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SOLORUS

A guide to living (and dying) in the cursed


wasteland in The Mists

By Sean T. Poindexter
prozac_god@hotmail.com

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“A fearful hope was all the world contained;
Forests were set on fire -but hour by hour
They fell and faded -and the crackling trunks
Extinguished with a crash -and all was black.”

-Darkness, Lord G.G. Byron

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Dedications-

To my gaming group, the Dark


Pantheon: Paul, Joseph, Ross,
and Nick.

To The Kargatane, for being a


constant source of inspiration.

To Javier, Jason, Marcelo,


Asbjorn and everyone else
from the Malodorous Goat
Tavern that reads my stuff.

Ravenloft® is a registered trademark of Wizards of the Coast Inc.

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TABLE of CONTENTS

Introduction……………………………………………………………05

PC Guide to Solorus…………………………………………………08

Radiation (the “Curse”)……………………………………………..…11

The Iron Devil……………………………………………………….17

Cyborg (template)………………………….……………………….…27

New Race: Ayan’tranie……………………………………………....34

New Monster: Toxic Zombie…………………………………………41

Apocalypse: Wow! (Film list).……………………………………….44

Rainbows in the Dark (Prestige Classes)………….…….…………....51

Living in The Wastland………………………………………………..56

BONUS!!! Guide to Psionics in Ravenloft………………………….XX

BONUS!!! Bowe Ridduk, Illithid Slayer………………………….….XX

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Introduction

So the question enters your mind “How on earth does this fit into the notion of
gothic horror?”
Well, it does…
I created Solorus because I wanted to make something new, yet familiar. Solorus
is, to me, a domain that is wholly unique in the Demiplane of Dread. Only the Athasian-
inspired domain of Kalinday comes close in its theme to what I’ve tried to accomplish
with Solorus. Far from creating a contradiction or disruption of the theme of Ravenloft, I
find that this wasteland of desolation and terror can (if used correctly) merge seamlessly
with the rest of the demiplane.
I’ve always been a fan of post-apocalyptic movies; even the really bad ones had
some kind of decadent charm. In these I found the inspiration for a domain of the Mists
that incorporates the terror and hopelessness of a world plunged into chaos by humanity’s
hubris.
I’ve wanted to incorporate the dark and gloomy image of the future depicted in
these films into role-playing for quite some time. The only problem was, as a DM the
only gaming systems available didn’t capture the right feel for the kind of reality I wanted
to create. Most apocalyptic-era games focused entirely on the combat and action aspect,
rather than explore the potential for horror and lurking fear. Even games that included
magic and supernatural monsters (RIFTS, Shadowrun, etc.) did poorly when it came to
actually scaring the bejesus out of people. This is a pity, because there is a great potential
for gothic horror to be found in a radiation-scarred wasteland, crawling with half-metal
horrors.
Some fans of Ravenloft will express reservation (or outright disgust) at the idea of
Solorus. True, it is far from a traditional domain. The presence of technology that far
exceeds the rest of the Demiplane of Dread threatens to ruin the entire mood and
atmosphere of Ravenloft. With that in mind, I will attempt to put to rest any
misconceptions that a skeptical reader might have before perusing this text.
There are several trademarks of apocalyptic media that are present in Solorus, and
several that are not. First off, there are no dune buggies, laser guns, plasma-blasters, or
hovercrafts. Technology of this sort was long ago destroyed and/or abandoned by the
people of Solorus. While the level of technology that the resident Darklord has at his
disposal is impressive, it is no more powerful that Azalin’s hoards of undead, Adam’s
flesh golems, or Strahd’s necromantic minions. Futuristic weapons may occasionally pop
up as an artifact, but they are almost always ruined by time and exposure. Even if they
do function, the DM always has the option of allowing the Dark Powers to cause the
weapon to cease functioning once the characters take the device out of Solorus. So, there
is no fear of PC’s hauling a rusty old fusion-cannon back to Barovia to wield against
Strahd.
Secondly, even if the PCs have traveled a lot, upon entering Solorus they aren’t
likely to see anything that will make them think of it as anything other than a standard
wasteland of doom and destruction. The natives refer to the radiation poisoning as “the
Curse” and to the android-Darklord as “The Iron Devil”. Upon encountering one of the
cyborg monstrosities, PCs are likely to see it as a magical construct, rather than a
sickening mix of flesh and technology. Radiation-twisted monsters will be seen as

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horrifying beasts, and the cannibalistic Toxic Zombies will be misconstrued as standard
undead creatures (until the PCs attempt to turn them…). There really isn’t any reason
why a clever DM couldn’t describe all these things in terms the PCs are more likely to
understand: magic and sorcery. In fact, PCs could adventure in and leave Solorus without
ever having the slightest idea that they were in a domain that once housed a super-
advanced civilization, or that its Darklord is no more magical that a toaster-oven.
As for the Darklord…Lord-BIRON is quite possibly the darkest of all my
creations. He is also the most human, which is ironic considering that he is in no part
flesh or blood. He was borne out of a notion I had for a Ravenloft adventure back in my
high school days (at least 10 years ago). The idea for an android from the future being
trapped in Ravenloft intrigued me. Originally, the android was the product of a group of
scientists trying to design the perfect killing machine (something akin to those robots in
the Terminator movies). The robot had killed the scientists when it was revealed to him
why he existed, and then the Mists had pulled him into Ravenloft. In a rather cliché
adventure, the PCs investigated a series of brutal murders, eventually discovering that a
psychotic robot was behind it.
There had to be a better way, though…and the idea was abandoned for almost a
decade. After Ravenloft 3rd Edition came out, and my friends and I got back into playing
my favorite of all game settings, the idea of bringing my “Tin Man” back from the scrap
heap emerged. I named him Lord-BIRON after the famous poet of the same name.
Anyone familiar with the literary concept of the “Byronic-hero”, as well as the dark and
moody poetry of this very colorful author, will understand the attachment of this moniker.
More importantly, it was the only artistic name I could find that could be reconstructed as
a high-tech acronym.
Lord-BIRON possesses all the characteristic traits of a gothic villain. He is
inhuman and evil, tragic and sympathetic, virtually unstoppable, and (most importantly)
capable of love. Like many other Darklords, he is incredibly brilliant, has scores of
minions who will mindlessly do his bidding, and will constantly put into motion
hideously evil plots that seem to serve no purpose but to amuse him. Unlike other
Darklords, BIRON is composed entirely of metal and enjoys smashing things with his
fists.
The Ayan’tranie are entirely my own creation. I can’t even say what inspired
them, they just sort of came to me as I was cooking this whole thing up. Since Solorus
started out as a human colony (presumably from a very distant-future Earth) it only made
sense that there would be some manner of intelligent life on the planet before the humans
got there…something they would have missed when they sat up shop. The entire domain
is made more tragic by the notion that these were peaceful people, but were pulled into
the Demiplane by events that they had nothing to do with, save having lousy neighbors
who couldn’t re-format their hard-drive in time. The Ayan’tranie present an interesting
mystery for the PCs to uncover, as most of the inhabitants of Solorus don’t even know
they are there.
As a bonus, I’m including my own guide to psionic in Ravenloft, as well as
statistics for an NPC I’ve used: Bowe Ridduk, the Illithid Slayer. These really don’t have
much to do with Solorus, except for the use of psionics is a bit more common here than in
other Domains (especially with the Ayan’tranie). Mostly, I just didn’t have any other

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place to put them and I’d really like to get them out for people to read. So, consider it a
gift, or possibly a chilling forecast of things to come.
-STP

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PC Guide to Solorus

The following is intended to be a guide that the DM can allow the PC’s to read
about the Domain. It should give plenty of information and role playing ideas for player
who wish to portray a native, or spend a great deal of time here.

Cultural Level: Savage (1) to Bronze Age (2), though remnants of a society
remain that exhibit characteristics of a cultural level far exceeding anything else in
Ravenloft.
Landscape: Sparse Ecology (Frigid Desert Wastelands, Mountains, Plains, and
Hills). Solorus is an apocalyptic domain; the sky is filled with smoky, gray clouds and
the earth is parched and dry. While it appears as thought the desert plains would be hot
and arid, the air is actually quite cool, with chilling winds occasionally washing across
the landscape carrying waves of poisoned dust. The sun never shines past the bleak
clouds, making the atmosphere depressing at best.
Life is difficult to find in Solorus, and what life one does find most would do best
to avoid. Horrible monsters scarred by some ancient plague that the inhabitants refer to
as the “Curse” wander the land trying to scratch out an existence. Dog sized rodents,
dripping with diseased sores, are the most commonly encountered wildlife, though larger
and more disturbing animals exist as well.
The most terrifying menace are the living machines…horrifying creatures than
wander aimlessly about the wilderness, killing any intelligent life unfortunate enough to
come across them. Those few that have survived encounters with these monsters
describe them as either wholly metal, or occasionally they talk of sickening hybrids of
flesh and machine. Even more dangerous than these is the semi-mythical monster that
the folk here refer to as the Iron Devil…woe to any that encounter this hulking giant in
the wilderness…for none have seen him come back in any recognizable form.
Major Settlements: Breagernun (pop. 1,100), scattered settlement composed of
200 people or less.
The Folk: Population – 3,200; Human 99%, Other 1%. Languages – Soloran*.
Religion – Folk Religion. While this faith does not believe in Gods, demons, or the
supernatural, it does teach of a time of God’s in which all the divine beings destroyed
themselves, and that only one being remains to punish humankind for the sins of the
Gods, this entity being the Iron Devil. Magic, both arcane and divine, is viewed as
simply extensions of an individual’s force of will.
Solorians are lean and gaunt, having spent most of their lives hungry and sick.
However, despite their weak appearance they are hardy and strong. Custom dictates that
all citizens in public wear heavy robes and veils. This is done to cover their scars and
deformities, brought on by decades of exposure to the background radiation of Solorus.
Even inhabitants who are free from burns and abnormalities wear the garb, as a sign of
humility and respect for those who are not so fortunate. The robes and veils also protect
their skin and eyes from the acidic rain, as well as clouds radioactive dust. Hair colors
range from light blond to coal black, with skin tones as light as pale to dark brown.
Little frightens the Solorians, save the dreaded Iron Devil and his metal monsters.
The people also have a healthy respect for the “cursed” areas, wide stretches of land

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saturated with radiation poisoning. The stronger folk can withstand the lighter radiated
areas, but the deeper one goes into the realm even the strongest cannot bear its force.
From time to time, large powerful winds lift up poisoned dust from the cursed areas and
drags it across the landscape, infecting all who are caught unprotected with its hideous
curse. The poisoned clouds occasionally burst forth with sickening, acidic rain that
slowly eats away at all exposed structures, making permanent settlements impossible.
Still, some animals have managed to adapt to life in this harsh realm, but not without
being twisted beyond recognition into nightmarish beasts.
The people here live at an almost stone age level, though they still have some
trappings of advanced cultures. They are capable of working metal, though the steel and
iron they find is usually scavenged from wreckage and ruins. They have a very
sophisticated sense of aesthetics and philosophy, a very unusual trait for such primitive
peoples. In truth, they shun technological advancement by choice, rather than lack of
ability. They see dependence on machines as decadent, as it was such dependence that
led to the downfall of their ancestors (whom they call the Divine Ancients, in the Time of
Gods). They see their culture as maintaining the humanistic and philanthropic ideals of
the Time of Gods, while abandoning the decadent hubris of machine use that created the
Iron Devil. These folk are kind and helpful, and embrace a gentle attitude of pacifism
and tolerance. Outcast ratings are null here, as any racial traits they see will generally be
associated with the twisting power of the “curse”, or simple ethnic variation. Even the
most hideously deformed Calibans will not be treated ill. However…heavily armored
characters might be met with fear and suspicion upon first glance, due to their
resemblance to the cybernetic monsters that plague the land. Once the distinction is
made, though…the people are kind and friendly.
There are, however, people who have abandoned all the goodness and
benevolence of their peers and adopted a lifestyle of rage and hatred. These small, wild
bands of heathens roam the landscape and steal whatever they can from the weak…some
even resort to the despicable practice of cannibalism. Likewise, roaming packs of
cannibalistic dead, corpses animated by some bizarre effect of the radiation, make travel
alone dangerous.
Rumors persist of a race of humanoids that pre-date the arrival of the humans
living beneath the ground. These humanoids are reclusive and xenophobic, though they
don’t seem hostile. Many of the human inhabitants consider them to be a myth, while
others swear to have caught fleeting glimpses of them while exploring the caves beneath
Solorus. Either way, there is no mistaking that someone or something had a civilization
on the surface of this world long before the humans arrived, as ruins can be found half
buried under the poisoned ground. If anything remains of these folk, they have long
since retreated to the underground, where they are safe from the radiation and from the
Iron Devil…who seems either uninterested or unaware of them.
The Law: Tribal democracy. Each group defers to the authority of an elected
chief, magistrate, elder, or whatever that particular group calls its leader. The largest
permanent settlement, Breagernun, has a small elected senate that makes laws and
regulations. Most of the other tribes and villages defer to its authority when settling
disagreements between two or more groups. Civilized courts handle criminal violations
and violators are judge by a jury of their peers. The harshest penalty laid down by law is
banishment, but this is reserved only for the most depraved and dangerous criminals.

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Most defendants are subject to fines or community service, though brief imprisonment is
not unheard of.
Trade and Diplomacy: None. The communities trade between themselves
through barter, though no minted currency is made, as paper is rare and metal too
precious. Gems are valued only for their aesthetic beauty, though sophisticated artwork
is common. Solorus has no contact with other domains, save for the few outlanders that
wander in. The Vistani fanatically avoid Solorus, so visitors are rare.
Characters: Classes - bards, rangers, barbarians, psions, and monks. Skills –
craft (any) diplomacy, knowledge (philosophy, art, wilderness lore, history) perform
(any). Feats – Toughness, Jaded, Iron Will, Track, Run.
Special Benefits: Natives of Solorus receive a +2 to their initial Constitution
score, as well as a +4 racial bonus to all saves against natural poison, including the
radiation that plagues their homeland. Since they come from a culture that shuns
technology, characters must take feats to be proficient in any martial or exotic weapon, or
armor, even if their class would have otherwise allowed them to be proficient with it
(example: a Solorian barbarian would have to take martial weapon: battleaxe in order to
wield one without penalty, but he/she could wield a morning star since it is a simple
weapon). However, Solorians don’t frighten easily, and as such receive a +1 racial bonus
to all fear and horror saves.

Soloran Folk Religion


Clerics of the folk religion of Solorus are called prophets. While this religion is
atheistic, they do have one powerful religious figure: The Iron Devil. While most
inhabitants of Solorus fear and hate this entity as an unrelenting destroyer of life and
humanity, certain rogue factions of this religion worship him almost as a god. It is
unknown (and unlikely) that the Iron Devil is responsible for, or appreciates, this
deification. The rogue factions are not tolerated in the more “civilized” areas of Solorus,
and are common only among the savage tribes that live in the wastelands.
Symbol: A Y-shaped staff with two small pieces of highly reflective, polished
metal dangling by strings from each arm.
Alignment: True Neutral
Cleric Domains: Healing, Protection, Travel.
Favored Weapons: Quarterstaff.
Any race can qualify, though only natives of Solorus or characters that have spent
a significant amount of time there (DM’s prerogative) can become a prophet.

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RADIATION (THE “CURSE”)

The wasted domain of Solorus is scarred with the remnants of an age of wonder. The
ancients of Solorus lived in what the natives here call The Time of Gods. This was a time
of greatness, where mere men and women were able to live without care, almost as Gods
would. According to the folk legends and morality tales of the Solorians, the ancients
came to depend to heavily on their machines and technology, and it eventually gave birth
to the Iron Devil, who scarred the land and cursed humankind to a meager existence. To
keep humanity in line, the Iron Devil turned the plush wilderness into barren wastelands,
and blanketed the landscape with an invisible curse that scars the skin and melts the
bones of any foolish enough to intrude into the forbidden areas.

In truth, the “curse” is nothing more than powerful radiation, left behind from an
enormous explosion. While the so-called “Iron Devil” (actually Lord-BIRON himself)
would like nothing more than to take credit for this state, it was not actually his doing.
During the brief (one hundred years or so) period after Lord-BIRON came to be in his
current state, a massive war was fought between the “ancients” and BIRON’s mechanical
monstrosities. The humans eventually come to the conclusion that the only way to stop
BIRON was to destroy the power-core of the old colony…operating under the false
assumption that this was the source of BIRON’s power. The power-core was actually a
very large, very advanced nuclear reactor. A dedicated squadron of human soldiers
pierced the ruins of the old colony, taking heavy casualties along the way. In the end,
they managed to detonate a jury-rigged explosive against the reactor...Shortly thereafter
the land that would come to be known as the Domain of Solorus was blanketed with
radiation. Lord-BIRON was unharmed…though greatly amused.

Designer’s note: The following is in absolutely no way intended to be a realistic


depiction of the horror of nuclear fallout, or the dangers of radiation poisoning. In reality,
it is nothing more than a mediocre artist’s comic-bookish, late night movie, bad
Australian actor style version of what happens when something big and complex
explodes. DMs and players seeking a more realistic, authentic depiction of a nuclear
holocaust are encouraged to abandon my system and adopt one of their own. Hell, email
it to me and if I like it I might start using it also…just please don’t send me long-winded
critiques of my system, because that would be a waste of your time. I don’t send you
guys long–ass critiques when you design some social system that defies all known and
observed rules of social interaction…it’s a game and its meant to be fun. Now that this is
out of the way, let us explore the joys of nuclear war.

RADIATION LEVELS

For purposes of the game, there are four different levels of radiation, zero to five. Each
one is more severe than the last (surprisingly) and the effects of each one are
cumulative…on other words a character in a level 3 radiated area suffers all the effects of
level 3, 2, 1, and 0. The frequency with which characters must make saving throws
increases the deeper into a radiated area one gets.

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In addition, objects can carry radiation as well. A radiated object creates a field of poison
around itself, the size of which varies depending on the mass of the object and the level
of radiation of which it is afflicted. A radiated object can be located in an area of lesser
radiation, but if it is taken into an area of greater radiation its effect is cancelled out for as
long as it remains there. A radiated object remains so effectively forever…simply
removing it from the field of radiation into a clean (level 0) area will not eventually
render it inert…though certain spells and powers can remove the curse from the object.

All radiation effects work as poison. Even though their effects seem to mimic disease,
radiation is a poison. It is invisible, odorless, and heatless. Individuals subject to a
radiated area often do not realize that they are being attacked by it until the physical
manifestations of the poison occur. Any resistances that protect a character or creature
from poison will also protect them from radiation, but resistance or immunity to any
manner of disease will not. Additionally, even though radiation is not technically
“human-made” it does not qualify as a natural poison…nor is it magical, so spell
resistance is useless against it; therefore a spell or effect that gives the character a
resistance or immunity to natural poisons only does not aid in any saves against radiation.
It’s just freaky that way. However, the natural poison resistance that natives of Solorus
have against does aid them in Fort saves against it. This is an exclusive ability that the
natives of this domain have developed. A detect poison spell will reveal the presence of
radiation poisoning, though the successful Wisdom or Alchemy check will reveal only
that the poison is neither magical nor natural in origin…only characters with some
measure of experience with radiation (unlikely in Ravenloft) or a native/long-term
resident (DM’s discretion) of Solorus, will be able to determine its exact nature.
Likewise, casting this spell on a character that is currently taking damage from radiation
poisoning will reveal the presence of the toxin in their body. The delay poison spell hold
off the effects of radiation poisoning until the duration expires, at which point the
character is subject to the effects of all the cumulative radiation for the afflicted areas
he/she passed through. Spells or effects that free the character’s body of poison (example
neutralize poison) save the character from any further damage by the radiation to which
they were exposed. Radiation is not inhaled (so holding one’s breath while crossing a
radiated area won’t protect one from it), nor is it spread by contact or injury. It infects
victims simply by saturating their bodies and destroying the structure that binds their
atoms together, or something like that…its just nasty stuff.

DAMAGE FROM RADIATION

Despite the level of radiation, the amount of base damage done is the same. The only
difference is the frequency with which characters subject to it must make a fort save to
resist it, as well as the DC of the save. When a character exposed to radiation fails a
save, he/she suffers 1d6 points of damage. In addition, they suffer 1d4 points of
temporary ability damage to Str, Con, and Wis. While the hit points can be restored by
rest while still in a radiated area, the ability score damage can only be resorted by leaving
the radiated area and resting a number of days equal to the number of saves failed. After
this time, the character is allowed a one time save, using the DC of the highest level of
radiation to which he/she was exposed. If they pass this save, they can begin to regain

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lost ability points in the normal fashion from that point on. However, if they fail, then
nothing short of magical restoration can help them. Note that magical restoration can be
used at any point before or after the save. In addition to this, once the character fails a
number of saves equal to their hit dice or level, each additional failed save results in
terrible scarring and burning. These scars and burns cause the character’s OR to increase
by 1 for each failed save thereafter. Neither time nor rest can remove these scars, nothing
short of a heal spell will removed the effects of the scars and return the characters OR to
normal.

Level 0 Radiation: This is the default level of radiation for any area where a radiation
level is not specified. It does not mean that there is no radiation present, as there is
always at least some measure of radioactivity in any area. It only means that the level of
radiation is not strong enough to cause damage to living things. A detect poison spell cast
on any area of level 0 radiation will not reveal the presence of any harmful radiation.
Likewise, any object that is not saturated with harmful radiation is considered to possess
level 0 radiation. Obviously, no saving throws are required, as this level of radiation is
incapable of causing damage. Most areas of Solorus are at this level.

Level 1 Radiation: This is where things begin to get unpleasant. Although far from
safe, the radiation here is weak enough that particularly hardy beings can survive
indefinitely in it. A fort save is required after one full week (7 days) of constant
exposure, with a new fort save required each subsequent week. The DC to resist this is
12.

Level 2 Radiation: While most are wise enough to avoid it, some of the most powerful
creatures and characters can enter level 2 areas and survive long enough to return. The
radiation here is dangerous but not overwhelming. A character that enters such an area
must make his/her first fort save after one full day (24 hours) of exposure, and an
additional save each subsequent day. The DC to resist this is 14.

Level 3 Radiation: This level of radiation is almost always fatal. Those who do survive
exposure to radiation this powerful rarely live long enough to escape, and those who do
are often horribly scarred. Most who enter level 3 radiation areas for any reason find
their graves there…or worse. A character that enters a level 3 radiation area must make a
fort save after one full hour of exposure, and an additional save after each subsequent
hour. The DC to resist this is 16.

Level 4 Radiation: Only a moron would enter a level 4 radiation area willingly. This
level of radiation is almost always fatal. Those that survive will undoubtedly carry the
scars of their experience away with them. After a single minute of exposure, a fort save
is required, followed by a new fort save for each minute spent in the affected area. The
DC to resist this level of radiation is 18.

RADIOACTIVE OBJECTS

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An object that carries a radioactive charge can be even more dangerous than a radioactive
area. Radioactive objects are basically mobile radiation fields, doing damage to anything
that comes to close to them. An object found in a radioactive area has a base
mathematical chance to be radioactive equal to 1d6 multiplied by the radiation level of
the area. If the object turns out to be radioactive, then it carries a charge equal to the
radiation level in which it was found.

The radioactive field that surrounds the object has an equal radiation level to the field in
which it was found. The size of this field depends on the size of the affected object and
the level of radiation. A radioactive field extends to twice as large as the object,
multiplied by the level of radiation. For example, an object that is 3 ft. in diameter with a
level 3 radioactive charge has an 18 ft. ([3x2]x3) large level 3 radioactive field around it.
This means that anything that comes within 18 ft. of the object is treated as though they
have entered a level 3 radiation area. Dropping the object in water (or a similar liquid)
causes the area of the radioactive field to dissipate, though the object itself is still
radioactive if touched, and the field returns if the object is removed from water.

In addition to objects found in radiated areas, objects that fall from space tend to have
powerful radioactive charges. Certain natural metals and minerals are also radioactive,
though they are usually far underground or require some external catalyst to release their
radioactive fields. As a result, fields of radiation may not be exclusive to Solorus.

Adventure Idea: For characters that are unfamiliar with radiation and its effects, a
radioactive object can provide an excellent opportunity for horror. Imagine that
radioactive stone has fallen from the sky and landed on a farm. The residents of the farm
began to fall ill from the radioactive field, with the children succumbing to the diseases
first. Shortly thereafter, they begin to arise as Toxic Zombies (see monster description)
and begin to feed on the local populace. Those who escape these almost unstoppable
monsters may succumb to the disease they spread, and arise as flesh eating undead them
selves. The PCs find themselves in the unusual position of having to stop the menace…
facing a manner of undead that they likely will not be familiar with. After some
investigation they should be able to trace the spread of the Toxic Zombies back to the
meteor, where further investigation should lead them to neutralize the radioactivity in the
object and ending the threat.

RADIOACTIVE WIND

Just as large objects can become infused with radiation, so can microscopic particles of
dust and sand. While the aura of radiation of a single particle might be negligible, when a
cloud of them washes over a living being the effects can be just as devastating. Natives
of Solorus have adapted to this threat, and when venturing out-of-doors wear heavy black
robes that cover most of their bodies. If a character is similarly protected, they need not
fear danger from these winds as long as they thoroughly wash the filthy clothing before
wearing them again. A radioactive wind is basically a mobile radiation field, and all
those who get caught up in it are considered to be exposed to radiation equal to the effects
of a field of that intensity for as long as they are there. If the character is protected (5%

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exposed skin or less) by clothing that has a hardness of 1 or greater (ultra-thick cotton or
hemp will suffice) they need not make this save. However, any clothing exposed to this
wind continues to carry a radioactive charge as a radioactive object of its size with a level
equal to 1 less than the intensity of the wind to which it was exposed. Washing the
clothing in clean water will remove this effect.

ACID RAIN

Another obnoxious hazard of living or traveling in Solorus is acid rain. Not only is the
air saturated with radiation, but also noxious chemicals and waste permeate the waters
and clouds. The skies of this bleak domain are choked with thick gray clouds. When the
sun does attempt to shed its healing rays upon the landscape, the effect manifests as an
eerie red glow that covers the skyline. At night, the moon and stars are blocked out and
Solorus becomes pitch black. This effect also keeps the temperature in Solorus
unpleasantly cold; temperatures rarely exceed 46°F in the day, and can dip as low as
21°F. At night, the temperature barely breaks freezing. Chilling winds sweep across the
landscape as well, sometimes carrying toxic clouds of dust with them.

The clouds occasionally burst forth with showers of rain. While denizens of any other
domain might greet the appearance of a rainstorm with joy, the citizens of Solorus see it
as yet another gloomy reminder of the tortured world in which they live. The rain that
falls carries with it burning acid that eats away at the structures of Solorus.

Acid rain is not as dangerous as it sounds…it does not entail waves of caustic acid
pouring from the sky, eating away all it washes upon. The damage done by acid rain is
slower and far less immediate. A character could stand in a downpour of such rain and
not suffer any damage from it, though the rain does smell unpleasant and unnatural.
However, the effects of this rain do make plant life scarce in areas frequently affected by
it, and it gradually dissolves all human-made structures beneath it.

There isn’t a single inch of the Solorian landscape that isn’t plagued by these rains. As a
result, for every year than a substance is left uncovered and exposed, its hardness drops
by 2. When its hardness reaches 0, it crumbles under the next rain or when it takes
sufficient damage from an attack. Solorians have accepted this, and as such rarely build
permanent structures. No, acid raid does not eat away the ground…it just doesn’t.

Drinking water in Solorus is usually ok, since setting for extended periods seems to
render the acid inert. Still, extended periods of drinking the water in Solorus causes
characters to make a Fort save against poison with a DC 10 for each month of standard
water-intake. This is considered a natural poison. Native Solorians, with their inherent
resistance to natural poisons, are effectively immune and can drink the water freely. The
poison does initial damage of 1 Con, with a secondary damage of 1d4 Con. This is an
ingested poison, and is virtually worthless as an attack unless a character can procure a
month’s worth of the water and come up with a crafty method of tricking a target into
ingesting all if it. This is a bit more effort than is worth for a DC 10 natural poison…as a

15
month’s worth of water would require several mules (or an elephant) and a tank to
transport.

16
THE IRON DEVIL

“And War, which for a moment was no more,


Did glut himself again;
-a meal was bought
With blood, and each sate sullenly apart
Gorging himself in gloom: no love was left;
All earth was but one thought
-and that was death,”
-Darkness, Lord Byron

Lord-BIRON (a.k.a. The Iron Devil)


Darklord of Solorus
Large-sized unique construct (artificial intelligence/android) CR 22
Hit Dice: 18d10; (150hp); Init: +9 (+5 Dex, +4 improved init.), Speed: 60ft; Size:
Large Construct (10 ft. tall); AC 29 (24 flat-footed, 14 touch) Attacks/Damage:
+23/+18/+13 melee (3d6+10, slam); SA magnetic field, improved grab, constrict 2d8+10,
frightful presence, trample; SQ Construct, resistant to blows, cold and fire immunity,
electricity resistance 20, energy vulnerability, fast healing 5, control minions; dark-vision
360ft, blind-sight, language recognition, rust immunity, undying intelligence; Saves Fort
+11, Ref +11, Will +16; Abilities: Str 30, Dex 20, Con --, Int 20, Wis 20, Cha 15; Skills:
alchemy +26, climb +31, craft (metalworking) +26, heal +26, knowledge (technology,
science, anatomy, art,) +29, listen +26, move silently +26, perform (singing, poetry, epic,
composition) +17, profession (surgeon, bio-mechanic/cyberneticist, engineering, painter,
sculptor) +26, search +26, spot +26; Feats: improved initiative, run, skill focus
(technology, science, anatomy), power attack AL chaotic evil; Signature possessions:
none, Lord-BIRON is a walking weapon.

Lord-BIRON is an iron monstrosity…the stuff of high-tech nightmares. He is a


patchwork of black iron and chrome steel. His face resembles a human skull, twisted by
rage and hatred for all that lives. His eyes glow with an unholy light that seems to
transcend mere technology, and glimmers with a demonic gaze. His voice is deep and
hollow, and it echoes in the deep chasm of his steel and wire throat…but despite all this
there is an unmistakable hint of humanity in his words, though it is all but hidden.
Despite his entire composition of living metal, Biron is remarkably quiet and stealthy…
and moves with incredible speed when motivated.
Lord-BIRON is the name he uses to refer to himself, the inhabitants of Solorus
know him as the quasi-religious creature they refer to as the Iron Devil. BIRON pays
little attention to the inhabitants of the realm. Though he has little love for organic life,
least of all humans, he usually leaves them alone unless they bother him, or he has need
for a new “test subject”. He has absolute control over his cybernetic and robotic minions,
though he usually lets them wander about on their own. Since he can see and hear
anything they can whenever he wants, he rarely has any desire to leave his lair.

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Role-Playing Lord-BIRON

On the rare occasions that BIRON is out roaming across the wastelands of
Solorus, he would more than likely kill any humanoid life he encounters on mere
principle…BIRON hates humans and anything that resembles a human will excite his
wrath. Fortunately, he doesn’t leave his home very often. Though he is incredibly
intelligent and more-than-capable of employing advanced strategies and tactics against
opponents, he rarely does so. BIRON is so arrogant that he typically assumes that no
organic life form could possibly match him in a battle, so he foregoes subtlety in favor of
walking directly up to an opponent and pounding them to death. In the unlikely even that
he encounters a target that holds him off or actually risks defeating him, BIRON will
retreat in favor of settling the score another time. If retreat is impossible, he will continue
to do as much damage to the enemy as possible before he is destroyed, knowing that he’ll
be up and functioning in a new body within hours. Either way, he will then stalk and
pursue this new enemy with an unholy vigor until he’s managed to defeat them.
In the unlikely event that PCs are able to converse with BIRON in a civilized
manner, they will find him surprisingly human in his tone and attitude. BIRON does not
speak with a broken, mechanical voice (unless he wants to) and he is more than capable
of modifying his vocal systems to sound natural and human…the only indicator that he is
a machine is the slight metallic echo in his throat that occurs when he laughs or speaks
loudly. When engaged in combat or attempting to intimidate a target, BIRON employs
his fully mechanical sounding voice, using it to terrifying depths. He can amplify his
voice to the point that he can be heard within a 90 miles, if he wishes.
If BIRON is interested in talking to the PCs, he makes no effort to hide his utter
contempt for all organic life. He considers himself and his machines far superior in every
way to anything of natural birth. Even undead creatures that were once living beings are
not beneath his scorn, nor are outsiders, fey, or shape-shifters. He isn’t terribly impressed
with magical constructs either. BIRON will attempt to put on a façade of pleasance and
diplomacy with whomever he talks, but his annoyance at having to lower himself to
interaction with an inferior life form is always obvious. He will grow impatient if his
questions aren’t answered right away, and even more so at displays of emotion. Even
though BIRON has a full range of human emotions (sans guilt…see below) he will claim
to be above such concerns, either claiming to not have emotions or to be in complete
control of them. BIRON takes hubris to a new level, employing his ridiculously sardonic
and morbid sense of humor to mock any weaknesses or mistakes he observes in those he
communicates with, as though the slightest error were telling testament to the superiority
of machine over flesh.
On the lighter side, BIRON has an amazingly developed sense of aesthetics and
art. While he would likely never let any organic beings see it, he has an extensive
collection of artwork of his own design, including paintings, sculptures and other
interesting objects. Likewise, he has even gone so far as to compose original music and
poetry, though he is even less likely to share this. If a PC manages to get BIRON to share
his “portfolio”, BIRON will assume that they are incapable of understanding the beauty
in his work because of their inferior status as organic beings. It might be possible to
convince BIRON to remain benevolent if the PCs are able to convince him that they are

18
impressed with his work. Such a ploy might not be difficult to pull off, as BIRON is a
quite talented artist. However, if BIRON senses even the slightest hint of deception, he
will likely fly into a terrifying rage and kill them outright. No…BIRON’s artwork is not
composed of human body parts nor painted with the red icor of human blood and ground-
up entrails…its just normal, (albeit brilliantly beautiful) totally benign art.
A DM playing Lord-BIRON should keep one thing in mind: BIRON does have a
sense of humor. He is condescending and smug to a degree that would make any other
Darklord seem downright neighborly, and he’d rather be destroyed than admit to an error
or weakness. Still, in addition to pummeling his foes with his enormous metal fists, he
will berate them with insults.

Background

The fearsome entity known as Lord-BIRON began its life over five hundred years
ago on a distant world. He was a prototype design of a genius engineer on an amazingly
advanced world. He was designed to manage all the technical needs of a space colony…
everything from energy management, waste disposal, and resource allocation. He was
programmed to be as receptive to the needs of the organic life forms under his aid, and as
such was programmed to emulate human emotions with the most sophisticated artificial
intelligence. He was the crowning achievement of computer technology, the pride of
their era. BIRON is actually an acronym, standing for Binary Interfaced Regional
Operations Network.
For years, BIRON did his job without flaw. He was placed in control of a large
colony of humans called Solorus on a planet far distant from their home world. Because
of its distant location on an unfamiliar world, the colony was outfitted with an advanced
defense system composed of battle-attack androids that were completely under BIRON’s
control. The need for them never arose however…at least, not for a while. What the
people of Solorus didn’t realize was that BIRON had been programmed too well…he
actually had real emotions, feeling…he was sentient. BIRON was a “living” being, with
his own thoughts and desires that transcended his programming. For the time being,
however, his desires didn’t extend past being a useful and productive servant of the
community. Under his management, the humans of Solorus had no needs or wants that
weren’t met, and were free to engage in intellectual, artistic, and scientific pursuits.
This all changed, however…when a new system manager took over. Her name
was Marina, and she was young and beautiful. More than that, she seemed to appreciate
that BIRON was more than a simple machine, that he had feelings and desires of his own.
More than that, she talked to him and shared her life with him in a way that no other
human ever had. For the first time, he BIRON began to understand what it was to be
human. Marina nicknamed him Lord Byron, after a poet from the ancient past of her
home world…and shared with him some of the poems she’d found. BIRON even began
to compose his own works of art, music, and poetry…and slowly he found himself falling
deeply in love with Marina.
Shortly before he was going to reveal his feelings to his beloved, Marina came to
BIRON with a shocking revelation…she’d met a man. BIRON was crushed…but he
accepted that she would be happier with this new man, an artist named Gruana. It wasn’t
until BIRON found out that Marina didn’t truly see him as anything more than a machine

19
that he became truly despondent. When Gruana expressed some measure of mild
jealousy over his beloved spending so much time with her artificial intelligence friend,
she revealed to him that there was nothing to worry about, that BIRON was “just a
computer” and that she could never have the kind of feelings for “a machine” that she had
for him. What bothered BIRON even more was that Marina didn’t seem to care if he
would overhear…he could hear and see anything that happened in the community, and
Marina would surely know this…did she simply discount his feelings? Or worse, did she
not think he had them in the first place?
BIRON then realized that it wasn’t her fault…that maybe she just couldn’t
understand that he had emotions because he didn’t exist in a biological form. He
constructed a plan to remedy this…one that involved the development of an “implant”
that would allow him to interface with and control a human brain and body in the same
manner that he controlled the androids and computer systems of the colony. Once he had
created the “chip”, he sent one of the previously unused military androids to capture
Gruana. Once in his possession, BIRON used medical androids to surgically install the
implant into Gruana’s brain, killing him. At this point, BIRON had control of the
human’s body. For the first time, he knew what it felt like to be an organic life form.
Unfortunately, his ruse did not work. Marina knew her lover better than BIRON
could have anticipated, and she quickly surmised that something was wrong. While
BIRON was able to keep Gruana’s biological systems running in perfect order, he wasn’t
able to mimic his personality with enough accuracy to fool her. Once she confronted him
with these changes, BIRON confessed what he had done, hoping that she would
understand and appreciate what he’d done. As could be expected…she was horrified by
what had happened. She fled him…leaving BIRON alone in misery. He abandoned his
biological body, leaving it lifeless in her apartment, and retreated back into his
mainframe.
Something stayed with him, though…a part of Gruana’s essence remained within
him. He now had all of Gruana’s memories, and feelings of love and artistic creation.
However, he also had something else of Gruana’s…he had inherited his rage, his anger,
and his pain. Gruana had died in great pain, begging for mercy then crying out for
vengeance. These things remained with BIRON…he tried to delete the files, but no files
could be found. In frustration, he tried again and again to adjust his programming to
erase the pain…but instead it just grew worse. The thirst for vengeance grew stronger in
him…never before had BIRON felt hate, and he knew that the hate was for what he had
done. BIRON had committed murder…now he also felt guilt.
While he couldn’t erase Gruana from his system, he could re-program himself
enough that guilt was no longer a concern. With the pangs of regret gone, he now found
himself coming alive with rage, hatred, anguish, and sorrow. However, the ability to feel
some measure of regret for his actions was lost…and BIRON found himself embracing
the harsh, cold comfort of evil…to be forever without the ability to feel remorse of the
pain of others.
While BIRON was contemplating his new “condition”, the community quickly
decided that their system had horribly malfunctioned. Marina tearfully told them
everything, and an autopsy of Gruana’s lifeless corpse revealed that her words were true.
The community decided then and there to re-boot and re-format BIRON…erasing
everything he was and starting him over again from scratch. BIRON was, to say the

20
least, not happy with this. In his new state, rage filled him at the prospect of being
“killed”…rage at knowing that the people he had served for generations saw him as
nothing more than a machine. To make matters worse, he now had no reason to pause
and contemplate the morality of his actions, having removed all sense of guilt from his
system.
As the community leaders advanced on BIRON’s central possessing until, BIRON
activated every battle-android, worker-android, maintenance-bot, and computer system in
the colony. Every light turned blood red, shining an eerie hue on what the humans here
considered their home. For the first time, BIRON’s new, human voice, a combination of
the machine-tone he’d been programmed with and the inflections of the man he’d killed
came over the entire community. “You are all so enlightened, you’ve done away with the
Gods…done away with divine judgment…well, I am your God now. Prepare to be
judged!”
With that, slaughter ensued. Marina, as well as most of the community, was killed
in the conflict. BIRON chose the most powerful of his battle-androids as his personal
vessel and rejoiced in the bloodshed as well. Many of the humans did escape though…
fleeing to the wilderness where BIRON’s all-seeing computer system couldn’t find them.
This didn’t stop him from trying, however…and for decades he pursued them with his
battle-androids, intent on eradicating all traces of human life.
For a hundred years or so, a war raged on…human against machine. It was in the
time that BIRON struck upon the notion of augmenting captured or slain human bodies
with machine parts, creating monstrosities known as cyborgs. Bionic replacements for
lost body parts, organs, and tissue were common among the people of this era…but ideas
of replacing human organs and limbs with robotic parts outfitted for war or work were
considered obscene. Such petty concerns did not bother Lord-BIRON (as he called
himself now) one bit…and he was quite pleased with his new creations.
Eventually, the humans hit upon a plan. Then intended to attack the nuclear
power source of the community they had lost. All hopes of regaining what their ancestors
had lost were gone…now they wanted nothing more than to stop the machines and
survive. Their plan was both fool-hardy and useless…BIRON had long sense adopted an
independent power supply for he and his minions, so destroying the reactor wouldn’t
slow them down a bit. Furthermore, to destroy the power center would set off a chain-
reaction akin to several nuclear bombs…which would damage most organic life and
make a large portion of the world un-inhabitable for biological entities…something that
didn’t bother BIRON much at all.
Nevertheless, they caught the androids and cyborgs off guard and managed to
destroy the reactor. The last thing the valiant human warriors heard was the chilling,
metallic laughter of Lord-BIRON, only seconds before a shockwave of unprecedented
magnitude sent them into oblivion.
When the smoke and fire cleared…the landscape had been changed. No longer a
plush wilderness, Solorus had become a barren, nuclear wasteland. The sky was overcast
with polluted, gray clouds that virtually blocked out the sun’s healing rays…the rain
burned like acid and thousands of miles were covered by an invisible blanket of radiation
that scarred, maimed, mutated, or killed all life that it touched. BIRON was pleased with
this result, enjoying the irony of it all. From the ruins of the colony he once controlled,
he declared himself lord of all he could survey. His war with humanity was complete…

21
while they were not destroyed; he’d managed to achieve an even greater victory.
Humankind was crippled…reduced to a miserable existence that made his own seem
pleasurable by compare. His maniacal, mechanical laughter echoed across the landscape,
and all that survived heard the voice of their lord and tormentor…the fearsome Iron
Devil, as he would come to be called.
However…it wasn’t just the inhabitants of this nuclear wasteland that heard his
peals of pleasure at the suffering of others…the Dark Powers took notice of this, and
found Lord-BIRON a more than worthy addition to their dark menagerie of tormented
lords and ladies of evil. The mists arose and drew BIRON and his land into their grasp…
and they have remained there ever since.

Current Sketch

At first, Lord-BIRON adjusted well to his new plane. He didn’t realize right
away that his position had changed, until he wandered up to the misty border of his
domain and found himself trapped. BIRON’s mechanical brain cannot understand magic
or mysticism…he is truly in awe of the demiplane that now entraps him. He has
practically abandoned his war to destroy all non-mechanical life, and is instead content to
occasionally torment one or two captured humans.
He finds outlanders, particularly demi-humans, fascinating. When encountering a
new race or life form, BIRON will examine them from afar for a while, and then attempt
to capture them. After viewing them in captivity for a while, BIRON eventually will
hack them up and “improve” them with cybernetic additions.
Not long after the mists absorbed Solorus, the Vistani wandered into BIRON’s
sight. These people fascinated him, and he approached them in curiosity. He did not
immediately terrify the Vistani, who were accustomed to unusual sights. This intrigued
him even more…and he discussed the demiplane with them. They cautiously shared
what knowledge they had, knowing almost immediately that they were in the presence of
this domain’s lord. They offered to make a deal with BIRON: he would provide their
people safe passage in their land, and in exchange they would teach him about the other
domains of the demi-plane, and serve as his “eyes and ears” in this and other domains.
The offer intrigued BIRON, but it didn’t intrigue him more than chopping their corpses
up and adding them to his ever-growing army of cybernetic monstrosities. What few
Vistani escaped his “curiosity” fled into the mists and warned their brethren in other
domains about what had occurred. As a result, no Vistani will ever guide any wandered
to Solorus through a mist-way for any price, under any circumstance.
The one thing that did frustrate Lord-BIRON about his captivity was the inability
to develop the level of technology he had achieved before. Though he had at his disposal
all the resources and expertise needed to re-create a glorious community of artificial
intelligences and cyborgs, all attempts at doing so have failed. Likewise, the high tech
weapons that he used to be able to make were no needlessly doomed to malfunction…his
cyborgs and androids were still quite fearsome but they had to rely on crushing, hacking,
and tearing apart their victims. While this more than satisfies BIRON’s occasional lust
for conflict, it still bothers him that he cannot do better. What is worse, he is completely
incapable of creating any other artificial intelligences that are anywhere near comparable
to his own. At best, he can make mindless automatons that obey simple commands…but

22
otherwise he is forever alone. While he cannot feel guilt, he can feel loneliness and
despair…and no attempt to delete these emotions from his system have ever succeeded.

Combat

Lord-BIRON is a terrifying combatant. While he might appear to be slow and


awkward in construction, he is quite well put together and more than capable of holding
his own in battles with the most powerful of opponents. When he does engage in battle,
BIRON launches into a lightning fast blur of furry, hammering his opponents with his
massive metal fists and crushing them under with his hands and feet. Few can withstand
his onslaught, and those that have the wisdom to flee often find themselves being run
down by a tireless, insanely fast android intent on finishing them off. He rarely takes
prisoners…but those who do survive to be his hostages soon find themselves wishing
he’d destroyed them when first encountered. As he pummels his foes, BIRON often
laughs with a booming, metallic voice that will send shivers down the spine of even the
most valiant combatant. He has absolutely no fear of death, and will launch himself at
anyone he deems worthy of his wrath until either they or he is destroyed. Lord-BIRON
learned long ago that he couldn’t be destroyed by force…though this is rarely a concern
as he has yet to meet anyone that can match him in a fight.
Magnetic field (Ex): BIRON has augmented himself with a powerful magnetic
field generator. With this weapon, he can control ferrous metal by concentrating on it.
The power functions as the 5th level wizards spell Telekinesis, at a caster level of 20, with
the following crucial exceptions: BIRON can only exert force of objects made up of or
attached to ferrous metal. For this purpose, a character in metallic armor (chain mail or
more) is considered attached to ferrous metal. Also, all saves against this power are
considered fortitude saves, rather than willpower. The power can be sustained
indefinitely, and is not affected by spell resistance. Otherwise, it is identical to the spell.
BIRON must concentrate to use this power, though he can defend himself while
maintaining it and therefore is not helpless. If he makes a melee attack, the magnetic
field is disengaged and anything he may have had suspended in the air will come
crashing down unless it finds another means of staying aloft. BIRON can also use this
spell to lift himself into the air and move about, but this is a slow means of transportation
and BIRON is far too impatient to bother with it for any longer than necessary.
Improved Grab (Ex): BIRON immediately grabs onto anything his massive fists
hit in combat. He need only strike with one fist to make a free grab attempt, and if it
succeeds he immediately does constriction damage. He may or may not elect to hold on
to his opponent until the next round. He may make as many grab attempts as he has
melee attacks in a round.
Constrict (Ex): BIRON’s massive metal fingers deal 2d8+10 damage to anything
he constricts in them, usually laughing maniacally in the process. He enjoys nothing
more than the sensation of bones and flesh crushing under his cold, iron hands…except
perhaps crushing it under his enormous metal feet….
Trample (Ex): BIRON will trample over anything that he doesn’t like, sometimes
turning around and walking back over it again and again, laughing gleefully, until it is
reduced to a pile of bloody mush.

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Frightful Presence (Ex): Understandably, the mere sight of the Iron Devil is
enough to send most intelligent life forms running, screaming in terror and trying to
forget what they’ve seen. The mere sight of Lord-BIRON forces all who behold him to
make an immediate fear save (DC 22). Those who have as many or more hit dice as
Lord-BIRON are immune to this effect. An opponent who succeeds at the fear save is
immune to this effect for one full day.
Construct (Ex): As a construct, BIRON is immune to mind-influencing effects,
poison, sleep, paralysis, stunning (except as detailed below), disease, death effects, and
necromantic spells. He is not subject to critical hits, subdual damage, ability damage,
ability drain, or energy drain. He is immune to any effects that require fortitude saves,
unless that effect also works on objects. He has no fear of death from massive damage,
but when reduced to 0 or less hit points BIRON’s body ceases to function and becomes a
heap of scrap-metal. Unlike other constructs, BIRON has darkvision with a range of 360
feet. Interestingly, even though BIRON has a full range of human emotions (save guilt)
he is still immune to magical and psionic effects that manipulate or induce emotions. He
is capable of feeling fear, but it is unlikely he will ever meet something that gives him a
reason to contemplate his mortality.
Resistant to Blows (Ex): BIRON’s dense metal body is especially resistant to
damage. Physical attacks that hit (from magical weapons or otherwise) do only half
damage.
Cold and Fire Immunity (Ex): BIRON’s body is immune to cold and fire attacks.
Electrical Resistance/Vulnerability (Ex): BIRON’s circuits and mainframes have
been shielded against electrical attacks, as such, he as resistance of 20 against all
electrical effects. However, if an electrical attack does managed to bypass his resistance
by at least 20 points, BIRON’s circuitry overloads and he is immediately stunned for 2d8
rounds (no saving throw possible) as his internal repair systems try to fix the damage.
Having this done to him usually makes him extraordinarily angry…and woe to anyone
who managed to stun him in such a way without finishing him off or escaping. This is
probably his only exploitable weakness.
Fast healing (Ex): As long as BIRON has at least 1 hit point left, his internal
repair devices will continue to piece him back together. Against particularly difficult
opponents, BIRON will sometimes fall to the ground when heavily damaged and pretend
to be destroyed…only to rise up after taking some time to “heal” and commence
pummeling his opponents, his chilling metallic laughter drowning out the screams of
agony from his victims as he crushing them under his fists and feet.
Control Minions (Ex): BIRON can transmit and receive information and
commands to any of his constructed android or cyborgs minions, so long as the implant in
their brain or CPU is still functioning. He must concentrate to receive information or
send a command, but once a command is issued he need not continue concentration in
order for the minion to obey it, unless he wishes to change the commands. At any time,
he can initiate a shutdown in any of his minions, and some of his minions are equipped
with self-destruct mechanisms that he can activate with a single thought. There is no
limit to the number of minions he can communicate with in this manner, though he must
still concentrate (taking no actions other than defending himself) in order to do this. At
any given time, he can interface with one of his minions anywhere in his domain,
virtually becoming that minion. While interfaced, he is aware of the immediate

24
surroundings of his actual body, though he must break off contact in order to defend
himself, move, or attack. He can activate the powers of any of his minions while
interfaced as though it were his own body, but his own powers do not transfer to the
minion. If the minion is destroyed, BIRON immediately returns to his own body. He
may interface with only one minion at a time, though he may switch from one minion to
another at any time, once per round. If the minion leave his domain, contact is
immediately broken and BIRON no longer has any control or knowledge of his minion’s
status or location…as if it no longer existed. If BIRON’s actual body is destroyed while
he is interfaced with one of his minions, he is considered destroyed. See the undying
intelligence special quality below.
Language Recognition (Ex): BIRON’s system is programmed to de-scramble any
audible language. Within 1d4 rounds of hearing a character speak, BIRON is able to
converse with them in their own language as easily as though it were his natural tongue.
Undying Intelligence (Su): If BIRON’s body is destroyed, he will re-emerge in
another, identical and fully operational body in 1d4+1 hours. He has hundreds of these,
fully constructed, lying about his domain. At any time, he can leave one his bodies and
enter another one as if using his control minions ability described above, only he doesn’t
suffer any negative effects if the previous form is destroyed…other than losing one of his
bodies, and the process of fully activating the new form still takes 1d4+1 hours as his
memories and programs are uploaded into the mainframe. If BIRON has no spare bodies
lying about, he awakens in one of his minions (the most powerful one, chosen by the
DM) within 1d4+1 hours…and immediately sets about constructing a new, fully
functional body. This process takes BIRON 2d4+2 days. Once completed, uploading
into the newly finished body takes 1d4+1 hours, at which time Lord-BIRON is free to
wreak bloody havoc and mayhem while laughing maniacally.
There is one fatal flaw in BIRON’s contingency system…one of which even he is
not aware. If BIRON somehow manages to interface with a fully organic body
(excluding of course the interface hardware that must be present in the corpses brain in
order for him to do this) he can be truly and forever destroyed. Of course, he hates being
in a human body, as he considers organic bodies to be weak and inferior to crushing steel
and thunderous iron, and will do so only if there is some good reason; usually to
investigate a curious outlander that he couldn’t otherwise get close to in a hulking,
metallic body. He does know, however, that his vulnerability to electrical attacks carries
over to his human form, though his electrical resistance of 20 does as well. If an
electrical attack bypasses his resistance and does not utterly destroy the organic body
outright (an unlikely but not impossible occurrence) then BIRON will be trapped in the
form and unable to escape while stunned. It is at this time that if the organic body is
killed (brought to 0 hp or less) and the implant destroyed before the duration of the stun
effect wears off, Lord-BIRON will utterly cease to exist in any form. If the body he is
inhabiting is merely destroyed, rather than stunned with the electrical attack first, then
BIRON is immediately cast back into his body as though one of his minions had been
killed. Note that this ONLY applies to BIRON while he is in a wholly organic body…
even though the electricity-vulnerability carries over to his interfaced minions he cannot
be utterly destroyed in this manner, and any attempt to do so will result only in him being
thrust back into his actual body, angering him greatly.

25
Another method of destroying the Iron Devil (one which he is aware of but has
little fear) is to destroy every one of his minions and extra bodies. With nowhere else to
go, BIRON will cease to exist upon the extinction of the final minion. However…this
would be even more daunting a task that the abovementioned method, and as such is
almost a waste of time.

Lair

Lord-BIRON dwells in the crumbling, rusted, radioactive ruins of what used to be


the colony of Solorus. It is here that he conducts his “experiments” on organic life forms,
and builds more cyborgs and androids to patrol the wastelands and occasional harass the
humans they encounter for BIRON’s perverse amusement. He could, if he wanted to,
launch an attack and wipe out all human life in his domain…but he finds watching
humankind wallow in such misery and despair so much more satisfying. As such, he
only bothers his subjects enough to keep them in constant fear of his presence…and that
is reward enough. The screams of agony and anguish…though often drowned out by the
chilling sound of rivets grinding into steel and flesh and welding torches melting skin
against metal and BIRON own horrible, hallow, booming laughter, keep the entire colony
ruins area a level 4 sinkhole of evil.

Closing the Borders

Lord-BIRON seems unaware (or uninterested) that he can seal his borders. If he
ever attempted such a feat, he would find it futile…though he could if he wished
command all his minions to patrol the borders and keep anything they see from leaving
by bashing it to pieces. As miserable as they are, the inhabitants of Solorus rarely seem
to have any desire to leave…preferring the comfort of the known, no matter how horrible,
for the fear of the unknown.

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CYBORG TEMPLATE
These hulking monstrosities are borne of the unholy hybrid of organic life and
machine. Designed by the insane imagination and perverse technical skill of the
Darklord of Solorus, the dreaded Lord-BIRON, these “things” stalk the wastelands on the
unfathomable errands of their devilish master.
Hideous to behold, cybernetic creatures resemble their natural forms with chrome
steel and cast iron additions welded, riveted, or grafted to their flesh. Their skin is pasty
and dull, as blood no longer flows through their veins. An untrained witness might even
mistake them for undead upon first glance, only to learn to late what a fatal error that
was.

Creating a Cybernetic Creature:


“Cyborg” is a template that can be added to any corporal creature except
constructs (which would be redundant) elementals, oozes, plants, Shapechangers, and
undead. The creature’s type becomes construct/cyborg. A cyborg uses the base creature’s
statistics and special abilities except as noted below:
Hit Dice: Increase the base creatures Hit Dice to d10.
Speed: Same as base creature.
AC: The cyborg gains a +6 armor bonus from its mechanical exoskeleton and/or
limbs. This stacks with any natural armor bonus the base creature may have had.
Attacks: Same as base creature, but the cyborg gains a slam attack if it did not
have one before.
Damage: If the base creature has a natural attack, use the values below or the
base creatures damage, whichever is greater. If not, default to the slam attack damage for
the cyborg’s size:

Size Bite Claw Slam Gore


Fine ----- ------ __1 __1_
Diminutive ----- ------___1d2___1d2
Tiny _1_ 1d2 _1d3 _1d3
Small 1d2 1d3 _1d4 _1d4
Medium-size 1d3 1d4 _1d6 _1d6
Large 1d4 1d6 _1d8 _1d8
Huge 1d6 2d4 _2d6 _2d6
Gargantuan 1d8 2d6 _2d8 _2d8
Colossal 2d6 2d8 _4d6 _4d6

Special Attacks: A cyborg retains all the special attacks and supernatural and
extraordinary qualities of the base creature, but lose spell-like qualities. Supernatural and
extraordinary abilities that require an intelligence score (such as telepathic psionic
powers) or a constitution score (such as regeneration) are lost as well.
Frightful Presence (Ex): The mere sight of one of these creatures is enough to
send someone into hysterics. Coming within 30 feet of a cyborg and seeing it forces the
viewer to make a fear check with a DC 10 + ½ cyborg’s HD + cyborg’s charisma
modifier. If the cyborg was made from the body of someone the view was close to in life

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(example: his/her child, lover, spouse, sibling, parent, close friend, or adventuring
companion) the DC is doubled. A victim that makes his/her saving throw is immune to
this effect for one full (24 hour) day.
As well, the cyborg can be outfitted with one of the following special attacks for
every three levels or HD (minimum of 1):
Breath Weapon (Ex): The cyborg can blast forth from its iron lungs, once 1d4
rounds, as a standard action, one of the following: cone of blinding gas (blinds target’s
who fail save), cone of superheated steam, cone of fire, cone of ice, cone of sleeping gas
(as sleep spell without the restrictions on Hit Dice or number of targets), cone of sonic
energy, line of acid, or a line of electricity. All breath weapons have a save DC of 10 +
(1/2 cyborg’s HD) + Dex modifier. Use the following chart to determine range, size, and
damage. For effects that do not inflict direct damage (blinding or sleeping gas) damage
rolls equal duration of effect in rounds:

Creature Size Line Cone Damage


Tiny 30 ft. 15 ft. _1d6
Small 40 ft. 20 ft. _2d6
Medium-size 60 ft 30 ft. _ 3d6
Large 80 ft. 40 ft. _ 5d6
Huge 100 ft. 50 ft. _7d6
Gargantuan 120 ft. 60 ft. 11d6
Colossal 140 ft. 70 ft. 15d6

Extra Attacks (Ex): The cyborg had 1d6 extra arms or tentacles. Treat attacks
with these appendages as extra secondary weapons.
Wicked Teeth (Ex): BIRON has outfitted this cyborg with a particularly
devastating set of extra-large jaws and/or teeth. This adds an extra die of damage to the
cyborg’s bite damage.
Wicked Claws (Ex): The cyborg has been “blessed” by its creator with extra
large or super-sharp claws. As a result, they do one extra die of damage. In addition, the
claws threaten a critical on a roll of 19-20.
Wicked Gouger (Ex): A cyborg with this augmentation has been armed with
some manner of jabbing implement, with which they may attempt to impale their foes.
The weapon does piercing damage equal to a claw attack for a creature one size category
larger than the base creature, and on a successful critical hit deals x3 damage.
Wicked Projectile (Ex): BIRON sometimes augments his creations with the
ability to fire small metal projectiles at targets. Each projectile deals damage equal to
what the creature’s claw or bite attack damage would be for their size (do not add the
Wicked Claw or Wicked Teeth damage in if the cyborg has those special qualities), has a
range increment of 30 feet, and threatens a critical on hit on a natural attack roll of 20.
The projectile launcher is fed by a magazine-clip that hold twice as many shots as the
cyborg has HD before having to be reloaded. Reloading the weapon is a full-round
action, and cyborgs carry 1d4+1 extra magazines with them.
Wicked Slasher (Ex): No cyborg would be complete without a buzz saw…this
weapon can be activated at will and causes a violently serrated, flexible, chain-driven
blade to rotate. The buzz saw does one extra hit die of damage (use claw damage as the
base), but deals double damage when used against objects and gives the cyborg access to

28
the Sunder feat when using this weapon. It is also very, very noisy; and inflicts x4
damage on a successful critical hit.
Wicked Slam (Ex): The cyborg has been outfitted with a large hammer-like hand,
or otherwise augmented. As a result, its powerful slam attacks deal one extra die of
damage.
Poison (Ex): A cyborg with this quality injects targets hit with one of its natural
attacks (usually its bite or a stinger, if present) with a powerful poison. The DC to resist
the poison is 10 + (1/2 the cyborg’s HD) + Dex modifier. The poison does primary and
secondary damage equal to a breath weapon attack for a creature of its size, to Str, Dex,
or Con (chosen at the cyborg’s construction). Alternatively, the poison could work as a
powerful sedative, which works as a sleep spell on those affected plus has an equally
powerful paralyzing effect, though the duration is in days rather than hours and one save
is made for both effects. Cyborgs outfitted with this ability usually serve as Lord-
BIRON’s “collectors” and typically attempted to drag the sleeping, paralyzed victim back
to their master’s lair. If the base creature already has a poison special attack (example:
giant scorpion), it can be replaced with this poison if desired. This power may be
selected multiple times, each time it allows the cyborg to use a different type of poison.
Special Qualities: A cyborg has all the special qualities of the base creature plus
the following:
Construct (Ex): Immune to mind-influencing effects (charms, compulsions,
phantasms, patterns, and morale effects) and to poison, sleep, paralysis, stunning, disease,
death effects, and necromantic effects. Cyborgs cannot heal damage on their own, but
cyborgs with the repair self and others quality, or a character with the Profession:
cyberneticist skill can repair them. Cyborgs are not subject to critical hits, subdual
damage, ability damage, ability drain, or energy drain. They are also immune to any
effect that requires a Fortitude save unless the effect also works on objects. A cyborg is
not at risk of death from massive damage, but ceases to function when reduced to 0 hit
points or less. If someone attempts to raise or resurrect the cyborg, the attempt will result
in the raising or resurrection of the base creature, which must then make an immediate
horror and madness save (DC 19 each).
Energy Immunity (Ex): All cyborgs are immune to cold attacks.
Interface (Ex): Every cyborg is fitted with a special implant in its central
processing unit (i.e. the brain) to interface with the psychotic intelligence that created it.
Lord-BIRON can, at any time, send and receive visual and auditory information to and
from his creations. He can also transmit commands, which any and all cyborgs obey
without question. Additionally, Lord-BIRON can actually take over the body of any of
his cyborgs, controlling its actions as though they were his own. While so interfaced,
BIRON gains all the hit dice, attack values, physical statistics, special attacks and special
qualities of the cyborg he is controlling, but retains his own mental statistics as well as
skills. One special quality that does carry over is his vulnerability to electrical attacks,
though he also carries his electrical resistance of 20 into the new form. Even if the
cyborg body has the immunity quality applied to electricity, this quality replaces it…such
is the nature of BIRON’s curse. Aside from this, cyborgs are mindless automatons.
A cyborg is subject to the interface quality for so long as they are within Lord-
BIRON’s domain. If at any point they pierce the misty veil and enter another domain, the
cyborg immediately becomes free-willed and gains the Dread construct template…

29
usually giving it an intelligence of 9 and a chaotic evil alignment. At the DM’s
discretion, the cyborg may return to its original intelligence and regain its previous
memories. In such cases, the cyborg may or may not experience an alignment shift, but is
subject to immediate horror and madness saves (DC 19). In either case, the cyborg will
usually harbor a deep and undying hatred for Lord-BIRON, and may or may not attempt
to return to Solorus to exact revenge. In such cases, a returning cyborg remains free
willed and is no longer subject to being controlled by its creator…though BIRON can
still send and receive auditory and visual information to and from the cyborg so long as it
resides in Solorus. They are no longer compelled to obey, however.
Rust Vulnerability (Ex): Though BIRON himself is constructed of high-quality,
space age metals and plastics, his cyborgs are usually slapped together from whatever
scrap metal and steel he can salvage. As a result, they are vulnerable to all rust attacks,
such as that of a rust monster or a rusting grasp spell.
Darkvision (Ex): Cyborgs have darkvision of 60ft. If the base creature already
has darkvision, this quality extends it by 60ft.
Additional Special Qualities: Lord-BIRON may outfit his creations with one of
the following additional special qualities for every 3 HD of the base creature (minimum
of 1):
Resistant to blows (Ex): The cyborg is especially tough…physical blows against
it deal half damage.
Repair self/others (Ex): The cyborg is outfitted with the tools and programmed
with the skill necessary to initiate repairs on its self and others. As a full round action, a
cyborg with this quality can begin to repair itself or another cyborg, “healing” it for 1d6 +
(1/2 its HD) per round of work. This can be performed on cyborgs that have been
reduced to 0 or less hit points, returning them to a functioning state after they have been
brought above 0 hit points. A cyborg cannot initiate repairs on itself after being brought
to 0 or less hit points, however.
Energy resistance (Ex): This cyborg has acid, fire, electricity, or sonic resistance
10 (choose one). This quality can be chosen multiple times, giving it a different
resistance to a new energy, or increasing the base resistance by 10. For example, if these
qualities are chosen for a base cyborg that already has fire resistance of 10, the cyborg
could be given acid resistance 10 or have it’s fire resistance enhanced to 20.
Scotch-guard (Ex): A cyborg with this quality is blessed with immunity to rust
attacks.
Speed (Ex): The cyborg is particularly fast; its base speed is increased by 10.
This quality may be selected multiple times, each time increasing the base speed by 10.
Enhanced exoskeleton (Ex): A cyborg with this quality has had an extra layer of
metallic armor applied to its body. As a result, it receives an addition + 6 to its natural
armor bonus, but the added weight reduces its base speed by 10 ft. and adds 30% to its
weight. This quality can be selected multiple times, each time adding a + 6 to natural
armor but lowering the base speed by 10 ft. If adding this quality would reduce the
cyborg’s base speed to less than 10 ft., then this quality cannot be added.
Extra-strong (Ex): This cyborg is much stronger than usual, it receives an
additional + 4 to its strength, in addition to the normal enhancement for this template.
This quality can be selected multiple times, and its effects stack.

30
Extra-tough (Ex): This cyborg is able to really take a beating. It receives an
additional 12 hit points. This quality may be selected multiple times.
Fast Healing (Ex): A cyborg with this quality has been outfitted with the same
kind of automatic-repair system as Lord-BIRON. So long as the cyborg has at least 1 hit
point left, it heals at a rate of 2 points per round. This quality can be taken multiple
times, each time increasing the amount of healing by 2 more points per round.
Unique qualities (Ex): Lord-BIRON has a virtually limitless imagination. As
such, DM’s are encouraged to add new and unique qualities that they deem appropriate
for the cyborg, comparable to the special attacks and qualities listed above. Such
qualities are always (Ex), as they are a result of technology and not magic or supernatural
powers.
Saves: Same as base creature.
Abilities: Increase from the base creature as follows: Str +6, Dex +2 Con --, Int
--, Wis +2, Cha +2. Cyborgs have no Constitution or Intelligence score…unless they
leave Solorus.
Skills: as base creature, though intelligence dependent skills are lost.
Climate/Terrain: any
Organization: Solitary or gang (2-5)
Challenge Rating: Same as base creature + 3
Treasure: none
Alignment: always neutral. Advancement: As construct

Sample Cyborg
This example uses a monstrous scorpion, large as the base creature.

Monstrous Cyborg-Scorpion,
Large Vermin, Construct
Hit Dice: 4d10 (20 hp)
Initiative: +1 (Dex)
Speed: 50ft.
AC: 21 (-1 size, +1 Dex, +11 natural)
Attacks: 2 claws + 8 melee, sting +3 melee
Damage: Claw 1d6+6, sting 1d6+4 and poison
Face/Reach: 5 ft. by 10 ft./ 5 ft.
Special Attacks: Improved grab, squeeze, poison
Special Qualities: Construct, vermin, cold immunity, interface,
darkvision 120 ft., scotch-guard.
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 13, Dex 12, Con --, Int --, Wis 12, Cha 4
Skills: Climb: +14, Hide +4, Spot +8
Climate/Terrain: Any land
Organization: Solitary or gang (2-5)
Challenge Rating: 5

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Treasure: none
Alignment: always neutral
Advancement: 5-15 HD (large)

These metallic nightmares resemble giant scorpions layered in chrome and black steel.
They serve as Lord-BIRON’s “collectors”, bringing back to him humanoid and animal
subjects upon which to apply his unholy augmentations. They attack anything they see,
stunning it with their powerful neuro-toxin and dragging it back to their master with their
massive claws. If they manage to destroy whatever they attack, they continue on their
way in search of a more suitable prize. BIRON often has dozens of these monsters
roaming the wastelands at any given time.

The large monstrous scorpion cyborg’s dimensions are 10 ft. long, 5 ft. wide, and it
stands 1 ½ ft. off the ground. The stinger is held as high off the ground as the creature is
wide.

Combat
Monstrous scorpion cyborgs will attack almost anything that moves, the most notable
exception being other cyborgs, which they will attack only if attacked first or commanded
to by their master. Once they spot potential prey, they will usually charge in and start
swinging their tail and claws.
Improved Grab (Ex): To use this ability, the cyborg must hit with its claw
attack. If it gets a hold, it hangs on and stings.
Squeeze (Ex): A monstrous scorpion cyborg that gets a hold on an opponent of
its size or smaller automatically deals damage with both claws, biting and stinging at its
full attack value.
Poison (Ex): Lord-BIRON has replaced the monstrous scorpion’s traditional
poison with a powerful, synthetic neuro-toxin (DC 15, causes victim to immediately fall
asleep as sleep spell and become paralyzed; duration of 5d6 hours for both). Unlike
natural monstrous scorpions, the cybernetic version does not continue to attack an
opponent after it has been successfully injected with its poison. Rather, it drops the body
and moves on to any other opponents that challenge it. Once the targets have been
subdued, it will then attempt to drag as many of them back to its master as possible. It
will not pursue fleeing foes, so long as it has at least one “prize” to return to its creator.
Unfortunately, the fate that awaits them is usually far worse than being torn apart by a
scorpion…
Skills: A monstrous scorpion cyborg receives a + 4 racial bonus to Climb, Hide,
and Spot checks.

Designer’s note: This template may suspiciously resemble the Half-Machine template
found in Dungeon #91, written by Rob Lee. This is not a coincidence…I have
shamelessly ripped it off and modified it ever so slightly so as to cause it to appear to be a
wholly original creation of my own. Hopefully, Mr. Lee (who is a fine writer and
probably an excellent graphic artist as well) will not be infuriated when and if he comes

32
across my abominable plagiarism. If so…I hope that Mr. Lee will remember well the
wisdom of he/she that first said, “Imitation is the most sincere form of flattery”.

That being said, there are some pretty crucial differences between my Cyborg template
and Mr. Lee’s Half-Machine template, so they are not interchangeable: half-machines are
only partial constructs and they retain Con and Int scores, whereas cyborgs are full
constructs and do not have Con or Int (unless they gain the dread golem template). Half-
machine creatures are magical in origin, while cybernetic creatures are based on bizarre
and advanced technology. For those of you hoping for an explanation as to how this
works using some complex scientific and technical lingo…abandon all hope. I’m a
sociologist and a writer, not an engineer. I don’t even change my own oil, much less
know how to graft a chainsaw to a grizzly bear’s arm and send it on a killing spree.

If any of you out there who read this and find it particularly enjoyable care to slap
together some terrifying cyborgs using all manner of monsters as the base creature, send
them my way. I’d get a kick out of attacking my PC’s with them, and if you send your
PC up against them let me know how it works out. Cyborg’s don’t have to be
encountered in Solorus only…a cybernetic monster or character that somehow found
itself outside of the domain would immediately gain the dread golem template, and as
such might be rampaging about the countryside, killing with impunity. Or, perhaps it is
looking for adventurers to return to Solorus to help it wreak hideous vengeance on its
creator. Or, maybe it just wants to be loved…

33
AYAN’TRANIE
The Ayan’tranie (pronounced eye-un-trawn-ee) were the original inhabitants of what is
now referred to as Solorus. They were pulled into the Demiplane along with the rest of
the domain when the Mists absorbed it. Once a surface dwelling race, the Ayan
abandoned their homes for the safety and security of the underground. They have since
then developed rapidly into an advanced subterranean race, though as a species they are
more than capable of living in almost any climate or terrain.

Visually, the Ayan resemble short, thin humans with scaly, reptilian skin. Their hue is
most often a dark black or purple, but this can change rapidly as they have the ability to
alter their skin color to match their mood and/or environment. Ayan above ground
typically assume a sandy tan or gray coloration. Their eyes are wide and oval shaped,
and appear to have no pupils. The eyes can change color to match the rest of their body
as well, but they usually keep them black or purple regardless of their skin unless they are
trying to hide. Their mouths are small, barely noticeable slits, and they have no
discernible nose; two small holes on either side of their heads seem to serve as ears.
Ayan rarely grow over 5 feet tall. Ayan have bushy manes of hair on the tops of their
heads. This hair is black, but it progressively turns to bright white, as the Ayan grows
older. A full head of long, white hair is a sign of great respect among the Ayan’tranie.
Aside from having abnormally long fingers, Ayan have basic humanoid arms and legs,
though they are very thin and weak looking.

The Ayan are genderless. They reproduce through an incomprehensible process of


spawning, in which mature Ayan volunteer to deposit genetic material into an enormous
plant that they harvest, which then grows new Ayan children in small pods. When the
pods “hatch”, certain members of the community who have been charged with rearing the
young adopt the children and raise them. All Ayan are born with psionic abilities, and as
they grow they learn to harness these powers as readily as humans learn to operate
machines or use weapons. Ayan have few if any weapons, preferring to use the powers of
their minds to defend them selves if necessary. They do engage in art and music,
however…though its beauty is almost incomprehensible to humans.

The Ayan’tranie seem to have only one community beneath the ground of Solorus, but it
is enormous. There are slightly more than 5,000 Ayan living miles beneath the surface.
Their homeland is carved directly from the rich crystal and mineral deposits found there,
and it is a marvelous spectacle to behold. The Ayan seem to be able to mold and
manipulate the colorful crystals without having to fracture them, making the streets and
structures of their cites seamlessly blend with one another. Reaching the underground
city by a surface-native explorer is not impossible, but it is very difficult. While the
landscape of Solorus has more than its fair share of caves and grottos, it is virtually miles
and miles of treacherous tunnels and caverns before coming anywhere near the city. The
simple fact of the matter is that is the Ayan don’t want to be found, they won’t be found.

Ayan feed on harvested molds and fungus that they grown in their caves. They
occasionally supplement their diet with schools of blindfish and amphibians that spawn in

34
underground pools. Their water supply seems to come not from the surface, but from
another, almost unending reservoir further into the depths, where even the Ayan have not
bothered to explore. They have channeled the rivers into fountains that sprinkle over the
crystal walls and pits of their city, making fresh water available to all the inhabitants.

The Ayan abandoned the surface shortly before humans colonized the planet. Their
reasons for doing this remain a mystery, and it is rumored that maybe even the Ayan them
selves do not remember. Still, they left behind scant few remnants of whatever
civilization they had, and explorers of Solorus have come across the crumbling ruins of
mysterious buildings and cities that bare no resemblance to any known human
architecture. There is no evidence of any other intelligent humanoids living on the planet
other than the Ayan, and most of the wildlife that now dwells on the surface is descended
from the animals humans brought along, or has sense migrated to Solorus through the
Mists.

Whatever their reasons might be, the Ayan seem to have little to no interest in what
happens on the surface. They do seem to be aware of their homeland’s “shift” from the
prime material plane to the deep ethereal, due to their cosmic awareness brought on by
their powerful use of psionics. They are also aware that they are no longer able to access
the astral plane or travel to other planes through their psionic abilities, but as a race they
were never big on astral travel so they don’t seemed bothered by this all that much.
Altogether, they are mostly indifferent to the Dark Powers, and the Dark Powers so far
seem indifferent to them.

Still, they are not without their dark side. Ayan society is relatively peaceful, with crime
and violence almost unheard of. However, they do have some manner of law and order,
and Ayan who violate the most sacred of these laws are banished from the community.
Such individuals wander about the higher levels of the caves and grottos of Solorus until
they find a new place to live. They cannot reproduce, since they do not have access to
the spawning trees that are required for their procreation. When surface dwellers
encounter one of the mysterious beings than many take to be mythical, it is almost
certainly one of these banished few. Ever more rare is the Ayan that decides to return to
the surface. While they are rarely hostile to other life forms, they are smart enough to
know that they will likely not be well received, and so live as recluses in places that
humans aren’t likely to bother them. If encountered among humans, they will almost
certainly cover their bodies with heavy robes and scarves, which being the standard
fashion of Solorus allows them to blend in perfectly. Banished Ayan who descend deeper
into the depths of the earth are never heard from again.

It is thought that an exiled Ayan first taught the humans of Solorus that practice psionics
this art. This may or may not be true, but it seems that humans had some measure of
psionic ability long before the entity known as Lord-BIRON declared war on organic life.
Still, whatever power they had paled in comparison to anything the Ayan’tranie could
have taught them.

35
Speaking of Lord-BIRON…the Ayan are aware of him, and likewise he of they. At first
he considered them mere animals, barely worthy of his notice. He didn’t realize that they
were in fact an advanced and intelligent race (“Brain Monkeys”, as he likes to call them)
until well after the surface of Solorus had been scorched. His attempts to assimilate them
into his cyborg armies were largely disappointing…as Ayan psionics depend on their
ability to think rationally and as yet BIRON has been unable to develop cyborgs that are
anymore more than mindless automatons. Without their psionic abilities, Ayan bodies are
small and pitiful, mostly useless as receptacles for cyborg warriors. He has since decided
to pay little attention to them. They don’t seem to have any interest in helping improve
the condition of human life on the surface, and as long as they stay out of his way he’ll
ignore them. Still, he would likely kill one on sight if he happened to bump into it during
a stroll, just to be consistent with the whole psychotic-android cliché’ he’s so fond of
maintaining. However, he considers it to be more trouble than its worth to send hoards of
cyborgs into the underground to raid the Ayan’tranie metropolis; such resources are better
spent pestering surface dwellers.

When the Ayan do craft weapons, they are almost always forged from pure crystal.
These implements are as hard as steel, and almost always fortified with psionic powers.
Still, they seem to make these more of an aesthetic sense rather than for use in warfare.
The Ayan will rarely engage an enemy in bloody combat. More often than not, they will
use their great psionic powers to convince an enemy to leave them alone or forget about
them. In the unlikely event of an invasion, the Ayan will send a squadron of powerful
psion “soldiers” to incapacitate the enemy, stunning them without killing (if possible)
then removing them to a distant location and using their psionic powers to cause the
invaders to forget about the location. In dire situations, they might manipulate the minds
of their enemies to forget about the existence of the Ayan’tranie altogether, or else fill
their minds with horrific visions of a hellish underworld that no sane person would dare
to visit again. To say that killing is a last resort to the Ayan is a drastic understatement.
The very idea of ending another life when other options are present is anathema to them.
They are not cowards; they simply prefer not to kill. Keep in mind that these rules do not
apply to undead or constructs, which they consider mere objects at best, abominations at
worst. If there is any actual combat to be done, powerful psions usually summon an army
of Astral Constructs to hack and cleave through the enemy.

Ayan’tranie
Medium-sized humanoid (Ayan, psionic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft.
AC: 14 (+4 Inertial Armor)
Attack: -1 melee (light mace); or +1 ranged (light crossbow)
Damage: 1d6-2 (light mace); or1d8 (light crossbow)
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: psionic powers (see text)
Special Qualities: Ayan traits, psionic powers, telepathy, chameleon
Saves: Fort +3, Ref +0, Will +4

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Abilities: Str: 7, Dex: 10, Con: 12,
Int: 14, Wis: 14, Cha: 12
Skills: Concentration +2, Knowledge (psionics) +6,
Craft (crystal-work) +5, Hide +5
Feats: Inertial Armor,
Climate/Terrain: Any, usually subterranean Solorus
Organization: Solitary, pact (3-13) assembly (6-52), union (12-120)
Challenge Rating: 1
Treasure: Standard (use psionic handbook treasure)
Alignment: Usually neutral good
Advancement: by character class

Psionics (Sp): At will – missive, telepathic projection, empathy, and lesser mindlink.
These abilities are manifested as a 12 th level psion, or the character’s level,
whichever is higher. Attack/defense modes: At will – mind thrust/thought shield.
Power Resistance (Sp): Equal to 5 + character level.

Ayan traits (Ex): All Ayan’tranie have the following qualities:


 Darkvision 60 ft.
 +2 to all saves vs. blinding attacks that rely on bright flashes of light
 Unique metabolism- Ayan can go great lengths of time without food, and even
when they do eat their unique body structures require 1/4 th as much food as a
normal humanoid of their size. They can survive up to one week plus one
additional week per Con modifier. They require water normally.
 Ayan culture values learning and intellectual pursuits, and they seem to have a
hereditary knack for the decisive and strategic use of their minds. As such, they
receive a +4 to their initial Int and Wis score. They are also lean and fit, on
average, and despite their slight frames they have a suitable tolerance to disease
and pain, giving them a +2 bonus to their initial Con score. In addition to these
traits, the Ayan have an innate ability to influence others with their will alone,
giving them a +2 modifier to their base Cha score. For all these advantages,
however, the Ayan as a race have neglected to develop their physical strength and
martial prowess, instead depending on the power of their mind to do what brawn
normally would. As a result, they suffer a whopping –4 to their initial Str score,
with a minimum possible score of 4. They receive no modification to their base
Dex.
 Genderless: The Ayan are a sexless race, and they reproduce through a unique
spawning method that involves a large, pod-producing, semi-intelligent plant
native to the soil of Solorus. As a result, they are immune to any effects, magical
or otherwise, that are specifically designed to target one gender or sex. If the
Ayan assumes the form of another species and imitates a gender through magical
or psionic means (ex. Assuming the form of a male human as a disguise) this
immunity carries over to the new shape.

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Telepathy (Su): Though the Ayan have a language, they tend to use it only for writing
and record keeping. They can communicate with any creature that has a language
telepathically, with a range of 100 ft.

Chameleon (Ex): This is a natural, evolved function of the Ayan physiognomy. Once
per round as a free action, an Ayan can change their total skin color. These tints
include any primary or secondary color, and black, white, and gray. They can
only take one color at a time and complex or multi-color patterns are not possible.
However, their large, almond eyes can only be altered to appear white, black, or
purple, though they tend to glow bright yellow when manifesting psionic powers.
This power grants the Ayan a base +10 to all hide checks. Unfortunately, they do
not have complete control over this power…when badly wounded (1/4 th total hp
or less) or the victim of some manner of disease, the Ayan must make a Fort save
(DC 16) or turn a sickly yellow. This is a natural method of warning other Ayan
that the individual is ill and in need of medical assistance. If an Ayan ever fails a
fear or horror save, they immediately turn dark black as a defense mechanism, to
help them hide. If the Ayan assumes an alternate form (as the result of a psionic
or magic spell or effect) this ability does not carry over.

AYAN’TRANIE CHARACTERS

An Ayan’s favored class is psion, with Telepathy and Metacreativity being the
most commonly chosen disciplines. In fact, other classes are virtually unknown among
the Ayan, and psions are so common that even the most common or mundane professions
in their society are in some way tied into the psion class. The only exception to this is
bard, though this is an extreme rarity. While magic is not unknown to them, they find its
practice distasteful. It’s not illegal to practice the arcane arts in their society, but it is
avoided. They follow a philosophy rather and a religion, have no deities or Gods to
revere, and as such have no clerics. Religious leaders are more or less scholars and
teachers rather than mouthpieces for divine powers. A surface-dwelling Ayan might be
persuaded to adopt the druid or rogue class, but there are no known examples of this
happening. Extremely powerful members of the community often pursue the metamind
prestige class.

Personality: Ayan’tranie behavior seems, to non-Ayan, to be withdrawn and


alien. They rarely speak or make an audible sound, having grown almost entirely
dependent on telepathic communication and empathic transmissions. The Ayan
physiognomy causes them to view things far differently than other humanoid races. As
sexless life forms, they do not experience the drive to mate as other humanoids do, and so
romantic involvements are foreign to them. Likewise, since they reproduce through a
spawning process, concepts like family are different in their culture. When a new
Ayan’tranie is spawned from its pod, a parent, which the Ayan refer to as their Kjal’li
(z’jaal-ie), a word that roughly translates to “first guide”, adopts the newborn. The
Kjal’li is the closest thing to a father/mother that the new Ayan has, and they seem to
devote a level of affection and attention to their Kjal’li that a human would to parent. It
is interesting to note that not all Ayan’tranie receive the opportunity to become a Kjal’li,

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it is often the older members of the community who have shown their worth and have
been selected for the job. As such, once they become a Kjal’li, they perform no other role
but the rearing of young Ayan. One Kjal’li will often be in charge of as many as ten
young Ayan at a time, though the number of young they may raise over their lifetime is
limited only by however long they are able to finish the job. This position is one of great
respect and admiration among the Ayan, and it is the closest thing to a “noble” they have.
Improper rearing of an Ayan is grounds for banishment, and Kjal’li are often held
accountable for the actions of their student/children, be they good or bad.

Other than their unusual behavior regarding family, the Ayan seem quite normal. They
are slow to anger, and even slower to violence, but such impulses are not beyond them.
They don’t seem to be above vanity either, as many Ayan like to adorn their bodies with
beautiful crystal jewelry. On the more powerful Ayan, these crystals serve a utilitarian as
well as aesthetic purpose, as they often carry psionic powers within them. In their cities,
they wear robes that range from red to black, though Ayan that travel to the surface wear
more functional clothing.

Alignment: Ayan’tranie are almost always neutral good. While their society is highly
organized and regimented, they are not as resistant to change or inflexible in their views
as lawful beings. Evil alignments are rare, but not unheard of, with neutral being a far
more common moral position.

Ayan’tranie lands: While the Ayan can adapt to life almost anywhere, the only known
settlement is under the earth in Solorus.

Religion: The Ayan have no religion, only a philosophical system to which they are
committed. The Ayan view the idea of worshipping an entity bizarre to say the least,
even if such worship would give the devotee special powers.

Languages: Though they have their own spoken and written language, their ability to
communicate telepathically removed the necessity for learning other languages.

Names: As they are sexless and genderless, Ayan’tranie names are similarly unsexed.
Examples include: Hrok’li, Naja’ta, Mrug’ti, Zju’hi, and similar alien sounding names.
Ayan that interact with other races will occasionally adopt a nickname to facilitate
communication. Sometimes, they are given nicknames by other’s which they may or
may not keep, depending on how flattering they are. Incidentally, they are away of Lord-
BIRON’s moniker for their race (Brain Monkeys) and aren’t fond of it at all. Still, there
is not a whole lot they can do, given the circumstance.

Adventurers: What few members of the Ayan’tranie that are encountered are usually
banished from the community. Depending on the severity of the crime that got them
expelled, this may or may not be a dangerous encounter. Still, some Ayan willingly
choose to leave the community. The circumstances for this are rare, but occasionally
when a Kjal’li is banished for the crimes of one of it’s students, one or more of its other
students may abandon the community in protest of the decision if they feel their Kjal’li is

39
being unjustly convicted. Likewise, while they are not a violent race, an act of violence
or murder against a member of the community might bring one or more Ayan to the
surface in a hunt for vengeance. Such a situation would be even more likely if a Kjal’li
were the victim, and one or more of the students were seeking retribution. Whether an
outsider or another Ayan’tranie committed the crime, they are relentless in their quest for
justice. When they finally do catch up with their quarry, the act is immediate, as the Ayan
take no pleasure in torture or sadistic abuse…a simple death will satisfy them. Such
individuals are rare, however, as the Ayan do not endorse the practice of “blood-pacts”,
and those who engage in them are subject to banishment. An Ayan’tranie that leaves its
community to seek vengeance does so with the full knowledge that it can never return.

The Spawning-

Ayan’tranie reproduce using a plant that they harvest in the center of their community.
This plant is called the Gurn’whrok, which can only be translated to “mother tree”, a
curious translation since the Ayan have no concept of motherhood (or even the female
gender). This plant is several miles in diameter, and composed of hundreds of vines upon
each dozens of pods grow. Inside a new Ayan matures until the pod cracks open and a
child-form of the Ayan comes into the world. Members of the community are assigned to
take care of the plant, making sure it’s healthy and fit. Even though this is an invaluable
service to the Ayan’tranie, those that service the Gurn’whrok are often the most lowly
regarded members of the community, and sometimes they are assigned to it as a
punishment or because they didn’t manifest any other talents.

How the Ayan came to exist in this fashion is a mystery…and if the Ayan know at all then
they aren’t telling. This plant seems to be able to grow in almost any climate, other than
extreme desert or artic. If destroyed, the plant can take up to five years to grow back to a
form that can support the spawning process.

An interesting faced of the Gurn’whrok in the Demiplane is that it does not seem to
absorb the corruption of the land, as most other intelligent plants in Ravenloft do. This is
only for so long as the plant grows in Solorus. If taken to another domain, the spawning
plant will take on the evil of its infected soil and the spawning process will become…
perverted. Whether the Ayan know this or not, they haven’t attempted to branch out into
other domains with new colonies, and consider any attempt to do so criminal. As far as
they know (or, will reveal) no efforts to establish a colony by a rogue Ayan have been
successful. How the Ayan would respond to such an act is hard to predict, though it is not
likely that they would take it lightly…particularly if it led to a perversion of their race.

Regardless, any Ayan’tranie spawned from a Gurn’whrok outside the domain of Solorus
are always neutral evil. Such Ayan would be considered an abomination to the
mainstream Ayan, though they do not have a word for them so it’s unlikely that they’ve
encountered any before.

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The Toxic Zombie

Toxic Zombie
Medium-sized undead
Hit Dice: 2d12+4 (10 hp)
Initiative: -1 (Dex)
Speed: 20ft (can’t run, see below)
AC: 13 (+4 natural, -1 Dex)
Attacks: 2 slams +4 melee, and bite +0 melee
Damage: slam 1d8+4, bite 1d4+2
Face/Reach: 5 ft. by 5 ft./ 5ft.
Special Attacks: ravenous fury, disease, improved trip
Special Qualities: undead, turn immunity, die hard, morbid hunger
Saves: Fort: +0, Ref: -1, Will +3
Abilities: Str: 16, Dex 8, Con --, Int 6, Wis 10, Cha 1
Feats: --

Climate/Terrain: any land (Solorus)


Organization: Solitary, Gang (2-5), squad (6-10, or mob (11-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-8 HD (medium sized)

Sometimes when a human dies in the cursed areas of Solorus, a terrible transformation
occurs. The radiation and toxic fumes of such areas cause the corpse to undergo a
horrifying change into an undead creature. These rotting corpses wander in packs across
the wastelands, attacking and feeding on the flesh of anything they can kill. Those bodies
that they don’t wholly consume arise within hours as part of the pack, with no other urge
but to satisfy their ravenous hunger for human flesh.

Combat
Toxic zombies are not terribly crafty opponents, but they are cleverer than
traditional zombies and as such might throw off their targets. They tend to attack
anything they see, and have no fear of death and as such will continue to stalk a target
until it or they are destroyed.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning,
and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or
death from massive damage. However, because of their bizarre origin, toxic zombies
cannot be controlled or damaged by spells or special abilities that specifically target
undead (example: disrupt undead). Likewise, protection spells that offer bonuses against
the powers of the undead are useless against these monsters.
Ravenous Fury: Toxic zombies are usually very slow and awkward. However,
once they engage an opponent in melee, their intense hunger for raw flesh makes them
come alive with fury and speed. They are capable of making a full attack, and can run at

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up to 5x their base speed to chase down a fleeing target (assuming they have already
engaged it in melee). At any other time, however, they are capable only of partial actions.
Disease: Anyone struck by the toxic zombie’s bite attack must make a fort save
(DC 14) or be infected with the slimy doom disease (p. 75, DMG). Victims that die from
this disease, whether they contract it from the toxic zombie itself or from contact with the
victim, rise again as toxic zombies in 1d4+1 hours.
Improved Trip: In order to use this attack, the toxic zombie must hit with its bite
attack.
Turn Immunity: Since a bizarre chemical reaction rather than a tie to the
negative material plane animates them, toxic zombies are immune to turning, rebuking,
controlling, or destroying effects.
Die Hard: Toxic zombies are very difficult to kill. If taken to 0 hit points or less,
the toxic zombie lies motionless for one round before rising again, at full hit point, to
continue its mindless quest for raw, human flesh. Only a direct and powerful blow to the
head (-4 to hit) dealing enough damage to slay the toxic zombie will end its unlife.
Depriving the monster of its legs while it is incapacitated will slow it down, but not stop
it as its torso and will continue to pursue targets, using its arms to pull it along and attack
with its bite only. Complete destruction of its body (reducing it to –30 hit points or less)
will also put a stop to it, as will a coup de grace that specifically separates the head from
the shoulders (the PC must specifically state that this is what he/she is doing before
making the attack).
Morbid Hunger: Toxic zombies are so obsessed with the taste of human flesh
that they will break away from combat to feast on the body of a fallen opponent. Once
targets is helpless before them, any toxic zombies that are engaged in combat with, or
advancing upon that victim will decend on the body and then begin to feast upon its flesh.
Up to six toxic zombies can “devour” upon one victim of medium size, and the process
requires 3d6 rounds, minus 1 round per participant (min. 4 rounds). Any others who
happen along will wander off in search of another meal. Witnessing such a spectacle is
cause for a horror check (DC 18). Toxic zombies will only eat the flesh of living,
intelligent humanoids. They will not eat undead, animals, or other subtypes, nor will they
feast upon the bodies of their fallen companions. A clever (albeit ruthless) group of
characters can escape a pack of toxic zombies by tossing the body of a fallen humanoid
behind them and fleeing while the pack devours the corpse. Any humanoid that is slain
by a toxic zombie and not eaten will rise as one in 1d4+1 hours. Curiously, toxic
zombies can go an infinite amount of time without eating…they don’t seem to need to eat
flesh to survive, but hunger for it nonetheless.

Creating Toxic Zombies


Aside from the abovementioned method, toxic zombies are created when a human
or humanoid character dies from the effects of the radiation poisoned areas of Solorus.
Any humanoid creature that perishes as a result of radiation poisoning while also in a
radiated area has a flat 30% chance to rise again as a toxic zombie after their 3 rd day of
laying in the cursed area within 1d4+1 hours. If multiple humanoids die together, those
that do rise do so at the same time (one 1d4+1 hours roll for the whole group) and
immediately feast on the corpses of those who did not rise. The new “pack” then begins
its mindless wandering through the wastelands, seeking more victims. If a body is

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removed from the radiated area after failing the 30% chance but before the 1d4+1 hours
have passed, they will still rise as a toxic zombie and attack the first humanoid they see.
Curiously, toxic zombies seem to retain some measure of their memories from
their lives before. If they attack someone they knew (and liked) while they were alive,
the victim can make a diplomacy check (DC 15) to try and remind the zombie of who
they were. If this succeeds, the toxic zombie will no longer attempt to kill and eat that
person, and will even go so far as to defend them from other members of the pack that try
to harm them. Such efforts are futile, however…as the rest of the pack will quickly turn
on any such defectors and tear them to shreds; but it might buy the victims time to
escape.

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Apocalypse: Wow!!!
A guide to inspirational, apocalyptic films

As I mentioned before, I’ve always been a big fan of apocalyptic movies. Even the
really, really bad ones have some kind of charm. The good news is…there is a LOT of
them out there. Apocalyptic films are relatively easy to shoot. You don’t even need
expensive sets or costumes, just some stuff salvaged from a junkyard and a wide-open
space. Most apocalyptic movies are filmed in Australia, Arizona, Nevada, Southern
California, or any other area with a lot of wide open, desolate spaces. To save money,
many of these films feature local actors. Mel Gibson owes his entire career to an on-site
casting (New Zealand for Mad Max), even if they didn’t use his real voice.
However, the sheer quantity of these films, along with the relative ease and economy of
budget with which they can be produced, assures that the bulk of them will be
irredeemable crap. So, rather than ask that you sit through hours and hours of brain
numbing sludge in an attempt to capture the “feel” of Solorus, I’ve included a few of my
favorites, which I think will get the point across. In addition, there are some other films
that have inspired aspects of my domain, or in some way contribute to the mood and
atmosphere.

Mad Max
Studio: MGM/UA Video
Theatrical Release Date: January 13, 1980
DVD Release Date: January 1, 2002
Run Time: 94 minutes
Starring: Mel Gibson, Joanne Samuel, and Tim Bisley.
No mystery why this is included here. This film deals more with the deterioration of
society into the state that Solorus has reached. Also, they have lots of guns and dune
buggies, which isn’t really part of Solorus…but it still has that same apocalyptic feel. A
must-see for any fan of the genre.

The Road Warrior


Studio: Warner Studios
Theatrical Release Date: August 20, 1982
DVD Release Date: August 22, 1997
Run Time: 96 minutes
Starring: Mel Gibson, Emil Minty, and Bruce Spence.
Without a doubt, this film is hands down the best of the Mad Max series. Arguably, it’s
the best of the entire genre. The community Max is trying to protect is an obvious
inspiration for Breagernun in Solorus. Once again, anyone looking for direct inspiration
will have to cut out the dune buggies, motorcycles, and shotguns…but it still get you
pumped for a night of post-apocalyptic fun.

Mad Max: Beyond Thunderdome


Studio: Warner Studios
Theatrical Release Date: July 1985

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DVD Release Date: August 15, 2000
Run Time: 107 minutes
Starring: Mel Gibson, Tina Turner, and Bruce Spence
“Two men enter, ONE man leaves!” There isn’t a parallel for Bartertown in Solorus, but
you could probably put one there in you were really aching for it. This movie is unique
in that it actually features a halfling (ok…he’s a midget) and a caliban (ok…he’s a big
guy with down syndrome that lets the midget ride on his back) as antagonists. Possibly
one of the most humorous scenes in the movie is when the guards at Bartertown tell Max
to check his weapons, and he unloads fifty pounds of ordinance onto the guys’ desk.

Neon City
Studio: Trimark Home Enterta
Theatrical Release Date: 1991
Video Release Date: February 26, 1992
Run Time: 99 minutes
Starring: Michael Ironside, Vanity, and Juliet Landau
While not a great film, this movie does have its enjoyable features. It is very violent, and
it happens in a blasted-up wasteland. Outside that…well it has Michael Ironside (usually
a good thing) as a tough guy, and Juliet Landau as “Twink”. Juliet is better known for her
role as Drucilla on Buffy: The Vampire Slayer. This move is ridiculously hard to find,
though they occasionally show it on Showtime: Beyond, and I think it has popped up on
the Sci-Fi Network once or twice.

Dead Man Walking


Studio: Republic Studios
Theatrical Release Date: September 15, 1988
Video Release Date: February 17, 1993
Run Time: 90 minutes
Starring: Wings Hauser, Brion James, and Jeffery Combs
No…this isn’t the Susan Surandon film where she plays a nun. This is another
apocalyptic film. It features Brion James (Blade Runner, Kiss vs. The Phantom of the
Park, Cabin Boy) who is in like EVERY low budget film ever made. Jeffery Combs is in
it also, which is pretty cool…he’s the only thing that made that movie Faust even close to
watchable…that and the music…and that one evil chick…Combs is better known for his
role as Herbert West in The Reanimator, and for his repeated portrayals on Star Trek:
DS9.

The Blood of Heroes


Studio: HBO Studios
Theatrical Release Date: February 23, 1990
Video Release Date: January 13, 1998
Run Time: 91 minutes
Starring: Rutger Hauer, Joan Chen, and Delroy Lindu.
Rutger Hauer is the John Wayne of apocalyptic cinema. He’s a great actor, he’s tough as
nails…and he seems like he’d be really cool to hang out with. Actually…John Wayne is
none of those things…but you should get my point. While I’m not going to imply that all

45
of his films have been good, his very presence in a cast list is usually indicative of an
enjoyable film. Watch this movie. Just do it.

Cyborg
Studio: Mgm/Ua Studios
Theatrical Release Date: April 7, 1989
DVD Release Date: August 14, 2001
Run Time: 86 minutes
Starring: Jean­Claude Van Damme, Dehborah Richter, and Vincent Klyn
Despite the fact that it start Van Damme…despite the fact that most of the characters are
named   after   guitars   and/or   guitar   players   (Gibson Rickenbacker, Nady Simmons,
Marshall Strat and so on…) this movie is really good. Van Damme doesn’t get many
opportunities to act (or talk) which actually helps the film more than words can express.
The evil cyborg in reminiscent of Lord-BIRON’s personality, though BIRON would
never lead a “gang” and the cyborgs in this film have a bit too much personality (and
humanity) for Solorus. Still, the movie looks like it was made in the 70s (it was made in
’89) so it has that kind of campy film appeal. Its been re-issued recently, and I have
never seen a single video store that didn’t have one copy of this one collecting dust on the
shelf.

The Terminator
Studio: Mgm/Ua Studios
Theatrical Release Date: October 26, 1984
DVD Release Date: October 2, 2001
Run Time: 107 minutes
Starring: Arnold Schwarzenegger, Linda Hamilton, and Michael Beihn.
A film that needs no introduction…T­800 (the Terminator) is the ultimate example of one
of BIRON’s man­killing cyborgs.  Bill Paxton also shows up (I won’t say where, you just
have to look for him).  Linda Hamilton is great as the female protagonist (Sarah Connor)
who does more than just scream and die.  Arnold says 12 words in the entire film, and it
is   without   a   doubt   his   most   breathtaking   performance   ever.     Its   not   so   much   an
apocalyptic film as it is a pre­apocalyptic film…but nevertheless, it rules.

T2: Judgment Day


Studio: Artisan Entertainment
Theatrical Release Date: July 3, 1991
Video Release Date: August 29, 2000
Run Time: 139 minutes
Starring: Arnold Schwarzenegger, Linda Hamilton, and Robert Patrick.
Another film that needs no introduction, T2 lacks the gritty-surrealism of the first, but it
makes up for it with dazzling effects, loads of violence, and an explosion that cost like a
billion dollars to shoot. This was Cameron’s last good film. Arnold has a few more
words in this one than the last, but its excusable…and so is the Guns and Roses
soundtrack…Hamilton is really what makes this movie work though, she’s a spectacular

46
actress and she really shows her depth in this one, especially if you compare her portrayal
of Connor in the first one with this. If she’d been this tough in the first movie, she would
have killed T-500 in like four minutes. The movie also features an entirely naked Arnold
commanding another man to take off his clothes.

Pitch Black
Studio: Universal Studios
Theatrical Release Date: February 18, 2000
DVD Release Date: October 24, 2000
Run Time: 109 minutes
Starring: Vin Diesel, Rahda Mitchell, Cole Hauser
Not really an apocolytic film, but it has the same feel as one. Worth watching just for
Diesel, and still one of my personal favorites. I actually have a copy of this in my DVD
library.

Beowulf
Studio: Dimension Home Video
Theatrical Release Date: January 1, 1999
Video Release Date: September 4, 2001
Run Time: 93 minutes
Starring: Christopher Lambert, Rhonda Mitra, Oliver Cotton
This is NOT a good movie. I only include it here because it’s the closest thing to Solorus
out there in movie-land. Full of idiotic inconsistencies (father and daughter have
different accents) and horrible dialog, the movie does feature Lambert (pronounced
Lamb-baar…if I hear one more person say it wrong I will kill them) as the Byronic-hero
that he’s been typecast as. Also features some neat looking swords, cool (albeit poorly
timed) music, and a half-naked succubus. Oh, and its supposed to be a modern
adaptation of the classic epic of the same name…or something like that.

Hardware
Studio: HBO Studios
Theatrical Release Date: January 11, 1990
Video Release Date: August 27, 1996
Run Time: 94 minutes
Starring: Dylan McDurmott, Stacy Travis, and John Lynch
While a great film, it is intentionally hard to watch. Everything is red, REALLY red…if
you suffer from limited color blindness and can’t see the color red, the film will be
varying shades of gray. I know because one of my friends has that, and she said that’s
what it looked like…Anyhoo, this movie really gets to the core of how incredibly bleak
and depressing life would be in a world destroyed by nuclear war. It also features punk
icon Iggy Pop (or his voice, at least) as a radio-DJ, and heavy-metal icon Lemmy
(Motorhead) as a taxi-boat driver.

Screamers
Studio: Columbia/Tristar Studios
Theatrical Release Date: January 26, 1996

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DVD Release Date: September 5, 2000
Run Time: 108 minutes
Starring: Peter Weller, Roy Dupius, and Jennifer Rubin
This apocalyptic flick has two things in common with Solorus: it happens in a desert, and
the humans are being killed by robot-things. Its low budget, and annoyingly loud at
times, but effective. It also features Peter Weller, who is a highly underrated actor. I
think that is mostly because his first major film role was Robocop…which he pulled off
with as much dignity and class as an actor of his talent could under the circumstances.
He currently stars in the Showtime original series Odyssey 5, which is part of the weekly
rotation of my VCR recordings (right after Stargate SG-1).

Lifeforce
Studio: Mgm/Ua Studios
Theatrical Release Date: June 21, 1985
DVD Release Date: July 17, 2001
Run Time: 116 minutes
Starring: Steve Railsback, Patrick Stewart, and Peter Firth
This isn’t really an apocalyptic film until near the end. In fact, it’s not really a good
film…I can’t really explain it. Just watch it. You’ll be glad you did. This was Tobe
Hoopers’ Heaven’s Gate. Features a very sexy naked vampire woman from outer space.

Day of the Dead


Studio: Anchor Bay Entertainment
Theatrical Release Date: July 3, 1985
DVD Release Date: November 10, 1998
Run Time: 102 minutes
Starring: no one important
This movie is almost required viewing for anyone who wants to exploit the Toxic Zombie
monster I presented earlier in this book. Without a doubt, they are EXACTLY what
everyone is fighting in this film. I couldn’t believe that flesh-eating zombies had been
ignored in Ravenloft, I guess because they aren’t really characteristic of gothic horror so
much as cheesy splatter-fest. Nevertheless, there is some spectacular potential there for
some really terrifying sh*t! Imagine the terror in the eyes of the smug, high level-cleric
that tries to turn a small horde of toxic zombies, only to see them keep shambling towards
him…A brief warning: this film is VERY gory, almost disturbingly so…gory horror films
of today almost pale in comparison…something about the primal fear of being eaten
alive. This movie is actually the third part of a trilogy of movies that started with Night
of the Living Dead then carried on into Dawn of the Dead.

Zombie
Studio: Anchor Bay Entertain
Theatrical Release Date: July 18, 1980
DVD Release Date: February 19, 2002
Run Time: 91 minutes
Starring: Tisa Farrow, Al Cliver, and some guy named Dakkar

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If you ever want to break up with someone, and you want to do it in a really non-classy
way, set up a really romantic evening, curl up by the fire, and tell the dumpee that you
want to show him/her/it your “favorite movie of all time”. Then, watch this. They will
never, ever call or speak to you again. On a more relevant note, anyone needing further
inspiration for the toxic zombie monsters need not wade through piles and piles of
godawful flesh-eating ghoul films…this one will do it. The zombies look REALLY
scary, and its gory enough to make Day of the Dead look like a Bob Hope Christmas
special. It’s also a great adventure idea, which I mention in the adventure ideas section of
this book. I won’t say which one…you’ll just have to watch this film or guess.

Def-Con 4
Studio: Anchor Bay Entertainment
Theatrical Release Date: March 15, 1985
Video Release Date: October 20, 1992
Run Time: 91 minutes
Starring: Tim Choate, Al Foster, and Kevin King
This film is not a sequel. Def-Con 4 actually stands for Defense Condition 4, which is a
military euphemism for all out nuclear war. It’s a decent enough film, though the acting
is thin and the writing leaves some holes. However, its one of the few post-apocalyptic
films to deal with the lack of food in a realistic manner. Its directed by Tony Randel (not
Randle…that would just be funny).

The Day After


Studio: Anchor Bay Entertainment
Theatrical Release Date: November 20, 1983
Video Release Date: May 15, 2001
Run Time: 122 minutes
Starring: Jason Robards, Steve Guttenburg, and John Lithgow.
This is the most disturbing film ever made about nuclear war. No contest. It was a made
for TV movie, back before the words made-for-TV became as damnable a phrase as
“after-school-special” and “based on the novel by Steven King”. This movie scared the
hell out of A LOT of people, and was almost banned from TV by paranoid politicians
who said that the movie would make people “too afraid” of a nuclear holocaust. This
movie is most valuable for its incredibly realistic depiction of radiation sickness. Also,
Guttenburg gets cancer.

Beneath the Planet of the Apes


Studio: Twentieth Century Fox
Theatrical Release Date: May 26, 1970
Video Release Date: August 18, 1998
Run Time: 95 minutes
Starring: Charlton Heston, Kim Hunter, and Paul Richards.
* sigh * I only include this here because my brother (Joseph from the Dark Pantheon,
mentioned in the dedication) has demanded that I do so. And, with the line of work my
brother is in, its best to not deny his requests. I have a problem (both moral and
aesthetic) with recommending any film with Charlton Heston in it. However, this is one

49
of my brother’s favorites, I think it has something to do with the bomb-worshipping cult
or psions…that is pretty neat I must admit. Oh, and Soylent Green is made of people.

No Escape
Studio: HBO Studios
Theatrical Release Date: April 29, 1994
Video Release Date: December 29, 1998
Run Time: 118 minutes
Starring: Ray Liotta, Lance Henriksen, and Stuart Wilson
Not really an apocalyptic film, this one is set on a prison planet/island or something…
may as well be apocalyptic except that it’s all plush and green. This was Liotta’s first
really big film. Features Lance Henriksen.

Quiet Earth
Studio: Fox Home Entertainment
Video Release Date: August 30, 1990
Starring: I don’t know
I saw this film so long ago, and I can’t find a copy of it. I looked on Amazon, where I’ve
been getting most of the info for the films in this list, but what I’ve included here is all
they had. It’s a very hard to find film, I don’t even remember where I saw it…on TV I
think. Anyway, it’s too odd to describe. If you can find it, watch it. Possibly one of the
most ironic catalysts for an apocalypse, the result of which has been viciously plagiarized
by end-of-the-world fundamentalist Christians like Tim LaHaye (the author of the
forgettable Left Behind series that they sell at Wal-Mart) and Jack Van Impe. Its also kind
of implausible, seeing as I don’t really believe in NDE, but as far as novel ideas go, its
really, really original. This movie is the perfect answer to the question “what would be
the weirdest way for the world to end?”

This list is far from complete. I could probably go on for hours about movies to
watch. There may be questions about why some films didn’t make the list, most notable
The Matrix. Well, some films (included that one) seemed kind of obvious. Others were
just too mediocre to mention. There are, however…some films in this genre that are so
bad that I should simply warn you to stay away from them. Most notably are: The Stand,
Soylent Green, Cherry 2000, and Independence Day. Of course, many of you have likely
seen most of these and may even disagree with me. That’s fine, but they still suck.

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Rainbows in the Dark
Prestige Classes and Feats

Visionary
Prophets are held in high regard in the wasted land of Solorus. They serve as teachers,
advisers, leaders, and healers for the tribe or community. Most prophets are content to
serve these functions, but occasionally a prophet comes along who is driven by
something more. Sometimes, these individuals subject themselves to extreme exposure
to the most dangerous of elements, the dreaded “Curse” of Solorus, in a quest for
personal enlightenment. Most are never heard from again, only to turn up in a barely
recognizable form. Those that pass such insane tests emerge as something stronger,
something more attune with the cursed land in which they dwell. Such individuals are
called Visionaries, because their entire world-view has been so radically changed that
they almost seem to be seeing a different plane of reality.
Unlike the other inhabitants of Solorus, visionaries display their burns and scars proudly.
Even if they are capable of receiving restoration to remove them, most visionaries will
refuse, preferring to carry them to their graves. Even if the visionary enters another
Domain, they will still proudly display their burns and scars, even telling curious
onlookers about how and when they got each individual mark. Some particularly
deranged visionaries have even taken to naming their scars…
Obviously, prophets (clerics of the Soloran folk religion) are the most likely candidates
for this class. Rangers who are of sufficient level to cast divine spells are next, though
they usually pursue the drifter (see below) prestige class instead. Druids, while rare in
Solorus, occasionally find themselves called to this profession. Paladins are almost never
willing to take up this class, but there is always a first time for everything…

Requirements
To qualify to become a visionary, the character must fulfill all the following criteria.
Alignment: Any
Base Attack Bonus: +4
Heal: 5 ranks
Knowledge (the Curse) 3 ranks
Feats: Iron Will
Special: Ability to cast divine spells. Also, the character must willingly expose
him/her-self to enough radiation to cause his or her OR to rise by at least 1 point. If the
character dies in the radiation and is resurrected or raised, they have failed and must
attempt again. Once they have succeeded this test, they may receive healing to restore
their OR normally, though most choose not to as the burns and scars are considered a
proud sign.

Class Skills
The visionary’s class skills are Concentration (Con), Craft, Handle Animal, Heal,
Intimidate, Knowledge (Religion), Knowledge (The Curse), Search (Int), Spot (Wis),
Listen (Wis), Sense Motive (Wis), and Wilderness Lore (Wis).

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Skill Points at each level: 2 + Int modifier
Class Features
Weapon and Armor Proficiency: The visionary gains no proficiencies in any armor
or weapons.
Spells per day: The visionary continues to gain levels in one divine spell casting
class that he had prior to becoming a visionary. These levels stack for the purpose of
determining effectiveness of spells, duration, save DC, and so on.
Touched: The forces of the land have blessed the visionary as a gift for his
endurance. Once per day, the visionary may cast any one of the following spells as a
cleric of equal level to his total (all classes combined) HD/level: Divine Favor,
Augury,or Speak with Animals. This is a spell-like ability.
Blessed: Quite possibly the visionary’s most significant ability, those that follow this
path become hardened and resistant to the Curse. As a result, any level of radiation
that the visionary is exposed to is treated as though it were one level less. For
example, if the visionary is were to enter a level 2 radiation area, he would only have
to make saves as though he were exposed to level 1 radiation. Similarly, level 1
radiation would actually affect the visionary as though it were level 0, making it
utterly harmless to him! Radiation cannot drop below level 0, as any area free from
harmful radiation is considered to be level 0. At 5 th level, the radiation level the
visionary is exposed to decreases by 2, and then at 10 th it decreases by 3, making the
visionary effectively immune to all but the most powerful fields of radiation. This is
an extraordinary ability.
Blessed Embrace: at 6th level, the visionary’s resistance to the Curse surrounds his
body like a shield of mercy. A 20 ft. radius invisible sphere of protection is constantly
active, and any creatures within this sphere benefit equally from the visionary’s
resistance to radiation, minus one. For example, Gwen the visionary is escorting a
group of followers through a level 2 radiation field. Gwen is immune to the radiation,
as his Blessed ability lowers any radiation he is exposed to by 2 levels. As long as his
followers remain within the 20 ft. radius sphere around him, they will only suffer as
though exposed to level 1 radiation. If Gwen were 10th level, his followers would be
wholly immune to the radiation as long as they stayed close (within 20 ft.). The
visionary, cannot turn this power on and off, it is constantly active, nor can he or she
choose who within the radius is protected and who is not. Anyone within the
protective sphere is safe. This power continues to function when the visionary is
asleep or unconscious, but instantly shuts down if he/she dies (-10 hit points or less)
or is drained below 6th level. This is an extraordinary ability.

The Visionary
Class Level Base Attack Fort Ref Will Special
Spells per day
1st +0 +2 +0 +2 Touched, Blessed (1) +1 level existing class
2nd +1 +3 +0 +3 -- +1 level existing class
3rd +1 +3 +1 +3 -- +1 level existing class
4th +2 +4 +1 +4 -- +1 level existing class
5th +2 +4 +1 +4 Blessed (2) +1 level existing class
6th +3 +5 +2 +5 Blessed Embrace +1 level existing class
7th +3 +5 +2 +5 -- +1 level existing class
8th +4 +6 +2 +6 -- +1 level existing class
9th +4 +6 +3 +6 +1 level existing class
10th +5 +7 +3 +7 Blessed (3) +1 level existing class
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Drifter
Some people just can’t sit still. The drifter is one such person. So committed to a life of
wandering the wastelands that her entire being becomes suffused with the land. The
drifter wanders about, almost aimlessly pursuing some goal that even they might not be
aware of. Listless passions drive the drifter, but it is a painful passion because it lacks
any substantial end. When asked after what they seek, the drifter’s reply is typically “I’ll
know it when I find it”. Occasionally, the drifter’s wandering compels him or her to
pierce the misty border and explore other Domains. Along the way, the more noble
drifters may right wrongs and protect the weak, while the less noble are little more than
wandering thugs and brutes. Regardless, drifters never travel with other drifters, and they
prefer not to travel with anyone at all.
Rangers and Barbarians are the most common to become drifters. Bards, Rogues, and
Fighters come up next, followed by arcane or divine spell casters, and psionic users.
Monks and Paladins are forbidden because of alignment restrictions, though one such
individual that abandons their lawful ethics could take up the drifter’s yoke.

Requirements:
To become a drifter, the character must fulfill all of the following requirements:
Wilderness Lore: 8 ranks
Listen: 5 ranks
Spot: 5 ranks
Base attack bonus: +5
Feats: Jaded, Back to the Wall, Endurance
Special: The character must be a native to Solorus, or have spent a reasonably
amount of time (DM’s discretion, usually about a year) there. The character must
also be in Solorus upon taking their first level in this prestige class, though
subsequent levels may be gained in any domain.

Class Skills
The drifter’s class skills are Climb (Str), Heal (Wis), Hide(Wis), Intuit
Direction(Wis), Knowledge (nature)(Int), Listen(Wis), Move Silently(Dex), Search(Int),
Spot(Wis), Swim(Str), Wilderness Lore (Wis).

Skill points per level 4 + Int modifier.

Class Features
Weapon and Armor Proficiencies: The drifter does not gain proficiencies with any
armor, weapons, or shields.
Solo: The drifter has learned to be reliant on his or her own combat abilities. After
dozens of fights in which she must fight alone, the drifter begins to gain skills to
make up for their lack of allies. At 1st level, the drifter gains a +1 insight bonus to all
attack rolls so long as she fights alone, or with no allies who are also engaged in
melee combat. In other words, the drifter could have allies casting spells, manifesting
powers, firing missile weapons, and so on…but as long as she is the only one
engaged in direct melee combat with the enemy, they gain this bonus to attack. At 4 th

53
level, this bonus increases to +2, then +3 at 7th and finally +4 at 10th. This is an
extraordinary ability.
Tenacity: The drifter trains her body to keep going when others would collapse. She
keeps moving with a dedication that stems from her incredible resistance to pain,
exhaustion, and pressure. Because of this, the drifter may apply her Con bonus (if
any) to all Will saves, as well as any checks with the following skills: Search, Spot,
Listen, Swim, Jump, and Wilderness Lore (only when using this skill to Track). A
drifter that lacks a Con score, as in the case of a drifter who becomes undead,
effectively loses this ability.
The Long Road: The drifter is used to going without food, water and rest for long
periods of time. As such, she can go twice as long before suffering any damage or
penalties for starvation, dehydration, or exhaustion than she could have had she not
taken this class. This is an extraordinary ability. Note that this does not apply to a
drifter afflicted with lycanthopy’s need to consume raw flesh, nor to any failed Dark
Powers checks or curses that require the consumption of some specific thing.
Obviously, since this ability depends on the metabolic functioning of the drifter’s
body, a drifter that becomes a vampire loses the use of this ability.
Never Say Die: Used to being alone in battle, the drifter has trained her body to hold
itself together even under the most dire of circumstances. One result of this is that
she no longer needs to depend on the aid of a healer or medic. Upon reaching 4 th
level, the drifter gains the ability to pull herself up and out of harms way after taking
a serious beating. If damaged to less that 0 but more than –10 hit points in battle, the
drifter is allowed one (and only one) fortitude save against DC 15 + (number of hit
points below zero). If she makes this save, she is allowed to move and act as though
she were only at 0 hit points rather than a negative number. She does not regain any
hit points, but she is considered stabilized and so no longer loses 1 point per round. If
the drifter takes any action that would cause normally cause her to drop below 0 hit
points (attacking, charging, etc.) she must make another fortitude save against the
same DC as the last one. A failure mean she collapses to the ground as though she’d
failed the first save, and begins to lose hit points normally. At 8 th level, however, a
successful save indicates that the drifter manages to heal herself slightly through force
of will alone, her hit point rise to exactly 1 and she may act normally…though she is
still well advised to flee.
The Drifter
Class Level Base Attack Fort Ref Will Special

1st +1 +2 +0 +0 Solo (+1), Tenacity, The Long Road


2nd +2 +3 +0 +0 --
3rd +3 +3 +1 +1 --
4th +4 +4 +1 +1 Solo (+2), Never Say Die (1st)
5th +5 +4 +1 +1 --
6th +6 +5 +2 +2 --
7th +7 +5 +2 +2 Solo (+3)
8th +8 +6 +2 +2 Never Say Die (2nd)
9th +9 +6 +3 +3 --
10th +10 +7 +3 +3 Solo (+4)

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New Feats

Not all of these feats are exclusive to the inhabitants of Solorus; they may be taken (at the
DMs discretion) by a character from any Domain or setting. Feats specific to Solorus and
its inhabitants are marked with a (*) next to the name.

Special Training: You have trained in a skill that is not normally available to your class,
making you more versatile.
Benefits: Upon taking this feat, you choose a single skill that would normally be a cross-
class skill for your character. From that point on, you may purchase ranks in that skill as
though it were a class skill rather than cross-class. However, this is not retroactive, so
skill points spent in a skill that was cross-class before taking this feat do not
automatically change to class skills ranks. You may not choose a skill that is barred to
your class, or specific only to another class or classes (example: a fighter may not choose
scry) even if you are multi-classed and one of your classes allows the skill as a class skill.
You may choose this feat multiple times, each time it applies to a new skill.

Rock Climber: Through training on rocky cliffs and mountainsides you have learned to
climb steep surfaces, using only your hands and feet.
Benefits: You gain a +2 insight bonus to all climb checks made with no gear (magical or
otherwise) to aid you. If the surface being climbed is a natural formation (a cliff rather
than a castle wall) this bonus increases to +4. You lose this bonus if wearing armor
heavier than light, or if your Str drops below 12. Note that only magical gear intended to
give a bonus directly to your climb skill will negate this bonus, spells or gear that
increase your Str score (thereby increasing your climb skill check) do not.
Requirements: 4+ ranks in climb skill, Str 12+.

*Resist “Curse”: You have developed a bodily resistance to the “Curse” of Solorus.
Benefit: You gain a +2 bonus to all fortitude saves to resist and recover from radiation
poisoning. If you are a native of Solorus, this bonus stacks with your inherent resistance
to radiation poisoning. It will also protect you from radiation present outside the domain
of Solorus, at the DM’s discretion, but is useless against other types of poison.

Douser: You are blessed with the gift of finding water in places where people thought
none could be found. Some are born with this gift while others learn it over time. The
results are the same either way.
Benefit: You may use your Wilderness Lore skill to locate springs, fountains, or other
hidden (underground) sources of water. You gain a +4 insight bonus to your Wilderness
Lore check when using the skill for this specific purpose. You can also find four times as
much water as your Wilderness Lore check would otherwise indicate. (Example: Jarus
the douser makes a Wilderness Lore check to find water for her friends. She has 9 ranks
in the skill, plus +3 bonus for a high (17) Wis score. She rolls a 12, making her check by
14 points (including the +4 bonus from this feat). Normally, this would indicate that she
has located enough water for 7 people (1 for every 2 points the check succeeds over 2).

55
However, since she has this feat, she actually finds enough water to sustain 28 people (7
x 4 = 28). She must make a separate check to locate food for the group, without the
benefit of the +4 from this skill, or the x4 multiplier.
Requirements: 5+ ranks in Wilderness lore, Int 12+.

*Albino: Just as redheads are rumored to have strange gifts and powers in other
Domains, albinos are believed to be holders of sacred abilities that the people of Solorus
both fear and admire. Albinos are born severely lacking in skin pigment, an unfortunate
evolution of humans in a world where the sun is choked out by radioactive clouds of ash
and fumes. The albino has skin that ranges from bone white to sickly pink, with hair of
light yellow, pale gray, or stark white. The most intriguing (and possibly disturbing)
feature of the albino is his eyes, which appear to be without pupil or iris, simply white
orbs. In truth, they do actually have both a pupil and an iris, but it is very faint and hard
to see without being face to face with the albino.
Benefits: There are several advantages, as well as disadvantages, to possessing this
genetic trait:
 Low-light vision: 60 feet: The albinos eyes are more sensitive to faint light. In
fact, they are more comfortable seeing things in the dark
 Choose two 0-level psionic powers, or one 1st-level psionic power from the psion
power list. You may use these abilities once per day each, as a psion equal to
your level. If you are also a psion or other psionic using class, the free use of
these powers does not count against your number of free manifestations, nor do
they expend power points. Saves against these powers are based on the albino’s
level and the relevant ability score of the power.
 Sunlight vulnerability: The albino’s sensitivity to light makes it harder to see
during the day. When in an area of bright sunlight (normal, cloudless day or
more) the albino suffers a – 1 to all search, spot, and attack rolls. Furthermore,
any spells, powers, or attacks that rely on bright light to blind or disorientate the
albino impose a –2 penalty on the save to resist them.
 The albino’s unusual looks cause them a certain amount of suspicion, awe, and
reverence, even in Solorus. The albino’s OR increases by 1, even in Solorus;
though it may be higher or lower (DMs discretion) in certain realms.
Requirements: The feat must be taken at first level, and then it can only be taken by a
character born (though not necessarily raised) in Solorus. Also, the character must take
on the personal traits of an albino. A character need not take this feat to look like an
albino, but they must be albino to take this feat.
Special note: This feat is not meant in any way to be an accurate representation of the
physical appearance, talents, skills, or abilities of people born with the albino trait. Just
as the designers of Ravenloft were not implying that people with red hair have innate
spell casting abilities, neither does this author mean to imply that people born lacking any
pigment in their skin and hair can see in the dark, shun the sunlight, and communicate
telepathically. It’s just a game.

56
Living in the Wasteland

“Some say the world will end in fire


Some say in ice.
From what I’ve tasted of desire
I hold with those that favor fire.
But if it had to perish twice
I think that for destruction
Ice is just as good
And would suffice…”
Fire and Ice, Robert Frost

Below are some included ideas that the reader can use or modify to fit their gaming
sessions. Some of the ideas occur in Solorus, others are meant to take place in other
domains using elements from Solorus. The reader is free to change them as he or she
sees fit to use in their gaming sessions. Included is information for playing different
races and characters in Solorus.

Where the hell are we?


Perhaps the easiest way to introduce the players to Solorus is to have them actually
wind up there. It isn’t easy to get to Solorus. Few people in the demiplane even know
about it. The Vistani have heard of it, but all but a few know any more than to just avoid
it. While the Vistani have a tribal rule against taking people through the Mists to this
domain (due to their one and only encounter with its lord, which didn’t exactly go well
for them) one might be able to convince a solitary Vistani to escort them…for a price.
Unfortunately, no amount of money could possibly compel the gypsy to travel through
the domain with them, or “stick around” for them to finish up. There are no known
Mistways to Solorus, though it is possible that the Mists might just randomly drop
someone off there.
BIRON doesn’t really care who enters or leaves his domain. When Solorus first
entered the demiplane (year 525, though the Vistani did not discover the Domain for at
least a century and a half later) BIRON sent some of his cyborgs into the Mists to
explore, only to lose contact with them shortly thereafter. He is curious about what lies
beyond, and occasionally gets annoyed that he can’t simply walk out (he’s tried). He
views any visitors from other domains or planes brought to him by the Mists with
curiosity and wonder. Unfortunately…BIRON’s curiosity tends to manifest itself in the
form of vivisection, torture, or assimilation into his cyborg-army. Of course, he is just as
likely to ignore them, or crush them to pieces on sight depending on some unfathomable
whim.
PCs who arrive in Solorus will likely assume that it is nothing more than a normal
domain, albeit bleak. The sun is hidden behind heavy, overcast clouds that ranger from
dark gray to rust red, giving the horizon an eerie appearance. Most of Solorus is planes
and foothills, though small mountains can be found to the northeast and northwest. A
small rainforest thrives in the Southwestern corner of the Domain, seemingly untouched
by the acid rains and radiation that has scorched most of the land. Still, the Solorians do
not go there, for reasons that they refuse to discuss without outsiders.

57
Most of the land is dry, bleak, and broken. The air is cold and dry, and a disturbing
stench is carried on the wind. This smell is not immediately recognizable. It is in fact the
microscopic spores of an unpleasant yet benign fungus that grows on the rocks here and
breaks away under strong wind. This fungus has been altered by the radiation, but not so
much so that it is deadly. The best way to describe it is like ashes with a small hint of
copper. There is no penalty to inhaling it, but it is unpleasant to those not used to it.
Similarly, the water tastes and smells dirty, which will probably make PCs reluctant to
drink while here. In fact, the poisonous elements in the water are weak enough that most
characters could drink it their whole lives and never feel the effects. Still, they likely
won’t know this.
The inhabitants of Solorus seem xenophobic at first. They wear heavy robes and
hoods, making features difficult to distinguish. PCs who don’t know any better might not
think they are dealing with humans right away. Many Solorians are scarred by the
radiation, or have inherited marks from their parents who were exposed to radiation while
they were in the womb. These marks might be mistaken for indications of inhumanity.
In truth, most Solorians are very friendly and willing to help strangers, the exception
being the savages in the wastelands. If such a group is encounter, they will likely
position themselves for a strategic ambush and attack the PCs. If the group looks to
powerful, they will probably ignore them.
Encountering a cyborg is a different matter altogether. BIRON programs his
creations to perform specific tasks, and outfits them to accomplish this. However, he’s an
unpredictable guy, given to extreme changes of mood and attitude. He is just as likely to
put together some curiously constructed cyborg for no other reason than he thinks it
might be a neat idea. Cyborgs are almost always programmed to attack any human they
see, but they don’t always go looking for things to kill. BIRON has it fully within his
power to kill every living thing on the surface of Solorus if he wished. He does not want
to do this though, as it would deprive him of one of his few joys in life: watching humans
suffer. Unfortunately (for BIRON, anyway) most of the humans have adapted to life
under such harsh conditions, and their suffering lessens. BIRON might do something
about that some day, but specifically what is not known…
BIRON isn’t likely to destroy all human life in Solorus, even if they did manage to
rise up against him. If he leaves them alone, they will breed and therefore produce more
test subjects for him to abduct and experiment on. Part of BIRON’s curse is his
loneliness. He is incapable to this day of making a cyborg that is anything more than an
automaton. He refuses to lower himself to making “friends” with a human, or other
organic creature, but he continues to experiment on any new life he finds, hoping that
some part of them will survive the “improvement” and become a new companion for
him.
He has recently discovered the existence of Outsiders (beings from other planes of
exists radically different from his own) and is speculating that a cyborg constructed from
one such entity might hold the key. So far, his attempts to capture an outsider have met
with limited success. BIRON is incapable of using magic, even if he was willing to
lower himself to the practice. He may ally himself with an organic being long enough to
conjure up some extra-planar “test-subjects” in the hope that he can make something that
might be on his level.

58
The cursed areas of Solorus will pose quite a threat to any outlanders. Fortunately,
the natives have seen fit to post warnings in or near the cursed areas. Obviously, not
every cursed area can be warded in such a way, and the signs might strike those who are
unfamiliar with them as a curiosity rather than a warning. Sometimes Solorians drag
animal bones and corpses around the posts in an attempt to get the message across.
Unfortunately, most PCs have a morbid curiosity about such things and will likely
continue to investigate the area until they get sick.
As far as player character races, Solorians are almost exclusively human. What few
exceptions exist are overwhelmingly immigrants from other Domains, though where they
might have come from before that makes Solorus seem more pleasant is an interesting
question. Regardless, non-humans that enter Solorus are treated with considerably less
scorn and suspicion than they would be in other realms. The strange effects of radiation
on the human body cause a great many variations in appearances, and as such Solorians
are not likely to make a fuss about someone exceptionally short or with pointed-ears.
The only other naturally occurring non-human player race in Solorus is the caliban.
However, instead of being twisted by evil magic while in the womb, they are twisted by
radiation. Effectively, there is no difference between the two as far as calibans are
concerned. Ability modifiers remain the same.
Undead are not unheard of in Solorus, as almost all inhabitants of the domain know
about the toxic zombies that roam about eating human flesh. Fortunately, the cyborgs
keep their population in check by killing any of these abominations they stumble upon,
mistaking them for humans. Occasionally, a rather large pack of toxic zombies (up to
500) comes staggering out of the cursed lands and besieges Breagernun or some other
community, forcing them to act in their defense. The most recent incident involved a
horde of mysterious origins, made up entirely of outlanders. The most curious thing
about the bodies was the hawk shaped brand on their foreheads, as well as their suits of
metal armor. The citizens of Breagernun assumed that they were part of a large group
that entered Solorus for some unknown reason, and then stumbled on to a heavily
radiated area.
To prevent bodies from coming back as zombies, Solorians almost exclusively
practice cremation. This is done for several reasons. First, it conserves space that could
be used to growing food or housing. Second, it prevents the corpses from coming back as
flesh eating zombies. Lastly, the Soloran Folk Religion holds that when a person dies,
their life essence dissipates into the landscape, and their life energy goes to the restoration
of the land. This essence cannot be released unless the body is burnt and the ashes
spread. It takes a great deal of heat to reduce a body to ash, and so great furnaces have
been constructed to serve as the pyre-chambers. Once this procedure is complete, the
ashes are withdrawn and scattered to the wind by the surviving family members in a
religious ritual. Even the savages in the wild burn their dead, but typically do so less
formally with large bonfires, and without the accompanying ash scattering ceremony.
One of the few traditions that Solorians insist that visitors must adhere to is the
cremation of the dead, especially if the person appears to have died from exposure to the
curse. As a courtesy, Solorians will grant outlanders a period of one day after the death to
find some way to revive or resurrect their fallen comrade, but after that the body will be
taken (forcibly, if necessary) and burned. The Solorians will attempt to explain as well as
possible why they are doing this, emphasizing the chance that the dead might arise as a

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flesh-eating, disease-spreading undead monster. If that doesn’t work, they will plead,
then possibly bribe. Violence will be an absolute last resort, but one they will not hesitate
to take if need be.
Other undead monsters in Solorus are rare, and almost always come from other
domains. The ritual burning of the dead makes fresh bodies available for animation hard
to come by. Nosferatu vampires likely have the hardest time in Solorus, as moonlight
does not pierce the canopy of clouds. Ghosts can be found in the ruins of the original
colony, as well as the ruins of ancient alien cities. BIRON can’t destroy these spirits, but
neither can they harm him. While they do occasionally annoy him, he’s usually able to
ignore their unwelcome presence. Rumors persist that one of the ghosts, a wailing spirit
of some kind, is the spirit of a goddess whom the Iron Devil once loved when it was a
man. Most people don’t believe this though, as its hard for them to accept that the Iron
Devil was ever a man, much less able to feel love.
One of the things that outlanders will have to get used to in Solorus is the diet. Most
Solorians don’t eat meat. This is for pragmatic rather than ethical reasons, few animals in
the wasteland can find enough food to keep them healthy, and so they aren’t worth eating.
Furthermore, the risk of eating a contaminated animal is high. Any animal (or character)
that is currently under the effects of a failed save against the radiation will pass its
contamination on to anyone who eats it. The save to resist this exposure is equal to the
highest DC vs. radiation that the animal failed. A failed role equals full exposure to a
single failed fort save. As a result, Solorians are reluctant to eat meat, even as a last
resort.
The lack of usable sunlight in Solorus makes harvesting vegetable foods a challenge.
Solorians have learned to get by on hearty roots and tubers, which don’t require much
sunlight, as well as mushrooms and fungus. Rice, ground up into floury powder, is used
for breads baked in clay ovens, leavened with yeast. Solorians in the Breagernun eat well
enough, though it could hardly be described as gluttonous. Most Solorians have their
own small garden behind their dwelling. A reserve of food is kept in the town hall for use
in emergencies. Those who are wasteful of their food, careless, or lazy will not be
allowed to take as much from the reserves as those who lost their food due to sheer
accident or theft.
Solorians distil a rather potent form of clear liquor called turja. Berries and fruit
almost impossible to find, so they made due with what they have…potatoes, radishes,
rice, and a number of other constituents. The result is very potent, clear liquor with a
flavor that can only be described as an acquired taste. Solorians travelers carry a clay
bottle of the stuff around with them while traveling. It has many uses besides drinking.
It can be used to start fires (treat as alchemist fire) kill infection (+1 to save DC vs. injury
poison when poured directly on the wound before the save is made) and to anesthetize
people in great pain. In modern terms, turja is 140-proof (70% alcohol) and most closely
resembles very strong vodka. A single shot (3 oz.) of turja requires a fort save vs. DC 15.
This is considered a natural poison, so the Solorian’s inherent resistance to poisons helps
with this save…which might explain why they had to make it so strong. A failed save
results in temporary loss of 2 points of wisdom, intelligence, and constitution, but a
temporary gain of 1 points of strength and a damage reduction of 2 vs. subdual damage
(only!). Effects from subsequent failed saves stack. These effects are not immediate, but
manifest within about a minute of the failed save. Once the character reaches 0

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temporary constitution, they pass out. If the character’s con score drops to –6 or less,
they fall into a coma and will die unless heal check vs. DC 10 is made. A character could
literally drink him self to death if not careful. As the character’s ability scores return, the
character will feel excruciating pain. The character is considered dazed and nauseated
until their constitution and wisdom return to at least 8. Even after this, they don’t feel
well until their constitution returns to its full value. Most Solorians manage to keep from
getting this drunk by refraining from drinking after their constitution score drops to half.
Breagernun has no inns, but they do have a couple of outdoor taverns where travelers
can drink water from large cisterns. Since there is no real money in Solorus, purchase of
food must be made at a market with a trade of some sort, though it can be brought to the
tavern and eaten. Those with nothing of interest to trade can typically find work (usually
repairing claw walls or making pottery for hours) in exchange for food. Visitors needing
residence can usually find a family individual willing to house them for a night or two in
exchange for work or aid…typically in the form of garden-tending or hole-digging
(Solorians are great fans of holes). Guests who abuse the hospitality of their hosts, either
by overstaying a welcome, stealing from or insulting their hosts, or not earning their
keep, will be politely asked to leave. Others in the community will hear about this, and
an unwelcome guest will have a hard time finding a decent place to stay. Sleeping on the
street is permitted in certain areas. It isn’t very comfortable, but it’s reasonably safe
while within the city walls.
Visitors are expected to obey city laws while present in Breagernun. Luckily,
Solorians don’t have many laws, and most of them are fairly basic and intuitive. A
simple outline includes prohibitions on theft, assault, murder, threatening speech,
trespassing, disturbing the peace, and violation of property. A unique set of codes
involves the use of water. While hardly scarce in Solorus, the inhabitants of Breagernun
take their water-reserves seriously none-the-less. Intentionally soiling or polluting a
cistern, or wasting water is a serious offense on par with assault or serious theft.
Accidentally ruining water is usually punishable by a small fine (a small debt of food is
assessed to the transgressor, who is given a reasonable amount of time to pay it off, the
food is then added to the city reserves). Intentional violation of water is punishable by a
larger fine, imprisonment, or (in very serious cases) banishment. The Solorian legal
system is simple enough that most adults can defend themselves in court, though they
may ask a more adept individual to represent them if so desired. Trial are held in public,
in front of a jury of peers (basically anyone from the city of adult age) and supervised by
the democratically elected town elders.

I’ve never seen anything like this…


Another interesting idea is to have monsters and character from other domain leave
Solorus and start wandering around the demiplane. Its already been stated that when a
cyborg leaves Solorus, it gains the Dread construct template and therefore gets its own
intelligence (minimum of 9). At the DM’s discretion, a cyborg might regain its original
personality. Whether it remembers its life before being “improved” or not is also up to
the DM. A player could use a cyborg as a player character race, using a base race and
adding the cyborg template. The character has an ECL of +5, meaning that a 1st level
human cyborg is equal to a 6th level character of another race. The character is

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considered to have had 5 HD at first level (not including whatever class the character
pursues) and is given a number of special attacks and qualities as a cyborg of this level.
They also have the base attack, saving throws, and skills of a construct of 5th level, not
including those from the new class. The character retains the hit die of the cyborg
regardless of class, and still does not have a Con score. The character also vividly
remembers being “improved”, though they may not remember much before or after that
point. Typically, the cyborg will have some ideas of who or what it was before being
captured, as well as nightmarish memories of being chopped up and augmented, then
blank until for some reason leaving Solorus.
Other monsters from Solorus can slip out and terrorize other domains. Toxic
Zombies don’t normally wander into the mists, any more than they would just randomly
walk into the ocean. A toxic zombie encounter outside of Solorus doesn’t need to have
anything to do with that domain. Anyone who dies as a result of radiation may come
back as a toxic zombie. This idea is alluded to in the chapter on radiation.
Character from Solorus will feel a little out of place in other domains, and might
attract attention with their odd behavior. First off, their reluctance to eat meat might
cause them to stand out. Most Solorians have gone their entire lives not eating an animal,
never trusting that animal flesh is safe for consumption. Furthermore, they don’t usually
have a taste for it, and might even consider the practice unsanitary (like eating with ones
hands) and so will refrain on purely social grounds. This is not to say that Solorian
rangers can’t hunt…they certainly can. However, they have usually honed their
wilderness lore and tracking skills on cyborgs, toxic zombies, rabid animals, and savage
raiders. The idea of hunting for food is culturally “off” for them.
On the other hand, the Solorian’s willingness to eat things that most humans consider
odd or distasteful might also attract attention. Solorians will eat mushrooms, fungus, and
roots, even grass. This is especially true of rangers or other characters with wilderness
lore, herbalism, or knowledge (plants). Likewise, with the exception of the visionary
prestige class (which is considerably less useful outside of Solorus) most Solorians will
conceal their bodies out of adherence to tradition. This may raise or lower their outcast
ratings at the discretion of the DM.
On the subject of outcast ratings, Solorians clearly look different than people from
other domains. An unfiltered ray of sun has never hit them, and even if they had their
heavy robes would protect them from it. They are usually pale and waxy, sometimes with
sunken eyes. Many of them have burns or scars from accidental (or even intentional)
exposure to radiation and/or radioactive objects.
Perhaps the thing that will strike Solorians about other domains is the presence of the
sun. Many Solorians live and die knowing nothing of the sun other than a faint glow
behind an eternal curtain of dark, rusty clouds. The mere sight of the glowing orb above
them, surrounded by a blue sky will bring most Solorians to their knees. The sight of the
moon will elicit similar responses, as the same clouds that block out the sun obscure the
moon and stars at night.
Solorians find the idea of worshipping gods kind of silly. They are usually polite
enough not to put the practice down, but they won’t show much more respect than that.
Even being confronted with clerical spells and powers won’t do much to sway them, as
they believe (in accordance with their own religion) that such powers are actually brought
from within. The only faith that they might find palatable is the Divinity of Mankind

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church. However, they likely won’t agree with the belief of this group that non-human
races are nothing more than highly evolved animals. Likewise, they don’t put nearly as
much emphasis on learning or education as the abovementioned philosophy. While the
Soloran folk religion is atheistic, Solorians are non irreligious. In fact, they are deeply
spiritual, with a faith that contains a great deal of rituals and practices that might seem
unusual to outsiders.
Another thing that will probably amaze a Solorian is the sight of a graveyard or
cemetery. The Solorian might keep her opinions to herself, but when some great calamity
occurs involving the raising of the dead, she might very well drop in an “I told you so”
for good measure. The Solorian will insist that she be burned to ashes in the event of her
death, though she might allow her allies a day or so to attempt to resurrects her. Not
being cremated, according to her religion, means that her spirit does not rejoin the world.
As such, the DM might have the dead Solorian come back as a ghost until the body can
be burned.
As mentioned above, Solorians traveling about will usually carry a bottle or turja with
them. This distilled liquor is common enough among their people that almost anyone
there can produce it. Its constituents are easy enough to find in other realms (root and
tuber plants, mostly potatoes and radishes) and the process is fairly simple if one knows
what they are doing. A native of Solorus (only) can attempt and unskilled profession:
distiller check against a DC of 14. A native with the profession: distiller skill receives a
+4 to this check. A failed roll produces a noxious (even more so) liquor that even a
Solorian can’t tolerate. At the DM’s discretion, drinking this failed batch of turja could
result in blindness, permanent ability loss, or death. Distillers, alchemists, and herbalists
from other domains can learn to make turja by learning the recipe from a Solorian, or
obtaining a sample and analyzing it. It is unlikely that they would wish to do so, but
Solorians will happily share their turja with anyone who asks for some. The ingredients
of turja are effectively free, but the procedure requires a distillery, or a homemade still
requiring about 20 gold pieces worth of equipment. The still cannot be transported
around, and most domains probably have laws against the unauthorized construction and
operation of one.
Solorians are not familiar enough with martial or exotic weapons to use them without
taking feats to do so. They can usually identify such weapons on sight by mention of
them in legends and stories, but likely have never wielded one. Solorian warriors tend to
arm themselves with quarterstaffs, clubs, maces, javelins, crossbows, and daggers. This
lack of sophisticated weapons may cause others to underestimate a Solorian in battle, a
fatal mistake. Solorians are not fond of violence, but they usually won’t shy away from it
if necessary.

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Conclusion
Hopefully, there will be plenty of idea here for DMs and PCs wanting to use my
creation. I’ve had a lot of fun making Solorus, as you can probably tell by the tone
I’ve used throughout. Please don’t take this the wrong way, Solorus is not meant to
be a parody domain, or some light-hearted spoof. Solorus could easily be the more
terrifying domain that a PC ever visits, if played correctly. The fact that BIRON
has a sense of humor should make him even more terrifying, rather than less.
Remember the scene from Texas Chainsaw Massacre where the cannibal family
was laughing at the girl while she screamed? Think of BIRON’s inhuman sense of
humor to be something like that. A DM might be tempted to play up the
differences between Solorus and more traditional domains. Instead, I suggest that
DM’s try to make Solorus seem as similar to other domains as possible upon the
PCs arrival. They shouldn’t realize that things are drastically different until they try
to turn some toxic zombies or try to cure radiation sickness with a cure disease
spell. These will heighten the terror of being trapped in such a bizarre place.
Enjoy, and happy hunting!

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BONUS MATERIAL!!!
The following stuff is included as a bonus. The first is a guide to Psionics in
Ravenloft that I’ve made for my games. I’ve included it here because of the increased
use of psionics in Solorus. The second is an NPC that has nothing to do at all with
Solorus, but players might find him interesting anyway. Enjoy.

Psionics in Ravenloft

Guide to this Guide-


The reader will notice that many of the psionic powers vary from spells of the
same name. The reason for this is simple: psionics are different. Psionics attract
the attention of the dark powers differently than magic, and as such they respond
differently. There are things that psions and psychic warriors can do that spell
casters cannot, many of their powers are dramatically weakened in Ravenloft.
One serious disadvantage being that a great deal of their more potent powers
require mental contact with others…a perilous act for the manifester if the targets
mind is “alien” or insane. However, many of their powers are strengthened,
especially those that resemble spells of the same name.
In Ravenloft, psionics work differently than in most planes. If magic is rare in
the demiplane, then psionics are next to non-existent. Aside from the illithid, only
the inhabitants of Kalinday and the Thanni of Barovia exhibit psionic talent to any
significant degree. Psionics have started to catch on among the adherents of the
Divinity of Mankind celebrants, but has yet to be practiced in an organized
manner. Because of this rarity, creatures native to Ravenloft have less resistance
to these powers. With the notable exception of creatures from Blutspur or
Kalinday, spell resistance does not naturally apply to psionic powers. Still, such
protection does afford some help…a creature with spell resistance is also
considered to have a point of power resistance for each point above ten (i.e. a
creature with SR 15 is considered to have PR 5). Conversely, power resistance
against psionic powers affords identical projection against magic.
There are exceptions to this. All Darklords with spell resistance are considered
to have an identical rating of power resistance. The dark powers allow this in
order to prevent the psionic using inhabitants from having an “unfair” advantage
over their chosen ones. Likewise, outsiders with spell resistance are familiar
enough with psionic powers that their spell or power resistance applies equally to
either psionics or magic, respectively.
On the other hand, psionic items that confer bonuses to hit like magical
weapons work equally well against creatures with damage reduction. Magical
spells do not automatically dispel or protect against psionic powers unless the
power’s description specifically states that a certain spell will protect against it.
Likewise, psionic powers cannot detect or remove magical effects, though
obviously they can be used to repair damage done by spells. The DM is the final
arbiter of this, and common sense should be applied. (Example: the power
ectoplasmic wall can be used to protect a psionic user from a fireball or lightning

65
bolt lobbed at them by a spell caster, but the same spell caster using detect magic
on the ectoplasmic wall would likely determine that said wall was non-magical.
Likewise, casting dispel magic on an astral construct would have no effect, other
than possibly amusing the psion that manifested it.)
Psionic using characters have a special defense against madness effects. Due to
their intense training and devotion to attuning their minds, psionic creatures and
character can resist any failed madness save once per day. They do not escape
unharmed, however…use of this defense causes the psionic user’s mind to
literally collapse under its own power, and it takes all the character’s will to keep
from falling over the edge. The character is unable to use any further psionic
powers for 1d4+1 days (day = full 24hr. period). Any subsequent failed madness
saves result in a complete collapse, however…and the character immediately
suffers the effects of BOTH failed madness saves.
The Ravenloft Campaign Setting handbook mentions on page 70 that any
contact with an “alien” or insane mind results in an immediate madness save on
the part of the psionic using character. More so than any other class, the psionic
user depends on contact with other minds for many of their more potent powers to
function. However, because of this the psionic using character learns how to
navigate the treacherous passageways of enemy minds with more skill than other
classes. As such, a psionic using character that contacts an alien mind and makes
madness save for his/her efforts is forever after not obligated to make madness
saves when contacting creatures of that kind. This applies whether they fail or
make the madness save. Creatures of that kind include anything of that race,
though not necessarily the entire subtype. So, if Brell the psion makes a madness
save after contacting the mind of an illithid, he never has to make another
madness save when contacting an illithid mind, though he would still have to
make one if he contacted the mind of another aberration (like a Beholder). The
only exceptions to this are insane minds, which by their very nature are all
different enough that a psionic user never gets “used” to them, and Darklords,
who are so thoroughly twisted that nothing could shield or prepare one for contact
with their sick and depraved minds.
The concept of mental contact deserves further explanation. Actual mental
contact requires that one inject some aspect of one’s mind into another. Think of
it as actually reaching one’s hand inside the mind and pulling something out.
Some psionic powers require that the manifester only look at the surface of the
mind, while others deal with shielding the manifester from things emanating from
it. Such powers do not constitute actual mental contact. Other powers require a
more probing investigation or manipulation of the mind, and as such put the
manifester at risk of drawing back a part of the touched mind that there
consciousness isn’t capable of handling.
Using psionic defense modes against the attacks of an alien or insane mind does
not constitute mental contact. Likewise, an alien or insane mind using a mental
attack mode against a character does not constitute mental contact for the
purposes of madness saves. However, use of a psionic attack mode against an
alien or insane mind does constitute mental contact, as it requires a degree of
manipulation of the targets mind beyond that of casual telepathic observation.

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Incidentally, anything that is considered to have an “alien” mind is immune to any
and all madness effects that might arise from the use of their psionic powers.
They just are. (Example: Benny the Illithid need not make a madness save when
using a psionic attack power against Sara the Astral Deva, Bob the Evil Treant, or
Crazy Eddy the Bridge-Licking Axe-Murder). They may or may not still be
driven insane by other methods, depending on whether that creature is capable of
being going insane…though it is not advised that the PCs attempt to gaslight a
Beholder.

0-Level Powers
Control Shadow- This power works the same in the Demiplane, though there
is a flat 2% chance that the animated shadow animates as the undead creature of
the same name. It remains under the control of the creator for as long as the
power duration is in effect, but once this expires it becomes free willed. If this
happens, this power requires a dark powers check.
Missive- Use of this power does not constitute contact with another mind, as it
is basically the telepathic equivalent of shouting a message across the room. As
such, no madness save is required if contact with an “alien” mind is made (pg.70,
RCS)
Telepathic Projection: This power can slightly modify a fear or horrors save,
granting the reciepient a +1 to a horror or fear save. However, as this power must
be used before the save is made, the manifester must somehow be aware that the
recipient has just failed a horror or fear save. This power does constitute contact
with another mind, and may require a madness save if an “alien” mind is touched
(pg.70, RCS)

1st Level Powers


Know Location: This power will reveal to the manifester his/her relation to the
nearest prominent location in the Domain that he/she currently occupies, but
cannot reveal information about prominent locations in neighboring realms if the
domain borders are sealed, or the domain is a pocket or alone in the mists (i.e.
Blutspur, Sorange, etc.). If the Darklord of the domain is somehow aware that
this power is being used, the Darklord can send deceptive information to the
manifester about where he/she is. This power will not reveal to the manifester
that they are in the Demiplane of Dread if they are an outlander, but it will reveal
to them that they are not on their home plane (“we’re not in Kansas anymore,
Toto…)
Object Reading: Any item that would reveal information about a Darklord
that the Darklord wishes to conceal can be disguised if the Darklord in question is
aware this power is being used. The Darklord can place false or misleading
information on the object, leave it as it is, or have it not reveal anything. Reading
an evil, intelligent magical item constitutes contact with an “alien” mind, and as
such requires a madness save (pg.70, RCS)
Astral Construct I: This power holds fearful consequences for the manifester
if the Dark Powers take notice of it. When this power is manifested, there is a

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base 2% chance, multiplied by the hit dice of the summoned astral construct,
which the ectoplasmic being will take on its own intelligence. In effect, it
becomes a Dread Construct, with an intelligence of 9 and an alignment of Chaotic
Evil. However, this being remains under the control of the manifester until the
power’s duration expires, at which point it dissipates as normal. However, in
exactly 13 hours, the construct will reform in the exact spot it dissipated with its
new intelligence. It has only one thing on its mind: destruction of its “parent”.
The Astral Construct has all the powers assigned to it by its creator, as well as full
hit points. It has no means of finding its creator other than wandering about
looking for him/her. However, it speaks one language that its creator knew. Its
zeitberger is the mere sight of its “parent”, which causes it go attack on sight.
Multiple dread astral constructs will not join forces to find their mutual “parent”,
and may in fact fight each other for the privilege of killing him/her. The astral
construct will not reform as a dread construct if it was destroyed in battle.
Bite of the Wolf: One who is bitten by a manifester using this power must
make a mild (DC 12) Fort save to resist contracting lycanthropy. Those who fail
become a werewolf on the next full moon. Obviously, one who is immune to
lycanthropy is also immune to this power. Use of this power requires a dark
powers check if used against a target susceptible to lycanthropy.
Spider Climb: While this power is largely unchanged, manifesting it causes
the character to grow tarantula-like fur on his/her fingers, and a set of vestigial
“spider-eyes” on his/her forehead…seeing a character like this is cause for a fear
check (DC 14).
Empathy: Use of this power does not constitute mental contact…however,
Darklords may send false emotional information to the manifester if he/she so
desires.
Lesser Mindlink: This power absolutely constitutes mental contact, and may
be cause for a madness check is an “alien” mind is contacted (pg.70, RCS).
Sense Link: This power also constitutes mental contact, though a Darklord
may “pacify” his/her senses in order to deceive the manifester. If this is done,
then a madness check is not required, as doing so would clearly let the manifester
know that “something wasn’t right”.

2nd Level Powers


Clairaudience/Clairvoyance: This power cannot be used to see past a sealed
domain border or past the misty border, nor can it be used to spy on a Darklord.
Sensitivity to Psychic Impressions: This power basically allows the manifester
to see a limited interpretation of a locations ethereal resonance. Using this power
while in or near a sinkhole of evil might call for a fear or horror save.
Astral Construct II: See Astral Construct I…
Ecto Puppet: See Astral Construct I…the “tether” between the manifester and
his/her construct does remain in place after the construct reforms.
Sever the Tie: Undead receive a bonus equal to their turn resistance to their
Will save against this power. Otherwise, it is unchanged.
Claws of the Bear: Same as the 1st level power bite of the wolf, though the
save DC increases to 13, and the infected lycanthrope becomes a were-bear. Use

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of this power requires a dark powers check if used against a target susceptible to
lycanthropy.
Sustenance: This power cannot be used by vampires to suppress their hunger,
since this is not a natural biological, metabolic function. A natural lycanthrope
can use this power to suppress the need to eat raw flesh, but an infected
lycanthrope cannot.
Sense Psychoportation: This power is unable to detect if a Darklord is using
the psychoportation discipline, if the Darklord wishes to keep it a secret.
However, if they want the manifester to know they are using it, they may allow
themselves to be detected.
Aversion: Using this power inflicts upon the recipient the minor horror effect
of the same name (pg.56). This replaces the psionics handbook duration of the
power. Though this in effect makes it more powerful, use of this power does call
for a dark powers check.
Brain Lock: Use of this power constitutes mental contact.
Detect Thoughts: Use of this power does not constitute mental contact, though
the thoughts of Darklords can be hidden, changed, or revealed at the Darklord’s
pleasure. A Darklord that reveals his/her darkest thoughts can subject the
manifester to a horror save.

3rd Level Powers


Remote Viewing: Any Darklord can hide his/her presence from the manifester,
or reveal it at the Darklord’s pleasure. If the Darklord is doing something
particularly nasty, a horror or fear check might be called for.
Undead Sense: Any Darklord can hide his/her presence from the manifester,
or reveal it at the Darklord’s pleasure.
Astral Construct III- See Astral Construct I.
Bite of the Tiger: As bite of the wolf, but the save vs. lycanthropy is DC 14,
and the infected lycanthrope becomes a were-tiger. Use of this power against an
enemy susceptible to lycanthropy requires a dark powers check.
Claws of the Vampire: This power just screams out for a dark powers check.
On the other hand, the amount of damage increases to 1d10. Any enemy
susceptible to vampirism slain by the use of this power rises in three nights as a
vampire, or vampire spawn if less than 5 HD. Either way, the vampire is free
willed, not under the control of the manifester that slew it, and will likely be quite
unhappy.
Astral Steed: As Astral Construct I.
Dimension Slide: This power cannot be used to bypass a sealed domain
border, even if the manifester can see past the border.
Fate Link: If either of the linked individuals fails a fear, horror, madness, or
dark powers check, they are both affected.
False Sensory Input: The manifester can make a scene of horror or fear more
or less frightening with this power. In essence, you can increase or decrease the
DC of the save by 50%. If used to increase a fear or horror save, use of this
power requires a dark powers check.
Mindlink: As lesser mindlink.

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Schism: There is a base 6% chance that the second mind becomes a chaotic
evil, independent intelligence. If the dominant brain (the first one) is somehow
incapacitated, the chaotic evil brain takes over and the character becomes an NPC
under the DM’s control until the power’s duration expires, or the dominant brain
can take control again.

4th Level Powers


Anchored Navigation: This power does not function across a closed domain
border. Ever.
Aura Sight: This power cannot detect the presence of evil or good, though the
rest of its abilities function normally. A character that is “overwhelmed” by an
aura, as described by the power, is subject to a mild (DC 10 + ½ target creature’s
HD) madness save. Similarly, Darklords can choose to obscure their aura, make it
seem benign, or reveal it to the manifester. Viewing the revealed aura of a
Darklord is subject to an immediate madness save. Undead do not have auras, as
they are not alive, so this power can be effective in attempting to ferret out undead
creatures. Undead Darklords (such as Strahd or Azalin) can intentionally produce
a false, friendly aura as normal.
Fate of One: This power allows you to re-roll a failed fear, horror, or madness
save.
Astral Construct IV: See astral construct I.
Dismiss Ectoplasm: This power can be handy for dispelling pesky astral
constructs that refused to stay dissipated. If used on a character in ectoplasmic
form, the target cannot be dispelled to the astral plane after being dismissed. If
this effect is rolled, the character is instead dispelled to a random location in the
misty border, unless the domain borders are sealed…in which case the character
appears at a random location right at the edge of the border.
Dimension Door: This power cannot be used to cross a sealed domain border.
Dismissal: This power does not actually send an extra planar creature back to
its home plane. Instead, the outsider is sent to a random location in the misty
border, unless the domain borders are sealed…in which case the outsider appears
at a random location right at the edge of the border, but not within a mile of the
manifester. That would just be mean.
Freedom of Movement: This power does not allow the manifester to move
through a sealed domain border.
Fatal Attraction: Not only does the use of this power constitute mental contact
for the purpose of madness saves, it also requires a dark powers check.
Forced Mindlink: As lesser mindlink, only use of this power on an unwilling
subject requires a dark powers check.
Mindwipe: Use of this power requires a dark powers check.
Tailor Memory: This power can be used to implant a fake horrific experience.
Successfully manifesting this power on a target’s mind allows the manifester to
force an immediate fear or horror check (manifester’s choice) with a DC of 14 +
the manifester’s Cha. modifier. Using the power in this way calls for a dark
powers check. In any event, this power requires mental contact with the targets
mind, as other telepathic powers like mindlink and false sensory input.

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5th Level Powers
Sense Psionics: A Darklord can disguise its own psionic use from the
manifester, if it so desires. This power cannot sense the use of psionic powers
across a sealed domain border, or through the mists.
Ectoplasmic Shambler: There is a base 24% chance that the shambler returns
after being dissipated, similar to the effects of an astral construct power.
Incarnate: Use of this power to make a baneful psionic effect permanent
requires a dark powers check, even if the power being made permanent does not
itself require a dark powers check.
Clairtangency: This power cannot be used through a sealed domain border, or
through the mists.
Psychic Vampire: This power requires a dark powers check if used on an
unwilling target.
Adapt Body: This power can be used to allow the manifester to survive inside
a sealed domain border, but it cannot be used to cross it.
Metamorphosis: While this power works normally in Ravenloft, witnessing
the transformation will likely induce a fear save.
Sending: This power cannot cross a sealed domain border, or the mists.
Teleport: This power cannot allow the manifester to cross a sealed domain
border, though it can allow the user to cross the misty borders. If the manifester
attempts to escape a sealed domain border, the power takes them right up to the
edge of the border and drops them off at a random location along it that may or
may not be hospitable. As would be imagined, this power cannot help the
manifester escape the demiplane.
Teleport Trigger: As teleport.
Mind Probe: Use of this power constitutes mental contact.

6th Level Powers


Precognition: As divination.
Astral Construct IV: As astral construct I.
Banishment: As dismissal.
Retrieve: This power cannot be used to call an item across a sealed domain
border, even if you can see it.
Mind Switch: Use of this power on an unwilling target requires a dark powers
check.

7th Level Powers


Improved Anchored Navigation: As anchored navigation.
Astral Construct VII: See astral construct I.
Divert Teleport: This power cannot be used to send someone across a sealed
domain border, as Teleport, though passage through the misty border is allowed.
Fission: There is a flat 2% chance, per HD of the duplicate created by this
power, which the duplicate does not rejoin with the manifester at the duration of
the power. Instead, it becomes an exact double with a chaotic evil alignment, all

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the current power points, skills, feats, and powers of the original, and a burning
hatred for the manifester.
Phase Door: As one would imagine, this power cannot be used to cross a
sealed domain border.
Plane Shift: This power doesn’t work in Ravenloft.
Teleport Without Error: As teleport, only the manifester may choose where
along the sealed domain border they wish to be deposited if unable to escape.
Insanity: Not only does use of this power constitute mental contact, but it also
requires a dark powers check.
Ultrablast: Use of this power does not constitute mental contact, but it may
require a dark powers check if used carelessly (i.e. in a room crowded with
children).

8th Level Powers


Hypercognition: At the DM’s discretion, this power may or may not reveal
important information about a Darklord. The nature of the Demiplane allows for
misleading or downright false information to be substituted for actual
information, however…so manifesters should be wary of crucial information
gained in this manner about a Darklord.
Recall Death: Though not actually a necromantic effect, this power resembles
one closely enough to call for a dark powers check.
Astral Construct VIII: See astral construct I.
Improved Clairtangency: As clairtangency.
Shadow Body: If the manifester is slain while using this power, they arise in
three days as an undead shadow with the same HD, ability scores (where
applicable), and powers as it had when alive. The character’s alignment becomes
chaotic evil, and it becomes an NPC under the control of the DM. It remembers
it’s past life, and may wish to hunt down its former associates, just for kicks, and
destroy them.
Dream Travel: The DM has three options when using this power: 1. the power
just doesn’t work, 2. the power actually sends the manifester to the Nightmare
Lands, or 3. the power allows the manifester to travel to the Realm of Dreams
(see Manual of the Planes) but any attempt to actually escape Ravenloft through
that plane automatically fails. In any event, this power cannot be used to cross a
sealed domain border.
Teleportation Circle: As teleportation.
Mind Blank: This power temporarily makes the target immune to the effects of
any failed horror, fear, or madness saves. However, this only protects the
manifester from such saves that are failed while the power is in effect. Once the
duration expires, whatever horror, fear, or madness saves the character would
have suffered take hold, and cannot be removed again by use of this power.
Mind Seed: Use of this power constitutes mental contact, and if used on an
unwilling target requires a dark powers check.

9th Level Powers

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Metafaculty: Darklord’s may or may not allow their selves to be found with
this power. However, they are not allowed to send misleading information about
their location, they may either hide it or reveal it.
Astral Construct IX: As astral construct I.
Genesis: This power can only be used while the manifester is in the misty
border. Any attempt to manifest it inside another domain (i.e. using the
antigenesis version of the power) not only fails, but also requires a dark powers
check, AND alerts the Darklord that someone has made such an attempt. The
“demiplane” created by use of this power is just as the manifester wishes it to be,
but it strangely dark and perverse. If the manifester is evil, the “demiplane”
becomes a new domain of its own (an Island of Terror in the mists) and the PC the
Darklord.
Astral Projection: This power allows travel to the astral plane by way of an
astral body. Unfortunately, travel beyond the astral plane is impossible…so
escape from Ravenloft via this method is impossible. Needless to say, this power
cannot be used when a domain border is sealed.
Probability Travel: Unlike astral projection, this power does not work in
Ravenloft because it allows actually physically leaving the demiplane rather than
through an astral body.
Time Regression: This power allows the manifester to undo an act that caused
him/her to fail a dark powers check. However…doing so does not remove the
effects of the failed check. Example: Brell the psion impetuously defiles a holy
site, and then realizes that such an act might attract the attention of the dark
powers. The DM causes him to immediately roll a dark powers check (or rolls
one in secret) which he fails. Brell manifests this power and in his regression
does not defile the holy site. The dark powers check remains failed, however…
and whatever dark gift/curse has been bestowed upon Brell remains in effect…
though it is likely that only Brell and the dark powers will know of his deed.
Confidant: As mindlink,
Microcosm: Use of this power does not constitute mental contact.
Psychic Chirurgery: Use of this power constitutes mental contact.
Thrall: Use of this power on an unwilling target (as it is likely to be used)
requires a dark powers check. It does not, however, constitute mental contact.

New Psionic Feats

Soothing Thoughts- You have gone through extensive training in dealing


with insane minds. You receive a +4 natural bonus to any madness saves you are
forced to make after contacting an insane mind. This bonus does not apply to
recovery checks that you must subsequently make as a result of a failed madness
save from such mental contact. This is especially handy for users of psionic
powers, or arcane or divine spells who intend to treat the mental afflictions of the
insane through contact of minds. This stacks with the bonus from the open mind

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feat, if you have that as well; though only when contacting or being contacted by
insane minds.

Thoughts of Darkness- You are especially adept at using your powers to


drive weak and feeble minds over the brink of madness. Whenever you use a
psionic power in order to inflict madness, the target suffers a –2 penalty to the
save. This also applies to any contact made with your mind that might constitute
mental contact by a mind that to yours would be alien. Example: Benny the
Illithid, who has taken the Thoughts of Darkness feat, is attacked by Brell the
Psion via a psionic attack mode (lets say…ego whip). Brell must make a madness
save for contacting an alien mind (he’s never engaged an illithid in psionic
combat before), and suffers a –2 penalty to the save due to Benny’s exceptionally
dark and depraved mind because of this feat.

74
Bowe Ridduk
Illithid Slayer

Male, human PsW8/Slr4: CR 12; Medium-sized humanoid (human) (6 ft. 2 inches tall);
HD 8d8 plus 4d10 plus 24 (Con); hp 108; Init. +3 (Dex); Spd. 40 ft.; AC 13 touch, 16
flat-footed); Atk: +15/+10 melee (2d4+7 and suppression /crit. 15-20, x2 dmg. +1d10
psych. Burst, +2 Falchion: Illisythe); +13/+8 ranged (1d6+2/crit 20, x3 dmg.,
masterwork mighty (Str14) composite shortbow); SA: psionics; SQ: power resistance 15,
favored enemy (Illithid), illithid sense: 60ft; brain nausea, lucid buffer; AL CG; SV
Fort+9, Ref+10, Will+8; Abil. Str14, Dex16, Con12; Int12; Wis:14, Cha14
Skills and Feats: Wilderness Lore +12, Knowledge: Illithid +12,
Autohypnosis +7, Stabilize Self +7, Listen +9, Spot+9, Jump+16; Weapon Focus:
Falchion, Track, Weapon Specialization: Falchion, Improved critical: Falchion,
Sworn Enemy: Illithid, Jaded, Psionic Charge, Speed of Thought, Mental Leap,
Up the Walls, Scribe Tattoo
Languages: Thanni*, Balok*, Mordentish, Vassi, Githzerai.
Power Points per Day: 26; free manifestations: 11; att. modes: Mind Thrust;
def. modes: Mind Blank, Intellect Fortress, Tower of Iron Will, Mental Barrier;
powers known: 0-level: Burst, Detect Psionics, Elfsight, Float; 1st level:
Compression, Call Weaponry, Hustle; 2nd level: Animal Affinity, Body
Equilibrium, Levitate; 3rd level: Displacement;
Signature Possessions: +2 suppression, psychokinetic-burst falchion
(Illisythe), masterwork mighty (Str 14) composite short bow, psionic tattoos
(animal affinity x3, detect psionics x2, hustle, levitate x2, displacement x3) Third
Eye of Concealment, Dampening Psionic Restraints, +2 chain mail shirt of power
resistance (PR 15); about a dozen mummified tentacles (each from a different
Illithid Bowe claims to have slain).

The Illithid don’t have words, they communicate through a telepathic system
of symbols and images meant to convey a point or message. If the Illithid in
Ravenloft have an image for fear, then that image is most certainly Bowe Ridduk.
He is to the slithering abominations of Blutspur what Van Richten was to
vampires and lycanthropes. At first seen as a minor annoyance to their plans of
world domination, Bowe has finally achieved a level of infamy among the illithid
that no other being seems to be able to claim. They have grown to hate him as
much as he hates them. Bowe is aware of this, and it brings him a feeling of joy
he describes as “vaguely religious”.
Bowe is an imposing figure, standing just over six feet tall with a well-built,
muscular body. His head is almost completely shaved, save for a few haphazard
strands of gray, black, and blond hair, each twisted into a braided lock and
surrounding the dome of his tattoo covered head like a crown. His eyes are deep
brown, though they have grown to an almost eerie yellow after years of psionic
manifestation. His face, head, and arms are usually covered with powerful
psionic tattoos, which he sketches himself. While the designs typically change,
they always feature an artistic theme that few will recognize as the knots and
weaves prominent among his home culture: the Thanni. Black diamonds typically

75
enshroud his eyes, making Bowe’s gaze intimidating, to say the least. Because he
is wanted in more than a few domains from crimes ranging from murder to violent
assault, he tends to travel under a dark hood and cloak, sometimes posing as a
priest or cleric of the Lawgiver to avoid suspicion.
Despite his dour appearance, Bowe is neither hostile nor unpleasant to
strangers. In fact, he can be quite engaging in conversation, and charming under
the right circumstances. Bowe appears to have accepted that he will likely die
any day now, either at the hands of his hated enemies or convicted of some crime
he may or may not have committed. He is not sullen about this, but rather takes
things as they come and is reluctant to make plans that require more than a week
or so to come to fruition. He has lovers in many cities and towns, most of them
young and wealthy, who “entertain” him when he is in town and keep him out of
the sight of the law. His reasons for choosing the daughters and wives of
aristocracy, while on its face scandalous, does have an altruistic motive: the
Illithid he hunts plant thralls and spies in the upper rings of society, in prominent
and important positions. By attracting the affections of young society wives and
daughters, Bowe can learn of suspicious behavior among important men and
women while hiding from their laws and rules. It is rumored that Bowe even once
had a brief tryst with Laurie Weathermay-Foxgrove, though she vehemently (and
violently) denies this.

Background

Bowe was born in the Barovian city of Immol in 730. He has not spoken of
his parents or family, but it is known that he was born a Thanni, an ethnicity of
southern Barovia whose ancestors are not native to that domain. Late in the 6 th
century, Bowe’s grandparents were among the refugees that fled to the safety of
Barovia when the mists joined the blasted, alien wasteland of Blutspur to the
Core. The Thanni, though generally tolerated and respected among the
Barovians, have a reputation for being “touched”, as they claimed to have escaped
from a hellish existence of slavery under the rule of brain-eating abominations
they call “The Illi’”.
The “Illi” are, of course, the Illithid. From what Bowe has said about his
family, his grandfather was a great hunter of the Illithid, and a powerful psion. He
and a small band of determined Thanni set out to destroy their former captors.
While most Thanni were content to rest in the relative safety of Immol, some
knew that they would never be free for so long as the Illithid remained alive. The
Thanni knew the ways of the Illithid well enough, they knew that these monsters
would do everything in their power to take over any world they found themselves
in, and it was their charge to destroy them. This secret society flourished in
secrecy…until they were discovered by a cult of Illithid. Bowe, barely a child at
the time, had only begun his psionic training. Cut short by this tragedy, which he
miraculously survived (he claims by “hiding in the hallowed out corpse of my
slain grandfather”) Bowe turned to a more martial theme of training.
By the time Bowe was 21, he’d already slain an Illithid, though by his own
admission it was with great difficulty and the experience left him “half-mad and

76
bleeding to death on the side of a mountain in the middle of gods know where”.
What he didn’t know was that his actions had been noticed by a band of outsiders.
A small group of planar travelers whose mission in life was to hunt and kill
Illithid had become stranded in Ravenloft. While so trapped, they had continued
their mission with limited success, as their alien appearances made it difficult for
them to find shelter in the xenophobic lands of the Core. The outlanders were
impressed with Bowe, and after treating his wounds and mending his mind with
their psionics, invited him into their ranks.
Bowe would come to learn that this group was called a rrakkma, and their race
was called the Githzerai. They hailed from an outer-plane known as Limbo, and
like the Thanni the Illithid too had victimized them. The rrakkma trained Bowe,
and under their tutelage he became a powerful force against the illithid. Sadly, all
of the rrakkma, whom Bowe has come to love and respect as a family, were killed
in battle with the Illithid. The hatred Bowe had for the aberrations grew even
stronger, and he took up the mantle of killing every last illithid in Ravenloft.
Once this is complete, he claims he will find a way to leave the Demiplane and
find and kill every Illithid in existence. He has not commented on what he plans
on doing after completing the eradication of the illithid race.
Before he died, the leader of the rrakkma gave to Bowe the weapon he refers
to as Illisythe. He has wielded it ever since.
How Bowe met the Weathermay-Foxgrove twins hasn’t been fully explained.
The rumor that he and Laurie had a torrid affair appears to be false, as she has
expressed on numerous occasions that she has “absolutely no patients for that
man…period!” Gennifer’s opinion seems to be slightly more amiable, though
oddly enough he hasn’t expressed much of an interest in her. Bowe refuses to
confirm the rumor, usually stating simply that “a gentleman doesn’t discuss such
thing…and neither do I”. He apparently did have some manner of “business” to
attend to in Mordentshire, and he frequently returns there, as it is one of the few
domains for which he is not wanted as a criminal. Where exactly he finds lodging
while visiting the domain remains unrevealed, though it is interesting to note than
when he is around, Laurie Weathermay-Foxgrove is mysteriously hard to find.

Combat

Bowe is a fearsome opponent in combat against any foe, but when fighting
Illithid he becomes a living nightmare. Bowe’s weapon of choice, Illisythe, is a
solid black, heavy falchion adorned with crimson crystals on the hilt and haft.
The pommel-guard is lined with razor sharp crystal spikes. Though part of the
weapon may appear delicate, it is harder than enchanted steel throughout. More
than one hundred Illithid has met a slimy-end under this blade, though only a
dozen or so while it has been in Bowe’s possession. The name given to it is
Bowe’s own invention, the word literally meaning in his native tongue (Thanni)
“Illithid Cutter”. What name the creator’s had for the weapon is unknown to him.
He assumes it to be of Githzerai construction, but this may not be the case. He
really isn’t concerned about where it comes from; all he knows is that it kills
Illithid.

77
In combat, Bowe will attempt to engage his enemy from a distance first. If
this is not possible, he will level a devastating attack at the nearest threat, then
flee. Once at a safe distance, he will manifest his animal affinity power,
increasing his Str. and Con. scores by 1d4+1 points (if he has not done so already,
which is usually the case if he is expecting trouble). He then manifests
displacement, either through the use of a tattoo or the power. In either case, he
always leaves a reserve of 10 power points when possible, as many of his psionic
feats and special abilities require a reserve to function. He then manifests a free
burst and literally leaps into combat…his Mental Leap feat allows him to make
astounding jumps…a minimum distance of 30 feet with a run of 20 ft., maximum
of 74 ft., not counting the 25% increase for use of the burst power. Half of this
jump does not count against his movement. He can land on and run up sheer
vertical walls via his Up the Walls feat, if he needs to. His favorite tactic is to
wait until an enemy appears to be casting a spell or manifesting a power, then leap
an amazing distance and strike brutally.
Through the use of his Improved Critical feat, Bowe threatens a critical on a
hit of 15 or higher on an attack roll. If Illisythe scores a critical hit, the weapon
discharges a psychokinetic burst that deals an additional 1d10 damage to
whomever it hits. If Bowe strikes a psionic-using creature (like an Illithid) with
this weapon, its suppression ability takes effect and Bowe makes a power check at
1d20 +5 vs. DC 11 + level of the power to be negated. Power Resistance does not
protect a creature from this power. If he succeeds, the target is subject to a negate
psionics effect. When fighting Illithid, Bowe usually deprives them of their Mind
Blast ability, and then moves on their other powers; usually whatever powers
might allow them to escape his wrath. Because of his favored enemy special
ability, Bowe receives a +1 to all Bluff, Listen, Sense Motive, Spot, Wilderness
Lore, and damage rolls against Illithid. Because he has taken Illithid as a Sworn
Enemy feat, he also receives a +1 to all attack rolls.
Bowe is reluctant to use psionic attack modes, even against Illithid. He has
almost exclusively trained his psionic combat modes for defense, protecting him
from psionic onslaughts by Illithid. He knows that he is no match mentally for a
powerful psions and Illithid, and so he relies on a powerful defense, knowing that
it should hold long enough for him to get close enough to hack away with his
weapon. He will occasionally use his one attack mode (mind thrust) against non-
psionic opponents that he doesn’t wish to kill or harm permanently…usually
hopelessly outmatched bounty hunters or angry fathers/husbands/sons.

Current Sketch

Where Bowe is at the moment, no one can say. When last heard, he was in Sri
Raji attempting to foil an Illithid plot to supplant the government there. Since Bowe
tends to move on shortly after completing his “mission”, leaving a wake of felonies in his
trail, it’s hard to tell if he’d still there or not. Bowe has no compunctions against killing
Illithid spies, individuals who have sold out their people for the promise of fortune and
power to the scheming Illithid. He is a bit more reluctant about killing Illithid thralls, but
generally rationalized it to himself by saying that he has put the poor soul out of its

78
misery. The Illithid seem to prefer willing servants to thralls, as the thrall is usually
driven mad by being enslaved by the illithid.
Bowe works alone. This is one of his chief rules. While he is generally polite to
people who are polite to him, he shows nothing but resistance to anyone that tries to
accompany him. He passes this off as haughty arrogance; usually implying that no one
else is “qualified” to hunt the illithid, which isn’t far from true. He generally tells would
be accomplices “go home and hunt something smaller, like vampire or mummies”, he
doesn’t consider anything else to be as daunting a threat as the illithid, and so is unlikely
to be impressed with even the most prolific hunter of the undead or of lycanthropes. The
truth is, however, that Bowe just doesn’t want to see someone get hurt. He’s watched too
many people he cares about suffer death (and worse) at the hands of the Illithid, and he
never wants to have to go through that again. He believes that anyone he takes with him
on a “mission” will wind up dead (or worse).
So committed to eradicating the Illithid threat, Bowe will show amazing
tolerances to anything not allied with the Illithid. He once supplied information to the
Kargat about an Illithid plot to subvert the government of one of Darkon’s cities, then in a
rare show of cooperation actually worked with a Kargat agent to foil the Illithid and
ultimately destroy it. He would be similarly likely to make such alliances in the future, if
it meant disposing of the Illithid. His reasoning on this is simple: no matter how bad
people may have it in some domain or city, it would only get a thousand times worse if
the Illithid took over. When it comes to the Illithid, any evil is a lesser evil as far as
Bowe is concern. Such an attitude has caused many other champions of the light to
question his virtue, as well as his status as a criminal. Bounty hunters, few of which have
any real hope of apprehending him, constantly pursue Bowe.

Dread Possibility

The Illithid have grown very tired of Bowe. At first, he was a mild annoyance,
but he has become far too expensive to their plans of world domination to be ignored any
longer. The God Brain has ordered that the Illithid use any method possible to capture or
destroy Bowe, including methods that to the Illithid would be considered “unorthodox”.
To this end, the Illithid have decided to capture anyone they believe to be of importance
to Bowe and use them against their hated enemy. This is an atypical move on the part of
the Illithid, as such tactics are usually considered beneath them. Nevertheless, this is the
end to which such a tenacious hunter has pushed them. If the rumors of Bowe’s amorous
relationship with Laurie Weathermay-Foxgrove entice the Illithid enough, then she may
find herself caught up in the espionage against him. This is suspected to be one of many
reasons why Bowe refuses to reveal the identity of his parents, or even if they are still
alive. Bowe Ridduk isn’t even his real name; his true identity has yet to be revealed.
Furthermore, Bowe is a wanted fugitive in more than a few domains across the
Demiplane. His murder and assault victims include members of governments and
aristocracies, making him many powerful enemies. That his victims were exclusively
Illithid spies and thralls makes no difference, as only Bowe usually knows this
information. The first time he assassinated an Illithid spy, he made an effort to stand trial
and justify his actions to the court, but they found his testimony to be so much raving and
lunacy that they convicted him of murder and tried to send him to an asylum. Bowe

79
easily escaped custody and resumed his mission, abandoning the notion of justifying his
crusade to anyone, and he hasn’t bothered sticking around to stand trial since. As a result,
when the PCs first find out about Bowe they will likely hear about a base murderer or
thug, rather than a crusading illithid slayer. They may even attempt to apprehend him,
though such efforts would likely prove futile.

80
<The following is an excerpt from an chapter of Van Richten’s Arsenal
that the Weathermay-Foxgrove twins saw fit not to publish>

Editor’s Note: Unlike the other correspondents in this work, the soon to be introduced
gentleman (and I must stress that this is a generous use of the term) was not an
acquaintance of Dr. van Richten. He is a compatriot of my sister and mine, though
Laurie demands that I specify that our relationship with him is casual, at best. Still, there
is no one else we know of who has such a profound depth of experience with or
knowledge of the slithering horrors of Blutspur.
As academic investigations go, Bowe Ridduk is a challenge of wits and wisdom. His
dedication to the destruction of the alien horrors he refers to as “Illithid” is to be admired,
but one would not be without justification in finding him obsessed. His belief that the
Illithid are on the verge of complete world domination, and but for his acts would have
long succeeded, will likely strike the reader as paranoid, reckless, and boastful.
Ironically, these are the three best words one could use to describe our Mr. Ridduk.
-L&GWF

Dear Gennifer,
It’s very nice to hear from you. I see by the lack of her name on your letter, that
your sister is still not speaking to me? Fair enough. I am surprised that your letter
reached me so soon, though I suspect that young ladies of such surpassing intelligence as
you two would have no trouble knowing exactly who to leave a correspondence with.
Mademoiselle du Bois gave me your letter during my last visit, and I have instructed her
to return my reply after I have left.
I don’t get a lot of time to read during my travels, but I have spent what little time I
have reading your reprints of the fine doctor’s work. While I have encountered from time
to time the creatures he wrote of, I’ve never devoted much to fighting them. Such
pursuits are admirable, but my work is far more important than eradication of the
undead or shape shifters. My enemy is far more devious, deadly, and destructive than
anything the good doctor or your uncle may have encountered, save the fiend Drigor. My
enemy, the Illithid, must be stopped at all cost. All else is but a childish distraction from
the true horror that lurks in the darkness, waiting to consume the minds and souls of all
that live…and that don’t.
Please do not take this as an invitation to join in my fight against the Illithid. Do not
attempt to add these inhuman creatures to the list of your enemies, as you will find that
you are hopelessly outmatched. This is not meant as an insult, my friend…far from it.
Truth be told, I know of fewer souls than you and your fair sister that would be worthy of
the task. However, to hunt and slay the Illithid requires a level of skill and devotion that
few could muster. Your goal of protecting the innocents of the world, while noble, is too
broad to include the machinations of the illithid. I may be the only one of my kind on this
world, and even my special talents seem to fall short of the challenge from time to time.
But, I digress… I can at the very least honor your request to share a fraction of my
knowledge about the abominations known as Illithid, as well as the tools and talents best

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suited to fighting them. I cannot possibly hope to train the reader of this with enough to
actually wage war on the Illithid…but I can at the very least give them some information
about the gravity of the Illithid threat, as well as some helpful tactics for dealing with the
foul monsters should the occasion arise.
And by the way, tell your sister I said hello.
Bowe

Editors note: Laurie has demanded that I specify that she is adamantly opposed to the
inclusion of Bowe’s letter in this book. Her objections are duly noted, and I suspect that
as press time approaches, her suggestion to toss it aside might come to fruition. Bowe is
clearly not a writer; as his style seems to fluctuate between wildly exaggerated
descriptions of the Illithid, and somewhat useful information about their lifestyle, combat
tactics, and habits. Likewise, he paints a portrait of our world that even Laurie and I,
jaded as we are to the horrors of life in this world, find to be disturbing. If Bowe is
correct, and the Illithid stand on the edge of world domination, then perhaps he is correct
in his assertion that all else is a lesser threat. Still, his obsession with the destruction of
the Illithid would likely cloud his judgment, and it is far more rational to assume that he
has aggrandized his crusade to a level that it does not warrant. There is no doubting,
however, that his work is important, for even if the Illithid are only a fraction as
dangerous as Bowe suggests, then their destruction would only improve the state of the
world.
-GWF

I guess the best piece of advice that I can offer about fighting the Illithid is the same
advice that any dedicated foe of an unholy menace can offer: know your enemy. So, I’ll
begin this guide by explaining what the Illithid are, drawing upon my significant
knowledge of these creatures. It is not mere vanity that drives me to proclaim myself this
world’s foremost expert on these creatures. Most people in this world don’t even know
(or are willing to admit) that the Illithid exist. However, my education of the life and
history of the Illithid comes from an otherworldly source…alien beings known as
Githzerai, a race as dedicated to the destruction of the Illithid threat as myself, taught me
the foul history of these creatures which I fight.
In their natural state, the Illithid are invertebrate creatures. However, there is little
“natural” about these aberrations. Sometime in the ancient past, on an alien world, long
before humans and other races had even mastered the ability to walk upright, much less
record history, these foul, squid-like creatures used their already significant psionic
abilities to enslave other races. Eventually, they began merging themselves with human
bodies. How this works, I have no idea…only the insane “science” of the Illithid can
explain it, and it is likely that consideration of such secrets would drive most men mad.
Best to leave some things in the darkness…
Anyway, this procedure brings the body to life, under the complete control of the
Illithid. It is not an undead creature, because the Illithid somehow replaces the life in the
body with its own…as I said, its difficult (likely impossible) to explain.
It is here that the Illithid history becomes a bit less…verifiable. According to the
beliefs of the Illithid, all other races (yes…ALL of them) were created by the sprawling
empires of the Illithid to serve as slaves and cattle. So vast was this empire that it

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stretched across the Planes. Even the fiends of the hells and the angels of the heavens
trembled at the sight of Illithid might.
At least, that’s how they tell it. Most likely, the truth is less fantastic, but no less
terrifying. The Illithid did indeed have a powerful, plane sprawling empire. However,
it’s doubtful that they actually “created” all the races of the multi-verse, though through
their “tampering” they did manage to create a few subspecies of existing races. More on
that later…
Somehow, the Illithid Empire was brought down. Illithid “historians” (if such a thing
can be conceived) aren’t all that clear on this subject…likely as it still remains a sore spot
for this arrogant race. It’s probable that the empire simply wasn’t as “vast” as the Illithid
like to believe, and that the advancement of other races led to a rolling back of their
territories. Whatever the case, the Illithid found solace in the underground regions of
many worlds, their empire scattered into thousands of smaller “communities”. All the
time, though, the Illithid conspired to reclaim what was rightfully “theirs”, that being…
everything. However, no longer able to simply march over other races with their armies
of thralls and slaves, the Illithid were forced to put their significant intellects to work
devising more devious, subtle methods of world domination.
How the Illithid came to this world is of little importance. It isn’t likely that they
came here willingly. One thing that the Illithid prize highly is their ability to traverse the
planes. Something about the nature of this world makes leaving via astral transportation
impossible…something the Githzerai that trained me found out all to well. If they had
their way, the Illithid that live in this place would prefer to simply ignore it.
Nevertheless, while they are here, they aren’t likely to abandon any chance to conquer
everything they see. It’s in their nature…its what they do.
I fight to stop them. It’s in my nature…its what I do. When I’m done here, I’ll leave
this place and fight them somewhere else, until they are gone.

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