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Credits

Concept: Aaron de Orive


Writing and Design: Aaron de Orive and Scott Jones
BOOK ONE

Chapter Fiction: Austen Andrews


Additional Design and Contributions: Chris Archer, Tom Dunne, Owen Hopson, Joseph
Kentspeth, Robie Kentspeth, Josh Logan, Zoltan Meszaros, Ezra Smith, Raymond Stewart, Sean
Summers, David R. Watson, Eric Willman

Editing: Aaron de Orive and Joel Kinstle


Graphic Design and Art Direction: Scott Jones

Cover Art: Jim Daly and Scott Jones

Interior Art: Joe Fontenot, Jay French, Laura Jennings, Scott Jones, Joseph Kentspeth, Darrin LeBlanc,
Denis Loubet, Eric Willman

SHARD System: Aaron de Orive and Scott Jones


Playtesters: Elizabeth Andrews, Kris Andrews, Mark Bennett, Andrew Bowman, Matt Burton, Ryan
Busby, Craig Cormier, Jodie Denniston, Lori Diederich, Matt Diederich, Keegan Douberly, Kyle
Douberly, Edmund Dupont, Jefferey A. Edwards, Joe Fontenot Jr., Richard Fox, Jesse Griffin, Cale
Hawkins, Owen Hopson, Faith Johnson, Kristen Johnson, Chase Kelly, Joseph Kentspeth, Matt Kuffler,
Cindy Lackey, Dee-Ann LeBlanc, Josh Logan, Caleb Loose, Denis Loubet, Michael McManus, Zoltan
Meszaros, Mike Neel, Steve Pecha, Bob Quinlan, Rox Quinlan, Melissa Rangel, Stephanie Reid, Luray
Richmond, Andrew Schultz, Hawk Silverthorn, Ezra Smith, Fred Stanton, Raymond Stewart, Sean
Summers, Kendra Swope, Jade Tinnerman, Michelle Watson, Kiai Weidemann, 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.

Visit us and join our Community Forum at www shardrpg.com

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

I. Introduction to Serving a Lord ........................... 41


Free Traders and Corsairs ...... 41
Drdnah ...................................... 8 Secret Societies ......................... 41
The Journey Chant ................... 11 War Has Come .......................... 42
Thieves and Assassins ............... 42
The History of the Jnah .... 12 Peasants to Heroes .................... 42
The Wandering ........................ 12 Explorers of the Past ............... 42
The Age of Splendor ............... 13 Outcast Travelers ..................... 42
The Thousand Years Survivors of Destruction ......... 42
of Darkness .......................... 13
The Time of Enlightenment ... 14 Being a Gamemaster ................ 43
The Heroic Age ......................... 14
The Twilight Wars ................. 15 III. Character Creation ........ 44
The Age of the Jnah ......... 24
The Present ........................... 26 Overview ..................................... 45
Drdnah at a Glance ............ 26 Power Level ................................. 45
The Jnah .................................. 28 Low Power Level ....................... 46
Social Hierarchy ....................... 29 Talented Power Level ............... 46
House Structure ..................... 29 Heroic Power Level .................. 46
Legendary Power Level ............ 46
II. The Basics ............................. 30 Mixed Power Level ................... 46
Attributes .................................... 31 Maximum Attribute
Animal Abilities ....................... 31 Ranking .............................. 46
Characteristics ......................... 31 Base Character Points ............ 46
Talents ....................................... 31 Maximum Drawback Points ... 47
Skills ......................................... 31 Step 1: Character Concept ..... 47
Advantages ............................... 31
Drawbacks ................................ 31 Step 2: Pick Your
Animal Template ............... 47
The Dice ....................................... 32
Action Dice ............................... 32 Step 3: Rank Your
Dice Rolls .................................. 32 Characteristics and
Opposed Rolls ....................... 32
Rolling Sixes (Optional Rule) ... 33 Animal Abilities ................. 48
Failing Actions ....................... 33
Fumble (Optional Rule) ......... 33 Step 4: Choose Your Talents,
Successive Attempts ................ 33 Profession, and Skills ........ 48
Modifiers .................................. 34
Difficulty Modifiers ............... 34 Step 5: Determine Your
Bonus Modifiers .................... 34 Advantages and
Levels of Success ........................ 35 Drawbacks ............................ 48
Special Rolls .............................. 36
0 Default Roll ......................... 36 Step 6: Create Your
Unskilled Roll ....................... 36
Crippled Penalty Roll ............ 37 Backstory .............................. 48
Characteristic Roll ................. 37
Story Points ................................ 49
Time Measurement ................. 38
Skill Performance Time .......... 38 Animal Templates .................... 49
Multiple Actions .................... 38 Paksin ....................................... 52

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

Falling Damage ...................... 238 The Great Cycle ...................... 267


Burn Damage (fire, Demons, Spirits, and
heat, or acid) ...................... 239 Elementals ........................ 267
Lightning Damage ................. 239 Affecting the Real World .... 269
Poison Damage ...................... 240 The Four Types of
Deprivation Damage ............. 240 Ritual Magic ........................ 269
Explosive Damage .................. 242 Healing ................................... 269
Exposure Damage .................. 243 Dreamwalking ....................... 273
Illness Damage (Physical Endowment ............................ 277
and Mental) ....................... 244
Summoning ........................... 281
Recovering Lost Stamina
and Characteristics ........... 244 VI. Bestiary ................................... 290
Simplified and Mass VII. Drdnah Glossary ....... 310
Combat ................................. 245
Ship-to-Ship Combat VIII. Appendices ...................... 320
(Skyships and Water A Drdni Pronunciation
Vessels) .................................. 245 Guide ...................................... 321
Types of Ships .......................... 246 Jenu-based Dialects ................ 321
Engaging the Enemy .............. 247 A Quick Combat
Summary Sheet ................... 322
V. Ritual Magic ............................ 252
Being a Sirhibas ...................... 253 Using the NPC Combat
Tracking Sheet ..................... 325
The Basics of Magic ................ 253
Magic Rituals .......................... 253 Special Abilities for
Roleplaying Magic ................. 253 Characters ............................. 325
Performing a Ritual ............... 254 Creating New Animal
Step 1: Preparing the Ritual ... 254 Templates .............................. 326
Step 2: Initiating the Ritual ... 254
Step 3: Controlling Map of Drdnah .................... 331
the Magic ........................... 254
Step 4: Concluding
the Ritual ........................... 257 Index ................................................. 332
Imagination Is Key ................. 258
Magical Combat ..................... 258 Blank Item List ....................................... 346
An Example of Combat Blank Character Sheet .............................. 347
Within the Dream ............ 262

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

They are said to dwell there still, awaiting the return of


their terrible mistress. The Heroic Age
On the matter of divine wars, I can speak with No other period has been written about as
no authority. That the Devah no longer walk amongst extensively and as fancifully as the Age of Heroes.
us is clear, and the fact that sirhibasi can call forth Indeed, I consulted many great works of respected
demons from Narkah can also not be questioned. It scholars, such as the venerable Visedi sage Selnth
seems reasonable to assume that long ago some terrible the Elder, the noted Amnoli scholar Habidha the
event took place that introduced these horrors into the Wise, and of course the works of our own Atj of
world, and until I am presented with evidence to the Nilm. This turbulent and glorious period in our
contrary, I am inclined to believe that the Partakm history should serve as a lesson to all the jnah of the
reveals as close to the truth as will ever be found. terrible price of unbridled ambition, and the great
value of self-sacrifice and hope. All people, Vajrah,
The Time of Enlightenment Paksin, and Sarpah alike, carry within their hearts the
So it was with the War of the Devah ended, and seeds of either great or fell deeds. Wisdom must be
the healing of the world well under way, the Great our guide, and that is the goal of this narrative.
Wisdom gained by the Devah served to bring about It is known that for many ages, the northern
a shining Time of Enlightenment. Although the Sarpah of Visedhrah had been honing their skills as
Devah no longer walked among the people, their renowned sirhibasi. They had formed the Loregather,
spirits communicated with them through the Path a council of mystics dedicated to the study of the arts
of Dreams. The sirhibasi now played an even more of ritual magic. During the Time of Enlightenment,
important role, as they served as a conduit to the it was said that these arts had been freely shared, but
Devahs will. It was with this guidance that the jnah as tensions arose between the great realms, the leaders
began to rebuild their shattered cities and to reunite of the Loregather withdrew into their own council.
their broken people. From their midst rose those who craved power over
This was a new age of discoveries and marvelous wisdom. These sorcerer princes became the driving
innovations. With the help of the Devah, many new force behind a misguided vision of Visedhran world
disciplines were developed. The arts of architecture
and mathematics flourished once again. Glorious
temples were erected in honor of the Devah. Sky
crystals were discovered that could raise ships aloft
into the upper airs. The revolutionary invention
of combustible black powder led to the miracles
of fireworks, guns, and cannons. And finally, the
wonders of the healing and medicinal arts came
into full bloom.
An age of peace lay across Drdnah as the
people of the world prospered and multiplied.
Mighty nations grew from the ashes of the ancient
conflict, and the fruits of the jnahs labors were
plentiful and wondrous. Great centers of learning
were built, and countless generations shared in the
knowledge of many cultures. The new methods of
air travel spread the wealth of nations across the
width and breadth of the known world.
It was during these years that many great
dynasties rose to prominence: the noble Gajah
of Hthiyar, the proud Rkbarani Aminars, the
Merchant Isvars of Tishnia, the Mahndak
Dynasty of Ktta, the Jausr of Amnol, and the

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

greater demon. Given that their Vajrah


reinforcements had not yet arrived, the
generals reluctantly agreed that there was
no other choice but to call forth the fell
creature.
As the suns set over the glittering
bay, the Klin began their summoning. A
glowing presence stirred deep within the
waters, then something immense and
terrible rose from the bottom of the bay.
In form it was like a glowing column of
water, taller than the highest tower of
Predvah. This great sea beast smashed the
Visedi skyships, then surged upward into
the storm itself, and dragged a shrieking
horror shrouded in lightning down into
the watery depths below. The ocean seethed with the Klin be banished from his realm forever. The aminar
titanic battle that raged beneath its surface, and then believed that in the presence of the blessings of the
eventually grew calm. The Rkbaranis spirits were Devah, the Rkbarani people had no more need of
raised by what they perceived to be a great victory. fell sorcery, which served only to expose his faithful
subjects to the foul taint of Narkah.
But all joy fled as a vast and shadowy form rose
again from the waters and moved toward the shore. It is believed that this was the cause of the
The creature consumed all living things in its path, rift that exists today between the Klin and the
making no distinction between Sarpah, Vajrah, or rest of the jnah. Having had enough of demons
Paskin. Its hunger drove it inland toward the Klin and sorcery, the other Vajrah and Paksin nations
elders who had summoned it. As its monstrous form followed Gurdrahs example and gave no welcome
emerged fully from the water on huge, barnacle- to the Klin. The Klin called together the remnants
encrusted limbs, a thousand smaller abominations of their people, and on ships powered by demons
fell away from its body and scuttled across the summoned from the Swirling Hells, they departed
sundered docks to feast upon anything they could to a land they had seen in visions, the farthest east
catch. All jnah fled in terror before this nightmare, of any known realm of Drdnah. This great island
and many were slain and devoured. they named Klinrh, the Lament of the Klin. In the
centuries that they have dwelled there, few outsiders
It was the Talon Pundrikam, master of Kramahs have ever been allowed to see the shadowed halls,
Shield, who alone rushed forward without fear. He glittering spires, and subterranean wonders of the
had arrived moments before, leading the Vajrah city, for the Klin have never forgotten the deep hurt
reinforcements from the city of Varalu. Calling done to them by the world.
forth his divine power, he brought into being a
towering shield of golden light to hold the terrors The Siege of Jirangarrm
at bay. Pundrikam summoned all his strength, Toward the final years of the Twilight Wars, the
and drove the ravenous leviathan back into the bay. Rkbarani discovered a barbaric nation of Vajrah
The giant demon and its brood sank back into the nomads in the northern steppes of the Mountains of
murky depths, leaving the exhausted Pundrikam to Kthah. No one is sure of their origin, although some
collapse in the surf. have surmised that they are the descendants of the
A council was held that night to decide the fate ancient Vajrah warriors who fought for Kramah in
of the Klin, who were blamed for the horror that the great War of the Devah thousands of years before.
had befallen the citizens of Predvah. Though the They called themselves the Hardazi, the people of
Klin claimed to have done their best to control the god Dar, a primitive and brutal deity that was
their demon, it was the decision of the aminar unknown to the jnah. As the power of the Visedi
Gurdrah, illustrious sovereign of Rkbar, that the sorcerer princes waned, tales of the Hardazis raids

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

themselves. The people begged the Twins


and the Talons to return with them to
their own realms to help heal the land.
The Twins declared that they must follow
the will of the Devah across the sea.
Bhadrah said that she would accompany
the Twins as their protector. But Sejurna,
who had fought with the allied armies as a
great hero, entreated Kahraman to remain
and bring peace to the newly liberated
provinces of old Amnol. Because of their
great friendship, Kahraman remained.
And so, on the shores of the glittering
Sea of Vigra, the armies watched as the
Blessed Twins and the Talon Bhadrah
sailed away to the south, and vanished
terror troops were reinforced by Sarpah legions from from the eyes of the jnah.
the north, and they threatened to overwhelm the
allied armies. The Sarpah, however, were ultimately The Age of the Jnah
crushed by the sudden appearance of a massive The Wars of Twilight had many lasting effects
horde of mounted Hardazi warriors, who fought upon the world. The nations that had been
side-by-side with the Vajrah and Paksin. devastated by the conflict would spend many years
Within Jirangarrms walls, hideous shrieks rebuilding their cities and reincorporating their
and thunderous roars rang out as the Twins fought liberated provinces. During this time, these realms
with the demon lord both in the physical world existed relatively peacefully, and their unified effort
and in the realm of Dream. In the clouds above, resulted in a standardized calendar, taking as its
the terrible battle manifested in the form of two first year the new cycle that dawned after the battle
vast shapes wrestling in the heavens, one a baleful at Jirangarrm. Additionally, they accepted the
shadow, the other an opalescent light. Finally, after universal tenets of the Mahist Faith, acknowledging
hours of toil, the grievously wounded Twins emerged the Great Father and Great Mother as their supreme
from the cracked gates of the city, escorted by the two deities, although popular Devah cults would continue
remaining Talons, Kahraman and Bhadrah. Aythti to thrive as they had before.
carried in his hand the severed head of Adhitmuss. In the far north, the defeated nation of
The Isvar of Sufferings reign was finally over, and Visedhrah fractured into smaller realms ruled by
the terrible Wars of Twilight had come to an end. various princes, each of whom tried to claim the Jade
The remnants of the Visedi forces fled Throne. The mighty Visedhran Amn ceased to be,
northward, back to their homeland. On the bloody as the individual principalities rose to power and
fields, the Hardazi announced to the Paksin and seized territories of the former power as their own.
Vajrah rulers that the lands to the north, all the way Clan Bulang, the most powerful and influential of
from their holy mountain of Kthah to the west as the Visedhran royal clans, claimed the Principality
far as the coasts of the Sea of Suvr, belonged to the of Kelapan, whose capital was Benng, seat of the
Hardazi alone. They had no interest in the infidel Jade Throne itself. In the centuries that followed,
ways of the Mahist faith, and warned that they would no prince has yet risen again to claim the title of
crush any invader without mercy, such was the will aminar.
of their god Dar. Without further word, the Hardazi During these years, the territories of Andhi and
left the plains to return to their lands. Pkharaj declared themselves individual sovereign
As for cursed Jirangarrm, none ever dared isvarates. Sickened by the tyranny of the sorcerer
enter its dark halls again. As the armies left the princes, these Sarpah realms believed that distancing
gloomy plains, mists gathered and hid the terrible themselves from the actions of the Jade Throne

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

Chapter II: The Basics


will be described by a series of
Attributes (detailed later in this
book). These Attributes are game
descriptors that will tell you what
your character is capable of doing.
Attributes consist of Animal
Abilities, Characteristics, Talents,
Skills, Advantages, and Drawbacks.

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

on a 4, 5, or 6, but the rest were all 3 or less)


Action Dice is considered a Partial Success, whereas a roll of
Many of your Attributes will be assigned a two successes means you have achieved a normal
Ranking, a number ranging from 1 to over 10. This or Adequate Success. A full explanation of what
number will let you know how many dice you will it means to roll one or more successes is given
get to roll when you use a particular Attribute. under Levels of Success.
Thus, if a Skill had a ranking of 4, you would get
to use four six-sided dice when making a roll. These Opposed Rolls
dice are called Action Dice, and you may have several In many contested situations, the number of
groups of Action Dice that you can use at once. successes you roll when performing an action may
Additionally, you may be given modifiers that could be reduced or negated by one or more Opposed Rolls.
increase or decrease your total number of Action An Opposed Roll is a dice roll whose purpose is to
Dice. cancel out anothers successes. As an example, lets
say your character decided to try and sneak past
Dice Rolls a guard. You would be asked to roll Action Dice
Whenever your character performs an action to attempt the task. The guard would roll Action
where the outcome is uncertain, you get to roll Dice to try and detect you. Lets say you rolled four
Action Dice. Some actions such as walking across successes, while the guard rolled three successes,
a room or picking something up are considered you would be declared the winner. However, you
to be automatically successful (unless, of course, would only have achieved one success rather than
someone is trying to prevent you from doing it). four.
Any action that requires a roll
is called a Contested Action, and
any action whose outcome will
automatically end in success is
called a Free Action.
Climbing a high wall with few
hand-holds would be considered
a Contested Action, and thus
require a roll. Climbing over a
fence a few feet high would be
considered a Free Action, and
therefore require no roll. The
GM would simply declare that the
action was successful, unless there
were some other circumstances
that made it a Contested Action,
such as being fired upon or
attempting to move stealthily.
In order to perform an action,
you simply need to declare what
you wish to do, describing in as
much detail what you wish to
accomplish. The GM will then tell
you which Attributes Ranking you
need to base your Action Dice on.
If the action is deemed especially
difficult, the GM may then assign
a modifier, a number that will be

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

Chapter II: The Basics


tie. An example of this would be two opponents
engaged in an arm-wrestling match. If they both
rolled an equal number of successes, neither
of them would be declared the winner and
would require additional rolls to determine the
outcome.
Rolling Sixes (Optional Rule)
Whenever you roll two or more 6s on your
Action Dice, not only do they count normally
as successes, you also get to roll the second and
subsequent 6s over again, thereby increasing your
chance of scoring additional successes. As long as
you continue to score 6s on the dice, you continue
to roll. If you score any number other than a 6,
you stop rolling. This rule makes it possible for
someone with only a few Action Dice to score
more successes than would normally be possible.
Example: A player rolls her four Action Dice
and scores a 3, 4, 6, and 6. So far, she has three
successes (4, 6, and 6). However, since she rolled
two 6s, she gets to roll the second 6 again. She as well as the number of 1s rolled. Thus,
scores another 6! She now has four successes (4,
6, 6, 6), and continues rolling the die that rolled Fumbles can range anywhere from being mildly
yet another 6. She scores a 5 (another success). At annoying and embarrassing to being downright
this point, she stops rolling her die as she did not disastrous.
score another 6. Her final tally is an impressive The important thing to keep in mind if
five successes (4, 6, 6, 6, 5), which she scored with using this optional rule is that a Fumble should
only four dice. enhance the drama and increase the value of the
Failing Actions cinematic moment. Imaginative Fumbles are the
sorts of things that inspire great stories. The goal
If you fail to score any successes (i.e. do not is to give the players the opportunity to use their
roll at least one 4, 5, or 6 on your action dice), wits and creativity to overcome the Fumble,
you are considered to have failed at your task. In not to punish the players for failing. Fun is the
certain circumstances, you may attempt the same name of the game and should always guide the
task again, but there might be some penalties (see decision of the GM.
Successive Attempts).
Successive Attempts
Fumble (Optional Rule)
If you have Fumbled an action, you may not try
A Fumble occurs when you fail to score the same action again (but you may try something
any successes, plus you roll one or more 1s on your else). If you have simply failed an action, then you
Action Dice. The more 1s you roll, the worse may try again on your next turn. However, the
the effects of the Fumble may be - its dependant next attempt will be made at a penalty of 1 die
entirely on the judgement of the GM. A Fumble per successive attempt. Thus, a 1 on the second
basically means that something catastrophic has attempt, a 2 on the third, and so on, up to a
occurred during your attempted action. It could maximum of 10. In certain situations, the GM
mean that a firearm explodes in your hands, or may wish to disallow any further attempts after
that a perfect piece of crystal has been ruined by the action has failed. This will depend on the task
your efforts, or a neutral audience has turned being performed, the circumstances surrounding
hostile. The exact effects of a Fumble are left up it, and the character performing it.
to the GM and depend greatly on the situation,

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

Inferior tools/materials; sense of urgency; has


BOOK ONE

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

Performing under extreme stress or while actively


Extremely Difficult -4 Dice
being attacked; has never performed the task before

Performing under crippling stress; has little hope of


Almost Impossible -5 Dice or higher
performing the task even under optimal conditions

Modifiers Difficulty Modifier Table above gives the Difficulty


Ranking and the corresponding modifier that a
As noted under Action Dice, there are various GM may assign.
modifiers that a GM may require you to factor in
when rolling your dice. These modifiers will either Bonus Modifiers
be Difficulty Modifiers, requiring you to lose a
certain number of Action Dice, or Bonus Modifiers, A Bonus Modifier is assigned by the GM
allowing you to add a certain number of dice to whenever he determines that your character is
your Action Dice. attempting a particularly easy action. This type of
modifier adds a certain number of dice to your
Difficulty Modifiers Action Dice before you make a roll to determine
success or failure at a given task. The GM always
A Difficulty Modifier is assigned by the GM has the option of declaring any Easy action a
whenever he determines that your character is Free Action, which will automatically end in an
attempting a particularly difficult action. This Adequate Success. The Bonus Modifier Table below
type of modifier subtracts a certain number of gives the Difficulty Ranking and the corresponding
dice from your Action Dice before you make a roll modifier that a GM may assign.
to determine success or failure at a given task. The

BONUS MODIFIER TABLE


Difficulty Ranking Modifier Example
Average work conditions (decent tools or materials);
Standard 0
practitioner performs the task on a regular basis

Good work conditions (above average tools or


Easy +1 to 2 Dice materials); some extra time to perform the task;
requires little effort
Superior work conditions (excellent tools or
Very Easy +3 to 4 Dice materials); plenty of time to perform the task;
requires almost no effort
Ideal work conditions (perfect tools or materials); the
Childs Play +5 Dice or more task could be performed blindfolded; there is no time
limit; a novice practitioner would consider the task easy

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

Chapter II: The Basics


Levels of Success at your action fairly much as you had intended.
However, nothing special should result from such
Rolling multiple dice could result in multiple a Success Level.
successes. Scoring only one success while attacking
Example: Tazi wants to shoot at an enemy up
may mean the character inflicted only a minor on a wall, trying to get him to topple off of it. The
wound. Scoring only one success while trying to GM rules that even though the guard is unaware
pick a lock may mean that it may have taken twice of Tazi, he nevertheless has partial cover (the
as long as it normally should have. The exact in- wall), and the shot will be at long range. The GM
game result of a Success Level is left up to the declares the action is Challenging and assigns a
GM to determine, but some guidelines are found dice penalty of 1 (one die taken off the total that
below. Tazi may roll for the action). Tazis player rolls
his dice and scores 3 successes. Because the guard
Successes Success Level is totally unaware of Tazi, he gets no defense roll.
The GM rules that the shot will do full damage
1 success Partial and that the guard topples off the wall.
2 or 3 successes Adequate
Good Success
4 or 5 successes Good Scoring this level means that a little something
6 or 7 successes Excellent extra has occurred, something beneficial above
and beyond what you expected. This level should
8 or 9 successes Astounding be rewarded with an additional tidbit, something
10 or 11 successes Incredible which makes the success slightly better.
12+ successes Legendary Example: Istvan the seer attempts to magically
peer into the past to see if he can discern the
properties of an ancient amulet he has discovered.
Note that the following examples assume Istvans player scores 4 successes on his Action
that the optional rule of Rolling Sixes is in effect. Dice. The GM declares that Istvan knows the
properties of the amulet, and further knows who
Without the use of this optional rule, Success crafted the amulet and a little about its history.
Levels higher than Excellent will rarely be achieved
by players. GMs should read the section entitled Excellent Success
Power Level in the Character Creation chapter
before deciding whether to use that optional rule. At this level, you have achieved much more
than you thought you would. This level should
Partial Success be rewarded with a variety of extra bonuses which
make the success much better.
Achieving this level means that you have
scored the bare minimum required in order for Example: Akari tries to find a suitable spot
your action to have been declared successful. The inside a busy tea house to eavesdrop on bits of
conversation between two enemies of her lord.
Partial Success, however, should not be everything The GM rules that because her targets are being
you wanted it to be. While the gist of what you very cautious, and due to the noise surrounding
wanted to achieve may have happened to some the pair, the action is Very Difficult and he
extent, the end result may be something you did assigns a penalty of 3 dice. Akaris player scores
not anticipate. In combat, a Partial Success strike 6 successes. The GM decides that Akari finds the
will have its damage halved (then rounded up perfect spot, and manages to hear every word of
to the nearest whole number) before any armor the conversation clearly (and then proceeds to
adjustments have been applied (see Combat for the give her lots of juicy information regarding an
full affects of Successes during melee). assassination plot against her lord).
Example: Ishi, having been discovered Astounding Success
breaking into a house by a guard, decides she
wants to kick the guard in the stomach, hoping to This level indicates that truly great things have
knock him over and allowing her to escape. Ishis been achieved, and that others would marvel at
player rolls her dice and scores only one success. this success. The GM should generously reward

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

Chapter II: The Basics


Mushka has no Ranking in Performing or any
other appropriate Skill, but he only desires to door closed while his partners lower a rope ladder
attempt an incredibly simple act of juggling. The to the courtyard. The GM rules that Sahidrahs
GM allows him to use an Unskilled Roll. Since player must make a Characteristic Roll based on
juggling would normally be linked to Dexterity, Strength, matching his Ranking of 5 dice against
and Mushka has a Ranking of 5 in Dexterity, he that of the guard pushing against the other side.
will get 3d6 (5 2 = 2.5 which rounds to 3) with The guard will need to roll more successes than
which to attempt this very simple task. If Mushka Sahidrah in order to push through the door.
had tried any fancy tricks that wouldve been
deemed Challenging by the GM, he would not Perception Roll
have been able to perform the task at all. Zoics may possess a variety of special animal
A few Skills, such as Surgery or Crystalsmithing, senses, but they also have the five standard
are considered so specialized that they will not give perceptual senses as well. Of all the types of
you an Unskilled Roll. If you do not possess these Characteristic Rolls that you will be asked to make,
Skills, you will not be able to perform any tasks Perception Rolls will be among the most common.
that require them. Perception Rolls are made whenever your character
needs to sense or detect something that is not
Crippled Penalty Roll immediately obvious. A Perception Roll can be
This rule is really more of a modifier on your used to spot ambushes, to take in the fine details
Action Dice. If one of your Characteristics are of a room, to notice a small or partially obscured
ever lowered due to injury or illness, and you object, to detect unusual sounds, etc. Many combats
attempt to use a Skill that is linked to the crippled will usually begin, in fact, with the GM requiring
Characteristic, you receive a Crippled Penalty a Perception Roll to determine if your character is
modifier. When this occurs, you must reduce the able to react effectively.
number of Action Dice in your Skill by the same The Perception Modifier Table lists some
amount that your linked Characteristic is currently bonuses and penalties that could be applied
reduced. The resulting number will be considered to your Perception Action Dice under various
your final Ranking. If the resulting number is 0, circumstances. GMs should feel free to extrapolate
you would use the 0 Default Roll. additional Modifiers based on the table below.
Example: Akari is recovering from
being poisoned, and as a result her Dexterity
Characteristic has been temporarily reduced
by 2, bringing her original Dexterity Ranking PERCEPTION MODIFIERS
down from 4 to 2. Akari decides that she wants Night 2 Dice Sight
to carve a small statuette for her friend Mushka
(despite her condition) in appreciation of his Thick Fog 4 Dice Sight
having saved her life. Akaris Dexterity Penalty of Pitch Black 6 Dice Sight
2 is applied to her Artistry Skill Ranking of 6
(because her Artistry Skill of sculpting is linked to Moving Target +2 Dice Sight
her Dexterity). Thus, she will have 4 Action Dice
(6 2 = 4) with which to perform that task. Shout +1 Dice Hearing
Whisper 2 Dice Hearing
Characteristic Roll
In situations that do not require the use of any Noisy Room 4 Dice Hearing
particular Skill or Ability, the GM may ask you to Firearm Combat 6 Dice Hearing
make a roll based on one of your Characteristics.
In these cases, you would get to roll as many Action Zoic Musk +4 Dice Scent
Dice as the appropriate Characteristics Ranking. Strong Breeze 2 Dice Scent
This usually occurs when a Characteristic needs to
be used in a very general way. For example, a Wit Powerful Spice 2 Dice Taste
Roll could be used when attempting to remember Bland Food +2 Dice Taste
an obscure piece of information, or a Dexterity

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

Narrative Time is not


precise and flows to fit the
scene that the GM is setting
up. Two minutes or two
days are interchangeable in
Narrative Time, the only thing
that matters is how the story
progresses. For example, if
your character were traveling
on a ship toward a distant
land, the GM would not give
you a second-by-second play
of the voyage. Instead, he
would use Narrative Time,
and say something like: After
several weeks of grueling
sea travel, you arrive at your
destination. He may choose
to highlight certain days
of the voyage for dramatic
reasons, but there would be
no need to detail the entire
journey.
Action Time, by contrast,
is very precise and is used
when describing action scenes such as combat Multiple Actions
or chases. The base unit of time measurement in It is possible to perform more than one action
Action Time is the Combat Round. This unit of in a Combat Round. As explained in the Combat
measure is approximately six seconds long. There section of the rules, there are some limitations
are as many Combat Rounds in an action scene as imposed upon the number of actions you can take.
are needed to conclude that scene. After the action Modifiers may also be applied to your Action Dice.
scene is concluded, the time would revert back to Multiple actions are taken either one at a time as
Narrative Time. individual dice rolls, or in certain cases are bundled
together as a single dice roll. Remember that a
Skill Performance Time Combat Round lasts only six seconds of in-game
Each action that you attempt will take a time, so the type of actions the player chooses to
different amount of time depending on the action take must reasonably fit into that time frame.
you described and the Skill being used. Picking a If any of your Action Dice are ever lowered
lock will take far less time than crafting a sword, below a single d6 due to various modifiers, you
for example. The Skills in the Skill List may have would use the 0 Default Roll. If you fail an action
a general performance time indicated along with while performing multiple actions, the GM may
their descriptions. These are guidelines for the GM still allow you to attempt the rest, but this would
to help decide how much time an action involving depend on the situation. If you Fumble an action
that Skill would take to perform. It is important while performing multiple actions bundled together,
to remember, however, that highly motivated all actions used as a part of that bundled set are
characters can sometimes do amazing things within considered lost. Additionally, you would only be
a very short time frame. able to perform defensive maneuvers for the rest of
the Combat Round in which you Fumbled.

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

Chapter II: The Basics


extra time bonus. Consult the Skill List and judge task. You can halve the amount of time needed to
what the general performance time is for that Skill. perform a task but you acquire a 1 penalty to your
This will give you a range of time in which a Skill Action Dice for every halving you do.
could be performed without resorting to Rushing Example: Akaris player has been told by
(see below). the GM that making a crystal necklace for her
For actions whose performance time normally mistress will take her one hour. Akaris Crystal
falls within about 6 seconds (the length of a Craft Skill has a Ranking of 5, which means she
Combat Round), use the Time Bonus Table to assign would normally roll five Action Dice to craft
the necklace. Akaris player decides that she
a bonus. does not have an hour to spare (the gift is a last
minute decision), and declares that she wants
TIME BONUS TABLE to craft the necklace in fifteen minutes. Since
this is one quarter (1/4) the total amount of
Time Taken Bonus Assigned time (1 hour 2 2 = 15 minutes) required by
1 Combat Round +1 Dice the GM, Akaris player will take a 2 penalty to
her Action Dice for Crystal Craft, thus giving
6 Combat Rounds +2 Dice her 3 dice.
3 Minutes +3 Dice Once your Action Dice for any given task have
18 Minutes +4 Dice been reduced to 1, you may no longer continue to
halve the time required to perform that particular
2 Hours +5 Dice task. Few Skills (except for certain Combat Skills)
12 Hours +6 Dice should ever be able to be performed in one second,
3 Days +7 Dice whether they have taken a rushing penalty or not.
This is another one of those instances where GMs
18 Days +8 Dice will simply have to use their best judgement.

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

Chapter II: The Basics


Roleplaying bonuses can range anywhere descriptions of its various countries, cultures, creatures,
from a +1d6 to a +3d6 (or more) depending on and many other elements related to the setting. Before
what the GM felt the description or portrayal was creating your own campaign, it would be advisable to
worth. This sort of effort should be rewarded and read through this information to familiarize yourself
encouraged, as it makes the game more fun for with this unique world.
everyone involved. While not every player will be
a natural ham, or have the acting and voice talents Serving a Lord
of a Hollywood star, each should have some way of
contributing to the overall role-playing atmosphere This type of campaign focuses on the complex
of the game. Even the most timid of players can relationships and intrigues of Houses and Lines,
give a detailed description. the principle social units of Drdni culture. This
campaign type generally features scenarios in which
the players are the vassals and functionaries of an
Travel aryah, the leader of a noble house, or a great aryah,
Drdnah is a large and expansive world, the leader of a powerful clan, or perhaps members
one which you will likely wish to explore. The of the noble family itself. Characters in this type of
map included in this book features a scale in the campaign would carry out special missions assigned
lower left corner. It indicates the number of days it to them by their lord or lady, missions they would
would take to travel by skyship across the distance be honor-bound to carry out. These assignments
displayed within the scale. Traveling by skyship is could include protecting important members of
the fastest form of travel across Drdnah, and is their House from their enemies, conducting spying
the comparison for all other modes of travel. and assassination missions, acting as envoys to
other factions, or engaging in intrigues to advance
A journey that takes about one day by skyship their own position or the position of their House.
would take about two days by wing or by water Examples include Dune, The Tudors, Excalibur, and
vessel, about four days by mounted land beast, and Shogun.
about seven days on foot. It is important to note that
the flow of the story, at the GMs discretion, may
increase (or decrease) the general amount of travel Free Traders and Corsairs
time for dramatic effect. This campaign features characters that are
Skills and Abilities that relate to travel are members of a ships crew, adventuring across
covered later in the rules under Character Creation. Drdnahs many oceans and seas, or sailing
Though sometimes the GM may simply decide to upon the fateful winds of the upper airs. Such
assume travel occurs without a hitch, a roll (or several characters might consider themselves free traders,
rolls) of some movement-based Skill or Ability may engaging primarily in honest business that often
sometimes be required to determine how successfully gives way to more shady dealings and action-filled
a journey is made. Unforeseen trouble may be complications. Or perhaps they are bloodthirsty
indicated by poor dice rolls, whereas an exceptional Crystal Corsairs who prey on merchant ships and
roll might mean a much faster journey. clash with military vessels sent to destroy them.
In campaigns of this type, adventure and intrigue
can be found in almost any port of call, and could
Campaign Types feature smuggling, heroic rescues, battles with
pirates, and of course the acquisition of treasure
In the SHARD RPG, there are many different and booty. Examples include Pirates of the Caribbean,
types of settings and stories that you can experience. Captain Blood, The Sea Hawk, and Firefly.
As GMs begin considering the types of adventures they
wish to run for their players, they will want to create
the backstory for a specific type of campaign, as well as Secret Societies
the overall storyline that will tie together all the various In a world steeped in political intrigue, where
plots and subplots into a cohesive overall saga. religion governs the lives of the populace and the
Inspiration for campaign storylines can come status quo is zealously guarded, there are always
from a variety of places, including your favorite novels, secret societies that form whose agendas can

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

acts of espionage, quests for important artifacts, Explorers of the Past


attempts to infiltrate enemy strongholds for
purposes of information gathering or to liberate a There will always be those who quest for
political or religious prisoner. And all this must be knowledge and who seek the mysteries of the
accomplished, of course, while maintaining ones unknown. Such adventurers embark upon journeys
cover and keeping the existence of the secret society of discovery that are rife with danger, ancient
a secret. Examples include Torchwood, Murder By treasures, and forbidden secrets. Drdnahs
Decree, The Da Vinci Code, and Men in Black. past is full of such secrets. Hidden away in the
furthest jungles and highest mountain peaks are
the crumbling remains of lost civilizations and
War Has Come evidence of terrible truths thought long forgotten.
In this campaign, the threat of imminent war For those intrepid souls who would brave the wild
looms over the nation in which the characters reaches and savage dangers of remote locations,
live, whether due to civil unrest, imperialistic there is much more than old bones to unearth in
expansion into another country, or the approach the forbidden places where the Devah first walked
of conquering armies from an opposing realm. upon the world. Examples include Raiders of the
Characters in such a campaign might be common Lost Ark, King Solomons Mines, Atlantis, and Journey
soldiers, or the officers who lead them, or perhaps to the Center of the Earth.
even simple civilians caught between the opposing
forces and struggling to stay alive in a war-torn land. Outcast Travelers
Typical adventures might consist of carrying out
military campaigns, espionage or reconnaissance This type of campaign features societal outcasts
missions into enemy territory, the conscription of and gypsies who band together to make their
additional troops, the sacking of enemy cities, or lives on the road, traveling from place to place in
the pacification of conquered villages and towns. caravans of brightly colored wagons or upon river-
Examples include Sharpes Rifles, Band of Brothers, barges. Characters are skilled entertainers, dancers,
Platoon, and Rome. musicians, and fortune-tellers, but are often blamed
for misfortunes and crimes that occur when they
are near. The proud Drdni gypsies claim to be
Thieves and Assassins descended from ancient warriors who ruled long
This type of campaign focuses on the seedy before the Wars of Twilight, though few believe
underbelly of society, and features the secretive these tales. Gypsy clans could be nothing more
lives and questionable pursuits of those who live than a gang of opportunistic thieves, or they could
outside the law. Characters could range from be dedicated demon-hunters whose mission it is to
the lowliest cutpurse to a master thief or world- eliminate supernatural threats wherever they are
renowned assassin. Campaigns might focus on the found. Regardless, they are usually not wanted in
adventures of a Thieves Guild, or the clashes of most communities, and are always persecuted by
rival underworld gangs, or on the sinister activities local authorities and priests who consider their
of a group of deadly assassins. The rewards are the strange beliefs to be heretical. Examples include
treasures of hapless victims, or the grim honor of King of the Gypsies, The Hunchback of Notre Dame,
being the harbinger of death. Examples include Carnivle, and The Riches.
Oliver Twist, Thieves World, The Wire, and The
Professional. Survivors of Destruction
This campaign assumes that the normal setting
Peasants to Heroes of Drdnah has experienced a violent upheaval
Simple farmers who rise to become great heroes or some sort of calamity. The devastation could be
that change the world are the stuff of legends. This local or world-wide. Characters are forced to fight
is the classic Heros Journey, and is a feature for their very survival in an environment that has
of many memorable tales. This campaign could apparently gone mad. In such a world, laws and
center on individuals who have been born into traditions are often forsaken, and life becomes a
a lower caste or a situation of diminished status, series of life-threatening encounters. It could be the

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

Chapter II: The Basics


Day After Tomorrow, The Road Warrior, and War of overwhelming desire for entertainment.
the Worlds. The GM is not the players opponent; quite
the contrary, the GM is on the same team as the
Being a Gamemaster players. The GM and the players are co-creators of
a shared drama; without cooperation and trust,
An important distinction between role-playing the experience is likely to be unsatisfactory. Unlike
games like SHARD and other types of games is the traditional games, there are no winners and losers
inclusion of a Gamemaster (GM), a person who in SHARD. Everyones goal should be to have a great
acts as a host, storyteller, and referee for the game. time, and the result should be many memorable
Unlike traditional tabletop games such as CLUE adventures (and the desire for more). A good GM
or MONOPOLY, which feature a rigid set of rules listens to the players feedback, and incorporates it
and fixed events, role-playing is free-form and uses in future scenarios. During play, the GM monitors
the rules as a framework to help the GM and the the pacing of the game, responding to the needs
players create an entertaining, interactive story. and interests of the players and seeing to it that
In many ways, a role-playing game is similar to the action moves along at a pace that the players
a TV show. The GM serves as the show-runner (the are comfortable with. If the players want more
writer/director), and the players assume the roles romance, adventure, mystery, or suspense, its up
of the central characters of the show. The main to the GM to find ways to work those elements
difference is that the show is mostly improvisational. into the game.
Even though the GM creates the setting and central Finally, dont let the action, creativity, and
conflict that the players will experience as well as drama of the game get bogged down by the rules.
the numerous subplots and supporting characters The rules presented in SHARD are simple guidelines
that will help establish and define the principal designed to help make creating interactive stories
characters and their relationships, it is the players easier. If theyre getting in the way, change them
who are the stars of the show, and their actions to suit your needs, or ignore them altogether. Even
are unscripted and incredibly unpredictable. But though the task of running a game may be hard
thats part of what makes it so enjoyable. work, it shouldnt feel at all like hard work. Above
Deciding to be a GM is a big responsibility, all else, running a game of SHARD should be a
but its also a great deal of fun. As a GM, youll be great deal of fun, and if you find that it is, then
the one that creates the setting that the players will youre clearly doing it right.
return to time and again. They will experience your

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.

Chapter III: Character Creation


need to be made, so you should spend some time The fifth step is to select your characters
thinking about the kind of character youd like Advantages and Drawbacks. Advantages are
to play. Imagine you were going to create a major social perks such as wealth, a patron, and your
character for a TV show, and you needed to sell caste. Drawbacks are physical, mental, or social
this character to a producer. How would you pitch disadvantages that might afflict your character. It
the character? What sorts of things would you talk is important to note that Drawbacks are optional
about and emphasize? What would the highlights and whereas they provide you with more points to
be? spend on your other Attributes they also give the
Character creation should be imaginative and GM weaknesses that will be exploited during the
a great deal of fun. Heck, its a game in and of course of the game.
itself. We will guide you through it step-by-step in The sixth and final step is to wrap it all together.
order to make the process simple and enjoyable. Come up with a backstory for your character. How
Everything you will need to create your character did he come to be in his present situation? Is he
will be found in this chapter. Before you begin, it related to any of the other players characters? How
might be helpful to photocopy the Character Sheet does your character like to dress and speak? Is he
thats been included in this book. outgoing or shy? Does he like to spend his time
The SHARD RPG is a point-based system, in quiet meditation or does he spend his evenings
meaning that you are given a certain number of in gambling dens? These are important choices as
Character Points that you will use to purchase all theyll help you role-play your character, which will
your characters Attributes, each of which has in turn increase everyones enjoyment.
a point cost associated with it. There is math
involved, but it is simple addition and subtraction.
If you consider yourself to be math challenged Power Level
then a calculator might also come in handy. Before you create your character, the GM will
The first step in character creation is to come need to determine the Power Level of his campaign
up with the character concept. Depending on the and assign the corresponding Character Points that
type of campaign the GM has chosen to run, youll you will use to buy your Attributes. There are four
need to find a character that fits into that setting. different Power Levels that a GM may choose. Each
Are you an honor guard assigned to protect the of these levels represents a slightly different style of
lord of a great house? Or are you an assassin used play. If the GM wanted to feature characters who
to eliminate your lords enemies? Perhaps youre were capable of superheroic deeds, then a higher
a performer traveling with a troupe that wanders Power Level would be appropriate. If, on the other
from city to city? hand, the GM wanted to feature characters who
were just beginning their adventuring careers, then
The second step is to determine what sort a lower Power Level would work best. Consult the
of Zoic youd like to play. What kind of animal Point System Table to see what each Power Level
interests you? Are you drawn to a particular offers in terms of points and limits.
animals appearance? Or is there some other
quality that you admire or find intriguing? Animal Its important to note that due to certain
Templates are available that will help you select the inherent animal traits, a few Zoics may exceed some
appropriate animal abilities and traits. of the limits imposed by a particular Power Level.
An elephant, for example, may have a Strength
The third step is to assign Rankings to your Ranking in the Talented range even though he
Characteristics and Animal Abilities. These are was beginning as a Low Power Level character.
inherent traits that define your characters physical His other Attributes, however, should still meet
and mental ability. These will be dictated, to some the limits set by the Power Level. The GM should
extent, by the animal youve chosen to play. For carefully review every character and determine if
example, elephants will be strong and tough, they are appropriate to the Power Level he wishes
whereas gazelles will be agile and fast. to run. Every Zoic may not be appropriate for every
The fourth step is to select your characters Power Level.
Talents, Profession, and Skills. Talents are special Another important point is that the Attribute
innate abilities such as a natural immunity to limits set by Power Level apply only during character
poison or a inborn aptitude for magic. Based on creation. Once the campaign begins, players are
the character youve decided to play, youll also

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

This level requires mature players, as not all of the


Low Power Level characters will start out equally as powerful. Players can
This level assumes that the characters are a little occasionally be competitive, so if a GM has too many
weaker than the average hero. They might be young or of these types of players then the Mixed Power Level
simply inexperienced, but in either case they are usually may not work. If a GM uses the Mixed Power Level, it is
just starting out on their adventuring careers. Examples important to make sure that all of the players get equal
of characters at this level would be Bilbo Baggins and air time and that the higher point characters do not
Harry Potter. overshadow their less experienced comrades. Everyone
should have a significant impact on the course of the
Talented Power Level campaign. After all, in The Lord of the Rings it was the
Low Power Level characters that actually destroyed the
This level is for standard heroes who possess a Ring and saved Middle-Earth. Similarly, you dont have
variety of different skills and are considered competent to be ultra-powerful to be a hero and save the day on
adventurers. Even though talented heroes are not Drdnah.
capable of superhuman feats, they still deal with
plenty of extraordinary situations. Examples of such
characters would be Captain Jack Sparrow and the Maximum Attribute Ranking
Three Musketeers. Each Power Level has a suggested cap on a
characters Attribute Rankings. This limits the
Heroic Power Level number of Action Dice a player can initially use and
generally keeps the Success Levels in synch with the
At this level, characters boast skills and abilities that appropriate Power Level. Remember, the more dice a
few others possess. These are highly experienced heroes player has, the more Successes theyre likely to score. It
who are often called upon in times of great need. They makes sense that Legendary characters be able to score
are generally viewed by the rest of society as amazing very high Success Levels, whereas Talented characters
individuals. Many popular fantasy adventure heroes should score more moderate Success Levels.
would fall into this category. Examples would include
Conan the Barbarian and Robin Hood.
Base Character Points
Legendary Power Level Character Points are what you spend to buy
all of your characters Attributes: Characteristics,
This level features superhuman characters capable Animal Abilities, Skill, Talents, and Advantages. The
of unbelievable feats who are renown throughout the Power Level determines the number of Character
world. Some might be considered divine messengers Points you initially receive. These numbers are merely
or perhaps even gods themselves. Examples of such suggestions, however. If the numbers are insufficient to
characters would be Elric of Melnibon and Paul- create characters that fit a GMs particular campaign,
MuadDib Atreides. they should be tweaked either up or down until the
appropriate number of Base Character Points has been
Mixed Power Level reached. We encourage you to play around with them.
It is possible for a GM to assign a level that combines

POINT SYSTEM TABLE


Power Level Maximum Attribute Base Character Points Maximum Drawback
Ranking Points
Low 4 100 15
Talented 6 150 30
Heroic 8 200 45
Legendary 12 250 60

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,

Chapter III: Character Creation


not to cripple your character with too many of these
disadvantages. Each Power Level has a recommended Step 2: Pick Your
cap on the number of Character Points you can get
from Drawbacks. You are not obligated to take any Animal Template
Drawbacks; they are purely optional. The fantasy world of the SHARD RPG is populated
solely by anthropomorphic animals called Zoics. You
Step 1: Character can choose to be any mammal, bird, amphibian or
reptile you wish. Cetaceans (whales, dolphins), fish, or
Concept any prehistoric animals (dinosaurs, saber tooth cats) are
not allowed as they do not currently exist in the setting.
Once the GM decides on the Power Level and the The people of Drdnah refer to themselves as jnah,
type of campaign he wishes to run, you should decide which means people. Their animal species is referred
what sort of character you wish to play. Think about to as their jenu, which means form. A jnah would
your favorite characters from fantasy novels, movies, never refer to themselves as an animal. In fact, that is
or TV shows. Does fighting ability and flashing generally viewed as an insult. The word suthra, which
swordplay appeal to you? Or do you prefer characters means animal, is used by all jnah to refer to the
who rely more on their wits and stealth to defeat native fauna of Drdnah.
their enemies? Or does the idea of summoning and
controlling alien demons from another dimension Since youve already thought about the type of Zoic
seem more your speed? youd like to play, you should locate that specific animal
type in the Animal Templates. These templates are
The GM should provide you with a list of designed to help you build your Zoic quickly and easily.
the types of characters that will be available in his Every trait that your chosen animal should possess is
campaign. Consult with him and your fellow players listed in its Animal Template, which includes minimum
to decide who will take what roles. Whereas an entire Characteristics, Animal Abilities, and any Talents or
party of fighters or spellcasters could work, its often Drawbacks that might apply. Mammals are grouped into
a better idea to make sure your group is diverse and a racial category called Vajrah, birds are known as Paksin,
able to deal with a variety of different situations. This and reptiles and amphibians are known as Sarpah. See
will also give you more of an opportunity to shine the section entitled Animal Templates beginning on page
when your unique skills are required to save the day. 49 for a detailed description of the templates.
You should also be thinking about the type of
animal that would best fit into the role you wish to
play. Here you have an opportunity to play to or against
type. Its clear to see why someone would want to play
a tiger warrior, a weasel thief, or a bat sorcerer; those
animal types seem to suit those roles. But what about
a lion healer, or a mouse warrior, or a gorilla thief?
Playing those sorts of characters can be a refreshing
change and a lot of fun. Its important, however, to
make sure the animal type youre choosing fits the
GMs campaign. As always, he has the final say on
what sorts of characters will be allowed in his game.
Another important consideration is to decide
what your relationship to the other players will be. Its
fine for the group to be strangers. In fact, this is often
the default choice for many campaigns, especially
since its fun to learn about your fellow players in the
game as you get to know their characters. However,
its not a bad idea to have some sort of pre-existing
relationships with your fellow players. Are all of you
members of the same house serving the same great
lord? These sorts of campaigns can be a great deal
of fun as it immediately establishes a strong bond
between the players. After all, you and the other

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

Chapter III: Character Creation


Its important when creating your character and
his backstory to keep in mind the type of game the GM Building a Zoic is as easy as locating the appropriate
wants to run. Make sure your choices complement the Animal Template. Many of the Animal Templates
campaign and the other PCs. Remember, fun is the cover a general type of animal (great cats, canines, birds
name of the game, but that includes everyone. Whereas of prey, etc.) and will list specific animal types (tigers,
adversarial character relationships can provide a lot of wolves, hawks, cobras, etc.) under the template heading.
drama, you have to be careful not to let them become If you desire to play an animal that is not specifically
personal. After all, its only a game. Discuss your ideas listed in the Animal Templates, simply find a template
with the GM and the other players, that way youll be that closely resembles the animal you wish to play, and
more likely to be on the same page. check with the GM to make sure this template can be
used for your specific animal. Each template has a cost
in Character Points. That cost is what you will have to
Story Points subtract from your total number of Character Points.
After youve created your character and the Once you have paid the cost, you will get all the Animal
campaign has begun, youll still be able to increase Abilities, minimum Characteristics, and Talents that are
your characters Attributes and even add new ones. listed in the template.
This reflects your characters ability to learn, develop, In certain cases, the GM might allow you to select a
and grow, and its made possible with the use of Story template but subtract the cost of either an Animal Ability
Points. Generally, the GM awards Story Points to each or Characteristic points. For example, if you wanted to
character after every session of play, although some play a hawk Zoic who was born lame and unable to fly,
may choose to award them at the end of a story arc, or an elephant Zoic who was sickly and weak, you would
which could consist of several play sessions. deduct the cost of Flight or a few points of Strength and
A typical Story Point award ranges between 1-3 Vigor from the total point cost of the template.
points per session, depending on how challenging Adding chimerical Animal Abilities to a template,
the GM deemed the adventure. Bonuses of +1-2 such as Flight to a lion Zoics template, should generally
Story Points can be awarded to players for excellent be avoided. Such additions should only be allowed under
roleplaying, particularly creative problem-solving, or very special circumstances and only with the express
other contributions that greatly increased the enjoyment permission of the GM. Such mutations are possible but
of the game for everyone. Additionally, GMs might they are extremely rare. Further, such chimeras would be
wish to award a Story Completion Bonus of +1-3 Story considered abominations and ostracized from ordinary
Points after the conclusion of a major story arc. society.
Story Points can be used in a few ways. First and Every Animal Template also lists the Maximum
foremost, they function exactly like Character Points Characteristic Ranking that Zoic can achieve as well as
and are used to increase or purchase Attributes a range of Characteristic Rankings for an average adult
(Characteristics, Animal Abilities, Talents, Skills, and Zoic of that type. Even though most of the templates
Advantages). These points are often called Experience cover a very wide range, a few will possess remarkable
Points in other systems. Unlike ordinary Experience natural ability. Because of this, GMs should carefully
Points, however, Story Points can allow you to alter review all characters to see if that Zoic will fit with the
events in the campaign, thus their name. They can be campaign they have in mind. Below is an explanation of
spent to save your character from imminent death, or the various Animal Template fields.
allow a crucial roll of Action Dice to result in automatic
success, or even allow minor story changes at certain Point Cost
pivotal moments that would propel the story forward This is the total cost in Character Points of the
in a heroic, humorous, or otherwise cinematic way. Animal Template. Simply subtract this cost from your
Story Points should not be used to gain successes base number of Character Points, and then fill in
on Action Dice on a point-per-point basis. If you are the base Characteristic minimums, Animal Abilities,
using the optional Fumble Rule, Story Points could be Talents, and Drawbacks (if any) in the appropriate
used to negate a single Fumbled dice roll, turning it spaces on your character sheet.
into a simple failed action. But GMs should be careful
not to allow Story Points to become magic reset or easy Description
buttons. That is not their purpose. Players should, in
general, succeed or fail based on their own merits and This briefly describes the Zoic, including general
attitude, demeanor, and disposition. Keep in mind

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

Chapter III: Character Creation


that particular type would normally possess, but whose and Non-Combat Characteristics (see Characteristics on
costs have not been included in the template. Players page 99 for a full explanation of their cost).
who wish to create the type of Zoic mentioned in Minimum Rankings for each of the nine
parentheses should add the costs of those additional Characteristics would also need to be assigned. Every
Animal Abilities to their template. Animal Template has a cost of 36 Character Points
Example: Eric decides he wants to build a polar assigned to its Minimum Characteristic Rankings,
bear Zoic. He consults the Animal Template for which are assigned by the GM. These points are factored
a large bear. That particular template lists a polar into the total cost of the template. Racial Characteristic
bear entry in parentheses, and includes the Animal averages should be approximated by comparing the
Abilities Hold Breath and Swimming. Eric must new template to similar Animal Templates. Average
add the costs of both of those Animal Abilities to the Characteristic Ranges should cover no more than a 3
total cost of the bear template in order for his polar point spread.
bear Zoic to possess those abilities.
The same procedure would then be done
Racial Talents with Animal Abilities and Talents. The GM would
add whatever Animal Ability or Talent he deemed
This lists the Talents (if any) that the Zoic will appropriate for that Zoic and add the cost of those
typically possess. The subsection titled Suggested Talents Attributes to the cost of the template. Finally, if the
will sometimes list optional Talents that a GM might GM felt that some Racial Drawbacks were required,
wish to include, but whose costs have not been factored hed include them in the template as well and then
into the cost of the template. GMs should feel free to add subtract those points from the total cost of the template.
these or any additional Talents they feel are appropriate The final cost is what the player would pay in order to
for the Zoic by simply adding the cost of those new buy that template.
Talents to the total cost of the Animal Template.
Example: A GM decides to build a wolf Zoic
Animal Template. He starts by assigning 36 Character
Racial Drawbacks Points to the Minimum Characteristic Rankings
This field lists the Drawbacks, as well as their for the wolf. He assigns the following Minimum
values, that the Zoic should normally take. The GM Characteristics: Strength 4, Vigor 3, Agility 3, Dexterity
can allow you to drop a particular Drawback with 2, Essence 1, Perception 3, Wit 2, Will 2, Presence 3.
This cost of 36 points is added to the cost of the Animal
proper justification. The number of Character Points Template. Next he assigns 132 Character Points to
youd normally receive for the Drawback has already the Maximum Characteristic Rankings for the wolf.
been reflected in the cost of the Animal Template. If He assigns the following Maximum Characteristics:
you drop a Drawback, the cost of the template would Strength 9, Vigor 10, Agility 9, Dexterity 9, Essence
go up by the corresponding number of points. 10, Perception 10, Wit 10, Will 8, Presence 10. This
As with Talents, there is a subsection titled Suggested cost of 132 points, however, is NOT added to the
Drawbacks that will sometimes list optional Drawbacks cost of the Animal Template, its simply a way to
keep templates balanced. After this, the GM adds the
that might be appropriate for the Zoic, but whose costs following Animal Abilities: Body Armor, Distance
were not factored into the total cost of the template. Running, Keen Hearing, Natural Weaponry (claws
If players wish to take any or all of the Drawbacks and teeth), Night Vision, and Tracking Scent all at
listed in this subsection, they simply need to deduct base level for a total of 22 Character Points. This total
the Character Point value of the Drawback from the is added to the cost of the Animal Template. The
overall cost of the template (see the Drawback Severity GM then decides to add one level each of the Talents
Table on page 192 for the proper general values). Empathy and Heightened Awareness for a cost of
10 points. This total is also added to the cost of the
Creating Templates Animal Template. Finally, the GM decides to include
the Physical Drawback: Night-Time Colorblindness,
Even though they cover a wide variety, not every which deducts 3 Character Points from the total cost
animal is represented in the Animal Templates. GMs of the Animal Template. The wolf Zoic template
may therefore wish to create additional templates. The is now complete. Any player who wishes to play a
important thing to shoot for is for every template to be wolf Zoic must pay 65 Character Points in order to
balanced in terms of Character Points. purchase that particular Animal Template.
All Animal Templates assign Characteristic For even more details and suggestions concerning
Maxima for each of the Zoics nine Characteristics. this process, including a blank Animal Template for you
Every template has a total of 132 Character Points in to use, please see pages 326-329 in the Appendices.

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Chapter III: Character Creation

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

Chapter III: Character Creation


define your Zoics inherent physical and mental
abilities. Characteristics have a Ranking that The characters overall muscle power. It is used
ranges from 1 to 12, with 1 representing minimal to determine how much damage your character
natural ability and 12 being the maximum a Zoic can inflict in melee combat, and how much he can
can achieve. During character creation, the cost lift and throw. Warriors and wrestlers would likely
of raising a Characteristics Ranking by 1 is 2 have a high Strength.
Character Points for a Combat Characteristic, and The Strength Table shows the amount of weight
1 Character Point for a Non-Combat Characteristic. a character can deadlift and carry for a few steps. In
Combat Characteristics are Strength, Vigor, order to determine how far a character can throw
Agility, Dexterity, and Essence. Non-Combat an object, simply subtract the Strength required
Characteristics are Perception, Wit, Will, and to lift the object from the characters Strength
Presence. Characteristic and multiply whatever is left by 3
Characteristics must not exceed the Zoics yards. This assumes a standing throw. The distance
Maximum Characteristic Ranking given in the should be doubled for a running throw.
Animal Template, nor should they exceed the Example: A muskox Zoic with a 10 Strength
Maximum Attribute Ranking allowed by the Power wants to throw a wooden cart. According to the
Level except with the GMs permission. The only Strength Table, it takes a 6 Strength just to lift the
cart. That leaves 4 Strength left over, which when
exception is if the Animal Template allows a higher multiplied by 3 yards gives a total of 12 yards.
Minimum Ranking for the Characteristic than the Thats the distance that the muskox Zoic could
Power Level would normally allow. Examples of
this would be an elephants Strength or a rabbits
Agility. The GM, however, has the final say in all STRENGTH TABLE
cases.
Lift
Once the campaign has begun, you may Ranking Capacity Example
increase your Characteristics by spending Story
(lbs)
Points. After character creation, you may only
raise a Characteristic one point at a time, and the 0 20 Cask
cost in Story Points is equal to the current value
of that Characteristic. So if you had a Strength 1 50 Chest
Ranking of 6 and wished to raise it to 7, youd have
to pay 6 Story Points in order to do that. Raising Barrel
Characteristics during the campaign should only 2 70 (Empty)
be allowed with a good role-playing justification,
such as continuous study in order to increase Wit, 3 100 Hay Bale
or rigorous physical training to increase Strength or
Vigor. You may never raise a Characteristic beyond 4 150 Rickshaw
the Maximum Characteristic Ranking indicated
on your Animal Template. 5 200 Table
Raising a Characteristic once the campaign
has begun has a significant effect on your other 6 300 Cart
Attributes. Raising a Characteristic by one point also
raises the maximum possible value of any Talent or 7 400 Barrel (Full)
Advantage linked to that Characteristic. The actual
Ranking of the Talent or Advantage, however, does 8 600 Rowboat
not increase automatically. If you want to raise the
Ranking of the Talent or Advantage by an equal 9 800 Sm. Wagon
number, then youd have to spend additional Story
Points. This is not the case with Animal Abilities 10 1200 Sailboat
and Skills. Raising a Characteristic by one point
actually raises the Ranking of the linked Animal 11 1600 Lg. Wagon
Ability or Skill by an equal number. Please note that
at no time may any Skill, Animal Ability, Talent, or 12 2400 Carriage
Advantage have a value greater than 12.

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Chapter III: Character Creation
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.

100
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

Chapter III: Character Creation


an anthropomorphic animal character. Animal
Abilities are a Zoics innate animal traits. The
Ranking assigned to your Animal Ability represents
the number of Action Dice you will use when
attempting to use that ability. This section allows
you to familiarize yourself with the Animal Abilities
included in your template. You can adjust your
abilitys Ranking if you wish, purchase additional
abilities if your GM deems it appropriate, or possibly
even buy off an ability if allowed.
The Animal Abilities Table on the following
page lists all the abilities, their type, their cost in
Character Points (initial cost/cost to raise the
Ranking by 1 point), and the Characteristic to
which the ability is linked. Remember, the number
of Action Dice you get to use for your Animal
Abilities is initially equal to the Ranking of the
linked Characteristic. Therefore, if your Zoic had
Natural Weaponry, which is linked to Agility, and
your Agility score was 6, youd get 6 Action Dice
whenever you used your Natural Weaponry.
You can choose to either keep your Animal
Abilities at their base value or buy them up using
additional Character Points. With the exception of
Aquatic, Body Armor, Protective Lids, and Venom,
the cost of raising an Animal Ability is 2 Character
Points per 1 level of increase. Neither Aquatic nor
Protective Lids has a value to raise, and the value of
Body Armor and Venom is raised at a higher cost
(detailed in the abilities descriptions).
If you feel that the Animal Abilities included
in your Animal Template do not adequately reflect
the Zoic you wish to play, you should discuss that
with the GM who may allow you to purchase
additional abilities. Likewise, if you wanted to buy
off or reduce some of the abilities in your template
to better fit your backstory, perhaps because of
an injury or birth defect, or simply because you
never developed an ability to the level listed on the
Animal Template, you could also discuss that with
your GM. If an Animal Ability is bought off or
reduced to a lower level, you would simply deduct
the cost of the ability from your Animal Template
and would add those points to your remaining
Character Points to use as you see fit.
As mentioned earlier, adding chimerical
abilities to a Zoic (such as flight to a lion) should
almost never be done. These chimeras do exist
in Drdnah but they are extremely rare and are
considered blasphemous abominations. These
characters would never be tolerated in ordinary
society, and would likely be killed.

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Chapter III: Character Creation

ANIMAL ABILITIES TABLE


Animal Ability Type Cost Characteristic Link
Aquatic Adaptive 3/0 N/A
Blinding Attack Offensive 3/2 Dexterity
BOOK ONE

Body Armor Defensive 5/5 N/A


Body Pouch Other 2/2 N/A
Bounding Movement 3/2 Agility
Change Color Defensive 3/2 Will
Clinging Movement 3/2 Strength
Digging Movement 3/2 Strength
Discriminatory Taste Sensory 3/2 Perception
Distance Running Movement 3/2 Vigor
Dual Focal Point Sensory 3/2 Perception
Echo Location Sensory 3/2 Perception
Extensile Tongue Other 3/2 Dexterity
Far Sight Sensory 3/2 Perception
Flight Movement 5/2 Agility
Gliding Movement 3/2 Agility
Gnawing Teeth Other 3/2 Strength
Great Leap Movement 3/2 Strength
Hibernation Adaptive 2/2 Vigor
Hold Breath Adaptive 2/2 Vigor
Hovering Movement 2/2 Vigor
Keen Hearing Sensory 3/2 Perception
Musk Spray Defensive 5/2 Dexterity
Natural Weaponry Offensive 5/2 Agility
Night Vision Sensory 3/2 Perception
Prehensile Limb Other 3/2 Dexterity
Protective Lids Adaptive 3/0 N/A
Silent Flight Movement 2/2 Agility
Spines Defensive 5/2 Agility
Sprint Movement 3/2 Vigor
Swimming Movement 3/2 Agility
Thermal Regulation Adaptive 2/2 Vigor
Thermal Sensing Sensory 3/2 Perception
Tracking Scent Sensory 3/2 Perception
Venom Offensive 5/8/10 N/A
Water Storage Adaptive 2/2 Vigor
Wide Peripheral Sensory 3/2 Perception

102
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

Chapter III: Character Creation


2 Story Points per 1 level of increase, but there are associated with its use.
a few exceptions. Please consult the Animal Abilities
Table for the exact cost. Animal Abilities may not The table below shows the Armor Point range
have a value greater than 12. recommended for various animals, though the animal
template you have chosen should provide specifics.
Animal Ability Descriptions Under no circumstances should a Zoic ever be allowed
to exceed the Armor Point limitations established in
Aquatic (n/a) this table. GMs should carefully monitor the purchase
of Body Armor as it can result in very tough combat
This Animal Ability requires the Zoic to characters.
have already purchased Hold Breath. Aquatic is
a modifier to Hold Breath rather than an actual
adaptive power in and of itself. Aquatic Zoics can
triple the amount of time they are able to hold their Animal Type Armor Points
breaths using the Hold Breath Animal Ability (see Alligator/Crocodile 2-4
Hold Breath for details). Unless allowed by the GM, Bear 1-3
only truly aquatic animals (those that can hold their Cape Buffalo 2-3
breath for 15 minutes or more) should be allowed to Elephant 2-4
purchase this ability. This includes such animals as
sea turtles, frogs, salamanders, sea snakes, penguins, Pangolin/Armadillo 2-4
cormorants, seals, and walruses. This Animal Ability Rhino 3-5
has neither a value to be raised nor dice associated Tiger/Lion 1-2
with its use. Turtle 3-6
Aquatic Cost: 3 Character Points. Walrus/Seal 1-2

Blinding Attack (Dexterity) Body Armor Cost: 5 Character Points for
A Zoic with this ability can briefly blind an every 1 point of Body Armor.
opponent. This ability covers a wide variety of different
animal attacks, such as the blood squirting ability of Body Pouch (n/a)
horned toads, or the spitting ability of camels, or the A Zoic with this Animal Ability has a natural
ability of spitting cobras (who would also have the pouch of some kind somewhere on its body. These
Venom Animal Ability). However, it could also be could include cheek, belly, or throat pouches (to
used to simulate a quick whip attack with a tail, or name some common ones). The character may store
perhaps a flurry of wing feathers to the face. objects in the pouch such as food, crystals, weapons,
An opponents eyes must be specifically targeted or other such items.
at a 2 penalty to the Blinding Attack Action Dice. Every level in this ability allows a characters
If the attack is successful, the target is blinded for a pouch to store up to 4 cubic inches or up to 5 pounds
number of actions equal to the number of successes of weight. Body pouches should not be able to store
rolled on the Action Dice, unless the target has some much more than 2 cubic feet of space or much more
form of eye or facial defense such as Protective Lids than 30 pounds, whichever is smaller.
or a face plate (for the effects of blindness see Blind Body Pouch Cost: 2 Character Points for every
Fighting, page 223). level of Body Pouch.
Blinding Attack Cost: 3 Character Points for the
initial ability; 2 Character Points for every additional Bounding (Agility)
level of Blinding Attack. This movement ability allows a Zoic to travel by
performing a series of long leaps. Every level in this
Body Armor (n/a) ability allows the Zoic to travel 20 feet per Round.
Zoics with Body Armor have a tough hide, thick Furthermore, every level allows the Zoic to leap 1 foot
fur, or a shell that naturally helps protect them from of height or 3 feet of length without effort. Thus, a Zoic
physical attacks. For every Armor Point of Body Armor, with 5 levels of Bounding is capable of traveling 100
characters deduct one level from any damage taken. It feet per Round and would be able to clear any obstacles
is possible for natural Body Armor to soak up enough less than 5 feet in height or 15 feet in length. Bounding
damage so that no levels of damage are suffered at all. follows the same rules as standard Running as far as

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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.

104
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

Chapter III: Character Creation


of feet equal to the number of successes rolled
(rounded in the characters favor) on the Zoics
Action Dice.
A Zoic may attempt to lash out at the eyes
of an opponent in order to momentarily blind
them a number of actions equal to the number
of successes rolled on the Action Dice, unless the
target has some form of eye or facial defense such
as Protective Lids or a face plate (for the effects of
blindness see Blind Fighting, page 223). The Zoics
tongue, however, is highly susceptible to damage
and could be disabled or even severed during these
types of attacks (see the Maneuver Location Table for
penalties on attacks aimed at the head).
Extensile Tongue Cost: 3 Character Points
for the initial ability; 2 Character Points for every
additional level of Extensile Tongue.

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

Basic Compendium
105
Chapter III: Character Creation
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

Chapter III: Character Creation


are also able to detect and identify the source of a
Hold Breath (Vigor) distant sound (assuming theyve heard the sound
before) that others without this ability could not
Zoics with this ability may hold their breath even hope to hear. Additionally, Zoics with Keen
for a number of minutes equal to their Hold Hearing can hear the high-pitched sounds made by
Breath Ranking plus any successes rolled on their echo locators and can pin-point their location with a
Action Dice when the ability is used. Only after successful use of this ability.
these minutes have elapsed do characters begin
to suffer the effects of damage from drowning or As a general rule of thumb, if the targets are close
asphyxiation if they are unable to reach breathable enough that their mouths could be seen moving then
air. Until then, characters holding their breath the Zoic with this ability has the potential to hear the
may perform any underwater action allowed by sound as well. Distances longer than this could apply
the GM without worrying about catching a breath, penalties to the Action Dice. Other modifiers might
including swimming, combat, labor, etc. This be favorable gusts of wind that help carry sound to
ability is naturally quite useful underwater but can the Zoic, or particularly good acoustics (such as in a
also be used in instances where characters desire cave or a large domed structure).
to hold their breaths to escape poisonous fumes or Keen Hearing Cost: 3 Character Points for the
gases or to avoid breathing in scorching air. initial ability; 2 Character Points for every additional
Hold Breath Cost: 2 Character Points for level of Keen Hearing.
the initial ability; 2 Character Points for every
additional level of Hold Breath. Musk Spray (Dexterity)
A Zoic with this ability can spray a strong,
Hovering (Vigor) odorous musk that can be used to fend off assailants
This is one of two Animal Abilities that require or to mark objects or places. The spray has a range in
the Zoic to have already purchased Flight. Hovering is yards equal to the Zoics Ranking in the Musk Spray
a modifier to Flight rather than an actual travel power ability. The spray can be used in succession a number
in and of itself. All Zoics with Flight have the ability of times equal to the Zoics Vigor before the reserves
to hover for several seconds (see Flight for details). of musk must be replenished at the rate of one use
Hovering allows the flying Zoic to perform this skill per hour. It is possible to affect multiple targets with
for several minutes at a time. Unless allowed by the the spray as long as the targets are grouped fairly close
GM, only Hummingbird Zoics should be allowed to together. As a rule of thumb, the maximum number
purchase this ability. of targets that can be affected should be equal to the
number of successes rolled on the Action Dice. Musk
Zoics with this ability may choose to hover by Spray is not a selective attack, so if allies are in close
rolling their Hovering Action Dice, counting their combat with targeted foes, they will be affected by the
total successes and adding that number to their Musk Spray as well.
Hovering Ranking. The final total is the number of
minutes the Zoic may hover in place before it must The musk will effectively Stun a target, which
rest for a full minute. Hovering of this sort is achieved means the target will lose a number of actions equal to
through the flapping of the Zoics wings and not the successes rolled on the Musk Spray Action Dice.
by the use of wind currents and updrafts. The GM Some of the targets senses will also be impaired for an
should take into account prevailing atmospheric equal number of actions. Targets suffer a penalty to all
and wind conditions to determine any bonuses or regular sight and scent-based Perception Rolls equal to
penalties that may apply either to the Action Dice or the number of successes rolled on the Action Dice. Note
to the amount of time the Zoic can hover. that certain senses, such as Echo Location and Thermal
Sensing, will not be affected by Musk Spray. A successful
Hovering Cost: 2 Character Points for the initial Vigor Roll will decrease the number of actions affected
ability; 2 Character Points for every additional level by half (rounding in the targets favor). All targets of
of Hovering. the musk will stink for a number of days equal to the
Keen Hearing (Perception) Ranking of Musk Spray unless bathed thoroughly in
some mixture that might neutralize the smell.
A Zoic with this ability can hear distant, faint,
low or high-pitched sounds, and can pick out distinct There is a social stigma attached to the use
sounds from noisy environments. These Zoics do of Musk Spray. Almost all Zoics find the musk
not take the normal penalties assigned to hearing incredibly offensive, not to mention that the means

Basic Compendium
107
Chapter III: Character Creation
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

108
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

Chapter III: Character Creation


Blind Fighting, page 223). These Zoics take no penalties he manages to avoid the Spines. If the defending
to their Perception Rolls in such conditions. This spiny Zoic rolls more successes, then the attacker
does not mean, however, that they can see through has been impaled. The amount of damage and the
obstructions such as clouds, dust storms, or thick fog. number of spines suffered by the attacker is equal
Zoics with Protective Lids are immune to any blinding to the successes the defending Zoic scored above
attacks whose effects are negated by the lids. the attackers. Zoics using Spines as a defense must
Not all animals that would normally have have Actions available in order to use them in this
nictitating membranes need to purchase this ability. manner.
Zoics who do not purchase Protective Lids never really Spines and quills are usually barbed and so
developed the ability, thus forcing them to endure designed to hamper attempts at removing them.
having to close or continuously blink their eyes when Doing so will cause an additional point of Subdue
exposed to visual irritants. A roll of Action Dice is not Damage for each spine removed. Spines left in the
required to enact this Animal Ability; it is considered skin will cause inflammation and may eventually
to be an automatic response. This ability has no value cause serious infection.
to be raised. Spines Cost: 5 Character Points for the initial
Protective Lids Cost: 3 Character Points. ability; 2 Character Points for every additional level
of Spines.
Silent Flight (Agility)
This is second of two Animal Abilities that Sprint (Vigor)
require the Zoic to have already purchased Flight A Zoic with Sprint is able to run faster than
(although this ability can also be used with normal Vigor would allow for short periods of time.
Gliding). Like Hovering, Silent Flight is a modifier A Sprinting Zoic can run at a revised standard rate
to a movement ability rather than an actual travel of 30 feet plus their Ranking in their Sprint ability
power in and of itself. Zoics with this ability can fly multiplied by 6, for a number of Combat Rounds
or glide silently through the air. (6 seconds) equal to their Vigor. After that limit
Zoics can use this ability to sneak up on is reached, the Zoic will need to rest for a number
opponents or fly by undetected. If someone is of Combat Rounds equal to their Vigor before
attempting to hear a silent flyer, they must make an performing another Sprint. If the Zoic sprints for
Opposed Roll using whatever hearing Perception fewer Rounds, then they only need to rest an equal
ability is appropriate against the flyers Silent Flight number of Combat Rounds before Sprinting again.
ability. If the listener scores more successes, then the Sprinters, however, cannot Sprint indefinitely. As a
flyer is detected, otherwise the listener is unaware standard rule, a Zoic can only Sprint and rest a total
of the flyers presence (assuming the listener could number of times equal to their Vigor before they
not detect the flyer with another sense). must rest for a few hours.
Silent Flight Cost: 2 Character Points for When two Zoics with Sprint are racing, the
the initial ability; 2 Character Points for every racer with the most successes in Sprint wins. The
additional level of Silent Flight. GM, however, might wish to have the racers make
several rolls of their Action Dice and total the results
Spines (Agility) to reflect a longer race. If a Zoic with Sprint races
another without the Sprint ability, the distance
These Zoics possess sharp quills or scales that covered by the sprinting Zoic will still be 3 times
they can use to ward away would-be assailants. greater than the Zoics without Sprint despite the
Though these spines cannot be hurled, they will number of successes rolled by either Zoic.
pull easily away from the body of the Zoic if thrust
into the flesh of a victim or penetrable object, Sprint Cost: 3 Character Points for the initial
remaining in the target and causing an amount ability; 2 Character Points for every additional level
of Fatal damage equal to the successes rolled on of Sprint.
the Spines Action Dice, minus the targets armor,
if any. The number of successes also indicates the Swimming (Agility)
number of spines imbedded in the target. Zoics with this ability were born with a natural
Zoics can use this ability to either attack or affinity for the water and are able to swim with
defend. If used offensively, the Zoic simply uses ease. Every level in this ability allows the Zoic to
the Action Dice in Spines as he would any other travel 10 feet per Round. The Zoic can swim for

Basic Compendium
109
Chapter III: Character Creation
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

Chapter III: Character Creation


salty or brackish water. In water-scarce climates or Points for the initial ability; 2 Character Points for
seasons, plants alone may provide the water a Zoic every additional level of Wide Peripheral Vision.
with this ability requires. The Zoic is able to resist the
effects of dehydration for a number of days equal to
the Ranking in Water Storage. No roll is required to Talents
use this ability but its value may be increased, thus Talents are considered a natural part of your
allowing a stronger resistance to dehydration. character, a gift or knack the character was born with
Water Storage Cost: 2 Character Points for that has been fostered and developed throughout
the initial ability; 2 Character Points for every the characters life. A Talent acts as a Bonus to other
additional level of Water Storage. existing Attributes. Purchasing a Talent allows you to
add a number of dice to your regular Action Dice in
Wide Peripheral Vision (Perception) certain circumstances. Some Talents give social bonuses,
This ability is possessed by Zoics whose eyes others add to certain Skills, while a few are very useful
are set wide enough on the head to allow them to in combat.
have up to a 270 degree field of view. This makes A few Animal Templates include Talents as part of
the Zoic much more difficult to sneak up on and their cost. You may, if you wish, buy up their initial value
surprise. GMs should assign bonuses between 1-3 or purchase other Talents. The Talent List table shows the
Action Dice to Zoics with Wide Peripheral Vision Characteristic Link for each Talent (if any) as well as its
when attempting to detect ambushes and surprise Character Point cost per level. A detailed description of
attacks, or when attempting to notice an enemy using each Talent is included in this section.
any form of stealth. The Zoic would use its Wide

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

Basic Compendium
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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

found at the end of each Talent decription. Direction Sense (Perception)


Some Talents cannot be bought up beyond their basic A character with this Talent has an innate and
level. These Talents are: Ambidexterity, Speed Reading, uncanny sense of direction. Such a character rarely
and Toughness. Once you pay for these Talents, they give finds himself lost and can always tell where the cardinal
you their bonuses and do not offer any additional dice points lie. He is also able to tell if he is above or below
to your Action Dice. The Ranking of a Talent may never ground level.
be higher than its linked Characteristic, thus a character
with a Will Ranking of 4 may never purchase more than In situations where orientation is a factor, a player
4 levels of Keen Focus. can add his Direction Sense dice to any Action Dice
used for general navigation. This could help a character
It is important to note that if you wish your character find his way through maze-like passages, or travel
to be a spell-caster with access to Ritual Magic, you must successfully at night without the aid of the stars or
purchase the Mystic Talent. Take the time to familiarize familiar landmarks. Scouts, hunters, guides, trackers,
yourself with the uses and limitation of your chosen or miners would all benefit from Direction Sense.
Talents as they can greatly benefit your character in a
variety of situations. Direction Sense Cost: 5 Character Points for every
level of Direction Sense.
Talent Descriptions Eidetic Memory (Wit)
Ambidexterity (n/a) This Talent helps a character precisely recall
information or an event and all the details pertaining to
Characters with Ambidexterity were born with the it. Eidetic Memory dice can be used to aid Knowledge
ability to use all their limbs equally as effectively. Normally, Skills or boost other Wit-based Characteristic or Skill
when a character chooses to attack with an off hand (or Rolls that depend on the accurate recollection of
with a prehensile limb), they do so at a penalty and must specific facts or events.
deduct 2 dice from their Action Dice used for the attack.
Characters with Ambidexterity take no penalty. This is especially useful for spies who are often
called upon to acquire sensitive information. A spy
This Talent has no levels. Once the base cost has been with Eidetic Memory would have no need to steal secret
paid the character gets the full benefit of Ambidexterity. documents; he would simply need to read them and
Warriors of any kind would find this Talent incredibly hed be able to recall the details perfectly. This would
useful, especially since it is possible for a characters also apply to maps, charts, schematics, conversations, the
primary hand (limb) to be crippled in combat (see the arrangement of a room, or any other bit of information
Maneuver Location Effects section, pages 217-218). that the character with Eidetic Memory was capable of
Ambidexterity Cost: 5 Character Points for studying and understanding.
Ambidexterity. Eidetic Memory Cost: 5 Character Points for every
Combat Instinct (n/a) level of Eidetic Memory.
Characters with this Talent possess a high level of Empathy (Essence)
either natural or trained fighting ability. In combat, every Characters with this Talent have an innate ability
character has a base number of 2 Combat Actions that to sense the feelings and emotional states of other
add to the total number of actions a character may take sentient beings, even if those beings may be trying to
in any given Combat Round (for a full explanation of hide those feelings. Empathy does not make the specific
Combat Actions, see the Combat chapter). Characters reasons behind the emotions apparent, however, thus a
can increase their base number of Combat Actions by 1 character with this Talent would sense that the stranger
for every level of Combat Instinct they purchase. sitting near them was extremely nervous, scared, or
Although this Talent has no Characteristic Link to elated, but they would have no idea why.
limit its levels, GMs should carefully review characters A player could add his levels of Empathy to any
who take one or more levels of Combat Instinct. As Action Dice that would be boosted by knowing the
a general rule, Combat Instinct should be limited by emotional state of the target (Bribery, Conversation,
the campaigns Power Level. Low should be limited Diplomacy, Interrogation, Persuasion, etc.). Depending

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.

Chapter III: Character Creation


Fast Reflexes (Agility)
This Talent represents the characters
ability to spring into action at a moments
notice. A player is able to add his levels of Fast
Reflexes to any non-combat use of Agility-
based Action Dice, providing the action would
benefit from the character reacting the fastest.
In combat, Fast Reflexes levels are always
added to the final Initiative total generated
by the player at the beginning of any Combat
Round.
Fast Reflexes Cost: 5 Character Points
for every level of Fast Reflexes.
Fearless (Will)
A character with this Talent can get
a boost to his Action Dice when facing
overwhelming odds, superior foes, or certain
death. The character is, simply put, fearless.
Examples where this might apply would be page 223). Some professions that would find this
attempting an impossible leap across a bottomless Talent incredibly useful would be spies, guards of all
chasm to rescue a comrade dangling from the other kinds, and assassins.
side. Or dashing into a burning building on the brink
of collapse to answer a cry for help. Or charging an Heightened Awareness Cost: 5 Character Points
army of elite guards in order to give your comrades a for every level of Heightened Awareness.
chance to escape.
Immunity (n/a)
The use of Fearless dice in any situation is totally at
the discretion of the GM, but it should be infrequent. Possessing this Talent means a character has
In every case, however, the odds of success should be been born with or has developed an immunity or
very slim or the feat being attempted should seem tolerance against some specific toxin, condition (such
positively suicidal in order for Fearless to apply. as environmental extremes), or disease. The particular
immunity must be specified when this Talent is
Fearless Cost: 5 Character Points for every level purchased, naming the poison type, disease, or toxic
of Fearless. substance to which the character is immune. Multiple
Immunities could be purchased if allowed by the GM.
Heightened Awareness (Perception)
Immunity has three levels, each one costs 5
Characters with this Talent are incredibly alert Character Points. For 5 points, the character is
and aware of the world around them. Heightened completely immune to any Mild toxin of a single
Awareness gives the character a better chance to notice type: Psychoactive, Paralytic, Necrotic, Systemic.
unusual events and react to them more swiftly. Levels Further, toxins of the same type that are classified as
of this Talent could add to Observation and Perception Strong or Potent are reduced in effect by one level.
Rolls (including Animal Ability special senses) required Thus, a Strong venom becomes Mild, and a Potent
by the GM to detect ambushes, surprise attacks, and venom becomes Strong. For 10 points, the character
enemies using stealth, or to help a character notice is immune to all Mild and Strong toxins of any single
something unusual or out of the ordinary, such as an type. Further, Potent venoms are reduced to Mild for
odd sound or smell, or a subtle change to a familiar purposes of effect. And finally for 15 points, a character
environment. is completely immune to any toxin of any single type.
In combat, GMs might allow a character to use In addition, a character may add 1 die for every level of
Heightened Awareness to help offset some of the Immunity to his Action Dice to resist any of the side
penalties associated with fighting in the dark or while effects of a more potent variety of the toxin to which he
blinded (for the effects of blindness see Blind Fighting, is immune. All damage caused by the toxin is reduced

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

Chapter III: Character Creation


A character can add his levels of Pain Resistance to would normally require someone 10 minutes to read
any Action Dice used to resist the effects of torture or and fully absorb could be read and understood by a
interrogation. character with Speed Reading in a single minute. This
In combat, Pain Resistance boosts a characters ability Talent has no levels and may only be purchased once.
to overcome the effects of a disabled or broken limb. It is important to note that Speed Reading combined
With enough levels, a character can completely negate with Eidetic Memory would be an especially effective
the dice penalty normally assigned to a characters Vigor tool for spies. Scholars and sorcerers would also find
Roll when attempting to resist the effects of a disabled or this Talent incredibly useful.
broken limb. Pain Resistance can also reduce the effects Speed Reading Cost: 5 Character Points for Speed
of Stun, lowering the number of Actions lost due to Reading.
pain by 1 for ever level of Pain Resistance (see Maneuver
Location Effects, pages 217-218). Spies, honor guards, and Toughness (n/a)
assassins would all benefit from this Talent. Characters with this Talent are able to withstand
Pain Resistance Cost: 5 Character Points for every greater amounts of damage and punishment in
level of Pain Resistance. combat. Toughness is really only appropriate for battle-
hardened warriors or incredibly resilient characters. As
Perfect Balance (Agility) a result, a player may only purchase this Talent if the
This Talent gives the character an amazing sense sum total of his characters Strength, Vigor, and Will is
of balance. A character is able to add his levels of equal to or greater than 12. Further, GMs might wish
Perfect Balance to any Skill or combat ability when his to limit Toughness to campaigns whose Power Level is
sense of balance is a crucial factor. Examples would Talented or higher.
include boosting a characters combat Action Dice Toughness increases a characters Stamina.
when fighting along a thin ledge or while perched Normally, a characters Stamina score is derived from
precariously atop a ladder. the following formula: 2 x (Vigor + Will). Characters
Perfect Balance would also add to any Agility-based with Toughness, however, use the following modified
Skills or Characteristic Rolls when the character was formula: 3 x (Vigor + Will). This Talent has no levels
engaged in an activity that similarly required balance, and may only be purchased once.
such as racing across a tightrope, or attempting acrobatic As noted above, this Talent is really only appropriate
maneuvers in the rigging of a ship. GMs could even for battle-hardened, incredibly tough characters. It
allow the character to perform simple acts of perfect should not simply be a way of increasing a characters
balance, such as walking leisurely across a tightrope Stamina. Untrained warriors, such as artists, sorcerers,
unhindered, without requiring a roll of Action Dice. scholars, and priests would normally never possess
Perfect Balance Cost: 5 Character Points for every Toughness. The only exception would be if Toughness
level of Perfect Balance. were included as part of a Zoics Animal Template.
Toughness Cost: 10 Character Points for
Serenity (Will) Toughness.
This Talent represents a characters ability
to maintain a zen-like state of calm even in the Virtuoso (Wit)
face of incredibly stressful or emotionally volatile A character with this Talent is considered a
circumstances. A character may add his levels of consummate artist, born with a natural artistic gift, be
Serenity to any Skill that would be boosted by a it with imagery, music, dancing, words, etc. Levels of
calming, soothing presence. Skills such as Bargain, Virtuoso may be used to augment Artistry, Performance,
Conversation, Diplomacy, Oratory, and Persuasion and possibly even a few Profession Skills (at the GMs
could all benefit from Serenity, but only in situations discretion) in any instance where the characters unique
where the character was attempting to calm an understanding of the artistic endeavor could possibly
antagonistic individual, diffuse an emotionally tense raise it to the level of the sublime. Master artists are
situation, or reassure a panicked crowd. Leaders, likely to notice a performance or piece of art produced
clergymen, and diplomats would all benefit from by a character with Virtuoso as having been the work
Serenity. of an artist with truly amazing potential.
Serenity Cost: 5 Character Points for every level Virtuoso Cost: 5 Character Points for every level
of Serenity. of Virtuoso.

Basic Compendium
115
BOOK ONE Chapter III: Character Creation

Professions how those classes should interact with each other.


These are the four different official castes: Holy
Every character in SHARD has a role to play. Who Caste, High Caste, Trade Caste, Low Caste. There
you are is partially defined by what you do. Honor are also Outcastes, members of society who have
guards protect their charges. Assassins eliminate their been deemed unworthy of membership in any of
lords enemies. Seers see the past or future and serve the other castes. If you choose to be either Holy,
as advisors. Think about the sorts of things youd High, or Trade Caste, you must pay points for that
enjoy doing in the game. Would you like to engage caste as an Advantage (see Advantages, begining on
in a lot of combat? Or would you prefer using stealth page 184). Choosing to be from the Low Caste costs
and your wits? Would you like to use healing magic? no points. Should you wish to be an Outcaste, you
Or would you prefer to summon and bind demons would take that as a Social Drawback (see Drawbacks,
from other dimensions? Answering these questions begining on page 191) due to the societal restrictions
will determine your characters profession. such an individual would have to observe.
The profession you choose will be dictated, at A caste is something your character is born into
least in part, by your caste. Most societies in the world and it usually never changes. Normally your caste
of Drdnah observe some form of caste system would be the same as your parents. Your children,
(explained below). The GM should inform you what in turn, would be born into your caste. There is,
type of campaign he intends to run and if there are any however, some mobility between castes. A powerful
limitations concerning caste or professions. A typical lord or ruler can grant someone the status of High
campaign that takes place within the social structure Caste for heroic deeds or exemplary service to a
of a noble house will have a wide variety of choices, noble Line or House. Likewise, a high-ranking
whereas a campaign that focuses on a ring of thieves priest or religious council can bestow the status of
or a group of sorcerers might have fewer professions Holy Caste on individuals deemed worthy of such
to choose from. an honor. It is even possible to buy your way into
the Trade Caste by making sufficient donations
Caste to an influential trade or merchants guild. And
The Drdnah caste system places everyone in a member of any caste can be made an Outcaste
society into fairly rigid social classes. It also defines through acts of treachery and betrayal.

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

Chapter III: Character Creation


filled with priests, monks, nuns, and gurus, as well and inappropriate. While there is no law against
as various legal and scholarly professions, such as it, a higher caste individual who mingled freely
judges, lawyers, scholars, architects, and teachers. with Outcastes would be considered bizarre and
Holy Caste members also occupy the positions of perhaps a bit touched in the head.
chefs due to the fact that Holy and High Caste The politics of the caste system can be rather
members prefer to eat food prepared by someone complicated. Even though there is a ranking to the
of equal or higher caste. A Holy Caste member is castes, no one caste is considered more important
addressed as Enlightened One or Revered One than another. Each plays a crucial role in society
due to the great respect this individual is accorded and are equally important in maintaining social
in society. order and harmony. The higher castes are given
High Caste (2 point Advantage): This is the the responsibility of caring for the castes below
second highest caste and is comprised of nobles, them. Holy Caste members see it as their god-
warriors, sorcerers, and the highly skilled artisans given charge to give every caste the benefit of
who specialize in crafting firearms and training their wisdom and learning. Likewise, High Caste
suthra weapons and armor. The privileged members warriors see it as their duty to protect and defend
of this caste may wield firearms, explosives, and those who cannot defend themselves. These sacred
suthra weapons and armor, something that even responsibilities, after all, were given to the jnah by
Holy Caste members need special dispensation the Great Mother and Father. Every caste member
in order to do. Members of this caste are called understands that without their cooperation and
Sunborn because they are believed to be blessed support, society would fall into chaos and ruin,
at birth by the light of both suns. and that would be an affront to the Devah.
Trade Caste (1 point Advantage): This is the Caste members who abuse or mistreat lower
third highest caste and is comprised of merchants, caste individuals are considered offensive and
artisans, and skilled craftsmen. Trade Caste a dishonor to the Devah. It is not unusual for
members may not wield firearms nor use suthra a Holy or High Caste member to take it upon
weapons and armor, but are usually wealthy enough themselves to correct any individual they find
to hire warriors to protect their interests. Members engaging in such dishonorable behavior. The
of this caste are the mercantile backbone of society, important thing to remember is that the caste
and as such are some of the wealthiest individuals system is not about superiority, it is a way that the
around. They often act as moneylenders to High denizens of Drdnah have chosen to maintain
Caste nobles, an arrangement that can insure order and harmony in their society. It is believed
the protection of a powerful warrior lord and that a higher caste individual who mistreats the
therefore benefit a merchants interests. Low Caste less fortunate will end up spending their next
individuals address Trade Caste members as sir lifetime as an Outcaste. After all, the Devah are
or madam. nothing if not just.
Low Caste (No Cost): This is the lowest Profession Templates
official caste, which is comprised of farmers
and all unskilled laborers - the majority of most As with the Animal Templates, Profession
populations. Although limited to simple weaponry, Templates are designed to make creating a character
Low Caste members are often drafted by nobles to much easier. Select the template that best fits the
serve as peasant levies that are usually armed with type of character you want to play, pay the cost of
spears and axes. Low Caste members, however, are the template, and you get all of the Skills listed in
forbidden by law to use firearms or suthra weapons the template. If one of the Skills doesnt fit your
and armor, and can pay with their lives for breaking character conception, then simply remove that
such laws. Skill and deduct its cost (listed beside it) from the
template.
Outcaste (See Drawbacks): Not really an
official caste as such, Outcastes are the lowest Players should feel free to purchase additional
members of society: escaped slaves, beggars, Skills to fully round out their characters, but the
dishonored members of other castes, criminals, etc. Profession Template is a great way to get you started.
Given their unfortunate social status, Outcastes Using a combination of the Animal Templates and
often perform jobs that nobody else wants such the Profession Templates, you can create a SHARD
as the handling of waste and refuse. Despite character in a very short period of time.

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

Chapter III: Character Creation


the officiating priests. They often assist in Character Point Cost: 15
tending the funerary pyres and cleaning up
afterwards, and are paid either with food or in Pirate A Sea-going bandit who preys upon
a small currency of daln. hapless ships and coastal towns.
Social Standing: Mid Range Social Standing: High Range
Initial Skills: Artillery Combat: 5,
Initial Skills: Knowledge: 2 (fire craft), 2 Climbing: 3, Driving: 3 (nautical vessels),
(funeral customs), Profession: 2 (corpse Knowledge: 2 (water vessels), 2 (weather
handler) lore), Melee Combat: 5, Profession: 2
Character Point Cost: 6 (pirate), Streetwise: 3
Character Point Cost: 25
Criminal The criminal element can be found
anywhere from the largest city to most remote Smuggler A traveller who specializes in
of wastelands, preying upon the unsuspecting smuggling stolen or illegal goods.
and the weak. Individuals in this profession Social Standing: Mid Range
represent the seedy underbelly of society, and Initial Skills: Concealment: 3, Bargain: 3,
are considered Outcaste by the laws of most Knowledge: 2 (trade routes), Language:
lands, regardless of what they may have once 2 (choose additional), Profession: 2
been before entering into a life of crime. (smuggler), Streetwise: 3
Character Point Cost: 15
Bandit A brigand, highway robber, forest or
desert raider, etc. Swindler A con-artist, shill, or other
Social Standing: Mid Range professional liar, who seeks to rob their victims
Initial Skills: Intimidation: 3, Knowledge: through use of witty banter, confusion, and
2 (chosen region), Melee Combat: 5, fabricated stories of deception used to build
Profession: 2 (bandit), Streetwise: 3, misplaced trust that will, sooner or later, lead
Survival: 3 to loss for the victim, and ill-gotten gains for
Character Point Cost: 18 the swindler.
Social Standing: Low Range
Black-Marketeer A criminal who sells illegal Initial Skills: Acting: 3, Conversation: 3,
substances of any kind (drugs, poisons, etc.). Profession: 2 (swindler), Persuasion: 3,
Social Standing: Mid Range Streetwise: 3
Initial Skills: Bargain: 3, Concealment: 3, Character Point Cost: 14
Knowledge: 2 (illicit goods), Profession: 2
(black-marketeer), Streetwise: 3 Thief A cutpurse or pickpocket using stealth,
Character Point Cost: 13 misdirection, and guile to rob their victims.
Social Standing: Mid Range
Burglar A criminal who stealthily breaks into Initial Skills: Concealment: 3, Knowledge:
homes and palaces to steal valuables. 2 (garments), Profession: 2 (thief), Sleight
Social Standing: Mid Range of Hand: 3, Stealth: 3, Streetwise: 3
Initial Skills: Climbing: 3, Concealment: Character Point Cost: 16
3, Knowledge: 2 (wealthy jnah), Lock
Picking: 3, Profession: 2 (burglar), Thug A cutthroat, murderer, or hired goon.
Stealth: 3, Streetwise: 3 Social Standing: Low Range
Character Point Cost: 19 Initial Skills: Intimidation: 3, Melee
Combat: 5, Profession: 2 (thug),
Crystal Corsair A skyship pirate who sails the Shadowing: 3, Streetwise: 3
upper airs in search of wealthy prey. Character Point Cost: 16
Social Standing: High Range
Initial Skills: Artillery Combat: 5, Escaped Slave Someone fleeing their owner
Climbing: 3, Driving: 3 (aerial vessels), or master, having been a slave most of their
Knowledge: 2 (skyships), 2 (weather lore), lives (as opposed to those captured in raids).
Melee Combat: 5, Profession: 2 (crystal Recently captured slaves can often regain their
corsair), Streetwise: 3 status if they return to the country of their
Character Point Cost: 25 birth, while life-long slaves have no caste status,
and are viewed merely as property.
Fence A criminal who specializes in selling Social Standing: Low Range
stolen goods, sometimes using a front Initial Skills: Etiquette: 3, Knowledge:
operation that appears legal. 2 (slave hierarchy), 2 (house keeping),

Basic Compendium
119
Chapter III: Character Creation
Profession: 2 (slave
occupation)
Character Point Cost: 9

Forager (of garbage or in the wilderness)


An Outcaste who attempts to
survive by foraging through the
trash of others either in the streets
BOOK ONE

or in city dumps, or one who has


chosen to forsake the city to live off
the land like an unkempt hermit in
the wilds. Either way, those of caste
consider the Foragers way of life
unclean.
Social Standing: Low Range
Initial Skills: Concealment: 3,
Knowledge: 2 (foraging sites),
Profession: 2 (forager)
Character Point Cost: 7

Leech (Outcaste Herbalist, Midwife, Healer, Mage, Profession: 2 (renderer)


Seer, or Summoner Sirhibas) An Outcaste who Character Point Cost: 8
has developed a talent for herbalism, healing,
and perhaps magic. Such an individual might Street Sweeper Within ones house the
be known as a wise-person or midwife, and environment is pure and clean but outside
would be sought after by other Outcaste the door, where all common people walk the
for their skills. Outcaste workers of magic, streets, it is unclean and full of dirt and filth. It
however, usually hide their skills out of fear of is the task of the Street Sweepers to remove the
persecution, since many believe Outcaste magic trash, refuse, and grime of a thousand feet that
to be of an impure or unholy nature. litter outdoor paths. They are blessed with food
Social Standing: High Range or money for their services.
Initial Skills: Dress Wound: 3, Knowledge: Social Standing: Mid Range
2 (surgery), 2 (cooking), 2 (divination), 2 Initial Skills: Knowledge: 2 (home city
(herbal lore), 2 (horticulture), 2 (legends), area), Profession: 2 (street sweeper),
2 (local custom), 2 (medicine lore), Streetwise: 3
Profession: 2 (leech) Character Point Cost: 7
Character Point Cost: 21

Mucker A vulgar laborer whose chief task is to Low Caste Professions


clean up the bodily wastes of people or suthra.
Servants who must handle things such as Crafter A peasant who has made a trade of
chamber pots and other such waste receptacles working with a particular resource to craft
take great pains not to touch them. Not so for goods that are traded within their community.
the muckers, who work ankle-deep in chinti Particularly skilled individuals might be lucky
stalls and clean out the sewers and waste enough to catch the eye of a merchant or lord,
ditches of larger cities by hand. The scent of but they generally ply their trade amongst the
their unclean trade surrounds them. They are people of their own area or village for crystal
paid either with food or in a small currency of coin or barter.
daln.
Social Standing: Low Range Amber Worker A peasant crafter who works
Initial Skills: Knowledge: 2 (laborers), primarily with the thick saps siphoned from
Profession: 2 (mucker) the Ambertrees of Drdnah. The Amber saps
Character Point Cost: 4 harden as they touch the air, and are shaped
and molded into various decorative and
Renderer Those who are tasked with the utilitarian objects.
processing of intestines and other unclean Social Standing: Mid Range
waste by-products of slain suthra (thus leaving Initial Skills: Knowledge: 2 (Amber), 2 (wax-
the edible meat behind), and to derive from working), Profession: 2 (Amber worker)
them the raw substances that may be used later Character Point Cost: 6
for different products such as tallow for wax,
gut strings and cords, and chitin for crafting. Basket Weaver A peasant crafter who works
Social Standing: High Range with various reeds and grasses to create baskets,
Initial Skills: Knowledge: 2 (butcher), 2 woven mats, and any number of rattan-like
(suthra lore), 2 (suthra preparation), crafts. The materials are picked from nearby
sources and dried till perfect for working.

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

Chapter III: Character Creation


using several different methods (some are Dye Maker A peasant crafter whose specialty
sun-dried, while others are fired in a kiln and is the making and using of colorful dyes and
colored or glazed in various ways). As part of his inks. These are used to give vibrancy and
profession a brick maker would have a general beauty to plain cloth, suthra leather, woven
knowledge of the mineral properties and reeds, etc.
qualities of mud and clay (which determines Social Standing: Mid Range
color, temperature qualities, toughness, etc.), Initial Skills: Knowledge: 2 (dye making), 2
as well as a basic understanding of the various (herbal lore), Profession: 2 (dye maker)
grasses sometimes used in the mixtures. Character Point Cost: 6
Social Standing: Mid Range
Initial Skills: Knowledge: 2 (fire craft), Leather Worker A peasant crafter whose
Profession: 2 (brick maker) skills revolve around the crafting of goods from
Character Point Cost: 4 suthra leather. Such leather is harvested from
the various softer tissues of the bodies of the
Charcoal Maker Sometimes called a charcoal insects of Drdnah.
burner. A peasant who makes charcoal bricks Social Standing: Mid Range
and wafers by slowly and painstakingly burning Initial Skills: Knowledge: 2 (suthra leather),
down a variety of different woods using special 2 (suthra lore), Profession: 2 (leather
techniques involving meticulous stacking, fire- worker)
craft, and burying the logs to burn over time Character Point Cost: 6
under tall domes of hollow earth. So important
is it to remain awake during this process, lest Pottery Worker A peasant crafter who
the product turn completely to ash, that many commonly works with various clays and muds
charcoal makers sit upon one-legged stools to to fabricate pottery and other sculptures both
insure they will fall over if they succumb to decorative and utilitarian.
sleep. Social Standing: Mid Range
Social Standing: Mid Range Initial Skills: Knowledge: 2 (pottery), 2
Initial Skills: Knowledge: 2 (wood), 2 (fire (mineral lore), Profession: 2 (pottery
craft), Profession: 2 (charcoal maker) worker)
Character Point Cost: 6 Character Point Cost: 6

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

Fisher A peasant who makes a living by catching


the various fishes and smaller creatures that
BOOK ONE

dwell in the seas, lakes, rivers, and streams near


them, sometimes from a boat but often from
the shore. Such jnah trade and sell their catch
to locals and nearby merchants.
Social Standing: Mid Range
Initial Skills: Knowledge: 2 (local waters),
2 (weather lore), Profession: 2 (fisher),
Survival: 3, Swimming: 3
Character Point Cost: 12

Guide A peasant who has learned the lay of


the land and serves as a guide to other jnah
travellers.
Social Standing: High Range
Initial Skills: Knowledge: 2 (region - players
choice), 2 (local customs), Navigation: 3
(land), Profession: 2 (guide)
Character Point Cost: 9

Herbalist A peasant who collects (or even


for their creation. grows) rare herbs and plants, and sells those
Social Standing: Mid Range ingredients to apothecaries and alchemists.
Initial Skills: Knowledge: 2 (carpentry), 2 Social Standing: High Range
(wheelwright), 2 (wood lore), Profession: Initial Skills: Knowledge: 2 (herbal lore),
2 (wood worker) 2 (horticulture), 2 (medical lore),
Character Point Cost: 8 Profession: 2 (herbalist), Survival: 3
Character Point Cost: 11
Crystal Hunter A peasant who specializes
in finding deposits of valuable minerals and Hunter A peasant that makes a living by hunting
crystals in the wilderness and either selling wild suthra in the surrounding area of land.
that information to crystal traders or gathering These peasants carefully avoid touching with
the crystals and selling those directly (like the their hands the unclean parts of the animal
blood diamond scavengers of Africa). when dressing their kill, and often leave such
Social Standing: High Range remnants in the wild before returning with
Initial Skills: Concealment: 2, Knowledge: their catch.
2 (crystal lore), Navigation: 3 (land), Social Standing: Mid Range
Profession: 2 (crystal hunter), Survival: 3 Initial Skills: Concealment: 3, Knowledge:
Character Point Cost: 13 2 (local hunting area), 2 (suthra lore),
2 (weather lore), Profession: 2 (hunter),
Elder A peasant community leader or hetjnah. Stealth: 3, Tracking: 3
The person to whom others in the community Character Point Cost: 17
will come for rulings and decisions concerning
community issues and dealing with higher-caste Laborer A peasant who, having never been
outsiders. trained in any particular skill, seeks work as a
Social Standing: High Range general, unskilled laborer following the whims
Initial Skills: Etiquette: 3, Oratory: 3, and needs of others. Laborers are looked down
Knowledge: 2 (cultural traditions), 2 upon to some extent, yet often toil heavily
(local politics), 2 (religion), Profession: 2 under the suns for rich merchants and lords.
(elder) Social Standing: Low Range
Character Point Cost: 14 Initial Skills: Profession: 2 (laborer)
Character Point Cost: 2
Farmer A peasant who plows, plants, and
tills so as to create crops for the good of the Miner A peasant who labors in a mine, excavating
community. Such goods are primarily for the and toiling beneath the heavy burdens that
feeding of family as well as for barter within the must be exhumed and removed for processing.
community, though excess is sometimes sold or These mines can either be of the strip-mine
traded to merchants at market.

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

Chapter III: Character Creation


2 (underground structure), Profession: (place of employment), Profession: 2
2 (miner) (servant)
Character Point Cost: 6 Character Point Cost: 7

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

Profession: 2 (wise one) Initial Skills: Bargain: 3, Knowledge: 2


Character Point Cost: 30 (wood lore), 2 (chitin lore), 2 (crystal
lore), 2 (archery weapon lore), 2 (suthra
lore), Missile Combat: 5, Weaponsmith:
Trade Caste Professions 3 (missile)
Character Point Cost: 21
Apothecary A member of the Trade Caste
skilled in the ways of holistic medicine and Carpenter A skilled artisan who makes,
herbalism, capable of crafting simple medicines, finishes, and repairs wooden objects, structures,
performing basic surgical procedures, and and even vehicles. Such an individual, for
creating all manner of poultices, unguents, and larger projects might employ Low Caste
salves with various (supposed) properties. crafters of wood, stone, etc., to complement
Social Standing: High Range the endeavor.
Initial Skills: Alchemy: 3 (medicine), Dress Social Standing: Mid Range
Wound: 3, Knowledge: 2 (medical lore), Initial Skills: Bargain: 3, Knowledge:
2 (herbal lore), 2 (jenu lore), 2 (cultural 2 (wood lore), 2 (architecture), 2
traditions), Surgery: 3, Profession: 2 (carpentry), Profession: 2 (carpenter)
(apothecary) Character Point Cost: 11
Character Point Cost: 19
Cartographer An artisan skilled in the art or
Artisan Any individual within the Trade Caste, technique of making maps and charts. Such
known specifically for one main craft, who both individuals would be called upon to chart
creates and sells objects made of a particular caravan routes, prevailing trade winds, political
resource or material. Such individuals are borders, terrain, etc.
sought after for their particular skills by Social Standing: Mid Range
merchants within their own caste, as well as Initial Skills: Artistry: 2 (illustration),
Sunborn and Mngai. Bargain: 3, Knowledge: 2 (cartography),
2 (geography), 2 (politics), Research: 3,
Amber Artisan An artisan who works Profession: 2 (cartographer)
primarily with the thick saps siphoned from Character Point Cost: 16
the Ambertrees of Drdnah. The Amber saps
harden as they touch the air, and are shaped and Chandler A skilled artisan who makes candles
molded into various decorative and utilitarian of various kinds, soaps, and other wax-related
objects. Artisans of Amber are often entrusted products, and whose works can range from the
to fabricate the workings of sky crystal sheaths utilitarian to the beautifully artistic.
and other intricate workings on skyships, as Social Standing: Mid Range
well as the Amber jewelry that often adorns the Initial Skills: Bargain: 3, Knowledge: 2 (wax-
persons of nobles and priests. working), 2 (suthra lore), 2 (herbal lore),
Social Standing: Mid Range Profession: 2 (chandler)
Initial Skills: Bargain: 3, Knowledge: 2 Character Point Cost: 11
(Amber lore), 2 (jewelry), 2 (wax-working),
Profession: 2 (Amber artisan) Chitin Artisan An artisan who works
Character Point Cost: 11 primarily with the chitin (hard shell) harvested
from various suthra. The chitin insect shell is
Armourer Trade artisans whose chief task is cut, carved and sculpted for use as decoration,
the creation of various types of armor made from jewelry, tools, weapons, utensils, etc. Especially
various materials. Trade Caste artisans are not skilled individuals might receive commissions
allowed, however, to work with or use living suthra from Sunborn or Mngai, or may personally
armor, according to the laws of the caste system. serve within a House (under the Crystal
Social Standing: High Range Master).
Initial Skills: Armourer: 3, Bargain: 3, Social Standing: Mid Range
Knowledge: 2 (armor lore), 2 (Amber Initial Skills: Bargain: 3, Knowledge: 2
lore), 2 (chitin lore), 2 (crystal lore), 2 (chitin lore), 2 (suthra lore), Profession: 2
(jenu lore), Melee Combat: 5, Profession: (chitin artisan)
2 (armourer) Character Point Cost: 9
Character Point Cost: 23

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

Chapter III: Character Creation


(cobbler)
Character Point Cost: 9 Furrier A skilled artisan who makes, sells,
and repairs furs and furred garments made
Cooper A skilled artisan who makes casks and from the furry leathers harvested from the soft
barrels of all shapes and sizes. tissues of a variety of giant Drdni moths and
Social Standing: Mid Range caterpillars.
Initial Skills: Bargain: 3, Knowledge: 2 Social Standing: Mid Range
(carpentry), 2 (wood lore), Profession: 2 Initial Skills: Bargain: 3, Knowledge: 2
(cooper) (fashion), 2 (suthra lore), 2 (leather
Character Point Cost: 9 working), Profession: 2 (furrier)
Character Point Cost: 11
Crystal Artisan An artisan who works
primarily with the various Drdni crystals. Glassblower Trade artisans having the various
Peasant laborers working in mines (or other skills necessary to artfully create, sculpt, and blow
dangerous locations) would harvest the glass into various colors, shapes, and functional
crystals, from which the Crystal Artisans objects used daily on Drdnah. Everything
take their pick, choosing only the best for from ornaments, glassware, and windowpanes
their workings of fine sculpture, jewelry, are formed by their skillful hands, and their
architectural ornaments, mosaics, and even works are often highly prized depending on the
the intricate mechanical workings of skyships artistry invested into each piece.
and other archaic machines. Especially skilled Social Standing: Mid Range
individuals might receive commissions from Initial Skills: Bargain: 3, Knowledge: 2
Sunborn or Mngai, or may personally serve (glasswork), 2 (jeweler), 2 (art), 2 (mineral
within a House (under the Crystal Master). lore), Profession: 2 (glassblower)
Social Standing: High Range Character Point Cost: 13
Initial Skills: Bargain: 3, Knowledge: 2
(glasswork), 2 (jeweler), 2 (wax-working), Incense Maker An artisan skilled in the
2 (crystal lore), Profession: 2 (crystal making of the various basic and rare incenses
artisan) commonly used on Drdnah. Incense being
Character Point Cost: 13 such a standard item from the simplest of
households to the mightiest of temples, Incense
Dyer An artisan whose specialty is the making Makers skills are always in high demand, and
and using of colorful dyes and inks. These are the recipes for their aromas often treasured
used to give vibrancy and beauty to plain cloth, family secrets.
suthra leather, woven reeds, and the more Social Standing: High Range
expensive cloths and silks used and worn by Initial Skills: Bargain: 3, Knowledge: 2
those of higher caste. (herbal lore), 2 (mineral lore), 2 (ritual
Social Standing: Mid Range lore), 2 (cultural traditions), Profession: 2
Initial Skills: Bargain: 3, Knowledge: 2 (incense maker)
(fashion), 2 (herbal lore), 2 (mineral lore), Character Point Cost: 13
Profession: 2 (dyer)
Character Point Cost: 11 Jeweler An artisan who uses a variety of different
materials, including crystal, Amber, stone, glass,
Fletcher A skilled artisan who makes arrows in a even wood and ceramics, to create jewelry and
wide variety of shapes and sizes to accommodate jewel-encrusted decorations and objects of art for
many different uses. There are war arrows, those of wealth and high caste. Though Jewelers
fishing arrows, rope-cutting arrows, flaming may have specific knowledge of the crafting of
arrows, hunting arrows, large bolts for ballista, certain materials, their main ability is their artful
and many other styles. way of combining individual worked elements
Social Standing: Mid Range into a delicate and beautiful whole.
Initial Skills: Bargain: 3, Knowledge: 2 Social Standing: High Range
(chitin lore), 2 (crystal lore), 2 (Amber Initial Skills: Bargain: 3, Knowledge:
lore), 2 (archery weapon lore), Missile 2 (jewelry), 2 (art), 2 (crystal lore), 2
Combat: 5, Profession: 2 (fletcher), (fashion), Profession: 2 (jeweler)
Weaponsmith: 3 (missile) Character Point Cost: 13
Character Point Cost: 21
Leather Artisan An artisan whose skills
Florist A skilled artisan who specializes in revolve around the crafting of goods from
floral arrangements for festivals and funerals. suthra leather. Such leather is harvested from

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

Chapter III: Character Creation


5, Profession: 2 (weapon artisan),
exceptional skill in the art of designing and Weaponsmith: 3 (bladed weapons), 3
creating clothing of various styles and varieties (blunt weapons)
to fit the form, function, and taste of their Character Point Cost: 30
clients. A tailor would know how to work with
a variety of cloth types, from cheap, rougher Weaver An artisan skilled in the creation of
weaves to expensive silks, and has a good woven goods of silk and other fibers, such as
understanding of the best ways to fit them to a thread, fabrics, rugs, tapestries, curtains, veils, sails,
wide range of body sizes and shapes. flags, etc. Raw, non-dyed thread and fabrics are
Social Standing: High Range usually their products, but they will often create
Initial Skills: Bargain: 3, Etiquette: 3, and work with dyed thread and yarn to create
Knowledge: 2 (fashion), 2 (jenu lore), 2 colorful tapestries, rugs, and other finished works.
(cultural traditions), Profession: 2 (tailor) Social Standing: Mid Range
Character Point Cost: 14 Initial Skills: Bargain: 3, Knowledge: 2
(fashion), 2 (weaving), 2 (art), Profession:
Tobacconist A skilled artisan who prepares 2 (weaver)
and sells tobaccos of various kinds. These Character Point Cost: 11
merchants often employ Low Caste members
to sell their wares in the streets, carrying Wheelwright An artisan skilled in the
portable hookahs and a variety of tobaccos creation and repair of wheels for carts, wagons,
from which to choose. and carriages.
Social Standing: Mid Range Social Standing: Mid Range
Initial Skills: Bargain: 3, Knowledge: 2 Initial Skills: Bargain: 3, Driving: 3 (land
(herbal lore), Profession: 2 (tobacconist) vehicle), Knowledge: 2 (carpentry), 2
Character Point Cost: 7 (land vehicles), 2 (wood lore), Profession:
2 (wheelwright)
Tool Maker A skilled artisan who can make Character Point Cost: 14
tools of various kinds, and for all manner of
vocations. Their skill is concentrated not only Wood Artisan An artisan who uses woods
in the function of the tool, but in its long- of various sorts and colors to create works
lasting quality. ranging from artistic carvings and palanquins
Social Standing: Mid Range to the beams and boards for homes and palaces.
Initial Skills: Bargain: 3, Knowledge: 2 Such items are often both functional as well as
(Amber lore), 2 (chitin lore), 2 (wood beautiful, and the artisan handpicks the woods
lore), Profession: 2 (tool maker) harvested for their creation.
Character Point Cost: 11 Social Standing: Mid Range
Initial Skills: Bargain: 3, Knowledge: 2
Wainwright An artisan who builds wagons (art), 2 (architecture), 2 (carpentry), 2
and coaches of all kinds to suit a wide range of (wood lore), Profession: 2 (woodworker)
sizes, shapes, and functions, from beast drawn Character Point Cost: 13
carts and hand-wagons, to elaborate carriages.
Social Standing: High Range Artist An individual within the Trade Caste,
Initial Skills: Bargain: 3, Driving: 3 (land known specifically for one main artistic craft,
vehicles), Knowledge: 2 (carpentry), 2 who both creates and sells artistic products
(land vehicles), 2 (wood lore), Profession: of one kind or another. Such individuals are
2 (wainwright) sometimes sought after by merchants within
Character Point Cost: 14 their own caste, as well as Sunborn and
Mngai, for their particular skills.
Weapon Artisan An artisan whose livelihood
involves the creation of all the various weapons of Calligrapher An artist skilled in the art of
Drdnah (with the exception of Vaylah firearms, calligraphic writing and ornamental scripts
and living suthra weapons, for which there are created for the sake of beauty.
individual traditions, and missile weapons, which Social Standing: Mid Range
are made by bowyers and fletchers). Such artisans Initial Skills: Bargain: 3, Artistry: 2
may have specific skills depending on the type of (illustration), 2 (calligraphy), Knowledge:
weapons they specialize in (either blades or blunt 2 (mineral lore), 2 (cultural traditions),
weapon, or perhaps, only swords), or the particular Profession: 2 (calligrapher)
materials with which they choose to work, such as Character Point Cost: 13
crystal, stone, chitin, suthra leather, or Amber.

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

Artistry: 2 (playwriting), Knowledge: (mineral lore), Profession: 2 (tattooist)


2 (world cultures), 2 (current history), Character Point Cost: 24
2 (literature), 2 (cultural traditions),
Performance: 2 (dramatizing), Profession: Baker A member of the Trade Caste who
2 (dramatist) specializes in the making of baked goods,
Character Point Cost: 20 pastries, pies, cakes, and breads of all kinds.
A baker has intimate knowledge of the herbs,
Painter An artist skilled in mixing various grains, oats, and flours used to make all his
pigments and minerals, suthra egg and wares, as well as a carefully maintained set of
powdered chitin, oils, water, and other recipes for many different festivals and religious
substances to create paints, inks, and charcoals occasions.
of various qualities and colors, and additionally Social Standing: Mid Range
using these different media to make works of art Initial Skills: Bargain: 3, Knowledge: 2
and color-related design choices for buildings (cooking), 2 (herbal lore), Profession: 2
and objects. Painters create works on canvases, (baker)
walls, ships, ceilings, signs, and various other Character Point Cost: 9
locations from low society to high.
Social Standing: Mid Range Brewer (or Vintner, Distiller) A Trade Caste
Initial Skills: Artistry: 2 (illustration), merchant skilled in the creation of alcoholic
Bargain: 3, Knowledge: 2 (art), 2 (mineral beverages of all kinds, such as fine vintages of
lore), 2 (cultural traditions), Profession: 2 wine from various fruits, beers brewed from
(painter) different grains, and meads made from the
Character Point Cost: 13 honeys of suthra (as well as the cultivation of all
these necessary ingredients). Such an artisans
Poet A highly skilled performer trained in the wares can be found in nearly any community,
composition of poetry and epic verse. and make for lively trade across all nations.
Social Standing: Mid Range Social Standing: Mid Range
Initial Skills: Bargain: 3, Conversation: Initial Skills: Bargain: 3, Knowledge: 2
3, Knowledge: 2 (world cultures), 2 (brewing), 2 (distillation), 2 (herbal lore),
(literature), 2 (cultural traditions), 2 (horticulture), Profession: 2 (brewer)
Performance: 2 (dramatizing), Profession: Character Point Cost: 13
2 (poet)
Character Point Cost: 16 Butcher A Trade Caste merchant who dresses
and sells the flesh of various suthra.
Sculptor An artist who shapes, molds, or Social Standing: Mid Range
fashions various materials, such as stone, clay, Initial Skills: Bargain: 3, Knowledge: 2
glass, crystal, Amber, etc., to create sculptural (suthra lore), 2 (cooking), Profession: 2
works of art and design. Many sculptors often (butcher)
specialize in one material or another, and thus Character Point Cost: 9
have specific knowledge skills as a result.
Social Standing: Mid Range Confectioner A Trade Caste merchant that
Initial Skills: Artistry: 2 (sculpting), specializes in the making of candies and other
Bargain: 3, Knowledge: 2 (art), 2 (Amber sweet and savory confections.
lore), 2 (stone lore), 2 (crystal lore), Social Standing: Mid Range
2 (jenu lore), 2 (cultural traditions), Initial Skills: Bargain: 3, Knowledge: 2
Profession: 2 (sculptor) (herbal lore), 2 (cooking), Profession: 2
Character Point Cost: 19 (confectioner)
Character Point Cost: 9
Tattooist An artist most gifted in the skills
required to create the many amazing and Contractor (also Foreman or Overseer) A member
variable types of more permanent Drdni body of the Trade Caste who agrees to furnish
art, including tattoos, brandings, piercings, and materials, perform services, and potentially
the implantation of crystals, jewels, and beads oversee common laborers at a specified price,
directly into, and onto scales, feathers, and especially for construction work but potentially
flesh. They even use a special type of tattoo dye for other types of labor as well. Such individuals
that causes fur, feathers or scales to grow out are usually hired by others to handle all the
smaller details of a larger project and to report

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

Chapter III: Character Creation


(contractor) Initial Skills: Bargain: 3, Etiquette: 3,
Character Point Cost: 11 Oration: 3, Intrigue: 3, Performance: 2
(singing), 2 (dancing), 2 (dramatizing),
Cook A member of the Trade Caste skilled in Knowledge: 2 (art), 2 (current history),
the arts of food preparation. Such an individual 2 (world cultures), 2 (famous jnah),
would be able to prepare food for any of the 2 (fashion), 2 (heraldry), 2 (literature),
castes except members of the Holy Caste, 2 (music), 2 (cultural traditions),
who wish to have their food prepared only by Profession: 2 (dance master)
a Chef of their own caste. Cooks might own Character Point Cost: 38
restaurants of their own or provide their services
to establishments, the houses of merchants and Engineer An artisan skilled in the creation of
lords, or even serve the military. machines of all kinds, from simple mechanical
Social Standing: Mid Range devices such as the devices that run mills, to
Initial Skills: Bargain: 3, Knowledge: 2 more complicated mechanical systems found
(cooking), 2 (herbal lore), 2 (suthra lore), aboard skyships or used in siege engines.
2 (cultural traditions), Profession: 2 Social Standing: Mid Range
(cook) Initial Skills: Bargain: 3, Knowledge: 2
Character Point Cost: 13 (mathematics), 2 (architecture), 2 (land
vehicles), 2 (water vessels), 2 (skyships),
Courtesan A Trade Caste entertainer who Profession: 2 (engineer), Research: 3
specializes in providing physical pleasure and Character Point Cost: 18
paid companionship to others (similar to a
Geisha). There are rich traditions of etiquette Entertainer Members of the Trade Caste who
and behavior for such individuals, and they are make their living by the pleasant diversion and
rarely viewed as common harlots. entertainment of others through the use of
Social Standing: Mid Range their skills. Such individuals are often in high
Initial Skills: Bargain: 3, Etiquette: 3, demand for occasions at nearly every level of
Conversation: 3, Knowledge: 2 (art), society. Spontaneous street performances are
2 (fashion), 2 (cultural traditions), not uncommon.
2 (current history), Profession: 2
(courtesan), Seduction: 3 Acrobat A Trade Caste entertainer who
Character Point Cost: 22 specializes in tumbling, contortion, tightrope-
walking and other gymnastic feats.
Crystal Master - The Crystal Master is the Social Standing: Mid Range
chief artisan of a House who trains the other Initial Skills: Acrobatics: 5, Bargain: 3,
House artisans, is in charge of the dcor of Contortion: 3, Evade: 5, Performance: 2
the House and its surroundings, and is quite (tumbling), Profession: 2 (acrobat)
often the lord and ladys personal fashion Character Point Cost: 20
consultant. In addition, they are responsible
for any of the crystals used in the house with Dancer A Trade Caste performer who
specific functional purposes, such as would be specializes in dances of all kinds, such as
used for light, heating, gear-works, etc., and common folk dances, flamboyant dances of
the purchasing of rare crystals for the use of the noble courts, and even the intricate and
skyships owned by the House. The Crystal ritualistic dances of religious festivals.
Master would oversee the work of any shipboard Social Standing: High Range
Crystal Masters employed by a House. Initial Skills: Athletics: 3, Bargain: 3,
Social Standing: High Range Knowledge: 2 (jenu lore), 2 (music), 2
Initial Skills: Bargain: 3, Etiquette: 3, (cultural traditions), Performance: 2
Oratory: 3, Knowledge: 2 (crystal lore), 2 (dancing), Profession: 2 (dancer)
(architecture), 2 (art), 2 (world cultures), Character Point Cost: 16
2 (fashion), 2 (heraldry), 2 (lineages), 2
(cultural traditions), Profession: 2 (crystal Fortune-Teller A Trade Caste entertainer
master) who specializes in telling fortunes through the
Character Point Cost: 27 use of various means (tea leaves, entrails, cards,
dice, bones, etc.).
Dance Master - An individual within a House Social Standing: Mid Range
and Line who has been named by the head Initial Skills: Bargain: 3, Conversation: 3,
of the House to be in charge of any and all Knowledge: 2 (world cultures), 2 (current
cultural happenings. This individual trains history), 2 (divination), 2 (jenu lore),

Basic Compendium
129
Chapter III: Character Creation
2 (cultural traditions), Persuasion: 3,
Profession: 2 (fortune-teller)
Character Point Cost: 21

Illusionist A street magician and entertainer


who specializes in acts of prestidigitation to
baffle and amuse. This individual is NOT
believed to have actual magical powers.
Social Standing: Mid Range
BOOK ONE

Initial Skills: Bargain: 3, Concealment: 3,


Fast Draw: 5, Knowledge: 2 (garments),
Sleight of Hand: 3, Performance:
2 (prestidigitation), Profession: 2
(illusionist)
Character Point Cost: 20

Juggler An entertainer who specializes in


amusing, and sometimes even dangerous,
feats of juggling and uncanny balance with all
manner of handheld objects.
Social Standing: Mid Range
Initial Skills: Bargain: 3, Fast Draw: 5,
Performance: 2 (juggling), Profession: 2
(juggler), Throw: 5
Character Point Cost: 17

Mummer A trained actor who specializes in the


various types of theater popular in Drdnah. Singer A performer who uses their voice to
These individuals employ elaborate masks and entertain through the singing of songs of all
costumes to perform and can also be skilled kinds. There are a variety of singing traditions
dancers, as dancing is common in Drdni plays. in the world, each related to one of many
Social Standing: Mid Range different cultural and religious concepts;
Initial Skills: Athletics: 3, Bargain: 3, songs of the field laborers, songs of warriors
Knowledge: 2 (world cultures), 2 (cultural preparing for battle, songs of the pious, songs
traditions), 2 (jenu lore), Performance: 2 of travellers, songs for lovers, etc. Singers often
(dancing), 2 (dramatizing), Profession: 2 compose their own songs, and are sometimes
(mummer) hired to compose songs for others.
Character Point Cost: 18 Social Standing: Mid Range
Initial Skills: Bargain: 3, Knowledge: 2
Musician An entertainer who plays any sort of (music), 2 (world cultures), 2 (cultural
musical instrument, usually based on ancient traditions), Performance: 2 (singing),
traditions, styles, and compositions. Percussion, Profession: 2 (singer)
strings, drums, and wind instruments combine Character Point Cost: 13
to make the vast array of Drdni music.
Musicians may compose their own music, and Storyteller A skilled performer who specializes
are sometimes hired to compose music for in telling dramatic or amusing tales, such
others. as stories of ancient legend and lore, tales of
Social Standing: Mid Range glorious battle, humorous and amazing stories
Initial Skills: Bargain: 3, Knowledge: of the antics of the various Devah, etc.
2 (music), 2 (cultural traditions), Social Standing: Mid Range
Performance: 2 (music), Profession: 2 Initial Skills: Bargain: 3, Knowledge: 2
(musician) (ancient history), 2 (current history), 2
Character Point Cost: 11 (legends), 2 (world cultures), 2 (cultural
traditions), Performance: 2 (story-telling),
Puppeteer A skilled performer who specializes Profession: 2 (storyteller)
in entertaining through the use of various Character Point Cost: 17
puppets (marionettes, shadow puppets, hand
puppets, etc.). Explorer A Trade Caste merchant who devotes
Social Standing: Mid Range his efforts and wealth to the exploration of new
Initial Skills: Bargain: 3, Performance: 2 lands and forgotten ruins. Such an individual
(puppetry), Knowledge: 2 (world cultures), might be a collector of tales and oddities from
2 (cultural traditions), Profession: 2 around the world.
(puppeteer) Social Standing: Mid Range
Character Point Cost: 11 Initial Skills: Bargain: 3, Climbing: 3,

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

Chapter III: Character Creation


- players choice), 2 (geography), 2 oversees the details of organizing the servants of
(legends), Language: 2 (second language - the house from the scullery maid to the lords
players choice), Profession: 2 (explorer) valet, working closely with the Chamberlain to
Character Point Cost: 37 make sure the House runs as efficiently and
smoothly as possible.
Fakir (Trade Caste Healer, Mage, Seer, or Summoner Social Standing: Mid Range
Sirhibas as well as potentially an utter charlatan) Initial Skills: Bargain: 3, Etiquette: 3,
A Trade Caste ascetic or religious mendicant, Diplomacy: 3, Intrigue: 3, Knowledge: 2
especially one who performs feats of magic or (current history), 2 (cultural traditions), 2
endurance. They seldom allow themselves to (heraldry), 2 (lineages), 2 (region - players
be known as true sirhibasi because society choice), Profession: 2 (head of servants)
tends to distrust and frown upon sirhibasi Character Point Cost: 24
outside of the Sunborn. They often earn
their keep seeking donations from those who Hunter A member of the Trade Caste that
observe their public performances but will specializes in hunting various suthra. They
sometimes work privately with individuals. carefully avoid touching the unclean parts of
Though some Fakirs may indeed have true the animal with their hands when dressing their
powers, there are many who are also charlatans kill, and either leave such remnants in the wild
and tricksters. before returning with their catch, or eventually
Social Standing: Low Range pass their prey on to a Renderer for processing.
Initial Skills: Bargain: 3, Oratory: 3, Social Standing: Mid Range
Knowledge: 2 (world cultures), 2 Initial Skills: Bargain: 3, Concealment:
(divination), 2 (herbal lore), 2 (legends), 3, Knowledge: 2 (local hunting area), 2
2 (ritual lore), 2 (cultural traditions), 2 (suthra lore), 2 (weather lore), Profession:
(weather lore), Profession: 2 (fakir) 2 (hunter), Stealth: 3, Tracking: 3
Character Point Cost: 22 Character Point Cost: 20

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
131
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.).

Chapter III: Character Creation


Deckhand A trade-caste sailor who, as a Social Standing: Mid Range
member of a ships crew, is called upon to Initial Skills: Bargain: 3, Knowledge: 2
perform various tasks of manual labor such as (skyships or water vessels), 2 (rope work),
swabbing the deck, operating basic equipment 2 (tailor), 2 (weaving), Profession: 2 (sail
used for moving cargo, rowing, carrying supplies, maker)
and generally lending a hand where needed and Character Point Cost: 13
performing most of the grunt work.
Social Standing: Low Range Ships Carpenter A trade-caste sailor who is
Initial Skills: Bargain: 3, Knowledge: a competent craftsman, capable of building
2 (skyships or water vessels), Melee a ships boat or a new mast. In charge of all
Combat: 5, Profession: 2 (deckhand) repairs, Carpenters inform the captain of the
Character Point Cost: 12 state of the ships hull, masts, yards, and decks.
They sound the ships well and regularly check
Harpooner A trade-caste sailor who specializes for leakage and ensure the pumps are clean and
in harpooning large suthra. They are more in good working order. In battle, they plug shot
common on the style of vessels used to hunt large holes and make whatever repairs possible.
prey than on ordinary ships, but are often used Social Standing: Mid Range
on ships of any kind as a defense when attacked Initial Skills: Bargain: 3, Melee Combat: 5,
by larger predatory suthra at sea or in the air. Knowledge: 2 (carpentry), 2 (skyships or
Social Standing: Low Range water vessels), 2 (wood lore), Profession:
Initial Skills: Bargain: 3, Melee Combat: 2 (ships carpenter)
5, Missile Combat: 5, Knowledge: 2 Character Point Cost: 16
(skyships or water vessels), Profession: 2
(harpooner) Ships Crystal Master The Crystal Master is
Character Point Cost: 17 the ships chief artisan, in charge of any useful
crystals that are used aboard ship, making sure
Larder Master (Cook) A trade-caste sailor who that they function accordingly and ordering
is in charge of making sure the crew is supplied repairs where they may be needed. Such
with food and drink and is responsible for the responsibilities include the maintenance of sky
ordering, stocking, and preparation of such crystals if it is a skyship, the complex gears of the
goods. crystal-works used to control the rudders, the
Social Standing: Mid Range crystal anchor and, of course, the overseeing of
Initial Skills: Bargain: 3, Knowledge: 2 any other artisans and carpenters in the ships
(skyships or water vessels), 2 (cooking), 2 employ. In addition, they are also responsible for
(herbal lore), Profession: 2 (larder master) the decorative and functional ornamentation
Character Point Cost: 11 traditionally found throughout the vessel.
Social Standing: Mid Range
Rigger A trade-caste sailor who is in charge Initial Skills: Knowledge: 2 (crystal lore), 2
of the arrangement of the masts, spars, ropes, (carpentry), 2 (mathematics), 2 (skyships
and sails on a sailing ship. Riggers are aware or water vessels), 2 (cultural traditions),
of all the technicalities of fitting the sails, Profession: 2 (ships crystal master)
shrouds, and ropes to the variously sized masts Character Point Cost: 12
and yards of any particular ships design, and
are often responsible for climbing through the Scrivener A trade artisan who is mainly tasked
rigging, making changes to these actively while as a professional copyist of manuscripts and
the vessel is in transit. documents, but can be a writer, journalist,
Social Standing: Mid Range public clerk, secretary, or even a notary.
Initial Skills: Athletics: 3, Bargain: 3, Though they primarily work on parchment,
Climbing: 3, Driving: 3 (aerial or nautical Scriveners sometimes inscribe wood, stone,
vessels), Melee Combat: 5, Knowledge: 2 plaster and other substances with various
(rope work), 2 (skyships or water vessels), writings and are familiar with the legalities
Profession: 2 (rigger) involving documentation and the written
Character Point Cost: 23 word in general.
Social Standing: High Range
Sail Maker A trade-caste sailor who is adept Initial Skills: Artistry: 2 (illumination),
with the working of silk, canvas, and other Bargain: 3, Etiquette: 3, Knowledge:
sailcloth used in the sewing, repair, and fitting 2 (world cultures), 2 (mineral lore), 2
of the various sails and shrouds used in the (current history), 2 (literature), 2 (cultural
rigging if a sailing ship. Though Sail Makers are traditions), Profession: 2 (scrivener),

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

Chapter III: Character Creation


that specialty within the House.

Arena Master - This warrior within a House


and Line has most honorably worked up
through the ranks of household warriors
to become that Houses supervisor over the
specific traditions and customs involved in
the Spiral Arena and the training of the
warriors of the household in favored forms
of hand-to-hand and weapons combat. This
individual is responsible for the support,
maintenance, function, and integrity of the
Houses own Spiral Arena and is the arbiter
of conflicts resolved within.
Social Standing: Mid Range
Initial Skills: Dress Wound: 3, Duel
Dancing: 5, Etiquette: 3, Evade:
5, Intimidation: 3, Martial Arts:
8, Missile Combat: 5, Oratory: 3,
Suthra Use: 5, Tactics: 3, Throw:
5, Knowledge: 2 (current history),
2 (world cultures), 2 (heraldry), 2
(martial arts), 2 (lineage), 2 (medical
lore), 2 (politics), 2 (ritual lore -
spiral arena related), 2 (tradition), 2
(weapons), Profession: 2 (arena master) 5, Martial Arts: 8, Missile Combat: 5,
Character Point Cost: 70 Observation: 3, Oratory: 3, Suthra Use:
5, Tactics: 3, Throw: 5, Knowledge: 2
Huntmaster This Sunborn organizes the lords (current history), 2 (world cultures), 2
various hunting expeditions. He works closely (heraldry), 2 (martial arts), 2 (lineage),
with the Suthra Master to train kellndu and 2 (medical lore), 2 (politics), 2 (cultural
krtellah used for the hunt. traditions), 2 (weapons), Profession: 2
Social Standing: Mid Range (master of the honor guards)
Initial Skills: Etiquette: 3, Melee Combat: Character Point Cost: 85
5, Missile Combat: 5, Navigation: 3
(land), Riding: 3 (land mounts), Suthra Master of the Watch A warrior within a
Use: 5, Tracking: 3, Knowledge: 2 (breed House and Line who has the task of leading the
suthra), 2 (world cultures), 2 (suthra Watch or Militia, house soldiers who are not
lore), Suthra Training: 3 (mounts), 3 considered Honor Guards themselves, merely
(aides & companions), Survival: 3, warriors and general security. The Master
Profession: 2 (huntmaster) of the Watch usually defers to the Master of
Character Point Cost: 44 the Honor Guards and is responsible for the
assigning of patrols to places and areas for the
Master of the Honor Guard A prominent security and peace of mind of the residents of
warrior within a House who is the head of the the House, and even of those who might serve
Honor Guard, thus, the head of security for the aryah outside of the walls of the House.
that House; also, usually the master of assassins Social Standing: Mid Range
and expert on poisons. This individual often Initial Skills: Concealment: 3, Dress
serves as the personal Honor Guard of the Wound: 3, Etiquette: 3, Evade: 5,
Houses aryah. This individual is usually Intimidation: 3, Martial Arts: 8, Missile
responsible for the assigning of honor guards Combat or Throw: 5 (players choice),
to individuals and places, as well as helping Observation: 3, Tracking: 3, Knowledge:
to choose the representative of important 2 (current history), 2 (world cultures),
individuals for combat in the Spiral Arena. 2 (heraldry), 2 (politics), Profession: 2
Social Standing: Mid Range (master of the watch)
Initial Skills: Concealment: 3, Dress Character Point Cost: 46
Wound: 3, Duel Dancing: 5, Etiquette:
3, Evade: 5, Intimidation: 3, Intrigue: Master Sorcerer (Prominent Healer, Mage, Seer,
3, Interrogation: 3, Firearm Combat: or Summoner Sirhibas) Prominent members
of a House or Line, these sirhibasi generally

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

even Line. Dancing: 5, Etiquette: 3, Evade: 5,


Social Standing: High Range Fastdraw: 5, Martial Arts: 8, Melee
Initial Skills: Etiquette: 3, 2 Magic Combat: 5, Missile Combat: 5, Throw:
Rituals: 10 (players choice), Research: 5, Oratory: 3, Tactics: 3, Gunsmith:
3, Knowledge: 2 (ancient history), 2 3 (firearms), Weaponsmith: 3 (bladed
(customs), 2 (divination), 2 (herbal weapons), 3 (blunt weapons), 3 (missile
lore), 2 (legends), 2 (lineage), 2 (magic weapons), Knowledge: 2 (current history),
theory), 2 (mathematics), 2 (ritual lore), 2 (world cultures), 2 (heraldry), 2
Profession: 2 (master sorcerer) (martial arts), 2 (military lore), 2 (cultural
Character Point Cost: 36 traditions), 2 (weapons), Profession: 2
(weapons master)
Master Torturer The Houses chief Character Point Cost: 78
interrogator who specializes in breaking
some of the toughest enemy agents (spies, Naval/Skyship Officer
assassins, etc.) This Sunborn is a twisted Admiral Also called a Jalavar (jah-lah-
form of physician who can keep victims alive VAR) on Drdnah, this sunborn officer is
for prolonged periods of time. They are also in command of a fleet of ships. Admirals are
masters of psychological torture. aware of all the strengths and weaknesses of
Social Standing: Mid Range each and every vessel within their fleets, as well
Initial Skills: Dress Wound: 3, Etiquette: as the jnah who captain them. Many fleets
3, Alchemy: 3 (chemicals/poisons), include both sky ships and water vessels. Great
3 (medicine), Interrogation: 3, admirals know how to work with both to their
Intimidation: 3, Persuasion: 3, Research: advantage.
3, Surgery: 3, Knowledge: 2 (world Social Standing: High Range
cultures), 2 (herbal lore), 2 (medical Initial Skills: Duel Dancing: 5, Driving:
lore), 2 (poisons), Profession: 2 (master 3 (aerial vessels), 3 (nautical vessels),
torturer) Etiquette: 3, Evade: 5, Intimidation:
Character Point Cost: 37 3, Martial Arts: 8, Oratory: 3, Tactics:
3, Knowledge: 2 (world cultures), 2
Suthra Master This sunborn is the principle (cartography), 2 (geography), 2 (heraldry),
trainer and suthra handler for a House or Line. 2 (politics), 2 (skyships), 2 (cultural
Suthra Masters also oversee all of the suthra traditions), 2 (water vessels), 2 (weather
handlers and grooms within the household. lore), Profession: 2 (admiral)
A Suthra Master works closely with the Character Point Cost: 56
Huntmaster to train hunting suthra, but also
trains all other pets, mounts, and beasts of Boatswain Also called a Dhosin (DOE-sin)
burden used by the House. on Drdnah, the boatswain is a sunborn
Social Standing: Mid Range officer in charge of those who work the ships
Initial Skills: Etiquette: 3, Riding: 3 (land), rigging, anchors, cables, and the deck crew in
3 (flying or aquatic), Suthra Use: 5, general.
Tracking: 3, Suthra Training: 3 (mounts), Social Standing: Mid Range
3 (aides & companions), 3 (weapons & Initial Skills: Climbing: 3, Driving: 3 (aerial
armor), Knowledge: 2 (world cultures), or nautical), Etiquette: 3, Intimidation:
2 (suthra lore), 2 (breed suthra), 2 3, Melee Combat: 5, Missile Combat: 5,
(kratellassi - suthra falconry), 2 (medical Firearm Combat: 5, Knowledge: 2 (rope
lore), Profession: 2 (suthra master) work), 2 (world cultures), 2 (weather
Character Point Cost: 38 lore), 2 (either skyships or water vessels),
2 (cultural traditions), Profession: 2
Weapons Master Sunborn warriors within a (boatswain)
House and Line who have become chief among Character Point Cost: 39
their peers in all things pertaining to weapons
and their crafting. They are also the master Captain Also called a Yadhish (yah-DEESH)
marksmen and archers of the Houses who trains on Drdnah, this sunborn officer is the one
warriors in the use of ranged weapons of all in command of the ship, and to whom all on
kinds (Vaylah, bows, crossbows, thrown blades, board, either crew or common passengers,
etc.). This individual is also usually a highly must answer.

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

Chapter III: Character Creation


2 (cartography), 2 (geography), 2 (world Initial Skills: Evade: 5, Firearm Combat:
cultures), 2 (weather lore), 2 (either 5, Artillery Combat: 5, Knowledge:
skyships or water vessels), 2 (cultural 2 (either skyships or water vessels), 2
traditions), Profession: 2 (captain) (firearms), Profession: 2 (gunner)
Character Point Cost: 44 Character Point Cost: 21

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

2 (pilot) compared to the doctors on land, but they work


Character Point Cost: 21 in difficult situations, like a combat surgeon or
field medic, to save lives otherwise lost under
Purser Also called a Karidana (kah-ree-DAH- arduous or remote circumstances. They abide
nah) on Drdnah, this sunborn is the officer by the standards and ancient traditions of
in charge of money matters on board a ship. medicine and healing on Drdnah.
The purser accounts for sailors wages as well Social Standing: Mid Range
as keeping the books for any trade or transport Initial Skills: Dress Wound: 3, Etiquette:
done throughout the ships journeys. 3, Surgery: 3, Knowledge: 2 (jenu lore),
Social Standing: Mid Range 2 (herbal lore), 2 (medical lore), 2 (world
Initial Skills: Bargain: 3, Conversation: cultures), Profession: 2 (ships physician)
3, Etiquette: 3, Knowledge: 2 (world Character Point Cost: 19
cultures), 2 (economics), 2 (mathematics),
2 (cultural traditions), Profession: 2 Ships Weapons Master A sunborn sailor
(purser) who has become chief on the ship pertaining to
Character Point Cost: 19 all weapons kept in the armory, overseeing all
activity concerning the arsenal. This individual
Quartermaster Also called a Maru-Hathim is in charge of the distribution of stock weapons
(mah-roo-hah-THEEM) on Drdnah, this to the crew in the event of any violence, offensive
sunborn is the officer responsible for the food, or defensive. The Weapons Master is also
clothing, equipment, and lodgings of sailors, responsible for the training of the ships warriors
troops, and any passengers aboard ship. in both melee and missile weapons, including
Social Standing: Mid Range Vaylah, and insures that all weapons are kept in
Initial Skills: Etiquette: 3, Knowledge: 2 good repair, replacing them as needed.
(world cultures), 2 (economics), 2 (either Social Standing: Mid Range
skyships or water vessels), 2 (cultural Initial Skills: Melee Combat: 5, Missile
traditions), Profession: 2 (quartermaster) Combat: 5, Firearm Combat: 5, Tactics:
Character Point Cost: 13 3, Knowledge: 2 (world cultures), 2
(military lore), 2 (either skyships or
Second Mate Also called a Dusara-Mantri (du- water vessels), 2 (cultural traditions), 2
sah-rah-MON-tree) on Drdnah, this sunborn (weapons), Profession: 2 (ships weapons
is the officer who assists in the operation of an master)
ocean- or sky-going vessel, with responsibility Character Point Cost: 30
in the areas of ships maintenance, operational
safety, cleanliness, and the maintenance and Vice-Admiral Also called a Laghu-Jalavar
storage of any navigation charts kept for the (lah-goo-jah-lah-VAR) on Drdnah, the Vice-
current navigator. Helps the first mate in Admiral is a sunborn officer who is second in
carrying the captains commands to the lower the chain of command within a fleet. They are
decks during pressing situations. aware of all the strengths and weaknesses of
Social Standing: Mid Range each and every vessel within their fleet, as well
Initial Skills: Driving: 3 (either aerial or as the jnah who captain them. In larger fleets
nautical), Intimidation: 3, Martial Arts: containing watercraft and sky craft, a Vice-
8, Tactics: 3, Knowledge: 2 (cartography), Admiral tends to command one group or the
2 (geography), 2 (weather lore), 2 (either other under the orders of the Admiral.
skyships or water vessels), 2 (cultural Social Standing: High Range
traditions), Profession: 2 (second mate) Initial Skills: Duel Dancing: 5, Driving:
Character Point Cost: 29 3 (aerial vessels), 3 (nautical vessels),
Etiquette: 3, Evade: 3, Intimidation:
Ships Assistant These sunborn are assigned 3, Martial Arts: 8, Oratory: 3, Tactics:
to each of a ships officers to act as an aide for 3, Knowledge: 2 (world cultures), 2
the various duties the officer must undertake. (cartography), 2 (geography), 2 (heraldry),
Additional skills they possess generally reflect 2 (politics), 2 (skyships), 2 (cultural
the duties of the officer whom they assist. traditions), 2 (water vessel), 2 (weather
Social Standing: Low Range lore), Profession: 2 (vice-admiral)
Initial Skills: Melee Combat: 5, Knowledge: Character Point Cost: 56
2 (weather lore), 2 (either skyships or

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

Chapter III: Character Creation


would be allowed as player characters, except Syah (see-ah) The ruling head of a city within
in rare cases, as it is very difficult to adventure a principality, who oversees the will of the
while trying to rule a country. Below, after the prince on a local level.
general statistics, are the descriptions for each
classification, since most nobles would usually Khan The ruler of the Hardazi people; not
have a similar set of basic skills. truly part of the Caste System, since the
Social Standing: High Range Hardazi see themselves as separate from the
Initial Skills: Oratory: 3, Etiquette: 3, rest of the cultures, but mentioned because of
Melee Combat: 5, Riding: 3 (land his ranking among his people.
mount), Tactics: 3, Firearm Combat:
5, Intrigue: 3, Knowledge: 2 (world Chieftain Head of one of the wandering
cultures), 2 (current history), 2 Hardazi clan, also called clan elder; not truly
(economics), 2 (heraldry), 2 (lineages), part of the Caste System, since the Hardazi
2 (politics), 2 (cultural traditions), see themselves as separate from the rest of
Profession: 2 (noble) the cultures, but mentioned because of their
Character Point Cost: 41 ranking among their people.

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

Chapter III: Character Creation


Character Point Cost: 34 general orders to fire.
Social Standing: Mid Range
Cannoneer This Sunborn soldier is trained in Initial Skills: Etiquette: 3, Evade: 5, Melee
the use of cannons and artillery guns, used by Combat: 5, Tactics: 3, Firearm Combat:
the military on the field of battle, in defense 5, Artillery Combat: 5, Knowledge: 2
of city walls, and within fortified Houses and (cultural traditions), 2 (military lore),
strongholds. 2 (firearms), Profession: 2 (master
Social Standing: Mid Range cannoneer)
Initial Skills: Evade: 5, Firearm Combat: Character Point Cost: 34
5, Artillery Combat: 5, Knowledge: 2
(firearms), 2 (military lore), Profession: 2 Mercenary (Masterless Warrior) Also called
(cannoneer) Dhul-Sipahi (dool-sih-PAH-hee) meaning
Character Point Cost: 21 Dust-Warrior or simply Sipahi on Drdnah,
this sunborn warrior has decided, for whatever
Guard Also called a Karna (KAR-nah) on reason, to fight for respect and money
Drdnah, this sunborn is a simple warrior rather than a cause of honor. Similar to the
who is usually assigned to watch over a wandering ronin of ancient Japan, mercenaries
prisoner, a place of general importance (such are generally loyal to the one who hires them at
as the corridor outside of the room of a guest, the highest rate of pay, as opposed to serving
an entrance to the House, or some valuable any kind of lord, House, or Line. They are
property outside of the House), an item of truly swords for hire, selling their skills to
value, or any situation in need of standard various merchants, traders, or even individuals
security. These individuals are usually a part of of more unscrupulous natures. Mercenaries
a House or Line to whom they owe their duty might move from city to city, making their
and allegiance. Within a House they are usually living from one employer to another, and can
considered part of the Watch (general House sometimes be found doing combat in contests
security). When not on duty they sometimes held within the various cities Spiral Arenas.
seek glory and practice beyond the walls of Social Standing: Low Range
their Houses in the public Spiral Arenas. Initial Skills: Bargain: 3, Melee Combat:
Social Standing: Low Range 5, Missile Combat: 5, Firearm Combat:
Initial Skills: Melee Combat: 5, Missile
Combat: 5, Firearm Combat: 5,
Knowledge: 2 (military lore), Profession:
2 (guard)
Character Point Cost: 19

Honor Guard A sunborn warrior within a


House and Line who is assigned an important
person to be protected, served, and represented
in the Spiral Arena. Honor Guards will generally
remain with or near that person most of the time
while on duty unless otherwise ordered by their
lord or other superiors. An Honor Guard may
also be relieved of guarding a specific individual in
order to directly serve the needs and commands
of the Master of the Honor Guard or the lord
for the purposes of special missions and other
House directives, secret or otherwise.
Social Standing: Mid Range
Initial Skills: Concealment: 3, Etiquette:
3, Dress Wound: 3, Duel Dancing:
5, Evade: 5, Firearm Combat: 5,
Intimidation: 3, Martial Arts: 8, Missile
Combat: 5, Observation: 3, Throw:
5, Knowledge: 2 (current history), 2
(cultural traditions), 2 (heraldry), 2
(martial arts), Profession: 2 (honor guard)
Character Point Cost: 58

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

to fight from chintiback and specialize in


maneuvers suited to cavalry. the ranks of any given army. From a small
Social Standing: Mid Range skirmish to a massive ground battle, the soldier
Initial Skills: Etiquette: 3, Melee Combat: is the rank and file that does the fighting, spills
5, Missile Combat: 5, Firearm Combat: the blood, and dies for the greater cause of the
5, Riding: 3 (land mount), Knowledge: House, Line, or country. Though often a nation
2 (suthra lore), 2 (world cultures), 2 has its own standing army, it is not uncommon
(military lore), Profession: 2 (mounted for rulers to demand conscripts taken from the
trooper) guards of the lords of the Houses and Lines
Character Point Cost: 29 within their lands during times of war. For this
reason, common soldiers are also often referred
Officer (Captain, Commander, General, Sergeant) to as Karna.
These Sunborn soldiers hold an officers rank Social Standing: Low Range
in the military. Generals, also called Varsen Initial Skills: Melee Combat: 5, Missile
(var-SEN) on Drdnah, are master strategists. Combat: 5, Firearm Combat: 5,
They know the strengths and weaknesses of Knowledge: 2 (military lore), Profession:
each of their units and how best to implement 2 (soldier)
them for a given campaign. Generals usually Character Point Cost: 19
command a legion (around 5,000 soldiers).
Commanders, also called Agyasen (ahg-yah- Vaylah Trooper A Sunborn soldier, also called
SEN) on Drdnah, report directly to generals a Vaylah-Karna (vay-lah-KAR-nah), trained
and typically command a single regiment in the use of various firearms and explosives.
(around 1,000 soldiers). Captains, also called The equivalent of Drdnahs musketeers or
Kaptana (cop-TAH-nah) on Drdnah, report janissaries.
to Commanders and command a single Social Standing: Mid Range
battalion (around 100 soldiers). Sergeants, also Initial Skills: Evade: 5, Melee Combat:
called Sarjanta (sar-JAHN-tah) on Drdnah, 5, Firearm Combat: 5, Throw: 5,
report to Captains and command a single Knowledge: 2 (firearms), 2 (military lore),
troop (around 10 soldiers). Profession: 2 (Vaylah trooper)
Social Standing: High - Mid Range Character Point Cost: 26
Initial Skills: Evade: 5, Etiquette: 3,
Oratory: 3, Intimidation: 3, Persuasion:
3, Martial Arts: 8, Melee Combat: 5, Holy Caste Professions
Missile Combat: 5, Firearm Combat: 5,
Tactics: 3, Knowledge: 2 (world cultures), Advisor A member of the Holy Caste whose life
2 (military lore), 2 (politics), 2 (cultural path has brought them to the ear of an aryah,
traditions), Profession: 2 (officer) aminar, prince, imr, or isvar. The advisor may
Character Point Cost: 53 have been a priest, a chamberlain, or just a trusted
childhood friend. In any case, Advisors tend to
Sapper A sunborn soldier employed in the be looked upon as voices of wisdom and good
construction of fortifications, trenches, or judgment by the individuals whom they advise.
tunnels that approach or undermine enemy Social Standing: High Range
positions. Initial Skills: Etiquette: 3, Diplomacy:
Social Standing: Mid Range 3, Intrigue: 3, Knowledge: 2 (world
Initial Skills: Melee Combat: 5, Missile cultures), 2 (current history), 2
Combat: 5, Firearm Combat: 5, Throw: (economics), 2 (politics), 2 (cultural
5, Knowledge: 2 (architecture), 2 traditions), Profession: 2 (advisor)
(underground structures), 2 (military Character Point Cost: 21
lore), Profession: 2 (sapper)
Character Point Cost: 28 Antiquarian A member of the Holy Caste
who has dedicated his life to exploring ancient
ruins and collecting historical artifacts. An
Siege Engineer A Sunborn engineer who Antiquarian is the Drdni equivalent of an
specializes in the construction and use of archeologist.
siege engines and other large-scale battlefield Social Standing: High Range
constructs and mechanisms. Initial Skills: Concealment: 3, Etiquette: 3,
Social Standing: Mid Range

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

Chapter III: Character Creation


(cartography), 2 (region - players choice), Worshippers of Dar, the god of the Hardazi.
2 (geography), 2 (literature), 2 (legends), They are also practitioners of the ritual magic
Language: 2 (additional - players choice), among the Hardazi (called Blood Magic,
Profession: 2 (antiquarian) because it often entails the use of blood sacrifice
Character Point Cost: 42 from oneself or others), which can cover a wide
variety of disciplines similar to many of the
Architect Members of the Holy Caste that have various rituals known to the rest of the world.
devoted their lives to the building of structures All initial skills below refer specifically to the
for various uses. Master Architects, with great insular culture of their people.
love and patience, bring their personal vision Social Standing: High Range
of the Devah to the buildings they design and Initial Skills: Conversation: 3, Etiquette:
oversee construction on, whether building a 3, Diplomacy: 3, Oratory: 3, Magic
palace or tomb, temple or well. Ritual: 5 (players choice), Martial Arts:
Social Standing: High Range 8, Persuasion: 3, Knowledge: 2 (world
Initial Skills: Etiquette: 3, Artistry: 2 cultures), 2 (current history), 2 (ancient
(sculpting) Research: 3, Knowledge: 2 history), 2 (heraldry), 2 (politics), 2
(architecture), 2 (art), 2 (world cultures), (cultural traditions), 2 (ritual lore), 2
2 (fashion), 2 (mathematics), 2 (religion (religion), Profession: 2 (Dru priest)
- specific to their particular caste Character Point Cost: 46
profession), 2 (ritual lore), 2 (cultural
traditions), Profession: 2 (architect) High Dru Father The most powerful of all
Character Point Cost: 26 priests that make up the Lawspeakers of Dar.
Second only to the Khan in power, his word is
Chamberlain This Holy Caste member law across all of the Khanate of the Hardazi.
manages the household of a member of
the High Caste. Chamberlains tend to the Clan Lawspeaker of Dar The religious and
day-to-day functioning of the household, spiritual leaders within a Hardazi Clan, who
making sure that the various servants, cooks, give wise council to the Chieftains (Clan
groundskeepers, and guards all function as Elders).
a well-oiled machine and are provided for as
befits their rank and station. Diplomat (Ambassador) This member of the
Social Standing: Mid Range Holy Caste opens lines of communication
Initial Skills: Etiquette: 3, Conversation: between nations, Lines, Houses, guilds, etc.
3, Persuasion: 3, Knowledge: 2 (world Diplomats sometimes travel at the behest
cultures), 2 (economics), 2 (heraldry), of a nation or house to make arrangements
2 (lineages), 2 (politics), 2 (cultural with other nations, houses, or guilds for the
traditions), Profession: 2 (chamberlain) purposes of treaties, trade agreements, and
Character Point Cost: 23 even espionage.
Social Standing: High Range
Chef Members of the Holy Caste who have Initial Skills: Conversation: 3, Etiquette:
devoted their lives to the creation of flavorful 3, Diplomacy: 3, Oratory: 3, Intrigue:
delicacies especially for Holy Caste Mngai 3, Persuasion: 3, Knowledge: 2 (world
(priests), who must eat no unclean food and cultures), 2 (current history), 2 (famous
who trust only those of their own caste to jnah), 2 (economics), 2 (politics),
prepare such. Chefs of this caste are highly 2 (cultural traditions), 2 (lineages),
sought after for employment at many levels of Language: 2 (second - players choice),
society because the operator of a restaurant, Profession: 2 (diplomat)
teahouse owner, or discerning lord of a House Character Point Cost: 36
can be assured of the comfort (and favor) of
any visiting mngai, and, of course, the lack of Doctor This member of the Holy Caste has
any offense to the Devah. devoted an entire career to the aiding and
Social Standing: Mid Range healing of the sick, injured, and dying.
Initial Skills: Etiquette: 3, Knowledge: 2 Doctors follow all the standards and ancient
(cooking), 2 (world cultures), 2 (herbal traditions of medicine and healing on
lore), 2 (jenu lore), 2 (religion - specific to Drdnah. Nearly all Houses have their own
their particular caste profession), 2 (ritual doctor who personally sees to the needs of the
lore), 2 (tradition), Profession: 2 (chef) aryah and the household. Formally trained in
Character Point Cost: 19 the Academies or by other skilled doctors, they
quickly make their way into such Houses, great

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),

Chapter III: Character Creation


(religion), Profession: 2 (high satyan) 2 (cultural traditions), 2 (ritual lore), 2
Character Point Cost: 42 (religion), Profession: 2 (monk)
Character Point Cost: 22
High Priest Addressed as Elder Mngai.
The chosen leader of a smaller temple under Priest (Simple Priest, Holy Person or Acolyte) A
the jurisdiction of a particular High Satyan. common priest of the Mahist Faith, and the
They are chosen by the High Satyan of the title showing that one has been accepted
region from among the most honored monks into the Priest Caste. They have no honorary
known to them, though usually from the powers of their own and must support and
monks of that particular temple needing a new perform service to their Masters and higher
High Priest. priests for many years before becoming Monks
Social Standing: High Range themselves.
Initial Skills: Conversation: 3, Etiquette: 3, Social Standing: Mid Range
Diplomacy: 3, Oratory: 3, Persuasion: 3, Initial Skills: Etiquette: 3, Knowledge: 2
Knowledge: 2 (world cultures), 2 (current (world cultures), 2 (current history), 2
history), 2 (ancient history), 2 (heraldry), (ancient history), 2 (legends), 2 (cultural
2 (politics), 2 (cultural traditions), 2 traditions), 2 (ritual lore), 2 (religion),
(ritual lore), 2 (religion), Profession: 2 Profession: 2 (priest)
(elder mngai) Character Point Cost: 19
Character Point Cost: 33
Disciple (Student or Pupil) A young person of
Healer Mngai Addressed as Blessed Healer. any caste or sex, taken under the teachings of
These members of the Holy Caste have devoted a Monk within the Mahist Faith. Disciples
their lives to the aiding and healing of the sick must perform mundane and often laborious
and injured through the works of standard tasks under the strict eye of their Master and
medicine as well as the blessed magic of healing the Masters priests, before finally being judged
rituals. Highly sought after in temples, Houses, worthy of becoming a mngai and therefore a
and palaces alike, one can be sure the Devah member of the priest caste. Until then, they
watch over those under the ministrations of a must prove their piety and diligence while
holy Healer. remaining under the constrictions of the caste
Social Standing: Mid Range into which they were born.
Initial Skills: Etiquette: 3, Dress Wound: Social Standing: Low Range
3, Magic Ritual: 5 (healing), Research: 3, Initial Skills: Etiquette: 3, Knowledge: 2
Knowledge: 2 (world cultures), 2 (medical (world cultures), 2 (current history), 2
lore), 2 (herbal lore), 2 (ritual lore), 2 (ancient history), 2 (legends), 2 (cultural
(religion), Profession: 2 (healer mngai) traditions), Profession: 2 (disciple)
Character Point Cost: 26 Character Point Cost: 15

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

Basic Compendium
145
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

Holy Caste and the Devah.

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

Chapter III: Character Creation


knowledge and understanding as well as the
edification of the unlearned. Many teach in the given in the table (see the Combat chapter for further
larger classrooms within the great academies, details).
some teach amongst the Satyan priests, while Standard Skills cost 3 points and cover a
still others are retained by the great Houses wide variety of different disciplines. Skills such as
and Lines as personal tutors for their favored shadowing an enemy, picking a lock, setting traps,
residents. or crafting weapons are all examples of Standard
Social Standing: Mid Range
Initial Skills: Conversation: 3, Etiquette: Skills. Several Standard Skills will be included in
3, Oratory: 3, Research: 3, Knowledge: the Profession Templates, but you are free to add as
2 (current history), 2 (ancient history), 2 many as you can afford as long as they meet with the
(world cultures), 2 (cultural traditions), 2 GMs approval.
(literature), 2 (ritual lore ), 2 (religion), 2 Background Skills cost 2 points each because
(legends), Language: 2 (second language - they are generally not as useful as Combat or
players choice), Profession: 2 (scholar)
Character Point Cost: 32 Standard Skills, but are still an important aspect of
your character. Such things as knowledge of various
Scribe (Calligrapher) This member of the Holy subjects, the ability to speak different languages,
Caste is the keeper of historical and ancient lore or your characters hobbies and profession are all
as well as the chronicler of current happenings. examples of Background Skills. Choosing the right
Some spend their days cataloging the great Background Skills can really help set your character
libraries, while others document important apart from all the other members of your chosen
events; certain scribes are even hired to keep profession. An assassin that also happens to craft
the accounts for many of the great Lines or beautiful stained glass windows and is a virtuoso
Houses. with the flute makes for a unique and interesting
Social Standing: Low Range
Initial Skills: Etiquette: 3, Artistry: 2 character.
(illumination), Research: 3, Knowledge:
2 (ancient history), 2 (current history), General Skills & Specialization
2 (world cultures), 2 (legends), 2 (ritual Some Skills will list various categories in their
lore), 2 (cultural traditions), Profession: descriptions. These Skills are considered General
2 (scribe) Skills, and when you purchase them you must specify
Character Point Cost: 22
one of the categories as your characters Specialization.
If you wish to have multiple Specializations, you must
purchase the Skill again for each new category. These
Skills Skills must all be improved independently of each
Skills are proficiencies that your character other, although all of their values are raised if you
acquires or develops through training or experience. raise the Characteristic to which they are linked.
The ability to hide in shadows, use martial arts, Example: A player decides to purchase the
sculpt a statue, or speak different languages are all Performance Skill, which allows him to specialize
examples of Skills. As with Animal Abilities, Skills in one of several forms of artistic performance. He
are performed by rolling Action Dice, which are decides he wants to be a shadow puppeteer and so
linked to a Characteristic (or a combination of chooses Puppetry as his Specialization. If the player
Characteristics) from which they derive their original decided he also wanted to be a juggler, he would
value. Talents and Advantages can sometimes grant have to purchase Performance Skill again and this
a bonus to a Skills Action Dice. time pick Juggling as his Specialization. If the player
wishes to improve his skill with either Puppetry
A complete list of the available Skills is found on or Juggling, he must raise each Performance Skill
page 149. The table lists each Skill, its Characteristic separately. The player would not have to buy
link, and its cost. A Skills cost depends on its Performance Skill again, however, if he simply
classification. The three classifications of Skills are: wanted to learn a new form of puppetry.
Combat, Standard, and Background.
Combat Skills cost 5 points and (as the name Raising Skills In-Game
implies) are incredibly useful in combat situations. Once the game has begun, players will be able
The skill to fight with melee weapons or use firearms, to use Story Points to buy up their Skills. The cost to
draw a weapon instantly, or dodge attacks are all raise a Skills Ranking depends on the classification
examples of Combat Skills. Martial Arts is a special of the Skill. Raising the Ranking of Martial Arts by

Basic Compendium
147
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
BOOK ONE

Every character begins with a set of Basic Starting


Learning New Skills In-Game Skills. These abilities reflect general aptitudes that
Once the game has begun, players can continue to a character should have gained simply by living in a
buy new Skills but should always justify the acquiring society. These would include the ability to speak a
of those new Skills in the campaigns story. To what native tongue and possess regional knowledge of their
extent this is done depends entirely on the GM. There home. Other Basic Starting Skills are abilities that are
are two ways to handle the learning of new Skills in- so fundamental that all characters would have some
game. chance of performing them, even if they had a low
The first method is for a GM to allow players to chance of success.
pay the full cost of new Skills and instantly receive Basic Starting Skills cost no points to purchase.
the benefits of those Skills. Any roleplaying aspects Their Ranking is equal to half the Skills linked
associated with learning new Skills would be assumed Characteristic rounded up (with a minimum Ranking
to have happened offscreen. A player would still of 1), or a Ranking of 3, whichever is lower. If the
need a good justification for learning new Skills, of player decides to purchase the Skill by paying the
course, but it wouldnt need to take up any actual Skills full cost, then they would get a Ranking in the
game time. This is the easiest method to use. Skill equal to its Characteristic link.
Some GMs, however, may wish the player to Example: Richards warrior character has the
roleplay the acquiring of new Skills. In these cases, the Climbing Skill as a Basic Starting Skill. Climbing is
player can buy Skills in stages. Using this method, a linked to Agility, and the warriors Agility Ranking
player would pay for a new Skill one point at a time. is 8, so his Ranking in Climbing would therefore be
The first point would give the character a Ranking in 3 (since 3 is lower than 4). Those 3 Action Dice of
Climbing cost Richard no points. Should Richard
the Skill equal to half of the Skills linked Characteristic later choose to buy the full Climbing Skill, his
rounded up. The Skill would then be bought up warriors Ranking would immediately be raised
over the course of several play sessions, with the GM to 8, unless the GM wanted the player to pay for
choosing to roleplay moments of training here and Climbing in stages (see Learning Skills In-Game).
there. As the player paid more points, he would get The following list contains the Basic Starting
better at the Skill. Every additional point invested Skills that every character possesses:
would give the player an additional Action Die until
the full price of the Skill had been paid. Its important Brawling
to note, however, that the player would not get the full Climbing
value of the Skills Characteristic Link until the Skills Concealment
full cost had been paid.
Evade
Example: After the game has begun, a player
decides he wants to buy the Firearm Combat Skill Knowledge (Home City)
for his character. The GM requires the player to pay Language (Native Tongue)
for the Skill in stages. Firearm Combat is linked to
Dexterity, so the player pays 1 point and gets half of Persuasion
his Dexterity (7 divided by 2, rounded up, which Shadowing
equals 4) as his Ranking in that Skill. As the player
pays additional points, his Ranking in Firearm Stealth
Combat will continue to increase. Several game Throw
sessions later, the player pays two more points and
gets two additional Action Dice in Firearm Combat, GMs should adjust Basic Starting Skills to better
which brings his Ranking to 6. His Ranking would reflect different regions or cultures of the world. A
remain 6, however, until the player paid the full 5 character from a coastal fishing village might have
point cost of the Skill, at which point his Ranking Swimming or Navigation included in his Basic
would equal his Dexterity of 7. Starting Skills, whereas a nomad from the plains
The GM decides how much in-game time must might have Riding. A GM should also feel free to
pass before the player can pay additional points remove one or more Skills from the list above that
toward a new Skill. In the case of Background Skills, he felt were not appropriate for his campaign.
which only cost 2 points, the GM should pick some

148
SKILL LIST SKILL LIST (continued)
Skill Link Cost Skill Link Cost

Chapter III: Character Creation


Acrobatics Agility 5/3 Knowledge * Wit 2/1
Acting Presence 3/2 Language * Wit 2/1
Alchemy Wit 3/2 Lock Picking Dexterity 3/2
Armourer Dexterity 3/2 Magic Ritual Essence 5/3
Artillery Combat Perception 5/3 Martial Arts Agility 8/5
Artistry Variable 2/1 Melee Combat Agility 5/3
Athletics Agility 3/2 Missile Combat Dexterity 5/3
Bargain Presence 3/2 Navigation Wit 3/2
Brawling * Agility 5/3 Observation Perception 3/2
Bribery Presence 3/2 Oratory Presence 3/2
Climbing * Agility 3/2 Performance Variable 2/1
Concealment * Perception 3/2 Persuasion * Wit 3/2
Conversation Presence 3/2 Profession Variable 2/1
Contortion Agility 3/2 Research Wit 3/2
Cryptography Wit 3/2 Riding Agility 3/2
Diplomacy Wit 3/2 Seduction Presence 3/2
Disguise Wit 3/2 Shadowing * Wit 3/2
Dress Wound Wit 3/2 Sleight of Hand Dexterity 3/2
Driving Dexterity 3/2 Stealth * Agility 3/2
Duel Dancing Presence 5/3 Streetwise Presence 3/2
Etiquette Presence 3/2 Surgery Dexterity 3/2
Evade * Agility 5/3 Survival Wit 3/2
Fast Draw Dexterity 5/3 Suthra Training Wit 3/2
Firearm Combat Dexterity 5/3 Suthra Use Will 5/3
Forgery Dexterity 3/2 Swimming Agility 3/2
Gaming Wit 3/2 Tactics Wit 3/2
Gunsmith Dexterity 3/2 Throw * Dexterity 5/3
Interrogation Presence 3/2 Tracking Perception 3/2
Intimidation Presence 3/2 Trapping Wit 3/2
Intrigue Wit 3/2 Weaponsmith Dexterity 3/2

* = Free Basic Starting Skills * = Free Basic Starting Skills

Basic Compendium
149
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
BOOK ONE

since Acrobatics can be used to either impress an


classification the new Skill would fall under: audience or make oneself a more difficult target. It
Combat, Standard, or Background. This would can also be used in conjunction with a characters
establish all the costs of the Skill accordingly. Then movement ability, allowing a character to ignore
the GM would decide to which Characteristic the obstacles in his way.
Skill would be linked. Hed also need to decide
if the Skill was a General Skill that required Land-based characters can use Acrobatics to
Specializations, and if so hed have to specify flip up onto ledges, swing gracefully through the
those. Finally, the GM would have to write up a branches of a tree, or bounce off sheer walls to
description of the new Skill detailing what the Skill reach high rooftops. Flying characters can use it
allowed the player to do. to swoop through incredibly tight spaces, turn on
a dime, or maneuver through zigzag courses filled
Referencing the Skill List with barriers (such as dense forests or the rigging of
a ship). Swimming Zoics can use the Skill to slice
Skills are listed in alphabetical order and include through the water with little effort, instantly turn
a Characteristic Link column and a cost column. and swim in any direction without losing speed, or
The number to the left of the forward slash in the wind their way through kelp beds and coral reefs
cost column is the Skills base cost. This is what a with ease.
player pays in order to get a Ranking in the Skill
equal to the Skills Characteristic link. That Ranking In combat, characters may use Acrobatics to
determines the number of Action Dice the player augment their defense. Every Combat Round that
gets to use every time he uses that Skill. The number a character is able to use Acrobatics, he may roll his
to the right of the forward slash in the cost column Acrobatics Action Dice. Every success is considered
is the number of points it takes to raise the Skills part of a pool of successes that can be used to help
Ranking by one. negate any Attack Roll successes scored against his
character that Round (see the Combat chapter for
Some Skills will list Variable in the Characteristic further details). Finally, a character can instantly get
link column rather than a single Characteristic. to his feet from a prone position without having to
These are Skills that could be linked to any one of use a Combat Action with a successful Acrobatics
the various Characteristics, or even use two different Roll.
Characteristics to derive a Skills Ranking. The
formula to use two different Characteristics is always Failing an Acrobatics Roll doesnt necessarily
the same: mean that an acrobat ends up on his rump. It could
simply mean that an acrobat overshot his target or
Characteristic A + Characteristic B 2 that perhaps the maneuver was not as graceful as
(rounded up) = Skills Ranking he might have hoped. Naturally, a failed roll would
This formula is almost exclusively used for grant no bonuses of any kind. A Fumbled Acrobatics
Profession Skills, which sometimes rely on a Roll, on the other hand, leaves the acrobat in a
combination of specialized knowledge and hands- vulnerable position. This could give the acrobats
on ability. GMs should feel free, however, to apply enemies Bonus Modifiers to their Attack Rolls to
this formula to any Skills they feel would benefit hit the acrobat.
from it. In an effort to keep Characteristic links Acrobatics Cost: 5 Character Points for the
simple, though, weve tried to stick to a single initial Skill; 3 Character Points for every additional
Characteristic wherever possible. level of Acrobatics.
Skill Descriptions Acting (Presence)
Acrobatics (Agility) Acting allows a character to believably adopt the
mannerisms, personality, and vocal characteristics
A character with this Skill can perform the of a false identity. This Skill has no entertainment
gymnastic maneuvers of a trained acrobat: backflips, value on Drdnah; it is exclusively used to fool
cartwheels, handstands, jumps, rolls, somersaults, others into believing a character is someone other
tumbles, etc. This Skill also covers feats of agility than who they truly are. It is an ability prized by
and balance, such as tightrope walking, balancing spies, courtesans, diplomats, and assassins.

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

Chapter III: Character Creation


while Difficulty Modifiers would be applied if the and has nothing to do with the transmutation of
impersonator knew little about the target. Acting base metals (which only exist in trace amounts) into
could also be used to convince someone that a gold. There are three Specializations for Alchemy:
character was from a specific region, belonged Gunpowder, Medical, and Poison.
to a specific caste/profession or to a specific
House. Knowledge Skills that supported the Gunpowder Alchemy: This Specialization
characters false identity, including customs and allows the alchemist to create the explosive powders
practices, area knowledge, history, etc., would used in fireworks, bombs, and Vaylah weapons. A
all be Complementary Skills to Acting in these gunpowder alchemist is able to make a variety of
situations. different powders that can burn at different rates
and intensities, in various colors, and with variable
Several Acting Rolls might be required if a amounts of smoke. These sorts of alchemists not
character tries to maintain a false identity for a only make basic gunpowder for artillery guns
long period of time. This is especially true if the and firearms, but can also make flash and smoke
character is trying to fool someone who either powders.
knows the target being impersonated or is from
the region or House that the impersonator claims Only High Caste members are allowed to
to originate from. A failed Acting Roll may not learn this craft. Though they may employ lower
necessarily result in someone instantly identifying caste assistants, the actual gunpowder formulas
the impersonator as a fraud, but would certainly are zealously guarded by High Caste alchemists
raise suspicions. Too many failed Acting Rolls, and their apprentices. Anyone discovered making
however, and the jig would definitely be up. gunpowder who was not High Caste would be
subject to immediate arrest and imprisonment.
Note: A character wishing to be a stage actor
would need to buy the appropriate Performance Failing a Gunpowder Alchemy Roll could
Skill. Stage acting is incredibly stylized on result in a variety of different consequences,
Drdnah and consists of dance-like movements, from creating a weak or bad batch of gunpowder
elaborate costuming, and a rhythmic delivery of to possible damage to the alchemist. Fumbling a
dialogue. Drdnah stage actors have more in Gunpowder Alchemy Roll would almost certainly
common with Japanese kabuki actors or Chinese result in an explosion and loss of an alchemists
Peking Opera performers than with modern stage fingers or limbs, or perhaps even the alchemists
and film actors. death depending on the severity of the Fumble.
Acting Cost: 3 Character Points for the initial Medical Alchemy: This Specialization allows
Skill; 2 Character Points for every additional level the alchemist to create medicines of all kinds.
of Acting. The best medical alchemists are almost always

Basic Compendium
151
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
BOOK ONE

Arabic traditions. The most sophisticated Drdni


doctors, for example, are familiar with the concept specific poison or acid causes per Round.
of vaccination, and know surgical techniques that Failing a Poison Alchemy Roll would mean the
can remove tumors and treat internal injuries. The poison was too weak to be effective, or suffered some
benefits of these advances, however, are usually other problem that rendered it useless. Fumbling a
reserved for the aristocracy and the wealthy. The rest Poison Alchemy Roll could result in the alchemist
of society has to make do with much older medical poisoning himself, which in the case of common,
techniques that have been around for hundreds of slow-acting poisons may not be disastrous if an
years. antidote can be administered in time. If the poison
Although only Holy Caste members are allowed is instant, however, well, theres always the Poisoners
to be doctors, various forms of Medical Alchemy are apprentice to continue the work.
practiced by almost all of the castes, though in simpler Alchemy Cost: 3 Character Points for the initial
forms. Leeches, herbalists, midwives, apothecaries, Skill; 2 Character Points for every additional level of
and physicians all practice Medical Alchemy. In fact, Alchemy.
when it comes to treating common ailments, many
of the older tried-and-true remedies are often best. Armourer (Dexterity)
Failing a Medical Alchemy Roll results in a This Skill allows a character to make, maintain,
weak or ineffective medicine. Fumbling a Medical and repair armor of all kinds (except for suthra
Alchemy Roll could result in a misdiagnosis and lead armor). Although this is not considered a General
to a worsening of the patients condition or possibly Skill and so therefore does not have any official
even his death. This would of course depend on the Specializations, it is possible for an armourer to
severity of the Fumble and how particularly vicious specialize on his own by including appropriate
the GM was feeling that day. Knowledge Skills such as leatherworking, chitin
Poison Alchemy: This Specialization allows crafting, crystalsmithing, etc. If no specialization
a character to create poisons and paralytic agents is selected, then the armourer is assumed to be
(along with their antidotes), as well as acids of various able to work on any kind of armor, although
kinds. A poison alchemist, often called a Poisoner, is he might not be able to craft as fine a piece of
usually employed by assassin guilds but is also often armor as someone who did have Complementary
hired by a Houses Master of the Honor Guards to Knowledge Skills in specific armor types.
produce all manner of deadly substances to be used Armourers are also able to appraise pieces
by the Houses elite guards. Many of Drdnahs of armor for quality and durability. They can
assassins tend to be venomous Zoics, so Poisoners spot if a piece of armor has been made with
are hired to help a Houses Honor Guards even the inferior materials or if it contains any structural
odds when facing these deadly killers. weaknesses. It is said that only a fool goes
A character does not normally advertise the fact shopping for armor without the guidance of an
that he is a Poisoner. These specialized alchemists experienced armourer.
are often trained by secretive guilds who carefully A failed Armourer Roll usually means a
guard the identity of their members. If a House has a piece of armor has failed to meet the armourers
Poisoner among its dignitaries, then that individual standards of quality, which could be ignored if
usually finds an apprentice to whom he can pass on the armourer is unscrupulous. In cases such as
all of his secrets. Its important to note that official this, the armor would have only half of its listed
House Poisoners are usually High Caste physicians, Armor Value and would degrade twice as fast as
although on rare occasions a Holy Caste doctor it normally would. A Fumbled Armourer Roll
can occupy this role. These twisted doctors are means that the piece of armor is totally ruined,
generally shunned, however, by the rest of the Holy which would be obvious even to the untrained
Caste medical profession. eye.
The Skill of Poison Alchemy encompasses Armourer Cost: 3 Character Points for the
the identification and collection of ingredients, initial Skill; 2 Character Points for every additional
the ability to concoct the poisons and antidotes level of Armourer.
themselves, as well as a basic knowledge of the various

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

Chapter III: Character Creation


These weapons are most commonly found on completely replaced these ancient siege engines
ships or in fortified strongholds, but they are also with more powerful gunpowder artillery pieces.
important military units. A character would use his Ballista, catapults, and trebuchets are the most
Action Dice in Artillery Combat just as he would common types of mechanical siege engines. As with
any Combat Skill to determine attack successes artillery guns, only the siege engineer who actually
and the level of damage inflicted by the weapon aims the siege weapon needs to roll his Artillery
(see the Combat chapter for a detailed description Combat Action Dice.
of combat). Artillery Combat, however, can only Most Artillery Combat Rolls will be made
be used to attack; it provides no defense against against inanimate targets, such as ships, forts,
attacks. enemy artillery units, etc. Inanimate objects do not
This Skill also grants a fundamental possess a defensive skill like living targets. In the
knowledge of the most common artillery pieces cases of inanimate objects, it will be the Difficulty
and siege weapons, including how to maintain Modifiers for range, visibility, and the size of the
them and even make minor repairs. If a weapon target that will determine if an Artillery Combat
was to ever break, however, it would take someone Roll results in a successful hit.
with either the Gunsmith or Weaponsmith Skill Living targets can only use the Evade Skill
and the appropriate Specialization to repair it. to defend against artillery and siege weapon fire.
Complementary Skills in the various types of Difficulty Modifiers could be applied to account
artillery guns or siege weapons would make any for large explosions or projectiles, shrapnel, etc. A
artillerist much more useful and prized. successful Evade Roll would be interpreted as the
Cannons come in a variety of sizes (from target having found cover, dived out of the way, or hit
three feet to thirty feet) and can be loaded with the ground in time to avoid damage from an artillery
solid cannonballs (useful against both structures blast. It should be noted that Artillery Combat is
and living targets), chain shot (useful against much more suited to destroying fortifications and
rigging and masts), grape shot or cannister shot ships rather than taking out living targets (thats
(useful against living targets), or explosive shells what guns and melee weapons are for).
(useful against fragile structures and living targets). A Fumbled Artillery Combat Roll means that
Mortars are short-barreled cannons able to lob some mechanism of a siege weapon has broken, or
explosive shells over walls, and so therefore are an artillery piece has misfired and jammed, which
used mainly in siege warfare. Bombards are huge will require it to be cleared (a very dangerous job).
cannons that are used to batter down the walls of A particularly severe Fumble could mean that the
cities and fortifications. siege weapon has been completely destroyed, or
A typical cannon crew consists of six gunners, that the artillery gun has exploded, which could
each with a specific function. The first gunner result in serious damage to the artillery crew.
cleans the bore of the cannon with a damp sponge Artillery Combat Cost: 5 Character Points
to extinguish any remaining embers from the last for the initial Skill; 3 Character Points for every
shot. The second gunner loads the cannon with additional level of Artillery Combat.
a fresh cartridge of powder. The third gunner
loads the projectile. The fourth gunner rams the Artistry (Varies)
projectile and powder cartridge down into the
cannon. The fifth gunner (the captain) aims the This General Skill allows a character to
cannon, pierces the powder cartridge through the Specialize in one of many different forms of artistic
cannons vent hole, and fills the vent with powder. expression. This Skill could reflect either an
The sixth gunner fires the cannon with a slow incredibly talented hobbyist or a professional artist
burning match. who makes his living through his art (and who
would therefore require an appropriate Profession
Artillery Combat allows a character to perform Skill). Artistry imparts the general knowledge of
any gunners function, although a roll of Artillery the chosen art form, including artistic techniques,
Combat Action Dice is only required for the gun tools of the trade, etc., as well as the ability to create
captain, who actually aims the cannon. It typically works of art. Knowledge Skills such as famous
takes 20 Combat Rounds to reload an average-sized artists, artistic movements, or cultural knowledge
cannon. Smaller crews on smaller cannons can would all be useful Complementary Skills to
accomplish the task in half that time. Bombards Artistry.

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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
BOOK ONE

poet and dance choreographer, and is usually quite


circumstances, this could lead to other problems knowledgeable on the topic of folktales and myths,
such as loss of resources, clients, or prestige, or could which are rich sources of inspiration for Drdni
even result in bodily harm to the artist (a warrior dramatists. Knowledge Skills about folklore and
would be furious to discover that his enemys crest legends would be of great benefit to playwrights.
had been mistakenly tattooed on his chest instead of
his own, for example). Sculpting (Dexterity): The art of carving,
shaping, modeling, or otherwise fashioning a
The Specializations available for Artistry are as work of art in three dimensions using a variety of
follows: Calligraphy, Composition, Illumination, different materials such as stone, crystal, chitin,
Illustration, Playwriting, Sculpting, and Tattooing. wood, etc. This includes works of bas-relief, intaglio,
GMs should feel free to add whatever Specializations or other forms of decorative sculpture used to adorn
they wish if the ones detailed below are insufficient. temples and palaces. The creation of mosaics, which
Calligraphy (Dexterity): The art of decorative use colored pieces of inlaid stone, crystal, or glass
handwriting and penmanship. Usually working (as in stained glass windows) is another form of
with brushes and special colored inks, Drdni sculpture. As with other Artistry Skills, a characters
calligraphers are as revered as their Chinese Knowledge Skills will determine an artists favored
or Japanese counterparts. Beautiful works of materials and medium.
calligraphy are as prized as lovely paintings and Tattooing (Dexterity): The art of marking
often displayed as decorative pieces. Knowledge the skin with patterns, illustrations, poems, etc.
Skills of ancient scripts as well as Language Skills Drdni tattoo artists, however, do far more than
would be appropriate Complementary Skills for a just tattooing. These individuals are also adept
calligrapher. at ritual scarification, body piercing, and body
Composition (Wit): The art of writing stories, beading. Body beading consists of inserting small,
whether they be in the common rhyming verse smooth objects like pearls under the skin and
usually employed by Drdni poets, or in a more allowing the skin to heal over the object. Any form
prose-like style. The inhabitants of Drdnah love of permanent body modification imaginable can be
a good story, so poets and writers are highly prized done by tattoo artists. Knowledge Skills of myths,
by nobles, especially by those who wish the exploits popular heroes, or even native wildlife could all be
of their own Houses to be committed to verse. sources of inspiration for tattooists.
Knowledge Skills of famous poets, epic poems, or Given the importance of tattooing in ritual
myths & legends would be most helpful to writers magic (see the Ritual Magic chapter for more
and poets. details), many sorcerers are also highly skilled tattoo
Illumination (Dexterity): The art of decoration artists. This form of tattooing is not for purposes of
of a manuscript or book with painted designs adornment, although sorcerer tattooists are capable
in beautiful colors that often feature decorative of creating beautiful tattoos. There is great magic
semi-precious stones and crystals. These artists are invested in sorcerous tattoos so it is important
often employed by lords to create special historical that the tattooing be precise and adhere strictly to
tomes of their Houses and Lines. They also prepare ancient magical traditions. If a sorcerer character
beautiful editions of sacred texts that are often intends to be able to teach others to perform magic
used as gifts. Knowledge Skills of sacred books, the rituals, he should take Artistry and Specialize in
Devah, or holy iconography would greatly benefit Magical Tattooing. Knowledge Skills of magical
illuminators. tattoos, mystic rituals & traditions, or arcane glyphs
Illustration (Dexterity): This covers any form would be helpful Complementary Skills.
of two dimensional art produced with a variety of Artistry Cost: 2 Character Points for the initial
different materials (oil paints, charcoal, colored Skill; 1 Character Point for every additional level
chalk or sand, ink, watercolors, etc.) on a variety of Artistry.
of different media (canvas, paper, leather hides,
grains of rice, walls, courtyards, etc.). This category Athletics (Agility)
also encompasses the skills of a groomer, who This Skill measures a characters ability to
specializes in using dyes, paints, beads, crystals, perform a variety of feats that require physical skill

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

Chapter III: Character Creation


Climbing, Swimming, etc.). Skills.
As with Acrobatics, Athletics allows a character Bargain Cost: 3 Character Points for the initial
to quickly maneuver around obstacles by using Skill; 2 Character Points for every additional level
their physical prowess to hurdle over tables and of Bargain.
bars, swing from chandeliers, leap onto balconies,
or dive through windows. Athletics does not give Brawling (Agility)
a character any defense bonuses in combat, but it Brawling is the skill of untrained, opportunistic,
does add to all of a characters movement abilities. and often dirty hand-to-hand combat. It represents
Characters may add their Athletics Ranking to any the basic fighting instinct that every Zoic possesses.
movement power they possesses. Thus, a character For this reason, Brawling is a Basic Starting Skill;
with Athletics will be able to fly, leap, run, or swim everyone has it at half their Agility Ranking or at
faster than someone without Athletics. a Ranking of 3 (whichever is lower) at no cost. If
When in doubt as to when to use Athletics as a character wished to be a more seasoned brawler
opposed to another specific Skill, ask the GM to and get his full Agility link worth of Action Dice,
make the determination. Its important to note, he would have to buy Brawling with Character
however, that a character with Acrobatics would Points.
not really need Athletics unless he also wanted Brawling demonstrates that a character can be
the movement boost. Although Athletics can a tough hand-to-hand fighter without any sort of
be a Complementary Skill to Acrobatics, it can formal training. Experienced brawlers are certainly
never add to the defensive bonuses granted by more than capable of holding their own in a fight,
Acrobatics. even against trained opponents. Characters wishing
Athletics Cost: 3 Character Points for the to use more formal, disciplined fighting techniques
initial Skill; 2 Character Points for every additional should purchase Martial Arts. Brawling is meant
level of Athletics. to represent the dirty street fighting or barroom
brawling often employed by thugs, laborers, and
Bargain (Presence) other street toughs.
This Skill grants a character the ability to Brawling allows a character to make Defense
shrewdly negotiate business transactions in Rolls against hand-to-hand and melee attacks only.
order to score a better deal. Its the classic gift Characters would have to use the Evade Skill in
of haggling. Effective use of this Skill can save order to be able to defend against ranged attacks.
or earn a character a good deal of money, and It is possible for characters with Brawling to use the
make him very popular with other characters special attacks found in the Maneuver Location Table
who do not possess this particular talent. This on page 216, but they would suffer an additional 2
Skill is essential for any character wishing to be a Difficulty Modifier to any maneuver they attempted
successful merchant. (see the Combat chapter for a detailed description
The more successes a character scores with of combat). Depending on the circumstances,
his Bargain Skill Roll, the better the bargain hell Athletics or Intimidation could potentially be
make. The exact savings or profit is up to the GM, Complementary Skills to Brawling.
although it should be possible for characters to Brawling Cost: 5 Character Points for the
make a significant amount of money with this initial Skill; 3 Character Points for every additional
Skill. Targets can use their own Bargain Skill as level of Brawling.
a Defense Roll to decrease or negate a characters
Success Level. Bargain does not force a target Bribery (Presence)
to make a deal, however, it simply insures that Characters with this Skill are adept at offering
if a deal is struck, the character who scored the money, goods, or services in exchange for illicit
highest Success Level will get the better end of favors. What a particular target will consider a
that deal. tempting bribe depends entirely on the target and
A failed Bargain Skill Roll can either lead the situation. Some targets will prize money, while
to a prolonged period of haggling or end the others may prize rare items, or illegal substances,
transaction due to a targets refusal to buy or sell or possibly even sexual favors. Having appropriate
at the quoted price. A Fumbled Bargain Skill Roll Knowledge Skills of the targets culture, profession,
could either result in an unintentional (or perhaps or customs would greatly aid bribery attempts.

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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
BOOK ONE

Climbing Cost: 3 Character Points for the


to mete out such punishment). initial Skill; 2 Character Points for every additional
In a world where honor is highly valued, level of Climbing.
offering bribes may be deemed greatly insulting, so
its important for a character to get a good feel for Concealment (Perception)
a target with Skills like Conversation or Talents like Characters with Concealment are able to
Empathy before making a bribe attempt. A failed skillfully hide themselves or other objects, and
Bribery attempt can certainly make situations go are similarly adept at discovering hidden things.
from bad to worse. Streetwise, Conversation, and This Skill can also be used to find secret doors or
Persuasion could all be Complementary Skills to passages, and to locate concealed traps (although
Bribery. it does not give a character the expertise to disarm
Bribery Cost: 3 Character Points for the initial such traps; characters would need the Trapping Skill
Skill; 2 Character Points for every additional level in order to create and disarm traps). Concealment
of Bribery. is an incredibly useful Skill for thieves, spies, or
assassins. It is also a Basic Starting Skill, which
Climbing (Agility) means everyone has it at half their Perception
Characters with this Skill are able to climb Ranking or a Ranking of 3 (whichever is lower) at
various surfaces with either their bare hands (if no cost.
enough natural handholds exist) or with the use Modifiers could be applied to the Concealment
of appropriate climbing tools (if the surface is too Skill Roll based on a number of factors: size and
sheer). Climbing is a Basic Starting Skill, which shape of the object, the amount of cover and hiding
means everyone has it at half their Agility Ranking places available, the amount of time available to
or at a Ranking of 3 (whichever is lower) at no cost. hide or find the object, knowledge of the area,
Certain objects, such as ladders, scaffolds, etc., are etc. The Observation Skill or appropriate area
designed to be climbed and would be considered a Knowledge Skills would be good Complementary
Free Action unless the climber was being impeded Skills to Concealment.
in some way.
Its up to the GM to determine how
many Climbing Skill Rolls a character will
have to make to scale a particular surface.
Its usually a good idea, however, to only
ask for Climbing Rolls at dramatically
appropriate moments. Examples might
include a climber coming under attack, or
hitting an unforeseen obstacle, or perhaps
rushing to complete a climb before an enemy
can cut the climbers rope. Further, unless
a characters hands are free due to the use
of special climbing equipment, any combat
related maneuvers (such as using a ranged
weapon, dodging, etc.) would require a
Climbing Skill Roll in order for the climber
to maintain his hold. A character may move
at his normal rate per Round while
climbing.
Failing a Climbing Roll could mean
that the character cant continue to
ascend (for whatever reason) and would
need to find some other way to scale that
particular surface (possibly by swinging

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

Chapter III: Character Creation


a hidden object, then failure simply means the extract sensitive or personal information from
object was not located. Fumbling a Concealment targets without them realizing that theyre giving up
Roll usually means a character was unable to hide the goods. Bartenders and groomers tend to have
the object at all. If a Concealment Roll to locate this Skill due to targets letting their guards down
a hidden trap is Fumbled, the character might be around them.
absolutely convinced that no trap exists (much to
the chagrin of the poor sap who triggers it). Conversation is a great Skill to use if a character
is trying to determine a targets true loyalties,
Concealment Cost: 3 Character Points for the fears, or ambitions. Combined with the Talent
initial Skill; 2 Character Points for every additional Empathy, Conversation can be a powerful tool,
level of Concealment. allowing characters to find the weak link among
a group of loyal servants, soldiers, or guards.
Contortion (Agility) These individuals can reveal the locations of secret
Contortion allows a character to bend and twist entrances or hidden caches of treasure, or divulge
his body in extraordinary and unusual ways. This crucial details of confidential political or military
ability is extremely useful in escaping from confining schemes. Spies, assassins, or saboteurs would all
bonds and martial holds. Difficulty Modifiers should benefit from this Skill. Complementary Skills would
be applied depending on the complexity of the bonds. include Persuasion, Seduction, and Etiquette.
Simple ropes should be fairly easy to escape from, A failed Conversation Skill Roll could mean that
while wrist and ankle shackles or other sophisticated the target is just not forthcoming with the proper
restraining devices should prove more challenging. information (for whatever reason). A Fumbled
Contortion does not grant the character the ability to Conversation Roll usually means the target realizes
pick locks, however. If a restraining device employed hes being pumped for information and may clam
locks, the contortionist would need the Lock Picking up completely, or become antagonistic and create
Skill in order to escape the device. problems for his would-be interrogator.
The higher the Success Level scored, the faster Conversation Cost: 3 Character Points for the
the contortionist is able to escape his bonds. A Partial initial Skill; 2 Character Points for every additional
Success could mean it takes the contortionist a level of Conversation.
couple of minutes (or longer) to escape, while a high
Success Level could see the contortionist slipping his Cryptography (Wit)
bonds in a few seconds. In combat, characters may
use Contortion as a Complementary Skill to Escape Cryptography gives a character the ability to
Rolls (see the Maneuver Location Table, page 216). communicate using secret languages and codes
and to decipher same. Drdnah is a world full
Contortion can also serve as a Complementary of political intrigue, where powerful factions
Skill to Concealment as the contortionist would be constantly vie with one another for greater wealth,
able to squeeze into spaces an ordinary individual prestige, and control. This is a setting rife with spies,
could never hope to. This would allow a character assassins, and saboteurs, a society where secret cants
to escape imprisonment by wriggling through tiny and battle codes are more numerous than ordinary
windows, crawling through small drainage tunnels, languages. Combined with the fact that these cants
or possibly even squeezing between the bars of a cell. change on a regular basis, cryptographers are often
Contortion can also be used as a Complementary kept quite busy.
Skill to appropriate Profession Skills.
Deciphering secret codes can be a time
Failing a Contortion Skill Roll means that the consuming process. Difficulty Modifiers should
character is incapable of contorting his body to the be applied if the cryptographer has no clues
extent necessary to achieve the desired effect. A concerning the cipher being used, or if its a
Fumbled Contortion Roll could mean damage to the particularly complex code. Bonus Modifiers can
contortionist as a result of a severely pulled muscle be awarded if the code is similar to something the
or improperly dislocated joint. As usual, it would cryptographer has seen before, or a variation of a
depend on the situation and the whim of the GM. familiar cipher. Once a particular code is broken,
Contortion Cost: 3 Character Points for the its simply a matter of translating the message.
initial Skill; 2 Character Points for every additional Cryptographers would likewise be able to create
level of Contortion. ciphers and encode their own secret messages.
Recipients of such messages would naturally have

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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

antiquarian). Complementary Skills would be his appearance in order to either be unrecognizable


related Language Skills or appropriate Knowledge or look like someone else. This is usually done
Skills of the ancient culture in question. through the use of makeup, prosthetics, and
Failing a Cryptography Roll means that the costumes. Disguise, however, only changes a
cryptographer is having a tough time cracking characters appearance. If a character also wished
the code. If writing an encoded message, it could to change his voice, mannerisms, and body
mean that the message was improperly coded and language, he would need to buy the Acting Skill.
therefore unintelligible. Fumbling a Cryptography A combination of these two Skills would allow a
Skill Roll could result in an incorrect translation character to believably create a false identity and
of a coded message (which could have disastrous maintain it for long stretches at a time. The Talent
results). If sending an encoded message, a Fumbled Natural Mimic would help a disguise artist to
Cryptography Roll could result in a code thats impersonate a known individual. Characters with
incredibly easy to break and could give clues to Disguise are able to use their ability on others. This
other codes created by the cryptographer. Skill can also be used to recognize when another
Cryptography Cost: 3 Character Points for the individual is disguised.
initial Skill; 2 Character Points for every additional In a world where many different Zoic types
level of Cryptography. exist, some disguises can prove quite a challenge. A
character attempting to disguise himself as a Zoic
Diplomacy (Wit) that is radically different in size and appearance
A character with this Skill is particularly adept would incur severe Difficulty Modifiers. In some
at managing negotiations between antagonistic cases, the GM might rule the task impossible (such
factions so that tension and ill will is minimized as a four foot bat Zoic attempting to disguise herself
and mutually beneficial solutions are found. A as a ten foot tall elephant Zoic). Disguise artists
skilled diplomat is especially good at brokering might have to undergo some significant physical
alliances, treaties, and non-aggression pacts. Given alterations in order to pull off some disguises (such
the constant feuds and vendettas between rival as shaving off all of a Zoics fur, or cutting off
Houses and Lines, this Skill could come in quite horns or tusks, or plucking all of a Zoics feathers).
handy. Although Diplomacy provides a character a Bonus Modifiers should be awarded if a character
very basic knowledge of court politics, alliances, and attempts to disguise himself as a similar Zoic type
relationships, additional Skills such as Etiquette (a cat trying to be another cat, a snake another
and appropriate Knowledge Skills would certainly snake, etc.)
make a diplomat far more effective. Failing a Disguise Roll could mean that the
Diplomacy can also be used to diffuse tensions disguise is not terribly convincing or that the
between individuals in order to avoid conflict or disguise artist didnt have the right materials to pull
violence. Talented diplomats have a knack for it off. Fumbling a Disguise Roll could mean that
negotiating their way out of sticky situations. A either the disguise has been completely botched, or
trusted diplomat commands a great deal of respect perhaps that the disguise artist thinks the disguise
and is treated as a valuable dignitary by all sides of a works when in reality it doesnt. This could lead to
given conflict. Complementary Skills could include some humorous situations if individuals who saw
Conversation, Oratory, and Persuasion. The Talent through the disguise decided to play along with the
Empathy would certainly give a diplomat an edge deluded disguise artist. Moments of hilarity would
in negotiations since he could read and react to the likely ensue.
emotional states of the parties involved. Disguise Cost: 3 Character Points for the
Failing a Diplomacy Roll could mean that a initial Skill; 2 Character Points for every additional
diplomat was having a hard time getting the factions level of Disguise.
to agree to anything. It might lead to prolonged
negotiations or the need for further concessions on Dress Wound (Wit)
somebodys part. A Fumbled Diplomacy Roll could This Skill gives a character the ability to
either mean a sudden halt to the negotiations, a render emergency medical care to an injured or
worsening of the political crisis, or possibly even a sick individual. This type of treatment is meant

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.

Chapter III: Character Creation


be a long term treatment. Any injuries patched
with Dress Wound that are not eventually treated Driving (Dexterity)
with either the Surgery Skill or magical healing
run the risk of becoming infected or of healing This General Skill allows a character to handle
improperly. Knowledge Skills of anatomy, field a vehicle in challenging or combat situations.
injuries, or first aid techniques would be considered Examples of this would include driving a chariot in a
Complementary Skills. race, piloting a skyship through a storm, or helming
a frigate while fighting pirates on the open sea.
Dress Wound heals Subdue Damage first Difficulty modifiers should be applied to Driving
followed by Fatal Damage. Every success scored on Action Dice depending on the complexity of the
Dress Wound Action Dice heals 4 levels of Subdue maneuver being attempted by the driver or pilot, or
Damage or 1 level of Fatal Damage, but only after on the severity of the adverse conditions.
all the Subdue Damage of that particular wound
has been healed. If a patient is bleeding, a medic If a character simply wanted the ability to handle
must roll enough successes to heal at least 1 level a vehicle under ordinary circumstances, he would
of Fatal Damage in order to stop the bleeding, only need to pay 1 Character Point for Driving
otherwise the patient will continue to bleed and in order to get half of his Dexterity Characteristic
may eventually die from loss of blood (see the (rounded up) as his Ranking. This level of Driving
Recovery Table, page 244). would be sufficient for most day-to-day activities,
such as rowing a boat into a lake, or driving a cart
Once Dress Wound has been successfully used into town (activities that would not be deemed
on a particular injury, it may not be used again on Contested Actions and would therefore not require
that same injury by the same medic (although the a roll of Action Dice).
Skill could be used on other or new wounds). A
different medic could try to use Dress Wound on There are three Specializations for Driving:
the same injury but only if he had a higher Ranking Aerial Vessels, Land Vehicles, and Nautical Vessels.
in Dress Wound than the original medic. Even Each Specialization also grants a character a
then, the new medic would only be able to heal rudimentary knowledge of the most common forms
additional damage if he scored more successes than of vehicles in that category, including the various
the original medic. parts of the vehicle, as well as what would be needed
for its upkeep. A character would not be able to
Example: Akari attempts to use Dress Wound repair broken vehicles, however; that would require
on Mushka, who took a particularly vicious an appropriate Profession Skill such as carpenter,
injury to the stomach that caused him 12 levels of shipwright, wainwright, etc. Characters wishing
Subdue Damage and 12 levels of Fatal Damage.
Akari has 6 Action Dice in Dress Wound and more detailed information about vessels in their
scores 2 successes. She manages to heal 8 levels of Specialization (the exact number of guns and crew
Subdue Damage on Mushka, but since she healed complement on various warships, strengths and
no Fatal Damage, Mushka is still bleeding. Akari weaknesses of a particular vessel, etc.) would require
cannot use her Dress Wound Skill again on that additional Knowledge Skills.
same wound. Ishi, however, has 8 Action Dice in Failing a Driving Skill Roll means that a
Dress Wound. She looks at Akaris dressing to see
if there is anything else she can do. She rolls her character could not get the craft to execute the
Dress Wound Action Dice and scores 6 successes. maneuver he was attempting. It doesnt necessarily
Since Akari had already scored 2 successes, Ishi result in a catastrophe, simply in a momentary loss
only manages to heal another 4 Subdue Damage of control. Fumbling a Driving Roll, however, does
Levels (healing Mushkas Subdue Damage usually result in some catastrophic event (a crash,
completely) and 3 Fatal Damage Levels. Mushkas exposure to a full broadside, etc.).
bleeding has been stopped and his wound is
considerably better. Only a character with 9 or Aerial Vessels: This category includes skyships
more Action Dice in Dress Wound could attempt of all kinds, from massive dreadnoughts to smaller
to heal his stomach injury further. barges and skiffs. More properly known as Piloting,
handling a skyship is a combination of sky crystal use,
Failing a Dress Wound Skill Roll means the sail rudder steerage, sail placement, and the casting
character is having a hard time properly treating that of floating anchors to catch directional winds.
specific injury (due perhaps to excessive bleeding,
inferior materials, or just plain nervousness or Land Vehicles: This category encompasses all
fatigue). Fumbling a Dress Wound Roll could result land vehicles, including carts, chariots, coaches,

Basic Compendium
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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

fishing boats and junks to military warships and


everything in-between, regardless of whether the in certain situations, such as a Complementary Skill
craft is powered by oars, wind, or paddle wheels. to Intimidation (if a character were trying to impress
This type of Driving is also commonly referred to as common thugs or soldiers). However, Duel Dancing
Piloting and gives a character the ability to steer or should not grant its regular bonus to a characters
handle any sort of vessel that travels on the water. Martial Arts Action Dice in these circumstances
(although it might grant a bonus for a single attack
Driving Cost: 3 Character Points for the initial as per normal Complementary Skill usage, at the
Skill; 2 Character Points for every additional level discretion of the GM). Acrobatics, Athletics, or
of Driving. Intimidation could potentially be Complementary
Skills to Duel Dancing.
Duel Dancing (Presence)
Duel Dancing Cost: 5 Character Points for the
Duel Dancing is a ritualized form of combat initial Skill; 3 Character Points for every additional level
practiced by virtually every martial artist. Its essentially of Duel Dancing.
a kata that incorporates the martial maneuvers of a
given style, and is designed to show an opponent the Etiquette (Presence)
level of a martial artists skill. Depending on the style
of the combatant, a duel dance can be graceful and This Skill gives a character the knowledge
flowing, fast and precise, or slow and powerful. Duel of proper social behavior and grants him the
Dancing is considered a refined art among warriors ability to interact effectively in formal situations.
and the best practitioners of this form of combat are Etiquette is essential for any courtier who wishes
accorded a great deal of respect. to make a good impression on the nobility and
the royalty. This Skill also grants an individual a
Before two combatants fight in the Spiral Arena general knowledge of protocol for most cultures.
(or in any sort of formal duel), it is customary for each Knowledge Skills of specific cultures would be
warrior to perform a duel dance. They can either considered Complementary, and would allow a
perform it one after the other or simultaneously. character to know obscure but important details
The purpose of the duel dance is to impress your concerning the customs and regulations of a given
opponent in order to gain an advantage in the court. Other Complementary Skills would include
coming duel. In certain cases, especially if a character Conversation, Intrigue, and Seduction.
scores many more successes than his opponent, a
duel dance may be enough to settle the score, thus An Etiquette Skill Roll is required whenever a
forgoing the need for bloodshed. The humbled character is trying to impress the members of court
opponent may choose to acknowledge the characters or a specific dignitary. Simply interacting in a court
superior skill and simply admit defeat. There is no situation should be considered a Free Action for
dishonor whatsoever in this act. someone with Etiquette. A successful Etiquette Skill
Roll would allow a character to know the correct
A character may normally only use his Duel course of action in any given circumstance. The higher
Dancing Skill before combat begins, and against the Success Level, the greater the level of admiration
another Duel Dancing opponent. Both combatants and respect a character would receive. Effective use of
roll their Duel Dancing Action Dice and compare Etiquette, Conversation, and Seduction could make
successes. Every 2 successes a character scores over a character a favorite at court; an individual whose
his opponents adds 1 die to his Martial Arts Action wit, charm, and sex appeal would insure invitations
Dice for the remainder of that duel only. New duels to the most lavish and exclusive social events.
with the same opponent would require a new Duel
Dancing Skill Roll. A failed Etiquette Roll could either mean that
a character is uncertain how to proceed or has
Example: Ishi and Shadis decide to meet in the committed a minor gaffe. A character could recover
Spiral Arena to settle a matter of honor. Ishi decides from such a faux pas with some quick thinking and
to begin the duel with a duel dance. She has Ranking
of 8 in Duel Dancing and scores 6 successes on her careful social maneuvering. A Fumbled Etiquette
Action Dice. Shadis has a Ranking of 6 in Duel Roll usually means a major social blunder that could
Dancing and only manages to score 2 successes. Ishi result in loss of favor at court or a diminishment
will get a bonus of 2 dice to her Martial Arts Action of a characters social status. Depending on the

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

Chapter III: Character Creation


Fast Reflexes Talent, this Skill can duplicate the
Evade (Agility) lightning quick reactions of a master gunfighter,
archer, or swordsman.
This Combat Skill gives a character the ability
to dodge or block any form of physical attack A further benefit of Fast Draw is its ability to
he is able to perceive, whether hand-to-hand, shorten reload times on firearms. Since all Drdni
melee, or ranged. Evade also allows a character firearms are muzzleloaders, reloading a rifle or a
to avoid damage from environmental dangers pistol can take a significant amount of time (see
such as rockslides, explosions, or lightning strikes the Firearm Combat Skill for more details). A
(interpreted as a characters ability to leap clear of successful Fast Draw Skill Roll, however, allows a
danger or dive for cover). Evade is basically an character to reload a firearm in a single Combat
all-encompassing Defense Roll that applies both in Round. Sleight of Hand could be considered a
and out of combat and under any circumstance. Complementary Skill to Fast Draw.
Modifiers for combat should be applied normally Failing a Fast Draw Skill Roll means that the
to a characters Evade Skill Action Dice (see the character will have to use a Combat Action in
Combat chapter for more details). order to draw and ready the weapon. In the case
Given that ranged Combat Skills provide of reloading, it means that the character does not
no defense whatsoever, and that hand-to-hand save any time on the reload. A Fumbled Fast Draw
Combat Skills (with the exception of Martial Arts) Roll could result in a dropped weapon, or possibly
only provide a defense against other hand-to-hand even damage to the weapon depending on the
attacks, combatants would need to purchase Evade severity of the Fumble. In the case of reloading,
in order to have a universal Defense Roll. This a Fumble could tack on additional Rounds to the
Skill is incredibly useful for non-combat oriented usual reload times.
characters as well (scholars, healers, sorcerers, etc.) Fast Draw Cost: 5 Character Points for the
since it can help them survive combat intensive initial Skill; 3 Character Points for every additional
campaigns. Evade is a Basic Starting Skill so all level of Fast Draw.
characters get it at half their Agility Ranking or
at a Ranking of 3 (whichever is lower) at no cost. Firearm Combat (Dexterity)
Acrobatics or Athletics could be Complementary This Skill allows a character to use small
Skills to Evade. gunpowder weapons such as pistols, muskets,
Evade provides no damage reduction or rifles, blunderbusses, etc., in combat. Firearms are
absorption of any kind; it is simply a way to avoid called Vaylah weapons on Drdnah (named after
being hit. Thus, it does not protect against poisons, the legendary alchemist who discovered gunpowder
acids, or drugs once they have been introduced centuries ago). Most Vaylah weapons use a firing
into a characters body. Similarly, damage from mechanism similar to a flintlock, although there
environmental factors that cannot be dodged are older mechanisms resembling wheel-locks
(such as poisonous gasses, freezing cold, suffocating and matchlocks that are still used in various parts
heat, etc.) is not affected by this Skill. Depending of the world. Vaylah weapons are smoothbore
on the nature of a magical attack (and how it targets muzzleloaders, meaning they have no rifling on the
a character), some magical effects would likewise inside of their barrels and are loaded through the
be unaffected by Evade. forward, open end of the guns barrel.
Evade Cost: 5 Character Points for the initial A character uses his Action Dice in Firearm
Skill; 3 Character Points for every additional level Combat just as he would any Combat Skill to
of Evade. determine successes and the level of damage
inflicted by the weapon (see the Combat chapter for
Fast Draw (Dexterity) a detailed description of combat). Similar to other
This Skill allows a character to instantly draw ranged Combat Skills, Firearm Combat does not
and ready a weapon without having to use a Combat give the character any Defense Rolls; it is strictly a
Action (see the Combat chapter for more details). Skill designed to attack. Only the Evade Skill can
This Skill can be used with any melee or missile be used to defend against Firearm Combat attacks.
weapon at the discretion of the GM. Some large Normally, it takes a character with Firearm
or incredibly bulky weapons, such as pole arms or Combat 3 full Rounds to reload a Vaylah weapon.
heavy firearms, may be deemed inappropriate for This amount of time doubles if a character does

Basic Compendium
161
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

knowledge of most Vaylah weapons, including how


to clean and maintain them. If a firearm were the scam). If people have no reason to suspect that
to ever break, however, only a Gunsmith with a an item is a forgery, a GM might decide that they
Specialization in Firearms would be able to repair get no roll to detect it. In some cases, a forgery may
it. Complementary Knowledge Skills in various go undetected for years. Knowledgeable individuals
types of Vaylah weapons would allow a combatant who are suspicious of a forged item can get Bonus
to specialize in using and maintaining those classes Modifiers to their Observation or Perception Rolls
of firearms (such as a sniper specializing in long (after all, they know what to look for).
range rifles, or a pistoleer specializing in short Failing a Forgery Skill Roll does not necessarily
range pistols, etc.). mean that the result is clearly a forgery. It might still
A failed Firearm Combat Roll simply means be sufficient to fool the untrained eye. An expert,
that the character has missed his target and no however, could tell with a simple inspection that
damage was done. Depending on its severity, a something was not right. Fumbling a Forgery Roll,
Fumbled Firearm Combat Roll could either mean however, usually results in a clearly inferior product
a ricochet (which might accidentally hit an ally), or (and in wasted materials). If a GM was feeling
it could mean the Vaylah weapon has jammed or particularly cheeky, he could decide that a Fumble
even exploded resulting in damage to the wielder resulted in a product that the forger deemed good
or those nearby. enough for government work. Problems would
naturally arise when the forger tried to pass off the
Firearm Combat Cost: 5 Character Points shoddy counterfeit item as genuine.
for the initial Skill; 3 Character Points for every
additional level of Firearm Combat. Forgery Cost: 3 Character Points for the initial
Skill; 2 Character Points for every additional level
Forgery (Dexterity) of Forgery.
Forgery allows a character to duplicate Gaming (Wit)
documents, mimic signatures, make copies of
official seals and signets, or create counterfeit This Skill grants a character the ability to play
money. It also allows a character to create imitations strategy and gambling games. There are as many
of famous works of art. Difficulty Modifiers should different games on Drdnah as there are on Earth.
be applied to the Forgery Action Dice depending Two of the most popular are a chess-like game
on the complexity of the item being forged and called Ji and a card game called Devahs Doctrine.
the amount of time available to do the forgery. Gambling games typically use cards, dice, or lots
Documents, for example, would take less time and of some sort. GMs are encouraged to adapt their
be easier to forge than coins or works of art. Extra favorite historical game to their own campaigns. In
Time Bonus Modifiers could also apply in many of regards to games, however, one thing is certain: the
these circumstances. only thing the inhabitants of Drdnah love more
than playing games is wagering on them.
Although Forgery is not a General Skill, a
forger should have supporting Knowledge Skills Whenever a character is involved in a strategy
that determine what sorts of things he is best at or gambling game, he rolls his Gaming Action Dice
duplicating (e.g. a document forger should have after making a wager (assuming hes playing for
Knowledge of court decrees and proclamations, an money rather than just for fun). If a character scores
art forger of famous artists and their works, a money more successes than his opponents, he wins the
counterfeiter of various currencies, etc.). These game and any money that was wagered. Difficulty
Knowledge Skills act as Complementary Skills to Modifiers could be applied if a characters never
Forgery. If a forger had no supporting Knowledge played the game before. Similarly, Bonus Modifiers
Skills, then he would have to get his hands on an could be applied if the character is an old pro at
original work in order to duplicate it effectively the game. In some cases, GMs might wish to allow
or else suffer Difficulty Modifiers to his Forgery players to make a simple Gaming Roll to see if their
Action Dice. Having an original work would give characters made a little extra money during an
a forger with supporting Knowledge Skills Bonus evening of carousing. The higher the Success Level,
Modifiers to his Forgery Roll. the greater the winnings of the character.

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

Chapter III: Character Creation


possible (such as bribing a dealer, making sure a if a gunsmith has those particular Specializations.
marked deck is used, etc.). In the case of special Gunsmith not only allows a character to make
preparations, a GM can assign a cheater a Bonus gunpowder weapons, it also allows him to appraise
Modifier to his Gaming Action Dice depending on the quality and durability of other weapons in his
the extent of the preparations. If Sleight of Hand is Specialization. A successful roll would allow a
being used, then every success scored on the Sleight gunsmith to identify the techniques used to craft a
of Hand Action Dice gives a cheater another success particular piece, its area of origin, the fundamentals
to boost his Gaming Success Level. This is better of its operation, and any strengths or weaknesses the
than a Complementary Skill Roll because of the weapon might possess.
consequences of being caught.
There are three basic materials that are used
Someone attempting to detect a cheater may to create gunpowder weapons. Firearms are most
use either a Gaming, Observation, or Perception commonly made of suthra chitin, specially treated in
Roll to try to do it. This individual, however, must chemical baths to harden it and make it more heat-
roll more successes than the cheater rolled on either resistant. Chitin is also commonly used to make
his Sleight of Hand or his Gaming Roll (depending grenades and bombs. More expensive firearms and
on which he used to cheat). Ties go to the defender, most cannons are made of a special tree sap called
which in this case is the character being cheated. Amber, which can be heated and poured into molds.
Penalties for cheating vary from region to region, Amber hardens to the strength and resilience of a
but can range from having the cheater instantly superhard Pyrex. The most expensive firearms and the
expelled from a game (and forced to give back all finest cannons are made of unique Drdni crystals
winnings) to possibly having the cheater challenged that have the heat-absorption capability and strength
to a duel. There are no laws against cheating, per of modern Earth ceramics (which are stronger than
se, but a reputation as a cheater can mean a loss steel). These weapons have to be grown, however, and
of honor and status, and permanent banishment can cost a small fortune in materials, which is why
from gambling dens (a fate worse than death for they are usually only made as special commissions
most gamblers). from incredibly wealthy nobles.
Failing a Gaming Roll means a character loses A failed Gunsmith Roll usually means
the game and his wager. In most instances, losing a weapon has failed to meet the gunsmiths
money can make a character very popular with standards of quality. Such a weapon would be
fellow gamblers. After all, who doesnt like to win far more likely to jam or explode (even a minor
other peoples money? Failing while cheating means Fumble while using it would result in disaster).
someone has noticed the cheating (but may decide If using Gunsmith to appraise another weapon,
not to turn the cheater in, possibly for blackmail failure could simply mean that the design is
purposes later on). Fumbling a Gaming Roll results unfamiliar to the gunsmith. A Fumbled Gunsmith
in a particularly bad loss, which could make a Roll means that the weapon is totally ruined,
character seem like an amateur or could cause him which given the materials and time needed to
to lose a considerable amount of money. Fumbling create some guns could result in a substantial
while cheating exposes the characters attempt to financial loss for the gunsmith (and an incredibly
everyone involved in the game, which could end up upset patron). In the case of bombs, a Fumble
with the cheater running for his life. always means an explosion, which given the size
Gaming Cost: 3 Character Points for the initial and power of the bomb could result in severe
Skill; 2 Character Points for every additional level injury or death.
of Gaming. Artillery Guns: This category includes
bombards, cannons, mortars, hand cannons, etc.
Gunsmith (Dexterity) Cannonsmiths are usually employed by incredibly
This General Skill gives a character the ability to wealthy and powerful patrons as the process of
make, maintain, and repair gunpowder weapons of making large artillery pieces is time-consuming
various kinds. Gunsmith has three Specializations: and very expensive. The most highly skilled
Artillery Guns, Explosives, and Firearms. Each cannonsmiths, however, are treasured by any lord
Specialization grants a character working knowledge with ambitions of conquest, which translates
of the various weapons in that particular category. into incredible wealth and prestige for the lucky
Additional Knowledge Skills of rare gunpowder cannonsmiths.

Basic Compendium
163
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
BOOK ONE

torture. A Fumbled Interrogation Roll usually


makers are always kept busy and are usually quite results in the death of the victim, although it could
wealthy. be interpreted as the victims will simply being too
Firearms: This category covers blunderbusses, strong to break under interrogation (depending
muskets, pistols, rifles, etc. Gunsmiths are far on the situation and the victim).
more common than either cannonsmiths or bomb Interrogation Cost: 3 Character Points for the
makers. Some specialize in mass producing firearms initial Skill; 2 Character Points for every additional
for powerful lords, while others consider themselves level of Interrogation.
masters who prefer to craft beautiful crystal guns
valued as stunning works of art by the patrons who Intimidation (Presence)
commission them.
A character with this Skill is able to awe or cow
Gunsmith Cost: 3 Character Points for the others through threats (implied or overt), a show of
initial Skill; 2 Character Points for every additional force, or sheer strength of personality. Intimidation
level of Gunsmith. works best against weak-willed, cowardly, or inferior
opponents (such as common criminals, prissy
Interrogation (Presence) courtiers, or snooty merchants) but it can also be
This Skill allows a character to forcibly extract effective against more formidable foes. A GM can
information from a subject, either through mental decide, however, that there are individuals who
manipulation or physical torture. On the low end of simply cannot be intimidated. Complementary
the scale, interrogators are simply disciplined thugs Skills could include Acrobatics, Acting, Athletics,
skilled at inflicting pain. On the upper end of the Duel Dancing, Oratory, or Streetwise. Using a
scale, interrogators are known as torturers. These Combat Skill as a display of force could also be
individuals are often High Caste physicians trained deemed a Complementary Skill.
in medical techniques designed to keep victims Whenever a character tries to use Intimidation,
alive. But it is the twisted Holy Caste doctors that he rolls his Action Dice and compares his successes
are truly prized for their superior surgical training to his targets Will or Presence Roll (whichever
and advanced knowledge of medicine. Characteristic has the higher Ranking). If the
The most common interrogation techniques character scores more successes than his target (ties
involve acts of physical torture usually aided by go to the defender), then his target is effectively
various nasty and cruel devices. Complementary intimidated and will generally do whatever the
Skills for this type of interrogation would include character was demanding.
Intimidation and Surgery, as well as Knowledge Modifiers can be applied to the Intimidation
Skills of pressure points, pain centers, torture Action Dice depending on what the character is
implements, and general Zoic biology. The more asking the target to do. Forcing a target to back
advanced techniques use various psychological down from a fight is a fairly common use of this
tricks, combined with mind-altering drugs, designed Skill. Once involved in combat, Intimidation can be
to confuse victims into divulging their precious used to force an opponent to surrender, although
secrets. Complementary Skills for these techniques this would be more difficult (unless the target was
would include Medical Alchemy, Conversation, losing). An Intimidation effort that was designed
and Persuasion. to humiliate or dishonor an opponent, or to force
When a character attempts to use Interrogation a target to hand over valuable property, would be
against a target, he rolls his Interrogation Action even more challenging.
Dice and compares successes against the victims Failing an Intimidation Roll simply means
Will Roll (who gets to add the Pain Resistance that the particular attempt to cow a target was
Talent if theres physical torture involved). If the unsuccessful, which could result in the target
interrogator scores a higher Success Level (ties go to becoming more obstinate or antagonistic. A
the victim) its assumed the torturer has successfully Fumbled Intimidation Roll usually results in the
broken the victim. Its up to the GM to decide target attacking the character or otherwise opposing
how much the victim will divulge when this occurs, him in the strongest way possible, which could
or how often an interrogator gets to roll to try and include arrest and imprisonment if such a thing is

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

Chapter III: Character Creation


Intrigue (Wit) Intrigue Roll usually exposes the scheme to those
involved. This may lead to all sorts of trouble
Intrigue allows a character to manipulate for the schemer if his rivals are able to trace the
individuals or factions through crafty plotting scheme back to him. A character may have to call
and underhanded machinations in order to gain in all sorts of favors in order to survive Fumbling
a political advantage for himself or others. This an Intrigue Roll. Skipping town and disappearing
Skill is useful if a character wants to harm political is always an option.
or social rivals, or even bring about their ruin.
Intrigue could well be called the Iago Skill after Intrigue Cost: 3 Character Points for the initial
Shakespeares conniving court advisor in Othello. Skill; 2 Character Points for every additional level
of Intrigue.
Intrigue is primarily used to gather sensitive
information on individuals or factions; intrigue Knowledge (Wit)
artists know exactly who to go to in order to get the
juiciest gossip. This Skill is especially useful to reveal Characters with this General Skill are able
exploitable weaknesses, such as fragile alliances, to define a subject on which they are considered
secret feuds, embarrassing vices, or dangerous knowledgeable. The subject of a Knowledge Skill
political ploys. It also allows a character to spread can be virtually anything, and it can be as general
vicious rumors in order to sway the opinions of or as specific as a character wishes. The more
others to his own ends. A skilled intrigue artist can general a Knowledge Skill topic, the more general
eventually find himself in the thick of dangerous the information the character is able to recall;
embroilments. So take heed! Playing these sorts of the more specific the topic, the more specific the
political games can be incredibly dangerous, as it details. For example, a character with a Knowledge
creates as many powerful enemies as it does allies. Skill of ancient history would know the major beats
of history: the different historical ages, famous
Before using Intrigue, a character tells the battles, famous historical figures, important
GM what sort of information hes after. Difficulty general dates, etc. A character with a Knowledge
Modifiers should be applied depending on Skill of the Twilight Wars would know specifics of
how sensitive or damaging the GM deems that that particular era, including the major battles of
information. The higher the Success Level scored that conflict, the names of the Talons of Kramah
by the character, the more information the GM and their powers, the names of the sorcerer princes
reveals. A character would also make an Intrigue of Visedhrah, the details concerning the last siege of
Roll when he wanted to circulate rumors. Again, Jirangarrm, etc.
Difficulty Modifiers should be applied depending
on what the rumor was designed to do (weaken Every Knowledge Skill is considered a
an alliance, discredit someone, start a feud, Specialization. In other words, every time a
etc.). Finally, characters can use Intrigue to try character wants knowledge of a particular subject,
and discover or reveal the intrigues of others. he must purchase a new Knowledge Skill. Modifiers
Complementary Skills would include Bribery, could be applied to Knowledge Skill Action
Conversation, Etiquette, Seduction, or various Dice depending on how common or obscure the
Knowledge Skills of politics, factions, or power information a character was seeking was deemed
brokers. to be by the GM. Buying both general and specific
Knowledge Skills is a way to represent a specialist
It should be noted that using Intrigue properly in a field. For example, if a doctor bought a
takes time. Rumors must be carefully planted, trust Knowledge Skill of general medicine, and another
must be gained, bribes offered, favors exchanged, Knowledge of plagues, and a final Knowledge of the
etc. For the most part, Intrigue gives the character Gray Rot Plague, that doctor would be considered
the information he needs to formulate political one of the worlds leading specialists on plagues,
schemes, and gives him the ability to plant rumors specifically the Gray Rot Plague. If he didnt have
and manipulate personalities in order to set the Knowledge Skill of medicine, he would not be
those schemes into motion. Whether a faction is as knowledgeable about common Zoic ailments or
ultimately destroyed or not depends entirely on their treatments.
what the character does to further his schemes
in the game (such as assassinating an important Knowledge Skills are commonly used as
leader, stealing secret documents, sabotaging an Complementary Skills to other Skills. A character
alliance, framing a rival for a crime, etc.). with Gunsmith Skill would benefit from having

Basic Compendium
165
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
BOOK ONE

Skill could be considered Complementary


to another Knowledge Skill, such as a
Knowledge of the Twilight Wars being
Complementary to a Knowledge Skill of
demonology (since that foul art was used
extensively in the Twilight Wars). As
always, GMs have the final say on what
Skills can be used as Complementary to
another.
Failing a Knowledge Skill Roll means
that the character was unable to recall
the necessary information. Fumbling
a Knowledge Roll could mean that a
character recalls incorrect information
and jumps to a faulty conclusion based
on those facts. Below are some examples
of some Knowledge Skills that a character Fashion - knowledge of popular styles in fashion,
might possess. including fashion trends of various countries,
Ancient or Current History - knowledge of famous dressmakers, fashionable materials, etc.
the various ages of Drdnah, including important Firearms - knowledge of Vaylah weapons,
events, figures, dates, etc., or of current events, including the various types, famous gunsmiths,
rulers, recent wars, etc. gunmaking techniques, etc.
Architecture - knowledge of the art of Geography - knowledge of the various lands
architecture, its history, important architectural and their topographical features, including the
buildings, schools of thought, etc. names of nations, provinces, regions, as well as
Art - knowledge of the various forms of art bodies of water, deserts, forests, etc.
on Drdnah, famous artists, significant artistic Heraldry - knowledge of the various crests
movements, etc. and sigils used to identify different Houses, Lines,
Cartography - knowledge of maps, their political factions, guilds, clans, etc.
construction, the history of mapmaking, famous Herbal Lore - knowledge of the properties of
cartographers, etc. the various plants, herbs, and fungi of Drdnah,
Crystal Lore - knowledge of the various as well as their effect on the body.
crystals on Drdnah, their physical properties Horticulture - knowledge of the art of
and characteristics, myths surrounding them, etc. cultivating and harvesting grains, fruits, vegetables,
Cultural Traditions - knowledge of a characters flowers, or ornamental plants, including knowledge
specific culture, including that cultures traditions, of the seasons, harvests, storage techniques, etc.
laws, practices, taboos, etc. Jenu Lore - knowledge of the various Zoics of
Divination - knowledge of the art of fortune- Drdnah, including unique abilities, dispositions,
telling using various methods (cards, bones, entrails, habits, strengths, weaknesses, etc.
crystal gazing, etc.). Legends - knowledge of mythic individuals
Economics - knowledge of the production, and events, including religious epics, the Devah,
distribution, and consumption of goods and demons and Narkah, local folklore, etc.
services, including economic systems, currencies, Lineages - knowledge of the various political
exchange rates, etc. Lines and Houses of any given region, including
Famous Jnah - knowledge of heroes, beloved legendary great aryahs and aryahs, Line feuds,
rulers, infamous conquerors, master craftsmen, alliances, etc.
renowned explorers, etc. Literature - knowledge of the worlds literary

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

Chapter III: Character Creation


Dreamworld, and the other essentials of sorcery. area, fashion trends, customs, etc.
Martial Arts Lore - knowledge of the various Knowledge Cost: 2 Character Points for the
martial styles of Drdnah, including unique initial Skill; 1 Character Point for every additional
fighting techniques, the history of martial arts, level of Knowledge.
their impact on society, etc.
Mathematics - knowledge of the laws believed Language (Wit)
to define the universe, including the concepts This General Skill gives a character the
of basic and advanced math, principle theories, ability to speak one of the various languages of
famous mathematicians, etc. Drdnah. Each individual language is considered
Medical Lore - knowledge of the body and its a Specialization for this Skill. Speaking a language
functions, including the essential elements, fluids, doesnt normally require a roll of Action Dice.
and humors, as well as knowledge of different Normal language usage is considered a Free
medicines, their functions, and how best to use Action. The only time a Language Skill Roll would
them in treating ailments of the body and mind, be required (i.e. the action would be deemed a
etc. Contested Action) would be in instances where a
character was trying to either speak or understand
Mineral Lore - knowledge of different a dialect of a language with which he was fluent, or
minerals and their various uses, including where if he was trying to seem particularly eloquent and
the minerals can be found, rare minerals, folklore well-spoken.
concerning minerals, etc.
In general, the higher a Language Skills
Music - knowledge of the popular trends and Ranking, the more fluent and eloquent a character
styles of music, as well as musical history, famous is deemed to be in that language. Language Skills
musicians, popular songs, etc. can serve as Complementary Skills to Acting (if
Poisons - knowledge of the worlds various a character is pretending to be from a specific
toxic substances, including their effects, antidotes, country or region where the language is spoken),
sources, methods of delivering the poisons, etc. Conversation, Diplomacy, Etiquette, Oratory,
Politics - knowledge of the worlds most or even Performance (if a good grasp of language
influential nations, Lines, Houses, and their is required for the specific performance). Every
associations and interactions with each other. characters gets their native tongue at half of their
Wit or a Ranking of 3 (whichever is lower) as a
Region Lore - knowledge of a specified area, Basic Starting Skill. If a character wished to be
its geography, flora, fauna, weather, politics, etc. more eloquent with his native tongue, hed have to
This is a Basic Starting Skill, so a character gets buy the full Language Skill.
this Knowledge at half his Wit or a Ranking of 3
(whichever is lower) at no cost. The character must Whether a character has literacy in a language is
specify the region (usually the characters home city) completely up to the player and the GM. If it makes
covered by this free Knowledge. sense that a character would be literate, then hes
assumed to be able to read and write the languages
Religion - knowledge of the various practices, he knows. If not, then the character is illiterate.
rituals, and beliefs of the two major religions of the If a character starts out the game being illiterate
world (the Mahist and Dru faith) and any of the and then later, after the game has begun, wants to
sub-cults within each. learn to read and write, the GM should decide on
Ritual Lore - knowledge of the types of rituals a reasonable time frame for that to happen and
practiced in magic or religion, including their have the character slowly learn to read and write. It
histories, variations, significance, etc. doesnt cost any Character Points since its mainly a
Suthra Lore - knowledge of the worlds fauna, roleplaying thing anyway. But for general reference,
including physiology, habitats, diet, behavioral most Holy, High, and Trade Caste individuals will
traits, etc. know how to read and write. Low Caste members
and Outcastes (except for certain Dishonored) will
Weapons - knowledge of the various weapon usually be illiterate.
types of Drdnah, including usage, history,
variations, etc. Another form of Language Skill frequently
used on Drdnah is the Cant or Whisper Tongue.
Weather Lore - knowledge of weather patterns, These special forms of communication are a series

Basic Compendium
167
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
BOOK ONE

spoken in the central Drdni isvarate of Ishpria.


not to let others know youre using a Cant). It uses the common Vajrah alphabet and segmental
Failing a Language Skill Roll means that a writing system.
character was unable to reproduce or understand Klin - A high-pitched Vajrah language spoken
a dialect, or did not come across as eloquent as on the eastern island of Klinrh. This language
he might have hoped. Fumbling a Language Roll relies on sounds that can only be produced or
could mean that a characters attempt at a dialect heard by bat Zoics, thus it is said that only a Klin
was misinterpreted in some negative way, or that is truly capable of speaking this language. For this
a character himself misinterpreted something reason, there are two different dialects: Formal Klin
someone else said. In the case of Cants, a Fumble and Common (sometimes called Gutter) Klin.
could means a clumsy use of the secret language Common Klin does not utilize the high frequency
that alerts enemies to its usage and could possibly sounds of Formal Klin. Its complex logographic
even allow them to decipher it. script is unique to the island of Klinrh, and (some
The following major languages are some of the claim) undecipherable by anyone except Klin and
Specializations available with this Skill (each major those touched by madness.
language usually has dozens of regional dialects): Kttish - A barking, discordant Vajrah language
Amnolic - A musical Paksin language spoken spoken in the southeastern isvarate of Ktta. It
in the southwestern amn of Amol. Although not uses the common Vajrah alphabet and segmental
considered as beautiful as Rkbarani, it is still a writing system.
popular language among musicians and singers. Lorh - A melodious Vajrah language spoken
Amnolic and Rkbarani share a common alphabet by various gypsy tribes that roam the southeastern
and have similar vocabularies. mountain ranges of Drdnah. Its script has more
Andhi - A sibilant Sarpah language spoken in in common with the Sarpah logographic script,
the northeastern isvarate of Andhi. This language however, than with the common Vajrah alphabet
and Pkharaji are very similar. It uses the same and writing system.
logographic script used by all Sarpah languages Magri - A throaty Sarpah language spoken
except Magri. in the southern isvarate of Magr. This Sarpah
Bakri - A rhythmic Vajrah language spoken in language is unique, however, in that it uses the
the southern isvarate of Bakri. It uses the common common Vajrah alphabet and segmental writing
Vajrah alphabet and segmental writing system. system.
Cant (Whisper Tongue) - A secret language Nilmi - A highly inflected and precise Vajrah
spoken by members of Lines, Houses, guilds, or other language spoken in the eastern isvarate of Nilm.
organizations consisting of subtle body movements, It uses an incredibly stylized version of the common
hand signals, coded words, and sounds. Vajrah alphabet and segmental writing system. It is
Dar-Purmi - A staccato Vajrah language spoken considered the language of scholars.
in the southern island isvarate of Dar-Purm. It uses Pkharaji - Sharing a few characteristics with
the common Vajrah alphabet and segmental writing Andhi, this Sarpah language is spoken in the
system. northeastern isvarate of Pkharaj. It uses the same
Gilrhian - A lilting Vajrah language spoken logographic script of other Sarpah languages.
in the central Drdni isvarate of Gilrhi. This Rkbarani - Considered one of the most beautiful
language and Tishnian are distant cousins. It uses languages on Drdnah, this incredibly melodious
the common Vajrah alphabet and segmental writing Paksin tongue is spoken in the western amn of
system. Rkbar. Known as the Bards Tongue, Drdnahs
Hardaz - An extremely guttural Vajrah language greatest musicians and singers are always fluent in
spoken in the northern khanate of the Hardazi. Rkbarani. It uses the same alphabet as Amnolic.
Although its alphabet and segmental writing system Sustrmi - A purring Vajrah language spoken
share a few characteristics with the common Vajrah in the central amn of Sustrm. It uses the common
alphabet and script, it would be difficult to read by Vajrah alphabet and segmental writing system.
a non-Hardaz speaker.

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

Chapter III: Character Creation


Gilrhian. It uses the common Vajrah alphabet and level of Lock Picking
segmental writing system.
Ullshi - A hybrid Vajrah and Sarpah language Magic Ritual (Essence)
spoken in the northeastern isvarate of Ullsh. This General Skill allows a character to use
Speakers of Ullshi are capable of understanding the arts of sorcery and manipulate the arcane
an Andhi or Pkharaji speaker if they speak slowly energies of the Dream Realm. Whether a learned
enough. It uses the common Vajrah alphabet and sirhibas, holy mngai, mysterious witch, or tribal
segmental writing system. shaman, magicians on Drdnah all acknowledge
Visedi - One of the oldest languages on the Five Eternal Truths of Magic. These Truths
Drdnah, this complex Sarpah language is spoken were decreed by the goddess of prophecy herself,
in the northern Visedhran Principalities. There are the Devah Krilrah, and they can never be undone.
three main dialects: High Visedi, Common Visedi, Magic rituals would simply not function if one of
and Low Visedi (used by the Holy/High, Trade, and the Truths were to be ignored. Although there are
Low Castes respectively). Speakers of Visedi can regional differences regarding the specifics of magic
recognize a good deal of the Andhi and Pkharaji and the beliefs surrounding them, the Truths
vocabulary. It uses a very formal (and some say themselves are universal throughout Drdnah.
beautiful) version of the Sarpah logographic script. The First Truth states that the mysterious
Language Cost: 2 Character Points for the and powerful Dream Realm is the source of all
initial Skill; 1 Character Point for every additional Drdni magic, and all magicians must tap its
level of Language. essence in order to perform magic of any kind. The
Second Truth states that all magicians must use
Lock Picking (Dexterity) incantations (usually in the form of chants) to call
This Skill gives a character knowledge of forth the essence of the Dream Realm. The Third
locking mechanisms and the ability to open them Truth states that all magicians must use mystic sigils
with the proper tools. Locks on Drdnah are to focus and shape the magic they call forth. These
made primarily of crystal (the same variety used to sigils can be inscribed either upon a magicians
make Vaylah weapons), although chitin, Amber, own body (in the form of tattoos), or upon foci
and even certain hard woods are also used. Lock employed by magicians (such as prayer bowls, beads,
Picking does not allow a character to detect or meditation rugs), or upon the ritual chamber floor
disarm traps that might be worked into the design itself. The Fourth Truth states that using magic is
of a lock; that requires the Skills Concealment and never safe; all magicians must guard against the
Trapping respectively. possible intrusion of alien and sinister entities that
inhabit the Dream Realm or the Swirling Void of
GMs should apply modifiers depending on Narkah. The Fifth Truth states that magic always
the complexity of the lock and how much time a comes with a price; the more powerful the magic,
character can spend trying to pick it. It is possible, the greater the price. Regardless of how the magic
however, for an especially talented lock picker is used, the price must always be paid.
to open a lock in a very short period of time. In
general, the higher the Success Level, the quicker The Magic Ritual Skill has four Specializations:
a character is able to defeat a lock. If a character Dreamwalking, Endowment, Healing, and
scores a particularly high Success Level (Excellent Summoning. Sorcerers who specialize in
or higher) with Lock Picking, he can decide to Dreamwalking are called seers. Those who
break a lock if he wishes so that it cannot lock specialize in Endowment are known as mages.
again. Some locks, however, might be deemed Sorcerer specialists in either Healing or Summoning
unbreakable by a GM. Complementary Skill are called healers or summoners respectively.
could include Concealment, Observation, and Priests who specialize in Healing are called blessed
Knowledge Skills on various locking mechanisms. mngai. Those who specialize in Dreamwalking,
Endowment, or Summoning are called sadhu.
Failing a Lock Picking Skill Roll means A character may have multiple Specializations,
the character was unable to defeat a particular in which case he can choose whatever title he
lock. Successive attempts can be made with the prefers.
appropriate penalties. Fumbling a Lock Picking
Roll could either mean broken lock picks or a All magicians must have purchased the Mystic
jammed lock that would make Successive Attempts Talent in order to buy the Magic Ritual Skill. As

Basic Compendium
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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

Chapter III: Character Creation


define how the style differs from others. The player teaching of martial arts to any of the castes. In fact,
should come up with a colorful name for the style it is not unheard of for Low Caste members to rise
(or ask the GM for styles he might have created for to the status of Sunborn through their exploits
his campaign), and is encouraged to name some and deeds as skilled martial artists. High Caste
specific maneuvers. Once thats done, the martial warriors, after all, prize talent and ability above all
style is ready for action. else. If a martial artist is able to defeat the greatest
Characters with Martial Arts can use any of the High Caste warriors, then that individual deserves
maneuvers listed on the Maneuver Location Table on to be counted among the Sunborn regardless of
page 216. Those maneuvers show the game effects the circumstances of his birth.
of a particular move (stunning a foe, grappling a Martial Arts Cost: 8 Character Points for the
foe, breaking a foes bone, blinding a foe, etc.). The initial Skill; 5 Character Points for every additional
character decides which of the maneuver effects level of Martial Arts.
hes attempting to achieve and then describes the
specific strike (or combination of strikes) thats Melee Combat (Agility)
designed to produce that effect. The character
applies the Difficulty Modifiers listed in the table This Skill gives a character the ability to use
to his Martial Arts Action Dice before rolling to any hand-to-hand weapon in combat. Most melee
determine his Success Level (success are figured combatants have had some sort of formal training,
normally as described in the Combat chapter). If the although there could be instances where a character
character scores an Adequate Success (2 successes) could be considered self-taught. This Skill is
or higher, then the combat effects described in the common among fighters who are not high ranking
maneuver are applied to his target. professional soldiers, such as lowborn High Caste
warriors, peasant levies, and conscripts. Melee
Martial Arts has several additional advantages Combat reflects the basic training these soldiers
as well. A character with this Skill is able to fight receive before being sent into battle. Characters
using his Martial Arts Action Dice whether he is with the Martial Arts Skill would not need to
armed or unarmed; there is no need to purchase purchase Melee Combat unless they intended to
the Melee Combat Skill. However, a martial artist train other warriors in the use of this Skill.
would still need to purchase a ranged Combat
Skill (such as Firearm Combat, Missile Combat, A character uses his Action Dice in Melee
or Throw) if he wanted to use ranged weapons. Combat just as he would any Combat Skill to
Furthermore, unlike other hand-to-hand Combat determine successes and the level of damage
Skills, Martial Arts does allow a character to use his inflicted by the weapon (see the Combat chapter for
Martial Arts Action Dice to defend against Missile a detailed description of combat). Like other hand-
Combat or Throw attacks, although a martial artist to-hand Combat Skills, Melee Combat only allows
would still need to purchase the Evade Skill in order characters to make Defense Rolls against hand-to-
to defend against Artillery or Firearms. Depending hand and melee attacks. A melee combatant would
on the circumstances, Complementary Skills could need the Evade Skill in order to be able to defend
include Athletics, Duel Dancing, Intimidation, or against ranged attacks.
even Knowledge Skills of a rivals martial style. Melee combatants can use the special attacks
Martial Arts is not a General Skill so a character found in the Maneuver Location Table on page 216,
does not have to purchase it multiple times in but they suffer an additional 2 Difficulty Modifier
order to know multiple styles. Since the specifics to any maneuver they attempt. Normally it takes a
of a style are purely for color and roleplaying, if a character a Combat Action to draw and ready a
player wanted to know several styles, hed simply melee weapon unless he makes a successful Fast
ask the GM if that were possible. If a player wanted Draw Skill roll (see Fast Draw, page 171). Depending
to incorporate elements of another style once the on the situation, Athletics or Intimidation could
campaign had begun, hes need to inform the GM potentially be Complementary Skills to Melee
of his intention. It would be up to a GM to decide Combat.
how long that process would take, what styles could A Fumbled Melee Combat Skill Roll can mean
be learned or combined, or even how many styles that a character has either dropped or possibly
a character could know. It is important to note, even broken his melee weapon. The specifics of
however, that in the basic SHARD System there is no the Fumble should naturally be appropriate to
supreme martial style. All styles are created equal. the weapon being used and to the severity of the

Basic Compendium
171
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

Chapter III: Character Creation


used to plot courses for skyships and aerial vessels speaking. Regardless of whether its a prepared speech
of all kinds. It can also used by winged Zoics or or a spontaneous delivery of rhetoric, or whether the
characters on flying mounts to navigate their way audience is composed of a single person or thousands,
across terrain from the air. a character uses Oratory to keep his audience listening
Land Navigation: This Specialization allows intently and to sway them to his point of view.
a character to navigate his way across any expanse Military officers and governmental officials tend to
of land whether traveling in a vehicle, on a riding be effective orators, and indeed this Skill is crucial for
beast, or on foot. any character with aspirations of leadership. Oratory,
however, can also be used to instruct and entertain,
Nautical Navigation: This Specialization so scholars and teachers would also benefit from this
allows a character to chart a course for any water Skill.
vessel, whether travelling down a river, across a
lake, or out in the oceans and seas. GMs can apply modifiers to a characters Oratory
Action Dice depending on an audiences interest and
Navigation Cost: 3 Character Points for the hostility level. This Skill is useful for both whipping a
initial Skill; 2 Character Points for every additional crowd into a frenzy or for calming a riotous mob. An
level of Navigation. orator must be able to communicate effectively with
an audience, of course. Difficulty Modifiers should
Observation (Perception) be applied if a character was not completely fluent in
Observation grants the character the abilities of an audiences native tongue. Complementary Skills
keen observation and detection. A character with would include Acting, Diplomacy, Persuasion, as well
this Skill is particularly adept at noticing strange or as appropriate Language Skills.
unusual elements of a scene or environment that A failed Oratory Skill Roll means that a character
would otherwise seem, to the untrained eye, absolutely is unable to sway a crowd, one way or another, with
ordinary. This Skill can be used in any situation where his words. A Fumbled Oratory Roll could mean that
the GM requires a Perception Roll, and includes such an audience suddenly turns hostile and either boos
scenarios as: looking for a hidden item or person, the orator off the stage (throwing rotten vegetables as
trying to spot a camouflaged or stealthing character, available) or perhaps becomes an angry mob whose
attempting to detect a tiny detail about an object, anger is directed at the orator.
scanning a distant horizon for movement, noticing
something unusual or out of place, picking up on Oratory Cost: 3 Character Points for the initial
suspicious behavior, etc. Skill; 2 Character Points for every additional level of
Oratory.
This Skill is better than an ordinary Perception
Roll and should give a character more details than Performance (Varies)
ordinary Perception normally would. So whereas an
ordinary Perception Roll might reveal an assassin This General Skill allows a character to pick
sneaking across a dark courtyard, a successful a Specialization in a performance art. Drdnah
Observation Skill Roll would allow a character to is full of marvelous musicians, singers, dancers,
identify the assassins Zoic type, how the assassin was and puppeteers; its a world that takes its
armed, and if the assassin had noticed that he had entertainment very seriously. Whether a character
been detected. Some Complementary Skills might was just an incredibly talented amateur or an actual
include Concealment, Shadowing, and Tracking, as professional who made his living through his art
well as any special animal senses the character might (and who would therefore require an appropriate
possess. A character with both Observation and the Profession Skill), this Skill would give him the
Heightened Awareness Talent would make a very ability to perform before an audience.
formidable guard indeed. A character would roll his Performance Skill
Failing an Observation Roll simply means that the Action Dice whenever he wanted to entertain
character did not notice or detect anything unusual. anyone. Modifiers could be applied depending on
Fumbling an Observation Roll could mean that the a performers preparations (setting up the stage,
character focused on the wrong detail or interpreted having elaborate costumes and props, etc.), or on the
what he saw incorrectly, which could have disastrous venue he was playing (great versus bad acoustics, a
results. friendly versus a hostile audience, etc.). Knowledge
Skills of the appropriate performance art, including
Observation Cost: 3 Character Points for the styles and techniques, famous performers, etc.,

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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.
BOOK ONE

The Performance Skill only applies


to performance arts that dont already
have a Skill suited to their use. A circus
acrobat, for example, would require
the Acrobatics Skill to perform his
art instead of the Performance Skill.
However, he would still require a
Profession Skill if he intended to make
a living as a professional acrobat. Here
are some examples of entertainers
that would use Skills other than
Performance to practice their art:
acrobats and tumblers (Acrobatics);
contortionists (Contortion); trick
riders (Riding); suthra charmers and
beast tamers (Suthra Training); knife
throwers (Throw); prestidigitators or
stage magicians (Sleight of Hand).
Failing a Performance Skill Roll
means that the character has delivered
an unsatisfactory performance. It may Crowd favorites at festivals, fire breathers perform a
not be enough to ruin a performers career or even variety of different tricks involving fire, including fire
have a long lasting effect; after all, every performer eating, fire breathing, and fire dancing. Knowledge
has his off days. A Fumbled Performance Roll, Skills of fire craft, different fuel combinations (to
however, can have a significant negative impact on a produce different colored flames), and legends
performers career. Depending on the performance featuring fire would be good Complementary
and the circumstances surrounding it, this could Skills.
result in a decline in popularity, a loss of prestige
among fellow performers, or a significant hit to a Fortune-Telling (Presence): The ancient art
performers ability to earn money. of predicting the future through the use of cards,
dice, bones, tea leaves, or entrails. In a world where
Dancing (Agility): Dancing is not only magical seers are a recognized reality, fortune-tellers
an incredibly common and popular form of sell themselves as the seers of the common folk.
entertainment on Drdnah, it is also an important Some fortune-tellers may even possess actual magical
part of many religious rituals, so professional dancers talent, but for the most part they practice their art
can always find plenty of work. There are dozens of purely for entertainment purposes, even if their
different dance styles in the world so Knowledge clients believe the tales they spin. A variation of this
Skills of these various styles would be appropriate performance art would be mentalism (mind readers).
Complementary Skills. Mentalists are entertainers who perform tricks
Dramatizing (Presence): The highly stylized art involving clairvoyance, precognition, and telepathy.
of Drdni stage acting is a popular attraction. Stage Knowledge Skills of fortune-telling techniques, signs
actors call upon a vast repertoire of formal gestures, and omens, or even dream interpretation would be
steps, poses, and voice inflections, many of which considered Complementary Skills. Eidetic Memory
identify the type of character or role being played and Empathy would be useful Talents.
to the audience. Knowledge Skills of famous plays, Juggling (Dexterity): Juggling is a popular and
stage performance techniques, or popular myths & common form of entertainment, and Drdni
legends would be useful Complementary Skills. jugglers have taken this performance art to new
Fire Breathing (Agility): Performers of this heights. Juggling a dozen or more objects is not
popular art entertain audiences by spraying huge unusual for the finest practitioners, who also
gouts of multi-colored flame from their mouths. combine dancing, singing, and storytelling to their

174
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,

Chapter III: Character Creation


and revere music; it is a gift from the Devah, after all. including logic and reason (although sometimes
Musicians, therefore, are an integral part of society. spurious or twisted), emotional manipulation, and
There are Drdni versions of every imaginable flattery. Court officials, diplomats, and clergy tend
musical instrument found on Earth, but instruments to be effective persuaders. Persuasion is also a Basic
such as sitars, rebabs, sarangi, tablas, and dumbeks Starting Skill, which means everyone has it at half
are especially popular. Knowledge Skills of musical their Wit Ranking or a Ranking of 3 (whichever is
instruments, musical traditions, famous musicians, lower) at no cost.
or popular songs would be helpful Complementary GMs should apply modifiers to a characters
Skills. Virtuoso would be an incredibly useful Persuasion Action Dice based on the state and
Talent. disposition of those being convinced (a group of
Puppetry (Dexterity): Puppeteers specialize in allies would be far easier to persuade than a hostile
the creation and use of puppets of various kinds band, for example). Severe Difficulty Modifiers
to entertain their audiences. A popular form of should be applied if a character was trying to
this art is shadow puppetry, as is a form similar to persuade a target to do something that clashed with
Japanese bunraku puppetry, but dozens of varieties one of the targets Drawbacks (trying to convince
are known. Knowledge Skills of myths and legends, a warrior with a strict code of honor to dishonor
popular heroes, puppetry styles, or puppet-making himself should be next to impossible).
techniques would be helpful Complementary The higher the Success Level scored by a
Skills. persuader, the greater the level of cooperation hes
Singing (Presence): As popular and common likely to get. A Partial Success would mean that
as dancing, singing likewise is an important part the target was not entirely convinced, but would
of Drdni religion and ritual. The holiest texts be willing to continue to listen to the persuaders
even speak of song as a blessed gift from the Great arguments. Complementary Skills could include
Mother herself. There are as many singing traditions Acting, Conversation, Diplomacy, or Seduction.
on Drdnah as there are musical ones, and indeed A failed Persuasion Skill Roll indicates that
every form of music has its accompanying style of the target is not convinced and no longer wishes to
singing. Knowledge Skills of singing traditions, listen to the persuader. Subsequent Persuasion Roll
great singers, and well-known songs would be good attempts on such targets would incur significant
Complementary Skills. The Virtuoso Talent would Difficulty Modifiers. A Fumbled Persuasion Roll
also be of great benefit to a singer. could result in an angry or potentially violent
Storytelling (Presence): Storytelling is the oldest target depending on what the persuader had been
forms of entertainment in the world. Storytellers vary attempting to convince the target to do.
in their methods and techniques, some simply use the Persuasion Cost: 3 Character Points for the
hypnotic power of their voices and body language, initial Skill; 2 Character Points for every additional
while others may use musical accompaniment, props, level of Persuasion.
or costumes. Knowledge Skills of folklore, myths and
legends, heroes, and the Devah would be excellent Profession (Varies)
Complementary Skills.
This General Skill allows a character to practice
Sword Swallowing (Will): This performance art a trade for a living. For the most part, the name of
actually encompasses a few different feats of physical the Specialization will be the same as the Profession
endurance and mind-over-matter tricks. Although Template (see Profession Templates, begining on
sword swallowing is one of the most common, this page 117) chosen by the player. In other words, if a
Specialization could also include endurance tricks player selected the Baker Template, he would need
such as walking on hot coals, piercing body parts with a corresponding Profession Skill (Baker) in order to
sharp instruments, or lying naked on sharp shards make a living as a baker; an honor guard would need
of glass. Knowledge Skills of anatomy, medicine, and a Profession Skill (Honor Guard), etc.
meditation would be Complementary Skills. The
Pain Resistance Talent would be of immense value GMs should decide what Characteristic Link to
to entertainers of this sort. give a characters Profession Skill Ranking. Wherever
possible, GMs should choose a single Characteristic
Performance Cost: 2 Character Points for the (Agility, Dexterity, Wit, etc.). However, in certain
initial Skill; 1 Character Point for every additional cases, a combination of Characteristics might be
level of Performance.

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175
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

Chapter III: Character Creation


(suthra physiology, diseases, etc.). most commonly practiced by courtesans, rakes, and
A character who wished to train his own riding spies.
beast (especially if he wanted the beast to perform Characters can use Seduction to gain favors
tricks) would require the appropriate Specialization from others, be it political appointments, money,
of the Suthra Training Skill. Characters wishing to titles, property, or even requests to eliminate
be more knowledgeable about the riding beasts enemies. GMs should apply modifiers to the
in their Specialization (different breeds, strengths Seduction Action Dice depending on how big of
and weaknesses, etc.) would require additional a favor the character was requesting. Requests that
Knowledge Skills. Suthra Use would be required were easy for the target to grant would get Bonus
only if a character wanted to command a riding Modifiers, whereas requests that placed the target
beast upon which he was not currently mounted. in danger or risked his position would get Difficulty
Riding would also be used as a Complementary Modifiers. Acting, Conversation, Etiquette, or
Skill to certain Profession Skills (trick rider, cavalry, Persuasion would be considered Complementary
etc.). Skills to Seduction.
Failing a Riding Skill Roll means that a character Seduction can be a long term process, and if a
could not get the riding beast to execute the character wants to continue to receive the benefits
maneuver he was attempting. It doesnt necessarily of it from a particular target it must be maintained.
result in a catastrophe, simply in a momentary loss Targets of Seduction should always feel as if they
of control. Fumbling a Riding Roll, however, does are getting something from the seducer in return
usually result in some catastrophic event (falling for their favors. A character should get Difficulty
off the riding beast, injury to the riding beasts leg, Modifiers to Seduction if he had neglected his
etc.). target or if the character refused to continue to
Aquatic Mounts: This category includes any provide companionship or sexual gratification (you
riding beast that travels in the water. A few varieties rarely get something for nothing).
of aquatic suthra resembling horseshoe crabs A failed Seduction Skill Roll usually means the
(called vasdhah) and manta rays (called khajlah) target is not terribly interested in the advances of the
are used by river and coastal folk for both transport seducer, or refuses to grant the seducers request. A
and as fishing aids. Fumbled Seduction Roll usually results in a target
Flying Mounts: This category includes any that has been insulted by a perceived indecent
flying beast used as a mount. A suthra resembling proposal, or in a seduced target who suddenly
a huge wasp (called a makdi) is the most common realizes hes being used by the seducer. Depending
type of flying mount. There are dozens of varieties on the severity of the Fumble, the target could react
of makdi throughout the world. Many armies use with scorn or violence, or could seek to punish the
makdi as aerial cavalry. seducer for their blatant manipulations.
Land Mounts: This category covers any Seduction Cost: 3 Character Points for the
terrestrial riding beast. The most common riding initial Skill; 2 Character Points for every additional
beasts are suthra resembling insectile horses (called level of Seduction.
chinti), and the most common draft beasts are huge
suthra that resemble pill bugs (called bthn). Shadowing (Wit)
Riding Cost: 3 Character Points for the initial Shadowing gives a character the ability to follow
Skill; 2 Character Points for every additional level and observe someone without that individual being
of Riding. aware of it. Modifiers should be applied depending
on a variety of circumstances: the amount of cover
Seduction (Presence) or the size of crowds available to help the shadower
hide; the level of visibility (darkness or fog help
This Skill grants a character the ability to attract conceal both the target and the shadower); the
and beguile others, generally of the opposite sex, alertness level of the target; etc. Shadowing works
through the use of physical presence, flirtation, in any sort of terrain, from the busy streets of a
gifts, and promises of companionship or even major city, to a lonely mountain pass. Shadowing
sexual gratification. Seduction usually involves an is a Basic Starting Skill, which means everyone
element of physical or sexual attraction, although has it at half their Wit Ranking or a Ranking of 3
it could be interpreted as a platonic attraction (whichever is lower) at no cost.

Basic Compendium
177
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
BOOK ONE

additional level of Sleight of Hand.


period of time. If a target has no reason to suspect
hes being followed, the GM could rule that he Stealth (Agility)
only gets a chance to detect hes being followed if
he had the Talent Heightened Awareness or the Stealth allows a character to move around
Observation Skill. Stealth, Streetwise, Tracking, silently and undetected. This Skill is meant to
and Knowledge Skills of the appropriate terrain, conceal active movement. If a character wanted to
city, or area would be Complementary Skills. be able to find a hiding place and remain there for
a period of time, he should use the Concealment
A failed Shadowing Skill Roll usually indicates Skill. Stealth is of vital importance to thieves,
that a target has been lost, but it could also mean assassins, and spies, whose particular tasks usually
that the target has become suspicious or is aware require invisibility. Stealth is a Basic Starting Skill,
that hes being followed. A Fumbled Shadowing which means everyone has it at half their Agility
Roll means that the target has definitely spotted Ranking or a Ranking of 3 (whichever is lower) at
the shadower, although the shadower may not be no cost.
aware of it. The target could then prepare a nasty
surprise for his shadower at a convenient location Modifiers should be applied depending on how
(like a dark, secluded alley). much cover or darkness is available. Distractions
should give a character Bonus Modifiers, whereas
Shadowing Cost: 3 Character Points for the dead silence should give Difficulty Modifiers. Watch
initial Skill; 2 Character Points for every additional beasts such as kellndu, who are particularly sensitive
level of Shadowing. to vibration and scent, are often kept by households to
guard against intruders. Depending on the situation,
Sleight of Hand (Dexterity) Acrobatics, Climbing, or Concealment could be
This Skill allows a character to perform feats considered Complementary Skills. The Animal Ability
that require quick and clever movements of Change Color would also greatly benefit a character,
the hands, either for purposes of deception or as would an enhanced animal sense that allowed the
entertainment. Abilities such as picking someones character to see in the darkness.
pocket, palming items (loaded dice, cards, coins, Failing a Stealth Skill Roll usually means that a
etc.), or performing stage illusion tricks would all be character has made some sort of noise or has alerted
covered under Sleight of Hand. As a general rule, if someone in some way. It doesnt necessarily mean
a character wants to do something that requires his that the character has been located. In fact, with a
hand being quicker than the eye then this is the bit of cleverness (and better dice rolls) a character
Skill he uses to pull it off. can remain unseen. Fumbling a Stealth Roll,
Modifiers should be applied to the Sleight however, means that the character has been spotted
of Hand Action Dice based on the number and and the alarm will definitely be raised (unless the
sizes of the objects being palmed, the number and character can stop it).
alertness of observers, and what distractions the Stealth Cost: 3 Character Points for the initial
Sleight of Hand artist is able to create while using Skill; 2 Character Points for every additional level
the Skill. Concealment, Conversation, Contortion, of Stealth.
or Knowledge Skills of stage magic and legerdemain
would be Complementary Skills. Sleight of Hand Streetwise (Presence)
can also be used as a Complementary Skill to
appropriate Profession Skills. This Skill grants a character a thorough
understanding of the underworld: its organizations,
Failing a Sleight of Hand Skill Roll means that rules of conduct, power players, etc. A character with
the character was unable to successfully palm an Streetwise knows what criminal factions control
object, pick a pocket, perform a trick, etc. It doesnt what sections of a given area, who to talk with to
mean that the effort was necessarily noticed or that get information, how to deal with these various
the trick was totally botched, however. A clever criminal figures (when to use bribes as opposed
character might be able to salvage the situation. A to threats, for example), how to locate criminal
Fumbled Sleight of Hand Roll, on the other hand, freelancers (fences, counterfeiters, assassins), and,
means that the effort was definitely noticed, and most importantly, how to do it in such a way that

178
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

Chapter III: Character Creation


underworld and its leaders, the difficulty in locating score by 1. This Vigor can only be regained through
a particular criminal figure (a deadly assassin would magical healing or over time with proper rest (see
be harder to contact, for example, than a common the Recovery Table on page 244 for further details).
fence), the characters level of renown or influence Once Surgery has been successfully used on a
in the underworld, etc. Skills such as Bribery, particular injury, it may not be used again on that
Conversation, Intimidation, Intrigue, Persuasion, same injury by the same doctor (although Surgery
Seduction, or appropriate Knowledge Skills of could be used on other or new injuries). A different
the city or area the criminals operate in would be doctor could try to use Surgery on the same injury
considered Complementary Skills. but only if he had a higher Ranking in Surgery
Locating a particular underworld figure with than the original doctor. Even then, the new doctor
Streetwise does not guarantee his cooperation. would only be able to heal additional damage if he
The character would still need to use other Skills scored more successes than the original doctor (see
(mentioned above) to convince or coerce a criminal Dress Wound on pages 158-159 for an example of
to cooperate. The underworld is a dangerous multiple physicians working on the same wound).
place filled with dangerous individuals, so using Patients, however, would continue to lose Vigor
Streetwise is always a bit of a risk. Criminals have from the new doctors attempts. Every non-successes
long memories and are not the most forgiving people scored on the new doctors Surgery Action Dice
around. A favor forced from a vicious criminal can would continue to reduce the patients Vigor by 1.
often come back to haunt a character. Failing a Surgery Skill Roll means the doctor is
Failing a Streetwise Skill Roll means the having a hard time repairing the injury or treating
character is unable to locate the person he needs or the medical problem (due perhaps to unforeseen
get the information required. Fumbling a Streetwise complications). Fumbling a Surgery Roll could
Roll means that the character has asked too many result in additional injury or disfigurement to the
questions or upset the wrong people, which will patient, or possibly even in the patients death
likely result in the character being attacked by depending on the severity of the Fumble.
thugs in a dark alley or otherwise harmed by angry Surgery Cost: 3 Character Points for the initial
underworld figures. Skill; 2 Character Points for every additional level
Streetwise Cost: 3 Character Points for the of Surgery.
initial Skill; 2 Character Points for every additional
level of Streetwise. Survival (Wit)
This Skill allows a character to survive in the
Surgery (Dexterity) wilderness. Characters with Survival can hunt
Surgery is the art of treating injuries, diseases, or and fish, construct shelters, find edible plants and
deformities through the use of various medical and drinkable water, avoid dangerous creatures and
surgical techniques. This Skill is practiced exclusively hazards (predator dens, quicksand, poisonous or
by medical professionals such as physicians and carnivorous flora), etc. This Skill applies to all of
doctors. This Skill covers such things as: properly the wilderness areas of Drdnah, be they desert,
setting broken bones; surgically removing tumors, forest, plains, or mountains. Having the Survival
diseased organs, or foreign objects (bullets, shrapnel, Skill when traveling the wilds of the world can
parasites, etc.) from a patients body; suturing deep mean the difference between a successful journey
cuts or wounds to stop internal bleeding or repair and a doomed expedition. Tracking, Trapping, or
damaged organs, etc. Wounded patients treated Knowledge Skills of the appropriate region (deserts,
by surgical techniques administered by a trained mountains, jungles, etc.), flora or fauna, or weather
doctor have a high probability of making a full lore would be considered Complementary Skills to
recovery (assuming the patient follows the recovery Survival.
advice of the doctor). Knowledge Skills of anatomy, Modifiers should be applied to Survival Action
surgical techniques, or appropriate types of injuries Dice depending on the availability of food and
would be considered Complementary Skills. shelter, proper tools, the weather conditions, and
Surgery heals Fatal Damage first followed by the harshness of the climate (a barren desert might be
Subdue Damage. Every success scored on Surgery more difficult to survive in than a temperate forest,
Action Dice heals 4 levels of Fatal Damage or 1 for example). A Survival Skill Roll should only be
level of Subdue Damage, but only after all the Fatal required if a character is caught unprepared for the

Basic Compendium
179
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
BOOK ONE

feel free to come up with additional commands as


begin to suffer damage (see Deprivation Damage, needed, especially in the case of special performing
page 240, and Exposure Damage, page 243). beasts used for entertainment.
Failing a Survival Skill Roll means that the As a general rule, the commands or tricks taught
character has been unable to locate proper food, to a beast should be within the natural ability of the
water, or shelter, which could result in the character beast. Modifiers should be applied to the Suthra
having to go hungry that day or spend the night in Training Action Dice depending on a variety of factors:
the open, exposed to the elements or to dangerous how much time the trainer spends with the beast, the
predators. Fumbling a Survival Roll could mean beasts natural level of intelligence or aggressiveness,
that the character has misidentified or is unfamiliar whether the beast is wild or domesticated, whether
with a poisonous plant or a deadly hazard and falls training techniques use encouragement and rewards
victim to it. or intimidation and punishment, etc. When in doubt,
Survival Cost: 3 Character Points for the initial the GM has the final say on what a particular beast
Skill; 2 Character Points for every additional level can or cant do.
of Survival. Failing a Suthra Training Skill Roll means that the
trainer is having problems breaking a particular beast,
Suthra Training (Wit) or cant get the beast to learn a particular command.
This General Skill allows a character to train This usually results in more time and effort having to
beasts to perform various tasks and follow commands. be spent on that particular beast. A Fumbled Suthra
The denizens of Drdnah rely on a variety of Training Roll means that a beast simply cannot be
domesticated beasts used for riding, farming, hunting, broken or trained for whatever reason and that a new
entertainment, or as weapons and armor. This Skill beast must be found. Depending on the severity of
is used exclusively to train such beasts. Characters the Fumble, it could even result in a badly trained
wishing the ability to use mounts or trained creatures beast that would end up being a hazard to its owner
of any kind should purchase either the Riding or or handler.
Suthra Use Skills. Aides & Companions: This Specialization
Suthra Training, however, does not allow a covers any beast used for hunting, guarding, medical
character to heal a wounded or sick beast. Treating purposes, domestic purposes, or entertainment.
such a creature would require a Profession Skill Suthra in this category would include: asivam, bandar,
(veterinarian) and related Knowledge Skills (suthra billsa, dromi, gle, jugnu worms, kellndu, krtellah,
physiology, diseases, etc.). Knowledge Skills of the and marmrdi crabs.
appropriate type of suthra (breeds, habits, etc.) would Mounts: This Specialization covers any creature
be considered Complementary Skills to Suthra used as a mount or draft beast. Suthra in this category
Training. The three Specializations for this General would include: bthn, chinti, dudha, khajlah,
Skill are as follows: Aides & Companions, Mounts, makdi, and vasdhah.
and Weapons & Armor.
Weapons & Armor: This Specialization covers
A Suthra Training Skill Roll is required whenever any suthra used as living armor or weapons. Suthra
a character desires to train a beast to perform a in this category would include: balahsuthi (blowguns),
particular function (as a riding beast, hunting beast, chattabalu (hive grenades), dankanicha (sling suthra),
guard beast, weapon, etc.). The higher the Success kabjamukha (jnah-catchers), katarsuthi (punch
Level, the better the beast will be at performing the daggers), kodasuthi (whips), and suthra armor
tasks required by its function. Training times can vary (breastplates, greaves, and vambraces).
from several days to several weeks (or longer). This is
the simple way to handle this Skill and results in fairly Suthra Training Cost: 3 Character Points for the
average trained beasts, which are usually sufficient for initial Skill; 2 Character Points for every additional
day-to-day activities. level of Suthra Training.
If a character wanted an exceptional creature, Suthra Use (Will)
one capable of feats beyond the average trained beast,
a GM could allow him to teach a beast two or three This Skill grants a character the ability to use
unique commands for every success the character the indigenous creatures of the world that have been

180
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

Chapter III: Character Creation


Suthra Use Skill Roll. Commands to suthra can take talent like the Animal Ability, its not as effective.
the form of vocalizations, whistles, finger snaps, hand Every level in this Skill allows a character to travel 5
claps, even subtle gestures. feet per Round. Characters can swim for a number
Characters with Suthra Use also possess the of Combat Rounds equal to their Vigor before
knowledge necessary for the basic care and feeding needing to rest an equal number of Rounds. A
of the suthra. A wounded or sick beast, however, Swimming Skill Roll will generally be required
would require a Profession Skill (veterinarian) and when performing potentially risky or dangerous
appropriate Knowledge Skills (suthra physiology, maneuvers while swimming or when swimming in
diseases, etc.) to treat properly. This Skill does not contest against another character.
allow a character to train a suthra. Characters wishing Failing a Swimming Skill Roll means that the
to train their own suthra would need to buy the character is having trouble moving through the
Suthra Training Skill. water or staying afloat. Fumbling a Swimming Roll
GMs should apply modifiers to a characters usually means that a character has begun to sink
Suthra Use Action Dice depending on the difficulty and will begin to take damage due to drowning (see
or complexity of the command given to the beast Deprivation Damage, Air Deprivation, page 240).
(come here is easier than fetch that scroll tube), Swimming Cost: 3 Character Points for the
the suthras current condition (a healthy beast would initial Skill; 2 Character Points for every additional
be easier to control than a wounded one), and the level of Swimming.
activity going on around the creature (it would be
harder to get a suthra to obey a command in the Tactics (Wit)
confusion of combat, for example). Depending on
the situation, some common commands (such as Tactics grants a character a keen understanding
stay or come here) would not even require a dice of warfare and military maneuvers, including the
roll if the GM deemed it a Free Action. strengths and weaknesses of individual military
units and how to effectively use them in battle.
Trained mounts are a special case when it comes This Skill covers both overall strategies and large
to Suthra Use. Characters wishing to control riding scale military operations as well as small unit and
beasts while mounted would need to use the Riding even individual tactics. Tactics can be used by
Skill. A Suthra Use Skill Roll, however, would still be characters to make plans of attack, whether the
necessary to get the mount to obey commands issued goal be infiltrating an enemy stronghold, setting
by a rider if he was not mounted. These commands up an ambush, repelling an invasion, or executing
could include such things as: come here, get to a hit-and-run strike. Tactics can also be used as a
safety, fetch, etc. Using Suthra Use in this way Complementary Skill to Gaming, but only when
could reflect an incredibly well-trained and clever games of strategy are involved.
mount.
A Tactics Skill Roll is made whenever a
Failing a Suthra Use Skill Roll means that the character wants to plan any sort of military
suthra has failed to obey the characters command, operation. A successful roll should result in a GM
either because it didnt understand the command or giving the character tips and advice on to how to
was distracted in some way. Fumbling a Suthra Use best go about executing that plan. The higher the
Roll could result in the beast abandoning or possibly Success Level scored by the character, the more
even attacking its master depending on the severity of detailed the information the character should
the Fumble. receive. Especially high Success Levels might even
Suthra Use Cost: 5 Character Points for the result in the character correctly guessing exactly
initial Skill; 3 Character Points for every additional what the enemys strategy will be (and therefore
level of Suthra Use. being able to counter it).
In individual combat, a GM might allow a
Swimming (Agility) character with Tactics to use it as a Complementary
Similar to the Animal Ability of the same Skill to another Combat Skill for one or more
name, this Skill allows a character to swim under attacks, thereby giving the character a brief edge
or on the surface of water (or any liquid, for that over his opponent. In cases where the enemy
matter). Not all characters are assumed to know also has Tactics, the character would engage in
how to swim, and if a character does not possess a Skill-versus-Skill Roll with the highest Success
the Animal Ability or the Skill, he would begin Level getting the success bonus for the attack. Its

Basic Compendium
181
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.
BOOK ONE

or perhaps that the situation is hopeless and


that the most effective strategy is a hasty retreat. Tracking (Perception)
Fumbling a Tactics Roll would most likely result in This Skill allows a character to find the trail
a faulty strategy that ended up giving the characters of any person or creature that has passed through
opponent the advantage. an area (by studying actual prints, disturbed
Tactics Cost: 3 Character Points for the initial underbrush, finding scraps of cloth, spoor, or even
Skill; 2 Character Points for every additional level following scents). A tracker is able to deduce a
of Tactics. good deal of information from tracks, such as the
number of individuals that have passed through an
Throw (Dexterity) area, their weights, if they were carrying anything,
This Combat Skill allows a character to use if they were wounded or hurrying, where they had
thrown missile weapons such as spears, javelins, rested, what they had eaten, or if there had been any
bolas, shuriken, darts, hurling discs, throwing sort of struggle or conflict. In general, the higher
knives, throwing axes, etc. Throw, however, is also the Success Level scored by a character, the more
used when a character needs to throw any object information he should get from studying tracks.
with accuracy, whether its a rock, grenade, potion A character would need to make a Tracking
flask, or even another character. Throw is a Basic Skill Roll in order to pick up the trail of a target.
Starting Skill, which means everyone has it at Once he had the trail, he would only need to make
half their Dexterity Ranking or a Ranking of 3 additional rolls if the trail suddenly became difficult
(whichever is lower) at no cost. to follow (it crossed a river, a large patch of bare
A character uses his Action Dice in Throw rock, etc.). GMs should apply modifiers depending
just as he would any Combat Skill to determine on the type of terrain, the weather conditions, the
successes and the level of damage inflicted by the age of the tracks, etc. Concealment and Knowledge
weapon (see the Combat chapter for a detailed Skills of geography or the appropriate region would
description of combat). Similar to other ranged
Combat Skills, Throw does not give the character
any Defense Rolls; it is strictly a Skill designed to
attack. Only the Evade and Martial Arts Skills can
be used to defend against Throw attacks.
Normally it takes a character a Combat Action
to draw and ready a thrown missile weapon unless
he makes a successful Fast Draw Skill Roll, in which
case it is considered a Free Action. With the Fast
Draw Skill, it is possible for a character to hurl as
many missiles in a Combat Round as he has Combat
Actions. Alternately, a character can prepare several
missiles before combat begins and thus be able to
throw them without spending Combat Actions to
ready them. As a general rule, a character should
be able to ready two medium or large throwing
weapons such as javelins, spears, or throwing axes
(one in each hand), or five small throwing weapons
such as shuriken, throwing knives, or hurling discs
(four held between the fingers of one hand and the
fifth in the throwing hand). Zoics with prehensile
limbs would be able to ready additional weapons in
those limbs.
A Fumbled Throw Skill Roll not only means
that a character has missed his intended target, it
could potentially mean that an ally or bystander

182
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

Chapter III: Character Creation


manner would roll his Tracking Skill Action Dice to be reset by the character.
and inform the GM of his Success Level. Another Failing a Trapping Skill Roll means that a
tracker would have to score more successes than characters attempt to either set or disarm a trap
the character in order to be able to pick up the has failed. In the case of disarming, it does not
characters trail. Used in this way, a character can necessarily mean that the trap has been triggered,
even create a false trail in an effort to lead enemy simply that a character could not find a way to
trackers in the wrong direction (and possibly safely trigger it or bypass it. Fumbling a Trapping
toward a hazard of some sort). Roll means that the trap a character was setting has
A failed Tracking Skill Roll means that either a been triggered by the character himself, who would
character cannot pick up a trail or has lost the trail suffer its effects normally. Likewise, in the case of
(due to the age of the tracks, weather, a possible disarming a trap, a Fumble indicates that the trap
false trail, etc.). Fumbling a Tracking Roll could has been triggered and will take effect normally on
likely mean that a character has picked up on the the character.
wrong trail and may be led far away from his goal. Trapping Cost: 3 Character Points for the
Tracking Cost: 3 Character Points for the initial Skill; 2 Character Points for every additional
initial Skill; 2 Character Points for every additional level of Trapping.
level of Tracking.
Weaponsmith (Dexterity)
Trapping (Wit) This General Skill gives a character the ability
This Skill allows a character to create various to make, maintain, and repair melee and missile
kinds of devices designed to catch, harm, or kill weapons of various kinds. Weaponsmith has three
creatures or individuals. These devices can include Specializations: Bladed Weapons, Blunt Weapons,
such things as: deadfall traps, foothold traps, cage and Missile Weapons. Each Specialization grants
traps, spike traps, needle traps, explosive traps, a character working knowledge of the various
snares, pits, and nets. Based on the characters weapons in that particular category. Additional
goals, its up to the GM to decide exactly how much Knowledge Skills of cultural weapons, special
damage a particular trap does or how difficult it weapon-making materials, or famous weaponsmiths
is to escape it. Modifiers should be applied to a would be considered Complementary Skills and
characters Trapping Action Dice based on how could allow a weaponsmith to make unique and
complicated the trap is, what its designed to do, unusual weapons. Melee Combat, Missile Combat,
how much time the character has to set it up, and and Throw could also be used as Complementary
what materials he has available. Skills to the appropriate Specializations.
Traps can be as simple as a rope snare or a The Weaponsmith Skill not only allows a
pit covered by leaves, or it can be a sophisticated character to make weapons, it also allows him to
mechanical trap with multiple moving parts (like appraise the quality and durability of other weapons
the kinds found in ancient tombs or in enemy in his Specialization. A successful roll would allow
strongholds). The complexity of the trap will a weaponsmith to identify the techniques used
determine how much time it would take to create to craft a particular weapon, its area of origin, the
it. The Concealment Skill is incredibly useful if fundamentals of its operation, and any strengths or
the character wishes to make hidden traps (such weaknesses the weapon might possess.
as a poisoned spring-needle in a lock, or a pressure Weapons are made from a variety of materials.
sensitive stone slab that releases a flurry of arrows Suthra chitin is particularly common. The chitin
from the wall). Concealment and Observation is usually hardened through techniques involving
could both be used to try and detect the presence chemical baths and baking. Another common
of a trap. Depending on the type of trap being material is a special tree sap called Amber, which can
created, Lock Picking or Knowledge Skills of be thinned and poured into molds. Amber hardens to
architecture, engineering, or poisons would be the strength and resilience of a super hard Pyrex. The
considered Complementary Skills. finest weapons are made of unique Drdni crystals
Trapping can also be used to attempt to avoid that possess the strength of modern Earth ceramics,
or disarm a trap. Modifiers would be applied to a which are stronger than steel. These precious crystal
characters Action Dice depending on the location, weapons have to be grown, however, so the process
complexity, and construction of the trap. Some is both time-consuming and expensive.

Basic Compendium
183
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

initial Skill; 2 Character Points for every additional


to expose and punish an unscrupulous weapon level of Weaponsmith.
maker.
A failed Weaponsmith Skill Roll usually means
a weapon has failed to meet the weaponsmiths Advantages
standards of quality. Such a weapon would be Advantages are social perks that your character
far more likely to break (even a minor Fumble may possess, such as titles, political influence,
would result in a ruined weapon). A Fumbled wealth, or access to valuable contacts that can aid
Weaponsmith Roll means that the weapon is totally you in times of need. Your characters caste, which
ruined, which given the materials and time needed helps define his station and status in society, is
to create some weapons could result in a substantial also purchased as an Advantage. Some professions
financial loss for the weaponsmith. (especially those that deal with gunpowder weapons)
Bladed Weapons: This category includes axes, are dependent upon a particular caste, so make
daggers/knives, polearms, spears, swords, or any sure to buy the appropriate caste for your chosen
edged hand-to-hand weapon. Chitin weapons are profession.
relatively cheap, while the finest crystal weapons Its up to the GM to set the limits on the number
can be quite expensive. The shafts of pole weapons and types of Advantages your character may possess.
and spears tend to be made of hard woods or chitin Some Advantages would clearly not be appropriate
in order to keep them relatively light. for certain Power Levels or campaigns (a roving band
Blunt Weapons: This category covers clubs, of gypsy musicians would likely not have access to
flails, hammers, maces, staves, or any blunt hand- great wealth or political influence, for example). The
to-hand weapon. In addition to the usual materials, Advantage List table below shows the Character Point
blunt weapons are also commonly made of various cost for every Advantage. A detailed description of
types of super hard stone. The chains of flails tend each Advantage is included in this section.
to be made of either chitin or Amber. The shafts
of blunt weapons are usually made of the same Adding or Losing Advantages
material as the head of the weapon. Sometimes, Once the campaign begins, you may improve
however, the shafts are made of crystal, even when your existing Advantages or purchase additional
the heads are stone. This makes the weapon more ones with Story Points. A GM can even decide
durable and increases its striking power. to hand out Story Point rewards in the form of
Missile Weapons: This category covers Advantages. Characters have a knack for saving
blowguns, bows, darts, crossbows, hurling discs, rich and influential NPCs, and those NPCs tend to
javelins, shuriken, slings, throwing axes, or reward their saviors with titles, items, or property.
any non-gunpowder missile weapon. Bows are These rewards can take the form of Advantages. As
commonly made of various hard woods, although an alternative, a GM could decide that Advantages
some composite bows are made of sinew and horn. gained under these circumstances were simply
Shuriken and hurling discs are made of the usual story bonuses, in which case they could be given
materials, although chitin shuriken are the most in addition to regular Story Point rewards.

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

184
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

Chapter III: Character Creation


1 Useful some of the time (25%)
character to have a certain Advantage (e.g. you lost
a title, a contact was killed, property was seized,
3 Useful half of the time (50%)
etc.), a GM can allow you to cash it in for its
equivalent Story Point value. You could then spend
those points on other Attributes (including other 5 Useful most of the time (75%)
Advantages). However, this should only apply to
Advantages that were bought with Character or 8 Useful all of the time (100%)
Story Points, or given as a Story Point reward by the
GM. Advantages that were given as story bonuses +1 Resource has moderate value
would simply be lost. Such are the fortunes of war.
Another possible alternative would be for the +3 Resource has significant value
GM to replace the Advantage with an equivalent
one (e.g. another title may be granted, a new contact +5 Resource has great value
found, another follower secured, etc.) GMs are
encouraged to make these Advantage replacements +8 Resource has amazing value
the focus of an adventure or story arc. Not only
does this make more sense for the continuity of the
campaigns narrative, its also much more fun. As than a well-trained riding beast or even a special
a general rule, however, Character or Story Points sword. However, if the sword was a demon-killing
spent on Advantages should rarely be lost, regardless weapon and the campaign featured adventures
of what happens in the campaign (unless, that is, a where heroes fought demons all the time, then
GM just wanted to be particularly mean). the weapon would be far more valuable than the
skyship.
Advantage Descriptions Several examples of common Assets are given
in the Sample Assets table on the following page.
Assets These samples assume an average Heroic Power
Assets are resources that are available to a Level campaign with an equal mixture of combat
character. They can include such things as a special and non-combat encounters and occasional travel.
weapon, a skyship, or access to money. The cost GMs should use this table as a guideline for
of a resource depends on how often the character assigning point costs for other Assets. The best
can access it and how valuable it is in terms of the gauge for the appropriate cost of Assets, however,
campaign. Characters must purchase this Advantage will be the players themselves. As a general rule, if a
for every specific Asset they wish to have (e.g. a player feels hes not getting his points worth from
character who wanted a special weapon, a skyship, a particular Asset, then the GM may wish to review
and wealth would have to purchase the Asset the cost of the Advantage (or how often it comes
Advantage three times). The Assets Value table lists into play). The important thing is for players to
the value of Assets along with their corresponding feel that theyve invested their points wisely. Some
Character Point cost. general categories of Assets are given below.
How often an Asset is useful is quantified as Items: This Asset can include a wide variety
a percentage. The GM decides what percentage is of things: special weapons or armor, trained
appropriate for any given resource. This will depend pets or mounts, magical artifacts, a skyship (or
greatly on the Power Level and type of campaign seagoing vessel), etc. Items can be an inheritance,
the GM is running. A special weapon, for example, an heirloom, a gift from a mentor or patron, or it
would be far more useful in a combat-intensive could simply be something the character found in
campaign than in a campaign that featured mystery a previous adventure.
and intrigue, whereas a skyship would benefit a In the case of special weapons and magical
group of explorers far more than a group of honor artifacts (which are normally very rare), the GM
guards tasked with defending a lords manor. should give the item a cost based on what the item
The GM also determines the value of an Asset, is intended to do. It is not recommended that
which is again dependent on the GMs campaign. characters be allowed to have artifacts that can
Even though it was only being used some of the instantly kill an opponent, although weapons
time, a skyship would normally be far more valuable that do more damage, or bypass armor, or poison

Basic Compendium
185
Chapter III: Character Creation
Sample Assets
Cost Description

6 Suthra/Special Weapon or Armor (useful 50% of the time, significant value)

8 Magic Weapon or Armor (useful 50% of the time, great value)


BOOK ONE

9 Magical Artifact (useful 25% of the time, amazing value)

4 Trained Suthra Pet (useful 50% of the time, moderate value)

4 Trained Land Mount (useful 25% of the time, significant value)

6 Trained Flying Mount (useful 25% of the time, great value)

6 Seagoing Vessel (useful 25% of the time, great value)

9 Skyship (useful 25% of the time, amazing value)

9 Fortified Stronghold (useful 25% of the time, amazing value)

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

Chapter III: Character Creation


a low level of wealth had spent most of his wealth 1 lacks, access to a specific resource, low
on that skyship, hed have to wait the appropriate magical or martial ability, etc.)
amount of time before making another large
purchase (or could perhaps get loans since his Significant Value (access to a handful
income would be guaranteed). 3 of resources, minor political influence,
talented magical or martial ability, etc.)
Assets Cost: 2-16 Character Points depending
on the value of the Asset. Great Value (access to a large number
5 of resources, major political influence,
Contacts heroic magical or martial ability, etc.)
A Contact is an individual, group, or Amazing Value (access to vast resources,
organization that a character can call on for 8 incredible political influence, legendary
assistance. Contacts can be allies, connections, magical or martial ability, etc.)
mentors, patrons, even a rival over whom the
character has some sort of leverage. The cost of
a Contact is based on the relative value of the a Contacts safety or put a significant dent in the
Contact (i.e. the Contacts status, wealth level, Contacts resources should get penalties. A player
political influence, military might, magical power, should keep in mind that Contacts are not Followers
etc.), as well as how likely the Contact is to help and do not have to grant his characters requests. In
the character. Characters must purchase this certain cases, GMs could allow a character to use
Advantage for every Contact they wish to have (e.g. Skills (such as Bribery, Intimidation, or Persuasion)
a character who wanted a city guard, an alchemist, as Complementary Skills to Contact Action Dice.
and a wealthy merchant as Contacts would have to
purchase the Contact Advantage three times). The Contacts can offer almost any form of
Contact Value table lists the value of Contacts along assistance. Some Contacts could provide access to
with their corresponding Character Point cost. special locations, such as a royal palace, a prison,
or a secret guildhall. Others might lend a character
The value of a Contact will depend entirely money or provide a resource of some kind, such as
upon the Power Level and type of campaign a GM passage on a skyship, a special weapon, or a flying
chooses to run. In general, the isvar of a mighty mount. A Contact can know a secret martial arts
nation or a legendary sorcerer would be far more technique or a forbidden ritual crucial to defeating
valuable than a city guard or an herbalist. However, a terrible foe. Contacts can even provide simple
some Contacts might not be suited to certain things like shelter, food, and comfort. The only
Power Levels (a group of Outcastes, for example, limits are the players imaginations and the GMs
should not normally have access to the isvar of a judgement.
country). Furthermore, Contacts that are limited
to a specific locale or whose spheres of influence Scoring no successes on the Contacts Action
are very small should be cheaper than Contacts Dice means the Contact is unwilling or unable to
that moved around a lot or wielded influence over help. Whereas Fumbling a roll to secure a Contacts
vast areas. assistance will not result in the loss of that Contact,
it can mean additional penalties the next time the
Every Contact starts with a Ranking of 3. That character asks that Contact for a favor. If a character
means that a character rolls 3 Action Dice in order ever did anything to permanently jeopardize a
to determine if a Contact is willing and able to relationship with a Contact (or if a Contact died),
help him. At least 1 success (a Partial Success Level) the player could either choose to use those points
is necessary in order for the Contact to offer any on other Attributes for his character, or could ask
form of assistance. The higher the Success Level, the GM to provide a replacement Contact.
the more aid the Contact is willing or able to give.
Characters may buy additional levels to a particular Players should create backstories for each of
Contacts Ranking for 2 Character Points per their Contacts so the GM has a good handle on the
additional die. relationships and how the Contacts would likely
react to requests. Alternately, players who wanted
GMs should apply modifiers to the Contact to be surprised could allow the GM to come up
Action Dice depending on what favor the character with the Contacts backstory. There should be
is asking of the Contact. Requests that are easy to a good deal of roleplaying involved with the use
grant should get bonuses while those that endanger of Contacts. Thats half the fun of having them.

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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.

188
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.

Chapter III: Character Creation


and reputation. Influence can go by many Status can also help justify the purchase of other
names: clout, sway, pull, weight, or leverage. A Advantages, such as Assets, Followers, or Influence
character can use it to gain a more favorable (after all, a monarch would likely have access to
or cooperative response from NPCs, especially great wealth, many resources, and many retainers).
from those that are easily impressed by prestige A list of some sample titles and their costs are
or renown. Influence would be appropriate for a listed in the Status Table below.
war hero, a member of a royal family, a powerful Its important to explain the relationship
sorcerer, a famous musician, or even a notorious between Status and other Advantages that a
criminal. The justification behind the Influence character with Status might also possess. Although
is completely up to the player, although as usual a character with a title (such as an isvar) might
it would need the GMs approval. have access to vast resources and great wealth,
Influence works just like Talents. Every those resources are primarily used for the benefit
5 Character Points gives a character 1 Action of the nation he rules and its people. The wealth
Die/Level of Influence. The character can and resources are not at the isvars disposal for his
use those Influence Action Dice to boost any own personal use.
appropriate Attribute (although Influence will This applies to virtually all of the monarchs
be applicable mostly to Skills) in any situation on Drdnah. They must each answer to ruling
where the Influence should logically come councils comprised of aristocrats and military
into play. Skills that could potentially be leaders. Uses of a nations resources are well
boosted by Influence include: Bargain, Bribery, monitored, and excesses can cost a monarch his
Conversation, Diplomacy, Etiquette, Gaming, throne. The Queen of England, after all, could not
Interrogation, Intimidation, Intrigue, Oratory, decide to sell a British aircraft carrier and pocket
Performance, Persuasion, Profession, Seduction, the money, nor could she send the Royal Navy to
and Streetwise. Depending on the situation, invade Denmark simply because she wanted a nice
Influence could also be used to boost Contact vacation home in Copenhagen.
Action Dice.
Influence is not quite the same thing as
having a title, although the two can be related. Status Table
A title grants a character certain rights and
privileges within society (for a list of titles, see Cost Caste/Title
Status). Influence, by contrast, does not grant
a character any rights or privileges, but rather 1 Trade Caste
makes it more likely that NPCs will give the
character preferential treatment. In the cases 2 High Caste
of characters with notorious reputations, the 3 Holy Caste
preferential treatment would be given out of fear
rather than any attempt to curry favor. 3
House Dignitary (chamberlain, master of
By the nature of how renown or prestige the honor guards/watch, great seer, etc.)
works, Influence can have geographical Government Official (guard captain,
3
limitations. If a character with Influence travels harbormaster, judge, etc.)
to an area where his reputation is not known or Religious Official (abbot, high priest, clan
where his relationships to powerful individuals 3
lawspeaker, etc.)
carry no weight, then naturally he would not be
able to use Influence to boost his Attributes. As 5
Lesser Noble (aryah, magistrate, imir, clan
an option, GMs might allow a character to buy chieftain, etc.)
levels of Influence that were limited to smaller Greater Noble (great aryah, governor,
areas for 3 Character Points per Action Die/ 8
high magistrate, grand imir, etc.)
Level. This should only be done, however, if the
area would not be featured prominently in the 8
Religious Leader (Great Satyan, High
campaign. Daru Father, chief priest, etc.)
Influence Cost: 5 Character Points for every 10
Monarch (isvar, aminar, high prince, khan,
Action Die/Level of Influence. etc.)

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189
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

Chapter III: Character Creation


respect by most of society. curse are all examples of Drawbacks. Whereas
Greater Nobles can rule a Line, a province, or Drawbacks will give you more Character Points to
a large city. A Greater Noble title would allow a spend, which can allow you to build a slightly more
character to appoint individuals to important powerful character, they will also be exploited by
governmental positions (aryah, magistrate, imir, the GM during the game.
chief judge, etc.) A Greater Noble could also dismiss If you dont like the idea of your character
major criminal charges (murder, kidnapping, rape, having flaws, then worry not: Drawbacks are purely
etc.), have access to areas like the royal palace, or optional. That said, they can also be a great deal of
pass judgement on individuals for greater crimes. fun as they will give the GM ideas for scenarios and
Greater Nobles would be shown the highest level adventures (after all, exploiting Drawbacks means
of respect by most of society. bringing them into the spotlight and you along
Religious Leaders head large religious with them). If youre not certain how a Drawback
organizations (like the pope or the Dalai Lama). might affect you in the game, consult with the GM
This title would allow a character to appoint and get his take on it. The general categories of
various religious officials (abbot, high priest, clan Drawbacks and the Attributes they can affect are
lawspeaker, etc.) A Religious Leader could also given in the Drawback List table below. This section
elevate a member of any caste to the Holy Caste, will give a detailed description of every category
could either charge an individual with heresy and list several examples of Drawbacks for each
(an offense punishable by death) or dismiss such category.
a charge, could change canonical laws, or pass
judgement on heretics and blasphemers. Religious How Drawbacks Work
Leaders are seen as the closest thing to an actual The value of a Drawback is based on two factors:
Devah that walks upon the earth. its severity and how often it affects you. Drawbacks
Monarchs are the heads of state that rule the that seldom come into play would naturally give
various nations of Drdnah. This title would you less points than those that affect you all the
allow a character to appoint individuals to the time. Likewise, a Drawback thats easy to overcome
highest levels of government (great aryah, governor, or only affects your character in a minor way is not
high magistrate, grand imir, etc.) A Monarch worth as much as one thats impossible to overcome
could also elevate a member of any caste to the and could potentially cripple your character. As
High Caste, could dismiss any criminal charge usual, the GM has the final say on how much a
(including high treason), could change secular particular Drawback is worth. Campaigns will have
laws, have unlimited access to anywhere within his different sets of criteria for determining both the
domain, could pass judgement on individuals for severity and frequency of certain Drawbacks based
any crime, and would be assured of the very finest on their Power Levels and themes.
treatment anywhere he chose to travel within his A Drawbacks Severity Level is measured in
domain. Its good to be the king. terms of penalty modifiers. The Drawback Severity
table on the following page lists the various levels of
Drawbacks a Drawbacks severity along with its corresponding
Character Point value and its penalty modifier. As
No characters are ever perfect, at least not the the table shows, every 3 Character Points that you
truly interesting ones. In fact, the most memorable get for a specific Drawback imposes a 1 Action
characters in movies and literature are defined as Die penalty modifier to appropriate Attribute

DRAWBACK LIST
Drawback Affected Attributes
Mental Wit, Will, Presence
Mystic Varies
Physical Strength, Vigor, Agility, Dexterity, Perception
Social Will, Presence

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191
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
BOOK ONE

a Drawback should affect a character, the GM


9 Moderate (3 Action Dice) can impose part or all of the Action Dice penalty
modifier to the characters appropriate Attribute
12 Major (4 Action Dice) Roll. Sometimes the adjusted dice roll will determine
if a character can overcome the Drawback, as in the
case of certain Mental Drawbacks. Other times the
15 Extreme (5 Action Dice) penalty modifier will be applied to an Attribute
Roll as a way to reflect that the characters ability is
18 Crippling (6 Action Dice) being hindered by the Drawback, as in the case of
Physical Drawbacks. In a few instances, there may
Rolls associated with that Drawback. This penalty is be no dice roll involved at all; the Drawback will
applied to your dice rolls whenever the GM decides simply limit the character in some definable way.
that the Drawback should come into play. Each Some categories of Drawback will give special rules
category of Drawback will discuss which Attribute for how to handle that particular Drawback in the
Rolls are associated with it and how the penalty game.
modifiers will affect your dice rolls in the game. The Power Level of the campaign sets a limit
Its important to keep in mind that Drawback on the number of Character Points a character can
penalties can result in more failures for your get from Drawbacks. In the case of Drawbacks that
character. This is the reason Drawbacks should would normally give more points than the limit
not be taken lightly. They will (and should) limit allows, the GM should allow the player to take the
the effectiveness of your character. In certain Drawback (assuming he really wants it) but simply
cases, a Drawback may even render your character limit the number of points the character will get to
completely helpless. After all, if a Drawback does the Power Level Drawback limit. Further, characters
not limit you in some way, its not really a Drawback dont have to take the full limit of Drawbacks given
and shouldnt give you any extra Character Points in the Power Level table.
to spend. If youre interested in a more colorful
character without actually giving him weaknesses, What Qualifies as a Drawback?
then simply have the GM include those aspects Drawbacks, as defined in the SHARD RPG,
of your character as backstory and roleplaying are weaknesses that inhibit the performance of
elements rather than Drawbacks. your character in some significant way. Players are
How often a Drawback comes into play is the encouraged to develop their characters backstory
second factor in determining a Drawbacks value. and personality and to roleplay their characters
The Drawback Occurrence table lists the various to the best of their ability. That said, there is a
levels of frequency for a Drawback along with distinction between a colorful bit of personality or
its corresponding Character Point adjustment. a peculiar character trait and an actual Drawback.
The GM should approve the appropriate level In general, if a GM thinks a Drawback seems
of frequency for all Drawbacks. Low frequency silly or ridiculous, it shouldnt be a Drawback.
Thats not to say that the character shouldnt
Drawback Occurrence engage in that behavior anyway. Personality quirks
are colorful and make the game more enjoyable for
Adjustment Frequency everyone. The question a GM must ask himself when
considering a Drawback is whether the weakness
3 Rarely (25%) limits the characters effectiveness enough to merit
points. If the answer is no, then the weakness needs
+0 Often (50%) to be adjusted to fit the definition of a Drawback,
or simply be considered a colorful character trait
thats not worth any points.
+3 Very Frequently (75%)
As an example, lets say a character started
+6 Always (100%) eating compulsively whenever he smelled jasmine.
Thats certainly a colorful character trait, and the

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

Chapter III: Character Creation


to stop? Now that sounds like a Drawback! The point adjustment), whereas the reactions will help the
golden rule of Drawbacks is simple: if a Drawback GM decide if its an appropriately limiting Drawback.
does not hinder a character in some significant The conditions that trigger a Mental Drawback
way, it should not be a Drawback. should not be silly, and they need to occur fairly often
in the campaign. Likewise, a characters reaction
Adjusting or Losing to having a Mental Drawback triggered should be
Drawbacks fairly extreme. Acceptable reactions could include:
attacking the source of the trigger, collapsing into a
Once the campaign begins, you may buy off senseless heap, running away, or becoming completely
your existing Drawbacks or even switch one that disoriented and confused. Mild reactions, such as
no longer applies out for another Drawback. In the becoming angry, refusing to speak to the source of the
course of a campaign, characters have a tendency trigger (or giving them the cold shoulder), or walking
to kill off their rivals, find ways to remove curses, away in disgust should either not be allowed by the
or even discover methods of healing old wounds. GM, or should deduct between 3 and 9 (or more)
They also have a habit of making more enemies, Character Points from the value of the Drawback. After
get new curses placed upon them, and suffer all, getting pissy and refusing to speak to someone is
additional crippling wounds. not an extreme reaction.
GMs can allow characters to either pay It is possible to overcome Mental Drawbacks, but
the Character Point cost of a Drawback with it depends on the severity of the Drawback and the
Story Points (thereby eliminating the Drawback situation. If a character wishes to overcome a Mental
altogether), or they can let characters choose one Drawback, he must make a successful Will Roll. His
or more Drawbacks worth the same amount of Will Characteristic Action Dice, however, would be
points as the original. Some players may even adjusted by the Drawbacks penalty modifier. Thus, a
want to let the GM pick whatever new Drawbacks character with a Mental Drawback that had a Major
he deems appropriate given the events of the Severity Level (worth 12 Character Points) would
campaign. These mystery Drawbacks can be suffer a 4 Action Dice penalty modifier to his Will
quite a bit of fun as you never know what the GM Characteristic Rolls. Its clear to see that incredibly
will inflict upon you. severe Drawbacks can be extremely difficult to
What GMs are not encouraged to do, overcome. Other Attributes that might be affected by
however, is to allow characters to take additional Mental Drawbacks include Wit and Presence or any
Drawback points for plot-related calamities. Skills Linked to those Characteristics.
Unless a character is willing to trade out an old If a character fails his Will Roll to overcome a
Drawback for others, new enemies, wounds, Mental Drawback, he must take whatever actions he
or other misfortunes acquired in the line of defined when he set up the Drawback, regardless of the
duty are simply part of the game; those are the effects of those actions. The character will continue to
risks a character takes for adventuring in the act in that manner until the condition that triggered
world. Remember, characters are already getting the Drawback is changed or the character is removed
Character Points for those misfortunes (theyre from that situation.
called Story Points) and they can choose to spend
them however they wish. Allowing them to take Under certain circumstances, GMs could decide
additional Drawback points can unbalance the to give characters multiple opportunities to overcome
characters in relation to one another. GMs should a Drawback (applying the penalty modifier in each
be cautious about doing this. case, of course). These circumstances could include
such conditions as a characters companions trying to
Drawback Descriptions snap him out of it, or a character doing something
truly shocking (for that character). Sometimes, it may
Mental be necessary for a character who is suffering the effects
of a Mental Drawback to be restrained or knocked
Mental Drawbacks can represent a variety of senseless in order to get him under control.
mental disorders, such as strict codes of behavior,
phobias, personality disorders, even insanity. The GM can also decide that certain Mental
Every time a player takes a Mental Drawback for Drawbacks can never be overcome. This would
his character, he must define it clearly for the GM. naturally depend on the circumstances and the
Defining the Drawback includes describing what specific Drawback. For example, if a character took

Basic Compendium
193
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
BOOK ONE

should be on the same page.


Code of Conduct: This type of Mental
Drawback defines a set of beliefs that guide
how a character will behave in certain
situations. As usual, all Codes of Conduct
must be approved by the GM. Some examples
of these codes include:
Code of Honor - Common among the
High Caste, such codes might forbid a noble
warrior from ever attacking an unarmed
opponent, or ever harming innocents. They
might be required to protect the weak, and
always keep their word.
Warrior Code - Common among
professional soldiers, this code might require Multiple Personality Disorder - The classic Jekyll
characters to always accept a challenge and never and Hyde syndrome, extreme cases can feature many
submit to insults. This code might also compel a distinct personalities. This Drawback could potentially
warrior to always avenge a comrades death. be quite interesting and entertaining.
Religious Code - Common among the Holy Caste, Megalomania - What famous bad guy doesnt have
mngai often take vows of poverty or chastity, and this Mental Drawback? A desire to rule the world is
dedicate their lives to helping those in need. Priests almost a requirement for certain villains.
also feel it is their duty to spread the faith to the Sadomasochism - This is the extremely violent
unenlightened. variety that usually results in grievous injury or death.
Physician Code - Many doctors of the Holy Caste This is another good Drawback for villains.
take this code to do no harm and always heal the Paranoid Schizophrenia - Characters with this
sick and injured, regardless of their loyalties and Drawback are afflicted with hallucinations and are
affiliations. prone to violence. This is a good one for characters
Hatred: This category of Mental Drawback who might be dealing with traditional insanity.
represents irrational prejudices and hatreds. A Memory & Learning Problem: These sorts of
characters reaction to the object of a Hatred must be Mental Drawbacks normally cant be overcome by a
extreme in order to qualify as a Drawback. Extreme Will Roll. Instead, the Drawbacks modifier should
reactions can include immediately attacking the be applied to a characters Wit Roll whenever the
hated object, doing everything possible to harm or character was trying to perform any task that relied on
ruin the source of the Hatred, gravely insulting and their memory or intelligence. This category could also
humiliating the source of the Hatred, or refusing be used to simulate characters who had some form of
any association with those who deal with the source mental or learning disability. Some examples include:
of the Hatred. A Hatred can be directed at just Absent-Minded - A good one for elderly characters
about anything, although GMs should reject silly or scholars whose minds are always drifting away to
or ridiculous Hatreds. other subjects.
Insanity: This category of Mental Drawback No Short-Term Memory - The character only
represents severe psychoses. These sorts of Mental remembers events that occurred years ago. He cant
Drawbacks are among the most extreme and GMs remember new faces, names, or events. Players
should review characters who take them very and GMs could have some fun with these types of
carefully. These types of disorders can rarely be characters.
overcome by Will Rolls, due both to the nature of
the disorders and to the severe penalty modifiers Total Amnesia - A character has no memory of
usually associated with them. Some examples of his past. This might not affect combat situations or
Insanity would include: even most encounters a character might have, but
could play heavily into the campaigns story.

194
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.

Chapter III: Character Creation


behavior. Some examples of Personality Disorders Nyctophobia - The fear of the dark or night. Not
include: a good Phobia for assassins or thieves (although a
Overconfidence - This is a common one for character like that might be quite amusing).
many adventurers. Characters with this Drawback Xenophobia - The fear of strangers or strange
always leap into dangerous situations and take environments.
on impossible odds. It would be extremely rare
for someone with overconfidence to not accept a Mystic
challenge, regardless of who issues it.
Mystic Drawbacks represent afflictions that
Cowardly - Less common for adventurers unless are supernatural in nature. If you wanted your
theyre thieves or scholars or some other form of character to be suffering under a curse, or plagued
non-combat character. A coward will always run by demons, or even haunted by spirits, a Mystic
from danger and will never take unnecessary risks. Drawback would be the way to represent that.
Vengeful - This type of character will always As with other Drawbacks, the points a Mystic
get even, regardless of the cost. Further, he will Drawback awards are based on how badly the
never forgive an insult or an injury. Many popular Drawback affects the character (its severity) and
characters in literature and films are motived by how often it comes into play (its frequency).
revenge. When a Mystic Drawback is chosen, the
Short-Tempered - This character is easily offended player selects which Attributes (usually a set of
and has the proverbial chip on his shoulder. Characteristics and their Linked Skills) are affected
Further, he usually reacts violently when provoked. by the Drawbacks penalty modifier. The Mystic
Some Zoics will have this Mental Drawback as a Drawback table lists the various combinations of
racial Attribute. Attributes a Mystic Drawback can affect, along with
Obsessive Behavior - This could be any type of its corresponding Character Point adjustment.
mania or obsessive compulsion. Some characters GMs should feel free to mix and match
might always frees slaves, or always challenge honor the affected Attributes to fit a particular Mystic
guards to duels, or stop and pray for an hour at Drawback. As a general rule, +0 Character Points
every shrine they pass. This could also represent an are added for any combination of either 2 Combat
obsessive gambler, a compulsive liar, and a variety Characteristics and their Linked Skills, or 1 Combat
of manias (kleptomania, pyromania, etc.). and 2 Non-Combat Characteristics and their
Phobia: This variety of Mental Drawback Linked Skills, or 4 Non-Combat Characteristics
represents an irrational fear of some sort. Characters and their Linked Skills. +3 Character Points are
confronted with the object of their Phobia should added for all the Combat Characteristics and their
have a severe reaction (run away, become panicked Linked Skills, and +6 Character Points are added
or confused, etc.). GMs could apply the Severity to the value of the Drawback if all Characteristics
Level penalty modifier of the Phobia to any Attribute
Rolls the characters were asked to make while under Mystic Drawback
the effects of their Phobia. The effects would cease
when either the object of the Phobia or the phobic Adjustment Affected Attributes
character was removed from the situation. Some Will, Wit, Perception, Presence &
common examples of Phobias include: +0
Linked Skills
Claustrophobia - The fear of tight, enclosed
spaces. This Phobia might be appropriate for +0 Strength, Vigor & Linked Skills
certain Paksin.
Agoraphobia - The fear of leaving ones home or +0 Agility, Dexterity & Linked Skills
of large crowds. Needless to say, this Phobia can be
quite crippling for an adventurer. +0 Essence, Will, Wit & Linked Skills
Aquaphobia - The fear of water, especially of Strength, Vigor, Agility, Dexterity,
large bodies of water or being immersed in water. +3
Essence & Linked Skills
This Phobia might be appropriate for certain desert
dwelling Zoics. +6 All Characteristics & Linked Skills

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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
BOOK ONE

about both the severity and the frequency


of a Mystic Drawback, especially if theyve
chosen many Attributes that are affected by
the Drawbacks penalty modifier. A high
point Mystic Drawback can be crippling for
a character. As usual, GMs must approve of
all Mystic Drawbacks.
If a player ever decides to buy off a
Mystic Drawback, the GM should arrange
an adventure or series of scenarios that
center around that attempt. Removing a
curse or getting rid of a demon, after all,
is not an easy feat. The character might
have to quest for a legendary artifact, or
seek the aid of a powerful sorcerer or priest,
or perhaps even help a restless spirit find
peace. The specifics are of course dependent on loss of some sort: money, respect, influence, family,
the type of Drawback and up to GMs brilliantly etc. Some Curses may get pretty esoteric. GMs
twisted imagination. should get an understanding of what the player is
after with a particular Curse and use these rules to
Curse: Characters who languish under a Curse help simulate that. Its in roleplaying these sorts of
of some sort are fairly common in fantasy literature. Drawbacks where the player can have a lot of fun.
Curses can take a variety of forms. Some of them
affect a characters state of mind, tormenting him Lets look at an example of a Curse. Suppose a
with recurring nightmares or ghastly visions of death player wanted a character that was Cursed to never
and despair that leave a character confused and find love. The GM could apply the Drawbacks
vulnerable. Other Curses affect a characters body, penalty modifier to any situation or Attribute
weakening and sickening him in certain situations. Roll where a character interacts with a potential
Curses can also manifest as streaks of bad luck, romantic interest. The Action Dice penalty would
striking at the most inopportune moments and be used to ruin interactions with the romantic
causing the character grief and heartache. interest (Conversation, Etiquette, Persuasion, or
Seduction Skill Rolls would be diminished), and
The specifics of the Curse and how it manifests all attempts by the Cursed character to impress
are up to the player and the GM. The Curses a romantic interest would be hampered. In a
penalty modifier should be applied to whatever roleplaying context, the Cursed character would
Attributes the player has chosen (or to the ones always say the wrong things, appear oafish, commit
most appropriate to a given situation). The more social gaffes, and would consistently lose out
penalties, however, could also be applied to NPCs to romantic rivals (either in combat or non-combat
associated with the Cursed character (if the Curse situations).
involves them). GMs are encouraged to play around
with Curses and interpret them however he sees fit. Heres another example of a Curse. Lets say
The severity, frequency, and Attributes affected by a characters Curse specified that the characters
the Curse all serve as guidelines for the GM to play loved ones would always suffer. The GM could apply
out the effects of the Curse in the game. the Drawbacks modifiers not only to the Cursed
character but to NPCs who developed a fondness
Some Curses will require the GM to roleplay or even a relationship with the Cursed character.
their effects in the game. Strokes of bad luck, after These individuals would fail at business, suffer
all, should have multiple effects not covered by due to illness, have less opportunities presented to
these rules. GMs are encouraged to find ways to them, and lose more of their resources during the
bring the Curse into the story, building encounters course of the game. All of this as a result of the
or entire scenarios around them. Curses are Drawbacks penalty modifier decreasing the NPCs
generally designed to cause injury to a character, chances of success and diminishing their overall
whether it be actual bodily harm or manifested as a performance in many aspects of their lives.

196
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

Chapter III: Character Creation


go to the aid of a fellow Cursed PC; its less okay that can manifest in a variety of ways. A demon may
for other PCs to suffer the direct effects of Cursed be content to plague a character with nightmares
characters Drawback. Not only would a character and twisted visions of his loved ones deaths, in
like that be incredibly unpopular with his friends, which case the penalty modifier could be applied
he probably wouldnt be a comrade for very long to a characters Attributes as a result of sleepless
(at least until he got his Curse removed). nights and mental and physical exhaustion. Other
Speaking of removing Curses, should a demons may urge characters to engage in despicable
character ever decide to buy off a Curse, the player acts, whispering in their ears like secret seducers,
and the GM should discuss how the Curse should creating confusion and despair. GMs should have
be removed in the game. GMs are encouraged fun with it; after all, if they cant have fun with a
to come up with an adventure or an entire story good old-fashioned demon, who can?
arc dedicated to accomplishing this goal. Players For the most part, demons prefer to remain
should weigh in with their preferences, of course, unseen. They reserve their most hideous
but its a great deal of fun if the player allows the apparitions and phantasmagorias for the ones they
GM to indulge his creativity. Not only does this torment. Occasionally, however, they can and do
produce a nice mystery for the player to explore manifest. These physical manifestations can take a
and solve, it gives the GM more story fodder for variety of forms: a pillar of smoke, a cold mist, an
adventures, and thats never a bad thing. undulating shadow, embers in a dying fire, or even
Demon Plagued: This category of Mystic as a friendly face. Some demons can fully manifest
Drawback represents a character who is tormented in physical form and even attack the character they
by a demon in some way. As with Curses, a are tormenting or his allies. The Entity Manifestation
demonic tormentor can manifest in many ways. table on page 198 gives the Character Point
Most demons manifest in a characters dreams, adjustment to the value of the Drawback based on
although they may also take physical form from time the abilities of the demon.
to time. The player should decide what basic form If the player decides that his characters demon
the demon takes when it manifests (although many tormentor can take physical form and attack, the GM
are shape-shifters) and under what conditions it should construct it individually based on the general
does so. Some demons, for example, may manifest entry for Demon Beasts in the Bestiary chapter on
only when one of the three moons are full, or page 293, and should follow the constraints that
perhaps when a character has performed some act describe demons in the Summoning section of the
(taken a life, visited a temple, prayed at a shrine, Ritual Magic chapter. A demon that is less powerful
indulged a vice, etc.). One thing, however, should than the character should have a Power Pool that
be consistent: demons should surface at the worst is somewhat lower than the characters commonly
possible times. used Attribute Rankings. A demon that is equally
A character can be Demon Plagued for a variety as powerful should have a Power Pool equivalent to
of reasons. If the character is a sirhibas, perhaps the characters primary Attributes. A demon that
the demon attached itself to him during the is more powerful than the PC should have a Power
performance of a magic ritual. Perhaps the demon Pool significantly higher than the primary Attributes
was released (wittingly or unwittingly) from an of the character they torment. Further, the demons
ancient prison by the character. The demon could Power Pool should remain fixed in relation to the
have been inherited by the character, an unwanted character. This means that regardless of how many
legacy from a corrupt ancestor. The specifics are up Story Points a character earns adventuring in the
to the player and the GM. campaign, if his demon was initially more powerful
The demons presence will usually be made than him, it will remain consistently more powerful
known as a debilitating force affecting whatever than him as he progresses, unless the player chooses
set of Attributes the player chose when he created to buy down the Drawback.
the Drawback. The penalty modifier will remain It is possible to fight and even defeat a physical
in effect for as long as the demon exerts its foul demon. Doing so, however, only destroys the
influence. Sometimes the demon goes away by demons corporeal form, it does not get rid of
itself, and sometimes it must be driven away. Most the demon permanently. That feat can only be
demons can be banished, at least temporarily, by a accomplished by buying off the Drawback. As
visit to a temple or shrine, or by the blessing of a with removing any Mystic Drawback, this should

Basic Compendium
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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
BOOK ONE

milk these scenarios for all theyre worth. Not only


are they cinematic as hell, they also give players great +6 Can Take Full Physical Form
war stories to share with their friends.
+0 Entity is Less Powerful Than PC
Haunted: Similar to being plagued by a demon,
a character who is Haunted is instead tormented by a
restless spirit or a ghost. Spirits of the dead can haunt +3 Entity is As Powerful as PC
a character for a variety of reasons. A ghost may be a
relative once loved by the character who died prematurely +6 Entity is More Powerful Than PC
and under tragic circumstances. A ghost could be a
revenant of a slain enemy, determined to get revenge help settling their unfinished business that keeps
on its slayer even from beyond the grave. A haunt could them bound to the world of the living, while a few may
be an ancient restless spirit that has attached itself to simply delight in tormenting the living out of jealousy
the character in hopes of gaining his help in order to or sheer malice. But the main thing to keep in mind
find peace. Or a haunt could be a terrible specter, the about ghosts is that they excel at making things spooky
damned soul of some wicked sorcerer, called back from and creepy. In that regard, they have no equal.
the netherworld to torment the living.
Although rare, some ghosts can manifest as
Players can either write up the histories of their physical beings, if only for brief periods of time.
ghosts or allow the GM to come up with them. These easiest way for a ghost to achieve this is to
The player also decides how often and under what temporarily possess the body of another being. This
circumstances the ghost manifests. Like demons, ghosts can be either a suthra of some sort, an NPC, or a
can manifest in many different ways. Some haunt a corpse of either. By doing this, ghosts can interact
characters dreams, or visit waking characters with with and even attack the character they are haunting.
hallucinations and disturbing visions. Some spirits may Ghosts can also animate inanimate objects such
manifest as the character begins to fall asleep, or when as empty suits of armor, weapons, clothes, even
he witnesses something that relates to the spirits former materials like sand or mud. Consult the Entity
life. For example, if the ghost had been a dancer in life, Manifestation table above for the abilities of the
it might manifest whenever the character witnessed a ghost as far as taking physical form, its Power Level
dancer performing. in relation to the character, and the corresponding
The presence of a ghost is usually accompanied Drawback Character Point adjustment.
by a sudden drop in temperature and by a feeling of The guidelines for building a ghosts physical
unease and dread. This is felt by all characters in the form are the same as for demons. See the entry for
area of the ghosts influence, not just by the Haunted Khaujva (hungry ghosts) in the Bestiary chapter on
character. A spirit can also manifest as a whisper in the page 300 for general statistics, and the description
dark, a fell voice in the wilderness, or a terrible shadow of ghosts in the Summoning section of the Ritual
that lurks at the edges of a characters vision. Ghosts Magic chapter. A ghost that is less powerful than
can also weaken a character, diminishing whatever the character should have a somewhat lower Power
set of Attributes the player chose when he created the Pool compared to the characters commonly used
Drawback. This continues for as long as the ghosts Attribute Rankings. A ghost that is equally as
presence lingers. powerful should have a Power Pool equivalent to the
Fortunately, ghosts tend to be less bold than characters primary Attributes. A ghost that is more
demons and can often be driven away by sheer force of powerful should have a Power Pool significantly
will. A successful Will Roll (adjusted by the Drawbacks higher than the PCs primary Attributes. A ghosts
penalty modifier) would be required in order for the Power Pool likewise remains fixed in relation to the
Haunted character to force a ghost to disappear. Unlike character.
demons, however, ghosts have no problems manifesting Since ghosts can possess the bodies of living
in a temple or a shrine. Indeed, ghosts can even haunt NPCs, including a Haunted characters friends and
such holy places. loved ones, the character would need to be careful
Ghosts tend to haunt characters for a specific not to physically injure his possessed friends. NPCs
reason. Some may want revenge, others may want can try to end a possession, but they would need

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.

Chapter III: Character Creation


25% of Related Skills Rarely
The only way to permanently get rid of a
haunting spirit is for the character to buy off the 50% of Related Skills Often
Drawback. As with removing any Mystic Drawback,
this should be accomplished in the game through 75% of Related Skills Very Frequently
a series of adventures. Banishing a ghost usually
entails helping it conclude its unfinished business. All Related Skills Always
The ghosts murderer may be brought to justice, or
the ghost may make peace with how it was killed.
Regardless of the specifics, normally some wrong it would still impair the character (he couldnt
is made right. These adventures often involve re- make out any details, would have trouble picking
enacting some part of the ghosts life or even the out ranged targets, couldnt see anything in the
moment of its death, where some revelation is made distance, etc.), but it would only affect him half the
that ends the haunting forever. Malicious ghosts time (+0 points). Blindness under these conditions
may have to exorcised by priests, or themselves would only be worth 6 Character Points.
confronted with other spirits that claim the specter
and return it to the Eternal Cycle. GMs should have Given the scenario above, it becomes clear that
fun with these scenarios. After all, who doesnt love Physical Drawbacks must be considered on a case-
a good ghost story? by-base basis, and all Physical Drawbacks would
need to be approved by the GM. The tone of the
Physical campaign, the type of scenarios the GM intends
to run, the Power Level of the campaign, all of
This type of Drawback can represent a variety these factors should be considered when assigning
of physical problems, such as disfigurements, a Character Point value to a Physical Drawback. A
illnesses, or physical impairments. The player character with no legs who needed crutches to walk
not only defines a Physical Drawback, he also would be a huge liability to a group of assassins
decides which set of Attributes the Drawback or honor guards, but he might not hinder a group
affects. In many cases, how the Drawback affects of scholars or courtiers whose adventures revolved
the character will be fairly self-explanatory, such as around investigation or the intrigues surrounding
with blindness or lacking arms or legs. As usual, the a royal court.
Physical Drawbacks severity (the penalty modifier)
and how often it comes into play will help the GM A Physical Drawbacks penalty modifier
decide its Character Point value. should be applied to whatever Attributes the GM
deems appropriate for the Drawback. For example,
Physical Drawbacks that remove a crucial if a character had a withered arm, the Drawbacks
sense or render limbs completely useless would penalty modifier would be applied to any Attribute
be considered a Crippling Severity Level and have Roll that would be affected by the lack of an arm.
a high Occurrence Level, so a Drawback like this This could possibly affect several Skills, such as
would normally be worth a lot of Character Points. Acrobatics, Climbing, Driving, Firearm Combat,
However, it would depend on how the sense or limbs Melee Combat, Missile Combat, Sleight of Hand,
absence would affect the characters performance Surgery, or Swimming.
in the game. Thats the most important factor to
consider and should be what determines the final The number of Skills affected would also
value of the Drawback. depend on the Occurrence Level of the Drawback.
The lower the Occurrence Level, the fewer the
Heres an example: Lets say a character was Skills affected. A player could interpret this as his
blind. This Physical Drawback would normally character having adapted to only having one arm.
be considered Crippling (18 points) and would In some of these cases, however, the GM might
Always affect the character (+6 points), for a also want to lower the Severity Level. After all, a
total worth of 24 Character Points. But what if the Physical Drawback that doesnt affect a character
character was a bat Zoic that had Echo Location? very much should be worth less points.
This would allow him to navigate like a sighted
character, and would only restrict his ranged As a general rule, the number of Skills affected
Combat Skills. Further, the character could attack by a Physical Drawbacks penalty modifier should
in total darkness. In this case, the blindness should be equal to the Drawbacks Occurrence Level
be reduced a Low Severity Level (6 points), since percentage. The Physical Drawback Effect table
shows this correlation. Related Skills, in this case,

Basic Compendium
199
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

Chapter III: Character Creation


Characteristics and Linked Skills and possibly affect physical Characteristics and Linked Skills as
some social Skills. well as appropriate Movement abilities.
Hideous - Covers any sort of facial or physical Crippled Limb - This indicates that one or
deformity that would cause a Zoic to appear more of a characters limbs are malformed or even
hideous, especially to members of its own Zoic missing. On some Zoics, this includes prehensile
type. This could affect social and interaction Skills tails or trunks. The Severity Level of the Drawback
as well as Presence. will determine whether the limb still has some
Misshapen - This Drawback could affect physical function. Players who wished to create Paksin who
Characteristics and Linked Skills or Presence had either useless or no wings would sell back the
and social Skills depending on the specifics of Flight Animal Ability and use the points elsewhere,
the deformity. A misshapen character could be a but would not take this Drawback unless their arms
hunchback, have a severely curved spine, or possibly were also withered. This Drawback would affect
possess one limb that is longer than the other. physical Characteristics and Linked Skills.
Illness: This category of Physical Drawback Perception Impairment: These Drawbacks
covers diseases and disorders of all kinds (except include any disability that affects the five senses.
mental diseases or disorders). Some examples The Severity Level and Occurrence should depend
would include: on the sense affected. Most Zoics rely on sight,
although a few rely more on hearing or their
Allergic Reaction - This should be a fairly severe sense of smell. Perception Impairments could
allergic reaction that causes a character to break affect a variety of different Skills. Examples would
out in painful hives and have trouble breathing. include:
Just getting the sniffles and sneezing is color, not a
Drawback. This could affect physical Characteristics Blindness - Characters can either be partially
and Linked Skills. or totally blind depending on the Severity Level
chosen. A lower Severity Level would represent
Disease - This covers things like leprosy, someone who had Poor Eyesight (nearsighted,
epilepsy, consumption, or any other disease that farsighted, etc.). Unless the character had other
could potentially affect physical Characteristics special senses to compensate, total blindness would
and Linked Skills or social and interaction Skills be considered a crippling Drawback.
depending on the specifics of the disease.
Colorblind - A character may see only in gray-
Eating Disorder - Things like anorexia, bulimia, scale or may have difficulty distinguishing between
or morbid obesity would fall into this category. shades of green and red. Some Zoics may have a
These could affect physical Characteristics and limited version of colorblindness that only affects
Linked Skills. them during the day or the night.
Sleeping Disorder - This category includes things Deafness - Characters can either partially or
like narcolepsy, apnea, insomnia, or sleepwalking. totally deaf depending on the Severity Level chosen.
These could affect both physical and mental A lower Severity Level would represent someone
Characteristics and Linked Skills. who was Hard of Hearing. A deaf character might
Substance Addiction - Addictions are mostly to also have some sort of Speech Disorder.
illegal drugs but they can also include alcoholism. Light Sensitive Eyes - A character with light
These Drawbacks could affect both physical and sensitive eyes has some level of blindness but
mental Characteristics and Linked Skills. only when exposed to bright light. This is a good
Mobility Impairment: This category of Drawback for many nocturnal Zoics.
Physical Drawback covers any sort of physical One-Eyed - The character has no depth
disability that impairs a characters movement perception and no peripheral vision on one side.
or the use of his limbs. GMs could reduce a The character would apply the Drawbacks penalty
characters appropriate movement abilities by one modifier to ranged Combat Skills and to Perception
level for every die in the penalty modifier (4 dice Rolls that relied on the missing peripheral vision.
would reduce a characters movement power by
4 levels). Once a Mobility Impairment Drawback Speech Disorder: This type of Physical
reaches Crippling (6 dice), the limbs afflicted are Drawback affects a characters ability to
considered completely useless. Some examples of a communicate verbally. Some examples include:
Mobility Impairment would include: Mute - Characters who are mute cannot speak

Basic Compendium
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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.
BOOK ONE

Stutterer - A character who stutters


takes much longer to communicate a
point. Depending on the Severity Level,
a stutterer can just be mildly annoying (a
minor Drawback) or can lose his ability to
communicate effectively. Stuttering would
affect many social Skills.
Zoic Disadvantage: These Drawbacks
cover some Zoic-specific limitations
usually linked to the animal type that the
Zoic evolved from. Some examples would
include:
Climate Requirement - It is possible for a
Zoic to be dependent on a climate similar
to the one their animal type had adapted to
on Earth (penguins to cold environments,
snakes to warm environments, etc.). It is
never necessary for players to take this
Drawback for their Zoics, even if their
template suggests it. Zoics who do not take how badly a character is affected if his skin starts
a climate requirement have simply acclimated to all to dry out. This Drawback would affect physical
environments. As with all Drawbacks, the Severity Characteristics and Linked Skills.
Level would determine how badly an environment
opposite to the one the Zoic was adapted to (a desert Nocturnal - Even though most Zoics have
for a penguin, snow-capped mountains for a snake) adapted to a diurnal (daytime) schedule, some
would affect a character. This would likely affect are still predominantly nocturnal, meaning they are
physical Characteristics and Linked Skills. mostly active during the evening and nighttime hours.
Nocturnal characters would be lethargic and sluggish
Dietary Requirement - Although rare, there are during the daytime (how much would depend on the
some Zoics who have kept the dietary habits possessed Severity Level) and would suffer the Drawbacks penalty
by the animal they evolved from (vampire bats drink modifier to appropriate Characteristics and Linked
blood, carnivores eat only meat, herbivores are strict Skills, which would be mainly those that required the
vegetarians, etc.). If a Zoic with a dietary restriction character to be alert and have quick reaction time.
was to eat something other than their requirement,
it would get little nutritional value from it. If denied Social
the dietary requirement for too long, the Zoic would Social Drawbacks are disadvantages that affect a
eventually starve to death. As it weakened, the Zoics characters status in society and his ability to interact
physical Characteristics and Linked Skills would be effectively in social circles, either due to a troubled
affected. The Severity Level and Occurrence of this past or some other form of social stigma. These
Drawback would depend on how quickly the Zoic Drawbacks can represent an implacable enemy
succumbed to the effects of starvation and on the determined to ruin your character, or a dependent
availability of the dietary requirement. that relied on your characters protection, or even
Moist Skin - This Drawback is found almost the stigma of being an Outcaste. As with other
exclusively among certain Sarpah, such as tree Drawbacks, the points a Social Drawback awards
frogs, sea turtles, salamanders, etc. These Zoics are are based on how badly the Drawback affects the
often amphibians and normally spend quite a bit character (its Severity Level) and how often it
of time in and around water. A character with this comes into play (its Occurrence).
Drawback must use large amounts of body oils to A Social Drawbacks penalty modifier is
keep their skin moisturized throughout the day, usually applied to social and interaction Skills. As
and should, whenever possible, immerse their a general rule, the number of Skills affected by a
bodies in water. The Severity Level will determine

202
Social Drawback Effect Dependent Occurrence
Drawback Occurrence
# of Skills Affected Adjustment Frequency
Level

Chapter III: Character Creation


25% of Social Skills Rarely 3 Rarely (25%)

50% of Social Skills Often +0 Often (50%)

75% of Social Skills Very Frequently +3 Very Frequently (75%)

All Social Skills Always +6 Always (100%)

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

Basic Compendium
203
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%)
BOOK ONE

Enemy: This category of Social Drawback gives


a character an implacable foe or rival, either an +3 Very Frequently (75%)
individual or a group. An Enemy can be pursuing
the character to exact some sort of revenge for a +6 Always (100%)
past misdeed, or because they are carrying out the
orders of some spiteful patron, perhaps someone
the character once served. An Enemy can also be a the GMs campaign. If the GM is running a campaign
political or romantic rival of some sort; an individual based around a noble House, where the players take
dedicated to ruining or humiliating a character. on the roles of the various House dignitaries, then
The value of an Enemy is derived from two factors: the Houses rival Line makes a great choice for a high
the Power Level of the Enemy (i.e. how many points Interference Enemy. Similarly, a campaign featuring
the Enemy is built on and what kind of resources the Crystal Corsairs could take an Enemy Drawback in the
Enemy has access to), and how often they show up to form of a persistent admiral of a royal navy who has
make life difficult for the character. The Enemy Power sworn to bring the pirates to justice.
Level table gives the number of Character Points an Enemies come in many varieties. Some might be
Enemy is built on as well as the resources the Enemy lone hunters determined to confront their nemeses
has access to, along with the corresponding Drawback face-to-face. Others might be masterminds who rely
value or adjustment. mostly on hired assassins and minions to harass
An Enemy that is less powerful than the character and punish their foes. Some Enemies might wish to
should be built on about 50 Character Points less than capture and imprison or enslave a character, others
the character. An Enemy that is equally as powerful is might simply wish to kill him. An Enemy rival might
built on the same number of points as the character. be determined to ruin a characters career or tarnish
An Enemy that is more powerful should be built on his reputation, or might be pursuing the same love
about 100 Character Points more than the character he interest or professional goal. An Enemys exact
or she is sworn to oppose. Further, an Enemys point motivations are up to the player and subject to the
totals should remain fixed in relation to the character. approval of the GM.
This means that regardless of how many Story Points Killing an Enemy will not get rid of this Social
a character earns adventuring in the campaign, his Drawback; the GM would simply introduce a new
Enemys point total will remain at whatever level the Enemy to replace the vanquished one. Enemies,
character selected when he purchased the Drawback. after all, can always have vengeful family members or
The Enemy Interference Level table gives the Drawback allies; or perhaps the steps necessary to defeat an old
point adjustment based on how often the Enemy Enemy creates some new ones. Adventurers have a
comes into play in the campaign. Enemies with a very way of angering powerful and dangerous individuals
high Interference Level should be a prominent part of (although GMs should not allow characters to take
new Enemy Drawbacks for foes or rivals made during
the course of the campaign). Alternately, the GM
Enemy Power Level might allow a character to take a Mystic Drawback
to represent a dying Enemys Curse or perhaps an
Points Ability Enemys revenant intent on Haunting the character.
As with all other Drawbacks, the only way to
5 Enemy is Less Powerful Than PC permanently get rid of an Enemy is for the player to
buy off the Drawback.
10 Enemy is As Powerful As PC
Social Stigma: This category of Social Drawback
15 Enemy is More Powerful Than PC covers any sort of social disgrace or infamy that
might negatively affect a characters ability to
Enemy Has Some Resource (Wealth, or interact in normal society. As per the rules for Social
+3
Followers, or Influence, etc.) Drawbacks, the penalty modifiers are applied to
any social Skills the GM deems appropriate, which
Enemy Has Many Resources (Wealth, is dependent on the Drawbacks Severity Level and
+6
Followers, Influence, etc.) Occurrence rating. Examples would include:

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

Chapter III: Character Creation


might be not be given promotions they are due, or around with High Caste members a good deal of
considered backwards, or even ridiculed because the time (something that should be very rare), he
of this deficiency. Due to the fact that a character might get 18 points (or more) for this Drawback:
does not need to pay any points to be literate (its an Extreme reaction (5 Action Dice penalty)
a roleplaying thing), this Drawback should be fairly applicable to all of a characters social Skills 75%
minor and easy to buy off. of the time.
Juvenile - A character with this Drawback has In ordinary society, Outcastes will only be able
not yet undergone the Coming-of-Age ritual and to perform the lowliest of tasks, such as the handling
been granted the status of an adult in society. Such of waste and refuse. Outcastes are never allowed to
characters may be quite young and so therefore touch a High Caste members weapons and armor
possess Physical Drawbacks to reflect that. A or any food that higher caste members intend to
juveniles voice will not carry much weight in consume. In fact, members of other castes generally
any circles. Juveniles may not serve in any official do not mingle with Outcastes, as it is considered
capacity, regardless of caste. Further, juvenile High distasteful and inappropriate. While there is no law
Caste members are not allowed to openly carry against it, a higher caste individual who mingled
suthra or Vaylah weapons. Juveniles are expected freely with Outcastes would be considered bizarre
to obey their elders and may be punished if they and perhaps a bit touched in the head (and might
are deemed belligerent. This Drawback should qualify for a Social Drawback of his own).
naturally be bought off when the character comes Social Misfit - This Drawback indicates that the
of age in the campaign. character was raised in some radically different way
Notoriety - A character with notoriety has a from the societal norm and is therefore foreign to
bad reputation of some sort. Depending on the the culture. A social misfit interacts in ways that
specifics of the reputation, the GM should apply are considered off-putting by regular members
the Drawbacks penalty modifier to specific social of society. Such characters could be considered
Skills. A notorious gambler, for example, would country bumpkins, or savages, or possibly even
have a hard time dealing with moneylenders deviants depending on their beliefs and behaviors.
or would not be trusted to safeguard money. A The more severe the behavior (and the higher the
notorious criminal would be avoided by most penalty modifier), the more points the character
people or treated badly by members of the High will get for the Drawback.
and Holy Caste. Extreme reputations can make
living in normal society a challenge, and would
definitely also justify an Enemy Drawback or two Creating Your Backstory
(those who enforce the law). After all your Attributes have been purchased
Notoriety could also be used to represent a and assigned, youre ready for the final touches on
potentially ruinous scandal of some sort in the character creation. This will consist of writing up
characters past. The juicier the scandal, the higher your characters backstory. Your backstory should be
the Severity Level. The Occurrence would determine heavily influenced by the type of game the GM plans
how many people knew about the scandal and to run. He should provide you with background
therefore how often it affected a character. Some material on his campaign; information that you
examples of scandals could include: a High Caste can use to flesh out your characters backstory. You
character used to be an Outcaste who had been should feel free to make your characters backstory
promoted; a Holy Caste character had some sort as detailed as you wish. Some players may be content
of debaucherous addiction; a noble warriors father with a short summary, while others may write entire
had been executed for treason; a merchant had spent volumes dedicated to their characters. Regardless of
years in prison for embezzling money from investors; your preference, here are some things to think about
a sorcerer had made a pact with unholy demons in when creating your backstory.
exchange for greater power and knowledge, etc. Appearance: Aside from the physical
Outcaste - A character with this Drawback is characteristics of your Zoic, you should think
a member of the lowest strata of Drdni society. about other distinguishing marks your character
Not really an official caste as such, Outcastes are might have. The various Drdni cultures all have
comprised of escaped slaves, beggars, dishonored distinctive modes of dress. Further, Zoics love to
members of other castes, and criminals. The adorn themselves with piercings, braids, ritual
scarification, colorful jewelry, etc. Think about

Basic Compendium
205
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

colorful name for your character using the names


in this book as a guide. If youre really stuck for a before play begins.
name, download the name generator on the official Starting Equipment: The GM will tell you what
SHARD RPG web site and generate dozens of names equipment your character starts out with and what
and simply pick one you like. Jnah usually identify resources he may have access to. But for the most
themselves by their given birth name and the name part, your character will possess the equipment
of their House and Line. So if a characters birth necessary to allow him to practice his given
name was Vnayah, he would introduce himself as profession. This would include whatever tools would
Vnayah of the House of Arhidsah of the Line of be needed, as well as some basic raw materials, and
Invkah, but thats mostly in formal situations. even a small space in which to practice the trade.
Your comrades will no doubt have a plethora of When in doubt, the GM should have you make a
names they enjoy calling you. Check the Appendices Profession Skill Roll for your character to see if he
for a Drdni pronunciation guide, which should has a particular piece of equipment. Keep in mind,
be helpful in tackling the exotic names. however, that the GM may require you to purchase
History: What happened to your character unique items, significant wealth, or valued property
prior to beginning the campaign may be important, as an Advantage if you want something special.

206
Filling Out the Character Sheet
within the Maximum Attribute
Ranking for the Power level) as you

Chapter III: Character Creation


wish by paying or subtracting the
appropriate cost.
Animal Abilities -
5 Fill in the Cost, Name,
and Characteristic Link
of the Animal Abilities that came
with your Animal Template. After
assigning the final Ranking to your
Characteristics, you may apply the
appropriate Linked Ranking to
your Animal Abilities as described
in the Animal Abilities section.
Talents - Fill in the Cost,
6 Name, and Ranking of
any Talents that came with
your Animal Template. You may
then adjust their Rankings, or buy
additional Talents as described in
the Talents section.
Advantages - Fill
7 in the Cost, Type,
and Description of
any Advantages you may have
decided to purchase for your
character. Take note of any
values or Action Dice bonuses
in the Description for handy
reference during the game.
Drawbacks - Fill in the
8 Cost, Type & Frequency,
Description, and Action
Dice penalty of any Drawbacks that
Character Portrait - Use this space to came with your chosen Animal
1 place any art youd like to represent your Template. You may take additional Drawbacks up
character. to the starting Maximum Drawback Points allowed
for your Power Level as described in the Drawbacks
Player and Character Name - Fill in section.
2 your own name as well as the unique Drdni
name you have chosen for your character. Background - Fill in any history that
9 may enhance your ability to roleplay
Statistics - Here you can record some your character during the game. This
3 backstory elements of your character based information will help to tie your character to
on the campaign setting, as well as some the campaign setting. The GM can assist you in
general data taken from your Animal Template and creating your backstory.
Profession Template. This is also the place to briefly
describe your physical appearance, your mannerisms, Spirituality - Here you can list certain
and your preferred mode of dress.
10 social and religious aspects of your
character, specifically Caste, Religion, and
Characteristics - Fill in the Cost, Initial Patron Devah. Most characters (except the Hardazi)
4 Ranking, and Maximum Ranking of each of will be of the Mahist Faith, but there are various
your Characteristics as noted in your Animal orders and sects of Mahists that could be listed as
Template. You may alter these base numbers (staying your Religion. See the Glossary for details.

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

Next fill in any Specialties


and the Ranking of your Basic
Starting Skills. Remember
that Basic Starting Skills have
no Cost, but their Ranking is
equal to half the Skills linked
Characteristic rounded down
(with a minimum Ranking
of 1), or a Ranking of 3,
whichever is lower. You only
get a Skill Ranking equal to
its Characteristic link if you
decide to purchase the Skill
by paying the Skills full
cost.
You may use Character
Points to adjust the Rankings
of any of your Skills (within
the starting Maximum
Attribute Ranking limit
imposed by your games Power
Level), or to buy additional
Skills if you can afford to do
so.
Notable Acquaintances
12 - This is where you
can keep track of your
fellow players and important
NPCs that your character
Skills - Fill in the Cost, Specialty may encounter during his
11 (if any), and Ranking of any Skills adventures. Under the section called
that came with your Profession Player Characters you can fill in the names
Template. The Cost of each Skill is noted of your fellow players, their characters
next to the Skill or Specialty in the Drdni names, what types of Zoics they
grouping of Initial Skills found in the have chosen to play, or any special notes
template. The starting Rank of any Skill you wish to make that would be handy to
included with your Profession Template is keep in mind whenever you are roleplaying
the same as its Characteristic Link, seen in your character. Its easy to forget, after all,
parenthesis to the right of the listed Skill that the slender person sitting next to you
on the Character Sheet. might be playing a massive rhino warrior.
As mentioned earlier, you can choose You should use the spaces beneath
to change the Skills offered in the Contacts/Enemies to fill in the names and
Profession Template, either swapping out details pertaining to any NPCs that are
Skills of equal value, or simply deducting important to your character, especially
the Character Points to be used elsewhere. those that have to do with any Advantages
You can even ignore the templates entirely or Drawbacks you may possess. Important
and simply pick your own set of Skills, contacts, allies, patrons, as well as rivals
purchasing them with your Character who may be hunting you, or whom you have
Points. In the example sheet to the left, sworn to defeat should be listed here.
you may note that though this character

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

Chapter III: Character Creation


Ranking. Additionally, worn armor
with a value greater than half your
Characters Strength (rounded up)
will incur a 1 Action Dice penalty
to all Agility-based actions for each
point of armor above that total.
Simply add the defensive values of
all armor you possess to determine
your Current Armor value.
Note the Rankings of all your
combat-related Skills at the bottom
of this section. Use the Other field to
list any special attack you may have
(for instance, Natural Weaponry,
as seen abbreviated in the example
to the left). Remember to upgrade
these Rankings if you buy up the
Skills later.
Weapons - List the
14 weapons your character
generally possesses and
uses, as well as the ranges of those
weapons and the damage each
causes. Please see the Standard
Weapon Ratings Table for these
statistics.
At the bottom of this area,
list any special attacks you may
possess, or use this space to
keep track of any adjustments
to combat that may currently be
Combat - Your characters Stamina is either affecting you. You may also list injuries or wounds
13 2 x (Vigor+Will) for characters without the you may have suffered.
Toughness Talent, or 3 x (Vigor+Will) for
those that have purchased Toughness. Fill in the Mystic Disciplines - If you are playing a
multiplier for your character, then use the calculation
15 sorcerer, you should list your basic rituals here,
to determine your characters full Stamina. Since as well as any notes that may aid you when
penalties to all Action Dice are determined by using magic in the game. This is a good place to note
decreases in your characters Current Stamina (a 1 some of the various disciplines you can use with your
dice penalty when reaching 2/3rds Stamina, and a ritutals and any modifiers that applied to your Action
2 dice penalty for dropping to 1/3rd Stamina or Dice as a result.
lower), its good to note those numbers in the spaces Notes - This area can be used to write down
provided as a quick reference. In almost all cases, 16 important details of a specific adventure, such
round totals in the characters favor. For example, a as people or places of interest, or clues to
character with 20 Stamina would suffer a 1 penalty solving a possible mystery.
when reaching 13 Stamina, and would suffer a 2
penalty to all Actions when reaching 6 Stamina or Story Points - Once you have spent the
lower. The Current Stamina field is where you can 17 Character Points you wish to spend in building
record your characters Stamina as it rises and falls your character, add up the costs of all your
throughout a typical adventure. Attributes to insure you have calculated everything
The Armor field is where you record the defensive correctly, and note any remaining points here as Story
value of any natural Body Armor, as well as any Points.

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

Chapter IV: Combat


descriptions of derring-do. Creativity and a
good story should always come first, rules and number of Combat Actions. These feats can be
game mechanics second. Remember, the goal attacks, defensive maneuvers, Skill uses, or any
for any aspect of the game, including combat, other single action youd be able to perform in
should be to create a situation that makes you the time allowed in a Combat Round. When
say, Wow, that would have been a cool scene you are out of Combat Actions, you are no
in a movie! longer able to act in a Combat Round.
Combat functions on an action-reaction Action Pool: The total number of Combat
principle. This is really what distinguishes SHARD Actions a character has available in a given
combat from other game systems. Although Round.
characters act in a certain order during combat, Reactions: These are Combat Actions
every character may make a single reaction to that are used out of Initiative Order in response
each action. In this respect, SHARD combat is to another characters normal use of Combat
free-form, fluid, and very dynamic. Actions.
Here are a few of the essential elements of Bundling Actions: The ability to combine
the combat system: several related Combat Actions into a single
Your character has a variable number of Action Dice roll rather than having to roll
Combat Actions each Combat Round based individually for each one.
on the roll of your Action Dice. Drawing Weapons: Pulling out and
The number of Combat Actions you readying weapons to use for an attack (drawing a
have each Round is based on your Agility and sword, nocking an arrow, pulling a loaded gun,
Dexterity. grabbing several throwing shards, producing
a knife in each hand, etc.) Drawing weapons
Once you have used all your Combat normally uses a single Combat Action.
Actions in each Combat Round, you will no
longer be able to act or react to any situation. Attack Roll: Rolling Action Dice to attack
an opponent.
If attacked, you may immediately react
to the attacker, regardless of Attribute scores or Defense Roll: Rolling Action Dice to
Initiative (the order in which everyone acts in negate successes rolled by an Attack Roll
combat) as long as you have Combat Actions against you.
remaining in the Combat Round. This is true Delay: The ability to allow a lower
whether one or multiple opponents attack you. Initiative character to act before you do. If you
Your opponents may also react to your have Delayed, you will be able to interrupt a
attacks regardless of Initiative assuming they lower Initiative character at any point during
have Combat Actions remaining. their Turn.
Half Move: The standard distance a
character can move in any given Combat
Some Basic Terms Round without using a Combat Action. This
Before we fully introduce combat, its distance is usually 15 feet, plus half of your
helpful to know a few basic terms. Agility score, plus half of any Athletics Skill.
Combat Round (Round): This is the basic Full Move: This requires a character to
time frame for combat in the SHARD RPG. The spend a Combat Action but allows him to
typical Combat Round is six seconds long. cover the full distance allowed by whatever
Initiative: The order in which everyone acts in movement ability the character is using.
any given Combat Round is determined by rolling Stamina: The amount of damage
dice as described below in Determine Individual your character is capable of taking before
Initiative. Highest Initiative goes first. This is also succumbing to unconsciousness or death.
sometimes referred to as Initiative Order.

211
Chapter IV: Combat

The Combat Round Ranged Weapon Initiative


The Combat Round is divided into three basic Characters with ranged weapons at the
steps: ready (drawn and ready to fire) will be able to fire
those weapons before a character with a higher
Step 1: Determine Individual Initiative Initiative score can close to hand-to-hand combat
Step 2: Determine Number of Combat if the higher Initiative character has to perform
Actions more than a Half Move to close the distance.
BOOK ONE

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

Chapter IV: Combat


this is a player, he tells the GM what his character is Dice. This is usually done with similar Contested
doing and rolls Action Dice as appropriate. Actions, such as multiple attacks, but you may Bundle
any actions you wish, up to the maximum number of
Using Combat Actions Combat Actions you have for that Round (and with
Actions in a Combat Round can be any action the approval of the GM). Bundling is usually done
that could conceivably take place during a typical to speed up combat (less dice rolls), but there is also
Combat Round, including offensive and defensive a strategic reason to do so. Normally, an opponent
maneuvers, the use of Animal Abilities, Talents, or can react to every single action you decide to take
Skills, or movement. Your only limits are the number individually, giving them a chance to defend and
of Combat Actions you have for that Round and counterattack. However, when you Bundle Actions,
the six-second time frame you have to perform those your opponent may only react after all of the Bundled
actions. Each individual attack, parry, use of a Skill, Actions have taken effect, which includes multiple
etc., costs a single Combat Action. When you are out attacks.
of Combat Actions, you may no longer act in a given Bundling, however, has some restrictions. When
Combat Round. You must wait for the next Round Bundling Actions, you must use the Action Dice of
where you will determine a new number of Combat your lowest bundled Skill to determine your Success
Actions. Level with all of your Bundled Actions. So if you
Action Dice are rolled for every Contested decide to Bundle a Skill or Animal Ability that only
Action you decide to take in order to determine your gives you 4 Action Dice with a combat ability that
Success Level. All Contested Actions cost a Combat normally gives you 8 Action Dice, you would roll 4
Action in order to perform. Free Actions require no Action Dice to perform the Bundled attacks. Further,
roll of Action Dice but still cost if you are Bundling special combat maneuvers, you
a Combat Action. Everyone
gets one free Half Move every
Combat Round you may
perform it without spending a
Combat Action. If you wish to
make additional Half Moves or
a Full Move, it will cost you a
Combat Action to do so.
Example: Having won
the Initiative for the Combat
Round, Joel decides to take his
Turn and become the Active
Combatant. He has a total of 6
Combat Actions for the Round
(he rolled 3 successes on his
Action Dice and added them to
the base of 2 and the 1 from his
Combat Instinct Talent). He
decides to make a Half Move
to his nearest opponent and
attack him twice. This costs Joel
2 Combat Actions (since he gets
a single Half Move for free). His
attacks take out his opponent,
so Joel decides to make another
Half Move to the next closest
enemy and attack a single time.
This costs Joel 2 more Combat
Actions (1 for the additional

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

shooter (which costs him no Combat Actions).


those actions possible. Thus, if you had six Combat He can now attempt to punch the NPCs lights
Actions for a particular Combat Round, you could out. Had the player been further away than a
only Bundle a maximum of six different actions. Half Move, he could only have moved up to the
shooter (1 Combat Action) as his Reaction, and
Reactions would have to have waited until the next series of
Reactions to try and punch the NPC. Similarly,
In the SHARD RPG combat system, you do since the shooter has already reacted, he also has
not have to wait for your Turn to act in combat. to wait for the next series of Reactions to react to
Anyone involved in combat may use a single the player moving up to punch him.
Combat Action to react to the Active Combatants Players are encouraged to use the Player Combat
actions, assuming they have a way to perceive what Tracking Sheet to keep track of used and unused
the Active Combatant is doing. This is known as Combat Actions, as well as damage and other
a Reaction, and like regular combat it proceeds in modifiers and information pertaining to that
order of Initiative, from highest to lowest, until all Combat Round.
the characters that wish to take a Reaction have done
so. This process of Action/Reaction continues until
the Active Combatant declares his Turn to be over. Combat Basics
The next highest Initiative character then begins Every time you attack or defend, you roll Action
his Turn and becomes the Active Combatant, and Dice based on the Ranking of the Attribute you are
the process continues until the Round is over. using in combat. This is known as an Attack Roll or a
Players should be careful about using all of their Defense Roll. If you score successes, then your attack
Combat Actions as Reactions. Not only can you find or defense is considered successful. If you score no
yourself without any remaining Combat Actions successes, then your attack or defense is considered a
when your Turn comes around, you may also find failure. Some Skills, such as Martial Arts and Melee
yourself unable to defend against incoming attacks. Combat, can be used both to attack and defend,
Remember, any action you wish to take in combat while other Skills, such as Evade or Firearm Combat
requires you to have a Combat Action. When you cannot.
run out of Combat Actions, you can no longer take Every success scored on a Defense Roll made by
any action, which includes defensive actions. a defender cancels a success scored on an Attack Roll
There are a few restrictions to Reactions. made by their opponent. If the defense successes
Players may only use a single Combat Action as a negate all the attack successes, then the attack has
Reaction. You may not take multiple Reactions to no effect it was successfully parried or dodged. If
the same action, nor may you Bundle Actions in a the defense successes do not negate all the attack
Reaction. Further, Reactions cannot stop an action successes, then the attack was successful in striking
from being taken; they can only react to the result. its target. Every attack and defense costs one Combat
Thus, if an enemy fired a rifle at your companion, Action to perform. It is important to note, however,
you could not stop the rifleman from firing, but that unlike Reactions, a player may make as many
you could potentially leap into the path of the Defense Rolls in a row as they have Combat Actions.
bullet, try to tackle your companion out of the They are not limited to one.
bullets way, or even attack the rifleman (assuming An attack that strikes its target will do damage,
you had a ranged weapon or he was within a Half known as Damage Levels, which are subtracted from
Move of your character) after the shot had been a characters current Stamina, and are recorded as
fired. Finally, it is possible to react to a Reaction, wounds on the Combat Tracking Sheet. Generally,
but the same restrictions apply. base damage is determined by a characters Strength
Example: Aarons character Koya and his (limited by the size of the weapon being used).
rival, an NPC, are dueling. Their friends (both Additionally, the successes that were not negated by
players and NPCs) are observing the duel. Koyas Defense Rolls are added to this base damage. Finally,
rival (who won Initiative and is currently the the Damage Levels are given a multiplier based on
Active Combatant) decides to attack Koya. After the Success Level the attack managed to achieve as
Koya successfully parries the attack, one of the
rivals companions decides to take a Reaction. He shown in the following table.

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.

Chapter IV: Combat


8 or 9 successes Astounding (x4)
Being damaged in combat has other negative
10 or 11 successes Incredible (x5) effects as well. If more than one third (1/3) of your
12+ successes Legendary (x6) total Stamina is lost, a penalty of 1 is applied to all
of your Action Dice until you heal above the one-
third mark. If more than two-thirds (2/3) of your
Example: In combat, Aaron attacks his total Stamina is lost, then a penalty of 2 is applied
opponent with his sword. He rolls 6 successes to all of your Action Dice until you heal above that
with his Attack Roll. His opponent only rolls mark.
2 successes on his Defense Roll, negating 2 of
Aarons successes. Aarons attack is considered
successful at 4 successes. Since Aarons character, Fumbles During Combat
Koya, has a Strength Ranking of 8, the base
damage would normally be 8 Damage Levels.
(Optional Rule)
However, since he is using a Medium Weapon Rolling a Fumble (one or more 1s and no successes)
(sword), which can do a maximum of 6 Damage while fighting an opponent indicates that you have
Levels, his base damage is 6 Damage Levels. utterly failed your attempted action. Depending on the
Further, his opponent did not negate 4 of his severity of the Fumble, the GM should decide on an
successes, so Aaron adds those successes to his appropriate mishap. This could range anywhere from
base damage for a total of 10 Damage Levels. having a weapon break or shatter or having a firearm
Finally, his 4 successes qualifies him for a Good explode in your grasp to losing Combat Actions as you
Success Level, giving him a multiplier of 2. Thus, attempt to recover from the Fumble. Some Fumbles
Aarons final damage total is 20 Damage Levels
an incredibly impressive strike indeed! might even harm your companions: perhaps a wild shot
ricochets and strikes one of them, or you crash into a
A defender may subtract any applicable armor group of them, ruining their attacks or preparations.
from the damage done by each successful attack (and GMs should be careful, however, about pulling too many
remember that the value of the armor, both worn players into another players Fumble as that might make
and natural, counts against each individual strike the Fumbling player incredibly unpopular.
within a bundled attack), before deducting the rest
from his Stamina score. Stamina is derived from the The only exception to the standard Fumble rule is
following formula: in regards to Defense Rolls. GMs should ignore Fumbles
when a player is making Defense Rolls. Its bad enough
2 x (Vigor + Will) = Stamina to fail a Defense Roll and get hit by an opponents attack,
The Stamina multiplier is increased to 3 if you especially given that no Attack Roll successes negated
possess the Toughness Talent. will often result in a devastating blow. Combat can be
Damage is classified into two different types: very deadly in the SHARD RPG and failed Defense Rolls
Subdue Damage and Fatal Damage (both described in often mean defeat or death. It is our opinion that a GM
greater detail later). These damage types affect you should not add insult to injury in these cases.
in different ways. Subdue Damage can render you
unconscious without killing you and is easier to heal. Rolling Sixes (Optional Rule)
Lethal Damage can kill you or leave you bleeding to When you roll two or more 6s on your Action
death and is much more difficult to heal. Damage Dice, not only do they count normally as successes, you
can be tracked in the Damage Taken area of the also get to roll the second and subsequent 6s over again,
Combat Tracking Sheet. General Damage taken from thereby increasing your chance of scoring additional
any basic attack is an equal mixture of both Subdue successes. As long as you continue to score 6s on the
and Fatal damage (favoring Subdue in cases of odd dice, you continue to roll those specific dice. If you
numbers). Though it is possible to choose to do score any number other than a 6, you stop rolling that
only Subdue damage to your opponent, choosing particular die. This rule makes it possible for someone
to do only Fatal Damage to your opponent requires with only a few Action Dice to score more successes
the use of the special Maneuver Location Table (see than would normally be possible.
following section).

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

SHOULDER 0 Escape 0 Escape -1 Disarm


Disarm Disable Disable and Stun
ELBOW -1 Bind / Grab -2 Hold / Lock -3 Broken (joint)
Throw Lame (wing)
ARM 0 Escape 0 Escape -1 Bind / Grab
HAND 0 Escape -1 Disarm -2 Disable
TORSO 0 Escape 0 Escape -1 Broken (rib)
Nausea
ABDOMEN 0 Escape -1 Nausea -2 Cover
Nausea Nausea
GROIN -1 Nausea -2 Cover -3 Stun
HIP 0 Escape 0 Escape -1 Lame (hip)
Lame (knee) Disable Stun
KNEE -1 Bind / Grab -2 Hold / Lock -3 Broken (joint)
Throw / Sweep
LEG 0 Escape 0 Escape -1 Lame (leg)
Lame (foot) Disable
FOOT 0 Escape -1 Bind / Grab -2 Hold / Lock
Throw / Sweep
HEAD Disable and Stun
-3 Broken (feature) -4 Full Knockout -5 Lost Feature
VITALS
TORSO Stun, Broken (rib), and
-3 Stun and Broken (rib) -4 Nausea -5 Internal Damage
VITALS
Disable and Stun Disable and Stun Severed
ARM VITALS -3 Broken (joint) -4 Broken (bone) -5 Arm / Hand
Disable and Stun Disable and Stun Severed
LEG VITALS -3 Broken (joint) -4 Broken (bone) -5 Leg / Foot

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.

Chapter IV: Combat


you must make when deciding to use this special table are Throw/Sweep: Knocking or levering an
the part of your opponents body you will target (shown opponent off their feet and onto the ground. It does
in the Hit Locale column), the type of damage you wish to normal damage. Characters with Martial Arts may
inflict (shown in the Damage Type row), and the specific throw their opponent up to their Martial Arts Skill
combat effect you wish to achieve (shown in the Maneuver Ranking in feet in any direction. A fallen foe must use
Effect column). You must apply any maneuver modifiers a Combat Action to get to their feet unless they have
indicated in the ADJ # column of the table to your Martial successfully used Acrobatics that Round.
Arts Action Dice. Disarm: Knocking or forcing a foes weapon
Once youve successfully made an attack on your from his grasp. Successful use causes half normal
opponent using one of these special maneuvers, the effects damage. It takes a Combat Action to retrieve the
are immediately applied to your opponent. If you only weapon, if possible, or to draw another.
score a Partial Success Level, however, the special maneuver Nausea: Striking susceptible areas to create
effects do not take effect although you still do the Damage momentary distress. This inflicts a penalty on a
Levels you normally would have for that Success Level. foes Action Dice equal to the Adjustment number
Even characters without the Martial Arts Skill may from the Maneuver Location Table. This lasts for an
attempt maneuvers found in the Maneuver Location Table equal number of Rounds. This maneuver causes full
by adding an additional penalty of 2 to the ADJ # shown damage.
in the table. Thus, if a non-martial artist wanted to be able Lame: Striking an ambulatory limb (such as a
to attempt a Stun maneuver by targeting an opponents winged arm or a leg) that restricts its movement due to
head (an attack that normally has a 3 penalty), hed have to bruising and trauma. The foe gets no more free Half
apply a penalty of 5 to his Action Dice. These maneuvers Moves with that movement type for the entire combat
could apply to either melee or ranged attacks. and must use an extra Combat Action to move using
When deciding upon a special combat maneuver, the affected limb until healed. This maneuver causes
consider the cinematic effect of that maneuver. What full damage.
would it look like in a movie? Although declaring that Disable: Hitting a targeted area with such force
you intend to Stun your enemy with a 3 head shot gives that it becomes temporarily unusable. The target
enough information for the purposes of the rules, its rather must make a Vigor Roll at minus 2 at the beginning
pedestrian. Instead, try something like, I spring into the air of each Round to offset the painful effects of the
with a roar and deliver a whirling spin-kick to the side of the Disable. Success results in a negative 2 to the targets
assassins head, attempting to stun the villain! The GM, Action Dice while failure allows the use of only half
in turn, should also endeavor to create a more cinematic of the targets Action Dice. If an ambulatory limb was
experience, and should feel free to give players small bonuses hit, the target is restricted to half movement. Once
from time to time to reward excellent descriptions. outside of the combat where it was inflicted, anyone
hit by a Disabling blow suffers a negative 1 penalty to
Maneuver Location Effects any Action Dice used for physical actions, until they
Various powerful combat effects can be attempted receive successful medical attention. This maneuver
and achieved using the Maneuver Location Table. The causes full damage.
more difficult and powerful effects require the sacrifice Cover: With a success at this maneuver, you
of more Action Dice to accomplish, but the end result hold your foe at the point of your weapon, causing
can be devastating. You must choose the individual no initial damage. Thereafter you can instantly strike
effect (or effect series) desired from those listed in the for full effect (weapon damage plus cover successes
appropriate Maneuver Effect box. An effect series is multiplied by the standard multipliers for the Success
denoted by the use of an and to conjoin them (such Level). Your foe must win Initiative against you and
as Disable and Stun, Stun and Broken, etc.) succeed in an Escape maneuver to nullify the Cover.
Escape: Getting free of a Grab, Bind, Hold or Hold/Lock: Grappling that immobilizes the
Lock by applying leverage or striking the grappling targeted area. Initial use of this maneuver causes full
foe. The target area is struck for only 1 Damage damage, after which it deals the attackers Strength in
Level. Escape may also be used to try to elude a damage per Round until release or successful escape.

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

Chapter IV: Combat


Dice penalty applied in addition to the modifiers already signed by a either a magistrate or higher authority).
indicated on the table. Unless indicated by the GM, any In most nations, the penalty for disobeying this law is
damage caused without using this table is considered imprisonment or death for Trade Caste or lower and
general ( Subdue and Fatal, weighted toward demotion to High Caste for the Holy Caste.
Subdue) damage to the targets Stamina. Suthra Use allows a character to wield the insectile
Melee Combat, Brawling, and Natural Weaponry living weapons of Drdnah to inflict damage during
can be rolled to defend against each other as well as combat. Unlike normal melee weapons, living suthra
against Martial Arts and Suthra Use, but cannot be weapons often move on their own or at the special
used to defend against Missile Combat, Throw, Firearm command of their wielder. They can cause many
Combat, or Artillery. Missile Combat and Throw cannot different effects in addition to damagedepending on
be used to defend against any attacks. the weapon typesuch as binding or inflicting poisons
* Only the Brawling and Throw skills are Basic Starting (see Weapons). Only Characters of High Caste (the
Skills (meaning you start with an automatic ranking up to 3, Sunborn) generally use living Suthra weapons or living
no greater than half your starting Agility or Dexterity, without armor, though there are no restrictions on their use
having to spend points to purchase it). You must purchase among the Holy Caste. Most nations laws forbid the
Missile and Melee Combat as Skills, and Natural Weaponry use of suthra as living armor or weapons by Trade Caste
may have come as part of your Animal Template or with the or lower. In such nations, the penalty for disobeying this
purchase of other Animal Abilities. law is death.
Martial Arts and Suthra Use can be used to defend
Combat Using Martial Arts, against any attack except Firearm Combat or Artillery.
Firearm Combat cannot be used to defend against any
Firearm Combat, and Suthra attack.
Use
Characters with these Skills have had specialized Combat using Artillery and
training. When characters, either PCs and NPCs, choose Siege Weapons
to use Martial Arts, Firearm Combat, and Suthra Use,
they are allowed, at no additional penalty, to use the Artillery and Siege Weapons are powerful but slow-
Maneuver Location Table on the back of the character firing weaponry. They are used most often in breaking
sheet to determine the particular targets they wish to down the defenses of walled cities (or countering such
strike, the adjustment to the roll such strikes require, sieges) and in the combat of field armies. A good crew
and the additional combat effects a successful strike could reload and fire a standard cannon in roughly
might cause. Any combat can be dramatically affected by two minutes (20 Combat Rounds). Smaller cannons
choosing to use this table. (swivel guns, hand cannons, etc) can be reloaded in one
minute (10 Combat Rounds). Most Siege Weapons
The Martial Arts Skill includes both open-handed (large ballistae, catapults, trebuchet, etc.) can be fired and
and weapon-based combat and can take the place of reloaded in four minutes (40 Combat Rounds), though
the Brawling and Melee Skill (though you can have the rate could differ widely depending on the size of
and use them all individually). Having purchased the weapon and its projectiles. Artillery Weapons (the
Martial Arts, you may use the Maneuver Location Table various forms of cannon) and Siege Weapons are both
without additional minuses for Throw, Missile, and any fired using the Artillery Combat Skill. This Skill cannot
Natural Weaponry attacks. Though there are no caste use the Maneuver Location Table when targeting.
restrictions concerning the use of Martial Arts, they are For individual defense against an attack from one of
more common among members of the higher castes. these weapons, only Evade and successes generated by
The Firearm Combat Skill allows the character to Acrobatics may be used. The Artillery Skill cannot be
use gunpowder rifles, muskets, and pistols (collectively used to defend against any attack.
called Vaylah weapons). Like Missile and Thrown The Ship-to-Ship Combat section has rules for these
weapons, these are considered ranged weapons. Vaylah weapons in skyship and naval combat.
weapons take three rounds to reload if you have the
Firearm Combat Skill, and six Rounds for an unskilled

Basic Compendium
219
BOOK ONE Chapter IV: Combat

Skills in Combat the effects of certain aspects of a particular Combat


Round), they dont get Bundled with other Combat
There can be several different types of abilities Actions but instead must be rolled separately since
used in a Combat Round. Some of these require a they determine the effectiveness of actions that follow
Combat Action to be used from your Action Pool them.
while some do not. Below are descriptions of various
combat-related Skills often employed within a Combat Duel Dancing
Round. There may be exceptions to these standards, Characters can potentially improve their Martial Arts
but the GM should rule on these exceptions on a Skill Rolls (for attacks and defense) during formal duels
case-by-case basis. by performing impressive displays of the techniques and
maneuvers of their martial art through the use of Duel
Enhancement Skills Dancing prior to actual combat. It is usually performed
There are three different Skills that can boost the in contest against another opponent using the same Skill
effects of attacks, defense, and weapon use actions. to determine who is the superior combatant.
These are called Enhancement Skills, and not only In cases where two opponents have the Skill, both
relate to game mechanics, but also add a certain combatants roll their Duel Dancing Action Dice and
cinematic flair to combat as a whole. compare successes. Every 2 successes a character scores
1. Duel Dancing over his opponents add 1 die to his Martial Arts Action
2. Acrobatics Dice for the remainder of that duel only. New duels with
the same opponent would require a new Duel Dancing
3. Fast Draw Skill Roll.
Full descriptions of these Skills are in the Character The GM may allow Duel Dancing to be used in
Creation chapter. Here is the essential information various situations to complement other Skills (such
on how they may be used in combat. Because these as Intimidation, Acrobatics, or Athletics). However,
Skills dont directly cause damage (merely enhancing Duel Dancing should not grant its regular bonus

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

Chapter IV: Combat


Any of the other various Skill Rolls attempted
the duel. Only a character with Martial Arts may use during a Combat Round must be declared as actions
Duel Dancing. during the players Turn, and will use Combat
Acrobatics Actions from that Rounds Action Pool. Both player
and GM should use common sense when deciding
When engaged in combat, characters can use their whether any particular Skill is appropriate for the
Acrobatics Skill not only to add amazing visual flair to combat. Whereas a character would not be able to
their movements and maneuvers, but also to improve weave a basket while engaged in battle, there will be
the success of their defense. less obvious situations that crop up that will require
Characters with this Skill may roll it at any time the GM to make a ruling.
during a Combat Round, providing they have a
Combat Action available. If they are successful, the
total number of successes should be noted. Every
Movement
success rolled is considered to be a part of a pool of Movement within the game is defined as any
successes usable for defense purposes only. ability that allows coverage of distance. Though
this may seem to be a very simple definition, it is
These can be used, individually or all at once, important to understand which abilities are and are
whenever the player desires (either being added to the not considered movement. The Acrobatics Skill,
successes rolled when making a defensive roll, or used for example, is not considered a Movement Skill
as if they were the results of a defense roll themselves). because its function is not to carry the character
They are used to negate, one for one, any opponents from one location to another but to alter the way
attack successes for the duration of the Round in in which movement takes place for various effects.
which the Skill is performed due to the evasive twisting, Great Leap, on the other hand, is a Movement Skill
turnings, and flips used to confuse and misdirect an as it defines distance that can be traversed when
opponent. Such Acrobatics successes could also be using it.
used to help an Evade roll or Movement Skill rolls used
to avoid a dangerous event or situation. There are two different kinds of movement
in the game: General Movement and Movement
This Skill is not considered a Movement Skill and Abilities. Both types of movement take time to cover
must be used in conjunction with a true movement in the distance. The differences between them are
order to achieve distance coverage. The true value of how much time is involved, how far the character
Acrobatics is cinematic flair and defense. Characters can travel, what Action Dice need to be rolled (if
who use this Skill during a Combat Round should any), and how many Combat Actions they cost to
describe the acrobatic flavor of their maneuvers perform. Either type of movement may be used to
throughout the Round accordingly. initiate Travel, which is prolonged movement over
Fast Draw long distances and over a greater period of time
described in the Travel section of the Basics chapter.
Drawing or preparing any weapon (unsheathing
a sword, placing an arrow in a bow or crossbow, General Movement
drawing a loaded gun, producing a handful of hurling
disks, brandishing twin daggers, etc.) for individual General Movement is a category of movement
or Bundled attacks during a Combat Round always shared by all fully capable Zoics. It represents a
requires the expenditure of one Combat Action. This basic distance that all characters may travel when
cost can be avoided with a successful Fast Draw Skill normally walking or running. Since all Zoics share
Roll. If the character with this Skill succeeds, then the the same basic bipedal form, it is simpler to assume
weapon is available instantly at no cost. The weapon the differences even themselves out (larger creatures
may then be used normally as long as the character have a longer stride but are heavier, bulkier, and
has Combat Actions remaining.* Failure when rolling often slower; smaller creatures may be swifter
the Fast Draw Skill indicates that the character cannot and more agile, but have shorter legs and smaller
draw their chosen weapon instantly and must spend a strides).
Combat Action to do so. A successful Fast Draw Skill

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

normal pace. Walking can be


sustained for a long period of
time (throughout an entire day
under normal circumstances),
requiring minimal rest. Taking
a Full Move while walking
costs 1 Combat Action.
They may choose to
move only half the distance
in a Round, known as a Half
Move, and sacrifice none of
their Combat Actions to do so
(though it is assumed that the
time needed to make any such
movements within the Round
is expended).
A Half Move is often
used to close distance at the
beginning of the Combat
Round, though it may be used Animal Abilities, such as Bounding and Great Leap,
once anytime during the Round as the player sees fit. will allow a Zoic to leap considerably farther (see
Making a Half Move is not included in the number Animal Abilities). Leaping costs 1 Combat Action to
of Combat Actions a character may make for that perform.
Round and does not need to be rolled in order to
be performed. It is considered a Free Action. Once
this Half Move is used, a character must use at least Movement Abilities
1 Combat Action for any further movement made Movement Abilities allow the character to
that Combat Round. traverse a specific distance in a special way or defy
gravity. Many of these Movement Abilities are listed
Running in the Animal Abilities section. Movement Abilities
All Zoics can move 3x their standard walking use a Combat Action from the Action Pool for each
rate while running. While characters can only run attempted use in a Combat Round. If the desired
for a number of minutes equal to their Vigor, they distance falls within the range of the ability and there
only need to rest for 3 minutes before they can are no other forces hindering the movement, the GM
continue running. Alternately, a character can slow may decide it is unnecessary to roll any Action Dice,
to a walk and catch his breath while on the move simply stating the move was a success. If, however,
but must do so for twice the amount of time that the attempt is a Contested Action then it will be
it would normally take to rest. Taking a Full Move necessary to roll for successes, perhaps at a penalty
while running costs 2 Combat Actions. if appropriate.

Jumping Other Combat Factors


All Zoics can also jump a height of 3 feet or
cover a distance of 6 feet (assuming a standing Surprise Attacks
jump). With a running start, that height is increased
to 6 feet and the distance to 12 feet. A GM should A Surprise Attack is possible if a target is not
feel free to adjust those figures for Zoics who are prepared for an attack and fails to make some kind
either very small or very large, but should keep in of Perception Roll (including Tracking Scent, Keen
mind that huge Zoics will weigh considerably more Hearing, Night Vision, Observation, etc.). A character
than small Zoics so the differences (as with running) attempting to surprise attack an opponent may make
would likely balance themselves out. Certain a Contested Stealth Roll versus the opponents most
appropriate Perception Roll. If the opponent fails to

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

Chapter IV: Combat


Attack is done, the opponent will roll Initiative along short range (100 feet or less). These are the general
with the attacker to begin combat in the normal way. rules regarding range for use of the Throw Skill, Missile
A character that successfully attacks an unaware Combat, Firearm Combat, or Artillery Combat:
opponent from below, above, the sides, or the front, may do Short Range: 0 to 100 feet at no penalty. For
so with automatic Initiative but will incur all standard targets attempting to close, it requires two Combat
penalties to any locations of the targets body (as per Actions (standard movement) to cover from 50 to 100
the Maneuver Location Table). The opponent gets feet at a run. Ranged weapons classed as Short, Middle,
to roll half their Evade or primary Combat Skill as Long, and Extreme Range can be used at this range.
defense. If still able to function, the opponent will Middle Range: 100 to 300 feet at a 1 penalty.
then roll Initiative along with the attacker to begin For targets attempting to close, it requires six Combat
combat in the normal way. Actions (standard movement) to cover that distance at
An opponent that senses the approach of an a run. Ranged weapons classed as Middle, Long, and
attacker in some way or is already engaged in combat Extreme Range can be used at this range.
is not considered unaware and enters combat with the Long Range: 300 to 900 feet at 3 penalty. For
attacker normally using a standard Initiative Roll. targets attempting to close, it requires 18 Combat
Actions (standard movement) to cover that distance
Blind Fighting at a run. Only ranged weapons classed as Long and
Situations will arise where characters will be Extreme Range can be used at this range.
forced to fight while blind. This can be as a result of Extreme Range: 900 feet to a mile at 4 penalty.
fighting in absolute darkness or because a character For targets attempting to close, it requires 60 Combat
has been blinded in some way. In such situations, Actions (standard movement) to cover that distance at
those who are able to sense (and therefore target) an a run. Only ranged weapons classed as Extreme Range
opponents specific location will be able to attack that can be used at this range.
opponent at an advantage. Characters that can sense
their opponents (with whatever appropriate Perception As with all ranged weapons, only targets that can
ability they possess) may roll their normal Action Dice be perceived can effectively be attacked, even if they are
to attack and defend, while those who cannot sense within the range of the weapon. Please see the Standard
their opponents may only roll half their Action Dice. If Weapon Ratings Table to determine the ranges of various
a blinded character is able to successfully grapple with an weapons.
opponent, however, then he will only suffer a 2 penalty When using the Artillery Combat Skill, a character
to his Action Dice, but only for purposes of attacking is often attempting to fire weapons at Long or Extreme
and defending against the grappled opponent. Range, thus taking the penalty modifiers mentioned
Assassins often take advantage of total darkness or above for attempting to hit a specific target at that
employ blinding attacks during ambushes in order to range. However, for Artillery Combat, these penalties
gain a great advantage over their targets. GMs should can be offset by bonus modifiers that apply specifically
keep in mind that Zoics have a wide variety of special to artillery usage, such as cannons being fired at fortress
senses, some of which would allow them to sense walls or during ship-to-ship combat. Successive attempts
and target their opponents in total darkness or while to hit the same stationary target or moving targets give
blinded (see Animal Abilities for details). increasing bonuses due to being able to gauge accurate
adjustments based on a previous shots outcome
The Effect of Talents (capped at three or more shots). Though successive
attempts are not cumulative (meaning that a third
Talents can affect combat as they do other attempts bonus is not added to the second attempts
circumstances. They may modify the number of bonus), the bonuses of being both a stationary target as
Action Dice you roll in certain circumstances. They well as a target of a certain size are cumulative (meaning
may modify the Attributes of the character in ways that the secondary attempt to hit a target that was both
that have an effect during combat. There are several stationary and huge would apply the total of both
Talents that can come in handy during a combat bonuses to the Artillery Combat Skill Roll).

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

Chapter IV: Combat


as seen in the table showing Success Levels on page Damage Levels he took (either Subdue or Fatal),
215. A Partial Success (only one of your opponents but instead of noting it as an individual wound, he
Attack Successes penetrates your Defense) causes would add those Damage Levels to a total amount
half of that weapons damage total plus the single of damage taken until the combat is over. The player
success. would still note any special lasting effects caused by
Weapon Damage Levels: The Damage Levels specific strikes (such as internal bleeding, a broken
caused by any given weapon are noted on the arm, etc.), but each specific wound would not be
Standard Weapon Ratings Table. Please read the noted individually, just the total damage taken for
section pertaining to this table to fully understand that combat.
how damage relates to the type of weapon being Though certainly simpler for the purposes of
used as well as the attackers Strength. recording Stamina loss during combat, it should
This is how damage is determined in general, be noted that when healing such damage, you will
but one exception to this is damage caused by no longer be able to heal each wound individually
special Martial Maneuvers. The effects of certain (as mentioned later under Recovering Lost Stamina
Martial Maneuvers, as described on the basic and Characteristics), but will instead apply the typical
Maneuver Location Table, sometimes have special benefits and limitations of the various types of
effects that actually change the type and amount healing abilities to the amount of damage taken
of damage caused by a full success. Make sure to during that combat as a whole.
read the maneuvers carefully as you use them to be
certain you are taking full advantage of the amount Armor Benefits
and type of damage and effects they can cause. If Once damage has been calculated for each
an attempted Martial Maneuver achieves only a attack (which includes each individual strike made
Partial Success against an opponent, then none in a bundled attack or using a special Maneuver),
of its special effects occur (including any special then any benefits gained by armor worn by the
damage bonuses). As usual, the attack only causes target of the attack may be applied to decrease
half normal damage. the number of Damage Levels taken. Here are the
important things to remember about armor, both
Deadly Combat Damage Body Armor (Animal Ability) and outfitted (worn)
(Optional Rule) armor:
For campaigns where GMs and players prefer The point value of both armor worn on the
extra deadly combat, simply double the base level of person as well as Body Armor (the Animal Ability)
damage for weapons and other combat circumstances. are added together, then deducted from the total
Small Weapons would do 1-6 Damage Levels, Medium damage of each individual attack. For Bundled
Weapons would do 7-12, Large Weapons would do 13- maneuvers, count only those Combat Actions that
18, Great Weapons would do 19-24. Similarly, Open cause damage as an attack.
Handed damage would scale up, and Missile Weapons If the total armor value absorbs all damage
and Firearms would also start at double their present from an attack, the attack is considered nullified,
value. and no special effects occur from attacks made
If players like the idea of dealing more damage but using various Combat Maneuvers.
do not wish to be potentially defeated with one or two The maximum number of armor points a
strikes, then the GM can calculate Stamina using a x3 character may benefit from at any one time (from
multiplier instead of the usual x2, and can increase the armor worn in addition to natural Body Armor) is
multiplier for the Talent Toughness to x4. equivalent to the characters Strength.
Campaigns using these optional rules will be fast The maximum number of armor points a
and full of mayhem. Even base successes will lead character may wear without penalty to Agility-
to large damage amounts and mortally wounded based Skills is equal to half the characters Strength
characters and NPCs. rounded up. For every point of armor worn above

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

Weasel didnt use the Maneuver Location Table


when he attacked you, General Damage is all
you received. Please mark down that you took 11
Levels of Subdue/Fatal damage to your chest.

Generic Damage Types


Note that when receiving damage, there are
different Damage Types (see the Maneuver Location
Table). This damage determines both when the
character is considered defeated (when 0 Stamina
is reached) and how the character is defeated (for
instance, was the character merely beaten down, or
has he fallen to multiple sword-cuts).
As mentioned earlier in this chapter, there are two
essential types of damage: Subdue and Fatal. Attacks
will cause Subdue, Fatal, or an equal combination of
both. Each time a players character is wounded, the
player notes the type of damage received, where it was
received, and any other effects taking that damage
that total, a character must deduct one Action Die may have caused (including whether there has been
from every attempted Agility-based Skill Roll. enough damage to cause a temporary Action Dice
penalty to future rolls). Once a combat is over, it is
After each full combat encounter (regardless important to determine whether the combatants
of the number of Rounds fought) in which the have taken more of one or the other type of damage
armor absorbs damage, worn armor becomes to judge the physical effects of the defeat. These
stressed and loses its effectiveness by one point effects can be anything from continuing blood-loss
of cumulative armor value until it is repaired by a to the many other lasting effects caused by certain
character with the appropriate Skill. This does not Combat Maneuvers. Any such effects should be
apply to natural Body Armor. tracked as the game progresses.
Example: A lion and a weasel, having Subdue Damage: Damage caused with the
squared-off against one another in a small alley,
have begun combat. The weasel, using crystal intent of subduing an enemy rather than killing
throwing disks, scored two successful hits against them. This damage generally takes the form of
the lion; the first a Partial Success (causing half bruising, swelling, sprains, dislocations, and minor
damage), and the second doing full damage, plus cuts and scrapes. This damage generally heals faster
bonuses because of combat multipliers (x2 in than the normal rate (see Recovering Lost Stamina and
this case, because 5 of the weasels successes got Characteristics for details).
through the lions defense).
During combat, once Stamina reaches 0, if half
GM: The crystal disks are a small class or more of characters Stamina lost during battle
of weapon and they do 3 Damage Levels, plus was Subdue Damage, they are considered defeated
successes that penetrated defense. The first disk and subdued and unable to continue fighting.
was a partial success. So 4/2 = 2 Damage Levels
for the 1st disk only. For the other disk, you take When your Stamina reaches negative ten (10) from
the full (3 + 5) x 2 = 16 Damage Levels. Lion, do mostly Subdue Damage, you have been beaten into
you have armor? unconsciousness.
Lion: Yeah! I have Amber armor on, 4 Fatal Damage: Damage caused with the intent
points of it. of killing an enemy rather than simply besting them.
GM: Youre in luck then, the first disk sinks This damage often takes the form of penetrating
into your armor, but does not penetrate. However, or internally damaging strikes, heavy bleeding,
the last disk penetrates the Amber armor and fractured or broken bones, severed limbs, and major
strikes your body. Do you have any Body Armor? cuts and gashes. This damage heals at the normal

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

Chapter IV: Combat


their damage as Fatal Damage will fall unconscious can do nothing about being dragged away in chains
and will continue losing Stamina (1 level per or disposed of as the victor sees fit. Any further
minute) until they are treated (at least one level of damage past 0 is counted at negatives (1, 2, 3,
Fatal Damage is healed) or they reach negative ten etc.).
(10), at which point they are not only merely dead, As long as such damage is considered
they are really, most sincerely dead. Remember, you predominantly non-fatal, there is no limit to the
may have won the combat, but your character could negative number a characters Stamina may drop to
be bleeding to death. (as with prolonged torture), but the character will
Subdue/Fatal Damage: Some attacks will cause fall unconscious if he reaches 10. The character
an equal amount of both types of damage to a target. will remain in either state until his Stamina reaches
If, for example, the character received 10 levels of 1 (or higher) through healing. Both subdued and
Subdue/Fatal damage from a blow, 5 levels of it unconscious characters can be killed or harmed
would be considered Subdue Damage, while the without needing to roll any dice with merely the
other 5 would be Fatal. If the total number is uneven, expenditure of a single Combat Action.
the larger amount is Subdue Damage. This is also 2. If more than half damage taken during that
known as General Damage, since it also applies to battle was Fatal: These characters immediately
the damage taken from any general attack that does fall unconscious and begin bleeding to death
not utilize the basic Maneuver Location Table. (internally or externally) at the rate of 1 Stamina
of Fatal Damage per minute. Any further damage
As Stamina Begins to Drop past 0 is also counted at negatives (1, 2, 3, etc.).
As damage is taken in combat and a characters However, unlike Subdue Damage, if the characters
Stamina begins to decrease, it can affect the Stamina falls to 10 with predominantly Fatal
characters Attributes: Damage, the character immediately dies of the
Characters having lost more than 1/3 of inflicted injuries.
their total Stamina must make all dice rolls at a
1 penalty to their Action Dice, lasting until the Damage Summary
characters are healed above that number. To summarize, when an attack succeeds follow
Characters having lost more than 2/3 of these steps:
their total Stamina must make all dice rolls at a 2 1. Determine if it was a Full or Partial Success. If
penalty, lasting until the characters are healed up only 1 of the attack successes remain after applying
above that number. the Defense Roll, then the attack was a Partial
If, as a result of any single attack (made with Success. If two or more of the successes remain,
one dice roll, regardless of the number of Combat then it was a Full Success.
Actions used), characters lose more than 2/3 of 2. Determine how many Damage Levels were
their remaining Stamina all at once, they must caused. If a Full Success, then full damage is caused:
succeed at a Vigor Roll to stay conscious. This Vigor Full Damage = (Weapon Damage Level + remaining
Roll is made after damage, and includes all current Attack successes; x Success Multiplier). If the attack
modifiers, but before any effects from Combat was only a Partial Success, then half damage is caused
Maneuvers. Characters knocked unconscious but (half the full damage rounded up).
with some Stamina remaining may make their 3. Determine whether the armor, if any, absorbed
Vigor Roll each Combat Round to regain their damage. Worn and Body Armor, if any, is added
senses. together and that same number of Damage Levels
is negated from each successful strike (i.e. subtract
Stamina Loss at Zero or Below the armor total from the damage taken from each
It is important to note a character whose successful attack). Attacks that required multiple
Stamina falls to 0 (or below) is considered Combat Actions to perform (such as Bundled
defeated (whether unconscious or not) and attacks) still allow the defender to apply their total

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

5. If the attack was made with a Full


Success, apply any special effects caused by a
Martial Maneuver (unless armor absorbed all
the damage). If the attack was only a Partial
Success, then no special effects occur.
6. Any damage taken by players should
be recorded on their Combat Tracking Sheets,
detailing where they were hit, how much
damage was taken, what type of damage it
was, and what effects they may be suffering
from. This will be referred to later in combat
to determine whether they may be suffering
from dice penalties due to damage incurred,
if they lose that combat to determine how
they were defeated (subdued, knocked
unconscious, dying, or possibly dead), based actions attempted while wearing the armor.
directly after combat to see if the character is still Natural Body Armor (see Animal Abilities) does not
bleeding or merely banged up and bruised, and later count against this limitation. The benefits from total
still as they recover from their wounds and damage armor (both worn and Body Armor) cannot exceed
gets healed. a Characters Strength Ranking.
7. If characters have lost more than 2/3 of their A sample of materials available for the creation
Stamina from a single attack then they must succeed of armor would be leather (made from the softer
at a Vigor Roll to remain conscious. If characters reach skin of certain suthra), chitin (large insect carapace
0 Stamina or lower, then they are considered defeated or seashell), Amber (or Amber-lacquered wood or
and combat ends for them. They are either subdued bamboo), crystal (often sewn or otherwise attached
(in the case of predominantly Subdue Damage) or to cloth, leather, or other materials), and living suthra
unconscious (in the case of predominantly Fatal (the most expensive, specialized living insect armor,
Damage). If a character drops to 10 Stamina or rare and specifically bred to fit the wearer).
below having taken more than half Subdue Damage
that combat, the character falls unconscious; if they Below is a general list of these armor types, the
are at 10 Stamina or below having taken more than range (Armor Value) of protection they offer, and the
half Fatal Damage that combat, the character dies. Skill required to care for them. Having armor that
is a mixture of these materials is not uncommon,
with the most expensive and protective qualities
Armor Types determining the price and effectiveness of the entire
On Drdnah, metals are so incredibly rare that suit. In the end, though, it is simply the Strength
an artisan would never consider using them for the of the characters that determines what amount of
creation of defensive gear. A characters armor is protection they may wear and benefit from.
therefore fashioned from a wide variety of common
and exotic materials. For the purposes of game-play, Leather (Armor Value 1-3)
characters may wear anything they wish as long The leather used to make such armor is harvested
as the GM agrees that a particular type of armor from the softer, flesh-like hides of various common
material is available and that the characters have the suthra (such as giant moths and caterpillars). Lightly
Strength it takes to bear the weight of that armor boiled to different degrees of hardness, this armor is
without penalty. Characters wearing armor that is slightly more form fitting than other types of armor,
heavier than what their Strength would normally often tailor-made to fit an individual, and fairly
allow (anything with a point value greater than half light and flexible. It can be created by first using an
their Strength rounded up) will incur a penalty of applicable Profession Skill (dealing with suthra or
1 Action Dice per point of armor beyond that armor-making in some way) or Knowledge (of suthra
allowable amount. This penalty applies to all Agility- leather or lore) to harvest the appropriate leather

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

Chapter IV: Combat


harvested from the hard outer carapaces of various of crystal into functional shapes, and finally using a
common suthra. Often carved and laced together successful Armourer Skill to piece together the armor
in ornate fashions, this armor is somewhat loose itself. Assuming the proper materials are on hand, an
fitting, has fairly rigid plates, can be worn piecemeal, Armourer Skill Roll is the only roll necessary to repair
and is slightly cumbersome. It can be created by damage to this armor.
first using a Profession Skill (dealing with suthra or
armor-making in some way) or Knowledge (of suthra Living Suthra (Armor Value
chitin or lore) to harvest the appropriate pieces 2-6, plus heals the wearer once
(again assuming a supply), then using a successful
Armourer Skill to piece together the plates of the per Round)
armor itself. Assuming the proper required materials, Living suthra armor is bred using special
an Armourer Skill Roll is the only roll necessary to techniques from the lore and learning of generations
repair damage to this armor. of Suthra Masters and their apprentices. Taking
many months to create an individual piece, each
Amber (Armor Value 3-5) one a living, breathing insect, these suits of armor
are specially tailored to individual body parts, often
The Amber sap used to make this armor is specific to the particular owner (by using a body-cast).
harvested from the trunks of the large, willowy Amber They fit snugly, due to the fact that the living armor
trees that grow near bodies of fresh and brackish water. actually grips the clothing or skin of the wearer with
Poured into specially made molds or on oiled shaping tiny legs, and can actually harm the wearer or the
tables, the Amber sap is worked and formed before it armor if removed improperly. The Suthra Master
hardens to a strong plastic consistency with exposure trains these specialized insects to attach themselves
to the air. Kidachla suthra ichor can thin extracted to a particular area, providing protection that goes
Amber sap and slow its hardening process. Amber beyond their hard shells, since the varieties of this
may also be used as a thick lacquer to add strength armor are created from insects that secrete ichors
and durability to wooden or bamboo platelets woven that actually help to heal themselves and their wearer
together as the armors base. Dusts, powders and when damaged (equal to their Armor Value in
other pigments are often used to create unique looks Subdue damage only, once per Round). A Combat
and designs in the hardening Amber. Amber armor Action is required to utilize the Suthra Use Skill
tends to be heavier than chitin. It can be created by while in combat to activate the healing properties
first using a successful Profession Skill (dealing with of the armor.
Amber or armor-making in some way) or Knowledge
(Amber lore) to harvest the appropriate amount of sap Armor of this kind is as cumbersome as the
(assuming there are such trees around), then using a number of pieces one chooses to wear the more
successful Armourer Skill to form and piece together pieces worn, the more cumbersome the armor. It
the armor itself. Assuming the proper materials are can be created by first using a successful Knowledge
on hand, an Armourer Skill Roll is the only roll Skill (suthra lore) to determine which suthra would
necessary to repair damage to this armor. be appropriate to the specific needs, then using a
successful Profession Skill (dealing with weapons
Crystal (Armor Value 4-6) and armor-based suthra training), followed by a
Suthra Training Skill (specifically weapons and
The crystal used for armor is dug from the sides armor) to adapt the suthra to the tasks required,
of mountains or mines deep beneath the earth. then finally the successful use of an Armourer Skill
These special crystals, like those used for weapons, to assure that each suthra fits together as a whole
are chosen because they are especially resistant to armor piece. A successful Knowledge (suthra lore)
blows that would shatter most crystals. They can and Dress Wound Skill Roll must be used to repair
be crafted into armor by attaching them to other damage to this armor after battle, and any Fatal
worn materials, cutting larger pieces into platelets Vitals shot successfully landed on an area with living
to be riveted or sewn together, or melted in mighty armor will cause that particular piece of armor to be
furnaces to be poured into special stone or plaster killed.

Basic Compendium
229
Chapter IV: Combat

Weapons of Drdnah Open Handed or Natural Weaponry: Ones own


body used as a weapon, such as hands and fists, feet,
On the world of Drdnah there are many claws and fangs, etc. Use Brawling, Martial Arts, or
varieties of weapons used by the cultures of the Natural Weaponry to fight in this way.
numerous countries. Since combat is, to a large Melee Weapons: Any non-ranged, basic, hand-
extent, a ritualized art form, the weapons used held (non-missile) weapons of any kind, used with
while practicing such disciplines are artfully crafted either Melee Combat or Martial Arts.
using unique materials found on Drdnah. The
BOOK ONE

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

Chapter IV: Combat


his characters Strength is 5. He will only be able
to wield a weapon that can cause 5 Damage Levels to choose from a variety of unique and exciting forms
or less. The table indicates medium melee weapons and materials that can apply to a favorite weapon type
cause 4 to 6 Damage Levels, indicating Imbara can without worrying about a specific weapons damage
wield a medium-sized curved crystal sword that potential. On Drdnah, the styles and designs of
causes 5 Damage Levels to an enemys Stamina (plus weapons vary from culture to culture and are too
whatever additional levels or multiplier result from numerous to name here. Any of those styles can be
the successes his player rolled) during a successful crafted from the broad range of materials listed earlier,
strike. He can also use anything smaller than this so you have a huge spectrum of possible weapons.
weapon rating, such as medium-sized maces, small
knives, or crystal throwing shards, each of which The inspiration for weapons comes from the
causes different amounts of damage regardless of exotic regions of our own world: the Near, Middle,
his Strength. His Strength represents the largest and Far East. In general, in the northern (primarily
and most damaging weapon he is able to use. Even Sarpah) nations, the weapons tend to have designs that
if he tries using a bigger weapon, he will still only imitate the styles of Bali, Indonesia, China, Malaysia,

STANDARD WEAPON RATINGS TABLE


WEAPON TYPE / SIZE DAMAGE LEVELS
OPEN HANDED or NATURAL WEAPONRY
Slight Jnah (Str 1-3) 1 to 3 levels
Solid Jnah (Str 4-6) 4 to 6 levels
Strong Jnah (Str 7-9) 7 to 9 levels
Mighty Jnah (Str 10-12) 10 to 12 levels
MELEE WEAPONS
Small 1 to 3 levels
Medium 4 to 6 levels
Large 7 to 9 levels
Great 10 to 12 levels
MISSILE and THROWN WEAPONS
Small (Short Range) 1 to 4 levels
Medium (Middle Range) 5 to 8 levels
Large (Long Range) 9 to 12 levels
Seige Weapons (Long Range) 5 through 30 levels
FIREARMS and ARTILLERY
Pistols (Short Range) 5 levels
Rifles (Middle Range) 10 levels
Cannon (Long and Extreme Range) 20 levels

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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

Chapter IV: Combat


are possible due to the impressive height and weight of all kinds (such as a bo staff, a multi-section staff, or
disparity between the largest and smallest Zoics. a quarterstaff, made from woods or other materials),
and several types of flails (whose force comes from
Blades free-swinging headpieces that whip around to deliver
A good blade is the mainstay of any adventurous terrible blows).
tale of fantasy, but its the very heart of the warrior
archetype of Drdnah. And though the common Axes and War Hammers
phrase May your crystal never shatter is thought Wielded both on foot and by riders of chinti,
to refer to a crystal blade, the edged weapons of the battle-axes and war hammers have found a place in
world are made of chitin, Amber, obsidian, and the hands of warriors for thousands of years. This
even lacquered wood as well. The blades category category covers the large, almost ceremonial double
covers everything from the largest two-handed sword bladed axes and mighty hammers of the Gajah to the

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233
BOOK ONE Chapter IV: Combat

lighter hatchets and pick-hammers of the riders and Hurling Weapons


foot soldiers of the western plains. Drdni axes, like These weapons give the advantage of striking from
blades, are often made of crystal and stone, though a safe distance. Unlike other missile weapons, such as
lighter versions are sometimes crafted from chitin and bows and Vaylah guns that require special instruments
Amber. War hammers tend to be crafted primarily to use and maintain, hurling weapons are generally
from crystal and stone, though some cast Amber smaller and fairly self-contained. Not only can they
versions are made especially for slimmer riders. be hidden more easily on the body, but they can also

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.

Chapter IV: Combat


Vaylah Weapons
These are the various kinds of gunpowder Bows and Crossbows
weapons used on Drdnah, such as pistols, rifles, and Bows are some of the most sophisticated of
cannons. There is a great deal of ancient tradition and the hand-powered projectile weapons, having been
honor that comes with both the crafting and the use used since ancient times for sport, for hunting, and
of such weapons. The artisanship required to make for battle. Longbows and short bows are equally
them insures that each one is handcrafted and heavily popular, with shorter bows being preferred by
ornamented, with no two ever being exactly alike. mounted warriors. These bows are almost mostly
These weapons are named after the jnah who first made of different types of wood, although composite
discovered the explosive properties of gunpowder and bows do exist. The crossbow was developed in the
developed the first crude firearms. Currently there are north of Drdnah, and that design has spread
dozens of varieties of Vaylah weapons, many of which and been improved upon across the world. Hand

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.

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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

Chapter IV: Combat


(candle flames, hot crystals, a cup of boiling
water, flaming oil, or corrosive acid, a scalding
pan handle, etc.) causes 1 Damage Level per
Round of contact. If it is a fire, it will upgrade to a
Medium Fire in 1-6 Rounds unless extinguished
or contained and can be extinguished with 1
success of a Dexterity Roll in a single Round if
the appropriate resources are available. Damage
caused to living things by this category will heal at
twice the normal rate (2 levels per week without
special care naturally, 2 levels per success of any
Dress Wound Skill, 8 levels per success for the
Surgery Skill, and 16 levels per success of any
magical healing abilities) with no scarring and no
chance of infection (see Recovering Lost Stamina
and Characteristics below).
Medium Fire, Heat, or Acid: A medium burn
(torches, burning braziers, a flagon of boiling
water, flaming oil, or corrosive acid, a small campfire, Great Fire, Heat, or Acid: A great burn (caught in
running through a burning room or forest fire, clothing a lava flow, covered in molten glass or crystal, totally
or hair on fire, etc.) causes 5 Damage Levels per Round immersed in boiling water, flaming oil, or corrosive
of contact. If it is a fire, it will upgrade to a Large Fire acid, a burning building collapses on top of you, etc.)
in 1-6 Rounds unless it is successfully extinguished or causes 100 Damage Levels per Round of contact. If
contained and can be downgraded to a Small Fire with it is a fire, it can be downgraded to a Large Fire with
5 successes due to Dexterity Rolls within 1-2 Rounds if 100 successes of combined Dexterity Rolls within
the appropriate resources are available. Damage caused 4-24 Rounds if the appropriate resources are available.
to living things by this category will heal at the normal Damage caused to living things by this category will
rate, with some scarring if a 1 is rolled on a d6, and heal at one quarter the normal rate (1 level per 4 weeks
Illness Damage from infection if a 1 is rolled on a d6 without special care naturally, 1 level per 4 successes
(see the Illness Damage and Recovering Lost Stamina and of any Dress Wound Skill, 1 level per 2 successes of
Characteristics sections below). any Surgery Skill, or 2 levels per success for magical
Large Fire, Heat, or Acid: A large burn (trapped in a healing abilities) with horrible scarring if a 1, 2, 3 or
burning building or forest fire, a barrels worth of boiling 4 is rolled on a d6, and Illness Damage from infection
water, flaming oil, or corrosive acid, bound in a large if a 1, 2, 3 or 4 is rolled on a d6 (see the Illness Damage
bonfire or fire pit, etc.) causes 25 Damage Levels per and Recovering Lost Stamina and Characteristics sections
Round of contact. If it is a fire, it will upgrade to a Great below).
Fire in 1-6 Rounds unless it is successfully extinguished
or contained and can be downgraded to a Medium Fire Lightning Damage
with 25 successes of combined Dexterity Rolls within Lightning damage produces random effects
1-6 Rounds if the appropriate resources are available. depending on how close the strike came to the
Damage caused to living things by this category will character, and what area of the body was most affected.
heal at half the normal rate (1 level per 2 weeks without Roll a d6 and check the table on the next page for the
special care naturally, 1 level per 2 successes of Dress result. Partial Strikes have effects on or near the non-
Wound Skill, 2 levels per success of the Surgery Skill, vital extremities, meaning the bolt may have struck
and 4 levels per success of any magical healing abilities) within several feet of the character, actually touched the
with significant scarring if a 1 or 2 is rolled on a d6, and character, or partially grounded through the character.
Illness Damage from infection if a 1 or 2 is rolled on a Full Strikes are centered fully on the body, causing
d6 (see the Illness Damage and Recovering Lost Stamina and unconsciousness, significant damage, and sometimes
Characteristics sections below). disfigurement. A Devastating Strike causes severe

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

random direction; a limb (GMs choice) is Disabled with half


3 Partial Strike 10 levels Fatal movement if the limb is used for locomotion; make a Vigor Roll
at 2 (if failed, half Action Dice for all physical actions until
healed while success provides only a 2 Action Dice penalty)
20 levels Subdue/ Thrown prone 20 feet in a random direction; unconscious for
4 Full Strike
Fatal 1d6 minutes; lower Agility and Dexterity by 1 each for 2d6 days
Thrown prone 20 feet in a random direction; unconscious for
2d6 minutes; lower Agility and Dexterity by 2 each for 3d6 days;
5 Full Strike 20 levels Fatal receive a Disfigurement Drawback (at GMs option); receive
a Lost Feature or a Severed Limb with one Damage Level of
external bleeding per Round until healed or dead (GMs choice)
Thrown prone 30 feet in a random direction; unconscious
for 1d6 hours; lower Agility and Dexterity by 4 each for 6d6
6 Devastating Strike 40 levels Fatal days; receive a Lost Feature or a Severed Limb with two
Damage Levels of external bleeding per Round until healed
or dead (GMs choice)

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

Chapter IV: Combat


Rounds due to painful tissue
Pain: Make a successful Will damage and swelling.
Roll at 2 or suffer 2 Nausea: Make a successful
Action Dice to all actions Vigor Roll at 3 or lose 3
taken for 2 Rounds due to Combat Actions each Round
Pain: Make a successful Will
painful tissue damage and for the next 3 Rounds due to
Roll at 1 or suffer 1 Action
swelling. nausea and/or vomiting.
Necrotic (1 or 2) Dice to all actions taken for
Nausea: Make a successful Characteristic Loss:
1 Round due to painful tissue
Vigor Roll at 2 or lose Victim loses 3 points total,
damage and swelling.
2 Combat Actions each per Round, from Vigor,
Round for the next 2 Agility, or Strength (or a
Rounds due to nausea and/ combination thereof, GMs
or vomiting. choice) for the next 3 Rounds
due to pain and swelling. If
any Characteristic reaches
zero make a successful Vigor
Roll to avoid death.
Paralysis: Make a successful
Vigor Roll at 3 or lose 3
Combat Actions each Round
for the next 3 Rounds due to
Paralysis: Make a successful
paralysis.
Vigor Roll at 2 or lose
Numbness: Make a successful
2 Combat Actions each
Paralysis: Make a successful Will Roll at 3 or suffer 3
Round for the next 2
Vigor Roll at 1 or lose 1 Action Dice to all actions
Rounds due to paralysis.
Paralytic (3) Combat Action each Round taken for the next 3 Rounds.
Numbness: Make a successful
for the next Round due to Characteristic Loss: Victim loses
Will Roll at 2 or suffer
paralysis. 3 points total, per Round, from
2 Action Dice to all
either Agility or Dexterity (or
actions taken for the next 2
a combination thereof, GMs
Rounds.
choice) for the next 3 Rounds.
If any Characteristic reaches
zero make a successful Vigor
Roll to avoid death.
Grogginess: Make a successful
Grogginess: Make a successful Grogginess: Make a successful
Vigor Roll at 2 or suffer
Vigor Roll at 1 or suffer Full Vigor Roll at 3 or suffer Full
Full Knockout for 1d6
Knockout for 1d6 Rounds. If Knockout for 1d6 Rounds.
Sleep (4) Rounds. If still standing,
still standing, victim loses If still standing, victim loses
victim loses 2d6 Combat
1d6 Combat Actions for 1 3d6 Combat Actions for 1
Actions for 1 Round due to
Round due to disorientation. Round due to disorientation.
disorientation.

...TABLE CONTINUED ON FOLLOWING PAGE...

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

due to disorientation. If any


that Round, which creates Characteristic reaches zero
Characteristic reaches zero
minor disturbing visual and make a successful Vigor Roll
Psychoactive (5) make a successful Vigor Roll
distance distortions. All rolls to avoid death due to cardiac
to avoid death due to cardiac
utilizing vision and movement arrest. All rolls utilizing
arrest. All rolls utilizing
are made at a 1 for that vision and movement are
vision and movement are
Round. made at a 2 for that Round.
made at a 3 for that Round.
Nausea: Make a successful
Nausea: Make a successful
Vigor Roll at 2 or lose 2
Vigor Roll at 3 or lose 3
Combat Actions that Round
Combat Actions that Round
due to vomiting.
due to vomiting.
Pain: Make a successful Will
Roll at 3 or suffer 3 Action
Dice to all actions taken for 3
Rounds due to painful tissue
Pain: Make a successful Will damage and swelling.
Roll at 2 or suffer 2 Characteristic Loss: Victim
Action Dice to all actions loses 3 points total, per
taken for 2 Rounds due to Round, from Strength, Vigor,
painful tissue damage and Dexterity, or Agility (or a
swelling. combination thereof, GMs
Pain: Make a successful Will
Characteristic Loss: Victim choice) for the next 3 Rounds
Roll at 1 or suffer 1 Action
loses 2 points total, per due to painful internal tissue
Systemic (6) Dice to all actions taken for
Round, from Strength, damage and swelling. If any
1 Round due to painful tissue
Vigor, Dexterity, or Characteristic reaches zero
damage and swelling.
Agility (or a combination make a successful Vigor
thereof, GMs choice) for Roll to avoid death.
the next 2 Rounds. If any Knockout: Make a successful
Characteristic reaches zero Vigor Roll at 3 or suffer Full
make a successful Vigor Knockout for 1d6 Rounds
Roll to avoid death. due to extreme internal pain.
If still standing, victim loses
3d6 Combat Actions for
one Round due to painful
disorientation.

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

Chapter IV: Combat


Being exposed without appropriate protection to the number of Stamina points already lost) once per
extremes of ambient heat and cold over a period of hour or begin suffering delusions of various kinds. The
time can cause physical damage to characters, as well Animal Ability Thermal Regulation can, with a success
as other effects. rolled each hour, hold this effect at bay.
Extreme Heat: Exposure to extreme (non-burning) Extreme Cold: Exposure to extreme (near-freezing
heat will cause 1 level of Fatal Damage per hour of or freezing) cold will cause 1d6 levels of Fatal Damage
unprotected exposure. For each point of damage lost, per hour of unprotected exposure. For every hour of
the character must make a successful Vigor Roll (at a exposure, the character must make a successful Vigor
penalty equal to the number of Stamina points already Roll (at a penalty equal to the number of Stamina points

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

their own. A Partial Success on a Vigor Roll


means that no Characteristic points are lost,
but the illness still ravages the body.
Only multiple successes of a Vigor Roll
made by the patient can turn the tide and
allow the healing process to actually begin.
Three fully successful Vigor rolls over three
consecutive days (or three successful magical
or medical healing Skill Rolls made anytime
already lost) to avoid suffering a Lost Feature or Limb, within the same three day period) means
which has died due to frostbite and will need to be the afflicted character has finally overcome the serious
amputated later if the character survives the experience. illness and will then begin to recover lost Characteristic
If characters reach 0 Stamina under these conditions points from that point forward at the rate of one point
they will fall unconscious and automatically suffer a per week of natural healing, 1 point per success of Dress
Lost Feature or Limb (frostbite). In addition, characters Wound or Surgery, and 2 points per success of magical
that begin taking Extreme Cold Exposure Damage healing (unless otherwise determined by the GM) until
must make a successful Will Roll (at a penalty equal to fully healed.
the number of Stamina points already lost) once per
hour or fall into a sleep from which they cannot awaken
on their own and in which they will eventually freeze
Recovering Lost Stamina
to death once their Stamina reaches 10. The Animal and Characteristics
Ability Thermal Regulation can, with a success rolled Generally, letting injuries heal on their own over
each hour, hold these effects at bay. time, repairing them medically with either the Dress
Wound or Surgery Skills, or healing them using various
Illness Damage (Physical magic rituals is the way to bring about recovery and
and Mental) restore lost Stamina. Specific details of how damage may
There are a number of different types of illnesses be healed (and at what rate) were mentioned within the
on Drdnah, and GMs should feel free to draw various descriptions above for unusual damage, but the
inspirations from Earth illnesses while creating their Recovery Table below lists the healing rates for the four
own for their campaigns. Regardless of the specific standard ways.
nature of the illness or its cause, all illnesses harm a It is important to recognize that the Dress Wound
character by affecting one or more Characteristics over a Skill and the Surgery Skill both function in very different
period of time. Most illnesses will run their course over ways. Please note these differences by familiarizing yourself
a period of 2d6 days causing the full extent of the illness with the descriptions of each of these skills in the Skills
effects if not cured or overcome. As a general rule, each section of the Character Creation chapter. For instance,
affected Characteristic will temporarily drop 1d6 points Dress Wound heals Subdue Damage first, followed by
within the first 24 hours of contracting a serious illness. Fatal Damage after all Subdue Damage is healed for that
Thereafter, each day (if appropriate to the specific disease) wound, while Surgery does exactly the opposite and can
that Characteristic will drop another point unless a additionally cause potential Vigor loss.

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

Chapter IV: Combat


help create the feeling and flow of a mass combat one of either the Talent Natural Leader or the
situation such as a large military engagement Advantage Influence. For every success rolled,
in which the characters are involved. There are one (or multiples of ten for larger conflicts)
two ways of dealing with this, both of which of the greater throng the characters warriors
are intended to create the image of dozens of are fighting is considered fully defeated (which
opponents being dealt with and dispatched in can mean either dead, routed, or totally out of
short order as the main enemy is approached or commission for the remainder of that battle).
a major battle is waged. Every failure is considered an undefeated enemy
The first method assumes the characters that their warriors have either moved past (if that
are directly involved, wading into the heat of was their intent) or may continue fighting on
battle. The GM should have a general idea of the the next Round. And any 1s rolled indicate an
number of foes that each character will be facing undefeated foe that actually succeeds in defeating
before either the individual combat begins or one (or multiples of ten) of the warriors under
the mass combat battle is over. Each Round such that players command.
lesser foes are being engaged, players will roll After each Round, the GM should briefly
their Action Dice once for that Round (whatever describe the action and current circumstances
they would normally be attacking with in that before moving on to the next Round, with an
situation). The dice from the Fearless Talent may emphasis on the player characters effect on the
be added to these Action Dice. For every success, troops. The battle may then continue in this way,
one of the greater throng they are fighting is Round after Round until all the opponents have
considered fully defeated (which can mean been defeated (or passed by), the players troops
either dead, routed, or totally out of commission retreat or are defeated themselves, or some other
for the remainder of that battle). Every failure defined goal has been achieved.
they roll is considered an undefeated enemy they
either moved past (if that was their intent) or
may continue fighting on the next Round. Any Ship-to-Ship Combat
1s rolled indicate an undefeated foe that actually
succeeds in causing 1 Damage Level of either (Skyships and Water
Subdue or Fatal Damage (GMs choice) to the
player. This damage is subtracted directly from Vessels)
the players Stamina. In a world where ships of all shapes and sizes
After each Round, the GM should briefly glide across sparkling emerald waters and through
describe the action and current circumstances the cloud-filled amber skies, battles are constant.
the players are in before moving on to the next Here we present the basics of ship-to-ship combat.
Round. The battle may then continue in this With the arrival of cannons on the scene, ship
way, Round after Round until all the opponents battles became terrifying and messy affairs. With
have been defeated (or passed by), the players this escalation in weaponry, boarding an enemy ship
retreat or are defeated themselves, or some other became a complicated affair, as even a short exchange
defined goal has been achieved. of cannon fire could result in massive damage to a
valuable vessel and her crew.
The second method assumes that the players
may not be directly involved but are instead On the following page begins a list of the common
commanding numbers of other individuals as types of ships found on Drdnah; though there are
part of a large engagement. In this situation, many other kinds, the basics for their functionality
the enemy is engaged by non-player characters can be generally derived from these. No two ships are
whose success or failure is largely based on the exactly the same, and some may be outfitted to be
leadership and wise commands of the players. faster, better armored, and even more maneuverable,
depending on the work that has been done to it. In
The GM should have a tally of the number general, however, each ship will have these Attributes
of NPCs under each players command as well that will be important during any combat:

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

fast a vessel can travel and is added to


the number of Action Dice rolled when
directly pursuing a foe or fleeing one.
# of Cannons: This number
represents the total number of cannons
on the ship. Each success scored by a
ships Attack Roll represents a successful
hit by a single cannon. However, due to
the fact that only half of a ships cannons
can be brought to bear in a broadside, a
ships Attack Roll is limited to half the
# of Cannons for purposes of counting
successes (thus, a ship with 20 cannons
could only score a maximum of 10
successes with any single Attack Roll).
Any successes scored in excess of this
number are simply ignored. In addition,
for each multiple of 20 cannons, a ship
gains 1 extra attack Action Dice in ship-
to-ship combat.
Integrity Points: This number
represents the total number of Damage
Levels that may be collectively taken by Integrity Point Distribution
a ship from cannon strikes or other such large-scale Armorable:
damage (such as fire or storm) before it is considered General Prow - 10
completely destroyed. General Mid Hull - 20
Integrity Point Distribution: The general General Aft - 10
target areas of the ship (armorable and non- Masts - 10
armorable) that have divided among them the Non- Armorable:
Integrity Points. Each of these potential targets is Sail Cloth - 10
destroyed individually if their distributed number Rigging - 10
of allotted points reaches zero. It is possible to have Crystal Banks or Below Waterline - 30
armor in place on a ship, which will reduce the
amount of damage on each strike to specifically Private Barge (pleasure craft/house boat)
armorable regions. Such armor comes at the cost Maneuver: 4 Speed: 3
of maneuverability, however, and represents the # of Cannons: 0-2 Integrity Points: 350
number of dice that must be removed from the Integrity Point Distribution
total Action Dice of any rolls where the addition Armorable:
of Maneuver Action Dice is a factor. Every point General Prow, Cabins - 50
of armor the ship possesses absorbs 1 Damage General Mid Hull - 50
Level from any damage taken by the individual General Aft and Command Quarters - 50
armorable targets. Non-armorable target areas do Crystal Works or Rudder Works - 50
not benefit from this. Powder Stores - 25
Masts - 25
Types of Ships Non- Armorable:
Sail Cloth - 25
Skiff (landing party /escape vessels) Rigging - 25
Maneuver: 5 Speed: 6 Crystal Banks or Below Waterline - 50
# of Cannons: 0 Integrity Points: 100

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

Chapter IV: Combat


Crystal Works or Rudder Works - 75 Merchants Carrack Heavy (larger, bulkier
Powder Stores - 75 commerce vessel)
Masts - 60 Maneuver: 1 Speed: 1
Non- Armorable: # of Cannons: 0-40 Integrity Points: 500
Sail Cloth - 25 Integrity Point Distribution
Rigging - 25 Armorable:
Crystal Banks or Below Waterline - 90 General Prow, Cabins, and Infirmary - 40
General Mid Hull - 60
Warship Light (swift battleship/gunship) General Aft and Command Quarters - 60
Maneuver: 2 Speed: 3 Crystal Works or Rudder Works - 70
# of Cannons: 20-60 Integrity Points: 550 Powder Stores - 70
Integrity Point Distribution Masts - 60
Armorable: Non- Armorable:
General Prow, Cabins, and Infirmary - 60 Sail Cloth - 25
General Mid Hull - 60 Rigging - 25
General Aft and Command Quarters - 60 Crystal Banks or Below Waterline - 90
Crystal Works or Rudder Works - 80
Powder Stores - 80
Masts - 60 Engaging the Enemy
Non- Armorable: When one ship engages another there are two
Sail Cloth - 30 distinct phases that occur. The first is the Chase
Rigging - 30 Phase, which takes place if the two ships are more
Crystal Banks or Below Waterline - 90 than a mile distant from one another. The second
is the Combat Phase, which occurs once the
Merchants Carrack Light (small commerce enemies are within a mile of one another and in
vessel) cannon range.
Maneuver: 2 Speed: 3
# of Cannons: 0-20 Integrity Points: 450 Chase Phase:
Integrity Point Distribution The Chase Phase consists of each ship
Armorable: alternating between attempting to skillfully
General Prow, Cabins, and Infirmary - 40 maneuver (either across the water or through the
General Mid Hull - 40 sky) so as to gain advantage and then engaging
General Aft and Command Quarters - 50 each ships capacity for speed. All of this is done
Crystal Works or Rudder Works - 65 in an attempt to gain distance, either in an effort
Powder Stores - 65 to escape from or to pursue an enemy. Steps 1 and
Masts - 60 2 of this phase are repeated until one or the other
Non- Armorable: gives up, the pursuer loses sight of the target ship,
Sail Cloth - 25 or the distance between them becomes one mile or
Rigging - 25 less, at which point the Combat Phase may begin.
Crystal Banks or Below Waterline - 80 If the target ship makes no attempt to flee, the
Chase Phase becomes unnecessary.
Warship Heavy (slower, heavily armored, The chasing ship must maintain visual contact
dreadnaught) with the target ship during the Chase Phase.
Maneuver: 1 Speed: 2 Whenever the fleeing ship gains distance, the
# of Cannons: 50-100 Integrity Points: 600 chasing ship must make a single visual Perception
Integrity Point Distribution Roll with all appropriate range and environment
Armorable: modifiers to keep track of it. Usually this is done
General Prow, Cabins, and Infirmary - 70 by the Ships Lookout (the crew member with the
General Mid Hull - 60 best visual acuity).

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

2. Swift Sailing to Gain Distance: Each vessel makes a Phase.


single Driving (Nautical or Aerial) Skill Roll (preferably 2. Engagement Rolls: In order of Initiative, each
the pilots or captains) + the Speed Action Dice of vessel may make their single Attack Roll (cannoneers,
the ship, to which the Natural Leader Action Dice of captains, or master gunners Artillery Combat Skill
one of these characters may be added. Whichever of for cannons + ships Maneuver + any bonus Action
the two ships generates the most successes with this Dice generated while Maneuvering for Advantage).
second roll gains a miles distance, with a tie meaning Add an Action Die for each multiple of 20 cannons
neither ship gains any distance compared to the other. on the attacking ship. Meanwhile, whatever ship
When ship-to-ship distance becomes one mile or less, they are attacking makes its Defense Roll (pilots
the Combat Phase may begin. or captains Driving Skill Action Dice + Maneuver
+ bonus dice), which is intended to counter the
Combat Sequence: opponents attack successes. If any attack successes
Each Combat Phase lasts for roughly one minute get through, then Location Rolls must be made to
and consists of 4 steps (detailed below). This series see what areas of the defending ship are damaged.
of steps continues until the combat ends as a result 3. Location Rolls: If any attack successes penetrate
of surrender, an effective retreat, or either ship being a ships Defense Roll (remember to only use half
crippled or destroyed. After closing distance in the the total number of the attacking ships cannons
Chase Phase, ships are considered to be at Extreme to determine maximum number of successes), the
Range and subject to the appropriate modifiers. GM must roll 1d6 twice for each success that gets
1. Maneuvering for Advantage: Each vessel makes through while referencing the Attack Facing Table
a single Driving (Nautical or Aerial) Skill Roll below, and then the Specific Hit Location Table on
(preferably the pilots or captains) + the Maneuver the next page. Depending on the part of the ship the
Action Dice of the ship, to which the Natural attack was facing, the first 1d6 roll will determine
Leader Action Dice of one of these characters may one of the four possible general areas struck. The
be added. Once each vessel has rolled, compare second 1d6 roll is used to determine what specific
successes. The difference becomes added as Action part of that general area was actually damaged by the
Dice to the winners Artillery Combat Roll (for their strike. Damage Levels should be deducted (usually
cannon attack) or their Defense Roll. In addition, 20 levels for a cannon hit, minus any armor the ship
whoever rolled the most successes wins Initiative may have, if any) from this specific area and any
that Round, which means their single attack for other effects are taken into account. Ignore any rolls
that Round is rolled and resolved first. that do not apply to the ships design or current
situation.
Alternately, a ship may use this roll to try to
close range or to flee outside of Combat Range 4. Small Arms Fire: After each Combat Phase
(essentially restarting the Chase Phase). Using your where the ships are at medium distance or closer,
success in this roll to close will sacrifice the use of all deck crew may take a turn of firing missiles or
the successes as a bonus to the Attack or Defense Vaylah weapons at the opposing ship. The GM may
Roll, though range penalty modifiers will decrease. use the simplified combat rules or allow individual
Successful closing will move the ship from Extreme targeting. At close range, boarding actions may take
to Long Range, Long to Medium Range, and so on. place, transitioning the combat to the standard
If both ships are trying to close, they will move from individual combat rules if desired.

ATTACK FACING TABLE (for ships)


Above, Side, Below 1 = Sails 2-3 = Prow 4-5 = Aft 6 = Hull
Rear of Ship 1-2 = Sails 3 = Hull 4-6 = Aft
Front of Ship 1-2 = Sails 3 = Hull 4-6 = Prow
Sails of Ship 1-2 = Hull 3-6 = Sails

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

Chapter IV: Combat


for the same amount)
6 = Powder Stores
(damage to the Vaylah
5 = Command powder storage area
used for the cannons.
Quarters (damage If this areas Integrity
to the area of the Points reach zero it can
4 = Aft Skiffs captains cabin, the cause a 200 Integrity
1-3 = General Aft (damage to one of the command crews Point explosion that
Aft (general damage to the rear-deck skiffs, which quarters, with a 1 in will affect first the
aft of the ship) should be tallied later 6 chance of either General Aft and
on its own sheet) striking an NPC within Command Quarters,
for the same amount, then the General Mid
or damaging some Hull, and finally the
other valuable item) Crystal Works, and will
immediately kill 1d6
NPCs)
4-5 = Rigging 6 = Masts (one of
(damage to some the ships masts have
1-3 = Sail Cloth area of the ships been badly damaged,
(damage to some area
rope rigging, with a with a 2-in-6 chance
of the sail cloth itself.
1-in-6 chance of an of hitting an NPC for
If this areas Integrity
Sails Points reach zero, the
NPC falling from the the same amount. If
rigging. If this areas this areas Integrity
ship loses 1 Maneuver
Integrity Points reach Points reach zero, the
ranking and 1 Speed
zero, the ship loses 1 ship loses 1 Maneuver
ranking)
Maneuver ranking and ranking and 1 Speed
1 Speed ranking) ranking)
5 = Crystal 6 = Powder Stores
(damage to the Vaylah
Works or Rudder powder storage area
1-3 = General 4 = Below Works (damage to used for the cannons.
Mid Hull (general Waterline or the either the complex If this areas Integrity
damage to the middle Crystal Banks crystal gear-works that Points reach zero it can
hull of the ship (damage to the area operate the sky crystal cause a 200 Integrity
including the gunnery of the ship that keeps dampening sheaths Point explosion that
Hull deck, with a 2-in-6 it afloat. If this areas or the rudder works will affect first the
chance of striking an Integrity Points reach themselves, either of General Aft and
NPC within for the zero, the ship begins which affects the ships Command Quarters,
same amount, and to rapidly sink or fall, maneuverability. If then the General Mid
a 1-in-6 chance of either way generally this areas Integrity Hull, and finally the
damaging the cargo) ending in disaster. Points reach zero, the Crystal Works, and will
ship loses 1 Maneuver immediately kill 1d6
ranking) NPCs)

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

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:

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.

Chapter V: Ritual Magic


are held in high regard. They are known as 3. The Ritual of Endowment
sirhibasi (SEER-hih-boss-ee), meaning wise ones
(singular sirhibas), and they are the sorcerers of Performed by mages, this ritual allows the
the world. sirhibas to endow objects in the physical world
with a variety of magical traits. This type of magic
Individuals who possess magic talent are can sometimes have unexpected results, even
often identified at an early age so they can be when performed successfully.
instructed in the ways of the sirhibasi. Most
sorcerers are easily recognized by the elaborate 4. The Ritual of Summoning
tattoos and markings with which they decorate Performed by summoners, this ritual allows
their bodies and store their arcane power. the sirhibas to call forth various creatures and
Considered rare and precious, sirhibasi are able entities from either the physical world, the Dream
to wield tremendous power and travel in ethereal Realm, or from other dimensions. This is the
realms filled with demons and elementals. most dangerous type of magic, since summoned
beings must be constantly controlled. If a
The Basics of Magic summoned creature manages to break free, the
results can be disastrous.
The SHARD RPGs rules for magic focus on
creating an incredibly cinematic, visual experience. Roleplaying Magic
Roleplaying is a crucial element of SHARD magic.
Since most magical confrontations take place in Its important to keep a few points in mind
the Dream Realm, an ethereal dimension of raw, when playing a sirhibas or when GMing magic in
unformed magic, players must rely on imaginative the world of Drdnah:
descriptions to create their magical effects. Magic should never be commonplace. It
The basics of the magic system are: should always be treated as miraculous and awe-
inspiring, even by the sirhibasi.
A player decides to have a character be
able to perform magic. Performing magic rituals takes a lot
of time. This time is used to gather all the
The player purchases the appropriate necessary materials: incense, crystals, prayer
magical Talents and Skills for his character. bowls, meditation beads, etc. The sorcerer must
The player chooses what type of magic he also draw the correct mystic sigils on the ground.
wishes to focus on. This will determine the types Prayers and incantations must be chanted until the
of Magic Rituals the character will be able to use. sorcerer enters a meditative trance. Magic is never
Each Magic Ritual is assigned its own performed on the fly or in the midst of combat.
Action Dice. These are the dice the player rolls in Certain magic rituals require or allow the
order to perform the ritual successfully. sorcerer to send his spirit, or duhma (doo-HA-
Magic Ritual Action Dice are rolled at the mah), into the mysterious and ethereal Dream
beginning of the ritual as well as at various times Realm. There the sorcerer can direct and control
during the ritual to determine the outcome of the powerful flow of magic needed to achieve
various events. miraculous effects. Similar in concept to the astral
plane, nothing in the Dream Realm is physical
Magic Rituals or fixed. Dream reality itself can be constantly
shaped and reshaped to suit a sorcerers whim; it is
There are four general Magic Rituals your literally the stuff dreams are made of.
character may possess:
Magical rituals are not always dependable.
1. The Ritual of Healing Magic forces and magical entities are capricious
Performed by healers, this ritual is used to and unpredictable. Every time a magic ritual is
restore the mind, body, or spirit. It is the least used, the experience should be different. Its up
dangerous of the magical arts but can be rather to the GM to insure that the use of magic never
taxing for both the healer and the patient. becomes humdrum or ordinary. Every time a
2. The Ritual of Dreamwalking sirhibas uses magic, there should be an element
of risk involved.
Performed by seers, this ritual allows the

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

state necessary to perform the ritual. This initial roll


Performing a Ritual both determines if you are able to successfully begin
the ritual and sets the stage for the mystical experience
Regardless of the type of magic, there are several that will follow. A low Success Level could indicate
essential steps that occur every time a magic ritual is a difficult or challenging ritual ahead, while a high
performed: Success Level could indicate a larger measure of
Step 1: Preparing the Ritual control on your part.
Step 2: Initiating the Ritual
Step 3: Controlling the Magic Step 3: Controlling the Magic
Step 4: Concluding the Ritual Once you have successfully initiated the ritual and
entered your mystical trance, the GM will describe
your journey into the Dream Realm and the effects
Step 1: Preparing the Ritual of the powerful magics you are unleashing. This is a
Before beginning any ritual, you should inform delicate time. Your control of those powerful magics is
the GM what ritual you intend to perform and what about to be tested.
you wish to accomplish. You also need to select an As you listen to the GMs description, feel free to
appropriate time and setting for the ritual to take place. let him know that you wish to use your ritual Action
The GM will encourage you to describe any special Dice to further affect or change the outcome of
preparations, helping you set the scene for the coming whatever scene the GM may be describing. Remember
ritual. The GM should feel free to assign roleplaying that you are the controlling factor in that situation.
bonuses for particularly creative and vivid descriptions You choose to shape the magic however you wish. The
of these preparations. GM, in turn, will ask you to roll your Magic Ritual
Action Dice or make certain Characteristic Rolls he
Step 2: Initiating the Ritual feels are necessary to achieve your goals.
The GM will have you roll Action Dice to
determine if you can successfully begin the ritual. Magic Disciplines
All players make this roll when beginning any ritual. Every time you attempt to take an action while
The Action Dice for this roll are based on the Magic using a Magic Ritual, you are considered to be using
Ritual Skill you are attempting to use. Thus, if you a Discipline. This requires a roll of your appropriate

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

Chapter V: Ritual Magic


you are in conflict with another sorcerer or mystical that allowed a sorcerer to attack and defend against
being. an enemy in the Dream Realm, further battles with
Contested Rolls are made using your Magic other hostile entities during the same Dreamwalking
Ritual Action Dice. Opposed Rolls allow you (and Ritual would not require the sorcerer to use any
further Disciplines. If, however, the sorcerer
your opponent) to add your Mystic Talent to your suddenly decided to have a vision of the past, or
Magic Ritual Action Dice. The precise number of create a magical ward, or summon a magical entity,
Action Dice you use is: then he would need to make use of additional unique
Contested Action Dice = (Characters Disciplines for each of those actions.
Appropriate Magic Ritual Skill + modifiers, if any) Using all of your Disciplines during a Magic
Opposed Action Dice = (Characters Ritual can be hazardous. Should you choose to do
Appropriate Magic Ritual Skill + Mystic Talent this (or be forced into it as a result of unforeseen
Levels + modifiers, if any) circumstances), then when you emerge from the
ritual youll immediately fall unconscious and
Using Disciplines remain in that state for 2d6 hours. Attempts to
Your use of Disciplines during Magic Rituals is rouse you during this time will fail, and you will have
limited by the need to rest. The number of Disciplines to be carried if you need to be transported. In this
you may use is equal to your Essence plus the levels state you are considered completely helpless. When
you possess in the Mystic Talent. Thus, if your Essence you finally regain consciousness, you will be groggy
was 7 and you had 4 levels of the Mystic Talent, youd and could potentially suffer penalties to your Action
be able to perform up to 11 Disciplines during your Dice until youve had a chance to take nourishment
Rituals before rest became necessary. and recover from the incident.
Every different type of action you attempt to Recovering Disciplines
perform during a Magic Ritual is considered a use of After you have used Disciplines in a ritual,
a unique Discipline and counts toward the maximum your maximum number of unique Disciplines will
number youre allowed. Performing the same type be reduced until you have had the opportunity to
of action (even later in the ritual) does not require rest. Every use of a unique Discipline reduces your
the use of another Discipline and would not count maximum number by 1, and requires 1 full hour of
toward your maximum. rest outside of the ritual, per unique Discipline used,
Exactly what constitutes the use of a unique before the maximum number is restored by 1. In
Discipline is for the GM to decide, but here are this particular case, rest is defined as uninterrupted
some examples of actions that would require the use sleep or meditation.
of a Discipline: Example: During a Dreamwalking Ritual, a seer
Entering a ritual trance and coming into the uses 6 unique Disciplines before ending the ritual.
Dream Realm. His maximum number of Disciplines is 8. If he
immediately used another Magic Ritual, he would
Attempting to have a vision of the past, the be limited to the use of 2 Disciplines during that
present, or the future. ritual. He would need to rest for 6 hours before he
Attacking one or more opponents. could once again use his maximum of 8 Disciplines.
If he only managed to rest for 4 hours, he would be
Defending against magical attacks. limited to a maximum of 6 Disciplines.
Creating a magical ward or illusion. Although there is no official limit to how many
Defeating a magical ward or illusion. times you can use a Magic Ritual, the periods of
Healing wounds. rest required before you can effectively use unique
Disciplines again create a natural limitation. Unless
Summoning one or more creatures. you wanted to be restricted to a limited number of
Controlling summoned creatures. Disciplines while in a ritual (which could be very
Banishing summoned creatures dangerous if you were attacked), then you will likely
not perform more than two or three Magic Rituals
Attempting to dominate an opponent. in any 24 hour period due to needing to rest several
The rule of thumb when deciding what hours between each ritual.
constitutes a completely unique Discipline is to

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

Seer: Defending in the Dream Realm; using Illusions and


changing the Dream environment; seeing the past, present,
and future; seeing through Illusions.
Challenging -1 Dice Healer: Entering the Dream Realm; Healing lesser wounds
(less than 1/3rd Stamina); protection from supernatural foes.
Summoner: Entering the Dream Realm.
Mage: Entering the Dream Realm; penetrating or unraveling
wards.
Seer: Damaging, Binding, or using Illusions to attack a foe;
seeking and communicating with others in the Dream;
dispelling magical manifestations (wards and magical traps).
Healer: Defending in the Dream Realm; Healing large wounds
(less than 2/3rd Stamina); healing supernatural wounds.
Difficult -2 Dice Summoner: Defending in the Dream Realm; commanding a
summoned entity; seeing through a summoned entitys eyes;
dismissing a suthra.
Mage: Defending in the Dream Realm; dispelling magical
manifestations (wards and magical traps); creating limited
Illusions in the physical world; dismissing weather effects;
warding against mystical sight or spirits.
Seer: Bringing others into the Dream Realm; allowing others
to see visions; entering and changing anothers dreams.
Healer: Attacking in the Dream Realm; Healing terrible
wounds (more than 2/3rd Stamina); mending bones; curing
poison effects or madness.
Very Difficult -3 Dice Summoner: Attacking in the Dream Realm; Summoning
a demon, spirit, or elemental; summoning a suthra to bear
burdens or to act as a scout, spy, or tracker.
Mage: Attacking in the Dream Realm; Endowing inanimate
things with special qualities; calling up a wind; warding
against demons and elementals.
Seer: Attempting to use Domination on a foe.
Healer: Restoring severed limbs; breaking curses.
Summoner: Subjugating a demon, spirit, or elemental;
Extremely Difficult -4 Dice banishing a demon, spirit, or elemental; summoning a suthra
to attack or defend.
Mage: Temporarily diminishing anothers Attributes with a
curse; calling up fog or mist; warding against Endowment
Ritual effects.
Seer: Capturing another persons spirit (which causes the
body to eventually die); using the Dream Realm to physically
transport your body.
Healer: Restoring lost Characteristics; healing old injuries or
birth defects; severing supernatural Domination or control;
banishing supernatural foes.
Summoner: Making a more permanent slave or servant of a
Almost Impossible -5 Dice or higher demon, spirit, or elemental; summoning a suthra to sacrifice
itself for you (to eat, to harvest some part of it, etc.); summon
a suthra to be your permanent companion.
Mage: Temporarily adding to anothers Attributes with a
charm; making magical effects last longer (endowments,
wards, curses, or charms); creating a storm; causing Stamina
loss using any magically-created weather effects; warding
against physical harm.

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

Chapter V: Ritual Magic


needed. A GM may allow a sorcerer to make
an Essence Roll when near the source of
powerful magics in order to gain some insight
into those magics. It is important to remember
that any Essence lost due to illness or injury
will affect the value of all Skills based on that
Characteristic until the loss can be regained,
including all Magic Ritual Action Dice as well
as your maximum number of Disciplines.
Will Roll- This Characteristic Roll may
be required by the GM to determine the
outcome of magics that attempt to control
another entity. Will Rolls are an important
part of any summoning ritual. The GM
may require a sorcerer to make a Will Roll if
something is attempting to break or dominate
his will. Likewise, the sorcerer would need to
make a Will Roll if he were attempting to
dominate another using magical commands.
Any loss of Will due to exhaustion, torture, or
brain-washing will affect the value of all Skills
based on that Characteristic until the loss can
be regained.
Action Dice Modifiers
At several points in this chapter, the concept of Adding Keen Focus Talent Dice
modifiers has been mentioned. As per the rules for High levels of intense concentration are essential
Modifiers in the Basics Chapter of this book, GMs should
apply Bonus or Difficulty Modifiers as they deem while performing magic rituals. If an interruption
appropriate based on the actions being attempted by occurs during a ritual, a sorcerer will need to roll
the players. his Magic Ritual Action Dice in order to determine
The important thing to keep in mind concerning whether the ritual trance is successfully maintained.
modifiers is that the more penalties a GM decides If the sorcerer possesses any levels of the Keen
to give his players, the less likely they are to attempt Focus Talent, he may add them to his Magic Ritual
incredibly heroic feats. It all depends on what sort of Action Dice. Its up to the GM to decide what sorts
tone the GM wants to set for his campaign. If amazing, of interruptions would require such a roll. Being
over-the-top action is what you want, then go easy on the attacked in the physical world while you were still in
Difficulty Modifiers and be generous with the Bonus ritual trance would certainly call for such a roll. If a
Modifiers. If, on the other hand, you wish to create a sorcerer fails this roll, his trance is broken and the
more down-to-earth tone, then pile on the Difficulty ritual immediately ends.
Modifiers and be spare with the Bonus Modifiers.
The table on the previous page gives some Step 4: Concluding the Ritual
examples of some typical Modifiers when dealing with
magic and the situations in which they apply. Eventually you will come to the end of your ritual,
whether you accomplished what you set out to or
Characteristic Rolls didnt. Concluding a Magic Ritual can happen for a
Another type of dice roll you may be asked to make few different reasons:
during the course of a ritual is a Characteristic Roll. Such You decide to end the ritual. This is the most
rolls are sometimes used during a ritual to help determine common and elegant way to conclude a ritual. Avoid
the effects of the powerful magic on either the sorcerer the temptation of meandering through the Dream
or others who may be similarly affected. A Characteristic Realm. Its dangerous, it can attract the attention of
Rolls Action Dice are: sinister entities, and leaves non-magic characters with
Characteristic Roll Action Dice = Current nothing to do. GMs should be careful to inter-cut
Characteristic Ranking between the events in the Dream Realm and the real

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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

All users of Magic Rituals have the power to touch


Disciplines. At this point, you may have to end the and enter the Dream Realms while performing their
Magic Ritual to avoid emerging from the ritual trance magic. Being within the Dream, or even at its edge while
only to immediately fall unconscious. If you have in a state of trance, puts a character in a unique position
important information to impart to your allies in the of vulnerability. Spirits, Demons, Elementals, and of
physical world, youll be unable to do so until you course other sirhibasi wander the Dream Realms, and
regain consciousness. Be careful about ending rituals can sometimes see, interact with, and perhaps attack
as a result of expending all your Disciplines. another character they may encounter. There are some
You are hurled from the Dream Realm by similarities between combat in the physical realm and
a hostile force. If all of your Spiritual Stamina is magical combat in the Dream. In both cases, combat
depleted, your ritual trance will be instantly broken progresses in Rounds. You attack and defend by rolling
and your Magic Ritual will abruptly come to an end. appropriate Action Dice. And finally, your goal is to
It is important to remember that the loss of Spiritual cause enough damage to your opponent to defeat him.
Stamina does not mean youve actually lost any real Where physical and magical combat differ most is in
Stamina. There may be some special exceptions to your amazing ability to use the essence of the Dream
this rule, however, and it is up the GM to decide if Realm to create any imaginable effect. The very fabric
there are any rare moments when damage taken in of reality is yours to command! You can form weapons
the Dream Realm carries over to the real world. out of thin air, shape shift into any creature you can
imagine, call down bolts of lightning or columns of
The GM decides that your ritual comes to an flame, imprison your enemy inside a massive crystal; the
end. The GM can decide, for whatever story reason only limit is what your imagination can conjure up.
he wishes, to conclude your ritual. You may find
yourself gently dismissed by someone with whom Initiative
you were speaking in the Dream Realm. Perhaps
some shocking revelation could end a vision with an When combat begins, everyone involved in the
awakening scream. Or maybe after several attempts at battle determines Initiative by rolling 1d6 and adding
some objective, your dice rolls simply fail to give you their Essence plus their Mystic Talent levels to the result.
the desired effect. This is your Initiative score for that particular Round
of magical combat. You roll Initiative every Round of
Once your ritual is over, if you dont fully combat until the battle ends.
understand some aspect of what transpired, ask the
GM. Just remember that the GM may not want to Everyone acts in order of Initiative, from highest to
reveal everything to you. You may be allowed to make lowest. In the case of ties, actions are considered to be
some Knowledge Skill rolls (such as Magic Theory or simultaneous. So even if your opponent causes enough
Ritual Lore) to discover more information or come to damage in a tied Round to defeat you, you still get to
some conclusion based on your characters knowledge, counterattack before you are hurled out of the Dream
or the GM may clarify some symbolism that wasnt as Realm.
obvious as hed expected. Taking Actions in Magical Combat
Imagination Is Key The big difference between magical and physical
combat is that there are no Combat Actions in
True to the spirit of the SHARD RPG, the most magical combat. You may attack as many opponents
important rule when using magic on Drdnah is to as you wish in any given Round. However, you may
let your imagination take center stage. Rules are not only attack each opponent once before that opponent
as important as having fun. The very fabric of the has a chance to counterattack. You may never attack
Dream Realm demands a creative mind to successfully an opponent multiple times in the same Round. It is
manipulate it. If you can imagine it, then you can do it. possible, however, to be attacked by several opponents
Thats the guiding principle for confrontations in the in the same Round, although you would get to defend
Dream Realm. against every attack.
GMs should consider playing mood music Attacking multiple opponents in the same
during magical sessions. This will greatly enhance the Round is automatically deemed a Bundled Action as
experience. Imagine it as you would a scene in a great it is considered a singular manifestation of your will.

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

Chapter V: Ritual Magic


Action Dice for attacking multiple targets. Depending dispelled.
on how much (or little) a GM wishes to encourage
attacking multiple targets in magical combat, this Special Attacks
penalty could either be severe (a 1 die for every target As previously stated, nothing in the Dream Realm
after the first), or it could be more moderate (1 die is physical or set; its all raw magical essence that you
for a small group, 2 for a medium-sized group, 3 for shape however you wish. Every attack you perform
a large group, etc.). This is all a matter of preference. If in the Dream Realm, therefore, is considered to be
the GM prefers larger than life encounters in the Dream a manifestation of your magical ability and will. In
Realm, then a less severe penalty is recommended. the Dream Realm, your will can harm an opponent,
bind him, confuse him with illusions, or possibly even
Attacking & Defending control him. Here are a few guidelines for using such
Ultimately, the goal of most magical battles is to effects.
attempt to hurl your opponent out of the Dream Realm
and break his trance, thus effectively ending his ritual. Binding
You use your Magic Ritual Action Dice to both attack Instead of damaging your opponent, you have the
and defend. Since all such conflicts happen within the option of binding him. Binding an opponent can take
Dream (or at its edge within ritual trance), those using whatever visual form you decide. It could be something
the Ritual of Dreamwalking find it easier to perform any as simple as ropes or vines entangling your foe, or more
Dream-related Disciplines. As a result, sirhibasi using elaborate bonds such as imprisonment inside a crystal
this ritual make all magical combat Defense Rolls at a 1 or a sphere of water, fire, or ice. If you choose to bind
difficulty modifier, and all Attack Rolls at a 2 difficulty your opponent, you must announce you are doing
modifier. Sirhibasi entering the Dream using any other so and then make an Attack Roll at the appropriate
ritual (Healing, Summoning, or Endowment) make all Difficulty Modifier. If your opponents Defense Roll
magical combat Defense Rolls at a 2 difficulty modifier, does not completely negate your attack (you must score
and all Attack Rolls at a 3 difficulty modifier, making at least a Partial Success after your opponents defense
them somewhat weaker when it comes to battles in the successes have been subtracted), then your opponent
Dream Realm. has been successfully bound.
As with ordinary combat, your magical Attack Rolls Your bound opponent gets to roll his Defense Roll
are opposed by your opponents Defense Rolls. Every every Round he is under the effects of a binding until he
success an opponent scores on his defense negates one either breaks free or is defeated. You roll an opposing
of your attack successes. If all of your attack successes Attack Roll (at the same penalty as the original attack)
are negated, then your magical attack was successfully in order to keep him bound. If your opponent rolls
countered. If you score more attack successes, then you more successes than you, then the binding is broken
inflict damage (or cause other effects) to your opponent. and your opponent is free to take action that Round.
Every un-negated success inflicts 1 Damage Level If your opponent does not break the binding, then
to your opponent. This damage is deducted from your he cannot take any action that Round. All a bound
opponents total Spiritual Stamina, which is derived from sorcerer can do (besides standard defense) is continue
the following formula: to try and break free of his binding.
Spiritual Stamina = (Essence + Will) x 2 You can continue to attack your bound opponent
in following Rounds, but theres a catch. Since such an
As with physical combat, being damaged in magical attack is a constant struggle of wills, you may only attack
combat has additional negative effects. If more than your bound opponent. The moment you attack another
one third (1/3) of your total Spiritual Stamina is lost, a target, any bindings you currently have in effect dissolve
penalty of 1 is applied to all of your Action Dice until and your bound opponents are instantly freed and may
you heal above the one third mark. If more than two take their actions normally for the Round.
thirds (2/3) of your total Spiritual Stamina is lost, then
a penalty of 2 is applied to all of your Action Dice until It is possible for you to try and bind multiple
you heal above that mark. opponents at once. The attack is considered a Bundled
Action and you make a single roll of Action Dice
When your Spiritual Stamina reaches 0, you are to attack all your opponents. Penalty modifiers for
considered defeated and are forced to end your ritual attacking multiple targets should be applied. Every
and leave the Dream Realm. If you were attempting to target gets a Defense Roll to avoid being bound. If you

Basic Compendium
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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

Chapter V: Ritual Magic


attacked and damaged normally. If your dominated
opponent takes enough regular Damage Levels to his
Spiritual Stamina to bring him to 0 (or below), then
he is hurled from the Dream Realm and freed from
your control.
Dominated opponents under your control must
obey your commands to the best of their ability until
they are either able to break free of your control and
retreat from the Dream Realm, or are hurled from
the Dream Realm as a result of losing all of their
Spiritual Stamina. Commands should be simple
instructions: Attack your comrade!, Imprison that
sorcerer!, Convince your friend I am your ally!,
etc. If you happen to be the dominated individual,
this is a good opportunity for roleplaying. You should
carry out the instructions of your master to the best
of your ability and continue to role-play in the scene.
Dominated individuals get to try and break free
every Round they are under the control of another
entity. A dominated opponent makes a Defense Roll
based on his Will Characteristic. This is opposed
by the controlling entitys Attack Roll, which is also
based on Will. If the dominated opponent fails,
then he remains under the commanding entitys the domination and instantly leaves the Dream Realm.
control and must use his action that Round to obey If the defender loses, they fall under the domination
his masters command. If the dominated opponents of the new sorcerer and must continue trying to break
Defense Roll beats the commanding entitys Attack free every Round.
Roll, then the dominated opponent breaks free and A note to GMs: Some players do not like to have
must immediately exit the Dream Realm and come out their characters controlled. You should be careful about
of his ritual trance. using this particular power on them. However, if a
It is possible for allies to help you break free of player is particularly fond of taking control of enemies
an enemys domination. An ally can choose to take in the Dream Realm, then it is our opinion that hes
their action in any given Round and declare that fair game for similar treatment. Furthermore, the use
they are helping you break free of another sorcerers of this ability can create some incredibly interesting
control. This process works similar to Collaboration. game moments that can add great drama and tension
Every 2 successes (rounded down) that an ally scores to the scene. Use it wisely!
on his Defense Roll (based on Will) adds 1 success
to your Success Level for purposes of breaking free of Healing Spiritual Stamina
the Domination. The reverse, however, is also true. It is not possible to heal Spiritual Stamina while
Additional enemies can help the dominating sorcerer inside the Dream Realm. You must exit the Dream
maintain his control over you. The process is identical Realm and cease the use of magic rituals in order to
except that the attacking sorcerers make Attack Rolls heal. Spiritual Stamina heals over time, with proper
rather than Defense Rolls. rest or meditation. You may heal your Essence
It is also possible for one or more sorcerers to Rankings worth of Spiritual Stamina for every hour
try and wrest control of a dominated opponent away of rest and meditation you get. Thus, if your Essence
from you. In this case, you and all the rival dominating was 8, you could heal up to 24 Spiritual Stamina if you
sorcerers would make Attack Rolls and compare them rested and meditated for 3 hours. A magical healer
to each other. The sorcerer with the highest number can also restore your Spiritual Stamina with his Ritual
of successes is considered the victor. The opponent of Healing, but this can only be done when you are
gets to instantly make a Defense Roll against this new not in the midst of a ritual.
domination. If the defender wins, then he breaks free of

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261
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

Chapter V: Ritual Magic


of invisibility is rent asunder to reveal you! In that the jackal!
instant, the force of his power blasts you like a violent Raven Player: Do these vines damage me?!
storm! He attacks you with 5 successes! Please make
your Defense Roll, adding your Mystic Talent levels. GM: Not yet. Right now they merely imprison
You are defending against magical attacks, so this is you and keep you from attacking until you can break
yet another unique Discipline for you! free with a Defense Roll. Dont worry, youll still
get your Defense Rolls if the jackal decides to hurl
Raven Player: I roll 7 successes, so I take more attacks at you. Its the next Round. Please roll
no damage! I hold out my hand and divert his Initiative to see who goes first.
tempestuous power harmlessly around me!
GM: That was his action. Now you may take Both the player and the GM roll Initiative. This
yours. Still intend to blast him with lightning? time the player wins. She immediately gets her Defense
Roll to attempt to break the jackals binding. The
Raven Player: You bet! GM assigns the player a 1 Difficulty Modifier. The
GM: Okay, make your Attack Roll at a 2 player only scores 3 successes. The GM makes the
Difficulty Modifier and add your Mystic Talent jackals opposing Attack Roll at 3 (due to his various
levels. Youre using magical attacks so this counts as modifiers). Despite the jackals penalties, the GM scores
another unique Discipline.
4 successes. The jackal succeeds (just barely) in keeping
Raven Player: How many is that? the raven bound.
GM: Five so far. The GM then decides that the jackal will now
Raven Player: Hmm, I gotta keep my eye on attack the player with the vines thorns. The GM
those. Okay, I get 8 successes on my Action Dice! makes the jackals Attack Roll and scores 7 successes.
I laugh again as the crimson arcs of energy tear at Despite being bound, the raven still gets her Defense
him! Roll against this attack. The player scores 4 successes.
GM: He rolls only 4 successes to defend, so he The player takes 3 levels of damage!
suffers 4 Damage Levels. Okay, that was the end of GM: Still bound by the vines, you struggle
that Round. Please roll Initiative again to see who helplessly. The jackal licks his lips and squeezes his
acts first this next Round. fist. So much for your tricks! The razor-sharp
Raven Player: I roll 7 successes! crystal thorns slash and gouge your spiritual flesh
GM: And he rolls only 6. You win! What do you as the vines squeeze tighter, causing you to writhe in
want to do? pain!
Raven Player: I want to continue blasting him Raven Player: I so want to pound this jackal!
with lightning in an attempt to drive him from the GM: You have to break out of the vines first!
Dream Realm. Raven Player: Im working on it!
The player makes her Attack Roll again, this time GM: Okay, time for Initiative again!
scoring a whopping 9 successes! The jackal scores only
3 successes on his Defense Roll. He takes another 6 Once again Initiative is rolled, and once again the
Damage Levels! All his Action Dice will now suffer a 1 player wins. This time, however, her attempt to escape
penalty since hes lost more than a third of his Spiritual her binding succeeds. She decides that her character
Stamina. If he suffers 9 more levels of damage, hell be burns the vines away with green flames that erupt
defeated and hurled from the Dream Realm! around her like a halo! She then forms the flames into
a whirling vortex and hurls it at her foe. She scores 4
Now its the jackals turn. The GM decides the successes with her Attack Roll. The jackal counters
jackal will attempt to bind the raven with thorny vines. the attack with 5 successes on his Defense Roll, so he
The GM rolls the jackals Attack Roll at 3 penalty dissipates the flames before they can reach him.
(1 for the jackals wounded state, plus a 2 Difficulty
Modifier for the Binding). Despite the penalty, the GM Now its the jackals turn. He counterattacks,
scores 8 successes! launching a savage barrage of glittering crystal shards at
the raven. The GM rolls 6 attack successes. The raven
GM: The jackal shrieks as your eldritch lightning rolls only 1 success to defend, taking 5 more levels of
tears at his duhma! He thrusts his arms into the
air, clasping his hands together as a wave of his own damage!
arcane power lashes out at you! Please make your Initiative is rolled again, and this time the jackal
Defense Roll. wins. They are both at a 1 now due to damage
Raven Player: I roll 6 successes! penalties, but the raven is incredibly nervous since her

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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.

Chapter V: Ritual Magic


literally Dust No One Weeps For, that lies in the
realm of the Devahs Dreams. Some have described Prna
this Dream realm as a vast sea, sometimes called Flowing through the duhma as blood flows
Saln, which is often depicted as the universe through our veins, emanating from the spiritual
which holds all the bodies in the heavens. The Divine heart of the Elements, passing through all things
Couple, in an attempt to hide Drdnah from the both in the waking world and within the Dream,
baleful eyes of the Great Devourer and its terrible there is a mystical energy called prna. Sirhibasi
hosts of Demons, took from the substance of Saln of all kinds know this energy, the fountain of the
the colorful Veils of Dream and, in their infinite life force itself, calling upon it in ritual as well as
wisdom, wove it around the entire world. This is the inscribing tattoos on their bodies designed to help
colorful nebulae of the sky that protects the world them focus and manipulate it.
both night and day, till the very end of time. Beyond When visible, it is often seen as liquid golden
these Veils lays the Dream itself and, beyond that, light emerging from the body or even from thin air
the shining Edge of Heaven, from whence came near the sirhibas engaged in acts of ritual magic.
the Great Mother and Father. The Swirling Hells During many healing rituals, prna can even be seen
of Narkah, where the Great Devourer supposedly to flow from the fingers of the healer as it travels
lays waiting with his hordes of wicked servants, lies across the body of the patient, filling wounds and
at the very edge of existence. healing them with its miraculous light. It is said
But upon the face of the world, the Divine to come from the living essence of the sirhibasi
Couple placed their children, the Devah, and used themselves. Its very existence is considered testimony
Their power to clothe their children in many forms to the power of the Devah. Prna may not always
(all the many varieties of Zoics). They poured Their appear in this way, and may seem different if coming
divine power into the world itself, manifesting it into from a strange or malignant source.
the many tools that would help the Devah and their Some similar energy must also flow through
children the jnah survive. This power has taken demons, though of a very different origin, giving
many forms: the essence infused into all crystals; them much of their awesome and terrible power.
the holy power of spirit found in the duhma (the
soul); the spiritual energy found in laughter, tears,
and song, holy mathematics; and, of course, ritual The Dream
magic. Lets take a closer look at some of these basic Somewhere between the Real World, the Edge
mystic concepts. of Heaven, and the void of Narkah, lay the mystic
Veils of Dream. It is a place of shifting colors within
The Duhma an opalescent sea of scintillating grey mists. Many
ancient holy texts speak of this place as being the
The duhma is the Drdni name for the spirit living dreams of the Devah themselves, while others
or soul. Its the thing that sets the jnah apart from refer to it as a part of the Great Sea Saln, from
all other living creatures of the world as children of which all existence flows and across which the Great
the Devah. The duhma is believed to be able to Mother and Father fled to escape the Devourer.
leave the body of a sirhibas while in ritual trance
and pass into other realms as the ritual takes place. The Dream can be experienced as a region
When the body dies, according to most of the of swirling light and shadows and can only be
ancient holy texts, the duhma escapes, passing reached through portals opened during sleep and
beyond the Veils of Dream, to dance for a time with ritual trance. Here, the thoughts and desires of all
the Devah on the Edge of Heaven. Eventually it may intelligent beings take form as they play out their
one day be reincarnated back into the Great Cycle fears, hopes, desires, and fantasies during slumber
of Life and Death. or the deepest of trances. Because of this, many
sirhibasi seek their visions here, looking beyond
The duhma is considered to be a gift from the the boundaries of the Real World, searching for
Devah, offspring of the Great Mother and the Great answers that may evade them. All magic rituals seem
Father, who breathed life and soul into them so long to tap into, contact, or even cause the sirhibas to
ago. As a gift, it must be carefully guarded by prayers enter into the Dream in some way (the most notable
and meditation, the only sure way to protect it from being the Ritual of Dreamwalking, detailed later).
the hungry eyes of the demons that look down It is thought to be the source of all magical power.

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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

Skill, Will, or Essence. Likewise, sirhibasi


may shape the Dream around them in other,
more benign ways, creating wondrous and
beautiful environments in which to seek
personal solace or to interact with those they
consider friends. Additionally, movement
can seem instantaneous since sirhibasi
can travel with the speed of thought in the
Dream.
Only supernatural entities occupy the
Dream. And, generally, all powers used in
the Dream only affect a sirhibas willpower,
mind, and ability to remain in trance, not
the physical body, though there are rare
exceptions (see Affecting the Real World).
This does not mean that the Dream cannot
be a potentially dangerous place. Powerful
beings traverse these mystic paths, some
more a part of the Dream than true reality,
and use it as a means of viewing all manner of
events and people of interest on Drdnah.
They could be demons, gods, or servants
of either; any of these could be potentially
harmful. Benevolent and neutral entities
When entering the Dream, the sirhibasi part the travel here as well (such as other sirhibasi,
supernatural veils of its substance while sinking deep and even spirits of the dead) but it is difficult to tell in
into trance. As the Dream enfolds them, the waking the swirling mists who is friend and who is foe.
world begins to fade and they may see fleeting images, Just because physical harm seldom occurs while
vortices of color and light, or sinister dark shapes, all in Dream doesnt mean the mind or soul could not
depending on their mental state as they begin their be controlled, trapped, or even shattered by a being
journeys. These indistinct forms begin to take on a with enough power and malicious intent. In general,
more recognizable appearance as the substance of however, the journey the sirhibasi take while their
the Dream coalesces and the will and power of the duhmas travel in the Dream reflects the needs that
sirhibas begins to affect it in various ways. drew them there, the situations surrounding them,
Somewhere in Dream, it is said, there are secret their own mental states, and perhaps the mind of any
pathways to the shining Edge of Heaven as well as the other jnah with whom they communicate or observe.
swirling void of Narkahs Hells. The Dream itself This place touches not just the dreams of the sirhibas
appears boundless, however, as it is formed entirely themselves, but also the dreams of others, making it
from the stuff of spirit and imagination. The thoughts a very valuable tool for those who would view such
of the Devah and their children are the substance of things or even attempt to manipulate them.
all things experienced within the Dream, and they can Remember always, however, that parting the Veils
be manipulated by sirhibasi with significant power. of Dream is like opening the curtains to a window;
They can make it look and sound however they wish, you may use it to look out just as others may be using
providing they have the skills necessary to achieve it to look in.
their desired results.
Rival sirhibasi sometimes meet within the Dream The Web of Life
to challenge one another to magical combat. When Practitioners of ritual magic eventually come to
this happens, they pit their Ritual skills against one the understanding that such magic works because
another while using their power to shape the stuff all things in existence are interconnected in various

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

Chapter V: Ritual Magic


Life. Every strand of the web is a path to all the Dream, learning lessons from the dreams of the
other strands. Upon every strand rests the countless Devah so that it may be reborn into the world and,
aspects of all things living and dead, natural and perhaps, blessed by being born to a higher Caste.
supernatural, everything that must be dealt with and This circular pattern of Life, Death, and Rebirth is
interacted with, throughout our lives. known as the Great Cycle.
Nothing is exempt; nothing is special. Nothing Those wretched souls who are found truly
lives on a strand by itself, unconnected to the rest. wicked, unworthy, and irredeemable by the Great
Nothing is wasted. Nothing is overlooked by the Mother and Father are cast forever into the
Devah. The Devah, in their divine wisdom, have swirling abysses of Narkah to be torn asunder
made it possible for us to pass along and through by the demons and foul spirits that dwell there. It
this web by our thoughts and dreams, making the is believed that some powerful souls may actually
connections that allow us to touch and change these survive the hells of Narkah yet remain trapped
things in our rituals. These objects upon the web, there, waiting for the day they might find a way
moments in time, enemies and friends, dreams, and to escape their imprisonment and exist outside the
nightmares, all hang like drops of morning dew, Great Cycle to bring terror to the children of those
illuminated by the wisdom of the sirhibas as if by who consigned them to torment. For this reason,
the light of the holy suns. few dare challenge the sacred laws governing life
The strength of the web is the endless spiral and death.
that connects all the strands that move outward Some say that in legend there have been those
and away from the omnipotent consciousness of who sought to bring the dead back to life. These
Mahimbah and Mahitytah, the Great Mother and magics are no doubt possible, but such a break in
Father. And upon this Great Spiral of wisdom, we the Great Cycle would surely attract the attention
all move through existence, experiencing, as we go, of baleful things beyond the dark edges of Dream,
the intersecting brief flashes of the greater wisdom clinging to the cusp of the Swirling Hells. Fools
streaming from its center, where reside the Mother who attempt such tasks are, perhaps unwittingly,
and Father of us all. giving such foul beings the chance they need to
This inter-connectivity can be very important break free from their bonds, to draw wicked breath
symbolism to include as part of any rituals that deal in the world again.
with summoning and controlling suthra, since the
Web of Life touches these creatures, linking them Demons, Spirits, and
not only as prey and predator but giving credence Elementals
to the part they play in the grand scheme of things.
Each living things purpose is mapped out upon the Within the ranks of the sirhibasi, there
delicate strands of the Web in some way, and a wise is much debate concerning the nature of the
sirhibas always attempts to understand the patterns various supernatural powers that exist both upon
found in its intricate traceries. Likewise the paths Drdnah and in the Dream. Some claim that all
and moments of the individual lives of the jnah such entities come from the same source and are
can be found there, each birth a suspended jewel, part of a Universal Duhma, nether good nor evil,
each death a broken strand. Many seers conjure from which even the Devah derive their power.
such symbolism when seeking answers that even the Others claim that there are three distinct types
Dream might obscure. And of course, in Healing as of supernatural beings other than the Devah who
well as in Sorcery, the actual manipulation of the dwell both in and out of Dream, and who come
strands of the Web of Life can be used to connect from very different sources. Though the truth,
aspects of the various spiritual powers that bind perhaps, is somewhere in between, for the sake of
our minds and spirits to our bodies and to effect understanding it is necessary to illuminate each of
powerful changes that are at the heart of these these perceived kinds of supernatural entities and
practitioners various disciplines. its behavior.
Demons are spiritual entities that, according
The Great Cycle to most arcane texts, emerge or are summoned
from the abysses of Narkah, the Swirling Hells.
All jnah eventually perish, rendering up their Narkah is a place that exists beyond this world
duhmas to the will of the Devah and the Great and outside the edges of the Dream, and can be

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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

there. Even spirits of the dead that have


been imprisoned in the Swirling Hells are
considered demonic, doubtless damned
for their impious acts. Such a spirit, called
forth from Narkah, is still considered a
demon by most sirhibasi, regardless of the
pleasing form it may take.
Other denizens of the black abysses
are nothing like the spirits of jnah, having
monstrous, insectoid aspects and tastes
that are utterly alien and often horrific
in the extreme. Entities appearing from
Narkah will sometimes clothe themselves
in physical form, taking shapes that allow
them to interact with the world in ways that
provide them amusement, appease their
terrible hungers, or fulfill the needs of their
summoners. Whether emerging into the
Dream or into our reality, demons often
possess horrible powers and deadly natural
weapons suited to their infernal purposes, seem to manifest within the primal forces of nature
and wise sirhibasi do well to avoid dealing with may be the most mysterious. These are referred to
them. as Elementals by most sirhibasi and seem to be
The spirits of the dead are rarely called upon, for beyond the religious concepts of good and evil. The
to do so is either to tear them away from their joyous forms they take can seem demonic at times, while at
dance at the Edge of Heaven, which might cause them other moments they might manifest as a fire with no
anger or distress, or to draw them forth from their fuel, or as an impossible shape formed by water that
imprisonment in dreaded Narkah, which will surely seems to move of its own accord. Their whisperings
lead to some terrible mischief. However, there are can sometimes be heard in the wind, speaking no
many stories of spirits that have been trapped upon tongue learned by any jnah. Their movements can
our world or within Dream, whether by evil events, be felt throughout the earth and seen in the power
confusion, fear, or some higher calling. Sometimes it of crystals.
is possible to interact with such spirits, whether for Some sages argue Elementals are the servants
good or ill, and other times one may only be able to of the Devah and that they exist in all things upon
observe their actions, pantomimes of what they did Drdnah that are not the jnah, placed there by the
during life. Such spirits can take many forms, from Great Mother and Father to help prepare the world
mist or shadow shapes that pass through walls to for the coming of Their children. Others, however,
animated heaps of root-riddled earth and decaying believe Elementals have existed here long before the
flesh and bones. Such spirits might have benevolent Great Mother and Father ever came and that the
natures, such as the shades of ancestors seeking rituals which call and bind them are performed at
to right some ancient wrong, or they may contain terrible risk, for such beings are beyond the power
some terrible malevolence, such as the khaujva, the of the Devah to control. It is well known that, in
hungry ones, ghosts who sustain themselves on the the area of their influence, they emanate powerful
essence of the living. It may be possible to free such emotions and feelings that seem to cut through all
spirits from that which entraps them in our world or else around them, springing up as if through the
within the Dream, though caution should always be hearts of all living things near to where they roam.
used so that one does not become a victim of the sad Regardless of the theories surrounding their strange
misfortunes of their fate. existence, the mysteries of their true nature have yet
Of all the supernatural forces native to to be unraveled.
Drdnah and the Dream, the spiritual entities that

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

Chapter V: Ritual Magic


example of these rituals as they would play out in game,
the visual glowing essence of prna. This is chiefly used to illustrate most instances of Skill use that would
due to the fact that such magics in Drdnah derive apply to that ritual.
their force from the act of ritual, which is an elongated
process that rarely lends itself to heat-of-combat flashy
special effects or instant gratification. Healing
There are some Rituals however, such as the Lets start with the least dangerous type of magic,
sorceries of Endowment, which serve to enchant the mystic arts of a healer sirhibas. Ritual Healing
objects and weave illusions that can have tangible or refers to the arts of mending the mind, body, and even
visible effects on the material world, effects that can the spirit, purely with the power of magic. The healer
sometimes be striking, memorable, and obviously sirhibasi (usually referred to simply as healers) are
magical. Summoning, too, can have terrifying effects often, though not always, of the Holy Caste. They
visible to anyone unfortunate enough to be the target seem to draw from their very own vitality in order to
of such magics. Spirits, Elementals, Demons, and even restore the health of their patients, as can usually be
dangerous suthra, when commanded by a powerful seen by the degree of exhaustion after any particularly
enough summoner, can leave a wake of such terror and demanding ritual. Such acts of magic often include
destruction that the stories of such things can last long meditative chanting, the laying-on of hands, the use
beyond the life of the sirhibas responsible. As far as the of crystals to focus their power, and sometimes even
Dream is concerned, it is possible, although very rare, deep trance. During these rituals it is not uncommon
for a sirhibas to be able to have an effect on real-world to see glowing, golden prna, the radiant essence of the
objects from within the Dream or to attack someones sirhibas life force, flow forth from the hands or eyes
physical body through the Dream. of the healer, bathing the wounds of the patient in its
healing warmth.
These types of magic and ritual are very powerful,
however, and are mostly reserved for ancient The ritual commonly performed by healer sirhibasi
sirhibasi or demon-spirits of incredible malignance. is simply known as the Ritual of Healing. Though it is
Such arts often represent more of the darker side of essentially less risky than many other types of magical
Dreamwalking magic, and are mistrusted and feared by rituals, there is always a chance that perils may arise. As
most sane jnah. noted earlier in the Magic Difficulty Modifier Table,
a healer can achieve numerous effects by performing
various Disciplines within this ritual, namely:
The Four Types of Gathering up the golden, glowing energy of prna,
usually used to begin the ritual. Though this heals no
Ritual Magic damage itself, the mystic properties of this visible power,
Most sirhibasi concentrate their studies within a flowing from the hands or mouth of the healer, can stop
single range of specialties associated with one of the continued bleeding and can even restore consciousness
various types of ritual magic known in the world. in some cases. Being an easy Discipline used to initialize
Understanding these magical categories is important the ritual, it is generally performed with no Difficulty
for anyone wanting to play a sorcerer in Drdnah. For Modifier.
the purpose of these basic rules, there are four different Entering the Dream (usually just the edges of the
types of magic that are practiced throughout the world, Dream Realm), for the purposes of conducting the more
corresponding to the four rituals mentioned at the spiritual aspects of healing. Most healers, when deep in
beginning of this chapter: Healing, Dreamwalking, ritual meditation, may see their patient as if standing
Endowment, and Summoning. In general, the works within the misty edges of the Dream Realm, but may
of most sirhibasi fall into one of these categories. use their Magic Ritual Skill roll to go fully into Dream if
As mentioned during Character Creation, it will be they feel it might aid them in the healing attempt. This
important to pick at least one of these categories upon is more difficult for them to perform than a seer, at a
which to base the skills of any sirhibas character you difficulty of 1. Being in the Dream (or even at its edge)
may wish to play. puts any sirhibas at risk of coming into conflict with
The following descriptions of magic in the SHARD other beings there. This may require healers to either
system cover most things a sirhibasi character will want defend themselves (at a 2 difficulty modifier), or attack
to do, and having read through the previous section in return (at a 3 difficulty modifier), neither of which
presenting all the basic mechanics for performing a they will achieve as easily as a seer.

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269
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

Chapter V: Ritual Magic


As mentioned earlier, here is the formula I need to attempt to heal it. Before you make your healing roll,
use to make my first roll for the ritual: please make an Essence roll first.
Initial Ritual Roll = (Characters Appropriate Baboon: Wait, how do I do that again?
Magic Ritual Skill + modifiers, if any) GM: Just roll the same number of dice as your
current Essence Ranking.
My baboon healer has a Magic Ritual (Ritual of
Healing) skill of 8 (derived from my Essence of 7, but My healer character has an Essence of 7, as I
bought up to an 8 with Story Points a few games back). mentioned before. So I roll 7 dice and get 2 successes.
I am uninjured from the combat and there are no Baboon: I made a full success!
adverse or advantageous circumstances, so there are no GM: Very well, you notice as you gaze at the
modifiers to my attempt at this time. I roll my 8d6 and wound there is a distinctive scarlet darkness about
get 4 successes for my initial roll to begin the Ritual. it that threatens to diminish the glowing brilliance
GM: As you all observe, the baboon healer of the prna. Your magical sight tells you that the
raises up his free hand away from the vibrating bowl wound is both physical and supernatural, making it
sitting before him and slowly begins moving it toward even more difficult to heal. Your gaze passes through
the unconscious form of the fox. As he continues to her body as if it has become translucent, and there
intone the holy chant, the very air before him starts appears to be some strange glittering object burning
to shimmer as a golden aura forms around his hand. like a tiny crimson star in the heart of the wound. Go
The baboons eyes slowly close as he falls deeper into ahead and roll your Healing Ritual skill dice now but
his meditative trance; the golden light spreads out at a modifier of 2 dice to the roll.
from his outstretched fingers and begins to cascade Baboon: What? Hold on a second! Whats that
down upon the gaping wound in the foxs side. As shining thing inside her wound?
you watch, the foxs breathing becomes faster, and GM: Well, make a decent roll on this attempt
you can see the blood on her fur seems to actually at healing her and maybe Ill explain. Remember,
burn away as the cleansing light of the holy fire pools youre at a 2 for this dice roll...
down into the terrible wound and the pulsing flow
of blood is halted. Outside you all can hear a slight The GM smiles secretly as I make my roll; my
moaning noise as the wind seems to be picking up. Healing Ritual Skill of 8 2 = 6 dice. I make the roll
Fox: Whew! Have I stopped bleeding to and get a 5, 4, 2, 4, 6, and 6. I get to roll the second six
death? again and only roll a 1. Oh well still really good!
GM: Yes, you have, but youve still taken a Baboon: OK, great! I got 5 successes!
lot of damage from the wound itself. Youre now at GM: Very good! Through your spiritual sight
-3 Stamina from that last point you lost a moment you watch as the glowing prna flows deep into
ago, which means you are still unconscious as well. the wound, slowly knitting her flesh together as it
For you to awaken, the healer will need to roll well passes, reaching far inside as it finally touches the
enough at some point to actually close the wound tiny scarlet glow at its heart. Fox, since the Recovery
and get your Stamina above 0. Baboon, what do you Table indicates that magical healing lets you recover
want to do next? lost Stamina at the rate of 8 levels per success rolled,
Baboon: Just like you said, I want to heal the and since the healer baboon just rolled 5 successes,
knife wound itself, to try to seal it up. What do I you get back 40 levels of Stamina.
need to roll? Fox: Thats GREAT! Im back up to full
At this point, the ritual has moved into Step 3 Stamina then, does that mean I wake up now?
where the main effects of the Ritual of Healing begin GM: Heh... Well, mark it down on your
to manifest as required dice rolls are made by the player Character Sheet, but nope, you dont wake up. This
(and the GM when necessary). isnt over just yet... I need you to make a Will roll!
GM: OK, having gotten into the ritual and The foxs Will is a 6, which means she gets to roll
initiated the first steps of Healing by manifesting 6d6. The GM has decided that the foe she is secretly
golden prna, you will now need to roll your Magic facing (a hellish thing imprisoned in the crystal dagger
Ritual skill again but this time there will be some that wounded her) has 7 dice at its disposal, meaning
modifiers applied to the roll. You have sunk into it gets to make a Will roll of 7. The GM secretly rolls 7
deep trance; as a result of that trance, though your dice, getting 3 successes, and the fox rolls her 6 dice...a
actual eyes have closed, within your mind a type of
spiritual sight makes it seem as if the room around 2,3,3,2,2,2: failure.
you has become vague and misty. Most of the Fox: Uh oh...

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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

thunder roars through the darkened clouds, and


the wind begins to shriek through the crumbling completely! The GM decides that its now time to
walls of the temple ruins. describe the rituals conclusion.
GM: Baboon, through your mystic gaze into GM: As the ghostly form of the fox shambles
the Dream, the moment the healing prna begins toward you, ready to strike, you attempt to
to tug at the crimson ember within her you are spiritually lash out at the evil shimmering strings
given the briefest wisp of a vision! Through the that seem to guide her movements; as you do so, the
swirling colorful veils of mist a dark form can be glowing triangular symbol you drew surrounding
seen clutching a ghostly image of the dead monks your character earlier seems to spin now, its sharp
red crystal dagger as it cries out in arcane words edges extending and rising into the air as they slash
that are painful to hear. In front of this figure a away from you, severing the controlling cords in
terrible, hulking demonic form manifests, raising a flash of white light which seems to engulf the
up its many chitinous appendages in great anger, horrible form of the possessed fox, consuming
only to wail in agony and rage as, in a rush of the scarlet energy lodged within her as a terrible
energy, it is drawn within the dagger itself. The demonic roar echoes across the expanse of the
ruby-like blade rises into the air above the body of Dream.
the fox and, though the vision vanishes, the ghostly GM: The rest of you watch in wonder as the
dagger, now huge, remains. From the glowing bright golden glow surrounding the shuddering
dagger crimson strands of magical force lash out, body of the fox upon the ground seems to intensify
drawing the Dream-form of the fox up onto her feet near the area of the wound, utterly overbearing the
like some ghastly marionette. Upon her face there darker crimson color that had briefly appeared.
is the same terrible expression that you recall seeing Suddenly, from out of the still-closing wound itself
on the mad monk as he attacked you earlier, but a pulsing, glowing red object appears, a scarlet
here, in the Dream, her eyes glow an otherworldly crystal chip that had no doubt flaked away from
red as she shambles toward you, arms reaching out the dagger when it stabbed her. As the small crystal
with clawed hands grasping... shard rises above the foxs body, held aloft by the
Fox: Aaghh! Is my real body doing that? glowing prna, the chalk symbols on the ground
seem to glow brightly in a sudden immense flash of
GM: No, the rest of you see her body continue lightning directly overhead, the baboon cries out
to convulse upon the ground as the haunting wind as if in triumph, the small piece of glowing scarlet
howls through the ancient once-sacred chamber. crystal shatters into a thousand tiny pieces, and a
The sound of it echoes down the hollow halls and mighty blast of thunder shakes the ruins around
deep down the passages to where the corpses of the you all. As the last echoes rumble away into the
poor villagers still lie, almost making it sound as if distance, the first huge drops of rain begin to
they are crying out from far below. fall, leaking through the holes in the ceiling and
Baboon: Its got control of her somehow! I beginning to obscure the chalky symbols upon the
want to use my magic to break those strings if I can, ground.
and to push that thing out of her! Shaken by the ordeal, the baboon almost
At this point the GM decides that if the baboon slumps over the fox as the rest of you see that her
healer succeeds in doing this, it should resolve the terrible wound is nearly healed; a slim pink line of
situation and bring conclusion to the entire issue slightly-scarred flesh the only clue to what it had
pertaining to the injured fox, thus freeing her from been. The fox begins to moan and her eyes flutter
the demon spirits control. However, such a feat will as she slowly regains consciousness.
not be easy at all. GM: Baboon, in the dim light of the
chamber, your tired eyes catch a brief glimpse of
GM: Very well, you must make a final the dead monks crimson dagger, a reddish glow
Healing Ritual skill roll, but this time youll be still barely visible within its depths, laying nearby
doing it at 5 to your Action Dice. on the carved stones of the temple floor.
Baboon: Minus 5! That only leaves me with Baboon: That thing, the dagger that stabbed
3 dice to roll! her, there is a demon trapped within it. It was using
GM: Yes, but in this circumstance, since that tiny piece of itself to try to gain control over
you are trying to defeat another being, this is her the way it did with the monk. It is a blasphemy
considered an Opposed roll, which means you against the Devah! We must find a way to destroy
get to add your Mystic Talent Dice to your Action it...
Dice. What is your Mystic Talent?

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

Chapter V: Ritual Magic


seers for short). Working their magic often plunges rolling the Magical Ritual (dreamwalking) skill a seer can
them into deep meditative trances that can last for hours, also attempt to see through illusions (at a 1 modifier),
causing them to seclude themselves in private chambers seek and communicate with others who may be in
filled with burning incense and the sounds of humming Dream or are merely sleeping or in meditative trance (at
crystals. Here seers invoke dreams through which they a 2 modifier), dispel manifestations such as wards and
catch glimpses of the answers they seek. Sometimes the magical traps (also at a 2 modifier), bring the spirits of
dreams that carry their visions come unbidden, troubling others into the Dream Realm, allow others to see the
their sleep with half-formed wisps of prophetic imagery. visions you see, and even affect others dreams (all at a
Often such images are clouded with symbolism that 3 modifier), attempt to Dominate their Dream-foe (at
must be deciphered, though a very skillful seer might be a 4 modifier), capture another persons spirit, which
able to call up lucid visions of startling clarity. can cause their body to eventually die without it (at a 5)
modifier, or even physically move through the Dream
The ritual commonly performed by seer sirhibasi Realm from one place to another, which is an incredibly
is simply known as the Ritual of Dreamwalking. rare and dangerous thing indeed (also at a 5 modifier or
Dreamwalking represents the sirhibas spiritually viewing higher). The GM should feel free to interpret the various
or entering the other dimension known as The Dream. effects and limitations of these Disciplines as desired.
This type of magic is both the most common type of
magical ritual on Drdnah and the most mysterious Additional Disciplines, such as creating wards
and enigmatic. and other protection for a house (that specifically relate
to Dreamwalking and Dream-related issues), might be
It can be anything from a simple ritual allowing the possible at various levels of difficulty and have effects
sirhibas to cast bones and little crystals on the floor to that are utterly at the discretion of the GM.
read an omen while in trance to a complete out-of-body
experience where the spirit of the sirhibas passes beyond An Example of Dreamwalking
this world into a dream realm of strange vistas and alien
beings! As noted earlier in the Magic Difficulty Modifier This scene takes place in a private meditation chamber of
Table, a seer can achieve numerous effects by performing the seer of the House of Satyr (an old sirhibas owl character).
various Disciplines within this ritual, namely: The Aryah of her house had called upon her earlier in the day
to go into Ritual to seek information that might lead to the
Entering the Dream Realm. This Discipline discovery of an assassin that his informants have heard may
initiates the Ritual of Dreamwalking (unless they are be about to make an attempt on the Aryahs life. There has
seeing visions using some scrying device, such as a always been bad blood between our House of Satyr and the
crystal, a pool of water, the smoke from a fire, etc., while House of Rjyat, another House from a rival Line of the city
awake), and is generally performed using no Difficulty in which all involved dwell. If anyone close were to send an
Modifier by the seer. As stated earlier, being in the assassin, it would be someone from the House of Rjyat. But
Dream (or even at its edge) puts any sirhibas at risk of the real questions are who, why, and more importantly
coming into conflict with other beings there as well, when. The lord Satyr believes that the aged and respected owl
which may require seers to either defend themselves (at seer may be able to find these answers in Dream. The only way
a 1 difficulty modifier), or attack in return in various to do that is to secretly break through the magical wards that
ways (at a 2 difficulty modifier), which they can achieve no doubt surround the palace of the lord Rjyat.
more easily than other types of sirhibasi.
The other player characters (those who may be
Seeing the past, present, or future. The stock and involved in foiling this assassination attempt) will be
trade of a seer, successful use of their Magic Ritual Skill gathering together with me in the chamber in the
(at a 1 difficulty modifier in most cases), allows the seer hopes of somehow taking advantage of what Im about
to get glimpses of events long past, scenes near or far, or to do. If Im lucky enough with my rolls, I can include
even things that have yet to transpire. them in the vision, and they may find clues that could
Though often done from inside the Dream save our lords life.
Realm, it is possible to perform such a feat while awake As a seer of our House and Line and a member
using an enchanted object or some other means of of the Sunborn (noble High Caste) myself, I happen
wakeful divination (e.g., a pool of reflective water, the to enjoy the honor of having some servants at my
heart of a magic crystal, the flames or smoke of a fire, beck and call. I ask the GM if there are such servants
casting stones, bones, cards, etc.). Such visions could be currently in attendance to my needs and Im told that
clearly defined, almost as if the seer were there himself, the Aryah has assigned several to me this night to

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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

a tea that will help calm everybody and make it easier


for them to be a part of this ritual? I havent really since you have performed no other rituals earlier.
tried bringing others into the Dream so that they can After several minutes you begin to sink deeper into
see what I see. Im hoping this may help. meditation, your eyes closed, the darkness begins to
give way to wisps and streamers of light and color
GM: Alright, that sounds reasonable, and a that drift and sway to the melody of your chant. Veils
great way to start a Ritual involving others, kind of of swirling mist seem to draw close around you and
like a Japanese tea ceremony! OK, when the time you see a glimmer of brighter colors whirl slowly in
comes, remind me and Ill let you add +1 die when a vast spiraling circle, like some immense glittering
you attempt to bring them in. However, bringing flower whose petals are about to unfold. As for the
other people who arent sirhibasi into the Dream rest of you, you slowly begin to drift into a calm and
like this wont be easy as it is, so you may find that soothing state as the humming sounds of the owls
this additional die merely serves to offset a Difficulty chants lull you into a meditative daze. One by one
Factor that Ill be setting. your eyes slowly close.
Owl: Really? WellI guess its good that Im Owl, you recognize this vast spiraling form
doing it then! OK, as some of the servants are bringing as the colorful Veils of Dream, the shining, ever-
in comfortable pillows for everyone to sit on, Ill have changing portal into the Dreamworld itself and, as
another help me arrange the ritual area with the you approach, you move your great wings before you,
proper incense and candles and such, with me sitting parting the glimmering, misty veils with the tips of
in the direct center of the room. Once everyone has your feathers, which begin to delicately glow with
settled with their tea, I want to begin tracing chalk their first touch of the Other World. As the swirling
outlines around me representing Dream symbology. vapors open before you, you feel yourself being gently
Once finished Ill begin the humming chant that lets pulled in, leaving your body behind as your duhma
me start the Ritual itself. passes into the Dream. You no longer feel the floor
GM: Excellent! You all watch as the servants beneath you, nor do you smell the incense or hear
scurry around the room doing the seers bidding. the sound of your own chanting voice. Instead of
She stretches out her snowy-white wings, fanning the room, there surrounds you a silver-grey field of
the smoke of the incense as it swirls around the dim endless glittering mists, as if a million tiny gems float
chamber. One by one the servants draw the little scattered in the air. And through this mist strange
silken shades around the glowing jugnu-worm cages colorful shapes flit as if alive. Apparently far away,
hanging at the edges of the room as candles are lit even though distance seems meaningless here, there
before you, casting long shadows across the intricate are darker forms, reminiscent of far-off mountains or
tapestries upon the walls. The rich smells of incense clouds, yet they drift like ships on a silent sea, far too
and hot herbal tea fills the air around you as you are indistinct to guess what they may be.
each handed a steaming cup and asked to sit on the Owl: Well...I take all this in for a moment,
cushions that are offered to you. The owl seer takes then look down at myself. Do I have any kind of body
her place at the center of the room, inscribes a great here, a form of some kind?
spiral around her, interlaced with strange symbols
and figures, and begins to softly hum as she closes her GM: Yes, it seems as if, this time, you appear
eyes and slowly slips into ritual trance. much as you do in the waking-world, clothing and all,
but more translucent and phantom-like.
Step 1 having been completed, Step 2 of the ritual Owl: Hmm. Now I need to bring in the rest, I
now begins. This ritual, like any other, will require the guess, if I can.
sirhibas to make an Initial Roll at this time, followed
by the GMs description of the ritual as it begins to At this point the ritual moves on to Step 3,
manifest (which can be in any subtle, creative way the where the required rolls are made for the continuing
GM can imagine, as long as it creates an air of suspense manifestation of the rituals effects.
and mystery for everyone participating). Making it a GM: Alright, to do this, like most anything else
little bit different every time makes each ritual somewhat during ritual, you will need to make a Magic Ritual
unique, keeps players on their toes, and keeps things skill roll using your Dreamwalking, of course. This is
interesting. not an Opposed roll, since Im assuming that none of
the rest of you are attempting to resist being drawn
GM: Alright owl, it is now time to make your within the Dream. However, bringing others in, like
Initial Roll to see how the Ritual of Dreamwalking I mentioned earlier, isnt easy at all, so Im assigning
begins for you. Please roll your Magic Ritual Skill roll a difficulty modifier of 3 dice to each roll to bring
for Dreamwalking. them in, which Ill allow you to offset by the use of

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

Chapter V: Ritual Magic


GM: They will remain in a state of pseudo-
trance for the rest of the ritual but will not experience want to attempt to peer into the House of Rjyat at
any of the sights and sounds enjoyed by those whom whatever time such a subject may have been discussed
you succeed in bringing in. Go ahead and roll for most recently to observe these plans.
each of the other characters individually. GM: Youll need to successfully roll your Magic
There are five other characters in this case, and so Ritual skill roll then, though please modify the roll
by 1 die, since this is slightly difficult to do.
I roll 5 times, once for each of them. The first three
are complete successes (meaning I rolled two or more Owl: OK, I got 4 successes!
successful dice for each roll), however the last two GM: Good! Remember that, then, but before
didnt do so well. I describe what you may see there, we need to deal
with something else first. Those of you who have
Owl: Uh oh... been brought into the Dream, floating there as you
GM: What happened? observe the strange environment around you, see
Owl: The first of you three came through just the owl spread her wings widely around her and the
fine, but for you (pointing to the fifth) I failed my misty, shimmering veils seem to change and shift,
roll, which means that you will remain in that blind moving past you as if carried by a high wind, though
trance right? you feel none. Its as if you are sailing through the
Dream without moving and being carried to a
GM: Right, but what about the other one? distant location. As the whirling mists change,
Owl: Well, on him (the fourth one, an otter they also seem to take on strange features that soon
Honor Guard), I Fumbled; no successes and one 1. become recognizable. Sights, sounds, and even hints
GM: Oooohh... OK otter, as you seemed to of smells seem to enfold you as the Veils of Dream
slip deeper and deeper into a trance-like state the form what appears to be the very city in which you
room became darker around you, and full of what live, seen as if from high within the air as you all
now appears to be menacing shadows. You have a pass over it in vision. And below you now, closer
Drawback pertaining to spirits, dont you? and closer, the spectral image of the House of your
enemy becomes apparent. But suddenly you see the
Otter: Uhhh, yeah... My character sometimes owl stiffen and the Dream takes on a strange violet
sees, or has visions of, his father, who the family hue as tiny purple filaments of light appear to bar
thinks is dead because he disappeared years ago on a your way, their intricate patterns intertwining as if to
journey through the eastern Uttara Mountains. form a living barrier.
GM: Very well then, otter. You see the silken Owl, you have encountered a mystic Ward that
robes of the owl sirhibas stir in the whispering has been placed here to safeguard the privacy of the
shadows and just as you expect her to reach out House. You will need to carefully unravel this Ward
and guide you into the vision with the rest, a frost- so that you may see beyond it. This will be considered
blackened, withered hand emerges from the folds of an Opposed roll, since you will be attempting to affect
her sleeve whose tips are coated in glistening blood. the magic of another, and it is somewhat difficult.
The cowl that had covered the features of her face Please roll your Magic Ritual skill roll with the
slides back to reveal the face of your lost father, his addition of your Mystic Talent Dice, but I need you
eyes hollow and vacant, his muzzle drawn back to to modify that total by 2 dice due to the difficulty
reveal his many teeth set loose within receding, dead modifier in this case.
gums! A terrible voice rasps from his throat as you
hear the words Dooo nottt joinnn mmeeeee...! While my owl rolls her dice, achieving 7 successes,
And you are suddenly shocked into wakefulness, the GM announces that the Ward has 6 successes
scrambling back away from the circle of your chanting invested in it (which the GM rolled using the skills
comrades. Though they are luckily not awakened by ranking of the rival sirhibas who created it). This means
your sudden, strangled cry, you can only sit back and the owl has been only partially successful attempting to
observe their chanting as their ritual commences unravel the Ward.
without you.
Owl: Uh oh, what does that mean in this
Owl: Sorry guys, I tried. case?
GM: As for the three you succeeded with, GM: While you are able to loosen it enough
they will gain the benefit of being able to see what to see beyond its protection, you are unable to fully
transpires within the Dream. You will see them dismiss or unravel it, and it wont remain open for
appear near you in the Dream, though you see long. This attempt may have even alerted the one
them merely as glowing spheres of golden light and who made this Ward to your presence in the Dream!
dancing flame hovering near you among the colorful The rest of you watch as the owl begins the difficult

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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.

Chapter V: Ritual Magic


Endowment
Ritual mages attempts to affect the apparent
attributes of the world around us, changing, increasing, or
diminishing aspects of reality in some way. This practice is
called Endowment, so named because the sorcerers seek
to endow their target with various properties, whether for
good or ill. Though forms of meditation and chanting
play a major role in the creation of such magics, it is highly
common to find mage sirhibasi (or simply, mages) using
small carvings, sculptures, or other such representations of
the subject they wish to alter or affect. During ritual, within
the minds eye, the mage conjures images of that which is
to be affected and uses various fabricated components to
coax reality toward that desired state.
Permanent changes can be made in some cases, and
elaborate illusions woven in others. Often, depending
on the strength or desire of the individual sirhibas, the Entering the Dream (usually just the edges of the
changes wrought upon something or someone will Dream Realm), for the purposes of conducting the various
eventually vanish, revealing the truth beneath. There are supernatural energies required by the Endowment. Most
tales, however, of such alterations lasting for years on end, mages, when deep in ritual meditation, may see the focus
even surpassing the life of the very mage who cast them; a of their Endowment as if they are standing merely within
blessing or curse upon that which has been affected. the misty edges of the Dream Realm, but may use their
The ritual commonly performed by mage sirhibasi Magic Ritual Skill roll to go fully into Dream if they feel
is often simply known as the Ritual of Endowment. The it might aid them in their ritual. This is more difficult for
magic of Endowment seeks to manipulate and change them to perform than a seer, at a difficulty of 1. As stated
the things around them, essentially endowing these things earlier, being in the Dream (or even at its edge) puts any
with properties real or illusory, positive or negative. Items sirhibas at risk of coming into conflict with other beings
might be made to carry various strange properties or there as well, which may require mages to either defend
subtle powers; places may be protected by various types of themselves (at a 2 difficulty modifier), or attack in return
Wards; people and creatures may be blessed or cursed with (at a 3 difficulty modifier), neither of which they will
gifts and apparent defects of all kinds; the surrounding achieve as easily as a seer.
environments, even the weather itself, could be affected. Endowments of all varieties; such as creating limited
The examples of such magics are too numerous to give illusions in the real world (at a 2 modifier), endowing
a full description here, but well attempt to lay out some inanimate things with special qualities (at a 3 modifier),
basic Disciplines that might illustrate several different uses diminishing the attributes of another with a curse (at a
for these endowments, namely: 4 modifier), and even adding to anothers attributes with
a charm (at a 5 modifier). Most of such magics are never
Drawing energy from the basic elements, or long lasting, as a general rule.
from ones own spirit, to prepare a focus object, being,
or place to receive the Endowment. The meditative When calculating the longevity of such sorcerous
trance required to do this is the necessary first step in the effects, the GM should roll 1d6 twice: in the first instance
Ritual of Endowment, and allows the mage to become to generate a single number as an amount of time (to
spiritually attuned to whatever she wishes to place an which the GM may choose to add the mages Mystic
enchantment upon. Each of the four elements has its own Talent ranking, if the mage is very experienced in this
unique properties, which will then be associated with the particular Endowment) and in the second instance to
Endowment about to be performed. Rolling well during determine if that amount of time is in minutes (1 or 2),
this stage should inspire the GM to provide bonuses during hours (3 or 4), or days (5 or 6). GMs shouldnt tell players
later stages of the ritual. Being the simplest Discipline used exactly how long their magic will last but should instead
to enact the ritual itself, no Difficulty Modifier is usually tell them that they feel their magic will last many hours
applied. or but a few minutes, or some such. If this amount of

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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

Chapter V: Ritual Magic


consult some of the Generals personal guards, asking
We are now ready to begin the third step of this
for a sample of his favorite wine, the kind he most ritual as I work to manifest the various qualities I want
enjoys before the heat of battle. One of the things I the philter to have. In this same ritual, I also intend to
want to try to do is create an elixir, something that I work other magics, but first let us see how this one goes.
can Endow with the ability to temporarily restore the Fox: Alright, if I can, I want to begin manifesting
Generals Vigor which Im sure he must have lost as the Endowment into the fluid itself. What do I need
the results of the surgery performed, of course, with to roll?
the goal being that he is able to ride tomorrow to GM: Before you roll anything Id like you to
inspire his men in battle. state clearly, as if in character, exactly what you want
GM: Very well, are you preparing to do other this potion to do for your commander. The phrase
things also? you speak, combined with your base Ritual Skill roll
Fox: Yeah, I want to send one of the camps at a 3 difficulty for the Endowment Ritual, will help
runners down to the banks of the river to fetch me me determine how the magic manifests.
a small flask of the waters of the Natha and some of I have to be careful as I speak these words out loud
the dirt from its muddy banks. I have plans for these because the GM will judge them based on a variety of
things this evening. And lastly I dip into my own factors, such as how seriously I take it, the creativity
supply of my darkest inks, both black and red, which I
set aside in tiny crystal bowls to be used soon. of the statement, and whether I include everything I
really need to have happen. Ive got to keep it simple
GM: This sounds interesting! Are you planning and elegant, otherwise things could get out of hand. I
to do all of this tonight? cant be too greedy but I also cant be too vague. Such
Fox: Most of this is for tonight, but some of statements should always be made from the reference
this is for tomorrow if all goes well, when the battle point of the character in-game and should not refer to
begins. specific game rules or statistics; the words of my ritual
Having finished gathering my supplies, my character endowment should inspire the GM while still being
retreats to the privacy of his tent and sets up his usual interpretable by the GM.
paraphernalia: the burning incense, his crystal chime, Fox: May the robust energies of the Elements fill
and the low table full of supplies. These will act as the this potion with the power to invigorate the one who
focus for the magic of this ritual. The first step of the drinks it, bestowing upon him, though his wounds be
ritual being complete, I move on to the second and dire, an endurance and stamina so that he may rise up
make my Initial Roll. as if renewed, to face his duties and honors, and to be
Fox: I begin chanting over the herbs and strong and vigorous in the sight of his comrades as well
medicines I got from the doctors, slowly placing them as his enemies.
in a small crystal bottle, half filled with the wine his GM: Well said! Very well, now roll your base
guards gave me, as I enter into trance. Ritual of Endowment roll at 3 dice due to the
GM: OK, you will need to make your Magic difficulty I have assigned.
Ritual Skill roll to begin your Ritual of Endowment. Fox: OK, I rolled 4 successes!
This will let you sink into the deep meditative state GM: The swirling smoke from the incense
that will allow you to weave your magics into the seems suddenly drawn toward the dim glow within
concoction you are making. There are no modifiers the little crystal flask, which flares up briefly, instantly
yet. consuming the vapors, and sending an almost
My fox is an old hand at such things, and has a Magic shocking sensation through your entire body, causing
Ritual score of 10. Rolling all ten dice I get 5 successes, your fur to stand on end, and your white-tipped tail to
easily slipping deeper into trance as the magic begins. bristle behind you. You close your eyes for the briefest
moments as you gain a sense of the time that this
GM: Through the haze of incense smoke you enchantment may last. What is your Mystic Talent
carefully combine the ingredients you have chosen, score?
and you observe the wispy vapors seem to slowly circle
above your small table, guided, perhaps, by the gentle Fox: I have 3 points in that Talent
movements of your hands. Since youre attempting Here the GM rolls 1d6 to determine a numeric
to invest this with enough energy to contain the amount of time. The GM decided that my Talent as a
Endowments you wish to bestow, your spirit spreads sirhibas has some relevance so that number is added to
across the room, touching with your humming voice the number secretly rolled. He now rolls another 1d6 to
the earth below your body, with your bright amber determine whether that amount is in minutes (1 or 2),
eyes the glow of the incense charcoal, with your breath
hours (3 or 4), or days (5 or 6).

Basic Compendium
279
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,

Chapter V: Ritual Magic


itself. Having made a cultural Knowledge roll earlier muddy fields across which our enemy must travel, and
in the game pertaining to the people of Gilrhi, I fully I will also look upon the dry and solid shores upon
understand the somewhat primitive and superstitious which you will stride boldly, and I will deliver unto
ways of their people, especially those sent to fight at you two more gifts, if the Devah are kind.
their borders. They fully believe that every feature of The first will be a mighty voice, like Kramah
nature contains a spirit of some kind and they treat himself, that will reach across the shallow waters of the
such spirits with fearful respect. Armed with this river and prove to our foes the grave error they have
knowledge, I have made my plan. made in challenging you. With this voice you must tell
General: I desire to drink this draught you have them of the terrible disfavor of the Devah that they
made for me now. There are important matters I wish have incurred for daring to lay claim to any reaches
to discuss with the lesser commanders before tomorrow, of land beyond the holy river Natha. Tell them to
and if this will work as you say, then I will have many behold that the spirits of the skies themselves lament
days before my body becomes weak again. their foolish choice. Let your words ring out that the
Devah are pleased with our people, as can be seen
Fox: As you wish, my lord, but please take your by the fairness of our skies, and that they desire our
ease this evening and give your body more time to heal. enemy to pay for their transgressions. Say to them that
My magic will do nothing to strengthen the stitches you have asked the Spirit of the River-God to tell you
that the surgeons placed within you. what terrible price the Gilrhi, who would dare stand
General: These are wise words as always, my against us, must pay. Then take your great spear, and
friend, and I will be cautious, but my mind will be hurl it into the shallow waters at the bank on the far
more at ease if I feel the power of your magic sooner side, telling them that This is his answer!
than later. It is then that I will give you my second gift General,
GM: The haggard tiger sits up painfully from for I will weave a vast tapestry of illusion that will sweep
his cot and takes the flask from you, holding up its across the width and breadth of the river, as far as their
ruby-red contents to the dim light before drinking it eyes can see, painting it the color of blood. Their black
all in one shot. For a brief moment nothing seems hearts will be filled with the most terrible dread and
to happen. The General breathes deeply then, and fear. And across this blood, their blood, I will watch you
a shudder passes over his hugely muscled form as his ride to victory in the name of glorious Tishnia...
deep breath seems to catch in his lungs, and his bright
yellow eyes snap open in surprise. At that moment Summoning
he softly cries out as he stretches out his arm before
him, claws extended, dropping the crystal bottle to Ritual Summoning refers to any magics used
the carpeted ground below. There is an echoing sound to send ones spiritual will out in an attempt to
like the hiss of slow-burning Vaylah-powder and across call forth suthra and various supernatural entities
the black stripes of his fur a visible sheen, like golden from wherever they may reside, commanding them
lightning, passes before your very eyes. to appear before the sirhibas, and even giving the
General (gasping): By the Devah! Never have summoner some level of control over that which was
I felt such a thing. They will all regret having failed called. Those who can do this are called summoner
to kill me. An enemy shall die by my hand for every sirhibasi (simply called summoners), and their art is
stitch I have had to endure this night! ancient and often feared. These sirhibasi can call up
Fox: Yes, my lord, no doubt the Devah will grace swarms of deadly suthra or shades of the dead, spirits
us with victory, but I beg you to remember their blessings of the elements, or even chitinous demons from the
that I have delivered to you will last for only days, depths of Narkah. However, perfect control is not
perhaps even a weeks time, but do not test its limits. I always achieved.
shall feel when its power begins to wane, and I will come
to you, if I can, to warn you when this occurs. You must The ritual commonly performed by summoner
be away then, no matter what the state of battle. You sirhibasi is appropriately known as the Ritual of
must be away, for when the magic has gone, you will be Summoning. Of all the magical rituals attempted
as weak and lacking in vigor as you were mere minutes across the face of Drdnah, none are as rare or as
ago. You must then give your body time to heal, or seek dangerous as those of the summoner. By calling out
a mystic healer safely within our borders. across the Dream, through the Web of Life, or into the
General: Yes, yes, but tell me, what more have very heart of the worlds essence itself, spirits, demons,
you planned for the battle tomorrow? Surely you have suthra of all kinds, and even elemental powers can be
devised a plan to drive fear into the foul hearts of these summoned forth and potentially controlled to do the
Gilrhi scum! bidding of the sirhibas.

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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

Disciplines within this ritual, namely:


It is not always necessary to fully enter the Dream
Entering into a trance that allows the summoner to summon them unless they are meant to manifest at a
to call forth the various iconic and spiritual tools they distant location. During the summoning itself, the player
will need to summon, control, and bind the being they must be specific as to why the thing is being summoned,
want to manifest. These tools could manifest as spectral spoken in character as part of the ritual incantations. If
horns or chimes used to capture the beings attention, successful, the being will take on a form that seems to
spiritual tethers to maintain control, magical shackles to represent the will and desires of the summoner (and the
prevent escape, etc. Rolling well during this stage should reasons it was summoned, such as to fight, to dig, to carry
inspire the GM to provide bonuses during later stages something, to be a guardian, etc.)
of the ritual. This easy Discipline, used to initialize the
ritual, is generally rolled using no Difficulty Modifier. Summoned Demons and Spirits have Power Pools
(the amount of dice used when attempting any action
Entering the Dream (usually just the edges of the with them, generally no greater than 14) equal to the
Dream Realm), for the purposes of glimpsing the intricate number of successes rolled when attempting to summon
connections of the Web of Life, or across the vast reaches them. They cause damage when they attack equal to
of the Dream to the Edge of Heaven or the Swirling twice that amount, and they generally have a Stamina
Hells of Narkah. Most summoners, when deep in ritual equal to eight times their Power Pools. They may have
meditation, might see the phantom images of these places, additional special attacks or supernatural powers as well
but may use their Magic Ritual Skill roll to go fully into that should be determined by the GM (based often on
Dream if they feel it might aid them in their summoning the reason for their summoning). See the entries for
attempt. This is more difficult for them to perform than both Demon Beasts and Khaujva (hungry spirits) in the
a seer, at a difficulty of 1. As stated earlier, being in the Bestiary chapter for more details on statistics.
Dream (or even at its edge) puts any sirhibas at risk of
coming into conflict with other beings there as well, which Once summoned, they must be subjugated or
may require summoners to either defend themselves (at a constrained magically in some way with an Opposed Roll
2 difficulty modifier), or attack in return (at a 3 difficulty (at a 4 modifier, but adding Mystic Talent dice), otherwise
modifier), neither of which they will achieve as easily as a they will usually attempt to harm the summoner and those
seer. around them. Once they are under control, more Opposed
Rolls (unique Disciplines of command) can be used to give
Sharing a summoned entitys senses. Summoners them orders (at a 2 modifier, with the summoner using
have a powerful connection to whatever entity or creature his Will roll, and adding his Mystic Talent dice). Demons
they summon, and can use that connection to peer and Spirits, being quite willful, attempt to break their
through a controlled beings eyes or to hear what it hears magical subjugations whenever a roll to command them
at almost any distance. Performing such a Discipline (at fails. This requires the summoner to successfully make the
a 2 modifier) could allow a summoner to bypass wards subjugation roll again. A failure to do so (or a Fumble in
meant to stop the spirits of seers, and could enable the

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

Chapter V: Ritual Magic


be released at the sorcerers leisure (such as shattering ways (using their Will roll at a 2 modifier), as long as
a crystal sphere containing a trapped demon) or when these commands relate to the reason why the creature
certain situations, predetermined by the summoner or was summoned. These rolls are not Opposed (meaning
GM, allow it to escape. the summoned suthra doesnt roll against them), so
Once their tasks are complete, it is always wise to summoners only have to roll a success using their
dismiss/banish them, since their anger at their captivity base Will roll (though the GM may consider awarding
will grow, and they remain potentially dangerous as bonuses based on the initial roll used to begin the ritual).
long as they are being kept. Banishing a spirit or demon Unless more Discipline rolls are made to inspire them to
currently subjugated and under ones own control merely stay after they have completed the tasks they were initially
requires a successful ritual Skill roll (at a modifier of 4). called to do, most summoned suthra will eventually
When attempting to banish an unsubjugated entity (or return to their former state (wild or tamed) and will seek
one controlled by another summoner) an Opposed to return to where they came from.
Roll against the summoned entitys Power Pool must be Once their tasks are complete, it is always wise to
made (at the same modifier, but adding Mystic Talent magically release them (at a 2 modifier) since their
dice), generating banishment successes to overcome the wild natures will eventually overtake the control of
entitys successes. This can be used against any demons the summoning; they remain potentially dangerous
or spirits whether you summoned them or not. as long as they are being kept (unless they are already
It is possible to save such banishment successes domesticated). You may attempt to dismiss suthra
in advance of any encounter so that they may be used summoned by others using an Opposed Roll against
inside or outside the constraints of the summoning them at the same modifier.
ritual in dire need. Having such saved successes may It is possible to save dismissal successes in advance
mean the difference between life and death for you and of any encounter so that they may be used outside the
those around you. For further details concerning saved constraints of the summoning ritual in times of need.
successes used for this purpose, see the section Release Since summoning and controlling natural suthra is
Using Saved Successes on page 284. somewhat easier than dealing with supernatural beings,
Summoning Suthra. The native insectoid fauna reserved dismissal successes are especially effective
of the world are contacted in Ritual by guiding ones will against suthra you have summoned for yourself. The use
and desire through the unending strands of the mystic of only 2 reserved successes is required to easily dismiss
Web of Life (which occurs at no modifier to enact the suthra already under your control. For further details
first part of the ritual). In doing so summoners match concerning saved successes used for this purpose, see the
their needs to the natural tendencies of some nearby section Release Using Saved Successes on page 284.
suthra. It is not always necessary to fully enter the Dream Summoning Elementals. Elementals seem to
to summon them unless they are meant to manifest at a come from a mysterious power that surrounds and
distant location. During the summoning itself, the player infuses the physical reality of the world, the energy
must be specific as to why the thing (or things, since entire that courses through the various crystals and the
swarms may be called) is being summoned, spoken in different forces of nature. There are four elemental
character as part of the ritual incantations. The needs for manifestations that can be called through this ritual:
such a summoning can take many forms; summoning a Vayu, the Element of Air; Bhumi, the Element of
suthra to bear burdens or to act as a scout, spy, or tracker Earth; Jala, the Element of Water; and Agni, the
(at a 3 modifier), summoning a suthra to attack or Element of Fire. In addition to the raw physical (and
defend (at a 4 modifier), and summoning a suthra to metaphysical) powers they possess according to their
sacrifice itself for you (for food, to harvest some part of element, they also seem to emanate and manifest
it, etc.) or even to be your permanent companion (either power through emotional states that mirror their
Discipline performed at a 5 modifier or higher). nature to some extent, and these emotional states
Summoned Suthra have Power Pools (the amount can be felt by anyone near them. Those who are not
of dice used when attempting any action with them) and summoners may actually flee the presence of such
other statistics, equal to the amounts indicated in their things unless the Elemental has been tamed and
descriptions within the Bestiary of this book. The specific controlled by the summoner.
type of the summoned suthra that will heed the call is Vayu (Air) generates a wildly powerful and joyous
completely up to the GM (though the GM may feel free to sense of freedom, and will overwhelm those around it
take cues from the players), will appear from some nearby with its desire to remain untamed, tearing at anything

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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

Chapter V: Ritual Magic


Summoners attempting to release and send away clouds and mist. As such, the clouds seem to have descended
entities while performing a Summoning Ritual may into the city itself, just as smoke from the burning city rises up
use saved successes to augment a unique Discipline in to greet them. My orders are simple: use my magics to hold our
an attempt to do so, or may use them on their own for enemies at bay long enough for the skyships of my aryah and
the same purpose. his family to escape. Secure my own escape then, if I can, upon
Saved successes used within the summoning the last skyskiff that is leaving and join the rest of my House, if
ritual to augment a Discipline used to release an entity the Devah are willing. And lastly, insure that nothing is left of
are simply added to the results of the summoners our lords holdings that the enemy may claim in victory...
Opposed Roll if the initial result werent enough I am surrounded atop the tower by braziers full of smoking
to beat the entitys successes (rolled using its Power incense and fluttering strips of parchment covered in holy
Pool). arcane glyphs that adorn silk cords suspended from brightly
Saved successes used on their own (either in or painted poles nearby. This is not the first time that I have
out of ritual) to release and send away a summoned used this tall tower to perform my rituals, but I am certain
being are treated as if they are the results of an Opposed that it will be my last. Already I have successfully passed deep
Roll, and the number expended must be chosen in into trance (having made my Initial Roll for the ritual), have
advance of the entitys Opposed Roll. The summoners felt the vibrations of the Web of Life as I sought some form
chosen total successes are compared against those rolled of defense against the multitudes of soldiers below. My call
for the entity to be released. When using saved successes was answered by a terrible biting swarm of Silk Locusts from
in this fashion (without augmenting a Discipline) the the southern jungles that not only began to attack the milling
summoner may not add further saved successes in the warriors below (who had been attempting to break through
event their chosen expended number was not enough our great gate) but had also flown high into the skies, bearing
to overcome the entitys roll. If the summoners chosen down on the enemy ships that had been flocking to this area of
total is greater than the entitys total, then the entity the city. As the voracious swarm began to destroy their silken
is safely released and sent away. If the entitys total sails and rigging, the skyships of our own House, protected by
successes ties the summoners or exceeds it, then the Wards against such harm, were busily starting to beat a hasty
entity breaks free from the summoners control and retreat into the safety of the obscuring clouds above. To give
reacts accordingly, not generally a good thing for the them more time to do this, I now begin to focus my attentions
summoner and those around him. on the siege engines and cannons of the advancing enemy
troops.
Regardless of the outcome, saved successes used
by the summoner are expended, whether effective or Cobra: Drawing some of my attention away
from the Silk Locust Swarm, I now wish to look out
not, and are subtracted from the total number held in at the devastation surrounding the palace walls. Do I
reserve. see any nearby buildings on fire?
An Example of Summoning GM: Yes, in fact the granaries of a nearby House
are burning hideously across the Grand Avenue of
This scene begins within the fortified walls of the House the Pious, which leads further into the center of the
of Stasang, of the Royal Line of stsah, as our beautiful city city, past the temples of the Holy Circle.
of Ysuyah in western Visedhrah is besieged by rival Lines Cobra: Alright, it is there I wish to fling my
from the east. Our beloved Prince of this region was labeled thoughts, into the heart of that inferno. I am going
a traitor to the Jade Throne of Benng, and now the High to attempt to summon up a manifestation of Agni,
Prince wishes to cleanse this city of the traitor and all Lines the Element of Fire. I have better things than grain
and Houses that support him. I am Yarazmn, a lithe female that Id like it to eat!
cobra and a summoner sirhibas in noble service to the Aryah GM: Alright, as you focus your mind upon
Stasang, and even now I sit in ritual atop the tallest tower of the burning granary, you begin to sense within it
my lords resplendent palace. what seems to be a strange, vast dancing form, as if
For days we watched as the armies of the east battered enormous limbs of writhing flame flail deep in the
heart of the roaring blaze. It is now time to reach
against our city walls, hoping that our forces could withstand into the very center of the fire with your mind, and
the attacks of the High Princes armies. Unfortunately, the attune your mystic awareness with its living, spiritual
forces of the Jade Throne are vast and well-supplied, and essence. Please roll your Summoning Magic Ritual
eventually the city walls crumbled before their might; the skill. This first roll will be at no penalty.
battle raged inward toward the walled Nobles Circle and the My summoner has 9 dice in her Ritual of
palaces of the individual lords themselves. In the air above, Summoning skill, and will be rolling them all in an

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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

Chapter V: Ritual Magic


ships still on the ground will be at their mercy. spin out and begin to fade into the smoke-filled air,
The GM rolls the Fire Elementals Power Pool of scattering sparks and embers as it dies away. It does
seem to have caused a great deal of damage in its final
6 dice to determine how successful it is at causing the display of supernatural hunger and rage, however,
destruction it has been ordered to begin. There will be and many lay below, dead and dying.
nothing the troops below can really do to try to stop it,
Cobra: What about the ships, have they all
so this technically isnt an Opposed Roll on its part. taken off?
The Elemental scores 3 successes.
GM: Only two remain now, from what you
GM: Now, as you have commanded, the can tell. (He rolls his dice again to determine how
hulking fiery monstrosity begins raging through well the gate is holding up) Suddenly a great crash
the heart of the soldiers below, plunging into their is heard, and from your vantage you watch as the
tall wooden siege towers and scattering burning first of your enemys army pours into the courtyard
corpses everywhere! You hear several explosions as through the broken remnants of the main gate! The
some of the powder-kegs for the cannons begin to last two skyships, one a barge, and the other, the
ignite, and the screams of the dying drift skyward skiff that was to carry you to safety, is overrun by
like blessings to your ears. Below you, however, the swarming soldiers. You hear cries of agony and
you also hear the battering rams of your enemy dismay far below, and more terrible cries of victory
assailing the main gates! as the last defenses of the palace fail.
Cobra: I want to give it another command, Cobra: Not all of the defenses...
then, and I cry out Mighty Agni, devour those
who attack our main gates! [Rolls the same dice GM: What do you mean?
as last time] Oh no! I only got 1 success out of all Cobra: The Amethyst Idol...
those dice! GM: Ohhhhh yesssss that!
GM: Ah! And the Elemental rolls 3 successes! Cobra: But first, theres something I must do if
It fails to heed your command, and continues Im hoping to get out of here alivesince you never
to destroy everything around it. It will also now said that I was forced out of the ritual.
attempt to break free of the form and control
you have forced upon it. Youll need to make that GM: Well, actually, you were damaged by the
roll again; the Opposed roll at a 4, to maintain Elemental, so its necessary to roll to see if that broke
control! your concentration enough to end the ritual.
Cobra: OK, I rolled 4 successes... In any such case where concentration could be lost
GM: And unfortunately, so did I. You in the midst of a Ritual, players must roll their base
lose control of the destructive forces of Agni, a Ritual Skill roll (for whatever ritual they were doing).
terrible roaring fills the air, and a searing heat To this they may add their Keen Focus Talent dice if
begins rising up from the battlefield below. There they have any. All they need to do is succeed, and they
is more screaming, and you are forced to back may continue with their ritual unaffected.
away from the parapet as burning ash and sparks Cobra: Whew! Great, I rolled 4 successes. I
whirl around you. A veritable vortex of glowing now hurl my duhma out across the Web of Life
ash and fire continues to tear through the hapless again, seeking a mount of some kind, something that
army below. For a brief moment, you too are can carry me away from this place through the skies!
surrounded by roaring heat and flames but since Theres got to be something in the city, in some rich
you have some cover from the crenellated stone lords abandoned stables or something...
parapet Ill say you only take half of the damage
this Elemental can cause. You will lose 6 Stamina GM: Very well, roll your base Summoning
due to fire damage. Please mark that down. You Ritual score again to see if you locate something like
fall back to the stone roof of the tower, patting that.
the flames out upon your robes. Far below you Cobra: 4 successes. Is it nearby?
hear the continued banging of the battering ram
against the gates. GM: Its difficult to tell... You do find what
you think you are seeking, but the Web of Life is in
The GM now makes a roll to determine if the great turmoil now as many glowing gems of life that
doors hold or not. He has decided that the main gate flicker at the intersections of the strands are blinking
has a Strength of 4 dice, and the battering ram has a away now as that life is snuffed out. Entire strands
Strength of 3 dice. He rolls 3 successes for the gate, and seem to melt away in your minds eye as lives are lost
2 for the battering ram. The doors hold for now. by the score all around you. Nonetheless you believe
you have touched the life that you need, and now

Basic Compendium
287
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,

Chapter V: Ritual Magic


segmented limbs wrap nearly all the way around the begging her to preserve the sanctity of my immortal
towers circumference. It roars once again as it begins duhma, even if my body must now perish.
to climb towards you.
GM: To your left, you see another tower fall,
Cobra: No, no! Not yet! Still no sign of the smashing down into the darkness of the Great Hall,
summoned mount? utterly destroying the remnants of its once-glorious
GM: None that you can tell. Remember, you crystal dome. The stone beneath you shudders and
are still somewhat blinded by the floating embers. begins to buckle and you are tipped suddenly near
Cobra: OK, I have got to attempt to subjugate the edge of the fractured tower! The screams of
the demon again, then! the dying below now pierce your eardrums with a
sudden strange clarity.
GM: You can try, but why not just dismiss it
and send it back to Narkah? Cobra: Beloved Nagamssa! Save your
servant!
Cobra: Because it has one last task that I swore
to my lord I would complete! GM: Unbearably weary, you desperately clutch
at the shaking stones of the crenellations at the towers
GM: Ah yes, thats right. Very well, roll your edge. Suddenly, just as you feel the roof beneath you
Ritual Skill roll at 4, including your Talent dice, heave and begin to fall away, a keening, chittering
and Ill roll the Demons Power Pool again. noise cuts through the rumbling of the falling tower.
Cobra: Man! I rolled 7 successes again! Whats Rigid limbs grasp you around your midriff as you
with the sevens all of the sudden? feel yourself plucked from disaster and hauled up
GM: Youre in luck it only rolled 5! The and into the sky. The buzzing of large wings and the
demon has been subjugated once again. Just as it sight of the bright red mandibles above you are all
reaches the top of the tower, it roars in utter rage you need to see to recognize that it is a makdi that
and madness, sending a terrible thorny fist smashing even now clasps you to its chitinous torso. Far below
down on the carved stones near you as your control you, you see the last of the towers of your lords once-
over it closes like a slaves manacle. mighty palace fall, and then nothing as you pass into
the thick clouds. Only the sounds of distant demonic
Cobra: Thank the Devah! OK, even if my roars of rage follow you for a moment.
character dies in the process, I cant risk losing
control again before I give my final command. I yell Cobra: Ohhhh yes!! Thank you, thank you!
out these words, I bid you now, retreat to the heart of Just in time. With the last of my strength I want
this palace, and tear it to the ground! Leave nothing to reach up and touch its underbelly, giving it a
for my enemy, and no stone of this place standing command to carry me up into the clouds and to the
upon another! ship of my lord.
GM: Simply roll your base Ritual Skill roll for
The GM considers the words of this command for Summoning, at a 2 modifier.
a moment, then has me roll my dice again. I make an
amazing 9 successes, and the demon merely makes 6. It Cobra: Five successes!
must obey me but as it turns its head to do so, its terrible GM: Very well, the whipping winds catch you
visage twists into an almost jnah-like expression of both for a brief second as the makdi begins to change
ugly humor; in my characters mind, the GM says that course, guided, it seems, by the mental image of your
a simple and yet menacing phrase is spoken by it, It lords vessel, and thoughts of your family. You were
right when you said the last of your strength, by the
shall be as you wish, my mortal master... It is then that way...
I know I may soon dance at the Edge of Heaven...
Cobra: What do you mean?
Now is the time for the dramatic conclusion to this
ritual as the demon launches itself from atop this tower GM: You may not have been counting,
but I was... You have used 11 Unique Disciplines
to land half-way down an adjacent one. Through my throughout these many summonings, exactly as
half-blind gaze I barely discern as, amidst a cascade of many as will cause you to fall unconscious when you
stone and rubble it careens down the side of that tower, emerge from this ritual. And now that this ritual is
its many-limbed form leaping again to vanish into the coming to a close, you feel an unbearable weariness
ragged hole of the Great Halls shattered dome. overtake you, and you fall into the depths of silent,
GM: More screaming can be heard from below exhausted slumber just as the clouds begin to clear,
as any in its path perish, and many even outside the and your drooping eyes catch momentary sight of
House are crushed beneath falling masonry. Now skyships sailing high overhead. You then slip into
impossibly powerful sounds, like thunder, can be darkness.

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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,

Chapter VI: Bestiary


soft meat, each asivam also
produces a sugary, semi-
alcoholic syrup inside their
translucent bellies that is
squeezed out of their end
and used to make a variety
of sweet meads and drinks.
STAMINA: 1-6 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Standard Movement, Bite,
Clinging, Climbing, Standard
Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Excrete semi-alcoholic syrup : 6

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

melodic noises when happy and calm, as well


as loud wailing screeches when alarmed. For
this reason they are sometimes kept in houses
as deterrents to intruders.
STAMINA: 1-6 levels
ARMOR: 2 points
NORMAL ACTION DICE:
Standard Movement, Great Leap, Bite,
Gliding, Night Vision, Clinging, Climbing,
Standard Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Using its sharp and syringe-like proboscis
to puncture through tree bark, chitin, or
flesh, and drain fluids : 5
Can emit a keening wail that can be heard
at great distances, and can awaken sleeping
jnah within several hundred feet : 6

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,

Chapter VI: Bestiary


companion, friend, and sometimes
even savior to many a legendary
hero.
STAMINA: 10-20 levels
ARMOR: 3 points
NORMAL ACTION DICE:
Standard Movement, Bite, Standard
Sensory Rolls, etc. : 5
SPECIAL ACTIONS:
Rearing kick : 7
Gore attack (horns) : 6

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

* Demons generally cause damage equal to twice


their Action Dice (based on the Power Pool for
summoned entities. See Summoning in the Ritual
Magic chapter).

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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

and can be trained to do tricks or mimic


sounds. Some can even be trained to deliver
messages of various kinds.
STAMINA: 1-3 levels
ARMOR: 1 point
NORMAL ACTION DICE:
Standard Movement, Bite, Hovering,
Echo Location, Clinging, Flight, Standard
Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Mimic sounds and movements: 5

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

Chapter VI: Bestiary


of affecting the beings around them, welling up as powerful emotions and premonitions. Rarely are these
entities encountered when not summoned by
magic, or entrapped in some specific form for
some particular purpose by ancient sorceries.
(See the Ritual Magic chapter and the Ritual
of Summoning for specific descriptions of
each of the elemental powers.)
STAMINA: 8-112 levels
ARMOR: 2-14 points (supernatural defense based
on elemental composition)
NORMAL ACTION DICE:
Various Movement Types, Generic Attacks *,
Standard Sensory Rolls, etc. : 2 to 14
SPECIAL ACTIONS:
Overwhelming Emotional Affect (different for
each Elemental) : 2 to 14
Unique Elemental Attack : 2 to 14 *
Unique Elemental Movement : 2 to 14 *

* Elementals generally cause damage equal to twice their


Action Dice (based on the Power Pool for summoned
entities. See Summoning in the Ritual Magic chapter).

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

other half are allowed to hatch and mature to


adulthood. The adults continue to spin silk
and this immensely strong fiber is used to make
ropes, netting, weapon cords, and many other
items requiring tensile strength. These fibers,
properly treated, can be strong enough to lift a
fully-grown bthn.
STAMINA: 1-6 levels
ARMOR: 0 (young) / 2 (adult) points
NORMAL ACTION DICE:
Standard Movement, Great Leap, Bite
(adult), Clinging, Climbing, Standard Sensory
Rolls, etc. : 3
SPECIAL ACTIONS:
None

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

Chapter VI: Bestiary


for prey to step into. Once prey has
been captured, the leaf-jaws seal shut
and the stem then releases acids into
the mouth cavity to digest the victim.
Much like the Kahamra and Kargara,
unless the Jabdas victims can be freed
and the digestive fluids washed away,
they will slowly and painfully dissolve
over the course of an hour.
STAMINA: 5-15 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Attract Prey, Capture Prey, etc. : 6
SPECIAL ACTIONS:
Dissolve Prey : 3

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

in the plant that compels the rest of the


leaves to bend forward, engulfing the victim
and covering them in more of the mucilage,
which is, in fact, the plants digestive fluid.
Unless the victim can be freed and the sticky
goo washed away, the unfortunate will slowly
be digested alive.
STAMINA: 5-15 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Attract Prey, Envelope Prey, etc. : 6
SPECIAL ACTIONS:
Dissolve Prey : 3

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

Chapter VI: Bestiary


jnah consider them to be demons, for the
karcha have been known to lie silently in
wait, attacking unsuspecting crystal miners
and drawing them away from entrances to
their actual lairs. Their tendencies to nest
near choice veins of valuable crystal lead
many to believe that they protect these
crystals for some reason.
STAMINA: 2-20 levels
ARMOR: 3 points
NORMAL ACTION DICE:
Standard Movement, Great Leap, Night
Vision, Clinging, Climbing, Standard Sensory
Rolls, etc. : 5
SPECIAL ACTIONS:
Using its sharp abdominal stinger to impale
its prey : 7

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

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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

vicious, hungry packs.


STAMINA: 3-12 levels
ARMOR: 2 points
NORMAL ACTION DICE:
Standard Movement, Bite, Standard Sensory Rolls,
etc. : 4
SPECIAL ACTIONS:
Keen Hearing, Tracking Scent, Sprint : 5
Piercing attack from the scythe-like forearms : 3 to 8
(depending on size of breed)

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

* Spirits generally cause damage equal to twice


their Action Dice (based on the Power Pool for
summoned entities. See Summoning in the Ritual
Magic chapter).

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

Chapter VI: Bestiary


resins, and even amazingly enough,
perfumes.
STAMINA: 2-8 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Standard Movement, Bite, Standard
Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Musk Spray : 5

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

strong claws. The largest of them could


potentially present a danger to other small
domesticated animals or even smaller jnah
and children.
STAMINA: 2-12 levels
ARMOR: 1 point
NORMAL ACTION DICE:
Standard Movement, Flight, Bite, Standard
Sensory Rolls, etc. : 4
SPECIAL ACTIONS:
Aerial Strike : 6

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

Chapter VI: Bestiary


river barge, they are capable of lifting
great weights and traveling for many
hours. Domesticated as flying mounts,
makdi are a treasured and valuable
possession to own.
STAMINA: 10-25 levels
ARMOR: 2 points
NORMAL ACTION DICE:
Standard Movement, Flight, Night Vision,
General Attacks, Clinging, Standard Sensory
Rolls, etc. : 6
SPECIAL ACTIONS:
None

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

STAMINA: 1-5 levels


ARMOR: 3 points
NORMAL ACTION DICE:
Standard Movement, Standard Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Pincer attack : 5

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

Chapter VI: Bestiary


missiles are shot with enough force to puncture all but the toughest chitin. Lucky individuals may
be able to evade such a strike, especially
if they are able to recognize the telltale
sound the plant makes before it fires
the seeds. Those unlucky enough to be
hit may be either killed immediately or
the seeds will lodge deeply within their
bodies, causing daily pain and damage
unless they are surgically removed,
or until the seed finishes growing to
maturity by feeding from the nutrients
of its host.
STAMINA: 3-9 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Lie in wait undetected : 6
SPECIAL ACTIONS:
Fire Seeds : 3 to 9 (rolled as a bundled
Action, and requires an evade roll for each
spine to defend)
Feed on host (developing seed only) : 5
(calculated once per day, uncontested)

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

Basic Compendium
305
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

the approach of prey, and to determine when


they are within prime striking range. With
a sudden lashing of its whip-like tail, the
poisonous spine will imbed itself deeply within
the vathas victim, and it will simultaneously
lurch forth from beneath to secure their prey
with shearing teeth and spiky appendages. See
the Poison Effects Table for information on the
various effects of poisons.
STAMINA: 3-18 levels
ARMOR: 2 points
NORMAL ACTION DICE:
Standard Movement, Digging, Standard
Sensory Rolls, etc. : 4
SPECIAL ACTIONS:
Using its sharp tail to impale and poison
prey. Paralytic/Insinnuated (varies) (see Poison
Effects Table) : 6

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)

306
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.

Chapter VI: Bestiary


STAMINA: 1-4 levels
ARMOR: 1 point
NORMAL ACTION DICE:
Standard Movement, Flight, Bite, Clinging,
Climbing, Standard Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Swarm Attack : 6

Trombrtu (trom-BAR-too) Beetle - This uncommon


jungle beetle is about a foot or two in length,
possessing large, horn-like protrusions on its head
like a rhino. Their horns, when baked and crushed
into a powder, creates a sleeping toxin that can put
targets into a coma. If the victim is left untreated, he
will usually succumb to a slow death.
STAMINA: 1-6 levels
ARMOR: 2 points
NORMAL ACTION DICE:
Standard Movement, Standard Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Gore Attack (horn) : 5

Udisa (oo-DEE-sah) - A small, hive suthra that lives in


huge, mud mounds on the plains of Hthiyar and
southern Nilm. Most are non-poisonous, but the
soldiers excrete a highly painful toxin when they
bite. They are a favored delicacy in many areas and
so are actively hunted. Sometimes these creatures
will swarm across the ground if seeking a new
nesting site, at which times they may be attracted
to areas of habitation, often leading to unfortunate
confrontations with others.
STAMINA: 1-3 levels
ARMOR: 1 point
NORMAL ACTION DICE:
Standard Movement, Digging, Bite, Clinging, Climb,
Standard Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Painful Venomous Soldier Bite (GMs choice), (See
Poison Effects Table): 5

Basic Compendium
307
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

snipped when the vishala are being harvested.


STAMINA: 1-10 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Standard Movement, Clinging, Swimming,
Standard Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Using its poison tendrils to ensnare prey, Contact/
Paralytic (varies), (see Poison Effects Table): 5

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

Chapter VI: Bestiary


embedded in the beasts body, the
sky crystals are activated, providing
more lift. The goal is to harpoon
the vrtach enough times so that its
forced into the upper airs where its
body will expand and erupt, killing
the monster

STAMINA: 35-150 levels


ARMOR: 10-15 points
NORMAL ACTION DICE:
Standard Movement, Flight, Bite, Glide,
Night Vision, Clinging, Standard Sensory
Rolls, etc. : 7
SPECIAL ACTIONS:
Tail Lash : 6 to 12

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

Basic Compendium
309
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

Chapter VII: Drdnah Glossary


of fine chinti and other riding beasts) regularly encroach
into Rkbar, claiming these verdant lands as their since the reestablishment of the Gajah Dynasty and the
ancestral right and causing understandably bad relations restoration of Hthiyar.
with that country. Nar-Harix, the capital, with its ancient Bthn (boo-THAHN) - Huge caravan and draft
pyramids, beautiful monuments, temples, and palace is beasts used for transport. They come in many varieties
crowned by the dazzling rose quartz minarets of the great and sizes (ranging from 8 to over 70 feet long), and
temple of Kirh. resemble giant armored millipedes or pill-bugs.
Andhi (AHN-dee) - A mercantile and agricultural Castes - There is some form of a caste system in almost
isvarate composed primarily of Sarpah although visitors every culture on Drdnah. The castes for the most part
of every Zoic type are not uncommon. The ruling class is are the same, although they might be known by different
primarily lizards with some snakes. They are renowned names in different regions. Certain professions require
for their swift, graceful chinti and the opulent, well- a character be of a certain caste so players should make
stocked bazaars of the capital, Ullhita. They have sure to purchase the correct one for the profession of
excellent relations with their neighbor, Pkharaj, and their choice. The three castes that characters must pay
economic ties with the eastern Visedhran Principality for as an Advantage are the Holy Caste, High Caste, and
of Mandalam, with whom they share their western Trade Caste.
borders. The Holy Caste is comprised of the most learned and
Arena Master - The Spiral Arena (see below) trainer respected members of society: priests, doctors, judges,
of a House, considered a master of both armed and lawyers, scholars, architects, and teachers. Holy Caste
unarmed combat. members are also often chefs due to the fact that Holy
Aryah (AHR-yah) - The honorific used for the ruler of and High Caste members prefer to eat food prepared
a House; equivalent of My Lord/Lady (see House). by someone of equal or higher caste. Addressed as
Asivam (AH-see-vahm) - Nectar-giving suthra used for Enlightened One or Revered One, Holy Caste
food and drink. They resemble bloated termites, and members can always be sure of a warm welcome and good
are about the size of a large house cat. Their translucent treatment in any establishment or home. Unwarranted
bellies are filled with sugary, semi-alcoholic syrup used to violence against a member of this caste can carry severe
make a variety of sweet meads and drinks. penalties, including imprisonment or death.
Bahnf (bah-NEEF) Mineral Dust - The powdered The High Caste is comprised of nobles, warriors, sorcerers,
natural minerals, out of which sky crystals actually and the highly skilled artisans who specialize in crafting
grow, that dampen their anti-gravity effect. Skyships are firearms or training suthra weapons and armor. The
outfitted with either roll-down sheaths or tarps covered privileged members of this caste may wield firearms,
in Amber pieces that are infused with this substance, explosives, and suthra weapons and armor, something
allowing the crew to control the ships gain or loss of for which even Holy Caste members need special
altitude. dispensation. Members of this caste are called Sunborn
because they are believed to be blessed at birth by the
Bakri (bah-KAH-ree) - A peaceful isvarate, populated light of both suns. High Caste members are considered
mainly by herd Zoics with a few felines and other Vajrah, the aristocracy of society.
and very few Paksin and Sarpah. The ruling class is The Trade Caste is comprised of merchants, artisans, and
composed entirely of herd Zoics. Its primary exports are skilled craftsmen. Trade Caste members may not wield
spices (used both for food and incense) and wine. There firearms nor use suthra weapons and armor, but are
are few settlements north of Vitna, the capital, due to the usually wealthy enough to hire warriors to protect their
incursions of desert raiders known as the Scourge, who interests. Although not aristocrats, members of this
sometimes strike unprotected caravans and settlements. caste are considered well-bred and are the gentry and
Yearly, people from all over the south of the world make mercantile backbone of society. Low Caste individuals
pilgrimages to Nesued to take part in the Feast of the address Trade Caste members as sir or madam.
Seas. There, chants and prayers are sung to the Devah The Low Caste is the lowest official caste, which is comprised
Hrpa, Lord of All Waters, and to Sianthe his mate, of farmers and all unskilled laborers - the majority of
Lady of the Deep. most populations. Although limited to simple weaponry,
Brhmandan (BRAHM-ahn-dahn) Low Caste members are often drafted by nobles to serve
Treasure Ships An ancient, fabled fleet of ships that as peasant levies that are usually armed with spears and
was lost over 800 years ago as they traveled southward axes. Low Caste members, however, are forbidden by
toward the nation of Ktta. They contained many rare law to use firearms or suthra weapons and armor, and
treasures meant as a gift of tribute from Hthiyar to can pay with their lives for breaking such laws.

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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

Chapter VII: Drdnah Glossary


merchants traveling along coastal Hthiyar.
capital of Ratnm as long as they attack only foreign targets. Kellndu (kel-EN-doo) - The guard and pet suthra of
This uneasy yet apparently profitable truce between these Drdnah. They resemble praying mantises and come in
infamous pirates and the current government of Ishpria as many varieties and sizes as Earth canines and are just as
has been cause for a great deal of bad blood between it and specialized (pets, hunting, guard, war, etc.).
many of the other coastal nations.
Khajlah (kah-JAH-lah) - The general name of a variety
Isvar (IHZ-vahr) - The ruler of an isvarate. The position of of aquatic suthra (resembling huge stingrays or manta rays)
isvar is not granted by divine right but is rather held due that have, for countless generations, been used by river and
to power, prestige, and savvy political manipulation. The coastal Zoics as water-mounts. These creatures are swift
isvar of the nation will almost always belong to one of the swimmers, but are not capable of emerging from the water
most powerful Lines and Houses. Once a Line has had one onto dry land.
of its members on the throne, they are accorded the status
of Royal Line, which makes any future claim to the throne Klinrh (klihn-RAH) - An oligarchy ruled by a sorcerous
legitimate. Thus, other Lines will seek to marry someone council headed by the Kumdi (KOW-moo-die), the wisest
from a Royal Line, which then imparts that legitimacy on Klin sirhibas. It is peopled almost entirely by bats with other
them. Isvars, however, rule only so long as they have the Zoics existing primarily as servants and slaves. A thousand
power and influence to exert their will, either by being years ago, just before the end of the Twilight Wars, the
military dictators or by having the support of the other great betrayed Klin sirhibasi fled the mainland and made a home
Lines of that nation. for themselves and their powerful magics on this distant and
secluded island. The lords and sorcerers of Klinrh have
Isvarate (IZ-vuhr-eht) - Isvarates are nations that came continued to perfect their ancient arts of ritual lore since
into being after the rise of the larger amns, and are the that time. The betrayal that caused them to flee continues to
result of early tribes (who became known as Lines) banding inform their feelings toward the outside world, making them
together under a single great chieftain thousands of years mistrustful, secretive, and reclusive. Exotic slaves are treated
ago. The social and economic structure is feudal, with a as prized possessions by the Klin; they are never sold, and
class of wealthy aristocrats and warriors ruling over a large only rarely traded within a Clan. As is true with the rest of
population of common folk. Isvarates tend to rely less on the country, the beautiful and nocturnal capital of Punyai is
military force and more on the social structure of the Caste kept inaccessible to foreigners. A multi-day wait at Klinrhs
System to maintain peaceful stability. There is a great deal gateway island, Dvara, is required of all visitors while the
of political intrigue surrounding the dynamics of Lines and Kumdi decides if they should be allowed entrance to the
Houses, which constantly vie for influence and power. Lines strange and mysterious interior of the island.
are composed of many Houses that are spread throughout
the land in almost every city. This insures the Lines Krtellah (KRAH-tell-ah) - Hunting flying suthra used
influence and prominence; the desires of the strongest Lines for the fine sport of kratellassi hunting, which is similar to
are usually heeded by the isvars themselves. falconry. They resemble hornets and come in many varieties,
ranging in size from small birds to enormous falcons.
Ithani (ee-THAW-nee) - Chitin and meat suthra, the
primary source of weapon and armor chitin. They resemble Ktta (KOO-tuh) - An isvarate with a cooler climate peopled
elaborately spiked and adorned beetles, ranging in size from by a large number of canines and deciduous forest animals.
a small dog to a pony. Many varieties are also eaten, their It is ruled by canines. Ktta contains the conifer Vishla
flesh being considered especially tender and flavorful. Forest, home to some of Drdnahs largest indigenous
creatures. The majestic trees live for thousands of years and
Jnah (ZHA-nah) - The generic name of the Zoics. It is the can be over a thousand feet tall and sixty feet wide. Ktta
equivalent of people/person or humanity. It is both is renowned for trade and artisanship, particularly for well-
singular and plural. made seagoing vessels. While Ktta has strained relations
Jenu (JEH-noo) - The word that means race when applied with Hthiyar and Dar-Purm, there is still active trade
to the jnah. It is used to describe race in the larger sense among these nations. Following Hthiyars lead, selling
(Sarpah, Paksin, Vajrah) and also in the more narrow sense slaves has been outlawed, and even the ownership of slaves
(i.e. cobra, mockingbird, wolverine). is frowned upon by most of the populace. In Gajanh, the
Ji (JEE) - A popular tabletop game resembling one of the capital, can be found most of the products and trade-crafts
earliest forms of chess, which uses wooden dice, a ji board, for which Ktta is famous, including finely crafted wooden
glass or crystal tokens, specially-shaped playing pieces, and goods and fine lumbers, as seen in its justly famous superior
rules that allow up to four players. The game of ji seeks to seagoing vessels. They also deal in high quality suthra and
replicate the simple moves of several iconic armies engaged suthra products, including riding beasts, gorgeous pelts, and
against one another. decorative items.

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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

Chapter VII: Drdnah Glossary


the smallest moon and the closest to Drdnah. The moons spirit and tenacious national identity. Pkharajs exports
each have cycles in which they wax and wane. Mynatahs consist mainly of their legendary rare crystals, but also
cycle is thirty and two days, Kamdis cycle is twenty days, their excellent silks, dyes, and tropical lumbers. They have
and Rrsis cycle is forty and four days. The Drdni cycle become known for their skilled skyshipwrights and artisans.
of the year is broken up into months that follow the cycle of The rulers in the capital of Jadhavah pride themselves on a
Mynatah, or 32 days. There are precisely sixteen months in country that is a thriving, independent political power that
a full Drdni cycle. is careful to separate itself from the political agendas of the
Mordrahm (mohr-DRAHM) (the Plains of) A north.
large expanse of grasslands that stretches much of the way Rabsan (RAH-boo-sahn) River - The great river
from Muodrah, the capital city of Hthiyar, westward to the that runs east through Hthiyar before branching to the
Dgubar pass, mountain entrance to the Yuaj regions in southeast, eventually flowing into Ktta, and into the
northeastern Ishpria, and northward into central Nilm. northeast, where it empties into the Dharshn ocean.
Nagmahn (NAHG-mahn) Order One of the sects Rkbar (RAHK-bahr) - A trading amn bordered by
of the Mahist Faith. They are priests and worshippers of Visedhrah, the amns of Amnol and Sustrm, and the
Nagamssa who is, to them, the principle Devah. According Hardazi Khanate. The population is mainly birds and
to the Nagmahn Order, Krilrah is Nagamissas lesser reptiles, but in general jungle-dwelling creatures of all kinds
sister while Kramah is the violent lord of death and battle, with a smattering of low caste Vajrah, often horned Zoics
replacing Amasrah. The Nagmahn Order is found mainly such as goats, bovines, oxen, and other strong, thick-bodied
in Sarpah lands and is the primary sect in those regions. workers. The ruling class is made up of tropical birds. The
Temples to Nagamssa are typically crafted from polished upper castes are composed entirely of Paksin (who have their
green stone and have crystal domes, to let the light of the own internal caste system) with everyone else at the bottom.
sacred suns into these holy places. Even affluent visitors of other Zoic types sometimes find
Narkah (nah-RAH-kah) - Drdnahs hell, the place themselves looked down upon by Rkbarani aristocracy.
where demons come from and where tortured souls are Diyk, the capital, is filled with tall palaces and temple
sent to be devoured and removed from the Cycle. It lies at spires that only the winged ruling class may access. Rkbar
the Outer Void beyond the Edge of Heaven and the Dream, deals in fine sweet wines, honey-meads, silks, woods, and
therefore Drdnahs hell is up not down. It is believed to slaves. Some of the finest musicians in Drdnah travel
be an ever-shifting, chaotic, and dreadful place filled with from Rkbar to amaze the world with the beauty of their
swirling, freezing mists (the place has no definite shape or performances.
form). Sbaj (SAH-bazh) Web Patches - Patches of webbing
Nilm (nih-LAHM) - The cosmopolitan isvarate of Nilm that are sticky on only one side and are wrapped in parcels
is home to a variety of different Zoics. Its neutral standing of waxed parchment (which does not stick to the webbing).
in the politics of the world attracts Vajrah, Paksin, and These parcels are kept handy for many utilitarian uses,
Sarpah alike. The rulers of this nation come from the most such as quickly patching tears in clothing, tents, sails, etc.
influential Lines with the closest ties to the Academy. Nilm These patches are harvested from the traps created by small
is known throughout the world as the home of Drdnahs to medium sized spider-like suthra called Sbaj Spinners
greatest center of learning, the Academy of Nilm in that dwell in forests, caves, plains, and deserts all across
Hanlu, the capital city. The one great strife that exists in Drdnah, and which lay out blankets of such silk to capture
Hanlu is between the zealously devout Satyan Order and unwary prey.
the sometimes agnostic methods of the Academy scholars. Sarpah (SAHR-pah) - One of the three major racial types,
Every few years or so, an uproar occurs over some teacher or it consists of all reptiles and amphibians.
subject taught at the Academy that the Satyan Order believes Satyan Order (SAHT-yahn) - An influential sect of the
is blasphemous given the teachings of the Partakm. This Mahist Faith that adheres to a very strict interpretation of
has lead to riots and violence that is usually quickly quashed the Partakm and wields great political power. Its name
by the ruling isvar, whose government seems to guard against means the Singing Ones in an ancient tongue. The
theocratic rule, favoring meritocracy to religious zealotry. mngai of this order occasionally conduct inquisitions to
Paksin (PACK-sin) - One of the three major racial types on purge nations of the influence of radical beliefs and their
Drdnah, it consists of all avians/birds. heretical disciples. They also, however, spearhead many
Partakm (pahr-tah-KAHM) - The holiest of texts, it beneficial social reforms and act as protectors to the poor
contains the hymns and chants detailing the journey of the and disenfranchised. The leader of the order in each
Great Father and Mother as well as all the stories of the country is called the Great Satyan and will usually act as an
Devah. Herein can be found the rules for leading a pious life. advisor to the isvar or aminar.

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

Sky Crystals - The crystals that provide the lift to skyships.


They grow in remote mountain peaks and sometimes break
off and float high in the sky, carried along by the powerful
winds of the upper atmosphere.
Skyships - Impressive air vessels given lift by sky crystals and
powered by sails or propellers. They are designed to ride the
various strata of Drdnahs skies. As with sea vessels, there
are many varieties: some built for speed, others for warfare,
and still others for commerce. Owning a skyship imparts
prestige and is usually a sign of great affluence.
Spiral Arena - The official vehicle for settling many
disputes on Drdnah. Every city will have a version of
this arena, as will most Houses. Terms for the battle are
agreed upon by all combatants and arbitrated by the Arena
Masters. Conditions for victory can be first blood, or till
one combatant yields, or to the death. Once a matter is
settled in the Spiral Arena, it is considered very bad
form (and irreverent) to question the results or to push a
dispute further on that point (though you can come up
with something else to fight about). All arenas are believed
to hold Kramahs Justice (and as such are holy places), so
Scourge, the - Murderous bandit raiders composed of victory goes to the combatant with karma on his side. It
desperate thieves, outlaws, and Outcastes who prey on gains its name from the spiral pattern laid out in crimson
caravans, rarely leaving any survivors. Operating in the western sand on the floor of the arena itself, which is believed to
desert wastes, they welcome the criminal scum of all societies. be the shape of the Spiral of the Eternal Cycle (all forces
There are rumors of a great tent city used by the Scourge blending into the universal whole which is Truth).
near the Bahina River, which flows from the mountains in
the wilds less than a days travel by skyship north of where Sunborn - Another name for and honorific used to identify
Sustrmi borders Bakri. This tent city often moves, it is said, a member of the High Caste. They are believed to be blessed
to avoid the occasional patrolling vessels of the Whispering by the full light of both of Drdnahs suns.
Fleet, and sometimes finds its way into Bakri lands, where Sustrm (SOO-stroom) - A powerful amn ruled by
the Whispering Fleet ships will not pass. felines, with a caste system of cats at the top (with their own
Shard Storm (or Shardfall) - The name given to the internal caste system) and a population of other Vajrah
weather phenomenon that can happen, especially near (with a smattering of Paksin and Sarpah) at the bottom.
crystal mountains, when the winds of Drdnah whip up They command one of the most powerful skyship armadas
blade-sharp shards and fragments of glittering crystals to in Drdnah known as the Whispering Fleet. Distya, the
rain down on unsuspecting lands or ships. The effect can be capital city, hosts a dazzling spectacle of athletic trials and
most devastating, as forests and crops are pulped, buildings martial skill every year called the Kramahn Games during
are gouged, silk sails and awnings are shredded, and living the Festival of Kramah. The Games draw spectators and
things horribly slashed. Shelter is always a wise choice when contestants from all over the world. Sustrm deals in many
shardfall begins. types of valuables including slaves.
Sirhibas (SEER-heh-boss) - The sorcerers and wizards Sutas (SOO-tuhs) Blood A small branch of the
of Drdnah. These magicians are the seers, astrologers, mighty Rabsan River which flows away from its parent
healers, summoners, and alchemists of the world. They can eastward near the coast of Ktta, just above the jungle of
be recognized by the elaborate tattoos with which they adorn Madijikmor. This smaller river empties into the Dharshn
their bodies and in which they store the incantations of their Ocean after it passes through the fishing village of Suta, for
spells and power. Other elements of Drdni magic that are which it is named.
universal are chanting, singing, dancing, pattern creation (via Suthra (SOOTH-rah) - The name given to the native fauna
colored sands, stones, paint, thread, etc.), and music, which or wild animals of Drdnah.

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

Chapter VII: Drdnah Glossary


healing effect on the wounds of its wearer. Suthra armor is grenades are included in this category, they are usually not
expensive and difficult to maintain. called Vaylah weapons, since most people often use the term
Suthra Weapons - Beasts that are used as knives, whips, to refer specifically to the various styles of handguns used
missiles, etc. As with suthra armor, it takes special training by warriors, named after the jnah who first discovered the
to use these weapons, and lack of precise control may mean explosive properties of gunpowder. Many claim that Vaylah
having the weapon turn on its user. Since most of these should also be credited for the designs of the early guns
suthra are venomous, these weapons are also favored by themselves though some scholars debate this.
assassins. Visedhrah (vih-zehd-HAH-rah) Visedhrah is the
Tamystra (taw-MAY-straw) - The unluckiest night on northern motherland of Sarpah culture where Nagamssa,
Drdnah, one when none of the three moons are visible in the beloved Devah of the Visedi people, is worshipped.
the sky and some of the stars can actually be seen. These stars Once a mighty amn, Visedhrah is now a collection of
are held to be the baleful eyes of demons, eager to possess principalities composed primarily of Sarpah, especially
victims. Ordinary nights tend not to be dark, as the light of those from rain forests and the tropics. The ruling class
at least one of the three moons is amplified by the crystal is primarily comprised of serpents. A thousand years ago,
dust in the upper atmosphere (as on foggy nights when the Adhitmuss (ahd-hee-TOO-moos), Visedhrahs demonic
moon is full here on Earth). Being born on one of these sorcerer-lord, waged a hideous war of expansion that came
nights is considered very bad luck. to be known as the Twilight Wars. This conflict lasted for
Tishnia (tih-SHEE-nee-uh) - A trading isvarate called hundreds of years and nearly consumed the world. After his
the Jewel of Drdnah, it is home to Zoics of all types. defeat, the amn broke into four separate principalities, each
Tishnians are known for their hospitality and generosity; ruled by its own prince (male or female, the title is the same).
most jnah view them with goodwill and kindness. Tishnia There is no capital city as such, however, Benng (the one-
is home to many festivals, including a pilgrimage to one of time capitol of Visedhrah and home to the Jade Throne),
the wonders of Drdnah, the Tower of the False Dawn in is the seat of the most powerful High Prince. Across the
Samdra. Blessed with favorable trade winds and access to Visedi Sea, bordering Andhi, is the eastern principality of
both the Sea of Vigra and the Gulf of Bhtai, Tishnia and Mandalam whose largest city is Shupahn. In the far west is
the glorious and sprawling capital city of Sadahm is a center the principality of Kiribarat, bordering Rkbar, whose main
of world trade. The Tishni tongue is a trade language for city is Ysuhyah. The central principality is Pust, whose main
many different countries and one of the most commonly city is Ramai. And the principality of Kelapan, with its great
known across all of Drdnah. There is intrigue as well as city Benng, rests against the western shores of the Visedi
economic and political competition among many of the Sea, north of the mountains that separate it from Sustrm.
Houses and Lines of this nation. In general, however, there Vrtach (VOOR-tok) A giant, legless flying centipede
is peace and prosperity for Tishnia, which has grown rich with multiple sets of dragonfly-like wings, huge rear stingers,
due to its importance to commerce. and immense crushing mandibles. These creatures are
True Dawn - The period marking the rising of the second essentially the dragons of Drdnah, and are often several
sun, orange-yellow Lokyn (loh-KAY-noo), the larger of times the length of average skyships. Each of their hollowed
Drdnahs twin suns. This signals the end of prayers and body segments has an organ that produces a buoyant gas that
the beginning of the workday, which lasts until the setting of provides their huge bodies with lift. They dwell primarily in
Ed. During this dusk, evening prayers are begun, ceasing the upper airs, attacking wild makdi as well as the occasional
only when Lokyn finally sinks below the horizon. skyship, and make their lairs in the highest crags of crystal
mountains. They never fly higher than the eighth cloud layer
Ullsh (oo-LESH) - A politically neutral isvarate, which since beyond that, the gasses in their body begins to expand
practices a policy of appeasement towards its powerful dangerously, threatening to rupture them internally. When
neighbors, that is peopled with simians and primates of all attacking, they often dive straight down out of the sky like a
types, as well as a mixture of other Vajrah. The ruling class is roaring freight train. Their strange shrieks, sounding like the
primarily great apes. Ullsh is known for trade, for elaborate thunderous tearing of metal, can often be heard long before
courtesy, and for its beautiful arboreal cities built into the they are actually seen.
bhavana trees. In the capital of Dushpa, multi-level tree-
houses are common for both rich and poor. Weapons Master - The master marksman and archer of a
House who trains the warriors in the use of ranged weapons
Vajrah (VAHJ-rah) - One of the three major racial types, it of all kinds (Vaylah, bows, crossbows, thrown blades, etc.)
consists of all mammals. This individual is also usually a highly trained hand-to-hand
Vasdhah (vah-SOO-dah) - The general name of another combatant and weaponsmith who aids the Arena Master in
variety of aquatic suthra (resembling huge horseshoe crabs) the training of a Houses guards.
which have, for many hundreds of years, been used as ocean

Basic Compendium
319
VIII. Appendices

Keep five paces from a palanquin, ten paces


from a chinti, and twenty paces from a bthn;
but the distance one should remain from a
wicked jnah cannot be measured.

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

A Quick Combat Summary Sheet


Step 1: Determine Individual Initiative (for that Round)
o Roll 1d6, add your Agility and Fast Reflexes (if applicable). Subtract any penalties
from earlier combat damage (if any).
o Record total in Initiative slot on Combat Tracking Sheet.
BOOK ONE

o Determine and record your Initiative Order (highest to lowest).


Step 2: Roll Your Number of Combat Actions (for that Round)
o Everyone starts with 2 Combat Actions plus any levels of Combat Instinct Talent.
In order of Initiative, roll Action Dice equal to your Agility plus Dexterity divided
by 2 (rounding up) to determine additional Combat Actions. Subtract any penalties
from earlier combat damage (if any).
o Record the final total of Combat Actions in Action # box on Combat Tracking
Sheet.
Step 3: Play the Combat Round
o Wait for your Turn (all characters act in order of their Initiative).
Use Combat Actions to defend if necessary, or as Reactions to the Active Combatants Actions,
marking off your Combat Actions each time you do so.
You may react using only one Combat Action at a time, with one exception:
o If you do not have a readied weapon and you possess the Fast Draw Skill, you will only need to
use one Combat Action to draw and use the weapon. If you fail your Fast Draw roll, then you
must use that Combat Action just to draw your weapon, and you must wait for the next series
of Reactions (or your Turn) in order to attack with it.
o When its your Turn, begin taking your actions by rolling the appropriate Action
Dice, up to the maximum number of Combat Actions you have for that Round.
You may choose to Bundle Actions if you wish.
A Bundled Action use the lowest Attribute Score to determine your Action Dice for that action,
and takes the greatest penalty modifier of the various Combat Actions in the Bundle.
Dont forget to factor in any adjustment to your Action Dice due to previous bonuses or
penalties (if any).
Remember any injuries you may have that might limit your Combat Action choices.
o Successful attacks cause Damage Levels which are subtracted from your Stamina.
Damage Levels are determined by your Strength score (limited by your weapon
size) plus any successes that have not been negated by Defense Roll successes, then
multiplied by the Success Level multiplier.
Damage Levels are decreased by armor, both worn and natural.
o After your Turn is done (you have used as many Combat Actions as you wished),
the rest of the Combat Round continues. You may continue to take Reactions if
you wish assuming you still have unused Combat Actions left.
PLEASE NOTE: When all the Rounds of an entire combat session have come to an end, it is important
to note any damage done to worn armor (it loses 1 level of effectiveness after each battle in which it was
utilized and must be repaired using the appropriate Skills to bring it back to full effectiveness). Also note
any continuing or far-reaching damage done to the bodies of the characters involved (such as continued
bleeding, debilitating limb damage, etc.), which is determined by tallying up the different types of damages
done (Subdue or Fatal) and dealing with the results.

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

Creating New Animal it is necessary to invest exactly 36 total Character


Points into these nine Minimum Rankings, which
Templates should be listed immediately to the right of the
Characteristic name. It is important to remember that
These are the essential steps in creating your the first five Characteristics (Strength, Vigor, Agility,
own original Animal Template. If you dont find an Dexterity, and Essence) cost 2 Character Points for
animal youre looking for in this book, feel free to every point of Ranking you give them while the last
create your own! Follow these steps, taking note of four (Perception, Wit, Will, and Presence) only cost
BOOK ONE

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

THORNBRUSH and TROPICAL SCRUB

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

VUSHESAHN DRY DESERT


ULLHITA MANTRAJA
CRYSTAL MOUNTAINS

Visedhrah Andhi GLASS VOLCANO

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

AYTYA AGVATI SUARA


DA
DYA-KA

GU
TELATAH Hthiyar
B

Ishpria KARMUR
AR

DISTYA
HA

MT

S UPARI
S.

RATNAM
SAKRSA
Gulf of
SUTA
Magr Bhtai GARSAGH

Dar-Purm
KANT

VATHNU MATRA Ktta UBARSU


AR

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

Acolyte 145 Agoraphobia 195 Crystal 229


Acrobat 129 Aides & Companions (suthra). damage to armor 226, 322
Acrobatics SeeGeneral Skills: Suthra Leather 228229
in Combat 221 Training: Aides & Companions repair 229. SeeArmor Craft
Skill 150 Aids to magic 27 Suthra 229, 319
Acrophobia 195 Alchemy. SeeGeneral Skills: Alchemy Armory 29
Acting 150 Alcohol 291 Armourer (Profession) 124
Actions. SeeCombat: Combat Actions; Allergic Reaction 201 Armourer (Skill) 152
See alsoCombat: Movement Alligators Art 28. See alsoGeneral Skills:
Contested Action 32, 213 body armor table 103 Knowledge: Art
failed Actions 33 template 68 Artillery. See alsoTables: Artillery
Free Action 32 Amasrah. SeeDevah, the: Amasrah, Modifiers Table; See
Multiple actions during a combat round Goddess of the night and Mother alsoWeapons: Ranged Weapons
38 of Demons Artillery Combat (Skill) 153
Rushing an action 39 Ambassador 143 Artisan 124
Successive Attempts 33 Amber 27 Artist 127
Action Dice 32. See alsoDice Amber-kettle 310 Artistry. SeeGeneral Skills: Artistry
Pool; See alsoDice Rolls; Ambertrees 120, 124, 310 Aryah 29, 139, 311, 314
See alsoAssistance; See Amber armor. SeeArmor: Amber gameplay involving, 41
alsoModifiers Amber Artisan 124 Asha. SeeDevah, the: Asha
0 Default Roll 36, 38 Amber Deaths. SeeKahamra Asivam 291, 311
Attack Roll. SeeCombat: Attack Roll Amber Worker 120 Asp Template 68
Attributes and Action Dice 32 Ambidexterity 112 Assassin 134
Bundling Actions 213 Amn 29, 310 gameplay involving assassins 42
Characteristic Roll 37 amn 139 Assets. SeeAttributes: Advantages:
Combat 213, 214 Aminar 29, 139, 310 Assets
Crippled Penalty Roll 37 Amnesia. SeeTotal Amnesia Assets Value Table. SeeTables: Assets
decreased Action Dice because of Amnol 14, 15, 17, 1819, 2021, 25, Value Table
Rushing 39 310, 311, 313, 317 Assistance 3940
Defense Roll. SeeCombat: Defense Amnolic. SeeGeneral Skills: Language: Collaboration 3940, 40
Roll Amnolic Support 40
Drawbacks 191192 Amphibians. SeeSarpah Astounding Success. SeeSuccesses:
increased Action Dice because of Time Anaconda template 67 Astounding Success
Bonus 39 Andhi 24, 26, 311, 316. SeeGeneral sursammah Mountains 20
Magic 255 Skills: Language: Andhi Athletics 154155
number of dice determined by Attribute Animals. SeeSuthra Atman 313
Ranking 32 Animal Abilities. SeeAttributes: Animal Attributes 31, 32. See alsoCharacter
penalties due to Spiritual Stamina loss Abilities Points; See alsoCosts
259 Animal Templates Advantages 31, 184191
penalties due to Stamina loss 215 creating new animal templates 51, adding or losing Advantages during
Perception Roll 37 326329 gameplay 184
Unskilled Roll 3637, 37 explanation of fields in the Template Assets 185187
when the player has no Action Dice. 4951 Assets Value Table 185
SeeAction Dice: 0 Default Roll number of Character Points 51 Sample Assets Table 186
Action Pool. SeeCombat: Combat Paksin templates 5264 Wealth Level Table 186
Actions: Action Pool Sarpah templates 6577 choosing during Character Creation
Action Time. SeeTime: Action Time Vajrah templates 7898 48
Active Combatant. SeeCombat: Active Anole Template 65 Contacts 187188
Combatant Anteater template 79 Contact Value Table 187
Adder template 68 Antiquarian 142143 descriptions of, 185191
Addiction. SeeSubstance Addiction Ape templates Followers 188
Adequate Success. SeeSuccesses: Large ape template 79 Influence 189
Adequate Success Medium ape template 80 List (Table) 184
Adhitmuss, Isvar of Suffering 15, 17, Apothecary 124 Status 189191
18, 19 Appearance 205206 Caste 190
Admiral 136 Aquaphobia 195 Status Table 189
Advantages. SeeAttributes: Advantages Aquatic 103 Titles 190191
Advantage List Table. SeeTables: Aquatic Mounts. SeeGeneral Skills: Status Table. See alsoTables: Status
Advantage List Riding: Aquatic Mounts Table
Advisor 142 Arbiter 144 Animal Abilities 31, 5051, 101111
Advocate (Lawyer) 144 Architect 143 Animal Abilities Table. SeeTables:
Aerial Navigation. SeeGeneral Skills: Architecture. SeeGeneral Skills: Animal Abilities Table

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

Brewer 128 Vitna, capital of Bakri 311 City


Bribery 155156 Captain 136137 Ekapa 18, 21, 23
Brick Maker 121 Officer 142 Hadrah 15, 23
Broken 218 Cardinal template 52 Jangaram 13
healing Broken body parts using Magic Caribou template 85 Jausrimun 19, 20, 21
270 Carpenter 124 Karmur 315
Brothel Proprietor 132 Carrack, Light 247 Klin 1516
Brown bat template 82 Cartographer 124 Nivant 312
Brown bear template 82 Cartography. SeeGeneral Skills: Predvah 17, 2122
Brown snake template 75 Knowledge: Cartography Sravatmr 16, 18
Buffalos Cassowary template 53 Varalu 17, 22
body armor table, Cape Buffalo 103 Caste system 28, 311312. See Yanti 17
template 83 alsoWeapons: Caste restrictions Clans 29
Bull template 83 on Weapons use Clan elder. SeeChieftain
Bundling Actions. SeeCombat: Combat and Professions 116117 Clan Lawspeaker of Dar 143
Actions: Bundling Actions Caste as Advantage 190 Claustrophobia 195
Burglar 119 caste braid 145, 190, 312 Clergy. SeeCaste system: Holy Caste,
Burns. SeeDamage: Burn Damage High Caste, Sunborn 117, 311, 318 Mngai
Bushmaster template 77 professions of, 134142 Climate Requirement 202
Butcher 128 Holy Caste, Mngai 114, 117, 311, 316 Climbing 156
Bthn 292, 311 Mngai professions 144146 Clinging 104
professions of, 142147 Clothes Washer 118
C Low Caste, Peasant Caste 117, 311 Clothing 28
professions of, 120124 Cloth Maker 121
Caiman template 68 Merchant Caste, Trade Caste 117, 311 Cobbler 125
Calendar professions of, 124134 Cobra template 68
months Outcastes 42, 117, 312 Code of Conduct. SeeAttributes:
Nandthu 12 gameplay involving outcastes 42 Drawbacks: Mental: Code of
Calico cat template 85 professions of, 118120 Conduct
Calligrapher 127 Cats 318 Code of Honor 194
Scribe 147 templates Collaboration. SeeAssistance: Collaboration
Calligraphy. SeeGeneral Skills: Artistry: Great cats 84 College of Sakrsa 312
Calligraphy Medium cats 84 Colorblind 201
Camouflage. SeeConcealment Small cats 85 Color change. SeeChange Color
Campaign Types 4143 Cavalry. SeeMounted Trooper Combat. See alsoTime: Action Time;
Explorers of the Past 42 Cerval template 84 See alsoMartial Arts; See
Free Traders and Corsairs 41 Chamberlain 29, 143, 312 alsoDamage; See alsoWeapons
Outcaste Travelers 42 Chameleon template 66 Actions. SeeCombat: Combat Actions
Peasants to Heroes 42 Chandler 124 Active Combatant 214
Secret Societies 4142 Change Color 104 Artillery 219, 224. See
Serving a Lord 41 Characteristics. SeeAttributes: alsoWeapons:Ranged Weapons:
Survivors of Destruction 4243 Characteristics Artillery
Thieves and Assassins 42 Characteristic Link 111 Attack Roll 211, 214
War Has Come 42 and Basic Starting Skills 148 Blind Fighting 223
Cant Walk 201 and learning new Skills in-game 148 Brawling 218219
Canines 315 and Skills Ranking 150 Combat Actions 211, 213, 214, 322.
Cannoneer 141 Characteristic Rolls in Magic 257 See alsoCombat: Reactions
Cannons. SeeWeapons: Cannons Characteristic Ranking 48, 49, 99. See Action Pool 211, 220
Cannonsmith 134 alsoAttributes: Characteristics Bundling Actions 211, 213214
Cant (Whisper Tongue). SeeGeneral Maximum Characteristic Ranking 49 Contested Action 213
Skills: Language: Cant (Whisper Character creation Defense 224
Tongue) Overview 45 determining number 212
Capital cities. See alsoCities Character Points 45, 46. See alsoCosts Combat Round 38, 211, 212214
Agvati, capital of Gilrhi 314 and Animal Templates 49 Combat Skills. SeeAttributes: Skills:
Benng, seat of the High Prince in and the Point System Table 46 Combat: Combat Skills
Visedhrah 319 Character Sheet Combat Summary Sheet 322
Dar-Unaz, capital of the Hardazi blank. Seeend of Index Combat Tracking Sheets
Khanate 314 guide to filling out 207209 NPC 324
Distya, capital of Sustrm 18, 21, 318 Charcoal Maker 121 using the sheet 325
Diyk, capital of Rkbar 17, 317 Cheetah template 84 Player 323
Dushpa, capital of Ullsh 319 Chef 143. See alsoCook; See alsoCooking Ship to Ship 250
Gajanh, capital of Ktta 18, 315 Chicken Template 55 Declaration and Performance 322

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

Deafness 201 Opposed Rolls 3233 Dudha 294


Death. SeeStamina: Stamina loss at or rolling and mulitple actions 38 Duel Dancing 220, 313
below zero Rolling Sixes 33, 215 Skill 160
Deckhand 133 Special Rolls 3637 Duhma 253, 265, 313
Declaration, Performance, and Resolution successes. SeeSuccesses Durohm-Ghar 314
322 Successive Attempts 33 Dwarfism 200
Deer large template 85 Ties 33 Dyer 125
Defense. SeeCombat: Defense Dietary Requirement 202 Dye Maker 121
Demons 13, 14, 15, 17, 18, 19, 20, Difficulty Modifiers. SeeModifiers:
21, 22, 23, 28, 267268, Difficulty Modifiers E
282283, 293, 317, 319. See Difficulty Modifier Table. SeeTables:
alsoAttributes: Drawbacks: Difficulty Modifier Table Eagle template 61
Mystic: Demon Plagued; See Digging 104 Eating Disorder 201
alsoMagic Rituals: Ritual of Dingo template 86 Echo Location 105
Summoning (used by Summoner Diplomacy 158 Economics. SeeGeneral Skills:
Sirhibasi); See alsoPower Pool Diplomat 143 Knowledge: Economics
(Demons, Elementals, Spirits, Direction Sense 112 Edge of Heaven 12, 13, 28, 314. See
Suthra): Demons and Spirits; See Disable 217 alsoDancing on the Edge of
alsoMeesar-Namu healing Disabling wounds using Magic Heaven
Demon Hunter 134 270 Ed 11, 310, 314
Dependent. SeeAttributes: Drawbacks: Disarm 217 Egret template 63
Social: Dependent Disciple 145 Eidetic Memory 112
Dependent Occurrence Table. SeeTables: Disciples of Kirh 313, 316 Elder 122
Dependent Occurrence Table Discriminatory Taste 104 Elementals 268, 295. See alsoElements;
Dependent Vulnerability Table. Disease 201 See alsoPower Pool (Demons,
SeeTables: Dependent Disfigurement. SeeAttributes: Elementals, Spirits, Suthra):
Vulnerability Table Drawbacks: Physical: Elementals
Descent Belt 312 Disfigurement Summoning 285287
Devah, the 1214, 28, 312313 Disguise 158 Elements 283
Amasrah, Goddess of the night and Dishonored 118 Agni, the Element of Fire 284, 295
Mother of Demons 1314, 313. Distance Running 104 Bhumi, the Element of Earth 284, 295
See alsoDevah, the: Nagamssa, Distiller 128 Jala, the Element of Water 284, 295
Goddess of the Sarpah, Mother Distya, capital city of Sustrm. Vayu, the Element of Air 283284, 295
of Wisdom SeeCapital cities: Distya, capital Elephants 314
Asha 313 of Sustrm body armor table 103
creation of 810 Divination. SeeGeneral Skills: template 86
Hrpa, Lord of all waters 13, 311, 313 Knowledge: Divination Elk template 85
Kirh, Devah of the wind and skies 13 Divine Twins. SeeBlessed Twins Empathy 112113
Kramah, God of strength and war Diyk, capital city of Rkbar. SeeCapital Endowment. SeeGeneral Skills: Magic
810, 13, 19, 2021, 312. See cities: Diyk, capital of Rkbar Ritual: Ritual of Endowment;
alsoTalons of Kramah Doctor 29, 143144 See alsoMagic Rituals: Ritual
Krilrah, Goddess of motherhood, Dogs. See alsoCanines of Endowment (used by Mage
magic, and passion 13, 15, 17, template 86 Sirhibasi)
19, 312 Domestic cat template 85 Enemy. SeeAttributes: Drawbacks:
Muhjbh, God of luck 13, 313 Domestic dog template 86 Social: Enemy
Mrtyu, Goddess of change, death 313 Donkey template 90 Enemy Interference Level Table.
Nagamssa, Goddess of the Sarpah, Dove Template 60 SeeTables: Enemy Interference
Mother of Wisdom 313. See Dramatist Level Table
alsoDevah, the: Amasrah, Holy Caste 146 Enemy Power Level Table. SeeTables:
Goddess of the night and Mother Trade Caste 128 Enemy Power Level Table
of Demons Dramatizing. SeeGeneral Skills: Engineer 129
Prthya 313. See alsoDevah, the: Performance: Dramatizing Enslavement 15, 19. See also Slavery,
Prthivnia, Goddess of the earth Drawbacks. SeeAttributes: Drawbacks See also Slaves
Prthivnia, Goddess of the earth 313 Drawback descriptions 193205 Entertainer 129
Sianthe, Lady of the deep 13, 311, Drawback List Table. SeeTables: Entity Manifestation Table. SeeTables:
313 Drawback List Table Entity Manifestation Table
Yatnarti, God of wise endeavors 313 Drawback Occurrence Table. SeeTables: Equipment, Starting 206
Dexterity. SeeAttributes: Characteristics: Drawback Occurrence Table Ermine template 97
Dexterity Drawback Severity Table. SeeTables: Escape 217
Dice 32 Drawback Severity Table Escaped Slave 119120
rolling. See alsoDice Rolls Dream, the 13, 15, 20, 23, 26, 28, Essence. SeeAttributes: Characteristics:
Dice Pool. See alsoDice Rolls; 265266, 273 Essence

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

Gilrhian Healer Sirhibas. See alsoSirhibas, alsoCampaign Types: Serving


Gila Monster template 74 Sirhibasi: Healers; See a Lord; See alsoGeneral Skills:
Giraffe template 88 alsoMagic Rituals: Ritual Knowledge: Lineages
Glassblower 125 of Healing (used by Healer Houses 29, 314, 319
Glass volcanoes 27 Sirhibasi) House Structure 29
Gliding 106 Healing. See alsoGeneral Skills: Magic Lines 29, 316
Gnawing Teeth 106 Ritual: Ritual of Healing; See House Dignitary 135
Goat template 88 alsoMagic Rituals: Ritual Hovering 107
Good Success. SeeSuccesses: Good Success of Healing (used by Healer Hrpa. SeeDevah, the: Hrpa, Lord of
Goose Template 64 Sirhibasi) all waters
Gorilla template 79 Hearing. See alsoEcho Location; See Hukm 139
Governor 139 alsoDeafness; See alsoKeen Hummingbird template 56
Grand Imr 139 Hearing Hungry Ones. SeeKhaujva
Gray bat template 82 Heightened Awareness 113 Hunter
Great Aryah 139, 314, 316 Height Range 50 (Low Caste) 122
gameplay involving, 41 Heir 139 (Trade Caste) 131
Great Cycle 267 Hell. SeeNarkah Shikari (Big Game Hunter, High Caste)
Great Cycle of Life and Death 267. See Heraldry. SeeGeneral Skills: Knowledge: 140
alsoEternal Cycle, the Heraldry Huntmaster 135
Great Devourer 12 Herbalist 122, 152 Hyena template 90
Great Father 314. See alsoJourney Leech (Outcaste) 120
Chant, the Herbal Lore. SeeGeneral Skills: I
Great Father, Mahitytah 12. See Knowledge: Herbal Lore
alsoKrishna Marati Heredity 28 Ifrita Template 60
Great Leap 106 Heresy, Heretics Iguana template 70
Great Mother, Mahimbah 13, 314. See Hardazi 24. See alsoDru Religion Illiterate 205
alsoChun Yin; See alsoJourney Hermit 120 Illumination. SeeGeneral Skills: Artistry:
Chant, the Heron template 63 Illumination
Great Mother and Father 12, 13, 14, Hetjnah. SeeElder Illusionist 130
24, 26, 28, 312, 314, 317. See Hibernation 106107 Illustration. SeeGeneral Skills: Artistry:
alsoChun Yin; See alsoKrishna Hideous 201 Illustration
Marati High Caste. SeeCaste system: High Imr 139
Great Satyan 144 Caste, Sunborn Immunity 113114
Grogginess 241 High Caste Professions 134142 Incense Maker 125
Groom 134 High Dru Father 143 Incredible Success. SeeSuccesses:
Groomer 131 High Magistrate 139 Incredible Success
Ground snake template 75 High Priest 145 Influence 189. SeeAttributes:
Ground Squirrels. SeeSquirrels High Prince 139 Advantages: Influence
Guard 141 High Satyan 144145 Initiative. SeeCombat: Initiative
Guide 122 Hippopotamus template 89 Combat Summary Sheet 322
Guinea fowl template 55 Historians, gameplay involving historians Innkeeper 132
Gle 295, 314 42 Insanity. SeeAttributes: Drawbacks:
Gunner 137 History, characters History during Mental: Insanity
Gunpowder Alchemy. SeeGeneral Skills: character creation 206 Interbreeding 28
Alchemy: Gunpowder Alchemy History (ancient or current). SeeGeneral Internal Damage 218
Guns 14 Skills: Knowledge: History Interrogation (Skill) 164
Gunsmith. SeeGeneral Skills: Gunsmith (ancient or current) Interrogator 29
Profession listing 134 Hognose snake template 75 Intimidation (Skill) 164165
Gun powder. SeeVaylah, Vaylah Weapons Hog template 89 Intrigue (Skill) 165
Hold/Lock 217 Ishpri. SeeGeneral Skills: Language:
H Hold Breath 107 Ishpri
Holidays 28 Ishpria 16, 20, 26, 314315, 316
Hadrah. SeeCities: Hadrah Holy Caste. SeeCaste system: Holy Isvar 29, 139, 315
Hardaz. SeeGeneral Skills: Language: Caste, Mngai Isvarate 29, 139, 315
Hardaz Holy Person 144, 145. See alsoCaste Items (Assets). SeeAttributes:
Hardazi, the 2223, 24, 25, 139 system: Holy Caste, Mngai Advantages: Assets
Hardazi Khanate 24, 25, 312, 314, 317 Holy texts. SeeDru Religion; Ithani 296, 315
Hare template 93 SeePartakm
Harpooner 133 Honey-sap. SeeBillsa
J
Haryal 296, 314 Honoring 314
Hthiyar 1516, 20, 25, 26, 311, 314, Jabda 297
Honor Bound 314 Jackal template 86
315, 317. See alsoGajah and Honor Guard 29, 314 Jaguar template 84

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

Ritual of Summoning (used by See alsoEidetic Memory; See Ktta 16


Summoner Sirhibasi) 253, 281 alsoNo Short-Term Memory; Mountains of Kthah 22, 23, 312
285, 285289. See alsoGeneral See alsoTotal Amnesia Hardazi Khanate 22
Skills: Magic Ritual: Ritual of Mendicant 145 Shadya-Kav Mountains
Summoning; See alsoWeb of Mental Problems. SeeAttributes: Amnol 21
Life Drawbacks: Mental Mountains of Kthah. SeeMountains:
Saved Successes used to dismiss Mercenary 141142 Mountains of Kthah
entities 284285 Merchant 131132 Mountains of the Lorh. SeeMountains:
Magic Theory. SeeGeneral Skills: Merchants Carrack Dgubar Mountains
Knowledge: Magic Theory Heavy 247 Mounted Trooper 142
Magistrate 139. See alsoHigh Magistrate Light 247 Mounts. SeeGeneral Skills: Suthra
Magpie Template 54 Merchant Caste. SeeCaste system: Training: Mounts
Mahimbah. SeeGreat Mother, Mahimbah Merchant Caste, Trade Caste Mourner 123
Mahist Faith 24, 145, 314, 316. See Messenger 132 Mourning Dove template 60
alsoSix Great Ages of the Jnah: Metal 27 Mouse. SeeMice
Wandering, the and Age of Mice template 92 Movement 221222. See alsoBounding;
Splendor; See alsoDisciples of Middle Range. SeeCombat: Ranged See alsoDigging; See alsoGreat
Kirh; See alsoMihnan Order Weapons: Range Modifiers Leap; See alsoRunning; See
of Muhjbh; See alsoNagmahn Midwife alsoSprint; See alsoSwimming;
Order; See alsoSatyan Order Leech (Outcaste) 120 See alsoCombat: Movement;
Mahitytah. SeeGreat Father, Mahitytah Wise One (Low Caste) 123124 See alsoTravel
Mahndak Dynasty 14, 16, 26, 316 Mihnan Order of Muhjbh 316 Mucker 120
Makdi 303, 316 Milksnake template 75 Muhjbh. SeeDevah, the: Muhjbh, God
Makri 303, 316 Miller 132 of luck; See alsoMihnan Order
Mamba template 71 Milliner 126 of Muhjbh
Mammals. SeeVajrah Minah template 56 Multiple Personality Disorder 194
Maneuver Location Table. SeeTables: Miner 122123 Mummer 130
Maneuver Location Table Mineral Lore. SeeGeneral Skills: Murderer. SeeAssassin
Mngai 144. See alsoCaste system: Holy Knowledge: Mineral Lore Mrtyu. SeeDevah, the: Mrtyu, Goddess
Caste, Mngai Mink template 97 of change, death
Map of Drdnah 330331 Misshapen 201 Music 1112, 28. SeeGeneral Skills:
Marmrdi Crabs 304 Missiles. SeeWeapons: Missile Knowledge: Music; SeeGeneral
Martial Arts 217218, in combat 219. Missile Combat (Skill) 172 Skills: Performance: Music
See alsoDuel Dancing; See Missile Tuber. SeePhnka Plant Musician
alsoTables: Maneuver Location Missionary 145 Holy Caste 146
Table Mockingbird template 57 Trade Caste 130
Damage 225 Modifiers 32, 3435. See alsoAssistance; Musketeer. SeeVaylah, Vaylah Weapons:
Maneuver Location Effects 217218 See alsoAttributes: Skills: Vaylah Trooper
Martial Arts Lore. SeeGeneral Skills: Complementary Skills Musk Spray 107
Knowledge: Martial Arts Lore Bonus Modifiers 3435 Mutants, Mutations 49
Skill description 170171 bonuses for excellent role-playing Mute 201202
Mason 126 4041, 254 Mystic Drawbacks. SeeAttributes:
Masseur 131 Bonus Modifier Table. SeeTables: Drawbacks: Mystic
Master, Suthra. SeeSuthra Master Bonus Modifier Table Mystic Drawback Table. SeeTables:
Master, Weapons. SeeWeapons Master Difficulty Modifiers 34 Mystic Drawback Table
Masterless Warrior (Mercenary) 141142 Difficulty Modifier Table. SeeTables: Mystic Talent 112, 114, 272, 278,
Master Cannoneer 141 Difficulty Modifier Table 279280, 282, 283
Master Gunner 137 in magic rituals Action Dice 255
Master librarian 29 attacking multiple opponents 259
Master of the Honor Guard 29, 316 Magic Difficulty Modifier Table. N
Profession listing 135 SeeTables: Magic Difficulty
Master of the Watch 29, 135 Modifier Table Nagamssa. SeeDevah, the: Nagamssa,
Master Sorcerer. SeeSirhibas, Sirhibasi: penalty to Action Dice due to Goddess of the Sarpah, Mother
Sorcerer: Master Sorcerer Spiritual Stamina loss 259 of Wisdom; See alsoNagmahn
Master Torturer 136 penalty to Action Dice due to Order
Masts 249 Stamina loss 215 Nagmahn Order 310, 316, 317
Mathematics. SeeGeneral Skills: Magic Rituals 254, 257 Nakli 304
Knowledge: Mathematics Moist Skin 202 Name 206
Mynatah 310, 317 Money. SeeDaln Nandthu. SeeCalendar: months:
Mechanic 131 Monitor lizard template 74 Nandthu
Medical Alchemy. SeeGeneral Skills: Monk 145 Nanduri 15
Alchemy: Medical Alchemy Monkey template 91 Narkah 13, 14, 17, 18, 23, 43, 317

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

Puppeteer 130 Rope/Net Maker 126 Severed 218


Puppetry. SeeGeneral Skills: Round. See alsoTime: Action Time; healing Severed body part using Magic
Performance: Puppetry SeeCombat: Combat Round 270
Purser 138 Rrsi 310, 317 Shadowing (Skill) 177178
Python template 67 Running 222. See alsoDistance Running; Shadya-Kav Mountains 21
See alsoSprint Shardfall. SeeShard Storm
Q Shard Storm 318
S Sheep template 88
Quartermaster 138 Shikari (Big Game Hunter) 140
Quick Combat Summary Sheet 322 Sbaj Spinners 305 Ships Assistant 138
Sbaj Web Patches 317 Ships Carpenter 133
R Sacred Artist 146 Ships Crystal Master 133
Sacred Performer 146147 Ships Physician 138
Rabbit template 93 Sadahm, capital city of Tishnia.
Rabsan River 317 Ships Weapons Master 138
SeeCapital cities: Sadahm, Ships. See alsoTables: Specific Hit
Raccoon template 94 capital of Tishnia
Racial Drawbacks. SeeAttributes: Location Table (for ships)
Sadhu 145146 Attack Facing Table 249
Drawbacks: Racial Drawbacks Sadomasochism 194
Racial Talents. SeeAttributes: Talents: Combat Tracking Sheet, Ship-to-Ship
Sailor 133 250
Racial Talents Sail Maker 133
Rain forests. SeeForests, rain forests, and gameplay involving, 41
Saln Sea. SeeSea of Saln seagoing or water vessels 315.
jungles Sample Assets Table. SeeTables: Sample
Rkbar 14, 15, 17, 2122, 25, 26, 310, See alsoGeneral Skills:
Assets Table Driving: Nautical Vessels; See
311, 313, 317 Sand Vatha 306
Rkbarani. SeeGeneral Skills: Language: alsoGeneral Skills: Navigation:
Sapper 142 Nautical Navigation
Rkbarani Sarpah 13, 14, 15, 16, 17, 19, 23, 24, 25,
Ranged Weapons. SeeWeapons: Ranged Rudder Works 249
26, 28, 311, 313, 314, 317 time required to travel by, 41
Weapons clans 29
Ranking. SeeAttributes: Ranking; See Ship-to-Ship Combat 245250
patron Devah of. SeeDevah, the: Ship-to-Ship Combat Tracking Sheet
alsoAttributes: Skills: raising Nagamssa, Goddess of the
Skills during gameplay 250
Sarpah, Mother of Wisdom skyships 14, 317, 318. See
Raptor template 61 Sarpah Templates 6577
Ratings. SeeWeapons: Ratings alsoWhispering Fleet; See
Satyan Order 316, 317 alsoGeneral Skills: Driving:
Ratnm, capital city of Ishpria. Scholar 147
SeeCapital cities: Ratnm, Aerial Vessels; See alsoGeneral
Scholars Skills: Navigation: Aerial
capital of Ishpria gameplay involving scholars 42
Rattlesnake template 77 Navigation
Scientists responsible for Drdnah. Crystal Works 249
Raven template 54 SeeChun Yin; SeeKrishna
Red deer template 85 descent belt 312
Marati time required to travel by, 41
Region Lore. SeeGeneral Skills: Scourge, the 311, 316, 318
Knowledge: Region Lore Specific Hit Location Table 249
Scribe 147 Types 246247
Reincarnation. SeeGreat Cycle of Life Scrivener 133134
and Death types of ships 246
Sculpting. SeeGeneral Skills: Artistry: Shipwright 126
Religion 7, 28. SeeGeneral Skills: Sculpting
Knowledge: Religion Short-Tempered 195
Sculptor Short Range. SeeCombat: Ranged
gameplay involving religion 41 Holy Caste 146
Religious Code 194 Weapons: Range Modifiers
Trade Caste 128 Shrew template 95
Renderer 120 Seagull template 61
Reptiles. SeeSarpah Siamese cat template 85
Seals Sianthe. SeeDevah, the: Sianthe, Lady
Research (Skill) 176 body armor table 103
Rhinocerous of the deep
template 96 Siege Engineer 142
body armor table 103 Seamstress 121
template 94 Sight. See alsoBlindness; See
Sea lion template 96 alsoColorblind; See alsoDual
Rickshaw Driver 123 Sea of Saln 11
Riding. SeeGeneral Skills: Riding Focal Point; See alsoFar Sight;
Sea snake template 68 See alsoLight Sensitive Eyes;
Rigger 133 Sea turtle template 75
Rigging 249 See alsoNight Vision; See
Second Mate 138 alsoOne-Eyed; See alsoPoor
Ringtail template 94 Secretary bird template 62
Rites of passage 28 Eyesight
Secret Societies Sildrah 306
Rituals, Magic. SeeMagic Rituals gameplay involving secret societies 41
Ritual Lore. SeeGeneral Skills: Silent Flight 109
Seduction (Skill) 177 Silk 296, 305, 308, 309, 314, 317
Knowledge: Ritual Lore Seeing (in the Dreamwalking ritual) 273
Rivers Silk Locust 307

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

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