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Elizabethulhu

Being in the Main


A Roleplaying Supplement of
Darkness and Deviltrie
in an
Age of Reafon.

printed in Pennsylvania by
Cameron Banks on thi% daie
2 August in the Year of our Lorde
2001.
PROLOGUE: IN GLORIANA’% SHADOW INTRODUCTION: AN ELIZABETHAN
It's 1603, England. It's a time when the glorious
DARK FANTASY
reign of Good Queen Bess, friend to faerie, nears
its end and the future is uncertain for the realm. In Elizabethulhu is a D20 Setting for adventures set in
this world, over a thousand years ago, Arthur an alternate history of the Elizabethan and
really did fight his bastard son on the field, blood Jacobean era. Most of the common features of D20
against blood, and the faerie hosts were fantasy games are present, though many take very
accomplice to it all. Merlin was the greatest of the different forms. The only other rulebooks needed
druids and the architect of Arthur's reign but he to run adventures in the Elizabethulhu campaign
had passed on, and across all of Europe the fey setting are the core D20 System rulebooks.
were cast out and back into their own hidden
lands as mortals learned they were not gods, and The action takes place primarily in Europe,
the Church branded them demons. Except for the specifically England. Adventures range from
dwarves, the trolls, and the goblins, who had given courtly intrigue and grand plots of state, to seedy
up their faerie powers due to greed, ignorance and underworld brawls and chases through the muddy
desperation respectively, the sidhe and their darker streets of London. The thematic elements of the
reflections retreated. Magic, codified and setting are hinted at in the title – Elizabethulhu
structured into ritual and ceremony, was almost borrows strongly from the world of Lovecraft, but
lost as civilization and learning were crushed is also influenced by the works of Shakespeare,
underfoot by barbarian invasions, the pettiness of Marlowe, and modern writers such as Martha
popes, and the fear of kings. It would be a long Wells, Patricia Finney, Melissa Scott and Lisa A
time before the light would return. Barnett. It takes enormous license with history,
though at its heart it explores the very fantasies
Elizabeth, herself touched by the fey from her birth and occult intrigues that contemporary writers
due to the witchery of her mother Anne Boleyn, suspected of taking place.
welcomed the faeries back into Britain upon her
coronation. In Wales the elves who had once sided Elizabethulhu is not, therefore, the definitive
with Camelot and Arthur had long taken mortal treatment of playing D20 games in the Elizabethan
wives and husbands, and their fey blood was era. It certainly isn’t Lovecraftian D20, either. In
thinner. The gnomes, vassals and servants and fact, it is a fantasy setting rooted in our own
commoners of Faerie, also surfaced from hundreds history. Campaigns may take place near the
of years of secrecy and hiding. All claimed fealty to beginning of Elizabeth’s reign, or near its end;
the mortal Church, of course - to do otherwise was some Dungeon Masters may like to attempt a
to risk extermination, and after all, how were the grand dynastic campaign that begins very early in
mortals to ever know that Merlin's Grail the life of Elizabeth and continues all the way to
Christianity owed more to ancient powers than the the succession of King James VI of Scotland.
Christ? Despite suspicion and concern, and word However, history is mutable and nothing is certain.
across Europe of the arousal in the ancient woods The purpose of these rules is to encourage the
and forests and mountains of even older forces, the Dungeon Master and players to experience a
Renaissance saw a renewal at least in some small setting rife with scandals and scoundrels, sea dogs
part of magic. and sorcerers, fey queens and necromancer earls.
Although these pages are light on content and
But there were wars in Ireland, conflict with Spain, represent only a small portion of a larger
unrest and revolution in the United Provinces of sourcebook, it is the author’s hope that what lies
the Netherlands - and who knew how much of this within inspires swashbuckling, Great Old One-
was mortal work and how much supernatural? fighting, troll-shouting high adventure in a very
True, astrologers and courtly alchemists claimed dark world indeed.
only white magic and natural law, but were not
the Earl of Bothwell and his covens responsible for Cameron Banks
the attempts on James VI's life? Another darkness State College, Pennsylvania
approaches, storms are gathering, and above it all 2nd August 2001
there is the hidden fear that even greater than dark waistcoat@evilhat.com
elves and necromancers, even worse than an
Inquisition of flame or a pogrom of fire and
brimstone, there might exist dark and unnameable
puppetmasters directing humanity towards
extinction...
Elizabeth, the Irish elves hold their own mysterious
and influential Court.
Elves are often ambassadors, courtiers,
gentleman adventurers, or consultants on matters
arcane and supernatural. It is very unlikely that an
elf will be found in the role of a priest or in the
more vulgar professions, such as common soldier,
cutpurse, or labourer.
R a c i a l A b i l i t i e s : Elves in Elizabethulhu have
all the elven racial traits listed on page 16 of the
Player’s Handbook except as follows:
• Immunity to aging effects and disease, but not
magical or supernatural diseases (such as
mummy rot.)
• Elves with Charisma scores of 10 or higher
may cast the 0-level spells (cantrips) detect
magic, flare, and prestidigitation each once per
day. These are arcane spells. Treat the elf as a
1st-level sorcerer for all spell effects dependent
on level (range for all three spells and duration
for detect magic).
• Automatic Languages: English, Fey, and either
Welsh or Irish. Bonus Languages: Irish, Welsh,
Cornish, Spanish, Latin and Greek.
• Favored Class: Sorcerer.
THE FAIR FOLK • Elves are vulnerable to iron and ferrous alloys.
As well as disrupting spells (q.v. sorcerer), any
Elizabethulhu presents a world where the attacks from piercing or slashing iron or steel
faerie races of legend and folklore are as real as weapons against elves have their critical threat
any man or woman. Many of them are members of ratings increased by 1 (20 becomes 19-20, 19-
society, albeit with no small prejudice from 20 becomes 18-20, etc). Iron or steel weapons
humanity. Some, such as the dwarves, are trusted that have been enchanted lose this effect on
and well-liked for their contributions. Others, such elves, thus this effect does not stack with the
as the elves of the Welsh forests, are welcome only Keen enchantment. Elves who wear non-
in England by virtue of Queen Elizabeth’s blessing magical armor forged from iron or steel for
and hated or feared throughout the rest of the more than half an hour per day will not
world. The following material describes these fair recover lost hit points or ability damage for
folk, both those who foreswore their supernatural that day.
powers in the early years of Christianity, and those
who never surrendered to the mundane. IRONPACT DWARVES
ELVES The so-called ironpact dwarves are a broad,
sturdy race characterized by their skill at crafts
The elves are the noblest of the fey races, and invention, and for being solid, reliable,
descendants of the faeries who in centuries past practical and trustworthy. Folklore says they were
were worshipped in many parts of the world as once fey, but chose to surrender their faerie
gods or demons. They are still inherently tied to the powers in order to work metal and stone and live
supernatural, which has colored their relationship among mankind as mortals. The truth of this
with Christendom, especially the Puritans and legend is unknown, but it is true that dwarves have
certain factions within the Church of Rome. experienced little of the demonization and fear
Significant populations of elves reside both in that mankind has directed towards the fey, and
Wales and in Ireland, but it is known that the Irish dwarves of Europe are often highly respected as
elves are closer to the otherworldly home of the craftsmen, artisans, merchants, bankers and
faeries than their Welsh kindred. Certainly, while inventors.
the Welsh fey owe their allegiance to Queen
The Catholic Church had merely tolerated
dwarves for many hundreds of years, but both • Immunity to natural (non-magical) diseases,
Lutherans and Calvanists openly embraced their and a +2 racial bonus on saving throws against
dwarven supporters, who were attracted to the poison. (This replaces the standard gnome
Reformation ethics of austerity and hard work. In resistance to illusions).
light of obvious religious differences it is • +2 racial bonus on Craft and Profession checks
commonly held that dwarves and fey do not get relating to herbalism, cooking, and brewing.
along. (This replaces the standard gnome bonus to
R a c i a l A b i l i t i e s : Ironpact dwarves have the Alchemy skill checks).
dwarven racial traits listed on page 15 of the • +2 racial bonus to Heal checks when treating
Player’s Handbook except as follows: poison or disease.
• Handle Animal and Animal Empathy skills can
• +4 racial bonus on saving throws against fire be used untrained.
and heat, including magical and supernatural
fire. This stacks with their bonus to saves • Gnomes with Intelligence scores of 10 or
against spells. higher may cast the 0-level spells (cantrips)
• +2 racial bonus on Disable Device checks, cure minor wounds, detect poison, and purify
Open Locks checks, and Craft checks that are food & drink, each once per day. These are
arcane spells, but all require some herbal
related to gadgets, clockwork, or other devices. component. Treat the gnome as a 1st-level
Disable Device and Open Lock may be used caster for all spell effects dependent on level.
untrained in this fashion. A dwarf who merely (These cantrips replace the cantrips available
comes within 10 feet of a mechanical trap can to standard gnomes).
make a check as if he were actively searching,
and a dwarf can use the Search skill to find • Automatic Languages: English and Fey. Bonus
mechanical traps and devices as a rogue can. Languages: Irish, Scots, Welsh, Cornish, Latin
Dwarves are natural inventors and engineers. and Greek.
(This replaces the Stonecunning ability of • Favored Class: Druid.
standard dwarves.) • Gnomes are vulnerable to iron. As well as
• Ironpact dwarves do not gain the standard disrupting spells (q.v. sorcerer), any attacks
dwarven bonus to attack rolls against orcs and from piercing or slashing iron weapons against
goblinoids. gnomes have their critical threat ratings
• Automatic Languages: English. Bonus increased by 1 (20 becomes 19-20, 19-20
Languages: Dutch, German, Norse, Latin, and becomes 18-20, etc). Iron weapons that have
Greek. been enchanted lose this effect on gnomes, thus
this effect does not stack with the Keen
• Favored Class: Fighter. enchantment. Gnomes who wear non-magical
armor forged from iron or steel for more than
GNOMES half an hour per day will not recover lost hit
points or ability damage for that day.
The gnomes are the common population of the
unsworn fey, who often serve as vassals and TROLLS
servants to the more noble elves. They are known
for their strong connection to the natural world. The trolls as a race are characteristically tall,
Gnomes are much shorter than their sidhe cousins, muscular, and brutish, with pronounced brows
shorter even than dwarves, though they are not as and lower jaws. They have earned a reputation as
quick and spry as goblins. Due to their association thugs, gravitating easily to professions such as
with the fey courts, and their own lusty and mercenary, laborer, bodyguard or bandit. In spite
chaotic natures, gnomes are lumped in with the of this, trolls do not draw nearly as much rancor
elves in the suspicious eyes of the Church both from the Church as one might expect, due to their
historically and theologically. willingness to adhere to Holy Writ and their
Gnomes are very suited to more rustic and aversion to magic and the supernatural. Even trolls
earthy professions, such as farmers, gardeners, who make a living waylaying travelers or mugging
shepherds and fishermen. They are renowned as folk in London's filth-ridden streets fear the wrath
cooks, brewers and vintners, and exceptional of God.
herbalists and apothecaries. Consequently, gnome Trolls are most numerous either in northern
surgeons and physicians are not unheard of. climates, such as Scotland and Scandinavia, where
R a c i a l A b i l i t i e s : Gnomes have all the gnome they work the land, or in crowded urban
racial traits listed on page 17 of the Player’s environments where they can find gainful
Handbook except for the following:
employment. Many trolls join expeditions or • Automatic Languages: English. Bonus
foreign wars. There are no trolls in the upper Languages: French, German, Romany, Welsh
classes, though nobles may employ them as • Favored Class: Rogue
servants.
R a c i a l A b i l i t i e s : Trolls have all the half-orc
racial traits listed on page 19 of the Player’s CLASSES
Handbook except for the following:
Elizabethulhu assumes that most if not all of
• +2 racial bonus to Intimidate checks. the standard character classes in the Player’s
• Recuperative Powers: A troll recovers from Handbook are being used in the campaign. Due to
damage twice as fast as a human, i.e. 2 the unique nature of the setting, however, some
hp/level for every day of rest, and 3 hp/level minor differences exist between how the standard
for every day of complete bed rest. In addition, classes are represented in a typical fantasy world,
all percentage chances for stabilization and and the 16th and 17th century alternate historical
recovery when wounded or dying are doubled, Europe of Elizabethulhu. The material that follows
and all recovery rates of damaged physical outlines these differences, and gives examples of
characteristics (Strength, Constitution and characters that possess these classes.
Dexterity) are doubled.
• Automatic Languages: English. Bonus BARBARIANS
Languages: Scots, Gaelic, Norse or Latin.
• Favored Class: Barbarian. Barbarians come from the wilder, untamed
areas of Europe, or represent individuals who still
GOBLINS live in primitive or unenlightened regions.
Specifically, members of the barbarian class are
The goblins are a small, quick and cunning warriors with a closer tie to the more bestial side of
race known for their ability to acquire information humanity, individuals with great passion and
and thrive in mankind's shadow. Young goblins fierce in battle.
resemble children, but the older they are the more Use the barbarian class for player characters
wizened and gnarled they become. Like the who hail from the Highlands of Scotland, or the
dwarves, they are thought to have once been fey, plains of Africa, or the frigid regions of northern
connecting them to legends of hobs and house Europe. They offer a distinctly different outlook on
elves. However, they are no longer connected to the late Tudor and early Stuart society, which can
the fey world as elves and gnomes are, and they make for very interesting roleplaying.
rely on civilization and the mortal world for their
existence. Goblins either dwell in the poor sections BARDS
of cities, acting as rumormongers, smugglers and
couriers, or on the road with gypsy caravans and Bards are members of a society known as the
other nomadic folk. Bardic College. NPC Bards may have abandoned
Despite their dubious reputation, most goblins the College or never really paid it much attention,
work as legitimate employees or craftsmen. Nobles but it provides player character Bards with a
and wealthy merchants often employ goblins as ready-made resource for arcane knowledge,
agents or spies. Even the Church has been known contacts, support, and training. Shakespeare is a
to use them for these purposes. They also find bard, if a somewhat errant member of the College.
success in military careers as scouts or sailors, but Bards are usually discovered at a young age and
they must work to rise above their race’s their talents honed by another bard, though
reputation as thieves and vermin. joining the Bardic College late in life is certainly
R a c i a l A b i l i t i e s : Goblins have all the halfling not unheard of.
racial traits listed on page 20 of the Player’s Bards employ a great deal of magical
Handbook except for the following: knowledge that draws on the tradition of natural
philosophy – the underlying arcane properties of
• +2 racial bonus on Bluff, Gather Information, music, lyric, and voice. Much of it is simple
Listen and Move Silently checks (these replace psychology. As an offshoot of the Druidic
the standard halfling skill check bonuses). Tradition, and sharing similar rites and beliefs, the
• Bonus Feat: Dodge. Bardic College in Britain embodies both Christian
and pagan thought and practice and shies away
• Goblins do not gain the standard halfling from evil. A bard who uses his talents for
bonus to attack rolls with thrown weapons. wickedness is a terrible creature indeed, both
baseless and a traitor to his community.
Christopher Marlowe is one such individual, avoided are Evil, Chaos, Destruction, Magic,
whose dabbling with the diabolical forces resulted Trickery, and Death. Common choices would be
ultimately in his death. Healing, Protection, Knowledge, and Law.
It should also be noted that corrupt religious
CLERICS figures are possible under the cosmology of
Elizabethulhu, as clerics may be of any alignment.
The Cleric class represents those men and Of course, they must truly believe that God or their
women of faith whose beliefs are strong enough to deity will grant them divine power, so very often
tap into the ambient divine energy of the spheres they are individuals with more diabolical
and work miracles. Many clerics don’t even patronage. These characters make excellent
consider their divinely-wrought powers to be their villains!
own, and instead consider themselves merely
vessels. Priests of all religions have their own ideas DRUIDS
about the nature of Cosmology, the rightness or
wrongness of other religions, and the power of Druids in Elizabethulhu are the heirs of
prayer or rite. In truth, there are no actual divine Merlin. Their religious tradition and mystical
entities, gods, or supreme beings in the tradition shares many commonalities with early
Elizabethulhu campaign – but humanity’s fierce pagan religion in Europe, although time and ritual
belief in them makes them instruments of divine have codified and organized much of it. Merlin
power nonetheless. and Arthur’s Grail Christianity, which combined
A character does not have to be a member of the earth religions of the British with the Catholic
the cleric class to be a religious authority, nor do Church, is the foundation of Elizabethan Druidical
they require ordination or membership in an practice. As such, the Druidic Order differs from
established religion to be devotees and workers of the standard Player’s Handbook druid in the sense
divine magic. If the idea of individuals walking the that they are more a secret society of enchanters,
face of the Earth healing the sick and raising the arcanists and visionaries, than nature priests.
dead seems odd to you, remember that in most All the standard rules apply for druids in
cases divine magic works in tune with natural law, Elizabethulhu. Strict observance of spell
not in spite of it. Players are encouraged to think of components, rituals, and the like is required – a
cleric spells as miracles, not routine displays of druid relies heavily on props, just like a wizard
spellcasting. Indeed, while the ability to remove does. Multiclassing the druid class with wizard is a
disease sounds like the perfect answer to the Black logical choice. Fantastic abilities such as the power
Death, Elizabethulhu never assumes such to assume a wild shape or pass without trace may
phenomena as disease or illness are entirely stretch the realms of reality a little, but druidical
natural in the first place. The drawback to this magic works in concert with the Natural Law to a
method of divine spellcasting is that if the cleric’s greater extent than, say, faerie glamour and
religious convictions do not allow the use of a sorcery.
certain kind of spell, they are unable to use it. Restrictions on weapons for druids are
Discuss spell availability and the low-magic somewhat lessened in Elizabethulhu, though it is
guidelines of Elisabethulhu with the Dungeon still suggested that druids not bear firearms or
Master before playing a cleric. other mechanical weapons. The list in the Player’s
Clerics in the Elizabethulhu campaign are able Handbook outlines the basic weapon proficiencies
to affect the fey and fey magic (glamour or of the druid, but druids who acquire other weapon
sorcery) much as standard clerics may affect proficiencies will not lose their druidical powers.
undead. Faith and glamour have long been at odds The armor restriction still applies, however.
with each other, though this is a primarily Judeo-
Christian concept. Details are provided in the FIGHTERS
magic section, though essentially a cleric can use
one of their daily turning attempts as a The fighter class is, for the most part, the same
counterspell for sorcerer magic, or rebuke fey in any genre or setting, and in Elizabethulhu there
(note: not elves or gnomes) as a cleric turns or are few differences beyond the obvious. Weapons
rebukes undead. and armor are setting-specific, but martial
Player character clerics should select 2 profession is still commonplace. Fighters can be sea
domains for their characters, based on the dogs, cavalry captains, city constables, gentleman
denomination or religion they adhere to. Typically, adventurers, or tough underworld thugs. Any
any domain could apply, as there are as many fighting role is suitable for play. Military heroes
aspects of God, even within the Church of Rome or are always an asset when intrigue and scandal
England, as there are domains, but those best become violent.
gives the ranger character an archery-focused
MONKS aspect, which more closely corresponds to
England’s greatest member of this class, Robin of
The monk is a very rare individual in the world Locksley, known as Robin Hood.
of Elizabethulhu, suited mainly for wandering
explorers from the Orient or for those few ROGUES
Europeans who have returned from jouneys to the
Far East and have returned with hidden secrets of Much like fighters, rogues transcend many
the mind and body. One excellent example of a setting conventions and are easily adapated to the
monk player character comes from the original fantastorical world of Elizabethulhu. There are no
Elizabethulhu playtest campaign. He was a young changes to the rogue class as presented in the
Welsh noble who shipped out with a merchant’s Player’s Handbook and it is suggested that the class
vessel en route to Asia, was shipwrecked and be used for anyone from the streetwise goblin
found by Taoist monks. A student of Neoplatonic guttersnipe to the loquacious courtier, and all in
philosophy, he married the Taoist teachings with between.
his own Classical training and arrived at the
secrets of ascending the Ladder of Being towards
godhood.
Dungeon Masters should feel free to restrict
players from taking the monk as a character class,
but be open to original and unique character
concepts such as the one mentioned above.
PALADINS
The paladin is a suitable class for pious
followers of religion or a crusading order, though
such orders are rare by this time. The Grail Temple
Knights, an order that has survived since the time
of Arthur, is an excellent background for paladin
characters. Elves, humans, and even extraordinary
members of other races could be Grail Knights.
Their abilities are grounded in their faith, their
adherence to their codes and disciplines, and their
continued commitment to their order. Dungeon
Masters whose player character paladins are
ignoring these facets of play should consider
removing the special divine abilities of paladins
until atonement is made.
Paladins have a similar effect on sorcery and
fey glamour as clerics. They are able to rebuke the
fey and use turning attempts as counterspells
against sorcery.
RANGERS SORCERERS
Player character rangers commonly have lived Sorcerers are spellcasters with the blood of the
among or were associates of the elves and gnomes fey, or the taint of far worse, running through
in Wales or other regions close to the Otherworld. their veins. Functionally, the two are identical –
A ranger’s spellcasting ability is related to that of the character is able to work arcane effects
druids, and operates on similar principles, though without the use of most ritual trappings in a
the chief role of the ranger in Elizabethulhu is the manner that defies and invades Natural Law. The
rural tracker, scout, and hunter. Their divine fey are not creatures of the mundane, and neither
talents are secondary. are sorcerers, though the blood is often much
As a suggestion to allow ranger characters weaker in human and other non-elven races.
more flexibility in the setting, the Ambidexterity Sorcerers, if they are clever enough, will
and Two-Weapon Fighting “virtual feats” may be masquerade as practitioners of White Magic or
replaced by Point Blank Shot and Precise Shot. This perhaps hope to dismiss their talents as “faerie
gifts” which, while suspicious, at least are tolerated wizards are multiclassed characters, who represent
in Britain. Characters whose supernatural powers those idle rich who dabble in wizardry, either for
derive mainly from an ancestor who had traffick power or for the company it attracts. Sir Walter
with “demons” and who learn nothing of ritual Raleigh and Sir Francis Bacon are both wizards,
magic are in much hotter water. although each to different degrees. The greatest
Sorcerers in Elizabethulhu do not gain a wizard in England in the time period covered by
familiar, though they do not need to make use of Elizabethulhu is Dr. John Dee, who would have
material spell components. They are still required been Merlin to Elizabeth’s Arthur had he not been
to use somatic and verbal components, however, so sidetracked by his associates.
and are thus just as prone to arcane spell failure Wizards have familiars as descibed in the
when wearing armor. Sorcerer magic differs Player’s Handbook, but the familiar is no ordinary
slightly from wizard magic in that it can be animal. The wizard’s familiar is a manifest spirit
affected and counterspelled by clerical power, that assists the wizard in conducting magical
though there is much less requirement on the part works, and without it he or she suffers from a 25%
of the sorcerer player to explain away their spells arcane spell failure penalty. Other familiar spirits
as coincidences, science, or the like. It is advisable of a more esoteric nature are available to player
to do so, however, merely for the sake of avoiding character wizards. They are listed below:
claims of witchcraft and pacts with Satan.
WIZARDS
In Elizabethulhu, wizards are proto-scientists,
strict ritualists with knowledge of many magical
systems, arcane lore, principles of astrology and
mathematics, and the hermetic arts. All wizards in
the setting are specialist wizards – no general
wizards exist. Common choices are Abjurers
(exorcists), Diviners (seers or astrologers), and
Transmuters (alchemists). Conjurers are also
common among wizards, but these individuals
tread a very fine line between so-called Natural
Law (White Magic, or the kind of mystical science
tolerated by the Church of England) and diabolism
or Black Magic. Necromancers, of course, walk no
line at all and are firmly in the camp of the darker
arts.
Wizardry is different from sorcery in that it is
the application of (albeit fantastic) scientific or
hidden laws upon the universe in a way that does
not generally transgress the way the universe
works. Even the summoning of outsiders, demons
and minions of the Outer Gods is permitted by the
Cosmos, though typically the after-effects of such Familiar Special
summonings are exactly the opposite. Wizardry, Chaos spirit Master gains +2 deflection
therefore, is not affected by the special divine bonus to AC vs lawful
channels of clerics, at least in the way that sorcery attacks and opponents
is, and wizards are not themselves magical or Law spirit Master gains +2 deflection
mystical. They are merely mortals who have bonus to AC vs chaotic
learned the greater secrets of the universe, for attacks and opponents
good or ill. Elemental spirit Master gains +2 resistance
Player character wizards must strictly follow bonus to saving throws vs
the rules for spell components and ritual tools. attacks of the specific
Wizards cannot usually pull magic out of the air; element.
they have to work from their spellbooks, tomes,
and writings. They are always studying and
experimenting, casting starcharts and preparing
tinctures and solutions. Playing a wizard can be a
challenge, but can also be rewarding. Many
ARMS AND ARMOR misfired and the player must make another attack
roll. A success means it is merely clogged with
powder and requires 1d6 round to clear it. On
The Elizabethan era was one of pike and shot, another failure, the gun misfires and is useless, and
where armor took the form of a breastplate and a the character must make a successful Reflex save
helmet or sometimes nothing but a quilted bernie (DC 12) or take 1d6 damage from the discharge.
and a prayer to God. The black powder weapons of
the age were noisy, inaccurate and prone to Elizabethulhu does not adhere to the notion
misfire, but they were nonetheless the weapons of that firearms are killer weapons or that they
choice. It was a very different period in the eliminate the protective value of armor. If
development of warfare than the standard in D20 alternative rules are required, several are available
fantasy, but there are enough parallels that few online or in other sourcebooks of more modern
changes are necessary. time periods. This design decision was made to
reduce the emphasis on muskets and pistols to
What follows are some notes on muskets, swordfights and chases in the vein of
pistols, and other weapons of the era in D20 terms, swashbuckling adventure movies. However,
and some notes on suitable period armor. despite their fire-and-discard nature, black
powder weapons are some of the best weapons
M a t c h l o c k s : These firearms were muzzle- available in the time period, and are still very
loading weapons which employed lengths of useful and fearsome.
smoldering cord (the match) in the firing
mechanism, which ignited the powder in the A r m o r : The primary form of armor available to
priming pan and then the powder in the barrel. the middle classes or those beneath them was a
Calivers were smaller, cut-down versions of the quilted, padded vest and helmet, or a leather coat
musket which could be fired without a rest. The (called a buff coat) that was oftern worn under a
musket was often over four feet long and needed a breastplate by officers and gentlemen adventurers.
rest or some sort of support when fired. Matchlock Consider allowing the following: padded armor,
muskets and calivers are martial weapons in the leather armor (or buff coat), studded leather
Elizabethan era, and all classes except wizards, armor, breastplate, half-plate, and full plate (the
sorcerers, clerics, druids and barbarians are last two being very rare and more likely as
proficient in their use. Matchlocks take 3 standard showpieces or ceremonial armor).
actions to reload. Bucklers were the most common form of
shield. In the interests of making it easier on those
Matchlock Caliver large, damage 1d8, critical 19- characters without access to heavier armor,
20/x2, range increment 40 ft, type P. consider allowing a helmet to add +1 AC, with the
Matchlock Musket large, damage1d12, critical 18- same statistics as a small shield, or thigh-boots and
20/x2, range increment 60 ft, type P. helmet as +2 AC with the same statistics as a large
shield.
W h e e l l o c k s : These were more advanced
weapons than matchlocks, and much more
expensive to make. They have a spinning firing COIN OF THE REALM
mchanism on a wound spring that replaces the
match. They are more reliable than matchlocks but Elizabethan coinage was a thing of change
their cost is prohibitive. Belt pistols are small owing to the ups and downs of prosperity, but for
enough to tuck into a belt or under a coat; horse the purposes of Elizabethulhu we have
pistols are up to 18 inches long and worn standardized the currency somewhat. All coins are
hoslstered on a horse’s saddle by cavalry officers. silver or gold; there are no copper coins. The basic
Only fighters, paladins and rangers are proficient units of currency are the pound (£), the shilling (s)
with both pistols, although rogues are proficient in and the penny (d).
the belt pistol. Wheellocks require 2 standard 12 pence make a shilling.
actions to reload. 20 shillings make a pound.
This may seem simple, but the coins and
Wheellock Belt Pistol small, damage1d8, critical denominations don’t always match. The most
19-20/x2, range increment 15 ft , type P. common coin of trade is the crown, which is 5
Wheellock Horse Pistol medium, damage 1d10, shillings, or a quarter of a pound. You can assume
critical 18-20/x2, range increment 20 ft, type P. that most prices in the Player’s Handbook that
refer to amounts in GP can be considered in
M i s f i r e s a n d M i s h a p s ( o p t i o n a l ) : On any roll crowns. SP would then equal sixpence.
of a 1 when using a firearm, the weapon has
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All material in this document including the name Elizabethulhu and the tagline Darkness and Deviltrie in an
Age of Reason is copyright © 2001 Cameron Banks. All original game mechanics and rules taken
independently of setting background are considered Open Game Content material. You may contact Cam
Banks at waistcoat@evilhat.com for questions, queries and information regarding Elizabethulhu D20 Fantasy
Setting.
Extra Special Thanks goes out to the following individuals who helped this project take shape through
playtesting or advice: Jessica Banks (who also edited this mess), Jim Butcher, Shannon Butcher, J.J. Butcher,
Clark Valentine, Amanda Valentine, Jon David, Todd Knealing, Genevieve Cogman, Fred Hicks, and of course
Robert Donoghue who is easily the best sounding board for this sort of thing in my experience. Thanks also
go out to Ken Hood, Doug Anderson, Ken Hite, Gareth-Michael Skarka, and everyone else in the D20 brain
trust who inspired, assisted, praised or critiqued my ideas, or simply said “Elizabethulhu? Cool name!”

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