Académique Documents
Professionnel Documents
Culture Documents
With this file I start to add to my constructive criticism of Dan Haugen's “Haunted
Heroes – A guide to denizens in the demi-plane of dread”. I am a hobby author with no
connection to the official product line or any other companies.
As far as I know Dungeons & Dragons as Ravenloft are registered Trademarks of Wizards of the
Coast (bad joke:or was it low-level Gandalf clones on a surfboard?). They reserve the rights for their
official stuff! Further, I write my ideas without dependence on the backgrounds I implement them into to
comfort my readers and make associations easier. ☺
Dear gypsies of the real world, I know nothing about your culture and way of life. I
spare you to copy from this movie with Johnny Depp (means Johnny Yokel by the way).
I do this just as a ward versus racism and strictly to inspire or enrich the Dungeons &
Dragons realm and idea named Ravenloft.
This file will be done without any more pictures or screenshot quotes for I have been
told that while their entire products can be found on pirate pages I would have to
expect them troubling me instead of stopping the pirates. Software piracy is meant,
sometimes you deserve it in my opinion. Real world Pirates have nothing to do with
the fictional creatures I named pie rats, though the similarities of the profession were
of course intended for RPG.
The most important notes for in game purposes will usually be:
Racial description and stats, classes and dual classing or multi classing, attributes,
skills & feats as the level-up definitions. No Vistani connection wanted or needed.
Race: The official description and stat modification is acceptable and because I
expect you to buy a legal copy of the official rulebook (ebay or second hand may
suffice for poor souls, Strahd torments you anyway). Further searching the web often
mentions short descriptions as do many D&D based pc-games. As a race the following
four modifications are known and expected to happen by me. Strength +2, Night
Vision or Low light vision, Intelligence or Wisdom -2 (depends on which rulebook you
worship more, D&D or D20 for D&D) and finally the Charisma -2. Very important: Ed
Ucation is no half-orc (soon more)!
Prerequisite: Must be born half-orc and choose a family, gain “strong soul” feat for
doing so! (Summary +1 to Fortitude & Will Save as +1 vs Death Magic)
Classes: The gypsy is a way of life (one can be born gypsy and live to death or undeath
with it) and therefor I do not really accept them as prestige class, especially not in
Ravenloft. Gypsy as a prime class or sub-class has a simple rule:
Anything which I do not mention is depending on your family. Family is strictly based
on the definition of it's mentioned class from the core-rulebook.
Because half-orcish just don't care about detailed or artful descriptions I crudely carve
it into the cave wall of your mind or so. The half-orc must be born a gypsy and therefor
that's the favorite class by circumstances. Dual or Multi on decision of your game
master or game mistress?
Monrovia Grunt originated as the savage gypsy clan of survival and going through
hardships. There is not much time to read books and contemplate or meditate if the
only moments when racists don't bother you are those that the powers tear your life
apart or suck you deeper. Well, sometimes they get happily drunk or laid the other 23
hours of the days. Where a barbarian can run for days without rest, it is the Monrovia
who can be with their women for days without rest (no Viagra usually, reflects the high
constitution stat). The Monrovia therefor check the barbarian class for any stuff I don't
mention. The most common alignment is chaotic, yet on game guide decision lawful
as in following their family codex of honour could be accepted. Common Allergies:
Patience, tolerance and staying sober.
Monrovia class skills (based on key ability): Appraise (Int), Climb (Str), Concentration
(Con), Discipline (?), Intimidation (Cha), Intuit Direction (Wis), Gather Information
(Cha), Knowledge (any suiting), Scry (Int, exclusive skill), Sense Motive (Wis) Spellcraft
(Int), Spot as Listen (Wisdom), Search (Int), Tumble (Dex)
Monrovia skill points to spend per level: 6 + (or minus) Intelligence Modificati
Relations:
● For reasons far beyond the understanding of the Monrovia the Foresto seem a
notch arrogant and rejecting. The brutish pragmatism with which they raze any
forest sure must have escaped their detailed contemplation. Monrovia and
Foresto grudgingly tolerate each other, yet will only live close to each other in
dire emergencies. “It's all the Foresto fault, their whores go and rub their lips
against trees instead of spreading their legs for us!”
● Adagio Grunt and Monrovia have a more individual way instead of official
dealings or contracts. Some Adagio have relatives here or enjoy hideouts away
from civilization with enough guards to ward against the comforting, gentle
encounters with the powers and all they can spawn. “Just because them Adagio
break a bread with you doesn't mean they won't steal your stuff. Them bribe our
shamans”
● Any other relations should be handled by game guide, either straight as in
rulebook or to suit the campaign and purpose of your group.
Foresto Grunt is the seclusive gypsy clan of survival attuned to nature. Unlike their
Monrovia folks, the Foresto Grunt had either more talent or more chances to learn
from nature and indulge spirituality which later even breezed competence. The clan is
dedicated to nomadic druidism (they are guests of nature, not grove builders) and
often vegetarian ways. Foresto Grunts lose a permanent level if they sacrifice animals
or bring harm to nature which could be avoided. Foresto are renowned for their
comparably well-rounded lore among most gypsies. They have full druidism magic as
per rulebook with all druid benefits & hindrances. Alignment as per druid, though
gypsies should be allowed a notch more pragmatism. For Foresto lawful neutral
alignment may be based on the laws of nature and gypsy travelling without penalty.
Common Allergies: Cities, Savages and Undead.
Foresto Grunt skill points to spend per level: 7 + (or minus) Intelligence Modificati
Relations:
● The Monrovia are at best like combat hounds. They can be friendly and helpful,
yet one spontaneous temper tantrum suffices to turn them against you. Further
more than one of us noticed their compulsive disrespect for the nature that
makes us survive. Be assured they don't just build a hut or roast a deer. They try
to destroy the sacred source of our powers in their envy that we have learned
magic. “Monrovia are a reminder that it needs dedication and soul to avoid
succumbing to our orcish stupor.”.
● The Adagio at best are clumsy when it comes to nature. They will trick and steal
or commit crimes we do not even have names for, yet that dagger as often
directs itself to our benefit or against mutual enemies. Dealing with the Adagio
means every instance may breed random trouble. Yet they developed a unique
approach to magic and several of them share their findings in peculiar
uncommon ways, for the expected rogue stereotype. “When they do not come
for trade or scouting we can always get rid of most unwelcome Adagio by
sending them after some occult treasure, even if we hid it for this purpose.”
● Any other relations should be handled by game guide, either straight as in
rulebook or to suit the campaign and purpose of your group.
Adagio Grunt is the comparably subtle or stealthy clan of infiltrators by half-orcish
standards. Those who venture into cities to gather what is needed to survive. While
stereotypically depicted as thugs or vile rogues, the Adagio are as often silver palmed
traders or diplomats and entertainers. From all the grunts it is the Adagio who delve
most into forbidden lores and occult topics of their personal definition (not spells as
for a mage but as scrolls, items or tomes which may work via use_magic_device). The
most common alignment is chaotic, yet on game guide decision lawful as in following
their family codex of honour could be accepted without violating rogue class. Common
Allergies: Being questioned, being caught or being poor.
Adagio Grunt class skills: See rogue or if your players demand it, bard? Scry (Int,
exclusive skill), Spellcraft (Int) and Decipher Script (Int, exclusive skill) additionally?
Adagio Grunt skill points to spend per level: 7 + (or minus) Intelligence Modificati
Relations:
● The first lesson about our Monrovia brethren is that their rage comes with their
competence. Deal with them instead of fooling them and it usually works out
fine, for a while. Their way is rarely suiting ours, yet we have to trade much they
can't obtain otherwise. When it comes to the few shamans, they can be a good
source as often as they would simply kill us to rob our scrolls and arcana. “Our
big brothers have a foul temper and usually enough brute force to get through
with it.”
● Foresto are like sacred virgins. On the surface they are a happy family until you
bring something up by word or deed which makes them go amok on you. Follow
their guide when on their grounds and you can have trade, pleasure and
sometimes even occult prowess. Recently they began to realize that we are not
just the criminal black sheep of the families, our elders are yet uncertain, if this
is a good situation. “They would give us cover even as we attempt to steal a ring
from Strahd's hand only to turn against us for pissing against a damn tree?”
● Any other relations should be handled by game guide, either straight as in
rulebook or to suit the campaign and purpose of your group.
If you purchased “Haunted Heroes” by Dan Haugen, the following backgrounds would
fit my concept, though such as my concept should be ignored to make your own figure
more fun whenever your game guide or game master/mistress or dungeon
master/mistress rules it:
Gypsy magic as with the spell lists and descriptions he included? Otherwise only the
Foresto Grunt can do real magic outside the feats (Bestow Curse, which is a traditional
association with gypsy in fantasy). Note that I do my own approach to some half orc
gypsy ideas.
As with scripts I leave it to my individual readers what part they prefer, so you may
“overwrite” my idea by official or Dan Haugen rules (i.e.). Templates, because I neither
steal them and call it a copy nor do I desecrate my right to be lazy. Reading the
avenger prestige class on which my own note is surely based, think towards the racists
here. Knowledge_Ravenloft this seems atmosphere-killer crap, Mr. Haugen. The
players learn this lore by playing, it's similar to Cthulhu here. And the powers would
simply kill them instantly for knowing too much in Ravenloft?
Again, if no clear rule is mentioned check the rulebook for standard solution of proper
class by family (I treat them like a subclass of the traditional ones). All gypsies know
to wield common weapons, use light armor and proper gypsy grunt-hood. Every other
level 1 stuff straight as family based class on character creation? Balance not cheat.
Strong soul feat is included in the saving throws listed here!
Level 1: Base Attack Bonus +1, Fortitude Save +1, Reflex Save +1, Will Save +1,
Bestow Curse gained as innate ability, handled like the spell in rulebook. Perhaps
partial skill focus Scry? In addition: Monrovia have the barbarian rage, Martial
weapons proficiency & medium armour proficiency, Adagio know rogue weapon
proficiency & dodge feat. Foresto have druid weapon proficiency, shield proficiency &
medium armour proficiency.
Level 2 : Base Attack Bonus +1, Fortitude Save +1, Reflex Save +2, Will Save +1, gain
one feat from family class of level 1 or 2, i.e. Barbarian fast movement for Monrovia or
Evasion for Adagio.
Level 3: Base Attack Bonus +2, Fortitude Save +1, Reflex Save +2, Will Save +2, gain
either the dirty fighting feat or weapon focus with a concealable weapon (cliché is
dagger)
Level 4: Base Attack Bonus +2, Fortitude Save +2, Reflex Save +2, Will Save +2, gain
either Bestow Curse as if innate with spell penetration feat or decide for Identify spell
as innate ability, applicable once per chapter of play. Oops & nightmares of unholy,
drunken dwarves mugging you once per fortnight.
Level 5: Base Attack Bonus +3, Fortitude Save +2, Reflex Save +3, Will Save +2, gain
skill focus Scry. Hm... nightmares of undead feasting upon you once per fortnight,
delicious adventurer.
Level 6: Base Attack Bonus +4, Fortitude Save +2, Reflex Save +4, Will Save +3, gain
now either the missing Bestow Curse as if innate with spell penetration feat or Identify
spell as innate ability. Gain nightmares of eldritch elves conspiring against you once
per fortnight, additional to those dwarves and undead.
Level 7: Base Attack Bonus +5, Fortitude Save +3, Reflex Save +4, Will Save +3, feats
by family class. Damn shocking nightmares of werewolves tearing you apart or the
first vampire nightmares in addition to already gained ones, once per fortnight.
Level 8: Base Attack Bonus +6, Fortitude Save +3, Reflex Save +4, Will Save +4, free
choice of a bonus feat. The missing nightmare from either werewolves or vampires
joins the dreams now. Means you have 5 nightmares per fortnight.
Level 9: Base Attack Bonus +6/+1, Fortitude Save +3, Reflex Save +5, Will Save +4,
free choice of a bonus feat. The final nightmare of hags comes along. Soon they get
meaning.
Level 10: Base Attack Bonus +6/+1, Fortitude Save +4, Reflex Save +5, Will Save +4,
free choice of a bonus feat. Having six nightmares per fortnight you finally sense their
toll – do a saving throw versus mind-affecting stuff. Whenever you fail it your character
will be affected as if under spells like vampires touch or similar drains on decision of
the game master or game mistress? The nightmares seemingly end if they manage to
level-drain you once in your life!
Level 11+: This author lacks the experience and has not all rulebooks around for now.
Begin to meet your nightmares personified or find that your recent sickness begins to
change you somehow; as can be expected... A wonderful nightmare could be being a
werewolf, immune to mundane weapons, ripping and feasting upon mortal flesh. Or a
vampire noble rising in power and towards immortality. Maybe the players sense the
hook when you finally tell them they perceive this in perspective of mages (or very
much worse) watching the scenes via proper high-level divination spells? Just my
guess.
In case anyone likes my approach you might like to check two further files written by
me and dealing with my Ravenloft approaches. You can find them by surfing and
searching (how good is your skill?):
You have my permission to display this file on any legal website of your choice, as long
as it is unmodified, my ideas get not stolen and my rights remain respected with no
cheating at all.
“Some moments in real life are like knife fighting: Knowledge is meaningless without
competence. And in this literally example damn good reflexes, clear senses and
fighting techniques.” A recent quote of me concerning academic hubris.
I would guide 2d6+6 for all but the primary stat, which is constitution for Monrovia,
Wisdom for Foresto and Dexterity or Charisma for Adagio. Rulebook mentions the job-
stat can automatically be set to minimum (of 16 yet 17 for Monrovia on a bad roll) to
fulfill prerequisite, to assure that your figure is playable. If I want a freak legion I can
watch Hollywood... ok, truth doesn't belong here. Personally I would allow 18 on
primary stat for all players (as NPCs) and 20 for those who br... inspired me to be
especially empathic and understanding. -> That's insider humor which remains
meaningless, until some studied freaks fall prey to triggering their prejudices as
academic-supremacy agenda again.
● Watch the real world news and you may realize that it is not necessary to be
born a half-orc to be treated like one?
● If discrimination sucks then always or never, as for all people, not just when
some official-job idiots want it to be?
● And just because they claim that somewhere in the world it is even worse
doesn't mean what they do to you or me is legal, proper or acceptable either?
And it doesn't make them invulnerable!
● The Kraut Grunt (due American racism) could be my fantasy based answer to
KULT RPG's avenger as prime character class, not the gentle Dan Haugen.
Being my own Grunt van Richten - on intuition and rituals
While it is not compatible with all personal applications of D&D or all personal
settings, I offer my simplified answer for now. Know that this is a more or less
summarized quote from my time wasted on real world satanism and that it is here
strictly for legal gaming purposes in the Realms of Ravenloft for D&D (and in a way
Sylvania for WHFRP – coming soon, later or never).
The Adagio have a racial disadvantage to live with when it comes to prudence. The
Adagio can use their use_magic_device skill precisely as in rulebook. It's perhaps
more the players imagination needing a reminder. Intuitive (or instinctive) means the
character uses the scroll or device like the rulebook notes it, simulating that the figure
played knows these items even when the player doesn't do so.
Adagio Grunt dabbling into ritual therefor are not trying to become mages for that
would work so much easier by dual classing or class break to mage, druid or cleric
(sorcerers are usually born). The bullshit I have to read about psychics reminds me of
males trying to get laid with a virgin more than of a fascinating character class and
how to handle it. Personal priorities can legally vary in democracy, so be it.
Adagio rituals are the notes on how to perform all necessary actions that any generic
Adagio needs to make use of a yet completely unknown, specified scroll or specified
item. The ritual is structured because they learned it inspired by mages and from the
perspective of a camouflaged watcher.
Speaking straight one could say I name “rituals” what a game master or game
mistress would offer as notes to a newbie Adagio player who has no former
experience with rogue class or with roleplay at all. While any detail is important in a
wizard ritual, or as sure to be coded or deluding in a rogue way, the Adagio are
fascinated by the occult and strive for experience as competence, not just knowledge,
assumptions or prejudices.
Further, some Adagio like simple-minded word games. So in case you ever find Adagio
secret lore, check among others for multi meanings, like the context as such, the
context to Adagio by rank and of course word games (racist mockery) like sacred
turning to scared or dog is god spelled backwards? An Adagio text may seem short
and simple, yet plenty of “those monk writings” need less contemplation (and
grunting).
• The idea to allow Ravenloft druids animal forms like werewolf or ettercap by
alignment is my own application of the game system. They personify what
druids dabble about.
• Boni as form for Druids by Alignment ??? I just pasted this in without the
chance to read any of the rule-books! I guess those who like the idea will
understand that it is not intended to overdose druid class so benefits and
disadvantages should be balanced to suit the campaign you designed? I am far
from genuine, yet seemingly few others ever tried, they were satisfied with
moaning that the existent is not perfect...well, it never was and still dominates
the market.
• Lawful Good : Druidic Baelnorn - give racial stats and replace spell-like
ability by Druidic ones
• Lawful Neutral : Shadow - give stat boni and allow to later rise to Shadow
Fiend stats
• Lawful Evil : Ettercap - cute one combined with a spider familiar. Lawful as in
Laws of Nature
• Neutral Good : Dryad - give stat boni and Druidic spell-like ability
• True Neutral : Tree - well, quite a camouflage & energy source in the forest, may
have worshippers
• Neutral Evil : Venom Plant or Wraith - the lurking evil in it's surprising forms,
give poison touch or vampire touch
• Chaotic Good : higher level Fairy, the unreliable yet heroic aides in fantasy
• Chaotic Neutral : Chimera - the real unpredictable force of nature
• Chaotic Evil : full bore Werewolf - the very lethal, regenerating and hard to hurt
form of complete blood-lust and cannibalism, auto-shapeshift under full moon?
Notes:
• 1.) Lawful means dedicated to the laws of nature, not just some codex invented
by a druid in a grove or landlord
• 2.) With all druids being able to learn or defy shape shift, this should just be an
alternative, yet not fully contemplated.
• 3.) I do it for Ravenloft where a Druid should dual class to Paladin instead of
this "Shifter" idiocy.
• 4.) Ravenloft... it wouldn't surprise me as a long ago Game guide (not just
Dungeon Master) if sooner then later, they are trapped in those forms they can
shift to. Makes finding allies a notch more...restricted to Druidism.
Seek rat were art thou?
A while ago, some Adagio bard made copies of van Richtens notes. Renamed them and
spread them as such or as tales around the fire; as his or her gift to the half-orc families.
Surprised that grunts expected to meet “Grunt van Richten” in person, to learn from him & so
on, the Adagio solved the problem the one way they knew. Grunting and hoping they won't get
caught. Not just that. They formed a seek rat (secret) group which makes great efforts to
dedicate tasks done by unknown sources to “Grunt van Richten”, making him an always
absent inspirational legend among their own people. Sometimes heroes of higher levels
would even adventure to add to the myth. While that is the rogue part, the disciples of “Grunt
van Richten” will never betray their own (half-orc gypsies). So in case that any player ever
solves an adventure which is later associated with “Grunt van Richten”, there will be
compensations. Until slashing guts of the stubborn is unavoidable (a very open definition
among half-orcs). Further, as disturbed or primitive minds in reality dabble about fate, the
group subtly claims that moments of sheer luck were supported by certain rituals of “Grunt
van Richten”. It's easier when the competition is absent. It may happen that all three families
consider “Grunt van Richten” a member of their own bloodline. Kinda:
'And just when the bunch of elven and dwarven racists ganged
up on the beautiful half-orc maiden, “Grunt van Richten”
himself appeared, flintlock gun blazing. His spells caused havoc
and his righteous fury (magical blade) once more freed us
from the racists terror...'
The concept of the underdog has been in business quite a while. Jesus of Nazareth was a
more famous one from historical and religious fiction. Instead of imitating the mainstream it
is those who accept that living their own way has it's risks, too; who seemingly more often
survive Ravenloft. Further the absence of the gods is a trap for fools. Most in Ravenloft are
guilty and henceforth trapped there for a reason which needs no preternatural melodrama to
be explained. My bank account sucked dry by a vampire...
As if any paladin would need longer to sense the futile charade of criminals and lunatics than
your average vampire lord needs. Strahd. Who of us wouldn't make it when gifted such
powers, far beyond what all vampires are gifted with? And how could he fail so often even
empowered by the forces themselves? I have my answer and you may know or ignore your
own. The return to WHFRP awaits and my soul will follow...
Messing with the domain lords was rarely the intended part of the adventures (it was in From
the shadows and roots of evil). Yet if you gathered such failures as your players, aren't you in
a way part of the problem instead of being part of the solution? Any game guides who lack
similar experiences? Moments of truth. Personally I think that the crucial part is gathering
the proper group, by individual definition. Some approach roleplay more like mages, by
dedicated study and structure. Others come like a bard or sorcerer, emphasizing imagination,
artistic expression and improvisation. Seeing the rulebook like zealots did with the bible is
improper to me. Some combine styles successfully. With your own proper group you will pick
the adventures which are fun to your people and all is pleasure. Community stuff is some
weird kind of embassy, there different flavours or lack of such may clash. ...sooner, later or
never.
Hint: Check the song lyrics of “I believe” by Man'O'War, cute reading.
To verify what I write about D&D rules for half-orcs, the following license is included.
That license is for protection of the rights of Wizards of the Coast as their official D&D
(Dungeons & Dragons) data. The quote follows the license and is in a different color to
make it easier to see.
That license does not in any form allow to violate my copyright or steal my mental
property. Simplified: The license only deals with what is included below this page, not
for page one to eleven (1 to 11). Wizards of the Coast as D20 are in no form responsible
for what I publish and simply by email can make me delete this entry of them again for
I didn't ever need it anyway. Foxtasy@web.de or pietroschek@writing.com
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HALF-ORCS
Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is
black and white only, but it is otherwise like normal sight, and half-orcs can
function just fine with no light at all.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count
when determining whether he takes an experience point penalty.
That short description was the only Open Game Content I included here as in
'Vudash Hexenwahn – The guild of Zion'. It's sole purpose is to make processing
of the information easier to readers.