Concepts ........... 264
Weapon Types ........................ 230 The Duhma .......................... 265
Weapon Ratings ..................... 230 Prna ....................................... 265
Weapon Descriptions ............ 231 The Dream .............................. 265
Other Types of Damage ........ 238 The Web of Life ....................... 266
BOOK ONE
6
What is Drdnah? Eastern stories feature anthropomorphic animals, so
naturally they became the obvious choice to inhabit a
The SHARD RPG introduces the world of Drdnah fantasy world inspired by such stories. Add to this an
(pronounced DAHR-doo-nah), an exciting new realm alien, other-dimensional planet, complete with its own
of heroic fantasy and adventure. You wont find the unique flora and fauna, and itll become apparent soon
standard fantasy fare in these pages; there are no elves, after your first visit that youre definitely not in Kansas
trolls, dwarves, knights, or even dragons. The world is anymore.
rather different from typical European fantasy settings. Of course, there is also magic. On Drdnah, magic
Drdnahs time period is not strictly medieval, and the is powerful yet subtle, and always cinematic and moody.
setting draws its flavor from Eastern rather than Western Rather than imagining pyrotechnic wand-wagging wizards
cultures. Further, it is not set on an alternate version of who memorize the contents of spell books, visualize
Earth. In fact, there are no humans on Drdnah. instead the somber atmosphere of elaborate rituals
The tone of the setting can best be described as Asian performed in darkened crystal chambers. Chanting,
heroic fantasy with a strong cloak-and-dagger influence, drumming, rhythmic music, tattooing, and graceful
all set on an alien world. Using films and novels as a dancing are all elements of Drdni magic. Sorcerers
reference, if you mixed the adventure and romance work their craft on a mystical dream plane, where they
elements of The Three Musketeers, the Byzantine political are the absolute masters of their environment. Magic
intrigue of Dune, the martial arts combat of Crouching and religion play a very important role in the cultures of
Tiger, Hidden Dragon, the sets and costumes of any version Drdnah and touch all aspects of life in some way.
of Tales of the Arabian Nights, and the world visuals of The It is our hope that you enjoy adventuring in the
Dark Crystal, you would get a pretty good idea of what world of the SHARD RPG. You will brave glowing clouds
its all about. aboard magnificent skyships threatened by destructive
The Shard RPG features anthropomorphic animals storms and the ruthless Crystal Corsairs. You will defend
(which we have chosen to call Zoics) as the character your lineage and honor against spies and slavers. You will
races. Human-like animals have always been popular face deadly assassins and duel with honor guards in the
in myth and legend. We seem drawn to them, and for Spiral Arena. You will Dreamwalk with eerie sorcerers
good reason. They are visually striking, culturally iconic, and battle alien demons. And all the while, the Devah,
and incredibly diverse. Further, they offer a wonderful the ancient Drdni gods, will look down from the Edge
opportunity for role-playing. Many Asian and Middle- of Heaven and judge your actions, so make them count!
Basic Compendium
7
I. Introduction to Drdnah
Dwarfed by a yellowing planet, the zoological ship Naga Sena was a bone-white speck in high orbit. Like
a spider on a strand it moved patiently, not heavy enough to be swift, too bulbous for a rapid course change.
The research vessel was built from a standard inter-orbital freighter, unremarkable but for one external engine
that looked bulky and outlandish. The engine had never been fired.
Out of the planets burnt clouds rose a pattern of flickers: cutter ships, perhaps a dozen, punching through
the upper atmosphere. Each was smaller than the scientific vessel, but infinitely faster and fitted for combat.
On the Naga Senas bridge, Krishna Marati watched them on the central hologram. He clicked open the
intercom. Theyve launched. We have to decide.
Inside the freighters enormous research pod, a membrane of transparent polymer separated Kramah from
the beast. They stood close, their faces less than a foot apart. If the membrane could be torn, thought Kramah,
one quick bite would shear flesh from skull. But the polymer was impenetrable. The animal enclosure was
secure. They could touch at no point, except one: Their eyes met.
He felt a challenge from the creature. They were kindred, two apex predators. Yet he sensed more, had
sensed it as soon as the treatments began. The beast had thoughts, complex and probing, that danced behind
its eyes like wind behind a tree. It was a female, this one. Furtive, inquisitive. And why did she seem so
nervous?
Kramah flicked his tail anxiously. Human was the name he had given these bony creatures who kept him
here. He could feed on them, if he were outside the membrane. Yet he would not. They might, instead, strike
8
a common language. He would seek answers. resources. Surrender your vessel. We are authorized
After a pause, he asked what troubled her. His to use warheads if risk of decontainment is
warm breath gathered on the membrane. imminent.
They wont take a kill shot until we redline
their energy scanners. Theyll hide behind protocol.
Chun Yin flinched at the growls from the lion. Theyre afraid. They knew as well as she that a
The deep, inhuman sounds repulsed her at a primal
Chapter I: Introduction
direct nuclear hit on an experimental FTL engine
level, and yet they were unmistakably words. She might generate a radioactive belt that could rain on
blinked with wonder. Maratis genetic treatments the planet for decades. Yins new hyperdrive posed
had been a success. Humanlike language and no such threat, but she did not intend to show them
sapience conferred to nonhuman species. An entirely
to Drdnah
the math. She hoped the bluff held.
new metaphysic.
One of the drones broke formation and drew
Its name was Kramah, this massive creature within miles of the Naga Sena. The display cascaded
behind the polymer window. She could not know its with warnings an instant before the missile exploded.
thunderous language, but its eyes touched hers, lit by The shockwave hammered the ship. Marati called
thoughtful curiosity. Through a nearby membrane out, EMP shield intact. How many near-hits can
watched a rust-colored fox that Marati had named it take?
Krilrah. Yin recognized a similar awareness in
the vixens gaze. These two were the first animals Just one more will give us enough time! said
to be treated, Maratis favorites, but the research Yin, praying she was right.
pod comprised thousands of such enclosures, each a
customized environment for dozens of species. Each Kramah knelt, to brace against the shaking
the birthplace of new thoughts, new intelligence. ground. A terrible groan erupted from the walls and
Perhaps uplifted souls? the air. Now he understood why the human was
Corporate Security ships are coming, Yin, nervous -- she foresaw this rising cataclysm. Did she
Marati repeated over the intercom. Do we fire the have any power against it? Did she have the courage
engine? to fight it? His mighty claws raked the ground. He
She nodded at the lion in the enclosure. The called out with his loudest roar, beseeching her to
being tilted its great head, trying to understand. act.
Start it, said Yin to her husband.
The bridge erupted with light when the
She met him on the bridge, standing by the hyperdrive engaged. Chun Yin and Krishna Marati
tactical hologram. Cutters, she murmured. They clasped hands and held them close. They could do
have a viral lock on us. little more as the engine threw open the veil between
universes, and the ship flung into a crystalline void
We can still surrender. The Corporate like a streak of light entering a prism piercing the
Judiciary wont execute us. dark; plucked apart; made pure. Their last sound
Kramah spoke to me. She took his arm. We was a wordless gasp, before their bodies lost focus
cant let them die. We need to escape. and meaning.
Thank you. A red signal flashed on the
tactical readout. A hundred pinpoint lights began The enclosure shattered around Kramah, or
to circle the ship. Marati clenched a fist. Nuclear perhaps it was Kramah who shattered. He spread
drones. We started too late. The initiation sequence his legs to steady himself but the air was different
wont finish. now, distorted, and his limbs looked like images on a
Yin brought up a holographic interface and rippled pond. There was nowhere to stand, nothing
streaked through its displays. Outside the ship, the to cling to. He curled upon himself and breathed,
experimental engine gleamed and shuddered and simply breathed, while the world became a cascade
struck to life. The bridge roared and quaked. Now of hard crystals; he was tumbled, reflected, cast from
it will. facet to facet and shone through arcane strata, until
Corporate Security to research orbiter Naga like a beam of sunlight he fell upon the ground.
Sena, clamored a voice from the lead warship. He panted. Dust leapt from the dry earth,
You are accused of misappropriation of company stinging his eyes. Through tears he saw a landscape
9
Chapter I: Introduction to Drdnah
unlike anything his enclosure had simulated. Here were she showed no fear of him. Instead she looked mystified.
trees of impossible height, aglitter with insects like jewels; Helpless.
waves of grass with blades of a thousand colors; giant Other animals woke in the distance and stood for
spears of crystal thrust from the rolling earth; twin suns the first time on two legs.
setting high clouds ablaze. The warm wind tasted raw
and exotic. Kramah looked at his own body and saw the figure
of a human male, but larger and stronger, clawed and
Movement nearby caught his predators eyes. A furred. He had his own tail and his own head and mane.
BOOK ONE
creature stirred in the grass. It was the being from the And his own thoughts. There was no sign of the two
adjacent cage, the russet-coated fox with a watchful humans now; the animals must care for themselves.
face. But it was different now, larger; and as it stood he But he would not hunt his fellows. He would strike a
recognized its new shape as that of the human female. common language. He would seek answers.
She swayed upon two long legs, clung to herself with thin
arms, lustrous fur nudged by the breeze. Her large eyes Gently he reached his new hand toward the fox
met his. No polymer membranes separated them, yet and spoke.
10
The Journey Chant Upon Drdnah They place Their children,
Drdnah is hid from the Devourer,
Now it has gods, song and children.
Darkness begins and Darkness ends, Weep and Rejoice.
Light is the Purifier, the Great Flowing Sea,
The Breath of the Gods. **********
Shine Forth. Great Father and Mother dance in Heaven,
Chapter I: Introduction
Heaven is Light, Drdnah is far,
Drdnah, the World, is without gods, The children touch Drdnah,
It is without children, tears or song. It gives them stance.
No one weeps for its dust. Feel and Rejoice.
Silence.
to Drdnah
Great Father and Mothers forms are many,
Mahitytah, the Great Father, comes, Heaven is Light, Drdnah is far,
Mahimbah, the Great Mother, comes, Great Mother pours the Water of Heaven,
Riding their fiery chariot, rejoice. The children have many forms.
Sing Aloud. Look and Rejoice.
The Edge of Heaven splits open, The Water of Heaven is without form,
The Providers and Protectors come, Heaven is Light, Drdnah is far,
They bring Their children. Great Father has many forms,
Rejoice Aloud. The children have many forms.
See and Sing.
Darkness They escape, rejoice,
The Great Devourer They elude, Water of Heaven flows from the Sea Saln,
It consumes the Universe. Heaven is Light, Drdnah is far,
Mourn. The children receive the Water,
The children are the Jnah, shaped by Saln.
The Devourer is the End, Rejoice.
The End for all things,
It consumes Light, Love, Song. The Jnah touch Drdnah, it is far,
Silence. Heaven is Light, Drdnah is far,
They see Great Father and Mother,
Mahimbah, Great Mother, sings, They have no song, no words.
The Path of Dreams She takes, Silence.
She gives Drdnah love and children.
Weep. They cannot dance, cannot sing,
Heaven is Light, Drdnah is far,
Mahitytah, Great Father, dances, They cannot give Song to the Gods,
He shapes Light and Warmth, Tears are their only song, only love.
He sets the twin crystals in Heaven. Weep.
Look and Rejoice.
Mahimbah weeps, Drdnah is silent,
The greater crystal is Lokyn, Heaven is Light, Drdnah is far,
It shines bright and warm upon children, She sings the Jnah to sleep,
Lokyn is the second light of Drdnah. No love, no song, no words.
See and Sing. Silence.
The lesser crystal is Ed, She rides the Dreams, Drdnah is silent,
It shines softly upon children, Heaven is Light, Drdnah is far,
Ed is the first light of Drdnah. She takes the Flute from Heaven,
See and Sing. She takes the Music of Heaven.
Weep.
Light purifies and prepares the way,
For the children of Great Father, Mahitytah, is angered, Heaven is silent,
For the children of Great Mother. Heaven is Light, Drdnah is far,
Look. The Flute of Heaven is gone,
The Music of Heaven is gone.
Listen.
Basic Compendium
11
Chapter I: Introduction to Drdnah
Great Mother hides the Flute,
Heaven is Light, Drdnah is far, The History of the Jnah
In the bodies of the Jnah, awake, I am Buvrah, Master Historian at the Academy
Music is theirs, they have song. of Nilm in Hanlu. At the request of my esteemed
Listen and Rejoice. colleague Atj of the Line of Sthyaram, and for
the glory of our isvar, His August Majesty Pntama
She teaches them the Song of Heaven, the Sixteenth, I have endeavored to write a treatise
Heaven is Light, Drdnah is far, concerning the history of our people, the jnah. So it
BOOK ONE
The music of Life, Drdnah sings, is on this twenty-fifth day of Nandthu, at the height
Jnah sing to Heaven, listen. of the Kramahn Games, in the one thousandth and
Sing and Rejoice. seventh cycle after the Wars of Twilight, that I put pen
to parchment to record these words.
Great Father hears the music, I find this a most worthy endeavor, for history
Heaven is Light, Drdnah is far, provides us with a tapestry of wisdom. Woven in
Drdnah sings to Heaven, listen, its threads, we find both victories and failures. By
Great Father dances to the Music. studying these events, we gain insights that allow us to
Sing and Rejoice. weave a brighter future. It is my most fervent wish that
other disciples of the Scholars Way can unravel this
Drdnah awakens, it sings, tapestry and find the deeper understanding that will
Heaven is Light, Drdnah is far, strengthen and empower many future generations.
The Voice of Drdnah is the Jnah, So, with great humility, I present to you now the Six
The Jnah are Drdnahs song, listen. Great Ages of the Jnah.
Sing.
The Wandering
Great Father weeps Fire on Drdnah,
Heaven is Light, Drdnah is far, Much of our early history must be gleaned from
He dances to the Music, the pages of the Partakm, the holiest text of the
He gives the Jnah Fire. Mahist faith. There are some scholars who claim that
Look and Rejoice. most of what is contained therein falls into the realm
of myth. I happen to be of the opinion that history is
Great Father shapes the crystals, simply myth that scholars have all agreed to believe.
Heaven is Light, Drdnah is far, There is a great deal of wisdom in the revered pages of
He teaches the Jnah Craft, the Partakm, and I urge all serious students of history
He gives them Fire and Craft. to carefully study its pages, for reason and faith are
See and Rejoice. brothers, not foes.
The Partakms Journey Chant tells of the flight
The Jnah craft, they create as the gods, of the Great Father and Mother from the Devourer,
Heaven is Light, Drdnah is far, known as the Darkness Without End. It tells of
To Great Father and Great Mother they sing, Their escape along the Path of Dreams in Their fiery
They have words, song, fire, craft, love. chariot, and reveals how They tore asunder the Veils
Sing and Amen. of Heaven in search of a sanctuary for Their children,
the firstborn and ageless Devah, and the mortal jnah.
Arriving beyond the Edge of Heaven, the Great Father
set the twin crystal suns in the sky, revealing the world
of Drdnah, the Dust No One Weeps For. Upon its
12
face They placed Their children. Kirh. Stories of Hrpas insatiable hunger, and
The Great Father and Mother performed many Muhjbhs amusing pranks are favorites in the coastal
miracles for Their children. They gave Their children and central regions. Kramahs clumsy attempts to bed
many forms to hide them from the Devourer, and the sensuous Sianthe are incredibly popular in the
to give them mastery over the various regions of north. There are dozens of such tales and every region
Drdnah: to the furred Vajrah, mastery of the of Drdnah has its own unique and often amusing
earth; to the winged Paksin, mastery of the air; variations.
Chapter I: Introduction
and to the scaled Sarpah, mastery over the waters.
They also gave them tears, laughter, voice, song, fire, The Thousand Years of
and craft. And when finally They were done, They Darkness
rejoiced for Their children and returned to the Edge
It came to pass that in the midst of this splendor,
to Drdnah
of Heaven to sleep.
Amasrah eventually grew jealous of the other
During this time, the Devah and the jnah Devahs power and influence. She used her cunning
wandered upon their new world like children, to unlock the mysteries of the dark void of Narkah,
filling themselves with the understanding of their the Swirling Hells. This foul realm was the home of
new home. They learned to thrive upon the bounty demons, hideous shape-changing monsters whose
that Drdnah offered. For many countless years existence was dedicated to chaos and destruction.
they wandered thus, the ageless Devah guiding the
jnah across innumerable lands of endless variety. Amasrah found ways to bind these demons
Many generations of jnah lived and died beneath and used their essence to grant herself vast powers.
the light of the two suns, under the beauty of the She gathered together Sarpah followers who she
three moons. had seduced with her lies, and taught them how to
use this fell craft. They became the first summoner
sirhibasi. Armed with her disciples and her demons,
The Age of Splendor Amasrah waged a terrible war against the other
The Partakm goes on to say that finally rested Devah for control of Drdnah. Thus began the
from Their tasks, the Great Father and Mother awoke Thousand Years of Darkness.
and spoke once again to Their beloved children. The Krilrah knew that Amasrah had used the power
holy text tells of the rise of cities as the will of the of Narkah to increase her strength, so she beseeched
Great Father and Mother began to be felt again. It the Great Mother for aid, who took Krilrah into the
describes the earliest civilization, the great city of Path of Dreams. This dreamworld granted Krilrah
Jangaram, the City of the People, where the Devah amazing gifts of prophecy and warding that allowed
were said to rule. her to successfully combat Amasrahs demons.
According to the Partakm, the Great Father Krilrah passed this knowledge on to her own pupils,
and Mother knew that Their children would need thus giving birth to the dreamwalking sirhibasi.
guidance. Thus, They appointed Their Firstborn The great War of the Devah continued for a
Children, the Devah, as protectors and guides for the millennium, and all the wonders that had come
rest of the jnah. The Devah became the benevolent before were undone in the terrible tumult. Neither
rulers of the jnah and taught them many things, side seemed capable of defeating the other. Shining
including farming, crystal craft, mathematics, an Jangaram crumbled into dust. Many generations
alphabet, architecture, and many other wonders. This passed under the dark cloud of war, and terrible rifts
Age of Splendor was said to last for a thousand years. were formed between the various races of the jnah.
In those days, the Devah, like the Great Father The Sarpah who allied with Amasrah retreated
and Mother, could take many forms. But as their time into the steamy northern lands beyond tall and angry
on Drdnah stretched into centuries, they settled on mountains. The Paksin remained in the jungles and
jenu they found most pleasing: Kramah, the lord of deserts of the southwest. And the Vajrah withdrew
war, a mighty lion; Krilrah, goddess of prophecy, a into the temperate southeastern regions. The Devah
lovely fox; Sianthe, goddess of rivers, a sleek water had also grown to distrust one another, as each felt
snake; Kirh, master of the sky, a noble falcon; they should decide the fate of the world.
Hrpa, god of the seas, a stout walrus; Muhjbh, god
of luck, an agile monkey; and Amasrah, goddess of The Great Father and Mother, seeing Their
the night, a deadly cobra. children so divided, understood that the jnah could
never find lasting peace as long as they were the pawns
A variety of popular folktales originate from this of the precocious and undying Devah. And so the Great
period. Tales of Kramahs jealousy over Krilrahs Father and Mother commanded the Devah to return to
many amorous adventures are common in the east, the Edge of Heaven where they would remain forever,
whereas the west fancies the fables portraying Kramah to watch over and guide the jnah out of the darkness
as a dimwitted brute, easily duped by the clever god into which their terrible war had plunged them.
Basic Compendium
13
Chapter I: Introduction to Drdnah
Of Amasrah and her followers little else is told, Sorcerer Princes of Visedhrah. But as the might of
for the Great Father and Mother, in anger over the these various nations grew, so too did their ambition.
abominations she had unleashed upon the world, Conflicts began to erupt as the desire for territorial
hurled Amasrah and her servants into the Swirling expansion prompted the mighty Sarpah amns of the
Hells of Narkah. There in the void, Amasrah and north to begin sweeping southeastward toward the
her disciples became demons themselves. The issue of smaller Vajrah nations. In time, the sorcerer princes
her sinister arts, the terrors she had summoned from of Visedhrah began to envision themselves as the
the abyss, fled into the shadowy places of the world. rightful rulers of Drdnah.
BOOK ONE
14
domination. Among these, the most infamous and stemming the deadly invasion was an alliance with the
terrible of all was Adhitmuss, a Sarpah known as the Vajrah of the southeast. At first the possibility of an
Isvar of Suffering, the legendary sorcerer said to have alliance seemed remote, as old prejudices against the
mastered the foul art of demonology. Vajrah were firmly rooted in the minds of the Paksin
At this time, Visedhrah was already a powerful nobility. The wingless Vajrah had never formed a
nation, ruling over a large section of the northeast. Led powerful amn, nor had they ever raised vast armies,
by the sorcerer princes, the vast Visedi armies began or built mighty fleets of skyships. They squabbled
Chapter I: Introduction
to push southward through the jungles of Ullsh. The amongst themselves in petty disputes over the borders
Aminar of the Jade Throne, Kahlsu XIII, who would of their relatively small isvarates. The Paksin viewed
come to be known as Kahlsu the Mad, respected the them as backward and simple. That was until an offer
strength of the Paksin amns of Rkbar and Amnol, of help came from a little known Vajrah people who
to Drdnah
but had little regard for the Vajrah people of the had once lived on the eastern coast of Hthiyar in a
southeast, whose domains were smaller and divided. city called Klin.
And so it was, hidden from the sight of the Amnoli
and Rkbarani alike, that the Visedhran forces swept The Scattering of the Klin
over the Gajah realm of Hthiyar, led by Adhitmuss Long ago, the old and magnificent city of Klin
himself, Kahlsus chief general. This act would mark nestled within the forests of the eastern tropical coast.
the beginning of the Wars of Twilight. The city was a marvel to behold, for the people of
Klin, unlike all other Vajrah, possessed leather wings
The Twilight Wars and could fly like the Paksin. Their great city reflected
The rulers of Hthiyar, the tusked Gajah Dynasty, this unique trait and was built both beneath the
were then as they are today, a proud people of mighty earth and suspended above the towering trees. It was
stature and great strength. But nothing could have considered the most beautiful in all of Drdnah.
prepared them for the power of the sorcerer princes. The people of Klin were renowned architects who
A host of unspeakable horrors descended upon their wove the magic of the Dream into their works. Tales
lands and citizens, and in their wake came vast armies. from the Time of Enlightenment tell how Krilrah
Cities large and small fell to the invaders, and many had gifted their leaders with many arcane secrets. In
survivors were forced southward to seek refuge in their writings, these blessings became the legacy of the
Ktta. In the span of a single decade, all of Hthiyar people of Klin, and many of the marvelous eastern
had been conquered, and the Gajah had been utterly temples and palaces of the ancient world are credited
defeated and enslaved. to their efforts and craft.
Word of the conquest of Hthiyar spread across When the armies of Visedhrah fell upon
the seas. Those lucky few who had escaped into Ktta Hthiyar, the people of Klin, who were the furthest
sought to warn other southern nations of the terrible east of all Vajrah nations, had time to prepare their
threat from the north. But long before word ever escape. Many had fled by the time the Visedi troops
reached the far away nations of Amnol and Rkbar, surrounded their city. The Sarpah soldiers discovered
the foundations of mighty and impenetrable fortresses they could not enter the enchanted realm. When
were being laid by the Gajah slaves under the direction the Klin who remained refused to surrender, the
of the sorcerer princes. These fortresses were designed Visedi bombarded their beautiful spires, but to their
to house and train thousands of soldiers who could dismay discovered that the delicate structures held
strike far into the coveted realms of the south. They firm against their cannons. The Visedi called for aid
were erected with the aid of sorcery and said to be from their lord and general, Adhitmuss. The Klin
protected by demons. Foremost among these demon elders knew that their beloved city was lost, and so
fortresses, ruled over by Adhitmuss himself, was a their sirhibasi made one last effort to hold back the
vile construct that came to be called Jirangarrm, terrible demon ships that would soon come bearing
the Rotting City. death.
It was from this cursed place, many decades later, A great storm blew in from the east across the
that the doom of Amnol came. The ancient city of ocean of Dharshn, tearing at the encampments of
Hadrah, once the seat of power in old Amnol, fell the invaders and delaying the passage of the demon
swiftly to the armies of Adhitmuss. The shattered ships just long enough for the rest of the Klin to
Amnoli forces retreated across the sea to the deserts escape. Only those few Klin who stayed to maintain
of the south. No city could resist the Isvar of Suffering the unnatural storm were lost, for when the dread
and his demon ships from terrible Jirangarrm. ships of Adhitmuss arrived, they set flame to the
Within the span of a few years, all of northern Amnol great forest and burnt the city of Klin to the ground.
and Rkbar had been conquered by Adhitmuss. It would be nearly two hundred years before anything
Only then, with so much already lost, did the would grow upon that once fertile delta, which came
Paksin rulers come to realize that their only hope of to be known as Nanduri, the Place of Ashes.
Basic Compendium
15
BOOK ONE Chapter I: Introduction to Drdnah
The Klin refugees that fled southward into Ktta Ishpria had long been a nation of civil unrest.
warned the Mahndak Dynasty of the threat that had Warlords fought for dominion over the shadowed
risen in the north. The flood of Gajah refugees into mountain valleys, and bloodshed was commonplace.
their capital city convinced the Mahndak lords that No isvar remained on the throne of Ratnm for very
it was time to act. They chose to transplant the seat of long. In such an atmosphere, the Klin had little
their power to the newly fortified city of Sravatmr hope of rallying together support for their cause.
further north. There the Mahndaik gathered their The warlords ignored their warnings, even when
armies, and with the aid of Klin architects prepared a Tishnian refugees began to cross the borders of
defense against the coming dark tide. Ishpria, fleeing the invading Visedi armies. The
Meanwhile, the Klin sought to unite the remaining isvar, himself once a warlord, was far more interested
Vajrah realms against the common foe. Many settled in securing the Klins help against his many rivals.
among the jnah of the mighty forests of southern For their part, the Klin had little desire to make their
Ktta, and chose to share their arts with their allies. new home in a land of such unrest, but they feared
Other Klin traveled southwest beyond the Kantara moving northward, closer to the Visedi invaders. So
Mountains into the island nation of Dar-Purm, it was that they decided to settle for a while and wait
which like all of the southern isvarates was ruled by for a sign from the Devah.
furred Vajrah lords. But unlike most of these lands,
Dar-Purm had long ago attracted a large number of Udtis Heart
winged Paksin settlers. When the Klin arrived, they Among the Tishnian refugees who had fled
discovered that the Paksin and Vajrah lived together into Ishpria was a weary traveler who sought out
as equals. The Dar-Purmi were already aware of the the Klin elders. His name was Udti, and from his
trouble that stirred in the far northwest, but were not arms hung tattered, useless leather wings. The Klin
concerned. What use could far-away Visedhrah have elders were stunned to recognize one of their own.
for a small island nation such as theirs? Udti was one of the Klin sirhibasi who had remained
The lords of Dar-Purm believed that the Visedi in their doomed city to call forth the great storm.
sought only the lands and slaves of Hthiyar, to build Udti described how he and his comrades had been
what armies they needed to conquer the Paksin amns. enslaved by Adhitmuss. They were each sent away
After all, the Sarpah had ceased pushing southward to far shores to lend their formidable talents as mystic
once Hthiyar had fallen. The Dar-Purmi lords felt architects to the building of the demon fortresses that
it would be unwise to anger the Visedhrans. Better now threatened the freedom of the world.
to let the northern realms work out their own affairs, Udti described how his wings were shredded
as they had always done. The Klin were vexed by Dar- to prevent his escape, and how he was shackled and
Purms response, and were insulted further still by taken by skyship to oversee the laying of the first
the demand of their isvar that they leave his land. The stones of horrid Jirangarrm. It was due in part to
Klin were given passage across the gulf to the lands his arts, and the skills of the other Klin captives, that
of Ishpria, where they hoped they might find wiser these demon fortresses were near impregnable. It was
leaders. only when Adhitmuss attention had been drawn
16
away toward his greater goal of conquest that Udti which was preparing for a siege. It was here their elders
found a chance to escape. met with the aminar Daksikhr, an aged peacock
Within the hidden passages of the fortress he whose Line had ruled Amnol for centuries. The Klin
had helped design, Udti had carefully planned his also traveled into Rkbar, across the tropical forests
own path to freedom. During the many years of his to the city of Varalu, where the Rkbarani aminar
enslavement, he had also managed to witness the Gurdrah and the royal family had taken refuge.
terrible rites that Adhitmuss had used to gain power. To these great aminars they explained how
Chapter I: Introduction
Udti learned the magics used to grant Adhitmuss the Visedi had built their demon fortresses with
near immortality, and discovered that the Sarpah magics stolen from Klin adepts. They also spoke of
sorcerer had anchored his undying soul to the world the corruption of Adhitmuss, and of his pact with
by removing a portion of it and hiding it away in the the terrible powers of Narkah. On the matter of
to Drdnah
depths of his lair. It had been Adhitmuss himself who Adhitmuss immortality and the prophecy of Udti,
had orchestrated the plan for Visedhran expansion however, they spoke not at all, for they feared that the
over a century earlier. For hundreds of years he had rulers of Rkbar and Amnol would become angered
lived, and for countless more he planned to impose by the Klins failure to secure Udtis tablet.
his will upon the world. It was known by the Klin that during the Age
Udti showed the Klin a crimson tablet of stone of Enlightenment the Visedi Loregather had shared
upon which he had transcribed the secret rites of the their arcane knowledge with the Paksin. The Klin
Isvar of Suffering. When the Klin elders asked him to requested sanctuary within the lands of the Paksin,
share this knowledge, Udti refused. He explained that and asked to be taught these ancient rituals so that
Krilrah had spoken to him in a dream, warning him they could use those magics against their common
that the world would be greatly harmed by the misuse foe. Together, the Klin reasoned, they might be able
of such fell knowledge, but that in time the tablet to unlock the secrets that would bring down the walls
would bring about the destruction of Adhitmuss. of the vile demon fortresses. Although the leather-
Udti begged the Klin to await the Devahs holy winged Klin seemed strange to the Paksin, their
guidance. But the Klin elders were not interested in knowledge and magical skill could not be denied.
Udtis visions. They demanded he share the secrets The Paksin aminars did not wish to share the same
of the crimson tablet, for they craved the knowledge fate as the Gajah, and so granted the Klins request.
of those powerful magics. Udti requested and was In the years that followed, a terrible war of
granted a night of meditation before revealing the attrition was waged across the northern lands of what
secrets. remained of Rkbar and Amnol. The Rkbarani
In the morning, Udti and the tablet were gone, seemed to fare well compared to Amnol, who lost
never to be seen again by his own people. There are Grdahassi and the town of Nask within a year
those who say that he took a small boat out to sea and of their alliance with the Klin. Beautiful Ekapa was
hurled himself and the crimson tablet into the depths lost as well, though the Visedi armies paused there,
so that its power would never be misused. Other tales apparently deciding whether to push further south
say that he called forth a monstrous creature called toward Magambi. The Rkbarani had already lost
Cnavar from the emerald waters, which took the their capital city of Diyk and neighboring Yanti
tablet away to guard until the day that Udti or one of before the Klin came, but had been successful in
his blood returned to fulfill Krilrahs prophecy. The keeping the invading armies occupied in the dense
tablet would come to be known as Udtis Heart. jungles west of the Sea of Suvr, away from their port
city of Predvah.
The Rallying of the Paksin The Rkbarani scored a great victory, however,
The elders of the Klin were left in dismay, but at when a fleet of their skyships from Varalu flew
least now understood the true nature of their enemy northward over the Sea of Suvr and attacked one
and the source of the power used to create the demon of the demon fortresses built near the northwestern
fortresses. They decided that they should waste no Rkbarani border. In addition to the winged Paksin
more time with the isvarates of the south, and should soldiers, the ships carried Klin elders armed with a
instead deal directly with the amns of Rkbar and potent combination of their own magics and the
Amnol, who were even then being overrun by Visedi ancient sorceries of the Loregather.
armies. For the first time since their creation, the grim
The Klin chose to cross the southern reaches of defenses of the fortress weakened as emerald lightning
Tishnia, observing as they did the desperate attempt fell from the dark clouds that gathered overhead. The
of the Tishnians to push back the Visedi invaders Rkbarani ships did not fall victim to the demons that
from their northern shores. Finally, the Klin entered guarded the fortress, and eventually the outer walls
Amnol from the east near Ekapa, which had not yet crumbled. Even the cannons of the Visedi seemed to
fallen, and crossed the Sea of Vigra to Grdahassi, do little to the hulls of the Rkbarani vessels as they
Basic Compendium
17
Chapter I: Introduction to Drdnah
circled above the now-exposed fortress, disgorging For some time now, Daksikhr had been devising
their troops to fall upon the stunned Visedhran a plan for a direct attack upon the Rotting City. The
soldiers within. Klin warned the aminar that the power of Adhitmuss
For many days the siege continued, the Visedhran should not to be underestimated, for the full extent of
forces suffering terrible losses, while in the clouds his pact with the powers of Narkah was not known.
above, dark shapes wrestled in supernatural contest. They recommended the aminar concentrate his efforts
In the end, the fortress great tower was shattered, on defending Distya instead. Infuriated by what he
and the sorcerer prince who ruled there was slain. For perceived to be cowardice, Daksikhr commanded
BOOK ONE
days afterward, on the return journey, the Klin slept, the Klin to prepare their magics. The aminar felt the
but for the Rkbarani there was cause for celebration. time for a siege was at hand, for Adhitmuss would
This victory emboldened the beleaguered troops, who be absent, attending his coronation in the far north.
until then had seen only defeat. There would be no better time to strike. Reluctantly,
the Klin elders agreed.
For a time, the northern Paksin amns,
strengthened by the magical might of the Klin, Little is known of what truly happened that
seemed capable of stemming the tide of invasion. terrible day at the siege of Jirangarrm. That it
Encouraged by the success at what became known as was a crushing defeat for the Amnoli there can be no
the Battle of the Yn Jungles, the Rkbarani nobles doubt. It is said that the Amnoli skyships were torn
pushed to regain their lost lands. Amnol also seemed apart by vast, translucent tentacles which descended
to fare better with the help of the Klin. Their armies in great number from holes torn in the sky. It was,
held a fleet of invading Visedhran vessels at bay some survivors claimed, as if the hells of Narkah had
near Distya. The Amnoli even laid plans for a siege opened before them allowing its terrible denizens to
on Jirangarrm itself, and began to slowly push consume their fleet. The aminar managed to survive
northward with the hopes of reclaiming the city of the initial attack, and attempted to rally his warriors
Ekapa. on the ground.
The survivors told further tales of the terrors
A Dark Alliance witnessed in this final battle between the soldiers of
Then, in the midst of this great conflict, word Amnol and the forces of Adhitmuss: sorcerous winds
came from the far north that the aminar Kahlsu the that stripped flesh from bone with the chilling sound
Mad, the ruler of all of Visedhrah, had died. There of laughter; chitinous horrors that leapt over the
was a brief glimmer of hope that the engines of war impregnable walls to begin cutting down the Paksin;
would grind to a halt as a result, but then terrible and most terrible of all, dead Amnoli rising up like
news followed: the sorcerer prince Adhitmuss had twisted puppets to begin slaughtering their comrades
declared himself the new aminar of Visedhrah. Shock upon the battlefield. Some claimed to have seen
and dismay shook the world, for it seemed
there was nothing now to stop Adhitmuss
ambitions of conquest.
Then another terrible tragedy was
reported from across the world: Ktta had
fallen and the Mahndak Dynasty had
been utterly destroyed. It was said that
unspeakable magics brought a horrific end
to the fortified city of Sravatmr, despite
the wards of the Klin. Those few that fled to
the city of Gajanh spoke of the anguished
screams that arose from within the city as
it died. No Visedi forces ever entered it,
for the hollow spire of rock upon which
Sravatmrs temple sat began to belch forth
poisonous vapors which shrouded the city
in a deadly mist.
Within that same year, word came
to Aminar Daksikhr that the armies of
Visedhrah had begun to march southward
once again, toward the great city of Distya.
The aminar feared that if they did not move
soon against far away Jirangarrm, their
ancestral city would be lost.
18
Daksikhr himself dragged away by his own dead witnessed these atrocities first hand, they were filled
honor guard into the bowels of the Rotting City. with loathing. Even Adhitmuss own troops began to
Many believed these tales to be true, for similar feel shame over the terrible acts they had committed
stories had come from others whose lands had fallen in their aminars name. It is said that many of the
to the armies of Visedhrah. And so it was that Sarpah settlers took pity upon the Magri citizens,
Amnol grieved for its slain ruler. But then, only a few and sought to protect them from the demons in their
days after the siege, a royal skybarque from conquered midst.
Chapter I: Introduction
Hadrah, bearing the banner of the Amnoli aminar, Back in Amnol, the Aminar Daksikhr
descended from the clouds to land before the palace began to manifest a new and disturbing nature.
gates. At first none dared hope it could be true, but Oppressive laws were enacted, and many nobles
soon Daksikhr himself emerged from the vessel. An who had expressed discontent over the terms of
to Drdnah
alliance, the aminar proclaimed, had been formed the alliance with Visedhrah were publicly tortured
between Amnol and Visedhrah. and executed. The aminar crushed any hint of
The Amnoli nobles were stunned. Daksikhr disobedience or dissent without mercy. Worse still,
went on to explain that although Distya would be Vajrah slaves flooded into Amnol, and the aminar
ceded to the Visedi and rebuilt to suit their needs, the used them in cruel blood sports for the amusement
Amnoli people were welcome to return to it and dwell of his court. The aminars depravities began to tear
within its walls, alongside their new allies. Adhitmuss apart the once lawful land, and violence between
had personally vowed that no more land would be lord and citizen, and master and slave became
taken from Amnol south of Distya, which was to be frighteningly common.
renamed Suathari, the Southern Jewel. The cities of
Jausrimun, Hal-Hammar, Jnradh, and all the lands The Blessed Twins
to the south were to remain under the sovereignty Legends say that in the midst of this terrible
of Amnol. In return, the Amnoli would allow the conflict a blessed event took place in far away Bakri.
armies of Visedhrah to pass unhindered across their On a night marked by the alignment of the three
land into the nation of Magr. The Amnoli nobles moons, a pregnant Vajrah, a gazelle with pearl-white
were outraged by the terms, for the lands to the south fur, washed ashore during a terrible storm. She
were mostly arid desert, but Daksikhr silenced all claimed to have no name and no past, and it was said
debate. So it was that the alliance between Amnol that she could perform miracles. She was taken in by
and Visedhrah was forged, and the doom of Magr the kind isvar Jhirrd, who had seen firsthand the
was sealed. many wonders within her power. Enchanted by her
In the months that followed, Magr fell swiftly beauty and gentleness, Jhirrd named her Devayani,
to the horrors unleashed by Adhitmuss. It was said the Devahs Grace.
that demons now mingled freely with the armies of When the time of the birthing was at hand,
Visedhrah, feasting on the flesh of hapless conquered Devayani told Jhirrd that although terror had come
citizens. After a bloody attack on the settlement to strike at the people, they should not despair. The
of Suri, and with terrible rumors spreading south Devah had heard their prayers and had chosen to
through all of Magr, few Magri cities resisted the leave in his care precious gifts that would one day
Visedi armies. Even at the capital of Matra, no sword bring true peace to all of Drdnah. Devayani died
was drawn or cannon fired. The city gates were thrown while giving birth to her children, beautiful twins,
wide, but despite this, the entire Magri royal family pearl-white like their mother, one a male lion, the
was butchered before the eyes of their subjects. other a female fox. It is said that their eyes shone with
An edict was issued by the invaders that all the a divine light, as if the spirits of Kramah and Krilrah
Vajrah of Magr were to be enslaved and become the themselves rested within their breasts.
property of their new Sarpah masters. Visedi settlers Kramahs Talons
who traveled a few days behind the army flooded into
the conquered cities. Visedhran ministers replaced At that same time, a terrible battle raged between
the Magri nobles who had been in power. Garrisons the soldiers of Bakri and the advancing armies of
were established to insure a smooth transition of Visedhrah. Demons moved through the ranks of
power, and to quell any possible Magri uprisings. the Sarpah, and the soldiers of Bakri quailed before
The bulk of the Visedi army continued south toward them. When all hope seemed lost, there appeared on
the tiny nation of Bakri. the battlefield two great heroes, like a blessing out of
the east. A golden eagle, wielding the light of the suns
Never before, however, had the ordinary Sarpah like twin blades, and a tiger, whose roar was like the
citizens of Visedhrah actually witnessed the brutal destructive winds of a Dshasd storm, cut through
tactics of their new aminar. The stories they had the ranks of the demons and rallied the Bakri to
heard had been dismissed as tales designed to strike victory.
fear into the hearts of their enemies. But now, having
Basic Compendium
19
Chapter I: Introduction to Drdnah
These two were the first of five legendary heroes Of all the eastern Vajrah nations, only troubled
who would come to be known as the Talons of Kramah; Ishpria failed to heed the call to arms of the Talon
warriors who had been granted mystic martial powers Bhadrah. Its isvar had recently fallen to a mighty
by the Devah so that they could bring an end to the warlord known as Sistahrdh the Raver, who now
threat of Adhitmuss. The eagle was named Jvalah, governed all of Ishpria from his mountain keep of
master of the sacred stance of Kramahs Sword, and Yuaj in the Dgubar Pass. Like Daksikhr, Sistahrdh
the tiger was called Kahraman, master of Kramahs had made a pact with Adhitmuss, who had placed
Roar. Jvalah spoke of their other three comrades: the him on the throne to subjugate the southeastern realms
BOOK ONE
mongoose Nipna, master of Kramahs Spear; the of Drdnah. Toward the end of the Twilight Wars,
jackal Pundrikam, master of Kramahs Shield; and a mighty Ishpri hero named Nendruh overthrew
Bhadrah the cheetah, master of Kramahs Leap. Even the sadistic warlord, and had him publicly beheaded.
now, these three heroes were rallying the isvarates of It was said that tyrants severed head continued to
the east against the common foe. Jvalah and Kahraman scream in rage for days afterwards. Nendruh was
had sailed from the eastern coasts of the Gulf of Bhtai proclaimed the new isvar by the grateful Ishprians
to stop the Visedi armies, and secure the safety of the and ruled for many decades.
Blessed Twins, for the Talons knew that they would In the far east, the scattered forces of Hthiyar
one day help bring an end to the Twilight Wars. and Ktta rallied around the Talon Nipna, the
Jvalah and Kahraman intended to continue mongoose who possessed the stance of Kramahs
northward into Magr, in the hopes of destroying the Spear. This mystic art gave her the power to call down
demonic presence there, and liberating the Magri the very fires of heaven. Nipna and the eastern
people. They bade the Bakri generals to send word armies eventually retook the conquered lands of
of their victory to their isvar, and to advise him of the the Mahndak and the Gajah. The eastern demon
great responsibility he had been given as the protector fortress which had helped bring about Hthiyars ruin
of the Blessed Twins. The Talons then requested that was destroyed by lightning called down by Nipna,
the Bakri army march northward with them to help and its sorcerer prince slain. In the decades that would
bring an end to the cruelty of Adhitmuss. follow, the nation of Hthiyar would be completely
Through the efforts of the Talons and the armies cleansed of the Visedi presence.
of Bakri, the nation of Magr was finally liberated after
many years of struggle. This effort was aided by the fact The Liberation of Amnol
that many of the Visedi settlers chose to forsake their In Amnol, a Vajrah slave named Sejurna, a
loyalties to Visedhrah in favor of fighting alongside black panther who was said to have descended from
the Vajrah and Paksin against the terrible demons of Tishnian nobility, had risen through the ranks of the
Adhitmuss. gladiators to become the most renown and deadliest
But in the midst of these victories, word came arena champion in all of Jausrimun. He was much
from Amnol that Aminar Daksikhr had descended prized by the Anmoli court, who had profited from
into madness. Many of his own people had fled his his victories in the arena, but was despised by his
cruel tyranny. Visedhran terror troops amassed in fellow slaves, who saw in Sejurna an obedient servant
the southern remnants of Amnol in response to the of the Visedi occupiers who curried favor at the cost
loss of Magr, and their oppressive presence taxed the of Vajrah blood. After a failed slave uprising in Hal-
subjugated people. But it was the Vajrah slaves who Hammar, which had been spurred on by the news of
suffered the most at the hands of the Visedi occupiers. Magrs liberation, Daksikhr had arranged a bloody
Many liberated Magri slaves had chosen to join the gladiatorial display where a thousand rebellious
Talons in their efforts to reclaim conquered territories, slaves would be slaughtered for the amusement of
and rumors of their victories both angered the Visedi Daksikhrs court. Sejurna was to be the instrument
and stirred the hearts of the slave population in the of the slave leaders demise.
conquered territories of old Amnol. The stage was It is said that several nights before the blood sport,
set for a bloody slave rebellion that would eventually Sejurna was visited by Kramah in a dream, who told
topple the Jausr Dynasty forever. him that it would be by Sejurnas own hand that the
In the Isvarate of Tishnia, the Talon Bhadrah, demonic power that held the Vajrah slaves in thrall
whose blind eyes could see only in the realm of Dream, would be overthrown and destroyed. In this vision,
and through which she could walk unhindered, had Sejurna saw a mighty crystal spear, engraved with
rallied the armies of Dar-Purm and Gilrhi. They devotions to the Devah, and Kramah proclaimed that
came to the aid of the beleaguered Tishnian forces, when Sejurna wielded the spear and heard the roar
and drove the Visedhran invaders from the shores of the mighty Devah of War, the time of liberation
of Tishnia. Then the combined armies destroyed would be at hand. On the day of the arena match,
the demon fortress at the base of the sursammah Sejurnas master, the chief magistrate of Jausrimun,
Mountains. presented the gladiator with a gift: the beautiful
crystal spear of Sejurnas vision. It was an heirloom
20
of the magistrates Line, and deemed a
fitting weapon to display in the arena for
the aminar.
Seated upon a dais overlooking the
arena, surrounded by his court and his Visedi
allies, the aminar Daksikhr awaited the
commencement of the days entertainment.
Chapter I: Introduction
The thousand rebellious slaves and their
leaders were brought forth, as was Sejurna
and the gladiators who would fight for the
honor of the aminar. It was the custom that
to Drdnah
the winners of the contest would be granted
their freedom, but since Daksikhr had just
received word that Hal-Hammar had fallen
to the Talons and their Vajrah armies, the
aminar proclaimed that all the Vajrah slaves
were to be slain in the arena as punishment
for the actions of their people.
In that instant, a roar like thunder
from heaven shook the very walls of the
arena. Landing in the midst of the slaves,
the Talon Kahraman blasted the Visedi
guards surrounding Daksikhr. Seeing his
vision come to pass, Sejurna leapt forward
and smote Daksikhr with the haft of his
mighty spear, hurling him into the arena
below. To the horror of all the Amnoli, a
monstrous change came over their fallen
lord. The mortal guise of Daksikhr fell
away, revealing a hideous demonic figure. tradition, but was instead buried in an unmarked
The monster vomited black bile, and from it rose crypt deep within the Shadya-Kav Mountains. It is
many twisted creatures. said that a great sandstorm blew in from the west
Before the eyes of thousands of horrified citizens, and covered the entire city, as if erasing it from the
an epic battle was joined, Vajrah slave against Visedi memory of the jnah. Thus it was that the Jausr
soldier, and demon against hero. On that day, Sejurna Dynasty ended, and the foul taint of Adhitmuss was
slew the tyrant Daksikhr, aided by the Talon cleansed from Amnol.
Kahraman. In the years to come, these two would
form a close kinship that would lead to the founding The Klins Banishment
of the mighty Vajrah nation of Sustrm. In northern Tishnia, after the fall of the far
In the midst of the chaos that resulted from the eastern demon fortress, Samdra became the
death of Daksikhr, the armies of the Talons arrived launching point for the Vajrahs campaign to retake
to crush the Visedi forces occupying Jausrimun. Ekapa. Joining the ranks of the Vajrah armies were
All throughout the city, Vajrah slaves rose up against the freed Gajah slaves, now armored and terrible
their masters, but many were joined by Amnoli in their vengeance. Before this mighty force, the
nobles and citizens who had long despised the rule terrified Visedi fled the city of Ekapa with barely
of their cruel aminar. After Jausrimun had been a drop of blood shed. The mighty Gajah warriors
retaken, the liberating armies continued northward tore down the palaces and monuments built in
to reclaim Distya, and from there traveled across the honor of the Visedi conquerors. By this time the
Sea of Vigra to continue the struggle against the Visedhran forces had begun to falter, as the fall
Visedhran menace. of each of their demon fortresses diminished the
power of the sorcerer princes. The remaining Visedi
Jausrimun, however, was eventually armies fled before the liberators to seek shelter
abandoned. It was discovered that the oldest of its within the seemingly impenetrable walls of foul
temples had been defiled by ghastly rituals. The thing Jirangarrm.
that had been Daksikhr had feasted on the blood
of hundreds of slaves in the dark catacombs beneath In western Rkbar, however, the defense
the temple. This so appalled the Amnoli people, that of Predvah could not hold. The Visedi fleet
the body of Daksikhr was not cremated as was the overwhelmed the port city, calling forth unnatural
Basic Compendium
21
Chapter I: Introduction to Drdnah
fire from the heavens to rain down upon
their enemies. The desperate Rkbarani
generals appealed to the Klin elders to
work their magics in defense of the city.
The Klin explained that the Visedi had
called forth a demon to lurk within the
boiling clouds, and insisted that the only
thing that could defeat it would be an even
BOOK ONE
22
into Sarpah territory began to spread. The Hardazi demonic sorcerer. Aythti, with his unmatched skills
took no prisoners, and were rumored to prize grisly as a warrior, would battle the demon lord physically,
war trophies. The generals of Rkbar sought to while his sister Ambhnu would attempt to defeat
parley with these strange barbarians, but the Hardazi the Sarpah aminar in Dream. If they achieved their
violently rejected all attempts at communication. ultimate goal, his mortal body would be slain, and
In the south, the mighty allied armies of Paksin his spirit could be hurled across the timeless veils
and Vajrah gathered near Hadrah after having into the Swirling Hells of Narkah.
Chapter I: Introduction
reclaimed the southern territories west of the Sea of And so it was that the allied armies of the Vajrah
Vigra, preparing for a final march northward toward and Paksin began their march northward toward
terrible Jirangarrm. They would be met by great Jirangarrm in the eastern range of Kthah. The
Vajrah fleets sailing out from Ekapa. The Talons skyship fleets of the west kept pace with the armies
to Drdnah
gathered at the gates of Hadrah, and a joyous cry below. Near the river Sumdhi, they met part of
arose when an entourage of Bakri warriors escorted Adhitmuss strength. Thousands of Sarpah terror
two riders into the city. The riders faces were of troops, a great fleet of Visedi skyships, and a host of
purest white - one a male lion with eyes of amber, demons clashed in a mighty battle with the forces
the other a female fox with eyes like sapphires. The of the Vajrah and Paksin. The Talons, now united,
Divine Twins had come as prophesied, drawn like created a formidable force that even the demons
the Talons by a vision and for a single purpose. could not withstand. The Gajah tore apart the
It had been twenty years since the birth of the Visedi engines of war, and drove a wedge deep into
Twins. Told of their importance by the Talons who the ranks of the enemy. While above, the sound of
had saved Bakri, the aminar Jhirrd had personally cannons roared like thunder, and skyships crashed
escorted the twin children to the far deserts near to the ground in great numbers. Once the battle was
Ajibadh, and had left them in the care of the revered over, there were very few Visedi left to flee back to
monks of a secluded Mahist temple near the edges their master, and the allied armies continued toward
of the Crimson Waste. There they had been tutored the fortress of the sorcerer aminar.
until the age of adulthood, when they chose to walk The stench that rose from the Rotting City
into the vast desert with a mysterious hermit, who was near unbearable. The corpses of many failed
had sworn to help the Twins master the amazing sieges filled the plains surrounding Adhitmuss
abilities they had begun to manifest as children. stronghold. The allied armies knew that the dead
Legends of the fighting prowess of Aythti the lion, would be used to attack their own soldiers if
and the sirhibas skills of Ambhnu the fox had they drew near, so an alternate plan of attack was
spread throughout the south. devised.
In council, the Talons, the Twins, and the On separate skyships, the Talons sped toward
leaders of the allied nations discussed the siege of the dark outer towers. Already the demons that
Jirangarrm. The generals argued that they would resided there were drawing forth veils of shadow
be forced to march into Benng itself to end the from which their terrible curses would fall. Using
threat of Adhitmuss, but the Talons assured them their divine strength, the Talons brought the towers
that the sorcerer aminar would be in the Rotting down one by one, destroying the spawn of Narkah
City, for he had invested great power there and housed within. The skyships of the southeast rained
would not willingly choose to abandon it. It was from flaming oil upon the ranks of the forgotten dead
Jirangarrm and not Benng that Adhitmuss as Pundrikam used Kramahs Shield to keep the
intended to rule the world. It was known that burning revenants at bay. When the corpses had
even his own people now feared Adhitmuss, and been reduced to ash, the armies marched to the
would gladly welcome an end to his terrible reign. immense gates of the fortress, where the Talon
The Talons believed that the ordinary Visedhran Kahraman shattered the enormous stone doors.
wanted nothing more to do with the conquest of For the first time since its creation, the enemies of
Drdnah, and that only Adhitmuss fanatically Adhitmuss swarmed into foul Jirangarrm.
loyal Sarpah terror troops still served the Isvar of Tales speak of the terrible final battle of the
Suffering. Twilight Wars. Thousands of jnah would meet
It was also known that this last battle would their deaths on that day. Abominations bred within
be the greatest challenge of the war, for all of the depths of the citadel clashed with the Talons of
Adhitmuss remaining might had been amassed at Kramah and the Blessed Twins. Ancient demons
Jirangarrm. Victory was by no means assured. who had served Amasrah long ago in the age of
The Twins expressed regret at the loss of their Klin darkness were unleashed upon the divine heroes,
allies, for their formidable powers would have been slaying Pundrikam, Jvalah, and Nipna, but their
a great aid. As for the Isvar of Suffering himself, sacrifice allowed the Twins to reach the sorcerer
the Twins claimed that they alone could defeat the aminar. Outside the walls, the remaining Visedi
Basic Compendium
23
Chapter I: Introduction to Drdnah
fortress from sight of the world. It was
hoped that the jungles would eventually
claim the demon fortresses. But it
would remain a blight on the face of the
world forever, filled with the shadows of
Adhitmuss malice.
The Blessed Twins called upon the
allied leaders to seek peace amongst
BOOK ONE
24
would benefit their people. Having no more unified males were slain, and the women and children were
military, the Visedhrans princes had no choice but taken as captives. The brutal massacre enraged the
to accept this event. All of the Sarpah nations would Sustrmi, and a small fleet of skyships was sent
work over next several hundred years to re-establish to strike back at the Hardazi savages. But as the
relations with the various nations of the south. Sustrmi ships approached the steppes, they were
In the conquered provinces of old Amnol, bombarded by cannons hidden in trenches on the
Kahraman and Sejurna, who became known as the plains below. Most of the fleet was destroyed, and
Chapter I: Introduction
Voice of Kahraman, unified the formerly subjugated only a few badly damaged vessels managed to escape.
peoples and the new Vajrah liberators into a new Word soon reached the Sustrmi aminar that a great
nation they named Sustrm, the Blade of the Earth. chieftain, a khan, had united the Hardazi clans and
Kahraman became the first aminar of Sustrm and would tolerate no intrusion into his realm. Sustrm
to Drdnah
ruled for over seventy years. Over the next several decided, for the moment, to leave the Khanate of
hundred years, Sustrm would become a powerful the Hardazi alone.
amn, surpassing the former might of ancient Amnol In Rkbar, the relative peace directly following
and Rkbar. All the Paksin who had supported the Twilight Wars lasted barely half a century before
Daksikhr were exiled, although many were killed racial tensions between themselves and Sustrm
by former slaves. The old towers and palaces of the began to grow. The Rkbarani aminar Radyk VII,
Amnoli Paksin were torn down and rebuilt in honor grandson of Gurdrah, angered by the haughty
of Kramah and the new Vajrah aristocracy. Sustrmi and their seizure of former Paksin territory,
Amnol had to content itself with the arid declared the lands all the way to the Western Waste of
regions of the southwest. After the fall of the Jausr Janathi as part of the Rkbarani Amin. In response
Dynasty, the rival Royal Line of Hal-Amekh claimed to this aggression from their Rkbarani neighbors,
the throne of Amnol and sought to consolidate the Sustrmi created their infamous and formidable
its power in the west. The new aminar Slemi Whispering Fleet. It was hoped this would deter
IV quickly forged an alliance with the new and any further expansion into territory the Sustrmi
formidable power of Sustrm, hoping that such a had claimed as theirs. To this day, the Whispering
bond would keep their borders with Rkbar secure. Fleet is considered one of the greatest and deadliest
It was said that a great friendship developed between armadas in all of Drdnah.
Kahraman and Slemi, and that the Paksin monarch Hthiyar saw the return of the Gajah Dynasty.
often visited the Sustrmi aminar in Distya. It was Muodrah was rebuilt and the former glory of the
primarily due to this friendship that the persecution Gajah was reestablished. The province of Nilm,
of the Paksin finally ceased in Sustrm, and many however, resisted the return of the Hathi government.
old Amnoli families were allowed to return and live The city of Hanlu had long been a gathering place
peacefully in their ancestral lands under the banner of scholars and learned jnah, and the people of
of the Vajrah amn. Nilm had no desire to be governed once again
Foolishly, Sustrm pushed northward to the by the warlike Gajah. In a surprising move, the
lands claimed by the barbarous Hardazi, provoking proud Gajah accepted Nilms independence, and
the fierce nomads to attack several Sustrmi even promised friendship to the new Nilmi isvar.
settlements near the Vkra River. All adult Sustrmi Throughout the centuries, Nilm has managed to
Basic Compendium
25
Chapter I: Introduction to Drdnah
maintain its neutrality, and the Nilmi people have great deal of respect from the other nations of the
refused to involve themselves in the conflicts of their world. Tishnia has become a melting pot of many
neighbors. As a result, the Academy of Nilm in cultures and peoples, and its capital city of Sadahm
Hanlu has become renown throughout the world as is a thriving port of call for travelers the world over.
a center of learning open to jnah of all nationalities Magr caters to the needs of both its neighboring
or creeds. isvarates, as well as its mightier western amn allies
In Ktta, the Sardha dynasty replaced the who depend on its merchants for goods brought
vanished Mahndak. Since their armies had helped from the east. Like Ullsh, it also began to trade with
BOOK ONE
liberate the southern lands of the Gajah, the Sardha the new Visedhran Principalities and the isvarates
saw it as their right to claim these territories as of Andhi and Pkharaj, allowing the wealth and
their own. During the reformation of the Hathi goods from those Sarpah nations to flow into the
government, demands were made for the return of west.
these lands. When the Sardha refused, the Gajah
marched their army southward. This open act of The Present
aggression so soon after the Twilight Wars, however, It is the unfortunate nature of the jnah to
dishonored the Gajah in the eyes of the world. The forget the lessons of the past. Indeed, this is why I
Gajah refused to give up its rightful lands, but in have embarked upon this endeavor. In my lifetime
order to preserve peace, chose to buy back its lands alone, I have seen war erupt between the powers
from the Sardha. Satisfied, Ktta withdrew its claim of Rkbar and Sustrm. In fact, it is my fear that
and its soldiers. But an ill fate befell the treasure fleet Sustrm and its aminars may be following the path
from Ktta on its return journey to Gajanah. Several of the ancient Visedi. More and more the Sustrmi
of the skyships disappeared without a trace. Each fancy themselves wiser and more deserving of power
blamed the other for the tragedy, and the entire event than the rest of the world. The tensions between
strained the relations between the two countries for Hthiyar and Ktta have also escalated to the point
centuries. of violence. Border disputes are common, and the
The Isvarate of Ullsh was also formed after two great powers amass their armies close to their
the Twilight Wars. Situated north of Nilm and borders. Dar-Purm has grown tired of the raids by
Tishnia, it was a nation established by displaced the Crystal Corsairs and the instability that Ishprias
merchant families from both nations, as well as warlords have created in the region. Rumors of
warrior clans that followed in the wake of the conquest have circulated in that part of the world
liberating Talons. Ullsh quickly established itself as for decades. And in Visedhrah, it is said that the
a powerful trading nation, its location giving it access sorcerer princes have once again risen to power, and
to profitable trade with Andhi, Pkharaj, Nilm, and speak of unifying the Sarpah as in the days of old.
Tishnia. Additionally, the Ullshi government took And so it is, with over one thousand cycles of
advantage of its many coasts and access to various Ed having passed since the end of the Wars of
bodies of water, and created a merchant fleet second Twilight, that we find ourselves at this, the present
only to Tishnia in size and quality. day. I pray that the hands of the Devah guide our
In southern Drdnah, along the coasts of the fortunes moving forward, and that the eyes of the
Gulf of Bhtai, the isvarates continued to thrive Great Father and Mother watch over our spirits as
with Tishnia remaining the greatest center of world the future unfolds before us eternally.
trade. Further south, the nation of Dar-Purm,
untouched by the war, continued to consolidate Drdnah at a Glance
its power and wealth. Its leaders have their eyes on Drdnah is a sundered world existing in a distant
one day becoming the most powerful nation of the dimension. In this place, the laws of physics are different
southeast. Gilrhi continued to have fair relations from those of Earth. Though many basic concepts
with Tishnia for many hundreds of years, but recent such as gravity would seem to be the same, existing
territorial disputes have threatened that peace. within Drdnahs continuum is like living within the
After the death of Sistahrdh the Raver, the isvar dreaming mind of some omnipotent intelligence. All
Nendruh ruled Ishpria for many decades, but his life that exists within this dream both shapes and
lack of an heir caused the troubled nation to once is shaped by the power of this great mind. Those on
again descend into a state of turmoil upon his death. Drdnah sense this to some extent, and thus fill their
To this day, Ishpri isvars fail to keep the warlords legends with reflections of this dream-world and the
in check, or to control the activities of the notorious magic it contains. They see the world as a mere shard
Crystal Corsairs who use her coasts as havens. of the great crystal of this dream. Little do they realize
The nations of Tishnia and Magr found that this is almost literally the case.
relative peace after the Twilight Wars, and over the If the changing Zoics aboard the descending
last several centuries have succeeded in earning a starship had gazed out upon the world of Drdnah
26
as they approached, they would
have seen a shattered emerald
sphere surrounded by glittering
nebulae of vibrant color. Even
the inky void separating the many
worlds of this dimension is not
truly empty, containing instead
Chapter I: Introduction
wisps and trails of chromatic gasses
that float throughout the cosmos.
To say that the world is
sundered requires further
to Drdnah
explanation. Drdnah is a stable
(if somewhat imperfect) spherical
world that floats within the ethers
of space around two burning
crystal suns. Long ago, some
incredible force caused the world
to crack to its very core. The planet
and everything on it would have
been utterly destroyed had not
inexplicable forces intervened to
contain the shards and preserve the
atmosphere which surrounds the
broken sphere.
the movement of the planets enormous shards deep
Separating each of these fractured segments are within. The crystals themselves possess many unique
seemingly bottomless chasms over a thousand miles traits: some crystals repel the pull of gravity; others
wide. Their depths are filled with glowing mists and glow with light and heat; while a rare few possess
vapor, and conceal at their heart the living crystal incredible magical power and are used in mystic
core of the planet. The oceans of Drdnah near the rituals. Many types of crystals can be fashioned into
edges of these rifts become tempestuous and deadly blades and other weapons that are as resilient as
as they transmute from liquid into vapor, forming any metal of Earth. The crystals of Drdnah are
great columns of clouds that reach into the glowing considered sacred to the jnah, and are referred to
skies. Constant violent storms cover these areas, often in myth and legend. May your crystal never
which no water vessel or skyship could ever hope to shatter is a common blessing.
endure. Very few inhabitants of Drdnah are even
aware of these wonders, and none have ever dared to Metal is essentially non-existent on Drdnah.
pass beyond the edge of a shard. Everyday items are fabricated from the various
materials commonly found: crystals, gems, stone,
The known regions of Drdnah rest in the and clay from the earth; chitin, leather, pelts, and
southern hemisphere of the world, just beneath the silk from the native fauna; specially treated Amber
equator. In the north, youll find steamy tropical made from the sap of a certain type of tree; and
jungles and alien rainforests. The further south one of course the various woods, fibers, and materials
travels, the more temperate it becomes. It is rarely derived from Drdni flora. Armor is made mostly
cold enough to snow even in the southernmost of chitin, whereas weapons are crafted from wood,
climes, although the tallest mountains are covered crystal, Amber, and chitin.
in ice and snow. The seasons on Drdnah center
on the yearly cycles of rainfall, so they are roughly The native flora and fauna of the world is
divided into dry and wet seasons. The changes primordial and alien, and the lands and waters
of seasons are usually marked by festivals of various beyond the civilized regions are filled with danger.
kinds. The wilderness of Drdnah is teeming with life of
all kinds. The suthra (native animals) of the world
Since the interior of Drdnah is composed of come in many sizes and shapes, but are primarily
living crystal, the worlds jagged mountain ranges insectoid or arthropodal in nature. Some of these
are crystalline as well. At their base, where rock, creatures have been domesticated and act as beasts of
soil, and flora litter the slopes, they share much in burden, sources of food, and even pets for the jnah.
common with the mountains of our own world, The plant life is similar to the prehistoric jungles of
but the suns shine through their multifaceted Earth. Giant ferns, banyan trees, and strange glowing
peaks. Glass volcanoes occasionally erupt in various fungi are common. Some Drdni plants have the
mountains, powered by the pressure resulting from ability to move of their own volition, and can be as
Basic Compendium
27
Chapter I: Introduction to Drdnah
dangerous as any predator. Many varieties of trees consist of bowing and the use of the appropriate
can grow to gargantuan size, capable of supporting honorific. Most countries of Drdnah have
vast structures and dwellings within their branches. some form of caste system, so social interaction
And finally, one of the most distinctive features follows certain forms. One would treat equals with
of Drdnah is the vibrant sky. Depending on the courtesy, superiors with respect, and those beneath
season or the time of day, beautiful auroras and with patient tolerance. Rudeness, even towards
nebulous mists in hues of various color swirl slowly those beneath you, is considered very bad form,
in the upper atmosphere like distant veils, giving rise and could cause one to lose face, which can be
BOOK ONE
to the various tales of the realms of Dream and the devastating in Drdni culture.
Edge of Heaven where the immortal Devah dance. Religion plays a very important role in Drdni
Sometimes, a glowing spiral shape can be glimpsed culture. Temples and shrines are common both in
beyond the clouds. According to legend, this is the cities as well as deep in the country. Further, every
point where the fiery chariot of the Great Father and home has its own shrine, dedicated to the Devah
Mother entered the realm of Drdnah. Only once most favored by that household. The observance of
or so a year, during new moons and eclipses, does holy days, religious festivals, and public displays of
the sky become dark enough for the starry eyes of veneration are everyday affairs. Priests and holy men
demons to look down upon the world, and few dare are treated with great respect. Drdnah is steeped
to venture outdoors during those fell nights. in ritual and tradition, and one must know the
proper forms to observe for any given situation.
The Jnah The jnah enjoy performances of all kinds,
In shape and form, the jnah are fairly human. and art is highly appreciated throughout the
They all have five fingers and toes, stand upright, world. Poets, singers, dancers, musicians, theater
have secondary sex characteristics, and basic human performers, puppeteers, and acrobats can all find
shape, but they retain their prominent animal an easy living in most cities, as jnah love to be
features: trunks, horns, tails, spines, wings, etc. The entertained and possess a deep appreciation for
size and weight of jnah can vary wildly, depending artistic skill.
upon the jenu, or specific animal type, from which Theater is common, as are dance performances,
they evolved. This encompasses everything from music recitals, and demonstrations of martial skill.
twelve-foot tall elephants to three-foot tall mice. In fact, grand martial arts competitions are held in
There are three major classifications of jenu: many parts of the world and are quite prestigious,
the Sarpah (reptiles and amphibians), the Paksin similar to our Olympic games.
(avians), and the Vajrah (mammals). All three of Gambling and parlour games are also common,
these major racial types are able to interbreed within and jnah enjoy their fair share of spirits, and general
their own type. Different racial types, however, seem carousing. Skill in games of strategy is especially
unable to interbreed. As such, mammals are capable prized. Despite any excesses, brawling is uncommon
of interbreeding with all other mammals, birds with since most disputes are settled in ritualized duels in a
other avians, and reptiles and amphibians with any public fighting forum called the Spiral Arena.
of their kind. Children born of these unions will
either be the animal type of the father, the mother, Fashion tends toward bright colors and flowing
or on rare occasions another animal from either garments. Mix the most beautiful elements of far-
parents ancestry. eastern court clothing with Arabic style dress and
Hindu ceremonial wear, and you get a good idea of
The jnah are very religious, and all aspects what Drdni clothing is like. Even peasants wear
of their lives are touched by religion in some form bright colors, often in creative combinations.
or another. Morning and evening prayers, ritual
bathing, chants, observance of holy days, and Loose fitting, Persian-style pants are quite
other forms of worship are practiced by everyone. common, as are robes, skirts (for both males and
Rituals dominate every persons life. There are rites females), and elaborate coats and gowns. There is no
of passage into adulthood, marriage and birthing real distinction between sexes as far as fashion goes
rituals, a host of war rituals, purifications, oaths to - most clothes tend to be unisex. Sandals and soft,
households and lineages, investiture rituals - the list Turkish-style boots are common, often decorated
goes on and on. The backbone of jnah society is with tassels and crystals.
the faith in their gods, the Devah. And though they Accessories tend to come in the form of bracelets,
may never actually be seen descending on luminous rings, earrings, necklaces, ankle bracelets, all made
clouds to bless or punish their worshippers, their of Amber, iridescent chitin, crystal, and gemstones.
existence would never be doubted. Wide flowing scarves and veils are also common.
The everyday interactions within society tend to Common headgear consists of turbans, caps, and
be quite polite. Formal greetings are common, and wraparounds.
28
Social Hierarchy ceremonies and works closely with all other
dignitaries of the House to insure the House runs
There are a variety of different political smoothly.
structures in Drdni society. An amn is equivalent
to an empire on our world, and its ruled over by The master of the honor guards is in charge
an aminar. Amns are broken up into provinces of security. He also serves as the aryahs personal
that are usually ruled over by members of the bodyguard. When a House is engaged in a feud with
aminars family or other noble families allied with a rival, the master of the honor guards conducts
Chapter I: Introduction
the aminar. Political dynasties are common and the war, organizing strikes, espionage missions,
can last for hundreds of years. A dynastic change and assassination attempts against the enemy.
is a period of terrible unrest and civil war as rival The arena master is the Houses martial arts
noble families vie for the position of aminar. In the instructor who is skilled in many styles, both armed
to Drdnah
Sarpah amns of the north, these noble families are and unarmed. All honor guards get their combat
usually referred to as clans. In the Paksin amns of training from the arena master.
the west, these family groups are called tribes. The weapons master maintains the armory and
The other common political structure is called oversees weapons training. He is also usually a gifted
an isvarate and is ruled over by an isvar. An isvarate artisan skilled in the crafting of both gunpowder
is the equivalent of an ancient Earth kingdom, and and melee weapons. The common warriors serving
it is more feudal in nature than an amn. The isvar the House get most of their combat training from
rules either by consent of the other noble families the weapons master.
or because his family is powerful enough to keep The House sirhibas is a sorcerer who uses his
everyone else in check. Dynasties are much less magical talents of divination, healing, or warding
common in isvarates as few royal families tend to to counsel and protect his lord. Sometimes the
hold power for more than a few generations. The chamberlain also serves as the House sirhibas.
changing of an isvar, however, is nowhere near as
chaotic as that of an aminar, as the other noble The master of the watch supervises the sentries
families usually keep the peace while their royal that patrol the aryahs castle or manor. When the
counterparts battle for supremacy. The noble master of the honor guards is away, it is the master
families in an isvarate are known as Lines. of the watch who usually assumes his role.
A Line is ruled over by a great aryah, who The doctor is the aryahs personal physician,
is almost always a descendant of the original but often also doubles as the Houses interrogator.
founder of the Line. The Line is further divided Some Houses have become infamous for their
into Houses, each ruled over by an aryah, who is twisted doctors who are expert at extracting
usually related by blood or marriage to the great information from enemy spies.
aryah of the Line. Houses are comprised of the The dance master trains the Houses various
aryahs immediate and extended family, and all performers and organizes all the festivities of the
their retainers, servants, and various dependants. House. He works closely with the chamberlain
There can be as little of a couple of Houses within to organize all religious holiday celebrations and
a Line, or there could be dozens depending on the important rituals.
age and influence of the Line. The crystal master is the Houses chief artisan
Lines do split for a variety of reasons, a process and is in charge of maintaining the precious and
which can be violent or relatively peaceful. The specialized crystals. He also serves as the noble
new Line usually takes its name from the aryah familys fashion advisor, making sure his charges
who initiated the split. Though all Lines ultimately wear the latest fashions.
serve the isvar and the Royal Line (at least publicly), The suthra master breeds and trains all of the
they often engage in feuds with one another. These Houses various beasts, including draft and guard
feuds, however, must be conducted discreetly as animals. He also usually doubles as the huntmaster
open violence between Houses and Lines is not for the House, organizing and leading hunting
tolerated by the isvar and the other Lines. expeditions for his lord and his family.
House Structure The master librarian keeps the Houses records
Each House has a variety of important vassals and also serves as tutor to the aryahs children.
and retainers that serve the aryah and his or her He also works closely with the chamberlain to
family. These vassals include the following: properly record and archive all important events
that transpire in the House.
The chamberlain is the great steward, in charge
of the Houses overall affairs. The chamberlain
organizes and officiates over all important
Basic Compendium
29
II. The Basics
Satlan crouched before the high, thin tree. Above him, hung on a lower branch, a circular blade
rocked in the breeze. He laid back his feline ears, flipped his tail once, then leapt. His arm reached
up, his claws extended and fell short of the weapon.
His landing was graceful. For a moment his expression turned sour. Then he checked his frustration
and stood upright, ears flat and humbled. The wind rose, ruffling his spotted fur and silks.
A reedy figure stepped beside him. A slender tail rippled and rolled along the ground. Loose scales
revealed the Sarpahs great age. Is the grass made of knives? said the old master with a flash of
forked tongue. You jump as if youre afraid of the ground. The earth is our greatest ally, cub. Every
action makes use of it. He coiled his tail beneath him and sprang. With negligible effort he lit upon
the tree branch. The hanging blade scarcely wavered. Before you jump, Satlan, learn to stand.
And what, Master Ashgra, said an unexpected voice, of we who travel the sky? A broad
shape flashed across the sun. The daunting wingspan of a large Paksin some race of eagle or hawk
threw a shadow over the young Satlan. The jnah landed a few feet away. A craggy scar striped his
bare chest. The old mummys mind has withered, he whispered to Satlan. His age has past, Your
Lordship. I can teach you how modern warriors fight, as Ill demonstrate presently. His calloused
hand plucked a curved crystal dagger from its sheath. He pointed this in challenge at the Sarpah in
the tree.
The old jnah nodded. Indeed, the Padhi mercenaries employ a style of combat unique to
themselves. Idiomatic one might say. He flicked his forked tongue. Perhaps, Satlan, you can
demonstrate the simple things I teach.
The young leopard bowed to his master, swallowed nervously, and turned to the feathered
warrior.
30
Attributes
In order to play an RPG, you
will need to create a character,
an inhabitant of the world who
will participate in the adventures
created by the Gamemaster (GM).
Every character in SHARD
Animal Abilities
Animal Abilities are such
things as wings, claws, venom,
or any other physical animal trait
that your chosen Zoic may possess.
This RPG will include Animal
Templates that will make the
construction of a Zoic character
very easy.
Characteristics
Characteristics are the
physical, mental, and social traits affect how you select them. Profession Templates
of your character. These include such things will be provided to help you quickly and easily
as your characters strength, agility, his mental build the type of character you want.
faculties, and his overall presence.
Advantages
Talents Advantages are social perks that your
Talents are unusual or unique inherent character may possess. Such things as wealth,
traits that your character may possess. A few noble titles, or a high caste would fit into this
Talents may be learned but most will require category, as would having important social
that your character be born with them. contacts or patrons.
Talents can include such things as being a
light sleeper, having magic potential, or being Drawbacks
immune to certain poisons. Drawbacks are physical, mental, or social
disadvantages that may afflict your character.
Skills Even though Drawbacks allow you to initially
Skills consist of the training and education build a slightly more powerful character, they
your character has received throughout his also outline definite weaknesses that the GM
life. They can include artistic or professional will bring into play. Be very careful when
training, various scholarly disciplines, or even choosing Drawbacks. Phobias, crippled limbs, a
hobbies. Each Skill will be linked to one or magical curse, or an enemy determined to hunt
more of your Characteristics and this will you down are all examples of Drawbacks.
31
Chapter II: The Basics
The Dice deducted from the total number of dice you may
roll when attempting the action (see Modifiers).
The game of SHARD uses a multi-d6 system. In Determining whether you failed or succeeded
other words, you will need several six-sided dice in at an action will depend on the number of
order to play. Ten to twelve dice per player should successes you managed to roll on the dice. A roll
be sufficient. These dice can be purchased in most of a 4, 5, or 6 on a d6 is considered a success.
hobby and game stores, or can be found in many A roll of 1, 2, or 3 is considered a failure. A roll
common board games. that results in only one success (one die landed
BOOK ONE
32
Ties usually go to the defender, but it also
might depend on the situation. If you had tied
in the above case, your character would have
remained undetected, but the guard might start
to get suspicious and become more alert. In other
cases where you and an opponent are trying to
achieve the same goal, the GM could declare a
stalemate and require more rolls to break the
Basic Compendium
33
Chapter II: The Basics
DIFFICULTY MODIFIER TABLE
Difficulty Ranking Modifier Example
Average work conditions (decent tools/materials); no
Standard 0
sense of urgency; performs the task on a regular basis
Challenging -1 Dice
performed the task multiple times before
No proper tools/materials; performing under stress
Difficult -2 Dice or combat conditions; has performed the task only
a few times
Performing under great stress or while under direct
Very Difficult -3 Dice
fire; has rarely performed the task
34
It is possible to receive both Difficulty and The GM rules that Ishi has delivered the guard a
Bonus Modifiers for the same task. Add all Bonus glancing blow on his belt, and so Ishis damage
Modifiers first, then subtract any Difficulty for the strike will be halved. The guard (having
Modifiers from the total. After all modifiers have taken only minimal damage) merely grunts, and
been applied, if you have no dice available, then grabs at Ishi before she can zip away.
you would use the 0 Default Roll explained later Adequate Success
in this section.
This level indicates that you have succeeded
Basic Compendium
35
Chapter II: The Basics
you should you ever score such a Success Level, It is important to note that the Success
taking you in delightful roleplaying directions. Levels given in the above examples were scored
Example: Vaitin the dancer is given the for challenging actions. If these high Success
rare honor to perform before the court of the Levels are scored for simple tasks, they will not
isvar. Vaitin decides that he wants to put on be anywhere near as impressive (no one applauds
one of the most impressive shows the nobles of a pianist for playing Chopsticks). GMs should
the court have ever seen. Lady Luck smiles on use their judgment, and remember that ultimately
Vaitins player that day and he scores 9 successes! the result should be to make players feel especially
BOOK ONE
The GM declares that the audience was awed by grand about scoring impressive Success Levels for
the grace and beauty of Vaitins dance, and that challenging tasks.
many were moved to tears. Vaitin has brought
down the house, and is offered the position of
Court Dance Master by the isvar (not to mention Special Rolls
many smaller rewards in the form of prestige and As a general rule, your Action Dice will always
expensive gifts). be based on one of your characters Attribute
Rankings, whether it be a Characteristic, Skill,
Incredible Success or Animal Ability. In a few special cases, your
At this level, the seemingly incredible has been Action Dice may be reduced to 0 due to negative
achieved. This success will be talked about for years modifiers. You may also find yourself attempting
to come. Rewards should be heaped upon you if you to perform a task for which you do not possess the
score such a level, and truly amazing turns in your appropriate Skill, or one that requires a simple use
characters life should come about because of it. of a primary Characteristic. The rules below cover
Example: Sanjiv the physician attempts to these situations.
treat his lord, whose arm was seriously damaged
during an assassination attempt. The limb is badly 0 Default Roll
mangled, so the GM decides that this action will This rule applies in cases where, as a result of
be Extremely Difficult and assigns a penalty of Difficulty Modifiers, your Action Dice required to
4 dice. Dr. Sanjivs player beats the odds and
scores an amazing 10 successes! The GM rules perform the task have been reduced to 0. In these cases,
that Sanjiv not only manages to save the arm, but and at the GMs discretion, you can use the 0 Default
that furthermore his lord will retain full use of it Roll. This die roll allows you to use a single d6 as your
and suffer no permanent effects. Sanjivs lord will Action Die. However, because the task is so difficult,
heal almost as good as new. The GM declares that you must roll a 6 on that single die in order to achieve a
Dr. Sanjiv will be asked to visit the Academy of Partial Success. If you fail the roll, Successive Attempts
Nilm as an honored speaker, and will no doubt are not allowed. There may be some situations where
be offered a very prestigious position in the court the GM simply declares the action to be impossible, in
of his choice. Dr. Sanjiv has become the doctor of which case no roll is allowed.
the decade!
Example: Ishi has just seen the young
Legendary Success daughter of her friend fall into a raging river
during a terrible storm, and realizes that without
This level signifies that the seemingly impossible help the child will surely drown. Ishi is a fairly
has been achieved, and that the results seem almost good swimmer, having a Ranking of 4 in that
magical. Successes of this kind are what legends are Skill, and decides to leap into the water to attempt
made of, so they should be rewarded generously. to save the girls life. The GM rules swimming
Should you score such a success, you should be given under these circumstances is Almost Impossible,
rewards which you did not even dream possible. thus imposing a 5 penalty! Ishis player, having
no Action Dice left after the imposed penalty, is
Example: Vashamsah the artisan decides that allowed to roll a single d6 to make the harrowing
she wants to carve a statue of the goddess Krilrah swim. As luck would have it, her player rolls a 6,
out of a single giant sapphire (this assumes, of and against impossible odds she is barely able to
course, that she has such materials). The GM drag the frightened child back to shore safely.
decides that such a feat will require months of
work and rules it a Very Difficult action, assigning Unskilled Roll
a 3 dice penalty. Vashamsahs player scores an
unbelievable 12 successes! The GM rules that the Some Skills, at the discretion of the GM, may
statue becomes the envy of artists throughout be considered general enough to be performed by
the world. It is highly sought after by powerful someone who does not possess it. The Unskilled
lords for their own collections. Its eventually Roll is what you use in these cases. All Unskilled
enshrined in a specially built temple and ascribed Rolls use one half (1/2) of the linked (or most
divine powers. Vashamsah has defined beauty in appropriate) Characteristic (rounded up) as the
her generation, and her place in art history is Action Dice you may use to perform that Skill.
assured!
Tasks performed using the Unskilled Roll, however,
36
should be relatively simple, and have no Difficulty Roll may be called for when trying to catch a falling
Modifiers assigned to them. Tasks that are deemed object. In the case of Opposed Rolls, you would
Challenging or higher would not be able to simply use your appropriate Characteristic as your
be performed using the Unskilled Roll, unless Action Dice, and your opponent would use theirs.
permitted by the GM. Example: Having been discovered in a tall
Example: Mushka attempts to juggle three tower by guards, the assassin Sahidrah and his
balls in an effort to entertain his young ward. accomplices attempt to escape. As a guard rushes
the room they are in, Sahidrah tries to hold the
Basic Compendium
37
Chapter II: The Basics
Time
Measurement
In the SHARD RPG, there
are two different types of time
measurement: Narrative Time
and Action Time.
BOOK ONE
38
Extra Time Rushing an Action
You may take extra time to perform an action There will be occasions where you will not be able
if you wish. Doing so will increase your number of to spend the minimum time required (as assigned
Action Dice and potentially improve your chances by the GM) for the performance of a Skill. When
of success. As stated earlier, each Skill requires a this happens, you may choose to rush your action.
different minimum amount of time to perform, so Rushing your action means that you are not taking
GMs must use common sense when assigning an as much care as you normally would with a particular
For Skills that require more than one Combat Other Modifiers
Round to perform, multiply what the GM considers There are a few other optional modifiers that
the minimum amount of time needed to perform a GM may wish to introduce into the game. These
that task by six in order to get the additional optional rules may make the performance of Skills
amount of time necessary to gain a +1 dice bonus. more realistic, but they will also slow down play. In
Continue to multiply that new number by six cases where expediency is called for, GMs should
in order to come up with each successive time dispense with these rules and simply do whatever
increment required for an additional +1 bonus to would be most dramatic or fun.
your Action Dice.
Example: Upgin the Weapons Master wants Assistance
to fashion a simple crystal dagger for his student. You can get other characters to help you in the
The GM rules that doing so will require at least performance of certain Skills, thereby increasing
one hours worth of hard work. Upgins player
decides he wants to take extra time on this task, your chance of success. Many craftspeople will
telling the GM that he wants to strive for a +3 often have assistants or apprentices to help them
bonus to his Action Dice. The GM multiplies carry out complicated tasks. There are two different
the hour Upgin needed to perform his task by rules that apply to assistance.
six three different times (1 x 6 x 6 x 6 = 9 days)
in order to get the amount of time needed to Collaboration
acquire the +3 bonus to his roll. This form of assistance requires that your
Note that it is possible for you to get both a helper(s) have an equal or greater Ranking than
penalty for successive attempts (after an initial failure) yourself with the Skill being used. Every 2 successes
and a bonus for taking extra time. In this case, simply (rounded down) that a collaborator scores on his
subtract the penalty from the bonus and apply the Action Dice adds 1 success to your total Success
result to your Action Dice to get your final number. Level (any applicable penalties are still assigned
normally by the GM). Additionally, the time
Basic Compendium
39
Chapter II: The Basics
required to perform the action is halved for every whom has at least half of Toryus total Ranking
collaborator who works on the project with you. in their crafting skill. The GM declares this task
Thus, eight days would be reduced to four days for to be Challenging and assigns penalty of 1 die,
the 1st collaborator, two days for the 2nd, one day and further decides that it would normally take
for the 3rd, etc. Toryu four days to finish the bowl. The GM rolls
Toryus supporters Action Dice, which result in
The danger of Collaboration is that should one two of the supporters Fumbling and two of them
of your collaborators Fumble (assuming the GM succeeding. Due to the successes, Toryu receives
is using that optional rule), your entire project is a +2 bonus to his Action Dice and his time is
BOOK ONE
considered ruined, and will need to be started all reduced to three days. However, the two Fumbles
over again. If the collaborators simply fail, then no give Toryu a penalty of 2 dice, canceling out the
bonus is gained and no time is saved. bonus. The time required, however, is unaffected
by the Fumbles, so it remains three days. Toryu
Example: Akari is trying to craft a crown for decides to have a serious talk with some of his
her lord. Since Akari feels that this item is very lazy assistants.
important, she wants someone to collaborate
on the project with her. Akari asks Vashamsah Complementary Skills
(whose Ranking is greater than her own) if she
will assist her in the construction of the crown, Some Skills (such as Knowledge Skills) and
and Vashamsah agrees. The GM has declared Characteristics may be considered complementary
that this task will be Difficult and assigns a to others and may potentially boost your Success
penalty of 2 dice, further declaring that it Level with those Skills or Characteristic Rolls.
would take two weeks to complete. Akaris Complementary Skills may only be used if you
player rolls her dice and scores 4 successes (a score a Partial Success Level or higher with the
Good Success). However, Vashamsah scores related Skill or Characteristic. The modifiers are
4 successes of her own, which raises Akaris similar to Collaboration: every 2 successes (rounded
total success level by 2 (4 2 = 2). Akari, with down) that you score on your Action Dice with a
Vashamsahs help, has now scored an Excellent
Success, and has brought the time required Complementary Skill adds 1 success to your total
to craft the crown down to one week. Had Success Level with the related basic Skill (any
Vashamsah Fumbled, then the crown would applicable penalties are still assigned normally by
have been ruined. the GM).
Usually, only one Complementary Skill may
Support be used for any given roll, but the GM may wish
The second form of assistance requires a to make an exception in certain cases. Further,
supporting helper whose Skill Ranking cannot as with Collaboration, if you happen to Fumble
be less than half of yours. For every supporting (assuming the GM is using that optional rule) your
assistant you have, you get a bonus of +1 to your Complementary Skill Roll, you automatically fail at
Action Dice up to a maximum of a +6 (more than the related Skill. A simple failed Complementary
six assistants working on the same project at the Skill Roll would have no effect.
same time can just as easily become a nightmare). Example: Dr. Sanjiv is attempting to treat
Further, every two supporters decreases the time his ailing lord, who has been poisoned by an
needed to perform the action by one quarter (1/4) assassin. Due to the strength and rarity of the
its total time (i.e. eight days becomes six days, six poison, the GM declares the task to be Difficult
becomes four and a half days, etc.). Unlike with and assigns a penalty of 2 dice to Sanjivs
collaboration, supporters do not completely ruin medical skill Action Dice. He rolls his medical
your project with a Fumble, but they can possibly skill Action Dice and scores only 1 success. Sanjiv
have an adverse effect on it. decides to try and use a Complementary Skill, his
knowledge of poisons and venoms, to boost his
The GM (or supporting players) rolls Action Success Level. He rolls his knowledge skill Action
Dice for each of the supporters helping on the Dice and scores 6 successes. That will add +3 to
project. If any of them fail, then that supporter is his final Success Level, bringing it from Partial
disqualified for purposes of giving you a bonus, to Good. Sanjiv is able to save his lords life. Had
either to your Action Dice or to the time saved. If, Sanjiv Fumbled his Complementary Skill Roll,
on the other hand, a supporter Fumbles, they give however, his lord would have succumbed to
you a penalty of 1 to your Action Dice. Supporter the poison and perished, despite Sanjiv having
scored a Partial Success with his medical skill.
Fumbles, however, do not add to the time required
to perform the task. Subtract any penalties from
the bonuses in order to get your final modifier. Role-Playing Bonuses
Example: Toryu is trying to fashion a special The GM can assign role-playing bonuses to your
prayer bowl to use for his magical rituals. He Action Dice if you dramatize the performance of
gathers four supporters to help him, each of a skill particularly well, acting it out or describing
40
it in colorful terms. Whether it is to describe the movies, or comics. SHARDs unique setting lends
crafting of a fine crystal blade, or to describe a itself to many different types of adventures, but a few
particularly flashy attack, this sort of play adds suggestions of some campaign types are listed below,
immensely to the atmosphere of the game. The same along with some references to movies, TV shows, or
is true when you are acting out the performance of novels that feature those types of adventures.
a skill, whether it is to convince someone you are In the supplemental book, the World Guide, you
innocent, or to perform a poetic piece to a crowd. will find more information on Drdnah, including
Basic Compendium
41
Chapter II: The Basics
range anywhere from bringing about a new age of but who are thrust by fate onto a path that leads
enlightenment or societal reform, to the toppling them to glory and respect. The backdrop of such
of a corrupt regime or ruler. Members of such a campaign is usually some great calamity or event
secret societies must always be willing to act in the that galvanizes the characters into action, and forces
societys best interests. These characters will be them to abandon their simple lives and save the
called upon to perform services that continually day. Examples would include Star Wars, The Hobbit,
test their loyalty and resolve in regards to the goals Willow, and Stardust.
of their organization. Such adventures may include
BOOK ONE
42
result of a devastating plague that sweeps across stories, interact with your characters, solve your
the lands, or a meteor that brings about drastic puzzles, face your challenges, and overcome your
climatological change, or perhaps a dimensional obstacles. Without the GM, there is no game. But
rift that opens to the swirling Hells of Narkah. being a good GM is a definite skill, and it takes hard
Whatever the cause, it is up to the characters to work and practice. Good game mastering requires
discover a way to reverse the damage that has been swift thinking, a flair for the dramatic, an eye for
done, or to pave the way to a brighter and safer the cinematic, a good sense of timing, a talent for
future. Examples include Dawn of the Dead, The establishing mood, a great sense of fair play, and an
Basic Compendium
43
III. Character Creation
Savanth perched in the temple rafters, fifteen feet above the mosaic floor. His tail clung fast around a
painted beam. A ring of sentries gathered below, their muskets converging on him. He sighed. From experience
he knew even a tamarin like him couldnt scamper to a window before they stuffed him full of shot. And the
ceiling was plaster over lumber, with stone shingles on the outside. Hed have to be a Gajah to knock an exit
through that. Maybe it was time to negotiate.
You have this all wrong, Savanth, said the abbess as she stepped inside the temple doors. The lank old
jnah was a painted wolf, her dark snout and tall, round ears thrusting from her hood like an accusation.
Were not the enemy of House Varsham. We dont want to dishonor you.
Youre giving me a second chance? How kind, for a priestess.
After what you did in the reliquary? The Great Mother would strike me dead if I tolerated such
desecration. But Im a reasonable person. You neednt take a grudge to your grave. She smiled. Her fangs were
the color of tea.
Savanth imagined musket shots punching through his body. Escape it is, then. No means presented itself,
but he sensed something out of place. There: a shallow recess in the plaster of the ceiling. He crept forward on
the rafter. Whoever carved this knew it couldnt be seen from the ground. And a symbol was painted inside.
Savanth felt a chill: I know this glyph. Its the code of the Pashmat Assassins. It means safe passage. Theres
an exit here, if I can find it.
He chuckled. For once the Pashmats might save him instead of targeting him. After a few seconds he
spotted a collection of loose nails in the ceiling. If he pulled them free, the weight of the shingles above would
collapse the wooden planks. He could make it out to the roof. Hed be far from safe, but it was a start. My
dear abbess, he said aloud, I quite enjoy my grudge. I think Ill take it with me.
44
Overview need to choose an appropriate Profession, which
in turn will inform you what Skills your character
Now that youre familiar with the basics of will need in order to occupy that role in society.
the SHARD RPG system, its time to talk about Over 220 Profession Templates are available for you
creating a character. There are many decisions that to choose from.
45
Chapter III: Character Creation
allowed to spend points on their Attributes and raise one or more Power Levels. A Mixed Power Level could
them above the limits of the Power Level (with the have one or two characters start out at Low Power Level,
GMs permission). Low Power Level characters, after all, a few others as Talented or Heroic, and some perhaps
wont always remain at that Power Level. As characters even in the Legendary category. This combination is
adventure and gain experience, they will become better common in many works of popular fantasy such as The
at what they do. Low Power Level characters may Lord of the Rings. In that tale, the hobbits were Low Power
eventually become Heroic or even Legendary Power characters, Gimli was Talented, Aragorn was Heroic,
Level characters if they adventure long enough. and Gandalf the White was a Legendary character.
BOOK ONE
46
Maximum Drawback Points players are all on the same team. This holds true for
a group of thieves all working together, or a troupe of
It is possible for you to get additional Character travelling performers, or the crew of a skyship, or a
Points to create your character by taking one or band of refugees fleeing a war-torn country.
more Drawbacks. You should be careful, however,
Basic Compendium
47
Chapter III: Character Creation
After youve purchased your Animal Template and Once youve purchased your Profession, you can
have written the information contained in the template still buy additional Skills. There are no limits on the
down on your character sheet, youre ready for the next purchase of Skills. You can have as many of them as
step. you can afford to buy, as long as they fit your character
concept. See the section entitled Professions on page 116
Step 3: Rank Your and Skills on page 147 for a detailed description of each
Profession Template and Skill.
Characteristics and
BOOK ONE
Step 5: Determine
Animal Abilities
Once youve purchased an Animal Template, youll Your Advantages and
be given a Ranking in all of your Zoics Characteristics.
You have the option of leaving those Rankings where Drawbacks
they are, or you can raise the Rankings to better suit Advantages are social perks that your character
your character concept. Remember that each of your has acquired through various means throughout his
characters Attributes will be linked to one (or more) life. Having access to wealth or valuable contacts, or
of your Characteristics (meaning it will take its base possessing a wise master who can aid you in times of
Ranking from those Characteristics), so pay close need are examples of Advantages. Your caste, a very
attention to how you spend your points on them. important aspect of your character in SHARD, is also
Once the game has begun, it becomes difficult (and purchased as an Advantage, so make sure you buy the
expensive) to buy up your Characteristics. Make sure you appropriate caste for your chosen profession. See the
assign the Ranking you want (or as close as you can get) section entitled Advantages beginning on page 184 for
given your available points and Power Level restrictions. a detailed description of each Advantage.
See the section entitled Characteristics beginning on page Drawbacks are physical, mental, or social
99 for a detailed description of each Characteristic. disadvantages that might afflict your character. After
The Animal Template will also give you several all, the most interesting characters in movies and
Animal Abilities. These are the inherent traits of your literature are defined as much by their weaknesses as
chosen animal type such as wings, claws, tough hide, by their strengths. Being hunted by a vengeful enemy,
or night vision. These traits will usually also be linked or afflicted with an addiction, or being the victim
to one of your Characteristics and can similarly have of a terrible curse are all examples of Drawbacks.
their Ranking raised beyond their initial score. See the Drawbacks give you more Character Points to spend,
section entitled Animal Abilities beginning on page 101 which can allow you to build a slightly more powerful
for a detailed description of each Animal Ability. character.
But buyer beware: Drawbacks define weaknesses
Step 4: Choose Your that the GM will exploit during the campaign. For this
reason, Drawbacks are purely optional. That said, they
Talents, Profession, and can also be a great deal of fun as they will give the GM
ideas for scenarios and adventures. If youre uncertain
Skills how a Drawback might affect you in the game, simply
consult with the GM and get his take on it. See the
Talents are unusual innate attributes that further section entitled Drawbacks beginning on page 191 for
define your character. Being ambidextrous, immune a detailed description of every available Drawback.
to certain poisons, or possessing magical ability are all
examples of Talents. Most Talents add a number of
Action Dice to an appropriate Skill or Animal Ability. Step 6: Create Your
The Animal Templates include Talents that your Zoic
would possess. See the section entitled Talents on page Backstory
111 for a detailed description of each Talent Now that all of your characters game Attributes
Skills represent any sort of learned ability or special have been purchased and your points spent, all that
training your character might have received during is left is to tie it all together. Come up with a detailed
his career. The ability to use weapons, craft items, backstory that explains how you got where you are.
pick locks, move silently, and speak languages are all What is your characters relationship to the non-player
examples of Skills. Like Animal Abilities, Skills are also characters (NPCs) in the campaign? What is your
linked to one of your Characteristics and can similarly characters relationship to the other player characters
be raised above that Characteristic. Numerous Profession (PCs)? What was your childhood like? Were you an
Templates have been provided that will help you select orphan? Have you been exiled from another realm? Are
the Skills appropriate to your chosen profession. you on the run? Or are you looking for love? What about
48
your personality? Are you friendly? Secretive? Do you dice rolls. Story Points should mainly be used to alter
have some personal goal youre working toward? Are the story in subtle ways that add to the enjoyment of
you a practical joker? Are you devout? Superstitious? the game for everyone.
Answers to all of these questions will make role-playing
your character much more enjoyable.
Animal Templates
Basic Compendium
49
BOOK ONE Chapter III: Character Creation
that this describes the typical Zoic of this type. You template next to the Characteristic so you can compare
are of course free to role-play your Zoic however you your character to a typical Zoic of that type. Zoics may
wish. This description will simply give you some idea not exceed the Maximum Characteristic Ranking given
of how the rest of Drdni society generally views this in their template.
particular Zoic.
Animals that preferred a certain type of habitat Lifespan
will generally be drawn to professions that place their Zoics have either short, average, or long lifespans.
Zoic counterparts in those habitats. For example, Short lifespans are 40 years, average lifespans 80 years, and
marine animals such as seals, manatees, otters, seagulls, long lifespans 160 years. All Zoics are typically considered
pelicans, sea turtles, and crocodiles are more likely to be to have reached maturity by the age of thirteen. Zoics
sailors, fishermen, pearl divers, or river boatmen than younger than this are viewed as children and could be
other types of Zoics. eligible to take a Social Drawback (juvenile).
This also holds true for animals that exhibited a It is also possible for very young or incredibly
certain type of behavior. Thus, predatory species such aged Zoics to take Physical Drawbacks to reflect either
as tigers, wolves, hawks, and komodo dragons are more underdeveloped traits or infirmities. As a result of healthy
likely to be soldiers than non-predatory Zoics. In general, living or through magical means some Zoics can live longer
if an animal is known for a specific behavioral trait than their average lifespan but this is rare. In general, a
(stubbornness, aggressiveness, skittishness, etc.) chances Zoic in the final twenty five percent of its lifespan would be
are its Zoic will similarly be known for that trait. There considered an elder in Drdni society.
are always exceptions to the rule, of course, but dont be
surprised if everyone expects your wolverine Zoic to be Height Range
short-tempered and quarrelsome.
This shows the Zoics adult height range. If your
Zoic is a juvenile (see above), it is possible to go below
Characteristics this range. Going above the range, however, should
These are the base Rankings of your Zoics only happen with special permission from the GM.
Characteristics. If you wish, you can raise your
Characteristics above the base numbers by simply paying Weight Range
more Character Points. Characteristics have different
costs depending on whether they are considered Combat This lists your Zoics adult weight range. Choosing
or Non-Combat (see Characteristics beginning on page 99 a weight below or above this range would indicate either
for the proper costs). a very skinny or very fat Zoic. In such cases, it might be
appropriate to take a Physical Drawback to reflect that
Using those same values for Characteristic costs, condition.
you may also lower a Characteristic below the base
number and use those Character Points for other Animal Abilities
Attributes. Make sure youre getting the correct number
of Character Points back if you lower one of your This field lists the Animal Abilities that a Zoic of this
Characteristics. There are average ranges listed on the type will typically possess, as well as the Characteristic
(if any) to which it is linked. These links, written in
50
parentheses, will help you determine the number of Maximum Characteristic Rankings. This is not a cost
Action Dice youll roll whenever you use the ability. the player must pay, it is simply a guideline to building
Additionally, some templates will list Animal balanced templates. A Zoics Maximum Characteristic
Abilities in parentheses along with the name of a Ranking should not exceed 12. GMs should keep in
specific type of Zoic. These are abilities that a Zoic of mind that there is a different cost associated with Combat
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Paksin
The Paksin are a noble and proud people. Although their numbers are concentrated
in the realms of Rkbar and Amnol, they can be found living in every nation of
Drdnah. The Paksin nobility of the western amns have a reputation for arrogance,
believing themselves better than other jnah because of their ability to fly. Paksin
living in other parts of the world have learned to temper this arrogance in an effort
to achieve amiable relations with non-Paksin. Dar-Purm has a large population
of seabirds, many of which pursue military careers. Preferring lofty perches and high
places, many Paksin communities can be found in the upper reaches of great trees or
rocky aeries, such as the great Fortress of Mar-Jaheen built into the northern spires of
the Khunamani Mountains.
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Sarpah
Sarpah live primarily in the warmer northern climes of Drdnah, their cultures
having flourished in the lush, verdant jungles. Their peoples, however, can be found
as far south as Magr where some Sarpah enjoy the dryer, cooler climate. The rest of
the world distrusts many of the northern Sarpah nations. Despite the fact that over
a thousand years have passed since the Twilight Wars, non-Sarpah nations have
not forgotten the horrors that swept down from the north during that terrible age.
Neither do they forgive the Sarpahs worship of Nagamssa, who is known by non-
Sarpah as Amasrah, the Mother of Demons.
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Vajrah
The most prolific of the three races, Vajrah dominate over half of the realms
of the world. From the great Gajah of Hthiyar, who strive to abolish slavery for
all of jnahkind, to the reclusive bats of Klinrh, who keep their sorceries locked
away from prying eyes, the Vajrah of Drdnah are numerous and varied. While
being heavily populated, it has only been in the last several hundred years that the
central and eastern Vajrah nations have risen to prominence. The Amn of Sustrm,
whose ruling class of feline jnah conquered the former Paksin-ruled provinces
during the Twilight Wars, is most extreme example of Vajrah military expansion
and ambition.
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Characteristics For a further understanding of what the
different Characteristics represent, here is a
All characters have nine Characteristics: description of each:
Strength, Vigor, Agility, Dexterity, Essence,
Perception, Wit, Will, and Presence. These traits Strength
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throw the cart. If the Zoic performed a running Essence Cost: 2 Character Points for every 1 point
throw, he could hurl the cart an impressive 24 of Essence at character creation; afterwards, the cost in
yards. Story Points to raise Essence by 1 point is the current
These throwing distances are for objects that Essence Ranking.
were not meant to be thrown. Distances for thrown
weapons, such as knives, javelins, spears, etc., are Perception
listed with those weapons in the Combat chapter. The degree to which the character is aware of
BOOK ONE
Strength Cost: 2 Character Points for every 1 his immediate surroundings and how quickly he
point of Strength at character creation; afterwards, can process that sensory information. Its used to
the cost in Story Points to raise Strength by 1 point determine your characters Action Dice for any
is the current Strength Ranking. task that requires the use of his senses or to detect
ambushes and surprise attacks. Hunters and honor
Vigor guards should have excellent Perception.
The characters health, endurance, and Perception Cost: 1 Character Point for every 1
toughness. It helps determines how easily your point of Perception at character creation; afterwards,
character is damaged in combat, how resistant he is the cost in Story Points to raise Perception by 1
to disease, or how long he can exert himself. Long point is the current Perception Ranking.
distance runners and swimmers would have a high
Vigor. Wit
Vigor Cost: 2 Character Points for every 1 This measures a characters capacity for
point of Vigor at character creation; afterwards, the knowledge, his ability to recollect facts, and his
cost in Story Points to raise Vigor by 1 point is the overall mental acuity. It represents a combination
current Vigor Ranking. of common sense as well as education. Its used to
determine your characters Action Dice for any tasks
Agility that requires a use of intelligence and reasoning
The characters speed, nimbleness, and reaction ability. Teachers and philosophers should have a
time. It is used to determine your characters Action high Wit.
Dice in melee combat, or with any tasks which Wit Cost: 1 Character Point for every 1 point
require litheness, bodily grace, or reaction time. of Wit at character creation; afterwards, the cost in
Acrobats, dancers, and contortionists would have Story Points to raise Wit by 1 point is the current
a high Agility. Wit Ranking.
Agility Cost: 2 Character Points for every 1
point of Agility at character creation; afterwards, Will
the cost in Story Points to raise Agility by 1 point is This represents a characters willpower and
the current Agility Ranking. sense of self. It is used to determine your characters
Action Dice for any task that tests his nerve,
Dexterity determination, or his ability to resist any type of
The characters hand-eye coordination and fine suffering or hardship. Military leaders and spies
motor skills. It is used to determine your characters would possess strong Wills.
Action Dice in any sort of ranged combat, or with Will Cost: 1 Character Point for every 1 point
any tasks that require fine manipulation ability. of Will at character creation; afterwards, the cost in
Doctors, artisans, and musicians should have a Story Points to raise Will by 1 point is the current
high Dexterity. Will Ranking.
Dexterity Cost: 2 Character Points for every 1
point of Dexterity at character creation; afterwards, Presence
the cost in Story Points to raise Dexterity by 1 point A combination of physical beauty, charm,
is the current Dexterity Ranking. personality, and bearing. It is used to determine
your characters Action Dice for any tasks that
Essence require him to impress, intimidate, or otherwise
This attribute represents a characters spiritual and emotionally affect others around him. Actors and
magical strength, his ability to affect the Dream Realm, ambassadors would likely have a high Presence.
and to resist mystical attacks. It is used to determine Presence Cost: 1 Character Point for every 1
your characters Action Dice with magical rituals and point of Presence at character creation; afterwards,
his effectiveness at manipulating arcane energies. the cost in Story Points to raise Presence by 1 point
Sirhibasi and mngai should have a high Essence. is the current Presence Ranking.
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Animal Abilities
The best thing about being a Zoic is getting
all those cool abilities: claws, wings, spines, special
senses, venom. Thats half the fun of playing
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Raising Animal Abilities The cost for each Armor Point of Body Armor is
5 Character Points. The value of natural Body Armor
Once the game begins, you may increase can be raised within the limits established in the Armor
your Animal Abilities by expending Story Points. Point table. The cost of raising Body Armor 1 point
Generally, the cost of raising an Animal Ability is is always 5 Character Points. This ability has no dice
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Vigor limitations for time are concerned (see General Zoic may continuously dig for as many minutes as
Movement in the Combat chapter, pages 221-222). their Vigor Ranking, after which the Zoic must rest
Bounding Cost: 3 Character Points for the initial for an equal number of minutes.
ability; 2 Character Points for ever additional level of A Partial Success means the Digging rate is halved,
Bounding. whereas a failure means the Zoic has hit an impassable
substance. A Fumble could mean the Zoic has
Change Color (Will) unearthed something potentially dangerous, caused a
BOOK ONE
This is the classic chameleon power, the ability for a cave-in, or otherwise failed beyond expectation.
Zoic to change its skin color to match its surroundings. Digging Cost: 3 Character Points for the initial
This ability allows Zoics to change both the color and the ability; 2 Character Points for every additional level
simple pattern of their skin. If someone is attempting to of Digging.
see a Zoic that is using the Change Color ability, they
must make an Opposed Roll using whatever Perception Discriminatory Taste (Perception)
ability is appropriate against the targets Change Color A Zoic with this ability possesses an incredibly acute
ability. If the searcher scores more successes, then the sense of taste, and is able to detect and differentiate
target is detected, otherwise the target remains unseen. among many various substances in or on food, drink,
Depending on the surroundings the Zoic is or clothing (as well as a variety of other surfaces).
attempting blend into, the GM may assign penalties In addition, the character can taste the air for the
or bonuses to the Change Color Action Dice. The presence of various forms of jnah, suthra, or flora that
Zoic must use the Change Color ability prior to being may give off smells too subtle for a nose to detect.
seen because once someone knows the Zoic is there This ability is very useful when employed in
the ability has no effect (you cannot vanish into the conjunction with some of the various Knowledge
woodwork with this ability), though the skins color still Skills. Zoics with Discriminatory Taste do not take the
changes. normal penalties assigned to taste Perception Rolls (see
Change Color Cost: 3 Character Points for the Perception Roll, page 37) for strong or overpowering flavors
initial ability; 2 Character Points for every additional and would even gain bonuses when trying to detect weak
level of Change Color. or faint flavors.
Discriminatory Taste Cost: 3 Character Points
Clinging (Strength) for the initial ability; 2 Character Points for every
A Zoic with this ability can cling to the surface additional level of Discriminatory Taste.
of walls, ceilings, trees, etc., for extended periods of
time. Adjustments for surface type (vine-covered tree Distance Running (Vigor)
trunks as opposed to slime-coated smooth walls, for A Zoic with this ability can run for a prolonged
example) or atmospheric conditions (gusts of wind, period of time at the Running rate for standard
torrential downpours, etc.) should be factored in when movement distance (see General Movement in the
determining if a Zoic can successfully use this ability. Combat chapter, page 221-222). A distance runner can
GMs may wish to add a bonus or a penalty ranging maintain this standard running pace for an hour for
from 1-3 Action Dice depending on the situation. ever level in Distance Running. Thus, a Zoic with a
While clinging to a surface, a character may move Distance Running Ranking of 6 would be able to run
at the normal rate per Round. A Partial Success for 6 hours without resting. Once this time has elapsed,
means that the Zoic cannot find enough handholds characters must rest for an equal number of hours
or footholds to move at all, but remains clinging to the before they can continue using Distance Running. A
surface. No successes indicate the Zoic is incapable of Zoic with this ability can cover long distances on foot in
holding on to the desired surface, which could result half the time it would normally take a walking traveler
in a damaging fall. to cover the same distance.
Clinging Cost: 3 Character Points for the initial Distance Running Cost: 3 Character Points
ability; 2 Character Points for every additional level of for the initial ability; 2 Character Points for every
Clinging. additional level of Discriminatory Taste.
Digging (Strength) Dual Focal Point (Perception)
Zoics with Digging can move large quantities of Zoics with this Animal Ability can move their eyes
earth in a relatively short amount of time with their around independent of one another in order to look
hands, feet, or teeth. For each success scored on their in two directions at once. These Zoics have the ability
Action Dice, a Zoic may move enough earth to allow to process two separate images at the same time using
its body (fitting length-wise in the tunnel) to move one each eye individually. The classic example of this, of
foot forward in the desired direction each minute. A course, is the chameleon.
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Extensile Tongue (Dexterity)
Zoics with Extensile Tongue have the ability
to flick their tongues from their mouths and use
the sticky tip to grab small objects. The grabbing
range is equal to the Zoics height plus a number
With this ability, the Zoic has a much wider field Far Sight (Perception)
of vision (up to 360 degrees in some cases) and may This ability allows a Zoic to see objects in great
use its Action Dice in Dual Focal Point as a Perception detail from long distances. A Zoic may make a
Roll to counter surprise attempts or to keep an eye Perception Roll using their Far Sight Action Dice
down a corridor while simultaneously observing the to clearly see any object up to a mile away with no
actions occurring in an adjacent room. penalties to their Perception Rolls (see Perception Roll,
Dual Focal Point Cost: 3 Character Points for the page 37). Moving objects are especially easy to spot
initial ability; 2 Character Points for every additional at such distances with this ability, even exceptionally
level of Dual Focal Point. small ones. Inclement weather conditions as well as
distances greater than a mile should call for penalties
Echo Location (Perception) to the Action Dice as deemed appropriate by the
GM.
A Zoic with Echo Location emits a high-pitched
sound that bounces off surrounding objects and Far Sight Cost: 3 Character Points for the initial
returns to the Zoic. This allows the Zoic to pinpoint ability; 2 Character Points for every additional level
the locations and identify the shapes of objects and of Far Sight.
obstacles in total darkness or when blinded (for the
effects of blindness see Blind Fighting, page 223). Flight (Agility)
Whereas this allows the Zoic to navigate and even Zoics with Flight possess wings of some sort
fight under such conditions, it does not allow the and have the ability to fly. Every level in this ability
Zoic to perceive any fine details such as color or allows the Zoic to travel 30 feet per Round. Flight
texture. The classic example of echo locators are only requires a Flight Skill Roll if it is a Contested
bats. Action (made under adverse conditions such as
Zoics with Echo Location (or Keen Hearing) through thick fog or during a storm, or while being
are able to make a Perception Roll using their attacked). Difficulty modifiers could also apply in
Echo Location (or Keen Hearing) Action Dice to such conditions. Strong winds could incur a penalty
detect the high-pitched sounds emitted by other of 1 or 2 to a characters Action Dice, whereas
echo locators. This can only be done if the target flying through a severe storm could result in a penalty
echo locator is using the Echo Location ability, of of 4 or 5.
course. Flying Zoics are capable of hovering in place for
Echo Location Cost: 3 Character Points for a very brief period of time. For every success scored
the initial ability; 2 Character Points for every on their Flight Action Dice, flying Zoics can hover
additional level of Echo Location. for an equal number of Combat Rounds before they
need to make a full move or risk having to land. Zoics
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who wish to hover for longer periods of time should this damage occurs over an extended period of time,
purchase the Animal Ability Hovering. Flight follows making it less applicable to combat situations.
the same rules for Running as far as Vigor limitations Assuming that the GM rules a substance is capable
are concerned. Flying Zoics, however, may rest without of being gnawed, the character may gnaw through
needing to land by using thermals and updrafts to 1 cubic inch of the substance per success rolled per
glide and remain aloft. Round. Please note that a Zoic may not gnaw their
When comparing the skills of one flyer against way out of situations that should instead require
BOOK ONE
another, such as in a race or flying chases, merely digging or tunneling, in which case a Zoic could use
compare the successes of the Flight Rolls against one Digging if he possessed that Animal Ability.
another. If racing is the issue, the flier with the most Gnawing Teeth Cost: 3 Character Points for the
successes wins. In cases of pursuit, the flight continues initial ability; 2 Character Points for every additional
until the GM decides, given the successes of each flier level of Gnawing Teeth.
over the number of Rounds the chase lasts, that the
target has either gotten away from his pursuer or the Great Leap (Strength)
pursuer has caught up to his target.
Zoics with this ability have legs and bodies suited
Flight Cost: 5 Character Points for the initial to incredibly powerful single jumps from either a
ability; 2 Character Points for every additional level standing position or from a full run or sprint. A
of Flight. Great Leap Roll is only required when the distance
being leaped is more than 10 feet. A 1 penalty is
Gliding (Agility) applied to the Action Dice for every additional ten
These Zoics have the ability to glide through use of feet after that. So for a 20 foot leap the Zoic would
flaps of skin that stretch from their arms to their legs. suffer a 1 penalty, 2 for a 30 feet leap, 3 for a
By leaping off a location that is high off the ground, a 40 foot leap, etc. Taking a running or sprinting start
character may cover a good distance through gliding. allows the character to actually add of their Agility
Every level in this ability allows the Zoic to travel 10 to their Action Dice and may offset any penalties
feet per Round. However, the glider must also drop 5 that might have been incurred, providing that there
feet of altitude every Round unless there is some sort is actually room to run. A Zoic making a vertical leap
of updraft to keep the Zoic aloft. A gliding Zoic can would halve the distances indicated above.
only gain altitude through the use of such updrafts Great Leap Cost: 3 Character Points for the
and wind currents. initial ability; 2 Character Points for every additional
Rolling higher than two successes means that level of Great Leap.
the character was lucky enough to catch an updraft
(assuming there is one to catch) and may achieve an Hibernation (Vigor)
altitude just as high or higher than the starting point. Zoics with this Animal Ability are able to
A Partial Success indicates that the character loses the hibernate if they need to. Most Zoics with this
required altitude that Round. A Fumble indicates the ability will usually not have to rely upon it to
character has fallen to the ground incurring half the survive (in other words, most are able to live in a
standard falling damage. The GM should take into nice, warm place for the duration of a prolonged
account prevailing atmospheric and wind conditions winter). It is never necessary to hibernate unless
(storms, thermals, downdrafts, etc.) to determine any food is in such short supply that it becomes
bonuses or penalties that may apply to the Gliding necessary to conserve resources.
Action Dice.
Having this ability means that the Zoic may
Gliding Cost: 3 Character Points for the initial choose to enter a deep state of torpor in which the
ability; 2 Character Points for every additional level heart-rate, breathing, metabolism, and other bodily
of Gliding. functions slow down to such an extent that the
character will seem dead at first glance. A Zoic can
Gnawing Teeth (Strength) remain in this state for a number of weeks equal
Large, strong incisors allow the Zoic to chew to three times the number of successes rolled on
through things like rope, bamboo, wood, some chitin, their Hibernation Action Dice, as long as they are
hardened earth such as bricks, soft stones such as basalt in a somewhat sheltered location (a burrow, cave,
or limestone, and even body parts. Gnawing Teeth lean-to, tent, etc.) that keeps the elements at bay.
does not provide a Zoic the means to attack using a Zoics who are hibernating must awaken every
bite; the Zoic would have to buy Natural Weaponry 14 days in order to eat a little and perform other
in order to do that. However, once a foe is bitten or necessary bodily functions, but will otherwise use
if a target is incapacitated or bound, Gnawing Teeth up no meaningful resources (except a small amount
can cause damage equal to the successes rolled on of air) and may re-enter hibernation without any
the Gnawing Teeth Action Dice. It is assumed that further rolls. Such Zoics can survive long periods
106
of freezing cold or drought, famine, etc., that Perception Rolls (see Perception Roll, page 37) for such
would otherwise kill non-hibernating Zoics. situations. This ability is especially useful when trying
Hibernation Cost: 2 Character Points for to eavesdrop on private conversations in a noisy or
the initial ability; 2 Character Points for every distant location. It even allows Zoics to detect sounds
additional level of Hibernation. through walls or barriers less than a foot thick. They
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of administering the musk is considered quite rude in temporarily blinded by sudden bright lights.
many cultures. A Zoic with Musk Spray will soon find Night Vision Cost: 3 Character Points for the
itself exiled to the wilds if they use this Animal Ability initial ability; 2 Character Points for every additional
without constraint. Because of the debilitating effects level of Night Vision.
of Musk Spray, however, many Zoics who possess this
ability find themselves recruited as elite guards who Prehensile Limb (Dexterity)
specialize in crowd control or as assassins.
These Zoics have the ability to use their trunks or
BOOK ONE
Musk Spray Cost: 5 Character Points for the tails as manipulative limbs specifically adapted for seizing,
initial ability; 2 Character Points for every additional grasping, or holding. A successful use of this Animal
level of Musk Spray. Ability assumes that the Zoic is able to manipulate objects
as if they were using their own hand.
Natural Weaponry (Agility)
The higher the Ranking in the ability, the more
Zoics with Natural Weaponry have horns, claws, finesse and control the Zoic is assumed to have. A low
teeth, tusks, fangs, or tails that they can use to inflict Ranking would allow the Zoic to perform very basic
additional damage when involved in unarmed melee feats of manipulation, such as clutching a stick. A high
combat. When this ability is purchased, the Zoic must Ranking would allow the Zoic much finer manipulation,
define the type of natural weapon (or weapons) it such as wielding a calligraphy brush or a lock-pick, or even
possesses. The Animal Templates will give the specific firing a weapon. Attacks made using Prehensile Limb
Natural Weapons applicable to that type of Zoic. incur a dice penalty of 2 unless the attacker has the
This ability is used in the same way as any Ambidexterity Talent. As with any ability, the number of
Combat Skill. Action Dice are rolled and the number successes rolled on the Action Dice are the best indicators
of successes dictates the level of damage suffered by of the degree of accuracy when using Prehensile Limb.
the target. See the Standard Weapon Ratings Table for Prehensile Limb Cost: 3 Character Points for the
the Natural Weaponry damage, which is based on the initial ability; 2 Character Points for every additional
strength of the Zoic. Natural Weaponry attacks may level of Prehensile Limb.
be used with attacks of other kinds within a Combat
Round as desired, providing the use of such attacks is Protective Lids (n/a)
appropriate.
Zoics with this ability have some sort of protective
Natural Weaponry Cost: 5 Character Points covering for their eyes. These are either inner lids
for the initial ability; 2 Character Points for every (called nictitating membranes) common among
additional level of Natural Weaponry. amphibians, raptors, dromedaries, or marine animals,
or they could also represent the hard, clear covering
Night Vision (Perception)
A Zoic with Night Vision can see at night
or in very dim lighting as though it was an
overcast day. These Zoics do not take the normal
penalties assigned to sight Perception Rolls (see
Perception Roll, page 37) for night or darkness. This
assumes, however, that there is some residual
light available. A Zoic with Night Vision cannot
see in the absolute absence of light, such as in a
cave beyond the suns reflective or direct reach
(for the effects of blindness see Blind Fighting, page
223). The GM may choose to impose penalties,
however, on attempts at tasks such as reading or
other detail oriented visual perception feats using
Night Vision.
Zoics that may posses this ability include
nocturnal animals such as: fruit bats, flying
squirrels, bush babies, tarsiers, geckos, owls,
felines, crocodiles and alligators, opossums,
various shore-birds such as cranes and herons,
canines to some extent, frogs and toads.
Generally, any animal with exceptionally large
eyes, vertical-slit pupils, or specialized pupils that
can be dilated at will, has some degree of Night
Vision. Zoics with this Animal Ability may be
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that protects the eyes of snakes. Protective Lids shield attack ability. If the Zoic is attacked, however, he
the Zoics eyes from environmental conditions such may defend using his Spines ability to attempt to
as water, strong winds, sand, or any other condition impale his attacker. The attacker must make an
that would normally irritate the eyes and cause Opposed Roll using whatever Action Dice he used
temporary blindness (for the effects of blindness see to attack. If the attacker rolls more successes, then
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a number of Combat Rounds equal to their Vigor hunting skills, and can give the Zoic information such
before needing to rest an equal number of Rounds. as the time someone or something was in a certain
A Swimming Roll will generally be required area, if the individual was wounded, etc. Since this
when performing potentially risky or dangerous ability relies so much on scent, the GM should assign
maneuvers while swimming or when swimming in bonuses for very powerful scents or penalties for
contest against another Zoic. factors such as time elapsed, strong winds, or the target
Swimming Cost: 3 Character Points for the crossing bodies of water.
BOOK ONE
initial ability; 2 Character Points for every additional Tracking Scent Cost: 3 Character Points for
level of Swimming. the initial ability; 2 Character Points for every
additional level of Tracking Scent.
Thermal Regulation (Vigor)
These Zoics have the ability to regulate their body Venom (n/a)
temperature in order to protect themselves from the A Zoic with Venom has the ability to generate
adverse effects of extreme climates. Steamy jungles, a deadly biological toxin. This toxic agent must be
blistering deserts, or freezing mountain winds have delivered to the target in some way, either insinuated
less of an effect on Zoics with Thermal Regulation. through the use of Natural Weaponry or a hand-
Examples of such adaptations would be the ears of an held weapon, or through skin-to-skin contact, or by
elephant, or the specially adapted layer of insulating having the target ingest the toxin, which could occur
fat found in some bears, seals, and walruses. Zoics if the venomous Zoic is bitten. The types of Venom
should roll this ability to determine if they are able to available are: Psychoactive, Paralytic, Necrotic, or
counteract any penalties they would normally suffer Systemic. Further, the first, second, and third levels
due to adverse temperatures. Every success rolled will of Venom are classified as Mild, the fourth and fifth
negate a 1 penalty to any of the Zoics Action Dice levels are classified as Strong, and the sixth level is
due to the extreme climate. classified as Potent. These various toxins will cause the
Thermal Regulation Cost: 2 Character Points effects listed in the Poison Effects Table listed on pages
for the initial ability; 2 Character Points for every 241-242. A Zoics particular Venom and its delivery
additional level of Thermal Regulation. method is specified in its Animal Template.
The Zoics Ranking in Venom represents the
Thermal Sensing (Perception) strength of the particular toxin. A Zoic with 3 levels
A Zoic with Thermal Sensing can detect the heat in Venom (which would cost a total of 15 points)
from warm-blooded creatures. Zoics with this ability can cause 3 points of Fatal damage per Round for
are able to target warm-blooded opponents even if a total of 3 Rounds. A Zoic that wanted to have a
they are blinded or in complete darkness (for the level 6 Venom would need to spend a total of 41
effects of blindness see Blind Fighting, page 223). If a Character Points. No Zoic may purchase more than
Zoic only scores a Partial Success, he can use half of 6 levels of Venom. The number of effects from the
his Action Dice to attack the sensed target. Two or Poison Effects Table are based on the classification
more successes means that the Zoic can use all his of the Zoics Venom (Mild, Strong, Potent). A
Action Dice to attack. GMs may assign penalties or Partial Success on the attack to deliver the toxin
bonuses to the Thermal Sensing dice for various indicates that the venom does no damage and has
environmental conditions. It might be easier to no additional effects.
sense an opponents heat while in a colder climate, Zoics with this ability may also choose to extract
whereas it would be more difficult to do so in a their own toxin so that it may be used later in
blistering desert. various ways, such as to coat weapons for themselves
Thermal Cost: 3 Character Points for the initial or others. However, venom drawn from Zoics (or any
ability; 2 Character Points for every additional level other living creature or plant) will remain effective for
of Thermal Sensing. only a few days. Characters with specific knowledge
of poisons and venoms can preserve those toxins if
Tracking Scent (Perception) they make a successful Skill Roll using whatever Skill
A Zoic with this ability can detect and identify the is appropriate.
scent of an individual, creature, or object (assuming Venom Cost: 5 Character Points per level for
the object gives off some sort of scent), and can track the first three levels of Venom (1-3); 8 Character
that target with a successful Perception Roll using his Points per level for the next two levels (4-5); 10
Tracking Scent Action Dice. This ability also allows Character Points for the final level (6).
the character to scent the air for the presence of jnah,
suthra, or flora that may give off smells too subtle for Water Storage (Vigor)
untrained noses to pick up. This ability is very useful This ability allows the Zoic to go for long periods
when employed in conjunction with tracking and of time with little or no water without feeling the
110
effects of dehydration. When water is available, a Peripheral Vision Action Dice to make any Perception
Zoic with Water Storage need only drink enough Rolls using this ability. Further, these Zoics will tend
to replace what is missing from the body due to the to notice unusual or interesting details before other
efficiency with which water is stored internally. The Zoics who do not possess this ability.
Zoic also has the ability to quench its thirst with Wide Peripheral Vision Cost: 3 Character
TALENT LIST
Talent Link (maximum number of levels) Cost
Ambidexterity n/a 5
Combat Instinct n/a 10
Direction Sense (Perception) 5
Eidetic Memory (Wit) 5
Empathy (Essence) 5
Fast Reflexes (Agility) 5
Fearless (Will) 5
Heightened Awareness (Perception) 5
Immunity 3/Immunity 5
Keen Focus (Will) 5
Light Sleeper (Perception) 5
Mystic (Essence) 5
Natural Leader (Presence) 5
Natural Mimic (Perception) 5
Pain Resistance (Will) 5
Perfect Balance (Agility) 5
Serenity (Will) 5
Speed Reading n/a 5
Toughness n/a 10
Virtuoso (Wit) 5
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Chapter III: Character Creation
All Talents included in Animal Templates start to 1 level, Talented to 2 levels, Heroic to 3 levels, and
off with a Ranking of 1. You may choose to buy up the Legendary to 4 levels of Combat Instinct. GMs should
Ranking of these Talents with Character Points if you feel free to play with these limits but should be aware
wish. You could also, with the GMs permission, buy that a character with many levels of this Talent will be
off the Talent if you felt it was not appropriate for your incredibly formidable in combat.
character. Simply deduct the cost of the Talent from Combat Instinct Cost: 10 Character Points for
the total cost of the Animal Template. Costs for buying every level of Combat Instinct.
up Talents in-game, or purchasing new Talents, can be
BOOK ONE
112
on how close a performer was to his audience,
Empathy could also potentially be used to
boost an artistic performance.
Empathy Cost: 5 Character Points for
every level of Empathy.
Basic Compendium
113
Chapter III: Character Creation
by 1 for every level of the characters Immunity value. Ritual Skill for their characters. However, a beginning
As far as diseases and conditions go, 5 points will player at Low Power Level could choose to buy this
make the character completely immune to any single Talent and make it a hidden one, purchasing Magic
disease or condition. 10 points will grant the character Rituals later in the game as the character developed.
immunity to the most common diseases. And finally, Unlike other Talents, levels of Mystic may only be
15 points will make the character completely immune used as a bonus to Opposed Rolls, not as a boost to
to all diseases. Other substances characters might ordinary Magic Ritual Skill Rolls. This bonus, however,
BOOK ONE
develop immunities to could include: alcohol (15 applies to any use of magical Action Dice whenever
points would mean the character could never become they are being used to resist an opponents attack,
intoxicated), bacterial infections, viruses, fungal growths, overcome his defenses, or control a summoned entity.
or poisonous fumes. Whereas two sorcerers might possess an equal Ranking
Immunity Cost: 5 Character Points for every level in their Magic Ritual Skill, it would be the sorcerer
of Immunity up to a maximum of 3 levels. Immunity with more levels of Mystic Talent who would have
can be purchased multiple times. the definite advantage. Additionally, it is your Mystic
Talent that determines how many Magic Rituals you
Keen Focus (Will) are able to learn. Sorcerers may know 1 Magic Ritual
for every 2 levels of Mystic Talent they possess (for a full
This Talent allows a character to acutely focus his explanation of magic and Magic Rituals see the Ritual
concentration on a specific task in order to improve his Magic chapter).
chances at success. Keen Focus has a number of uses.
It could boost a characters Action Dice involved in Mystic Cost: 5 Character Points for every level of
any form of research or magical study. This is especially Mystic.
useful for spell-casters, who will often have a variety
of magic rituals at their disposal. Artisans, artists, and Natural Leader (Presence)
performers could also use Keen Focus to boost their Characters with this Talent are natural born leaders,
creative and performance Skills. able to inspire confidence and earn the loyalty of those
In combat, Keen Focus is most useful when dealing who follow them. Levels of this Talent may be added to
with ranged weapons. Any attacks that require a steady any Skills that are used to inspire or rally followers, or
aim could potentially be boosted by levels of this Talent. to give orders and commands, particularly in combat or
When combined with the bonuses from the Time Bonus other stressful situations. Skills such as Conversation,
Table (see Extra Time, page 39), Keen Focus can be a very Intimidation, Oratory, Persuasion, and Tactics could all
effective aid to most forms of ranged combat. potentially benefit from this Talent.
Keen Focus Cost: 5 Character Points for every If using the special Mass Combat or Ship To Ship
level of Keen Focus. Combat rules, GMs could allow a player to use his levels
of Natural Leader to boost Combat Action Dice that
Light Sleeper (Perception) would be affected by the player giving orders to a crew
or a group of soldiers (see Simplified & Mass Combat and
This Talent grants a character the proverbial ability Ship To Ship Combat in the Combat chapter for a full
to sleep with one eye open. A character with Light explanation of those rules).
Sleeper is rarely surprised when asleep and can instantly
awaken and react to any situation as if hed never been Natural Leader: 5 Character Points for every level
asleep at all. Characters with this Talent can add their of Natural Leader.
Light Sleeper dice to any Perception-based Action Dice
when attempting to detect a foe entering the room Natural Mimic (Perception)
where they are sleeping, even if the foe is using stealth. Characters with this Talent have the innate ability
Further, if the character wishes, he may pretend to to observe and duplicate the personality, mannerisms,
remain asleep in order to gain bonuses in combat for speech patterns, and accents of other beings. Natural
a surprise attack against the intruders. Guards would Mimics are also able to duplicate the sounds of non-living
find this Talent very useful. things such as chimes, bells, or musical instruments.
Light Sleeper Cost: 5 Character Points for every Natural Mimics would even have an advantage in any
level of Light Sleeper. Skill that required a perfect duplication of a pattern or
script. Skills that could possibly be boosted by this Talent
Mystic (Essence) would be Acting, Artistry, Disguise, Forgery, Oratory,
Performance, and Streetwise, but only in instances
This Talent is required if the character is to possess where mimicking another individual, instrument,
any Skills in the arts of magic, whether as fully trained or document is the goal or would clearly increase the
sirhibasi or mngai, or simply as someone with magic chances of success.
potential who has yet to discover their gift. Players who
purchase this Talent will need to also purchase the Magic Natural Mimic: 5 Character Points for every level
of Natural Mimic.
114
Pain Resistance (Will) Speed Reading (n/a)
Characters with this Talent are able to endure This Talent allows a character to read and process
excruciating amounts of pain and severe discomfort information at an amazing rate. A character with
either as a result of years of training and conditioning Speed Reading can read and absorb information at
or simply as a result of an incredibly tough constitution. 10 times the normal rate. Therefore a document that
Basic Compendium
115
BOOK ONE Chapter III: Character Creation
116
A further description of each caste is given their status, however, charity toward Outcastes is
below: considered good karma, so the other castes make
Holy Caste (3 point Advantage): This is the efforts to help them whenever they can. That said,
highest caste, which is comprised of the most members of other castes generally do not mingle
learned and wise members of society. Its ranks are with Outcastes, as it is considered distasteful
Basic Compendium
117
Chapter III: Character Creation
Profession Templates are organized by caste. Outcaste Professions
Based on the type of game the GM intends to run,
you should make a selection from the corresponding In general, these professions represent a broad
caste category. Some professions may not be range of pastimes, both legal and illegal, and though
appropriate for the GMs campaign. Members of most are occupied by those who have been born
different castes mingle freely so characters from all into this role as an Outcaste, it should be noted that
castes could potentially be members of the same any of these professions may represent the current
adventuring party. The only exception to this would occupation of a Dishonored former member of
BOOK ONE
be Outcastes, who would need a good justification to any caste, from Low Caste to Holy Caste. Such
mingle with the other four castes. Certainly if the GM individuals, depending on the dishonorable acts
were running a campaign that featured underworld or terrible crimes they may have committed that
figures, then everyone would have a reason to play caused them to be cast out of their former station,
Outcastes. As usual, the GM will tell you what is and might be treated as entirely untouchable and
is not appropriate for his game. cursed by the Devah, and may even be killed on
sight if recognized by those who might have cause
When reading through the various templates, to despise them for what they have done.
youll notice that similar professions exist under
different castes. This reflects the fact that some Beggar A base individual who is no longer
trades are found at all levels of society. Though many willing or capable of performing services for
professions are suited to a particular caste, a Profession rewards; beggars instead merely sit upon street
Template is really nothing more than a collection of corners displaying either their laziness or their
infirmities in the hopes of handouts from the
Skills. If you feel that a particular skill set (or even generous.
a profession title) should be assigned to a higher or Social Standing: Low Range
lower caste, simply select that Profession Template Initial Skills: Persuasion: 3, Profession: 2
and buy whatever Caste Advantage you desire. For (beggar), Streetwise: 3
example, even though the captain of a ship may be Character Point Cost: 8
listed under High Caste, a player could choose to
be the captain of a simple merchants vessel instead, Clothes Washer A person who handles and
and so would purchase the Trade Caste Advantage. touches clothing soiled by wear, cleans them
Likewise, a player wanting to be the crystal master of a by hand, and then throws them into a rinsing
prominent House (normally a Trade Caste profession) basin to be rinsed and removed for drying by
someone of a higher caste (usually a peasant
may choose to purchase the High Caste Advantage if servant). Clothes Washers are paid either with
they wanted to play a noble character that happened food or in a small currency of daln.
to have a passion for that profession. Social Standing: Mid Range
If you want to play a profession that is not listed Initial Skills: Knowledge: 2 (fabrics), 2
in the Profession Templates, then its a simple matter (mending), Profession: 2 (washer)
of creating your own. Go through the list of Skills Character Point Cost: 6
on page 149 and select whatever Skills
you think are appropriate for your new
Profession Template. Add the costs of all
those Skills together to get the final cost
of the template. Thats all there is to it.
Any new templates should always get the
approval of the GM.
GMs are also encouraged to create new
Profession Templates that are tailored to
their own campaigns. A military-oriented
campaign, for example, might call for all
sorts of specialized military Profession
Templates. A campaign focusing on the
adventures of a caravan might likewise
need some specialized templates. Use
the templates listed below as guidelines.
Just remember that taking a Profession
Template should not be mandatory.
An experienced player should be free
to create exactly the sort of character he
wants as long as it fits the GMs campaign
requirements.
118
Corpse Handler Any individual tasked with Social Standing: Mid Range
physically touching corpses of any kind (with Initial Skills: Bargain: 3, Concealment:
the exception of gutting and cleaning prey 3, Knowledge: 2 (popular goods),
suthra for food). Corpse Handlers are often Profession: 2 (fence), 2 (front
seen attending funerals and working alongside operation), Streetwise: 3
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119
Chapter III: Character Creation
Profession: 2 (slave
occupation)
Character Point Cost: 9
120
Social Standing: Mid Range Social Standing: High Range
Initial Skills: Knowledge: 2 (rope work), 2 Initial Skills: Knowledge: 2 (crystal lore),
(plant lore), Profession: 2 (basket weaver) 2 (glasswork), 2 (jewelry), Profession: 2
Character Point Cost: 6 (crystal carver)
Character Point Cost: 8
Brick Maker A peasant who makes bricks
Chitin Worker A peasant crafter who Seamstress A peasant who sews simple
works primarily with the chitin (hard shell) garments or does the basic mending of more
harvested from various suthra. The chitin elaborate garments.
insect shell is cut, carved and sculpted for Social Standing: Mid Range
use as decoration, jewelry, tools, weapons, Initial Skills: Knowledge: 2 (fashion),
utensils, etc. 2 (tailor), 2 (weaving), Profession: 2
Social Standing: Mid Range (seamstress)
Initial Skills: Knowledge: 2 (chitin craft), 2 Character Point Cost: 8
(suthra lore), Profession: 2 (chitin worker)
Character Point Cost: 6 Stone Cutter A peasant crafter whose main
materials are the numerous types and qualities
Cloth Maker A peasant crafter responsible of local stone. Stone Cutter works will range
for the weaving and making of the fine threads from simple statuary and carvings, to fitted
and cloth used for rugs, tapestries, and clothing stones for building. They are often employed
of all kinds. Such works are usually rustic and by the Trade Caste masons for work on city
somewhat crude, befitting their caste, though buildings, palaces, and temples.
rare talents can be found. Social Standing: High Range
Social Standing: Mid Range Initial Skills: Knowledge: 2 (stone craft), 2
Initial Skills: Knowledge: 2 (tailor), 2 (architecture), Profession: 2 (stone cutter)
(weaving), Profession: 2 (cloth maker) Character Point Cost: 6
Character Point Cost: 6
Wood Worker A peasant crafter who uses
Crystal Carver A peasant crafter who works woods of various sorts and colors to create
primarily with the various Drdni crystals. their works, from carvings to carts to the beams
Such crystals are dug from the earth, picked and boards for cottages. Such items are often
from sides of mountains, or plucked from the both functional as well as beautiful, and the
upper airs. wood worker handpicks the woods harvested
Basic Compendium
121
Chapter III: Character Creation
Social Standing: Mid Range
Initial Skills: Knowledge: 2 (herbal lore),
2 (horticulture), 2 (weather lore),
Profession: 2 (farmer)
Character Point Cost: 8
122
variety like vast quarry pits, or the deeper many peasants enjoy sheltered lives as servants,
tunnels and chambers of crystal mountain though they are sometimes looked down upon
mines. by others of their caste.
Social Standing: Mid Range Social Standing: Low Range
Initial Skills: Knowledge: 2 (mineral lore), Initial Skills: Etiquette: 3, Knowledge: 2
Mourner A peasant who works as a professional Street Vendor A peasant who sells, from
mourner at funerals, adept at the showmanship various hand-carts, display poles, hastily-placed
and histrionics of wailing, lamentation, and rugs, temporary covered tables, backpacks, and
forced tears. Professional mourners have been even small canal-boats, the various foods, small
known to sew their own clothes to be easily toys, jewelry, trinkets, candies, tobaccos, and
torn and ripped apart during displays of grief. other treats made by Trade Caste merchants,
Social Standing: High Range or even simple items that they themselves
Initial Skills: Knowledge: 2 (funeral make. Most of them are employed by Trade
customs), Performance: 2 (dramatizing), Caste merchants.
Profession: 2 (mourner) Social Standing: Mid Range
Character Point Cost: 6 Initial Skills: Bargain: 3, Knowledge: 2
(popular goods), Profession: 2 (street
Palanquin Bearer A peasant who carries vendor)
palanquins throughout a city. Such Character Point Cost: 7
individuals often work for Trade Caste
merchants who build the palanquins and Suthra Herder A peasant handler of tamed
gather the clientele. suthra, the native insects of Drdnah, either
Social Standing: High Range in herds or individually, for the various uses
Initial Skills: Athletics: 3, Knowledge: associated with domesticated livestock. Herders
2 (local working area), Profession: 2 may tend these suthra for themselves or others
(palanquin bearer) for livelihood and profit.
Character Point Cost: 7 Social Standing: Low Range
Initial Skills: Knowledge: 2 (suthra lore),
Pearl Diver A peasant who dives for pearls 2 (breed suthra), Profession: 2 (suthra
and other precious undersea stones, including herder), Survival: 3, Tracking: 3
valuable corals, easy-to-harvest underwater Character Point Cost: 12
crystal formations, and even treasures from
sunken wrecks and ruins. Trapper A peasant hunter who specializes in
Social Standing: High Range using traps and capturing live prey.
Initial Skills: Concealment: 3, Social Standing: High Range
Knowledge: 2 (local waters), 2 (suthra Initial Skills: Concealment: 3, Knowledge:
lore), Profession: 2 (pearl diver), 2 (local hunting area), 2 (suthra lore),
Swimming: 3 Profession: 2 (trapper), Tracking: 3,
Character Point Cost: 12 Trapping
Character Point Cost: 15
Rickshaw Driver A peasant who pulls a
one or two-man wheeled cart (rickshaw) for Vermin Catcher A peasant who catches
patrons in a village or city. Such individuals vermin insects upon city streets, in homes,
often work for themselves. and sometimes in sewers, either with traps or
Social Standing: High Range with the use of trained suthra that have been
Initial Skills: Conversation: 3, Driving: taught to hunt and kill vermin suthra for their
3 (land vehicles), Knowledge: 2 (local owners.
working area), Profession: 2 (rickshaw Social Standing: Low Range
driver), Streetwise: 3 Initial Skills: Concealment: 3, Knowledge:
Character Point Cost: 13 2 (local area), 2 (suthra lore), Profession:
2 (vermin hunter), Suthra Use: 5,
Servant A peasant chosen to work for someone Tracking: 3, Trapping: 3
of higher caste, usually within the home or Character Point Cost: 20
place of business. Servants are usually trained
for specific tasks and often undergo oaths of Wise One (Low Caste Doctor, Midwife, Healer,
loyalty for the master they serve, especially Mage, Seer, or Summoner Sirhibas) A peasant
those serving a House. While living within a who has learned the arts of herbalism, holistic
House they must abide by their rules and may medicine, and possibly a smattering of magic.
live or die at the whim of the aryah. The laws of Many upper-caste individuals are suspicious
the magistrate will not intercede. Despite this, of peasant magic, so peasants with such skills
Basic Compendium
123
Chapter III: Character Creation
tend to be secretive concerning their abilities. Bowyer A Trade Caste maker of bows and
Social Standing: High Range crossbows of all or specific varieties and the
Initial Skills: Alchemy: 3 (medicine), Dress crystal-, chitin-, and Amber-tipped arrows
Wound: 3, Knowledge: 2 (fasting), 2 and bolts used by them. Bows made by such
(brewing), 2 (world cultures), 2 (incense an individual might be used by peasants,
maker), 2 (medicine craft), 2 (divination), merchants, and lords alike, each being hand-
2 (herbal lore), 2 (legends), 2 (surgery), made to suit a new potential owner.
2 (cultural traditions), 2 (weather lore), Social Standing: Mid Range
BOOK ONE
124
Cobbler A skilled artisan who makes and Social Standing: Mid Range
repairs sandals, shoes, and boots. Initial Skills: Bargain: 3, Knowledge: 2
Social Standing: Mid Range (herbal lore), 2 (horticulture), 2 (cultural
Initial Skills: Bargain: 3, Knowledge: 2 traditions), Profession: 2 (florist)
(leather craft), 2 (jenu lore), Profession: 2 Character Point Cost: 11
Basic Compendium
125
Chapter III: Character Creation
the various softer tissues of the native insects of Perfumer A skilled artisan who makes and
Drdnah. Such individuals often intricately sells perfumes and scented oils of various
work saddles for the riding chinti of lords, kinds. Perfumers tend to be knowledgeable
belts, pouches, and even articles of clothing. concerning the delicate noses, strong musks,
Social Standing: Low Range and keen senses of a wide variety of jnah.
Initial Skills: Bargain: 3, Knowledge: 2 Social Standing: Mid Range
(suthra leather), 2 (art), 2 (fashion), Initial Skills: Bargain: 3, Knowledge: 2
Profession: 2 (leather crafter) (herbal lore), 2 (jenu lore), 2 (suthra lore),
Character Point Cost: 11
BOOK ONE
Profession: 2 (perfumer)
Character Point Cost: 11
Lens Maker An artisan who makes lenses of
crystal or glass for spyglasses and spectacles, Potter An artisan who creates a variety of
grinding them down to exact specifications pottery ware, such as vases, pots, bowls, or
depending on their use. plates, shaped from moist clay, hardened by
Social Standing: Low Range heat, and often adorned with colorful glazes
Initial Skills: Bargain: 3, Knowledge: 2 and patterns. A particularly skilled potter
(glasswork), 2 (mineral lore), 2 might even be able to create purely sculptural
(mathematics), Profession: 2 (lens maker) elements, though it becomes even more
Character Point Cost: 11 difficult to assure an elaborate pieces survival
while being fired in the kiln.
Locksmith A skilled artisan who makes Social Standing: Mid Range
and repairs locks and keys out of a variety of Initial Skills: Bargain: 3, Knowledge: 2 (art),
materials, and can be called upon to open locks 2 (fire craft), 2 (mineral lore), Profession:
without damaging them. 2 (potter)
Social Standing: Mid Range Character Point Cost: 11
Initial Skills: Bargain: 3, Concealment: 3,
Knowledge: 2 (Amber lore), 2 (crystal Rope/Net Maker An artisan skilled at the
lore), Lock Picking: 3, Profession: 2 making of all types, sizes, and strengths of ropes,
(locksmith) cords, and nets. Rope Makers products can be
Character Point Cost: 15 seen in construction sites, ships, warehouses,
homes, and even palaces, and can be made
Mason An artisan who works with the from the cheapest materials (such as hemp), to
numerous types, qualities, and colors of local the most extravagant (such as silk), depending
and even foreign stone. Their works range from on the required mixture of beauty, texture, and
simple statuary and carvings, to fitted stones strength.
for building, including the elaborate bas-reliefs Social Standing: Low Range
on many edifices. They are often employed by Initial Skills: Bargain: 3, Knowledge: 2
contractors, nobles, and mngai for work on (rope work), 2 (weaving), Profession: 2
city buildings, palaces, and temples. (rope/net maker)
Social Standing: High Range Character Point Cost: 9
Initial Skills: Bargain: 3, Knowledge: 2
(stone lore), 2 (architecture), 2 (art), Shipwright An artisan who has the correct
2 (mineral lore), 2 (mathematics), knowledge of materials, techniques, and skills
Profession: 2 (mason) to build ships, whether for sailing the seas
Character Point Cost: 15 or the skies. Shipwrights construct, fit out,
commission, and repair all types of vessels
Milliner A skilled artisan who designs, makes, from small utilitarian skiffs and pleasure craft
and sells hats of all shapes and sizes necessary through a range of competitive, commercial,
to fit the head of any jnah. and war vessels. A shipwright will often
Social Standing: Mid Range specialize in certain types of ships, and would
Initial Skills: Bargain: 3, Knowledge: develop skills accordingly.
2 (fashion), 2 (jenu lore), 2 (cultural Social Standing: High Range
traditions), Profession: 2 (milliner) Initial Skills: Bargain: 3, Knowledge: 2
Character Point Cost: 11 (Amber lore), 2 (rope work), 2 (skyships),
2 (water vessels), 2 (wood lore),
Paper Maker An artisan who makes and sells Profession: 2 (shipwright).
paper made from wood pulp, rags, straw, or Character Point Cost: 15
other fibrous material.
Social Standing: Mid Range Silk Maker A skilled artisan who breeds
Initial Skills: Bargain: 3, Knowledge: 2 various suthra who produce the finest silks
(wood lore), 2 (herbal lore), Profession: 2 and then prepares the silk to be sold to other
(paper maker) merchants.
Character Point Cost: 9 Social Standing: Mid Range
Initial Skills: Bargain: 3, Knowledge: 2
126
(suthra lore), 2 (fashion), Profession: 2 Social Standing: High Range
(silk maker), Suthra Training: 3 (aides & Initial Skills: Bargain: 3, Knowledge: 2
companions) (customs), 2 (weapons), 2 (crystal lore),
Character Point Cost: 12 2 (Amber lore), 2 (chitin lore), 2 (wood
lore), 2 (wax-working), Melee Combat:
Tailor Trade artisans who have achieved
Basic Compendium
127
Chapter III: Character Creation
Dramatist A trained writer-composer of the in the colors used on that area of skin. As such
various forms of stage plays popular in Drdnah markings are common, both as art as well as
(think Kabuki and Noh type theater). Such an identity, such an artisan is always in demand.
individual is also often a skilled choreographer, Social Standing: High Range
as well as a composer of the songs and music Initial Skills: Artistry: 2 (illustration), 2
needed for the performances. (tattooing), Bargain: 3, Dress Wound: 3,
Social Standing: Mid Range Knowledge: 2 (art), 2 (cultural traditions),
Initial Skills: Bargain: 3, Etiquette: 3, 2 (fashion), 2 (jenu lore), 2 (lineages), 2
BOOK ONE
128
progress to those who hire them. the performers of a House, arranges for and
Social Standing: Mid Range organizes any entertainments or entertainers
Initial Skills: Bargain: 3, Knowledge: from outside the House, and serves as master
2 (architecture), 2 (world cultures), of ceremonies at any special functions.
2 (cultural traditions), Profession: 2 Social Standing: High Range
Basic Compendium
129
Chapter III: Character Creation
2 (cultural traditions), Persuasion: 3,
Profession: 2 (fortune-teller)
Character Point Cost: 21
130
Concealment: 3, Observation: 3, lore), Suthra Training: 3 (aides &
Research: 3, Knowledge: 2 (current companions), Suthra Use: 5
history), 2 (ancient history), 2 (world Character Point Cost: 23
cultures), 2 (heraldry), 2 (cultural
traditions), 2 (cartography), 2 (region Head of Servants This Trade Caste member
Gardener A member of the Trade Caste Masseur A member of the Trade Caste adept
who earns a living through the creation and at bringing comfort and therapy to others
maintenance of all types of gardens and other using various forms of muscular massage. This
living floral displays. Such an individual might generally refers to the rubbing or kneading of
be responsible for public parks, the flowering parts of the body to aid circulation, relax the
courtyards of businesses, or the private gardens muscles, or provide sensual stimulation. This
of lords and ladies. Gardeners are responsible ability requires use of the Masseurs basic
for creating health, harmony, balance, and the manual dexterity, specific medical knowledge,
flow of beauty within the gardens they create and and understanding of various jenu body
tend. structures.
Social Standing: Mid Range Social Standing: Mid Range
Initial Skills: Bargain: 3, Knowledge: 2 Initial Skills: Bargain: 3, Knowledge: 2
(art), 2 (herbal lore), 2 (horticulture), (cultural traditions), 2 (jenu lore), 2
Profession: 2 (gardener) (medical lore), Profession: 2 (masseur)
Character Point Cost: 11 Character Point Cost: 11
Groomer A Trade Caste member who specializes Mechanic A member of the Trade Caste
in the grooming and beauty needs of the various that specializes in fixing and maintaining
types of jnah. Such individuals are also often mechanical devices of all kinds, including
called upon to act as dentists, manicurists, and clockwork mechanisms, the machinery of mills,
pedicurists who treat problems with bad teeth the crystal gear-works used to operate certain
or claws. Specialized small grooming suthra, moving skyship parts, and other such large and
used to help clean teeth and trim away dead small mechanical devices.
flesh from skin conditions and nail growth, are Social Standing: Mid Range
often released to crawl across customers during Initial Skills: Bargain: 3, Knowledge: 2
a grooming session. Groomers are also skilled at (architecture), 2 (land vehicles), 2 (water
non-permanent body art such as the painting and vessels), 2 (skyships), Profession: 2
dyeing of claws, fur, scales, skin, and feathers. (mechanic)
Social Standing: Mid Range Character Point Cost: 13
Initial Skills: Artistry: 2 (illustration),
Bargain: 3, Conversation: 3, Etiquette: Merchant (Trader) A member of the Trade
3, Knowledge: 2 (fashion), 2 (jenu Caste whose occupation is the wholesale
Basic Compendium
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Chapter III: Character Creation
purchase and retail sale of goods for profit. (brothel proprietor)
Such individuals would often be business Character Point Cost: 15
owners or shopkeepers, either established in
a set location or capable of traveling near and Gambling Den Proprietor Runs and
far to sell their wares. Merchants might deal in operates a gambling den. These can vary in
some specific type of goods or may be a general quality and reputation, but generally allow for
vendor of a variety of items. Their skills are not all manner of gaming and simple sport (such as
necessarily in the making of these things but in suthra-fighting matches). There are known to
BOOK ONE
the profitable economics of buying and selling be gambling dens of an entirely illegal nature
them. where hapless captured jnah are sometimes
Social Standing: Mid Range pitted, against their will, to fight other jnah or
Initial Skills: Bargain: 3, Etiquette: 3, horribly monstrous predatory suthra (such as
Knowledge: 2 (current history), 2 (world makri) to the death.
cultures), 2 (economics), 2 (politics), Social Standing: Mid Range
Persuasion: 3, Profession: 2 (merchant) Initial Skills: Bargain: 3, Gaming: 3,
Character Point Cost: 19 Knowledge: 2 (world cultures), Streetwise:
3, Profession: 2 (gambling den proprietor)
Messenger - A member of the Trade Caste who Character Point Cost: 13
makes a living by hand-delivering messages or
performing errands such as carrying telegrams, Innkeeper Runs and operates an inn,
letters, or parcels. This person might even act as providing lodging, food and drink, and other
an official courier or envoy to a person, group, such services for locals and travelers.
or government and will often be the bearer of Social Standing: Mid Range
news for such entities. Initial Skills: Bargain: 3, Conversation:
Social Standing: Mid Range 3, Etiquette: 3, Knowledge: 2 (world
Initial Skills: Athletics: 3, Bargain: 3, cultures), 2 (local working area),
Etiquette: 3, Knowledge: 2 (region - Profession: 2 (innkeeper)
players choice), Streetwise: 3, Profession: Character Point Cost: 15
2 (messenger)
Character Point Cost: 16 Opium Den Proprietor Runs and operates
an opium den. These establishments are also
Miller A member of the Trade Caste who owns commonly used for all sorts of clandestine
and operates a mill. Such mills, powered activity.
by either wind or water, are equipped with Social Standing: Mid Range
machinery used to grind oats or grain into Initial Skills: Bargain: 3, Concealment: 3,
flour, meal, and various cereals. Conversation: 3, Knowledge: 2 (herbal
Social Standing: Mid Range lore), 2 (local working area), 2 (jenu lore),
Initial Skills: Bargain: 3, Knowledge: 2 Streetwise: 3, Profession: 2 (opium den
(herbal lore), Profession: 2 (miller) proprietor)
Character Point Cost: 7 Character Point Cost: 20
Proprietor Members of the Trade Caste who Teahouse Proprietor Owns and operates a
own and run various dining, lodging, and teahouse. Teahouses are the restaurants and
entertainment establishments, either rural or bars of Drdnah. They do not generally
urban. provide places for people to stay (those are
inns).
Bathhouse Proprietor Runs and operates Social Standing: Mid Range
a public bathhouse (think Spirited Away), and Initial Skills: Bargain: 3, Conversation: 3,
sometimes provides food and entertainment Knowledge: 2 (herbal lore), 2 (cultural
for their guests. traditions), Profession: 2 (teahouse
Social Standing: Mid Range proprietor)
Initial Skills: Bargain: 3, Knowledge: Character Point Cost: 12
2 (cultural traditions), Profession: 2
(bathhouse proprietor). Theater Proprietor Runs and operates a
Character Point Cost: 7 theater where plays, musical performances, and
other forms of entertainment are featured.
Brothel Proprietor Runs and operates Social Standing: Mid Range
a brothel. These can vary in quality and Initial Skills: Bargain: 3, Conversation:
reputation. The higher class ones are like those 3, Knowledge: 2 (world cultures), 2
in Brotherhood of the Wolf or Vidocq. (music), 2 (literature), 2 (fashion), 2
Social Standing: High Range (cultural traditions), Profession: 2 (theater
Initial Skills: Bargain: 3, Conversation: proprietor)
3, Etiquette: 3, Knowledge: 2 (world Character Point Cost: 18
cultures), 2 (jenu lore), Profession: 2
132
Sailor Any number of individuals within the not personally responsible for the rigging itself,
Trade Caste who have chosen to work aboard they may share some of the same knowledge as
either a water vessel or a skyship as their chosen riggers and additionally be aware of the various
profession. facts concerning the nature of sailcloth (its
uses, strengths, weaknesses, limits, etc.).
Basic Compendium
133
Chapter III: Character Creation
Research: 3 Cannonsmith This member of the Sunborn
Character Point Cost: 23 is an artisan who builds cannons and artillery
guns for both ground warfare and ship
Suthra Breeder/Handler (Groom) A member combat.
of the Trade Caste who is employed as a breeder Social Standing: Mid Range
and caregiver for suthra to be raised as aids, Initial Skills: Alchemy: 3 (gunpowder),
food, pets, transport, or guardians. The Suthra Artillery Combat: 5, Evade: 5, Firearm
Handler insures that the charges are well-kept, Combat: 5, Gunsmith: 3 (artillery guns),
BOOK ONE
in good health, and are as appealing to the eye Knowledge: 2 (firearms), 2 (skyships), 2
as the suthra need to be to please their true (water vessels), 2 (mathematics), 2 (Amber
owners and those who may buy them. lore), 2 (crystal lore), 2 (wax-working),
Social Standing: Mid Range Profession: 2 (cannonsmith)
Initial Skills: Bargain: 3, Knowledge: 2 Character Point Cost: 37
(suthra breeding), 2 (suthra lore), Suthra
Use: 5, Suthra Training: 3 (aides & Concubine This member of the Sunborn is
companions), 3 (mounts), Profession: 2 trained as a companion to other nobles. A
(suthra breeder/handler) very high-class category of courtesan, some
Character Point Cost: 20 concubines are made official consorts by lords
who fall in love with them.
Valet A member of the Trade Caste who serves Social Standing: Mid Range
as a body servant to either a rich merchant or a Initial Skills: Conversation: 3, Diplomacy:
noble. Such individuals are also often trained 3, Etiquette: 3, Intrigue: 3, Knowledge:
in combat to act as bodyguards. 2 (art), 2 (fashion), 2 (world cultures), 2
Social Standing: Mid Range (famous jnah), 2 (lineages), 2 (politics),
Initial Skills: Bargain: 3, Etiquette: 3, Seduction: 3, Profession: 2 (concubine)
Knowledge: 2 (current history), 2 (cultural Character Point Cost: 29
traditions), 2 (politics), 2 (fashion), 2
(lineages), Melee Combat: 5, Profession: Demon Hunter A Sunborn warrior that
2 (valet) specializes in hunting down and destroying
Character Point Cost: 23 demons and other supernatural creatures.
Demon Hunters are highly valued for their
Veterinarian A member of the Trade Caste who skills, but often deemed tainted by the fell
specializes in treating sick and injured suthra. beasts they destroy. They tend to be loners and
Social Standing: Mid Range often fall victim to madness.
Initial Skills: Bargain: 3, Knowledge: Social Standing: Mid Range
2 (suthra lore), 2 (medical lore), 2 Initial Skills: Acrobatics: 5, Climbing:
(herbal lore), Suthra Use: 5, Surgery: 3, 3, Fast Draw: 5, Firearm Combat: 5,
Profession: 2 (veterinarian) Knowledge: 2 (ancient history), 2 (current
Character Point Cost: 19 history), 2 (demon lore), 2 (geography),
2 (legends), 2 (ritual lore), 2 (weapons),
2 (magic theory), Martial Arts: 8, Missile
High Caste Professions Combat: 5, Observation: 3, Survival:
3, Stealth: 3, Throw: 5, Trapping: 3,
Assassin This member of the Sunborn is a killer Profession: 2 (demon hunter)
of other jnah and is always a member of either Character Point Cost: 66
a House or guild. Assassins generally work from
the shadows and on the orders of their leaders, Gunsmith (Vaylah Artisan) highly skilled Sunborn
whether for money, politics, or ideology. They artisan who, from a very early age, was trained
tend to keep to their own kind but are looked in the time-honored tradition of hand-crafting
upon with a sense of grim respect by most the various kinds of gunpowder weapons used
everyone who meets them. on Drdnah (known as Vaylah weapons)
Social Standing: Mid Range such as pistols, rifles, and blunderbusses. Only
Initial Skills: Alchemy: 3 (chemistry/ Sunborn are allowed by law to learn the craft
poisons), Acrobatics: 5, Climbing: 3, and practice the traditions necessary to create
Concealment: 3, Disguise: 3, Evade: such weapons, each piece being a work of art
5, Lock Picking: 3, Missile Combat: unto itself.
5, Martial Arts: 8, Throw: 5, Firearm Social Standing: Mid Range
Combat: 5, Knowledge: 2 (world Initial Skills: Alchemy: 3 (gunpowder),
cultures), 2 (cultural traditions), 2 (jenu Knowledge: 2 (firearms), 2 (Amber lore),
lore), 2 (poisons), Intrigue: 3, Language: 2 (crystal lore), Gunsmith: 3 (firearms),
2 (sign language), Observation: 3, Firearm Combat: 5, Profession: 2
Suthra Use: 5, Stealth: 3, Streetwise: 3, (gunsmith)
Shadowing: 3, Profession: 2 (assassin) Character Point Cost: 19
Character Point Cost: 80
134
House Dignitary These members of the
Sunborn caste have achieved a level of talent
in their chosen profession such that the
aryah of the House to which they belong
appoints to them the position of Master of
Basic Compendium
135
Chapter III: Character Creation
work as the main sorcerer and medium to the trained hand-to-hand combatant who backs up
Dream and realms beyond. Sometimes called the Arena Master in the training of the warriors
Great Seers, Great Mages, etc., they spend most of the House for general purposes. Other duties
of their time doing research and performing would include the overseeing of the armory and
various rituals with the aid of more than a few arsenal of the House for the sake of training and
lesser sirhibasi, with the occasional audience defense.
with the aryah or aminar. It is they who often Social Standing: Mid Range
train the lesser sirhibasi within their House or Initial Skills: Dress Wound: 3, Duel
BOOK ONE
136
Social Standing: Mid Range well as the cleaning and upkeep of the cannons
Initial Skills: Artillery Combat: 5, during moments of peace. Gunners will also
Etiquette: 3, Evade: 5, Driving: 3 (either generally be skilled in the firing of standard
aerial or nautical), Intimidation: 3, firearms.
Martial Arts: 8, Tactics: 3, Knowledge: Social Standing: Low Range
Coxswain Also called a Dhaksin (dok- Master Gunner Also called a Hathim-Vaylah
SEEN) on Drdnah, the coxswain is the (ha-theem-VAY-lah) on Drdnah, this member
sunborn officer in charge of a ships smaller of the sunborn commands the cannonading and
boats and their crew. This individual would gunnery aboard a ship. It is the master gunners
also command any landing parties that would who interpret their captains orders to fire or
be sent in the absence of the captain. gives the command themselves, calling down
Social Standing: Mid Range into the gunnery deck to give the commands,
Initial Skills: Driving: 3 (either aerial adding their skill to the ships combat potential.
or nautical), Intimidation: 3, Martial All gunners answer to the master gunner.
Arts: 8, Missile Combat: 5, Firearm Social Standing: Mid Range
Combat: 5, Tactics: 3, Navigation: 3 Initial Skills: Evade: 5, Firearm Combat:
(either aerial or nautical), Knowledge: 5, Artillery Combat: 5, Intimidation: 3,
2 (world cultures), 2 (either skyships or Tactics: 3, Knowledge: 2 (either skyships
water vessels), 2 (cultural traditions), or water vessels), 2 (firearms), Profession:
Profession: 2 (coxswain) 2 (master gunner)
Character Point Cost: 38 Character Point Cost: 27
First Mate Also called a Pala-Mantri (pah- Navigator Also called a Farish (fah-REESH)
lah-MON-tree) on Drdnah, this sunborn on Drdnah, the Navigator is the sunborn
officer is second in command on board a ship, officer in charge of navigation on board ship,
ranking immediately beneath the captain. The using the charts maintained and stored by the
first mate delegates responsibilities throughout second mate. Navigators plot out a course for
the crew as well as takes command of the ship the captain and give the order to the pilot as to
when the captain is absent. which route the ship is to travel.
Social Standing: Mid Range Social Standing: Mid Range
Initial Skills: Etiquette: 3, Driving: 3 Initial Skills: Navigation: 3 (either aerial
(either aerial or nautical), Firearm or nautical), Knowledge: 2 (cartography),
Combat: 5, Intimidation: 3, Martial Arts: (geography), 2 (weather lore), 2
8, Tactics: 3, Knowledge: 2 (cartography), (either skyships or water vessels), 2
2 (geography), 2 (world cultures), 2 (mathematics), 2 (cultural traditions),
(weather lore), 2 (either skyships or Profession: 2 (navigator)
water vessels), 2 (cultural traditions), Character Point Cost: 17
Profession: 2 (first mate)
Character Point Cost: 39 Pilot Also called a Naya (NAH-ya) on Drdnah,
the pilot is the sunborn who physically steers the
Gunner Also called a Karna-Vaylah (kar-nah- vessel. Pilots follow the general course as plotted
VAY-lah) on Drdnah, the sunborn gunner by the navigator and manipulate the various
is one of potentially many on board charged steering devices that are aboard, depending on
with the loading and firing of the ships Vaylah what kind of ship theyre sailing. They may make
cannons during combat or special occasions, as sudden decisions to change direction or heading
Basic Compendium
137
Chapter III: Character Creation
based on fair and foul weather or other immediate water vessels), Profession: 2 (ships
prevailing circumstances. assistant)
Social Standing: Mid Range Character Point Cost: 11
Initial Skills: Etiquette: 3, Driving: 3 (Either
Aerial or Nautical), Tactics: 3, Knowledge: Ships Physician This sunborn officer cares for
2 (geography), 2 (world cultures), 2 the crew, aiding and healing any sick, injured,
(weather lore), 2 (either skyships or water or dying crew members. Surgical methods of
vessels), 2 (cultural traditions), Profession: ships physicians are often regarded as crude
BOOK ONE
138
Noble A ruling noble member of the High Caste Hukm (huh-KOOM) The chief military
often in charge of some political region, Line, or officer of the royal armies of a prince, and
House. There are many different titles, any of the chief enforcer of laws across the entire
which might also be addressed as a lord or lady. It principality ruled by that prince.
is, however, highly unlikely that these individuals
Aminar (AH-mi-nar) The ruler of a large Isvar (IZ-var) The ruler of a small country called
country called an amn, similar in scope to an an isvarate, similar in scope to a kingdom.
empire.
High Magistrate A sunborn lord appointed
Governor The ruler of a large land region known by an isvar to oversee and coordinate the
as a province within the borders of an amn. operations and jurisdictions of all the other
magistrates within the nation. The high
Grand Imr (ee-MEER) A sunborn lord magistrate also has final command of the local
appointed by an aminar to oversee and militia and the defense of the city or town they
coordinate the operations and jurisdictions occupy.
of all the other imrs within the nation. The
grand imrs also have final command of the Magistrate The ruling civil officer overseeing
local militia and the defense of the cities or a city within an isvarate, holding the power to
towns they occupy. administer and enforce the law of the isvar.
Like an imr, a magistrate is similar to a mayor
Imr (ih-MEER) The ruling head of a city and high judge in authority. Magistrates have
within an Amn, dispensing law and justice at command of the city guards and regional
the behest of the grand imr in the name of militia, who in turn have the authority to pass
the provincial governor, and thus, the aminar. judgment in the magistrates name as they see
This title is similar to a mayor and high judge fit and within reason, according to the laws of
in authority. It is the imrs who command the the isvar.
city guards and regional militia, who have the
authority to pass judgment in the imrs name Great Aryah (AR-yah) The ruling head of a
as they see fit and within reason, according to Line who oversees the aryahs of the Houses of
the laws of the aminar. the Line spread throughout various cities and
who ostensibly serves the will of the countrys
High Prince The most currently powerful ruler.
prince among the set of subdivided regions
known as principalities, usually gaining Aryah (AR-yah) The ruling head and lord of
prominence militarily or politically. a House representing a Lineage within a city,
Regardless of the gender of the individual, generally answering only to the great aryah and
the title is always high prince. The high prince thus to the ruler of the nation as well.
has usually gained control of the Jade Throne
of Benng. Heir The current male or female relative or
appointed personage who will inherit a lordly
Prince The ruler of a land region, once a title in the foreseeable future. Heirs of either
part of a unified country that has become an aminar or an isvar are called royal heirs.
politically subdivided, called a principality,
which is similar in scope to a petty kingdom. Consort The chosen primary spouse, lover,
Regardless of the gender of the individual, the or mate of a ruling lord or lady. Consorts are
title is always prince. given the honor of sharing a lordly title in
deference to their social position. They will
Basic Compendium
139
Chapter III: Character Creation
sometimes be called upon to make decisions Suthra Weapon Trainer This Sunborn
and act in the stead of their significant others specializes in the breeding and training of
when necessary. the various suthra weapons (as well as living
armor) available on Drdnah. When hired
Physician A military or naval doctor, or even by a House, this Sunborn becomes known as
a private noble practitioner of basic medical a Suthra Master.
arts; not as learned as a Holy Caste doctor, but Social Standing: Mid Range
rather more like a field medic in their range of Initial Skills: Etiquette: 3, Suthra Use: 5,
BOOK ONE
abilities. These jnah, though they can perform Tracking: 3, Suthra Training: 3 (weapons
many general surgeries and dress most wounds, & armor), Knowledge: 2 (suthra lore),
are commonly kept at hand to dispense 2 (breed suthra), 2 (medical lore),
medicines, poultices, and other remedies, and Profession: 2 (suthra weapon trainer)
to oversee the general health and wellness of Character Point Cost: 22
their patients. They tend to defer to the wisdom
of Holy Caste doctors when dealing with more Spy These Sunborn are trained to infiltrate
serious health affairs or difficult operations. enemy strongholds, or to travel to distant lands,
Social Standing: Mid Range and conduct various acts of espionage and
Initial Skills: Dress Wound: 3, Etiquette: sabotage. They are often masters at blending
3, Research: 3, Surgery: 3, Alchemy: into local cultures and environments, and have
3 (medicine), Knowledge: 2 (cultural been known to train extensively to insure that
traditions), 2 (herbal lore), 2 (jenu lore), 2 can slip past most barriers or gain the trust of
(medical lore), Profession: 2 (physician) those whose secrets they would steal.
Character Point Cost: 25 Social Standing: Mid Range
Initial Skills: Acting: 3, Climbing: 3,
Shikari (shih-KAH-ree) (Big Game Hunter) Concealment: 3, Conversation: 3,
A Sunborn who specializes in the hunting Cryptography: 3, Diplomacy: 3, Etiquette:
of large, dangerous prey. This individual can 3, Intrigue: 3, Knowledge: 2 (current
either act as a guide to nobles who wish to go history), 2 (world cultures), 2 (politics), 2
on a safari-like hunt for sport, or they can be (cultural traditions), Language: 2 (another
employed to rid areas of dangerous predatory language - players choice), Lock Picking:
marauders. 3, Observation: 3, Shadowing: 3, Stealth:
Social Standing: Mid Range 3, Profession: 2 (spy)
Initial Skills: Alchemy: 3 (Chemistry/ Character Point Cost: 48
Poison), Etiquette: 3, Evade: 5,
Concealment: 3, Dress Wound: 3, Treasure Hunter Sunborn who have dedicated
Missile Combat: 5, Firearm Combat: 5, themselves to searching for and acquiring rare
Knowledge: 2 (world cultures), 2 (suthra and expensive ancient artifacts and forgotten
lore), 2 (weather lore), 2 (weapons), riches, consisting mainly of the wealth of
Observation: 3, Survival: 3, Stealth: 3, lost civilizations or sunken treasures. They
Tracking: 3, Profession: 2 (shikari) often collect tomes and scrolls containing the
Character Point Cost: 49 legends and lore that give clues to the location
of such places, and are willing to venture into
Sorcerer (Healer, Mage, Seer, and Summoner dangerous locales to retrieve their prize.
Sirhibas) Also called sirhibasi (SEER-hih- Social Standing: Mid Range
bah-see), the plural of sirhibas, these Sunborn Initial Skills: Etiquette: 3, Climbing: 3,
possess the ability to perform the ritual magics Concealment: 3, Research: 3, Melee
of Drdnah. With these magical gifts of the Combat: 5, Firearm Combat: 5,
Devah, the sirhibasi are able to accomplish Navigation: 3 (one of aerial, land, or
things that others may find miraculous, and nautical), Observation: 3, Survival:
sunborn with such skill are often called upon to 3, Knowledge: 2 (current history), 2
serve the higher castes with acts of divination, (ancient history), 2 (world cultures), 2
sorcery, and ceremonial enchantments. (heraldry), 2 (tradition), 2 (cartography),
Sorcerers are often attached to Houses and 2 (region - players choice), 2 (geography),
Lines, serving the lords within. 2 (literature), 2 (legends), Language:
Social Standing: High Range 2 (another language - players choice),
Initial Skills: Etiquette: 3, Magic Ritual: 5 Profession: 2 (treasure hunter)
(players choice), Research: 3, Knowledge: Character Point Cost: 55
2 (ancient history), 2 (world cultures),
2 (divination), 2 (herbal lore), 2 Warrior
(legends), 2 (lineage), 2 (magic theory), 2
(mathematics), 2 (ritual lore), Profession: Aerial Trooper These Sunborn soldiers, also
2 (sorcerer) called Ashvayu (ash-VAH-yu), are trained to
Character Point Cost: 31 ride makdi and fight as aerial cavalry.
Social Standing: Mid Range
Initial Skills: Etiquette: 3, Melee Combat:
140
5, Missile Combat: 5, Firearm Combat: Master Cannoneer This Sunborn officer
5, Riding: 3 (flying mount), Throw: 5, generally commands several units of artillery,
Knowledge: 2 (suthra lore), 2 (cultural and oversees their movements and determines
traditions), 2 (military lore), Profession: 2 their placement for best effect in the field. It
(aerial trooper) is they who often are in charge of giving the
Basic Compendium
141
Chapter III: Character Creation
5, Throw: 5, Streetwise: 3, Knowledge: Initial Skills: Artillery Combat: 5, Evade:
2 (world cultures), 2 (additional area 5, Firearm Combat: 5, Melee Combat: 5,
-players choice), Profession: 2 (mercenary) Missile Combat: 5, Throw: 5, Knowledge:
Character Point Cost: 32 2 (architecture), 2 (carpentry), 2 (land
vehicles), 2 (mathematics), 2 (military
Mounted Trooper The cavalry of Drdnah, lore), Profession: 2 (siege engineer)
also called Ashvari (ash-VAR-ee) or the singular Character Point Cost: 42
Ashvar, these Sunborn soldiers are trained
Soldier This sunborn is one of many within
BOOK ONE
142
Observation: 3, Research: 3, Navigation: 3 Dru Priests (DAH-roo) Mentioned here,
(one of aerial, land, or nautical), Survival: not because they are truly members of the Holy
3, Knowledge: 2 (current history), 2 Caste in the eyes of the rest of the world, but
(ancient history), 2 (world cultures), because of the positions they hold among the
2 (heraldry), 2 (cultural traditions), 2 Hardazi Clans, these are the holy priests of the
Basic Compendium
143
Chapter III: Character Creation
and small, under oaths contracts of loyalty and 3, Intimidation: 3, Persuasion: 3,
private employ. Knowledge: 2 (world cultures), 2
Social Standing: Mid Range (current history), 2 (ancient history), 2
Initial Skills: Dress Wound: 3, Etiquette: (geography), 2 (lineages), 2 (economics),
3, Research: 3, Surgery: 3, Alchemy: 2 (politics), 2 (cultural traditions), 2
3 (medicine), Knowledge: 2 (world (ritual lore), 2 (religion - specific to their
cultures), 2 (herbal lore), 2 (jenu lore), 2 particular caste profession), Profession: 2
(medical lore), 2 (ritual lore), Profession: (judge)
Character Point Cost: 43
BOOK ONE
2 (doctor)
Character Point Cost: 27
Librarian A specialized scholar trained in the
Law Speaker These Holy Caste individuals caring of books and scrolls. Drdni librarians
are the bridge between the holy orders and do have a fairly uniform filing system, which
the affairs of state. Charged with the task of is alphabetical by the title of the work, or in
interpreting the will of the Devah and the Great the case of untitled works, by the name of the
Mother and Father, Law Speakers transcribe author. They also classify books by the dates
these laws into written form for the use of the they were written, but thats mostly for their
lands rulers, magistrates, and their underlings. own purposes. A Houses librarian is knows
They may also function as advocates for either as a Master Librarian and is the head of tutors
side in the case of trials, public or private. for the House, the chief scholar and instructor
and, usually, the keeper of the Houses records,
Arbiter A Holy Caste member whos been history, tomes and scrolls.
specially trained to mediate disputes and settle Social Standing: High Range
arguments, especially between powerful Houses Initial Skills: Artistry: 2 (illumination),
and Lines. These individuals are basically peace- Etiquette: 3, Research: 3, Knowledge:
keepers who try and prevent warfare between 2 (world cultures), 2 (current history),
Lines. 2 (cartography), 2 (ancient history), 2
Social Standing: High Range (geography), 2 (lineages), 2 (cultural
Initial Skills: Conversation: 3, Etiquette: traditions), 2 (mineral lore), 2
3, Diplomacy: 3, Oratory: 3, Intrigue: (mathematics), 2 (religion - specific
3, Persuasion: 3, Knowledge: 2 (world to their particular caste profession),
cultures), 2 (current history), 2 (ancient Language: 2 (second - players choice),
history), 2 (geography), 2 (lineages), 2 Profession: 2 (librarian)
(economics), 2 (politics), 2 (cultural Character Point Cost: 32
traditions), 2 (religion - specific to their
particular caste profession), Profession Mngai (Priests of all ranks, Holy Person)
(arbiter) Great Satyan Addressed as Illustrious
Character Point Cost: 38 Mngai. The Head of the Order or spiritual
leader of a particular country. There may be
Lawyer (Advocate, Prosecutor) The legal counsel such an individual for every country that has
of Drdnah, lawyers both defend and prosecute adherents to the Mahist faith, though they may
cases of all kinds brought before the courts and not necessarily be in favor with one another,
magistrates. since each countrys politics plays an important
Social Standing: High Range role.
Initial Skills: Conversation: 3, Etiquette: Social Standing: High Range
3, Diplomacy: 3, Oratory: 3, Intrigue: Initial Skills: Conversation: 3, Etiquette:
3, Intimidation: 3, Persuasion: 3, 3, Diplomacy: 3, Oratory: 3, Intrigue:
Knowledge: 2 (world cultures), 2 3, Persuasion: 3, Knowledge: 2 (world
(current history), 2 (ancient history), 2 cultures), 2 (current history), 2 (ancient
(geography), 2 (lineages), 2 (economics), history), 2 (legends), 2 (geography), 2
2 (politics), 2 (cultural traditions), 2 (lineages), 2 (heraldry), 2 (politics), 2
(religion - specific to their particular caste (cultural traditions), 2 (ritual lore), 2
profession), Profession: 2 (lawyer) (religion), Profession: 2 (great satyan)
Character Point Cost: 41 Character Point Cost: 42
Judge Holy Caste members who are incredibly High Satyan Addressed as Revered Mngai.
learned in the laws of the land, both sacred The leader of the greatest temple in most
and secular. Judges pass the final judgement on large cities (or regions). There will be such
cases but they do not enforce the laws through an individual in larger cities to which lesser
punishment; that is up to the High Caste mngai in the surrounding smaller temples of
magistrates to do. that province answer.
Social Standing: High Range Social Standing: High Range
Initial Skills: Conversation: 3, Etiquette: Initial Skills: Conversation: 3, Etiquette:
3, Diplomacy: 3, Oratory: 3, Intrigue: 3, Diplomacy: 3, Oratory: 3, Intrigue:
144
3, Persuasion: 3, Knowledge: 2 (world the Devah find such a jnah worthy.
cultures), 2 (current history), 2 (ancient Social Standing: Mid Range
history), 2 (legends), 2 (geography), 2 Initial Skills: Etiquette: 3, Oratory: 3,
(lineages), 2 (heraldry), 2 (politics), 2 Knowledge: 2 (world cultures), 2 (current
(cultural traditions), 2 (ritual lore), 2 history), 2 (ancient history), 2 (legends),
Monk (Mendicant, Missionary, Nun) Often Sadhu (SAH-doo) (Holy Seer, Mage, Summoner
addressed as Master. A religious teacher, Mngai) These Holy Caste members have
spiritual and/or martial advisor to those seeking been granted, directly by the Devah, the gift
the path to greater faith. Monks are given the of heavenly visions and mystical protection.
honor of training Disciples in preparation The magic they perform, therefore, tends to be
for becoming part of the Priest Caste. They of a more miraculous nature, rather than the
have the ability to bestow a change in Caste as somewhat formulaic rituals of the standard
well as the title of Monk (though this usually sirhibasi (who are referred to as sorcerers
requires their student priest to best them in by members of the Holy Caste). Prayers and
some form of contest of skills). Another form invocations of the Devah are a common part of
of such a level within the faith is Mendicant, such magic and the devotional nature of these
a Monk who has chosen to leave the temple, practices is key. Since many religions revile
taken a vow of poverty, and travels throughout summoning as unholy, there are very few Sadhu
the lands spreading his teachings to others who openly summon demons or spirits except
while depending on charity for his daily bread. among the worshippers of Nagamssa and
A Mendicant may also take on Disciples, and among the bats of Klinrh.
eventually bestow upon them the caste-braid Social Standing: High Range
of Priest. Monks, as well as mngai of higher Initial Skills: Etiquette: 3, Magic Ritual:
ranks, have the ability to sanction and bless the 5 (Dreamwalking, Endowment, or
granting of higher caste to a jnah, providing Summoning), Research: 3, Knowledge:
the mngai discovers through meditation that 2 (world cultures), 2 (ancient history), 2
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Chapter III: Character Creation
(divination), 2 (legends), 2 (magic theory), other religious icons found in temples.
2 (cultural traditions), 2 (ritual lore), 2 Social Standing: Mid Range
(religion), Profession: 2 (sadhu) Initial Skills: Artistry: 2 (sculpting),
Character Point Cost: 29 Etiquette: 3, Knowledge: 2 (art), 2 (world
cultures), 2 (current history), 2 (ancient
Sacred Artist A Holy Caste individual selected history), 2 (mineral lore), 2 (cultural
and trained for their amazing artistic skills traditions), 2 (ritual lore), 2 (religion),
which they use to create all forms of art for the Profession: 2 (sacred sculptor)
Character Point Cost: 23
BOOK ONE
Dramatist A writer of sacred plays and Sacred Performer A Holy Caste individual
performances, often inspired directly from selected and trained for their amazing
the pages of the holiest of Mahist texts, the performance skills which they use in religious
Partakm. Such an individual is also often a rituals and festivals at the behest of priests,
skilled choreographer, as well as a composer nobles, and jnah of all levels of society.
of the songs and music needed for the
performances. Dancer A Holy Caste member trained in
Social Standing: Mid Range the various sacred dances of Drdnah. In
Initial Skills: Artistry: 2 (playwriting), addition, they also serve as dramatic stage actors
Etiquette: 3, Knowledge: 2 (art), 2 in holy plays and other performances written
(world cultures), 2 (current history), 2 by Dramatists. They often portray the Devah
(ancient history), 2 (literature), 2 (cultural in festivals and religious rituals where the gods
traditions), 2 (ritual lore), 2 (religion), descend and dance among the jnah.
Performance: 2 (dramatizing), Profession: Social Standing: Mid Range
2 (sacred dramatist) Initial Skills: Acrobatics: 5, Etiquette: 3,
Character Point Cost: 25 Performance: 2 (dancing), Knowledge:
2 (art), 2 (world cultures), 2 (current
Painter A painter of sacred images, either on history), 2 (ancient history), 2 (cultural
temple walls or as portraitures of the Devah traditions), 2 (ritual lore), 2 (religion),
and holy personages. Profession: 2 (sacred dancer)
Social Standing: Mid Range Character Point Cost: 26
Initial Skills: Artistry: 2 (illustration),
Etiquette: 3, Knowledge: 2 (art), 2 Musician A Holy Caste member trained as
(world cultures), 2 (current history), 2 a musician, often as master of many different
(ancient history), 2 (literature), 2 (cultural instruments, who performs at the various
traditions), 2 (ritual lore), 2 (religion), religious festivals and rituals (our Drdni
Profession: 2 (sacred painter) version of Ravi Shankar). Holy Musicians
Character Point Cost: 23 primarily draw their works from ancient
religious traditions, but can also compose new
Poet Holy Caste artist trained in the instrumental works when necessary.
composition of poetry and epic verse (think of Social Standing: Mid Range
the writers of the Ramayana or the Bhagavad Initial Skills: Etiquette: 3, Performance:
Gita). These writings often honor acts of jnah 2 (music), Knowledge: 2 (art), 2 (world
or the Devah in the name of the Great Mother cultures), 2 (current history), 2 (ancient
and Father, or teach poetic lessons concerning history), 2 (music), 2 (cultural traditions),
the failings of mortals who disobey holy law. 2 (ritual lore), 2 (religion), Profession: 2
Social Standing: Mid Range (sacred musician)
Initial Skills: Artistry: 2 (composition), Character Point Cost: 23
Etiquette: 3, Knowledge: 2 (art), 2
(world cultures), 2 (current history), 2 Singer A Holy Caste performer trained to
(ancient history), 2 (literature), 2 (cultural sing all the devotions to the Devah at religious
traditions), 2 (ritual lore), 2 (religion), rituals and festivals. Such an individual might
Profession: 2 (sacred poet) be a master of one or many different vocal
Character Point Cost: 23 traditions (our Drdni version of Nusrat
Fateh Ali Khan). Holy Singers primarily draw
Sculptor A Holy Caste member who shapes, their songs from traditional religious chants
molds, or fashions various materials, such and hymns, but can also compose new songs
as stone, clay, glass, crystal, Amber, etc., with as needed.
artistry and/or precision to create sacred Social Standing: Mid Range
sculptural works. Many sculptors often Initial Skills: Etiquette: 3, Performance: 2
specialize in one material or another, and (singing), Knowledge: 2 (art), 2 (world
thus have specific craft or knowledge skills as cultures), 2 (current history), 2 (ancient
a result. These individuals are the ones who history), 2 (music), 2 (cultural traditions),
carve the various statues of the Devah and 2 (ritual lore), 2 (religion), Profession: 2
146
(sacred singer) Combat Skill that costs 8 points due to the fact
Character Point Cost: 23 that it can be used both armed and unarmed, gives
characters a defense against certain ranged attacks,
Scholar (Philosopher, Teacher) This member of and allows players to use the special combat effects
the Holy Caste is devoted to the pursuit of of the Maneuver Location Table at the base modifiers
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Chapter III: Character Creation
1 costs 5 Story Points. Raising the Ranking of other reasonable amount of time before the player could
Combat Skills by 1 costs 3 Story Points. Raising the pay the additional point and gain the full Skill. The
Ranking of Standard Skills by 1 costs 2 Story Points. main thing to keep in mind about using this method
And finally, raising the Ranking of Background Skills is it will slow the progress of characters, which could
by 1 costs 1 Story Point. Players should keep in mind be frustrating for some players.
that all Skills have a maximum Ranking of 12, unless
otherwise noted by the GM. Basic Starting Skills
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148
SKILL LIST SKILL LIST (continued)
Skill Link Cost Skill Link Cost
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Chapter III: Character Creation
Creating New Skills on a beam, dancing on a ball, or high flying trapeze
stunts. Flying and Swimming Zoics can also use
Although the Skill List contains a wide variety Acrobatics to perform amazing acrobatic feats while
of Skills, it is by no means exhaustive. If a GM in the air or underwater.
doesnt find any Skill that fits an ability he wishes
to portray in his campaign, he should feel free to A character can use Acrobatics as a
create a new Skill. The process is relatively simple. Complementary Skill to other Skills such as
Duel Dancing, Martial Arts, or Profession Skills
First, a GM would have to decide what
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150
Acting can be used in combination with Alchemy (Dexterity)
Disguise and Natural Mimic to impersonate a This General Skill gives the character knowledge
known individual. Bonus Modifiers can be applied of different ingredients and elements and the ability
to the Acting Roll if the impersonator was able to to mix them into a variety of useful compounds.
study the target for a prolonged period of time, This is essentially Drdnahs version of chemistry
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Chapter III: Character Creation
learned doctors as well, and they are usually very delivery systems for such substances. In addition, it
knowledgeable on the subject of herbs and other allows the Poisoner to identify the various symptoms
ingredients used to treat various medical conditions of different poisons for purposes of administering
and diseases. the proper antidotes. Knowledge Skills of poisons,
Medical knowledge on Drdnah is fairly venoms, antidotes, toxic plants, etc., would all be
advanced and roughly equivalent to late 18th excellent Complementary Skills to Poison Alchemy.
Century Europe, with all the flavor of the Graeco- The process of creating a poison or acid requires a
number of hours equal to the points of damage the
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152
Artillery Combat (Perception) can take several hours to reload and may only
This Skill allows a character to use both manage around ten shots a day.
large gunpowder weapons (bombards, cannons, Non-gunpowder siege weapons are rare,
mortars, etc.) and mechanical siege weapons although they still see some use in a few regions.
(ballista, catapults, trebuchets, etc.) in combat. Most modern Drdni armies, however, have
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Chapter III: Character Creation
Failing an Artistry Skill Roll means that the and gemstones to decorate the bodies of clients.
character has produced an unsatisfactory piece of Appropriate Knowledge Skills will determine the
art. Its not catastrophic or a total loss and could materials and medium of choice for a particular
potentially be fixed (with appropriate Difficulty artist.
Modifiers applied to the subsequent efforts). A Playwriting (Wit): The art of writing dramatic
Fumbled Artistry Roll, however, usually means plays, which usually incorporate elaborate forms of
a complete loss or ruined piece of art that cannot ritual dance. A Drdni playwright is equal parts
be salvaged. Depending on the art form and the
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154
and stamina, such as running, jumping, hurdling, intentional) insult to the target, or in the belief
swinging, etc. Sometimes called the non-acrobats that a character got a great bargain when in reality
acrobatics, Athletics is used whenever a character he did not. Persuasion and Knowledge Skills of
tries to perform any physical feat for which there the various goods and services a character will
isnt already a specific Skill (such as Acrobatics, be dealing with would be useful Complementary
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Chapter III: Character Creation
Failing a Bribery Skill Roll could lead to the past an obstruction and attempting to climb at a
target either demanding more money, or to the different point). Fumbling a Climbing Skill Roll
target refusing the bribe and becoming angered. usually means a fall. Characters should always be
Subsequent bribery attempts on such an individual given a chance to catch some handhold and save
would be performed at severe Difficulty Modifiers. themselves from plummeting to certain doom, but
Fumbling a Bribery Skill Roll could lead to a threat this would depend on the circumstances and the
of exposure, an ugly confrontation, or possibly even orneriness of the GM.
arrest or imprisonment (if the target is in a position
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156
Failing a Concealment Roll usually results in a Conversation (Presence)
shoddy job at hiding the object in question. Bonus This Skill grants a character the ability to subtly
Modifiers should be awarded to any attempts interrogate someone through the use of witty banter
to locate an object that was hidden by a failed and charming conversation. This gift of gab is
Concealment Roll. If using Concealment to find incredibly useful for any character who needs to
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Chapter III: Character Creation
to be familiar with the cipher or code being used in war depending on the severity of the Fumble.
order to translate the messages. Diplomacy Cost: 3 Character Points for the
A cryptographer can also recognize patterns initial Skill; 2 Character Points for every additional
in ancient scripts or in groups of pictures or level of Diplomacy.
symbols. This would make a cryptographer able to
translate dead or obscure languages and ancient Disguise (Wit)
hieroglyphics (a useful skill for an explorer or Disguise grants a character the ability to alter
BOOK ONE
158
to stabilize a patient until professional medical in additional injury to the patient depending on
care can be administered. This Skill covers such the severity of the Fumble.
things as patching up cuts and gashes in order to Dress Wound Cost: 3 Character Points for the
stop bleeding, treating sprains, temporarily setting initial Skill; 2 Character Points for every additional
broken bones, etc. Dress Wound is not meant to level of Dress Wound.
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Chapter III: Character Creation
sand skiffs, sleds, wagons, etc. For the most part, Dice for the remainder of the duel. Should Shadis
these vehicles are pulled by draft or riding beasts survive the duel and wish to challenge Ishi again at
of some kind, although some vehicles (like sand a later time, they would both have to roll their Duel
skiffs and some sleds) can use sails and wind power. Dancing Action Dice again to determine any Martial
Generally, if a vehicle travels on the land in two Arts bonuses for the new duel.
dimensions, its included in this category. Although Duel Dancing should normally only
Nautical Vessels: This category covers simple be used for formal duels, a GM might decide to
allow characters to use this Skill in regular combat
BOOK ONE
160
severity of the Fumble, this might even lead to use with Fast Draw. This, however, would depend
arrest, banishment, or worse. on the size and strength of the Zoic wielding it. An
Etiquette Cost: 3 Character Points for the elephant Zoic, for example, might be able to use
initial Skill; 2 Character Points for every additional Fast Draw with a Hthiyaran blunderbuss whereas
level of Etiquette. a cheetah Zoic might not. Combined with the
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Chapter III: Character Creation
not possess this Skill. Characters who possess Fast Detecting a forgery is something that can usually
Draw are able to reload a Vaylah weapon in a single only be done by someone who is knowledgeable
Combat Round with a successful Skill Roll. Once an in the forged item. This also requires appropriate
enemy is in melee range, however, most combatants Knowledge Skills, which become Complementary
abandon their firearms and rely on melee and hand- Skills to an Observation or a Perception Roll. The
to-hand Combat Skills. inspector, however, must score more successes than
This Skill also provides a character with a working the forger did when he created the forgery (ties go
to the defender, which in this case is the victim of
BOOK ONE
162
A character, of course, can always attempt to weapons, special gun-making materials, or famous
cheat. Cheating requires a character to either have gunsmiths would be considered Complementary
the Sleight of Hand Skill (to palm cards, switch out Skills and could allow a gunsmith to make unique
ordinary dice for loaded dice, etc.) or to have made and unusual weapons. Artillery Combat and Firearm
some preparations in order to make the cheating Combat could also be used as Complementary Skills
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Chapter III: Character Creation
Explosives: This category encompasses bombs, break his victim. It should be noted that Successive
grenades, mines, or any explosive device of any Attempts penalty modifiers should not be applied
kind. Bomb makers usually have short careers to Interrogation, since this Skill is all about wearing
(for obvious reasons); the oldest ones tend to go down victims in order to break their will.
through quite a lot of assistants, and even so will A failed Interrogation Roll means that the
normally be missing one or more limbs. Given the interrogator has not yet managed to break a victims
supremacy of skyships on the battlefield, however, will, and must continue the physical or psychological
bombs are commonly used in warfare, so bomb
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164
within the targets power. Failing an Intrigue Roll means that the
Intimidation Cost: 3 Character Points for the character was unable to discover the information he
initial Skill; 2 Character Points for every additional was seeking or couldnt figure out a rivals scheme.
level of Intimidation. In the case of planting rumors, it could mean that
the rumor simply didnt take hold. Fumbling an
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Chapter III: Character Creation
Knowledge Skill of Vaylah weapons as
they would help him craft better firearms.
A character with Streetwise would be far
more effective in dealing with thieves
if he also had a Knowledge Skill of
thieves guilds. Research is considered a
Complementary Skill to any Knowledge
Skill. Also, in certain cases, a Knowledge
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166
works, including religious texts and poetry, fables the seasons, storm prediction, etc.
and myths, famous authors and poets, etc. World Cultures - knowledge of the various
Magic Theory - knowledge of the workings cultures of Drdnah, including the overall societal
of magic and how it relates to the forces of nature differences between the different nations, common
and the supernatural, including rituals, the laws governing a region, popular religions of the
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Chapter III: Character Creation
of body movements, hand gestures, coded words, Hthiyaran - A rumbling Vajrah language spoken
and even sounds (such as clicks, whistles, growls, in the eastern isvarate of Hthiyar. It uses a very
hisses) used by various Lines, Houses, guilds, or stylized version of the common Vajrah alphabet and
other organizations whose membership wishes segmental writing system borrowed from the Nilmi,
to communicate secretly even in the presence of although the more common form of alphabet and
others. Depending on the circumstances of their script are still used in parts of the country.
usage, GMs could decide that special languages Ishpri - A heavily aspirated Vajrah language
required a Language Skill Roll (after all, the goal is
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168
Tishnian - This melodious Vajrah language to pick it impossible. In certain cases, it could even
is considered the trade language of the world, mean that the character has triggered an undetected
making it the most commonly spoken language trap.
on Drdnah. Its the predominant language of Lock Picking Cost: 3 Character Points for the
the central isvarate of Tishnia and is similar to initial Skill; 2 Character Points for every additional
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Chapter III: Character Creation
stated in the Mystic Talent description on page 114, glimpsed. Dreamwalking is enigmatic and sometimes
magicians can buy one Magic Ritual Specialization even dangerous depending on what the seer has to deal
for every 2 levels of Mystic Talent they possess. Since with in the Dream.
Mystic Talent levels can never exceed a magicians Ritual of Endowment: This ritual allows a mage
Essence Ranking, it would take a magician with to endow objects in the physical world with a variety of
8 levels of Mystic Talent and an 8 Essence to be magical traits. This type of magic can sometimes have
able to buy all four Magic Ritual Specializations. unexpected results, even when performed successfully.
Its important to note, however, that rarely will a
BOOK ONE
sorcerer be adept with more than 2 Specializations. Ritual of Healing: This ritual allows a healer to
Complementary Skills could include Knowledge restore the mind, body, or spirit. It is the least dangerous
Skills of magic rituals, demons, the Dream Realm, of the magical arts but can be rather taxing for both the
or even medicine depending on the Specialization. healer and the patient.
A full explanation of magic and magic rituals is Ritual of Summoning: This ritual allows a
found in the Ritual Magic chapter. summoner to call forth various creatures and entities
Failing a Magic Ritual Roll means that a from either the physical world, the Dream Realm, or
magician was either unable to enter into ritual and from other dimensions. This is the most dangerous type
summon the magic necessary, or encountered some of magic, since summoned beings must be constantly
problem that hurled him out of ritual prematurely controlled. If a summoned creature manages to break
and interrupted his intended use of magic. A free, the results can be disastrous.
Fumbled Magic Ritual Roll means that something Magic Ritual Cost: 5 Character Points for the
has gone terribly wrong. Most often it will have to initial Skill; 3 Character Points for every additional
do with the Fourth Truth of Magic and will mean level of Magic Ritual.
that some sinister entity has either been released or
has become attached to the magician in some way. Martial Arts (Agility)
This may not be immediately apparent, however, A character with this Combat Skill has been
which would give the entity time to engage in trained to fight in a particular style of armed and
mischief. If not properly dealt with, that mischief unarmed combat. Drdnah is a world steeped
could ultimately become deadly. in the martial arts. There are dozens of different
Ritual of Dreamwalking: This ritual allows a styles that originate from all around the world.
seer to go into a trance and enter the Dream Realm Like martial arts styles on Earth, Drdni styles
so that visions of the past, present, and future can be have colorful names inspired by native creatures,
geography, weather phenomena, or the
founder of the style. The Martial Arts Skill
is designed to be free-form, therefore it
allows a player to create whatever style of
martial art he fancies for his character.
In general, Drdni martial styles
have developed to take advantage of the
natural traits of a particular Zoic, as well
as to compensate for the Zoics potential
weaknesses. Large, powerful Zoics
(elephants, rhinos, hippos, musk oxen,
etc.) would use martial styles that relied on
strength and endurance. Lithe, fast Zoics
(cheetahs, rabbits, gazelles, etc.) would use
martial styles that emphasized speed and
agility. Winged Zoics would employ styles
that took advantage of their flight and kept
foes at a distance. Venomous Zoics would
rely on styles that emphasized defense and
focused on strikes at unarmored parts of a
foes body.
When a player decides to purchase
the Martial Arts Skill for a character, he
must describe to the GM (in general terms)
what the martial style will look like. Is it a
wrestling and grappling style, or does it keep
170
foes at arms length? Does it emphasize defense over It is the skill of the individual martial artist (and
offense, or is it an equal mix of both? Does it rely luck) that will ultimately make the difference.
mainly on kicks and knee strikes, or punches and Although this Skill will mostly be purchased
elbow strikes? The specifics of a particular style are by Holy and High Caste characters, there are no
purely for color and roleplaying purposes, and to laws in Drdni society that forbid or restrict the
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Chapter III: Character Creation
Fumble. characters to their destinations quicker, safer, and
Melee Combat Cost: 5 Character Points for the more efficiently. Common navigation tools include
initial Skill; 3 Character Points for every additional devices similar to backstaves, reflecting quadrants,
level of Melee Combat. and sextants. The three Specializations for this
Skill are: Aerial Navigation, Land Navigations, and
Missile Combat (Dexterity) Nautical Navigation.
Missile Combat allows a character to use small A character generally makes a Navigation Skill
BOOK ONE
non-gunpowder missile weapons that require Roll at the beginning of a journey to plot his initial
devices to launch their projectiles. Examples of course. GMs can apply modifiers to the characters
these sorts of missile weapons would be bows, Navigation Action Dice based on the instruments or
crossbow, slings, atlatls, and blowguns. Due to the maps available (or lack thereof), weather conditions
reload times required by Vaylah weapons, bows are (clear as opposed to cloudy), landmarks (familiar as
still commonly used on the battlefield. A trained opposed to unfamiliar), etc. The character would
archer can often shoot ten or more arrows in the not normally need to make another Navigation
time it takes a trained rifleman to reload his Vaylah Roll unless there was some sort of problem along
weapon and fire once. With such disparate rates of the way (such as encountering a storm, wandering
fire, it becomes clear that bows are in no danger of through mines, crossing an unforeseen marsh,
being replaced by firearms any time soon. etc.). A character that had both Navigation and the
Direction Sense Talent could never truly be lost.
A character uses his Action Dice in Missile
Combat just as he would any Combat Skill to It is important to note that Navigation only
determine successes and the level of damage allows characters to plot and chart courses; it does
inflicted by the weapon (see the Combat chapter for not allow them to actually steer any vessels, drive
a detailed description of combat). Similar to other vehicles, or ride any beasts. A character would
ranged Combat Skills, Missile Combat does not require the Driving and Riding Skills to perform
give the character any Defense Rolls; it is strictly those feats. Complementary Skills to Navigation
a Skill designed to attack. Only the Evade and would include Survival and Knowledge Skills of
Martial Arts Skills can be used to defend against geography, maps, or region lore.
Missile Combat attacks. Failing a Navigation Skill Roll means that
Normally it takes a character a Combat Action the character is having problems pinpointing his
to draw and ready, or reload a missile weapon unless location or charting a course (for whatever reason).
he makes a successful Fast Draw Skill Roll, in Fumbling a Navigation Roll could mean that either
which case it is considered a Free Action.
With the Fast Draw Skill, it is possible for
an archer to fire as many arrows in a Combat
Round as he has Combat Actions. Needless
to say, this can make for some very deadly
archers.
A Fumbled Missile Combat Skill Roll
could mean a snapped bowstring or a wild
shot that potentially hits an unintended
target. The specifics of the Fumble should
naturally be appropriate to the weapon being
used and to the severity of the Fumble.
Missile Combat Cost: 5 Character
Points for the initial Skill; 3 Character
Points for every additional level of Missile
Combat.
Navigation (Wit)
This General Skill allows a character to
both ascertain his current location at any
given time, and to plot a course between
two points using celestial phenomena,
landmarks, maps, or various navigational
tools. This Skill is vital for caravan
masters, pilots, helmsmen, scouts, hunters,
explorers, and guides. Navigation will get
172
the character has become lost or has potentially initial Skill; 2 Character Points for every additional
plotted an incorrect course, which could be quite level of Observation.
a surprise for everyone involved when they finally
reach the wrong destination. Oratory (Presence)
Aerial Navigation: This Specialization is Characters with this Skill are adept at public
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Chapter III: Character Creation
would be Complementary Skills to
Performance. The Specializations
available are: Dancing, Dramatizing,
Fire Breathing, Fortune-Telling,
Juggling, Music, Puppetry, Singing,
Storytelling, and Sword Swallowing.
GMs should feel free to add whatever
Specializations they wish.
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acts. Knowledge Skills of juggling techniques, Persuasion (Wit)
folktales, popular songs, and dancing are common This Skill enables a character to sway the
Complementary Skills. Ambidexterity would be a opinions of others and convince them of the
useful Talent. validity of a certain point of view or course of
Music (Dexterity): Residents of Drdnah love action. Persuasion relies on a variety of techniques,
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Chapter III: Character Creation
more appropriate. In these cases, a GM should use by law enforcement officials that specialized in
the following formula to determine a characters criminal investigations. While not as refined as those
Profession Ranking: used by modern day detectives, Drdni criminal
Characteristic A + Characteristic B 2 (rounded investigation techniques are far more sophisticated
up) = Skills Ranking than in typical medieval settings.
The Profession Skill covers both the business side Characters roll their Research Action Dice
of a characters trade, as well as providing the ability whenever they want to gather information on a
BOOK ONE
to create goods or provide services if the character topic, arrive at an educated conclusion, or attempt
does not possess another Skill that allowed him to do to make a discovery. Some examples of Research
so. Thus, since there is no Baking Skill, a Profession Skill use would include: tracing the origin of an
Skill (Baker) would give a character Action Dice he ancient language; discovering a cure for a mysterious
could roll to see how well he had baked. The character illness; or solving a murder mystery. GMs should
would also roll his Profession Action Dice if he wanted apply modifiers based on the difficulty of the
to see how well he was doing as a baker. This might problem being solved, the obscurity or availability
determine how much cash a character had available, of the information, or the opposition to the
or what sorts of issues he might have to deal with. It information becoming known. Knowledge Skills on
could also inspire some fun and interesting story ideas. the appropriate topics would be Complementary
Knowledge Skills of the appropriate trade would be Skills to Research. Depending on the nature of the
Complementary Skills to Profession. investigation, other Skills such as Conversation,
Cryptography, Etiquette, Intrigue, or Persuasion
Some Skills, such as Alchemy, Armourer, Artistry, might also be considered Complementary.
Forgery, Gunsmith, Performance, and Weaponsmith
allow a character to create goods or provide services. In Failing a Research Roll would mean that a
these cases, the character would use that Skill instead character could not locate a piece of information,
of Profession to determine the quality of a product or that an experiment failed to produce results, or
or a performance. However, a Profession Skill would that a lead proved worthless. A Fumbled Research
still be required if the character wanted to make a Roll could mean a gathering of false information
living as an alchemist, armourer, artist, what have you. sending the character on a wild gle chase or a
Profession Skills in these cases would still be used to lab explosion injuring everybody in the room and
handle the business side of the characters trade. These destroying the lab itself.
Skills would also serve as Complementary Skills to a Research Cost: 3 Character Points for the
Profession Skill Roll. initial Skill; 2 Character Points for every additional
Failing a Profession Skill Roll could mean a level of Research.
setback of some sort in a characters career. Its not
catastrophic, just possibly a bad week at work. Riding (Agility)
In the cases where Profession is used to produce This General Skill allows a character to ride and
goods or provide services, it most likely means an control a riding beast in challenging situations, and
unsatisfactory product or service and could result in to fight enemies while mounted. Riding also allows
a loss of a customer or money. A Fumbled Profession a character to perform trick riding maneuvers,
Roll could mean a serious setback and could result such as turning around, standing in the saddle, or
in a significant loss of business, a bad reputation, or jumping off and on the riding beast while running
possibly forced retirement unless the character could at a gallop. Difficulty modifiers should be applied
somehow reassure his patrons and the paying public to Riding Action Dice depending on the complexity
with gifts, bribes, etc. (which itself could result in a of the maneuver being attempted by the rider, or
serious hit to a characters standard of living). If all else on the condition of the riding beast (a wounded
failed, a character could always move to another city animal will be harder to control, for example).
or adopt a new identity. If a character simply wanted the ability to ride a
Profession Cost: 2 Character Points for the initial beast under ordinary circumstances, he would only
Skill; 1 Character Point for every additional level of need to pay 1 Character Point for Riding in order
Profession. to get half of his Agility Characteristic (rounded
up) as his Ranking. This level of Riding would be
Research (Wit) sufficient for most day-to-day activities (i.e. those
Research allows a character to investigate a that would not be deemed Contested Actions and
given subject or situation through a combination of would therefore not require a roll of Action Dice).
archival study, experimentation, and clue gathering. There are three Specializations for Riding:
This Skill would be useful to scholars, alchemists, Aquatic Mounts, Flying Mounts, and Land
and sorcerers involved in historical, scientific, or Mounts. Each Specialization also grants a character
magical research. It could also be used, however, a rudimentary knowledge of the common riding
176
beasts in that category, including how to care based on raw physical presence, bearing, and
for them. A character, however, would not be personality. If a character simply wanted to be
able to heal a wounded or sick beast. Treating charming and persuasive, however, he should buy
such a creature would require a Profession Skill the Skill Persuasion. Seduction is a much deeper
(veterinarian) and appropriate Knowledge Skills and emotional form of beguilement. This Skill is
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Chapter III: Character Creation
A character must make a Shadowing Skill Roll depending on the circumstance could result in a
to begin shadowing his target. After that, a character great deal of trouble for the character. In the case
only needs to make additional Shadowing Rolls if of a performance, a Fumble indicates that the trick
he loses sight of the target (for whatever reason) and was an absolute failure and could give the performer
needs to locate him again. A target should be given a bad reputation.
bonuses to any Perception-based dice rolls if the Sleight of Hand Cost: 3 Character Points
shadower attempts to get too close or if the same for the initial Skill; 2 Character Points for every
shadower has been following him for a prolonged
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doesnt draw undue attention to the underworld Damage of that particular wound has been healed.
(which they dont particularly like). Surgery, however, is an invasive procedure and
GMs should apply modifiers to the Streetwise very taxing on a patients body. Every non-success
Action Dice depending on a variety of factors, scored by the doctor on his Surgery Action Dice
such as the characters current standing with the while treating a wound reduces a patients Vigor
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Chapter III: Character Creation
wilderness (i.e. has not brought supplies or tools rolled on his Suthra Training Action Dice. This would
used for outdoor survival), runs out of supplies, or allow for greater flexibility and variety in trained beasts
faces extreme environmental conditions (a blizzard, (and could be more fun for the suthra trainer). Some
drought, flood, etc.). Alternately, a character could basic suthra commands could include: attack, heel,
make a Survival Roll if he wanted to conserve food fetch, come here, stay, track, guard, find, sit, speak, go
stores or provide fresh game for himself or his inside, scout ahead, hunt, or perform a trick (dance,
traveling companions. Characters unable to find sing, do a somersault, etc.). GMs and players should
proper food or shelter in the wilderness would
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domesticated and trained to perform various tasks. to drown if he was ever submerged in water. A
Suthra are used as hunters, herders, guards, guides, character without any swimming ability would be
armor, weapons, pets, even as medical and grooming able to stay afloat for a number of Combat Rounds
tools. Any time a character desired to use one of these equal to his Vigor before beginning to drown.
specially trained beasts, he would need to make a Since the Swimming Skill is not an innate
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Chapter III: Character Creation
important to note that Tactics should not be used has been hit by the missile instead. The specifics
in this way for every single attack a character might of the Fumble should naturally be appropriate to
choose to make, but rather should be used to define the situation, the weapon being used, and to the
a single special attack that exploited an enemys severity of the Fumble.
weakness. Throw Cost: 5 Character Points for the initial
Failing a Tactics Skill Roll means that the Skill; 3 Character Points for every additional level
character could not figure out a successful strategy of Throw.
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be Complementary Skills to Tracking. Certain traps might have to be disarmed by safely triggering
Animal Abilities, such as Tracking Scent or them (i.e. while being out of the line of fire),
enhances senses, would also be Complementary. while others could possibly be avoided without
Tracking can also be used to hide trails or disturbing the trap (and therefore leaving it for
tracks. A character wishing to use Tracking in this unlucky pursuers). Some traps might even be able
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Chapter III: Character Creation
Given that Drdnah is a world that venerates common and the cheapest. Blowguns can be made
martial skill, gifted and experienced weaponsmiths of chitin or wood, while slings are made of suthra
can gain great status in society. Master sword makers leather. Throwing knives, axes, and javelins tend
are as important in myth and legend as the heroes to be made of the same materials as their melee
for whom they crafted rare and powerful demon- equivalents, although the preference is to make
vanquishing weapons. Although not an actual these weapons lighter.
organized guild, weaponsmiths take great pride Weaponsmith Cost: 3 Character Points for the
in their trade and would certainly band together
BOOK ONE
ADVANTAGE LIST
Advantage Cost
Assets 2-16
Contacts 1-8/+2 per level
Followers 1 per 5 points in Follower
Influence 5/level
Status 1-10
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Not only is it possible to acquire Advantages, Assets Value
it is also possible to get rid of them. This can be
handled in a couple of ways. If you decide you no Cost Description
longer want an Advantage (for whatever reason),
or it no longer makes sense in the story for your
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Chapter III: Character Creation
Sample Assets
Cost Description
an opponent are certainly acceptable. As usual, The units of wealth are given in U.S. dollars for
the GM has the final say on what items will be purposes of easy comparison (most players have a
allowed in his campaign. general idea of how much a dollar is worth). On
Its important to keep in mind that even Drdnah, the chief unit of currency is the daln,
though an item bought as an Asset can be lost which is worth roughly $5.00. GMs are free to
or destroyed, the Character Points spent on that tweak the wealth totals, of course, but the buying
Asset are not lost. The player could either choose power of the wealth level should stay roughly
to use those points on other Attributes for his the same. Further, any character desiring a high
character, or could ask the GM to come up with level of wealth should justify it by purchasing a
a replacement Asset for the item (a new artifact, corresponding title (see Status, page 189). Only
another skyship, etc.) powerful lords and rulers should ever be allowed
to purchase income levels higher than 10 points.
Property: This Asset covers any sort of
physical property that a character can own: a Goods bought with wealth do not carry
manor or fortress, a farm, merchants shop, mine, the same protection as other Assets bought as
etc. As with Items, these Assets can be defined as Advantages. For example, if a character with
an inheritance, or a fiefdom granted by a powerful wealth bought a skyship, and that skyship were to
lord, a purchase, or even a theft. If the property
brings in a certain mount of money (such as a
diamond mine, for example) then the character Wealth Level
should also purchase an appropriate wealth level Cost Description
(see below).
If a character ever decides to sell a property 1 $125,000/year income
and wants to make money off it, he should use the
Character Points previously spent on the property 3 $250,000/year income
on an appropriate amount of wealth. As with
all Assets, if a property is ever seized or lost due 5 $500,000/year income
to some other event in the campaign, the player
should choose to either spend the points on other 8 $1 million/year income
Attributes for his character or ask the GM for a
replacement property. 10 $10 million/year income
Wealth: This Asset measures a characters
access to money. The Wealth Level table lists some 15 $40 million/year income
levels of wealth and their Character Point costs.
186
be destroyed by pirates, then the skyship would Contact Value
be gone. If the character wanted another skyship,
hed have to spend more money in order to get Cost Description
one. In this instance, its not the skyship thats the
Asset, its access to the wealth. If a character with Moderate Value (possesses Skills the PC
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BOOK ONE Chapter III: Character Creation
Contacts can be family, childhood friends, former Players will usually want Followers to be
mates or lovers, comrades-in-arms, fellow members completely devoted and loyal, and for the most part
of a characters House or Line, an old mentor or they should be. Followers will obey their masters
master, a rich patron, or even just some guy you commands to the best of their ability, and most
know who owes you a favor. The more colorful the would not hesitate to give their lives for those they
Contact, the more fun it will be for everyone. serve. This is not to say that Followers cant have
Contacts Cost: 1-8 Character Points depending disagreements with their masters. In fact, unless
on the value of the Contact (to start with a Ranking the player wanted some sort of bizarre automaton,
of 3). Additional Contact Action Dice cost 2 Followers should always have distinct personalities
Character Points per die/level. and should be roleplayed by the GM. This makes
Followers more fun for everyone.
Followers Not all Followers have to be completely
This Advantage allows a character to have some trustworthy. Some players may want the challenge
sort of loyal NPC retainer or companion. A Follower of a questionable Follower. This is not to say that
can be just about anything. He can be a faithful a Follower should ever turn into a traitor or work
servant, a personal bodyguard, a wizened mentor, actively against his master (unless a character was
a devoted disciple, or possibly a vanquished enemy tiring of a Follower and wanted to get rid of him).
who has been bound to the character in some way. Questionable Followers are more like lovable
A Follower doesnt even have to be a Zoic; it can rogues; they lie, cheat, and steal whenever they can,
be a summoned creature, such as a bound demon and are constantly looking for ways to improve their
or an elemental, or even a benevolent spirit or status. Such scoundrels can be quite entertaining
ghost. The specifics of the Followers backstory are as Followers; they definitely keep their masters on
completely up to the player, although all Followers their toes.
must get the approval of the GM. As with any other Advantage, Character Points
Followers are built with points just like any sunk into a Follower should never go away, even if
other NPC. Every Character Point a player pays for a Follower is killed. If either the player or the GM
a Follower gives him 5 Character Points worth of ever decides that a Follower should no longer be
Follower. Thus, if a player wanted his character to a Follower (for whatever reason), then the player
have a 100 point Follower, hed pay 20 Character should be given the choice of using the Character
Points to get him. Like all NPCs, Followers can Points on other Attributes, or the GM could
have their own Drawbacks, which would give them provide the character with another Follower. The
additional points to spend (or make them cheaper former Follower (if hes still alive) would become an
for players to buy). Followers should be limited to NPC at that point, possibly even becoming a foe or
whatever Drawback maximums have been set by the rival for his former master.
campaigns Power Level. Further, Followers should Followers Cost: 1 Character Points for every 5
never be built on more points than the characters points in the Follower (not including Drawbacks).
they serve.
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Influence Status
This Advantage grants a character a certain Status is a measure of a characters position
amount of political or social influence either as a in society. This Advantage allows characters to
result of his relationship to powerful individuals buy their caste ranking as well as titles that grant
or organizations, or his personal achievements them political or legal powers and certain perks.
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Chapter III: Character Creation
Resources purchased by a monarch in the form members may not wield firearms nor use suthra
of other Advantages, however, could be used in any weapons and armor, but are usually wealthy
way the monarch wished (although they would still enough to hire warriors to protect their interests.
need to be careful about abuses of power). This Although not aristocrats, members of this caste
would be the difference between a character who are considered well-bred and are the gentry
chose to only purchase Status and one who chose and mercantile backbone of society. Low Caste
to buy a title along with several other Advantages individuals address Trade Caste members as sir
to represent his personal wealth and influence. or madam.
BOOK ONE
After all, not all monarchs are created equal; some Titles: Titles grant characters certain political
are incredibly wealthy and influential, while others or legal powers and carry a variety of perks. As with
might be weak puppets or simple figureheads with other Advantages, the GM should decide exactly
very little personal worth. how much a given title is worth. If the perks of a
Furthermore, due to the powers granted a particular title are being called upon regularly, that
character with a high level of Status, all such titles title should probably cost more Character Points
would need the permission of the GM. Characters than if the perks were only occasionally useful to
playing monarchs would probably need to be one the character. An explanation of the various title
of the key features of a particular campaign. After levels is given below.
all, most monarchs spend their time ruling not House Dignitaries get a variety of perks within
gallivanting around the world exploring ancient their own House. Outside of that domain, however,
ruins and rescuing damsels in distress (unless of they have relatively little power. The Master of the
course the campaign was specifically about an Honor Guards can have House members arrested
adventurer prince doing just that). or promote guards to the status of honor guards.
Caste: There is some form of a caste system The House Chamberlain is able to perform
in almost every culture on Drdnah. The castes various ceremonies, such as weddings, coming-
for the most part are the same, although they of-age celebrations (often called caste braid
might be known by different names in different investitures), and funerals. House Dignitaries are
regions. Certain professions require a character to shown the greatest respect by all other members of
be of a certain caste, so players should make sure their House.
to purchase the correct one for the profession of Government Officials can have a wide variety of
their choice. The three castes that characters must political or legal powers. The captain of the city
pay for as an Advantage are the Holy Caste, High guards would be able to prevent an individual
Caste, and Trade Caste. from being arrested for a crime, or reassign guards
The Holy Caste is comprised of the most to various parts of the city (for purposes of either
learned and respected members of society: priests, facilitating or preventing a crime). He would also
doctors, judges, lawyers, scholars, architects, and be able to gain access to prisons and prisoners or
teachers. Holy Caste members are also often chefs to military installations. A harbormaster could
due to the fact that Holy and High Caste members allow ships to come into port with no inspections,
prefer to eat food prepared by someone of equal or or could alter ship manifests (to hide illegal goods,
higher caste. Addressed as Enlightened One or for example), or even forge ownership papers for a
Revered One, Holy Caste members can always ship. A judge could dismiss criminal charges, rule
be sure of a warm welcome and good treatment in in a certain individuals favor, or order prisoners to
any establishment or home. Unwarranted violence be released without question.
against a member of this caste can carry severe Religious Officials can conduct a wide variety
penalties, including imprisonment or death. of rituals and ceremonies, including weddings,
The High Caste is comprised of nobles, warriors, naming ceremonies, caste investitures, and funerals.
sorcerers, and the highly skilled artisans who They would also be able to invoke the blessings of
specialize in crafting firearms or training suthra the Devah, and as servants of the gods, their word
weapons and armor. The privileged members of would carry great weight with the devout. Most
this caste may wield firearms, explosives, and suthra priests can count on a decent meal and a warm
weapons and armor, something for which even bed anywhere they choose to travel, and would
Holy Caste members need special dispensation. benefit from the laws protecting members of the
Members of this caste are called Sunborn because priesthood from violence.
they are believed to be blessed at birth by the light Lesser Nobles can rule a House, a clan, or even
of both suns. High Caste members are considered a small city. A Lesser Noble title would allow
the aristocracy of society. a character to appoint individuals to various
The Trade Caste is comprised of merchants, minor governmental positions (captain of the city
artisans, and skilled craftsmen. Trade Caste guards, master of the honor guards, chamberlain,
190
harbormaster, judge, etc.) A Lesser Noble could also much by their weaknesses as by their strengths.
dismiss minor criminal charges (theft, smuggling, Drawbacks represent those weaknesses; physical
assault, etc.), have access to certain restricted areas, defects, mental disorders, or social disadvantages
or pass judgement on individuals for lesser crimes. that can afflict your character. Being crippled, or
Lesser Nobles would also be shown a great deal of terrified of heights, or being the victim of a terrible
DRAWBACK LIST
Drawback Affected Attributes
Mental Wit, Will, Presence
Mystic Varies
Physical Strength, Vigor, Agility, Dexterity, Perception
Social Will, Presence
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Chapter III: Character Creation
Drawback Severity levels actually deduct Character Points from the
Drawbacks overall value. In order for a Drawback
Points Level to give the full amount listed on the Drawback
Severity table, it must affect a character at least 50%
3 Mild (1 Action Dice) of the time. Drawbacks that affect a character more
often are worth more points.
6 Low (2 Action Dice) Whenever a situation in the game arises where
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192
player should feel free to have his character engage behaviors are governed by it (in the case of codes) or
in that behavior, but he shouldnt get any points what conditions trigger it (in the case of personality
for it. But (and theres always a but), what if the disorders), and what sorts of reactions the character
character continued eating until he either passed has when it is triggered. The conditions will help the
out or had to be knocked unconscious to get him GM determine the appropriate occurrence level (and
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Chapter III: Character Creation
a Code of Conduct that declared the character
would rather die than be dishonored, then the
GM could rule that the character would never
accept dishonor regardless of the circumstances
(no Will Roll would be necessary). This is one of
the reasons why its crucial for players to carefully
discuss their Drawbacks with their GM. When
it comes to these sorts of weaknesses, everyone
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Slow-Witted - The character is not the sharpest Suthraphobia - The fear of the worlds indigenous
tool in the shed and could be taken advantage of creatures, usually of a particular variety.
by unscrupulous individuals. Acrophobia - The fear of heights or elevated
Personality Disorder: This type of Mental areas. Might be appropriate for certain burrowing
Drawback can represent a large variety of aberrant Zoics.
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Chapter III: Character Creation
and their Linked Skills are affected by the
Drawbacks penalty modifier.
The player, with the GMs help, defines
exactly how the Drawback manifests in
the game. The categories below discuss
the specifics of some varieties of Mystic
Drawbacks. Players should be careful
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A Curse that does not affect the character priest. Its up to the player whether others are aware
directly, however, would be worth fewer points. of a demonic presence when his character is under
Further, GMs should be very careful about allowing the demons influence, although most holy men
a character to take a Curse that affects other player will be able to sense a demons foul taint.
characters. Its okay for PCs to have to rescue or Demons delight in the suffering of others, a vice
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Chapter III: Character Creation
be accomplished in the game through a series of Entity Manifestation
adventures. Exorcising demons has been the focus
of many films, so most players have a good idea of Adjustment Ability
what to expect. Utterly destroying a demon should
be an epic undertaking that calls for sacrifices on +0 Cannot Take Physical Form
the part of the plagued character. These adventures
often involve ancient temples, venerable holy men,
+3 Can Take Limited Physical Form
powerful sorcerers, and titanic battles. GMs should
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198
to make a successful Will Roll (adjusted by the Physical Drawback Effect
Drawbacks penalty modifier) in order to force the
possessing spirits out of their bodies. If the NPC is Drawback Occurrence
# of Skills Affected
physically subdued, the possessing ghost will almost Level
always abandon the NPCs body.
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BOOK ONE Chapter III: Character Creation
are any Skills whose successful performance would are encouraged to incorporate their Drawback into
normally be affected by the physical impairment the portrayal of their characters, regardless of how
in question. Commonly used Skills, such as these rules are applied. After all, if you got the
Combat Skills or Stealth, should be worth a higher points for the Drawback, you might as well play
percentage than Skills that are rarely used. In all it up.
cases, the GM is the final arbiter of what Skills are Disfigurement: This represents some sort of
affected by a Physical Drawback. physical deformity, be it a severely humped back,
Should a player ever decide to buy off a Physical dwarfism, or even hideous facial features. Given
Drawback, the GM should come up with a good the wide variety of appearance among Zoics, the
story reason to explain it. More than likely, it would deformity would have to be unusual for the specific
be some form of magical healing, but itd have to type of Zoic in question. An elephant Zoic with
be some fairly powerful magic in order to reverse dwarfism or a severely hunchbacked cheetah Zoic
a birth defect or completely heal a grievous injury. would clearly be disfigured. The player and the GM
Magical healing is good at healing wounds suffered should decide what Attributes the Disfigurement
by characters, but once those wounds heal on their affects. Some examples of Disfigurements include:
own, there is not much more magical healing can Dwarfism - Large Zoics would find this more of
do for them. There are always miracles, of course, a Drawback than smaller ones and should probably
some sort of divine intervention that can restore a get more points for it. Being a pygmy elephant or
characters body. These sorts of things, however, are rhino has more of a social stigma, while being a
rare and worthy of a story arc. pygmy mouse does not. This could affect physical
Many Physical Drawbacks will require both Characteristics and Linked Skills and some social
the player and the GM to roleplay their effects in Skills.
the game. Being afflicted with a lingering disease Gigantism - This disorder means a Zoic is huge
will color every encounter a character has with his compared to the average member of its type. This
fellows or NPCs. Being mute would mean that is both freakish and unhealthy (such Zoics tend
the character could never speak and would have to have all sorts of physical problems, including
to rely on other forms of communication. Players mobility and coordination problems). Obviously,
200
smaller or medium-sized Zoics would appear even Cant Walk - A character has lost the use of his
more freakish than would a larger Zoic, although legs. These characters must either use crutches to
larger Zoics with gigantism would still suffer all get around or be carried everywhere. A character
of the physical problems associated with this with functional wings would not get as many
syndrome. This Drawback would affect physical points for this Drawback. Being crippled would
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Chapter III: Character Creation
at all, although most can make noises
such as moans, grunts, and groans. A
mute character would need some alternate
form of communication, such as a sign
language, in order to avoid doing charades
every time he wanted to communicate
something.
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Social Drawback Effect Dependent Occurrence
Drawback Occurrence
# of Skills Affected Adjustment Frequency
Level
Social Drawback should be equal to the Drawbacks NPC, all Dependents have one thing in common:
Occurrence percentage. The Social Drawback Effect they tend to have a knack for getting in trouble and
table shows this correlation. Social Skills would often need to be protected or even rescued.
include all Skills Linked to a characters Presence The value of a Dependent is derived from two
as well as Wit-based Skills that relied heavily on factors: the vulnerability of the Dependent (how
social interaction. Commonly used social Skills, many points they are built on), and how often they
such as Bargain, Conversation, or Persuasion, make life difficult for the character. The Dependent
should be worth a higher percentage than Skills Vulnerability table gives the number of Character
that are rarely used. In all cases, the GM has the Points a Dependent can be built on as well as its
final say on what Skills are affected by a Social corresponding Drawback point value. The Dependent
Drawback. Occurrence table gives the Drawback point adjustment
Some Social Drawbacks, such as Dependent and based on how often the dependent comes into play
Enemy, will award points based on the vulnerability in the campaign.
of an NPC and how often that NPC intrudes on the As the Dependent Vulnerability table shows,
characters life. Special rules for those Drawbacks are the weaker the Dependent, the more Drawback
addressed in the description of the Drawback itself. points they are worth. A powerless young child or a
Should a player ever decide to buy off a Social sickly elder would obviously be far more vulnerable
Drawback, the GM should arrange an adventure or than an NPC who was hale and hearty. To create a
series of scenarios that center around that attempt. Dependent it will most likely be necessary to strip
Perhaps the character finally makes peace with a down a basic Animal Template to its minimum
lifelong foe, or finds a new caretaker for a dependent, Rankings for most Attributes (even removing some
or is forgiven for a past misdeed, or promoted in rank abilities entirely), thus making it cost much less
and caste. The specifics are of course dependent on than it normally would to purchase. NPCs built
the type of Drawback and up to GMs devious mind. on more than 100 points should not be allowed as
Dependent: This category of Social Drawback Dependents. If a character wanted a talented young
gives a character an NPC that is dependent on him in pupil or a competent servant of some sort, the
some way. The NPC could be related to the character character should purchase the Follower Advantage.
(a sibling, elderly parent, young child), or simply a Dependents are a Drawback and are there specifically
friend, or even a ward of some sort (like an honor to cause problems for the character. Although
guards charge). Regardless of the specifics of the Dependents can have Skills of their own, the use of
their Skills should create trouble for the character
more often than not.
Dependent Vulnerability A Dependent with a very high Occurrence rating
should probably be a featured NPC of the GMs
Points Dependents Character Point Total campaign. A character playing an honor guard who
had been charged with protecting the young son of a
15 25 Points in Drawbacks Only noble lord could easily qualify for a high Occurrence
rating. GMs should review all dependents carefully
10 20 Points + 30 Drawback Points to make sure they will fit well with his campaign.
Dependents may not be appropriate for all types of
5 40 Points + 35 Drawback Points campaigns.
Losing a Dependent will not get rid of this
0 60 Points + 40 Drawback Points Social Drawback; the GM would simply introduce a
new Dependent to replace the dead one (there can
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Chapter III: Character Creation
always be more orphaned relatives). Alternately, the Enemy Interference Level
GM might allow a character to take an appropriate
Mental Drawback (some sort of Hatred or Personality Adjustment Enemy Appears
Disorder as a result of losing a loved one) or possibly
a Mystic Drawback (perhaps the murdered ward 3 Rarely (25%)
decides to haunt the character) of equal value to
replace the Dependent Social Drawback.
+0 Often (50%)
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204
Illiterate - This Drawback only affects members worth of this Drawback is dependent on the
who have purchased either the Merchant, High, GMs campaign. If a campaign featured criminals
or Holy Caste as an Advantage. Members of these and their interactions in the underworld, then
castes are taught to read and write, so illiteracy would a character might not get many points for this
be seen as a social disadvantage. Illiterate characters Drawback. However, if an Outcaste character ran
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Chapter III: Character Creation
some distinctive markings, such as multiple earrings especially when it comes to dealing with Drawbacks.
that tinkle like bells, or a certain style of bandana Be sure to provide this history to the GM so he can
your character always wears, or even a favorite color have it handy when planning adventures and story
scheme. These touches will help make your character arcs. This is where you would list enemies, former
more memorable to the GM and the other players. lovers, old mentors, or other important events or
Name: As youve no doubt noticed, Drdni individuals that might come back to complicate
names can be quite a mouthful. Come up with a your characters life. As with all aspects of your
character, the GM should approve your backstory
BOOK ONE
206
Filling Out the Character Sheet
within the Maximum Attribute
Ranking for the Power level) as you
Basic Compendium
207
Chapter III: Character Creation
is a guard, the player chose
to remove militar y lore as
a Knowledge Skill (a 2 point
Skill), and instead spent
an extra point to purchase
Obser vation (a 3 point
Skill).
BOOK ONE
208
additional armor your character
chooses to wear. Remember that
the benefits from total armor (both
worn and Body Armor) cannot
exceed a Characters Strength
Basic Compendium
209
IV. Combat
The Vajrah teenagers were the first to fall. Uthyan bounced his staff against their skulls with an elementary
kata, not even breaking step. The vine-cloaked swamp echoed the blows. Rzman and Shadyti closed with the
lone intruder next, spears keen for battle; but the burly taipan wouldnt stop until he reached his target me.
I waved off my rugged companions with a flick of my scimitar. They looked relieved. Then I bowed my
head and laid back my neck frills. My boots were crossed on a little column of rock.
Come back and face the magistrate, Chihjmi, said Uthyan with undisguised anxiety. I promise you
safe escort to the city.
Meet me in the Spiral Arena, I told him, and Ill go with you.
Through parted lips I saw his thorn-like fangs, amber with venom. Acknowledge you in a formal duel?
Im not so eager to dishonor myself.
My frills twitched. I didnt deserve that. And so soon after he had asked me to be his bride.
So much for courtesy. This could only go one direction anyway. I rolled to the side and threw a sword stroke
at his silken braided belt. He obliged with a parry. Then I leapt above him Im a precocious leaper and
splayed my neck frills for impact. My scimitar flew at the crystal ring that pierced a scale on his cheek. It used
to twinkle like magic in the candlelight, that ring.
He blocked my sword and thumped his staff into my belly. My breath vanished. I rolled to a defensive
stance and bit down the pain. Stupid, distracted girl. Rzman and Shadyti leapt in to help, gallant oafs.
Uthyan struck their knees, crack-crack, dropping them to the marshy ground.
I rushed him. I knew hed counter with a thrust, and I pushed my weight against the haft of his weapon.
His shoulder was exposed for one clean hit. It had to count.
Thats when I saw his fangs sparkle, from the venom I suppose, as his mouth threw open wide. His eyes
were in such a frenzy. I hadnt thought he would bite. Not me.
Stupid girl.
210
What Makes SHARD Turn: Whenever you choose to take
your Combat Actions normally in order of
Combat Different? Initiative, it becomes your characters Turn.
You are then known as the Active Combatant.
Combat in the SHARD RPG should evoke All other characters can only react during the
the feeling of a great martial arts or action film, Active Combatants Turn until it becomes
complete with amazing fight choreography their Turn.
and thrilling stunts. The flavor of this type of
action is best achieved through imaginative Combat Actions: In any given Combat
Round, you will be able to perform a certain
211
Chapter IV: Combat
Step 3: Play the Combat Round The higher Initiative character could, however,
decide to use ranged weapons to attack the lower
A Quick Combat Summary Sheet that summarizes Initiative character first, even though the lower
the steps of a Combat Round is located in the Initiative character had a readied ranged weapon.
Appendix chapter. This can be a valuable thing to This is true whether the character is acting in his
copy and have handy while combat is occurring, Turn normally or has decided to Delay Initiative.
especially when you are initially learning the Example: Joel and his opponent roll
system. Initiative. Joel scores a 12, and his opponent
scores a 9. Joel decides to close the distance
Step 1: Determine Individual between himself and his opponent, who has two
crystal knives ready to throw at him. Due to the
Initiative fact that his opponent is more than a Half Move
Every player rolls 1d6, to which they add their away, Joel knows that his enemy will be able to
Agility score. They may also add any levels of Fast hurl his knives before he can close the distance,
Reflexes they possess. Subtract any penalties (if regardless of Joel having the higher Initiative.
appropriate) from earlier combat damage. This Not possessing a ranged weapon, Joel decides
is the players Initiative score. Players can record to risk it and charges his enemy, bobbing and
this total in the Initiative slot on the Player weaving as best he can.
Combat Tracking Sheet (located at the back of this
book) in the upper left hand corner beneath the Step 2: Determine Number of
appropriate Rnd #. Players act in order of Initiative, Combat Actions
from highest to lowest.
Next, the players roll Action Dice derived from
Delaying Initiative the following formula, subtracting any penalties due
to earlier combat damage from the total number of
Players with higher Initiative scores may Action Dice rolled (see the section As Stamina Begins
decide to Delay and allow others with lower to Drop on page 227 for further details about these
Initiative to act before they do. A player who has penalties):
Delayed may interrupt someone with a lower
Initiative at any time by simply announcing that (Agility + Dexterity) / 2 (rounded up), minus
they are interrupting. At that point, the delaying penalties due to earlier combat damage
player may immediately take his Turn and leap Players add any successes rolled on these dice
into the fray. After the higher Initiative player has to 2, which is the base number of Combat Actions
performed all of the actions he wishes, the player a character will have in any given Combat Round.
who was interrupted continues his Turn. Players also add the number of extra Combat Actions
Unlike Reactions (described later), Delaying derived from the Talent Combat Instinct, if any. The
Initiative does allow a player to potentially prevent total is the number of Combat Actions a player has
an action from occurring, assuming the player can for the Combat Round. This can be noted in the box
correctly predict the actions intention. Thus, to the right of Action # on the Combat Tracking Sheet.
lets say a Delayed Initiative player saw an assassin Combat Actions can be attacks, defenses, or the use
aiming a rifle at the players faithful companion, of any appropriate Skills or Animal Abilities.
the player could take a Combat Action to try Example: Joel rolled 3 successes on his Action
and prevent the assassin from firing by either Dice. After adding the 2 base Combat Actions that
immediately attacking the assassin (assuming he all characters get, and the 1 Extra Action from his
could reach him) or by taking some other action Combat Instinct Talent, he has a grand total of 6
that distracts the assassin from his target. The Combat Actions for this Round. He now begins
considering what his character wants to do when
player would then take his Turn normally and it becomes his Turn. He has to keep in mind that
the assassin would only resume his Turn after the he has a finite number of Combat Actions he
Delayed Initiative player announced that his Turn may take during the Round. If he uses up all his
was over. The assassin, however, could still React Combat Actions as Reactions before his Turn even
to the Delayed Initiative players actions. begins, he may have nothing left when his Turn
arrives, and no way to defend himself.
212
Step 3: Play the Combat Half Move and 1 for the attack). His attack only
wounds this new opponent. Joel decides to end his
Round Turn and save his remaining 2 Combat Actions to
Once all the players have determined their defend against any attacks that might be directed at
him after his Turn or to use as possible Reactions.
Initiative and number of Combat Actions for the
Round (and the GM has done the same thing for Bundling Combat Actions
all the NPCs), the Combat Round begins. The
character with the highest Initiative score takes his You may, if you wish, decide to Bundle several
Turn first and becomes the Active Combatant. If Combat Actions together into a single roll of Action
Basic Compendium
213
Chapter IV: Combat
must apply the worst Combat Modifier to the Action wants to even the odds for his friend, so he decides
Dice youll use for the Bundled Action. For this to shoot Koya in the leg with a pistol. Fortunately
reason, it is usually best to Bundle similar attacks or for Koya, the dishonorable scoundrel misses.
equally ranked groups of Skills or Animal Abilities. One of Koyas friends (another player) decides he
wants to take a Reaction to the shooters Reaction
Bundling Actions does not give you additional and punch the blackguard in the face as a warning
Combat Actions. You can Bundle as many actions as not to interfere. The player (acting in order of
you wish (and the GM allows) into a single roll, but you Initiative) takes his free Half Move to get to the
must still have the Combat Actions available to make
BOOK ONE
214
When your Stamina reaches zero (0) you are
Successes Success Level either defeated and unable to continue fighting
1 success Partial (x0.5)
(but still conscious), or you are unconscious and
bleeding to death depending on whether it was
2 or 3 successes Adequate (x1) primarily Subdue or Fatal Damage that put you in
4 or 5 successes Good (x2) that state. When your Stamina reaches negative ten
(10), you are either completely unconscious or dead
6 or 7 successes Excellent (x3) depending on whether it was primarily Subdue or
Fatal Damage that got you there.
Basic Compendium
215
Chapter IV: Combat
MANEUVER LOCATION TABLE
DAMAGE TYPE
HIT Subdue | Subdue / Fatal | Fatal
LOCALE ADJ MANEUVER ADJ MANEUVER ADJ MANEUVER
# EFFECT # EFFECT # EFFECT
Cover
HEAD -1 Bind / Grab -2 Hold / Lock -3 Stun
BOOK ONE
Cover
NECK -1 Bind / Grab -2 Hold / Lock -3 Stun
Cover
SPINE -1 Bind / Grab -2 Hold / Lock -3 Stun
Escape - Targeted area struck for only 1 Damage Level to bring an end to Bind / Grab or Hold / Lock effects, or a Cover (once you have won Initiative).
Bind / Grab - No damage caused. Targeted area (and/or weapon) immobile and controlled till Escape or release. Hold / Lock may then be attempted to same
target area at an ADJ # of 0.
Throw / Sweep - Full damage. Target falls (potential attackers Martial Skill Ranking # of feet away). Target must use a Combat Action to rise, unless they
have made a successful Acrobatics Roll that Round. If thrown far enough, they must use a Combat Action or their free Half Move to close.
Disarm - Half damage caused, plus weapon is forced or knocked from targets grasp. Must use a Combat Action to retrieve or draw new one.
Nausea - Full damage. Target acts at a negative # on dice rolls for a certain # of Rounds, both equal to ADJ # for attack.
Lame - Full damage. Target gets no more free Half Moves for that entire combat, target must use an extra Combat Action to move affected area till healed.
Cover - No damage caused. Target held at point of weapon. Potential instant damage (weapon damage plus Cover successes with standard multipliers
applying) till target wins Initiative and performs a successful Escape.
Disable - Full damage. If limb targeted, loss of limb use (half Movement only if limb is used for locomotion). Target must make a Vigor Roll at minus 2.
Failure allows only half Action Dice, success means only a minus 2. Physical actions outside combat suffer a minus 1 till healed.
Hold / Lock - Full damage. Targeted area immobile plus attackers Strength in damage caused per Round till Escape or release.
Stun - Full damage. Any successes that get through targets defenses negates equal number of Combat Actions. This can carry through to following Rounds.
Broken - Full damage. A joint or bone has been broken in the target area. Target suffers loss of limb use (half Movement if limb used for locomotion). Target
must make Vigor Roll at minus 4; success allows half Action Dice: failure allows no offensive actions, only half Action Dice, and causes 1D6 Stun.
Physical actions outside of combat suffer a minus 3 to rolls till successful medical treatment.
Full Knockout - Full damage. Target unconscious for 1-6 minutes.
Lost Feature - Full damage. A targeted feature of the head, neck, or face is permanently harmed in some way.
Internal Damage - Full damage. Target begins bleeding internally at the rate per Round equal to the number of successes that penetrated the targets defense,
till healed or dead.
Severed - Full damage. Targeted limb or section of limb violently separated from body. Target begins bleeding externally at the rate per Round equal to the
number of successes that penetrated the Targets defense, till healed or dead.
216
The Maneuver Location Cover maneuver, causing no damage, if you have won
Initiative.
Table (Martial Arts) Bind/Grab: Grappling with an opponent to
If your character possesses Martial Arts, you are immobilize and control the targeted area or weapon.
able to freely use the Maneuver Location Table to target No damage is done. If successful, you may attempt
specific areas of your opponents body to achieve certain a Hold/Lock maneuver at no Maneuver Location
special combat effects, such as momentarily stunning your Table adjustment penalty, if you have Action Dice
opponent or disabling the use of a limb. The three decisions remaining.
Basic Compendium
217
BOOK ONE Chapter IV: Combat
Stun: Striking with a debilitating effect, causing externally at the rate per Round equal to the number
temporary loss of function. Any successes that get of the success that penetrated the foes defense, till
through the foes defenses negate an equal number of they receive successful medical attention or die. This
Combat Actions. This can carry through to following maneuver causes full damage.
Rounds. This maneuver causes full damage.
Broken: Breaking or otherwise crippling a joint
or bone. The target must make a Vigor Roll at a minus
The Three Types of
4 at the beginning of each Round to offset the painful Combat in SHARD
effects of this maneuver. Success allows the character The SHARD RPG Combat System can be
to use only half their Action Dice. Failure means no categorized into three types.
offensive actions may be attempted, all others actions
are at half Action Dice, and the character suffers 1d6 1. Combat using the Brawling, Melee Combat,
Stun. If an ambulatory limb was hit, the foe is restricted Missile Combat, and Throw Skills, as well as Natural
to half movement. Once outside of the combat where Weaponry
it was inflicted, anyone hit by a Breaking blow suffers a 2. Combat using the Martial Arts, Firearm Combat,
negative 3 penalty to any Action Dice used for physical and Suthra Use Skills
actions, until they receive successful medical attention. 3. Combat using Artillery and Siege Weapons
This maneuver causes full damage.
Here is how the three differ from one another:
Full Knockout: A blow so strong or effective
that the foe is knocked unconscious for 1 - 6 minutes.
This maneuver causes full damage. Combat using Brawling,
Internal Damage: Damaging internal organs Melee, Ranged Skills, and
and systems, leading to internal bleeding. The bleeding Natural Weaponry
damage rate is equal to the number of successes that The simplest Combat Skills are Brawling, Melee
penetrated the foes defense, each Round, till they Combat, Throw, and Missile Combat, as well as the
receive successful medical attention or die. This Natural Weaponry Animal Abilities of various kinds.
maneuver causes full damage. Brawling is used for unarmed punching and kicking, while
Lost Feature: Striking a feature of the head, Melee is used when attacking with handheld weapons
neck, or face and permanently damaging it in some of any kind. Throw is used with thrown weapons and
way. This maneuver causes full damage. Missile when using a sling, atlatl, crossbow, or bow (or
Severed: Violently separating a limb or section any non-Vaylah weapons). These are considered ranged
of a limb from the body. The foe begins bleeding weapons, and you should consult the rules concerning
218
range to understand their benefits and limitations. And loader. A successful Fast Draw roll allows a character
finally, the Animal Ability Natural Weaponry includes with Firearm Combat to reload his weapon in just one
the variety of teeth, claws, horns, etc. used in combat. Round.
Characters can be of any caste and use these abilities, as According to most nations laws and traditions, only
they require no special martial training.* characters of the High Caste (Sunborn) may use Vaylah
One disadvantage with Melee Combat, Brawling, weapons. Very rare exceptions are sometimes made in
Missile Combat, Throw, or Natural Weaponry is that the case of a powerful merchant, an influential lords
you cannot utilize the Maneuver Location Table on the follower, or even a member of the Holy Caste (such
back of the character sheet without an extra 2 Action exceptions require the carrying of a Writ of Vaylah
Basic Compendium
219
BOOK ONE Chapter IV: Combat
220
to a characters Martial Arts Action Dice in these Roll also allows a character to reload a Vaylah weapon
circumstances (although it might grant a bonus for a in just one Combat Round instead of the usual three.
single attack as per normal Complementary Skill usage, * In the case of Vaylah (gunpowder) weapons, this
at the discretion of the GM). assumes that the gun is loaded and ready to fire. If so,
This Skill is not considered a Movement Skill and it can be fired immediately after successful use of Fast
must be used in conjunction with actual movement Draw.
in order to cover any distance. The true value of Duel
Dancing is cinematic flair and the advantage of possible Miscellaneous Skill Use
additions to your Martial Arts Action Dice throughout
Basic Compendium
221
Chapter IV: Combat
Walking
All Zoics (unless otherwise
disabled) move at a standard
rate of 30 feet plus their Agility
plus their Athletics Skill
Ranking (if any) per Round
(6 seconds) while walking at a
BOOK ONE
222
match all successes, they are assumed to be unaware situation: Ambidexterity, Combat Instinct, Fast
and surprised. Reflexes, and Toughness, to name a few. You will
A character that successfully attacks an unaware want to look over all the Talents you have chosen and
opponent from behind may do so with automatic consider the ways they might benefit your character
Initiative and with no penalties to any of the rear- in battle.
facing locations of the targets body (as per the
Maneuver Location Table). Surprised opponents get to Range Modifiers
roll only half their Evade or primary Combat Skill Firing or hurling ranged weapons can suffer
as defense. If still able to function once the Surprise penalty modifiers to the roll unless they are fired at
Basic Compendium
223
Chapter IV: Combat
ARTILLERY MODIFIERS Ranking of 8, to defend against an attack, you would
roll 8 Action Dice to defend. Not all Combat Skills
Stationary Target (1st attempt) +2 Dice or Animal Abilities, however, can defend against all
Stationary Target (2nd attempt) +3 Dice attacks, as noted below:
Evade: Can be used to defend against any
Stationary Target (3rd + attempts) +4 Dice attack (it is the universal defense).
Small Target; up to 25 (1st attempt) 0 Dice Martial Arts: Can be used to defend against
BOOK ONE
Small Target; up to 25 (2nd attempt) +1 Dice any attack except firearms and artillery.
Small Target; up to 25 (3rd + attempts) +2 Dice
Brawling, Melee, Natural Weaponry, and Spines:
Can be used to defend against hand-to-hand attacks
Large Target; 25 to 50 (1st attempt) +1 Dice only (any attacks except thrown weapons, missiles,
Large Target; 25 to 50 (2nd attempt) +2 Dice
firearms, and artillery).
Artillery Combat, Firearm Combat, Missile
Large Target; 25 to 50 (3rd + attempts) +3 Dice Combat, Throw, Blinding Attack, Gnawing Teeth, Musk
Huge Target; 50 or larger (1st attempt) +2 Dice Spray, and Venom: Cannot be used to defend against
any attacks.
Huge Target; 50 or larger (2nd attempt) +3 Dice
Its important to remember that in order to
Huge Target; 50 or larger (3rd + attempts) +4 Dice attempt to fully defend against an attack, it requires
the expenditure of an equal number of Combat
Actions as was used in the attack; this includes
attacks that are Bundled. Thus, if you were hit with
Defense a Bundled attack that consisted of four Combat
In the SHARD RPG, regardless of whether you Actions but you had only three Combat Actions to
are being attacked with fists, claws, melee weapons, defend, you could not defend against the fourth and
ranged weapons, guns, or even living suthra weapons, final attack. If the Bundled attack was successful,
you roll a certain number of dice to generate defense you would be affected by the final attack. Without
successes that counteract, on a one-to-one basis, the Combat Actions to defend, an opponent must simply
successes rolled by your opponent during the attack. be successful with an attack (i.e. score a minimum
Making such a Defense Roll requires the use of one Success Level) in order to affect you.
or more Combat Actions. An attack against you
requires one or more Combat Actions to perform;
any defense you use requires the expenditure of an Taking Damage
equal number of Combat Actions to try and counter The effect of any attack in SHARD is based on
the attack. Defense Action Dice are derived from how many attack successes are left after removing
either your Evade Skill or from the primary combat defense successes rolled against the attack. Any attack
ability most appropriate for countering the attack.* successes remaining after defense rolls are applied
* Note: There may be modifiers to Defense Rolls as a are considered to have been damaging successes,
result of Stamina loss or environmental factors. which means that you or your armor has taken some
damage from the blow. The numerical amount of
damage taken is referred to as Damage Levels.
Evade Skill
Damage Levels taken (i.e. those points that were
You may always use your Evade Skill to prevent not absorbed by the players armor value) should be
yourself from being struck as long as you have enough subtracted from the number in the Current Stamina
Combat Actions to do so. In order to accomplish field on the Combat Tracking Sheet during combat,
this, simply roll as many Action Dice as your Evade and eventually updated on the Character Sheet once
Skill Ranking to generate the successes you need. the combat is over. Each successful attack that
causes damage to your character should be noted as
Primary Combat Ability a wound on the Combat Tracking Sheet, along with
Most players spend their time developing their the damage amount, type of damage, and any lasting
combat abilities. These rules assume that many effects. This data will be referenced later during the
Combat Skills include methods of defense in their healing process, since wounds can be healed on an
teachings. Players will use one of these abilities for individual basis.
their defense in combat. When using a Combat
Skill or Animal Ability to defend, you roll a number Determining Combat Damage
of Action Dice for defense equal to the Ranking of As with any roll of Action Dice, an attack roll can
that Combat Skill or Animal Ability. Thus, if you achieve various Success Levels. An Adequate Success
were using your Melee Combat Skill, which had a
224
(defined as two or three of your opponents attack Simplified Combat Damage
successes getting past your defense roll) inflicts the
full Damage Levels for the weapon used (modified (Optional Rule)
by your Strength) plus extra Damage Levels for the For campaigns where GMs and players dont
remaining attack successes. A Good Success (four or desire to keep track of every individual wound, and
five successes) causes the weapon damage plus the would rather deal with damage taken throughout
remaining attack successes, all doubled. An Excellent the combat as a whole, a more simplified system
Success (six or seven successes) causes three times is suggested. Whenever a character is hit by a
the normal Damage Levels, etc. This continues on damaging strike, the player would note how many
Basic Compendium
225
Chapter IV: Combat
Lion: Yes, 1 point.
GM: Then the Body Armor stacks with
worn armor, so the disk that did 16 Damage
Levels has 5 points of that damage absorbed and
you take only 11 Damage Levels.
Lion: Ouch! That one hurt!
GM: Lion, youll need to record that
damage on your Combat Tracking Sheet. Since
BOOK ONE
226
rate (see Recovering Lost Stamina and Characteristics for cannot fight again until he attains a Stamina rating
details). of 1 or higher. In addition, Stamina continuing to
Once the combat is done, if more than half drop below 0 can have other effects:
the characters Stamina lost during battle is due to 1. If half or more of the damage taken during that
Fatal Damage, the character begins losing one level battle was Subdue: These characters are conscious,
of Stamina per minute due to heavy bleeding. All but can no longer fight, are utterly subdued, and
damage lost in this manner is Fatal Damage. Once are at their foes mercy. A subdued combatant
Stamina reaches 0, either in or out of combat, may speak and interact but can take no further
characters who have sustained more than half of action against the foe, is utterly defenseless, and
Basic Compendium
227
Chapter IV: Combat
Armor Value to each individual attack.
4. Determine the damage type of the
Damage Levels that penetrated defenses and
armor. They will be Subdue Damage, Fatal
Damage, or Subdue/Fatal (a general mixture
of both in which damage is divided equally,
rounded in favor of Subdue).
BOOK ONE
228
(assuming there is a supply around, otherwise a hunt molds. Crystal armor tends to be heavier and more
may be in order), then using a successful Armourer cumbersome than Amber. It can be created by first
Skill to piece together the armor itself. Assuming using a successful Knowledge Skill Roll of crystal
the proper required materials, an Armourer Skill lore to choose and harvest the appropriate crystal
Roll is the only roll necessary to repair damage to (assuming there is a supply around; otherwise,
this armor. finding naturally growing crystals or purchasing them
in a market may be necessary), then using a successful
Chitin (Armor Value 2-4) Profession Skill (dealing with crystal working or armor-
The materials used to make this armor are making in some way) to work the individual pieces
Basic Compendium
229
Chapter IV: Combat
inspiration for the forms and decorative elements Missile and Thrown Weapons: Any basic ranged
of these weapons are drawn from the shapes of the weapon. These include thrown weapons (like
native insectile life and from the eastern ornamental daggers, hurling discs, darts, etc.), used with Throw
styles imbedded in the psyche of the Zoics from or Martial Arts, and hand-fired weapons (like slings,
ancient times. Looking at examples of the weapons bows, and crossbows), used with Missile Combat or
of ancient India, Persia, Southeast Asia, and China Martial Arts.
would provide an excellent resource for the basic Firearms and Artillery (Vaylah Weapons): Any
shape and function of Drdni weapons in all their ranged, gunpowder weapons of any kind (pistols,
variety. rifles, cannons, etc.) or siege weapons (such as
The main difference between Drdni weapons catapults, ballistae, and trebuchet). Vaylah weapons
and their Earth equivalents are the exotic materials are named after the jnah who created the explosive
from which they are made. Metal is extremely rare gunpowder used to fire them centuries ago. Pistols
on Drdnah, found only in the smallest trace and rifles are used with Firearm Combat, while
amounts; it is never used to create weapons of any cannons and siege weapons of any variety are used
kind. It would be like us making common cooking with Artillery Combat.
utensils from diamonds and rubies. Some of the Suthra Weapons: Any ranged or non-ranged
materials available for weapons include lacquered/ weapons of any kind composed of living suthra (the
polished wood (found in many varieties and degrees native insect wildlife of Drdnah). There are a large
of hardness), stone (usually attached to wooden or variety of different forms and uses that these suthra
Amber handles), chitin (large insect carapaces or have, which will be listed later in this chapter under
seashells carved into blades, throwing disks, and Weapon Descriptions, along with specifics concerning
other implements), Amber (molded into a variety damage and other effects. Suthra weapons require
of forms), crystal (fashioned into swords, knives, the Suthra Use Skill.
clubs, etc.), and living suthra (the most expensive,
often specialized living insect weapons, rare and Weapon Ratings
specifically bred to take many forms such as whips,
grenade-like nests, and stinging projectiles). Each weapon type has a rating that determines
the number of Damage Levels they cause (which will
There are several considerations when choosing be added to the full number of attack successes rolled
weapons for your character. What type of weapon to achieve total damage taken). In the case of Melee
do you want to wield? What size would you like it to and Ranged Weapons, they also indicate the size of
be? What substance, shape, and decorative look do the weapon and the Strength required to wield it. For
you want? How heavy a weapon can your character Ranged and Vaylah weapons, the rating also indicates
handle based on his Strength? range. The Standard Weapon Ratings Table should be
See Weapon Types and Weapon Ratings below to referenced to determine the various ratings of the
understand how these things relate to one another. weapons any character may use.
This information will tell you what you need to For Open Handed or Natural Weaponry, the
know to use these weapons for combat. Essentially, characters Strength determines the damage caused by
for most handheld weapons, stronger characters the attack.
can use bigger weapons that do more damage.
For Natural Weaponry (see Animal Abilities), your A characters Strength determines what
Characters Strength determines the same thing. size Melee, Missile, and Thrown Weapons (except
For gunpowder weapons, the size of the weapon Siege Weapons) a character can easily wield. When
determines the damage. using these weapons, the characters Strength is the
maximum damage the weapon can cause in addition
to any additional levels or multiplier from successes.
Weapon Types Characters take a penalty of 1 Action Dice for each
Regardless of the wide variety of forms and size category their weapons rates above their Strength.
substances with which weapons are made, they fall Missile and Thrown Weapons, Firearms, and
into five categories, described here with the Skills Artillery have various sizes, types, and ranges (see
needed to use them: Range Modifiers for details and restrictions). Firearms,
230
Artillery, and Siege Weapons have no Strength cause a maximum of his Strength in base Damage
requirements for operation, causing specific damage Levels with it (although additional successes and
per successful shot as listed. Success Level multipliers can add to this total).
Example: Imbara has a 5 Strength and has
decided to wield an impressive curved crystal sword Weapon Descriptions
in combat. To determine the damage and size of Now that you know how weapons function within
the largest sword he can effectively use in combat, the rules, you can see that choosing a style of weapon
his player references the Standard Weapon Ratings for its aesthetics and beauty is completely separate from
Table. Swords are considered Melee Weapons, and a weapons capacity for damage. This allows a player
Basic Compendium
231
BOOK ONE Chapter IV: Combat
Tibet, and the Philippines. In the west and southwest and Mongolia. The isolated nation of Klinrh, though
regions (primarily the Paksin nations, but also including rarely visited, tends to have styles that hearken to those
countries such as Sustrm and Bakri), weapons tend to of Japanese and Korean culture. All of the nations
take on the look and feel of the styles of Persia, Arabia, surrounding the Gulf of Bhtai, though generally
Morocco, Egypt, and other regions of the Middle East. falling in the central and southeastern classification,
In the central and southeastern nations of the world, are a mix of many cultures and reflect a wide range of
weapon design mimics that of India, Thailand, Burma, weapons.
232
The generic styles of weapons are listed below, to the smallest dagger or knife, with examples found
along with a brief description of that styles definition in every country of the world.
as it applies to Drdnah. The included illustrations
provide a better understanding of what the unique Maces, Clubs, Staves, and Flails
materials look like in weapon form. Hopefully, The varieties of these are many, with size,
this inspires you to come up with other creative ornamental details, and function being basic
interpretations of weapons from around the world. All differences. This category covers maces (which use an
weapons are shown at average size in comparison to one attached, weighted head to deliver crushing damage),
another and do not reflect the vast scale differences that clubs (a single object of carved or cast material), staves
Basic Compendium
233
BOOK ONE Chapter IV: Combat
234
be swiftly drawn and used, depending only on the are distinguished by their craftsmanship and country
wielders own strength and manual dexterity to score a of origin, such as the formidable Visedi field cannon,
hit. A few of these weapons (such as Pkharaji throwing the Sustrmi musket, the Rkbarani ship cannon,
sticks and certain Visedi hurling disks) can return like the Ishprian pistaula, the rotating, multi-barreled
boomerangs, while others (such as Andhian cord Tishnian flintlock, and of course the infamous, hefty
weapons or Rkbarani net weapons) lash out upon Hthiyaran blunderbuss. Recent experiments with
silken ropes or thin chains of chitin or Amber that can grooved barrels have created very expensive, long-
be used to ensnare opponent and their weapons. range rifles, which are almost exclusively used by elite
sniper troops or assassins.
Basic Compendium
235
BOOK ONE Chapter IV: Combat
crossbows, along with repeating crossbows, are known nurtured between the living suthra weapon and its
in the world, as is a unique crossbow known as the user, and lack of precise control may mean having
pellet bow, which fires small round rocks or orbs of the weapon turn on its user (usually during Fumbled
crystal with deadly accuracy. attempts at control). Commands to these living
weapons through Suthra Use generally come in
Polearms, Spears, and Javelins the form of clicks, whistles, and even hand gestures
Polearms are long hafted weapons designed for two- or body movements that the creature is trained to
handed use. Polearms were introduced to give the foot recognize. Since these suthra are generally venomous
solider a weapon capable of dealing with most heavily and quite expensive, these weapons are more
armored warriors, with some being specially developed commonly seen among assassins or high-ranking
for combating mounted soldiers and those with and respected warriors and Sunborn. They will only
shields. Though they were adapted from agricultural very rarely be found for sale (usually illegally) in the
implements long ago, they quickly became incorporated common marketplace. It should also be noted that
into a weapon style all their own and have found their in all nations (with the exception of barbaric areas
way into almost every aspect of military combat. where caste is mostly disregarded) it is against the
law for anyone who is not a member of either the
Suthra Weapons High or Holy Caste to use living weapons or living
These are the living weapons of Drdnah, armor. The penalty for breaking these laws is often
beasts used as knives, whips, missiles, and more. of death. Usually only Suthra Masters or a warrior
As with suthra armor, it takes special training to at the specific command of his lord or leader would
use these weapons since a sort of empathic bond is carry and use these weapons.
236
Chapter IV: Combat
You can determine the type of poison any given with any standard weapon, normal melee weapon
weapon might have by randomly generating it using damage applies. The different breeds have varying
the Poison Effects Table found in the Poison Damage types of poison that can be delivered either through a
section of this book (page 241). Some suthra weapons bite at one end or a pair of stingers on the other.
have a higher level of animal intelligence and can You can achieve a variety of combat effects with
be trained to recognize and attack certain prey this type of living weapon at a distance just outside of
exclusively, and to respond to the owners desires and hand-to-hand and melee striking range (requiring an
commands. Utilizing such living weapons, whether opponent to use a Half Move to close the distance),
directly striking with them or compelling them to such as covers, binds, grabs, throws, sweeps, and
take other actions, requires a successful Suthra Use holds. These maneuvers can be attempted without
Skill Roll. The specific descriptions that follow give causing poison to be injected, after which victims may
some examples of the individual applications of these be threatened with an immediate dose of poison if
highly specialized weapons. they fail to do as you wish. Additionally, kodasuthi
Living Punch Dagger: Like living suthra armor, can be controlled by the suthra handler to either
the chitinous living punch dagger (katarsuthi) is hide, return to their owner, or move toward a target
trained to tightly grasp its wielders forearm with its and attack. These creatures can also be trained over
head pointed toward the warriors elbow and its sharp time to attack only a specific target, which they will
tail pointed straight forward from the wearers fist. track down if released in the victims general area.
Striking an opponent with it would do normal melee Hive Grenade: Hive grenades are small, spherical,
weapon damage based on the characters Strength. ceramic containers made to hold chattabalu, or
Unlike suthra armor, it adds no numbing or healing sand hives, taken specifically from the red deserts
properties, but its tail does inject venom. In addition of Amnol, along with the mineral-laden crimson
to the various poisons that the different breeds of sand in which they lay dormant in the most extreme
these automatically deliver, they can also be called to summer months or during terrible sandstorms.
their owners and will scuttle across most surfaces to Discovered long ago by the wandering desert tribes,
reach them. They can be given orders to sting with these creatures can be carefully harvested and placed,
their poisonous tails or even to bite. sand and all, into small vessels and sealed with a cork
Suthra Whip: These living whips (kodasuthi), stopper and wax. Within, the insects remain dormant
often worn coiled around the waist like a belt, can for nearly six months or more without food until they
be quickly unwound and held by either end (though are exposed to the air by the breaking of the vessel,
usually by the head) and used to lash out at opponents. at which point they emerge to sting those unlucky
Using it to physically strike an opponent as one would enough to be nearby.
Basic Compendium
237
Chapter IV: Combat
This type of suthra weapon causes various smarter versions that can actually be taught, over
necrotic effects (see the Generic Poison Generation time, to seek a specific target or type of target, which
Table), though the emerging swarm may cause they (like certain breeds of the suthra whip) will
variable damage (based on rolled successes, plus track down if released within the victims general
poison) depending on how long it chooses to follow area.
and continue stinging its prey (1-3 Rounds). They Blowgun Suthra: These suthra (balahsuthi) will
are not really smart enough to be trained in any gladly rest placidly within the dark safety of a small
fashion, though there have been a few very adept pouch. If removed and held with their legs down and
BOOK ONE
suthra handlers that seem to exhibit some small not touching anything, they will defensively extend
degree of control over their general movements. It is their poison-filled needle-like proboscis directly
possible to flee from the attacking swarm and seek in front of their bodies, thus forming the perfect
cover (such as immersion in water), thus stopping shape of a dart. Not heavy enough to be effectively
any further damage if such cover can be found. thrown, these creatures may be immediately loaded
Jnah-Catching Suthra: Used to trap and into a blowgun and fired at a target. This agitation
control the movements of opponents during will cause the creature to both fly forward and
combat, the jnah catcher (kabjamukha, meaning partially propel itself with its own wings in that
hinge-mouth) has a stick-insect body that is grasped same direction while issuing forth a dissonant
like a polearm, and has a set of vicious, sizeable jaws keening wail. The wail acts like a form of sonar
that can snap around the waists of most medium- that helps them both seek a landing place upon the
sized Zoics. Smaller and even larger sizes of these target and avoid armored areas. As a result, their
are bred by various nations. In addition to the damage ignores the effects of armor. They cause
standard melee weapon damage caused by the standard missile weapon damage plus the damage
thorny pinching action of the mandibles, they are and effects of their poison. These creatures can be
equipped with a wide range of venom depending trained to return to the user in cases they miss their
on their breed. They can inject these toxins with mark, or even to disengage and return after striking
a successful separate Suthra Use Skill Roll (after their prey.
a successful Bind/Grab or Hold/Lock maneuver)
through a bite delivered by tiny jaws that extend
from the base of the large mandibles. Additionally, Other Types of Damage
those that are well trained can be controlled to Other types of damage that may befall the
some extent remotely to either come back to their characters include fire, lightning, explosions, poisons,
owners or to move toward a target and attack. falling, deprivation, exposure, sickness, and disease. All
Sling Suthra: Hurled either by sling or by hand, of these can cause damage and death. Damage caused
or even merely tossed down someones tunic, these by such events can manifest in one of two ways: loss
small, stinging suthra (dankanicha) cause no initial of Stamina (Damage Levels), which is detailed below,
damage when successfully striking an opponent. and points deducted temporarily from Characteristics.
They then attempt to skitter down into the folds Since most Animal Abilities and Skills are associated
of clothing, beneath fur, feathers, protective scales, with a particular Characteristic, points deducted directly
and armor in order to bite and sting the soft tissues from those Characteristics (even temporarily) will have
of any target they land upon. This causes stinging an immediate and dramatic effect on the characters
and biting damage (1-3 Damage Levels, ignoring all abilities. When a character receives damage that lowers
armor) as well as poison damage (of one generic any particular Characteristic, the available Action Dice
kind) during that same Round. They are similar to of any Attributes derived from it are reduced by an
the suthra of a hive grenade in that they are generally equal number of dice. This means that until healing
kept in dusty sand that keeps them dormant until or a cure is found to bring the Characteristic back to
they are needed, at which point they are taken from normal, all rolls made with the associated Attributes will
their sand-filled pouch and launched before they be made using that lesser number of dice. In addition,
have time to sting their users. the GM may add further effects that seem appropriate
considering the nature of the specific Characteristic that
Unlike the hive grenade suthra, most sling is being affected (thus, characters suffering a dramatic
suthra are found in the yellow deserts of southern and sudden loss of Perception may discover that they
Sustrm, western Magr, Amnol, and northern have become temporarily blind).
Bakri. There are many different breeds of these,
each with their own type of poison. Unlike the Falling Damage
hive grenade suthra, sling suthra have no wings,
usually sport long tails tipped with a stinger, and For every 10 feet of distance fallen, a character
are generally flung only one at a time at the enemy. takes 1d6 levels of Subdue/Fatal damage, representing
Though the smaller ones that are hurled generally internal and external injuries.
are not trained in any way, there are larger and
238
Burn Damage (fire, heat,
or acid)
Fire, extreme heat, or acid damage can be
grouped into four different severities: Small,
Medium, Large, and Great. Armor does help
diminish burn damage as long as it covers
appropriate areas of the body.
Small Fire, Heat, or Acid: A small burn
Basic Compendium
239
Chapter IV: Combat
LIGHTNING DAMAGE TABLE
1d6 Roll Type of Strike Damage Additional Effects
1 Partial Strike 10 levels Subdue Stunned for 10 Combat Actions
10 levels Subdue/ Stunned for 10 Combat Actions; thrown prone 10 feet in a
2 Partial Strike
Fatal random direction
Stunned for 10 Combat Actions; thrown prone 10 feet in a
BOOK ONE
damage to the vitals, resulting in external bleeding and begins to ease the specific effects at the GMs
often the death of the victim. These effects are used only option. Poison damage is almost always Fatal.
in cases where some other attempts at gaining cover or Use the left-hand column of the Poison Effects
otherwise avoiding the bolt (such as Evade) have failed. Table to determine the type of poison and then
Armor does nothing to prevent damaged received from reference the top row to determine the strength of
lightning. the poison (and the Damage Levels it inflicts). The
table also gives basic statistics for that poisons other
Poison Damage effects. These effects also apply to Zoic venoms,
Poisons are not uncommon on Drdnah. Not and their number and severity are assigned when a
only are several types of Zoics capable of producing player buys levels of the Venom Animal Ability.
their own venom, there are several native creatures
(including most forms of living suthra weapons) Deprivation Damage
that also employ toxins of various kinds. At some Being deprived of the basic essentials of life can
point players will either use or become the victims cause physical harm to a character over periods of time.
of poisons. Fortunately, it is easy to generate several Deprivation always causes Fatal Damage. Here are the
types of poisons through the use of the Poison basic types of Deprivation Damage and their effects.
Effects Table on the following page. This table is
also referenced in the Character Creation chapter for Air Deprivation: Literally suffocating or drowning.
purposes of creating venomous Zoics. In such a situation, a character begins losing Stamina
at the rate of 1 per Round until unconsciousness and,
Many situations will likely arise where the finally, death is the result. The only exception is in cases
GM will want to randomly generate poisons for where the character has certain Animal Abilities (such as
different situations, including chance encounters Hold Breath) that may help the situation.
with native flora and fauna in the wild, as well
as specific situations where living suthra weapons Heat Deprivation: (See Extreme Cold under Exposure
are used. The GM can either choose to use a few Damage page 243.)
dice rolls or make a couple of quick choices. These Water Deprivation: No water intake for extended
poisons can usually be treated with two successful periods. For each day without water or fluids, a character
Skill Rolls, the first being an appropriate Profession loses 2d6 Stamina until unconsciousness, and, finally,
or Knowledge Skill Roll (poisons, suthra lore, or a death is the result. The only exception is in cases where
medical knowledge of some kind) and the second the character has certain Animal Abilities (such as Water
either a Dress Wound or Surgery Skill Roll. Success Storage or Hibernation) that may help the situation.
at these rolls stops damage from continuing and
240
POISON EFFECTS TABLE
EXTRA DAMAGE LEVELS
POISON Mild - 1d6 levels/Round for Strong - 1d6 levels/Round for Potent - 1d6 levels/Round for
TYPE 1 Round 2 Rounds 3 Rounds
(1, 2, or 3) (4 or 5) (6)
Pain: Make a successful Will
Roll at 3 or suffer 3 Action
Dice to all actions taken for 3
Basic Compendium
241
Chapter IV: Combat
POISON EFFECTS TABLE
Characteristic Loss: Victim
Characteristic Loss: Victim loses
loses 3 points total,
2 points total, per Round,
per Round, from either
from Perception or Will (or
Perception or Will (or a
a combination thereof, GMs
combination thereof, GMs
Characteristic Loss: Victim loses choice) for the next 2 Rounds
choice) for the next 3 Rounds
1 point of Perception during due to disorientation. If any
BOOK ONE
Food Deprivation: No food intake for extended character falls unconscious immediately and remains
periods. For each day without food (or some other asleep for a number of hours equal to the total number
comestible substance), a character will lose 1 Stamina of Characteristic points lost (in all three Attributes).
until unconsciousness, and, finally, death is the result. A character getting a full nights sleep (8 hours) will
The only exception is in cases where the character recover 3 points in each Characteristic lost to Sleep
has certain Skills or Animal Abilities (like Fasting or Deprivation per night.
Hibernation) that may help the situation.
Sleep Deprivation: The lack of productive sleep Explosive Damage
cycles (such as due to torture, for instance). For each An explosion causes damage depending on the
full day without sleep, the character temporarily loses Size of the concussion and the Range of any target
1 point of Vigor, 1 point of Agility, and 1 point of from the center of the explosion. A character may
Perception. All associated Skills and Abilities are use a Combat Action to make a Full Move out of
affected by these Characteristic losses. Reaching 0 in any the Range category they are currently in and into
of these Characteristics represents total exhaustion: the the next. Moving beyond Far Range indicates the
242
explosion does not affect the character. Using any lost) to avoid permanent tissue disfigurement due to
Movement Animal Ability successfully (Flight, painful scalding. If characters reach 0 Stamina under
Sprint, Great Leap, etc.) allows the character to these conditions they will automatically suffer a 1d6
move entirely beyond the farthest range of effect, temporary point loss to their Wit Characteristic due
as does Running (costing 2 Combat Actions). See to heat fever of the brain and fall unconscious due
the Explosives Table below for the various effects of to heat prostration, eventually baking to death when
explosions on characters. their Stamina reaches 10. In addition, a character
that begins taking Extreme Heat Exposure Damage
Exposure Damage must make a successful Wit Roll (at a penalty equal to
EXPLOSIVES TABLE
RANGE
CLOSE MID FAR
SIZE (within 30 / one full (within 60 / two full (within 90 / three
move) moves) full moves)
Damage = 12 levels
(Subdue/Fatal), Thrown Damage = 6 levels
(see below) prone 10ft (Subdue/Fatal), Thrown
SMALL away from center of blast. (see below) prone 1ft
Damage = 3 levels
(grenade / small jar) (Subdue/Fatal)
Deafness for 1d6 Rounds. away from center of blast.
Stunned (see below) for Deafness for 1-3 Rounds.
1d6 Combat Actions.
Damage = 24 levels (Subdue/
Damage = 12 levels
Fatal), Thrown (see below)
MEDIUM prone 20ft away from center
(Subdue/Fatal), Thrown Damage = 6 levels
(see below) prone 10ft (Subdue/Fatal), Thrown
(satchel / small of blast. Deafness for 2d6
away from center of blast. (see below) prone 1ft
keg, or 4 combined Rounds. Disabled (see
Deafness for 1d6 Rounds. away from center of blast.
below) in random limb.
SMALL charges) Stunned (see below) for 2d6
Stunned (see below) for Deafness for 1-3 Rounds.
1d6 Combat Actions.
Combat Actions.
Damage = 48 levels Damage = 24 levels
(Subdue/Fatal), Thrown (Subdue/Fatal), Thrown Damage = 12 levels
LARGE (see below) prone 30ft (see below) prone 20ft (Subdue/Fatal), Thrown
away from center of blast. away from center of blast. (see below) prone 10ft
(crate / large keg, Deafness for 1d6 days. Lost Deafness for 2d6 Rounds. away from center of blast.
or 4 combined Feature or Severed Limb Disabled (see below) in Deafness for 1d6 Rounds.
MEDIUM charges) (50/50 chance of either, random limb. Stunned (see Stunned (see below) for
see below), Stunned (see below) for 2d6 Combat 1d6 Combat Actions.
below) for 1d6 Rounds. Actions.
Throw / Sweep - Target falls. Target must use Combat Action to rise.
Stunned - Targets number of Combat Actions decreased as indicated.
Disable - Loss of randomly chosen limb use (half Movement only if limb used for locomotion and 2 or half Action Dice used for any
applicable Skills). Target must succeed in a Vigor Roll before attempting any action (except Defense) till healed, success means
2 Action Dice for that Round and failure indicating only half the Action Dice, due to pain.
Lost Feature - Randomly chosen feature of the head, neck, or face is irrevocably harmed in some way.
Severed - Randomly chosen limb or section of limb violently separated from body. Target begins bleeding externally at the rate of 1
level per Round till healed or dead.
Basic Compendium
243
Chapter IV: Combat
successful Vigor Roll is made at an Action
Dice penalty equal to the number of points
lost so far. There may be medical techniques
for treatments that give a bonus to the Vigor
Roll. The GM should decide what medicinal
methods might help and allow those with
the appropriate Skills to assist the diseased
characters roll with a complementary one of
BOOK ONE
RECOVERY TABLE
HEALING RATE BY TYPE
DAMAGE TYPE NATURAL (TIME) DRESS WOUND SURGERY MAGICAL
SUBDUE 4 levels / week 4 levels / success 1 levels / success 8 levels / success
FATAL 1 level / week 1 levels / success 4 levels / success 8 levels / success
CHARACTERISTIC 1 point / week 1 point / success 1 point / success 2 points / success
244
Simplified and Mass as the number of enemies each will be engaging.
Like the first method, the player will make
Combat a single roll of Action Dice once each Round
to determine success. The Action Dice may
There will be times during game play that consist of a combination of any two of these
combat will need to be simplified, either to allow five different relevant Skills added together and
characters to achieve a cinematic moment that rolled at once: Tactics, Oratory, Intimidation,
focuses more on battling the main villains instead or a Profession or Knowledge Skill appropriate
of all their minions, guards, and underlings or to to the situation. To this you may add dice from
Basic Compendium
245
Chapter IV: Combat
Maneuver: This number rates
the maneuverability of a vessel and is
added to the number of Action Dice
rolled in any situation where piloting or
steering the ship is a factor, including
all general maneuvering, attacking, and
defending.
Speed: This number rates how
BOOK ONE
246
Privateer Ship (smaller combination of General Aft and Command Quarters - 70
merchant and warship) Crystal Works or Rudder Works - 90
Maneuver: 3 Speed: 4 Powder Stores - 90
# of Cannons: 0-25 Integrity Points: 500 Masts - 60
Integrity Point Distribution Non- Armorable:
Armorable: Sail Cloth - 30
General Prow, Cabins, and Infirmary - 50 Rigging - 30
General Mid Hull - 50 Crystal Banks or Below Waterline - 100
General Aft and Command Quarters - 50
Basic Compendium
247
Chapter IV: Combat
1. Maneuvering for Advantage: Each vessel makes a Extreme to Medium Range in one Combat Phase
single Driving (Nautical or Aerial) Skill Roll (preferably and to Close Range from any other distance. Moving
the pilots or captains) + the Maneuver Action Dice to Close Range will allow boarding tactics and allow
of the ship, to which the Natural Leader Action Dice a change from Ship-to-Ship Combat to individual
of one of these characters may be added. Once each combat. Successfully fleeing from Extreme Range
vessel has rolled, compare successes. The difference will initiate the Chase Phase again. However, even
becomes added as Action Dice to the winners Swift with success in fleeing, the other ship will get to
Sailing to Gain Distance Roll (next step). fire a parting salvo before the return to the Chase
BOOK ONE
248
SPECIFIC HIT LOCATION TABLE (for ships)
6 = Cabins and
5 = Forward Infirmary (damage
1-4 = General Skiffs (damage to one to the area of the
Prow Prow (general of the forward-deck crews or guests
damage to the prow of skiffs, which should be cabins or the infirmary,
the ship) tallied later on its own with a 1-in-6 chance of
sheet) striking an NPC within
Basic Compendium
249
Chapter IV: Combat
Ship to Ship Combat Tracking Sheet
Ship: Captain:
Driving: Artillery: Maneuver: Speed: Cannons:
Armorable: (Armor = ) Non- Armorable:
General Prow, Cabins, and Infirmary - Sails -
BOOK ONE
Ship: Captain:
Driving: Artillery: Maneuver: Speed: Cannons:
Armorable: (Armor = ) Non- Armorable:
General Prow, Cabins, and Infirmary - Sails -
General Mid Hull - Rigging -
General Aft and Command Quarters - Crystal Banks or Below Waterline -
Crystal Works or Rudder Works -
Powder Store (if applicable) -
Masts -
Integrity:
Notes:
Ship: Captain:
Driving: Artillery: Maneuver: Speed: Cannons:
Armorable: (Armor = ) Non- Armorable:
General Prow, Cabins, and Infirmary - Sails -
General Mid Hull - Rigging -
General Aft and Command Quarters - Crystal Banks or Below Waterline -
Crystal Works or Rudder Works -
Powder Store (if applicable) -
Masts -
Integrity:
Notes:
250
Chapter IV: Combat
Basic Compendium
251
V. Ritual Magic
Ljwe emptied the silken pouch into a deliriously green fire. Tishnian herbs flashed to cinders; dried seeds
cracked like fireworks. Smoke welled from the engraved Amber bowl, drenching the study with a dappled spice
perfume. It was the last preparation Ljwe could make. His time had run out.
He knelt in the center of a labyrinth rug and draped his rams horns with ceremonial silk. His eyes closed. The
discipline of trance unfurled. Chants came to his lips like familiar, foot-worn paths, each word a wingbeat flicker in
the crystals that surrounded him. His mind forgot the weight of flesh. He stepped into the Dream Realm.
Here the spice perfume became a braid of ribbons that traversed an iridescent sky. He walked this path
through sleeping clouds toward a distant rise in the landscape. It was a steep-sided crystal plateau, and as it neared,
threads of red foliage twined around him. These were no entrapments. They were painted illumination. He had
walked into a dream of ornate Tishnian manuscripts a tranquil place for a learned sirhibas to undertake her
most challenging ritual.
She was there on the plateau, a pale grey spot framed by knotwork illumination. Rasklseh was a turtledove
of elegant bearing. Ljwe had seen her once when he was younger, and because of her reputation had hoped never
to do so again. But now she gathered strength to call up a demon. The threat to the province was terrible. Ljwe
could not hesitate.
Without announcing himself, he recalled the ancient tragedy of the Yura Temple and the fire that once
devoured so many priceless scrolls; and the remembrance took form, igniting the plateau in an instant. Ljwe
became a titan column of smoke that rose above it. He glared as below him the manuscript dream blackened to
embers and ash.
But he had not taken Rasklseh by surprise, nor expected to. She lifted two slender wings above the flames.
Her feathers wove into a paper lantern, a frail, weightless thing that lifted on the hot air. Transformed, she danced
without effort above the churning fire, floated past his great, smoky face. There was an inscription on the paper
lantern. It read Sanctuary is Peace in dream-letters. One of the oldest sirhibas chants.
This isnt going to be simple, thought Ljwe. But if she believed him to be as clumsy as this, she might turn
careless. It was a splinter of a chance. He cast away his inferno shape in a vast ring of smoke, and replaced it with
the jagged form of something long and winged and spiny. Like a streamer he darted around the paper lantern,
slowly closing in for the kill.
252
Being a Sirhibas sirhibas to go into a trance and enter the Dream
Realm so that visions of the past, present,
Drdnah is a magical world, steeped in and future can be glimpsed. Dreamwalking
mysticism and ritual. The very laws of physics are is enigmatic and sometimes even dangerous
governed by magical principles. Individuals with depending on what the seer has to deal with in
the talent to manipulate these magical energies the Dream.
253
Chapter V: Ritual Magic
Failure during a magic ritual can have potentially were attempting to use the Ritual of Healing to help a
frightening results. Fumbling can result in a disaster wounded comrade, you would use your Magic Ritual
that could have far-reaching implications and possibly (healing) Ranking as your Action Dice.
even a long-term impact on the campaign. Every time The GM can assign modifiers to this initial
a player decides to use magic, he should be just a tad roll, either bonuses or penalties depending on the
bit nervous about it. Even the most powerful and preparations youve taken, how difficult an effect
confident sirhibas has a deep respect for the forces youre trying to achieve, or environmental conditions
of magic. that might make it difficult to enter the trance-like
BOOK ONE
254
Magic Ritual Action Dice. As with basic dice rolls, determine if the effect the sorcerer is trying to
Discipline rolls may either be Contested or Opposed. achieve is very different from something hes done
A Contested Roll is used when you are trying to enter before. If this is the case, then generally the sorcerer
into the ritual itself or wish to use a Discipline but must use another unique Discipline in order to
do not have to worry about any outside interference. accomplish it.
An Opposed Roll, on the other hand, is made when Example: Having already used the Disciplines
Basic Compendium
255
Chapter V: Ritual Magic
MAGIC DIFFICULTY MODIFIER TABLE
Difficulty Ranking Modifier Example Discipline
Seer: Initiating a ritual by entering the Dream Realm.
Standard 0 Healer: Initiating a ritual by gathering healing energies.
Summoner: Initiating a ritual by going into a calling trance.
Mage: Initiating a ritual by going into a focusing trance.
BOOK ONE
256
When using Magic Rituals, the two
most likely Characteristics rolls the GM may
require are Essence and Will.
Essence Roll- This Characteristic Roll
may be required by the GM when your
raw ability to interact with magical events is
Basic Compendium
257
Chapter V: Ritual Magic
world to make sure that everyone has something to do. fantasy movie, complete with dazzling special effects and
When you initiate a ritual, choose a limited number of an unlimited budget. GMs should also remember that
things you want to accomplish, set about trying to do the players are the stars of their movie. Treat them well
it, then bring the ritual to a dignified end. and youll have a box office smash on your hands. We
You come close to reaching your maximum guarantee it!
number of unique Disciplines for that day. During
an eventful encounter in the Dream Realm, you may Magical Combat
come dangerously close to expending all your unique
BOOK ONE
258
Whether you attack one or twenty foes, you make a defeat a magical barrier (using the appropriate modifier
single roll of your Action Dice. Each opponent would to represent that Discipline), you would have to negate
get to defend against your attack and then have the the reserve of successes such a barrier is granted when
opportunity to counterattack, assuming they havent it is created by a sorcerer. This is effectively the barriers
already taken their action for the Round. Spiritual Stamina. When you have successfully depleted
GMs should assign additional penalties to your all of a magical barriers successes, the barrier is
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Chapter V: Ritual Magic
manage to bind several opponents, then they must each opponent must now deal with its effects. Changing
try to break out of the binding before they can continue illusions is risky, as it allows your opponent to realize hes
to take actions. You still get to make Defense Rolls being tricked with illusions. Every time you decide to
against other attacks, but would not be able to attack change your illusion on the same target, your opponent
any non-bound foes without releasing all your bound gets a +1 die bonus to his Defense Roll to see through
opponents. the illusion.
Powerful bindings can be quite effective in keeping Illusions cannot be stacked. Only a single illusion
a magical foe contained while your comrades either can be cast on any individual in any given Round.
BOOK ONE
make an escape or gang up on the bound opponent. It Another sorcerer can, however, try to create a new
is important to note that multiple sorcerers can attempt illusion on a target currently under the effects of one of
to bind the same target. In this case, the bound entitys your illusions. If you do not wish to drop your illusion,
Defense Roll is considered a Bundled Action and would then you and the new illusion-caster would both have to
count against every single binding. It is possible in a case make Attack Rolls and compare successes. The winners
like this to avoid or break free of some of the bindings illusion would then take effect. The target of the new
but not all of them. The bound entity, however, cannot illusion would get a normal Defense Roll (at a +1 die
attack anyone until all the bindings are broken. Each bonus). If he successfully defended, then both illusions
sorcerer may only have one active binding on any would melt away, leaving the target free to act in the
individual at any given time. Round. If the target failed, then hed suffer the effects
of the new illusion and would have to try and dispel it
Illusions normally.
Another form of attack you may direct at an It is possible to cast the same illusion on multiple
opponent in the Dream Realm is the use of illusions. opponents. This is handled as a Bundled Action. Again,
Illusions are mostly designed to confuse and misdirect. penalty modifiers for attacking multiple targets should
They can take any form you wish, from a simple illusion be applied. All opponents under the influence of a mass
of invisibility, to an entire illusory landscape filled with illusion would have to dispel the illusion normally. After
familiar faces and images. As with Bindings, the victim they did, however, they could try and convince others
of the illusion must dispel the illusion before he is able to still caught in the effects of the mass illusion that they
continue to attack targets in the Dream Realm. were experiencing an illusion. GMs should give bonuses
If you decide to cast an illusion at an opponent, you to the Defense Rolls of targets still in the grips of an
would describe the illusion and what it was intended illusion in these cases.
to do (confuse, misdirect, waylay, etc.), then make an
Attack Roll at the appropriate Difficulty Modifier. Your Domination
opponent would make his Defense Roll. If you score Rather than simply defeating an opponent and
more successes than your opponent, then your illusion hurling him from the Dream Realm, you can instead
manifests as described. Your opponent must now dispel attempt to seize control of a defeated foe. This is known
the illusion before he is able to continue taking actions. as Domination. At any point during combat, you can
Your opponent gets to roll his Defense Roll every state that you no longer wish to cause your opponent
Round in order to try and dispel your illusion. You roll Spiritual Damage, but desire instead to cause Domination
an opposing Attack Roll in order to keep the illusion Damage. When your opponents Spiritual Stamina
active. If your opponent scores more successes, then he reaches 0 as a result of taking Domination Damage, he
sees through your illusion and is free to act normally is considered to have been successfully dominated.
that Round. If you score more successes, then the In order to dominate a foe, you must make an Attack
illusion remains effective. As with Binding, you can Roll (at a 4 Difficulty Modifier for Dreamwalkers, or
only attack opponents under the influence of your at a 5 modifier for all other ritual users) using Action
illusion. The moment you attack another target, your Dice based on your Will Characteristic. Because
illusion melts away. You still get to make Defense Rolls this is still considered a magical attack, you may add
to defend against magical attacks even while maintaining your Mystic Talent levels to your Action Dice. Your
an illusion. Your opponent may also still defend himself opponent makes an opposing Defense Roll, also based
against magical attacks despite being under the influence on his Will Characteristic, at the appropriate Difficulty
of your illusion. Modifier plus his Mystic Talent levels. As with ordinary
If you want to change your illusion, then youll magical attacks, every un-negated attack success counts
need to make a new Attack Roll. Your opponent would as 1 level of Domination Damage. If you cause enough
immediately get a new Defense Roll. If your opponent Domination Damage to bring your opponent to 0
wins, then your new illusion is considered ineffective. Spiritual Stamina, then your opponent is forced to
Furthermore, your old illusion melts away, leaving your remain in the Dream Realm under your control.
opponent free to act in the Round. If your opponent Your dominated opponent retains the amount of
fails to defend, then the new illusion manifests and your Spiritual Stamina he had at the time the Domination
260
attacks began. Thus, if your dominated opponent had
12 levels of Spiritual Stamina before he began taking
Domination Damage, when he reached 0 Spiritual
Stamina as a result of the Domination Damage, he
would still be considered to have 12 levels of Spiritual
Stamina. Your dominated opponent can still be
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Chapter V: Ritual Magic
An Example of Combat Within GM: Youve now used 3 unique Disciplines. One
to enter the Dream Realm, one to create the illusion
the Dream of invisibility, and one to search out your opponent.
In the House of Sulym, a raven sirhibas named Raven Player: Im keeping track, dont worry.
Mayastri prepares a ritual that will allow her to confront her GM: Okay, as you cast your awareness out
rival, a jackal called Vatyanu. Though there exists a tentative through the Dream, you feel yourself drawn through
truce between them, and he assures her that he bears no malice the strange glittering vapors and shadows toward a
toward her lord, several recent tragic occurrences have convinced distant crystal peak that floats across your vision like
BOOK ONE
the raven that the villainous jackal has somehow pierced the a ghost ship. A strange glowing nimbus pulses at its
magical wards of her house, and gained access to sensitive top where the pinnacle has been flattened. Upon this
information that has compromised her lords safety. broad plateau, at the center of a luminescent symbol
of a Spiral Arena, stands your foe, Vatyanu. The
Having already attempted and failed to tear aside similar jackals dressed in shimmering robes that seem to be
wards that protect the jackals House, the raven realizes that made of shifting mystic symbols. He stares off into the
the only hope she may have of defeating him is to confront mists with a strange, calm serenity.
him in the Dream Realm. To this end, she has issued a formal Raven Player: Ill land upon the plateau,
challenge to Vatyanu. As the large purple moon Kamdi begins maintaining my invisibility while causing the skies
to rise, she initiates the Ritual of Dreamwalking, prepared to above us to darken and churn. Oh, and I also laugh
seek him out in the Dream, far from his protective wards. If she creepily! The sound of my phantom laughter echoes
finds him, she intends to make him pay for his treachery. all around my opponent.
Her servants scurry about, lighting the fires and scattering GM: Nice! Okay, roll your Action Dice at a
the incense that will help Mayastri enter into a ritual trance. 1 modifier to create this effect and maintain your
She sits upon an intricately woven prayer rug covered in arcane illusion. This time, however, add your Mystic Talent
levels since this will be an Opposed Roll. Since youve
sigils and fringed by greenish stones - a gift from her former already created illusions during this ritual, you wont
master. Her crystal prayer bowl cradled in her lap, she begins need to spend another unique Discipline.
her sonorous chanting as her servants fall back into the shadowy
Raven Player: Good! Okay, I roll 4 successes, two
corners of her private chambers... of which are 6s, so Ill roll one of those over again. I
The preparations complete, GM has the ravens get another success! Thats 5 total successes!
player begin the ritual by rolling her Magic Ritual The GM now makes a Defense Roll for the NPC
Action Dice for the Ritual of Dreamwalking. This Vatyanu to determine if he is able to see through the
will invoke the first unique Discipline that will allow ravens illusory invisibility. He adds the jackals Mystic
her to sink into a deep meditative trance as her spirit Talent levels to his Action Dice and applies a 1 Difficulty
leaves her body behind so that it may enter the Dream Modifier. The GM rolls only 4 successes, not enough to
Realm. Assuming she is successful, the GM would allow the jackal to see through the magical trickery.
then describe (guided by the players Success Level) the
ravens entrance into the Dream. GM: The jackals eyes widen as he hears your
ghostly laughter echo across the dreamscape. He casts
GM: The room vanishes around you, dissolving about, confused, apparently unable to locate you.
into mist. Ethereal, scintillating veils part like the Show yourself coward! Are you so craven that you
petals of a vast, cosmic flower. Your duhma is drawn would hide from me! Is it not you who challenged me
through this portal into the mysterious Dream Realm. and bid me come here and face you? Reveal yourself
This is the use of your first unique Discipline. or flee in shame!
Raven Player: Gotcha! I proceed to seek out my Raven Player: My voice continues to assail the
opponent, careful to keep my form veiled within the jackal from all sides. I am no fool, Vatyanu! Your
vaporous essence of the Dream itself. In other words, treacheries and tricks are well known. But you will
Im trying to go invisible. find that I have a few tricks of my own! With that,
GM: Very well, roll your Dreamwalking Ritual I cause crimson lightning to flash down from the
Action Dice to achieve this illusory state. Thats the roiling sky, lashing him like a thousand whips!
use of another unique Discipline, by the way. Unlike GM: Okay, were officially entering combat.
entering the Dream itself, this type of spiritual cloak Roll your Initiative to see which of you acts first. Your
is not as easy to achieve, so make your roll at a 1 words have angered him. As you gather your power
Difficulty Modifier. for your strike, he attempts to dispel your invisibility.
Raven Player: Okay, I get 4 successes! Both the GM and the player roll for Initiative,
GM: You see the glittering essence of the Dream adding their Mystic Talent levels to their scores. The
Realm shroud you like a misty veil. Your spiritual GM scores a higher Initiative than the player. The
form vanishes from sight! Finding your foe in the GM immediately rolls a Defense Roll for the jackal in
Dream Realm may be a little harder. Roll your ritual order determine if he is able to see through the players
Action Dice again, this time at a 2 modifier. invisibility. He once again adds the jackals Mystic Talent
Raven Player: No problem, this time I get 3 levels and applies a 1 modifier. He asks the player to
successes.
262
make an opposing Attack Roll. The GM scores more GM: Pulsing, leathery vines erupt from the
successes than the player, indicating that the NPC has ground and lash around you, entwining you in their
spotted the players character. thorny grasp!
GM: As you prepare to unleash the lightning Raven Player: Crap!
at the jackal, he suddenly turns and looks directly GM: The vines slither around you like snakes,
at you! He flashes you a wicked smile as your cloak holding you tight and ending your magical assault on
Basic Compendium
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Chapter V: Ritual Magic
player realizes she has only 2 more unique Disciplines acquired them from conspiring with demons from
she can use before she will have exhausted herself utterly Narkah, and will most likely be feared by peasants
upon awakening. and merchants and slain out-of-hand by warriors
Raven Player: Okay, this battle has not gone well! and priests. Such individuals, if discovered in time
I want to escape! Can I flee from the Dream Realm? by their fellow Outcastes, will often be secreted away,
GM: Unfortunately the jackal gets to act first! As spared so that they might offer spiritual guidance
you try to gather yourself after his vicious attack, you to the countless masses who would never set foot
see him rise up above the arena, transforming into a within resplendent temples to seek the wisdom of
BOOK ONE
massive, smoky demon. His blue eyes blaze like twin the Holy Caste.
crystal volcanoes! You feel his power rush toward you With the exception of those born as Outcastes,
as azure flames erupt from his eyes! Please make a most sirhibasi are easily recognized by the elaborate
Defense Roll!
tattoos, markings, or adornments with which
Once again the sorcerers clash, and once again the they decorate their bodies and in which, it is said,
ravens defenses fail. This time, however, her defense is they store their power. These body-art symbols are
truly abysmal, while the jackals attack is amazing 10 usually interwoven with markings showing their
successes to her 0! loyalties to their House and Line (if any), essentially
GM: You feel excruciating agony as the flames advertising whom they serve, since eventually most
completely engulf your form! The Dream Realm sirhibasi settle down in the service of some group
breaks apart around you like so many glittering or individual.
fragments of a shattered mirror. You feel yourself
sinking into an endless void. The jackals chilling Though most people are aware of the existence
whisper floats out of the darkness. A pity I did not of sirhibasi, there are perhaps a small handful of
ensnare your soul and make you my puppet. But truly skilled ones (plus their students) in any large
there will always be another time. Hahaha! You city, and usually only one or none at all in small
violently awaken in your ritual chambers, thrashing towns and rural settings. Since some sirhibasi have
wildly about. In your blind panic, you strike your the status of local celebrities, seeking out a sirhibas
Amber brazier, scattering the smoldering coals about would be done with an understanding that their
the room. Servants rush to your aid, calling your services generally are reserved only for those with
name. They desperately attempt to calm you. But you whom they are allied or who are willing to offer a
do not hear them. All you can hear are the echoes of good price or special favor. Seeing several sirhibasi
your enemys mocking laughter...
together in one public place often means that
interesting or troublesome things may be afoot and
Sirhibasi in Society will no doubt be cause for rumors and other strange
On Drdnah, ritual is of great importance, and tidings among the populace.
since sirhibasi have the talent to create magic from Though it is possible to have many abilities and
rituals, they are generally treated with a mix of respect talents beyond merely mystical skills (after all, ones
and fear. Often at an early age, these individuals Caste certainly indicates a broad range of possible
display a talent for manifesting some supernatural professions), most sirhibasi tend to focus upon
ability or power; perhaps prophetic dreams or their specific magical calling throughout their lives.
waking visions, the ability to heal others by the mere It is rare for a sirhibas to also be, say, a Weapons
laying-on of their hands, a strange affinity for native Master or a professional acrobat, but there could
animal life, or even the inexplicable way in which always be exceptions. In addition, most sirhibasi
their simple desires became reality with very little are well versed in many different legends and lore
apparent effort of their own. dealing with magical rituals, the theories behind the
Regardless of the caste one may be born into, ways in which magic works, and the essential mystic
those who are found to possess this natural talent are concepts embraced by the inhabitants of Drdnah.
often taken aside to be tutored by those who have the Understanding these concepts is important for
knowledge to do so. Jnah not born into the Warrior anyone hoping to play a sirhibas.
or Holy Caste who are recognized as having such
abilities are sometimes taken into the houses of lords
or into folds of the temples to be trained formally
Basic Mystic Concepts
in these mystic arts. It is not unknown for a peasant Before playing a sirhibas in the SHARD system,
or merchant to possess such talents and be sought its good to understand the basic ideas and theories
after by fellow Caste members or even other, more surrounding the common conceptions about magic
insidious agents. Because society regards Outcastes and mysticism in the world of Drdnah.
as existing without the same blessings of the Devah The worlds inhabitants, the jnah, believe that
conferred to those of true Caste, any Outcaste seen Drdnah is a haven for them. They were placed
to display such talents are often assumed to have there by the Great Father and the Great Mother long
264
ago during the age when the Devourer, a terrible from the skies on darkened nights. The people of
demonic force of destruction and entropy, chased Drdnah believe that the duhma is something
the Divine Couple across the cosmos in an attempt that could be trapped or controlled by a being with
to consume their beloved Children, the Devah. enough power and so are careful to always show
Afraid for them, the Great Mother and Father devotion to the Devah, whom they pray will protect
found Drdnah, which in the ancient texts means them from such a terrible fate.
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Chapter V: Ritual Magic
of the Dream into many various weapons,
strange effects, supernatural attacks, and
all manner of amazing manifestations that
would never be possible in the Real World.
Remember, this is a battle of minds and
spirits, so the only powers that have an effect
against another in the Dream are those that
match against another casters Ritual Magic
BOOK ONE
266
ways, allowing ones thoughts, voice, song, and even Cycle of life, death, and rebirth. When a soul leaves
dreams to have a subtle affect on the physical and this mortal coil to dance at the Edge of Heaven
spiritual aspects of the world around us. One of the with the Devah, it waits upon the judgment of
most profound ways to illustrate this concept is by the Great Mother and Father. If they deem that
imagining that every aspect of existence is suspended the jnah was worthy in their eyes, the duhma
upon a vast cosmic web. This is the great Web of is eventually allowed to travel back through the
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267
Chapter V: Ritual Magic
reached through ancient portals accessed
by only the most skilled (or most foolish)
of sirhibasi. Once breached, it may be
possible to reach into Narkah to draw
forth beings that dwell within it. Most
consider such magics to be foul, however,
for Narkah is a place of corruption and
evil, a punishment to those consigned
BOOK ONE
268
Affecting the Real World ritual, you should now have a general knowledge of
what the flow of the rules is like. But what about the
Many magics in Drdnah affect the real world, nature of the role-playing itself? What does it feel
although rarely in a way that is either instantaneous or like to role-play a Magic Ritual during a game? Thats
lacking subtlety. Outside of the Dream, one rarely sees an important question to address! After each of the
dramatically instant effects unless you are dealing with Ritual Magic descriptions we have included a narrative
already-summoned entities or powers or manifesting
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Chapter V: Ritual Magic
Healing wounds of all varieties (both physical as magic has caused this. Without a Ritual of Healing,
well as potentially mental), all of which magically return she may not have long to live!
Stamina at the rate of 8 levels per Magic Ritual success I quickly tell the other players (in character) that
whether the wound is primarily subdue or fatal damage, I want them to help me clear the area so that I may
and can also be used to heal Characteristics at the rate of begin preparations for a magical ritual that might save
2 points per success. Healing lesser wounds (that caused the foxs life. The crystal dagger, I tell them, carried a
below 1/3rd the patients full Stamina) is performed terrible curse that thwarts our efforts to staunch the
at a 1 difficulty. Healing large wounds (that caused flow of blood nothing less than the holy power of the
BOOK ONE
below 2/3rd the patients full Stamina), or supernatural Devah can help her now.
wounds, is performed at a 2 difficulty. Healing terrible
wounds (that caused 2/3rd the patients full Stamina As the rest of the party begin to clear out space on
or more), mending bones, and curing poison effects or the rubble-strewn temple chamber floor according to my
madness, is performed at a 3 difficulty. Restoring severed characters directions, I tell the GM that Im preparing
limbs is possible at a 4 difficulty modifier. Restoring to cast a Ritual of Healing. I describe how I take a
lost Characteristics and healing old injuries and birth stubby piece of yellow chalk from my pack and begin
defects can be done at a 5 modifier (or higher). inscribing a mystic circle around the female fox, filling
it with symbols of blessing and healing, and another
Additional Disciplines. These can be as glyph that surrounds me (this time a large triangle, for
divergent as casting blessings and protections from varietys sake) in which I draw symbols of power and
supernatural forces, breaking curses, severing the tethers protection. I then tell the GM that I light little cones
of supernatural domination or control, and even of incense around the perimeter of these symbols and
banishing supernatural foes. The modifiers for these take out my crystal singing bowl which vibrates with
are also found in the Magic Difficulty Modifier Table, a beautiful tone when I move a special sounding stick
and their various effects and limits (freely interpreted around its outer rim. All these items are proper tools
by the GM) should be dependant on the number of of my trade, something a mystic priest like me would
successes rolled, as well as the Essence and/or Will of ritually use.
those involved.
The GM agrees, liking how Ive set up the scene,
An Example of Healing then describes that we all hear the distant rumble of
thunder, as if a storm is approaching. This completes
Following a dramatic fight between a group of comrades the first part of the ritual, where I declare the ritual I
and a mad hermit monk who lived in an abandoned temple want to do and describe my preparations, so now its
high in the mountains, a brave warrior lays gravely injured. time to move onto the performance of the ritual itself.
Having traveled there with a mystic healer priest, the goals
had been to confront the strange monk (rumored to have had GM: Alright baboon, now that you have settled
a hand in the disappearances of local villagers), discover what into the center of your chalk symbol, you begin to
sound your meditation bowl, filling the ancient
villainy may have actually occurred, and help cleanse the chamber with its soft tones and the humming
temple using holy ceremonies. The group had made a grisly vibrations of your chanting as you begin to intone
discovery, since it seemed that the hermit monk had been the mystic words.
committing terrible sacrificial murders. The chambers below
the temple ruins had become a slaughterhouse filled with the The GM looks around at the rest of the players,
bodies of villagers and unwary travelers! getting their attention as he includes them in the
description of the scene.
From the sinister shadows the crazed monk (a black GM: As the sirhibas begins to murmur, the
adder) emerged, wielding an ancient-looking, chipped crystal rest of you notice that there seems to be a strange
dagger that seemed to glow with an unholy inner fire. Terrified, chill you can feel in the air, perhaps it is that the
the party did battle with the Sarpah monk, who seemed to clouds have begun to gather in the skies above since
have supernatural strength and a horribly twisted visage. In you entered the temple ruins and the warm rays of
the end he was defeated, but one of the group (a female fox the two suns that had been streaming through the
Honor Guard) was terribly wounded by the monks glowing holes in the ceiling above have all but vanished. The
crimson knife. She now lies unconscious and bleeding! rumbling sound of thunder is heard again, this time
a little closer.
Since my baboon character is the only magical
healer in the group and the GM has said that our GM: Fox, you need to take another level of
attempts to bind the foxs wounds seem unable to stop damage as you continue to bleed.
the flow of blood, I let the GM know I want to make Fox: Oh NO!
a Knowledge (magic theory) roll to see if my character GM: Yep, please mark it off of your Stamina.
knows whether the copious bleeding might be due to Baboon: Id like to make my initial roll to begin
some terrible enchantment placed on the dead monks the ritual. My goal is to gather up the healing energy
evil-looking crystal blade. With a successful roll, the of prna from around my hands and use it to try to
GM informs me that it is very possible that some dark stop her from bleeding to death.
270
GM: OK, make your first roll using your surrounding details have vanished, leaving only you,
Healing Ritual Action Dice. the body of the fox, and the symbols you drew upon
Baboon: This sudden change in the weather is the floor, all of which seem to float strangely within a
freaking me out! Are there any modifiers I need to sea of colorful glowing veils and sparkling vapor. You
know about? feel like the room you are in has begun to touch the
Dream. The golden light of the prna that continues
GM: Nope, not yet...go ahead and roll. to emanate from you flows across the wound as you
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Chapter V: Ritual Magic
Baboon: Yeah, my thought exactly. Baboon: A 3! That means I get to roll 6 dice
GM: As the rest of you watch from well against it.
outside the area of the ritual, the foxs small body The baboon healer rolls his 6 dice, getting
begins to shake as if struck by a seizure! The strange 4 successes, and the GM rolls his 7 dice for the
golden glow coming from the outstretched hand of demon-spirit but achieves only 3 successes. Lucky for
the straining baboon seems to be twisted into dark them all, the baboons successes completely cancel
crimson streaks as it enters the writhing wound in
her side. Lightning flashes across the sky above, out the demons successes, thus severing the bonds
formed between it and the fox, breaking its control
BOOK ONE
272
Dreamwalking or could be represented in vague, symbolic, or iconic
scenes. How GMs portray such visions is entirely up to
Ritual Dreamwalking refers to using magical arts to them and should depend on the nature of the ritual and
gaze into the past, present and future, to search for things the successes rolled by the player.
believed long lost or craftily hidden, and even peer into
the minds and dreams of others. Those who practice Various Dream Disciplines. From simple
these ancient skills are called seer sirhibasi (or simply Disciplines to those that are incredibly difficult, by
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273
Chapter V: Ritual Magic
insure that things go smoothly with the attempt of this Owl: OK, I have a Magical Ritual Dreamwalking
ritual. Its now time to get this thing started. skill of 6 dice. There arent any modifiers for this,
right?
Owl: OK, assuming these servants have helped
in the preparations for my rituals before, I tell them GM: Correct. Just make your basic skill roll.
that I need to have them arrange the room to account Owl: Got it! I rolled a 2, 1, 2, 4, 4, and 5. Three
for the other guests that have come to participate; successes!
meanwhile, I will make some soothing herbal tea for
them using some special herbs. Would you let me use GM: Very well owl, please note that this is your
first Unique Discipline you have performed today,
BOOK ONE
274
the tea you said you made for them all, making it shimmering veils. To you three, the owl sirhibas
only a 2. Youll need to roll once for each person. appears as a phantom image of herself, vague and
All of these rolls together will count as the use of translucent.
another single Unique Discipline. Owl: Now that most of us are here, this is what
Owl: Minus 2 dice for each roll?!? What if I I want to do. We all feel that these rumors about an
dont make it? What happens to them? attempted assassination of our lord no doubt refer
to some plans made within our enemys House, so I
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275
Chapter V: Ritual Magic
task of unweaving just enough of the Wards intricate around me. Do I see where this attack came from?
glowing sigils to look beyond it. GM: Well, the bars shatter by your mystic will
Owl: OK, we have to be quick about this. With and begin whirling around you in a tight vortex, but
my 4 earlier successes, what am I able to see? through them you cannot seem to find any specific
GM: Beyond the shifting, glowing frame spot where the attack may have come from. It seems
opened through the Ward, a sparsely-decorated as if the attackers location may be hidden by their
chamber appears and in it stands Bntahk, the lynx own magic. If you wish, you may make your Magic
Weapons Master of the House of Rjyat. Before him Ritual skill roll plus your Mystic Talent, at a 1, to use
BOOK ONE
kneels a thin, black greyhound whom none of you your mystic sight to see beyond their obscuring veils.
recognize. All of you hear their faint voices as they This is your fifth Unique Discipline, I believe, leaving
echo strangely across the Dream. you 3 more, correct?
The lynx Bntahk says in an almost purring Owl: If I do this, only 2 if I want to remain
voice your chance will come when the House of conscious afterwards. OK, I try to see him, whoever
Satyr and the House of Brathah compete in the he is.
Spiral Arena. There will be fewer guards to deal I roll my dice (at 1) against my attacker, getting 6
with, and the Aryahs distraction will make him an successes and the GM only rolls 4 successes. Hopefully
easy target for you. I take it you have chosen your this will give me a target to attack!
position? The greyhound bows his head, replying
Yes, honored Master, none will look for one such as I GM: Beyond the whirling mists a shadowy
within the shadows of Kramahs beloved statue. The figure begins to emerge, slowly resolving itself into the
lynx then brings forth a single arrow whose crystal phantom-form of a large white rat with glowing pink
tip appears dipped in the greenest of inks. Very well, eyes. As his robes whirl around him you recognize
this shall be your message to our unfortunate friend. him as Ayajnah, the old and crafty seer of your enemy
Many jnah had to die so that even this small amount House!
of kyarku-beetle poison could fall into our hands... Owl: Oh no! I dont have what it takes right
The greyhound gingerly takes the arrow from him. now to deal with him! OK, I just want to hurl these
Worry not gracious Master, I never miss. swirling shards right at him, then escape from the
Owl: The competition! Thats in merely three Dream with everyone else intact...
days! GM: Youll need to make two more rolls then
GM: Suddenly, all around you in the Dream a successfully. First, you are choosing to actually attack
terrible shrieking begins, drowning out the voices in him, which means youll need to make another
the vision. Please make a roll of your Magic Ritual Opposed Roll of your Magic Ritual skill plus Mystic
skill, added to your Mystic Talent dice, at a 1 die Talent dice but this time at a 2. Lets see how that
penalty. You are now attempting to defend yourself goes before making the second roll. This is another
and those with you from some strange attack within Unique Discipline!
the Dream! Owl: This is getting a little too close for comfort
At this point the GM has determined that my guys! OK, I rolled 7 successes! Whatd he get?
attempts to peer through our enemys Wards have GM: He has rolled only 4! Very well done owl!
been discovered and that some other sirhibas has The mystic shards fly toward him and apparently
arrived in an attempt to stop us. I notice that though lacerate and tear at his ghostly shape as he cries out in
I have taken one from my total Action Dice, the GM pain and anger! You havent defeated him enough yet
to drive him from the Dream, but you have certainly
has actually taken two from his own. Apparently he struck an excellent blow.
considers attacking in the Dream to be more difficult
than defending. I roll 5 successes and he rolls 3. I win Owl: It doesnt matter, though, were leaving!
Can I make my roll to escape the Dream and end
this roll! I mark down that this is the fourth Unique the Ritual?
Discipline that I have attempted today, which means
I have only three more I can attempt before I need to GM: Yes, merely roll your Magic Ritual Skill
get away. My Essence plus my Mystic Talent is 8, which roll as you repeat the Discipline you used to enter
into the Dream initially, when you parted its veils.
means that if I use 8 Unique Disciplines during this
Ritual, Ill fall unconscious for awhile once the ritual Owl: OK, whew! I got 3 successes!
ends. I need to be careful. GM: The rest of you feel the tug of the waking
GM: If there can truly be said to be a ground world as your spirits fly from the Dream, and its
here in the Dream, strange, thin crystal-like shards mysterious veils and mists are left behind. Each of you
rise up from it and begin surrounding you like slowly open your eyes as the owls strained chanting
the bars of some mystic prison, their razor-sharp comes to an end; you see her slump slightly sideways in
edges drawing close around you. You succeeded in exhaustion, as she eyes you all with great concern.
defending against this attack, however, so what would Owl: Alright, for those who were unable to join
you like to happen? us within Dream, I relate what we have seen. Now we
Owl: I want to shatter those crystal bars into know what this assassin looks like, and who, it seems,
hundreds of sharp, glowing shards that float and swirl will be sending him, but we dont know why.
276
Otter: More importantly than that, we know
when.
Owl: Yes, but unfortunately we were detected
as well, though they have no idea what we may have
seen. That wicked rat will surely tell his Master. We
must be prepared for their plans to change, and we
must immediately warn our lord the Aryah.
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Chapter V: Ritual Magic
time is not satisfactory, the mage may attempt to add to increasing difficulty for repeated attempts, generally 1 for
that time by making another Magic Ritual skill roll (this at each repeated try, unless the GM chooses otherwise.
a 5 modifier). Such an attempt counts as another unique Mages can attempt to carefully penetrate or temporarily
Discipline and will allow the mage to increase the duration unravel a ward (at a modifier of 1), which does not alert
of the effect by an amount using the same rolls as described the wards maker though it will require a repeated roll to
above (1d6 twice). Players may continue or return to Ritual pass through it again, or a mage can choose to dispel a
to continue boosting the duration of the enchantment, but ward or magical trap entirely (at a 2 penalty), which will
only so long as they do not work any other Endowment alert the sirhibas who made it, though the method is more
BOOK ONE
Ritual. expedient. Failing either attempt might also alert its creator
Under very special circumstances, or only after a to the intrusion. Wards last only a limited amount of time,
character is considered Heroic in level, the GM may which is determined using that same 2d6 series of rolls as is
sometimes even let the mage spend a Story Point to make used for other Endowments, listed above.
such enchantments last even longer. In those cases, the Weather magic. This type of endowment magic
second die instead represents weeks, months, and years. allows the mage to call up a wind (at a 3 modifier), call
A great deal of care must be taken by the GM not to up a fog or mist (at a 4 modifier), create a storm (at
allow such things to get out of control, or to imbalance the a 5 modifier), or attempt to dispel any such weather
game. As with any ritual magic for SHARD, the idea is still manifestation, natural or conjured (at a 2 modifier). In
to keep things mysterious and unexpected and to never addition, with another Magic Ritual roll (at a 5 modifier),
allow players to feel like they have the ability to easily make the mage can endow any of these weather manifestations
magic items left and right or that they may simply hurl with traits that can cause physical harm (Stamina loss) or
magical gifts or curses with impunity. some other detrimental effect to those caught in them;
Warding. This type of endowment magic is used to a storm could produce lightning or falling hail, fog and
create protective wards that can be woven like an intricate mist could treacherously mislead travelers or conceal other
net of arcane energy around an object, an area, a person, dangers, wind could tear at a ships sails, etc. Such effects
a building, a ship, etc., and can be attached to objects and will last only as long as such natural weather usually lasts,
worn for protection. The magic of a ward is invisible to the and will dissipate at the discretion of the GM.
waking eye, and can usually only be seen by those in the
Dream who have the skills to do so. An Example of Endowment
Wards can be made to protect against the intrusion We begin at the secured edges of a vast battlefield, in an
of mystical sight or spirits, including the spirits of sirhibasi encampment of many tents whose silk pennants glitter as they
traveling in the Dream (at a 2 modifier), against the powers flutter under the glow of the two largest moons. There have long
of demons and elementals (at a 3 modifier), against the been hostilities at the borders between Tishnia and Gilrhi, and
effects caused by a Ritual of Endowment (at a 4 modifier), recently a push across the Natha River to expunge Tishni settlers
and even against taking the physical harm of Stamina loss there has led to a series of violent conflicts with heavy casualties
(at a 5 modifier). on either side. General Hlkar, a powerful tiger and commander
of the Eastern Legions of Tishnia, had been severely wounded
Since wards are always in opposed with some other in a recent battle.
power attempting to breach them, the mage may add
the dice she possesses in the Mystic Talent to her Magic In barbarous regions such as these along the border, there are
Ritual skill when creating the ward. Successes should be no priestly mystic healers at our disposal but at least the Sunborn
recorded for any ward, since they will be compared later to doctors and surgeons assigned to the Generals command know
any force attempting to penetrate, unravel, or dispel them. their trade well, as do I, the fox Marz, a mage sirhibas from the
Wards made to protect from physical harm (Stamina loss noble Line of Thhadhima. This is why, once the grim surgeons
and damage) use their stored success levels, which can be have done their deeds and the last of the stitches have been pulled
added to over multiple rituals, as a pool that is depleted tight across the wound in our Generals striped hide, I am called
as damage gets past armor (if any). Though minor scuffs into his tent for a private council.
and abrasions may be seen to occur, these success levels are General Hlkars injuries, though they no longer threaten
consumed at a 1-for-1 rate for every damage level taken, his life, have left him terribly weak and unable to endure standing
without any actual damage levels going through, until the tomorrow, much less riding his war chariot to lead our army into
wards total stored successes are depleted, at which point battle. He knows what I am capable of doing for him, though
damage occurs naturally. I have no healing hands. And despite the temporary nature of
Wards, as with most Endowments, can be added what I will attempt, and the risks of failure, the morale of the
to (strengthened) over multiple rituals, by the continued soldiers is of utmost importance. Not only must our beloved
addition of successes to their strength or boosting the General be able to stand as a symbol of honor and bravery, but
duration of the enchantment. Again, this can continue the superstitious Gilrhi invaders must cower in fear and misery
as long as that specific Endowment is the only one so that our troops will prevail in tomorrows coming battle at the
being worked, and no different Endowment Rituals are Ford of Ingr. The General has faith that I can accomplish this.
undertaken. This continued enchanting is subject to Its going to be a very long night...
278
Fox: Alright, I bow deeply, and depart from the pungent air, and with your touch the nearby
the Generals presence, calling out to my assistants to waters of the river captured in your ceramic bowl.
prepare our private tent for my ritual. In the meantime Finishing your initial chants, you feel the vibrations of
I want to go visit the doctors who have been treating all of these energies as they infuse the tiny flask before
General Hlkar so that I may borrow bits and pieces you, and you detect the faintest reddish glimmer
of the herbs and other such medicines they have been within it.
using to help remedy his pain and damage. I will also
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Chapter V: Ritual Magic
GM: As you feel the effects of that Discipline GM: Oooh, I see. You want to change the weather
fade, you unfortunately recognize that the strength of and call up a rainstorm. This is not an easy task, but
the magic will allow your desired effects to last but a certainly within your power. Youll need to make your
few minutes. base Ritual of Endowment roll at a 5 difficulty.
Fox: What?!? Oh no! Thats not long enough! Fox: OK... Awww! I only rolled one success.
I need to try to strengthen it somehow, to make the Thats still a partial success, though, right?
effects more enduring! GM: Correct, which means that, as you begin to
GM: You may, if you wish, attempt to do so, but attempt to change the very nature of the night skies
BOOK ONE
it will be even more difficult than the last roll; twice as above, you feel the difficulty of the task weigh heavily
difficult, in fact, but Ill allow you to add your Mystic upon you, and too few darkened clouds appear in the
Talent dice to the roll, since only experienced sorcerers sky for any real downpour, though no-doubt some
like yourself could even try it. Youll roll your 10 skill rain will soon begin to fall. If you were hoping to cause
plus your Talent dice (for a total of 13 dice) 6 dice your enemies problems with this, you may try again
for the difficulty. This will be your third Unique in the hopes of actually making this slight rain create
Discipline today, so far dangerous circumstances for them. This is even more
Fox: Oh man! Whew! I made it with two difficult, 6 in fact, but Ill let you add your Mystic
successes. Talent to the attempt, since this is once again the type
of thing that only an experienced mage could even
GM: Well, thats a basic success. Let me roll again try. It is also another unique Discipline. As for the
to see how much time this will have added. rest of you (addressing the other players), to the east
The GM rolls 1d6 twice. This time, the amount some darker clouds from the mountains have begun
is added to the previously-generated amount; the GM to gather since the fox began his rituals. Far away, the
keeps a note of the new total. twinkling of the enemys campfires seems to grow
hazy as a slight mist creeps up from the distant rivers
GM: Ah! Well, now you feel that you have been edge. A subdued rumbling of thunder is heard, rolling
able to extend the time of this effect to many days! almost lazily across the sparsely-forested plains.
Surely now the General will find that, once he drinks
this philter, he can rise up despite his slowly-healing Fox: Good, I rolled better this time, and got 4
wounds, and lead his soldiers into battle! successes. As I sway in the trance, I draw up water in my
hands from the bowl and dribble it across the dirt on
Fox: What will happen to him as the magic the table, making parts of it muddy and sticky. I place
begins to fade? my fingers in it as I imagine the legs of our enemys
GM: Well, the General will begin to weaken as chinti mounts getting stuck in it, their soldiers tripping
his vigor returns back to what it is now. It could be and falling. I take some of the black ink and drop it
swiftly, or it could slowly happen over many hours. into the water-bowl as well, imagining that their sight
But you will begin to feel the magic fade long before becomes more difficult in the mists that rise from the
his stamina fails him, and youll be able to warn him, if river tomorrow, and I sprinkle black ink onto the dirt as
you can, that its end draws near. If youre worried, you well, imagining it to be holes into which their cannons
could spend a Story Point, if youd like it to last longer. wheels will get stuck, and their carts flounder.
If you do, Ill allow the time to be weeks, months, GM: Heh, nice description! Ill take that into
or years instead, though there may be interesting account as the Gilrhi soldiers begin to approach. Far
repercussions... off, across the river, the first hints of light rain begin
Fox: Hmm, I dont like the sound of that, or the to fall through the cloud-dark skies, like silvery veils
cost. Nah, Ill just let him know that this apparently caught in the colorful light of the moons that still glow
renewed vigor is only temporary, and that he has only brightly above your own armys location
a few days time before he should withdraw from the Fox: Well, theres nothing left for me to do at
field of battle to truly allow his wounds to heal. this point, so Im going to end the current ritual.
GM: OK, then. You said there were other things GM: Really? What about the red ink you
you wanted to accomplish in this ritual as well? brought as well?
Fox: Yeah. I set aside the little bottle full of Fox: Thats for something later, when the battle
the enchanted liquid, and now I want to spread the is about to begin. But this all went fairly well, and I
muddy earth and dirt across the table before me. I need to give the General this enchanted philter, and let
also take the bowl of river water and set that beside him know my plans.
me too. As I continue to chant again, I bow my head
and breathe in the incense smoke, closing my eyes and I emerge from my ritual, since I have decided that
imagining that Im far, far above the encampment, and this was its conclusion. It is now several hours after I had
sailing through the clouds on the far side of the river, begun, according to the GM. Ive grown used to the fact
in enemy territory. I know the General plans to wage that, in game-time, it usually takes about a half-hour to get
tomorrows battle across the shallow ford, and I want into ritual in the first place, and usually another fifteen
our superstitious enemy to feel as if the Devah have minutes to a half-hour to perform each Discipline.
abandoned them, allowing foul weather to turn their
area of approach and even their current encampment, The GM then allows me to seek out the General
into a muddy quagmire. once again, provide him with the philter that will
280
invigorate him for tomorrows battle, and tell him of Fox: I have, my lord General. With the coming
the rains I have brought to the enemy that will, by of False Dawn, as the prayers of the camps young
the grace of the Devah, hamper their efforts to face priests echo across the fields, I will begin my rituals
us in the morning. The GM then role-plays with me once again. And while you and your soldiers march to
for a moment as the General, since the GM wants the Ford of Ingr, I will remain behind. But through
my arts I will open a window into the Dream, and
to allow me to tell my final ritual plans for the battle from there I will look down upon the treacherous,
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Chapter V: Ritual Magic
The danger, of course, lies in the attempt and having sirhibas to spy from locations that a jnah could never
the skill and power to actually keep the destructive and reach. Controlling such an entitys movements at a great
wild forces of such summoned things in check. There distance would require the summoner to be at least
are many, many tales of summonings gone terribly within trance at the edge of the Dream.
wrong. When this happens, many jnah can pay the Summoning Spirits and Demons. Spirits and
price, beyond merely the summoner. As noted earlier Demons seem to come from within or beyond the
in the Magic Difficulty Modifier Table, a summoner Dream. Once the initial steps of the ritual have occurred,
can achieve numerous effects by performing various a spirit or demon can be summoned at a 3 modifier.
BOOK ONE
282
any case), sets the being free to rampage. habitat appropriate to them (though this may take some
A Demon or Spirit might even be bound to some time), and will generally represent the will and desires of
location, sealed inside of an object, or even enslaved in the summoner (and the reasons it was summoned).
some fashion for longer periods of time, though this is Once summoned, they will be generally compliant
quite difficult to accomplish (a 5 difficulty modifier, but to the will of the summoner, within reason. Once they
adding Mystic Talent dice). Bound in this way, it could arrive, the summoners may command them in various
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Chapter V: Ritual Magic
it can with strong gusts and violent winds. Bhumi difficult to accomplish (a 5 difficulty modifier, but
(Earth) radiates a sense of gloom and moody darkness, adding Mystic Talent dice). Bound in this way, it could
and will seek to oppress and harm those around it be released at the sorcerers leisure or even be set to
with a strong force of impending doom and crushing guard an area from intrusion.
fear and trepidation, culminating in its use of its own Once their tasks are complete, it is always wise
element to forever smother its victims, unless properly to disperse them (at a modifier of 4, but not as an
controlled. Jala (Water) projects a sense of cold and Opposed Roll against the Elemental), since their anger
chilling contempt and calculating will, and eventually at their captivity will grow, and they remain potentially
BOOK ONE
seeks to saturate all near with its deadly embrace as dangerous as long as they are being kept. You may
the air becomes thick and too heavy to breathe and attempt to dismiss Elementals summoned by others using
muscles become filled with a clammy frailty. Agni (Fire) an Opposed Roll against them at the same modifier,
is the ever-hungry one, an all-consuming force that fills though Mystic Talent dice are added to the roll.
its vicinity with its fearful and rapacious need to turn
anything that can burn into fuel for itself. It emanates It is possible to save dispersal successes in advance of
violent passion and rage when uncontrolled and any encounter so that they may be used inside or outside
desires little more than to turn its surroundings into the constraints of the summoning ritual in dire need.
an inferno. As with demons and spirits, having such saved dispersal
successes may mean the difference between life and
Once the initial steps of the ritual have happened, death if an Elemental attempts to do you harm or begins
an Elemental can be summoned (at a 3 modifier). to wildly disperse if it escapes control. For further details
It is not always necessary to fully enter the Dream concerning saved successes used for this purpose, see the
to summon Elementals, unless you are choosing to section Release Using Saved Successes below.
cause them to manifest at a distant location. During
the summoning itself, the player must be specific as to Release Using Saved Successes
which Elemental is being summoned and why, spoken
clearly in character as part of the ritual incantations. The return of summoned entities or creatures
back to their place of origin is a major concern for
Summoned Elementals have Power Pools (the summoners. As mentioned earlier when describing the
amount of dice used when attempting any action with summoning of the various types of beings, it is possible
them, generally no greater than 14) equal to the number to release, banish, dismiss, or otherwise send them away
of successes rolled when attempting to summon them. by either performing a unique Discipline during the
They cause damage when they attack equal to twice that ritual that summoned them, or by utilizing successes
amount, and they have a Stamina based on eight times saved earlier for that purpose. Summoners may prepare
their Power Pool. An Elemental will take on a form that the stored energy required for safely sending away
seems to represent the will and desires of the summoner summoned beings by successfully entering into ritual
(and the reasons it was summoned) and will always be and performing the Discipline of release in advance;
formed from aspects appropriate to their element. See thus building up a reservoir of the prna (saved
the entries for Elemental Spirit in the Bestiary chapter successes) for later use.
for more details on statistics.
The terminology for releasing and sending such
They are beings of chaotic entropy and, once entities away using magic varies depending on the
summoned, they must be subjugated by being given creature; spirits and demons are generally banished,
order and form using an Opposed Magic Ritual skill summoned suthra are dismissed (or driven away),
roll (at a 4 modifier, but adding Mystic Talent dice), elementals are simply dispersed. Regardless of what
otherwise they will violently spin out of control, it may be called, initially saving and then later using
potentially harming everything around them before saved successes for this purpose, inside or outside of a
dissipating back into nature again. Once they are under summoning ritual, follows a few basic guidelines:
control, more Opposed commands can be used to order
them about in various ways (with the summoners Will To generate saved successes a summoner must
roll at a 2 modifier, but adding Mystic Talent dice). perform the Ritual of Summoning (taking the time
Elementals are quite willful, attempting to break their to go through all four steps), and must use at least two
magical subjugations whenever a roll to command unique Disciplines; the first to initiate and enter into
them fails. This requires the summoner to successfully the ritual successfully, and the second to generate the
make the subjugation roll again. A failure to do so (or successes to be saved.
a Fumble in any case) sets the being free, allowing it The Discipline that generates the saved successes
to violently disperse, harming all around it before is cast at a 4 Difficulty Modifier. Each success rolled
vanishing. represents an hour spent in ritual. Successes rolled are
An Elemental might be bound to some location, saved for later use. The total number of successes that
sealed inside of an object, or even enslaved in some can be kept in reserve are equal to the summoners Will,
fashion for longer periods of time, though this is quite plus his Mystic Talent, combined with his Summoning
Magic Ritual Ranking.
284
Saved successes can be later used to release retreating skyships come under attack as some Houses attempt
and safely send away entities summoned either by to flee, and the dull booms of cannon fire can be heard night
themselves or by others. Summoners attempting to and day. Some Houses lucky enough to have the services of a
release and send away summoned entities outside sirhibas have found other ways of defending their walls but
of a Summoning Ritual (even if they are performing most have taken the opportunity of using such mystic talents
another type of ritual) must always use saved successes. to hide their retreat into the skies and to cover their path with
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Chapter V: Ritual Magic
attempt to attune herself to the spirit of Agni. Once this road itself! Very well, to gain control, please roll your
is accomplished I will attempt to call it forth from the Summoning Ritual skill once again, adding your
burning grain-tower, and hopefully gain control over it. Mystic Talent because this will be Opposed against
My roll goes really well, with 6 successes! the Elementals Power Pool, but this time the roll is
at a 4 difficulty modifier. This means your 9 dice,
Cobra: Great! I want to try to make it begin to plus your Talent of 2, minus 4 dice equals 7 dice
manifest as a true elemental now and to make it move against the Elementals 6!
toward our palace and the soldiers attacking it!
Cobra: Whoa! Minus 4!?!? OK, I make 5
BOOK ONE
GM: OK, but first things first. You must make successes...
it actually begin creating a form for itself outside of the
grain silo. Youll need to make your Summoning roll GM: Youre in luck! The Fire Elemental rolled
once again, but this time at a 3 difficulty adjustment only 2 successes, meaning that you may now declare
to your Action Dice. However, you may add your its form as you gain control of it.
Mystic Talent score to the Action Dice if you wish. Had the Elemental matched her roll or gotten
But remember, whatever successes you roll here when better, then it would have spiraled out of control
actually calling it forth determine the Power Pool of totally, caused some random destruction all around it
the Elemental, both for its rolls against your enemies, (including to the summoner and her location), then
as well as against you if something goes wrong... dissipated back into the natural environment. Had the
Cobra: Yep, Im gonna go for it! Eight dice total summoner succeeded by only 1 success better than the
to roll! I rolled 6 successes again! Elemental, then the attempt at control wouldnt have
GM: At the top of the tower, amidst the been a total failure but the Elemental would still have
fluttering silk ribbons and sacred parchments your begun randomly destroying things around it (though
body begins to move and sway in the ancient rhythms it wouldnt vanish afterward) and the summoner
of the Ritual, a primal dance meant to entice the spirit would have to attempt control once again and be fully
of the flames. A fierce sensation of unquenchable successful before any Disciplines of command could be
thirst and ravenous hunger sweeps through your
duhma as rage grows within you, surrounding you, attempted.
enveloping you. Across the Grand Avenue the roaring Cobra: I want it to take the shape of a vast
flames leap and crackle, and whirling streamers of quadruped, like a terrible beast made of flames,
flame delicately twirl and flare out and away from the taller than an elephant and horribly fast! It is my
blaze, licking down and into the sculptured bushes intention that its form will allow it to rampage easily
and trees of the roadside. Sparks whirl through the through the enemy troops below, burning them as
air there as well, illuminating the area and creating well as their ballista and siege towers. I want to see it
hints of half-formed immense shapes lashing out in ignite their cannon-powder, and turn their mounts
all directions. to ash!
Here the GM makes several rolls to determine GM: Though the supernatural will of this
whether the soldiers below, feeling the growing power thing is very strong, your magic seems stronger still,
of the manifesting Elemental, begin to flee in fear from as the form you desire for it begins to manifest. The
its location near the burning granary. The GM should roar of the inferno seems to come from its own fiery
throat as a terrible head, outfitted with hundreds
decide what the general Will of these soldiers might be of writhing tentacles of flame, raises high into the
(certainly no more than 6 or 7 for general troops), and sky. All around it the very air shimmers with the
roll that, including any appropriate difficulty modifiers. heat rolling off of the thing in waves, and the clothes
Failure to roll a full success means that a large number of those unfortunates nearby begin to burst into
of them will begin to sense the overwhelming emotional flames. Otherworldly rage blazes from its terrible
emanations of the Elemental and will choose to run for glowing eyes as the flaming behemoth turns to face
their lives. The GM should roll several times, perhaps you. Its now time to roll once again as you give it
once for every 100 troops or so. the first of your commands. Youll be rolling against
it to will it to do as you desire, so add your Will roll
GM: Ah! Obviously the Elemental is beginning dice to your Mystic Talent score but this time only
to fully manifest, since you can see that far below, subtract 2 dice as a modifier, since Elementals are
soldiers begin to turn, point, and stare at the strange easier to control than they are to summon or give
pyrotechnics forming near the walls of the other form to their chaos. Your will is 10, so, thats your 9
House with the burning granary. Many begin to dice against its 6.
flee in random directions as the terrible spiritual
emotions flow through them, the supernatural Cobra: Thats awesome! And I got 5 successes.
hunger menacing them as the force of the Elemental Oh wait, two of those were 6s, I get to roll one again.
becomes more and more maddening. It is now time Another success! I got 6 successes total!
to try to control it by giving it some form that you GM: And the Elemental rolled only 3. OK,
wish it to have. You must bring order to its growing what is your first command?
chaos before it begins to destroy things around it Cobra: Im going to will it to rampage through
at random. Already the trees on both sides of the the attackers midst, igniting everything in its path
Avenue have burst into flame, and a vast pillar of as it attacks the siege towers that the enemy is using
fire and sparks seems to bake the very earth of the
286
to try to get over our walls! How many of our ships Cobra: I crawl to the edge of the parapets to
are left on the parade-grounds and in the sky-docks look down on the battle. Is there any way I can gain
below? control of it again?
GM: A few that you can see. You must GM: Unfortunately no, now that it has escaped
continue to give them more time! They arent in its imposed form, entropy reclaims it, its order is
the clear yet and if the enemy gets over the walls or shattered, and you peek across the burning carnage
through the barricades at the front gates, then the below to see the final vestiges of the fiery cyclone
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Chapter V: Ritual Magic
you need to make another roll to call it to you, this heard, and an otherworldly shrieking roar rises
time at a 3 difficulty modifier to the roll. above all other sounds of the embattled city around
Cobra: Whew! Oh man this is getting tense 2 you. A wave of supernatural fury washes over you,
successesjust enough! nearly filling your mind with maddening fear! With
you being so very close to it, you know that it would
GM: Its gonna be close then! You feel it hear seek to destroy you first, if not for the fact that it still
your call, and begin its journey toward you, but now remains under your momentary control from when
your attention is drawn away as you hear the doors you had imprisoned it. Now full of unholy rage,
to the palace itself cast aside, and the hordes of the it begins to lash out at the invaders below and you
BOOK ONE
enemy begin sweeping into the interiors of your feel the entire palace shake and shudder as it vents
House! its anger upon those around it. The enemy soldiers
Cobra: Its time for the Amethyst Idol... outside the palace continue to advance unwittingly
to their bloody fate.
Many months ago, as tensions arose between
our Principality and the Jade Throne, word brought This particular demon has a Power Pool of 12 dice,
back from our lord while in council with the prince because I rolled 12 successes when I first summoned
confirmed what many of us feared. Eventually the it! This means that for any actions it performs it rolls
high prince of the Jade Throne would act against us, 12 dice (including its attempts to defy my will), it has
seeking to depose our own prince, and with him all of an armor value of 12, it causes 24 Stamina Levels of
the Houses and Lines that supported him, including damage every time it successfully strikes, and itself has
our own. a Stamina of 48. Very deadly indeed! It currently is still
Our aryah, being both proud and patriotic, decided under the control of my character and will remain so
that if our House should fall, he wanted no sweet until it is able to break free, which it will attempt to do
rewards for the invaders. Let them rule from a pile of each time I try to give it new commands.
rubble! And so, my character was given the dire task of Cobra: I look into the skies around me. Is there
creating a deadly trap for those who dared break down any sign of the suthra I summoned to bear me away
the doors of our House. During many long and grueling from all of this?
hours of ritual, a terrible thing was called forth from GM: Please make a Perception roll at 3 dice
the blackest reaches of the Swirling Hells of Narkah. due to the extremely poor visibility in the sky...
A chitinous demon of great strength that even I would Cobra: Oh no! I rolled no successes and a 1! I
be hard-pressed to control, though control was the last Fumbled!
thing that my aryah wanted over this abomination. It GM: Unfortunately, then, not only do you see
was assumed, of course, that by the time such a thing nothing in the skies that hints at your summoned
would be unleashed, the lord and his family would be creature being near, but a cascade of burning ash
safely away and the walls of our blessed home would be and soot from the fires below drifts across you,
filled with our enemy. momentarily blinding you for (rolls a d6) about half
a minute. The palace rumbles dangerously below you
A great deal of time was spent in preparation of this as the demon continues its rampage inside, causing
ritual, and with the aid of several other summoners, we you to sway dangerously near the edge of the tower.
ended up with more dice than I usually roll (because Cobra: Agh! I rub my eyes painfully, stepping
of the bonuses given by all the advance preparation). away from the parapets.
I succeeded in calling up a hellish juggernaut which I
GM: As you continue to wipe away the stinging
was barely able to command! In case of failure, I had ash, you hear the screams of the troops far below as
saved quite a few banishment successes to use, but I they apparently begin to flee the palace, away from
had not needed them. Narrowly keeping its vast anger the destructive forces of the demon.
in check, I had then successfully imprisoned it inside Cobra: No! They must not escape! I command
an exquisite statue of the purest violet amethyst, carved the demon to ravage the heart of their forces; to
into the shape of a wrathful Nagamssa, our beloved savagely destroy their fleeing ranks!
patron Devah. It waited, even now, in a niche above the
GM: Please roll your Will plus your Mystic
aryahs empty throne in the Great Hall. Talent dice against the Power Pool of the Demon.
Below I could hear the sound of our beautiful twin Cobra: Alright. I rolled 7 successes.
doors being shattered by the cruel blows of the enemy
troops, no doubt anticipating their rewards for finally GM: Unfortunately, the Demon rolled 8. This
means that not only does it fail to obey your orders but
breaching our defenses. There will be only one reward you must now attempt to maintain your subjugation
for them. It is time to release the demon. of it! Roll your Summoning Magic Ritual skill plus
Cobra: I call upon thee, Demon Spirit of the Mystic Talent!
Amethyst Idol! Be free of your crystal prison and Cobra: I rolled 7 successes again!
destroy our enemies!
GM: And so does the demon, meaning that its
GM: Far below, in the depths of your lords roll has cancelled out your successes. Your attempt to
palace, the shattering of a thousand windows is maintain control has failed, and now you feel the focus
288
of the demons anger and hatred shift completely heard from deep within the palace itself, and suddenly
towards you! There is an awful and triumphant roar everything begins to shake. Nearby, the tower already
that echoes from far below within the palace, and damaged by the demons descent begins to crumble
you hear the immense crystal dome of the Great and fall, a sickening site from where you stand, as
hall shatter as the mighty demon bursts through the your vision finally fully clears. You are watching your
ceiling and lands upon the outside walls of the very own death approach.
tower upon which you stand. Its powerful multi- Cobra: I whisper silent prayers to Nagamssa,
Basic Compendium
289
VI. Bestiary
Drdnah is a world teeming with indigenous life of many different varieties, as well as demons
and other supernatural entities that originate from the Realm of Dreams. These creatures are in
evidence all around, both in the wild and as domesticated beasts called suthra. As for the supernatural
beings, such as demons, spirits, and elemental entities, they act as guardians, servants, and soldiers
to the sorcerers who summon them from their mystic dimension, or as terrible foes hiding in the
dark places of the world for the unwary to stumble upon. Below is a collection of the most common
creatures that might be encountered in the world, listed along with a brief description and the game
statistics necessary to deal with them.
After each creatures name and description, there are several different pieces of information,
each of which should give the GM a basic understanding for using these creatures in the game, either
as specific encounters to challenge the players or as a colorful backdrop for the world itself. The GM
should feel free to adjust the statistics as needed in order to decrease or increase the challenge for the
players, or to add variety by creating new creatures. Here is a brief explanation of each statistic:
STAMINA - The number of damage levels that can be done to a creature before it is considered
defeated (which can either mean death or merely being subdued, depending on the type of damage
inflicted).
ARMOR - The number of damage levels subtracted from each successful hit scored against a creature
during combat. This can either represent physical armor the creature possesses (such as tough hide or a
chitin shell), or some sort of supernatural defense innate to them.
NORMAL ACTION DICE - The Action Dice a creature gets to roll when performing any standard
action, everything from their basic movement to standard attacks and defense. In addition, this number
also represents the average number of Damage Levels the creature inflicts upon its target with an attack.
SPECIAL ACTIONS - These are the Action Dice the creature rolls for any Special Actions it might
possess, and usually refers to things such as unique attacks, defenses, movements, etc. Like the normal
Action Dice, this number also represents the average number of Damage Levels the creature inflicts with
any of its special attacks.
290
Asivam (AH-see-vahm) - Almost entirely domesticated, the bloated, grub-like asivam makes
its home throughout most of southeastern Drdnah. Only on rare occasions can small
nests of them be found in the wild. They feed on local plant life and are especially fond
of bush lichen, with the
average asivam eating about
twice its weight every day.
Prized around the world as
a delicacy for its flavorful,
Bandar (BAN-dahr) - About shoulder high to a mouse Zoic, this playful suthra lives in many of the
forested areas of northern Drdnah. Arboreal by nature, they generally live in small groups
(from five to twenty) and forage for
native fruits and occasional dromi.
Prized for their colorful bodies
and fearlessly inquisitive natures,
they are sometimes trained and
raised as pets. They are considered
uncommonly intelligent for suthra
and have gained a certain amount
of popularity amongst the southern
nobles.
STAMINA: 3-9 levels
ARMOR: 2 points
NORMAL ACTION DICE:
Standard Movement, Great
Leap, Bite, Night Vision,
Clinging, Climbing, Standard
Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
None
291
Chapter VI: Bestiary
Billsa (beh-LAW-saw) - A small (lap-sized) colorful creature, often tamed as a house pet, sometimes
called a honey-sap. They tolerate the presence of jnah, even in the wild, and at times untamed ones
will approach non-threatening jnah if there is the promise of a sweet treat. Though they cannot fly,
they possess vestigial wings that unfurl to aid
them in long leaps and jumps, allowing them
to reach high branches, the sides of walls,
and even ceilings, to which they can cling.
They make an assortment of small, pleasantly
BOOK ONE
Bthn (boo-THAWN) - Ranging in size from eight feet to well over seventy feet in length, the lumbering,
segmented bthn is the main means of transportation for many of the merchant caravans plying
the trade routes throughout the world. Because of its fairly tractable nature (despite its tendency to
bite anything near its mouth), the great bthn was one of the first creatures domesticated, being
considered a gift directly from the
Devah. Bthn tend to travel in small
herds of around 6 adults, 2 male and
4 female, and their young. A female
will give birth to up to 2 young every
5 years. When one dies, the carapace
is scavenged for use in the fabrication
of various items; pieces of armor and
architectural ornamentations being
popular favorites. The huge eyes of the
bthn are highly prized as a source for
lenses of various kinds.
STAMINA: 24-60 levels
ARMOR: 10 points
NORMAL ACTION DICE:
Standard Movement, Thermal Regulation,
Standard Sensory Rolls, etc. : 4
SPECIAL ACTIONS:
Trample : 5
Shearing Bite : 6
292
Chinti (CHIN-tee) - The most common riding and draft beasts of Drdnah, chinti come in many
sizes and varieties. From the lighter, swifter beasts of Amnol to the larger, sturdier steeds bred in
Dar-Purm, chinti all tend to be sociable creatures and sometimes form close bonds with their
owners. Chinti mate for life and
will reproduce every three years. Its
history with the jnah stretching
back into the mists of time, the
chinti has served as beast of burden,
Demon Beasts - In the ancient days of the Thousand Years of Darkness, the demonic Devah, Amasrah,
Mother of Nightmares, released her hideous children upon the face of Drdnah to aid in her battles
against the other Devah. In the end, though she was consigned to the Swirling Hells of Narkah, her
demonic spawn fled into the dark recesses of the world, shaping for themselves forms of chitin, mist, flesh,
and vile ichors. Many of these monsters and their progeny still wander the forgotten places deep in the
mountains, among ancient ruins, or hidden
away in the uncharted wilderness. They wear
a thousand different forms, usually resembling
suthra-like (or even Zoic-like) abominations,
and wield a variety of different weapons, both
natural and supernatural. All of them house a
terrible hunger that must be appeased. Wounds
made by demons resist normal healing and
must often be healed with special rituals.
STAMINA: 8-112 levels
ARMOR: 2-14 points
NORMAL ACTION DICE:
Various Movement Types, Generic
Attacks *, Standard Sensory Rolls, etc. : 2 to 14
SPECIAL ACTIONS:
Unique Attack * : 2 to 14
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293
Chapter VI: Bestiary
Dromi (DRO-mee) - A common pet animal found throughout much of Drdnah. There are as many
breeds and variations as there are regions of the world, with many areas supporting multiple breeds,
from the brightly colored creatures flitting about the trees and underbrush of the Visedi jungles, to
the more subdued looking species found in
the arid regions of northern Bakri. Dromi
are commonly kept as house pets because
of their colorful beauty and their melodic
singing. Some breeds are highly intelligent
BOOK ONE
Dudha (DOOD-hah) - Herds of large, barrel-bodied, thin-legged suthra known as dudha can be found
grazing in the fields surrounding most villages. This domesticated suthra has become a staple for
many jnah and is raised for milk and meat in many parts of the world. The hide of the dudha tends to
be soft and supple, especially the soft
skin of the underbelly, making it easy
to incorporate into the manufacture
of clothing. Males can be dangerous
during the breeding season and will
sometimes attempt to gore those who
intrude upon their space. There are
many breeds of wild dudha that still
roam the vast plains and mountains
of the world, and these can vary in
both size and shape.
STAMINA: 5-15 levels
ARMOR: 1 points
NORMAL ACTION DICE:
Standard Movement, Bite, Standard
Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Gore attack (horns) : 5
294
Elemental Spirit - These are spiritual and physical manifestations of the elements of Air (Vayu), Earth (Bhumi),
Fire (Agni), and Water (Jala). Of all the supernatural forces native to Drdnah and the Dream, the spiritual
entities that manifest within the primal forces of nature are perhaps the most mysterious. These are referred
to as Elementals by most sirhibasi, and seem to be beyond the religious concepts of good or evil. The forms
they take can seem demonic at times, while at other moments they might manifest as a fire with no fuel, or as
an impossible shape formed by water that seems to move of its own accord, or other element-inspired forms.
Their whisperings can sometimes be heard in the wind, and their movements can be felt throughout the
earth, and seen in the power of crystals. It is well known that in the areas of their influence they are capable
Gle (GOO-leh) - Many varieties of gle are scattered around the world, much like their distant cousins
the dromi, but what they all have in common is the fact that they are a dietary staple for most
jnah. Whether bred for the harvesting of eggs
or simply just the meat, gle can be seen in
every market square, farm, village, and slum.
Seemingly content with domestication, the
small gle is easily startled and can be a great
source of amusement for many children, who
enjoy chasing the squawking suthra around.
STAMINA: 1-3 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Standard Movement, Gliding, Standard
Sensory Rolls, Claws, etc. : 3
SPECIAL ACTIONS:
None
Basic Compendium
295
Chapter VI: Bestiary
Haryal (har-YAWL) - These suthra are the primary source of silk for the jnah. All along the forests of
Rkbar, these small to medium sized multi-legged suthra spin their nests in the shadowy underbrush.
When their young hatch, they spend the next three weeks eating, then spinning themselves
into thick cocoons. When the last larvae
have finished spinning, half of the pods are
collected to be used in the making of clothing-
grade silk, which unfortunately kills the larvae
(though they are considered a delicacy). The
BOOK ONE
Ithani (ee-THAW-nee) - The brightly colored carapace of the Ithani is the primary source of weapon
and armor chitin for much of the middle countries of Drdnah. They resemble elaborately
spiked and adorned beetles,
ranging in size from a large
melon to a medium sized
Zoic. Many varieties are
also eaten, their flesh being
considered especially tender
and flavorful.
STAMINA: 2-15 levels
ARMOR: 3 points
NORMAL ACTION DICE:
Standard Movement, Bite,
Standard Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Gore Attack (horns) : 5
296
Jabda (jah-BAH-dah) - Also known as the Jaw Plant, these large carnivorous plants resemble a Venus
flytrap. Like other types of carnivorous plant life, they produce either a sweet or a slightly rotting
aroma used to attract their normal prey, which are suthra of various sizes. Some varieties have
adapted different ways to catch their
prey, such as dangling tendrils that
coil around its target, or growing large
stalks to attract flying prey, or even
resting its lower jaw on the ground
Jugnu Worm (joo-GAH-noo) - Grub-like, bioluminescent creatures that are kept in decorative wicker
cages and used as light sources throughout the world. When kept well fed, they give off a gentle glow
that varies wildly in color depending upon the species. These creatures glow brightest when they are
occasionally petted and stroked, emitting a
soft purring sound when given such treatment.
Tended to in this manner, they can glow
brightly for hours until they eventually begin
to dim and go dark as they fall asleep. Their
cages can be covered to hide their glow when
desired. If harmed, they will emit a shrill,
keening wail that will not subside until they
are either soothed or slain.
STAMINA: 1-9 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Standard Movement, Standard Sensory
Rolls, etc. : 3
SPECIAL ACTIONS:
When harmed, emits a keening wail
that can be heard at great distances, and
can awaken sleeping jnah within several
hundred feet. : 6
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297
Chapter VI: Bestiary
Kahamra (kaw-ha-MAR-uh) - Also known as Amber Deaths, these small to huge-sized carnivorous plants
resemble various configurations of amber-colored leaves covered with reddish, stalk-like glands, each
of which secrete at their tip a large drop of gooey, glistening dew. They tend to grow in thick, dark
forests where they are easy to stumble into,
or high upon promontories, where they tend
to attract flying suthra with the sweet smell
they produce. If anything touches one of the
extremely sticky drops, it causes a reaction
BOOK ONE
Kargara (kuh-RAH-gah-rah) Pod - Also called the Prison Plant, these huge green carnivorous vine-
like plants grow in deep forests and jungles, but there are also aquatic varieties that grow in the
oceans, often in large, spreading masses. Along the vines sprout large, oval, tough-skinned pods
that have the sole purpose of bringing
nutrients to the plant by trapping prey.
Each pod is equipped with a large
trapdoor that is triggered by prey
passing nearby and causing vibrations
to tiny filaments that extend from the
openings edges. Within the pod, the
plant has created a strange negative
pressure that instantly sucks in prey
(along with surrounding air, water,
debris, etc.) up to twenty feet away,
depending on the plants size. Such
trapped prey find the chamber quickly
filling with digestive fluids, that will
rapidly drown and dissolve the prey
in less than an hour unless they are
released and cleaned of the fluid.
STAMINA: 10-20 levels
ARMOR: 3 points
NORMAL ACTION DICE:
Capture Prey, etc. : 8
SPECIAL ACTIONS:
Dissolve Prey : 3
298
Karcha (CAR-chah) - Nesting in caverns deep beneath the earth, or in elaborate burrows that they dig, the
cunning karcha are considered dangerous predators by explorers and miners alike. Though they have a
sharp protrusion at the end of their abdomen, which they will use to stab overwhelmed prey, these seven
foot tall monsters are not venomous, merely incredibly strong and swift. They work together in close-knit
groups, building subterranean labyrinths
and demonstrating a high level of
cooperation in combat (such as dragging
wounded fellows out of harms way). Many
Kekra (KECK-rah) - A small lobster-like suthra that lives in both the salty oceans as well as the fresh
waters across all of Drdnah. Though they are often harvested for their meat, it is somewhat of
an acquired taste, as their flesh (cooked or raw) has an oily, cloying quality. Kekra dishes are often
heavily sauced and spiced so that its natural flavor can be overcome, but the meat itself is hearty
and filling, and there are those who claim kekra meat is an exceptionally healthy choice, keeping
one trim and fit. As such, it is often served in
the houses of the elderly, much to the chagrin
of visiting younger relatives. Kekra are known
for their unique method of self-defense,
for when they feel threatened, especially in
shallower waters, they will attempt to shoot
to the surface, popping above the waves and
using their powerful tails to slap themselves
noisily across the surface of the water in hopes
of fleeing their attacker. When this is done by
dozens or even hundreds of kekra, this can be
quite shocking and effective.
STAMINA: 1-3 levels
ARMOR: 1 point
NORMAL ACTION DICE:
Standard Movement, Swimming,
Standard Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Flapping Escape : 5
Basic Compendium
299
Chapter VI: Bestiary
Kellndu (kehl-EN-doo) - Considered the guard and pet creature of choice on Drdnah, the kellndu
has many breeds ranging from tiny, scrappy creatures you can hold in your hands to large beasts that
can grasp a small Zoics torso in its pincers. Highly intelligent, generally personable, and easily trained,
they have been the constant companions of the jnah for
thousands of years. Though most species of kellndu have
been domesticated, their wild cousins who live in the deep
forests, rolling plains, and crystal mountains of the world
can be quite fearsome. These wild kellndu often hunt in
BOOK ONE
Khaujva (cow-JEE-vah) - Tortured or evil spirits known also as the Hungry Ones; these are ghosts who, trapped
in this world by the trauma of their hideous deaths, sustain themselves on the essence of the living. Such
spirits can take many forms, from mist or shadow shapes that pass through walls, to animated heaps of root-
riddled earth and decaying flesh and bones. They can sense and seek out unfortunate jnah who wander
into the area of their accursed haunting, either attacking them directly or insidiously enthralling them by
forcing the unfortunate victim to see terrifying visions, or to apparently relive the events surrounding the
spirits final torturous moments as if they had been a part of it themselves. While thus enthralled, victims
will be slowly, spiritually drained of their life essence until they die, becoming forever trapped in the personal
hell of the tortured soul who feasted upon their duhma. It may be possible to free such spirits of the curse
that entraps them in our world or within the Dream, though one attempting this could easily become
a victim of the ghost and share their fate. Khaujva can exist in groups if all their deaths were linked to
the same hideous event. There are many
legends concerning demon beasts that are
surrounded by such wraiths, the tortured
souls of all their past victims who can only
be freed by the death of the demon itself.
STAMINA: 8-112 levels
ARMOR: 2-14 points (supernatural protection)
NORMAL ACTION DICE:
Standard Movement, Night Vision, Standard
Sensory Rolls, Standard Attacks *, etc. : 2-14
SPECIAL ACTIONS:
Sense Living Presence : 2-14
Supernatural Attack (consume anothers life
force; Stamina or Characteristic loss) : 2-14 *
Enthrall Victim with Torturous or Haunting
Visions : 2-14
300
Kidachla (kee-dah-CHAH-lah) - A small to medium sized grub-like suthra with tiny, spindly legs that
defends itself by spraying a toxic cloud from its posterior. Different breeds release slightly different
sprays. Most common are the sleep variety and the slightly acidic, reeking variety. Some domesticated
kidachla are milked of their various
excretions, which are then combined
and then used in the manufacture of
Amber-crafted objects as a thinning
agent, as well as certain dyes and other
Kotha (KOH-thuh) - A hulking, predatory brute, these large suthra (standing between seven and nine
feet tall) normally inhabit the mountains, lower slopes, and foothills of Drdnah, although they
occasionally do wander into the jungles during the cooler seasons. They have amazingly tough
chitin plates that protect their body and six thick limbs. They are immensely strong and highly
territorial, with a single male protecting
a troop of females. They are naturally
inquisitive creatures, and normally travel on
four squat legs, leaving their front limbs free
to manipulate items of interest in their thick
jointed fingers. When ready to attack, they
rise up on their two rear legs so as to bring
four of their terrible limbs to bear. They
have been known to grab prey with these
limbs and smash them against a rock or
the ground, and their terrible hinged triple
mandibles are capable of quickly crushing an
average-sized jnahs skull.
STAMINA: 10-25 levels
ARMOR: 4 points
NORMAL ACTION DICE:
Standard Movement, Great Leap,
General Attacks, Clinging, Climbing,
Standard Sensory Rolls, etc. : 5
SPECIAL ACTIONS:
Crushing bite : 6
Grabbing Smash attack : 7
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301
Chapter VI: Bestiary
Krtellah (KRAH-tell-ah) - Used for the fine sport of kratellassi, these hunting flying suthra are
launched from the arm of a jnah to track down and fetch small game suthra. They come in many
varieties and can grow to have a wingspan
of six feet. Different breeds have a wide
variety of colorations, markings, and crests.
Aside from being used and trained as pets
for sport by the gentry, their wild cousins
are natural predators with good vision and
BOOK ONE
Kyarku (kee-YAR-coo) Beetle - An incredibly rare, iridescent blue-black beetle that spends most of its
time scurrying about the deadfalls of the deep jungles foraging for carrion. They are sometimes
hunted and captured to make use of their deadly carapaces. Its carapace is processed to make
one of the most lethal poisons
known on Drdnah. Illegal
in most countries, its use is
strictly forbidden. The beetle
is dried and its carapace
powdered to produce the base
for the toxin. This poison sells
for a very high price and is
much sought after despite the
terrible punishments resulting
if one is caught in possession
of it.
STAMINA: 1-3 levels
ARMOR: 1 point
NORMAL ACTION DICE:
Standard Movement, Bite,
Gliding, Standard Sensory Rolls,
etc. : 3
SPECIAL ACTIONS:
None
302
Makdi (MAHK-dee) - It is said during the Thousand Years of Darkness, in the early days, demons from
the swirling hells were rampaging across much of Drdnah, filling the skies with their hideous
shrieks. The Devah told the jnah they
must take back the skies and found
for them the noble makdi. Since then,
they have been an honored means of
transportation for many lucky jnah.
Ranging in size from a small cart to a
Makri (MAHK-ree) - Makri are somewhat common, albeit often monstrous, predatory beasts. There are
a wide variety of them ranging in size from a small dog to a large elephant. While they are built
low to the ground with many legs and thick chitin along their backs, they are most known for
their terrible twin segmented tails
equipped with hideous stingers.
Their poison is quite painful, causing
significant tissue damage as it eats
away at the flesh. Poison potency
can vary among the makri. See the
Poison Effects Table for information
on the various effects. Makri tend to
consume their prey live, though they
have been observed ripping prey into
sections to feed their young.
STAMINA: 8-30 levels
ARMOR: 4 points
NORMAL ACTION DICE:
Standard Movement, Great
Leap, Bite, Night Vision, Clinging,
Climbing, Standard Sensory Rolls,
etc. : 5
SPECIAL ACTIONS:
Poison twin stinger attack : 4 to
8 (depending on size), Necrotic/
Insinuated (Strength varies), see
Poison Effects Table
Basic Compendium
303
Chapter VI: Bestiary
Marmrdi (mar-MOOR-dee) Crabs - A popular pet from Sustrm, the marmrdi crab has become
more prevalent in other areas as well. This small suthra has a dark, incredibly thick, beautiful
shell that becomes lighter the deeper one carves into
it. Owners of such crabs will hire artisans to carve
beautiful scenes into the shells, thus turning the
creatures into living works of art. The carved shells
will sometimes be sold or displayed when the pet
dies.
BOOK ONE
Nakli (nuh-KAH-lee) - Also called a Plant Mimic, the nakli is a slow-moving predatory suthra that makes its
home in the temperate forests or jungles of Drdnah. It is a three to eight foot long parasitic crustacean
that huddles close to the ground, camouflaging itself with earth and vegetable matter, preferring to use
plants that will take root in the mound of soil that it piles atop its shell. Numerous eye-stalks cleverly
hidden amongst the collected debris observe its surroundings in search of potential prey, which it will
stealthily follow, waiting for its prey to settle down to sleep. Once its victim slumbers, the creature sends
out numerous (ten to twenty) root-like feeding tentacles at great distances (sometimes up to a hundred
feet or more) that seek out any prey in the vicinity and attach themselves using a nerve-deadening saliva.
They then begin to drain the victims vital fluids as they sleep, eventually leaving a bloodless husk if the
victim fails to awaken. Such tendrils can be easily cut or pulled off the victim, and once the main body of
the nakli is discovered, it can be fairly
easily dispatched. When attacked, the
creatures tentacles are swiftly drawn up
around its body to flail at its foe, causing
painful lacerations unless the tentacles
are severed. Additionally, the nakli has
four pincers, evenly placed around the
circular shells edge, that can be used to
attack anything that comes near.
STAMINA: 5-20 levels (though each tentacle
can be fully severed with a successful hit, but
doing no damage to the creature itself)
ARMOR: 4 points (body), 0 points (tentacles)
NORMAL ACTION DICE:
Standard Movement, Standard Sensory
Rolls, Claw Pincers, etc. : 4
SPECIAL ACTIONS:
Blood Drain Unnoticed by Victim : 5
(uncontested)
Slicing Tentacle Flail : 7
304
Phnka (FEN-kah) Plant - This dangerous plant grows to be between three and nine feet tall. It thrives
in most areas of deep wilderness, from desert to jungle. Known also as the giant Missile Tuber, it has
broad, leafy green and orange foliage surrounding its base, from which rises a fleshy barrel-shaped
growth divided into multiple lengthwise segments (equal to the plants height). Each segment is
lined with a number of pits (also equal to the plants height) that contain a spine-like seed. From
beneath the foliage at the base extend long roots that stretch radially away from the plant along the
ground, directly in line with each vertical row of seeds. Anything weighing more than a few pounds
that steps upon one of these roots triggers that particular segment to fire off its row of seeds. These
Sbaj (SAH-bodge) Spinners - Small to medium-sized multi-legged suthra that dwell in wilderness
areas all across Drdnah, sbaj spinners lay out blankets of webbing that are sticky on only one
side to capture unwary prey. Small or medium-sized creatures wandering onto these webs become
easily stuck, attracting the attention of the spinner who then swiftly rolls them up in the sticky
side and bring their trapped prey back to the nest for consumption. Jnah often carefully harvest
patches of this webbing, which are wrapped in parcels of waxed parchment (which does not stick to
the silk). These parcels are kept handy for many utilitarian uses, such as quickly patching tears in
clothing, tents, sails, etc. Though they can be dangerous when
directly provoked, even the largest sbaj spinners seem to
avoid jnah. Oddly enough, they have shown evidence in the
past of possessing a curious intelligence, with stories of some
jnah accidentally trapped in their webs being snipped free by
the cautious spinners, who then quickly retreat, making no
attempt to feed. Whether this is because jnah are not seen
as their prey or due to some other strange compulsion, most
scholars find this behavior very curious indeed.
STAMINA: 1-15 levels
ARMOR: 1 point
NORMAL ACTION DICE:
Standard Movement, Climbing, Bite, Clinging, Standard
Sensory Rolls, etc. : 4
SPECIAL ACTIONS:
Using its silk to ensnare prey : 7
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Chapter VI: Bestiary
Sand Vatha (VAH-thah) - The deadly sand vatha, sometimes reaching ten to twenty feet in total length,
is a desert predator greatly feared throughout most of southwestern Drdnah. Though as large
as most chinti, they craftily camouflage themselves by burying their plated bodies just beneath
the hot sands, especially near desert scrub and
cacti, with only the tip of their tails protruding
from the sands, which blend in with the spiky
foliage around them. Delicate, feathery feelers
at the fronts of their bodies are used to sense
BOOK ONE
Sildrah (sih-LAH-drah) - A clear, glass-like parasite that can be found in the densest jungles of Drdnah.
These creatures are fairly small (the size of a coin), and live nearly invisibly in certain still streams and
small ponds. They are extremely difficult to find and breed rarely. They sense the warm bodies of larger
creatures that enter the water or go the water to drink, and seek an orifice through which they can enter
the body to lay their fertilized eggs. The sildrah then dies and is passed normally. The eggs, however,
hatch within an hour of being deposited,
releasing an embryonic poison which kills
the host, allowing the sildrah larvae to
feed on the corpses fluids. Afterwards,
the larvae crawl free of the corpse and
attempt to make it to the nearest water
source before they dry out in an attempt
to continue their life cycle. These creatures
have been known to be used by assassins,
who deposit them in the drinking vessels
or baths of their targets.
STAMINA: 1-3 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Standard Movement, Swimming, Clinging,
Climbing, Thermal Regulation, Standard
Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Camouflage Self : 5
Embryonic Poison (GMs Choice), (see
Poison Effects Table)
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Silk Locust - A pestilent flying suthra about the
size of a fist. Silk locusts generally live in arid
environments, especially near the mountains,
and have been known to descend upon skyships
in swarms, attacking rigging and sails alike.
Although they do not consume flesh, their
powerful mandibles can cause serious wounds.
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Chapter VI: Bestiary
Vishala (veesh-ah-EE-lah) - Found swimming in large schools along the archipelagoes of the Visedi Sea,
these creatures make annual migrations westward into the Tumulan Ocean where it is believed they
spawn. They are considered good eating, so many vessels can be found plying the waters they inhabit
for a bountiful catch during these times. A medium to
large invertebrate, this jelly-like fish trails long tendrils
while it swims. Each tendril is capable of delivering
a paralytic sting, which the vishala uses to capture
prey. These tendrils, for obvious reasons, are quickly
BOOK ONE
Vratha (VRAH-thuh) Spiders - These dangerous, eight-legged suthra are known to inhabit the dense
jungles of Andhi, Pkharaj, and Ullsh. They are large silk spinners that can reach sizes of ten
feet long. They trap smaller suthra with webs strung
between trees. Vratha cocoon their prey and let
them hang for a day before draining them of their
bodily fluids, after which they drop the husk to the
jungle floor. The cocoons silks are imbued with
a potent muscle relaxant that helps subdue their
prey. This analgesic effect makes the silk incredibly
valuable for medicinal purposes.
STAMINA: 1-20 levels
ARMOR: 2 points
NORMAL ACTION DICE:
Standard Movement, Climb, Bite, Clinging, Standard
Sensory Rolls, etc. : 4
SPECIAL ACTIONS:
Using its silk to ensnare prey : 6
Vrtach (VOOR-tok) - A giant, legless flying centipede with multiple sets of dragonfly-like wings, huge
rear stingers, and immense crushing mandibles. These creatures are essentially the dragons of
Drdnah, and are often several times the length of average skyships. Each of their hollowed body
segments has an organ that produces a buoyant gas that provides their huge bodies with lift. They
dwell primarily in the upper airs, attacking wild makdi as well as the occasional skyship, and make
their lairs in the highest crags of crystal mountains. They never fly higher than the eighth cloud layer
since beyond that, the gasses in their body begins to expand dangerously, threatening to rupture
them internally. When attacking, they often dive straight down out of the sky like a roaring freight
train. Their strange shrieks, sounding like the thunderous tearing of metal, can often be heard long
308
before they are actually seen. Although they are seldom hunted, except in defense of a ship, those
that seek to kill the mighty vrtach attempt to strike them down with cannon fire as the creatures
maneuver to attack, or pursue them
aboard flying skiffs armed with many
harpoons. These harpoons, attached
by lines to temporarily dampened
sky crystals, are hurled or fired into
the monsters tough hide. Once
Yatah (YAH-tuh) Spiders - Related to the dangerous vratha spiders of Andhi and Pkharaj, the yatah
inhabit the more arid plains of the central northwest, especially northern Sustrm and the steppes of
the Hardazi. They are also large silk spinners ranging in size between four and nine feet long who build
trap-door nests. Some clans of the Hardazi are Yatah Keepers who travel from region to region tending
the yatah of the area by approaching their nests wearing strings of abrht shrub gum beads, which the
Hardazi have taught the yatah to recognize as a source of food for their newly hatched young. Anyone
approaching the trap-door of a yatah pit without this offering will find themselves quickly entrapped
and dragged below to be consumed. However, a Hardazi bearing these beads will be scented and allowed
to enter the pit unmolested by the yatah. The Hardazi must then allow the freshly emerging young
to feed upon the offerings dangling from various
strings on their bodies. Although the Hardazi do
not necessarily come away from this unscathed
(the mandibles of the young are razor sharp and
accidents do occur), the adult yatah allow the
Hardazi to take the shed silk egg sacs. This is the
source of the fine Hardazi silks. Abandoned yatah
pits are also used by the Hardazi as ways to hide and
secretly strike outlander groups who would dare to
invade the Hardazi territory on foot, or to conceal
their deadly cannons to blow aerial invaders from
the sky.
STAMINA: 1-25 levels
ARMOR: 2 points
NORMAL ACTION DICE:
Standard Movement, Climb, Bite, Clinging,
Standard Sensory Rolls, etc. : 6
SPECIAL ACTIONS:
Camouflage self in hidden pit : 6
Spring from pit to ensnare prey : 8
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VII. Drdnah Glossary
Dancing on the Edge of Heaven - The but can be thinned using various substances so as to
euphemism for death, it is considered the polite way to remain malleable long enough to be shaped into many
refer to someone passing on. To say someone simply useful objects. Amber-kettle pots are kept handy in
dies is to imply that they have no soul (see duhma), various situations, but are commonly found aboard
which is a grave insult. ships for the purposes of patching up defects in wood,
May the Devah Smile Upon/Watch Over cracks in masts and planking, etc.
You - A common blessing, the equivalent of God Amn (ah-MEEN) - A vast political area comprising a
Bless or Go With God. number of territories, known as provinces, locally ruled
May Your Crystal Never Shatter - Another by governors and imrs in the name of the supreme
common blessing, the equivalent of Best of Luck. aminar. Most amns are multi-cultural, containing
samples of many different societies, maintained under
May Your Children/Line Be Blessed By this single rule by the military power of the central
Your Tears - A double blessing aimed at both your government. An amn maintains its political control at
descendants and yourself. The implication is that your least partly by coercion, maintaining military garrisons
own honorable deeds serve, in turn, to honor your in all of its provinces.
family and Line.
Aminar (AH-mee-nahr) - The ruler of an amn.
Academy of Nilm - The greatest center of learning in Aminars tend to be dynastic and are usually chosen
the world. Originally a Nagmahn temple, it became an based on lineage. An aminars rule is unquestioned
academy in Hanlu known for its political neutrality and absolute, and strengthened by impressive military
and intellectual freedom. Many a countrys leaders are might. There are three great amns in Drdnah, all
products of the superb education found there. in the west: Rkbar, Amnol, and Sustrm. Though
Amber-kettle A wax-sealed, glazed ceramic jar that Visedhrah itself was once an amn, it was fractured
holds a supply of liquid Drdni Amber, the sap taken into separate Principalities at the end of the Twilight
from an Ambertree that quickly dries to a slightly Wars.
flexible yet tough hardness when exposed to the air,
310
Amnol (AHM-nohl) - An amn rich in minerals and Ktta to help quell the growing discontent as Hthiyar
crystals peopled by desert-dwelling creatures, primarily reclaimed its southern borders after the Twilight Wars.
birds and reptiles. The ruling class is composed of They never arrived, and both nations blamed the other
Paksin, primarily birds of prey. The nomadic peoples in for the loss. The enmity between the two nations has
the north of Amnol (with their well-maintained cavalry grown since then for that and many other reasons,
though there has never yet been the blatant threat of war
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Chapter VII: Drdnah Glossary
Outcastes are not really an official caste as such, they are Zoics. The ruling classes are comprised mainly of rodents and
the lowest members of society: escaped slaves, beggars, seabirds, the aristocrats being primarily rodents while many
dishonored members of other castes, criminals, etc. Given seabirds hold rank in the military. All young adult males
their unfortunate social status, Outcastes often perform jobs are required to complete at least one year of military service;
that nobody else wants such as the handling of waste and females are welcomed as equals but are not required to serve.
refuse. Despite their status, however, charity toward Outcastes The other Gulf nations are becoming increasingly uneasy as
is considered good karma, so the other castes make efforts the countrys sky fleet and other branches of its armed forces
to help them whenever they can. That said, members of grow more powerful from year to year and as its wealth and
BOOK ONE
other castes generally do not mingle with Outcastes, as it is power begin to rival that of the amns. Sakrsa, the capital,
considered distasteful and inappropriate. While there is no located on the island, is graced with a college second only to
law against it, a higher caste individual who mingled freely the famed Academy of Nilm. Perhaps the most wondrous
with Outcastes would be considered bizarre and perhaps a bit and justly famous feature of Dar-Purm, however, is the multi-
touched in the head. level floating city of Nivant, kept aloft by the giant sky crystals
Caste Braids - The outward symbol of ones caste. A corded mined nearby which brought the city its wealth.
piece of silk and colored threads worn over the left shoulder, Dru (DAH-roo) Religion - A heretical religious cult
which drapes across the torso and attaches at the right hip. founded by the monk Mark in the northern Hardazi lands
Holy Caste members wear saffron colored robes or a braid of over 7500 years ago. The myth says that the monk had grown
saffron. Sunborn wear red (in all its shades) colored braids. tired of the corruption and petty bickering that took place
Trade Caste members wear blue (in all its shades) colored among the Devah cults and went off into the wilderness to seek
braids. Low Caste members usually do not wear braids, enlightenment. After passing beyond the lands of the ancient
though for formal occasions they may wear a green braid. Hardazi nomads and wandering in the northern Singing
Outcastes have no official designation, though at times they Mountains (the Mountains of Kthah) for weeks without food
are required to cover their heads and faces with brown rags. or water, he received a vision of a powerful entity calling itself
Chamberlain - The overseer of a House, rather like a steward. Dar that told him to seek his word in a cave. There, Mark
This is the next most prestigious position in a House after found some ancient scrolls that only he could decipher (with
the aryah. Dars divine guidance), which he translated into the Dru
Scrolls. The scrolls tell of how Dar created the world and
Chinti (CHIN-tee) - The riding and draft beasts of Drdnah, battled his demon sister, Hazarvahn, for control of it. In the
which come in as many sizes and varieties as Earth equines. end, he destroyed her and became the one and only true god
Essentially it looks like a combination of an antelope, a horse, as described by the Dru Priests. The religion admits monks
and a grasshopper. into its service but they must undergo a brutal blood-ritual to
Crystals - Drdni crystals are found and mined throughout become acolytes, and this only after they survive the torturous
the world, and come in an enormous variety of shapes, colors, wandering that must occur deep in the Mountains of Kthah
and special properties, many of which are used as a part of as a part of their spiritual awakening. It is mainly the barbaric
everyday life. More common crystals are those used in the Hardazi who become acolytes to this faith, which is seen as
construction of translucent architecture, weapons, money, blasphemous in the eyes of the Mahist Faith (worshipers of the
and even eating utensils. More rare are crystals that possess Devah and the Great Mother and Father).
special powers, such as glowing stones of Rabshu, floating sky Descent Belt A safety belt created for non-flying Zoics who
crystals, and magic-enhancing Sittm stones. serve aboard skyships. They fit around the waist, but have
Crystal Corsairs - The pirates of the Drdni skies, known a bandolier-like construction so as to hold rows of small
for their ferocity and skill as skyship captains and sailors. sky crystal shards in place. The purpose of a descent belt is
Crystal Master - The person most learned about the provide a slow descent to the ground should a Zoic ever be
properties and the crafting of Drdni crystals (and there are unlucky enough to fall (or be hurled) overboard a skyship.
lots of them). Both Houses and skyships have crystal masters Most descent belts are privately owned as they tend to be
in their service. rather expensive. Few common sailors can afford such items.
Daln (dah-LAWN) - The common unit of currency. It is a Devah, The (DAY-vah) - The gods, also called the First
small, hexagonal sapphire-like crystal whose Earth equivalent Children of the Great Father and Mother. Even though
would be about $5. They are often carved with various the Devah are usually associated with a certain animal
symbols and representations of royalty from their nation of or a category of animals, regional differences can be vast.
origin and are generally accepted as legal tender in any nation. Therefore, the individual Devah are more often recognized
The color of a crystal coin also indicates where it came from, by a particular pose or by artifacts that they possess. Some of
as sapphires are formed in a variety of hues. Most nations the most popular Devah are:
create their coins from a specific variety of crystal. Kramah - God of victory and skill in battle who
Dar-Purm (dahr poo-RAHM) - A large and militaristic usually appears as a lion but will always be shown dancing
isvarate situated on both the mainland and a large island, with a spear and an axe.
Dar-Purm is peopled primarily by coastal Zoics of all kinds, Krilrah - Goddess of the moons, magic, prophecy,
especially seabirds, and by rodents and a mixture of forest and love who usually appears as a fox but will always be shown
veiled and carrying an orb.
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Chapter VII: Drdnah Glossary
Kirh - God of the sky, storms, and fortune who but will always be a Sarpah female seated in a lotus position
usually appears as a falcon but is always a winged animal with a distended belly (as if pregnant), holding a harp and an
who is shown with his wing tips touching above his head. abacus.
Yatnarti - God of wise endeavors, economy, and Asha Considered to be an ancient sister to
learning who usually appears as either an old tortoise or Prthya, when Prthya was mainly associated with suthra,
an elderly ibis but will always be shown in scholars robes she is the patron Devah of that which grows from a seed in
holding a rolled parchment. the wild, though only related to cultivation and agriculture
Amasrah - Mother of demons, goddess of the much later in her worship, then finally supplanted by the
darkness and the void who is usually depicted as a twisted worship of Prthivnia altogether. Rarely worshipped these
cobra, and is almost always a Sarpah. However, in the days except by some rural populations, she is usually seen as
northern Sarpah nations this figure is not acknowledged a horned herd Zoic, often portly and large breasted, suckling
and there it is Kramah who is the violent lord of death and a lion cub and a fox cub at her bosom.
war (see Nagamssa). There are many other minor Devah. Everything from
Mrtyu - Goddess of change, Judge of the Cycle, the Devah of the morning light to the Devah of particular
guardian of dead souls who usually appears as a raven musical instruments can be found and are worshipped in
though other animals associated with death are common parts of the world.
- jackal, hyena, vulture, crow, wolf, etc. She is always shown Disciples of Kirh - This order of the Mahist Faith began
seated and holding a scale. in the amns of Rkbar and Amnol and has spread to Bakri
Hrpa - God of the seas, oaths, and spiritual and Dar-Purm. Although anyone may be a member of this
cleansing who usually appears as an otter, sea lion, or walrus order, only Paksin with the power of flight may become
though other aquatic animals are common. He is always Mngai. Kirh is the Devah of good fortune, and no endeavor
shown rising out of a stormy sea as a torqued column of of his worshippers, such as opening a shop or starting a long
water. journey or launching a ship, would begin without a blessing
Sianthe - Goddess of the seas, aquatic life, and from one of these priests. Temples of Kirh are often built as
fishermen who usually appears as a silvery scaled snake and high towers, with their entrances accessible to winged Zoics
will always be shown as a Sarpah. She is Hrpas mate and or by a long trudge up great lengths of winding stairways.
is shown rising out of calm water as a torqued column, or Dromi (DRO-mee) - A common pet animal which looks
curled on her side in a clear pool of water. like a seahorse with shimmering wings and insect limbs.
Muhjbh - God of luck, the Messenger of the Gods, There are as many breeds and variations as Earth dogs.
the Trickster, the Laughing God who usually appears as a Dromi, however, do not get any bigger than a large house
monkey or a rodent and will always be shown dancing on cat.
his left foot and holding his tail in his right hand. Duel Dancing - The performance of katas or a
Prthivnia (also called Prthya in older tongues) demonstration of martial skill that is often done before a
- Goddess of the earth, agriculture, and nature who usually Spiral Arena match. Its purpose is to illustrate the strength
appears as a weasel or other burrowing animal and will always of the combatant. Sometimes battles can be settled after the
be reclining in a bed of trees surrounded by suthra. Her older culmination of a Duel Dance, before any blood is shed, if
forms were often seen as chiefly the goddess of suthra. one fighters dance was of surpassing grace and skill.
Nagamssa - The patron Devah of Visedhrah, she Duhma (Doo-HA-mah) - A common term for a living
is the Mother of Wisdom, goddess of healing, fortune, the persons soul or spirit. A jnahs duhma is believed to be a
sky, nature, family, and magic who usually appears as a snake part of the Universal Soul known as the Atman.
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Chapter VII: Drdnah Glossary
Durohm-Ghar - An annual wrestling festival held in of Drdnah, the Hardazi do not recognize a caste system,
Muodrah, the capital of Hthiyar, which decides the citys and they practice the Dru Faith rather than the Mahist
Champion. Faith that the rest of Drdnah embraces.
Ed (EH-doo) - The smaller of Drdnahs twin suns, it is Haryal (har-YAHL) - Silk-producing suthra, the primary
pale blue in color and is the first sun to rise and set. On source of silk for the jnah. They resemble dog-sized beetles
Drdnah, the suns rise in the west and set in the east. or spiders and their young larvae, which resemble worms,
Eternal Cycle, The - The Drdni belief in reincarnation. If spin cocoons from which silk is taken. The adults continue
BOOK ONE
you led your life according to the teachings of the holy books, to spin silk and this immensely strong fiber is used to make
you would be assured of being reincarnated as a higher netting, ropes, weapon cords, and many other items that
caste. Likewise, if you were wicked and impious, you would need tensile strength. These fibers, properly treated, can be
be assured of being reincarnated as a lower caste (perhaps stronger than steel cable.
even an Outcaste, if you were bad enough). Eventually, after Hthiyar (HAHTH-ee-ahr) - An ancient isvarate with
countless cycles of noble reincarnation, you may be able to a rich history. The populace is primarily African-savannah
permanently join the Great Father and Mother in Heaven. animals and hardwood-forest dwellers. The Gajah Dynasty,
False Dawn, The - The period marking the rising of Ed. composed primarily of elephants with a mix of rhinos and
This period is a holy time and is marked by prayers and hippos, has ruled Hthiyar steadily for more than four
worship of the Devah, lasting until True Dawn (see below), thousand years except during the terrible Twilight Wars.
which occurs about an hour later. Because of Hthiyars experiences during that time, it is
the only country that has completely outlawed slavery of
Gilrhi (gih-LAH-ree) - A rustic, animistic isvarate populated any kind within its borders. Hthiyar trades in grains and
by Paksin, Sarpah, and Vajrah equally, with most being products from a wide variety of rare and exotic suthra, all of
moderate-climate woodland animals (foxes, porcupines, which can be found on the Plains of Mordrahm. Muodrah,
badgers, etc.) The ruling class is primarily mustelids and the capital, is built in an ancient, verdant crater at the split of
vulpines. The Gilrhi are extremely religious and every the great Rabsan River.
aspect of daily life revolves around the rituals of worship.
Scholars have noted thousands of temples of all sizes exalting Honor Bound - An oath of fealty sworn to the head of a
the hundreds of deities inhabiting every mountain, river, House or Line. One of the most binding promises that can
and forest. Agvati, the capital, is the Holy City of Gilrhi and be given on Drdnah.
people make pilgrimages merely to see the amazing numbers Honor Guard - The personal bodyguard and proxy
of temples and shrines there. Gilrhis main exports are its combatant for the Spiral Arena of important personages. It is
grains and crystals. Many of these lucrative crystals are mined considered perfectly honorable to have an honor guard fight
near the reclusive and dangerously superstitious Lorh, challenges which important jnah have issued. However, any
whose aggressive protection of the mountains makes miners loss suffered by the honor guard is treated as the personal
tread cautiously while near the Lorhs sacred valleys. loss of the master and not of the guard.
Great Aryah - The honorific title given to the head of a Honoring - The standard form of salutation or thanks. Both
Line. hands are pressed together, as if praying, and are touched
Great Father and Mother - The primogenitor gods of the to the forehead while bowing. Important jnah get deeper
jnah. They escaped the Great Devourer in a fiery chariot bows.
and came to Drdnah riding the Path of Dreams. They live House - The basic social organization of many nations. Most
at the Edge of Heaven and are pictured as robed figures, one jnah of middle or higher caste are members of a House,
male and one female, seated on elaborate thrones with halos which is headed by an aryah (lord or lady) and carries the
of fire instead of faces or heads. They are called Mahitytah aryahs name. The House is administered by a full staff of
(Great Father) and Mahimbah (Great Mother) by the servants and is subject to the rule of the aryah. The House
jnah. provides for the basic needs of all of its members, as well
Gle (GOO-leh) - Small meat suthra whose eggs are also as providing honor and prestige. Further, all Houses are
eaten. They come in many varieties (like Earth fowl) and members of a Line (see below). House loyalties run deep,
resemble an insectoid chicken/seahorse. Dromi are distant and Houses can war with each other, sometimes maintaining
cousins. rivalries that date back centuries. A House will possess at least
one estate (manor, sub-palace) with corresponding lands and
Hardazi (har-DAH-zee) Khanate - The realm of the peasants who tend that land. The more powerful a House,
barbaric Hardazi clans, who are nomadic and composed the more land, wealth, and prestige it will carry.
exclusively of furred Vajrah, primarily wolverines, bears, and
badgers. Paksin and Sarpah are generally kept as slaves and Ishpria (ihsh-POO-ree-uh) - One of the older isvarates,
treated as property. The Hardazis only city is called Dar- populated primarily by bears, wolves, and foxes, with otters
Unaz, the City of Dar, which is ruled by the Great Khan, and other sea animals living along the coast. With Ishprias
their strongest and most ruthless warrior. There are three constant state of political turmoil, there has never been an
significant differences between the Hardazi and every other isvar on the throne for any length of time. The warlords of
Drdni culture: the Khanate is the only landlocked nation Ishpria wield a tremendous amount of power, some gaining
so much power as to rise to become isvar, only to lose their
314
place to more powerful foes. In the north are the reclusive Karmur (KAR-moor) A central port city in Hthiyar
and dangerously superstitious Lorh, whose protection of along the winding southern coasts within about a days
the mountain passes makes travel there problematic. In the travel by road to the Rabsan River. Though smaller than
central coastal area, the Crystal Corsairs, an infamous and the capital Muodrah, it possesses a good harbour, and is
large band of skyship pirates, prowl the airs and coasts of more of a trade city, making it a common port for many
the Gulf of Bhtai. They are tolerated by the isvar in the
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Chapter VII: Drdnah Glossary
Kyarku (kee-YAR-coo) Beetle - An incredibly rare four most prevalent are the Satyan Order, the Nagmahn
blue-black beetle used to make one of the most deadly Order, the Mihnan Order of Muhjbh, and the Disciples
poisons known on Drdnah. Illegal in most countries, of Kirh.
its use is strictly forbidden. It is dried and its shell husk Mahndak (MAHN-dah-eek) Dynasty - A ruling
powdered to produce the base for the toxin. This poison dynasty, composed mainly of hippos, that ruled northern
sells for a very high price and is much sought after despite Ktta before the Twilight Wars more than a thousand years
the terrible punishments resulting if one is caught in ago. It is said that they came from a place called Shiarvmbe
possession of it. (First Valley) and abandoned it when led from there by
BOOK ONE
Line - The oldest social organization of many nations. A Line Rasmus, a crocodile sirhibas from Hyavndhia (now called
is composed of several Houses that all swear fealty to the Andhi). He appeared after the Mahndak had discovered a
same great aryah, who is usually a direct descendant of the great ruby demon statue while digging deep into their valley
founder of the Line. Houses do not have to be related to the home. Rasmus explained that this was actually the shell of the
great aryahs House by blood or marriage, but that is often sleeping demon Meesar-Namu, and must not be awakened
the case. Wartime alliances or any event that cause aryahs lest the world be destroyed. He told them that they must seal
to become Honor Bound to a great aryah are sufficient to this statue away and leave the valley to find a greener land
make that House a member of a Line. Houses are considered beyond the Eastern Mountains. A mass exodus occurred,
members of a Line until the great aryah expels them (usually bringing their people into what is now Ktta, where they
for a dishonorable act on the part of the aryah), or until the prospered for many generations. The ruins of their once-
aryah chooses to swear fealty to another great aryah (usually great city lies somewhere within the depths of the jungle of
because of a dishonorable act on the part of the great aryah). Madijikmor (the Veils of Green) in northeastern Ktta.
Houses with no Line are extremely vulnerable and open to Legend has it that the Isvar of Suffering personally saw to its
attack by other Houses (who need not fear the retaliation of destruction before enslaving the Gajah Dynasty.
a powerful Line). Makdi (MAHK-dee) - The flying mounts of Drdnah.
Lokyn (loh-KAY-noo) -The larger of Drdnahs twin Essentially a cross between a giant dragonfly and a wasp,
suns, it is burning amber in color and rises and sets after its though there are variations that resemble large butterflies.
smaller sibling, Ed. On Drdnah, the suns rise in the west They range in size from ponies to small elephants.
and set in the east. Makri (MAHK-ree) - Common predatory beasts. There are
Lorh, the (LOHR-oo) - The gypsy-like inhabitants of the a wide variety of them ranging in size from a wolf to a large
Mountains of the Lorh (a spur of the Dgubar Mountains) elephant. Their appearance is essentially a cross between a
in Ishpria and Gilrhi. They see it as their sacred duty to spider, a scorpion, and a crab. Most of them have two tails.
zealously guard the mountain valleys and passes, rich in Mngai (MAHN-guy) - The title given to priests or monks
minerals and crystals, in order to protect the legendary and of any order, the equivalent of Father or Reverence.
powerful Sittm stones which the Lorh regard as holy. Master of the Honor Guards - The head of security for
Magr (mah-GAHR) - A prosperous isvarate populated a House, also usually the master of assassins and expert on
by Vajrah of all kinds, a small population of Paksin, and poisons. This individual serves as the personal honor guard
a surprising number of Sarpah for such a cooler, southern of the Houses aryah.
nation. The oldest ruling dynasties in Magr are Sarpah, Meesar-Namu (ME-sar-NAW-moo) - He That
although there is a mix of royal Vajrah lines as well. Due Descends. An ancient legend predating the Twilight Wars
to its history, there are few racial tensions in Magr. Blessed by more than eight thousand years. It is told that the Ruby
with trade winds, Magr is a nation of active commerce, Fiend, one of the demonic first-born of Amasrah (also
including slaves brought into market by the Crystal Corsairs. known as Nagamssa to the Sarpah), was enraged that his
Much trade flows through Matra, the capital, overland to mother forsook him for the jnah, whom she seemed to love
cities as far away as Nesued in Bakri and Hal-Hammar in more than he. He swore vengeance but was imprisoned in
Sustrm. The western desert raiders, known as the Scourge, the earth by the Devah. It was foretold that one day he would
sometimes strike unprotected caravans without warning, be released and rise to the Edge of Heaven to confront his
often leaving nothing behind. Magr maintains generally mother, only to be rebuked once again. He would then fall
good relations with its neighbors; the only recent political back to Drdnah, a red star full of wrath, to punish the
issues concern the growing power of Dar-Purm and their world for his suffering.
increasing interests in the economy of Magr as it relates to
the Crystal Corsairs, whom the Dar-Purmi government Mihnan Order of Muhjbh - One of the orders of the
has sworn to eliminate. Mahist Faith, this sect is found everywhere except in the
heretic Hardazi lands. Although the sect is small, its jovial
Mahist (MAH-heest) Faith - Known formally as the worshippers are often held in high esteem by most jnah.
Mahist Faith of the Devabhnu (children of the Devah); Devotees of this order venerate Muhjbh, the trickster god of
the primary religion of Drdnah except in the heretic luck who is often called the Laughing God and who serves
Hardazi lands. Its major holy text is the Partakm. Some as the Devahs messenger. Mngai of this order take a vow to
of the Mngai of this faith are accomplished martial artists. always tell the truth, hence they are often used as trustworthy
There are many sects and orders in the Mahist Faith; the ambassadors and mediators.
316
Moons - Drdnah has three moons that travel an elliptical Pkharaj (POOK-hah-razh) A trading isvarate
path around it. Crystalline green Mynatah is the largest peopled mainly by Sarpah with a small mixture of Vajrah,
moon and lies furthest away from the world. Crystalline especially those suited to life in the rainforests. The ruling
purple Kamdi is the second largest and lies between the class is exclusively Sarpah, largely amphibians and snakes.
first and last moon. Finally, there is iridescent aqua Rrsi, Pkharaji citizens pride themselves on their individualistic
Basic Compendium
317
Chapter VII: Drdnah Glossary
includes rhythmic drumming. Furthermore, the vibrations
of crystals are crucial to the performance of any magical
ritual. The plural is sirhibasi.
Sittm (sih-TAHM) stones - Crystals that are a powerful
aid to ritual magic. They are quite rare and cannot be simply
purchased in the bazaar. They are generally found in the
mountains of the Lorh and carry a great price, both in
money and in toil.
BOOK ONE
318
Suthra Armor - Beasts that have been specially bred to act as and river-going mounts by the jnah. These creatures can
living pieces of armor (breastplates, vambraces, shin guards, slowly crawl on land when necessary, but are not used for
etc.) This requires special training, as a type of empathic any significant land-based travel.
bond must form between armor and user. The armor is self- Vaylah Weapons (VAY-lah) - Gunpowder weapons,
repairing, if the beast if not killed, and has a numbing and including pistols and rifles. Even though cannons and
Basic Compendium
319
VIII. Appendices
320
A Drdni Some words will not have accents, in
which case you may put the emphasis on
Pronunciation Guide whatever syllable seems most appropriate for
the word. Needless to say, this does result in
Drdni names can seem quite a regional differences in how certain words are
mouthful at first glance. They are largely based pronounced. Here are a few more examples of
on Sanskrit and other languages of ancient Drdni names:
India, with additional inspiration taken from
Balinese, Indonesian, Persian, Turkish, and Anavri = (ah-nah-VAH-ree)
even Chinese. The best way to pronounce Hardazi = (har-DAH-zee)
these words is to break them into syllables. In Tumulan = (TOO-moo-lahn)
order to make things easier, each vowel (with Ullsh = (oo-LESH)
The Appendix
the exception of i) has a single sound. Those
sounds are as follows: Klinrh = (klin-RAH)
a = ah as in father. Muodrah = (moo-OH-drah)
e = eh as in bed. Vigra = (vih-GAH-rah)
i = ih as in bidding, or occasionally ee Atpahn = (ah-TOO-pahn)
as in multi (especially at the ends of Tishnia = (tih-SHEEN-eeyah)
words). Ishpria = (ish-POOR-eeyah)
o = oh as in old.
u = oo as in dune or food. Jenu-based Dialects
All languages on Drdnah are based on
Vowels can also be combined to create a single ancient root language called Janahvac,
different sounds as well: or the Speech of the People, which supposedly
came from the Great Mother and Father.
ai = eye pronounced like the i in bite. In prehistoric days, due to racial tensions,
au = ow pronounced like the ou in separations, and varied physiology, this
found. language split into three different dialects; one
ia = eeyah pronounced like the ia in each for Vajrah, Sarpah, and Paksin.
mania. As separate nations eventually arose,
the mingling of peoples and cultures led
to the formation of individual languages
Some consonants and combinations for each nation. Though no longer in use,
of consonants might also have alternate those three different venerable dialects had a
pronunciations. For instance: great influence on the sound of the current
j = zh pronounced like a combination of languages of Drdnah, of course. Anyone
z and sh like the ge in garage; also with a keen ear can easily determine whether
sometimes like the j in John. they are hearing a language from a primarily
r = the rolled r of the Spanish language. Sarpah, Vajrah, or Paksin nation.
ss = a prolonged hissing sound, often Vajrah Languages - The languages of most
associated with the Sarpah tongues of Vajrah nations have several sounds in
Drdnah. common with one another, notably;
throaty rumbles, rolled rs that become
Additionally, many words have accent almost growl-like, occasional whines, yips,
marks over vowels. These indicate emphasis lowing moans, and even barks.
placed on that particular syllable. Additionally, Paksin Languages - The primarily Paksin
an umlaut symbol over the indicates tongues employ a great many clicks and
another emphasis on that syllable. Examples whistles, highly trilling rs, chirps, and
include: a general sing-song cadence, considered
Drdnah = (DAR-DOON-ah) quite beautiful throughout the world.
Sustrm = (soos-TROOM) Sarpah Languages - Languages of the generally
Sarpah nations tend to employ a variety of
Hthiyar = (HAH-thih-yar) very soft and sibilant sounds, explosively
Ktta = (KOO-tah) breathy aspirations, and a number of long
Visedhrah = (vih-zed-HA-rah) and short hisses and lisps.
321
The Appendix
322
The Appendix
THE ADDENDUM
323
BOOK ONE The Appendix
324
total by 2 (or by 3 if the NPC has Toughness).
Using the NPC Combat This number should be written in pencil so you
can track damage as it is taken. Note the total
Tracking Sheet Stamina separately if you wish to refer to it later
The NPC Combat Tracking Sheet (previous on.
page), is a useful tool for GMs running combat ARMOR- Within the Stamina column, beneath the
with multiple NPCs of various types, capabilities, current Stamina, note the opponents Armor
and statistics. This is not intended to help a GM Rating as a reminder to subtract armor from
playing a complex NPC integral to a broader damage as it occurs. Having armor soak up
storyline (such as a main hero or villain), but is damage on each attack is easily forgotten during
meant to track numerous incidental throw-away combat.
NPCs (such as the henchman of the main villain, As combat begins youll be rolling for Initiative
a gang of cutthroats and thugs, random students as well as the number of Combat Actions for the
The Appendix
from a rival martial arts school, or a pack of NPC each Round. Youll be filling out this area as
attacking suthra). combat commences:
The tracking sheet serves two purposes.
Primarily, it helps the GM track the information INITIATIVE and # of ACTIONS- Write this data in
for NPC combatants, such as what jenu they are, pencil, since youll be erasing it during combat.
their names (if appropriate), their Action Dice The number in the top box represents what
Round it is, with the top box also designating the
(what they use to roll for most normal actions rolled Initiative for that NPC (above the slash)
being attempted), what weapons they are using, and the actual Order of their initiative (below
any specialty attacks, their Initiative and number the slash). The bottom box should contain the
of Combat Actions for the Round, and of course NPCs number of Combat Actions rolled for
their Stamina. Secondarily, keeping the sheet that particular Round (which will be depleted as
after the combat (the GM stores it) provides the Round plays out).
reference in case those NPCs (or some like them)
are ever encountered again. A place for notes at
the bottom of the sheet helps the GM remember
Special Abilities for
anything of importance, either to the PCs or the
NPCs, from that particular combat.
Characters
This is a note to address special super-powered
Its wise to plan ahead enough to have the or mythical abilities a GM or a player may be tempted
sheet partially filled out in advance. Here are the to introduce. This sometimes crops up in cinematic
areas you want to pay attention to early:
games that reach Heroic or Legendary levels of
NAME- With all the wild names used in SHARD, power and usually manifests in direct response to
youll do yourself a favor choosing them in some powerful and dangerous villain.
advance for any NPC that may be referred to by
name during a combat scenario. In some cases, if In our campaigns, we had circumstances where
the creature or jnahs name isnt important, you the characters were invested with exceptional powers
may find it useful to use this space to designate a beyond the normal scope of the rules. In the case of
specific type of adversary (guard, servant, etc.) or our storyline, these powers mirrored the legendary
which PC is dealing with that foe. Talons of Kramah (see the History Chapter). These
JENU- This space is used to designate the race (animal powers manifested in modern Drdni times to
type or suthra type) of the opponent. During the help the players defeat the resurrected spirit of
heat of battle, simply knowing that one player an ancient sorcerer warlord from the time of the
is dealing with the bear now and his friend is
dealing with the bears pet attack kellndu is Twilight Wars who had returned from the Swirling
really important. Hells of Narkah in an attempt to rule the world. In
WEAPON- Heres the place to note what the our game fiction, there were those who had secretly
opponents main weapon is for that combat. maintained those ancient and powerful holy stances
Whether listing the hand-held weapons of to pass those powers on to another when the time
most jnah or the bite and claws of suthra, this arose. The players were ecstatic to receive such
information helps keep foes separate. powers despite the terrible risk they had to take, not
ACTION DICE- As mentioned earlier, heres where to mention the awful price they had to pay merely to
you list the Action Dice used to roll for most attempt to learn one of the disciplines.
normal actions being attempted by the NPC,
including standard attacks. This example illustrates the type of situation
that should exist to introduce such powers into the
SPECIAL ACTIONS- Special attacks and abilities get
written here (animal ability attacks, poison, etc.), game setting. Take care to link the abilities firmly to
along with their Action Dice noted in the small the fiction and to the current storyline of the game.
oval. Insure the need for such a power warrants the risk
STAMINA- Determine an NPCs Stamina by doubling of introducing it, which can certainly throw off the
its Action Dice (or adding Vigor plus Will if that game-play balance if not approached with caution.
has been determined), then multiplying that
THE ADDENDUM
325
The Appendix
the basic choices and simple equations necessary to 1 Character Point for each Ranking point assigned.
come up with the hard numbers. Youll find a blank
Animal Template at the end of this section for you to When assigning a Minimum Ranking its
copy and fill out as described. important to consider what the Zoics strengths and
weaknesses should be what the animal is most
known for. Its best to compare the type of Zoic youd
Step 1: Name and Description like to make with similar Animal Templates that have
Choose a name for the template that describes already been created to give you a good idea of how
either the specific animal you wish to create (Snow the chosen Characteristics for the Animal Template
Leopard would be an example of this), or the you are creating match up. You may have noticed
category into which that animal might fit (such as that we chose a starting value between 1 and 6 for
Cat, Great for example, which actually exists as a each Characteristic, with higher numbers used only
category already). If you feel that several different in the obvious cases of extremes (such as a Mouse
animals might fit under the same category or as part starting with 6 Agility and an Elephant starting with
of this same Animal Template you are creating, feel 6 Strength).
free to include those animals in parentheses beside it. At the end of the Animal Template creation
The short description of the Zoic should focus process, the 36 Character Points invested in these
on the social and behavioral aspects of the creature Minimum Rankings is added to the final Point Cost
rather than the Zoics physical traits. Describe the of the template.
Zoic as you would imagine it to act if it were more
human in its nature but still possessed the integral Maximum Rankings
traits that most people identify that animal. Its best The Maximum Characteristic Rankings are
to do a bit of research on the animal the new Zoic likewise assigned in a balanced manner by limiting
is based on. This helps inspire the description and the total invested Character Points to 132. As with
inform you of the animals other traits and abilities the starting values, the Maximum Characteristic
for later steps. How would they act in social situations Rankings are assigned to the Template at the cost of
with others? Are they abrasive and opinionated? 2 Character Points for each point of Ranking for the
Are they especially gregarious and outgoing? Are first five Characteristics and 1 Character Point for
they known for any particular personality traits or each point of Ranking for the last four Characteristic
characteristics that set them apart from other Zoics? Maxima.
Listing these things can also provide great roleplaying
tips to anyone using that Animal Template. As explained in Character Creation, this assigned
value represents the highest ranking that can be
achieved by that Zoic for that particular Characteristic
Step 2: Characteristics through any means, but particularly through the
Since a Zoics Characteristics are the basic expenditure of Character Points or Story Points.
Attributes that help define nearly every aspect of Again, take cues from existing Animal Templates
a Characters Skills and Abilities, its important to and refer to various references that might help you
choose them carefully to best represent the animal its get a feel for that animals natural strengths and
based upon. Each of the nine Characteristics listed weaknesses. The Maximum Characteristic Ranking
needs to have a starting value, a maximum value, should always be higher than the Minimum Ranking
and a general average range. Choose these numbers (usually at least two points higher) and should never
based on as much data concerning the animal as exceed 12.
possible, but dont forget to consider any legends, Though the same method is used to assign these
folktales, and other such whimsical references that numbers by limiting them to 132, this total cost is
might add unique spice and flavor to your template. not added as part of the Point Cost for the template
Minimum Rankings and is merely a means of achieving game balance.
The starting value of any particular Characteristic Average Ranges
is called its Minimum Ranking. To keep these Assigning the average ranges for all nine
rankings balanced and fair for all Animal Templates Characteristics is easy. As mentioned in the Character
326
Creation Chapter, Average Characteristic Ranges If you are representing a range of creatures in
should cover no more than a 3-point spread. Simply your new Animal Template, you may find that a few
look at the Minimum Ranking you have assigned to of them possess abilities that the rest dont. If this is
a particular Characteristic, and make that number the case, feel free to write those Animal Abilities in
the middle of its 3 point Average Characteristic parentheses at the bottom of the box (see Bear, Large
Range. For example; if you have assigned that Zoic for an example). This indicates that the Animal Ability
an Agility of 4 as its Minimum Ranking (starting should be purchased for that particular Zoic, but is
value for player characters, unless they choose to not included as part of the templates Point Cost.
have less), then its Average Characteristic Range When you are finished choosing the Animal
would be 3-5. The only exception to this is the range Abilities for your new template, tally up the totals for
for a Minimum Ranking of 1, which would be 1-3. their entire cost so that they may be added to the total
Average ranges are useful references with which GMs Point Cost once the template is complete.
The Appendix
can build quick NPCs, since these ranges represent
the common person of that Zoics race. Talents
There is no cost associated with these ranges Some various natural-born traits of an animal
that needs to be included in the Point Cost for the can be represented in your Zoic by assigning various
template. Talents to its Animal Template. Like Animal Abilities
in general, you should simply choose the appropriate
Step 3: Animal Abilities, Talents at their base cost and add that to the final
Talents, and Drawbacks Point Cost of your template. As in the various Animal
Templates already created, starting Talents actually
Adding either Animal Abilities or appropriate have their base Ranking listed to the right of the
Talents to your new Zoic is a simple matter of Talent. Anything beyond the base Ranking (except in
choosing the right ones from the Character Creation special cases as allowed by the GM) will need to be
Chapter and adding their cost to the total Point purchased by the player during Character Creation.
Cost of the Animal Template. Care should be taken
to insure you dont add unnecessary cost to the Choose Talents carefully. Ask yourself whether
template by going overboard. The cost of an Animal all members of that race would possess that particular
Template can be offset to some extent by adding Talent before adding them to your new template.
Drawbacks, which subtract their ranking from the For instance, you may have seen footage of a gerbil
total Point Cost of the template. defending its territory courageously, but does that
mean that all gerbils should have Fearless as part of
Animal Abilities their Animal Template? Is this type of animal known
for being Fearless throughout its species? If you are
A quick look at the most common information unsure as to whether your chosen Talent truly should
available concerning the animal your new Zoic is based apply to every single member of that Zoic race, then
on should give you a general understanding of the simply list it as a Suggested Talent as seen in several
type of Animal Abilities it may possess. Look through existing templates. The cost of Suggested Talents
the Animal Abilities section to determine which ones should not be added to the templates final Point
seem to match this information the closest. Choose Cost.
these abilities based on what you think makes the
Zoic special and avoid Animal Abilities that detract The base cost for all chosen Talents should be
from the key abilities of other Zoics. For instance, totaled up and added to the templates Point Cost
your animal might be a fast runner, but avoid giving it during the final step.
Sprint unless you feel that it is a reasonable match for
a cheetah. Your animal may be capable of swimming, Drawbacks
but are they as good as an otter? Choosing Drawbacks to add to your new Animal
Most Animal Abilities should be added to your Template can offset the cost of other Abilities and
new template at their base cost. The cost included for Talents you may have chosen to include, but should
the template is the Base Cost listed on the Animal be assigned with the same care and consideration as
Abilities table, and the Ranking gained by any Talents. Ask yourself whether any chosen Drawback
character with the template will be based on its linked should apply to the Zoic species as a whole. Should
Characteristic. Several other Animal Abilities (such as anyone who plays that Zoic as a character and all
Natural Armor or Venom) could be added at higher NPCs of that Zoic type always suffer from that
values if appropriate. These should be represented Drawback, or should it be a Suggested Drawback
in the Point Cost of the template and should be without affecting the templates Point Cost?
listed under Animal Abilities as seen in the existing The total value of all chosen Drawbacks should
examples. be tallied and then subtracted from the final Point
Cost of your new Animal Template.
THE ADDENDUM
327
The Appendix
Step 4: Lifespan, Height Thus, the total Adult Height Range for your Zoic
would be 5.5 - 8 feet.
Range, and Weight Range
This additional data for your new Animal Weight Range
Template is not linked to the final Point Cost, nor Once your Zoics Height Range has been
does it require any particular balancing. For the most established, it is possible to calculate its adult Weight
part this information wont be crucial to game-play Range, which also takes the Zoics Minimum and
but enhances the concept of the Zoic in general by Maximum Ranking of Strength and Agility into
BOOK ONE
affecting the way they are perceived from a roleplaying account. Additionally all Zoics fall into two basic
standpoint. categories when determining their weight: those that
are hollow-boned or long-necked and those that
Lifespan are not. All the feathered Paksin actually capable of
The average Lifespan for your Zoic can simply be flight are considered hollow-boned. Zoics such as
chosen from the three different possibilities (40 years, giraffes, certain birds, and snakes of all kinds that have
80 years, or 160 years) or can be assigned as we did by exceptionally lengthy necks and often very lithe body
doing a little research to discover the oldest known age structures regardless of their size are considered long-
(in years) for that animal in captivity. We figured that necked.
an animal that is well cared for in captivity is similar The current weight of an average Zoic PC or NPC
to a Zoic living a fairly civilized life. We add to that the (not including worn or carried items) can be calculated
equalizing factor of an average human life in years to get by multiplying their exact height x height x height +
our final Zoics Lifespan using the following guide: current Strength + current Agility, and the current
If the animals oldest known age = 10 or less, then weight of a long-necked and/or hollow-boned Zoic
the Zoics Lifespan = 40 years. can be calculated by multiplying their (height x .087)
x (height x .087) x (height x .087) + current Strength +
If the animals oldest known age = 11 to 80, then current Agility. The similar formulas below will allow
the Zoics Lifespan = 80 years. you to determine the lower and upper weights in the
If the animals oldest known age = 81 or higher, adult Weight Ranges for either category of Zoic.
then the Zoics Lifespan = 160 years. For Average Zoics:
Height Range Minimum Weight in Weight Range = (Min.
All normal adult Zoics fall within the range Height x Min. Height x Min. Height) + (Min.
of three feet at their smallest to twelve feet at their Strength) + (Min. Agility), then round to nearest
tallest. Each race of Zoics (represented essentially whole number
by each template) has a sub-range of height that fits Maximum Weight in Weight Range = (Max.
somewhere within that larger range and is meant Height x Max. Height x Max. Height) + (Max.
to offer the same proportionate full range as can be Strength) + (Max. Agility), then round to nearest
found among average humans, scaled up or down in whole number
the cases of larger or smaller Zoic races. A three-foot For Long-necked and Hollow-boned Zoics:
jnah would still seem very small to an average-sized
jnah (average being around six feet tall or so), just Minimum Weight in Weight Range = (Min.
as a twelve-foot jnah would appear enormous to Height x 0.87) x (Min. Height x 0.87) x (Min.
most. Either of these are merely the normal extremes Height x 0.87) + (Min. Strength) + (Min. Agility),
among Zoics of their kind. then round to nearest whole number
When picking the right Height Range for your Maximum Weight in Weight Range = (Max.
new Zoic, you should compare the animal it is Height x 0.87) x (Max. Height x 0.87) x (Max.
based on to other similar animals for which Animal Height x 0.87) + (Max. Strength) + (Max. Agility),
Templates have already been made. By doing this then round to nearest whole number
you can more easily pick a maximum normal size for
your Zoic, which can then be used to calculate its Step 5: Tallying Point Cost
smallest normal size, which then gives you the full Once you have completed all the steps above
range. Calculate the smallest normal size using this you are ready to tally the final total of Character
guide: Points necessary to purchase your new Animal
Tallest Chosen Height x 0.7 then rounded down Template! This final figure should consist of these
to the nearest whole foot or half-foot increment. things:
Example: You have decided that your new The total point cost for all the Characteristics
Zoic has a maximum normal size of 8 feet tall. To you have assigned. This sum should always be 36,
calculate that same Zoics smallest size, multiply and should be added to the Point Cost total.
8 x 0.7 which equals 5.6 (rounded down to 5.5).
328
The Appendix
The total point cost for all assigned Animal The total point cost for all assigned
Abilities (not including the optional Animal Drawbacks (not including the optional Suggested
Abilities listed in parenthesis at the bottom of Drawbacks listed in parenthesis at the bottom of
that field). This sum should be added to the Point that field). This sum should be subtracted from the
Cost total. Point Cost total.
The total point cost for all assigned Talents Once calculated, the final figure should be
(not including the optional Suggested Talents listed written in the Point Cost field of your brand new
in parenthesis at the bottom of that field). This Animal Template.
sum should be added to the Point Cost total.
THE ADDENDUM
329
The Appendix
EQUATORIAL TROPICAL RAINFOREST
TROPICAL FOREST
Tumulan
TEMPERATE FOREST
Ocean
YSUYAH
Visedhrah
Principalities
BOOK ONE
SCLEROPHYLL FOREST
RAMAI
TROPICAL SAVANNA TS
M
.o
SHRUB DESERT CHIMYAN
fK
T Visedi
BENANG Sea
H
AH
PRAIRIE DAR-UNAZ
STEPPE
Sea of Hardazi
PREDAVAH
Suvr Khanate
YANTI
DIYK
Rkbar
Amin VARALU Sustrm Sea of
KAIMUR
Amin VigraBARJA
HADRAH
MAR-JAHEEN
GURDAHASSI EKAPA
K
VASTU NASUK
H
Amnol
UN
AJIBADH S.
MAGAMBI
AMA
V MT
Amin ODA
NI
JODUN BARUD D Y A - KA
TS
M
.
NAR-HARIX TELATAH
A
DISTYA
L
HA
JNRADH
AS
S
VA
DIJUMA Gulf of
Gulf of
DAH MT
HAL-HAMMAR
ZANU Atpahn
Bhtai
SURI
Magr
S.
VATHNU MATRA
UT
TA
A KUTHINARI
R
MT
S.
Bakri
VITNA SAVAH
DRDNAH PYAL-KATUR
NESUED
330
Map of Drdnah
CARBUSH RED DESERT
A
MTS.
Principalities
SU
SA UR RIVER
R
M H
M
A NK JADHAVAH
A POLITICAL BORDER
SHUPAHN
Visedi
JI
H
MT
TOWN
BENANG Sea
The Appendix
Pkharaj
S.
CITY
CAPITAL
NIARMU
Ullsh Klinrh
DUSHAPA
PUNYAI
ASDULEHK Kanyi
Sea of Sea
VigraBARJA SAMDRA Dharshn
Ocean
Tishnia Nilm
EKAPA
PRA
TIARI HANALU
SH
ZARUM
SADAHM NANDURI
A
Lake
Gilrhi
MT
S. Arasi MUODRAH
S.
MAGAMBI
V MT
GU
TELATAH Hthiyar
B
Ishpria KARMUR
AR
DISTYA
HA
MT
S UPARI
S.
RATNAM
SAKRSA
Gulf of
SUTA
Magr Bhtai GARSAGH
Dar-Purm
KANT
METIS NIVANT
A
KUTHINARI GAJANAH
M T S.
LAGASI
KANASIR
NOSIHR
SAVAH SUDACHIR
Svandahn
NESUED
Ocean
THE ADDENDUM
331
Index Navigation: Aerial Navigation
Aerial Trooper 140
Knowledge: Architecture
Arena Master 29, 135, 311, 318
Aerial Vessels. SeeGeneral Skills: Armadillos
Driving: Aerial Vessels body armor table 103
Age of Splendor. SeeSix Great Ages of template 80
A the Jnah: Age of Splendor Armor 290. See alsoBody Armor
Age of the Jnah. SeeSix Great Ages of Amber 229
Aardvark template 78 the Jnah: Age of the Jnah Armor Types 228229
Absent-Minded 194 Agility. SeeAttributes: Characteristics: Benefits 225226, 226
Academy of Nilm 310, 312, 317 Agility Chitin 229
BOOK ONE
332
descriptions of, 103111 Disfigurement 200201 Starting Skills 148
effect of raising Characteristics on, Illness 201 time required 38
99 Mobility Impairment 201 reducing time required 3940
raising Animal Abilities during Perception Impairment 201 Talents 31, 111115. See alsoTables:
gameplay 99, 103 Physical Drawback Effect Table Talent List
ranking during Character Creation 199. See alsoTables: Physical choosing during Character Creation
48 Drawback Effect Table 48
Action Dice 32 Speech Disorder 201202 descriptions of, 112115
Characteristics 31, 99101. See Zoic Disadvantage 202 effects of Talents on combat 223
alsoCharacteristic Link; See Racial Drawbacks 51 increasing or purchasing Talents
alsoCharacteristic Ranking Social 202205 111112
Agility 100 Dependent 203204 Racial Talents 51
Combat Characteristics 99 Dependent Occurrence Table 203.
damage causing loss of See alsoTables: Dependent B
Characteristics points 241242 Occurrence Table
descriptions of, 99100 Dependent Vulnerability Table Baboon template 91
Dexterity 100 203. See alsoTables: Dependent Backstory 4849
Essence 100 Vulnerability Table Badger template 81
healing Characteristics using Magic Enemy 204 Bahnf Mineral Dust 311
270 Enemy Interference Level Table Bakri 1920, 311, 313. SeeGeneral
impact on Action Dice when a 204. See alsoTables: Enemy Skills: Language: Bakri
Charcteristic is lowered. Interference Level Table Baker 128
SeeAction Dice: Crippled Enemy Power Level Table 204. Bandar 291
Penalty Roll See alsoTables: Enemy Power Bandit 119
Non-Combat Characteristics 99 Level Table Bargain (Skill) 155
Perception 100 Social Drawback Effect Table Barge, private 246
Presence 100 203. See alsoTables: Social Basic Starting Skill. SeeAttributes: Skills:
raising Characteristics during Drawback Effect Table Basic Starting Skills
gameplay 99 Social Stigma 204205 Basilisk template 66
ranking during Character Creation Ranking 32 Basket Weaver 120
48 during Character Creation 48 Bathhouse Proprietor 132
recovering lost Characteristics 244 Maximum Attribute Ranking 46 Bats. See alsoKlin, the
Strength 99100 raising Ranking during gameplay 99 hibernation 106
Vigor 100 Skills 31, 147184. See alsoTime: templates
Will 100 Skill Performance: extra time Large bat template 81
Wit 100 to increase odds of success; See Small bat template 82
Drawbacks 31, 191205 alsoTime: Rushing Beaded Lizard template 74
adding or losing Drawbacks 193 assistance 3940 Bearded dragon template 72
choosing during Character Creation Background Skills 147 Bears
48 Basic Starting Skills 148 body armor table 103
descriptions of, 193205 Bundling Actions 213 templates
Drawback List 191. See alsoTables: choosing during Character Creation Large bear template 82
Drawback List Table 48 Medium bear template 83
Drawback Occurrence Table 192. Classification of Skills 147 Beggar 118
See alsoTables: Drawback Combat Bhadrah, Talon (Kramahs Leap).
Occurrence Table Combat Skills 147, 224 SeeTalons of Kramah: Bhadrah,
Drawback Severity Table 192. See Enhancement Skills 220221 Krahmahs Leap
alsoTables: Drawback Severity Complementary Skills 40 Billsa 292
Table descriptions of, 150184 Bind/Grab 217
List (Table) 191. See alsoTables: Dice Rolls when the character does Birds. SeePaksin
Drawback List Table not possess a specific Skill. Bison template 83
Maximum Drawback Points 47. See SeeAction Dice: Unskilled Roll Black-Marketeer 119
alsoTables: Point System Table effect of raising Characteristics on, Blackbird template 62
Mental 193195 99 Black bear template 82
Code of Conduct 194 General Skills 147 Black powder. SeeVaylah, Vaylah
Hatred 194 impact on Action Dice when a Weapons
Insanity 194 Skill is linked to a lowered Bladed Weapons. SeeGeneral Skills:
Memory & Learning Problems Characteristic. SeeAction Dice: Weaponsmith: Bladed Weapons
194195 Crippled Penalty Roll Blades. SeeWeapons: Blades
Personality Disorder 195 List (Table) 149 Blank Animal Template 329
Phobias 195 Magic Rituals. SeeMagic Rituals Blessed Twins 19, 20, 23, 24
Mystic 195199 Martial Arts. SeeMartial Arts Blinding Attack 103
Curse 196197 new Skills Blindness 201
Demon Plagued 197198 creating 150 Blind Fighting 223
Entity Manifestation Table learning 148 Blunt Weapons. SeeGeneral Skills:
198. See alsoTables: Entity raising Skills during gameplay Weaponsmith: Blunt Weapons
Manifestation Table 147148 Boar template 89
Haunted 198199 Ranking 150 Boatswain 136
Mystic Drawback Table 195. See Skill Performance Time. SeeTime: Boa constrictor template 67
alsoTables: Mystic Drawback Skill Performance Body Armor 103, 225. See alsoArmor
Table Specialization 147 Body Pouch 103
Physical 199, 199202 Standard Skills 147 Bonobo template 80
Basic Compendium
333
Bonus Modifiers. SeeModifiers: Bonus Hanlu, capital of Nilm 25, 310, 317 Chieftain 139
Modifiers Jadhavah, capital of Pkharaj 317 Chimp template 80
Bonus Modifier Table. SeeTables: Bonus Matra, capital of Magr 19, 316 Chinti 293, 311, 312
Modifier Table Muodrah, capital of Hthiyar 25, 314 Chitin armor. SeeArmor: Chitin
Boomslang template 77 Nar-Harix, capital of Amnol 311 Chitin Artisan 124
Bounding 103104 Punyai, capital of Klinrh 315 Chitin Worker 121
Bowyer 124 Ratnm, capital of Ishpria 16, 315 Chough template 54
Box turtle template 76 Sadahm, capital of Tishnia 26, 319 Chun Yin 810
Brhmandan Treasure Ships 311 Sakrsa, capital of Dar-Purm 312 Cities. See alsoCapital cities; See
Brawling 155. See alsoCombat: Brawling Ullhita, capital of Andhi 311 alsoJirangarrm, the Rotting
BOOK ONE
334
Defense 214215, 224-225. See Action Crystal Corsair 119
alsoAcrobatics Contortion 157 Crystal Corsairs 26, 41, 312, 315, 316
and Fumbles 215 Contractor 128129 Crystal Hunter 122
Defense Roll 211, 214 Conversation (Skill) 157 Crystal Master 29, 129, 312. See
Delay. SeeCombat: Initiative: Delay Cook 129. See alsoChef alsoShips Crystal Master
Enhancement Skills 220221 Larder Master 133 Cultural Traditions. SeeGeneral Skills:
film references 7 Cooking. See alsoChef; See alsoCook Knowledge: Cultural Traditions
Firearms 219. See alsoFirearm Cooper 125 Curse. SeeAttributes: Drawbacks:
Combat (Skill); See alsoVaylah, Copperhead snake template 77 Mystic: Curse
Vaylah Weapons Coral snake template 68
Fumble (Optional Rule) 215 Corn snake template 75 D
Initiative 211, 212 Corpse Handler 119
Delay 211, 212 Corsairs, gameplay involving corsairs 41 Dgubar Mountains. SeeMountains:
Ranged Weapon 212 Costs. See alsoCharacter Points; See Dgubar Mountains
Surprise Attack 222223 alsoStory Points Daksikhr, Aminar of Sustrm during the
Magical. SeeMagic Rituals: Magical during Character Creation Twilight Wars 17, 19, 20, 21
Combat Advantages 184 Daln 312
Maneuver Location Table. SeeTables: Animal Abilities 101 Damage 224228. See alsoDress
Maneuver Location Table Animal Templates 49 Wound; See alsoWeapons:
Mass Combat 245 Animal Template when creating a Ratings
Melee 218219 new template 51 Armor protection 225226
Missiles. SeeCombat: Ranged Weapons Characteristics, Combat 99 Burn Damage (fire, heat, or acid) 239
Movement Characteristics, Non-Combat 99 Damage Levels 214215, 215, 322
Full Move 211 Drawbacks 47. See alsoTables: Damage Types 215, 226
Half Move 211, 213 Point System Table Deadly Combat Damage, Optional
Multiple Actions 38 Skills, Basic Starting 148 Rule 225
Natural Weaponry 218219 Skills, creating new 150 Deprivation Damage 240241
Quick Combat Summary Sheet 322 Skills, increasing and purchasing determining Combat Damage 224225
Ranged Weapons 218219 150 explosion on ship 249
Range Modifiers 223 Skill List 149 Explosive Damage 242243
Range Modifiers. SeeCombat: Ranged Talents, increasing and purchasing Explosives Damage Table.
Weapons: Range Modifiers 111 SeeTables: Explosives Table
Reactions 211, 214. See alsoCombat: during gameplay Exposure Damage 243244
Combat Actions; See Advantages, increasing or purchasing Falling Damage 238
alsoCombat: Defense 184 Fatal Damage 215, 226227
ship-to-ship 245250 Animal Abilities, increasing 103 Illness Damage 244
Siege 219. See alsoArtillery: Artillery Characteristics, increasing 99 Lightning Damage 239
Combat (Skill); See alsoSiege Drawbacks, adjusting or losing 193 Lightning Damage Table. SeeTables:
Engineer Skills, creating new 150 Lightning Damage Table
Simplified 245 Skills, increasing or purchasing 150 losing Stamina during combat 227228
Stamina. SeeStamina Talents, increasing or purchasing Magical Attack 259
Surprise Attacks 222223 112113 Martial Maneuvers 225
Suthra 219. See alsoSuthra: Suthra Courtesan 129 Poison Damage 240
Use (Skill); See alsoWeapons: Cover 217 Poison Effects Table. SeeTables:
Suthra Cowardly 195 Poison Effects Table
Talents, effect of Talents in combat 223 Cow template 83 Recovery
Turn 211, 214 Coxswain 137 healing Characteristics with Magic
types of combat 218219 Coyote template 86 270
Weapons. SeeWeapons Crafter 120 healing Stamina with Magic 270
Combat Instinct 112, 212 Cranes Recovering Lost Stamina and
Commander (Officer) 142 template 63 Characteristics 244
Common bird, small, template 53 Criminal 119 Recovery Table. SeeTables:
Complementary Skills. SeeAttributes: Criminals. See alsoScourge, the Recovery Table
Skills: Complementary Skills gameplay involving criminals 4243 Simplified Combat Damage, Optional
Composition. SeeGeneral Skills: Artistry: Crippled Limb 201 Rule 225
Composition Crippled Penalty Roll. SeeAction Dice: Subdue/Fatal Damage 227
Concealment 156157 Crippled Penalty Roll Subdue Damage 226
Concubine 134 Crocodiles Summary 227228
Condor template 54 body armor table 103 Dance 11
Confectioner 128 Crocodile template 68 Dancer
Conscious Crow template 54 Holy Caste 146
becoming unconscious during combat. Cryptography 157158 Trade Caste 129
See alsoStamina: Stamina loss Crystals 29, 312, 314, 316, 317, 318 Dance Master 129
below zero aids to Magic 27 Dance master 29
Consort 139140 armor. SeeArmor: Crystal Dancing. See alsoGeneral Skills:
Constrictor, large and medium, templates Crystal Lore. SeeGeneral Skills: Performance: Dancing; See
67 Knowledge: Crystal Lore alsoDuel Dancing
Contacts. SeeAttributes: Advantages: Crystal Works 249 Dancing on the Edge of Heaven 310
Contacts sky crystals 14, 312, 318. See Dar 22, 24, 312. See alsoDru Religion
Contact Value Table. SeeTables: Contact alsoBahnf Mineral Dust Dar-Purm 16, 20, 26, 312, 313, 315,
Value Table Crystal Artisan 125 316
Contested Action. SeeActions: Contested Crystal Carver 121122 Dar-Purmi. SeeGeneral Skills:
Basic Compendium
335
Language: Dar-Purmi See alsoAction Dice; See Dreamwalking 13. See alsoGeneral
Drdnah alsoModifiers Skills: Magic Ritual: Ritual of
meaning of name 12 Dice Rolls 32. See alsoDice Pool; See Dreamwalking; See alsoMagic
physical description of, 2628 alsoAction Dice Rituals: Ritual of Dreamwalking
Dru Priests 143 additional rolls. See alsoDice Rolls: (used by Seer Sirhibasi)
Dru Religion 312, 314 rolling sixes Dress Wound 158159, 159
Deadly Combat Damage. SeeDamage: how many dice. SeeAction Dice: Driving. SeeGeneral Skills: Driving
Deadly Combat Damage, number of dice determined Dromi 291, 294, 313
Optional Rule by Attribute Ranking; See Dual Focal Point 104105
Deadly snake template 68 alsoAttributes: Ranking Duck Template 64
BOOK ONE
336
Eternal Cycle, the 314 jungles 13, 15, 17, 24 Herbal Lore 166
Etiquette 28, 160161 Yn jungles 18 History (ancient or current) 166
Evade 161, 224 Forgery (Skill) 162 Horticulture 166
Excellent Success. SeeSuccesses: Fortune-Teller 129130 Jenu Lore 166
Excellent Success Fortune-Telling. SeeGeneral Skills: Legends 166
Explorer 130131 Performance: Fortune-Telling Lineages 166
Explosives. SeeGeneral Skills: Gunsmith: Fowl template 55 Literature 166167
Explosives Fox template 87 Magic Theory 167
Explosives Table. SeeTables: Explosives Free Action. SeeActions: Free Action Martial Arts Lore 167
Table Frilled lizard template 73 Mathematics 167
Extensile Tongue 105 Frogs Medical Lore 167
Extreme Range. SeeCombat: Ranged templates Mineral Lore 167
Weapons: Range Modifiers common frog 69 Music 167
poison dart or poison arrow 69 Poisons 167
F Fruit bat template 81 Politics 167
Full Knockout. SeeKnockout, Full Region Lore 167
Fabric 27. See alsoClothing Fumble (Optional Rule) 33, 215, Religion 167
Failed actions. SeeActions: failed actions 282283 Ritual Lore 167
Fakir 131 Furrier 125 Suthra Lore 167
Falcon template 61 Weapons 167
Falling. SeeDamage: Falling Damage G Weather Lore 167
Fallow deer template 85 World Cultures 167
False Dawn 314 Gajah 16, 21, 23, 26 Language 167169
Famous Jnah. SeeGeneral Skills: Gajah Dynasty 14, 15, 25, 311, 314 Amnolic 168
Knowledge: Famous Jnah Gajanh. SeeCities: Gajanh Andhi 168
Farmer 122 Gambling 28 Bakri 168
Far Sight 105 Gambling Den Proprietor 132 Cant (Whisper Tongue) 168
Fashion. SeeGeneral Skills: Knowledge: Gamemaster 43 Dar-Purmi 168
Fashion Games 28 Gilrhian 168
Fast Draw 221 Gaming (Skill) 162163 Hardaz 168
Skill description 161 Gardener 131 Hthiyaran 168
Fast Reflexes 113 Gavial template 68 Ishpri 168
Fatal Damage. SeeDamage: Fatal Gazelle template 88 Klin 168
Damage Gecko template 70 Kttish 168
Fatal Injuries. See alsoDamage: Damage Gems 27, 28 Lorh 168
Types: Fatal; See alsoStamina: Gender and clothing 28 Magri 168
Stamina loss below zero General (Officer) 142 Nilmi 168
Fearless 113 General Movement. SeeMovement Pkharaji 168
Feast of the Seas 311 General Skills 147 Rkbarani 168
Felines. SeeCats Alchemy 151152 Sustrmi 168
Fence 119 Gunpowder Alchemy 151 Tishnian 169
Fennec fox template 87 Medical Alchemy 151152 Ullshi 169
Ferret template 97 Poison Alchemy 152 Visedi 169
Festival of Kramah 318 Artistry 153154 Magic Ritual 169170
Firearms. See alsoGeneral Skills: Calligraphy 154 Ritual of Dreamwalking 170
Gunsmith: Firearms; See Composition 154 Ritual of Endowment 170
alsoGeneral Skills: Knowledge: Illumination 154 Ritual of Healing 170
Firearms; See alsoVaylah, Illustration 154 Ritual of Summoning 170
Vaylah Weapons Playwriting 154 Navigation 172173
Firearm Combat (Skill) 161162 Sculpting 154 Aerial Navigation 173
Fire Breathing. SeeGeneral Skills: Tattooing 154 Land Navigation 173
Performance: Fire Breathing Driving 159160 Nautical Navigation 173
First Mate 137 Aerial Vessels 159 Performance 173175
Fisher 122 Land Vehicles 159160 Dancing 174
Fletcher 125 Nautical Vessels 160 Dramatizing 174
Flight 105106. See alsoGliding; See Gunsmith 163164 Fire Breathing 174
alsoHovering; See alsoSilent Artillery Guns 163164 Fortune-Telling 174
Flight Explosives 164 Juggling 174175
Florist 125 Firearms 164 Music 175
Flying. SeeFlight Knowledge 165167 Puppetry 175
Flying Fox template 81 Architecture 166 Singing 175
Flying Mounts. SeeGeneral Skills: Art 166 Storytelling 175
Riding: Flying Mounts Cartography 166 Sword Swallowing 175
Flying Squirrels Crystal Lore 166 Profession 175176
template 87 Cultural Traditions 166 Riding 176177
Followers. SeeAttributes: Advantages: Divination 166 Aquatic Mounts 177
Followers Economics 166 Flying Mounts 177
Forager 120 Famous Jnah 166 Land Mounts 177
Foreman 128 Fashion 166 Suthra Training 180
Forests, rain forests, and jungles. See Firearms 166 Aides & Companions 180
alsoMap of Drdnah Geography 166 Mounts 180
forests 15, 17 Heraldry 166 Weapons & Armor 180
Basic Compendium
337
Weaponsmith 183184 Gajah: Gajah Dynasty Master of, 29, 135
Bladed Weapons 184 Hthiyaran. SeeGeneral Skills: Profession listing 141
Blunt Weapons 184 Language: Hthiyaran Hornbill template 55
Missile Weapons 184 Hatred. SeeAttributes: Drawbacks: Horses
Geography. SeeGeneral Skills: Mental: Hatred template 90
Knowledge: Geography Haunted. SeeAttributes: Drawbacks: Horse template 90
Gibbon template 80 Mystic: Haunted Horticulture. SeeGeneral Skills:
Gigantism 200201 Hawk template 61 Knowledge: Horticulture
Gilrhi 314, 316 Head of Servants 131 Hound template 86
Gilrhian. SeeGeneral Skills: Language: Healer Mngai 145 Houses and Lines 319. See
BOOK ONE
338
Jangaram. SeeCities: Jangaram Kramahs Justice 318 large 72
Jnah 28, 315. See alsoJenu Kramahn Games 12, 318 medium 72
definition of, 47 Krtellah 302, 315 small 73
Janissary. SeeVaylah, Vaylah Weapons: Kratellassi 136, 302 frilled lizard 73
Vaylah Trooper Krilrah 810. SeeDevah, the: Krilrah, monitor lizard 74
Jausr 14, 20 Goddess of motherhood, magic, venomous lizard 74
Jausrimun. SeeCities: Jausrimun and passion Locksmith 126
Jaw Plants. SeeJabda Krishna Marati 810 Lock Picking 169
Jenu 13, 28, 315. See alsoJnah; See Ktta 14, 15, 16, 18, 20, 26, 311, 315, Lokyn 11, 310, 316, 319
alsoPaksin; See alsoSarpah; See 316, 317 Long Range. SeeCombat: Ranged
alsoVajrah Kttish. SeeGeneral Skills: Language: Weapons: Range Modifiers
definition of, 47 Kttish Loregather 14, 17
Jenu Lore. SeeGeneral Skills: Kyarku Beetle 302, 316 Lorh. SeeGeneral Skills: Language:
Knowledge: Jenu Lore Lorh
Jeweler 125 L Lorh, the 314, 316
Jewelry 28 Lost Feature 218
Ji 315 Laborer 122 Low Caste. SeeCaste system: Low Caste,
Jirangarrm, the Rotting City 15, 16, Lame 217 Peasant Caste
18, 2224 healing Lameness using Magic 270 Lynx template 84
Journey Chant, the 1112 Land Mounts. SeeGeneral Skills: Riding:
Judge 144 Land Mounts M
Jugnu Worm 297 Land Navigation. SeeGeneral Skills:
Juggler 130 Navigation: Land Navigation Macaque template 91
Juggling. SeeGeneral Skills: Land Vehicles. SeeGeneral Skills: Magr 19, 20, 26, 168, 316
Performance: Juggling Driving: Land Vehicles Magri. SeeGeneral Skills: Language:
Jumping 222. See alsoGreat Leap Language. SeeGeneral Skills: Language Magri
Jungles. SeeForests, rain forests, and Larder Master 133 Mage Sirhibas. See alsoEndowment;
jungles Lawyer 144 See alsoSirhibas, Sirhibasi:
Juvenile 205 Law Speaker 144 Mages; See alsoMagic Rituals:
Jvalah, Talon (Kramahs Sword). Law Speakers. SeeCaste system: Holy Ritual of Endowment (used by
SeeTalons of Kramah: Jvalah, Caste, Mngai Mage Sirhibasi)
Kramahs Sword Leaping. SeeGreat Leap Magic 7, 114, 253, 315. See alsoMagic
Leather. SeeSuthra Leather Rituals; See alsoMystic Talent
K Leather armor. SeeArmor: Leather crystals as aids to Magic 27
Leather Artisan 125126 Four Types of Ritual Magic 269270
Kahamra 297, 298 Leather Worker 121 the basics 253254
Kahraman, Talon (Kramahs Roar). Leech 120 Magical Combat. SeeMagic Rituals:
SeeTalons of Kramah: Legendary Success. SeeSuccesses: Magical Combat
Kahraman, Kramahs Roar Legendary Success Magic Difficulty Modifier Table.
Kamdi 310, 317 Legends. SeeGeneral Skills: Knowledge: SeeTables: Magic Difficulty
Kangaroo template 91 Legends Modifier Table
Kantara Mountains 16 Lens Maker 126 Magic Rituals 253258. See alsoDream,
Kargara Pod 297, 298 Leopard template 84 the; See alsoGeneral Skills:
Karcha 299 Lethal serpent template 71 Knowledge: Magic Theory;
Kumdi, the; Head of the Ruling Levels of Success. SeeSuccesses: Levels See alsoGeneral Skills: Magic
Council of the Klin 15, 315 of Success Ritual; See alsoMystic Talent;
Keen Focus Talent 114, usage 257 Librarian 29, 144 See alsoPrna; See alsoTime:
Keen Hearing 107 Lifespan 50 Magic; See alsoWeb of Life
Kekra 299 Lightning. SeeDamage: Lightning Disciplines 254255
Kellndu 178, 300, 315 Damage Combat example 262264
Kestrel template 61 Lightning Damage Table. SeeTables: Endowing 277278, 280
Khajlah 315 Lightning Damage Table Healing 269270
Khan 139 Light Sensitive Eyes 201 Seeing 273, 274276
Khaujva 300 Light Sleeper 114 Summoning 282286
Kidachla 301 Line. SeeHouses and Lines Magical Combat 258261, 262264.
King snake template 75 Lineage. SeeHouses and Lines See alsoModifiers: Magic
Kirh 313. See alsoDisciples of Kirh Lineages. SeeGeneral Skills: Knowledge: Rituals
Kite template 61 Lineages Actions 258259
Klin. SeeCities: Klin; See alsoGeneral Lions Attacking & Defending 259
Skills: Language: Klin body armor table 103 Binding 259261
Klin, the 1518, 315 template 84 Domination 260261
Udti 1617 Listening. See Hearing Illusions 260
Klinrh 168, 315. See alsoCities: Klinrh Literature. SeeGeneral Skills: Initiative 258
Knockout, Full 218 Knowledge: Literature multiple opponents 258259
Knowledge. SeeGeneral Skills: Knowledge Living Armor. SeeArmor: Suthra Special Attacks 259261
Knowledge Skills. See alsoAttributes: Living Weapons. SeeWeapons: Suthra Magic Difficulty Modifier Table.
Skills: Knowledge Skills Lizards SeeTables: Magic Difficulty
Komodo dragon template 71 templates Modifier Table
Kotha 301 common lizards Ritual of Dreamwalking (used by Seer
Krait template 71 Sirhibasi) 253, 273, 273277.
Kramah SeeDevah, the: Kramah, God of See alsoGeneral Skills: Magic
strength and war Ritual: Ritual of Dreamwalking
Basic Compendium
339
Ritual of Endowment (used by Mage Medical Lore. SeeGeneral Skills: Monsters
Sirhibasi) 253, 277278, Knowledge: Medical Lore Cnavar 17
278281. See alsoGeneral Medicine. See alsoGeneral Skills: Moons 317, 319
Skills: Magic Ritual: Ritual of Knowledge: Medical Lore Mordrahm, the Plains of 317
Endowment Meesar-Namu 316 Mountains 27
Ritual of Healing (used by Healer Megalomania 194 sursammah Mountains
Sirhibasi) 253, 269270, Melee. SeeCombat: Melee Ullsh 20
270272. See alsoGeneral Skill description 171172 Dgubar Mountains 316
Skills: Magic Ritual: Ritual of Memory. See alsoAttributes: Drawbacks: Kantara Mountains
Healing Memory & Learning Problems; Dar-Purm 16
BOOK ONE
340
Narrative Time. SeeTime: Narrative Time P Player Combat Tracking Sheet 323
Natural Leader 114 Playwriting. SeeGeneral Skills: Artistry:
Natural Mimic 114 Pain 241 Playwriting
Natural Weaponry 218219. See Painted turtle template 76 Poet
alsoWeapons: Natural Weaponry Painter Holy Caste 146
Animal Ability description 108 Holy Caste 146 Trade Caste 128
Nausea 217, 241 Trade Caste 128 Points. See alsoCosts
Nautical Navigation. SeeGeneral Skills: Pain Resistance 115 Character Points. SeeCharacter Points
Navigation: Nautical Navigation Paksin 13, 15, 16, 1718, 20, 22, 25, 28, Story Points. SeeStory Points
Nautical Vessels. SeeShips: seagoing or 29, 311, 313, 317 Point System Table. SeeTables: Point
water vessels Paksin and the Twilight Wars 16 System Table
Naval/Skyship Officers 136138 Paksin templates 5264 Poisonous bird template 60
Navigation. SeeGeneral Skills: tribes 29 Poisonous mammal 95
Navigation Palanquin Bearer 123 Poisons, poisonous suthra 302, 303,
Navigator 137 Panda template 83 306, 307, 308. See alsoGeneral
Nightingale template 62 Pangolins Skills: Alchemy: Poison
Night Vision 108 body armor table 103 Alchemy; See alsoGeneral
Nilm 317 Paper Maker 126 Skills: Knowledge: Poisons; See
Nilmi. SeeGeneral Skills: Language: Paralysis 241 alsoTables: Poison Effects Table
Nilmi Paranoid Schizophrenia 194 Damage. SeeDamage: Poison Damage
Nipna, Talon (Kramahs Spear). Parrot template 58 healing Poison using Magic 270
SeeTalons of Kramah: Nipna, Partakm 1214, 316, 317 Poison Alchemy. SeeGeneral Skills:
Kramahs Spear Partial Success. SeeSuccesses: Partial Alchemy: Poison Alchemy
Nobility. SeeHouses and Lines Success Poison dart or poison arrow frog template
Noble 139140 Path of Dreams 12, 13 69
Noble Caste. SeeCaste system: High Peacock Template 59 Poison Effects Table. SeeTables: Poison
Caste, Sunborn Peafowl template 59 Effects Table
Nocturnal 202 Pearl Diver 123 Polar bears
Non-player characters. SeeNPCs Peasant Caste. SeeCaste system: Low template 82
Notoriety 205 Caste, Peasant Caste Politics. SeeGeneral Skills: Knowledge:
No Short-Term Memory 194 Peccary template 89 Politics
NPCs (Non-Player Characters) 188, 245, Penguin template 59 Poor Eyesight 201
286. See alsoCombat Tracking Perception. SeeAttributes: Porcupine template 93
Sheets: NPC Combat Tracking Characteristics: Perception Potter 126
Sheet: using the sheet Perception Modifier Table. SeeTables: Pottery Worker 121
NPC Combat Tracking Sheet 324 Perception Modifier Table Power Level 4546
using the sheet 325 Perception Roll. SeeAction Dice: Heroic level 46
Nun 145 Perception Roll Legendary level 46
Nuns. SeeCaste system: Holy Caste, Perfect Balance 115 Low Level 46
Mngai Performance. SeeGeneral Skills: Mixed Power Levels 46
Nyctophobia 195 Performance Talented Level 46
Performances 28. SeeDance master Power Pool (Demons, Elementals, Spirits,
O Performance Skills. SeeAttributes: Skills: Suthra)
Performance Skills Demons and Spirits 282
Observation (Skill) 173 Elementals 284, 286
Perfumer 126
Obsessive Behavior 195 Suthra 283
Persuasion (Skill) 175
Officer 142 Prna 265, 269, 270272, 284
Phnka Plant 305
One-Eyed 201 Prehensile Limb 108
Philosopher 147
Opium Den Proprietor 132 Presence. SeeAttributes: Characteristics:
Phobias. SeeAttributes: Drawbacks:
Opposed Rolls. SeeDice Rolls: Opposed Presence
Mental: Phobias
Rolls Price. SeeCosts
Photographic Memory. SeeEidetic
Optional Rules Priests 145
Memory
Deadly Combat Damage. SeeDamage: Mngai 144
Physical Drawback Effect Table.
Deadly Combat Damage, Primates 319
SeeTables: Physical Drawback
Optional Rule Prince 139
Effect Table
Fumble. SeeFumble (Optional Rule) Principalities of Visedhrah 24, 319. See
Physician 29, 140. See alsoShips
Rolling Sixes. SeeDice Rolls: Rolling alsoVisedhrah
Physician
Sixes Principality 139
Physician Code 194
Simplified Combat Damage. Prison Plants. SeeKargara Pod
Pigeon Template 60
SeeDamage: Simplified Combat Prthya. SeeDevah, the: Prthya
Pig template 89
Damage, Optional Rule Privateer Ship 247
Pika template 93
Orangutan template 79 Professions 116117. See alsoGeneral
Pilot 137138
Oratory (Skill) 173 Skills: Profession
Pirate 119
Oriole template 62 choosing during Character Creation 48
Pirates. SeeCrystal Corsairs
Ostrich template 57 descriptions of, 118147
gameplay involving pirates 41
Otter template 92 Profession Templates 117118
Pitohui template 60
Outcastes. SeeCaste system: Outcastes Pronunciation Guide 321
Plains of Mordrahm. SeeMordrahm, the
Outcaste (Drawback) 205 Property. SeeAttributes: Advantages:
Plains of
Overconfidence 195 Assets
Plant-mimic. SeeNakli
Overseer 128 Proprietor 132
Plants 2728
Owl template 58 Prosecutor (Lawyer) 144
Plastic. SeeAmber
Ox template 83 Protective Lids 108109
Plated lizard template 72
Basic Compendium
341
Province 139 Sumdhi River, Sustrm 23 Seer Sirhibasi. See alsoDreamwalking;
Prthivnia. SeeDevah, the: Prthivnia, Vkra River See alsoMagic Rituals: Ritual
Goddess of the earth Hardazi Khanate 25 of Dreamwalking (used by Seer
Pkharaj 24, 26, 317 Rock Agama template 72 Sirhibasi); See alsoSirhibas,
Pkharaji. SeeGeneral Skills: Language: Role-playing, bonus modifiers for, Sirhibasi: Seers
Pkharaji SeeModifiers: Bonus Modifiers: Senses. SeeDiscriminatory Taste
Pundrikam, Talon (Kramahs Shield). bonuses for excellent role-playing Serenity 115
SeeTalons of Kramah: Rolling Sixes. SeeDice Rolls: rolling Sergeant (Officer) 142
Pundrikam, Kramahs Shield sixes Serpent, lethal, template 71
Pupil (Disciple) 145 Rook template 54 Servant 123
BOOK ONE
342
Silk Maker 126127 Heroic Age 1424 recovering lost Stamina 244
simians 319 Thousand Years of Darkness 1314 Spiritual 259
Simple Priest 145 Time of Enlightenment 14 Healing Spiritual Stamina 261
Simplified Combat Damage. SeeDamage: Wandering, the 1213 Stamina loss at or below zero 227
Simplified Combat Damage, Skiff 246 Standard Weapons Rating Table.
Optional Rule Skills. SeeAttributes: Skills SeeTables: Standard Weapon
Singer Starting 148 Ratings Table
Holy Caste 146147 Skill List. SeeTables: Skill List Starting Equipment. SeeEquipment,
Trade Caste 130 Skunk template 95 Starting
Singing. SeeGeneral Skills: Performance: Sky 28 Status. SeeAttributes: Advantages: Status
Singing Sky crystals. SeeCrystals: sky crystals Status Table. SeeTables: Status Table
Singing Mountains. SeeMountains: Sky Ships. SeeShips: skyships Stealth 178
Mountains of Kthah Slavery 314 Stilted bird template 63
Sirhibas, Sirhibasi 14, 29, 112, 253, Slaves 318. See alsoEnslavement Stoat template 97
318. See alsoGeneral Skills: slave revolts 2021 Stones of Rabshu 27, 312
Knowledge: Magic Theory; Sleep. SeeHibernation Stone Cutter 121
See alsoMystic Talent; See Sleeping Disorder 201 Storyteller 130
alsoMagic Rituals Sleight of Hand 178 Storytelling. SeeGeneral Skills:
Healers. See alsoMagic Rituals: Ritual Sloth bear template 83 Performance: Storytelling
of Healing (used by Healer Slow-Witted 195 Story Bonuses. SeeStory Points:
Sirhibasi) Smell. SeeTracking Scent Advantages, adding or losing
Fakir (Trade Caste) 131 Smuggler 119 during gameplay
Healer Mngai (Holy Caste) 145 Snakes 109. See alsoSarpah; See Story Points 49
Leech (Outcaste) 120 alsoVipers Advantages, adding or losing during
Master Sorcerer (High Caste) 135 templates gameplay 184
Sorcerer (High Caste) 140 constrictors, large and medium 67 Animal Abilities, raising during
Wise One (Low Caste) 123124 deadly snake 68 gameplay 103
Mages. See alsoMagic Rituals: Ritual ground snake 75 Characteristics, increasing during
of Endowment (used by Mage lethal serpent 71 gameplay 99
Sirhibasi) Snapping turtle template 77 Skills, raising during gameplay 147
Fakir (Trade Caste) 131 Social Drawbacks. SeeAttributes: Streetwise 178179
Leech (Outcaste) 120 Drawbacks: Social Street Sweeper 120
Master Sorcerer (High Caste) Social Drawback Effect Table. SeeTables: Street Vendor 123
135136 Social Drawback Effect Table Strength. SeeAttributes: Characteristics:
Sadhu (Holy Caste) 145 Social Misfit 205 Strength
Sorcerer (High Caste) 140 Soldier 142 Strength Table. SeeTables: Strength Table
Wise One (Low Caste) 123124 Solenodon template (poisonous mammal) Student (Disciple) 145
origins of summoner and dreamwalker 95 Stun 218
sirhibas 13 Songbird, medium, template 62 healing Stun using Magic 270
Seers. See alsoMagic Rituals: Ritual Sorcerer. SeeSirhibas, Sirhibasi: Stutterer 202
of Dreamwalking (used by Seer Sorcerer Subdue Damage. SeeDamage: Subdue
Sirhibasi) Sorcerer lords of Benng 15, 18, 20. Damage
Fakir (Trade Caste) 131 See also Adhitmuss, Isvar of Substance Addiction 201
Leech (Outcaste) 120 Suffering Successes 214, 215
Master Sorcerer (High Caste) Soul. SeeDuhma adding extra time to increase odds of
135136 Specific Hit Location Table (for ships). success 39
Sadhu (Holy Caste) 145 See Tables: Specific Hit Location Adequate Success 32, 35
Sorcerer (High Caste) 140 Table (for ships) Astounding Success 3536, 36
Wise One (Low Caste) 123124 Spectacled bear template 83 determining Successes 32
Sirhibasi, Klin 1518, 22, 315. See Speed Reading 115 Excellent Success 35
alsoKumdi, the; Head of the Spider monkey template 91 failed actions. SeeActions: failed
Ruling Council of the Klin Spines 109 actions
Udti 1617 Spiral Arena 7, 28, 314, 318. See Good Success 35
Sorcerer 140 alsoArena Master; See increasing successes using assistance.
Master Sorcerer 135136 alsoMercenary SeeAssistance
Summoners. See alsoMagic Rituals: Spirits 267268, 282283. See Incredible Success 36
Ritual of Summoning (used by alsoKhaujva Legendary Success 36
Summoner Sirhibasi) Power Pool. SeePower Pool (Demons, Levels of Success 3536
Fakir (Trade Caste) 131 Elementals, Spirits, Suthra): Partial Success 32, 35
Leech (Outcaste) 120 Demons and Spirits special maneuver effects 217
Master Sorcerer (High Caste) Spiritual Stamina. SeeStamina: Spiritual Success Levels Table. SeeTables:
135136 Sprint 109 Success Levels Table
Sadhu (Holy Caste) 145 Spy 140 Successive Attempts. SeeDice Rolls:
Sorcerer (High Caste) 140 Squirrels. See alsoFlying Squirrels Successive Attempts
Wise One (Low Caste) 123124 template 96 Success Levels Table. SeeTables: Success
Sistahrdh, the Raver 20 Stamina 209, 211, 290. See alsoDamage: Levels Table
Sittam stones 27 Damage Levels Sugar glider template 87
Sittm stones 312, 316, 318 and Toughness 115 Sumdhi River 23
Sixes. SeeDice Rolls: rolling sixes calculating 215 Summoner Sirhibas. See alsoSirhibas,
Six Great Ages of the Jnah 1226 healing Stamina using Magic 270 Sirhibasi: Summoners; See
Age of Splendor 13 losing Stamina in combat 215, alsoMagic Rituals: Ritual of
Age of the Jnah 2426 227228 Summoning (used by Summoner
Basic Compendium
343
Sirhibasi) Mystic Drawback Table 195 rushing 39
Summoning. See alsoGeneral Skills: Perception Modifier Table 37 Skill Performance 38
Magic Ritual: Ritual of Physical Drawback Effect Table 199 extra time to increase odds of success 39
Summoning; See alsoMagic Point System Table 46 travel time 41
Rituals: Ritual of Summoning Poison Effects Table 241242 using assistance to decrease time
(used by Summoner Sirhibasi) Range Modifiers 223 requirement. SeeAssistance
Sunborn. SeeCaste system: High Caste, Recovery Table 244 Time Bonus Table. SeeTables: Time
Sunborn Sample Assets Table 186 Bonus Table
Suns. See Ed; See also Lokyn Skill List 149 Time of Enlightenment. SeeSix Great
Sun bear template 83 Social Drawback Effect Table 203 Ages of the Jnah: Time of
BOOK ONE
Support. SeeAssistance; SeeAssistance: Specific Hit Location Table (for ships) Enlightenment
Support 249 Tishnia 14, 17, 20, 21, 26, 319
Surgery 37 Standard Weapon Ratings Table 231 Tishnian (language). SeeGeneral Skills:
Surgery (Skill) 179 Status Table 189 Language: Tishnian
Surprise Attacks 222 Strength Table 99 Toads
Survival (Skill) 179180 Success Levels Table 35 template 76
Sustrm 21, 25, 26, 310, 317, 318 Success Level Table, Combat 215 Tobacconist 127
Sustrmi. SeeGeneral Skills: Language: Talent List 111 Tool Maker 127
Sustrmi Time Bonus Table 39 Torturer. SeeMaster Torturer
Sutas Blood 318 Types of Ships 246 Total Amnesia 194
Suthra 27, 315, 318. See alsoPower Pool Wealth Level Table 186 Toucan template 63
(Demons, Elementals, Spirits, Tactics (Skill) 181182 Toughness 115
Suthra): Suthra Tailor 127 Tracking 182
Armor. SeeArmor: Suthra Taipan template 72 Tracking Scent 110
definition of, 47 Talents. SeeAttributes: Talents Trader (Merchant) 131
Summoning 285 Talent List. SeeTables: Talent List Trade Caste. SeeCaste system: Merchant
Suthra Breeder/Handler 134 Talons of Kramah 1921 Caste, Trade Caste
Suthra Herder 123 Bhadrah, Krahmahs Leap 20, 24 Trapper 123
Suthra Lore. SeeGeneral Skills: Jvalah, Kramahs Sword 1920, 23 Trapping 183
Knowledge: Suthra Lore Kahraman, Kramahs Roar 1920, 21, Travel 41. See alsoShips; See alsoTime:
Suthra Master 29, 136 23, 24, 25 Narrative Time
Suthra Training. SeeGeneral Skills: Nipna, Kramahs Spear 20 Treasure Hunter 140
Suthra Training Pundrikam, Kramahs Shield 20, Tribes 29
Suthra Use (Skill) 180181 22, 23 Trombrtu Beetle 307
Suthra Weapon Trainer 140 Tamystra 319 True Dawn 319
weapons. SeeWeapons: suthra Taste. SeeDiscriminatory Taste Turn. SeeCombat: Turn
Suthraphobia 195 Tattooing. SeeGeneral Skills: Artistry: Turtles
Swallow template 53 Tattooing body armor template 103
Swan Template 64 Tattooist 128 templates
Swift template 53 Teacher. See alsoMonk Common turtle 76
Swimming Scholar 147 Sea turtle 75
Animal Ability 109110 Teahouse Proprietor 132 Snapping turtle 77
Skill 181 Teeth. SeeGnawing Teeth; See Twilight Wars. SeeWars of Twilight
Swindler 119 alsoNatural Weaponry
Sword Swallowing. SeeGeneral Skills: Templates. SeeAnimal Templates U
Performance: Sword Swallowing Temples, shrines, holy sites 28
Syah 139 Mahist Temple, Blessed Twins 23 Udisa 307
Tern template 61 Udti 1617
T Terrapin template 76 Ullsh 15, 26, 319
Theater. SeePerformances Ullshi (language). SeeGeneral Skills:
Tabby cat template 85 Theater Proprietor 132 Language: Ullshi
Tables. See alsoCombat Tracking Sheets Thermal Regulation 110 Unconscious. SeeStamina: Stamina loss
Advantage List 184 Thermal Sensing 110 below zero
Animal Abilities Table 102 Thief 119 Unskilled Roll. SeeAction Dice:
Artillery Modifiers Table 224 Thieves, gameplay involving thieves Unskilled Roll
Assets Value Table 185 4243
Basic Starting Skills list 148 Thousand Years of Darkness. SeeSix
V
Bonus Modifier Table 34 Great Ages of the Jnah:
Contact Value Table 187 Vajrah 13, 15, 16, 19, 20, 21, 22, 23, 25,
Thousand Years of Darkness 28, 314, 316, 319
Dependent Occurrence Table 203 Throw/Sweep 217
Dependent Vulnerability Table 203 Hardazi 2223
Throw (Skill) 182 Vajrah templates 7898
Difficulty Modifier Table 34 Thrush template 53
Drawback List Table 191 Vkra River 25
Thug 119 Valet 134
Drawback Occurrence Table 192 Ties, tied dice rolls. SeeDice Rolls: Ties
Drawback Severity Table 192 Vampire bat template 82
Tigers Vaylah, Vaylah Weapons 230, 235,
Enemy Interference Level Table 204 body armor table 103
Enemy Power Level Table 204 319. See alsoCombat: Firearm
template 84 Combat (Skill); See alsoGeneral
Entity Manifestation Table 198 Tiger snake template 71
Explosives Table 243 Skills: Knowledge: Firearms;
Time 3839 See alsoWeapons: Caste
Lightning Damage Table 240 Action Time 38
Magic Difficulty Modifier Table 256 restrictions on Weapons use; See
Magic 280 alsoArtillery
Maneuver Location Table 216 Narrative Time 38 powder stores 249
344
Range Guard 141 Weaver 127
Range Modifiers 223 Master of, 135 Web of Life 266267, 285
restrictions for use to High Caste only Waterbird Template 64 Weight Range 50
117 Water moccasin template 77 Western Fence lizard template 73
vaylah-craft. See alsoGeneral Skills: Water snake template 75 Wheelwright 127
Gunsmith Water Storage 110111 Whip snake template 75
vaylah powder 14. See alsoGeneral Water Vessel. See alsoShips: seagoing or Whispering Fleet 25, 318
Skills: Alchemy: Gunpowder water vessels Wide Peripheral Vision 111
Alchemy Waxwing template 52 Wild cat template 85
Vaylah Artisan Wealth. SeeAttributes: Advantages: Wild dog template 86
Gunsmith 134 Assets Will. SeeAttributes: Characteristics: Will
Vaylah Trooper 142 Wealth Level Table. SeeTables: Wealth Wise One 123124
Vehicles. SeeLand Vehicles; See Skiff; Level Table Wit. SeeAttributes: Characteristics: Wit
SeeShips Weapons 230238. SeeGeneral Skills: Wolf template 97
Veils of Heaven 12 Knowledge: Weapons; See Wolverine template 98
Vengeful 195 alsoNatural Weaponry; See Wood Artisan 127
Venom 110 alsoVaylah, Vaylah Weapons; Wood Worker 121122
Venomous lizard template 74 See alsoTables: Artillery World Cultures. SeeGeneral Skills:
Vermin Catcher 123 Modifiers Table; See alsoTables: Knowledge: World Cultures
Veterinarian 134 Standard Weapon Ratings Table Wren template 53
Vice-Admiral 138 Artillery. SeeArtillery
Vigor. SeeAttributes: Characteristics: Axes and War Hammers 233234 X
Vigor Blades 233
Vintner (Brewer) 128 Bows and Crossbows 235236 Xenophobia 195
Vipers. See alsoSnakes Cannons 153 Y
template 77 in history 14, 15, 17, 23, 25
Virtuoso 115 Caste restrictions on Weapons use 117, Yatah Spiders 309
Visedhrah 1424, 310, 313, 317, 190, 311-312 Yatnarti. SeeDevah, the: Yatnarti, God
319. See alsoPrincipalities of descriptions of, 231238 of wise endeavors
Visedhrah Drawing Weapons 211 Year 317
Visedi. SeeGeneral Skills: Language: Hurling Weapons 234235 Yuaj 20
Visedi Maces, Clubs, Staves, and Flails 233
Vishala 308 Melee 230 Z
Vision. SeeSight Missile 230. See alsoGeneral Skills:
Volcanoes 27 Weaponsmith: Missile Weapons; Zebra template 90
Vratha Spiders 308 See alsoMissile Combat (Skill); Zero (0) Default Roll. SeeAction Dice: 0
Vulture Template 64 See alsoThrow (Skill) Default Roll
Vrtach 308309, 319 Range Modifiers 223 Zoic 7
Natural Weaponry 230. See
W alsoNatural Weaponry
Polearms, Spears, and Javelins 236
Wagon builder. SeeWainwright Ranged Weapons
Wainwright 127 Artillery 219
Walking 222 Combat using Ranged Skills
Wallaby template 91 218219
Walruses Range Modifiers 223
body armor table 103 Ratings 230231
template 96 Siege. See alsoArtillery Combat
Wandering, the. SeeSix Great Ages of the (Skill); See alsoSiege Engineer
Jnah: Wandering, the Combat 219
War, gameplay involving,. SeeCampaign Siege Weapons (Artillery Combat)
Types: War Has Come 153
Warbler template 62 Suthra 230, 236238, 319. See
Wards. SeeMagic Rituals: Ritual of alsoGeneral Skills: Knowledge:
Endowment (used by Mage Suthra Lore; See alsoGeneral
Sirhibasi) Skills: Suthra Training: Weapons
Warlords 16, 20, 26. See alsoIshpria; & Armor
See alsoSistahrdh, the Raver Suthra Weapon Trainer 140
Warlords of Ishpria 314 Thrown 230
Warrior 140142 types 230
Warrior Caste. SeeCaste system: High using crystal in making, 27
Caste, Sunborn Weaponsmith. SeeGeneral Skills:
Warrior Code 194 Weaponsmith
Warship Weapons & Armor (suthra). SeeGeneral
Heavy 247 Skills: Suthra Training: Weapons
Light 247 & Armor
Wars of Twilight 12, 1524 Weapons Master 29, 136, 319. See
Warthog template 89 alsoShips Weapons Master
War of the Devah 1314. See alsoSix Weapon Artisan 127
Great Ages of the Jnah: Weasel template 97
Thousand Years of Darkness Weather Lore. SeeGeneral Skills:
Watch, the Knowledge: Weather Lore
Basic Compendium
345