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.

It's 1603, England. It's a time when the glorious reign of Good Queen Bess, friend to faerie, nears its end and the future is uncertain for the realm. In this world, over a thousand years ago, Arthur really did fight his bastard son on the field, blood against blood, and the faerie hosts were accomplice to it all. Merlin was the greatest of the druids and the architect of Arthur's reign but he had passed on, and across all of Europe the fey were cast out and back into their own hidden lands as mortals learned they were not gods, and the Church branded them demons. Except for the dwarves, the trolls, and the goblins, who had given up their faerie powers due to greed, ignorance and desperation respectively, the sidhe and their darker reflections retreated. Magic, codified and structured into ritual and ceremony, was almost lost as civilization and learning were crushed underfoot by barbarian invasions, the pettiness of popes, and the fear of kings. It would be a long time before the light would return. Elizabeth, herself touched by the fey from her birth due to the witchery of her mother Anne Boleyn, welcomed the faeries back into Britain upon her coronation. In Wales the elves who had once sided with Camelot and Arthur had long taken mortal wives and husbands, and their fey blood was thinner. The gnomes, vassals and servants and commoners of Faerie, also surfaced from hundreds of years of secrecy and hiding. All claimed fealty to the mortal Church, of course - to do otherwise was to risk extermination, and after all, how were the mortals to ever know that Merlin's Grail Christianity owed more to ancient powers than the Christ? Despite suspicion and concern, and word across Europe of the arousal in the ancient woods and forests and mountains of even older forces, the Renaissance saw a renewal at least in some small part of magic. But there were wars in Ireland, conflict with Spain, unrest and revolution in the United Provinces of the Netherlands - and who knew how much of this was mortal work and how much supernatural? True, astrologers and courtly alchemists claimed only white magic and natural law, but were not the Earl of Bothwell and his covens responsible for the attempts on James VI's life? Another darkness approaches, storms are gathering, and above it all there is the hidden fear that even greater than dark 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...

Elizabethulhu is a D20 Setting for adventures set in an alternate history of the Elizabethan and Jacobean era. Most of the common features of D20 fantasy games are present, though many take very different forms. The only other rulebooks needed to run adventures in the Elizabethulhu campaign setting are the core D20 System rulebooks.
The action takes place primarily in Europe, specifically England. Adventures range from courtly intrigue and grand plots of state, to seedy underworld brawls and chases through the muddy streets of London. The thematic elements of the setting are hinted at in the title – Elizabethulhu borrows strongly from the world of Lovecraft, but is also influenced by the works of Shakespeare, Marlowe, and modern writers such as Martha Wells, Patricia Finney, Melissa Scott and Lisa A Barnett. It takes enormous license with history, though at its heart it explores the very fantasies and occult intrigues that contemporary writers suspected of taking place.

Elizabethulhu is not, therefore, the definitive treatment of playing D20 games in the Elizabethan era. It certainly isn’t Lovecraftian D20, either. In fact, it is a fantasy setting rooted in our own history. Campaigns may take place near the beginning of Elizabeth’s reign, or near its end; some Dungeon Masters may like to attempt a grand dynastic campaign that begins very early in the life of Elizabeth and continues all the way to the succession of King James VI of Scotland. However, history is mutable and nothing is certain. The purpose of these rules is to encourage the Dungeon Master and players to experience a setting rife with scandals and scoundrels, sea dogs and sorcerers, fey queens and necromancer earls. Although these pages are light on content and represent only a small portion of a larger sourcebook, it is the author’s hope that what lies within inspires swashbuckling, Great Old Onefighting, troll-shouting high adventure in a very dark world indeed.
Cameron Banks State College, Pennsylvania 2nd August 2001 waistcoat@evilhat.com

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. Elves are vulnerable to iron and ferrous alloys. As well as disrupting spells (q.v. sorcerer), any attacks from piercing or slashing iron or steel weapons against elves have their critical threat ratings increased by 1 (20 becomes 19-20, 1920 becomes 18-20, etc). Iron or steel weapons that have been enchanted lose this effect on elves, thus this effect does not stack with the Keen enchantment. Elves who wear nonmagical armor forged from iron or steel for more than half an hour per day will not recover lost hit points or ability damage for that day. IRONPACT DWARVES The so-called ironpact dwarves are a broad, sturdy race characterized by their skill at crafts and invention, and for being solid, reliable, practical and trustworthy. Folklore says they were once fey, but chose to surrender their faerie powers in order to work metal and stone and live among mankind as mortals. The truth of this legend is unknown, but it is true that dwarves have experienced little of the demonization and fear that mankind has directed towards the fey, and dwarves of Europe are often highly respected as craftsmen, artisans, merchants, bankers and inventors.

Elizabethulhu presents a world where the faerie races of legend and folklore are as real as any man or woman. Many of them are members of society, albeit with no small prejudice from humanity. Some, such as the dwarves, are trusted and well-liked for their contributions. Others, such as the elves of the Welsh forests, are welcome only in England by virtue of Queen Elizabeth’s blessing and hated or feared throughout the rest of the world. The following material describes these fair folk, both those who foreswore their supernatural powers in the early years of Christianity, and those who never surrendered to the mundane.
ELVES The elves are the noblest of the fey races, descendants of the faeries who in centuries past were worshipped in many parts of the world as gods or demons. They are still inherently tied to the supernatural, which has colored their relationship with Christendom, especially the Puritans and certain factions within the Church of Rome. Significant populations of elves reside both in Wales and in Ireland, but it is known that the Irish elves are closer to the otherworldly home of the faeries than their Welsh kindred. Certainly, while the Welsh fey owe their allegiance to Queen

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The Catholic Church had merely tolerated dwarves for many hundreds of years, but both Lutherans and Calvanists openly embraced their dwarven supporters, who were attracted to the Reformation ethics of austerity and hard work. In light of obvious religious differences it is commonly held that dwarves and fey do not get along. R a c i a l A b i l i t i e s : Ironpact dwarves have the dwarven racial traits listed on page 15 of the Player’s Handbook except as follows: • • +4 racial bonus on saving throws against fire and heat, including magical and supernatural fire. This stacks with their bonus to saves against spells. +2 racial bonus on Disable Device checks, Open Locks checks, and Craft checks that are related to gadgets, clockwork, or other devices. Disable Device and Open Lock may be used untrained in this fashion. A dwarf who merely comes within 10 feet of a mechanical trap can make a check as if he were actively searching, and a dwarf can use the Search skill to find mechanical traps and devices as a rogue can. Dwarves are natural inventors and engineers. (This replaces the Stonecunning ability of standard dwarves.) Ironpact dwarves do not gain the standard dwarven bonus to attack rolls against orcs and goblinoids. Automatic Languages: English. Bonus Languages: Dutch, German, Norse, Latin, and Greek. Favored Class: Fighter. GNOMES The gnomes are the common population of the unsworn fey, who often serve as vassals and servants to the more noble elves. They are known for their strong connection to the natural world. Gnomes are much shorter than their sidhe cousins, shorter even than dwarves, though they are not as quick and spry as goblins. Due to their association with the fey courts, and their own lusty and chaotic natures, gnomes are lumped in with the elves in the suspicious eyes of the Church both historically and theologically. Gnomes are very suited to more rustic and earthy professions, such as farmers, gardeners, shepherds and fishermen. They are renowned as cooks, brewers and vintners, and exceptional herbalists and apothecaries. Consequently, gnome surgeons and physicians are not unheard of. R a c i a l A b i l i t i e s : Gnomes have all the gnome racial traits listed on page 17 of the Player’s Handbook except for the following:

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Immunity to natural (non-magical) diseases, and a +2 racial bonus on saving throws against poison. (This replaces the standard gnome resistance to illusions). +2 racial bonus on Craft and Profession checks relating to herbalism, cooking, and brewing. (This replaces the standard gnome bonus to Alchemy skill checks). +2 racial bonus to Heal checks when treating poison or disease. Handle Animal and Animal Empathy skills can be used untrained. Gnomes with Intelligence scores of 10 or higher may cast the 0-level spells (cantrips) cure minor wounds, detect poison, and purify food & drink, each once per day. These are arcane spells, but all require some herbal component. Treat the gnome as a 1st-level caster for all spell effects dependent on level. (These cantrips replace the cantrips available to standard gnomes). Automatic Languages: English and Fey. Bonus Languages: Irish, Scots, Welsh, Cornish, Latin and Greek. Favored Class: Druid. Gnomes are vulnerable to iron. As well as disrupting spells (q.v. sorcerer), any attacks from piercing or slashing iron weapons against gnomes have their critical threat ratings increased by 1 (20 becomes 19-20, 19-20 becomes 18-20, etc). Iron weapons that have been enchanted lose this effect on gnomes, thus this effect does not stack with the Keen enchantment. Gnomes who wear non-magical armor forged from iron or steel for more than half an hour per day will not recover lost hit points or ability damage for that day. TROLLS

The trolls as a race are characteristically tall, muscular, and brutish, with pronounced brows and lower jaws. They have earned a reputation as thugs, gravitating easily to professions such as mercenary, laborer, bodyguard or bandit. In spite of this, trolls do not draw nearly as much rancor from the Church as one might expect, due to their willingness to adhere to Holy Writ and their aversion to magic and the supernatural. Even trolls who make a living waylaying travelers or mugging folk in London's filth-ridden streets fear the wrath of God. Trolls are most numerous either in northern climates, such as Scotland and Scandinavia, where they work the land, or in crowded urban environments where they can find gainful

employment. Many trolls join expeditions or foreign wars. There are no trolls in the upper classes, though nobles may employ them as 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 Handbook except for the following: • • +2 racial bonus to Intimidate checks. Recuperative Powers: A troll recovers from damage twice as fast as a human, i.e. 2 hp/level for every day of rest, and 3 hp/level for every day of complete bed rest. In addition, all percentage chances for stabilization and recovery when wounded or dying are doubled, and all recovery rates of damaged physical characteristics (Strength, Constitution and Dexterity) are doubled. Automatic Languages: English. Bonus Languages: Scots, Gaelic, Norse or Latin. Favored Class: Barbarian. GOBLINS The goblins are a small, quick and cunning race known for their ability to acquire information and thrive in mankind's shadow. Young goblins resemble children, but the older they are the more wizened and gnarled they become. Like the dwarves, they are thought to have once been fey, connecting them to legends of hobs and house elves. However, they are no longer connected to the fey world as elves and gnomes are, and they rely on civilization and the mortal world for their existence. Goblins either dwell in the poor sections of cities, acting as rumormongers, smugglers and couriers, or on the road with gypsy caravans and other nomadic folk. Despite their dubious reputation, most goblins work as legitimate employees or craftsmen. Nobles and wealthy merchants often employ goblins as agents or spies. Even the Church has been known to use them for these purposes. They also find success in military careers as scouts or sailors, but they must work to rise above their race’s reputation as thieves and vermin. R a c i a l A b i l i t i e s : Goblins have all the halfling racial traits listed on page 20 of the Player’s Handbook except for the following: • • • +2 racial bonus on Bluff, Gather Information, Listen and Move Silently checks (these replace the standard halfling skill check bonuses). Bonus Feat: Dodge. Goblins do not gain the standard halfling bonus to attack rolls with thrown weapons.

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Automatic Languages: English. Bonus Languages: French, German, Romany, Welsh Favored Class: Rogue

Elizabethulhu assumes that most if not all of the standard character classes in the Player’s Handbook are being used in the campaign. Due to the unique nature of the setting, however, some minor differences exist between how the standard classes are represented in a typical fantasy world, and the 16th and 17th century alternate historical Europe of Elizabethulhu. The material that follows outlines these differences, and gives examples of characters that possess these classes.
BARBARIANS Barbarians come from the wilder, untamed areas of Europe, or represent individuals who still live in primitive or unenlightened regions. Specifically, members of the barbarian class are warriors with a closer tie to the more bestial side of humanity, individuals with great passion and fierce in battle. Use the barbarian class for player characters who hail from the Highlands of Scotland, or the plains of Africa, or the frigid regions of northern Europe. They offer a distinctly different outlook on the late Tudor and early Stuart society, which can make for very interesting roleplaying. BARDS Bards are members of a society known as the Bardic College. NPC Bards may have abandoned the College or never really paid it much attention, but it provides player character Bards with a ready-made resource for arcane knowledge, contacts, support, and training. Shakespeare is a bard, if a somewhat errant member of the College. Bards are usually discovered at a young age and their talents honed by another bard, though joining the Bardic College late in life is certainly not unheard of. Bards employ a great deal of magical knowledge that draws on the tradition of natural philosophy – the underlying arcane properties of music, lyric, and voice. Much of it is simple psychology. As an offshoot of the Druidic Tradition, and sharing similar rites and beliefs, the Bardic College in Britain embodies both Christian and pagan thought and practice and shies away from evil. A bard who uses his talents for wickedness is a terrible creature indeed, both baseless and a traitor to his community.

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Christopher Marlowe is one such individual, whose dabbling with the diabolical forces resulted ultimately in his death. CLERICS The Cleric class represents those men and women of faith whose beliefs are strong enough to tap into the ambient divine energy of the spheres and work miracles. Many clerics don’t even consider their divinely-wrought powers to be their own, and instead consider themselves merely vessels. Priests of all religions have their own ideas about the nature of Cosmology, the rightness or wrongness of other religions, and the power of prayer or rite. In truth, there are no actual divine entities, gods, or supreme beings in the Elizabethulhu campaign – but humanity’s fierce belief in them makes them instruments of divine power nonetheless. A character does not have to be a member of the cleric class to be a religious authority, nor do they require ordination or membership in an established religion to be devotees and workers of divine magic. If the idea of individuals walking the face of the Earth healing the sick and raising the dead seems odd to you, remember that in most cases divine magic works in tune with natural law, not in spite of it. Players are encouraged to think of cleric spells as miracles, not routine displays of spellcasting. Indeed, while the ability to remove disease sounds like the perfect answer to the Black Death, Elizabethulhu never assumes such phenomena as disease or illness are entirely natural in the first place. The drawback to this method of divine spellcasting is that if the cleric’s religious convictions do not allow the use of a certain kind of spell, they are unable to use it. Discuss spell availability and the low-magic guidelines of Elisabethulhu with the Dungeon Master before playing a cleric. Clerics in the Elizabethulhu campaign are able to affect the fey and fey magic (glamour or sorcery) much as standard clerics may affect undead. Faith and glamour have long been at odds with each other, though this is a primarily JudeoChristian concept. Details are provided in the magic section, though essentially a cleric can use one of their daily turning attempts as a counterspell for sorcerer magic, or rebuke fey (note: not elves or gnomes) as a cleric turns or rebukes undead. Player character clerics should select 2 domains for their characters, based on the denomination or religion they adhere to. Typically, any domain could apply, as there are as many aspects of God, even within the Church of Rome or England, as there are domains, but those best

avoided are Evil, Chaos, Destruction, Magic, Trickery, and Death. Common choices would be Healing, Protection, Knowledge, and Law. It should also be noted that corrupt religious figures are possible under the cosmology of Elizabethulhu, as clerics may be of any alignment. Of course, they must truly believe that God or their deity will grant them divine power, so very often they are individuals with more diabolical patronage. These characters make excellent villains! DRUIDS Druids in Elizabethulhu are the heirs of Merlin. Their religious tradition and mystical tradition shares many commonalities with early pagan religion in Europe, although time and ritual have codified and organized much of it. Merlin and Arthur’s Grail Christianity, which combined the earth religions of the British with the Catholic Church, is the foundation of Elizabethan Druidical practice. As such, the Druidic Order differs from the standard Player’s Handbook druid in the sense that they are more a secret society of enchanters, arcanists and visionaries, than nature priests. All the standard rules apply for druids in Elizabethulhu. Strict observance of spell components, rituals, and the like is required – a druid relies heavily on props, just like a wizard does. Multiclassing the druid class with wizard is a logical choice. Fantastic abilities such as the power to assume a wild shape or pass without trace may stretch the realms of reality a little, but druidical magic works in concert with the Natural Law to a greater extent than, say, faerie glamour and sorcery. Restrictions on weapons for druids are somewhat lessened in Elizabethulhu, though it is still suggested that druids not bear firearms or other mechanical weapons. The list in the Player’s Handbook outlines the basic weapon proficiencies of the druid, but druids who acquire other weapon proficiencies will not lose their druidical powers. The armor restriction still applies, however. FIGHTERS The fighter class is, for the most part, the same in any genre or setting, and in Elizabethulhu there are few differences beyond the obvious. Weapons and armor are setting-specific, but martial profession is still commonplace. Fighters can be sea dogs, cavalry captains, city constables, gentleman adventurers, or tough underworld thugs. Any fighting role is suitable for play. Military heroes are always an asset when intrigue and scandal become violent.

MONKS The monk is a very rare individual in the world of Elizabethulhu, suited mainly for wandering explorers from the Orient or for those few Europeans who have returned from jouneys to the Far East and have returned with hidden secrets of the mind and body. One excellent example of a monk player character comes from the original Elizabethulhu playtest campaign. He was a young Welsh noble who shipped out with a merchant’s vessel en route to Asia, was shipwrecked and found by Taoist monks. A student of Neoplatonic philosophy, he married the Taoist teachings with 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 Player character rangers commonly have lived among or were associates of the elves and gnomes in Wales or other regions close to the Otherworld. A ranger’s spellcasting ability is related to that of druids, and operates on similar principles, though the chief role of the ranger in Elizabethulhu is the rural tracker, scout, and hunter. Their divine talents are secondary. As a suggestion to allow ranger characters more flexibility in the setting, the Ambidexterity and Two-Weapon Fighting “virtual feats” may be replaced by Point Blank Shot and Precise Shot. This

gives the ranger character an archery-focused aspect, which more closely corresponds to England’s greatest member of this class, Robin of Locksley, known as Robin Hood. ROGUES Much like fighters, rogues transcend many setting conventions and are easily adapated to the fantastorical world of Elizabethulhu. There are no changes to the rogue class as presented in the Player’s Handbook and it is suggested that the class be used for anyone from the streetwise goblin guttersnipe to the loquacious courtier, and all in between.

SORCERERS Sorcerers are spellcasters with the blood of the fey, or the taint of far worse, running through their veins. Functionally, the two are identical – the character is able to work arcane effects without the use of most ritual trappings in a manner that defies and invades Natural Law. The fey are not creatures of the mundane, and neither are sorcerers, though the blood is often much weaker in human and other non-elven races. Sorcerers, if they are clever enough, will masquerade as practitioners of White Magic or perhaps hope to dismiss their talents as “faerie

gifts” which, while suspicious, at least are tolerated in Britain. Characters whose supernatural powers derive mainly from an ancestor who had traffick with “demons” and who learn nothing of ritual magic are in much hotter water. Sorcerers in Elizabethulhu do not gain a familiar, though they do not need to make use of material spell components. They are still required to use somatic and verbal components, however, and are thus just as prone to arcane spell failure when wearing armor. Sorcerer magic differs slightly from wizard magic in that it can be affected and counterspelled by clerical power, though there is much less requirement on the part of the sorcerer player to explain away their spells as coincidences, science, or the like. It is advisable to do so, however, merely for the sake of avoiding 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 summonings are exactly the opposite. Wizardry, therefore, is not affected by the special divine channels of clerics, at least in the way that sorcery is, and wizards are not themselves magical or mystical. They are merely mortals who have learned the greater secrets of the universe, for good or ill. Player character wizards must strictly follow the rules for spell components and ritual tools. Wizards cannot usually pull magic out of the air; 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

wizards are multiclassed characters, who represent those idle rich who dabble in wizardry, either for power or for the company it attracts. Sir Walter Raleigh and Sir Francis Bacon are both wizards, although each to different degrees. The greatest wizard in England in the time period covered by Elizabethulhu is Dr. John Dee, who would have been Merlin to Elizabeth’s Arthur had he not been so sidetracked by his associates. Wizards have familiars as descibed in the Player’s Handbook, but the familiar is no ordinary animal. The wizard’s familiar is a manifest spirit that assists the wizard in conducting magical works, and without it he or she suffers from a 25% arcane spell failure penalty. Other familiar spirits of a more esoteric nature are available to player character wizards. They are listed below:

Familiar Chaos spirit Law spirit Elemental spirit

Special Master gains +2 deflection bonus to AC vs lawful attacks and opponents Master gains +2 deflection bonus to AC vs chaotic attacks and opponents Master gains +2 resistance bonus to saving throws vs attacks of the specific element.

The Elizabethan era was one of pike and shot, where armor took the form of a breastplate and a helmet or sometimes nothing but a quilted bernie and a prayer to God. The black powder weapons of the age were noisy, inaccurate and prone to misfire, but they were nonetheless the weapons of choice. It was a very different period in the development of warfare than the standard in D20 fantasy, but there are enough parallels that few changes are necessary. What follows are some notes on muskets, pistols, and other weapons of the era in D20 terms, and some notes on suitable period armor. M a t c h l o c k s : These firearms were muzzleloading weapons which employed lengths of smoldering cord (the match) in the firing mechanism, which ignited the powder in the priming pan and then the powder in the barrel. Calivers were smaller, cut-down versions of the musket which could be fired without a rest. The musket was often over four feet long and needed a rest or some sort of support when fired. Matchlock muskets and calivers are martial weapons in the Elizabethan era, and all classes except wizards, sorcerers, clerics, druids and barbarians are proficient in their use. Matchlocks take 3 standard actions to reload.

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 another failure, the gun misfires and is useless, and the character must make a successful Reflex save (DC 12) or take 1d6 damage from the discharge.

Elizabethulhu does not adhere to the notion that firearms are killer weapons or that they eliminate the protective value of armor. If alternative rules are required, several are available online or in other sourcebooks of more modern time periods. This design decision was made to reduce the emphasis on muskets and pistols to swordfights and chases in the vein of swashbuckling adventure movies. However, despite their fire-and-discard nature, black powder weapons are some of the best weapons available in the time period, and are still very useful and fearsome.
A r m o r : The primary form of armor available to the middle classes or those beneath them was a quilted, padded vest and helmet, or a leather coat (called a buff coat) that was oftern worn under a breastplate by officers and gentlemen adventurers. Consider allowing the following: padded armor, leather armor (or buff coat), studded leather armor, breastplate, half-plate, and full plate (the last two being very rare and more likely as showpieces or ceremonial armor). Bucklers were the most common form of shield. In the interests of making it easier on those characters without access to heavier armor, consider allowing a helmet to add +1 AC, with the same statistics as a small shield, or thigh-boots and helmet as +2 AC with the same statistics as a large shield.

Matchlock Caliver large, damage 1d8, critical 1920/x2, range increment 40 ft, type P. Matchlock Musket large, damage1d12, critical 1820/x2, range increment 60 ft, type P.
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 mchanism on a wound spring that replaces the match. They are more reliable than matchlocks but their cost is prohibitive. Belt pistols are small enough to tuck into a belt or under a coat; horse pistols are up to 18 inches long and worn hoslstered on a horse’s saddle by cavalry officers. Only fighters, paladins and rangers are proficient with both pistols, although rogues are proficient in the belt pistol. Wheellocks require 2 standard actions to reload.

Elizabethan coinage was a thing of change owing to the ups and downs of prosperity, but for the purposes of Elizabethulhu we have standardized the currency somewhat. All coins are silver or gold; there are no copper coins. The basic units of currency are the pound (£), the shilling (s) and the penny (d). 12 pence make a shilling. 20 shillings make a pound. This may seem simple, but the coins and denominations don’t always match. The most common coin of trade is the crown, which is 5 shillings, or a quarter of a pound. You can assume that most prices in the Player’s Handbook that refer to amounts in GP can be considered in crowns. SP would then equal sixpence.

Wheellock Belt Pistol small, damage1d8, critical 19-20/x2, range increment 15 ft , type P. Wheellock Horse Pistol medium, damage 1d10, critical 18-20/x2, range increment 20 ft, type P.
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 of a 1 when using a firearm, the weapon has

Open Gaming License THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST! OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

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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