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Dark Sun 3

RulesforDarkSunCampaigns

Credits
Designers: Brax,BrunoFernandes,ChrisFlipse,Jon//Oracle
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RulesAssistanceandReview:Brax,GabrielCormier,PaulLiss,NathanGuest
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BackgroundGraphic: DanEveland
InteriorArtists: StevenJames
Thanksto: Robert Aldrich, Andrej Damjanovic, Alexis Gervais, Jan Groeneveld, Mark Hope,
FabrcioLopes,FabianodeOliveira,MichaelRing,DavidSchwarz,thehordesofthe
DarkSunmessageboards,andtheathas.orgplaytestergroup



2008StevenJames



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Contents
Introduction.......................................4 Documents...................................119 Clothing.......................................259
ThisisAthas....................................4 Food,Drink,andLodging.........119 Tools.............................................261
TenThingsYouNeedtoKnow..4 MountsandRelatedGear..........119 Artifacts........................................262
TheFiveAgesofPlay....................5 Transport.....................................120 BeltofRank...............................262
WheretoBegin................................5 Services, Spellcasting, and BookoftheKemalokKings....262
Chapter1:CharacterRaces..............6 Manifesting...................................120 TheDarkLens..........................263
Humans...........................................6 SpecialMaterials.........................121 TheHeartwoodSpear..............264
Aarakocra........................................6 Chapter6:MagicandPsionics....123 KtandeosCane........................265
Dwarves...........................................9 MagicinAthas............................123 TheScourgeofRkard..............266
Elves...............................................11 PlanesofExistence.....................124 ThePlanarGate........................267
HalfElves......................................13 Spells............................................131 PowerConjunctions...................268
HalfGiants....................................14 PsionicsinAthas.........................175 TheCeruleanStorm.................268
Halflings........................................15 Powers..........................................176 CrimsonMonolith....................269
Muls................................................17 Chapter7:LifeonAthas...............191 TheMemoryShrine.................269
Pterrans..........................................18 TheWorldofAthas....................191 TheMudPalace........................270
ThriKreen.....................................20 Balic..............................................192 RajaatsPyramid......................270
OtherRaces...................................22 Draj...............................................195 TheStarRock............................271
RegionofOrigin...........................22 Gulg..............................................197 Chapter11:OtherAgesofPlay...272
VitalStatistics................................24 Nibenay........................................200 TheBlueAge...............................272
Chapter2:CharacterClasses.........25 Raam............................................203 TheGreenAge............................273
Barbarian.......................................25 Tyr................................................206 TheCleansingWars...................276
Bard................................................28 Urik...............................................210 TheBrownAge...........................280
Cleric..............................................32 BeyondtheTablelands...............212 MainCharacters..........................282
Druid..............................................36 Eldaarich...................................212 SupportingCharacters...............286
Fighter............................................39 Kurn...........................................214 Chapter12:MonstersofAthas....289
Gladiator........................................42 PterranVale..............................217 Anakore.......................................289
Psion...............................................47 Saragar.......................................218 Belgoi............................................290
PsychicWarrior............................49 Thamasku..................................220 Braxat,Athasian..........................292
Ranger............................................52 WinterNest...............................222 Crodlu..........................................293
Rogue.............................................55 HistoryofAthas.........................223 Crodlu,Heavy..........................293
Templar..........................................58 Chapter8:Organizations.............228 Crodlu,HeavyWarmount......294
Wilder............................................62 TheBrotherhoodoftheMind...228 Erdland........................................295
Wizard...........................................64 TheDynasticMerchantHouses230 Erdlu.............................................296
Chapter3:HeroicCharacteristics.68 TheOrder....................................231 Gaj.................................................297
Skills...............................................68 TheShadows...............................234 Giant,Desert................................298
Feats...............................................69 TheTemplarate...........................236 Gith...............................................300
Religion..........................................80 TheVeiledAlliance....................238 GithWarrior.............................300
Chapter4:PrestigeClasses............85 SlaveTribes.................................239 GithCaptain..............................300
ArchDefiler...................................85 RaidingTribes.............................240 GithTribeLeader.....................300
ArenaChampion..........................87 Chapter9:AthasianCampaigns.243 Inix................................................302
DuneTrader..................................90 CreatingaParty..........................243 Jozhal............................................303
Elementalist...................................93 StylesofPlay...............................243 Kank.............................................305
GroveMaster.................................96 GamingResources......................244 Kank,Worker...........................305
MasterScout..................................99 PlotThemes.................................244 Kank,Soldier............................305
Poisonmaster...............................101 NPCClasses................................246 Kank,BroodQueen..................306
Psiologist.....................................104 CharacterArchetypes................247 Mekillot........................................307
TemplarKnight...........................107 TheMerchantHouses..............247 SilkWyrm....................................309
Chapter5:Equipment...................111 TheTemplarate........................250 Tembo..........................................310
EquippingaCharacter...............111 TheVeiledAlliance..................252 Index................................................312
WealthandMoney.....................111 TheBandits...............................254 ListofNumberedTables...........313
Weapons......................................111 TheMindbenders.....................256 OpenGameLicense....................314
Armor...........................................117 Chapter 10: Magic and Psionic
SpecialSubstancesandItems....117 Items...................................................258
ToolsandSkillsKits...................118 Armor...........................................258
Clothing.......................................118 Weapons......................................258

ultimately motivates all living creaturesnot virtue or

Introduction
righteousness.
But heroes are desperately needed in this harsh,
savageworld...Heroesliketheoneswhosteppedforward
to destroy the sorcererking Kalak and set Tyr free.
For thousands of years, the Tablelands have remained Heroes like those who risked everything to kill the
untouched: its politics frozen in a delicate stalemate, its life DragonandkeepRajaattheWarbringerfromdevastating
in a balance even more delicate. It is true that the Dragon theland.
Kings amused themselves with their petty wars, rattling Today,Athasrushestowarditsfuture.Ifthecourseof
destruction is to be diverted, of Athas is to be restored,
sabers to punctuate the passing of ages. It is true that,
thenmoreheroesmustgrabthereinsofdestinyandgive
occasionally, another city would be swallowed by the
newhopeandpromisetotheworld.
wastes.
But there were no surprises. The Dragon Kings steered
everything from their omnipotent perches, content in their
Ten Things You Need to Know
superiority, but ever thirsting for challenge. Every Dungeon Master and player needs toknow and
rememberthesefactsabouttheworldofAthas.
All that has changed. The Tablelands have been thrown
1. Dark Sun is Different from Traditional D&D.
into turmoil, the likes of which have not been seen since
Many monsters, prestige classes, spells or magic items
times forgotten. The Dragon Kings have been thrown into fromthecorerulebookssimplyarenotavailableinAthas.
confusion, grasping for the tedium they so recently Many races were extinguished from Athas during the
lamented. CleansingWars.ThisisbecauseAthashasaverydifferent
And yet I fear the worst is yet to come. Change is in the background than most D&D settings. Check with your
air, and change has never come gently to Athas. DMtoseewhichoptionsyouhavetochoosefrombefore
Oronis,sorcererkingofKurn buildingyourcharacter.
2. Tone and Attitude. Athas puts the survival of the
DarkSun3isaneweditionoftheDarkSuncampaign fittest concept to its fullest. Those who cannot adapt to
setting, written using the Dungeons & Dragons 3.5 rules. endurethetyrannicalsorcererkings,theunrelentingsun,
You will need the Players Handbook (PH), Dungeon or the many dangers of the wastes will certainly perish.
Masters Guide (DMG), Monster Manual (MM), and the Illiteracy and slavery are commonplace, while magic is
Expanded Psionics Handbook (XPH) to make use of the feared and hated. The term hero has a very different
materialinthisbook.Inaddition,youmightfindusefulto meaningonAthas.
download the Athasian Emporium (AE), Terrors of Athas 3. A Burnt World. Thousands of years of reckless
(ToA), Terrors of the Dead Lands (TotDL), and Faces of the spellcasting and epic wars have turned Athas into a
Forgotten North (FFN), since this book contains a small barrenworld,onthevergeofanecologicalcollapse.From
amountofmaterialpresentedinthoserulebooks. the first moments of dawn until the last twinkling of
This document is intended for an audience already dusk, the crimson sun shimmers in the olivetinged sky
familiarwiththeDarkSuncampaignsetting,anddoesnot like a fiery puddle of blood, creating temperatures up to
attempt to detail the world of Athas in full. For more 150F(65C)bylateafternoon.Watersisscarce,somost
information on Athas, visit www.athas.org the official Athasiansneedtocomeupwithalternativesolutionsfor
DarkSunwebsite.Inadditiontothelatestversionofthis dealingwiththeheatorperish.
document, you may find other Dark Sun material 4. A World Without Metal. Metals are very rare on
availableasfreedownloads. Athas. Its scarcity has forced Athasians to rely on barter
All Dark Sun products published by TSR may be and different materials, such as ceramic, to use as
purchasedfromRPGNow!aspdfdownloads. currency. It also hampers industrial and economic
development as well; mills and workshops rarely have

This is Athas
qualitytoolstoproduceeverydayproducts.Eventhough
most Athasians have developed ways of creating
weapons and armor made of nonmetallic components,
Athas savage, primal landscape is the result of long buttheadvantageofhavingmetalequipmentinbattleis
centuries of ecological and magical abuses. The world is huge.
dying. It breathes its last gasps as water turns to silt, 5. The Will and The Way. From the lowliest slave to
grasslands become sandy wastes, and jungles decay into the most powerful sorcererking, psionics pervade all
stonybarrens.Still,lifefindswaystoendureeveninthese levels of Athasian society. Virtually every individual has
hellishconditions.Infact,itthrives. somementalability,andeverycitystatehassomesortof
Children growing up beneath the crimson sun dont psionicacademyavailable.AthasiansusethetermWillto
aspire to become heroes. True heroes who champion refertosomeonesinnateabilityforpsionicsandtheWay
causesorseektomaketheworldabetterplaceareasrare forthestudyofpsionics.
as steel on Athas. Living to see the next dawn is more 6. A World Without Gods. Athas is a world without
important than defending a set of beliefs, so survival truedeities.Powerfulsorcererkingsoftenmasqueradeas

gods but, though their powers are great and their Or,youcangoevenmorebackwardintimeandplay
worshippersmany,theyarenottruegods.Arcanemagic during the Cleansing Wars, when Rajaat unleashed his
require life force, either from plants or animals, to be humanarmiesandhisChampionsinordertowipeoutall
used.AlldivinepowercomesfromtheElementalplanes otherintelligentracesfromthefaceofAthas.
and the spirits of the land that inhabit geographic Or, you can go to Green Age, when the New Races
features. beganpopulatingthelandsleftunscathedbythereceding
7.PlanarInsulation.BarriersexistbetweenAthasand waves,andthefirstgreatcitieswerefound,andpsionics
other planes. In the case of other planes of existence, the startedtoshowitstruepower.
Gray impedes planar travel, except to the Elemental Or,youcangototheveryfirstage,knownastheBlue
Planes. Consequently, travel via spelljamming is Age, when the world was still young and the only
impossible,andplanartravelismuchmoredifficult.The intelligent races where the rhulisti, the ancient halflings,
sameholdstrueforthosetryingtocontactorreachAthas. and the kreen, lived in a world filled with oceans and a
The barrier formed by the Gray impedes travel in both bluesun,andmagicwasnonexistent.
directions. In addition, the rules set in this book can be used to
8.TheStruggleForSurvival.Thebasicnecessitiesof support campaigns set in other ages. For example, you
life are scarce on Athas. This means that every society couldforwardtoseveralhundredyearsintothefuture,in
must devote itself to attaining food and safeguarding its a world that could be either devastated by the Kreen
water supply, while protecting themselves from raiding invasion, or that has just begun to heal from most of the
tribes, Tyrstorms, and other citystates. This essentially damageitsufferedsinceRajaatdiscoveredarcanemagic.
means that most Athasian must devout a large deal of Although these ages are not covered in this book, the
theirlivesjusttosurvive. ruleshereincanbeusedasabasisforplayinthem.
9.TheSevenCitystates.TheTyrRegionisthecenter
of the world of Athas, at least as far as thepeople of the
sevencitystatesareconcerned.Itshere,alongtheshores
Where to Begin
of the Silt Sea and in the shadows of the Ringing
Players should begin by creating their Dark Sun
Mountainsthatcivilizationclingstoafewscatteredareas
character after reading the first six chapters of this book.
of fertile land and fresh water. The majority of the
Players may also want to read the timeline in order to
populationlivesinthecitystatesofTyr,Urik,Raam,Draj,
understand the history of Athas. Remember to discuss
Nibenay, Gulg, and Balic. The remainder lives in remote
with your DM before creating your character to find out
villagesbuiltaroundoasesandwells,orwandersaboutin
what options and other books are allowed in his
nomadictribessearchingforwhattheyneedtosurvive.
campaign.
10. New Races. In addition to the common player
The DM should start with Chapter 7: Life on Athas
characterracesfoundinthePlayersHandbook,playerscan
and read material relevant to the locations, Chapter 9:
choosetoplayaarakocra,halfgiants,muls,pterrans,and
Athasian Campaigns for guidelines and tips when
thrikreen in Dark Sun. Aarakocra are avian freedom
running your campaign, and Chapter 11: Others Eras of
loving creatures, but extremely zealous and xenophobic.
Play to understand more about the era of play on which
Halfgiants are creatures with great strength, but dull
yourcampaignwillfocus.
wits. Muls are a hybrid race that combines the natural

dwarven resilience and stubbornness with the

adaptability from humans. Pterrans are reptilian nature

worshipping creatures that are always in the pursuit of
their life paths. Thrikreen are insectoid creatures that
roamtheAthasianwastesinsearchforprey.

The Five Ages of Play


DarkSun3supportsadventuresandcampaignssetin
many different ages, five of which are detailed in this
book.Youcansetyourcampaignrightaftertheeventsof
the Prism Pentad. Known as the Age of Heroes, this is a
period that fundamentally changed the world, when
individuals begun fighting back all the tyranny and
oppression, ending up with several sorcererkings dead
andthefirstfreecityoftheTablelandsappeared. BehindtheVeil:Introduction
Or,youcangobackwardintimetotheclassicperiod Throughout this document, you will find notes entitled
where most sorcererkings were still alive and play Behind the Veil. These notes discuss metagame issues,
duringtheBrownAgeortheAgeofSorcererkings,when such as conversion notes, rationale for certain decisions
the world was becoming more and more a wasteland by and other items of interest. These are notes and
defilingmagic,andtheDragonofTyrwasalmighty. comments, and are not necessary to play the game; you
canfeelfreetoskippastthem.
5

Chapter 1: Character Races


I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand
scour the foliage from the barren ground. Lightning strikes from the cloudless sky, and peals of thunder roll unexplained
across the vast tablelands. Even the wind, dry and searing as a kiln, can kill a man with thirst.
TheWanderersJournal

Athas is a world of many races, from the gith who physical features vary wildly; enlarged noses, webbed
wander the deserts, to the tareks, too stubborn to know feetorextradigitsarenotuncommon.
when they have died. Giants terrorize the Silt Sea, while Relations: Human treatment of other races is usually
belgoi steal grown men in the night. The magic of the based on what their culture has taught them. In large
PristineTowerproducestheNewRaces;mostneverseea settlements, such as in citystates, close proximity with
second generation. Despite the variety of intelligent life, manyracesleadstoasuspiciousunfriendlytolerance.
onlyafewraceshavethenumberstosignificantlyimpact Alignment: Humans have no racial tendency toward
thepoliticsoftheTablelands. anyspecificalignment.
Though the races of the Dark Sun campaign setting HumanLands:Humanscanbefoundanywhere,from
resemblethoseofothercampaignworlds,itisfrequently thegreatcitystatestothebarrenwastes.
in name only. The insular elves roam the Tablelands, Magic: Most humans fear and hate arcane magic,
trustedbynoonebuttheirowntribemates.Halflingsare formingmobstokillvulnerablewizards.
feral creatures, possessed of a taste for human flesh. Psionics: Humans see the Way as a natural part of
Hairless dwarves work endlessly, their entire perception dailylife,andreadilybecomepsions.
of the world filtered through the lens of a single, all Religion: Most humans pay homage to the elements.
consuming task. Unsleeping thrikreen roam the wastes, DrajiandGulgsoftenworshiptheirmonarchs.
alwayshuntingtheirnextmeal. Language: Most humans speak the common tongue.
Thefivenewracespresentedinthischapterare: Nobles and artisans within a given citystate usually
Aarakocra, avian freedomloving creatures, but speak the city language, but slaves typically only speak
extremelyzealousandxenophobic. Common.
Halfgiants, a race that combines great strength, but Names: Nobles, artisans and traders use titles or
dull wits, from their giant heritage; with the agility of surnames;otherssomesimplyuseonename.
theirhumanforbearers. Male Names: Agis of Asticles, King Tithian, Lord
Muls, a hybrid race that combines the natural Vordon,Pavek,TrenbullAlRaamke
Dwarven resilience and stubbornness with the Female Names: Akassia, General Zanthiros, Lady
adaptabilityfromhumans. EssenofRees,Neeva,Sadira
Pterrans, reptilian natureworshipping creatures that Adventurers:Somehumanadventurersseektreasure;
arealwaysinthepursuitoftheirlifepaths. others adventure for religious purposes as clerics or
Thrikreen, insectoid creatures, these natural hunters druids;othersseekcompanionshiporsimplysurvival.
roamtheAthasianwastesinsearchforprey.

Aarakocra
Humans
You are all slaves. You all suffer from the tyranny of the
Humans are fools, and hopelessly naive as well. They ground. Only in the company of clouds will you find the
outnumber us; they are everywhere, and yet they have no true meaning of freedom.
more sense of their strength than a rat. Let us hope that KekkoCloudBrother,aarakocracleric
the Datto remain that way.
DukkotiNightrunner,elvenwarrior Aarakocraare themostcommonlyencounteredbird
people of the Tablelands. Some are from Winter Nest in
Whilenotthestrongestrace,northequickest,humans the White Mountains near Kurn, while others are from
havedominatedtheTablelandsforthelastthreethousand smaller tribes scattered in the Ringing Mountains and
years. elsewhere. These freedomloving creatures rarely leave
Personality:Morethanotherraces,humanpersonality theirhomeshighinthemountains,butsometimes,either
isshapedbytheirsocialstandingandbackground. as young wanderers or cautious adventurers, they
PhysicalDescription:Humanmalesaverage6feettall ventureintotheinhabitedregionsoftheTablelands.
and200lbs,whilesmallerfemalesaverage51/2feetand Personality:Thesebirdpeoplecanspendhoursriding
140 pounds. Color of eyes, skin, and hair, and other the wind currents of the mountains, soaring in the olive
tingedAthasiansky.Whiletraveling,aarakocrapreferto

fly high above to get a good view all around of their Aarakocra,evengoodones,rarelyhelpoutstrangers.
location and detect any threats well in advance. When AarakocranLands:MostAarakocrancommunitiesare
theystoptorest,theytendtoperchonhighpeaksortall small nomadic tribes. Some prey on caravans, while
buildings. Enclosed spaces threaten the aarakocra, who othersorbuildisolatedaerieshighinthemountains.The
have a racial fear of being anywhere they cannot stretch least xenophobic aarakocra generally come from Winter
their wings. This claustrophobia affects their behavior. Nest,intheWhiteMountains,atribealliedwiththecity
Unlessitisabsolutelynecessary,noaarakocrawillentera state of Kurn. Of all the human communities, only Kurn
caveorenclosedbuilding,orevenanarrowcanyon. builds perches especially made for aarakocra to rest and
Physical Description: Aarakocra stand 6 1/2 to 8 feet do business. In contrast, king Daskinor of Eldaarich has
tall, with a wingspan of about 20 feet. They have black ordered the capture and extermination of all aarakocra.
eyes,graybeaks,andfromadistancetheyresemblelanky OtherhumancommunitiestolerateAarakocrancharacters
disheveled vultures. Aarakocran plumage ranges from but do not welcome them. Merchants will do business
silver white to brown, even pale blue. Male aarakocra withaarakocraaslongastheyremainonfoot.Mostland
weigh around 100 pounds, while females average 85 bound creatures are suspicious of strange creatures that
pounds.Anaarakocrasbeakcomprisesmuchofitshead, flyovertheirherdsorlandsunannounced,andtemplars,
anditcanbeusedincombat.Atthecenteroftheirwings, even in Kurn, have standing orders to attack creatures
aarakocra have threefingered hands with an opposable thatflyoverthecitywallswithoutpermission.
thumb, and the talons of their feet are just as dexterous. Magic: Most Aarakocran tribes shun wizardly magic,
While flying, aarakocra can use their feet as hands, but but a few evil tribes have defilers, and one prominent
while walking, they use their winghands to carry goodalignedtribe,WintersNest,hasseveralpreservers.
weapons or equipment. Aarakocra have a bony plate in Psionics: Aarakocra are as familiar with psionics as
their chest (the breastbone), which provides protection otherracesofthetablelands.Theyparticularlyexcelinthe
fromblows.However,mostoftheirbonesarehollowand psychoportation discipline. In spite of their low strength
brittle and break more easily than most humanoids. The and constitutions, they excel as psychic warriors, often
aarakocras unusual build means they have difficulty using ranged touch powers from above to terrifying
finding armor, unless it has been specifically made for effect.
aarakocra. Aarakocra usually live between 30 and 40 Religion: Aarakocran shamans are usually air clerics,
years. sometimes sun clerics, and occasionally druids. Most
Relations: Aarakocra zealously defend their rituals of Aarakocran society involve the summoning of
homeland. They are distrustful of strangers that venture an air elemental, or Hraakthunn in Auran (although an
ontotheirlands.Manyofthesoutherntribesexacttollson aarakocra would call their language Silvaarak, and not
all caravans passing through their lands, sometimes Auran). Summoned air elementals are often used in an
kidnapping scouts or lone riders until tribute is paid. importantritual,theHunt.TheAarakocrancomingofage
Tribute can take the form of livestock or shiny objects, ceremony involves hunting the great beasts found in the
which aarakocra covet. Some evil tribes may attack SiltSea.
caravans without provocation. Aarakocra have great Language: Athasian aarakocra speak Auran.
confidenceandprideintheirabilitytofly,buthavelittle Aarakocrahavenowrittenlanguageoftheirown,though
empathyforlandboundraces. some of the more sophisticated tribes have borrowed
Alignment: Aarakocra tend towards neutrality with alphabetsfromtheirlandboundneighbors.
regard to law or chaos. With respect to good and evil, Regardless of the language spoken, aarakocra do not
Aarakocran tribes usually follow the alignment of their possess lips, and therefore cannot even approximate the
leader. A tribe whose leader is neutral good will contain m,borpsounds.Theyhavedifficultyalsowiththeir
lawful good, neutral good, chaotic good and neutral fsandvs,andtendtopronouncetheseasthsounds.
members, with most members being neutral good. MaleNames:Akthag,Awnunaak,Cawthra,Driikaak,

Table 11: Athasian Racial Ability Adjustments


Race Type LA Ability Adjustments Favored Class Automatic Languages
Human Humanoid +0 Any Common
Aarakocra Monstrous +1 2 Strength, +4 Dexterity, 2 Charisma Cleric Auran and Common
Humanoid
Dwarf Humanoid +0 +2 Constitution, 2 Charisma Fighter Common and Dwarven
Elf Humanoid +0 +2 Dexterity, 2 Constitution Rogue Common and Elven
Half-elf Humanoid +0 +2 Dexterity, 2 Charisma Any Common and Elven
Half-giant Giant +2 +8 Strength, 2 Dexterity, +4 Constitution, Barbarian Common
4 Intelligence1, 4 Wisdom, 4 Charisma
Halfling Humanoid +0 2 Strength, +2 Dexterity Ranger Halfling
Mul Humanoid +1 +4 Strength, +2 Constitution, 2 Charisma Gladiator Common
Pterran Humanoid +0 2 Dexterity, +2 Wisdom, +2 Charisma Druid, telepath or Saurian
ranger
Thri-kreen Monstrous +2 +2 Strength, +4 Dexterity, 2 Psychic warrior Kreen
Humanoid Intelligence1, +2 Wisdom, 4 Charisma
1 A half-giant or thri-keens starting Intelligence is at least 3. If this adjustment would lower a characters score to 1 or 2, his
Intelligence is 3.
7

Gazziija,Kraah,Krekkekelar,Nakaaka,Thraka. Roleplaying Suggestions


Female Names: Arraako, Kariko, Kekko, Lisako,
Troho. Lonelinessdoesntbotheryoulikeitbotherspeopleof
Tribal Names: Cloud Gliders, Sky Divers, Peak otherraces.Youloathetheheatandstinkofthecities,and
Masters,FarEyes,BrothersoftheSun. long for cold, clean mountain air. The spectacle and
Adventurers: Adventuring aarakocra are usually movementofsomanysentientbeingsfascinatesyou,but
young adults with a taste for the unknown. They are watching them from above satisfies your curiosity. The
usually curious, strongminded individuals that wish to very thought of being caught in a crowd of creatures,
experience the lives of the landbound peoples. Good pinnedsotightthatyoucantmoveyourownwings,fills
tribes see these young ones as undisciplined individuals, youwithterror.
but can tolerate this behavior. Evil tribes may view this You are friendly enough with people of other races,
sort of adventurous behavior as treacherous, and may provided they respect your physical distance, and are
evenhuntdowntheroguemember. willing to be the ones that approach you. You form
relationshipswithindividuals,butdontinvolveyourself
in the politics of other racial communities in such
Aarakocra Society mattersyouprefertowatchfromaboveandtokeepyour
Theaarakocrahaveatribalsociety.Thecivilizedtribes opinionstoyourselfunlessasked.
of Winter Nest form the largest known community of You prefer to enter buildings through a window
aarakocra in the Tyr region. Though their communities rather than through a door. Your instincts are to keep
areleadbyachieftain,theaarakocrahaveagreatloveof severalscattered,hidden,neststhroughouttheareasthat
personalfreedom.Sowhilethechieftainmakesallmajor you travel regularly: one never knows when one might
decisionsforthecommunity,unlesssheconsultswiththe needahighplacetorest.Rememberyourloveofheights
tribal elders and builds a strong consensus within the and claustrophobia, and rely on Aarakocran skills and
tribefirst,herdecisionsmaybeignored. tactics (divebombing). Take advantage of your flying
Air and sun shamans play an important role in abilitytoscoutouttheareaandkeepabirdseyeview
aarakocrasocieties.Aarakocraworshipthesunbecauseit ofeverysituation.
provides them with the thermals they need to soar. The
airshamansofWinterNestleadtheircommunityindaily Aarakocra Racial Traits
worshipoftheairspirits.
Aarakocra of Winter Nest have a deep and abiding 2Strength,+4Dexterity,2Constitution:Aarakocra
respectforthegiftsofnatureandlittlepatienceforthose havekeenreflexes,buttheirlightweightbonesarefragile.
who abuse those gifts. They look after the natural MonstrousHumanoid:Aarakocraarenotsubjectto
resources of the White Mountains and have been known spellsoreffectsthataffecthumanoidsonly,suchascharm
topunishthosewhodespoilorabusethem. personordominateperson.
In more primitive societies, female aarakocra rarely Medium: As Medium creatures, aarakocra have no
travelfarfromthesafetyofthenest,andfocussolelyon specialbonusesorpenaltiesduetosize.
raising the young. In Winter Nest, both sexes participate Lowlightvision:Aarakocracanseetwiceasfarasa
in all aspects of society, with females more often elected human in moonlight and similar conditions of poor
bytheelderstobechieftains. illumination,retainingtheabilitytodistinguishcolorand
Aarakocrabelievethattheirabilitytoflymakesthem detail.
superior to all other races and thus they have great Aarakocra base land speed is 20 feet, and can fly
confidence and pride in themselves. Though they often with a movement rate of 90 feet (average
expresssympathyforpeopleunabletofly,thismoreoften maneuverability).
comesacrossascondescending. +6racialbonustoSpotchecksindaylight.Aarakocra
Aarakocra are carnivores, but do not eat intelligent haveexcellentvision.
prey. Natural Armor: Aarakocra have +1 natural armor
bonus due to their bone chest plate that provides some
protectionfromblows.
Natural Weaponry: An aarakocra can rake with its
clawsfor1d3pointsofdamage,anduseitssecondarybite

BehindtheVeil:AbilityScores
InDarkSun,abilityscoresaregeneratedusingthesamemethodsasstandardD&D:eitherthe4d6droponemethod
describedinthePlayersHandbookorthepointbuymethoddescribedintheDungeonMastersGuide.
Previous editions used a rolling method that produced, on average, higher stats. This was supposed to convey that
Athas was a much harsher world than normal D&D campaign worlds, and that its denizens had adapted to
compensate.However,themeaningofanattributehaschangedin3rdedition,andattributesstarthavingapositive
effect much sooner than they did in 2nd edition. Whereas many stats didnt start having a positive effect until they
were at least 14, now as low as 12 have a positive effect. Using higher overall attributes for characters in Dark Sun
actually makes it easier for characters to survive and overcome obstacles that should be challenging, which would
meanthattheeffectivedifficultyofacampaignwouldactuallybelowerusingthisstatgenerationmethod.
8

attackfor1d2pointsofdamage. respect and considered good companions. There is little


Claustrophobic: Aarakocra receive a 2 morale room for compromise, though, with those that disagree
penalty on all rolls when in an enclosed space. Being withthedwarfsfocus.Iftheyhinderthedwarf,theyare
underground or in enclosed buildings is extremely considered obstacles that must be removed. Community
distressingforthem. isimportanttothedwarves.Dwarveshaveaverystrong
Aerial Dive: Aarakocra can make dive attacks. A racial affinity. They rarely share their history with non
dive attack works just like a charge, but the diving dwarves; it can take years for a stranger to gain enough
creature must move a minimum of 30 feet. If attacking trusttobeadmittedintoaDwarvenfamilycircle.
with a lance, the aarakocra deals double damage on a Alignment: Dwarves tend towards a lawful
successful attack. Optionally, the aarakocra can make a alignment, with most members either good or neutral.
full attack with its natural weapons (two claws and one Their devotion to following the established hierarchy in
bite)attheendofthecharge,dealingnormaldamage. their village means they tend to follow the rules,
Automatic Languages: Auran and Common. Bonus sometimestothepointofridicule.
Languages: Elven, Gith, and Saurian. Aarakocra often Dwarven Lands: There are three main Dwarven
learnthelanguagesoftheiralliesandenemies. settlementsintheTablelands:Kled,locatednearthecity
FavoredClass:Cleric.Amulticlassaarakocrascleric state of Tyr, and the twin villages of North and South
classdoesnotcountwhendeterminingwhetherhetakes Ledopolus located in the southwestern edge of the
anexperiencepointformulticlassing. Tablelands.SomeDwarvencommunitieshavedeveloped
Level Adjustment: +1. Aarakocra are slightly more in the citystates and in some small villages, while other
powerful and gain levels more slowly than most of the dwarveshavetakenupresidencewiththeslavetribesof
humanoidracesoftheTablelands. thewastes.
Magic: Like most peoples, dwarves have an aversion

Dwarves to wizardly magic, and they are the least amenable to


changing their minds about anything. Dwarves rarely
take to the wizardly arts; the few that do are usually
The worst thing you can say to a dwarf is It cant be shunned from respectable Dwarven society. Some
done. If hes already decided to do it, he may never speak dwarves will travel with a wizard who proves himself a
to you again. If he hasnt decided to take up the task, he worthycompanion,butfewdwarveswilltrulyevertrust
may commit himself to it simply out of spite. Impossible awizard.
is not a concept most dwarves understand. Anything can Psionics: Like almost everything that they do,
be done, with enough determination. dwarves take to psionics with a vengeance. They make
Shalen,Nibenesetrader formidableegoistsandnomads.
Religion: Dwarven communities are ruled by their
Dwarvesformagoodpartofthepeopleencountered elders; dwarves are particularly devoted to their
intheTablelands.Thesestronganddevotedbeingsliveto community leader, the Urhnomous. Dwarves typically
fulfilltheirfocus,atasktheychoosetodevotetheirlives worshipelementalearth.Fireissometimesworshipedfor
to. Stubborn and strongminded, dwarves make good its destructive power and water for its healing nature.
companions, even though their usual focused nature can Airs intangibility and chaotic nature attracts few
tendtobebothersome. Dwarvenworshippers.Dwarvendruidsareunusual,and
Personality: Dwarves prefer to occupy themselves tendtodevotethemselvestoaparticularareaofguarded
with meaningful tasks, and often approach these tasks land.
with an intensity rarely seen in other races. As such, Language: Dwarves have a long and proud oral
dwarves make excellent laborers, and takegreat pride in history. They have an old written language, but this is
their accomplishments. However, their stubbornness can mostlyusedforwritinghistories.Dwarveswillnotteach
lead to difficulties. Dwarves will sometimes fail to listen their ancient language to outsiders, they prefer to keep
to reason, attempting to accomplish what are impossible that knowledge to themselves. The Dwarven language is
tasks. Dwarves live for their focus. Dwarves that die deepandthroaty,composedofmanygutturalsoundsand
while being unable to complete their focus return from harshexclamations.Mostnondwarvesgetrawthroatsif
the dead as banshees to haunt their unfinished work. A theytrytospeakDwarvenformorethanafewhours.
dwarfalsorarelydivulgeshisfocustoanyone. Names:Adwarfsnameisusuallygrantedtohimby
Physical Description: The dwarves of the Tablelands hisclanleaderafterhecompleteshisfirstfocus.
stand 4 1/2 to 5 feet tall, with big muscular limbs and a Male Names: Baranus, Biirgaz, Bontar, Brul, Caelum,
strongbuild.Theyweighonaverage200lbs.Dwarvesare Caro, Daled, Drog, Fyra, Ghedran, Gralth,Gram, Jurgan,
hairless, and find the very idea of hair repulsive. They Lyanius,Murd,Nati,Portek.
have deeply tanned skin, and rarely decorate it with FemaleNames:Ardin,Erda,Ghava,Greshin,Gudak,
tattoos.Dwarvescanliveupto250years. Lazra,Nkadir,Palashi,Vashara.
Relations: A dwarfs relation with others is often a Adventurers: Dwarves adventure for different
function of his focus. People that help the dwarf reasons.Sometimestheymayadventureinordertolearn
accomplish his focus or share his goals are treated with abouttheTablelands,althoughthesecuriousadventurers
tend to be young and brash.Many adventuring dwarves

travel the Tablelands to complete their focus because you set a new focus you lose all of your special focus
sometimes a task may take them away from their relatedbonuses.
communities. Some search for ancient Dwarven villages
andthetreasurestheycontain. Dwarf Racial Traits
+2 Constitution, 2 Charisma: Dwarves are strong
Dwarf Society and sturdy, but their singlemindedness hinders them
Nodwarfismorecontentthanwhileworkingtoward whendealingwithothers.
the resolution of some cause. This task, called a focus, is Humanoid (dwarf): Dwarves are humanoid
approached with singleminded direction for the dwarfs creatureswiththedwarfsubtype.
entire life, if need be, though most foci require Medium: As Medium creatures, dwarves have no
considerablelesstime. specialbonusesorpenaltiesduetosize.
Free dwarves form communities based on clans, and Darkvision: Dwarves can see in the dark up to 60
are much focused on family. Ties of blood are honored feet. Darkvision is black and white only, but it is
and respected above all others, except the focus. Family otherwise like normal sight, and dwarves can function
honor is important to every dwarf, because an act that justfinewithnolightatall.
bringspraiseorshameinonegenerationispasseddown Dwarven base land speed is 20 feet. However,
tothefamilymembersofthenextgeneration.Thereisno dwarves can move this speed even when wearing
concept in the minds of dwarves of not following these medium or heavy armor or when carrying a medium or
familyties. heavy load (unlike other creatures whose speed is
Dwarven communities are found in many types of reducedinsuchsituations).
terrain,frommountainsanddesertstonearhumancities. Stability:Adwarfgainsa+4bonusonabilitychecks
Most communities are small, rarely exceeding 300 madetoresistbeingbullrushedortrippedwhenstanding
members and are usually formed of extended families on the ground (but not when climbing, flying, riding, or
linked by a common ancestor. Community leaders are otherwisenotstandingfirmlyontheground).
called Urhnomous (overleader). Each clan is lead by an +2racialbonusonsavingthrowsagainstpoison.
uhrnius(leader). Weapons Familiarity: To dwarves, the urgrosh is
Most free dwarves earn their money through trade. treatedasamartialratherthanexoticweapon.
Those that stand out in this category are Dwarven metal +2racialbonusonsavingthrowsagainstspellsand
smiths and mercenaries. Most Athasians acknowledge spelllikeeffects.
Dwarven forged metal to be among the best. Some +1 morale bonus on all checks directly related to
dwarves even act as metal scavengers, seeking steel theirfocus.Thisincludesaskillbonus,anattackbonus,a
scrapswhereevertheycanbefoundtoselltothesmiths. damagebonus,orasavingthrowbonus,orevenabonus
Dwarven mercenaries are highly prized because once tomanifestationorspellsaveDCs.
theirloyaltyispurchaseditisneverchanged. Automatic Languages: Common and Dwarven.
BonusLanguages:Elven,Giant,Gith,Kreen,Saurian.
Roleplaying Suggestions FavoredClass:Fighter.Amulticlassdwarfsfighter
classdoesnotcountwhendeterminingwhetherhetakes
Remember the intensity of your focus. Breaking or anexperiencepointformulticlassing.
ignoring a focus has social, philosophical and spiritual
repercussions. For someone to stand in the way of your
focusisanassaultonyou.Thereisnogreatersatisfaction
than fulfilling a difficult focus. Keep a serious, sober
attitude nearly always. The only time you show your
festive side is when you have recently fulfilled a focus,
duringthehoursordaysuntilyousetanewfocus.
Only during these brief days of fulfillment, and only
to other dwarves and your most trusted nonDwarven
friends, do you show your full joy and sense of humor.
But these days are also a time of vulnerability, for until

BehindtheVeil:TheDwarvenFocus
Adwarfsfocusisthecentralpointofhisexistence.Nothingismorerewardingtoadwarfthantocompletehisfocus.
A focus must take at least aweek to complete; anything less than that is too simple a task to be considered a focus.
Dwarvesreceiveamoralebonusworkingtocompleteafocus.Thetaskmustbedirectlyrelatedtothecompletionof
thefocus,however.
Forexample,Grelak,protectorofhisDwarvencommunity,makestheretrievalofasacredbookstolenduringaraid
hisfocus.Afteraweekofgatheringclues,hesetsouttoretrievetheartifactfromitscurrentpossessor,whohidesina
tradingposttwoweeksaway.Onthewaytotheoutpost,heencountersawildlirr;whilebattlingthisfoe,hereceives
hismoralebonus,becauseheistryingtoreachthebook.Later,GrelakstopsinNibenayforsomerest,andgetsina
brawl.Hedoesntreceiveanybonuses,becauseheisntactivelypursuinghisfocus.
10

Elves Magic: Of allTableland races, elves have the greatest


affinitytowardsandacceptanceofarcanepractices.
Psionics: Persistence is not an Elven strong suit, so
Honor? The word does not exist in the Elven language. ElvenWillisoftenweakerthanthatofotherraces.Afew
Tharak,humanguard elvesstudytheWaytowinonemoreadvantageinbattle
andtrade.
Athasdeserts,plains,steppesandbadlandsarehome Religion:ElvesrevereCoraanuStarRacerastheideal
to the elves, a longlimbed race of trading, raiding, First Elf the warrior thief the embodiment of all that
thieving sprinters. Running is the key to acceptance and elves wish to be, basing their calendar on his life and
respect among elves. Elves that are injured and cannot honoring his myth with exquisite song, dance and
runareoftenleftbehindtodie. celebration. Many elves worship the elements;
Personality: Other races see elves as dishonest and particularly air, which they associate with freedom,
lazy; generally a fair assessment. Elves idle around their swiftness and song. Elves also honor and swear by the
timefordaysuntilcompelledbyneedtoexertthemselves, moons,perhapsbecauselowlightvisionturnsmoonlight
but they can run for days without complaint. No self intoanElvenadvantage.
respecting elf will consent to ride an animal. To do so is Language: Elves of Athas share a common language
dishonorable;Elvencustomdictatesthatindividualskeep and can communicate easily with each other, although
up or be left behind. Elves prefer to lead short, happy eachtribehasitsowndistinctdialect.TheElvenlanguage
livesratherthanlong,boringones.Seeingthefutureasa is filled with short, clipped words, runs with a rapid
dark, deadly place, they prefer to live in the now, staccato pace and is difficult for novices to pick up.
enjoying each fleeting moment. They thrive in open Disdaining the slow tedious languages of other races,
spaces,andtendtowitherincaptivity. most elves condescend to learn the Common speech for
Physical Description: Elves stand between 6 and 7 trade. Elves that learn other tongues often hide their
feettall,withleanbuilds;angular,deeplyetchedfeatures; ability.
andnofacialhair.Theydressingarbdesignedtoprotect Names: Whether slave or free, elves prefer to keep
fromthedesertandelements. Elven names. Tribe members take the tribe name as
Relations: Elves tend to keep to their own tribe and surname. Elves treat the naming of young runners as a
their proven friends unless they have some sort of an sacred responsibility, naming the children of the tribe
angle something to sell, or some deception to pass off. afterthefirstinterestingthingthattheydowhilelearning
Strangersarepotentialenemieswaitingtotakeadvantage to run. Elves believe with the appropriate name, a child
of them, so elves look for every opportunity to win the can grow to greatness, but with the wrong name, the elf
advantage.Ifanelfbelievesthatacompanionmightmake may vanish in the wastes. Sometimes a childs name is
aworthyfriend,theelfdevisesaseriesoftestsoftrust changed because of an extraordinary deed performed
thatallowthecompaniontoprovethattheirfriendshipis duringanelfsriteofpassage.
stronger than the bonds of death, as elves say. Once a Male Names: Botuu (Water Runner), Coraanu (First
stranger has gained an elfs trust, he is forever that elfs Elf, the Warrior Thief), Dukkoti (Wind Fighter), Haaku
friend.Ifthistrustiseverbetrayed,itisgoneforever. (TwoDaggers),Lobuu(FirstRunner),Mutami(Laughsat
Alignment:Elvestendtowardschaosbecauseoftheir Sun),Nuuko(SkyHunter),Traako(MetalStealer).
loveoffreedom,varietyandselfexpression.Withrespect Female Names: Alaa (Bird Chaser), Ekee (Wild
togoodandevil,elvestendtowardsneutrality,although Dancer), Guuta (Singing Sword), Hukaa (Fire Leaper),
their behavior leans towards chaos because of their love Ittee (Dancing Bow), Nuuta (Quiet Hunter), Utaa
of freedom. With respect to good and evil, elves tend (LaughingMoon)
towardsneutrality,althoughtheirbehaviorleanstowards Tribe (Clan) Names: Clearwater Tribe (Fireshaper,
goodevenselfsacrificewherethegoodoftheirtribe Graffyon, Graystar, Lightning, Onyx, Sandrunner,
isatstake.Althoughtheyllstealeverythinginsight,elves Seafoam, Silverleaf, Songweaver, Steeljaw, Wavedivers,
are not murderous. They rarely attack anyone except Windridersclans);NightRunnerTribe(DarkMoons,Full
thosewhothreatenthemorstandintheirway. Moons, Half Moons, Lone Moons, New Moons, Quarter
Elven Lands: Always at home when running in the Moonsclans);ShadowTribe;SiltStalkerTribe(FireBow,
wastes, elves often act as if all plains and badlands were Fire Dagger, Fire Sword clans); Silver Hand Tribe; Sky
Elvenlands.However,sincemostelvesareloathtosettle Singer Tribe (Dawnchaser, Dayjumper, Twilightcatcher
orbuild,theycanrarelyenforcetheirclaims.Elventribes clans);SwiftwingTribe;WaterHunterTribe(Raindancer,
makealivingeitherthroughherding,raidingortrading; Poolrunner, Lakesinger clans); Wind Dancer Tribe
mosttribeshaveatonetimeoranotherpliedtheirhandat (Airhunter,Breezechaserclans)
allthreeoftheseoccupations.Atribescurrentoccupation Adventurers: Elves often take up adventuring out of
usually determines which lands they currently claim as wanderlust, but those that persist in adventuring
their own. Elven herders claim grazing lands. Elven generallydosooutofdesireforprofit,glory,revenge,or
raidersclaimlandscrossedbytraderoutes.Elventraders out of loyalty to traveling companions who have won
claim no lands, but wander in search of bargains and their friendship. Elves love to boast of their
loosepurses. accomplishments or have their deeds woven into song.
Elves often hoard keepsakes from a memorable raids;

11

somequiltpiecesofstolenclothingintotheircloaks.Little have a propensity for raiding. Others become merchants


pleaseselvesasmuchastoflauntastoleniteminfrontof andsomethieves.Inmanycasesothersfinditdifficultto
its original owner. Elven custom dictates that the victim see the distinction. Though they detest hard labor, elves
should acknowledge the accomplishment by willspendhoursnegotiatingwithpotentialcustomers.
congratulating the thief on his possession of such an
attractiveitem.Thosewhofailtoshowsuchgallantryare Roleplaying Suggestions
consideredpoorsports.Adventurerswhokeeptheirtribal
membershipshouldgivetheirchiefperiodicchoiceofthe Rely on Elven combat skills (distance, bows, and
treasure that they have won. Holding out on a chief fighting by the light of the moons and stars). Use Elven
suggestslackofloyaltytothetribe. noncombat skills and philosophy (running, escape from
entangling situations or relationships). When someone
professestobeyourfriend,dismissthematfirstandthen
Elf Society later,offerthematestoftrust.Donttellthemthatitisa
Elveshaveanintensetribalunitythatdoesnotextend test, of course. Ask them to give you one of their prize
beyond their own tribe. Elves from other tribes are possessions,forexample,orleaveyourownvaluablesout
considered potential enemies as much as any other and see if they take advantage of you. Pretend to sleep,
creature.Withinatribeallelvesareconsideredequalwith and find out what they say about you when they think
oneexception,thechief.Thechiefrulesforlifeandmakes you are not listening. Some elves go as far as to allow
the major decisions concerning the tribe. The method of themselves to be captured to see if the presumed friend
choosing the chief varies from tribe to tribe, with some willrescuethem!
electing the individual who demonstrates the most
qualitiesofleadershipwhiletheleadershipinothertribes Elf Racial Traits
is inherited by the descendants of the previous chief.
Elves do not spend vast amounts of time huddled in +2 Dexterity, 2 Constitution: Elves are agile, but
conferenceorfollowingtheirchiefsorders.Theirloveof lessresilientthanhumans.
freedom keeps elves from becoming embroiled in the Humanoid(elf):Elvesarehumanoidcreatureswith
complicated court intrigues that other races face. They theelfsubtype.
prefertoengageinintriguesdirectedagainstoutsiders. Medium: As Medium creatures, elves have no
Onlywithconsiderableeffortandintentcanastranger specialbonusesofpenaltiesduetosize.
becomeacceptedbyanelftribeorevenanindividualelf. Elvenbaselandspeedis40feet.
The stranger must show bravery and a willingness to Lowlight vision: Elves can see twice as far as a
sacrifice for the elf to earn acceptance. Being an elf does human in moonlight and similar conditions of poor
not increase a strangers chances of being accepted by a illumination,retainingtheabilitytodistinguishcolorand
tribe. detail.
Wheninthecompanyofoutsiders,elvescreatetestsof Proficientwithallbows.
trustandfriendshipconstantlyfortheircompanions.This WeaponFamiliarity:Elvenlongblade.Allelvestreat
continuesuntileitherthecompanionsfailatest,inwhich theelvenlongblade(page115)asamartialweapon.
casetheywillneverearntheelfstrust,ortheysucceedin +2 racial bonus to Listen, Perform, Search and Spot
passingenoughteststoconvincetheelftoacceptthem. checks.Elveshavekeensenses.
Years of conditioning have instilled within all elves Elves have a natural resistance to extreme
the ability tomove quickly over sandy and rocky terrain temperaturesandarentadverselyaffectedbytheheatof
and run for long distances. Because of this natural thedayorthechillofthenight.Theytreatextremeheator
maneuverability, elves spurn the riding of beasts for coldasifitwereonlyveryhotorcold,(seeDMGforrules
transportation. To do so is dishonorable. The Elven ontemperatureeffects)butsuffernormallyfromabysmal
customiskeepupononesownorbeleftbehind. heat,orfrommagicalsupernaturalheatandcold.
Elven culture is rich and diverse, with elf song and Elf Run: After a minute of warmup and a
dancebeingthemostcaptivatingintheTablelands.They Concentrationcheck(DC10),elvescaninduceanelfrun
haveturnedcelebratingintoanartform.Elvensongsand state.Thisstateallowselvestohustleforlongdistancesas
celebrations revolve around heroes of the tribe both easily as a human can move normally, and run for long
ancient and current members. When a hunt goes well, a distances as easily as a human can hustle. Each day that
tribeshowersthehuntmasterwithpraise.Tocelebratea an elf continues the elf run, he must make additional
marriage, elves dance to the tales of long remembered Concentration checks to maintain his elf run state: A
lovers. trivial check (DC 10) on the second day, an easy check
Elveshavethereputationasbeinglazyanddeceitful, (DC15)onthethirdday,anaveragecheck(DC20)onthe
which in most cases is true. They desire to lead short, fourthday,adifficultcheck(DC30)onthefifthday,and
happy lives as opposed to long, sad ones. This leads the anheroiccheck(DC40)onthesixthday.Oncetheelffails
elvestofocusonthepresentratherthanplanfororexpect hisConcentrationcheck,helosestheelfrunbenefitsand
consequencesinthefuture. suffers normal penalties for extended hustling and
However,elvesdowork.Thoughtmostelvesprovide running (PH 164). After a full days rest, the elf may
for themselves and their tribe through herding, all elves attemptagaintoinduceanelfrunstate.Withagroupof

12

elves,runnersaddtheirleadersCharismabonusbothto Religion:Becauseoftheiralienationfromsocietyand
their movement rate and to any Fortitude checks related their affinity with animals, halfelves make excellent
tomovement. druids. Some halfelves turn their resentment of society
Automatic Languages: Common and Elven. Bonus into a profession and become sullen, bullying templars.
Languages:Dwarven,Entomic,Kreen,Gith,Saurian,and Asclerics,theyaredrawntowatershealinginfluence.
Terran. Language: Halfelves all speak the Common tongue.
FavoredClass:Rogue.Amulticlasselfsrogueclass AfewhalfelvespickuptheElvenlanguage.
does not count when determining whether he takes an Names:Halfelvesnearlyalwayshavehumannames.
experiencepointformulticlassing. Unable to run as elves, they never receive Elven given
names,oracceptanceinanElventribethattheycoulduse

Half-Elves assurname.
Adventurers: In a party, halfelves often seem
detachedandaloof.
People are no good. You can only trust animals and the
bottle.
Delmao,halfElventhief
Half-Elf Society
Unlike other races, halfelves do not consider
Unlike the parents of muls, elves and humans are themselvesaseparaterace,and,withveryfewexceptions,
often attracted to each other. Halfelves are typically the donottrytoformhalfElvencommunities.Ahalfelfslife
unwantedproductofacasualinterracialencounter. is typically harder than either a humans or an elfs. It is
Personality: Halfelves are notorious loners. Many difficult for halfelves to find acceptance within either
Athasiansbelievethathalfelvescombinetheworsttraits Elvenorhumansociety.Elveshavenottoleranceforthose
ofbothraces,butthemostdifficultaspectofhalfelves ofmixedheritage,whilehumansdonottrusttheirElfish
theirlackofselfconfidencecomesnotfromtheirmixed side.Onthewhole,humansarefarmoretolerantofhalf
originsbutratherfromalifeofrejectionfrombothparent elvesthanelves,whooftenrefusetoallowsuchchildren
races.Halfelvestryinvaintogaintherespectofhumans intotheirtribes,andarelikelytocastthehalfelfsmother
orelves. fromthetribeaswell.
Physical Description: Averaging over six feet tall, Most halfelves consider themselves outsiders to all
halfelvescombineElvendexteritywithhumanresilience. society and tend to wanderthroughout their entire lives,
Bulkier than elves, most halfelves find it easier to pass goingthroughlifeasanoutsiderandloner.Halfelvesare
themselves off as full humans than as full elves, but all forced to develop a high level of selfreliance. Most half
havesomefeaturesthathintattheirElvenheritage. elvestakegreatprideintheirselfreliance,butthispride
Relations:HumansdistrustthehalfelfsElvennature, often makes halfelves seem aloof to others. For many
while elves have no use for their mixedblood children; halfelves the detachment is a defensive mechanism to
Elventraditionsdemandthatsuchchildrenbeleftbehind. deal with a desire for acceptance from either human or
Human society gives halfelves have a better chance of Elvensocietythatwilllikelynevercome.Somehalfelves
survival, but even less kindness. Halfelves sometimes turntotheanimalworldforcompany,trainingcreatures
find friendship among muls or even Thrikreen. Half tobeservantsandfriends.
elves will cooperate with companions when necessary,
butfinditdifficulttorelyonanyone.Manyhalfelvesalso Roleplaying Suggestions
turntotheanimalworldforcompany,trainingcreatures
Desperatefortheapprovalofeitherelvesorhumans,
to be servants and friends. Ironically, the survival skills
youareeven moredesperatetoappearindependentand
andanimalaffinitythathalfelvesdevelopedtocopewith
selfreliant,tocoveryourdesireforapproval.Asaresult,
isolation make them valuable beast handlers in human
you tend towards a feisty, insecure, sullen selfreliance,
society.
refusing favors. You take every opportunity to show off
Alignment: Lawful and neutral halfelves labor for
yourskillsinfrontofelvesandhumans,butifanelfora
acceptance from a parent race, while chaotic ones have
human were to actually praise you, you would probably
given up on acceptance, electing instead to reject the
react awkwardly or suspiciously. From your childhood,
societythathasrejectedthem.
your closest friendships have been with animals. Other
HalfElven Lands: Despite their unique nature, half
halfelves do not interest you. As time goes by and you
elves dont form communities. The few halfelves that
learnfromexperience,youwillfindthatyoucanalsoget
settledowntendtoliveamonghumanswho,unlikeelves,
alongwithotherracesneitherhumannorElven:dwarves,
atleastfindauseforthem.
pterran,muls,eventhrikreen.Youdontfeeltheterrible
Magic: Halfelves often take up arcane studies,
needfortheirapproval,andyettheygiveitmorereadily.
becauseitisasolitarycalling.
Psionics: Mastery of the Way often provides the
independence and selfknowledge that halfelves seek, Half-Elf Racial Traits
and membership in a psionic academy can provide the +2Dexterity,2Charisma:Halfelvesarelimberlike
halfelfwithacceptance. theirElvenparents,buttheirupbringingleavesthemwith
apoorsenseofself,andaffectstheirrelationswithothers.

13

Humanoid (elf): Halfelves are humanoid creatures the lifestyles, skills, and values of those they admire. A
withtheelfsubtype. halfgiantcharacterwhoencountersanewsituationlooks
Medium: As Medium creatures, halfelves have no around him to see what other people are doing. For
bonusesorpenaltiesduetosize. example, a halfgiant character that happens upon a
Halfelfbaselandspeedis30feet. Dwarvenstonequarrymaywatchthedwarves,andthen
Halfelveshavelowlightvisionasdescribedinthe startquarryingstonehimself.Ifhecanmakealivingatit,
PlayersHandbook. he will continue to quarry stone just like his neighbor
Halfelvesgaina+2racialbonustoDisguisechecks dwarvesdo;otherwisehewillmoveontosomethingelse.
whenimpersonatingelvesorhumans. Alignment: Halfgiants can switch attitudes very
+1 racial bonus on Listen, Search and Spot checks. quickly, taking on new values to fit new situations. A
Halfelveshavekeensenses,butnotaskeenasthoseofan halfgiant whose peaceful farming life is disrupted by
elf. marauders may soon adopt the morals of the renegades
+2 racial bonus on all Survival and Handle Animal who sacked his village. A halfgiants nature is to switch
checks. Halfelves spend a lot of time in the wilds of the his alignment aspect to imitate or otherwise react to a
tablelands. significantchangearoundhim.
ElvenBlood:Foralleffectsrelatedtorace,ahalfelf HalfGiantLands:Halfgiantsaremostoftenfoundin
is considered an elf. Halfelves, for example, are just as the citystates, serving as gladiators, laborers, soldiers,
vulnerabletoeffectsthataffectelvesastheirelfancestors and guards. A few halfgiants collect into wilderness
are,andtheycanusemagicitemsthatareonlyusableby communities, often adopting the culture and customs of
elves. neighboring beings. The rare halfgiant community often
Automatic Languages: Common and Elven. Bonus attaches itself to a charismatic or successful leader (not
Languages:Any. necessarilyahalfgiant)whodemonstratesthetendencies
Favored Class: Any. When determining whether a theyadmire.
multiclass halfelf takes an experience point penalty, his Magic: If a halfgiants companions accept wizardry,
highestlevel class does not count when determining then the halfgiant will also accept it. If a halfgiants
whetherhetakesanexperiencepointformulticlassing. companions hate wizardry, then the halfgiant will be as
eager as anyone to join in stoning a wizard. Among

Half-Giants sophisticated companions who accept preserving magic


butdespisedefilingmagic,allbutthebrightesthalfgiants
are likely to become confused, looking to their
Mind of a child, strength of three grown men. Ive seen a companionstoseehowtheyshouldreact.
half-giant tear the walls out of a building because he Psionics: While a singleclassed halfgiant psion is
wanted a better look at the tattoos on a mul inside. very rare, some halfgiants take the path of the psychic
Daro,humantrader warrior, becoming killing machines that can take apart a
mekillotbarehanded.
Legendhasitthatinagespast,asorcererqueenused Religion: Halfgiants do not display any affinity for
wizardrytobegetaunionofgiantandhumaninorderto theworshipofoneelementoveranother.
createaraceofpowerfulslaves.Whateverthetruthofthis Language: All halfgiants speak the Common speech
legend,thehalfgiantracehasincreasedinnumberandis of slaves. Whatever tongue she speaks, the halfgiants
nowfairlycommonespeciallyinhumancontrolledlands voice is pitched so low as to occasionally be difficult to
near the shore of the Sea of Silt. Halfgiants gain great understand.
strength,butdullwits,fromtheirgiantheritage,andare Names: Enslaved halfgiants often have human
nearlyasagileastheirhumanforbearers. names, and because of this they vary greatly. Free half
Personality:Becauseoftheirartificialorigins,thereis giantsarelikelytoborrowthenamingconventionsofthe
no halfgiant culture, tradition or homeland. Halfgiants raceorpeopletheyareimitatingatthetimetheirchildis
readily imitate the customs and cultures of their born.
neighbors. Halfgiants often display curiosity, a Adventurers:Halfgiantsareusuallyledtoadventure
willingness to learn, and a general tendency towards byinterestingcompanionsofotherraces.
kindness.
Physical Description: Physically, the halfgiant is
Half-Giant Society
enormous, standing about 11 1/2 feet tall and weighing
around 1,200 pounds. Halfgiants have thick hair, which Arelativelyyoungrace,halfgiantspossessverylittle
is often kept braided (especially among females) or in a cultural identify of their own. Instead they adopt the
singletailthathangsbehindtheheadanddowntheback. customsandbeliefsofthoseotherculturesinwhichthey
They dress in garb suitable to their occupation or live. Because of this, halfgiants routinely change their
environment.Halfgiantsmatureatabout24yearsofage alignment to match those around them who most
andcanliveabout170years. influencethem.
Relations:ThemostpowerfulwarriorsonAthas,half Halfgiants can be found from one end of the
giantsseemcontenttodwellinhumanitysshadow.Half Tablelands to the other, and often congregate in or near
giants tend to be friendly and eager to please, adopting

14

otherpopulationcenters,absorbingtheculture.Rarelydo to be lawful good, lawful neutral or lawful evil. This


halfgiantsformcommunitiesoftheirown. alignmentchangeisnotmandatory.
Unlike some other bastard races, halfgiants can Favored Class: Barbarian. A multiclass halfgiants
reproduce.Asingleoffspringisproducedfromhalfgiant barbarianclassdoesnotcountwhendeterminingwhether
unionsafteralmostayearofpregnancy. hetakesanexperiencepointformulticlassing.
Though omnivorous, halfgiants are tremendous AutomaticLanguages:Common.BonusLanguages:
consumers of water and food. They require twice the Dwarven, Gith, Giant. Halfgiants will often pick up a
amount of food and water than humans. Clothing and racestongueifimitatingthemlongenough.
equipment need twice the material to construct to fit a Level Adjustment: +2. Halfgiants are more
halfgiant,leadingtohigherpricesforhalfgiants. powerfulthantheotherracesoftheTablelandsandgain
Halfgiants tend to damage objects and buildings levelsaccordingly.
around them through accidents of size alone. Some
considerate halfgiants camp outside city walls to avoid
causingtoomuchdamage,butthedrawofacitysculture
Halflings
andthebelowaverageintellectofmosthalfgiantslimits
thenumberofhalfgiantswhodoso. Be wary of the forest ridge. The halflings who live there
would as soon eat you alive as look at you. Chances are
Roleplaying Suggestions you wont even notice them until youve become the main
course.
Alwaysrememberhowmuchbiggerandheavieryou Morune,halfElvenranger
arethaneveryoneelse.Takeadvantageofyourheightin
combat, but remember the disadvantages. Between your Halflings are masters of the jungles of the Ringing
size and your lesser wits (even if you are a relatively Mountains. They are small, quick and agile creatures
intelligent halfgiant people will assume you to be dull), steeped in an ancient and rich culture that goes back far
youfindyourselfanobjectofcomicrelief.Youareusedto into Athas past. Although they are not common in the
being teased and will endure more witty remarks than Tablelands,somehalflingsleavetheirhomesintheforests
most people, but when you have been pushed too far toadventureundertheDarkSun.Ascarnivores,halflings
yourpersonalitycansuddenlyshift,andyoucanunleash prefertoeatfleshraw.
astonishing violence on your tormentors and any who Personality: Halflings have difficulty understanding
stand in your way. Less frequently, these shifts can others customs or points of view, but curiosity helps
happen to you without provocationyou just wake up some halflings overcome their xenophobia. Little
withadifferentethosandaltereddisposition. concerned with material wealth, halflings are more
Remember you are influenced by powerful concerned with how their actions will affect other
personalities, and can shift your personality and ethics. halflings.
You tend to imitate the tactics, clothes and demeanor of Physical Description: Halflings are small creatures,
yourlittlemaster. standing only about 3 1/2 feet tall and weighing 50 to 60
pounds. Rarely affected by age, halfling faces are often
Half-Giant Racial Traits mistaken for the faces of human children. They dress in
+8 Strength, +4 Constitution, 2 Dexterity, 4 loincloths,sometimeswithashirtorvest,andpainttheir
Intelligence, 4 Wisdom, 4 Charisma: Halfgiants are skins with bright reds and greens. Forest halflings rarely
renownedfortheirgreatstrengthanddullwits. tend to their hair, and some let it grow to great lengths,
Large:AsLargecreatures,halfgiantstakea1size thoughitcanbeunkemptanddirty.Theylivetobeabout
penalty to Armor Class and a 1 penalty on all attack 120yearsold.
rolls.Theyalsohaveareachof10feet. Relations:Halflingsculturedominatestheirrelations
Giant:Halfgiantsarecreatureswiththegianttype. withothers.Theyrelateverywelltoeachother,sincethey
Halfgiantbaselandspeedis40feet. all have the same cultural traits and are able to
Darkvision:Halfgiantscanseeinthedarkoutto60 understand each other. Halflings of different tribes still
feet. Darkvision is black and white only, but it is shareatraditionofsong,artandpoetry,whichservesasa
otherwise like normal sight, and halfgiants can function basisofcommunication.Creaturesthatdonotknowthese
justfinewithnolightatall. cultural expressions are often at a loss to understand the
NaturalArmor:Halfgiantshavea+2naturalarmor halflings expressions, analogies and allusions to well
bonustoAC. known halfling stories. Halflings can easily become
Axis Alignment: One aspect of the halfgiants frustrated with such uncultured creatures. They abhor
alignment must be fixed, and chosen during character slavery and most halflings will starve themselves rather
creation.Theotherhalfmustbechosenwhentheyawake thanacceptslavery.
each morning. They are only bound to that alignment Alignment: Halflings tend towards law and evil.
untiltheysleepagain.Forexample,ahalfgiantmayhave Uncomfortable with change, halflings tend to rely on
afixedlawfulalignment.Everymorning,hemustchoose intangible constants, such as racial identity, family, clan
tiesandpersonalhonor.Ontheotherhand,halflingshave
littlerespectforthelawsofthebigpeople.

15

Halfling Lands: Halflings villages are rare in the community. Halflings rely on this shared culture to
tablelands. Most halflings live in tribes or clans in the expressabstractthoughtsandcomplicatedconcepts.This
Forest Ridge, or in the Rohorind forest west of Kurn. causes problems and frustration when dealing with non
Many dwell in treetop villages. Nonhalflings typically halflings.Typicallyhalflingsassumethatwhomeverthey
onlyseethesevillagesfromwithinahalflingcookingpot. aretalkingtohavethesameculturalbackgroundtodraw
Magic:Manyhalflingtribesrejectarcanemagic.Tribes upon, and find it difficult to compensate for a listener
that accept wizards tend to have preserver chieftains. who is not intimately familiar with the halfling history
Only renegade halfling tribes are ever known to harbor andlacksculture.
defilers. Generally openminded, wandering halflings are
Psionics: Many halflings become seers or nomads. In curious about outside societies and will attempt to learn
the forest ridge, many tribal halflings become all they can about other cultures. Never, will they adopt
multiclassed seer/rangers, and become some of the aspects of those cultures as their own, believing halfling
deadliesttrackersonAthas. culture to be innately superior to all others. Nor do they
Religion: Halflings bond with nature extends into seektochangeotherscultureorviews.
most aspects of their culture. A shaman or witch doctor, While halflings are omnivorous, they vastly prefer
whoalsoactsasaspiritualleader,oftenrulestheirclans. meat.Theirmeatheavydietmeansthathalflingsviewall
This leader is obeyed without question. Halfling fighters livingcreatures,bothhumanoidandanimal,asmorefood
willinglysacrificethemselvestoobeytheirleader. thanequals.Atthesametime,mosthalflingsbelievethat
Language: Halflings rarely teach others their otherraceshavethesameperceptionofthem.Asaresult,
language, but some individuals of the Tablelands have halflingsarerarelylikelytotrustanothermemberofany
learned the wild speech. Halflings found in the otherrace.
TablelandsoftenlearntospeakCommon.
Names:Halflingstendtohaveonlyonegivenname. Roleplaying Suggestions
Male Names: Basha, Cerk, Derlan, Drassu, Entrok,
Kakzim, Lokee, Nok, Pauk, Plool, Sala, Tanuka, Ukos, Remember to consistently take your height into
Zol. account. Roleplay the halfling culture described above:
Female Names: Alansa, Anezka, Dokala, Grelzen, eatingopponents,treatingfellowhalflingswithtrustand
Horga,Jikx,Joura,Nasaha,Vensa. kindness, suspicion of big people, and general lack of
Adventurers: Exploring the Tablelands gives curious interestinmoney.
halflings the opportunity to learn other customs.
Although they may at first have difficulty in Halfling Racial Traits
understandingthenumerouspracticesoftheracesofthe 2 Strength, +2 Dexterity: Halflings are quick and
Tablelands, their natural curiosity enables them to learn stealthy,butweakerthanhumans.
andinteractwithothers.Otherhalflingsmaybecriminals, Halflingsreceivea2penaltytoallDiplomacyskill
renegades or other tribal outcasts, venturing into the checkswhendealingwithotherraces.
Tablelandstoescapepersecutionbyotherhalflings. Small:Halflingsgaina+1sizebonustoArmorClass
anda+1sizebonusonallattackrolls.
Halfling Society Halflingbaselandspeedis20feet.
Most halflings have a common outlook on life that +2 racial bonus on Climb, Jump and Move Silently
results in considerable racial unity across tribal and checks:Halflingsareagile.
regional ties. Rarely will one halfling draw the blood of +2racialbonusonsavingthrowsagainstspellsand
another even during extreme disagreements. Only spelllikeeffects.
renegade halflings do not share this racial unity, and are +1 racial attack bonus with a thrown weapon:
castoutoftheirtribesbecauseofit. javelinsandslingsarecommonweaponsinferalhalfling
Halfling society is difficult for other races to society, and many halflings are taught to throw at an
understand,assuchconceptsasconquestandplundering earlyage.
have no place. The most important value in halfling +4 racial bonus on Listen checks: Halflings have
society is the abilities of the inner self as it harmonizes keenears.Theirsensesofsmellandtasteareequallykeen;
withtheenvironmentandtherestofthehalflingrace. theyreceivea+4toallWisdomchecksthatassesssmellor
Halflings are extremely conscious of their taste.
environment. They are sickened by the ruined landscape Automatic Languages: Halfling. Bonus Languages:
of the Tyr region and desperately try to avoid having Common, Dwarven, Elven, Gith, Kreen, Rhulthaun,
similardevastationoccurtotheirhomelandsintheForest Sylvan,andYuanti.
Ridge. Most halflings believe that care must be taken to Favored Class: Ranger. A multiclass halflings
understand and respect nature and what it means to all rangerclassdoesnotcountwhendeterminingwhetherhe
lifeonAthas. takesanexperiencepointformulticlassing.
Halfling culture is expressed richly through art and
song. Story telling in which oral history is passed on to
the next generation is an important part of each halfling

16

Muls Relations: Most mul laborers master the conventions


ofslavelife,figuringoutthroughpainfulexperiencewho
can be trusted and who cannot. (Muls learn from their
See, the trick is to break their will. Not too much, mind mistakes in the slave pits to a greater extent than other
you. Nobody wants to watch a docile gladiator, and muls races not because they are cleverer, but because unlike
are too expensive to waste as labor slaves. But, you dont slaves of other races they tend to survive their mistakes,
want them trying to escape every other day. Would you like while other slave races are less expensive and therefore
to tell the arena crowd that their favorite champion will not disposable. Only the most foolish and disobedient mul
be appearing in todays match because he died trying to would be killed. Most masters will sell a problem mul
escape your pens? slave rather than kill him.) Their mastery of the rules of
Gaal,Urikitearenatrainer slave life and their boundless capacity for hard work
allows them to gain favor with their masters and
reputationamongtheirfellowslaves.
Born from the unlikely parentage of dwarves and
Alignment:Mulstendtowardsneutralitywithrespect
humans,mulscombinetheheightandadaptablenatureof
humans with the musculature and resilience of dwarves. togoodandevil,butrunthegamutwithrespecttolawor
Muls enjoy traits that are uniquely their own, such as chaos. Many lawful muls adapt welltotheindignitiesof
their robust metabolism and almost inexhaustible slavery, playing the game for the comforts that they can
capacityforwork.Thehybridhasdisadvantagesinafew win as valued slaves. A few ambitious lawful muls use
areas as well: sterility, and the social repercussions of the respect won from their fellowslaves to organize
being created for a life of slavery. Humans and dwarves rebellions and strike out for freedom. Chaotic muls, on
the other hand, push their luck and their value as slaves
are not typically attracted to each other. The only reason
thatmulsaresocommonintheTablelandsisbecauseof tothebreakingpoint,defyingauthority,holdinglittlefear
theirvalueaslaborersandgladiators:slavesellersforce forthelash.
MulLands:Asacollectivegroup,mulshavenolands
breed humans and dwarves for profit. While mul
breeding practices are exorbitantly lucrative, they are to call their own. Occasionally, escaped muls band
oftenlethaltoboththemotherandthebaby.Conception together as outlaws and fugitives, because of their
is difficult and impractical, often taking months to common exslave backgrounds, and because their mul
achieve.Evenonceconceived,themultakesafulltwelve metabolism makes it easier for them to survive as
months to carry to term; fatalities during this period are fugitives while other races cannot keep up. Almost
high.Aslikelyasnot,anxiousoverseerscutmulsfromthe without exception, muls are born in the slave pits of the
dyingbodiesoftheirmothers. merchants and nobles of the citystates. Most are set to
Personality: All gladiators who perform well in the work as laborers, some as gladiators, and fewer yet as
arenas receive some degree of pampered treatment, but soldierslaves. Very few earn their freedom, a greater
muls receive more pampering than others. Some mul number escape to freedom among the tribes of exslave
gladiatorsevencometoseeslaveryasanacceptablepart thatinhabitthewastes.
Magic: Muls dislike what they fear, and they fear
of their lives. However, those that acquire a taste of
freedom willfight for it. Stoic and dull to pain, muls are wizards. They also resent that a wizards power comes
not easily intimidated by the lash. Masters are loath to from without, with no seeming effort on the wizards
slay or maim a mul who tries repeatedly to escape, part,whilethemulspowerisbornofpainandlabor.Mul
wizardsareunheardof.
although those who help the muls escape will be
Psionics:Sincemostslaveownerstakestepstoensure
tormentedinordertopunishthemulwithoutdamaging
valuable property. Once a mul escapes or earns his thattheirpropertydoesnotgetschooledintheWay,itis
rare for a mul to receive any formal training. Those that
freedom,slaveryremainsadominantpartofhislife.Most
muls are heavily marked with tattoos that mark his getthistrainingtendtoexcelinpsychometabolicpowers.
Religion: Even if muls were to create a religion of
ownership, history, capabilities and disciplinary
measures. Even untattooed muls are marked as a their own, as sterile hybrids, they would have no
potential windfall for slavers: it is clearly cheaper to posterity to pass it on to. Some cities accept muls as
retrieve a mul who slavers can claim had run away, templars. Mul clerics tend to be drawn towards the
thantostartfromscratchinthebreedingpits. strengthofelementalearth.
Physical Description: Second only to the halfgiant, Language:MulsspeaktheCommontongueofslaves,
butthosefavoredmulsthatstayinonecitylongenough
themulisthestrongestofthecommonhumanoidracesof
thetablelands.Mulsgrowashighassevenfeet,weighing beforebeingsoldtothenext,sometimespickupthecity
upwardsof250pounds,butcarryalmostnofatatallon language.Becauseoftheirtirelessmetabolism,mulshave
their broad muscular frames. Universal mul the capacity to integrate with peoples that other races
characteristics include angular, almost protrusive eye could not dream of living with, such as elves and Thri
ridges,andearsthatpointsharplybackwardsagainstthe kreen.
Names:Mulssoldaslaborerswillhavecommonslave
temples. Most muls have dark coppercolored skin and
hairlessbodies. names. Muls sold as gladiators will often be given more
striking and exotic names. Draji names (such as Atlalak)
are often popular for gladiators, because of the Draji

17

reputation for violence. Masters who change their mul Mul Racial Traits
slaves professions usually change their names as well,
sinceitisconsideredbadformtohaveagladiatorwitha +4 Strength, +2 Constitution, 2 Charisma:
farmers name, and a dangerous incitement of slave Combining the human height with the Dwarven
rebellions to give a common laborer the name of a musculature, muls end up stronger than either parent
gladiator. race, but their status as borntobe slaves makes them
Adventurers: Player character muls are assumed to insecureintheirdealingswithothers.
have already won their freedom. Most freed mul Humanoid (dwarf): Muls are humanoid creatures
gladiatorstakeadvantageoftheircombatskills,working withthedwarfsubtype.
as soldiers or guards. Some turn to crime, adding rogue Medium: As Medium creatures, muls have no
skills to their repertoire. A few muls follow other paths, bonusesorpenaltiesduetosize.
suchaspsionics,templarordersorelementalpriesthoods. Mulbaselandspeedis30feet.
Darkvision: Muls can see in the dark up to 30 feet.
Darkvision is black and white only, but is otherwise like
Mul Society normalsight,andmulscanfunctionjustfinewithnolight
Mulshavenoracialhistoryoraseparateculture.They atall.
are sterile and cannot reproduce, preventing them from Tireless: Muls get a +4 racial bonus to checks for
forming family groups and clans. The vast majority of performingaphysicalactionthatextendsoveraperiodof
muls are born in slavery, through breeding programs. time (running, swimming, holding breath, and so on).
Often the parents resent their roles in the breeding This bonus stacks with the Endurance feat. This bonus
programandshunthechild,leavingthemultoalonely, mayalsobeappliedtosavingsthrowsagainstspellsand
hardexistence.Thetaskmasterswhiptakestheplaceofa magical effects that cause weakness, fatigue, exhaustion
family. For these reasons, many muls never seek friends orenfeeblement.
or companionship, and often have rough personalities Extended Activity: Muls may engage in up to 12
withtendenciestowardsviolence. hoursofhardlabororforcedmarchingwithoutsuffering
The mul slave trade is very profitable, and thus the fromfatigue.
breeding programs continue. A slave trader can make as DwarvenBlood:Foralleffectsrelatedtorace,amul
much on the sale of a mul as he could with a dozen is considered a dwarf. Muls, for example, are just as
humans. As slaves, a mul has his profession selected for vulnerable to effects that affect dwarves as their dwarf
himandisgivenextensivetrainingashegrows. ancestorsare,andtheycanusemagicitemsthatareonly
Mulgladiatorsareoftenverysuccessful,andwinalot usablebydwarves.
of money for their owners. Highly successful gladiators NonlethalDamageResistance1/.Mulsaredifficult
arelookedafterbytheirowners,receivingalargeretinue tosubdue,anddonotnoticeminorbruises,scrapes,and
ofotherslavestotendtotheirwhimsandneeds.Thishas otherdiscomfortsthatpaincreaturesofotherraces.
leadtotheexpression,pamperedlikeamul,beingused Favored Class: Gladiator. A multiclass muls
oftenbythecommonfolk. gladiatorclassdoesnotcountwhendeterminingwhether
Muls not trained as gladiators are often assigned to hetakesanexperiencepointformulticlassing.
hardlaborandotherdutiesthatcantakeadvantageofthe Automatic Language: Common. Bonus Languages:
mulshardyconstitutionandendurance. Dwarven,Elven,Gith,andGiant.
Level Adjustment: +1. As a hybrid halfrace, muls
Roleplaying Suggestions areconsiderablymorepowerfulthaneitheroftheirparent
races,thustheygainlevelsmoreslowly.
Born to the slave pens, you never knew love or
affection; the taskmasters whip took the place of loving
parents.Asfarasyouhaveseen,alloflifesproblemsthat Pterrans
canbesolvedaresolvedbysheerbruteforce.Youknow
tobowtoforcewhenyouseeit,especiallytheveiledforce The people of the Tablelands know nothing of life. They
of wealth, power and privilege. The noble and templar choose no Path for themselves, and consume everything
maynotlookstrong,buttheycankillamanwithaword. until they are dead.
You tend towards gruffness. In the slave pits, you knew Keltruch,pterranranger
some muls that never sought friends or companionship,
but lived in bitter, isolated servitude. You knew other Pterrans are rarely seen in the Tablelands. They live
muls who found friendship in an arena partner or co theirlivesintheHinterlands,rarelyleavingthesafetyof
worker.Youarecapableofaffection,trustandfriendship, their villages. However, the recent earthquake and
but camaraderie is easier for you to understand and subsequent storms have brought disruption into the
expresswarriorsslapeachotherontheshoulderaftera pterrans lives. More pterrans now venture outside their
victory, or give their lives for each other in battle. You homes, and come to the Tyr region to seek trade and
dont think of that sort of event as friendship it just information.
happens. Personality: Among strangers, pterrans seem like
subdued,cautiousbeings,butonceothersearnapterrans

18

trust, they will find an individual that is open, friendly, devotion to the Earth Mother is deeply rooted in all
inquisitive, and optimistic. In other respects, a pterrans aspects of their culture, and it defines a pterrans
personality is largely shaped by her chosen life path: behavior. All rituals and religious events are related to
Pterrans who choose the path of the warrior are less their worship of the Earth Mother. Religious events
disturbed by the brutality of the Tablelands; they are include festivals honoring hunts or protection from
constantlyexaminingtheirsurroundingsandconsidering storms,withapriestpresidingoverthecelebration.Most
how the terrain where they are standing could be pterranpriestsaredruids.
defended;theytakegreatestsatisfactionfromexecutinga Language: Pterran speak Saurian with an accent that
combat strategy that results in victory without friendly is difficult for other races to understand. The long
casualties.Pterranswhochoosethepathofthedruidare appendage at the back of their head enables them to
most interested in plants, animals, and the state of the create sounds that no other race in the Tablelands can
land;theytakegreatestsatisfactionwhentheyeliminatea reproduce.Thesoundsarelow,andresonatethroughthe
threattonature.Pterransthatchoosethepathofthemind pterranscrest.Humanoidvocalchordscannotreproduce
are most interested in befriending and understanding such sounds. Pterrans learn the Common tongue easily,
other individuals and societies; these telepaths take butspeakitwithaslight,oddaccent.
greatest satisfaction from intellectual accomplishments Names: Pterrans earn their first name just after they
such as solving mysteries, exposing deception, resolving hatch,basedontheweatherandseasonoftheirhatching.
quarrels between individuals, and establishing trade After the pterran has decided upon a Life Path and has
routesbetweencommunities. completed their apprenticeship, she receives title that
Physical Description: Pterrans are 5 to 6 1/2 feet tall becomes the first part of her name. This marks her
reptiles with light brown scaly skin, sharp teeth, and a transition into pterran society. There are a number of
short tail. Pterrans wear little clothing, preferring belts traditional names associated with each Life Path, but
and loincloths, or sashes. They walk upright, like namesdonotalwayscomefromtheseranks.
humanoids, and have opposing thumbs and three Male Names: Airson, Darksun, Earthsong, Suntail,
fingered,talonclawedhands.Pterranshavetwoshoulder Goldeye,Onesight,Terrorclaw.
stumps,remnantsofwingstheypossessedlongago,and Female Names: Cloudrider, Greenscale, Lifehearth,
a finlike growth juts out at the back of their heads. Rainkeeper,Spiritally,Watertender.
Pterrans weigh between 180 to 220 pounds. There is no Path Name: Aandu, Caril, Dsar, Everin, Illik, Myril,
visibledistinctionbetweenmaleandfemalepterrans. Odten,Qwes,Pex,Ptellac,Ristu,Ssrui,Tilla,Xandu.
Relations: Pterrans are new to the Tablelands, and TribeorVillageNames:PterranVale,LostScale
unaccustomed to cultures and practices of the region. Adventurers:Pterransadventurebecausetheybelieve
Theyhavelearnedtonotjudgetooquickly.Theirfaithin the recent earthquake and disturbing events are signs
the Earth Mother means they undertake their adventure fromtheEarthMotherthattheyshouldgetmoreinvolved
with open minds, but they will remain subdued and in the planets affairs. They believe that these recent
guarded around people they do not trust. A pterrans upheavalsofnaturearesignsthattheEarthMotherneeds
respect for the Earth Mother governs all his behavior. help,andthisisacallthepterranswillgladlyaccept.As
Creaturesthatopenlydestroythelandorshowdisrespect such, the most brave and adventurous of the pterrans
forthecreaturesofthewastesareregardedsuspiciously. have begun to establish contact with Tyr and some
Pterrans understand the natural cycle of life and death, merchant houses, hoping to expand their contacts and
buthavedifficultywithsomeaspectsofthecitylife,such information.
as cramped living spaces, piled refuse, and the smells of
unwashedhumanoids. Pterran Society
Alignment: Pterrans tend towards lawful, well
structuredlives,andmostofthemaregood.Evilpterran Pterran society is based largely on ceremony and
adventurers are usually outcasts who have committed celebrations. An area is set aside in the center of each
somehorribleoffense. villageforceremonies.PterransreveretheworldofAthas
PterranLands:Mostadventuringpterranscomefrom as the Earth Mother, and believe themselves to be her
one of two villages in the Hinterlands, southwest of the favored children. Throughout the day, they engage in a
Tyrregions:PterranValeandLostScale. number of ceremonies that give thanks to the Earth
Magic: The wizards use of the environment as a Mother. These are led by druids who play a very
sourceofpowerconflictswithapterransreligiousbeliefs. importantroleinpterransociety.
Pterrans will cautiously tolerate members of other races A pterran village is a collection of many smaller
who practice preserving magic, if the difference is familydwellings.Pterransalwaysbearyounginpairs.
explainedtothem. At age 15 every pterran chooses a life path. The
Psionics:Virtuallyallpterranshaveatelepathictalent, threemainlifepathsarethepathofthewarrior,thepath
and pterran psions are nearly universally telepaths. of the druid and the path of the psionicist, though lesser
Telepathy is considered one of the honored pterran life lifepathsexistaswell.
paths. Morepterransfollowthepathofthewarriorthanany
Religion: Pterrans worship the Earth Mother, a oftheotherpaths,andbecomeprotectorsoftheirvillages
representation of the whole world of Athas. Their aswellasthetribesweaponmakers.

19

Pterransthatchoosethepathofthedruidprovidean thanak. This weapon is more common among pterrans


important role in the daily ceremonies to the Earth thanamongotherraces.
Mother. Automatic Languages: Saurian. Bonus Languages:
Fewer pterrans choose the path of the psionicist than Common, Dwarven, Elven, Halfling, Giant, Gith, Kreen,
the other two major paths, as psionics are viewed as and Yuanti. Pterran know the languages of the few
outside of nature. Psionicists are viewed with suspicion intelligentcreaturesthatliveintheHinterlands.
bytherestofthetribe;however,theydoprovidevaluable Life Path: A pterrans life path determines his
skills to the tribe and are often the tribes negotiators favoredclass.ThosefollowingthePathoftheDruidhave
whentheymeetoutsiders. druidasafavoredclass;thePathoftheMindgivespsion
Pterransareomnivores.Muchoftheirdietcomesfrom as a favored class, while the Path of the Warrior gives
hunting animals and raising crops. Kirre, id fiend, and ranger as a favored class. A Pterran chooses a life path
flailerareallconsideredpterrandelicacies. uponcomingofage,andthepathcannotbechangedonce
chosenatcharactercreationtime.
Roleplaying Suggestions
Remember your character class is your life path. Thri-kreen
You think of yourself, and present yourself first and
foremostasadruid,awarriororapsion.Rememberyour This one does not speak with the quivering soft shells that
daily celebrations and giving of thanks to the Earth lay about all night. This one might eat you, but never
Mother. You can usually find a reason to be grateful. speak.
Disrespect for the land angers you, since the whole land Tutochuk
haswitheredunderthedisrespectoffoolishhumansand
others.Youcelebratewithsongandwithdance.Youhave Thrikreen are the strangest of the intelligent races of
a good sense of humor but it does not extend to the Tablelands. These insectoid beings possess a mindset
blasphemies such as defiling. In initial roleplaying very different from any humanoid being encountered.
situations, you are unfamiliar with the customs and Theyroamthewastesinpacks,huntingforfooddayand
practicesofthesocietiesoftheTyrRegion.However,you night, since they require no sleep. Thrikreen are quick
arenotprimitivebyanydefinitionoftheword.Youlook andagileandmakefearsomefighters,fearedthroughout
upondifferenceswithcuriosityandawillingnesstolearn, thewastes.
as long as the custom doesnt harm the Earth Mother or Personality: Since Thrikreen (also known simply as
herworks. the kreen) do not require sleep, they have difficulty
understanding this need in the humanoid races. They
Pterran Racial Traits have difficulty understanding this state of laziness in
others.Otherbehaviorsofhumanoidsseemunnecessarily
2 Dexterity, +2 Wisdom, +2 Charisma: Pterrans
complex.Akeenslifeissimple:huntprey.Kreenlivefor
strong confidence and keen instincts for others motives
thehunt,andownonlywhattheycancarry.
makethemkeendiplomats,andwhentheytakethepath
Physical Description: Mature Thrikreen stand about
ofthepsion,powerfultelepaths.
7feettall,witharoughbodylengthof11feet.Theirfour
Humanoid (psionic, reptilian): Pterrans are
armsendinclaws;theirtwolegsareextremelypowerful,
humanoid creatures with the psionic and reptilian
capableofincredibleleaps.However,kreenareunableto
subtypes.
jump backwards. Their body is covered with a sandy
Medium: As Medium creatures, pterrans have no
yellow chitin, a tough exoskeleton that grants the Thri
specialbonusesorpenaltiesduetosize.
kreen protection from blows. Their head is topped with
Pterranbaselandspeedis30feet.
two antennae, and their two eyes are compound and
PoorHearing:Pterranshaveonlyslitsforears,and
multifaceted. The kreen mouth consists of small pincers.
their hearing sense is diminished. Pterrans suffer a 2
Male and female Thrikreen are physically
penaltytoListenchecks.
indistinguishable. Thrikreen usually do not wear
Natural Weaponry: Pterrans can use their natural
clothing,butwearsomesortofharnesstocarryweapons
weaponsinsteadoffightingwithcraftedweaponsifthey
andfood.Manywearlegorarmbands,orbracelets.Some
so choose. A pterran can rake with their primary claw
attachringsondifferentplacesontheirchitin,thoughthis
attackfor1d3ofdamageforeachclaw,andtheybitefor
requirescarefulworkbyaskilledartisan.
1d4pointsofdamageasasecondaryattack.Formoreon
Relations: The pack mentality dominates a keens
naturalattacks,seeMMsectiononnaturalweapons.
relation with others. Kreen hunt in packs, small groups
PsiLike Ability: At willmissive. All pterrans are
thatassembletogether.Kreenwillhuntpreyinthesame
gifted from the day they hatch with the ability to
regionforawhile,butmoveonbeforetheirpreyhasbeen
communicate telepathically, but only with their fellow
depleted. A kreen that joins a group of humanoids will
reptiles. Manifester level is equal to 1/2 Hit Dice
oftentrytoestablishdominanceinthegroup.Thiscanbe
(minimum1st).
disconcerting to those unaware of the keens behavior,
Weapon Familiarity: The following weapon is
since establishing dominance usually means making
treated as martial rather than as an exotic weapon:
threateninggestures.Oncethematterissettled,theywill

20

abide by the outcome. Thrikreen view humanoids as several clutches that roam over an area that the pack
sources of food, though they dont usually hunt them, considerstheirstohunton.Therearenopermanentthri
only in dire need. Many kreen have a particularly fond kreencommunities.
tasteforelves;assuch,meetingsbetweenthesetworaces Clutchesandpacksareorganizedalongstrictorderof
areoftentense.However,oncepartofaclutch,Thrikreen dominance. The toughest member is leader; the second
will never turn on their humanoid friends, even in the mostpowerfulissecondincommandandsoforth.Athri
worstofsituations. kreencanchallengeasuperiorfordominanceinitiatinga
Alignment:MostThrikreenarelawful,sincethepack contest.Thecontestantsfightuntilonesurrendersordies.
mentality is ingrained in their beings. Kreen that deviate Afterwards,thematterisconsideredsettledandthereare
fromthismentalityarerare. no lingering resentments between victor and loser. The
Kreen Lands: No Thrikreen settlements exist in the packmates take the view that the challenger was only
Tyrregion;kreenencounteredthereareeithersmallpacks actingtostrengththepack.
of kreen, or else adventuring with humanoids. To the Thrikreen are obsessed with hunting. They are
northoftheTyrregion,beyondtheJaggedCliffs,pastthe carnivores,butseldomhuntintelligentlifeforfood.They
MistyBorder,liestheKreenEmpire.Thisgreatnationof dohaveatasteforelf,whichgivesthemabadreputation
kreen rules the Crimson Savanna, forming great city amongst Elven tribes. When not hunting, they craft
states that rival the humanoid citystates of the Tyr weapons,teachtheiryoung,andcraftsculptures.
region. Thepackmentalityissoingrainedintheculturethat
Magic: Thrikreen have no natural disposition thrikreen apply it to every situation. Thrikreen feel
towardsmagic,andawizardsuseoftheenvironmentas compelledtobepartofaclutchandwillacceptmembers
asourceofpowerconflictswithakeensbeliefs.Aswell, ofotherracesasclutchmates.
thekeenslackofsleepanditsinstinctualneedtohuntdo
notlendthemselveswelltomagicalstudy.Kreenwizards Roleplaying Suggestions
are extremely rare: no one has ever seen one in the
Tablelands. You tend to rely on your natural attacks and special
Psionics:Kreenviewpsionicsasanaturalpartoftheir kreenweapons.Everythingyoukillisapotentialdinner.
existence. Some packs rely on telepathy to communicate Youhaveastrongneedforapartyleaderobedienceto
witheachmemberandcoordinatetheirhuntingabilities. thisleaderinthepartyisimportanttoyou.Ifyouseemto
Many kreen also use psionic powers to augment their bethemostpowerfulandcapable,thenyouwillassume
already formidable combat prowess. Psychometabolic leadership;ifsomeonechallengesyourauthoritythenyou
powers are often used to boost speed, metabolism or will wish to test whether they are in fact stronger than
strength to gain an advantage in combat. Most kreen you.Itisnotaquestionofvanity;youwontwanttofight
(even nonadventurers) take the psychic warrior class, tothedeath,butmerelytoascertainwhoisworthytolead
whichkreenconsideranaturalpartofgrowingup.Kreen the party. You do not have the focus of a dwarf to
donotneedinstructiontoadvanceinthepsychicwarrior completeaproject,butyouwouldgiveyourlifetoprotect
classitcomestothemaspartoftheirancestralmemory. yourcompanions.Ifyoudidnottrustandhonorthemas
Religion:Thrikreenhavenodevotiontoanygod,but your own family, then you would not travel with them
they hold nature and the elements in high regard. andworktogetherwiththem.Youdonotunderstandthe
Ancestralmemoriesguidethemthroughtheirlives.Thri conceptofsleep.Itdisturbsyouthatyourdracompanions
kreen revere the Great One, a legendary kreen leader lieunconsciousforathirdoftheirlifetimes.Youownonly
fromthepast. whatyoucancarry,caringlittleformoneyorotheritems
Language: The Kreen language is very different from that other races consider as treasure. Your philosophy of
those of the other intelligent races. They have no lips or ownership sometimes leads you into conflict with
tongues,andsocannotmakethesamesoundshumanoids presumptuous dra who think they can own buildings,
make. Kreen language is made up of clicks, pops, or land,andevenwholeherdsofcattle!
grindingnoises.
Names: Kachka, KaCha, KaKaKyl, KlikChakada, Thri-kreen Racial Traits
SaRelka,TChai +2 Strength, +4 Dexterity, 2 Intelligence, +2
Adventurers: Kreen adventure for different reasons. Wisdom,4Charisma:Thrikreenarefast,buttheiralien
Mostenjoychallengespresentedbynewprey.Someseek mindset makes it difficult for them to relate to
out the challenge of leading new clutches, new humanoids; furthermore, their clutchmind instincts
companions and observing the different hunting leave them with a poor sense of themselves as
techniques of the dra (sentient meatcreatures such as individuals.
humans). MonstrousHumanoid:Thrikreenarenotsubjectto
spellsoreffectsthataffecthumanoidsonly,suchascharm
Thri-kreen Society personordominateperson.
Thrikreenhatchfromeggs.Allthosewhohatchatthe Medium: Thrikreen receive no advantages or
sametimeformwhatiscalledaclutch.Thrikreengather penaltiesduetosize.
in packs that roam the wastes. Each pack consists of Thrikreenbaselandspeedis40feet.

21

Darkvisionoutto60feet.
Sleep Immunity. Thrikreen do not sleep, and are
Region of Origin
immune to sleep spells and similar effects. Thrikreen
In Athas, where you character comes from can help
spellcasters and manifesters still require 8 hours of rest
dictate his speech, clothing, world view, and values. In
beforepreparingspells.
the context of the game, these cultural differences are
NaturalArmor:Thrikreenhavea+2naturalarmor
expressedinthechoicesofclass,skills,feats,andprestige
bonus to AC due to their naturally tough and resistant
classesthatcharactersfromdifferentregionsmake.
chitin.
This section describes the most common choices of
MultipleLimbs:Thrikreenhavefourarms,andthus
gamerelatedoptionsforseveralknownregionsofAthas.
cantaketheMultiweaponFightingfeat(MM304)instead
These choices are not meant to be restrictive, since
oftheTwoWeaponFightingfeat.Thrikreencanalsotake
exceptionsalwaysexisttosuchgeneralrules.Theysimply
theMultiattackfeat.(Thesearenotbonusfeats).
offer guidelines for making a character seem like a true
Natural Weapons: Thrikreen may make bite and
representativeofhisnativeculture.
claw attacks as a full round action. Their primary claw
Classes,skills,feats,andprestigeclassesmarkedwith
attack does 1d4 points of damage for each of their four
an asterisk are new to this book. Prestige classes marked
claws. Their secondary bite attack, deals 1d4 points of
with a superscript APX (APX) are from the Prestige Class
damage, and has a chance to poison. A thrikreen can
Appendixes, feats, prestige classes marked with a
attackwithaweapon(ormultipleweapons)atitsnormal
superscriptFFN(FFN)arefromFacesoftheForgottenNorth,
attack bonus, and make either a bite or claw attack as a
skills, feats, and prestige classes marked with a
secondaryattack.
superscriptLSH(LSH)arefromLifeShapingHandbook,and
Leap(Ex):Thrikreenarenaturaljumpers,gaininga
classes, feats, and prestige classes marked with a
+30racialbonustoallJumpchecks.
superscript XPH (XPH) are from the Expanded Psionics
Deflect Arrows: Thrikreen gain the benefit of the
Handbook. All other classes, skills, feats, and prestige
DeflectArrowsfeat.
classesmentionedherecanbefoundinthecorerulebooks
Poison (Ex): A thrikreen delivers its poison
(thePlayersHandbookandtheDungeonMastersGuide).
(Fortitude save DC 11 + Con modifier) with a successful
bite attack. The initial damage is 1d6 Dex, and the
Balic
secondary damage is paralysis. A Thrikreen produces
enoughpoisonforonebiteperday. The citystate of Balic sits at the eastern tip of the
WeaponFamiliarity:Tothrikreen,thechatkchaand Balican Peninsula, the piece of land which splits the
gythkaaretreatedasmartialratherthanexoticweapons. Estuary of the Forked Tongue into its northern and
These weapons are more common among thrikreen southern branches. Balic is currently ruled by a
thanamongotherraces. triumviratemadeupofitslargestmerchanthouses.
Thrikreenhavea+4racialbonusonHidechecksin Classes:Bard,gladiator*,templar*.
sandyoraridareas. Skills:Perform(any).
Automatic Languages: Kreen. Bonus Languages: Feats:PerformanceArtist*.
Common,Dwarven,Elven,Entomic,Saurian,andTerran. PrestigeClasses:Dunetrader*,mastershipfloaterAPXII,
FavoredClass:Psychicwarrior. shadowdancer,shadowtemplarAPXI,shadowwizardAPXI.
LevelAdjustment:+2.
Barrier Wastes

Other Races
TheBarrierWastesisthedesolateareathatcutsacross
a massive portion of the Jagged Cliffs region, and it is
home to the Bandit States, a collection of violent
Athasisaplacewheremembersofdifferentracesare humanoidraidingtribes.
usuallyfoundinthesamecitystate,usuallybecausethey Classes:Barbarian,fighter.
are going to be used in gladiatorial games as an exotic Skills:Intimidate,Survival.
attraction, or to become slaves due to their physical Feats:IntimidatingPresence*,Wastelander*.
might.Eventhoughtheyarenotusuallyconcentratedon PrestigeClasses:Masterscout*,kikAPXII,savageAPXI.
a specific area, these races are significant players in the
Tablelands.Itisonlyfittingthen,thatbelgoi,gith,jozhals, Draj
ssurrans, tareks, taris, yuantis, and a variety of other Draj is a warrior citystate mostly human but
creaturescommonlyviewedasmonstersmightappearas intermingledwiththeothercommonraces,situatedona
playercharactersinaDarkSuncampaign.
vastmudflateastofRaam.
Alltherulesyouneedtoplayacharacterbelongingto Classes:Fighter,gladiator*,templar*.
one of these races can be found in Terrors of Athas, Skills:Intimidate,Knowledge(nature).
Expanded Psionics Handbook, and the Dungeon Masters Feats:Astrologer*,Mekillothead*.
Guide.Culturalinformationaboutseveralmonstrousraces PrestigeClasses:ArrowknightAPXI,ceruleanAPXI,dune
appearsinChapter7:LifeonAthas. trader*, eagle knightAPXI, jaguar knightAPXI, moon
priestAPXI.

22

Eldaarich Nibenay
EldaarichoccupiesasmallislandintheSeaofSilt,just The citystate of Nibenay is located east of Tyr at the
off the mainland. This human citystate is ruled by the northerntipoftheCrescentForestanditisfamousforits
madDaskinorandhisruthlessredguards. artisansandmusicians.
Classes:Gladiator*,templar*. Classes:Bard,gladiator*,templar*.
Skills:Intimidate,SenseMotive. Skills: Craft (any), Knowledge (nature), Perform
Feats:GrovelFFN,Paranoid*,ReignofTerrorFFN. (any).
PrestigeClasses:BrowncloakWotDL,executionerFFN,red Feats:Artisan*,Astrologer*,PerformanceArtist*.
guardWotDL. Prestige Classes: Dune trader*, mystic dancerAPXII,
soulknifeAPXI,wifeofNibenayAPXI.
Forest Ridge
The Forest Ridge stretches all along the western side Raam
oftheRingingMountains,huggingthespineoftherange The citystate of Raam is located east of Urik and is
from north to south. This is where most halflings come one of the largest and most chaotic cities in the
from. Tablelands.Italsohasoneofthemostmixedpopulations.
Classes:Druid,ranger. Classes:Gladiator*,templar*,psionXPH.
Skills:Knowledge(nature),Survival. Skills:Craft(any),Intimidate.
Feats: Cannibalism Ritual*, Jungle Fighter*, Natures Feats:Artisan,Mansadbar*,TarandanMethod*.
Child*. Prestige Classes: Dune trader*, kuotaghaAPXI, servant
Prestige Classes: Elite sniperAPXI, grove master*, ofBadnaAPXI,psiologist*.
halflingprotectorAPXI,tribalpsionicistAPXII.
Saragar
Gulg Home to the Last Sea of Athas, Saragar is the
The predominantly human citystate of Gulg sits legendary region where the Green Age still exists. Their
insidethesouthernportionoftheCrescentForest,almost residents are mostly human and elves and psionics is
directlyeastofTyr. everydaylife.
Classes:Gladiator*,templar*,ranger. Classes: Druid, psionXPH, psychic warriorXPH,
Skills:Knowledge(nature),Survival. wilderXPH.
Feats:JungleFighter*,NaturesChild*. Skills:AutohipnosysXPH,Knowledge(psionics)XPH.
Prestige Classes: AmbofariAPXII, dune trader*, hunter Feats:PsionicSchooling*.
nobleAPXII, elite judagaAPXII, master scoutAPXI, Obas PrestigeClasses:MetamindXPH,psionuncarnateXPH.
servantAPXI.
Sea of Silt
Jagged Cliffs An endless plain of pearly powder, The Silt Sea is
One of the mist isolated places in Athas, the Jagged hometopowerful,aggressive,andprimitivegiants.Most
Cliffs are home to the rhulthaun, descendants of the humanoids use it as a way of transportation using
rhulisti,andthedistantrelativesofthemodernhalflings, speciallycraftedvehicles.
andkeepersofthelifeshapingarts. Classes:Barbarian,cleric(silt),ranger.
Classes:Fighter,ranger. Skills:Knowledge(nature),Survival.
Skills: Climb, Craft (lifeshaped)LSH, Knowledge (life Feats:GiantKiller*.
shaping)LSH. PrestigeClasses:Elementalist*,mastershipfloaterAPXII.
Feats:CliffCombatLSH,VerticalOrientationLSH.
Prestige Classes: CliffclimberLSH, lifeshaperLSH, Trembling Plains
windriderLSH. The Trembling Plains are named for the enormous
herds of mekillot that stampede across the plains during
Kurn earlyFruitbirthseason,shakingtheground.Itishometo
Kurn lies in a fertile valley hidden among the White humans,dwarvesandhalfelvesknownasEloy.
Mountains themselves. The mostly human residents of Classes:Fighter,ranger.
Kurn are among the most sophisticated and cultured Skills:Survival.
peopleofAthas. Feats:ElfishEloyFFN,LongshanksFFN,WindRacerFFN.
Classes:Cleric(air),templar*,wizard. PrestigeClasses:WindwalkerFFN.
Skills:Bluff,Knowledge(arcana).
Feats:Companion*. Tyr
Prestige Classes: Dune trader*, double templarWotDL, Located in a fertile valley in the foothills of the
KurnanmakerFFN,KurnanspymasterFFN,loremaster. Ringing Mountains, Tyr was the first citystate to
successfullyrevoltagainstitssorcererkingandtounban
preservingmagic.
Classes:Gladiator*,wizard,templar*.
Skills:Craft(any),Diplomacy.

23

Feats:Companion*,Freedom*,Metalsmith*. 1 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.


Prestige Classes: Black cassockAPXI, draqomanAPXI, 2 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
dunetrader*,templarknight*.
4 Aarakocra, pterrans and thri-kreen do not suffer aging
penalties or gain aging bonuses until they reach venerable age,
Urik at which point all cumulative effects apply.
LocatednortheastofTyr,betweentheDragonsBowl
andtheSmokingCrownMountains,thecitystateofUrik Height and Weight
is to fighters what Draj is to barbarians and cerulean
wizards. Choose your characters height and weight from the
Classes: Fighter, gladiator*, psychic warriorXPH, ranges mentioned on the racial description, or roll
templar*. randomlyonTable:14RandomHeightandWeight.The
Skills: Concentration, Craft (any), Knowledge informationgivenherereplacesthoseonpage109ofthe
(warcraft)*. PlayersHandbook.
Feats:Artisan,Disciplined.
Prestige Classes: Dune trader*, templar knight*, war Table 14: Random Height and Weight
Base Height Base Weight
mindXPH,yellowrobeAPXI.
Race Height Modifier Weight Modifier
Human, male 410 +2d10 120 lb. x(2d4) lb.
Vital Statistics Human, female
Aarakocra, male
45
64
+2d10
+2d8
85 lb.
70 lb.
x(2d4) lb.
x(1d4) lb.
Aarakocra, 62 +2d8 60 lb. x(1d4) lb.
The details of your characters age, gender, height, female
weight, and appearance are up to you. However, if you Dwarf, male 43 +2d4 130 lb. x(2d6) lb.
prefer some rough guidelines in determining those Dwarf, female 41 +2d4 100 lb. x(2d6) lb.
details,refertoTables12,13,and14. Elf, male 68 +2d6 130 lb. x(2d4) lb.
Elf, female 65 +2d6 110 lb. x(2d4) lb.
Half-Elf, male 5 +2d10 130 lb. x(2d4) lb.
Character Age Half-Elf, female 410 +2d10 90 lb. x(2d4) lb.
Half-Giant, male 10 +2d12 1400 lb. x(3d4) lb.
Your characters age is determined by your choice or Half-Giant, 10 +2d12 1000 lb. x(3d4) lb.
race and class, as summed up on Table 12: Random female
StartingAges. Halfling, male 28 +2d4 30 lb. x1 lb.
As your character ages, his or her physical abilities Halfling, female 26 +2d4 25 lb. x1 lb.
scores change, as described on page 109 of the Players Mul, male 410 +2d10 130 lb. x(2d6) lb.
Mul, female 46 +2d10 100 lb. x(2d6) lb.
Handbook.
Pterran, male 410 +2d10 130 lb. x(2d6) lb.
Pterran, female 47 +2d10 110 lb. x(2d6) lb.
Table 13: Aging Effects Thri-kreen1 610 +1d6 450 lb. x(1d4) lb.
Middle Maximum 1 Thri-kreen are 48 inches longer than they are tall.
Race Age1 Old2 Venerable3 Age
Human 35 yrs. 53 yrs. 70 yrs. +2d20 yrs.
Aarakocra 36 yrs.4 +1d10 yrs.
Dwarf 100 yrs. 150 yrs. 200 yrs. +4d20 yrs.
Elf 50 yrs. 75 yrs. 100 yrs. +3d20 yrs.
Half-Elf 45 yrs. 60 yrs. 90 yrs. +2d20 yrs.
Half-Giant 60 yrs. 90 yrs. 120 yrs. +1d100 yrs.
Halfling 50 yrs. 75 yrs. 100 yrs. +5d10 yrs.
Mul 30 yrs. 45 yrs. 60 yrs. +2d10 yrs.
Pterran 40 yrs. 4 +1d10 yrs.
Thri-kreen 25 yrs. 4 +1d10 yrs.

Table 12: Random Starting Ages


Barbarian, Bard, Fighter, Gladiator, Psychic Cleric, Druid, Psion,
Race Adulthood Rogue Warrior, Ranger Templar, Wizard
Human 15 years +1d4 +1d6 +2d6
Aarakocra 8 years +1d4 +1d6 +2d4
Dwarf 30 years +2d6 +4d6 +6d6
Elf 20 years +1d4 +1d6 +2d6
Half-Elf 15 years +1d6 +2d6 +3d6
Half-Giant 25 years +1d6 +2d6 +4d6
Halfling 20 years +3d6 +3d6 +4d6
Mul 14 years +1d4 +1d6 +2d6
Pterran 10 years +1d6 +1d6 +1d6
Thri-kreen 4 years +1d4 +1d4 +1d4
24

Chapter 2: Character Classes


From the lowliest slave to the highest templar, our fates are decided for us. The slave at the hands of the master, and the
templar at the will of the king. Pray to Ral and Guthay that your children are born when the stars align to favor them.
Few are those privileged to choose their own path of life, and cursed are those for they are bound by choice and have but
themselves to blame for their misfortune. The bard addicted to his alchemical mixtures, the templar imprisoned for his
crimes, and the gladiator sacrificed for the thrill of the fight. It is the choices that define who you are and how you die,
regardless of who makes them.
TheOracle,BlueShrineScrolls

Almost all of the standard D&D classes are found in


Athas.Inaddition,thischapterpresentstwonewclasses, Making a Barbarian
the gladiator and the templar. The Athasian variation of
thebardissodifferentfromthetraditionalthatitcouldbe Thebarbarianisafearsomewarrior,compensatingfor
consideredanewoneaswell. lack of training and discipline with bouts of powerful
In addition to detailing the new classes, this chapter rage. While in this berserk fury, barbarians become
providesalterationsforeachoftheclassesincludedinthe stronger and tougher, better able todefeat their foes and
Players Handbook and the Expanded Psionics Handbook. withstand attacks. These rages leave barbarians winded;
Fromvariantanimalcompanionsfordruidsandrangers, at first they only have the energy for a few such
different to entirely new class abilities, these changes spectacular displays per day, but those few rages are
make each class slightly different than those used in the usuallysufficient.
genericD&Dworld. Races: Humans are often barbarians, many having
Each class description in this chapter mentions some been raised in the wastes or escaped from slavery. Half
of the new skills and feats (see Chapter 3) and prestige elves sometimes become barbarians, having been
classes (see Chapter 4) that are appropriate for each abandonedbytheirelvenparentstothedeserttosurvive
characterofthatclass.Theseguidelinescontributetoward on their own; if more of them survived they would be
defining the flavor of the character classes in a Dark Sun quitenumerous.Dwarvesareveryrarelybarbarians,but
campaign. their mul halfchildren take to brutishness like a bird
takes to flight, living by their wits and strengths in the
wastes.Mulshaveaparticularinclinationthiswayoflife,
Barbarian andveryoftengoferalinthewildernessafterescaping
slaveryinthecity.Elvesrarelytaketothebarbarianclass;
Giths blood! I will hunt that wizard down and skin him those that do are usually from raiding tribes such as the
alive. Silt Stalkers. Halfgiants readily take the barbarian class.
Borac,mulbarbarian Despite their feral reputations, halflings rarely become
barbarians;theirsmallstaturesandweakstrengthadapts
BrutalityisawayoflifeinAthas,asmuchinsomeof them better for the ranger class. Likewise, despite their
the cities as in the dwindling tribes of Athas harsh wild nature, thrikreen are rarely barbarians, since their
wastes.Cannibalheadhuntinghalflings(whooccasionally innate memories allow them to gain more specialized
visitUrikfromtheForestRidge)sometimesexpressshock classes such as ranger and psychic warrior without
at the savagery and bloodshed of the folk that call training.PterransoftheForestRidgeoccasionallybecome
themselves civilized and live between walls of stone. barbarians, but like halflings they more often favor the
Theywouldbemorehorrifiediftheyweretoseetheskull rangerclass.
piles of Draj, experience the Red Moon Hunt in Gulg, or Alignment: Barbarians are never lawfultheir
watchaseeminglydocilehouseslaveinEldaarichrageas characteristic rage is anything but disciplined and
she finally goes feral, taking every frustration of her controlled. Many barbarians in the cities are often rejects
short cruel life out on whoever happens to be closest to from the regular army, unable to bear regular discipline
hand.Nibenesesagesclaimthatthepotentialforsavagery ortraining.Somemaybehonorable,butathearttheyare
isineverysentientrace,andthehistoryofAthasseemsto wild. At best, chaotic barbarians are free and expressive.
supporttheirclaim. Atworst,theyarethoughtlesslydestructive.
SomeonAthashaveturnedtheirbrutalityintoanart
of war. They are known as brutes, barbarians or Class Features
feral warriors and they wear the name with pride.
Class Skills: Escape Artist and Profession are class
Impiousbutsuperstitious,cunningandmerciless,fearless
skills for Athasian barbarians. Swim is a crossclass skill
andpersistent,theyhavecarvedanamefortheirmartial
forAthasianbarbarians.
traditionsoutoffearandblood.

25

Wasteland Trapsense (Ex): You can apply your trap talent,andsomebarbariansalsoexpressfascinationwith


sense class feature to natural hazards, such as quicksand bardic poisons, antidotes and alchemical concoctions.
oranantlionssandpit(TotDL82),aswellasyourArmor Withsomejustification,barbariansdonottrustwizardry.
Class against attacks made by natural hazards, such as a Eventhoughmanybarbariansmanifestawildtalent,they
mekillot stampede (FFN 146). This ability replaces the tend to be wary of psions and Tarandan psionicists.
trapsenseabilityastandardbarbarianreceives. Psychic warriors, on the other hand, are creatures after
the barbarians own heart, loving battle for its own sake.
Playing a Barbarian Barbarians have no special attitudes toward fighters or
rogues. Barbarians admire gladiators and will ask about
All cower and stand in awe at the fury you can tap, their tattoos and exploits, but will quickly grow bored if
enhancing your strength and toughness. But what do thegladiatordoesnotrespondboastfully.
these people know of the burnt wastes of Athas, the
hellishjunglesoftheForestRidge?Thecruelvicissitudes Combat
of growing up in the wastes of Athas were nothing but
You know that half the battle occurs before the fight
normal to you. When your family was lost in a tembo
even begins. You prefer to choose your battleground
attack, or when your entire village was either murdered
when you can, stalking your opponent into terrain that
or forced into slavery, how could you not know they
bestsuitsyourabilities.Oncebattleisjoined,youbecome
might not had to die? These and many other brutal
a wild frenzy of motion,striking quickly and powerfully
experiences marked you, and you now stand apart from
until all your opponents are crushed. While you lack the
thosebornintothecomfortsofthecitystates.
trainingofthefighter,orthecunningofthegladiator,you
more than compensate them through sheer power and
Religion
resilience.
Although most are profoundly superstitious,
barbarians distrust the established elemental temples of Advancement
the cities. Some worship the elements of fire or air or
Becoming a barbarian let you further tap into your
devote themselves to a famous figure. Most barbarians
feralnature,lettingyoubecomeonewiththesavagebeast
truly believe the sorcererkings to be gods, because of
inyourhear,andthroughyourtraining,youhavelearned
their undeniable power, and a few actually worship a
whatyoumustdotounlockit.
sorcererking, usually the one that conquered their tribe.
Tofullyutilizeyourbarbarianabilities,youwillwant
Suchbarbariansoftenescapemenialslaverybyjoiningan
to focus on feats that take advantage of your superior
eliteunitofbarbariansintheserviceofanaggressivecity
strengthandspeed,suchasPowerAttackandWhirlwind
statesuchasUrik,DrajorGulg.
Attack.

Other Classes

Barbarians are most comfortable in the company of
gladiators, and of clerics of Air and Fire. Enthusiastic
lovers of music and dance, barbarians admire bardic

BehindtheVeil:Classes
Youmaynoticethattherearesomeclassesnotdescribedhere.Someofthesearecoreclassesthathavebeendeemed
inappropriatetothefeeloftheDarkSuncampaignsetting.OthersareclassesfrompreviouseditionsofDarkSunthat
dontfitinthe3emould.
Monk:ThereareseveralmonasteriesonAthas,thoughlittleevidenceinpreviousmaterialsupportsthemartialartist
varietyofmonkportrayedinthePlayersHandbook.Monksaretoofewinnumbertowarrantacoreclass.
Paladin:Theideaofdoinggoodforitsownsakerunscontrarytothetoneandthemeofthesetting.Therearenogods
torewardselflessacts,andnograndtraditionsofchivalryandnobilitytopromote.Inessence,Athasisaworldwhere
evilbehavioristhenorm.
Sorcerer: Mechanically, a sorcerers spontaneous casting and a psions manifesting are similar, thus including the
sorcerer removes some of the uniqueness of the psion. Some also feel that an arcane spellcaster without a spellbook
violatestheflavorofthesetting.
Soulknife: There is no precedent of a concept such as the soulknife in any previous material. However, in a metal
poor,highpsionicworld,theabilitytomanifestaweaponusingthemindhasitsplace.Therewouldprobablynotbe
enoughsoulknivestowarrantacoreclass,whichwouldneedtobeshoehornedintotheexistingcampaignworld.
Trader:Thetraderclass,presentinpreviouseditionsofthesettingisnotincludedherebecauseitsbenefitsandtraits
are nearly all encompassed in the standard set of 3rd edition skills. Reproducing the class is easily done using a
standardskillfocusedclass,liketherogueorbard,orusingtheexpertNPCclass.
Some DMs choose to run Dark Sun as a lowmagic, low treasure campaign. In such games, the monk and soulknife
couldbecomeunbalancedbecauseoftheirlackofdependenceontreasure.
DMsarefreetoincludeanyoftheabovecoreclassesintheirgames,buttheseclasseswillnotappearinanyofficial
releases.
26

Starting Packages Notables


It is rare for abarbarian to live long enough, or close
Package1:TheSurvivor
enough to civilization, in order to become famous, but a
HumanBarbarian
few examples exist. Korno, a Raamite gladiator, became
Ability Scores: Str 15, Dex 13, Con 14, Int 10, Wis 12,
theleaderofagroupofslaves,andKornosfuriousrage
Cha8.
known from the arenas has only increased after losing
Skills:Climb,EscapeArtist,Listen,Survival.
everything in the Raam invasion by Dregoth. The leader
Languages:Common.
ofPillage,Chilod,isatarekknowforhisoutburstsofrage
Feat:GreatFortitude,Wastelander*.
and cruelty, being one of the most feared chiefs of the
Weapons: Carrikal (1d8/x3), atlatl with 10 javelins
BanditStates.
(1d6/x3,40ft.).
Armor:Scalemail(+4AC).
Organizations
OtherGear:Standardadventurerskit,13Cp.
Because of their independent and sometimes
Package2:TheCrusher downrightchaoticnatures,manybarbariansrefusetojoin
HalfgiantBarbarian organizations of any kind, though they usually maintain
AbilityScores:Str23,Dex10,Con18,Int6,Wis9,Cha relationships with trading houses and raiding tribes.
4. There is no specific organization that binds barbarians
Skills:Climb,Intimidate,Jump. together.
Languages:Common.
Feat:ExoticWeaponProficiency(swatter). NPC Reactions
Weapons:Swatter(3d8/x4). Manylaypeoplecannottellabarbarianfromaranger
Armor:Leather(+2AC). or a fighter until his rage overcomes him and he starts
OtherGear:Standardadventurerskit,0Cp. screamingandbashing.
Mostauthorityfiguresandtemplarsdonotappreciate
Package3:TheHunter barbarians since they are prone to losing control and
ThrikreenBarbarian cannot be truly trusted. Thus, they generally treat
Ability Scores: Str 15, Dex 14, Con 12, Int 10, Wis 13, barbarianswithagreatdealofcaution.
Cha8.
Skills:Jump,Knowledge(nature),Search,Survival. Barbarian Lore
Languages:Kreen.
Characters with ranks in Knowledge (nature) can
Feat:Track.
research barbarians to learn more about them. When a
Weapons:Fourchatkchas(1d6,20ft.).
character makes a skill check, read or paraphrase the
Armor:Heavywoodenshield(+2AC).
following,includingtheinformationfromlowerDCs.
OtherGear:Standardadventurerskit,13Cp.
DC 10: Barbarians are hotblooded combatants who
fightwithgreatbrutalityandsavagery.
Barbarians on Athas DC15:Barbariansbecomestrongerandmoreresilient
Dont make my friend angry. You wont like him when whentheylosecontrol.
hes angry. DC20:Barbarianscanstanduptopunishmentthatno
Cabal,halfelvenbard other individual can endure, and their reflexes are as
quickasarogues.
InasavageworldlikeAthas,isonlynaturalthatsome
Sample Encounter
of its inhabitants have turned into barbarians. They are
fierce combatants without the army training fighters Barbarians can be found anywhere; in citystates, in
receiveorwildrangerswithoutthehuntingskills. thewilderness,orontheroadtonowhere.
EL7:Crokistheleadwarriorforaprimitivebandof
Daily Life halfgiants.Thegrouplivesahuntergathererexistencein
thesandywastesoftheTablelands.Whilethebandisnot
A barbarian is a passionate adventurer. As a
large enough to successfully raid caravans, they are not
survivalist, he often sees his involvement in a particular
abovetheoccasionlivestockraid.
enterprise as a validation of his superior strength and

resilience. In his mind, his presence alone is enough to
ensure the success of a quest, adventure, or ruin raid. Crok CR7
Even simple tasks are additional opportunities to prove Malehalfgiantbarbarian7
hisownworthbyaccomplishingthetaskwithmightand N?Largegiant
alacrity. Barbarians are typically hardheaded and Init+0;Sensesdarkvision60ft.;Listen+4,Spot+0
unforgivingbecauseoftherigorsofhispreviouslife. LanguagesCommon
AC 13, touch 11, flatfooted 11; improved uncanny
dodge
(1size,+2armor,+2natural)

27

hp73(7HD);DR1/ conversations between highranking templars or nobles,


Fort+10,Ref+2,Will+2 ortheymayhavetreatedaninjuredpersonthatprefersto
Speed50ft.(10squares) remain anonymous. Respectable folk despise them; the
Meleemwkgreatmacahuitl+16/+11(3d6+9/1920) powerful fear them; but in the Athasian cities, everyone
Rangedjavelin+7(1d8+6) eventuallycomestoneedtheirservices.
Space5ft.;Reach5ft.
BaseAtk+7;Grp+17 Making a Bard
AtkOptionsrage2/day(9rounds)
Bards receive numerous abilities they can use to
CombatGearpotionfruitofjump
survive. Many become masters of poisons, selling their
AbilitiesStr23,Dex10,Con18,Int6,Wis10,Cha4
illegal substances to anyone. Alone of the classes, bards
SQfastmovement,trapsense+2
holdthesecretsofalchemy,creatingfieryconcoctionsand
Feats Power Attack, Weapon Focus (great macahuitl),
mysterious mixes. Bards are master smugglers, selling
Wastelander*
spell components and other illegal items in the Bards
Skills Climb +10, Hide 4, Intimidate +1, Jump +10,
Quartersofthecitystates.Allbards,however,havesome
Listen+4,Spot+0,Survival+6
degreeofentertainmentskill.Thesongsofmostbardscan
Possessions combat gear plus masterwork great
dazzleacrowd,orincitethemtoriot.Bardstendtolearn
macahuitl,3javelins,leatherarmor,cloakofresistance
to play a variety of instruments, or recite poetry or old
+1
legends by campfire. They can be acrobats, performing
Whenraging,Crokhasthefollowingstatistics: dazzling displays of physical prowess. They are often
AC11,touch9,flatfooted9 calleduponassourcesofinformation.
hp87 Abilities:Charismaisthemostimportantabilityfora
Fort+12,Will+4 bard,becausemanyoftheirabilitiesandskillsareaffected
Meleemwkgreatmacahuitl+18/+13(3d6+12/1920) by it. A high Dexterity improves the bards defensive
Grp+19 ability.Intelligenceisalsoimportantbecauseitbolsterthe
AbilitiesStr27,Con22 numbersofskillshehasaccess.
SkillsClimb+12,Jump+12 Races:AllhumanoidracesofAthascanbecomebards.
The social stigma in certain regions may be higher than
Bard others, however. For example, the loremasters of the
halflingsoftheJaggedCliffsarehighlyregardedbecause
Some people think a club can solve any problem. Unless of the ancient secrets and histories they preserve. But in
the citystates, where the Bards Quarters are notorious,
youre a half-giant, there are more sophisticated ways of
beingabardisnotusuallyagoodthing.Elventribesoften
settling a disagreement. have a bard, who keeps the history of the tribe alive, its
Cabal,halfelvenbard
conquestsanddefeats.Humansareoftenbards,becoming

performersofgreattalent,orassassinsofdeadlyskilland
From the shadowy corners of Athas most
precision. Halfelves, because of their lonely existence,
disreputableplaceshailsthebard.Liketheircounterparts
oftentaketobeingbards.Theprejudicetheyfaceatevery
in other fantasy worlds, Athasian bards are the
stage in life can move some to become great poets or
unquestionedmastersoforaltraditionandforgottenlore,
singers. Muls and halfgiants make poor bards; their
butratherthansharingtheirlorewithwhoeverwilllisten,
talentsareusuallybetterservedelsewherethanthestage
Athasian bards guard their secrets as jealously as the
or the shadows of alleys. As well, thrikreen are rarely
sorcererkings harbor their water and iron. Athasian
seenasbards,relyinginsteadupontheirracialmemory.
bards may sell information to the highest bidder; they
Alignment:Mostbardsarechaotic,andoperatealone,
peddle their services and the fruits of their knowledge,
brokeringinformation,arrangingdeals,smugglingillegal
but trade secrets are what give bards an edge on the
waressuchaspoisons,drugs,spellcomponentsandother
uninitiated. Bards would rather die than reveal these
things. Neutral bards are the ones most likely to operate
secrets.
in fellowships with adventurers, or entertain in troupes
Meetingabardcanbeanuneasyencounter,sinceone
withotherbards.Therarelawfulbardscaneasilysecure
never knows how the bard has chosen to devote his
positions as councilors or agents for templars, and noble
multiple talents. Some bards master the art of making
and merchant houses. Good bards are often entertainers
poisons, and survive by selling these poisons and their
or lorekeepers, putting their talents to benevolent use,
antidotes for those who have coin to pay. Some bards
sometimes diagnosing poisonings and selling the proper
mastertheartofentertainment,usingtheirperformances
antidotes. Evil bards are often masters of poisons and
to amuse nobles and templars and gain wealth. Some
alchemy,sellingtheirwarestoanyonewiththeceramicto
become assassins, mixing their knowledge of poison and
pay.
stealth to become hired hands. Bards unique position in
the Athasian society means they often overhear

28

Class Features checkDCby5butotherwisehasnoeffectonthepoisons


potency.
WeaponandArmorProficiency:Youareproficientin PoisonDealer:Payonehalfofthemarketpriceforraw
all simple weapons, and the following additional materialsneededtocraftpoisons.
weapons: bards friend, crossbow (any), garrote, greater Poisonbane: You receive a +4 insight bonus to Craft
blowgun, whip and widows knife. You are proficient in (alchemy) checks when creating antitoxin and poison
lightarmor,butnotshields. antidotes.
Bardic Music: This is exactly like the bard class Poison Resistance: You receive a +4 bonus to saving
featureabilityofthesamename. throwsagainstpoisons.
Bardic Knowledge: This is exactly like the bard class ScorpionsTouch:Add+1tothesaveDCofallpoisons
featureabilityofthesamename. applied by you. This trade secret may be chosen more
Smuggler:Youreceivea+1insightbonustoBluffand thanonce,anditseffectsstack.
SleightofHandchecksforeverytwobardlevels. Skilled:Addonehalfyourbardlevel(roundeddown)
Poison Use: Bards are trained in the use of poisons, as a competence bonus to one of the following skills:
and as of 2nd level, never risk accidentally poisoning Appraise, Bluff, Craft, Diplomacy, Heal, Perform,
themselveswhenapplyingpoisontoablade. Profession, Sense Motive or Sleight of Hand. This trade
Streetsmart: When you reach 2nd level, you get a +2 secretmaybechosenmorethanonce,eachtimeitapplies
competence bonus to Gather Information and Intimidate toadifferentskill.
checks. Smokestick Application: You can combine inhaled
Quickdraw:Bardslearntostrikequicklyandwithout poisons with smokesticks. All creatures within the area
warning. At 3rd level, you gain Quickdraw as a bonus the smokestick covers (10ft. cube) are affected by the
feat. poisonyouappliedtothesmokestick.
Trade Secrets: At every 4th level you learn a trade Versatile:Selectanytwononclassskills.Thesearenow
secretchosenfromthelistbelow. consideredclassskillsforyou.
Alchemy Dealer: Pay onehalf of the market price for Mental Resistance (Ex): Bards carry many dark
rawmaterialsneededtocraftalchemicalitems. secrets they would prefer remain secret. This, combined
Accurate:Whenyouattackanarmoredopponent,your with a large amount of knowledge based on halftruths
accuracy allows you to ignore 1 point of natural armor and false rumors makes your mind unreliable to those
bonustoACor1pointofarmorbonustoAC.Thistrade who would seek to mentally affect it. At 5th level you
secretmaybechosenmorethanonce,anditseffectsstack. receive a +2 morale bonus to saves made against
Agile:Youreceivea+1dodgebonustoAC.Thistrade telepathicpowersandenchantment/charmspells.
secretmaybechosenmorethanonce,anditseffectsstack. Improved Poison Use (Ex): At 6th level, you can
Coolheaded: You may take 10 on Bluff and Diplomacy apply poison to a weapon as a free action without
checks. provokingattacksofopportunity.
Improvised Materials: You can craft poisons from raw Quick Thinking: Bards often find themselves in a
materials at hand instead of relying on specific tightspotwheretheyhavetoactquickly,whetheritisto
ingredients. Doing so increases the Craft (poisonmaking) escape a templar patrol or strike first when in

Table21:TheAthasianBard Hit Die: d6


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +2 Bardic music, bardic knowledge, smuggler
2nd +1 +3 +3 +3 Poison use, streetsmart
3rd +2 +3 +3 +3 Quickdraw
4th +3 +4 +4 +4 Trade secret
5th +3 +4 +4 +4 Mental resistance
6th +4 +5 +5 +5 Quick thinking +2, improved poison use
7th +5 +5 +5 +5 Chance 1/day
8th +6/+1 +6 +6 +6 Trade secret
9th +6/+1 +6 +6 +6 Speed reactions
10th +7/+2 +7 +7 +7 Slippery mind
11th +8/+3 +7 +7 +7 Quick thinking +4
12th +9/+4 +8 +8 +8 Trade secret
13th +9/+4 +8 +8 +8
14th +10/+5 +9 +9 +9 Chance 2/day
15th +11/+6/+1 +9 +9 +9 Defensive roll
16th +12/+7/+2 +10 +10 +10 Trade secret, quick thinking +6
17th +12/+7/+2 +10 +10 +10 Awareness
18th +13/+8/+3 +11 +11 +11 Mindblank
19th +14/+9/+4 +11 +11 +11
20th +15/+10/+5 +12 +12 +12 Trade secret
Class Skills (6 + Int modifier per level, x4 at 1st level): Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy,
Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (all skills individually), Listen,
Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Tumble, Use Magic Device,
Use Psionic Device, Use Rope.
29

confrontationwithafoe.At6thlevel,yougeta+2bonus Other Classes


oninitiativechecks.Thisbonusincreasesby2at11thand Bardsfacelifeasitcomes,andusuallyholdnospecial
16thlevel. grudge or awe for any one class. They usually approach
Chance:Bardsliveontheedgeinmanyways.At7th othersprofessiononthebasisofhowitcanhelpthemat
levelyoumayrerollonesingled20rollonceperday,but the moment. Clerics and druids are respected for their
havetokeepthelatterresultforbetterorforworse.At devotion to a divine force, but usually not held in awe.
14thlevelyoumayusethisabilitytwotimesperday. Fighters, gladiators and rangers can be useful as sword
Speed Reactions: Beginning at 9th level, when you arms but are otherwise useless to the bard. Bards do not
use the attack action or full attack action in melee, you view wizards with the same aversion as others might
may subtract a number from all melee attack rolls and viewthem,sincebardssellthemtheircomponents.
addthesamenumbertoyourinitiative.Thisnumbermay
not exceed your base attack bonus. You may not make Combat
ranged attacks this round. The initiative increase takes
A bard rarely seeks to initiate combatinstead he
effect on the next round. The new initiative is your
skulksabout,lookingforanopportunitytostrikeswiftly,
initiative for the remainder of the combat, unless you
using his poisons to their greatest advantage. Your work
weretousespeedreactionsagain,whichwouldincrease
bestwithteammates,maneuveringtogetflanksandhelp
yourinitiativefurther.
bring down opponents with your various poisons. Use
Slippery Mind: This is exactly like the rogue special
yourbardicmusictobolsteryouralliesanddistractyour
abilityofthesamename.
opponentswhiletherealheavyhittersinyourgroupmop
DefensiveRoll:At15thlevelyoulearnhowtoavoid
themup.
a potentially lethal blow. You gain the ability to reduce
damage from a knockout blow. This is exactly like the Advancement
roguespecialabilityofthesamename.
You have a flexibility in building your talents
Awareness (Ex): At 17th level, you are never caught
unrivaledbyanyotherclass.Youcaneitheremphasizeon
flatfootedandalwaysactinthesurpriseround.
ability or nurse a broad range of abilities. In most cases,
Mind Blank (Ex): At 18th level your mind becomes
feats that consistently improve your talents are more
completelysealedagainstinvoluntaryintrusionasperthe
usefulthanfeatsthatfunctioninonlycertainsituations.
mindblankspell.Thisspelllikeabilityisalwaysconsidered
Asyouadvanceintheclass,continuetomaxoutyour
active.
ranks in Bluff and Perform, and invest skill points in
Playing a Bard Gather Information and Sleight of Hand. Many feats in
theAthasianEmporiumsupplementmakethemostofyour
Youareamasteroforaltraditionandlore,andatrue
poison abilities. Improved Feint is an excellent choice
artist,butyoushareyourtalentsonlywiththosewhocan
with your expertise in Bluff, and Greasing the Wheels
affordtopayyou.
(page72)ifperfectforgettingaroundtemplarinspections.
You are an artist. You are the center of attention
If you play up the assassin aspect of this class, consider
(whenever you want to), the person everyone wants to
magic (or psionic) items that help you cloak your true
talkto,thefaceoftheparty.Evenifyouarentthemost
intentions, such as an amulet of proof against detection and
attractive or charismatic member of your group, your
locationoraveiloflies(page260).
unequaledskillatperformanceartscreatesanirresistible
When multiclassing or taking a level in a prestige
appeal born of justified confidence. You are more than
class, find combinations that further broaden your
just light entertainment, though. Your target rarely
abilitiesorthatincreaseyourflexibility.Thepoisonmaster
survivestheencounterifyoudontwanthimto.
prestige class (page 101), the dune trader (page 90), and
You might adventure because you desire
theassassin(DMG180)deservespecialmention.Theyare
entertainment. Someone with your smarts gets bored
agreatcombinationwiththebardclass.
easily. Alternatively, you may have been blacklisted on
yourcurrentlocationbecauseofabusinesstransaction
gonewrong.Youhavetokeepmoving,andadventuring Starting Packages
offersyouaregularchangeofscenery.Inanycase,alife Package1:TheAssassin
of adventure allows you to see new things, meet ElfBard
interestingpeople,andgetsomesilversintheprocess. Ability Scores: Str 13, Dex 17, Con 10, Int 10, Wis 14,
Cha8.
Religion Skills: Climb, Disguise, Hide, Move Silently, Open
No central bardic organization exists, andmore often Lock,Spot.
than not bards have no particular penchant for religion. Languages:Elven,Common.
Somemayworshiptheelements,fearingthepowerofthe Feat:Stealthy.
elementalforces,andmostbardstendtorelatetotheAir Weapons: Bards friend (1d4/1820), shortbow with 20
everchanging nature, but bards that worship sorcerer arrows(1d6/x3,60ft.).
kingsarerare.Alifestyleofbreakingtherulesofthecity Armor:Studdedleather(+3AC).
statesdoesnotlendonetoworshipthelawgivers.

30

Other Gear: Standard adventurers kit, thieves tools, Daily Life


musicalinstrument,9Cp. The way a bard behaves depends on his individual
sense of morality. Some think nothing of adopting false
Package2:TheInformationSmuggler identities, smuggling forbidden goods, or even
HumanBard coldblooded assassination. Other bards find themselves
Ability Scores: Str 8, Dex, 12, Con 10, Int 15, Wis 14, driventousetheirskillstoentertainandhelppeople.
Cha13. Bardscanbecomegreatleaders.Withtheirquickwits
Skills: Bluff, Decipher Script, Diplomacy, Gather andgreatcharisma,bardswouldbenaturalleaderswere
Information,Knowledge(local),Listen,SenseMotive. itnotfortheirinconstancy.Ifabardmanagestoearnthe
Languages:Citylanguage,Common,Elven. trust of companions, they value his leadership. Lacking
Feat:Investigator,Negotiator. thattrust,abardrarelyleadsforlong.
Weapons:Widowsknife(1d4/x3),lightcrossbowwith
20bolts(1d8/1920,80ft.). Notables
Armor:Leatherarmor(+2AC).
Bards often gain notoriety for their deeds, although
OtherGear:Standardadventurerskit,4Cp.
mostprefertoremainbehindfalseidentities.Thehuman

bardonlyknownasWheelockhasbecomealegendwhen
Package3:ThePoisoner
it comes to creating poisons. Fyrian Wynder is a Tyrian
HalfelfBard
halfelven bard notorious for his combination of bardic
AbilityScores:Str8,Dex15,Con10,Int15,Wis14,Cha
abilitiesandtheWay,sincehisactingskillsenablehimto
6.
adoptseveralidentities,whilehispsionicabilitiesprovide
Skills:Appraise,Craft(alchemy),Craft
a means of gaining access to secured areas and going
(poisonmaking),Knowledge(local),SleightofHand.
unnoticedoncehegetsthere.
Languages:Citylanguage,Common,Elven.
Feat:SkillFocus(Craft[poisonmaking]). Organizations
Weapons:Bardsfriend(1d4/1820),blowgunwith20
Bards dont organize together, but they often linger
needles(1,10ft.).
around the same places, which end up getting known as
Armor:Shellarmor(+4AC).
the Bards Quarter in most citystates. A bard joining an
OtherGear:Standardadventurerskit,smokestick,4
organization probably has a specific goal (or target) in
Cp.
mindandrakesapositionthatbestallowshimtoattainit.
A longterm commitment to such a group rarely appeals
Bards on Athas toabard.
She was a rare beauty: charming, graceful, talented. Its
NPC Reactions
too bad she killed my boss.
Talos,mulbodyguard Common folk ten to have a hard time differentiating
bards from rogues. Bards further confuse the issue by
Athasian bards use songs and tales as their tools of regularlyadoptingfalseidentitiesandhidingtheirvaried
trade.Abardisapersonofwitandcamaraderie.Despite abilities. Thus, the reaction a bard gets from those he
having few other talents to offer, the bard is a welcome meets depends on what he is pretending to be at a time.
source of entertainment and information across Athas. Individuals who know about the bard class and the
However,bardsarenotedtobeextremelyuntrustworthy reputation that comes withit have an initial attitudeone
andevenruthlesstheyoftenselltheirskillsasassassins step more hostile than normal. Templars in particular
andpoisonalchemiststothehighestbidder. look poorly upon bards, since they know of the various
In the cities, bards often become tools of the nobility. illegalactivitiestheyusuallyperform.
Theyre commonly hired by one noble house and sent to
anotherasagift.Thebardsaresentnotonlytoentertain, Bard Lore
but usually to perform some other subtle task as well
Characters with ranks in Knowledge (local) can
(suchasrobbery,espionage,orevenassassination).
research bards to learn more about them. When a
Noblesconsideritrudetoturndownthegiftofabard
character makes a skill check, read or paraphrase the
orbardcompany.However,whenpresentedwithatroop
following,includingtheinformationfromlowerDCs.
ofbardsfromonesworstenemy,itssometimesbetterto
DC 15: Bards are jacks of all trades, masters of
berudeandturnthemaway,fortheconsequencesoftheir
performanceanddeception,andinformationsmugglers.
visit could be downright deadly. To get around this, the
DC20:Bardsaremastersofpoisonsandlore,andthey
noble who hired them sometimes disguises their
havemanyoftheskillsofrogues.
approach by having another noble send them. A very
complicatedcollageofintrigueanddeceitisoftenwoven Sample Encounter
whereverbardsareinvolved.
Anencounterwithabardshouldhighlighthisuseof
trickery and poisons, and should probably be an uneasy
encounter,sinceyoucanneverknowwhatabardwilldo

31

next.ThePCscouldbecomeinvolvedinanassassination
plot where a bard is the hired assassin. Their attempt to
Cleric
thwart him can earn them the thanks of one group and
thehatredofanother. Without destruction, there is nothing to build.
EL 9: Flighty and driven by whims, Cabal is a true Credoofthefirecleric
performatic artist and deserves his reputation. The PCs
encounterCabalduringapresentationforanobleperson, In a world without gods, spiritualism on Athas has
or in the frantic minutes after he concludes his unlocked the secrets of the raw forces of which the very
assassination attempt and makes to flee. Depending on planet is comprised: earth, air, fire, and water. However,
how they feel about his intended target, the PCs might otherforcesexistwhichseektosupplantthemandriseto
attempttostophimorsimplywatch. ascendancy in their place. These forces have taken up
battle against the elements of creation on the elements
own ground in the form of entropic perversions of the
Cabal CR9 elementsthemselves:magma,rain,siltandsun.
Malehalfelfbard9
CNMediumhumanoid(elf)
Init+6;Senseslowlightvision;Listen+7,Spot+4 Making a Cleric
LanguagesCommon,[CityLanguage],Elven Clerics are the masters of elemental forces; they
AC17,touch16,flatfooted12;Dodge,Mobility possess unique supernatural abilities to direct and
(+4Dex,+1armor,+1dodge,+1deflection) harness elemental energy, and cast elemental spells. All
hp22(9HD) thingsarecomprisedofthefourelementsinsomedegree,
Resistmundaneextremeheatorcold thus clerics can use their elemental powers to heal or
Fort+6,Ref+10,Will+8(+2againsttelepathicpowers, harm others. Due to their affinities with the elements,
enchantmentandcharmspells) clerics possess a number of supernatural elemental
Speed40ft.(8squares);elfrun abilities. Though dimly understood, there exists a
Meleemwkbardsfriend+11/+6(1d41/1820) connection between elemental forces and the nature of
Meleebardsgarrote+11(2d41nonlethal) undeath. Clerics can turn away, control, or even destroy
Meleemwkdagger+11(1d41/1920)or undead creatures. Athas is a dangerous world; this
Rangedmwkdagger+11(1d41/1920) practicality dictates that clerics must be able to defend
Space5ft.;Reach5ft. themselves capably. Clerics are trained to use simple
BaseAtk+6;Grp+5 weapons and, in some cases, martial weapons; they are
AtkOptionsQuickDraw,improvedpoisonuse,poison also taught to wear and use armor, since wearing armor
(bluewhinnis,DC14,1Con/unconsciousness) does not interfere with elemental spells as it does arcane
SpecialActionsbardicmusic9/day(inspirecourage+1, spells.
fascinate 3 targets, countersong, suggestion), chance Races: All races include clerics in their societies,
1/day,speedreactions though each race possesses different perspectives
Combat Gear 3 doses of blue whinnis poison, 2 regarding what a clerics role involves. As masters of
fruitpotionsofcurelightwounds myth and the elemental mysteries, most clerics hold a
AbilitiesStr8,Dex18,Con8,Int13,Wis15,Cha14 place of reverence within their respective societies.
SQ bardic knowledge +10, poison use, trade secret However, more than a few races have varying affinities
(agile,poisondealer) for one element over another. Dwarves almost always
Feats Dodge, Mobility, QuickdrawB, Skill Focus (Craft become earth clerics, a connection theyve shared since
[poisonmaking]),WeaponFinesse before they were driven from their halls under the
SkillsAppraise +3 (+5 with poisons), Balance +6, Bluff +16, mountains. Dwarven determination and obsessive
Climb +2, Craft (poisonmaking) +9, Diplomacy +4, dedication matches perfectly with the enduring earth.
Disguise +7 (+9 acting), Escape Artist +6, Gather Elves most often revere water, fire, or the winds; as
Information +7, Heal +4, Hide +6, Intimidate +8, Jump +2, nomads, they seldom feel a deepseated affinity for the
Knowledge (local) +6, Listen +7, Move Silently +, Perform land.Thrikreenareknowntoallywithallelementstothe
(dance) +10, Search +5, Sense Motive +4, Sleight of Hand
+15, Spot +4, Tumble +6, Use Rope +5 exclusion of fire. This seems to stem from a mistrust of
Possessions combat gear plus masterwork bards flame,whichiscommoninmanykreen.
friend,bardsgarrote+11,masterworkdagger,bracers Alignment:Attainingtheabilitiesofatrueservantof
ofarmor+1,cloakofCharisma+2,ringofprotection+1 theelementsrequiresadeepunderstandingofthechosen
kind of element of paraelement. An aspiring cleric must
make a study of the elements typical personality and
role; opens the door to the elements power. Thus,
Athasiansclericsaligntheirmoralstosuitthetraitsofthe
elementtowhichtheydedicatethemselves.

32

Class Features state.Wanderersaregenerallywellreceivedbythosethat


dwell in the desert, such as villagers and slave tribes.
WeaponandArmorProficiency:Clericsareproficient Theycurethesickandhealthewounded,sometimeseven
withlightarmorandallsimpleweapons. aiding in defeating local threats. Other clerics act as
Turn or Rebuke Undead (Su): Your element or wardens of small, hidden shrines, which they hope
paraelement worshiped has no impact on your ability to creates a clearer channel to the elemental plane of
turnorrebukeundead.Goodclericsmayturnordestroy worship,andfortifiestheirpowersandspells.Tribaland
undead as normal. Evil clerics may rebuke or command primitive societies include shamans, who see to the
undead as normal. Neutral clerics may choose to turn or spiritual needs of their groups, offering advice to the
rebuke at character creation time. However, all elements leaders and providing supernatural protection and
andparaelementsconsidertheundeadtobeaviolationof offence.Lastly,someclericsstayinthecities,wherethey
the natural order of things. While evil clerics are free to mostcommonlyworkagainstthesorcererkingsandtheir
control undead, they are expected to eventually destroy templars. There they quietly preach the message of
them. preservation to the citizenry, and even sometimes work
withtheVeiledAlliance.
Playing a Cleric
The clerics of Athas are like the rare snows that Other Classes
blanket the highest peaks of the Ringing Mountains. Inanadventuringparty,theclericoftenfillstheroleof
Though the cascading flakes all seem the same, the advisor and protector. Clerics often possess an
patternofeachisasdifferentasthefacesofmenarefrom unshakable distrust of wizards and their arcane spells.
muls. Indeed, clerics are like snowflakes, each preaching Most clerics are well aware of the danger that sorcery
aboutpreservationandtheelements,butnotwoofthem represents to the dying planet, and watch those who
doitforthesamereason.Thismakestheseenvironmental wield such power carefully. Generally speaking, the
warriors an extremely diverse and interesting class to elementalclericsareallonfriendlytermswitheachother,
play.Somearemerelypowerhungry,someseekrevenge, recognizinganancientpactmadebytheirancestorstoput
and some are honestly struggling to save their dying aside their differences in the opposition of Athas
planetandreversetheancientenvironmentaldisaster. destruction. However, clerics whose elements are
Youareaservantofyourelement,yourgoalinlifeis diametrically opposed often clash regarding the means
to expand itspresence in Athas, and findyour elements usedinfurtheringtheirgoals,andattimesthishasledto
foesanddestroythemwithyourcleansingelement. bloodshed.
Youadventureoutofadesiretopreachthewordsof
your element, prove your worth and to destroy infidels Combat
whoworshipopposedelements.
Athasianclericsmakeuseofthesamegeneralcombat
tacticsasthosedescribedinthePlayersHandbookthatis,
Religion
staybackfrommeleeanduseyourspellstoeitherdestroy
Unlikeclericsfoundonotherworlds,elementalclerics yourenemiesorenhanceyouralliesabilities.
do not generally congregate at temples or churches, nor Yourtacticsonthebattlefielddependlargelyonyour
dotheyparticipateinauniform,organizedreligion.Each element and domains chosen. Air clerics are not very
clerics calling to the raw energy of the elements is offensive, but when needed they usually employ sonic
personal,individual.Someclericsbelievethat,upontheir attacks from the heights. Earth clerics believe the best
initiation, they enter pacts with powerful beings, defense is a good offense, but they also employ the
elementallords,whograntpowerstothosewhocontract strongest of metal weapons. Fire clerics are feared and
with them. Others believe that the elements are neither unpredictable, appearing to thrive only when everything
malevolent nor benevolent, but a tool to be used, or a around them is being devoured by the fiery appetites of
force to be harnessed. Regardless, all clerics desire the their patrons. Water clerics are usually healers, but they
preservation of their patron element, though the reasons can be known to be meticulous in the cruelty of their
forthisaremanyandvaried. vengeancewhensomeonewantonlywasteswater.
ClericsarefoundeverywhereonAthas.Mostcommon Dont neglect your ability to heal yourself or your
clerics are wanderers, who preach the concept of allies, but dont burn through your spells early in an
preservationwiththehopeofrestoringAthastoagreener attempt to do so; make the most efficient use of your

Table 22: Athasian Elements


Element Energy Type Domains Typical Worshipers
Air Sonic Sun Flare, Furious Storm, Ill Wind, Rolling Thunder, Soaring Spirit aarakocra, elves
Earth Acid Decaying Touch, Earthen Embrace, Forged Stone, Ruinous Swarm, Mountains dwarves, muls, jozhals
Fury
Fire Fire Burning Eyes, Sky Blitz, Mountains Fury, Smoldering Spirit, Fiery Wrath dwarves, ssurrans
Magma Fire Broken Sands, Dead Heart, Ill Wind, Mountains Fury ssurrans
Rain Electricity Cold Malice, Decaying Touch, Furious Storm, Refreshing Storm Drajis
Silt Acid Broken Sands, Decaying Touch, Dead Heart, Soul Slayer silt runners, giants
Sun Fire Sun Flare, Lights Revelation, Desert Mirage, Fiery Wrath aarakocra
Water Acid Desert Mirage, Drowning Despair, Sky Blitz, Living Waters half-elves, lizardfolk
33

spellsinbattle,savingthehealinguntilcombatisoveror Feat:SkillFocus(Heal).
itbecomesabsolutelynecessary. Weapons:Longspear(1d8/x3),net(10ft.).
Armor:Scalemail(+4AC).
Advancement Other Gear: Spell component pouch, standard
Your first steps towards becoming a cleric were adventurerskit,50Cp.
witnessing your element in action. After learning what Class Features: Channels positive energy; Drowning
your element could do, and that they could grant such DespairandLivingWatersdomains.
powersintoyou,youdedicatedyourselfintoservingyour Spells Prepared: 1stclear waterD*, protection from evil,
element. Your elemental pact marked the beginning of sanctuary; 0create element*, detect poison, purify food and
yourjourneyandunlockedthefirstofmanynewabilities drink.
othercreaturescanonlydreamabout. D:Domainspell.
You have only just begun your quest to become
worthyofyourelement,andalifetimeofstrivingstilllies Clerics on Athas
aheadofyou.Ifyoutrulywanttoserveyourelementthe
best you can, consider taking the elementalist prestige
As for the elemental clerics, some say we are maddriven
class(page93). insane by the chaotic beings we serve. But others see the
gleam of patience in our eyes, and know that one day the
Starting Packages clerics of Athas will throw off the yoke of oppression and
return the flowing rivers and the sprawling forests to our
Package1:TheDefender
DwarfEarthCleric
withered lands.
Jurgan,Urikiteearthcleric
AbilityScores:Str13,Dex8,Con16,Int12,Wis15,Cha

8.
Like the Athasian deserts, the elemental powers are
Skills:Concentration,Knowledge(religion).
neither benevolent nor malevolent, caring only that their
Languages:Common,Dwarven,Terran.
naturalformsarepreservedinthematerialworld.Thisis
Feat:Disciplined*.
the source of their power, and the impending ecological
Weapons:Maul(1d12),bolas(1d4,10ft.).
collapse in Athas has created an unusual and dynamic
Armor:Scalemail(+6AC).
power struggle on the elemental planes. The clerics of
Other Gear: Spell component pouch, standard
Athasarenothingbutthepawnsofthistitanicstruggle.
adventurerskit,45Cp.
Class Features: Channels positive energy; Earthen
Daily Life
EmbraceandMountainsFurydomains.
Spells Prepared: 1stmagic stoneD*, protection from evil, Aclerictypicallybeginshisdaybyfindingasuitable
shieldoffaith;0createelement*,detectelement*,resistance. localewherehecancommunewithhiselementandpray
D:Domainspell. for the spells he desires. He then spends the rest of the
day engaged in whatever task seems most important for
Package2:TheDestroyer advancing his elements goals while trying to avoid too
HumanMagmaCleric muchtrouble.Whennotadventuring,clericsoftenspend
AbilityScores:Str14,Dex8,Con13,Int10,Wis15,Cha their time seeking out scraps of information about the
12. elemental planes and other clerics. The pursuit of such
Skills:Concentration. knowledgeisoftenquitedangerousandcanresultinthe
Languages:Common. clericundertakingadditionaladventures.
Feat:CombatCasting,ElementalMight*.
Notables
Weapons:Heartpick(1d8/x4).
Armor: Scale mail (+4 AC), heavy wooden shield (+2 The pursuit of his elements goals garners notoriety
AC). for a cleric, but it also can bring about his death of force
Other Gear: Spell component pouch, standard him into exile. The Wanderer, famous for compiling the
adventurerskit,59Cp. history and geography of Athas, is said to be an earth
ClassFeatures:Channelspositiveenergy;BrokenSands cleric. The sun cleric Caelum (page 285) became famous
andMountainsFurydomains. for leading his Dwarven army in their metal armor
Spells Prepared: 1stbless, divine favor, sand pitD*; against the sorcererkings and helping reimprisoning
0createelement*,resistance,virtue. RajaatbackintotheHollow.
D:Domainspell.
Organizations
Package3:TheHealer Aclericusuallyfindsaroleinanadventuringpartyor
PterranWaterCleric otherorganizationthatallowshisfreetimetoexplorehis
AbilityScores:Str14,Dex10,Con10,Int8,Wis17,Cha divine abilities freely. Since no organization specifically
15. caters to Athasian clerics, many find themselves in
Skills:Concentration,Diplomacy,Heal. drastically different circumstances from those of their
Languages:Saurian. comrades.

34

Within the ranks of elemental clerics, prestige and discovered,andhasbeenknowntoplacecursesonthose


influence is measured by the depth of their devotion to whoseeherenteringorleavingthelake.
their element. The most highly admired are those who If someone were to meet her while she was on the
havefurtheraccomplishedtheirelementspactandthose shoreoftheoasis,shewillbecautiousofstrangersbutnot
who most wield elemental power. When two or more hostile. If the strangers prove friendly she could be
clerics come into conflict, they usually defer to the one willing to offer her spellcasting services for the standard
with a greater knowledge of their element, relying on prices.
wisdomandexperiencestoprovideareasonablesolution.
The elemental clerics are much more tightly tied to Cloelia CR7
their temples than paraelemental ones. Because the Femalehumanwatercleric7
elements are losing the battle against the paraelements, LNMediumhumanoid(human)
theycannotaffordtobewithoutstaunchallies. Init+1;SensesListen+3,Spot+3
LanguagesAquan,Common
NPC Reactions
AC15,touch11,flatfooted14
The reactions clerics receive from communities are (+1Dex,+3armor,+1natural)
directly tied to how those cultures regard their specific hp17(7HD)
element. A silt cleric is viewed in a much friendlier Fort+7,Ref+4,Will+11
mannerneartotheSeaofSiltthanneartheForestRidge,
Speed30ft.(6squares)
forexample.
Melee+1frostalhulak+4(1d6/x3)
As a general rule of thumb, an NPCs attitude is one
Space5ft.;Reach5ft.
step nearer helpful for elemental clerics and one step
BaseAtk+5;Grp+3
nearerhostileforparaelementalclerics.
Special Actions spontaneous casting (cure spells), turn
undead/water creatures or dispel figment/glamer
Cleric Lore 4/day(+3,2d6+8,7th)
Characters with ranks in Knowledge (religion) can Combat Gear fruitpotion of resist energy (fire), tablet of
research clerics to learn more about them. When a summonmonsterIII
character makes a skill check, read or paraphrase the ClericSpellsPrepared(CL7th):
following,includingtheinformationfromlowerDCs. 4thlungsofwater*D(DC18),summonmonsterIV
DC 10: Clerics are divine spellcasters that serve the 3rdcurse of the chocking sands*D (DC 16), eye of the
elementalpowers. storm*,summonmonsterIII,wormsbreath*
DC15:Aclericdevoteshimselftoaparticularkindof 2ndaugury,eaglessplendor,glitterdustD(DC16),silence
element gains power based on the element chosen. They (DC15),summonmonsterII
can easily heal of harm those around him by channeling 1stbless element*, cause fearD (DC 14), cooling canopy*,
divineenergy. detectevil,endureelements,sanctuary(DC14)
DC20:Elementalclericshaveforgedapactofsortsin 0createelement*(3),detectmagic,guidance,resistance
order to fight the paraelement clerics and their quick D: Domain spell. Element: Water. Domains: Desert
expansionoverAthas. Mirage,DrowningDespair
AbilitiesStr7,Dex13,Con9,Int14,Wis17,Cha13
Sample Encounter Feats Augment Summoning, Iron Will, Spell Focus
An elemental cleric makes an excellent ally for good (conjuration),Wastelander*
alignedplayercharacters,aswellasatenaciousenemyfor Skills Concentration +9, Heal +8, Knowledge (religion)
evil ones. Their loyalties are first to their element, and +7,Knowledge(theplanes)+7,Listen+3,Spellcraft+7,
secondtotheirtemple,buttheyareusuallyhappytolend Search+6,SpeakLanguage(Aquan),Spot+3,Survival
aidtoanyoneinneed. +5(+7otherplanes),Swim+3
EL7:Aroundaparticularoasis,deserttravelerstellan Possessions combat gear plus +2 padded armor, +1 frost
unusual story. They claim a beautiful enchantress visits alhulak,amuletofnaturalarmor+1,cloakofresistance+1,
theoasisonthenightswheneitherofthemoonsarefull. healerskit,4vialsofholywater
Theresheswimsnaked,enjoyingthecoolingwatersofthe
spring. It is said that if she discovers anyone spying on
her she curses them. The nature of the curse varies
dependingonthestoryteller.Oneversionstatesthatany
water the victim tries to drink turns to sand, while
anotherclaimsthatthevictimisstruckblind.
Thestoriesarepartiallytrue.Cloeliaisnotabeautiful
youngenchantressasthestoriessay,butaplumpmiddle
agedwaterclericwhodoesvisittheoasisonoccasion.She
visitstheoasistocommuneatashrinetoelementalwater
beneaththesurfaceoftheoasis.Cloeliaisveryprotective
of the shrine and does not want its existence to be

35

Druid thedruidtothatofthecitystates,eventhoughthedruid
may be harsh and cruel. The evil druid will often make
the villagers work for their protection, helping to plant
A spirit took me in, when neither of my parents would trees or shrubs, or repair any damage done by a Tyr
accept me. Athas provides for those who care for it. We storm. Evil druids that guard an oasis or similar
live in a desert simply because noone cares for the land. geologicalfeaturewilldemandatollorgiftofsmallbands
Sutura,halfelvendruid fortheuseoftheirland.

Athasian druids are the protectors of Athas dying
Class Features
landscape. Patient and often unforgiving, they try to
preserve and reclaim the barren lands that surround the Class Skills: Hide and Move Silently are class skills
Tyrregion.Wellarmedwithspellsandabilitiesfromthe for Athasian druids. Diplomacy is a crossclass skill for
Spirits of the Land, they work to bolster Athas failing Athasiandruids.
ecology. WeaponandArmorProficiency:Druidsareproficient
Often, druids prefer to remain hidden, observing the with the alak and the blowgun, in addition to the
behavior of creatures and people before passing proficienciesgiveninthePlayersHandbook.
judgment. Travelers to an oasis are often unaware they Athasian Animal Companions: Any of the following
are being observed; wanton destruction of the oasis will are appropriate for an Athasian druid to select as an
find themselves under the full fury of the druid and his animal companion at 1st level: lesser boneclaw (ToA 15),
manyabilities. carru, dire rat, eagle, erdlu (page 295), jankx (ToA 159),
jhakar(ToA160),kestrekel(ToA160),kivit(ToA161),owl,

Making a Druid
silt spawn1 (ToA 125), snake (Small or Medium viper).
Druids of sufficiently high level can also choose the
Druidscastdivinespellsthroughthepowersgranted following animal companions, applying the indicated
them by a spirit of the land. A druid develops a special adjustment to the druids level (in parentheses) to
relationship with the lands spirit. As a druid travels the determine the companions characteristics and special
tablelands,sheisrecognizedbythespiritofthelandasa features.
friend.Thespiritgrantsthedruidsspells,whilethedruid
protects the land and reinforces the spirit. In addition to 4thlevelorHigher(Level3)
spells, druids receive special abilities as they gain in Carru,bull6HD(ToA151)
knowledgeandpower. Cheetah
Races: Druids come from all races common in the Crodlu
Tablelands,althoughsomehavemorenaturaltalentthan Crodlu,heavy
others. Halfelves, with their natural affinity for animals, Direbat
makegooddruids.Theiroftenlonelyexistencealsolends Erdland
itself well to a lone druid caring for a piece of Athas. Jhakar,Medium6HD(ToA189)
Pterransareoftendruids,asitfollowstheirLifePath,the Kluzd(ToA162)
Path of the Druid. Aarakocra, muls and Thrikreen are Leopard
also good candidates for druids. Halflings druids often Lizard,Giant
holdapositionofrespectandauthorityamongtheirtribe. Lizard,monitor(ToA165)
Halfling druids are rarely found outside of the Forest Rasclinn(ToA168)
Ridge, though. Halfgiants, with their slow wits, make Athasianshark2(ToA169)
poor druids. Of the savage races, tareks sometimes have Snake,constrictor
druids in their numbers, but rarely do other creatures Snake,Largeviper
havethepatienceorabilitytocareforaparticularpieceof
Athas. 7thlevelorHigher(Level6)
Druids get along well with most of the races of the Crodlu,heavywarmount
Tablelands,providedtheyrespectthenaturalorderofthe Inix
land. Creatures that kill without need or destroy out of Kalin(ToA82)
sheerpleasurewillfindanenemyinthedruid. Kluzd,7HD(ToA189)
Alignment: Druids understand the harsh cycle of life Lirr(ToA163)
anddeath,ofpredatorandprey,andsoonecomponentof Pterrax(ToA171)
theiralignmentmustbeneutral.Gooddruidswilltendto Puddingfish2
helpthepeopletheyprotect,iftheyserveasprotectorofa Lion
village. They will leave visitors alone, letting them refill Lizard,Subterranean
theirwaterpouchesatnocost,providedthereisnoabuse. Snake,Hugeviper
Neutral druids will put the concerns of their guarded Takis(ToA173)
landsfirst,andwillnothesitatetopunishthosethatbreak Tiger
anyrulesthedruidhasdetermined.Evildruidsoftenrule
byfear;somepeopleoftheTablelandspreferthejusticeof 10thlevelorHigher(Level9)

36

Chathrang(ToA152) unculturedindividualsorgroupsmaybelievethespiritto
Direlion beagodandtreatitassuch.
Hatori(ToA158)
Lizard,Minotaur Other Classes
Athasianshark,Huge2(ToA190) Druids get along with most classes, though they
Snake,giantconstrictor despise wizards. Magic is the cause of Athas current
state, so say the druids, and while they may tolerate
13thlevelorHigher(Level12) preservers for a short while, defilers are slain on sight.
Lirr,large11HD(ToA190) Templars are usually not welcomed by druids, as the
Ruktoi1(ToA112) templarisresponsibleforacitythatencroachesonnature,
Athasiansloth(ToA172) and templars serve the sorcererkings, Athas most
powerfulmagicusers.Elementalclericsarewellreceived
16thlevelorHigher(Level15) bydruids,astheyoftensharethesamegoals.Druidsare
DireAthasianshark2(ToA190) usually at odds with paraelemental clerics, though. The
Diretiger paraelementproliferationonAthasisusuallyatthelands
Hatori,Gargantuan17HD(ToA189) expense,destroyingwhatthedruidtriestoaccomplish.
SiltHorror,white1(ToA123) Rangers are probably the druids best allies. They
Slimahacc(ToA171) often share the same goals, and the druid may even call
upontherangerforhelpincontrollingaspeciesthathas
NewcreaturedescribedinChapter12 become problematic or detrimental to an area. However,
1Availableonlyinasiltenvironment,suchastheSea therangerandthedruidmaysometimesbeatodds,ifthe
ofSilt. ranger is determined to eradicate his favored enemy
2 Available only in an aquatic environment, such as whilethedruidseekstoprotectthatparticularspecies.
theLastSea.
Combat
NaturesSpeech(Ex):At4thlevelyoubecomeableto Your ability to summon creatures and to turn into
speakwithanimalseverywhere,asifundertheeffectsof them is your primary weapons. Consider using them to
thespeakwithanimalsspell.Thisabilityreplacestheresist aidyourcompanionsinflankingmaneuvers,orbetteryet
natureslureabilityastandarddruidreceives. to harass enemy spellcasters (many of whom are easy to
hit),especiallyiftheyaredefilers.Fewfoesareprepared
Playing a Druid for an opponent who can call such potent beings to
YouareahumanoidservantdevotedtoAthasandall service,soyouvealsogottheadvantageofsurprise.
of its elements equally. As a guardian, tender, warrior, Though somewhat skilled at both combat and
and sometimes assassin, you further the cause of nature spellcasting, you are more suited to guerrilla warfare
andhelptomakeAthasverdantagain. trackingenemiestotheirlairambushingthemwhilethey
You,likenatureitselfisneutral.Youseethebalanceof sleep,orengaginginothersuesurreptitioustactics.With
all things. You know that every living creature is part of woodland stride and trackless step, you can usually
thefoodchain,andbirthanddeatharethenaturalorder escapethroughthewildernessbeforeyourenemiesknow
of life. This is one of the reasons druids harbor such whathitthem.
intense hatred for the defilers. Their magic of decay lies
outside the normal cycle of life. Matter should not be Advancement
destroyed, but converted to a form that will eventually Youprofitmostfromremainingadruidthoughtyour
return to the earth. Defiling magic destroys that which advancement, so that your animal companion and wild
should never be destroyed, and its practice is an shape continue to improve as you gain levels. If you do
abominationtodruids. multiclass, a level of barbarian is an excellent choice; the
benefits it grants to combat and movement regardless of
Religion whenyoutakethat1stlevel.
Adruidisanindividualwhohasdevotedthemselves Duringtheirtimeofwandering,ayoungdruidlearns
to the balance of nature on Athas, and in particular abouttheworld,itsecology,thebalanceofnatureandthe
someonewhohassoughtoutorbeenchosenbyoneofthe ways of its creatures. After a few years of peregrination,
few living spirits left in the barren land, protecting and most druids decide to settle in order to watch over a
nurturing them and the natural balance they represent. specific patch of land lands, watching over them and
Individual druids do not necessarily recognize one protectingthem,andstraightentheirbondwithaSpiritof
anotheraskinorasbrothersinareligion;eachconducts the Land. Such druids become grove masters (see page
their affairs as they see fit in their quest to restore the 96).
balance of nature and protect their spirits lands. Most
druidsrecognizethevarious spiritsasamanifestationof
Starting Packages
Athas itself, though some few more primitive or
Package1:TheBeastmaster
HalfElfDruid

37

AbilityScores:Str10,Dex15,Con12,Int8,Wis15,Cha wereforcedtoeitherdieinthehandsoftheagentsofthe
12. sorcerermonarchs,ortowatchtheirbelovedlandwither
Skills:HandleAnimal,Hide,Survival. anddiebeforetheireyes.
Languages:Common,Elven. Becauseofthat,druidsareusuallylonersandavertto
Feat:AnimalAffinity. socialinteraction.Theyliveofftheland,withintheland,
Weapons: Longspear (1d8/x3), sling with 20 bullets and they have sacrificed their entire lives for the land,
(1d4,50ft.). verylittlebesidesitoccupiesthemindofadruid.
Armor:Hide(+3AC).
Other Gear: Spell component pouch, standard Daily Life
adventurerskit,20Cp. A druid adventures to learn about Athas, to protect
ClassFeatures:Jankxanimalcompanion. nature,andtofurtherhisownaims.Druidsusuallyspend
Spells Prepared: 1stcure light wounds, speak with their days in contemplation of nature, and tending their
animals;0cureminorwounds(2),defilerscent*. lands; one may watch over a particular stretch of open
desert,anothermayprotectabeltofscrubgrasswithinit,
Package2:TheDefilerHunter while still another might watch over a small oasis that
HumanDruid bordersonboth,alwayshiddenandalwayswatching.
Ability Scores: Str 13, Dex 14, Con 12, Int 10, Wis 15, TheAthasiandruidisawandererwhohuntsdowna
Cha8. powerful defiler that has despoiled the wastes, or a
Skills: Concentration, Hide, Listen, Move Silently, visionary who tends the land and teaches the local
Spot,Survival. population how to live in harmony with their
Languages:Common . surroundings. The Athasian druid fights for an almost
Feat:DefenderoftheLand*,Track. lost cause, and it matters not if that cause is revenge
Weapons: Spear (1d8/x3, 20 ft.), sling with 20 bullets himselfagainstthosewhodestroyedhislandandfriends
(1d4,50ft.). oraceaselessdesiretobringgreenandhopetoAthas.
Armor:Hide(+3AC).
Other Gear: Spell component pouch, standard Notables
adventurerskit,20Cp. Druidsveryrarelybecomefamous,sincetheyusually
ClassFeatures:Jhakaranimalcompanion. avoid social interaction combined the fact that it might
SpellsPrepared:1stbacklash*,longstrider;0cureminor put their lives at risk since usually sorcererkings and
wounds,defilerscent(2). defilerusuallyputarewardfortheheadofanotoriousor
troublesome druid. A legend claim that Mearedes the
Package3:TheWarden druidesscametotheislandofShaultwhenitsforestwas
PterranDruid all but dead and she managed to nurture it back to its
AbilityScores:Str8,Dex11,Con14,Int10,Wis17,Cha vibranthealth.
14.
Skills:Hide,Knowledge(nature),MoveSilently,Spot, Organizations
Survival. Ever since the Eradication, a n antidruidic jihad led
Languages:Saurian. by sorcererkings more than 1,500 years ago, no specific
Feat:SpellFocus(conjuration). druidic organization exists, although some form
Weapons: Alak (1d6/x3), blowgun with 20 needles (1, temporary alliances with Veiled Alliance members from
10ft.). timetotime.
Armor:Leather(+2AC),lightwoodenshield(+1AC). Legends say that the druids who remained after the
Other Gear: Spell component pouch, standard Eradication gathered on a high mesa somewhere in the
adventurerskit,20Cp. northern Tablelands. It was there they decided that they
ClassFeatures:Lesserboneclawanimalcompanion. should scatter to the most remote reaches and farthest
Spells Prepared: 1stentangle, plant renewal*; 0defiler regionsofAthas,theretobidetheirtime,waitingforthe
scent*,detectmagic,nurturingseeds*. day when they were powerful enough to challenge the
sorcererkings again. This was a long time ago, and the
Druids on Athas druidshaveyettoreturntothecitiesofthedefilers.Some
say that they will never return and that their seclusion
The druids are no longer hunted in force by the sorcerer-
and isolation have destroyed whatever power they once
kings. The kings believe there simply arent enough left to
wieldedasacircle.Otherssaythatthedruidslongwaitis
threaten them. But the templars, and even some elves I indicativeoftheircunning,andthattheirplanistoinsure
know, have been well rewarded for delivering the heads of that the next confrontation with the kings wont end in
wasteland druids. defeat.
Jurgan,Urikiteearthcleric
NPC Reactions
Perhaps the only thing rarer to see in Athas than a Druids are natural loners, and usually avoid social
wizard is a druid. After centuries of persecution, they interactionsunlesstheyhaveto.Insuchcases,thosewho

38

are directly benefited from the druids work of tending 2ndecho of the lirr* (DC 16), flaming sphere (DC 16),
thelandbegintwostepsnearerhelpful,whiledefilersand resistenergy,sleep(DC16)
evilparaelementalclericsbegintwostepsnearerhostile. 1stcooling canopy*, cure light wounds, detect animals or
plants,entangle(2)(DC15)
Druid Lore 0defilerscent*(2),detectpoison,light,resistance,virtue
AbilitiesStr8,Dex12,Con13,Int10,Wis18,Cha14
Characters with ranks in Knowledge (nature) can
SQ animal companion, nature sense, share spells with
research druids to learn more about them. When a
companion, trackless step, wild empathy +9 (+5
character makes a skill check, read or paraphrase the
magicalbeasts)
following,includingtheinformationfromlowerDCs.
Feats Mounted Combat, Natural Spell, Spell Focus
DC10:Druidsdevotethemselvestotheland,drawing
(conjuration)
offtheirpowerstraightfromAthasitself.
Skills Concentration +7, Handle Animal +7, Hide +6,
DC 15: Druids from a mystical connection to
Knowledge(nature)+5,Listen+4,MoveSilently+11,
mysterious beings known as Spirits of the Land. They
Ride +9, Spellcraft +2, Spot +9, Survival +10 (+12
hatealldefilersandthosewhoabusetheland.
abovegroundnaturalenvironments)
DC 20: Druids are masters of the forces of nature,
Possessions combat gear plus masterwork alak, +2
being able to transform into the creatures that dwell in
silentmovesstuddedleather
their lands, and some even learn to counter the

destructionofdefilement.
PterraxCompanion CR
Sample Encounter NLargeanimal(psionic)
Adruidcouldeasilybecomeeitheradefilerhunteror Init+5;Sensesdarkvision60ft.,lowlightvision;Listen
theleaderofamonsterpack,dependingonhisalignment +6,Spot+9
and how he chooses to focus his efforts. PCs might thus AC18,touch11,flatfooted16;Dodge
run into them as fellow adventurers, or as the very (1size,+2Dex,+7natural)
villains against whom they must struggle. Few druids hp67(9HD)
stay too long in any one place, unless they have finally Resistevasion
decidedtosettleinonespotandstrengthentheirbondthe Fort +9, Ref +8, Will +4 (+8 against enchantment spells
landanditslocalspirit,sothemajorityofencounterswith andeffects)
themlikelytakeplaceinthewild. Speed 10 ft. (2 squares), fly 30 ft. (average); Flyby
EL7:Suntailisthedruidofthetriumviratethatrules Attack
the Sand Claw pterran tribe. The Sand Claws are a Meleebite+10(1d8+5)and2claws+5(1d6+2)
primitive band of nomadic raiders. Suntail often BaseAtk+6;Grp+15
participates in many of the bands raids, strutting out Space10ft.;Reach5ft.
before the pterran warriors to cast his spells on their PsiLikeAbilities(ML5th):
opponentsbeforebattlebegins. 3/dayanimal affinity, biofeedback (DR 3/*), body
adjustment (2d12*), conceal thoughts, empathy (40ft.
range,40ft.radius,5hours*),hostileempathictransfer,
Suntail CR7
mindlink(uptofivetargets*),thickenskin(+2bonus*)
Malepterrandruid7
*Includes augmentation for the pterraxs manifester
LGMediumhumanoid(psionic,reptilian)
level.
Init+1;SensesListen+4,Spot+9
AbilitiesStr21,Dex15,Con17,Int1,Wis12,Cha13
LanguagesSaurian;speakwithanimals
Feats Alertness, Dodge, Improved Initiative, Flyby
AC16,touch11,flatfooted15
Attack
(+1Dex,+5armor)
SkillsListen+6,Spot+9,Survival+4
hp38(7HD)
Fort+6,Ref+3,Will+9
Speed30ft.(6squares);woodlandstride Fighter
Meleemwkalak+5(1d61/x3)
Space5ft.;Reach5ft. Any wastelander can pick up a bone and call it a club,
BaseAtk+5;Grp+4 but try pitting fifty of those against one dozen trained
SpecialActionswildshape3/day(7hours) soldiers, and maybe youll have an even match.
Combat Gear fruitpotion of barkskin, fruitpotion of bears Nikolos,humanfighter
endurance
PsiLikeAbilities(ML3rd):
From the small forts in sandy wastes of Athas to the
Atwillmissive(reptilesonly) guards of the merchant houses in the citystates, fighters
DruidSpellsPrepared(CL7th):
are Athas most common sight. Whether it is as
4thdispelmagic,elementalstrike*(DC18)
mercenaries for the sorcererkings or as hired guards
3rdclearriver* (DC 17), eye of the storm*, searing light protectingthewealthofthenobility,fighterscanbefound
(+6rangedtouch) everywhereintheTablelands.Athasfightersaretrained

39

to fight in small groups or huge units. Those that have Religion


proven themselves become the commanders in the city There are no gods on Athas, but many fighters
statesarmies,commandinghundredsoreventhousands worship the sorcererking of their respective cities as
ofmenintowar. gods.Somefighterspayhomagetotheelementalforcesof
the Tablelands, asking their favored element for luck
Making a Fighter beforeenteringthebattlefield.
Fighters receive the best allotment of fighting skills
Other Classes
andabilities.Theylearntheuseofmostweapons,thebest
armors and shields, as well as gaining special abilities to Fightersgetalongwithmostotherclasses.Therangers
usewiththeseweaponsandarmor. of the Tablelands often receive the highest of the respect
Somefightersspecializeinusingasingleweapon,and for their ability to survive the wastes. Gladiators and
become masters at its use and deadliness. Other fighters fightersareoftenateachothersthroats,sincebothshare
willprefermoreroundedskills,learningtoshootfromfar great combat abilities but differ in their methodology;
with bows and arrows, or nets or spears. Regardless, the theyoftentrytoshowhoweachisbetterthantheotheris.
fighteristobefeared. Elementalclericsarewelcomefortheirhealingabilitiesas
Races: All of Athas races can become fighters. wellasthehelptheycanprovideinbattle.
Humans are usually the most numerous, though, since Fighters are uneasy around wizards; like the rest of
theyarethemostnumerousoftheracesoftheTablelands. the population they distrust magic. Templars are also
Dwarves make good fighters, even though they are distrusted, for the same reasons everyone else distrusts
smallerthanmostraces;theirinborntoughnessandgreat templars. Rogues are usually scorned by fighters; they
strength more than makes up for their smaller stature. preferopenbattletotheroguessneakyways.
The halfgiants are also seen very often as fighters, since
theirgreatstrengthandsizeareperfectforthejob.Muls, Combat
withtheinheritedtraitsofbothhumansanddwarves,are Your specific tactics in battle depend on your role in
also great fighters. Elves, with their long legs and frail the party and your weapon of choice. However, certain
constitution, are not often seen as fighters. Athas tacticsarecommontoallfighters.
intelligent insects, the Thrikreen, make excellent You are generally at the forefront of any battle.
warriors, with their four arms and the fact they do not Fighting on the front line allows you maximize your
needtosleep.ManyofthesavageracesoftheTablelands combat feats. Furthermore, if opponents focus on you,
are fighters, although most become rangers in order to theycannotinjureyourallies.Asafighter,youreatyour
survive. bestwhenyoucantakeonthemonsteroropponentthat
Alignment: Fighters come from all walks of life, and dealsthemostdamage.
canbeofanyalignment.Goodfightersareusuallyseenas
the protectors of small villagers or are part of renegade Advancement
slave tribes, helping their tribe to survive in the harsh Whenlookingatfeatstoselectasyougainlevels,you
desert. Or they can be found as a dwarf perhaps, whose have two basic paths. You can focus on your fighting
focusitistoguardhisfellows.Evilfightersareoftenpart skills, or you can attempt to expand your capabilities to
of mercenary bands or under the control of a sorcerer serveasthepartysleader.Theformeroptionisbestwhen
king; these beings often fight for power and money. Evil youarethegroupsprimarycombatspecialist.Iftheparty
fighters can also be found as the rulers of small forts, includes another fighter or suitable melee character, you
guardingtheiroasisandexactingaheftytollforitsuse. can afford to dabble in Charismabased skills. Although
Diplomacyisnotaclassskillforyou,theFieldOfficefeat
Class Features combined with a few crossclass ranks makes you a
serviceableemissary.
Class Skills: Knowledge (warcraft) is a class skill for When it comes to combat feats, look to ones that
Athasianfighters.SwimisacrossclassskillforAthasian improveyourabilitytodealdamage.FeatssuchasPower
fighters. Attack,WeaponFocus,andsoforthareexcellentoptions
to boost your offense. Concentrated Fire*, Rotate Lines*,
Playing a Fighter ShieldWall*,andSpearWall*areexcellentfeatsforarmy
PlayinganAthasianfighterisnotmuchdifferentthan fighters.
playing one in other settings, the only difference is that ImprovedInitiativeisacriticallyimportantfeat,since
theextremeheatmakesmostarmorlessthandesirableon it allows you to act first, move forward and defend or
Athas. guideyourallies.Thesooneryoufindaplaceinthefront
As a fighter, you undertake adventures according to line,thelongeryoucanholdbacktheenemy.
thedictatesofyourcause,yourfaith,oryourownselfish
needs.Youmightfindyourselfonthehot,sandyfieldof
battle, charging shoulder to shoulder with peasants and
Starting Packages
soldiers,raisingpitchforksandshieldsagainstthedefilers Package1:TheArcher
oftheenemyarmy. ElfFighter

40

Ability Scores: Str 15, Dex 16, Con 11, Int 10, Wis 12, Daily Life
Cha8. A fighter adventures to prove his superior skill at
Skills:Jump,Spot(cc). arms, to advance the cause of whatever master he might
Languages:Common,Elven. serve,andtofurtherhisownaims.
Feat:PointBlankShot,PreciseShot. Once he has reached a respectable level of
Weapons:Macahuitl(1d8/1920),dagger(1d4/1920, 10 accomplishment,afightermighttaketheLeadershipfeat
ft.),longbowwith40arrows(1d8/x3,100ft.). and start building his own army. As word spreads, less
Armor:Chitinarmor(+4AC). experiencedwarriorswhoareeagertofightforthesame
OtherGear:Standardadventurerskit,11Cp. causes seek him out as the desperate peoples of Athas
constantlylookforgreatcommanders,warriorswhowill
Package2:TheDefender leadthem.
DwarfFighter
Ability Scores: Str 15, Dex 13, Con 16, Int 10, Wis 12, Notables
Cha8.
Fighters can notoriety for their deeds, whether
Skills:Craft(weaponsmithing),Knowledge(warcraft),
triumphs in combat, selfless acts of great honor, or great
Intimidate.
tyranny.Manyanadventurergrewuponstoriessuchas
Languages:Common,Dwarven.
thatoftheCrimsonLegion,andhowitmanagedtodefeat
Feat:Disciplined,WeaponFocus(dwarvenwaraxe).
Urikspreviouslyundefeatedarmy.
Weapons: Dwarven waraxe (1d10/x3), shortbow with
Another legend tells of about the rise and fall of
20arrows(1d6/x3,60ft.).
General Zanthiros, the leader of the Balican army who
Armor: Scale mail (+4 AC), heavy wooden shield (+2
managed to save the city from an onslaught of beast
AC).
headed giants more than once, and after losing the
OtherGear:Standardadventurerskit,42Cp.
elections, left the city with hundreds of soldiers loyal to

himandformedaraidingtribe.
Package3:TheLeader
HumanFighter Organizations
AbilityScores:Str15,Dex8,Con13,Int10,Wis12,Cha
Fighters often band together into small armies or as
14.
mercenary groups working for trade houses. These
Skills: Diplomacy (cc), Knowledge (warcraft),
organizations typically have different credos and values,
Intimidate.
buttheyallowtheirmemberstofocustheirtimeontheir
Languages:Common.
individualquests.
Feat: Field Officer*, Inspiring Presence*, Weapon
Focus(greatmacahuitl).
NPC Reactions
Weapons:Greatmacahuitl(2d6,1920),shortbowwith
20arrows(1d6/x3,60ft.). Individuals react to fighters based on their previous
Armor:Scalemail(+4AC). interactions with other members of the class. A brave
OtherGear:Standardadventurerskit,19Cp. fighter meets cold silence and contempt around the
BarrierWasteswhereevilfightersoppressthepopulace.
Gladiators usually talk down on fighters, saying that
Fighters on Athas gladiatorsarethetruemastersofcombat.Fightersusually
Yeah, he was alright with a sword, but he would wet replythatgladiatorsarenothingwithoutacrowdlooking.
himself every time we walked out onto the sand of the Because of that, their initial reaction is one step towards
arena. I think it was the crowd... or the goat-headed giant unfriendlythannormal.
A fighter who has lived long enough to retire from
they paired us against. Poor little weed, he never saw that
adventuringtypicallyacquiressomepositionofauthority,
club coming. withcommensuratepoliticalpower,whetherasacaravan
GrektheGrand,talkingabouthisonetimematched
leader,armygeneral,orrulerofaraidingorslavetribe.
paircontestwithSlavekThydor

Fighters bring clashing weapons, stirring speeches, Fighter Lore
and mass combat to the campaign. On Athas, the fighter Characters with ranks in Knowledge (warcraft) can
is a trained warrior, a soldier skilled in mass warfare. research fighters to learn more about them. When a
Every society on Athas maintains an army of fighters to character makes a skill check, read or paraphrase the
protectitselffromattackortowagewarsofplunderand following,includingtheinformationfromlowerDCs.
annihilation against its neighbors. Fighters are both the DC 10: Fighters may not be as flashy as gladiators in
commanders and soldiers in these armies, and at higher combat, but they surely are more effective in mass
levels are experts in both individual and formation combat.
combat,leadership,andmorale. DC 15: Fighters are combatoriented characters adept
at handonhand combat just as well as commanding
entirearmies.

41

DC20:Afightersmerepresenceinthebattlefieldcan
beenoughtoinspirehissoldiersandweakentheresolve
Gladiator
ofhisenemies.
I might be a slave, but I am famous, I dine well, and my
Sample Encounter company is that of the finest noble women. Tell me, what
Whatever the specific circumstances, encounters with do you have that I do not, slave traderexcept the freedom
afightershouldbemartialinnature,oratleastrelatedto to feel miserable?
combat. The PCs might first encounter one during a war Jarek,arenachampion
council or similar planning session, but the class is
primarydesignedforthebattlefield.Whetherfightingan The arena is the battlefield of the gladiator. From
actual war or exploring a forgotten ruin, a fighter can handtohandcombatinthemudpitsofsmallfortstothe
alwaysbefoundwieldinghisweaponagainstsomefoeor grand games of the citystates, the gladiator is a warrior
another. who fights to the sounds of people cheering his name or
EL7:Brumisanunemployedcaravanguard.Unable cursing his presence. A master of crowd control and the
to find work he is feeling despair and failure artofprolongedcombat,gladiatorsaretrainedtofight.
overwhelming him. Using the last of his money, Brum Theytraintobestwildbeastsindeadlygamesforthe
hasgottenextremelydrunk.This,combinedwithhisfoul amusement of the masses. They fight for glory, wealth,
mood, has Brum looking for a fight to prove himself. prestige and power. They fight to survive. Some are
When the PCs walk into the tavern where Brum is merelyslaves,havingtofightandperhapshopingtowin
drinkingheapproachesthelargestoneandtriestopicka achancetoobtainfreedom,whilesomefightwillinglyfor
fight. thethrillofcombatorthepromiseofrichesandfame.

Brum CR7 Making a Gladiator
Maledwarffighter7 Gladiatorsareamongthebestoneononefightersin
LNMediumhumanoid(dwarf) all the Tablelands. They are trained in handtohand
Init+1;Sensesdarkvision60ft.;Listen+1,Spot+1 combatbeforemovingontotheuseofexoticweaponsof
LanguagesCommon,Dwarven the arena. They learn to improvise weapons, wielding
AC15,touch11,flatfooted14 broken bones or wooden shafts with deadly precision.
(+1Dex,+4armor) They learn how to taunt and tease opponents, driving
hp59(7HD) them to reckless acts and taking advantage of the
Resiststability(+4againstbullrushandtrip) situationtostrikedownormaimafoe.
Fort +10 (+12 against poison), Ref +3, Will +3; +2 on After all, a long, drawnout combat is more a crowd
savesagainstspellsandspelllikeeffects pleaserthanatensecondbout.
Speed20ft.(6squares) Abilities: Strength and Constitution are vital to a
Meleemwkmaul+13/+8(1d12+6) gladiator, since he is often in harms way. Intelligence is
Rangedshortbow+8(1d6/x3) useful for gaining plenty of skills points, which a
Space5ft.;Reach5ft. gladiator needs to purchase Bluff, Intimidate,
BaseAtk+7;Grp+10 Performance, and Sense Motive, key skills for any arena
Special Actions +1 morale bonus on checks related to performer.
focus Races:AllracesofAthascanbefoundinthearenasof
AtkOptionsCleave,PowerAttack the Tablelands. Muls, with their mixed dwarven and
AbilitiesStr16,Dex13,Con16,Int10,Wis12,Cha8 human parentage, are highly prized in the arenas. They
Feats Cleave, Endurance, Great Fortitude, Greater are often bought for a high price and treated well in
WeaponFocus,PowerAttack,WeaponSpecialization return for victory on the combat floor. Elves are often
(maul),WeaponFocus(maul) usedfortheirswiftnessandnaturalflairfortauntingtheir
Skills Climb +5, Intimidate +4, Knowledge (warcraft) opponent. Humans are the most common of gladiators,
+5,Jump+5,Listen+1,Ride+3,Spot+1 since humans are the most common race in the
Possessions masterwork chitin armor, masterwork Tablelands. Halflings make poor gladiators, since they
maul,shortbow,20arrows abhorslaveryandwillusuallystarvethemselvestodeath
rather than being used as commodities by anyone. The
savage races of the wastes are often used as gladiators,
usually as fodder for the most successful gladiators,
though those demonstrating excellent combat prowess
receiveformaltraining.
Alignment: Gladiators are of all alignments. Some
gladiators will obey all arena rules, being lawful
individuals, though these often do not last long in the
arena. Many gladiators tend toward a chaotic alignment.
Evilgladiatorsusedirtytrickstogainanadvantageover

42

an opponent. Gladiators of all alignments can become gladiator levels thereafter, the penalties increase by 1 (2
crowdfavorites,increasingtheirchancesofwinningtheir at8th,3at14thand4at20th).Tauntisamindaffecting
matches,sinceoftentimesthesematchesareprearranged. ability.
The intrigues of the citystates can reach deep into the ShakeOff:Agladiatorof6th orhigherlevelwith9or
arena. more ranks in Perform can try to end a mindaffecting
StartingCeramic:4d4x10(100Cp). effectinplayonhimselforanally.Youshakeyourhead
violently to clear your mind, or slap an ally to bring her
Class Features backtohersenses.Therecipientoftheshakeoffcanreroll
asinglefailedsaveoropposedskillcheck(withthesame
Weapon and Armor Proficiency: You are proficient DC as the failed roll) to end a mindaffecting effect. If
with all simple and martial weapons, light armor, there is no save or check to avoid the mindaffecting
mediumarmorandshields(excepttowershields). effect,theeffectendsautomatically,
GladiatorialPerformance:Onceperdaypergladiator Trick: A gladiator of 9th or higher level with 12 or
level,youcanuseyourtalentstoaffectenemiesandallies. more ranks in Perform can temporarily confuse an
Eachabilityrequiresbothaminimumgladiatorleveland adversary through the use of ploy and deception. The
a minimum number of ranks in the Perform skill to creature to be tricked must be within 30 feet, able to see
qualify. and hear you. You must also be able to see the creature.
Startingagladiatorialperformanceeffectisastandard YoumakeanopposedBluffcheck(vs.SenseMotive)asa
action unless otherwise stated. Some effects require moveaction.Ifthecreaturesucceedsontheopposedroll,
concentration, which means you must take a standard you cannot attempt to trick that creature again for 24
actioneachroundtomaintaintheability. hours.Ifitsrollfails,thecreaturebecomesdazed(unable
Combat Stance: A gladiator with 3 or more ranks in to act, but can defend normally) for 1 round. For every
Perform can assume a combat stance, showing off to threegladiatorlevelsattainedbeyond9th,youcantarget
spectators and displaying a warning to opponents. You one additional creature with a single use of this ability
receive a +2 competence bonus to AC against the first (twoat12thlevel,threeat15th,fourat18th).
attack made against you within 5 rounds after assuming Chant: A gladiator of 12th or higher level with 15 or
thestance.At6thlevelcombatstancecanbeassumedasa moreranksinPerformcanstartachant.Thechantboosts
moveaction,andat12thlevelasaswiftaction. the gladiator or an allys abilities, granting a +2
Martial Display: A gladiator with 3 or more ranks in competencebonustoAC,skillchecksandsavingthrows.
Perform can entertain the crowd and intimidate enemies To be affected an ally must be within 30 feet of you. For
with a display of unarmed attacks or weapon prowess. every three levels attained beyond 12th, you can affect
Youreceivea+2competencebonustothefirstattackroll one additional creature within 30 feet (two creatures at
you make within 5 rounds after ending the martial 15thlevel,threeat18th).Combatchantisamindaffecting
display.At6thlevelmartialdisplaycanbeassumedasa abilitywhichlastsaslongasyouchantandfor5rounds
moveaction,andat12thlevelasaswiftaction. thereafter.
Team Strike: A gladiator with 3 or more ranks in ThreateningGlare:Agladiatorof15thorhigherwith18
Perform can distract an enemy so an ally can exploit a or more ranks of Perform can panic enemies with his
vital spot when making a melee attack. Team strike can mere gaze. Creatures withina 30 feet radius that can see
onlybeusedagainstanenemyyouthreatenwithamelee youmustmakeaWillSave(DC10+halfyourclasslevel
weapon.Theallymustactonthesameinitiativeasyouor + your Charisma bonus). On failing, creatures with less
before your next turn to gain the benefit of team strike. HD than you are affected as if under the effects of a fear
The ally receives a +1 bonus to hit and inflicts an spellfor5rounds.Thosewithequaltoormorethanyour
additional1d4pointsofdamageonthenextmeleeattack HDbecomeshakenfor5rounds.Ifthecreaturesucceeds
againstthetarget.Iftheenemymovesoutofyourthreat on the save you cannot attempt to affect that creature
range before your ally attacks, the ally does not receive againfor24hours.ThreateningGlareisamindaffecting
the benefits of team strike. Creatures immune to sneak gaze affect. Dragons Fury: A gladiator of 18th or higher
attackdamageandcriticalhitsareimmunetoteamstrike. levelwith21ormoreranksinPerformcanenteratrance
At7thlevelandeverysixlevelsthereafterthesebonuses likestateinwhichhisfulloffensivegladiatorialpotential
increase by +1 to attack and +1d4 to damage (+2 attack isunleashed.Youareimmunetofeareffects,receivea+4
and +2d4 damage at 7th, +3 attack and +3d4 at 13th, +4 competence bonus to attack rolls and damage rolls, and
attackand+4d4at19th). anadditionalattackperroundmadeatyourhighestbase
Taunt: A gladiator of 3rd or higher level with 6 or attack bonus. In addition, you gain two temporary hit
moreranksinPerformcandemoralizeenemiesbyverbal pointsperclasslevel.Dragonsfurylastsfor10rounds.
ridicule. Enemies must be within 30 feet of the gladiator Mercy: At 1st level, you suffer no penalty to attack
andcapableofhearingyou, andyoumust beabletosee rolls when attacking with a weapon to inflict nonlethal
your enemies. Each enemy affected suffers a 1 morale damage.
penalty to attack and damage rolls, and a 1 morale Exotic Weapon: At 1st, 5th, 9th, 13th, and 17th level,
penalty on saving throws versus charm and fear effects. youreceiveExoticWeaponProficiencyasabonusfeat.
The effect lasts as long as enemies hear your taunts and Unarmed Strike: At 2nd level you Improved
for 5 rounds thereafter. At 8th level and every six UnarmedStrikeasabonusfeat.

43

Arena Guile: Starting at 2nd level, you add onehalf youcanforfeitanattacktoattempttoparryanincoming


yourgladiatorlevel(rounddown)asabonustoallBluff melee attack. The forfeited attack has to be the one with
and Sense Motive checks that relate directly to melee yourhighestbaseattackbonus.Ifwieldingtwoweapons,
combat. theparrymustbemadeusingyourprimaryweapon.You
Improved Feint: You are adept at deceiving your make an opposed attack roll with a 5 penalty against
opponents. At 3rd level, you gain Improved Feint as a yourattackerroll.Ifyousucceed,theattackisparriedand
bonusfeat. you suffer no damage or ill effects related to the attack,
Uncanny Dodge (Ex): At 4th level, you retain your includingtouchattacksusedtodeliverspells.
DexteritybonustoAC(ifany)evenifyouarecaughtflat SuperiorFeint:Beginningat15thlevel,youcanmake
footed or struck by an invisible attacker. However, you aBluffchecktofeintincombatasafreeaction,butonly
still lose your Dexterity bonus to AC if immobilized. If onceperround.
you already have uncanny dodge from a different class, ImprovedParry:Asparry(seeabove),exceptyou no
you automatically gain improved uncanny dodge (see longersuffera5penaltytoyouropposedattackroll.
below)instead.
ArmorOptimization:At5thlevel,10th,15th,and20th Playing a Gladiator
level, choose one of the following benefits which applies Mastering the techniques of blade and shield is
whenever you are wearing any armor you are proficient important to you, but even more is the sense of daring,
with: danger,andevenjoythatyoufeelwhenyoubattleinside
+1bonustoAC. thearena.Youfightfortheglory,thethrillofcombat,and
1armorcheckpenalty. for the adoration of the crowd. Thus, you approach each
+1maximumDexteritybonus. encounterasifthebardswillsingofitforages.Silverand
Armor is treated as one category lighter (e.g. concubines are pleasant tokens, but the real measure of
mediumarmoristreatedaslightarmor). your success is how loud the crowd screams your name
Each time this feature is gained, you must choose a whenyoustepintothepit.
differentbenefit. As a gladiator, you find adventure wherever an
No Mercy: Beginning at 6th level, you can perform a opportunity for glory exists. You might be one of the
coup de grace as a standard action rather than a full gladiatorsthatwentoutofjobwhenthesorcererkingof
roundaction. youcitywaskilledbyTyriansandnowyouhavebecome
Improved Uncanny Dodge (Ex): At 8th level and amercenarywarrior,stilllookingforthethrillofcombat.
higher,youcannolongerbeflanked.Thisdefensedenies You might have been able to flee from your owner and
a rogue the ability to sneak attack you by flanking you, nowuseryourswordtoprotectyourslavetribe.
unless the attacker has at least four more rogue levels
than you have gladiator levels. If you already have Religion
uncannydodge(seeabove)fromasecondclass,thelevels Gladiatorshavenospecialreligionoftheirown.Some
from all classes that grant uncanny dodge stack to may worship the sorcererking of the citystate they are
determine the minimum level a rogue must be to flank in, while some few may worship the elemental forces.
you. Often, the hard life of training and combat leaves the
Parry (Ex): Beginning at 14th level, once per round gladiatorwithlittletothinkofexceptsurvival.

Table23:TheGladiator Hit Die: d12


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Gladiatorial performance, mercy, exotic
weapon
2nd +2 +3 +3 +0 Unarmed strike, arena guile
3rd +3 +3 +3 +1 Improved Feint
4th +4 +4 +4 +1 Uncanny dodge
5th +5 +4 +4 +1 Armor optimization, exotic weapon
6th +6/+1 +5 +5 +2 No mercy
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2 Improved uncanny dodge
9th +9/+4 +6 +6 +3 Exotic weapon
10th +10/+5 +7 +7 +3 Armor optimization
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +8 +8 +4
13th +13/+8/+3 +8 +8 +4 Exotic weapon
14th +14/+9/+4 +9 +9 +4 Parry
15th +15/+10/+5 +9 +9 +5 Armor optimization, superior feint
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5 Exotic weapon
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +11 +11 +6 Improved parry
20th +20/+15/+10/+5 +12 +12 +6 Armor optimization
Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Bluff, Climb, Craft, Intimidate, Jump, Perform, Profession,
Sense Motive, Spot, Tumble.
44

Other Classes AbilityScores:Str15,Dex10,Con15,Int8,Wis14,Cha


Gladiatorstendtothinkofthemselvesasthesuperior 10.
warriors of the Tablelands, sometimes to the point of Skills:Bluff,Listen,Perform,SenseMotive,Tumble.
arrogance. Languages:Common,Dwarven.
In a sense, though, they are right. Gladiators receive Feat:BlindFight.
training in oneonone combat, and the use of anything Weapons:Thanak(2d6/x3).
they can find as a weapon. However, a group of trained Armor:Scalemail(+4AC).
fighters fighting in concert is certainly a match for a OtherGear:Standardadventurerskit.
bunch of gladiators, who are unused to fighting in
groups.LikemostpeopleofAthas,gladiatorshaveadeep Package2:TheJazst
distrust of magic, and tend to shun wizards. They view ElfGladiator
clericsasnothingmorethanhealers,peoplewhoputtheir AbilityScores:Str10,Dex17,Con10,Int8,Wis13,Cha
faithinabstractthingsratherthanasharpblade. 14.
Skills: Bluff, Diplomacy, Intimidate, Perform, Sense
Combat Motive,Tumble.
Languages:Common,Elven.
You revel in melee. Your place is battling against
Feat:SkillFocus(Perform).
hulkingbaazragsandwickedtembo,whereyoucanhear
Weapons:Elvenlongblade(1d8/1820).
the crowd cheering and chanting your name. You make
Armor:Leatherarmor(+2AC).
gooduseofyourvarioustrickabilitiestogiveyourselfan
OtherGear:Standardadventurerskit.
important edge in combat. Consider taking feats such as

Toughnesstoincreaseyourabilitytosoakupdamageand
Package3:TheMontare
partially offset your lack of heavy armor. Choose feats
MulGladiator
that enhance your combat capabilities (such as Arena
AbilityScores:Str14,Dex15,Con13,Int8,Wis12,Cha
Clamor and Brutal Attack) or increase your acting skills
10.
(suchasPersuasiveandSkillFocus).
Skills: Bluff, Handle Animal, Intimidate, Perform,
Feints, tricks, and deception play a very important
Ride,SenseMotive.
roleinarenacombat,butdontforgetthatyoudontjust
Languages:Common.
needtowin,youneedtowindramatically.Pretendtobe
Feat:MountedCombat.
more wounded than you really are. Wait for the right to
Weapons:Heartpick(1d8/x4),compositeshortbowwith
deliverthefinalblow.
20arrows(1d6/x3,70ft.).
Advancement Armor:Leatherarmor(+2AC).
OtherGear:Standardadventurerskit.
Gladiators come from all walks of like. Perhaps you
were fascinated with the illustrious life the famous
gladiatorslive.Perhapsyoulostyourfreedomwhenyour Gladiators on Athas
villagewasraidedorbecauseofdebt,needingtofightfor I am Darsus. I will be closer to you in these next few
yourfreedom. days, which will be the last days of your miserable lives,
Yourracematterslittle;anyonewiththedrivetowin
than the mother who first brought you screaming into this
glory through arena combat is a good candidate for
gladiatortraining.Althoughnoteveryoneisassuitedfor
world. I did not pay good money for your company, I paid
arena combat as a mul or halfgiant, but with enough it so I could profit from your deaths. And just as your
training anyone can become a talented, or at least mother was there at your beginning, so I shall be there at
interestinggladiator. your end. And when you die, and die you shall, your
As you become more skilled, your most important journey to the Gray will be to the sound of clapping and
decisionsarewhichspecializationpathyouwilltake.The cheering. Dont let me down, and I wont feed your corpses
most common specialty paths are the blindfighter (APX to the jhakars.
II9),jazst,andthemontare.Theblindfightersspecialize Darsus,arenamanager
in a unique form of gladiatorial combat, battling in
complete darkness. Jazst are widely traveled theatrical In a world with civilizations as harsh as those of
performers in the Athasian arenas and are usually early Athas,onlythemostbloodthirstysportscanentertainthe
warmup acts that amuse the eager crowds. Montare are crowds enough to keep their attention from their
gladiators who fight in mounted combat, riding a single miserable lot in life. The arenas provide such sport with
mount,drivingchariotsorsometimesevenamobilewar thespillingofbloodbymightygladiators.Thekillingisa
machine. releaseforthecrowd,symbolicofthatwhichthecitizens
cannotperformthemselves.
Starting Packages Itisthereforenowonderthatthebestofthegladiators
riseabovethecrowd,tobecomethepopularheroesofthe
Package1:TheBlindFighter
age. Their exploits are the stuff of legends. Children
DwarfGladiator
followtheirprogressavidly,someevengoingsofarasto

45

paintthewallsofthecitieswithpicturesoftheirfavorites DC 15: Gladiators are extremely resilient and tricky


indefianceofthetemplars.Somegladiatorsachievesuch combatants, and they seem to know with all kinds of
a measure of fame that their reputation spreads far from weaponswiththesamedegreeofexpertise.
theircitystates,bringingcitizensofoutlyingtownstothe DC 20: Some gladiators achieve such prestigious
arenastowitnessthesemastersattheircraft. reputations that their fame spreads all over the
Tablelands.
Daily Life
A gladiator must train constantly to maintain his Sample Encounter
puissance. Thus, much of his day is spent swinging Most gladiators show up in arena matches, but
wooden weapons, doing basic calisthenics, tightrope sometimes,popularonescaneitherwintheirfreedomor
walking, and attending dodging practice. While out simply manage to run from their owners and found a
adventuring, a gladiator often spends time at night on slave tribe, or a raiding one. Free gladiators stay in one
watchpracticinghismoveandstretching. placeaslongastheyreceiveadulationenough.Oncetheir
Once he has reached a respectable level of fame or reputation begins to die down, they are on the
accomplishment,agladiatormightseeksponsorshipfrom road again searching for another arena. Perhaps the best
nobles and templars. These patrons offer better training waytomakethePCsencounteragladiatoristoputthem
and housing in return for no less than 50% of the free intoatrialbycombat.
gladiators earnings and the companionship of the EL7:ThePCswerecaughtbyatemplarpatrollooking
gladiator. forabribe,whentheyrefusedoffailedtopaytheamount
required, they were arrest and they were brought to the
Notables arena to stand trial for their alleged crimes. If they win,
Famous gladiators usually fall into two categories: they are proven innocent and may go free to continue
activegladiatorswhostillperforminthemanyarenasof with their lives. If they lose, they are judged guilty and
Athas, and former gladiators. Among those who still dispatchedwithcruelty.Butfirst,theyhavetogothrough
practice it there is Nightmare, a Gulgan blind gladiator the mul Jarek, a cruel gladiator which has no qualms
whowearsagreathelmintheshapeofanightmarebeast. aboutfightingdirty.
Sandsingerisrenownedelvenjazst,andanaccomplished
dancer in and out of the arena. The most famous ex Jarek CR7
gladiator of all is the mul Rikus of Tyr (page 282), Malemulgladiator7
responsible not for the death of one sorcererking, but NEMediumhumanoid(dwarf)
three. Init+2;Sensesdarkvision30ft.;Listen+0,Spot+2
LanguagesCommon
Organizations AC16,touch13,flatfooted12;Dodge,uncannydodge
Highlevelgladiatorsoftenfindsponsorshipfromthe (+2Dex,+3armor,+1optimization)
rich.Noblesandtemplarswillpaywelltogetanaspiring hp66(7HD);DR1/nonlethal
gladiator into their gladiator stables. Those cities that Resist extended activity, tireless (+4 on Con checks for
allow free gladiators to enter the games often have extendedphysicalactivitiesand+4againstweakness,
gladiatorswithoutsuchties. fatigue,exhaustionorenfeeblement)
Fort+8,Ref+7,Will+2
NPC Reactions Speed30ft.(6squares)
Easily motivated by promises of silver, glory, and Meleemwkcahulak+11/+6(1d6+4)or
freedom (whichever the employer possesses a surplus at Meleemwkcahulak+9/+9/+4(1d6+4)
the moment), gladiators can lend excellent, efficient Space5ft.;Reach5ft.
muscletoanyparty.Mostpeoplelookongladiatorswith BaseAtk+7;Grp+10
awe. The exception is when dealing with rival gladiators Atk Options gladiatorial performance 7/day (combat
and their fans, which usually view them with contempt stance, martial display, team strike +2, taunt, shake
and try to belittle their abilities, generally displaying off),ImprovedFeint,mercy,nomercy,PowerAttack
indifferenttounfriendlyattitudes. CombatGearpowerstoneofbodyadjustment(ML5th)
AbilitiesStr19,Dex14,Con16,Int9,Wis10,Cha10
Gladiator Lore SQarmoroptimization(+1bonustoAC)
Feats Dodge, Exotic Weapon Proficiency (cahulak)B,
Characters with ranks in Knowledge (local) can
Exotic Weapon Proficiency (thanak)B, Improved
research gladiators to learn more about them. When a
FeintB, Improved Unarmed StrikeB, Power Attack,
character makes a skill check, read or paraphrase the
TwoWeaponFighting
following,includingtheinformationfromlowerDCs.
Skills Bluff +9 (+12 in melee), Intimidate +4, Jump +5,
DC 10: A gladiator is a fighter with delusions of
Listen +0, Perform (gladiatorial combat) +8, Sense
grandeur!Theseshowoffsthinktheycanliveforeverina
Motive+7(+10inmelee),Spot+2,Tumble+6
bardssong!
Possessions combat gear plus masterwork cahulak,
masterworkstuddedleather

46

Psion change shape like a wizard.Nomads possess an array of


valuablepowersthatcanbypassalmostanyobstacleand
confound any enemies, working with the very fabric of
Resist all you like. I have ways of making you think. space, time, and reality itself to achieve his goals.
Dechares,Dwarveninquisitor Telepaths are considered by some to the most powerful
psions, and most Athasians are terrified of a telepaths
The psion learns the Way, a philosophy of mental abilitytomanipulatetheirverythoughts.
discipline,tobecomemasterofhiswill,orinnatemental
power. Most aspiring psions seek out an instructor, a Religion
master of the Way. Most Athasian cities contain psionic
Psions use the Way to manifest their inner powers;
academies where students receive instructions in
through long hours of meditation and extremes of the
exchangeformoneyorloyalservice.
senses, they seek knowledge inward. Their power comes
frominsidethem,soonlypsionsfromthemostanimistic
Making a Psion cultures look to outside beings or religions for spiritual
The psion learns the Way in order to shape his Will. fulfillment.
The psion uses, through study called the Way, how to
manifestthepowerinherentinhisinnerself.Thepsionis Other Classes
abletoprojectthispower,theWill,intocreatingallsorts Psions tend to be drawn to those like themselves.
of supernatural effects. The psion may know a limited Lowerlevel psions tend to towards a nearly worshipful
number of ways to shape his will, but he enjoys great attitude towards higher level psions, curious about their
flexibilityinhowheuseshisknownpowers. mysterioustrainingandknowledge.
Races:Nearlyalllivingcreatureshavealatentpsionic Higherlevel psions tend to either stay to themselves,
capacity,andpsionsarefoundamongallsentientracesof or to try to befriend almost everyone, pressing for party
the Tablelands, and even among some creatures that are leadership. Most psions tolerate priests and druids
notordinarilyconsideredsentient. (although some psions make needling remarks about
Alignment: The search for refinement of the Way foolish superstition), but most psions are uneasy with
tends to draw many psions into a neutral view of the wizards.Psionsviewwildersmuchinthesamewaythat
world, so most psions have one part of their alignment a fighter views a barbarianuntrained, erratic, and as
that is neutral. Good psions may spend their time in muchadangertohiscompanionsastohisenemies.
search of new powers, or help their village defend itself
against predators, or maybe join the ranks of Merchant Combat
Houses.Evilpsionsmayserveasagentsinserviceofthe You usually disdain combat and other primitive
sorcererkings, or as more shady agents of Merchant displays of force, but when needed, you use your
Houses, or simply work as mercenaries and offer their impressive array of psionic powers for both attack and
specialized services to the highest bidder. Even though defense against your enemies, just as any other psionic
many psions tend to have a neutral view of the world, characterwould.
theycanbeofanyalignment.
Advancement
Class Features Mostpsionswerestronglyinclinedtowardsaspecific
disciplinebeforetheireverrealizedtheyhadanypsionic
SameasXPH.
talent. Once you have undergone your initial training,
you can continue your studies on your own, much the
Playing a Psion
wayawizardlearnnewspells.
When you first learned to use psionics, you were Asyouattainmorelevelsinthepsionclass,themost
taught to create a nexusa point in the center of your important choice you face is which powers to learn. A
beingwherephysical,mental,andspiritualenergycanbe psionhasaccesstomuchfewerspellsthanawizard,sohe
harnessed.Itistheunionofthesepowersthatallowsyou has to chose carefully in order to find a good mix of
toperformtheremarkablefeatsyourecapableof. offensive,defensive,andutilitypowers.
Asapsion,yourchoiceofdisciplineisallimportantto
you.Seersarenotverypowerful,ifonedefinespoweras
theabilitytocauseimmediateharmtoonesfoes,butthey Starting Packages
are the most capable information gatherers of Athas. Package1:TheBlaster
Shapers are tinkerers, creating toys and monsters out of AarakocraPsion(Kineticist)
thin air, just to dismiss them and build another. AbilityScores:Str8,Dex18,Con13,Int15,Wis12,Cha
Kineticists are battlefield psionicists who are actively 6.
soughtoutasmilitaryauxiliaries,andisalmostasgoodas Skills: Concentration, Intimidate, Knowledge
a wizard for creating mayhem in a fight. Egoists have a (psionics),Psicraft.
wide range of useful powers: they can fight as well as a Languages:Auran,Common.
fighter,becomestealthierthanathief,heallikeacleric,or Feat:Overchannel.

47

Weapons: Shortspear (1d6, 20 ft.), light crossbow with thereisnosingleformulathatwillreproduceaneffectof


20bolts(1d6/1920,80ft.). the Way that will work the same for each individual.
Armor:None. Students must independently develop the command of
OtherGear:Standardadventurerskit,62Cp. theirpowers.
Highlevel psions tend to become contemplative
Package2:TheMindbender masters, so they can make good patrons for lowerlevel
HumanPsion(Telepath) PCs. Such psions often hire adventurers to gather rare
AbilityScores:Str8,Dex10,Con12,Int15,Wis13,Cha psionicitemsforstudyortorecoverlostknowledgeofthe
14. ancientagesintheirstead.
Skills: Bluff, Concentration, Gather Information,
Knowledge(local),SenseMotive. Notables
Languages:Common. The human psion known as Pharistes brought chaos
Feat:Inquisitor,PsionicEndowment. overtheTyrRegionwhenheactivatedapowerfulartifact
Weapons: Club (1d4), light crossbow with 20 bolts thatdampenedallpsionicpowerintheregionanddrove
(1d6/1920,80ft.). all thrikreen mad because he thought the abuse of
Armor:None. psionicswasthecauseofalltheevilunderthedarksun.
OtherGear:Standardadventurerskit,63Cp. Agis of Asticles was an accomplished telepath and
politician,whofoughttobringfreedomtothecitystated
Package3:TheTeleporter of Tyr and helped to remove Athas from the menace of
ElfPsion(Nomad) theDragonofTyr.
Ability Scores: Str 10, Dex 16, Con 10, Int 15, Wis 13,
Cha8. Organizations
Skills:Concentration,Jump,Psicraft,Survival. Psions dont organize together, but they often join
Languages:Elven,Common. other organizations, specially psionic academies and
Feat:SpeedofThought. monasteries. Psions who dedicate themselves into
Weapons:Quarterstaff(1d6),dagger(1d4/1920,10ft.), extensivestudiesinsuchorganizationsinordertomaster
shortbowwith20arrows(1d6/x3.60ft.). theWayoftenbecomepsiologists(page104).
Armor:None.
OtherGear:Standardadventurerskit,64Cp. NPC Reactions
Thecommonpeopleusuallyreacttoapsionexactlyas
Psions on Athas they would to any other psionicists in their community.
Because trained psionicists are scarce and their skills are
Once, I encountered a shattered tribe of elves wandering
vital, they are highly valued by many elements of the
aimlessly through the desert. Lost and unprovisioned, they
Athasian society. Unlike wizards, psionicists are free of
clearly had no hope of survival beyond the next few days. I the taint of magic and need not disguise their calling.
later learned that they had made the mistake of disturbing They owe no loyalty to the sorcererkings, unlike the
a psionic masters trance as they attempted to rob his templars.Evenclericsanddruidshaveelementalpowers
home. and guarded lands that they must place before all other
TheWanderersJournal considerations. Psionicists are free of these patrons and
responsibilitiesandmayemploytheirpowersastheysee
Nearly every level of Athasian society is permeated fit.
with psionics. Even the humblest slave may possess an
unusual talent or ability, while the most powerful Psion Lore
enchantments of the sorcerermonarchs include psionic
elements.Mentalpowersareusedonaneverydaybasisin Characters with ranks in Knowledge (psionics) can
Athasianculture. research psions to learn more about them. When a
Telepaths allow instantaneous communication across character makes a skill check, read or paraphrase the
hundreds of miles. Draft animals and slaves are kept following,includingtheinformationfromlowerDCs.
under control by psionic overseers. Prophets use their DC 10: Psions are manifesters who use the forces of
visionary powers to forecast the fortunes of kings and theirownmindstoaffecttheirenvironment.
peasants, find missing objects, and solve crimes. DC 15: Psionic powers do not draw upon magical
Kineticists and egoists use their potent abilities in all energythatsurroundsallthings.Rathertheyarederived
mannerofenterprises,bothlegitimateandotherwise. fromwithinwhenthepsionicisthashisentireessencein
coordination; his mind, body, and soul in perfect
Daily Life harmony.
DC20:Psionschooseoneofthesixpsionicdisciplines
The study of the Way is very similar to the study of
inwhichtofocustheirefforts.
magic. Just as wizards strive to master more advanced
and difficult spells, psionicists must constantly seek to
unlocknewandmorepowerfulabilities.Unlikewizardry,

48

Sample Encounter Thetermpsychicwarriorisaloosetranslationofthe


Apsion,muchasaspellcaster,canbeapowerfulally Thrikreen word chakak, which is better translated as
or dire villain. The first time a psion is encountered, the mind warrior. In the Tablelands, nonkreen psychic
PCs might assume him for a wizard or even a cleric. warriors have long been known as mercenary
Eventually, however, they will notice his unique effects psionicists.
(nosomaticormaterialcomponents,displays)andknow
himforwhathetrulyis. Making a Psychic Warrior
EL 5: Kawasan is a retainer of a noble house. She
Despite his spectacular combat powers, a psychic
posses as a warrior for the house, but uses her psionic
warrior is not a typical frontline combatant. Although a
powerstospyonthosehermasterdealswith.IfthePCs
fighter,barbarian,orgladiatormightswingaswordmore
arehiredtoperformataskbyKawasansmaster,hecould
accurately, or with greater force, a psychic warrior
send the psion along to make sure the PCs do not try to
depends on his repertoire of power and feats. A psychic
doublecrosshermaster.Shewilluseherpsionicpowers
warrioristhepsionicequivalentofaneldritchknightora
toscanthemindsofthePCs,andatthefirstsignoftheir
warmagefromothersettings.Apsychicwarriorsrolein
intent to double cross her master, she will attempt to
the party isnt easily defined, but his combination of
eliminatethem.
physical might, the Way, and martial arts is useful in

almostanyencounter.
Kawasan CR5 Races:Practicingpsionicsaspartofhuntingorcombat
Femalehumantelepath5 comesasnaturallytoaThrikreen,asrunningcomestoan
LNMediumhumanoid(human,psionic) elf. The Thrikreen propensity to become chakak is
Init+1;SensesListen+2,Spot+2 rooted in the kreen ancestral memory. Becoming
LanguagesCommon,[CityLanguage],Dwarven,Elven chakak is an almost unavoidable rite of kreen
AC12,touch11,flatfooted11 adulthood. Even kreen who focus their attentions in
(+1Dex,+1natural) anotherclass,suchasthedruid,tendtotakeatleastone
hp22(5HD) level as a psychic warrior. Nearly all packleaders and
Fort+1,Ref+2,Will+6 clutchleaders are accomplished chakak. Because of the
Speed30ft.(6squares) clutchmind, kreen chakak are far more cooperative, and
Meleemwkdagger+1(1d41/1920) infinitely less competitive with each other than the
Space5ft.;Reach5ft. psychicwarriorsofotherraces.
BaseAtk+2;Grp+1 Muls particularly excel as psychic warriors, as do
AtkOptionsExtendPower,PsionicEndowment humans,elves,anddwarves,toalesserextent.Aarakocra
SpecialActionsInquisitor,PsionicMeditation and pterran psychic warriors are rare in those racial
PowerPoints/Day32;PsionPowersKnown(ML5th): cultures,butindividualswhotakeupthepsychicwarrior
3rdcrisisofbreath(DC17*),energyburst(DC17*) classtendtothrive.Halflingsandjozhalpsychicwarriors
2ndaversion (DC 16*), brain lock (DC 16), cloud mind arevirtuallyunheardof.
(DC16),readthoughts(DC16) Alignment: Psychic warriors tend towards neutrality
1stinertial armor, mindlink (DC 15), psionic charm (DC with regards to good and evil, but they must be either
15*),telempathicprojection(DC15) lawful or chaotic. Chaotic psychic warriors, known
*ThesaveDCsforthesepowersmightincreasewiththe commonly as mercenary psionicists, often work as
useofaugments. attack thugs or assassins, though like bards, mercenary
AbilitiesStr8,Dex12,Con10,Int18,Wis14,Cha13 psionicists are notorious for switching allegiances
Feats Extend Power, Inquisitor, Psionic Body, Psionic according to the highest purse. Lawful psychic warriors,
Endowment,PsionicMeditation or mindguards, are the most soughtafter personal
Skills Bluff +9, Concentration +8, Diplomacy +8, guardsfornoblesandmerchantlords.Liketheeliterogue
Disguise +3 (+5 acting), Gather Information +7, servants of the nobles, mindguards serve loyally in
Intimidate +3, Knowledge (local) +9, Knowledge exchange for lavish compensation. Any psychic warrior
(psionics) +9, Literacy (Common), Listen +2, Psicraft who ceases to be either lawful or chaotic, can no longer
+10,SenseMotive+12,Spot+2 progress as a psychic warrior, although she keeps her
Possessionsmasterworkdagger,amuletofnaturalarmor currentpsychicwarriorlevelsandabilities.
+1,headbandofintellect+2
Class Features
Psychic Warrior Class Skills: Intimidate is a class skill for Athasian
psychic warriors. Swim is a crossclass skill for Athasian
The body is not bound to the forms and function you were psychicwarriors.
born with. To master the art of delivering death, you must
Playing a Psychic Warrior
break your given mold.
Tharlkar,psychicsensei When you mold your body and mind with the same
rigor as a dwarf tempers his steel, no feat or combat

49

prowess is beyond you. Through it all, you seek to Asapsychicwarrior,yourselectionofpsionicpowers


understand the secret knowledge of combat, and how to isparamounttoyoursuccess.Youmightchoosetofocus
take your nexusa point in the center of your being onaspecificpsionicdiscipline,suchaspsychometabolism
where physical, mental, and spiritual energy can be or psychokinesis, but learning a few powers from other
harnessedtothenextlevel.Youknowtheexactextentof disciplines is almost always advisable. True success in
yourabilitiesandhowharditwastoachievethem,soyou combatrequiresbeingreadyforeverything.
are prone to showing it off flamboyantly, and claim to
fearnothing. Starting Packages
Psychic warriors adventure for a plethora of reasons.
Neitherthereligiousfervorofanelementalclericnorthe Package1:TheDefender
glory of the fighter causes you to travel the Tablelands. MulPsychicWarrior
More than faith, more than glory, you seek martial Ability Scores: Str 18, Dex 12, Con 15, Int 10, Wis 15,
perfection. Whether you find that perfection in the Cha6.
cannibalfilledjunglesoftheForestRidge,inthechoking Skills:Autohypnosis,Concentration,Intimidate.
siltoftheSiltSea,orinthedenofthedeadlybraxat,you Languages:Common.
aredriventolearnitandmasterit. Feat:CombatManifestation.
Weapons: Great macahuitl (2d6/1920), five javelins
Religion (1d6,30ft.).
Armor:Scalemail(+4AC).
Religion might be entirely delusional to you, or you
OtherGear:Standardadventurerskit,45Cp.
might find comfort in the elemental (or paraelemental)

faiths,oreveninthesorcerermonarchofyourcitystate.
Package2:TheDestroyer
If you are among the minority of psychic warriors who
ThrikreenPsychicWarrior
revere an element, you probably worship one associated
AbilityScores:Str17,Dex17,Con12,Int8,Wis16,Cha
with physical strength, such as Earth or Magma, or
4.
wisdom,suchasAirorSun.
Skills:Concentration,Intimidate,Jump.
Other Classes Languages:Kreen.
Feat:MultiweaponFighting.
Psychic warriors get along best with rogues, and toa
Weapons: Gythka (1d8/1d8), four chatkchas (1d6, 20
lesser extent, fighters and bards. Generally, allies who
ft.).
showadmirationforthepsychicwarriorstalentstendto
Armor:Leather(+2AC).
get along well with the psychic warrior. Gladiators tend
OtherGear:Standardadventurerskit.
to get suspicious and envious of the psychic warriors

shows of unnatural and spectacular force, and many
Package3:TheSkirmisher
psychic warriors take a perverse pleasure in playing
HumanPsychicWarrior
againstthegladiatorsjealousy,showingupthegladiator
Ability Scores: Str 14, Dex 13, Con 12, Int 10, Wis 15,
with spectacular stunts. Psychic warriors pretend to be
Cha8.
indifferent to wizards, and to a lesser extent, psions, but
Skills: Concentration, Intimidate, Jump, Psicraft, Spot
manysecretlyenvythespectacleofafireball.
(cc).
Languages:Common.
Combat
Feat:Dodge,WeaponFocus(glaive).
Youuseyourswordskillstodefeatyourfoesaswell Weapons:Gouge(1d10/x3),fivejavelins(1d6,30ft.).
as the limited access to manifest meleeoriented psionic Armor:Studdedleather(+3AC).
powers.Youhaveaccesstoanamazingarrayofpowerful OtherGear:Standardadventurerskit,100Cp.
combat feats. You have almost exclusive access to feats
such as Deep Impact, Focused Sunder, and Wounding
Attack, and you would do well to learn at least some of Psychic Warriors on Athas
them. You have a limited selection of powers, so choose Your studies have gone well, Turek, he said quietly. You
them carefully so you have a good mix of offensive, have learned the basics of psychic defense. It is time to
defensiveandutilitypowersatyourdisposal. practice your lessons.
Turek nodded, his palms wet with sweat. He had known
Advancement
this was coming; he was one of the older students and it
Your training began when you fought your way into
was time to begin his final studies before leaving the
anapprenticeshipwithamentoreitheraretiredpsychic
warrior or an instructor in one of the many psionic
academy.
academiesdottingtheTablelands.Youknewthatfinding His master watched him without expression. Suddenly
that psychic warrior apprenticeship would not be that Turek found his attention ripped away from the patio and
easythat in fact,it would be an ordeal designed totest the masters physical form, being drawn inward. In his
yourbodyandmindtoitsfullest. minds eye a glowing sword appeared, poised to strike. I
am the Sword, his master whispered. I pierce barriers and
50

rend armor. Turek swallowed nervously and summoned include more than one psychic warrior will be wrought
his defense. I am the Void, he thought over and over with petty bickering, snide remarks, and endless
again. I cannot be found, I cannot be harmed. competitionsofspectacularforce.
Merchants and nobles, on the other hand, greatly
The Sword lunged forward, driving through the heart of
appreciate psychic warriors. They can always find ready
the nothingness that cloaked Tureks presence employment as an elite mercenary, in the permanent
guardofanoblefamily,oramerchanthousesentrycadre.
No place on Athas is safe from psionics. Armies and
fortresses mean nothing to a master of the Way. To
answerthethreatofpsionicattack,noblesandmerchants Psychic Warrior Lore
retain the services of mercenary psionicists to guard Characters with ranks in Knowledge (psionics) can
againstotherusersoftheWay. research psychic warriors to learn more about them.
With a potential to advance in a number of different Whenacharactermakesaskillcheck,readorparaphrase
directionsoffensive, defensive, support, and quick thefollowing,includingtheinformationfromlowerDCs.
strikepsychic warriors make excellent additions to DC 10: A psychic warrior is a psionic swordswinger
adventuringparties. whothinksheknowsmoreaboutswordplaythananyone
else.
Daily Life DC15:Likepsionsandwilders,psychicwarriorwalk
A psychic warrior spends the majority of his time theUnseenWay.Unlikethem,psychicwarriorstraintheir
perfecting his mind and body. The mental and spiritual bodieswiththesamerigorthattheytraintheirminds.
demandsoftheWayrequireconstantattention,sohecan DC 20: Psychic warriors are strong, calm, and lethal.
sparelittletimeforcarousing. Theygainthemostpsychicmightofallthosewhostudy
Apsychicwarriorwithanapprenticespendsmuchof theWay.
his time training his student. A psychic warrior without
one might or might not spend time seeking out one, Sample Encounter
accordingtohiswhims. A psychic warrior can be encountered anywhere his
questforphysicalandmentalperfectionmighttakehim:
Notables at the head of a raiding tribe, working as a mercenary
Hurgen Vurst, the halfgiant garrison chief for Fort bodyguard,orsimplywanderingtheAthasianwastes.
Harbeth is considered to be one of the most deadly EL 7: Kktz ocks clutch was destroyed, forcing the
specimens of his race, combining massive strength and a thrikreentothecity.Sheistheretolookforanewclutch
cleverness rarely found on halfgiants. Chukaka the thri to join. She could attempt to join the PCs, or become a
kreen, was one of the first to be coin the term Kiltektet part of the forces currently opposing the PCs. In either
(thelearningpackwhoenlightens), was a psychic place, she initiates a domination challenge to determine
warrior. Known as much for her wisdom, her teachings, herplaceintheorganizationspowerstructure.
as for her chatkchas, she is regarded by many the
prototypicalpsychicwarriorserene,poised,anddeadly. Kktzock CR7
Femalethrikreenpsychicwarrior7
Organizations NMediummonstroushumanoid(psionic)
Thereisnospecificorganizationthatcaterstopsychic Init+4;Sensesdarkvision60ft.;Listen+2,Spot+2
warriors. The Exalted Path (for males) and Serene Bliss LanguagesKreen
(for females) orders in the citystate of Nibenay keep the AC16,touch14,flatfooted12;DeflectArrows
citys ancient monastic tradition and they usually have (+4Dex,+2natural)
several psychic warriors in their milieu. Villichi hp38(7HD)
communities, female humans born with amazing psionic Immunesleep
abilities, lie hidden in the deserts, harboring powerful Fort+6,Ref+6,Will+4
psychicwarrioresses. Speed40ft.(8squares)
Melee4claws+8(1d4+4)eachandbite+7(1d4+2)
NPC Reactions Rangedmwkchatkcha(1d6+4)
Aswithfighters,individualsreacttopsychicwarriors Space5ft.;Reach5ft.
based on their previous interactions with other members BaseAtk+5;Grp+9
oftheclass. Atk Options Cleave, poison 1/day (DC 12, 1d6
Gladiators have mixed feelings towards psychic Dex/paralysis),PowerAttack
warriors,theyabilitiescanbeofgreatvalueinthearena, PowerPoints/Day22;PsychicWarriorPowersKnown
but sometimes they feel a bit jealous of those abilities (ML7th):
themselves, and they do not like other show offs 3rdclawsofthevampire
competing for attention during gladiatorial matches. The 2ndanimalaffinity,bodyadjustment,psioniclionscharge
only characters that psychic warriors as a rule will have 1stinertialarmor,thickenskin,vigor
an extremely hard time getting along with are other AbilitiesStr18,Dex18,Con12,Int8,Wis15,Cha4
psychic warriors. Any party unfortunate enough to
51

Feats Cleave, Deflect ArrowsB, Multiattack, rangersoftheJaggedCliffstendtofocusonbvanen,and


MultiweaponFighting,PowerAttack,WeaponFocus kreen.
(claw) Elves frequently become rangers, serving as scouts
Skills Autohypnosis +3, Concentration +3, Intimidate andhuntersfortheirtribes,butelvesarenotasnaturally
+0, Jump +34, Knowledge (psionics) +0, Listen +2, drawn to the wilderness as they are to magic. Halfelves
SpeakLanguage(Common),Search+0,Spot+2 aretheracemostcompellinglydrawntotherangerclass,
Possessionsmasterworkchatkcha since their isolation and natural gift with animals gives
themaheadstartaboverangersofotherraces.

Ranger
HalfElven rangers sometimes seek to impress their
Elvencousinswith their desert skills, andwhen they are
rejected, the wilderness often becomes the halfelfs only
What you call monsters and beasts are simply other solace.Afewhalfelvesturntobitterhatredoftheparent
beings trying to survive in the wastelands. Some of them races that rejected them, and become merciless slave
are just as desperate, lost, and confused as you are. hunters.
Sudatu,elvenscout Although ranger skills do not come to naturally
humans, their famous adaptability wins out in the end,
The wastes of Athas are home to fierce and cunning andmanyhumansmakefinerangers.Afewmulstakeup
creatures, from the bloodthirsty tembo to the malicious the ranger class while surviving in the wilderness after
gaj. Because of that, Athasians have long learned how to escapingslavery.Dwarveswhobecomerangersfindthat
adapt and survive even in the most inhospitable and their focus ability combines powerfully with the abilities
savageenvironments. offavoredenemyandfavoredlands,butsuchcharacters
One of the most cunning and powerful creatures of rarely become adventurers since they tend to master
the wastes is the ranger, a skilled hunter and stalker. He wildernessskillsinordertoguardDwarvencommunities.
knowshislandsasiftheywerehishome(asindeedthey Pterranrangersarecommonsincerangersgetalongso
are);heknowshispreyindeadlydetail. well with the druidic and psionic leaders of the pterran
villages.Aarakocraaresimilarlydrawntotherangerclass
Making a Ranger to protect their villages from predators and enemies.
Rangersarenotunusualamongthemosthatedhumanoid
Rangers are capable in combat, although less so in races of Athas, such as gith, belgoi, and braxat. Among
open melee than the fighter, gladiator, or barbarian. His the various and dwindling communities of the wastes,
skills allow him to survive in the wilderness, to find his rangersarethemostcommoncharacterclass.
preyandtoavoiddetection.Therangerhastheabilityto Alignment: Rangers can be of any alignment,
gain special knowledge of certain types of creatures or although they tend not to belawful, preferring nature to
lands.Knowledgeofhisenemiesmakeshimmorecapable civilization,silencetocasualconversation,andambushto
offindinganddefeatingthosefoes.Knowledgeofterrain meeting a foe boldly on the battlefield. Good rangers
typesorofspecificfavoredlandsmakesiteasierforhim oftenserveasprotectorsofavillageorofawildarea.In
to live off the land, and makes it easier for him to take this capacity, rangers try to exterminate or drive off evil
advantageoflessknowledgeablefoes.Rangerseventually creatures that threaten the rangers lands. Good rangers
learntousethelesserspiritsthatinhabitAthasinorderto sometimes protect those who travel through the
produce spelllike effects. These lesser spirits inhabit wilderness, serving sometimes as paid guides, but
smallfeaturesofthelandrocks,trees,cactiandthelike. sometimes as unseen guardians. Neutral rangers tend to
These spirits are relatively powerless, and cannot be wanderers and mercenaries, rarely tying themselves
manifest themselves. Their awareness is low, and their downtofavoredlands.Thetrackingandanimalskillsof
instincts are of the most primitive sort. The relationship rangers are well known in the World; virtually every
between these lesser spirits and the creatures known as trade caravan has at least one ranger scout or mekillot
SpiritsoftheLandisunknown. handler. Sometimes they stalk the land for vengeance,
Races: As the race that carries the most fear and either for themselves or for an employer. Generally only
hatred of other races, and as the people with the richest evil rangers ply their skills in the slave trade. Other evil
landtoprotect,Halflingsbecomerangersmorecommonly rangersseektoemulatenaturesmostfearsomepredators,
thananyotherraceexceptforhalfelves.Halflingsareat and take pride and pleasure in the terror that strangers
homeintheirterrain(typicallyForestRidgeortheJagged takeintheirnames.
Cliffs) and the ranger class teaches them the grace to
move without detection, often to deadly effect. Their
practice of cannibalism to emphasize their superiority Class Features
over other sentient beings puts the rangers tracking Favored Enemy (Ex): Athasian rangers may select a
abilities to deadly use. Halfling rangers tend to take typeofcreaturefromamongthosegiveninthefollowing
favored lands primarily, followed by favored enemy table.
benefits.IntheForestRidge,halflingrangerstendtopick
pterransandotherneighboringracesasfavoredenemies; Table24:AthasianRangerFavoredEnemies
Type (Subtype) Examples

52

Aberration gaj Religion


Animal lion
Construct golem Many rangers pay homage to the elements, but a
Elemental (air) air elemental beast greaternumberhonorthemoonsandthestarsthatguide
Elemental (earth) crystal spider theminthenighteventhoughthesecelestialbodiesdo
Elemental (fire) fire incarnation not have priests. In several citystates, particularly Gulg,
Elemental (water) rain paraelemental beast Kurn, and Eldaarich, many rangers owe fealty to the
Giant beasthead giant
sorcererkingsvirtuallytheentirenoblecasteofGulgis
Humanoid (dwarf) dwarf
Humanoid (elf) elf comprised of rangers called judaga. Some rangers pay
Humanoid (gith) gith patronagetotheSpiritsoftheLand,althoughthesespirits
Humanoid (halfling) halfling do not bestow spells on rangers except those that multi
Humanoid (human) human classasdruid.
Humanoid (jozhal) jozhal
Humanoid (nikaal) nikaal
Other Classes
Humanoid (psionic) villichi
Humanoid (pterran) pterran Rangers are slow to make friends with anyone, but
Humanoid (reptilian) silt runner haveaparticularaffinitytodruids,andtoalesserextent,
Humanoid (tarek) tarek barbariansandpsions.Rangerstendnottoleanonothers
Humanoid (tari) tari for support and friendship, and often find it difficult to
Magical beast kirre
tolerate others who are quite different from themselves,
Monstrous humanoid Thri-kreen
Outsider silt half-elemental such as talkative traders or controlling templars. Good
Plant hunting cactus rangersmightsimplytrytoavoidsharingawatchwitha
Undead kaisharga character that annoys them; neutral rangers tend to
Vermin kank abandonannoyingcompanionsorjustletthemdie;while
evil rangers act friendly to the annoying companion and
Favored Terrain (Ex): At any time when you could thenslittheirthroatintheirsleep.
normallyselectafavoredenemy,youmayinsteadchoose Good rangers tend to hate defilers, although many
toselectafavoredterrain.Youreceivea+2bonustoHide, rangersareignorantofthedistinctionbetweenpreserving
Knowledge (nature), Move Silently, Spot and Survival and defiling and hate wizards of all stripes. Strangely,
checksmadewithinyourfavoredterrain.Thetablebelow manyrangershavelittleobjectiontotakingacompanion
showstheallowableterrains. who is of a favored enemy race, so long as that they are
convincedthatthecompanionistrustworthyandloyal.
Terrain Type Terrain Type
Boulder Field Rocky Badland
Combat
Forest Salt Flat
Jagged Cliffs Sandy Waste Although you are a formidable warrior, you usually
Mountain Sea of Silt prefer not to stand against the sheer might of Athas
Mud Flat Stony Barren fighter,barbariansandgladiators.Yourgreatestallyisthe
Obsidian Waste Swamp
environmentitself.Whileinyoufavoredterrain,youhave
Ocean Verdant Belt
a clear advantage over your adversaries. Try choosing

favored enemies that are more common in your favored
Thisabilityusesthesamegraduatedprogressionthat
terrain.
thefavoredenemyabilityreceives.
Asyouadvance,youarewellservedtoinvestinspells
For example, at first level Sudatu selects monstrous
thathaveaneffectotherthandealingdamage.Ifyoucant
humanoids as a favored enemy, receiving a +2 bonus
drop a foe in one or two attacks, you can use entangle,
when combating them. At fifth level, instead of taking a
snare, sting of the gold scorpion, or the like to make your
new favored enemy, he selects a Rocky Badlands as his
opponentslessdangerousinaprolongedfight.
favored terrain, and chooses to increase his favored
enemy bonus to +4. At 10th level, Sudatu may again
Advancement
choose a new Favored Enemy, and may also choose
between raising his favored enemy or favored terrain PerhapsthemostdangerousplaceinAthasisinsidea
bonusby+2. citystate: an environment rife with political intrigue,
diseases, and assassination. To escape these noxious
Playing a Ranger environs, you sought refuge in the wild where even the
foulest elements of a society fear to tread. By gaining an
As a ranger, you nurture a close, almost mystical
intimate knowledge of this hazardous realm, you buy
connection to the deadly terrain of Athas. To you, the
some breathing room and security from the urban
burnt landscape is not a friend, but a wellrespected
madness.
adversary.Dangerisalwayspresent,yetyouunderstand
As your ranger abilities increase, you find the
itandevenfindacertainsuccorinlivingalongsideit.
Athasianwildernessamoreandmoreinvitingplace(ifa
placewithsuchconstantperilcanbecalledinviting).You
canuseyourskillstoestablishsafehavensforyourselfor
to gain employment opportunitiesperhaps guiding a

53

groupofrecentlycaughtslavesthroughtheTyrvalleyor waystherangeranswersthatchallenge,livingarugged
somenobleintodistantdangerous,location.Youcanalso life through clever mastery of his surroundings. The
find that continuing to advance as a ranger or barbarian ranger has a potent combination of stealth, woodcraft,
augments your already impressive abilities in the magic, and fighting skill, making him the master of the
Athasianlands. wilderness.
Continue to focus on skills such as Hive, Move
Silently, and Survival. Spend discovered treasure on Daily Life
poison, magic weapons, and protective magic. The A ranger adventures to learn about Athas, to protect
Mobility feat is good to consider, as is Natures Child or nature, and to prove his superior hunting skills. Rangers
Wastelander. spendtheirdaysincontemplationofnature,andtending
theiranimalcompanions.
Starting Packages TheAthasianrangerisawandererwhohuntsdowna
defilertoavengehimselfforhavinghisvillagedestroyed,
Package1:TheArcher
or a mercenary hunter for both monsters and humanoid
ElfRanger
creatures, or even a loner who simply prefers the
Ability Scores: Str 14, Dex 17, Con 10, Int 10, Wis 13,
companyofanimals.
Cha8.
Skills:Hide,Listen,MoveSilently,Spot,Survival. Notables
Languages:Common,Elven.
Tales of halfling snipers are among the common
Feat:PointBlankShot,Track.
Athasianlegends.AnytravelertotheForestRidgeshould
Weapons: Macahuitl (1d8/1920), longbow with 20
rightfully fear the cannibals that move without a sound
arrows(1d8/x3,100ft.).
and strike without being seen. Thrikreen are fabled for
Armor:Studdedleather(+3AC).
their rangers, as they are fastmoving relentless natural
OtherGear:Standardadventurerskit,19Cp.
hunters,andtheirunarmedcombatabilitiesbecomeeven

moredeadlywhenappliedtosubduingaquarry.
Package2:TheScout
HalflingRanger
Organizations
Ability Scores: Str 11, Dex 17, Con 12, Int 10, Wis 14,
Cha8. There is no organized ranger organization; you are
Skills: Hide, Knowledge (nature), Listen, Move mostlikelytobealoneroratbesttheleaderofagroup
Silently,Spot,Survival. ofraidersorrenegadesthanyouaretogatherwithother
Languages:Halfling. rangers.
Feat:Stealthy,Track. Often merchant houses are eager to employ you as a
Weapons: Macahuitl (1d6/1920), small macahuitl caravan guide through the most dangerous trade routes,
(1d3/1920),fivejavelins(1d4,30ft.). or a citystates templarate might hire you to provide a
Armor:Studdedleather(+3AC). safepathtoatemplarpatrol.
OtherGear:Standardadventurerskit,65Cp.

NPC Reactions
Package3:TheWastelander Within a citystate or large settlement, you find that
ThrikreenRanger you are either ignored or regarded with some small
AbilityScores:Str14,Dex19,Con14,Int8,Wis15,Cha amount of curiosity. It is only after a citydweller find
4. himself outside the boundaries of his citystate that he
Skills: Hide, Knowledge (nature), Listen, Move trulyappreciatesyou.Indeed,heholdsyouinthehighest
Silently,Spot,Survival. of regards, knowing that you are all thatstands between
Languages:Kreen. himandahorribledeathinthewastes.
Feat:Track,Wastelander*.
Weapons: Gythka (1d8/1d8), three chatkchas (1d6, 20 Ranger Lore
ft.).
Characters with ranks in Knowledge (nature) can
Armor:Studdedleather(+3AC).
research rangers to learn more about them. When a
OtherGear:Standardadventurerskit,5Cp.
character makes a skill check, read or paraphrase the
following,includingtheinformationfromlowerDCs.
Rangers on Athas DC 10: Only those assisted by a ranger can hope to
Trust me. He might not talk a lot and smell funnier surviveintheAthasianwildernessforlong.
DC 15: Rangers move with ease through the harsh
than the rest of your men, but there is no other one I would
terrains that others find dangerous or impassable. They
bring along with me around the Great Ivory Plains.
make of this aptitude to specialize in battling specific
WaltianInika,Gulgdunetrader
creaturesofthewild.

DC20:Asarangeradvancesinknowledgeandskill,
The Athasian wilderness is harsh and unforgiving,
he grows more and more connected to the land, and
calling for skilled and capable men to master its
eventuallymanagestodrawspellsfromit.
54

Sample Encounter some inquiries about where a 'heretic' like me can get some
Rangerstendtostayonthefringeofcivilization.They holy earth. Always go prepared....
are loners who rarely seek the company of others unless Janos,humanrogue
theyhaveacompellingreasontodoso.
EL7:NakaaconsidershimselfawardenoftheWhite Dark Sun offers a world of intrigue, manipulation,
Mountains. He blames human and elven defilers for the secret deals, and subtle treacheryin short, a rogues
current state of the rest of the world, and will not stand playground. Rather than eking out their living at the
for their presence in the White Mountains. He conducts borders of society, many Athasian rogues dominate the
daily patrols over the area, and will swoop down to action in many of the most powerful political factions in
confront any human or elves he discovers. Defilers, he theSevenCities:theNobleHouses,thetemplars,andthe
will attack outright, while humans are suspiciously Merchant Houses. Often rogues themselves, the wealthy
questions by Nakaa. If they prove not to be defilers, and powerful deploy lesser rogues as pawns in their
Nakaa may ask their help in confronting a defiler too endlessgamesofacquisition,espionage,anddeceit.
powerfulforhimtotakeonalone. Individual rogues run the gamut of Athasian society,
from the street rats of the cities to the vagabonds of the
Nakaa CR7 outlands,totheprosperousandrespectabledunetraders,
to the lowranking templars that search their caravans at
Maleaarakocraranger7
the gates. Accomplished rogues are often sought by the
CNMediummonstroushumanoid
nobilityasagents,andcanearnbothwealthandhonorin
Init+5;Senseslowlightvision;Listen+6,Spot+6(+10
such positionsor earn a quick death should they be
indaylight)
caughtcontemplatingtreacheryagainsttheirmasters.
LanguagesAuran,Common
AC20,touch15,flatfooted15;Dodge
(+5Dex,+4armor,+1natural) Making a Rogue
hp36(7HD) Aroguecantstandupfacetofacewithamulwarrior
Fort+5,Ref+10,Will+3 aswellasafighterorgladiatorcan.Withhiscunningand
Weakness2moralepenaltyonrollswheninenclosed your various skills, however, he excels at taking the
space slightest opportunity and turning to his advantage. His
Speed 20 ft. (4 squares); fly 90 ft. (average); Flyby abilitytoslipunderthenoticeofanobservermakeshima
Attack,Wingover,woodlandstride capable lone hunter, but his greatest strength are found
Meleeclaw+8/+3(1d3+1)andbite+2(1d3) throughinteractionwithalliesandfoes,insideoroutside,
Melee+1lance+8/+3(1d8+1/x3) a battlehe can use his enemy`s slightest distraction to
Rangedjavelin+12/+7(1d6+1)or deliver a lethal blow, or ensure his party`s safe passage
Rangedjavelin+8/+8/+7(1d6+1)or throughatemplarpatrol.
Rangedjavelin+7/+6/+6/+5(1d6+1) Races: Elves, halfelves, and humans take to the
BaseAtk+7;Grp+8 rogues skills and lifestyle with the greatest ease.
Atk Options Aerial Dive, favored enemy humans +4, Halflings, dwarves, and muls, while not commonly
favoredenemyelves+2 rogues,adapttotheclassremarkablywellwhentheytake
CombatGear2fruitpotionsofcuremoderatewounds toit.Thrikreen,pterrans,andaarakocraareusuallyquite
RangedSpellsPrepared(CL3rd): adverse to the rogue class, and tend to do poorly. Half
1stentangle(DC12),speakwithanimals giant rogues are unheard of except as fictional figures in
AbilitiesStr12,Dex20,Con10,Int8,Wis13,Cha10 comicaltalesaroundthefireside.
SQ animal companion, link with companion, share Alignment: Athasian rogues follow opportunity
spells,wildempathy+0(4magicalbeasts) rather than ideals, but as many of them are lawful as
Feats Dodge, EnduranceB, Flyby Attack, ManyshotB, chaotic. Lawful rogues tend to seek security and
RapidShotB,TrackB,Wingover advancementintheserviceofnoblesorintheranksofthe
Skills Concentration +2, Handle Animal +2, Heal +3, templars.
Hide +12, Knowledge (geography) +4, Knowledge
(nature) +4, Listen +6, Move Silently +18, Search +1, Class Features
Spot +6 (+13 in daylight), Survival +8 (+10 to avoid
gettinglost/+10abovegroundnaturalenvironments) Class Skills: Use Psionic Device is a class skill for
Possessions combat gear plus +1 silent moves studded Athasian rogues. Swim is a crossclass skill for Athasian
leather,+1lance,10javelins rogues.
WeaponandArmorProficiency:Inadditiontothose
presented on the Players Handbook, Athasian rogues are
Rogue proficientwiththebardsfriend,blowgun,garrote,small
macahuitl,tonfa,widowsknife,andwristrazor.
Marek, always helpful, said that the UnderTyr Special Abilities: In addition to those presented on
catacombs are supposed to be haunted. Think I'll go make the Players Handbook, Athasian rogues may choose from
thefollowingabilities.

55

Dune Trader: You gain +4 competence bonus to Religion


Diplomacycheckswithregardtobuyingorsellinggoods. Although they are as superstitious as the next
Furthermore,SpeakLanguagebecomesaclassskill. Athasian, rogues are not known for their devotion or
FalseVulnerability(Ex):Whilelyingprone,youarenot piety.Chaoticroguestendtogetalongbestwithreligions
ashelplessasyouappear.Opponentsdonotget+4tohit associatedwithelementalair.
you while you are prone, and you can kip up, or leap
fromapronepositionasafreeaction.Youdonotprovoke Other Classes
anattackofopportunitywhenstandingup.Ifthisability
Rogues enjoy working with members of other classes
is used with a feint action, you get a +4 circumstance
so long as their own skills and are valued and treated
bonustoyouropposedBluffroll.
withrespect.OnAthas,rogueisashonorableaprofession
Looters Luck (Ex): You can use your Appraise skill to
as any other, and more honorable than some (such as
instinctively identify the most valuable item in a pile of
wizard),andtheymarkforenmityanyonewhodescribes
lootasamoveaction.TheDCforthisaccomplishmentis
themasacommonthief.
DC 10 + the number of items in the selection. If you
cannotseetheitemsthatyouarechoosingfrom(e.g.you Combat
are trying to pickpocket someone), then a fullround
You are at your best when you catch foes unaware.
actionisrequired,andtheDCrisesto15+thenumberof
Use your skills to hide yourself so that you can employ
items.
surprise tactics. In melee, move into flanking position or
Notoriety: The fame of your exploits precedes you in
usetheBluffskilltofeintincombatanddropapowerful
the Seven Cities; you gain +4 to all Intimidate and Bluff
sneakattack.
checks. Adventurers seek your fellowship; you receive a
+4 to your Leadership score if you have the Leadership
Advancement
feat.
Silver Tongue (Ex): Your constant dealing with others Youshouldassignyourvariousskillspointsaccording
givesyouakeensenseofhowtomakethembelieveyour to your role in your adventuring group. If the group
lies.YoumayattemptaretryoftheBluffskill,butwitha already has someone who is good at finding traps and
5penalty.Thisabilityalsogivesyoua+2bonustoyour sneaking about, boost your ranks in social skills such as
Disguiseskill. Diplomacy and Gather Information. High bonuses in
BluffandMoveSilentlyareamustifyouregoingtouse
Playing a Rogue yoursneakattacksoften.
Youhavemanygoodoptionsforfeats,butbesureto
Rogues run the gamut of society. Athasian rogues
take Combat Expertise and Improved Feint to get the
range from gutter snipes who prey upon the merchants
most out of your sneak attacks. If you are interested in
andfreecitizensofthecitiestovagabondswhostealwhat
havingalotoffeats,itmightbeworthwhiletotakealevel
they can from passing caravans or merchant trains. At
ofpsychicwarrior,sincethefirstlevelofpsychicwarrior
their best, rogues can be in the employ of the nobility,
givesyouproficiencywithalltypesofarmor,abonusfeat
plying their trade by contract in the name of a royal
you could use for Combat Expertise or Improved Feint,
household,ortheycanbemenorwomenofprincipleand
and a psionic power you could use to boost your rogue
honorwhostealonlyfromthecorruptandwealthy.
skills.Ifyouarethesocialtype,considerbecomingadune
ThereisnothievesguildonAthasiancities.However,
trader(page90).
most Athasians rogues attempt to attract a patron. A
patron is a noble orsenior templar who willsponsor the
rogue and protect him under his house and name. The Starting Packages
rogue is then expected to perform certain tasks for his Package1:TheArcher
new master in returnincluding theft, spying, and even HalfElfRogue
assassination. AbilityScores:Str8,Dex17,Con12,Int13,Wis14,Cha
You might adventure because you desire excitement. 8.
Someone with your smarts get bored with ordinary Skills:Climb,DisableDevice,Hide,Listen,Move
pursuits. Alternatively, you might have set off a life of Silently,OpenLock,Search,Spot,Tumble.
adventure after your big heist or some political Languages:Common.
manipulation gonewrong.Forsomereason,you haveto Feat:PointBlankShot.
keepmoving,andalifeofadventureoffersyouaregular Weapons:Wristrazor(1d6/1820),shortbowwith20
changeofscenery. arrows(1d6/x3,60ft.).
All seek to exercise their abilities to grow to even Armor:Studdedleather(+3AC).
greater levels of power. You are clever enough to know OtherGear:Standardadventurerskit,thievestools,29
that theres always more to learn. Although you tend to Cp.
be(dangerously)selfreliant,youunderstandthevalueof
havingfriendsandalliesinyourpursuits,sotrytonot Package2:TheKnifeintheDark
entangle them in your web of lies and trickery until you ElfRogue
nolongerneedthem.

56

AbilityScores:Str13,Dex17,Con10,Int10,Wis14, warehouse,andendupbeingsoldbySinthatooutgoing
Cha8. caravanstobesoldinothercitiesoftheTablelands.
Skills:Balance,Bluff,DisableDevice,Hide,Listen,
MoveSilently,OpenLock,Search,Spot,Tumble. Organizations
Languages:Elven,Common. Rogues dont organize together, but they often linger
Feat:Stealthy. around the same places, such as the Bards Quarter, the
Weapons:Macahuitl(1d8/1920),tonfa(1d4),shortbow ElvenQuarter,orMerchantHousesEmporiums.Arogue
with20arrows(1d6/x3,60ft.). joining an organization probably has a specific goal (or
Armor:Studdedleather(+3AC). target)inmindandrakesapositionthatbestallowshim
OtherGear:Standardadventurerskit,thievestools,5 to attain it. A longterm commitment to such a group
Cp. rarelyappealstoarogue.

Package3:TheTrader NPC Reactions
HumanRogue Rogues make a good job about hiding their true
AbilityScores:Str8,Dex15,Con10,Int13,Wis12,Cha motives and identities. Individuals who know about a
14. rogues true colors begin with an attitude one step more
Skills:Appraise,Bluff,Diplomacy,Forgery,Gather hostile than normal. Lawful clerics and templars in
Information,Knowledge(local),Profession,SenseMotive, particular look poorly upon rogues, as does anyone who
SpeakLanguage(cc). putsimportanceinforthrightness.
Languages:Common.

Rogue Lore
Feat:CombatReflexes,Trader*.
Weapons:Longspear(1d8/x3),wristrazor(1d6/1820),
lightcrossbowwith20bolts(1d8/1920,80ft.). Characters with ranks in Knowledge (local) can
Armor:Studdedleather(+3AC). research rogues to learn more about them. When a
OtherGear:Standardadventurerskit,thievestools,14 character makes a skill check, read or paraphrase the
Cp. following,includingtheinformationfromlowerDCs.
DC 10: Rogues are opportunists and tricksters. They
Rogues on Athas employ deception and quick reflexes to get what they
want.
Going on personal experience, my one piece of advice to DC15:Roguesdontfightfair,iftheyfightatall,and
you is thisnever trust anything with pointy ears. Itll their tongues are just as dangerous as their poisonous
either cheat you or try to eat you. daggers.
Marek,humantrader DC 20: Rogues are adept at striking at vital spots
when their targets are distracted, and their reflexes are
The rogue class gives a player a chance to play the quickenoughtododgemostmagicalattacks.
archetypical trickster or scoundrel. Rogues also make
great villains. By manipulating NPCs and situations the Sample Encounter
PCsencounter,orbybeingemployedbyarivalnoble,an Unpredictable and talented, rogues could show up
evil rogue can operate behind the scenes and trick the anywhere,doinganything.PCsmightencounteroneatan
adventurerstohisownends. elven market, as the agent of a Merchant House, or in
battlebesideoragainstone.
Daily Life EL 5: Lobuu runs a stall in the elven market selling
Thewayaroguebehavesdependslargelyonhissense various goods. If approached by the PCs he will offer to
of morality. Some think nothing of adopting false acquire any item they need for the right price. While
identities or working as assassins for their noble patrons Lobuu proves to have an amazing ability to deliver the
in exchange for silver, relying on their skills and charms promised goods, there is often the chance that the items
to get through anything. A few other rogues find were stolen, and the original owners may come looking
themselvesdriventousetheirpowerstohelppeople. forthem.

Notables Lobuu CR5
The human Ramphion is the current leader of the Maleelfrogue5
Balican Veiled Alliance and has held the position for NEMediumhumanoid(elf)
thirteenyears,managingtorisetohistitlethroughsheer Init+8;Senseslowlightvision;Listen+5,Spot+5
forceofpersonalityandcharismaalbeitnotbeingableto LanguagesCommon,Elven
cast even the simplest of cantrips. All trade lords are AC15,touch15,flatfooted11;Dodge,uncannydodge
accomplishedrogues.MasterSinthaValexisoneofthose, (+4Dex,+1deflection)
owner of large warehouses in Tyr. Frequently small hp17(5HD)
quantities of the raw material are seeming lost in the Resistevasion,mundaneextremeheatorcold
Fort+1,Ref+8,Will+2

57

Speed40ft.(8squares);elfrun dominatedbysorcererkings.Whileintheory,nosentient
Melee+1keendagger+5(1d8+2/1720)or race is precluded from the templar class, in practice, a
Ranged+1keendagger+9(1d8+2/1720) sorcererking grant spells only to those who he wants to
BaseAtk+3;Grp+4 representhim.Humansdominatethetemplarpriesthoods
AtkOptionssneakattack+3d6 of all citystates except for New Giustenal. Dwarves,
CombatGearfruitpotionofcatsgrace muls,andhalfelvescommonlybecometemplarsinmany
AbilitiesStr14,Dex18,Con11,Int8,Wis12,Cha10 cities, while elves are less commonly accepted. Templars
SQtrapsense+1,trapfinding ofotherracesarerareorunheardofinmostcities.
FeatsDodge,ImprovedInitiative Alignment:Atemplarsalignmentmustbewithinone
Skills Appraise +1, Bluff +5, Diplomacy +2, Disable stepofhissorcererkings(thatis,itmaybeonestepaway
Device +6, Disguise +2 (+4 acting), Escape Artist +9 oneitherthelawfulchaoticaxisorthegoodevilaxis,but
(+11escapingbonds),GatherInformation+4,Hide+9, not both). Because of that, templars are almost never
Intimidate +2,Knowledge (local) +4,Listen +5, Move good. The laws they uphold are corrupt; the monarchs
Silently +9, Open Lock +11, Search +3, Sense Motive theyservearearguablythevilestcreaturesonthefaceof
+3, Sleight of Hand +11, Spot +5, Use Rope +6 (+8 Athas, and often the templars are cruel and unjust
binding) themselves. However, many templars take considerable
Possessions combat gear plus +1 keen dagger, ring of pride in the prosperity and magnificence of their city
protection+1,masterworkthievestools state, and in the welloiled machine of their order.
Templars are most commonly lawful neutral or lawful

Templar
evil.
StartingCeramic:5d4x10(125Cp).

Against the law? The law is a convenience, a tool for us


Class Features
to use as we will, not a yoke bound to our necks. Laws are
guidelines, not rules cast in iron. Stretching them is not the Weapon and Armor Proficiency: Templars are
proficient in all simple weapons. Since templar training
same as breaking them, my young apprentice. Take that to
involvessomeeducationinwarfare,templarsreceivetwo
heart, for if you accuse me again, I will have your heart martial weapons proficiencies. Templars are proficient in
served cold. light and medium armor and shields (except tower
ZelgadoDeDraigee,humantemplar shields).
Spellcasting:Youcastdivinespells,whicharedrawn
Templars are civil servants within a citystates from the templar spell list on page 138. When you gain
government organization commonly referred to as a accesstoanewlevelofspells,youautomaticallyknowall
temple, bureau, or order. Each templar swears thespellsforthatlevelonthetemplarsspelllist.Youcan
obedience to his temple, and absolute fealty to his cast any spell you know without preparing it ahead of
sorcererking. In return, the sorcererking grants them time.Essentially,yourspelllististhesameasyourspells
spellpowerstolenfromtheelementalplanes. knownlist.
In most citystates, templars are the ultimate To cast a templar spell, you must have a Charisma
authorityjudge, jury, and executioner. Templars police score of 10 + the spells level. The Difficulty Class for a
and administer the citystates, and serve other civil roles saving throw against a templars spell is 10 + the spells
ranging from general to jailor and from tax collector to level+thetemplarsChamodifier.Likeotherspellcasters,
garbagecollector. atemplarcancastonlyacertainnumberofspellsofeach
levelperday.ThebasedailyallotmentisgivenonTable
Making a Templar 25. In addition, you receive bonus spells for a high
Charismascore(PH8).
Templarscancastanumberofdivinespellseachday,
Youcanalsocastonedomainspellofeachspelllevel
as granted by their lord. If necessary they can be a
perday,asaclericdoes.Thedomainspellischosenatthe
destructive fighting force, but they serve much better as
time of casting from the spells associated with your
officers of slavesoldiers, mercenaries, or undead. Their
assumed domains (see below), as you cast spells
wide array of available skills reflects the equally wide
spontaneouslyandneednotpreparespellsaheadoftime.
arrayofrolesthatTemplarsfillasservantsofthesorcerer
A templar need not prepare spells in advance. You can
kingsandqueens.
castanyspellyouknowatanytime,assumingyouhave
Abilities: If you want to make good use of your
notyetusedupyourspellsperdayforthatspelllevel.
templar spells and you secular aptitude, youll need a
Youuseyoursorcererkingssigilasdivinefocus.
high Charisma. As with any meleeoriented class,
Secular Aptitude (Ex): At 1st level, you gain Secular
Strength is a key ability for templars and Constitution
Authority as a bonus feat. In addition, you receive a
providesyouwithincreasedhtpointsasusual.
competence bonus to Secular Authority checks equal to
Races:Whiletheneedforreligionanddivinemagicis
halfyourclasslevel.
nearly universal on Athas, the need for specialized
militant priestbureaucrats is peculiar to large citystates

58

Assume Domain: You are assigned two domains creatures. A neutral templar of a neutral sorcererking
basedonyoursorcerermonarch.Eachdomaingivesyou mustchoosewhetherhisturningabilityfunctionsasthat
access to a domain spell at each spell level you can cast, of a good templar or an evil templar. Once this choice is
from 1st on up, as well as a granted power. You get the made,itcannotbereversed.
granted powers of both the assumed domains. With You may attempt to turn undead a number of times
accesstotwodomainspellsatagivenspelllevel,youadd per day equal to 3 + your Charisma modifier. A templar
onlyoneofthosespellstoyourspellsknownlist. with 5 or more ranks in Knowledge (religion) gets a +2
bonus on turning checks against undead. You turn
Sorcerer-Monarch Domains undeadasaclericofthreelevelslowerwould(PH159).
Abalach-Re Chaos, Charm
Andropinis Law, Nobility
Borys Destruction, Protection Playing a Templar
Daskinor Chaos, Madness
A templar can take the fighters place in the front
Dregoth Death, Destruction
Hamanu Strength, War ranksofapartyorensorcelhisfoesfromadistancelikea
Kalak Magic, Trickery cleric.Whileyouarentquiteasgoodaseitheradedicated
Lalali-Puy Animal, Plant fighteroradedicatedclericorpsioninthoseroles,youre
Nibenay Magic, Mind reasonablyeffectiveineither,andyoucanchangeroleson
Oronis Knowledge, Protection aroundbyroundbasisasneeded.
Tectuktitlay Glory, Strength
Asatemplar,youbelievetheacquisitionofpowerand

influenceisaworthyendinitself.Byhavingpower,you
Hamanusfavoredweaponisthelongsword.
caneffectyourwillintheworld,beitgoodorbad.Those
Sigil (Sp): Every templar receives a sigil that is the
who have or seek power deserve your respect, while
sign of their rank and station as a templar within their
those who have power but fail to use it deserve your
citys templarate. The form of the sigil is unique to each
derision.
citystate, but is always unmistakable for what it is. The
Youadventureoutofadesiretogainmorepowerand
sigil serves as your divine focus, and also allows you to
influence in every quest. Drawn by your power, others
usethespelllikepowersarcanemark,purifyfoodanddrink,
followyourlead,andyouarehappytocommandthem.
andslavescentacombinedtotaloftimesequalto3+your
Cha modifier. These spelllike powers do not count Religion
againstyourtotalofspellsperday.
The reverence of templars and their respective
Turn or Rebuke Undead (Su): Any templar,
sorcerermonarch varies greatly with the citystate. Some
regardless of alignment, has the power to affect undead
rulers, like Hamanu or LalaliPuy, claim they are gods
creatures by channeling the power of his sorcererking
and demand their citizen and templars to worship them
throughhissigil(PH33).
assuch.Other,likeNibenayandAndropinis,onlyrequire
Agoodtemplar(oraneutraltemplarwhoworshipsa
service,notworship,fromtheirtemplars.
goodsorcererking)canturnordestroyundeadcreatures.
An evil templar (or a neutral templar who worships an
evil sorcererking) instead rebukes or commands such

Table25:TheTemplar
Base Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1 2 3 4 5 6 7 8 9
1st +0 +2 +0 +2 Secular aptitude, assume 5 3+1
domain, sigil
2nd +1 +3 +0 +3 6 4+1
3rd +2 +3 +1 +3 6 5+1
4th +3 +4 +1 +4 Turn or rebuke undead 6 6+1 3+1
5th +3 +4 +1 +4 6 6+1 4+1
6th +4 +5 +2 +5 6 6+1 5+1 3+1
7th +5 +5 +2 +5 6 6+1 6+1 4+1
8th +6/+1 +6 +2 +6 6 6+1 6+1 5+1 3+1
9th +6/+1 +6 +3 +6 6 6+1 6+1 6+1 4+1
10th +7/+2 +7 +3 +7 6 6+1 6+1 6+1 5+1 3+1
11th +8/+3 +7 +3 +7 6 6+1 6+1 6+1 6+1 4+1
12th +9/+4 +8 +4 +8 6 6+1 6+1 6+1 6+1 5+1 3+1
13th +9/+4 +8 +4 +8 6 6+1 6+1 6+1 6+1 6+1 4+1
14th +10/+5 +9 +4 +9 6 6+1 6+1 6+1 6+1 6+1 5+1 3+1
15th +11/+6/+1 +9 +5 +9 6 6+1 6+1 6+1 6+1 6+1 6+1 4+1
16th +12/+7/+2 +10 +5 +10 6 6+1 6+1 6+1 6+1 6+1 6+1 5+1 3+1
17th +12/+7/+2 +10 +5 +10 6 6+1 6+1 6+1 6+1 6+1 6+1 6+1 4+1
18th +13/+8/+3 +11 +6 +11 6 6+1 6+1 6+1 6+1 6+1 6+1 6+1 5+1 3+1
19th +14/+9/+4 +11 +6 +11 6 6+1 6+1 6+1 6+1 6+1 6+1 6+1 6+1 4+1
20th +15/+10/+5 +12 +6 +12 6 6+1 6+1 6+1 6+1 6+1 6+1 6+1 6+1 5+1
Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise, Bluff, Concentration, Craft, Diplomacy, Forgery, Gather
Information, Heal, Intimidate, Knowledge (all skills individually), Literacy, Profession, Sense Motive, Spellcraft, Spot.
59

Other Classes (local),SenseMotive,Spellcraft.


Templars sometimes clash with druids and elemental Languages:Common.
clerics, who represent an older, more primal relationship Feat:CombatCasting,WeaponFocus(rangedspell).
betweenmortal,nature,andtheelements.Templarstend Weapons: Macahuitl (1d8/1920), light crossbow with
totoleratetheseprimitivepriests,aslongasthedruids 20bolts(1d8/1920,80ft.).
andclericsdonotsharetheiropinionsthatsorcererkings Armor:Leather(+2AC).
areusurpersofprofanedivineelementalpower.Templars OtherGear:Sigil,standardadventurerskit,43Cp.
get along with most other classes very well, provided of
coursethatatemplarisincharge. Package2:TheController
DwarfTemplar
Combat AbilityScores:Str10,Dex8,Con14,Int14,Wis13,Cha
13.
Mostofatemplarsspellstargetasingletargetorhave
Skills:Bluff,Diplomacy,Intimidate,Knowledge(local),
a range of touch, so you are most effective when you
SenseMotive.
single out and focus upon defeating a single opponent.
Languages:Common,Dwarven,Elven,Saurian.
Your spells that affect areas are limited mostly to cones,
Feat:SpellFocus(enchantment).
whichmeansyouneedtobeonornearthefrontlinesto
Weapons:Puchik(1d4/x3),lightcrossbowwith20bolts
getthegreatesteffectfromthem.Evenifyoucomeclose
(1d8/1920,80ft.).
tobeingeffectiveasafighterorclericinhischosenfield,
Armor:Scalemail(+4AC).
yourecertainlynotaseffectiveasafighterandacleric.
OtherGear:Sigil,standardadventurerskit,34Cp.
Outside combat, use your secular authority to its

greatest advantage, securing troops and resources for
Package3:ThePolitician
whenithappens.Ifyouhaveaclericorotherhealerinthe
ElfTemplar
group, save your cures for emergency healing, since a
AbilityScores:Str8,Dex14,Con8,Int13,Wis14,Cha
cleric can spontaneously convert their spells into healing
15.
ones.Ifnootherhealerispresent,saveittohealyourself
Skills: Bluff, Diplomacy, Knowledge (nobility and
andyouralliesaftercombat.
royalty),Literacy,SenseMotive.
Advancement Languages:Common,citylanguage,Elven.
Feat:Negotiator.
You dont necessarily profit most from remaining a
Weapons:Dagger(1d4/1920).
templar throughout your advancement, since you will
Armor:Leather(+2AC).
lose all your spellcasting abilities in case you displease
OtherGear:Sigil,standardadventurerskit,113Cp.
your sorcererking, or in the remote possibility your
sorcererkingdies.Ifyoudomulticlass,pickinganarcane
or psionic class is an excellent choice, especially one that Templars on Athas
has Charisma as a key ability. Alternatively, you might Power does not corrupt men. Fools, however, if they get
considerbeginningyourcareeraseitherawizardorasa into a position of power, corrupt power.
wilder,thenmulticlassingintoatemplar. Gorgthemad
Assign as many skill points as possible to Bluff,
Diplomacy,andSenseMotive,sincethesewillbehelpful Templar duties typically prevent them from
inpoliticsevenifyouarestrippedoutofyourspells.For adventuring in the standard sense. They often serve
feats, take the Negotiator feat and also consider missions for their superiors, typically to recover an
metamagicfeats,suchasSilentSpellandEmpowerSpell. important item, assassinate a troublemaker, force the
handofamerchanthouseorbarterwithanelftribe.But
Starting Packages that is not to say that templars cannot pursue their own
Package1:TheBlaster interests.
HumanTemplar Whilealltemplarsaretechnicallyboundtotheircivil
AbilityScores:Str8,Dex14,Con13,Int10,Wis12,Cha service positions on a daily basis, a sufficient bribe can
15. buy them a few days of freedom and adventure, as long
Skills: Bluff, Concentration, Diplomacy, Knowledge as they do not get caught going against the interests of

BehindtheVeil:DealingWithTemplarPCs
Some of the secular authority features may appear to allow templars to be quite arbitrary in the execution of their
powers. This is because they are quite arbitrary in the use of their authority. For player characters, this may be
problematiciftheDMdoesnotkeepinmindthattheseauthoritiesaredesignedtoplayoutamongstahighlycharged
political environment. Remember that the templars powers do not extend beyond his citystate. Remember that
templars have the authority to contest one anothers rulings. Remember to apply situational modifiers: A well
connectednoblemanisgoingtobemuchhardertoimprisonthanapotteryslave.Theorganizationsofthetemplarsare
highly competitive and fraught with infighting and backstabbing. This can be used to keep templar characters from
runningamokintheircity,andcanprovidethemotivationfornumerousadventurehooks.
60

their temple or sorcererking. Most templars who do druids, and others who are deeply entrenched with a
adventure, do so for personal power, seeking to acquire moral outlook view the templars choice with great
items of great power, or for money or fame to impress suspicion, and their reaction is one step closer to hostile
theirlordorsuperiors. regardlessofthetemplarssorcerermonarch.

Daily Life
Templar Lore
Atemplarremainseverreadytofacethechallengesof
Characters with ranks in Knowledge (local) can
theAthasianlife.Withouttheneedtorest,studyorpray
research templars to learn more about them. When a
for their powers, templars can leap up in pursuit of
character makes a skill check, read or paraphrase the
whatevertheirtemplaraterequiresthemtodo.
following,includingtheinformationfromlowerDCs.
Templars often possess the charisma and takecharge
DC10:Templarsaretheminionsofthesorcererkings
attitude required of great leaders, but many suffer from
andcandrawmysticalenergiesfromthem.
an inability to empathize with those they lead. Templars
DC 15: A templar dedicates himself to a particular
respect the pursuit of might and its use, and they often
sorcerermonarch and gains powers based on the
minimize the value of those who adhere to other
sorcerermonarch chosen. They can control undead, cast
philosophies. Even among themselves, templars tend to
divinespellsandhavecontroloverthecitysresources.
becontentious,battlingforpoweroverthecostofanother
DC 20: In addition to the details above, the result
one.
allows the PC to know that a templar has a similar
Notables connectiontotheirsorcerermonarchlikeaclericandhis
element,andifthatparticularsorcerermonarchdies,the
Living in the shadow of their sorcererking, templars
connectionislostandthetemplarlosesallhispowers.
who develop too much power and influence are usually
executed without a second thought. Nonetheless, there Sample Encounter
areafewwhomanagetohidetheirpowersandpostpone
Templarsmakeexcellentvillainsandtrickyallies.Asa
thisunavoidablefate.ThemostfamoustemplaroftheTyr
villain, a templar dedicated to an evil sorcererking (the
Region managed to do what was thought to be
vast majority) can be paired troops and templar knights
impossible:succeedthethroneofasorcererking.Tithian
(see page 107) to make exciting recurring encounters. As
of Mericles helped in the assassination plot to kill King
an ally, a templars blind pursuit of power could create
Kalak of Tyr and in return was put into the throne by
interesting friction with the PCs and turn an ally into an
AgisofAsticlesandhisallies.
enemy. A templar might become embroiled in the PCs
Organizations pursuit if they come into possession of an item of great
power, or a valuable secret, or the templars attempt to
While not all templars are members of the same
gatherpowerendangersthePCsorwhattheycareabout.
bureauoreventhesamecitystate,theyallhavethesame
EL 5: Teokas is a midlevel templar assigned to
basicorganization.Theseorganizationsvarydramatically
collection of the night soil buckets from the slave pens.
from one place to the other, however. The citystate of
Unfortunately for him, higher ranking templars have
Kurn, for instance, only employs those who genuinely
commandeered all available slaves, leaving Teokas
wish to protect and serve the people, whereas the
without any to perform his responsibilities. Because he
members from Eldaarich are chosen only from the most
has a reputation for past mistakes, Teokas superior has
brutal, cruel, and vicious members from the templars
threatenedhimwithpunishmentifhefailsinhisassigned
families.
tasks one more time. Now that he has discovered that
Regardless,atemplarsdailylifeallowslittlefreetime.
there are no slaves available he is becoming desperate.
Waking hours not spent in direct service to the
Teokas does have many guards assigned to be overseers
templarate, on patrol, or on the field of battle are filled
of the slaves he is to supervise in this task. There are
with martial training, divine study, and bureaucratic
enough guards that he could assign the work to the
activities.
guards. However, Teokas has not does so, because the
soldiers would certainly be insulted by the task and
NPC Reactions
Teokas is intimidated by the captain of the guards. In a
Templarswhodonotshowaffiliationwiththeircity panic, Teokas orders the soldiers to arrest the nearest
states templarate rarely elicit an unusual reaction from citizens and use force to get them to clean out the night
others.Tomosttheymightseemasafighterorperhapsa soil buckets in the slave pens. Unfortunately for the PCs
cleric. Those who know or their connection or see theyarethefirstpeopleTeokasandhissoldiersspot.
evidence of it,such as their sigil or typicalclothing react
depending on their attitude toward the templars
sorcererking(orbureau).Thisreactionisonestepcloser
Teokas CR5
to hostile if the sorcerermonarch is feared or hated by Femalehumantemplar5
that individual (which is the most likely scenario). The NEMediumhumanoid(human)
reactionisonestepclosertofriendlyifthatindividualis Init+1;SensesListen+1,Spot+5
directly associated with that sorcerermonarch. Clerics, LanguagesCommon

61

AC14,touch11,flatfooted13 can flood through a wilder, allowing a display of power


(+1Dex,+3armor) beyondhisnormalrangeofability.
hp27(5HD)
Fort+5,Ref+2,Will+4 Making a Wilder
Speed30ft.(6squares)
Through experience, the wilder discovers
Meleemwkcarrikal+5(1d8+2/x3)
supernatural powers that are an extension of his
BaseAtk+3;Grp+4
personality. Wilders know fewer powers than other
AtkOptionsrebukeundead6/day(+3,2d6+5,2nd)
manifestingclasses,buttheirwildsurgeabilitygivestheir
SpellLikeAbilities(CL5th)
powers greater flexibility. These surges are not without
6/dayarcanemark,purifyfoodanddrink,slavescent
cost, however, and can have a great toll on the careless
TemplarSpellsPrepared(CL5th):
wilder.
2ndbarkskinD, battlefield healing*, bears endurance, hold
Races: Psionic talent is common in the tablelands.
person(DC15),silence(DC15)
Because of the limited access to psionic instruction,
1stcommand(2)(DC14),curelightwounds,deathwatch,
humans elves, halflings, and to a lesser extent, muls, are
entangleD(DC14),protectionfromgood,shieldoffaith
muchmorelikelytobewildersthanpsions.Racesthatare
0detectmagic,detectpoison,defilerscent*,guidance,light,
less charismatic, less individualistic, and less prone to
resistance
emotion, such as thrikreen and dwarves rarely become
D: Domain spell. King: LalaliPuy. Domains: Animal,
wilders;moreofthembecomepsionsorpsychicwarriors.
Plant.
The pterran culture glorifies the path of the psion, so
AbilitiesStr12,Dex13,Con14,Int10,Wis8,Cha16
wilders are rare. Halfgiants tend to become wilders
Feats Alertness, Secular AuthorityB*, Skill Focus
rather than psions, because even with psionic training,
(Diplomacy),Negotiator
many halfgiants lack the wit, Will, or focus to excel as
Skills Bluff +6, Concentration +6, Diplomacy +12,
psions.
Gather Information +7, Intimidate +7, Knowledge
Alignment: Though wilders have no inclinations
(local) +4, Literacy (Common), Listen +1, Sense
towardsgoodorevil,asawholetheytendtobechaotic.
Motive+5,Spellcraft+4,Spot+5
Possessions masterwork carrikal, masterwork studded
leather,sigil Class Features
Class Skills: Survival is a class skill for Athasian
Ex-Templars wilders.SwimisacrossclassskillforAthasianwilders.

A templar who displeases or abandons his sorcerer Playing a Wilder


monarch, or one whose sorcerermonarch dies, loses all
As a wilder, you adventure to practice your abilities
templarspellcastingabilities.Anextemplaristreatedasa
and gain further understanding and mastery about the
member of an NPC class (commoner, expert, etc) for
Will.Youareverypassionateaboutyourpowers,andyou
purposesofdeterminingCR.Ifthetemplarlaterbecomes
oftenpushyourselftoyourlimitswithyourwildsurges,
thetemplarofanothersorcerermonarch,heimmediately
butyouarenotblindtoitsdangers.
regainshisfulltemplarspellcastingabilities.
Religion
Wilder Although wilders, like psions, draw their energies
from within, wilder powers require less focus and
Power flows through my veins, beckoning to be released. discipline, so wilders are as likely as any other Athasian
But if I do, it burns! tobereligious.Awildersreligioncanhaveagreatimpact
Garath,githwilder on his power selection. A wilder who worships fire, for
example, often discovers powers that involve light, heat
Formostwilders,psionicpowerisnotachoice,buta orflame.
discovery. Some wilders discovered their mental powers
in childhood or puberty. While psions train in the Other Classes
academies to harness their abilities, wilders tend to Wilders opinions vary wildly. Some wilders view
discover their powers accidentally and without training. psions with awe, respecting the psions greater
Mostwildersneverworktoharnesstheirpowers,lacking knowledge and control; others chafe under the psions
thetime,inclinationorwilltofurthertheirtraining.Low perceivedsuperioritycomplex.
levelwildersoftenthinkoftheirpowerasahandygift
or knack, rather than a trait that defines them. Combat
Generally, only the more focused and powerful will In combat, you use your impressive array of psionic
actuallyidentifythemselvesaswilders. powersforbothattackanddefenseagainstyourenemies
Wilders often first release their abilities while under and opponents, just as any other psionicist would. Of
great stress. Even as they progress, stress or excitement course, as a wilder, you can call upon swells of psionic

62

potential that other psionicists cannot access in the form OtherGear:Standardadventurerskit,26Cp.


ofwildsurges.
Wilders on Athas
Advancement
Your interest on psionics is more than academicit
Something seemed strange the second I saw Nakuas face.
has been your motivating force for years. Perhaps you It's odd. He acted like a different person. My friend Kuko
becameawilderafterwitnessingonedestroyinganentire asked him if he was really Nakua or if he was someone
village during one of his surges, or you vowed to gain else. And those were his last words
control of the power you first displayed in your puberty Ekee,elvendancer
every time you got were angered. Whatever the case,
sincethedayyoufirstbecameawilder,youveworkedto PsionicisverycommononAthas,andwilderscanbe
masterapowermoreprimalthanspellsandstrongerthan widely found in the Tablelands, representing psionic
steel. energy in its most raw state, and change for changes
The powers you choose strongly shape your abilities. sake.Neutralwildersarerare,butsuchcharactersbecome
Youareheavilyinvestedincombatprowessasaresultof famous within the ranks of their comrades, since their
the erratic and emotional nature of your power, but you visionisuncloudedbymoralconcerns.
have some flexibility in how you learn your powers. If Wilders know that using psionic powers can be
you choose only offensive powers, you will have few strenuous, and the limit of a characters endurance is his
defensesandlimitedversatilitybeyondcombat,butyoull Will. Eventually, even the most powerful of masters
be devastating even in dire situations. If you focus on becomes exhausted and must rest to replenish his
otherpowers,youwillhavemoreoptionsoutsideafight, strength. When wounds and exhaustion cloud the vision
but you might have only area attacks that could andthemindswimsindelirium,onlythegreatestwilders
accidentallyhurtafriend. possesstheWilltocontinueusingtheirpowers.

Daily Life
Starting Packages
Wildersspendtheirdaysintravelandcontemplation,
Package1:TheBattleWilder
withanoccasionalrantandwildoutburst(usuallyagainst
MulWilder
the foes an adventurer comes across). They enjoy talking
AbilityScores:Str17,Dex8,Con16,Int10,Wis12,Cha
about their psionic abilities and about their life
13.
philosophies.
Skills:Concentration,Intimidate,Psicraft.
Languages:Common. Notables
Feat:CombatManifestation.
ThexenophobicKenkus(FFN126)aretheracetomost
Weapons:Longspear(1d8/x3).
commonlysportwilders,althoughnooneknowsforsure
Armor:Scalemail(+4AC).
why.Elves,duetotheirchaoticnature,alsoseemtohave
OtherGear:Standardadventurerskit,20Cp.
ahigherrateofwildersintheirmilieu.

Package2:TheBlaster
Organizations
HumanWilder
AbilityScores:Str8,Dex14,Con13,Int12,Wis10,Cha A wilders path is his own to thread, since no
15. overarching organization exists to recruit you into its
Skills: Concentration, Intimidate, Knowledge ranks. Most wilders are just too erratic and freedom
(psionics),Psicraft. lovingtojoinone,anyway.
Languages:Common.
Feat:LightningReflexes,PsionicEndowment.
NPC Reactions
Weapons: Spear (1d8/x3), light crossbow with 20 bolts Most people do not understand the difference
(1d8/1920). betweenapsionandawilder,sotheirattitudesspanthe
Armor:Leather(+2AC). spectrum.PsionsNPCattitudesrangefromindifferentto
OtherGear:Standardadventurerskit,26Cp. unfriendly, although most psiologists (page 104) tend to
havetheirattitudebenttowardshostile.
Package3:TheSharpshooter
HalflingWilder Wilder Lore
AbilityScores:Str6,Dex16,Con13,Int12,Wis10,Cha
Characters with ranks in Knowledge (psionics) can
15.
research wilders to learn more about them. When a
Skills:Concentration,Intimidate,Spot(cc).
character makes a skill check, read or paraphrase the
Languages:Halfling.
following,includingtheinformationfromlowerDCs.
Feat:PointBlankShot.
DC10:Awilderisakindofpsionicistthatcantrigger
Weapons: Spear (1d8/x3), light crossbow with 20 bolts
asurgeofpsionicpowerbeyondcontrol.
(1d8/1920).
Armor:Leather(+2AC).

63

DC 15: Wilders usually become very weak, both going to stick around.
physically and mentally, after unleashing their psionic DatuuDawnchaser,elfdefiler
surges.
DC 20: Experienced wilders learn how to further tap Athasian wizards drain energy from the surrounding
intotheirWillandmanagetoalsostrengthentheirbodies soil. The method used labels the wizard as a defiler or a
whilesurging. preserver. Preservers have the selfcontrol to gather
energy without destroying plants. Those who do not, or
Sample Encounter who feel no remorse about the damage caused, become
PCs might find themselves adventuring or fighting Defilers.Defilersleavebehindsterilesoilandinfertileash
alongside wilders who seek to aid others or to advance whentheycastspells.Becauseofthis,mostwastelanders
themselves without harming others in the process. blame wizards for the desert landscape that dominates
Unfortunately,themajorityofwildersarechaoticbeings, theTablelandstoday,andtheirhatredextendstodefilers
and a significant number of wilders are destructive in and preservers alike. In the seven cities, arcane magic is
nature,whetheronpurposeornot. outlawedandfeared.
EL 5: Nakua is a champion wrestler in his tribe. His WritingisalsoillegalintheTablelands,thuswizards
natural psionic abilities give him an edge against other have to go to great lengths to conceal their spellbooks,
wrestlers. Nakua is also brash and selfcentered. If the and they have refined this art to the point where even
PCs meet his tribe on friendly terms, Nakua could fellow wizards can be hard pressed to identify a spell
challenge a PC to a wrestling match. He is not likely to book. When found, they are precious resources, hoarded
accept no for an answer, and will ridicule mercilessly andstudiedbywizardsthirstyforknowledgeorpower.
anyonewhoturnshimdown.
Making a Wizard
Nakua CR5 The wizards greatest strength is also his greatest
Maleelfwilder5 liability. Often wizards will conceal their abilities,
NEMediumhumanoid(elf,psionic) learning to mask their spellcasting behind other actions.
Init+7;Senseslowlightvision;Listen+4,Spot+4 Forallbutthemostpowerfulwizards,secrecyisofprime
LanguagesCommon,Elven importance,andsomewillnotexercisetheirpowerinthe
AC16,touch13,flatfooted13;Dodge presence of those that they do not feel they can trust.
(+3Dex,+3armor) Becauseofthis,andbecauseoftheirgenerallyfrailnature,
hp17(5HD) wizardscanoftenbeseenasaliabilitybythosenotaware
Resistmundaneextremeheatorcold ofthepowertheyhide.
Fort+1,Ref+1,Will+4 Races: Elves and humans are the most likely to be
Weaknesspsychicenervation wizards. Elves are more tolerant of the faults of magic,
Speed40ft.(8squares);elfrun even at its worst, due to their nomadic nature. Defiling
Meleemwkelvenlongbow+5(1d8+3/1820) simplyisntasmuchofaconcerniftheruinedlandisfifty
BaseAtk+3;Grp+5 milesbehindyoubytheendofthenextday.Thesolitary
SpecialActionssurgingeuphoria+1,wildsurge+2 life lead by most halfelves makes it easier for them to
PowerPoints/Day30;WilderPowersKnown(ML5th): concealtheirwizardry,shouldtheychoosetofollowthat
2ndbiofeedback path. Some rare halflings and pterrans will take up the
1stinertialarmor,offensiveprescience arts of wizardry, but these races are so closely tuned to
AbilitiesStr14,Dex16,Con10,Int8,Wis10,Cha15 flowoflifeonAthasthattheywillneverwillinglydefile.
SQeludetouch,volatilemind(1powerpoint) Halfgiants, trusting and slowwitted, rarely become
FeatsCombatCasting,Dodge,ImprovedInitiative wizards, and those that do rarely survive for long.
Skills Autohypnosis +2, Balance +7, Concentration +2, Dwarvesrarelytaketothemagicarts,thoughtheirfocus
Intimidate +6, Jump +4, Knowledge (psionics) +1, allowsthosethatdotobecomeexceptionallyskilled.Thri
Listen+4,Perform+4,Psicraft+0,Search+1,Spot+4, kreenandmulsalmostneverbecomewizards.
Tumble+7 Alignment:Overall,mostwizardsdisplayatendency
Possessions masterwork elven longblade, masterwork towards lawfulness. The selfcontrol and restraint
studdedleather necessarytokeeponeselfsecret,aswellasthedisciplined
needforlongdaysofstudyingtaketheirtollonmanyof

Wizard thelesscarefulwizards.Mostwizardsofgoodalignment
have developed the skill and control necessary to master
preserving, and only in the direst of situations would a
So what if the land becomes barren? Its not like were

BehindtheVeil:DefilersandPreservers
Unlike previous editions of Dark Sun, defilers and preservers are not implemented as separate classes. Instead, the
labelsdefilerandpreserverrefertohowanarcanespellcasterchoosestogatherenergyforhisspells.Whetherto
defileornotisachoicefacedbyallarcanespellcasters,thoughsomedefilersaresofargonethattheycannolongernot
defilewhenspellcasting.Forthefullrulesondefilingandpreserving,seeChapter6.
64

goodaligned wizard defile. Neutral or evil wizards, with the assorted Spirits of the Land. Since they
however, are more likely to become defilers, though evil understand the sorcererkings to simply be exceptionally
preserversarenotunheardof. advanced wizards, they are not given to revering their
kings,assomeoftheirmorenaivebrothersareknownto
Class Features do.

Class Skills: Bluff, Disguise, and Literacy are class Other Classes
skillsforAthasianwizards.
Wizards have a difficult time relating to most of the
Spellbook:InmostplacesonAthas,readingisillegal
other classes. Templars and wizards are, in most cases,
and the practice of magic even more so. Wizards must
deadly enemies across an irreconcilable gapthe
developwaystohidetheirspellbooksfromcuriouseyes;
exception is those rare defilers in the employ of the
else they face certain discovery and death. Athasian
sorcererkings.Likewise,druidsarelikelytoconsiderany
wizards write their spells on paper or papyrus scrolls,
wizard a potential defiler, and would turn on a
weave them into small tapestries or the fringes of their
companion the moment this suspicion is confirmed. Due
robes,carvethemintobonestaves,orinextremecases
to their similar, underground nature, wizards feel a
usecomplicatedknotandstringpatternsorstonetablets.
certain respect for bards. While preservers enjoy an
All of these collections of spells are referred to as
uneasy truce with the elemental powers, defilers and
spellbooksandfunctionaccordingly.SeeChapter6for
paraelementalclericstendgetalongquitewell.
moreinformationforrulesonalternatespellbooks.
Familiar: Athasian wizards may choose from all Combat
familiars listed in the Players Handbook, with the
Athasian wizards make use of the same general
exception of toad and weasel, as these animals do not
combat tactics as those described in the Players
exist on Athas. In addition, Athasian wizards may also
Handbookthat is, stay back from melee and use your
choosefromthefollowingfamiliars.
spells to either destroy your enemies or enhance your

Familiar Special Ability companionsabilities.
Dustgull Master gains a +3 bonus on Spot checks One major difference from standard wizards is that
Kestrekel Master gains a +2 bonus on Reflex saves secrecy is a major component, even more so if you are a
Skyfish Master gains a +3 bonus on Swim checks defiler. Casting even of the simplest of arcane spells can
Sygra Master gains a +3 hit points focusallofyourenemiesattentiontoyou,evenmoreso
ifyouareadefiler.Bepreparedtorunofflyawayinsuch
Bonus Feats: Athasian wizards may choose from cases.
among the following feats, in addition to those listed in
the Players Handbook: Agonizing Radius, Destructive Advancement
Raze,EfficientRaze,FastRaze,ExterminatingRaze,Path
Continuing your advancement as a wizard requiresa
Dexter,PathSinister,andSickeningRaze.
substantial amount of time and effort. You must procure
andstudyarcanetexts,notmerelytolearnnewspells,but
Playing a Wizard tocomprehendthenatureofwhatyoudo.
Youareamasterofarcanesecrets.Youhavelearned, When you not studying, you are practicing, training
eitheronyourown,orfromsomeoneinyourfamily,how your mind and your body to channel ever greater
to draw on vegetable life in order to power your spells. amountsoflifeforce.
But such power comes with a caveat, arcane magic is Asyoustarttoprogressintheclass,considerstudying
universallyfearedandhated.Youmightbeinclinedtosee other sources of arcane energy, such as the Black, the
conspiracies and enemies where none exist, so Gray, and the Cerulean, since those would remove your
accustomed are you to being hunted and persecuted by dependency on vegetable life around you. Most wizards
the general populace and sorcererkings templars seektobecomesomedayaspowerfulasDragonKingsor
becauseofyourtalents. the fabled winged creature the Urikite known as
Mostly,youadventuretoperfectyour understanding Korgunardturnedinto.
and mastery of magic. You likely prefer endeavors that Mechanically, you should increase your Intelligence
allowfrequentuseofyourabilities,orthosethatpromise and Charisma as you attain levels. Beyondthis, focus on
access to ancient lore. You might have personal goals as feats(suchasPathDexterorPathSinister)andskillsthat
well, and its not uncommon for an Athasian wizard to enhance your spells and provide you the abilities you
adventureforthesakeofriches,power,eternallife,orany needtoremaininsecrecy,mainlyBluffandDisguise.
otherstandardadventurermotive.
Starting Packages
Religion
Package1:TheDexter
Wizards frequently find themselves at odds with the PterranWizard
elementalforcesthatgrantclericstheirpowers,thoughit AbilityScores:Str8,Dex10,Con10,Int15,Wis16,Cha
is not unheard of for preservers to forge an Elemental 15.
Pact. Some preservers might also associate themselves

65

Skills: Bluff, Concentration, Disguise, Knowledge Daily Life


(arcana),Knowledge(local),Spellcraft. The kinds of activities that appeal to wizardsdepend
Languages:Common,Elven,Saurian. largelyontheiralignmentandenergygatheringmethod.
Feat:PathDexter. Good wizards spend their time trying to restore the
Weapons: Dagger (1d4/1920), light crossbow with 20 devastationofAthasandfightingagainsttheforcesofthe
bolts(1d6/x3,60ft.). sorcererkings, while evil preservers of defilers are
Armor:Padded(+1AC). interestedinhelpingthemselves.
Other Gear: Standard adventurers kit, spell When not adventuring, Athasian wizards spend the
componentpouch,31Cp. majority of their time in study and in hiding. Much like
wizards from other settings, they must constantly
Package2:TheConcurrent research new spells and study ancient arcane texts so
HumanWizard thoroughly that they have little time to devote to other
AbilityScores:Str8,Dex13,Con10,Int15,Wis14,Cha endeavors.
12.
Skills: Bluff, Concentration, Decipher Script, Disguise, Notables
Knowledge(arcana),Knowledge(local),Spellcraft.
Usually wizards try to stay incognito for as long as
Languages:Citylanguage,Common,Elven.
they can, since their survival depends on it. However, a
Feat:Alertness,ImprovedInitiative.
few wizards manage to become quite famous on Athas.
Weapons: Dagger (1d4/1920), light crossbow with 20
Royaldefilersandarenanecromancers,suchasDoteMal
bolts(1d6/x3,60ft.).
Payn, even though hated by the general populace are
Armor:Padded(+1AC).
sponsoredbytheirsorcererkingsanddonotneedtohide
Other Gear: Standard adventurers kit, spell
their skills. Sadira of Tyr was made famous for her
componentpouch,31Cp.
contribution in killing King Kalak the Tyrant and the

Dragon,andshehasbecomethefirst(andmaybetheonly
Package3:TheSinister
one)wizardabletotapintothepowerofthecrimsonsun.
ElfWizard
The most famous wizards are the Dragon Kings, of
Ability Scores: Str 10, Dex 16, Con 10, Int 15, Wis 13,
course, who can destroy both plant life and living
Cha8.
creaturestopowertheirspells.
Skills: Bluff, Concentration, Knowledge (arcana),
Knowledge(local),Spellcraft. Organizations
Languages:Citylanguage,Common,Elven.
WizardlymagiconAthasisntascodifiedandformal
Feat:DestructiveRaze.
asitisinothercampaignsettings.Forexample,thereare
Weapons: Dagger (1d4/1920), light crossbow with 20
no academies or colleges for teaching the wizardly arts.
bolts(1d6/x3,60ft.).
Instead, a wizardintraining must find a teacher, which
Armor:Padded(+1AC).
isntveryeasyinaworldwherewizardsmusthidetheir
Other Gear: Standard adventurers kit, spell
professioninordertosurvive.Forprotectionfromnearly
componentpouch,31Cp.
universal hatred, the good wizards of Athas and their
allies have formed secret societies, collectively known as
Wizards on Athas theVeiledAlliance(seepage238).
Witch! they chanted. Kill the witch! By the time the However, each citystate holds a different Alliance,
soldiers woke, the crowd had finished her off, and worse. they do not cooperate, and they share no leaders.
Members of one Alliance do not automatically become
The mages death did not satisfy the mob; her body suffered
membersofanother.Atbest,thedifferentgroupsrespect
much more. When the mul leader shouted, well take her eachother,andmayoffercourtesyassistancetoaforeign
and burn her! they cheered. For the only time in my life I memberwhoarrivesintown.
saw a crowd cheer for Kalaks guards. For the first time I Defilers dont usually organize together, but they
saw wizards magic. For the first time I understood its oftenjoinorganizations,especiallyMerchantHousesand
peril. raidingtribes.
Manok,Tyrianwizard
NPC Reactions
OnAthas,theenergyforwizardlymagicdoesntcome Arcane magic in Athas is viewed as more dangerous
from some extradimensional source as it does on other and destructive than helpful, so general NPC attitudes
worlds,butfromthelivingenvironmentitself.Itprovides towards someone suspected to be a wizard range from
greatpowertothosewhocangatherandshapeit,though indifferent to unfriendly. If a NPC actually witness a
thecosttoAthascanbebeyondmeasure. wizard drawing magical energy or casting a spell, the
In recent times wizards have emerged who have resultantfearandhatredshiftstheNPCsattitudetoward
learned to draw energy from alternate sources that have hostile.
noimpactontheenvironment,seePrestigeClassAppendix Arcane magic is banned in almost all citystates; Tyr
Iformoreinformation. has unbanned it after FY 0 after Kalak was killed and

66

Kurn has no qualms about preserving magic. Templars


constantly patrol the streets searching for wizards and Quilla CR5
arcaneitems. Femalehumanpreserver6
LEMediumhumanoid(human)
Wizard Lore Init+6;SensesListen+1,Spot+1
Characters with ranks in Knowledge (arcana) can LanguagesCommon,Ignan,Terran,[Citylanguage]
research wizards to learn more about them. When a AC13,touch12,flatfooted11
character makes a skill check, read or paraphrase the (+2Dex,+1armor)
following,includingtheinformationfromlowerDCs. hp14(5HD)
DC 10: Wizards are magic users that fuel their spells Fort+2,Ref+4,Will+6
withplantlife. Speed30ft.(6squares)
DC15:Awizardcanbeeitheradefilerorapreserver. Meleemwkclub+3(1d61)
Only the first destroys the land when casting a spell. Space5ft.;Reach5ft.
Defilers can increase the potency of their spells by BaseAtk+3;Grp+2
destructinglargerareasofvegetationthannecessary. AtkOptionspotionfruitofcurelightwounds,clothofdispel
DC20:Somesaythatotherwizardshavedevelopeda magic
waytodrawenergyfromothersourcethanplants. WizardSpellsPrepared(CL5th):
3rdfireball(DC15,CL6th)
Sample Encounter 2ndinvisibility,protectionfromarrows,scorchingray(+5
Encounterswithwizardsshouldplayonthesecretive rangedtouch,CL6th)
ways of their existence and the destructive nature of 1stdisguise self (DC 13), magic missile (CL 6th), shield,
arcanemagic,aswellastoshowthecommonAthasians sleep(DC13)
universalfearandhatredofsorcery. 0arcane mark, detect magic, daze (DC 12), ghost sound
EL 5: Quilla is an apprentice of a powerful defiler, (DC12)
who maintains his lair in the wilderness. He often sends AbilitiesStr8,Dex14,Con10,Int15,Wis12,Cha14
Quillaintothenearestcitytopurchasesupplies.Onsuch Feats Craft Wondrous Item, Improved Initiative, Path
missions she is usually very discrete, and refrains from Sinister*,ScribeScrollB,SilentSpell
using her powers. However, Quilla is not the most Skills Bluff +10, Concentration +9, Decipher Script +4,
humble person, and demands respect from everyone she Diplomacy +3, Disguise +6 (+8 acting), Intimidate +4,
dealswith.Onarecenttrip,acooperhadnotfinishedher Knowledge (arcana) +10, Knowledge (history) +4,
order.WhenQuillacomplainedthecooperbecameangry Knowledge (local) +4, Knowledge (the planes) +3,
andinsultedher.Inafitofrage,Quillausedhermagicto Literacy(Common),SleightofHand+3,Spellcraft+9
slay the man. The commotion drew a crowd, but Quilla Possessionscombatgearplusmasterworkclub,bracers
managedtoescape.ThePCscouldbedraggedintohunt ofarmor+1,spellbook,3d6cp
thedefilerdown,orasstrangerscouldbemistakeasthe
defilersbythecityfolk.

67

Chapter 3: Heroic Characteristics


You can learn much from observing another being. The way the gith hunches before it leaps at you, or how the aarakocra
circles before it dives. The way the halfling inhales and pauses briefly before shooting his poisoned needles, or how the
Urikite trader licks his lips before making his final offer. But appearances can deceive. No two creatures are alike.
Remember that when the gith hunches before casting a defiler spell, or the Urikite trader moistens his lips and spits a
needle at you.
TheOracle,BlueShrineScrolls

ADarkSuncharacterisdefinedbyfarmorethanrace
andclass.Skillsandfeatsaddtoacharactersabilitiesand Craft (Alchemy) (Int; Trained Only)
helpmakehimtrulyunique.
To make an item using Craft (alchemy), you must
havealchemicalequipmentandbeabard(asopposedto
Skills generic D&D where the requirement is being a
spellcaster).
A few skills have new uses and additional rules that Special: A character with 5 or more ranks in Heal
applytotheminaDarkSuncampaign. gains a +2 synergy bonus when attempting to
manufactureantidotes.
Bluff (Cha) A character with 5 or more ranks in Craft (alchemy)
Spellcasters may attempt to conceal the fact that they gainsa+2synergybonustoCraft(poisonmaking).
are attempting to cast a spell. This is an especially
importantskillforwizards,whoarealltoofrequentlythe Knowledge (Ancient History) (Int;
unfortunate target of impromptu lynch mobs. When
castingaspell,aspellcastermayattempttoconcealverbal Trained Only)
and somatic components by making a Bluff check as a This is a very unusual skill, and the DM should take
move action, to distract any witnesses. Onlookers may great care to see that this skill is not treated casually.
opposetherollwithaSenseMotiveorSpellcraftcheck. Whilemostpeoplehaveheardlegendsofabettertime,to
most they are simply disregarded as fanciful mythology.
Situation DC Modifier Knowledge of the Green Age, the Cleansing Wars, the
Bluff Champions, and of Rajaat is shrouded in mystery and
The spellcaster is defiling 20
peppered with disinformation. The sorcererkings have
Spellcraft or Sense Motive
Target is closely observing spellcaster +5 destroyed most written records of the history of Athas,
Target knows the character is a spellcaster +5 and what little remains is plagued with halftruths and
outrightlies.
Casting spells in cities with witnesses can be very
dangerous.Lynchmobs,templarsandevenotherwizards Knowledge (Warcraft) (Int)
generally flock to the scene when someone cries
Youareknowledgeableinorganizedwarfare.Someof
Wizard!
the aspects of warfare this skill covers are: supervising
constructionofdefenses,supervisingconstructionofsiege
Craft (Int) weaponry, logistics, commanding siege weapon
Special:Todeterminehowmuchtimeittakestomake operations, commanding war beetle operations, teaching
anitem,findtheitemspriceorhavetheDMsettheprice in the use of weapons and communication through
foranitemnotlisted.Putthepriceinbitsfornonmetal signals and messengers (including the relevant
items.UnlessyouhavetheMetalsmithfeat(page80),you terminology).
suffer a 5 penalty to Craft checks made to create metal Check: Answering a warfarerelated question has a
items, and it takes 10 times longer to craft metal items DC of 10 (for really easy questions, such as identifying
(putthepriceinceramicsformetalitems).1gp=10sp= troop types or formations, assessing logistics and
100Cp=1,000bits. supplies, or establishing camps and simple patrols), 15
A masterwork components price is put in bits (for basic questions, such as identifying favorable or
regardlessofmaterialused(metalornonmetal). unfavorable terrain, deploying simple offensive or
defensive troop formations, or establishing scouting
parties), or 20 to 30 (for really tough questions, such
identifyingorestablishingambushes,deployingcomplex

68

troop formations, or coordinating several levels of Table 31: Athasian Common Languages and
interlockingstrategy). Their Alphabets
Inmanycases,youcanusethisskilltoidentifytactics, Language Typical Speakers Alphabet
armies,andbattleformations.Ingeneral,theDCofsucha Aquan Water-based creatures Elven
check equals 10 + the armys Encounter Level. A Auran Air-based creatures, aarakocra Saurian
Common Humans, half-elves, half-giants Common
successful check allows you to remember a bit of useful
Druidic Druids (only) Druidic
informationaboutthatparticulararmy,ortacticorbattle Dwarven Dwarves, muls Dwarven
formation.Forevery5pointsbywhichyourcheckresult Elven Elves, half-elves Elven
exceeds the DC, you recall another piece of useful Entomic Insectoid creatures, scrabs Kreen
information. Giant Giants Dwarven
Coordinate Allies: You can also use Knowledge Gith Gith Elven
Halfling Halflings Halfling
(warcraft)tocoordinateallies.Eachcreaturetobeaffected Ignan Fire-based creatures Saurian
must be able to see and hear you, and able to pay Kreen Thri-kreen, tohr-kreen Kreen
attention to you. To coordinate, make a Knowledge Rhul-thaun Rhul-thaun Rhulisti
(warcraft) check with a DC equal to 15 + the number of Saurian Jozhals, pterrans, ssurrans Saurian
alliesaffected.Ifthechecksucceeds,allaffectedalliesgain Sylvan Druids, halflings Halfling
Terran Earth-based creatures, taris Dwarven
a competence bonus on attack rolls or a dodge bonus to
Yuan-ti Yuan-ti Saurian
AC equal to your Charisma modifier. You choose which

of the two benefits to impart and must impart the same
In addition to the table above, each citystate and
benefittoallaffectedallies.Thebenefitslastfor1round.
DynasticMerchantHousehasitsownlanguage,although
Youcannotusethisabilityonyourself.
merchant houses chiefly use it in cipher form. The
Coordinate allies does not provoke an attack of
following languages are considered dead and are
opportunity.
restricted,atDMsdiscretion:Bodachi,Draxan,Giustenal,
Action:Varies.AKnowledge(warcraft)checkmadeto
Kalidnese,Rhulisti,Saragarian,andYaramukite.
coordinate allies is a fullround action. A Knowledge
check to answer a question doesnt take an actionyou
simplyknowtheansweroryoudont. Survival (Wis)
Try Again: Varies. Retries are allowed when you are Terrain types affect the amount of food and water
trying to coordinate allies, but you may attempt such a available through hunting and foraging. The DC of the
retry only once per round. Each retry carries the same check depends on the conditions of the climb. Compare
chanceoffailure. the task in the Players Handbook with those on the
Special: If you have the Field Officer feat (see page followingtabletodetermineanappropriateDC.
72),yougeta+2bonusonKnowledge(warcraft)checks.
Synergy: If you have 5 or more ranks in Knowledge Terrain Examples Survival DC
(warcraft), you get a +2 bonus on Diplomacy checks Type Modifier
relatedtodealingwithtroops. Abundant Forests, oceans, gardens +0
Fertile Verdant plains, savannahs, +5
Untrained:AnuntrainedKnowledge(warcraft)check
swamps, mud flats
is simply an Intelligence check. Without actual training, Infertile Rocky badlands, stony +10
youknowonlycommonknowledge(DC10orlower). barrens, scrubland
Barren Boulder fields, stony barrens, +15
Literacy (None; Trained Only) Desolate
scrublands
Salt flats, sea of silt +20
Theabilitytoreadhasbeenoutlawedforthousandsof Void Obsidian Plains +25
years by the sorcererkings. All characters in a Dark Sun
campaign start without the ability to read or write, and Swim (Str)
musttakeranksinLiteracyinordertoreadanything.
LargebodiesofwateraresouncommononAthas,that
Action:none.
swimming is not a class skillfor any class other than for
Try Again: Not applicable. There are no Literacy
some clerics of elemental water.
checkstofail.
TheLiteracyskillworksliketheSpeakLanguageskill.
Buying a rank in Literacy grants the ability to read and
writeasinglelanguage.Notethattheabilitytospeakthe
languageisnotrequired.

Speak Language (None; Trained Only)


The following details Athasian common languages
andtheiralphabets.

69

Feats Commanding Presence


Yourmerepresencecanenableyourallies.
The new feats described in this chapter are
Prerequisites: Diplomacy 7 ranks, Knowledge
summarizedonTables32to37.
(warcraft)5ranks.
Benefits: This feat grants a new use for the
General Feats Knowledge(warcraft)skill.
Enabling an Ally: You can remove harmful conditions
Ancestral Knowledge from an ally as a move action by making a DC 20
You know legends and facts about long past events Diplomacy check. If the check succeeds, you can negate
thathavebeenshroudedbythesandsoftime. any one of the following conditions: cowering, dazed,
Prerequisites:Int13,Knowledge(history)10ranks. fatigued,nauseated,panicked,shaken,orstunned.
Benefits: Choose one of the following time periods: Youcannotusethisabilityonyourself.
BlueAge,GreenAge,orCleansingWars.Yougaina+10 Special: A fighter may select Commanding Presence
on bonus on Knowledge (history) checks or bardic asoneofhisfighterbonusfeats(PH38).
knowledge checks to gain information about the chosen
category.
Concentrated Fire
Special:Youcantakethisfeatmorethanonce,butthe You are trained in formation archery and taking out
bonus doesnt stack. Each time you take this feat, you specifictargetsthroughjointefforts.
chooseanothertimeperiod. Prerequisites:Baseattackbonus+1.
Benefits: When readying and firing projectile
Arena Clamor weapons at a single target, you add a +1 bonus to your
With your savage blows, you can make your attack roll for every other participant with this feat who
companionsgivetheirbest. readies and fires at the same target on your initiative
Prerequisites: Cha 13, Improved Critical, Perform 5 count.Thetotalbonuscannotexceed+4.
ranks. Special:AfightermayselectConcentratedFireasone
Benefits:Wheneveryouconfirmacriticalhit,allallies ofhisfighterbonusfeats(PH38).
within a 60foot radius who have line of sight on you
receivea+2moralebonusonattackrollsfor1round.This
Cornered Fighter
is a mindaffecting effect. This effect is not cumulative. Youfightbetterwhenyoufreedomisputatrisk.
Characterscannotbeaffectedmorethanonceinthisway Prerequisites:Baseattackbonus+5.
inthesamecombat. Benefits:Youreceivea+2bonusonattackrollsanda
+2 bonus to AC when fighting against opponents who
Brutal Attack flankyou.
Your decisive attacks are especially frightening for
thosewhowatch.
Defender of the Land
Prerequisites: Cha 13, Improved Critical, Perform 5 You share power with the spirit from your guarded
ranks. land,tonurtureandprotectthelandtowhichthespiritis
Benefits: Whenever you confirm a critical hit, all tied.
enemieswithina10footradiuswhohavelineofsighton Prerequisites:Wildshapeclassfeature.
you must make a Will save (DC 10 + 1/2 your character Benefits: You receive a +1 caster level on spells you
level + your Cha modifier) or become shaken for a cast against defilers and your spells damage is increased
number of rounds equal to your Cha modifier. This is a by1perdieagainstdefilers.
mindaffectingfeareffect.
Whether or not the save is successful, that creature Dissimulated
cannot be affected again by the same characters brutal Your ability to speak what others want to hear
attackfor24hours. increasesthecredibilityofyourwords.
Prerequisites:Int13,Cha13,Bluff5ranks.
Bug Trainer Benefits: In addition to your Charisma modifier, you
You can train vermin creatures, such as kanks and canaddyourIntelligencemodifiertoyourBluffchecks.
cilops.
Prerequisites: Handle Animal 5 ranks, Knowledge Drakes Child
(nature)5ranks. You are what is known as a drakes child, an
Benefits: You can use the Handle Animal skill for individual who shows both exceptional strength and
verminasthoughtheywereanimalswithanIntelligence wisdom.
scoreof1. Prerequisites:Str13,Wis13.
Normal:YoucanusetheHandleAnimalskillonlyon Benefits: You get a +1 bonus to Will saves and a +1
creatureswithanIntelligencescoreof1or2. bonustoFortitudesaves.Yougainanadditional+1bonus
to saving throws against ability drain, ability damage,
energydrain,anddeatheffects.

70

Table 32: General Feats


Feat Prerequisites Benefits
Ancestral Knowledge3 Int 13, Knowledge (history) 10 ranks +10 bonus on Knowledge (history) and bardic knowledge
checks on selected time period.
Arena Clamor Cha 13, Improved Critical, Perform 5 Allies receive +2 morale bonus on attack rolls whenever
ranks you confirm a critical hit
Brutal Attack Cha 13, Improved Critical, Perform 5 Enemies become shaken whenever you confirm a critical
ranks hit
Bug Trainer Handle Animal 5 ranks, Knowledge Use Handle Animal skill on vermin
(nature) 5 ranks
Commanding Presence Diplomacy 7 ranks, Knowledge (warcraft) New use for the Knowledge (warcraft) skill
5 ranks
Concentrated Fire1 Base attack bonus +1 Add a +1 bonus to attack rolls for every other participant
who fires at the same target
Cornered Fighter Base attack bonus +5 +2 bonus on attack rolls and AC when flanked
Defender of the Land Wild shape class feature +1 caster level and +1 damage per die when on guarded
land
Dissimulated Int 13, Cha 13, Bluff 5 ranks Add Intelligence modifier on Bluff checks
Drake's Child Str 13, Wis 13 +1 bonus to Will and Fortitude saves and against various
effects
Elemental Cleansing Ability to turn or rebuke undead Undead you turn take 2d6 points of energy damage
Faithful Follower +5 morale bonus against fear effects when close to ally
with Leadership feat
Fearsome Str 15 Use Str modifier on Intimidate checks
Field Officer +2 bonus on Diplomacy and Knowledge (warcraft) checks
Greasing the Wheels Cha 13, Diplomacy 7 ranks, Knowledge New use for the Diplomacy skill
(local) 5 ranks
Hard as Rock Con 15, Diehard, Great Fortitude Immune to massive damage death and 30% stabilizing on
your own
Implacable Defender1 Str 13, base attack bonus +3 +2 bonus to resist bull rush, overrun, or trip attempts
Improved Familiar Acquire new familiar from a nonstandard list
Improved Sigil Sigil ability, Diplomacy 9 ranks Use two 1st-level spells as spell-like ability
Improviser Wis 13, base attack bonus +3 1 penalty on attack rolls when using improvised weapons
Innate Hunter Track, Survival 5 ranks +4 bonus on Survival checks involving hunt and +1 insight
bonus on attack rolls against animals
Intimidating Presence1 Cha 13, Intimidate 7 ranks Demoralize a number of opponents per round equal to
Charisma modifier
Inspiring Presence1 Cha 13 Add bonus to Will saves equal to your Cha modifier
Kiltektet All Knowledge skills are class skills for you
Linguist Add Speak Language to class list and 2 additional
languages
Mastyrial Blood Con 13 +4 bonus on saving throws against poison
Path Dexter3 Preserver +1 caster level when casting certain spells
Path Sinister3 Defiler +1 caster level when casting certain spells
Protective Gear on your person gets a +4 bonus to saving throws
Psionic Mimicry Bluff 8 ranks, Knowledge (psionics) 4 Disguise your spells as psionic powers by making a
ranks, Psicraft 4 ranks. Psicraft check
Psionic Schooling One psionic class becomes a favored class for you
Raised by Beasts Gain wild empathy with animals of a certain kind
Rotate Lines1 Base attack bonus +3 You can swap positions with an ally within 5 ft.
Secular Authority Cha 13, Diplomacy 6 ranks, Negotiator, Four new uses for the Diplomacy skill
accepted into templarate
Favorite2 Diplomacy 10 ranks Use secular authority four more times per day than normal
Shield Wall1 Base attack bonus +2, Shield Proficiency +1 circumstance bonus to AC if forming a row facing the
same direction
Sniper Dex 13, Hide 1 rank +5 bonus to Hide checks when firing missiles while trying
to stay hidden
Spear Wall1 Base attack bonus +1 Triple damage on a hit against charging opponents
Tactical Expertise1 Knowledge (warcraft) 7 ranks Use coordinate allies as standard action
Teamwork1 Base attack bonus +1 Aid ally as a move action
Trader +2 bonus to Appraise and Bluff checks
Wastelander +1 bonus to Fortitude saves and +2 bonus to Survival
checks
1 A fighter may select this feat as one of his fighter bonus feats.
2 You can gain this feat multiple times. Its effects stack.
3 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new pair of spells from
selected schools or a new time period.

71

Elemental Cleansing Prerequisites:Cha13,Diplomacy7ranks,Knowledge


Undeadyouturnorrebukesufferelementaldamage. (local)5ranks.
Prerequisites:Abilitytoturnorrebukeundead. Benefits:ThisfeatgrantsanewusefortheDiplomacy
Benefits: Any undead that you successfully turn or skill.Youmustsharealanguagewithacreatureinorder
rebuketakes2d6pointsofenergydamage inadditionto to use this option. This option cannot be used during
thenormalturningorrebukingeffect.Thetypeofdamage combat.
dealtistheoneassociatedwithyourpatronelement. Bribery Etiquette: You can discern the timing of the
offer,theamountthatwillmostlikelygarnerthewanted
Faithful Follower reaction,andthebestwaytodisguisethebribesothatit
doesnt draw attention from unwanted witnesses. An
Youovercomeyourfearswhilebeingled.
insultedcharacterwillhavehisattitudechangedonestep
Benefits: You receive a +5 morale bonus on saving
for the worse and might report you to the proper
throws against fear effects whenever you are within 20
authorities(thiscanbenegatedbyasuccessfulDiplomacy
feetofanallywiththeLeadershipfeat.
check,albeitwitha10penalty).
Favorite To bribe a character, you must give him a number of
ceramic pieces (in coins, items or other valuables) as
Youhave gainedthegraces ofyousorcerermonarch,
shownbelow.
receivingextrabenefits.

Prerequisites:SecularAuthority,Diplomacy10ranks.
Bribery Target Cp Needed
Benefits: You can use your secular authority ability Bouncer 4 Cp
four more times per day than normal. Furthermore, Informant 5 Cp
whenever you contest or are contested in the use of Templar or guard, lowlevel (14) 12 Cp
secular authority, you receive a +2 bonus on your Templar or guard, midlevel (58) 20 Cp
Templar or guard, highlevel (9+) 30 Cp
opposedDiplomacycheck.

Normal:Withoutthisfeat,atemplarcantypicallyuse
Severalfactorscanaffecttheamountneededtobribea
secularauthorityonlyonceperdaypertemplarlevel.
character,buttheDMmaymodifythesevaluesashesees
Special: You can gain Favorite multiple times. Its
fit.
effects stack. Each time you take the feat, you can use

secularauthorityfouradditionaltimesperday.
Background Cp Modifier
Renown 2
Fearsome Illegal profession +5
Yourmightfrightensyourfoes. PC is wanted x2
Prerequisites:Str15. Slave +2
Noble 2
Benefits: Youcan use your Strength modifier instead
Templar 5
of your Charisma modifier on Intimidate checks.

Additionally, you receive a +2 bonus on Intimidate
checks. Hard as Rock
Field Officer Youareresolutewhilefightingandparticularlytough
tokill.
Youareadeptinwartactics.
Prerequisites:Con15,Diehard,GreatFortitude.
Benefits:Yougeta+2bonusonallDiplomacychecks
Benefits: You are immune to death from massive
andKnowledge(warcraft)checks.
damage.Furthermore,youhavea30%chanceperround
ofbecomingstableonyourownwhenyouaredyingand
Gladiatorial Entertainer
a30%chanceperhourofregainingconsciousness.
You can make gladiatorial performances more often Normal: The chance of becoming stable on your own
thannormal. is10%perroundandregainingconsciousnessis10%per
Prerequisite:Gladiatorialperformanceclassfeature. hour.
Benefit:Eachtimeyoutakethisfeat,youcanuseyour
gladiatorial performance ability four more times per day Implacable Defender
thannormal.
Youhavelearnednottofallvictimtocertaintypesof
Special: You can gain Gladiatorial Entertainer
attack.
multiple times. Its effects stack. Each time you take the
Prerequisites:Str13,Baseattackbonus+3.
feat,youcanusegladiatorialperformancefouradditional
Benefits:Youreceivea+2bonusonopposedStrength
timesperday.
checkstoresistbullrush,overrun,ortripattempts.
Special: A fighter may select Implacable Defender as
Greasing the Wheels
oneofhisfighterbonusfeats(PH38).
You can circumvent various official obstacles when a
person in a position of trust or authority is willing to
acceptpresents.

72

Improved Familiar sustenanceeveninthemostdesolateareas.


ThisfeatallowsanAthasianwizardtoacquireanew Prerequisites:Track,Survival5ranks.
familiar from a nonstandard list, but only when they Benefits: You receive a +4 insight bonus on Survival
could normally acquire a new familiar (PH 52). The feat checks involving hunting. You also receive a +1 insight
presents a way to obtain familiars more in line with the bonus on attack rolls when fighting with creatures with
powerlevelofthemaster. theanimaltype.
Benefits: When choosing a familiar, the creatures
listedbelowarealsoavailable,inadditiontothoselisted
Intimidating Presence
in the Players Handbook. A spellcaster may choose a Yourmerepresencecanweakenafoesresolve.
familiarwithanalignmentuptoonestepawayoneachof Prerequisites:Cha13,Intimidate7ranks.
the alignment axes. The list below presents only a few Benefits: You can demoralize (PH 76) a number of
possible improved familiars.This feat otherwise uses the opponentsperroundequaltoyourCharismamodifier.
rules presented in the Players Handbook, with two Normal: You can demoralize only a single opponent
exceptions: If the creatures type is something other than perround.
animal,itstypedoesnotchange;andimprovedfamiliars Special:AfightermayselectIntimidatingPresenceas
do not gain the ability to speak with other creatures of oneofhisfighterbonusfeats(PH38).
theirkind.
Familiar Abilities: In addition to the special abilities Inspiring Presence
presented in the Players Handbook, familiars are immune Your mere presence can strengthen your allies
totheeffectsoftheirmastersdefiling. resolve.
Prerequisites:Cha13.
Improved Sigil Benefits: Each ally within 10 feet of you gains a
You templar sigil has been imbued with special morale bonus on Will saves equal to your Charisma
powers. modifier.
Prerequisites:Sigilability,Diplomacy9ranks. Special:AfightermayselectInspiringPresenceasone
Benefits: Choose two 1stlevel divine spells on your ofhisfighterbonusfeats(PH38).
spell list. You can use them once per day as a spelllike
ability. You must grasp and hold your sigil to use this Kiltektet
ability. The save DC for these spelllike abilities is 11 + The Kiltektet is a group consisting mostly, but not
yourCharismamodifier. solely, of kreen dedicated to hunting for knowledge and
spreadingit.
Improviser Benefits:AllKnowledgeskillsareclassskillsforyou.
Youareadeptatusingmakeshiftweapons.
Prerequisites:Wis13,baseattackbonus+3. Linguist
Benefits: Whenever using improvised weapons in Youhaveanearforlanguage.
combat,yousuffera1penaltyonattackrollsmadewith Benefits: Speak Language is a class skill to you. You
them. canalsospeak2additionallanguages.
Normal: Whenever using improvised weapons in Special:Thisfeatmustbeselectedat1stlevel.
combat,yousuffera4penaltyonattackrollsmadewith
them. Mastyrial Blood
You have an uncanny resistance against toxic
Innate Hunter substances.
You are an excellent hunter, capable to find Prerequisites:Con13.
Benefits: You receive a +4 bonus on saving throws

Familiar Condition Arcane Spellcaster Level


Black/Gray Touched1 Ability to channel energy from the Black or the Grey 3rd
Boneclaw, lesser Neutral Alignment 3rd
Pterrax Reptilian subtype or ability to manifest psionic powers 3rd
Elemental incarnation Matching element2 or preserver 5th
Paraelemental incarnation Matching element2 or defiler 5th
Tagster Preserver 5th
Dagorran Neutral alignment 5th
Elemental, Small Preserver or matching element2 5th
Paraelemental, Small Defiler or matching element2 5th
Boneclaw, greater Neutral alignment or ability to manifest psionic powers 7th
Tigone Neutral alignment or preserver 7th
Tembo Defiler or ability to manifest psionic powers 7th
Wall walker Neutral alignment or defiler 7th
Psionocus3 Ability to manifest psionic powers 7th
1 Apply the appropriate template to a familiar from the standard list.
2 Character must possess the appropriate elemental subtype or patron element.
3 The master must first create the psionocus.
73

againstpoison. Raised by Beasts


Special:Thisfeatmustbeselectedat1stlevel. Abandoned when you were very young, you were
raisedbywildanimals.
Path Dexter Benefits:Chooseakindofanimal(amphibian,avian,
Preservers tend to lean towards spells of protective mammal, fish, or reptile). You receive the wild empathy
natureandthosethatincreaseknowledge. ability with animals of that kind. You also receive a +2
Prerequisites:Preserver. insight bonuson allHandleAnimal checks with animals
Benefits:Choosetwospellsateveryspelllevel.These ofthatkind.
spells must be selected from the abjuration and/or Special:Thisfeatmustbeselectedat1stlevel.
divinationschools.Yougain+1casterlevelwhencasting
thechosenspells. Rotate Lines
Special: You can gain this feat multiple times. Its In the heat of battle, weary and wounded soldiers
effectsdonotstack.Eachtimeyoutakethefeat,itapplies retreattobereplacedbyfresh,unwoundedones.
to a new set of spells from the abjuration and/or Prerequisites:Baseattackbonus+3.
divinationschools. Benefits:Youcanswappositionswithanallywithin5
Thisfeatcanbeselectedonlybypreservers. ft. This is a move action that does not generate an attack
ofopportunityforyouoryourally.Youmaynottakea5
Path Sinister ft.stepinadditionwhenrotatinglines.
Defilerstendtoleantowardsspellsofadarkernature. Special:AfightermayselectRotateLinesasoneofhis
Prerequisites:Defiler. fighterbonusfeats(PH38).
Benefits:Choosetwospellsateveryspelllevel.These
spells must be selected from the evocation and/or Secular Authority
necromancy schools. You gain +1 caster level when You can use your authority within your citystate to
castingthechosenspells. orderslavestodoyourbidding,requisitiontroops,enter
Special: You can gain this feat multiple times. Its thehomesoffreemenandnobles,andhavethemarrested.
effectsdonotstack.Eachtimeyoutakethefeat,itapplies Prerequisites:Cha13,Diplomacy6ranks,Negotiator,
to a new set of spells from the necromancy and/or acceptedintocitystatestemplarate.
conjurationschools. Benefits: This feat grants four new uses for the
Diplomacyskill.Noneofthemfunctionsduringcombat.
Protective Requisition: You can draw upon the resources of your
Youknowthatyourgearcouldsaveyourlife,andyou city,gainingtheuseofanyslave,overridingthewishesof
willdoanythingtoprotectit. itsowner.
Benefits: Gear on your person gains a +4 bonus to Intrude:Youcan,atanytime,searchthehome,person
saving throws. If an item takes damage while youre or possessions of a slave. You may search and impound
holdingitinyourhands,youmaymakeaReflexsaveDC any evidence of wrongdoing, if found. Your authority
10 + the amount of damage the item takes (after doesnotextendtoconfiscatingitemsforpersonaluse.
subtractinghardness)totransferthedamagetoyourself. Accuse:Youmayhaveaslaveimprisonedindefinitely,
awaitingthegatheringofevidenceagainsthim.Youmay
Psionic Mimicry onlyimprisononesuspectinsuchamanner.
Duetoyourstudyofpsionicpowers,youcanpassoff Judge: You may pass judgment on a slave. This
yourspellsassuch. includessettingfines,prisonsentences,deathsentencesor
Prerequisites: Bluff 8 ranks, Knowledge (psionics) 4 anythingelseyouwish,withinthelawsofyourcitystate.
ranks,Psicraft4ranks. AsyougainmoreranksintheDiplomacyranks,you
Benefits: You can disguise your spells as psionic gain the authority to take these actions against
powersbymakingasuccessfulBluffcheck(DC10+spell progressively higher social rankings, as described on the
level). An onlooker suspecting the nature of your tablebelow.
spellcasting can attempt to identify a spell being cast
usingtheSpellcraftskill,butyourcheckDCincreasesby Ranks Ability
2. 2 Requisition slave
3 Intrude on slave
4 Accuse slave
Psionic Schooling
5 Requisition troops
Inyourhomeland,allwhoshowsomeskillintheWay 6 Intrude on freeman
mayreceivetrainingasapsion. 7 Judge slave
Benefits: Psion, psychic warrior, or wilder is now a 8 Accuse freeman
favoredclassforyou(pickone),inadditiontoanyother 9 Requisition gear
10 Intrude on noble
favoredclassyoualreadypossess.Itdoesnotcountwhen 11 Judge freeman
determiningmulticlassXPpenalties. 12 Accuse noble
Normal:Acharactercanhaveonefavoredclass. 13 Requisition spellcaster/manifester
Special:Thisfeatmustbeselectedat1stlevel. 14 Intrude on templar

74

15 Judge noble would inflict double damage against a charging


16 Accuse templar opponent,youinsteadinflicttripledamageonahit.
17 Requisition property
Special:AfightermayselectSpearWallasoneofhis
18+ Judge templar
fighterbonusfeats(PH38).

Failure to comply with these demands is usually
Tactical Expertise
sanctioned with fines, imprisonment, outlaw status, and
possiblyexecution.Anyofthisabilitycanbecontestedby Youareexpertinwartactics.
anotherpersonwiththeSecularAuthorityfeat,andmove Prerequisites:Knowledge(warcraft)7ranks.
to have the action reversed with an opposed Diplomacy Benefits:Youcanusecoordinateallies(seepage69)as
check. If the challenger wins the opposed roll, the astandardaction.
defending templars action is reversed (for example an Normal:Usingcoordinatealliesisafullroundaction.
imprisoned freeman is set free). If the defender wins the Special:AfightermayselectTacticalExpertiseasone
opposed roll nothing happens. Secular Authority can be ofhisfighterbonusfeats(PH38).
contested in a particular case only once. A defending
characterwholosestheopposedrollmaynotcontestthe
Teamwork
result. Nor can he use Secular Authority to repeat the You are trained in group combat. You have an easier
actionthatwascontestedagainstthesametarget. time protecting your allies, and creating openings in an
YoumayuseSecularAuthorityonceperdayforevery enemysdefenseforotherstoexploit.
four levels you have attained (but see Special), but only Prerequisites:Baseattackbonus+1.
withinyourcitystate. Benefits:Youmayaidanotherasamoveaction.
Special: A templar automatically gains Secular Normal:Aidanotherisastandardaction.
Authorityasabonusfeat.Heneednotselectit.Atemplar Special:AfightermayselectTeamworkasoneofhis
may use Secular Authority a number of times per day fighterbonusfeats(PH38).
equaltohistemplarlevel,plusonemoretimeperdayfor
everyfourlevelshehasinclassesotherthantemplar. Trader
Yourtongueisglib,andyouknowhowtotelltreasure
Shield Wall fromrubble.
Youaretrainedindefensiveinfantryformation. Benefits: You get a +2 bonus to Appraise and Bluff
Prerequisites: Base attack bonus +2, Shield checks.
Proficiency.
Benefits: If using a large shield and forming a row Wastelander
with allies facing the same direction, you get a +1 Youareanexperiencedsurvivorofthewastes.
circumstance bonus from each adjacent ally in the row Benefits:Yougeta+1bonustoFortitudesavesanda
alsopossessingalargeshieldandthisfeat,uptotwo(+2 +2bonustoSurvivalchecks.
ACbonus).
Special:AfightermayselectShieldWallasoneofhis Divine Feats
fighterbonusfeats(PH38).
Divine feats can be selected only by characters with
Sniper theabilitytoturnorrebukeundead.

Youarebetter athidingwhenfiring missileweapons


Elemental Affinity
andtryingtostayhidden.
Youareprotectedbyyourpatronelement.
Prerequisites:Dex13,Hide1rank.
Prerequisites: Cha 13, ability to turn or rebuke
Benefits:Youreceivea+5competencebonustoHide
undead.
checkswhenfiringmissileswhiletryingtostayhidden.
Benefits: As a free action, spend one of your turn or
Spear Wall rebuke undead attempts to add a +4 sacred bonus to
Fortitude saving throws against attacks by the energy
You are trained in inflicting as much damage as
typeassociatedwithyourpatronelementforanumberof
possibleonachargingopponent.
roundsequaltoyourCharismamodifier.
Prerequisites:Baseattackbonus+1.
Benefits:Whenreadyingaspearorotherweaponthat

Table 33: Divine Feats


Feat Prerequisites Benefits
Elemental Affinity Cha 13, ability to turn or rebuke undead Spend turn attempt to receive a +4 sacred bonus in
Fortitude saves against energy attack
Elemental Might Str 13, ability to turn or rebuke undead, Spend turn attempt to add your Cha bonus as energy
Power Attack damage to weapon for 1 round
Elemental Vengeance Ability to turn undead, Extra Turning Spend turn attempt to add 2d6 points of energy damage to
all melee attacks against undead
Superior Blessing Ability to turn or rebuke undead Spend turn attempt to duplicate the potency of your
blessed element
75

Table 34: Psionic Feats


Feat Prerequisites Benefits
Elemental Manifestation1 Access to domain spells, + 2 to save DC of power with same descriptor as patron element
manifester level 3rd
Focused Mind2 Int 13 +2 bonus on Appraisal, Decipher Script and Search checks
Improved Hidden Talent Cha 12, Hidden Talent, Increase Hidden Talent manifester level
character level 3rd
Greater Hidden Talent Cha 13, character level 5th Gain additional psionic powers
Improved Dwarven Focus2 Dwarf +2 morale bonus on related checks while actively pursuing focus
Improved Elf Run2 Elf + 15 feet to speed while in elf run state
Jump Charge1 Psionic Fist or Psionic Weapon, Increase the damage dealt by Psionic Weapon or Psionic Fist
Jump 8 ranks when jumping
Pterran Telepathy Pterran, missive psi-like ability Use missive with humanoid creatures
1. You must expend your psionic focus to use this feat.
2. You must be psionically focused to use this feat.

The potion, regardless of material used to make it, is


Elemental Might consumedordestroyedwhenused.
Youcanchannelyourelementsenergytoincreasethe Due to the nature of their magic, defilers cannot
damageyoudealincombat. enchantorganicmaterials,suchasfruits,asapotion.Asa
Prerequisites:Str13,abilitytoturnorrebukeundead, consequence, most nondefilers use those receptacles
PowerAttack. almostexclusively,asawayofassuringthepotionisnota
Benefits: As a free action, spend one of your turn or productofdefilermagic.
rebuke undead attempts to add your Charisma bonus as
energydamagetoyourweaponfor1fullround.Thetype Scribe Scroll
of damage dealt must match your patron elements Special: On Athas, scrolls take many different forms.
descriptor. Common forms include paper or papyrus sheets, clay
tablets,andwovencloth.
Elemental Vengeance
You can channel your elements energy to deal extra Psionic Feats
damageagainstundeadinmelee.
Psionic feats can be selected only by those with the
Prerequisites:Abilitytoturnundead,ExtraTurning.
psionicsubtype.
Benefits: As a free action, spend one of your turn
undead attempts to add 2d6 points of energy damage to
Elemental Manifestation
allyoursuccessfulmeleeattacksagainstundeaduntilthe
endofyournextaction.Thisisasupernaturalability.The Your patron element aids you in your energy
type of damage dealt must match your patron elements manifestations.
descriptor. Prerequisites: Access to domain spells, manifester
level3rd.
Superior Blessing Benefits: To use this feat, you must expend your
psionic focus. You add 2 to the save DC of a power you
You can bless your element with stronger positive
manifest if that power has the same descriptor as your
energies.
patronelement.
Prerequisites:Abilitytoturnorrebukeundead.
Benefits:Asastandardaction,spendoneofyourturn
Focused Mind
orrebukeundeadattemptstodoublethepotencyofyour
blessed element. Creatures exposed to your blessed Yourmeditationsstrengthenyourreasoning.
elementtake4d4pointsofdamage. Prerequisites:Int13.
Normal: Creatures exposed to blessed elements Benefits: Aslong as you are psionically focused, you
receive2d4pointsofdamage. receive a +2 bonus on Appraisal, Decipher Script and
Searchchecks.

Item Creation Feats Greater Hidden Talent


YourmindunlocksmoreoftheWill.
Brew Potion Prerequisites: Cha 13, Improved Hidden Talent,
Special:OnAthas,potionstakemanydifferentforms. characterlevel5th.
Themostcommonformisanenchantedfruit,oftencalled Benefits: You gain 3 power points. Choose one 2nd
a potionfruit. Other common items for enchantment level or 1stlevel power from any psionic class list and
include obsidian orbs, packs of herbs, and bone fetishes. addittoyourpowersknown.UseCharismatodetermine

BehindtheVeil:HiddenTalents
The Hidden Talent feat (XPH 67) can replace the Wild Talent feat found in the same book, since Athas can be
consideredahighpsionicworld,iftheDMallowsit.
76

Table 35: Raze Feats


Feat Prerequisites Benefits
Agonizing Radius Defiler Increase the penalties within defiling radius by 1
Sickening Raze Agonizing Radius Creatures within your defiling radius become nauseated
Controlled Raze Defiler Specify area of your defiling circle that is unaffected by defiling
Distance Raze Defiler Move the center of your defiling circle
Destructive Raze Defiler Add +1 damage per damage die inflicted by evocation spells when defiling
Efficient Raze Defiler Treat the terrain you gather energy as one category better
Exterminating Raze Defiler Plant creatures caught in defiling radius suffer 4 points of damage per spell level
Fast Raze Defiler Spend move action to gain a +1 caster level bonus when defiling

thesavingthrowsofthosepowers. skill, with the exception that you ignore the ground
Special: You cannot take or use this feat if you have terraininanyspacesyoujumpover.
levelsinmanifesterclasses.
You can gain this feat multiple times. Each time, you Pterran Telepathy
learnonenew2ndlevelor1stlevelpower. You can leverage your missive psilike ability to
communicatewithothercreatures.
Improved Dwarven Focus Prerequisites:Pterran,missivepsilikeability.
YoucanusetheWaytohelpfulfillyourfocus. Benefits: You can use your missive ability to
Prerequisites:Dwarf. communicate with all humanoid creatures in addition to
Benefits: You must be psionically focused to use this reptiles.Yourmanifesterlevelforthiseffectisequalto1/2
feat. While actively pursuing your dwarven focus, you yourHitDice(minimum1st).
receive a +2 morale bonus on all checks related to your
focus. Raze Feats
Normal: You receive a +1 morale bonus on checks
relatedtocompletingyourfocus. Raze feats are feats that require an arcane spellcaster
tobeadefiler.Theycanonlybeappliedwhendefiling.
Improved Elf Run Multiplerazefeatscanbeappliedsimultaneously.For
example, a defiler who has Distance Raze, Destructive
YoucanusetheWaytorunfaster.
Raze and Fast Raze can benefit from all of them when
Prerequisites:Elf.
castingasinglespell.Awizardsbonusfeatscanbeused
Benefits: You must be psionically focused to use this
to acquire Raze feats if the wizard fulfills the feat
feat.Whileinanelfrunstate,yougainaninsightbonusto
prerequisites.
yourspeedof15feet.
Agonizing Radius
Improved Hidden Talent
Yourdefilingtechniquesareparticularlypainful.
YourmindfurtherawakenstotheWill.
Benefits: The penalties for being caught within your
Prerequisites: Cha 12, Hidden Talent, character level
defilingradiusincreasebyone(i.e.from1to2).
3rd.
Benefits:YoucanmanifestyourHiddenTalentpower
Controlled Raze
asamanifesterequaltoonehalfyourHitDice(minimum
1st). Additionally, your Charisma modifier now grants You increase your defiling radius and may specify
you bonus power points based on your new manifester unaffectedsquares.
level(XPH18). Benefits:Yourdefilingradiusincreasesby5feet.You
Special: You cannot take or use this feat if you have canspecifyone5ft.squareper5ft.radiusofyourdefiling
levelsinmanifesterclasses. circle that is unaffected by your energy gathering.
Creaturesinunaffectedsquaresdonotsuffertheadverse
Jump Charge effects of being caught in the defiling circle, nor is
vegetationinthatsquareturnedtoash.
You can charge an opponent by jumping at them,
hittingtheenemywithapowerfulattack.
Distance Raze
Prerequisites:PsionicFistorPsionicWeapon,Jump8
ranks. Youcangatherenergyforspellsatadistance.
Benefits: To use this feat, you must expend your Benefits: You can move the center of your defiling
psionic focus. When charging an opponent, you may circle (on the ground) up to 10 feet per caster level, in
jump at them as part of the movement. Make a Jump effectmovingtheentirecircleofdefiling.
check.Ifyour horizontaljumpisatleast10feetandyou Normal:Yourdefilingcircleiscenteredonyou.
endyourjumpinasquareinwhichyoumaythreatenthe
Destructive Raze
opponent,youmayincreasebyonehalfthedamagedealt
by your Psionic Weapon or Psionic Fist. While using a You can focus the energy you absorb from plants to
twohanded weapon, damage is doubled instead. This increasethedamageyourspellsinflict.
attackmustfollowalltherulesforchargingandtheJump Benefits:Add+1todamage perdamagedieinflicted
byevocationspellswhendefiling.

77

Efficient Raze Benefits: You can use your poisonous bite two
You can gather energy more efficiently, utilizing the additionaltimesperday.
maximumenergypotentialofagiventerrain.
Benefits:Treattheterrainyougatherenergyinasone
Advanced Antennae
categorybetterwhenyoudefile.E.g.aspellcastinbarren Yourantennaearemoredevelopedthanthoseofyour
terrain (1 spell save DC and 1 penalty to caster level fellow thrikreen, enabling you to detect both predators
checks) is treated as if cast in infertile terrain (no spell andpreynearyou.
save modifier and no penalty to caster level checks). In Prerequisites:Thrikreen.
abundantterrainthebonusestospellsaveDCsandspell Benefits:YougaintheScentability(MM314).
checksareincreasedbyanadditional+1.Thisfeathasno
effectintheObsidianPlains. Blend
Yourcarapacemeshesbetterwithyoursurroundings.
Exterminating Raze Prerequisites:Thrikreen.
Yourdefilingtechniquesareparticularlydamagingto Benefits: Your racial bonus on Hide checks in sandy
plantcreatures. oraridterrainisincreasedby+3.
Benefits: Plant creatures caught in your defiling
radiussuffer4pointsofdamageperspelllevel. Blessed by the Ancestors
Normal:Plantcreaturescaughtinyourdefilingradius Your eggclutch hatched near the remains of great
suffer2pointsofdamageperspelllevel ancestors,positivelyinfluencingyourlife.
Prerequisites:Thrikreen.
Fast Raze Benefits:Yougeta+1bonusonallsaves.
Youcangatherenergyfaster. Special:Thisfeatmustbeselectedat1stlevel.
Benefits:Whendefiling,youcanspendamoveaction
to gain a +1 caster level bonus. Spells with a normal Cannibalism Ritual
casting time of 1 round or longer still require an extra You know the secrets of ingesting a defeated
round to be cast in this manner. Your defiling radius opponentsfleshtoimproveyourphysicalattributes.
increasesby5ft.whenusingFastRaze. Prerequisites:Wis13,halfling.
Normal: It takes one round to gain the caster level Benefits: When you have slain a creature in combat
benefit. with Hit Dice equal or superior to your character level
you may devour its remains after performing a ritual
Sickening Raze alone that lasts two hours. If you do, you receive a +2
Yourdefilementmakesotherssick. enhancement bonus to either Strength, Dexterity or
Prerequisites:AgonizingRadius. Constitutionfor24hours.Thiseffectisnotcumulative.
Benefits: Creatures within your defiling radius
become nauseated (DMG 301) in addition to any other Dwarven Vision
penaltiesfor1round. You are born with the full heritage of your dwarven
parentsvision.
Racial Feats Prerequisites:Mul.
Benefits:Youhavedarkvisionupto60feet.
Racial feats can be selected only by characters of a
certainrace. Elfeater
You open yourself fully to your racial hate and taste
Active Glands
forelves.
Yourvenomglandsareparticularlyactive. Prerequisites:Thrikreen.
Prerequisites:Thrikreen. Benefits: You gain a +2 bonus on Bluff, Listen, Sense

Table 36: Racial Feats


Feat Prerequisites Benefits
Active Glands Thri-kreen Use poisonous bite two additional times per day
Advanced Antennae Thri-kreen Gain the Scent ability
Blend Thri-kreen Bonus on Hide checks in sandy or arid terrain is increased by +3
Blessed by the Ancestors Thri-kreen +1 bonus on all saves
Cannibalism Ritual Wis 13, halfling Perform ritual to gain +2 bonus on one physical ability
Tikchak Thri-kreen, character level 5th Receive a bonus on Survival checks when hunting equal to Wis
modifier
Dwarven Vision Mul Gain darkvision up to 60 ft.
Elfeater Thri-kreen Gain a +2 bonus on selected skills against elves. Get a +1 bonus on
attack rolls and a +2 bonus to confirm critical hits
Improved Gythsa Thri-kreen, Con 13 Heal wounds at twice the normal rate
Tikchak Thri-kreen, character level 5th Receive a bonus on Survival checks when hunting equal to Wis
modifier. Gain proficiency with the chatkcha
Tokchak Thri-kreen +1 bonus to Reflex saves to allies adjacent to you
78

Motive,Spot,andSurvivalcheckswhenusingtheseskills Artisan
againstelves.Likewise,yougeta+1bonusonattackrolls Youcomefromaculturefamousforitsartisans.
anda+2toconfirmcriticalhitsagainstelves. Youhaveatrainedeyefordetailandabilitytofocus.
Prerequisites:Nibenay,Raam,Urik.
Improved Gythsa Benefits: You get a +3 bonus on all Concentration
Youareborn withabetterthannormalgythsa,your checksandoneCraftskillcheck.
bloodproducing organ, giving you a better than normal
healingtime. Astrologer
Prerequisites:Thrikreen,Con13. Astrologers play an important role in the societies of
Benefits: With a full nights rest (8 hours or more), theircities.Noblefamiliesoftenemploytheirexpertiseto
you recover 2 hit points per character level. If you are plan harvests and other projects, while caravan masters
tended successfully by someone with the Heal skill, you hiretheirservicesasnavigators.
insteadregaindoublethenormalamountofhitpoints. Prerequisites:Draj,Nibenay.
Normal: You recover 1 hit point per character level Benefits: You get a +3 bonus on all Knowledge
withafullnightsrest. (nature)anda+5bonustoSurvivalchecksmadetoavoid
Special:Thisfeatmustbeselectedat1stlevel. gettinglostwhenabletoseethesun,moonorstars.

Tikchak Companion
Your racial memories awaken and along with it your Youexcelincollaborativeefforts.
huntingskills. Prerequisites:Kurn,Tyr.
Prerequisites:Thrikreen,characterlevel5th. Benefits:Whenassistingonskillchecksandusingthe
Benefits: You are proficient with the chatkcha. You aidanotheractionyougranta+3bonus.
also receive a bonus on Survival checks while hunting Normal:Whenassistingonskillchecksandusingthe
equaltoyourWisdommodifier(addthebonustwice). AidAnotheractionyougranta+2bonus.

Tokchak Disciplined
Youhaveaverystrongclutchmentality. Yourpeopleareknownfordeterminationandsingle
Prerequisites:Thrikreen. mindedness.Youarenoteasilydistractedfromthetaskat
Benefits: Allies adjacent to you gain a +1 bonus to hand.
Reflex saves. This benefit does not apply when you are Prerequisites:Dwarf,Urik.
flatfooted. Benefits: You get a +1 bonus to Will saves and a +3
bonustoConcentrationchecks.
Regional Feats
Freedom
Regional feats are feats that require that a character
belongs to a certain culture, either a race or a specified YouareacitizenofTyr,knownforitsfreedomheroes
area.Theexactrequirementsforbelongingtoacultureare andfreedomlovingpeople.Whenfacingdanger,Tyrians
for the DM to decide, but a suggested minimum canmobilizeasurgeofheroismanddefeatoverwhelming
requirement is that a character lives with and is exposed odds.
to a culture for at least five years. Note that a character Prerequisites:Tyr.
can only take one single regional feat. This is because Benefits: You may take an extra move action or
mostregionalfeatsaremorepowerfulwhencomparedto standard action in a round, which must be taken
otherfeats. immediately(beforeyoutakeanyotheractions).Youmay
use this feat a number of times per day depending on
your character level (as shown below), but never more

Table 37: Regional Feats


Feat Prerequisites Benefits
Artisan Nibenay, Raam, Urik +3 bonus on Concentration checks and one Craft skill check
Astrologer Draj, Nibenay +3 bonus to Knowledge (nature) and +5 bonus to Survival checks
Companion Kurn, Tyr +3 bonus when using aid another action
Disciplined Dwarf, Urik +1 bonus to Will saves and +3 bonus to Concentration checks
Freedom Tyr Gain extra move or standard action
Giant Killer Sea of Silt +4 bonus to critical rolls and +2 dodge bonus to AC when fighting giants
Jungle Fighter Gulg, Forest Ridge +2 dodge bonus to AC when fighting in forests
Legerdemain Elf, Salt View +3 bonus to Open Locks and Sleight of Hand checks
Mansabdar Raam +3 bonus to Intimidate checks and +1 bonus to Fortitude saves
Mekillothead Draj, mul +1 bonus to Will saves and +3 bonus to Intimidate checks
Metalsmith Dwarf, Tyr No penalty to Craft checks when crafting items from metal
Natures Child Gulg, halfling +3 bonus on Knowledge (nature) and Survival checks
Paranoid Eldaarich +3 bonus on Sense Motive checks and +1 bonus to Reflex saves
Performance Artist Nibenay, Balic, Salt View +3 bonus to Perform checks and Knowledge (local) checks
Tarandan Method Raam Add 2 to the save DC of powers from your discipline
79

thanonceperround. Natures Child


Yourculturereveresthesanctityofforestlife,hunting,
Character Level Times per Day
andharmonybetweensocietyandthewild.
1st5th 1
6th10th 2 Prerequisites:Gulg,halfling.
11th15th 3 Benefits: You get a +3 bonus on all Knowledge
16th20th 4 (nature)andSurvivalchecks.

Paranoid
Giant Killer Your culture is xenophobic and mistrusting, always
Yourexperienceinfightinggiantsgivesyouatactical expectingtheworst.
advantageagainstthem. Prerequisites:Eldaarich.
Prerequisites:SeaofSilt. Benefits: You get a +3 bonus on all Sense Motive
Benefits: You receive a +4 bonus on rolls to confirm checksanda+1bonustoReflexsaves.
criticalsanda+2dodgebonustoyourACwhenfighting
againstcreatureswiththegianttype. Performance Artist
Your culture is famous for one or more performing
Jungle Fighter arts (drama, poetry, music, or dance) with roots in
Youknowhowtotakeadvantageoftheterrainwhile historicalevents,legendsandmythology.
fightinginthewoods. Prerequisites:Balic,Nibenay,SaltView.
Prerequisites:ForestRidge,Gulg. Benefits: You get a +3 bonus to a specific type of
Benefits:Whenfightinginforestterrain,youreceivea Perform checks and Knowledge (local) checks for your
+2dodgebonustoAC. region.
Special:AfightermayselectJungleFighter asoneof
hisfighterbonusfeats(PH38). Tarandan Method
You have mastered the teachings of Tarandas, the
Legerdemain GreyLady,whofirstcodifiedthepsionicdisciplines.The
Your people are infamous for their dubious and powers you manifest from your chosen discipline are
roguish ways, and in your case the rumors are not hardertoresist.
unfounded. Prerequisites:Raam.
Prerequisites:Elf,SaltView. Benefits: Add 2 to the save DC of powers from your
Benefits: You get a +3 bonus on all Open Locks and chosendiscipline.
SleightofHandchecks.

Mansabdar Religion
You belong to the Mansabdar, the feared corrupt OnAthas,truegodsdontexist,butthisfacthasnever
publicpoliceforceofRaam. stopped its inhabitants from having faith and religions.
Prerequisites:Raam. Most devote themselves to a specific element, others to
Benefits:Yougeta+3bonusonallIntimidatechecks natureasawhole,andafewotherspraytotheirsorcerer
anda+1bonustoFortitudesaves. kings.
ApterranpsychicwarriorwhopraystoEarthMother
Mekillothead andathrikreendruidoftensharethesameworldviews,
Your people are an obstinate folk known for even though their faiths are not exactly the same. An elf
stubbornnessandilltemperedness. roguedevoteeoftheelementofAirandanaarakocraAir
Prerequisites:Draj,mul. clericaremembersofthesamereligion:theymaydifferin
Benefits: You get a +1 bonus to Will saves and a +3 manyrespects,certainlyinalignmentandethics,butthey
bonustoIntimidatechecks. donotseereligionasoneofthelinesdividingthem.
Race and Religion: The religions of Athas are not, in
Metalsmith general,raciallybased.Onlypterrans,ssurrans,andafew
You have learned how to work with iron and other other races have religions that are rarely practiced by
metalstofulleffect. membersofotherraces.Theotherracesshareanumberof
Prerequisites:Dwarf,Tyr. religions that welcome clerics and adherents of all races
Benefits: You suffer no penalty to Craft checks when andorigins.
crafting items from metal. Put the items price in silver
pieceswhencalculatingcreationtime. The Elements
Normal:Yousuffera5penaltytoCraftcheckswhen
craftingitemsfrommetal.Puttheitemspriceinceramic ElementalmagicisacommonsourceonAthas.Dueto
pieceswhencalculatingcreationtime. the connection between Athas and the elemental planes,
the powerful beings that dwell there will aid individuals
onAthasiftheypledgetosupporttheirpatronselement.

80

Elementalpriestsexistinthecitystates,invillagesinthe Wherewaterclericsgo,sotoodotheybringtheabilityto
wastes,andalongbarrentracksofdesertandscrubbrush. summon forth theelementthattheyworship.Becauseof
Wherever people are found, they can be found the shortage of water on Athas, water clerics are seen as
worshipingtheelements. wonder workers and miracle men. They help find water
inthewastesfortribesonthego,helpdigwellsincities
Air and villages to ensure the community will survive, and
Clerics devoted to Air are found wherever the wind help to purify water that an elf tribe frequents to ensure
affectspeopleslives.Clericsofairhelptheircommunities that it will bethere on their next visit.Almost all people
byusingwindturbinestogrindgrain,bytakingtheroles on Athas hold water worshipers in high esteem, as they
of seers by listening to the winds, and by bringing can provide something that is needed in almost every
freedom to elf tribes by never staying in one place and community.
going where the wind blows. Worshipers of Air are like
the wind, their minds are constantly wandering. They The Paraelements
rarely seem focused on a current problem or situation.
Paraelemental worshipers are a varied lot. Because
ThemostimportantprincipletoclericsofAirisfreedom.
their patrons are concerned more with power than
They loathe restrictions on their movement, beliefs,
responsibility, the destructive nature of these Lords is
practices,evenclothingandfood.Airclericsrebelagainst
fearedbymany.However,thisisnotalwaysthecase,as
anyattemptstoimposesuchlimitationsonthemselvesor
sometimes worshipers of these elements will work to
others.
protect a village from these elements instead of causing
Earth chaos.

Those who worship earth tend to care about the soil Magma
and the land. Of all the elemental clerics, they seem to
VolcanicactivityisrelativelyrareonAthas.Thatsaid,
take the longest view, knowing that time spent now
the land around Urik, and the Road of Fire is home to
investing n the future can take years to come to fruition.
manywhovenerateMagmaasasourceofpower.Magma
TheyhatedefilersmorethananyotherElementalclerics.
clerics are elite warriors within the Urikite army, traders
They find themselves concerned with farming, crop
within the Road of Fire, and miners of obsidian for
rotation,andbuildingprojects.Theirviewoftimemakes
merchant houses and protectors of the farming villages
them excellent planners. They also deal often with the
aroundvolcaniclandswhosesoilisrichandfertile.
dead,astheyseedeathasatragicbutnecessarystagein
natures endless chain of life. People will trust that those
Rain
buried by the worshipers of Earth wont rise from the
grave. Rain is the weakest element on Athas, even after the
development of the Cerulean Storm. Rain worship is
Fire commoninhalflingvillagesintheRingingMountains,as
it helps the jungle to grow and provide nourishment.
Of all the elemental clerics, fire is the most
Outside of these forest environments, rain clerics are
temperamental.Whilesomearepyromaniacs,burningall
found rarely in the wastes, bringing what little rain they
they can and looking for destruction in all things, most
cantostarvedvillages.
takeamorepragmaticviewoftheworld.Theyknowthat
thefierypassiontheyfeelneedssomethingtoignite.They
Silt
often help with the planting of trees and the clearing of
scrub brush. In the north, they enjoy the Burning Plains Silt worshipers are found all along the Silt Sea. They
south of the Last Sea. When it comes to farming, they protectvillagesbykeepingthesiltatbay,andtheywork
knowthattheashleftbehindafterabrushfiremakesthe for merchant houses by finding safe passage within the
crops grow faster and heartier. Finally, they are deep silt, and guiding travel and trade. They are also
sometimesseenatfuneralsforthosewhodontchooseto foundinthefleetsofbothBalicandEldaarich,helpingthe
trust their dead to the earthen embrace. In cities, the fire courtnavieshuntpiratesandgiants,usingthesilttotheir
worshipers are often in charge of the city crematory, as advantage. Of course, these pirates and giants have silt
theycandisposeofbodieswithouttheneedforspace. priests of their own, and will often raise storms and use
thesiltagainstthosetheywishtoattack.
Water
Sun
Water is the giver of life, but the elemental lords of
water now perform this task grudgingly. The Elemental Sun worshipers are seen across the Tablelands. They
PlaneofWaterhaslostmorethananyoftheotherstothe arequicktoangerandarenotafraidtoscorchthosethey
ravagesofdefiling.TheLordsofWaterdemandthattheir think have wronged them. Their pack with the
clerics preserve and protect the water that remains. Paraelemental Lords requires them to eliminate any
Despitethis,itremainsthedutyofwaterclericstogivea obstructionsthatwoulddefythesunsrays.Anybuilding,
watertoanyinneed.Assuch,thosewhoworshipWater tree,orhillthatprovidesshadeisconsideredanaffrontto
are seen as some of the most beneficial to communities. theSunsharshembrace.TheParaelementalLordsofSun
would like nothing better than a flat barren landscapein
81

which no creature could find any shade. Elf tribes that thatheisaprisonerof.Therearerumorsthattheywork
veneratetheSunhavebeenknowntostakeoutvictimsso tofindawayforhimtoescape.
thattheydryoutandwitherundertheblisteringrays.A
few sun clerics are seen as beneficial to their village or Borys
tribe, and know that the sun is the source of all life on Before the events that led to the creation of the
Athas. CeruleanStormandthedestructionofUrDraxa,common
DraxansalmostworshipedtheDragon,referringtohimin
Nature thesamewayareligiousfanaticmighttotheleaderofhis
sect. The Dragon could do no wrong; he was a living
Druidstendtobetheoneswhoworshipnature,owing
exampleofstrength,wisdom,andpowertobeemulated.
their power to the land that they work with. Druids
Despite the adulation Borys enjoyed, he did not seek
safeguard nature from defilers, seeking to destroy them
deification. Thousands of years ago he could have
and maintain the balance in their guarded lands. Druids
proclaimed himself a god, but apparently the absolute
are as varied in temperament as any other group, with
loyaltyofhiscitizenswassufficientforhispurposesuntil
some being violently opposed to any trespasser; while
hisrecentdeath.
others will welcome those they see as potential allies.
Others who work with druids, in various villages in the Daskinor
wastes,canworktowardsabalanceofthingsandworkin
Daskinorisnotseenasagodbyhispeople.Infact,he
harmonywiththelandtheyinhabit.Thosewhovenerate
isnotreallyseenatall,thoughhisinfluenceisdefinitely
naturedosobecausetheyseethatworkingwiththeland
felt. His templars refer to him as The Old Spider. He
is better than stealing from it, and that the Spirits of the
rarelyleaveshischambers,stayinginastateofcomatose
Landwillprotectthosewhocareforthem.
withdrawal,andawakensonlytobeinfearofsomenew
threat to his life, which he then mobilizes his citystate
The Sorcerer-Kings against,evenifthatthreatisthecitystateitself.Wellpast
The sorcererkings are venerated differently, thepointofmadness,Daskinorsruleisoneofterror.Itis
dependingonthecitystate.Someareworshipedasgods, an insane asylum run by the craziest inmates of all, a
while others are content to have their followers honor prisonratherthanacity.
theminotherways.Regardlessofwhetherornottheyare
worshipedasgods,sorcererkingsarenotdivine,though Dregoth
they do grant divine spells to their templars from their The people ofGiustenal were convinced ofDregoths
connectiontotheelementalplanes. divine nature even before he rose from the dead as a
kaisharga.Returningtowalkamongthemafterfallingto
Abalach-Re the sorcererkings only served to strengthen their
Before her death in FY 10, AbalachRe called herself devotion.Later,whenhetransformedthemintothedray,
the Great Vizier. She claimed to be the representative of his followers became the chosen people. To this day,
Badna,agreaterpowerwhobestowedpowersuponher. their belief in Dregoth has only increasedeven among
AbalachRe claimed that Badna would strike her dead if thefirstgenerationdrayofKragmorta.
shedidnotexecuteherpositionwell.Astheheadofthis All dray know the prophecy of the Coruscation, the
religionintheworshipofthishigherbeing,shewasable DayofLight.Inthefuture,DregoththeGodkingwilllead
toshifttheangerofthemostvolatilecitystateawayfrom thedraytothelandabove.There,theywillswarmovera
her and onto Badna. Since her death, Raam has been in place of evil called Raam, killing all of its inhabitants as
chaos,withvariousreligionstakingherplace.Fewofher sacrifices to Dregoth. On that day, when the blood of
templarshavebotheredtocontinuetheworshipofBadna, thousands of unbelievers runs in rivers at the feet of
asconsolidatingpowerismorepressingatthemoment. Dregoth,thecrimsonsunwillburstwithbrightlightand
theDayofLightwillbegin.
Andropinis
BeforethedeathoftheDragon,AndropinisruledBalic Hamanu
as an elected dictator. He held his post for over seven Hamanu portrays himself as a warrior god. He has
hundred years. His rule was absolute and fierce, which never lost a battle when he was personally leading his
was helpful in his almost constant battles against giants troops. Within the city of Urik, the whim of the Lion is
and silt pirates. Anyone who spoke out against his rule both a curse and a blessing, depending on how it is
was executed while Andropinis informed everyone bestowed. Hamanu is seen as a fiercely protective and
within earshot that he was elected for a life term. strict lord, whose demands and laws are to be followed.
UnfortunatelyforthecitizensofBalic,thatprovedtobea Since the fall of the Dragon, Hamanu has closed his city
verylongtime.SincehisimprisonmentwithintheBlack, and claimed that he will protect his citizens from the
histemplarshavebeenscatteredtothewindsanddriven chaos that has erupted across the Tablelands. So far, his
underground.Theyhaverecentlybeguntoreconnectwith godhood is unquestioned and unchallenged, as he has
their master, and now draw their power from the plane been able to maintain order and stability in a time of
disorderandchaos.

82

Kalak volunteers as slaves to escape their past. Oronis accepts


Before his death at the hands of the heroes of Tyr, those he can, and is seen as wise and benevolent by his
KingKalakruledthecitystateofTyrwithanironfist.He people.
neverdeclaredhimselfagod,butrathertookthetitle,the
Tyrant of Tyr. Pragmatic and utterly ruthless, Kalak was
Tectuktitlay
also the most straightforward of the sorcererkings. He The sorcererking of Draj called himself The Mighty
placedhisownsurvivalabovethatofhiscitizens,anditis andOmnipotentTectuktitlay,FatherofLifeandMasterof
becauseofthisthattheHeroesofTyrroseupagainsthim. the Two Moons. Claiming to be a god, he made himself
Since his death, he has not been venerated or honored, the center of Draj religiousceremony and life.Battle and
thoughrumorspersistthatacourtnecromancerhasstolen War were important aspects of this religion, and ritual
hisbodyandseekstobringtheTyrantback blood sacrifice was central to the rites of their beliefs.
Tectuktitlaystemplars,calledmoonpriests,claimedthat
LalaliPuy heraisedthecityfromthemudflat,andthathehadruled
The sorcererqueen of Gulg is called the Oba by her sincetimebegan.
subjects. The Oba is an absolute monarch whose name Sincehisdeath,hissonAtzetukhastakenthethrone.
means forest goddess in the language of her people. The moon priests continue the rites and rituals in the
This is not a title she assumed herself, but one that her samemanner,connectingthemtoRalandGuthay,andto
subjects placed upon her. LalaliPuy can command thecontinuedsurvivalofthecity.TheHouseoftheMind,
anything she wishes and know that she will be instantly Drajs psionic academy has also been influential in
obeyedbyherpeople.Intheireyes,sheisagoddess:they maintaining order in the city, though rumors exist of
attributeherlonglifetoimmortality,andtheybelievethat tension between the two groups that advise the New
only a being of supreme power could have the abilities King.
thatshedisplays.
Other Religions
Nibenay
There are other religions that exist besides those of
Nibenay is a bizarre and enigmatic figure. Called the elemental worship or veneration of the sorcererkings.
ShadowKingbyhissubjects,therulerwhogavehiscity Some are specific to a particular race, while others are a
hisnamestaysoutofthepubliceyeforextendedperiods throwbacktoanearliertime.
of time. Rumors constantly persisted that he died before
the events surrounding the death of the Dragon. All his Coraanu Star Racer
templars are women, and also his wives. While he does
Significantelvenindividualsfrompastgenerationsare
notclaimtobeagod,hissubjectsvenerateandhonorhim
rememberedandglorifiedinsonganddance.Thisisone
asawise,ifdistantruler.
of the few examples of elven behavior not based on the
Since the death of the Dragon he has taken a more
current moment. In the legends and histories of past
active role in the city, working on improving the army
heroes, elves find inspiration for the now. Some of these
andplantingagafaritreestoreplacethosehecutsdown.
ancientheroesarecommontoallelves.
Citizenswhomaynothaveseenhimmorethanonceina
Perhaps the greatest of these heroes is Coraanu Star
lifetime now see the Shadow King in his more public
Racer, who supposedly led the elves to Athas and
displays and interactions. Veneration of the ancients and
establishedtheirmostbasictraditions.Hetaughttheelves
ancestors is common in Nibenay, and no one is more
torun,tofight,tousetheswordandbow,tosteal,tosing,
interested in learning about the past than the Shadow
and even to dance. All tribes acknowledge his
King.
contributions,andmostreverehimasthegreatestelfever
torunbeneaththecrimsonsun.
Oronis
A marked departure from any of the other sorcerer The Cerulean Storm
kings, Oronis does not seek adoration or veneration.
A new worship has developed after the events in FY
Oronis does not even consider himself a king, instead
10,theworshipoftheforcesofthestorm.Theelementof
takingapositionofadvisortothecouncilthatrulesKurn.
RainhasrecentlyestablishedasmalltempleinDraj.The
This, however, makes the people who benefit from his
recent turbulent events and subsequent Tyrstorms have
counselhonorandadorehimevenmore.
shaken the population, and many have turned to new
Oronis works hard to help his people, and is seen
forcestofindsolaceormeaningintheirlives.
helping and risking much for his people. His templars
The destructive nature of the Tyrstorms have awed
knowthathewantstochangethings,andalsoknowthat
manyAthasians,butspeciallyDraji,andRainpriestshave
knowledgeispower.Hepersonallyteachesatthepsionics
madesuretousethisintotheiradvantage.
academy and considers the School of Spies to be an
importantpartofthecity. The Great One
HispeopleknowhowlifeisoutsideofKurn,andare
The legend of the Great One, as held in kreen racial
learningabouttheterriblelifeleadbytheDrylandersand
memory, is sketchy at best. The racial memory simply
Dimlanders.RefugeesfromEldaarichcometoKurntobe
tells the thrikreen that the Great One is to be revered;
83

after the memory has been triggered, the thrikreen


reflexivelyfeelsaweandfascinationwheninthepresence
oftheimage,orofanactualavangion.Thethrikreenfeel
compelled to drop their heads close to the ground, and
seek to touch their antennae to the image, or to the edge
of an avangions light aura. The Great One gives thri
kreen a sense of peace and calmness, and removes all
aggressive tendencies while they stay in the Great Ones
presence.ThrikreenconsiderimagesoftheGreatOnein
either thrikreen or avangion form to be sacred, and
worthyofrespect,thoughthewordholydoesnotquite
apply.ThosethrikreenwhoseetheChaksaremember
that it is sacred and very old, but have no knowledge of
whocarvedit,orwhy.
OutintheHinterlands,ruinsexistwhereundeadwill
tell tales of other, nonkreen Great Ones. Ruins of cities
ravagedbytimeandwarhavesignsoftheseGreatOnes,
thoughlittleisknownofthem,ifthesetalesaretrueatall.

The Earth Mother


All pterrans revere the Earth Mother, the name they
havegiventoAthas.TheybelievethattheyaretheEarth
Mothers first, best children, and that the Great
Earthquake that happened in FY 10 and the subsequent
aftershocksareacalltotheEarthMotherschildrentoget
more involved in the affairs of the planet. To this end,
explorershavebeensenttotheeasttomakecontactwith
othercivilizations.

Astrology
Many people throughout the Tablelands study and
practiceastrology.TheMerchantsCalendarusesthestars
andthelunarcycletonotonlydesignatemonths,butalso
for divination and veneration. Some druids worship the
night sky, and Air clerics will also pay homage to and
participate in astrology. In almost every major city state,
andmostclientvillages,afortunetellerwilltellyouwhat
thestarswillguideyouto,andwhatRalandGuthaywill
bringthenextday.

The Old Gods


There are those who talk of the Old Gods, mythical
beings that were worshiped in the past and then
disappeared. No one knows what happened to these
entities, and clerics and templars today claim them to be
false. In ancient ruins one can find evidence of their
worship,eitherthroughmuralsorwritings,orevensome
undeadlurkingintheshadows.Somesaythattheywere
powerful beings, like the sorcererkings, able to grant
spellstotheirfollowers.Otherssaythattheyweremerely
aspects of the Elements, with a god of the Forge being
nothingmorethanapatronoffire.Thetruthmightbeout
there, hiding in the next ruin or over the next dune.

84

Chapter 4: Prestige Classes


There are many paths to power, but all power comes at a price. Fame or infamy follows those who make great sacrifices
and who reach grand achievements. Would you be called tyrant or savior, I wonder. Perhaps you would prefer to be
addressed as Mighty One, or plain and simply by your birthname? Will the bards speak of you as delusional or
omnipotent? It all depends on the eye that sees. The hero of one is villain to another. But all beings of power share one
traiteach has its own secrets. Remnants of the past, stories of the now, or visions of the future - secrets are the source of
power. And the keepers of the greatest secrets are the most dangerous of all beings, for they will use any means to prevent
others from unveiling them.
TheOracle,BlueShrineScrolls

The prestige classes in this chapter are designed for defiler demands obedience. To command their foul
characters in an Athasian campaign. They make use of magics, arch defilers need physical stamina to resist the
defiling rules, the new characters classes described in vastenergiestheymanipulate.
Chapter 2, or allow characters to further develop their
elementalpowers. Becoming an Arch Defiler
In addition to those prestige classes, characters in a
Dark Sun campaign can adopt any of the prestige classes Almostallarchdefilersarewizardscorruptedbytheir
in the Dungeon Masters Guide and the Expanded Psionics desireforpower.Sometimesanadeptbecomespowerful
Handbook, andwith the DMs permissionprestige enoughtobecomeone,butthisisraretosaythebest.
classes from other sources as well. This chapter is not a
comprehensive guide to the prestige classes on Athas; EntryRequirements
check the Prestige Class Appendix I and Prestige Class Skills:Knowledge(arcana)8ranks,Spellcraft8ranks.
AppendixIIformoreAthasianprestigeclasses. Feats: Agonizing Radius, Great Fortitude, any
The prestige classes described in this chapter are metamagicfeat.
summarizedbelow. Spells:Abletocast3rdlevelarcanespells.
ArchDefiler:Embracesthetaintofdefilementtogain Special:Mustbeadefiler.
morearcanepower.
ArenaChampion:Aclassforanygladiatorwhotruly Class Features
lovesanaudience.
Dune Trader: Becomes the cunning agent of a You study how to extract every possible amount of
MerchantHouse,amasteroffasttalkingandtrade. energyfromyoursurroundings,nomatterwhatthecost.
Elementalist:Trulyembraceshispatronelement. You understand the adverse effects of defiling and use
Grove Master: Dedicated to protect a certain area themtothefullest.
againstdefilersandintruders. Spellcasting:Whenanewarchdefilerlevelisgained,
Master Scout: Knows every path and rock to gain you gain new spells per day as if you had also gained a
safetyandterrainadvantage. level in whatever arcane spellcasting class you belonged
Poisonmaster: Learns and masters all poison to before you added the prestige class. You do not,
techniquesandsecrets. however, gain any other benefit a character of that class
Psiologist:HarnessesthepoweroftheWayefficiently would have gained. This essentially means that you add
andeffectively. the level of arch defiler to the level of whatever other
Templar Knight: Fights for his sorcerermonarch arcane spellcasting class you have, and then determines
usingdivinemagicandthesword. spellsperdayandcasterlevelaccordingly.
If you had more than one arcane spellcasting class
before you became an arch defiler, you must decide to
Arch Defiler which class you add each level of arch defiler for the
purposeofdeterminingspellsperday.
Power comes at a price. I am willing to pay it. Tainted Aura (Su): You are tainted by your arcane
Marakesh,humanarchdefiler ways in such a matter that it is noticeable. People feel
uncomfortable and wary when you are present and
Arch defilers are defilers who seek to increase the animals whimper when you approach. You suffer a 1
power of their magic at the cost of a greater taint of circumstance penalty to Bluff, Diplomacy, Gather
defilement. So foul is the magic commanded by these Information and Handle Animal checks for every odd
defilers,thattheirverysoulsarescarred.Animalsbecome levelofarchdefileryouhave.Likewise,youreceivea+1
nervous, people feel uncomfortable, and yet the arch circumstancebonustoIntimidatechecksforeverylevelof

85

archdefilergained.Thetaintedaurahasarangeof5feet blastopponentswiththemostpotentevocationspellsyou
perarchdefilerlevel. haveavailable.
Defiler Feat: At 1st, 5th and 9th levels, you gain a All of your abilities revolve around defiling to make
bonus feat from the following list: Controlled Raze, yourspellsstronger,somakesuretohaveagoodmixof
Destructive Raze, Distant Raze, Efficient Raze, Raze featsalways good in a straightforward fight
Exterminating Raze, Fast Raze, Path Sinister, Sickening againstaphysicallypowerfulfoe.
Raze.Youmustqualifyforanyfeatrequirements.
Casting Time Metamagic: Once per day you can Advancement
apply a metamagic feat you know to a spell at casting Arch defilers come from a variety of backgrounds.
time. This does not increase the spells level or require a Humanwizardscorruptedbytheirdesireforpoweroften
higher level spell slot. Casting time metamagic doubles becomearchdefilers.Sodonomadicelvenmageswithout
the casting time of the spell (a casting time of 1 action concern for the environment they leave behind them in
becomes 1 full round). At 7th level, you can use casting the disappearing horizon, or those who want to increase
time metamagic twice per day, but only once per spell. their spellcasting powers to gain status in their tribes.
Onlymetamagicfeatsthatwouldincreaseaspellslotby3 What they all have in common is a fascination with the
orlessmaybeappliedwithcastingtimemetamagic. interweaving of magic, life, and power. With that
Painful Radius: The penalties suffered to attacks, fascination comes a lust for more knowledge, a lust that
saves and skill checks for being caught in your defiling quicklyoverpowersanyconcernsaboutmorality.
radius increase by one. This effect stacks with the As an arch defiler, you spend much of your time
AgonizingRadiusfeat,bringingthemodifiertoatotalof seeking out ancient scrolls containing forbidden secrets,
3. ruins with arcane inscriptions, undead wizards and the
MetamagicRaze:Youcangatherenergyduringspell vanished arts they might have preserved. Between
preparation to improve your metamagic capacity. Spell adventures, you pore over the lore you have uncovered,
slot level adjustments from metamagic feats are reduced looking for to one day to become as powerful as a
byone(toaminimumofone),butonlyonceperspell.For sorcererking,orbetteryet,theDragon.
each use of metamagic raze, you defile a 5footradius
wherethespellisprepared.Preparationofmultiplespells Resources
increasetheradiusby5footforeachspellpreparedwith The one resource you covet above others is
thisability. knowledge. If you have arch defilers in your
acquaintanceorevenotherdefilersorsimilarcharacters
Playing a Arch Defiler witharcaneintereststheexchangeofknowledgecanbe
highly profitable for all of you, if you manage to trust
Your years of reckless defiling and delving into
such corrupt and amoral people like yourself. Besides,
forbidden secrets have taken a toll on your soul. Your
keeping in touch with your peers puts you in a good
presencehasbecomeuncomfortableformostcreatures.So
position to seize their knowledge should some sad fate
whatifyoure doomedtospendyourlastdaysonAthas
befallthem.
asalonely,andsometimeshunted,wanderer?Thepower
andknowledgeyouseekisworthanyprice.
Arch Defilers on Athas
Combat I remember the first time I drew in the sweet power of
Spellcasting remains your greatest strength and magic. I felt it course through my veins as the land around
progressesatitsfullrateasyouadvance.Thus,yourplace
me turned to ash. I felt powerful, almost complete. Now, I
in combat is not likely to change muchif you are like
mostwizards,youwillhangbackfrommeleeinorderto
am powerful. Let others worry about the ash, I am as far
above those concerns as I am above the common man.
Table 41: The Arch Defiler Hit Die: d4
Base Attack Fort Ref Will
Level Bonus Save Save Save
Special Spellcasting
1st +0 +0 +0 +2Tainted aura, defiler feat +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3Casting time metamagic +1 level of existing arcane spellcasting class
1/day
4th +2 +1 +1 +4 +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Painful radius, defiler +1 level of existing arcane spellcasting class
feat
6th +3 +2 +2 +5 +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Casting time metamagic +1 level of existing arcane spellcasting class
2/day
8th +4 +2 +2 +6 +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Defiler feat +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Metamagic raze +1 level of existing arcane spellcasting class
Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Decipher Script, Disguise, Intimidate, Knowledge (all skills
individually), Profession, Spellcraft.
86

FriztroyGelt,underinterrogationbyhightemplars revolvearoundonebecomingtheleaderofaraidingtribe,
ofHamanufordestructionofthewesterngrainfields. orpowerhungrymagesbreakingintolibraries,tombs,or
houseemporiums,tostealscrolls,tomes,orartifacts.
Archdefilerscanbefoundanywhere.Someareloners, EL 8: Marakesh and his followers (6 standard gith)
practicing their dark art in secrecy, while others seek haveinvadedasmallslavevillage.Hehasthetownsfolk
employment and safety in organizations and groups wrapped tight in a grip of fear, both magical and
withoutmoralscruples.NPCarchdefilerscantypicallybe mundane, and their only hope of rescue comes from
found in the ranks of merchant houses, raiding tribes, or outside.
operatingontheirown.
Marakesh CR7
Organization
Malehumandefiler5/archdefiler2
There is no general organization of arch defilers. A UsuallyNEMediumhumanoid(human)
very few arch defiler cabals have been created, but they Init+2;SensesListen+2,Spot+2
were quickly destroyed or disbanded since arch defilers, LanguagesCommon,Elven,Ignan
likemostdefilers,donotusuallyplaywellwithothers. Auratainted(10ft.)
AC12,touch12,flatfooted10
NPC Reactions (+2Dex)
Arch defilers are typically greeted with nervousness, hp17(7HD)
dislike,oroutrightdisgust.Theirtaintmightbeinvisible, Fort+3,Ref+3,Will+7
but their corruption is sometimes abundantly clear even Speed30ft.(6squares)
to casual acquaintances. As a result, most NPCs have an Meleemwkdagger+3(1d41)
initial reaction of unfriendly when encountering an arch Space5ft.;Reach5ft.
defiler, even if they cant put a finger on the reason for BaseAtk+3;Grp+2
theirdislike. Atk Options potionfruit of cure moderate wounds, cloth of
Druids, good elemental clerics, and members of the dispelmagic
Veiled Alliance (page 238) are natural enemies of arch WizardSpellsPrepared(CL7th):
defilers, and will do almost anything to send them to a 4thsilentfireball(DC17,CL8th)
swiftdeath. 3rdlightning bolt (DC 17), protection from energy, silent
invisibility
Arch Defiler Lore 2ndinvisibility, protection from arrows, scare (DC 16),
scorchingray(+5rangedtouch,CL8th)
Characters with ranks in Knowledge (arcana) can
1stalarm,burninghands(DC15,CL8th),causefear(DC
research arch defilers to learn more about them. When a
15),magearmor,magicmissile
character makes a skill check, read or paraphrase the
0detectmagic,light,magehand,readmagic
following,includingtheinformationfromlowerDCs.
DC 15: The arch defiler is an arcane caster who AbilitiesStr8,Dex15,Con10,Int18,Wis14,Cha10
focusesondefilingasanenergysource. Feats Agonizing Radius*, Controlled Raze*, Efficient
DC20:Thearchdefilerembracesthetaintofdefiling Raze*, Great Fortitude, Path Sinister*, Silent Spell,
somuchhisverypresencebecomestaintedwithit. ScribeScrollB
DC 30: Arch defilers learn defiling secrets that SkillsBluff+10,Concentration+10,DecipherScript+10,
improves their spellcasting, weakens their foes, and Disguise +0 (+2 acting), Intimidate +9 (+11 within
grantsthemunearthlyknowledge. aura), Knowledge (arcana) +13, Listen +2, Literacy
Alternatively, similar information might be learned (Common),SenseMotive+4,Spellcraft+15,Spot+2
throughbardicknowledgechecks,orGatherInformation Possessions masterwork dagger, spellbook, headband of
checksmadewithVeiledAlliancemembers. intellect+2

Arch Defilers in the Game Arena Champion


Arch defilers work well as solitary villains or as part
of a mysterious evil cabal of defilers unleashing You fought like the Dragon.
destruction upon an unwary village, merchant house, or Jarek,halfelfarenachampion
even a citystate. A lone arch defiler could be an
interesting way to introduce your players to the defiling Arena champions are gladiatorial combatants who
mechanics. aspire to greatness in their blood sports. They dream of
performing in arenas filled with thousands of frenzied
Sample Encounter spectators. Risking their lives for fame, wealth and
adoration,arenachampionsaretheheroestocommoners
Arch defilers are often encountered alone, but
ofallages.Manyhailfromlocalneighborhoodsornearby
sometimes they form shortlived groups. More powerful
communities.
individuals acquire minions of various sorts to do their
bidding. Adventures involving an arch defiler typically

87

Becoming an Arena Champion A+2competencebonusonopposedBluffandSense


Motivechecksincombat.
Gladiatorsmakeupthemajorityofarenachampions, A+1dodgebonustoACwhenfightingdefensively
since their abilities already so closely mimic those of the orusingtotaldefense.
prestigeclass.Mostoftherestarefighters,alongwiththe Fame:Asyourreputationgrows,sodoesyourability
occasional psychic warrior or barbarian with a knack for to influence others. Your bonuses to noncombat uses of
flareandextravagance. the Bluff, Diplomacy, Gather Information and Intimidate
skills increase to +2, and the bonus to your leadership
EntryRequirements scoreincreasesto+2.
BaseAttackBonus:+5. Improved Signature Move (Ex): Through
Skills:Perform(any)6ranks. specialization the benefit associated with your chosen
Feats:WeaponFocus(anyweapon),Toughness. signaturemoveisdoubled,forexample,a+2competence
bonus on opposed rolls for disarm attempts increases to
Class Features +4.
Alternatively,youmayselectasecondsignaturemove
The arena champion excels at combining great insteadtoexpandyourrepertoire.
theatricalperformancewithnormalcombat. RoaroftheCrowd(Ex):At8thlevel,youcanusethe
GladiatorialPerformance:Yourgladiatorlevelsstack cheering of the crowd to your advantage. In any round
with your arena champion levels for the purpose of whenyousuccessfullydealdamagetoanopponent,you
determining your gladiatorial performance special gaina+1moralebonusonthenextattackrollyoumakein
abilities. thesameround.
Crowd Support (Ex): The crowd may love or loathe Legend:Youarealegendknowntoall.Treatgeneral
you, but regardless their presence motivates you, who NPC initial attitudes as one category better. This benefit
enjoys a +1 morale bonus to attack and damage rolls does not extend to the devoted fans of rival gladiators.
whenevertherearetenormorenoncombatantspectators Yourbonustoyourleadershipscoreincreasesto+3.
present.At5thand9thlevelthisbonusincreases,butthe FinishingMove(Ex):Ifanattackreducesanopponent
minimum amount of spectators must be fifty and one below0hitpoints,youcanattemptacoupdegraceasa
hundredrespectivelyforthebonusestotakeeffect. freeaction.
Reputation: You enjoy respect and admiration. You
receivea+1circumstancebonustononcombatusesofthe
Bluff, Diplomacy, Gather Information and Intimidate Playing an Arena Champion
skills.Thesebenefitsdonotapplywhendealingwiththe Asanarenachampion,youaredriventoentertainthe
devotedfansofrivalgladiators.Ifyouhaveorselectthe audience, showcase your superior fighting techniques,
Leadership feat, you get a +1 bonus to your leadership and protecting your teammates. You are impetuous and
score. brave, but youre not afraid of using whatever means to
WeaponMastery:Yougeta+2bonustodamagerolls bethelastonestandinginthepit.
with a chosen weapon. The weapon must be one for Youworkwellwithmostgladiatorsandothercombat
whichyoualreadyhaveselectedtheWeaponFocusfeat. specialists. Becoming a prestigious gladiator instantly
SignatureMove(Ex):Youhavedevelopedasignature affiliates you with a very loose fellowship of warriors
move.Theexacttechnicalnatureofthemoveisuptothe (fighters, regular gladiators, and barbarians). You dont
individual arena champion to develop, and it grants one get along with every gladiator you meet, though: some
ofthefollowingbenefits: jealously guard their techniques and viewothers of their
A+2competencebonusonopposedrollsfordisarm kindasrivalstobedefeatedsomeday.
attempts.
A +2 competence bonus on opposed rolls for trip Combat
attempts. Rather than rushing into combat with the mindless
A+2competencebonusondamagerollsforsunder rageofabarbarianorthefoolhardycourageofafighter,
attempts. you carefully study your opponent, looking for the best

Table 42: The Arena Champion Hit Die: d12


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Crowd support +1
2nd +2 +3 +0 +0 Reputation
3rd +3 +3 +1 +1 Weapon mastery
4th +4 +4 +1 +1 Signature move
5th +5 +4 +1 +1 Crowd support +2
6th +6 +5 +2 +2 Fame
7th +7 +5 +2 +2 Improved signature move
8th +8 +6 +2 +2 Roar of the crowd
9th +9 +6 +3 +3 Crowd support +3
10th +10 +7 +3 +3 Legend, finishing move
Class Skills (4 + Int modifier per level): Balance, Bluff, Climb, Craft, Intimidate, Jump, Perform, Profession, Sense Motive,
Tumble.
88

possibleangle,andanalyzeyournextmovetoachievethe Organization
maximumdramaticeffect. Arena champions often find sponsorship from the
Select feats that enable you to handle multiple rich.Noblesandtemplarswillpaywelltogetanaspiring
opponents at once, such as Intimidating Presence (page arena champion into their gladiator stables. Those cities
73), or Whirlwind Attack. Arena Clamor (page 70) or that allow free gladiators to enter the games often have
Brutal Attack (page 70) are sure to prove to be handy in arenachampionswithoutsuchties.
thearenapits.
Yourfightingexperience,solidhitpoints,repertoireof NPC Reactions
feats, and signature moves offer you the flexibility to
Most people look on arena champions with awe. The
serve as a frontline battler or in a supporting role. You
exception is when dealing with rival arena champions
dont see your moves always as a way to impress
and their fans, which usually view them with contempt
onlookers or intimidate foes, but rather as additional
and try to belittle their abilities, generally displaying
weaponsinyourarsenal.
indifferenttounfriendlyattitudes.
Common folk do not always understand the
Advancement
differencebetweenagladiatorandanarenachampion,so
Arena champions come from diverse backgrounds. theirattitudesspanthespectrum.
Some are craftsmen or belong to other professions,
trainingintheirsparetime;othersareslaveswhoseethe
arena as their only chance for freedom and prosperity in
Arena Champion Lore
life. Some arena champions are even nobles, who crave Characters with ranks in Knowledge (history) or
excitementandfamebeyondthatoftheir rankinsociety Knowledge(local)canresearcharenachampionstolearn
alone. more about them. When a character makes a skill check,
Becominganarenachampionrequireshardworkand read or paraphrase the following, including the
sacrifice. While others devote their training to learning informationfromlowerDCs.
only fighting skills, you seek a balance between combat DC 15: Arena champions make the best fights in an
and performance. You need to invest in skills, since you arena.Alwaysbetonthem.
need a minimum level of competence in both deception DC 20: Not every arena champion is a pompous
and performing, so try to devote as many skill points as gladiatorsome of them are also raging barbarians or
youcantoBluffandPerform. powerful fighters. They simply want the prestige and
fametheprofessionbrings.
Resources DC 30: Characters who achieve this level of success
While you are indeed a hero of the masses, you can can learn important details about specific arena
countonlittlemorethanmoralsupportfromthem,since champions in your campaign, including a notable
most of them are nothing but the simplest of people, individual,theareainwhichheoperates,andthekindsof
althoughyoucanalwaysscoreanoccasionalfreebroyin activitiesheundertakes.
mosttaverns.Youbesthopeistohaveawealthysponsor Becausearenachampionshavegreatreputationsanda
such a noble or merchant hire (or sometimes purchase) vast number of fans, the easiest way to find one is to
youintotheirgladiatorstables,whereyouwillreceiveall contact the local arena manager or gladiatorial match
theequipmentandpamperingyourequire,aslongasyou agentandinquireaboutindividualswithuniquefighting
keepwinning,ofcourse. talents.

Arena Champions on Athas Arena Champions in the Game


Those so called arena champions receive almost as Arena champions make interesting opponents. They
much pampering as concubines, but the end result is vastly havesuchawidevarietyofabilitiesavailabletothemthat
no two are ever the same. Their abilities, particularly
different, of course.
those that allow for escape and evasion, can make them
Daxos,Tyriangladiatortrainer
particularlyfrustratingopponentsandsetthemupwellas

recurringvillains.
Slaves used as gladiators are expected to provide
AplayerwholikestosurprisetheDMorotherplayers
momentary distractions from the daily adversities of life
or who wants to bring cinematic action into a campaign
onAthasbyparticipatingincombatfortheentertainment
would probably enjoy playing an arena champion. An
of the masses. Templars, nobles, and merchants keep
arenachampioncharactercanfillanynumberofrolesina
gladiator stables full of powerful and highly skilled
party,dependingonhisotherclassorclasses.
fightingslaves.
Arena champions are the elite entertainers of Athas,
Sample Encounter
and successful arena champions sometimes have
popularityunrivaledevenbymostsorcererkings. Mostarenachampionsshowupinarenamatches,but
sometimes, popular champions can either win their
freedom or simply manage to escape from their owners
and found a slave tribe, or a raiding tribe. Those

89

individuals usually employ their fabulous melee abilities


tosecuretheirfreedom.
Dune Trader
EL15:Jarekwasonceafamousandadoredgladiator,
renowned for his courageous victories against Dont trust anything with pointy ears. It will either cheat
overwhelmingodds.Hisluckturnedononedayafterhe you or try to eat you.
was poisoned during his sleep by a poisonmaster (page Marek,humantrader
101) which caused him to lose a very important match,
barely able to survive after a pathetic performance. With Wagons pulled by mekillots and kanks travel along
his reputation and popularity destroyed, Jarek escaped dusty roads, carrying slaves, weapons, food and other
into the wilderness and now lives a life of raiding and goods between the citystates and the villages of the
pillaging, hoping one day he finds the poisoner who wastes. Caravans of all sizes trek across the Tablelands
destroyedhislife,hopingtoreturnthefavor. andbeyond,ownedbypowerfulMerchantHouses.Trade
ensuresthesurvivalofmanysmallvillagesandisvitalto
theeconomyofthecitystatesofthesorcererkings.Dune
Jarek CR15
traders are agents for the merchant houses. Some even
Malehalfelfgladiator10/arenachampion5
aspire to become invited family members of the ancient
CEMediumhumanoid(elf)
merchantdynasties.
Init+3;Senseslowlightvision;Listen+1,Spot+1
LanguagesCommon,Elven
AC 19, touch 14, flatfooted 16; Dodge, improved Becoming a Dune Trader
uncannydodge,Mobility Becauseoftherequirementsforentry,thedunetrader
(+3Dex,+4armor,+1optimization,+1dodge) can appeal to a wide range of characters. Rogues, bards,
hp130(15HD) rangers, and other skillfocused characters are the most
Fort+13,Ref+11,Will+4 likely to enter the prestige class, but the entry
Speed30ft.(6squares);SpringAttack requirements are well within the reach of intelligent
Meleemwkelvenlongblade+21/+16/+11(1d8+6/1820) membersofanyclass.
Space5ft.;Reach5ft.
BaseAtk+15;Grp+19 EntryRequirements
Atk Options Combat Expertise, gladiatorial Skills: Appraise 5 ranks, Bluff 5 ranks, Diplomacy 7
performance 15/day (combat stance [swift action], ranks,Profession(merchant)2ranks,SenseMotive5
martialdisplay[swiftaction],teamstrike+3d4,taunt ranks.
3,shakeoff,trick3creatures),mercy,nomercy Feats:Trader.
AbilitiesStr19,Dex18,Con14,Int8,Wis10,Cha10 Special:Mustbeacceptedintoamerchanthouse.
SQ armor optimization (1 armor check penalty, +1 to

Class Features
AC),crowdsupport+2,reputation+1
Feats Combat Expertise, Dodge, Exotic Weapon
Proficiency (cahulak, elven longblade, thanak)B, The dune trader excels at negotiation, trickery, and
Improved FeintB, Mobility, Spring Attack, Unarmed gatheringinformation.
StrikeB,WeaponFocus(elvenlongblade),Toughness Open Arms: Beginning at 2nd level, you become
Skills Balance +10, Bluff +12 (+15 in combat), skilled at initiating peaceful (and not so peaceful)
Diplomacy +4, Disguise +0 (+2 impersonating negotiations. You add a competence bonus equal to one
humans/acting), Handle Animal +2, Intimidate +4, halfyourdunetraderlevelonallDiplomacychecks.
Jump+8,Listen+1,Perform(act)+11,Search+0,Sense Fast Talk (Ex): You can retry Bluff and Diplomacy
Motive +14 (+17 in combat), Spot +6, Survival +2, checksata5penalty,butonlyoncepercheck.
Tumble+8 Contact: Dune traders have the privilege of
Possessions masterwork elven longblade, masterwork acquaintances that will do favors for them. The use of
chitinplate,beltofgiantstrength+4 contacts is restricted to the listed amount of times per

Table 43: The Dune Trader Hit Die: d6


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Open arms, fast talk
2nd +1 +0 +0 +3 Contact 1/week
3rd +2 +1 +1 +3 Distributive bargaining
4th +3 +1 +1 +4 Dazzle, linguist
5th +3 +1 +1 +4 Agent
6th +4 +2 +2 +5 Improved fast talk, contact 2/week
7th +5 +2 +2 +5 Integrative bargaining
8th +6 +2 +2 +6 Taunt
9th +6 +3 +3 +6 Allies
10th +7 +3 +3 +7 Contact 3/week
Class Skills (8 + Int modifier per level): Appraise, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather
Information, Hide, Intimidate, Listen, Move Silently, Open Lock, Profession, Ride, Search, Sense Motive, Sleight of Hand, Speak
Language, Spot.
90

week. The DM has final say on the extent of favors that given language. A single check covers roughly one
maybeextracted.Thefollowinglistprovidessampleuses minute of a spoken language or one page of a written
ofcontact. language.
Additional5%discountonpurchasedgoods. Agent: At 5th level, you gain a cohort as per the
Accesstopurchaseandsellblackmarketgoods. Leadershipfeat.YourLeadershipscoreisyourlevelplus
Accesstohiremercenaryoftradersdesiredraceand yourCharismabonus.IfyoupossesstheLeadershipfeat,
class(seeHirelings,DMGp104105). you are entitled to two cohorts. In the case of multiple
Accesstopurchasingspellcastingservices. cohorts, their combined level may not exceed your
Access to information (equal to Gather Information characterlevel+dunetraderlevel(addyourdunetrader
DC20). leveltwice).
Accesstoforgedmaterials(equaltoForgeryDC20). Improved Fast Talk (Ex): Beginning at 5th level, you
Accesstodecipher(equaltoDecipherScriptDC20). may make a rushed Diplomacy check as a fullround
Access to other expert (skill check DC 20, at DMs actionwitha5penaltyinsteadofthenormal10penalty.
discretion). IntegrativeBargaining:Youcanpurchasegoodswith
Appointment or meeting with an NPC (templar, a 20% rebate off the listed price. This stacks with the
noble, gladiatorial slave, chieftain, etc. At DMs discount granted by Contact above. Agents of the major
discretion). merchant houses listed above gain a +4 circumstance
Accesstoaplacetostayhiddenforthreedays. bonustoaskillembeddedinthemerchanthousesculture
Avoidtemplarinspection. and organization. Agents of other, smaller houses gain a
Distributive Bargaining: You can purchase goods +2 circumstance bonus to a skill of their choice. (See
witha10%rebateoffthelistedprice.Thisstackswiththe distributive bargaining). These bonuses overlap with
discount granted by Contact above. Agents of the major those granted by distributive bargaining, they do not
merchant houses listed below gain a +2 circumstance stack.
bonustoaskillembeddedinthemerchanthousesculture Taunt(Ex):Youhavetheabilitytotemporarilyrattlea
and organization. Agents of other, smaller houses gain a creature through the use of insults and goading. As a
+1circumstancebonustoaskilloftheirchoice. moveaction,youmaytauntatargetabletosee,hearand
Inika:GatherInformation understandyou,withanIntelligencescoreof3orhigher.
Mke:SenseMotive The opponent resists the taunt by making a Will saving
Shom:Bluff throw (DC 10 + your dune trader level + your Cha
Stel:Knowledge(warcraft) modifier).Ifthesavefails,youaretheonlycreatureitcan
Tsalaxa:Intimidate make melee attacks against for 1 round. This is a mind
Vordon:Appraise affecting,languagedependentability.
Wavir:Diplomacy Allies: You gain the favor of an organization, tribe,
Other:Skillofchoice planar creature or a powerful individual (in the most
Dazzle(Ex):Youhavetheabilitytodazzleacreature extremecaseasorcererking).Thefrequencyandextentof
through sheer force of personality, a winning smile, and favors a trader may call upon will vary (for example,
fasttalking.Eachcreaturetobefascinatedmustbewithin spendingthenightundertheprotectedtentsofanElven
90feet,abletosee,hearandunderstandyou,andableto tribe is a small favor, while asking for a caravan raid in
pay attention to you. You must also be able to see the whichseveraltribememberswillperishisalargefavor).
creature. The distraction of nearby combat or other The DM determines how often the trader can call upon
dangers prevents the ability from working. At 7th and hisalliesforaidwithoutlosingtheirfavor.Themaximum
10th level you can target one additional creature with a monetaryvalueofthefavorcannotexceed1,000Cp.
singleuseofthisability.
Asamoveaction,makeanopposedBluffcheck.Ifyou Playing a Dune Trader
succeedonthecheck,thecreaturereceivesa1penaltyon
attackrolls,abilitychecks,skillchecks,andsavingthrows You are a master of commerce, amassing piles of
for a number of rounds equal to your dune trader level. wealth by controlling and manipulating supply and
Thisisamindaffecting,languagedependentability. demand. Your efforts keep the Athasian economy
Linguist: At 4th level, you become a master linguist. moving,givingyougreatinfluenceoverthecommonfolk.
Whenever you encounter a new language, either spoken You look at adventuring as a means to grow your
or written, that you do not know, you can make an business,whetherasasourceofnewcapitalorasaway
Intelligencecheck(foraspokenlanguage)oraDecipher toremoveimpedimentstoyourbusiness.
Script check (for a written language) to determine if you Several dune traders begin their careers by founding,
canunderstandit. inheriting, or purchasing a business. Successful dune
The DC for the check is DC 15 if the language is traders concentrate on growing their business,
commonly spoken or DC 25 if the language is ancient or vanquishingcommercialrivals,andmaximizingprofits.
unique. Success means you can glean enough meaning
Combat
from a conversation or document to ascertain the basic
message, but this ability in no way simulates actually Yourgreatestweaponsareyourtongueandyourcoin
being able to converse or fluently read and write in a purse, for it gives you the ability to acquire or hire

91

defenders and convince and bribe potential foes. Master wholiveindistantsettlements.Amongtheirclients,dune


your chosen profession and seek every advantage traders are generally perceived to fall into one of two
availabletoyoutoincreaseprofits.Thenusethoseprofits extremesgreedy profiteers or noble benefactorswith
to bury your enemies under an onslaught of attacks by withshadesofgreyinbetween.
thoseinyouremploywithoutpersonalrisktoyou.
Yourecertainlynofrontlinefighter,butyouhavethe Dune Trader Lore
potentialtotalkyourwayoutoftroublemostofthetime.
You work best with teammates, maneuvering to the Characters with ranks in Knowledge (local) can
flanks, helping bringing out opponents with poisonous researchdunetraderstolearnmoreaboutthem.Whena
attacksfromafar.Useyourfasttalkordazzleabilitiesto character makes a skill check, read or paraphrase the
distract opponents while the real heavy hitters in your following,includingtheinformationfromlowerDCs.
groupmopthemup. DC 15: Dune traders? Oh, bless them, by all the
elements! If it were not for the traders, we would surely
Advancement perishinaseason!
DC 20: Dune traders are masters of glibness,
Qualifying for the dune trader class requires a
commerce,andinformation.
significant commitment of skill points and feats. As you
DC 30: Characters who achieve this level of success
gainlevels,youprobablywanttofocusonyourmerchant
canlearnimportantdetailsaboutspecificdunetraders,in
houses skill. Skill Focus in your primary and secondary
yourcampaign,includinganotableindividual,theareain
skillsallowsyoutomasteryourcraft.Youmightwantto
which he operates, and the kinds of activities he
select the Leadership feat, for careful placement of your
undertakes.
agents and allies can give you a significant advantage
PCs who try to establish contact with a dune trader
overyourrivals.GreasingtheWheelscanbeaveryhandy
shouldmakeaDC15GatherInformationchecktofinda
feat for when dealing with templars and other citystate
House Emporium, through which contact can be
officials.
arranged,oraDC20Gatherinformationtotrackadune
Resources traderdowndirectly.IfthePCsaretryingtomakeadeal
withadunetrader,givethema+2circumstancebonuson
Thankstotheirsteadysourceofincome,dunetraders
thecheck.
have access to purchase nearly anything they need, and
with their connections, they can easily do so with lower
pricesthanothers. Dune Traders in the Game
Characterswhoestablishbusinesses,risetoleadership
Dune Traders on Athas positions within a merchant house or artisan guild, or
emphasizelucrativeskillsarewellsuitedtobecomedune
Although the winds are fierce and enemies abound in the traders.
blasted wastes along the Sea of Silt, we know that now we NPC dune traders can be found anywhere there are
have a chance to live through another year. profits to be made. Those seeking caravan work are
The dune trader has come. advisedtovisittheofficesoftheMerchantHousesfound
Giana,humancommoner inallmajorcitiesandvillages.

Across the burning, dustswirled deserts of Athas, Sample Encounter
from waterstarved village to greedy city, from Dunetraderscanbefoundanywherethereareprofits
bloodthirstyhalflingtribetoancientelvennation,asingle to be made. Those seeking caravan work are advised to
threadunitesadyingworld.Thatthreadistrade.Because visittheofficesoftheMerchantHousesfoundinallmajor
of that, dune traders can be found across the length and cities and villages. They are commonly encountered as
breadthofAthas. employers, looking to hire adventurers to complete a
specific task in exchange for a specified sum of money.
Organization Dunetraderscanalsoworkasfoes,usingtheirmonetary
All dune traders are associated with one of the resourcesandconnectionstocauseproblemsforPCswho
dynasticMerchantHousesthathandlealltradeintheTyr threatenthesuccessofabusinessventure.
Region, which are presented in detail in Chapter 8: EL 10: House Inikas reputation is founded on swift
Organizations. delivery of goods, and its caravans are designed in the
belief that speed is the best defense. Marek is the senior
NPC Reactions agent in one of those caravans. He operates from an inix
Dune traders are well known to commoners and howdah,andisaccompaniedbyhistwomulbodyguards.
nobles from across Athas, inspiring a mixture of envy His convoy was attacked by a pack of belgoi (page 289)
disdain, respect, and fawning admiration. Most dune during the night and most of his employees fell to the
traders are seen as grasping, conning scoundrels who belgoisdominationpowers.Heisinadiresituationand
would rather hire another individual to do their dirty will reward handsomely anyone who can safely escort
work than risk danger to themselves, particularly those himandhiscargotothenearestInikaholding.

92

Speed 20 ft. in banded mail (4 squares), base speed 30


MarekInika CR7 ft.
Malehumanrogue6/dunetrader1 Meleelongspear+6(1d8+5/x3)
UsuallyLNMediumhumanoid Space5ft.;Reach5ft.
Init+1;SensesListen+5,Spot+4 BaseAtk+3;Grp+6
LanguagesCommon,Elven AtkOptionsMountedCombat
AC16,touch11,flatfooted15;uncannydodge AbilitiesStr17,Dex11,Con14,Int9,Wis10,Cha6
(+1Dex,+5armor) FeatsAlertness,MountedCombat
hp24(7HD) Skills Intimidate +0, Jump +5, Listen +0, Ride +2, Spot
Resistevasion +0
Fort+2,Ref+5,Will+4 Possessionsbandedmail,longspear(2)
Speed30ft.(6squares)
Melee+2shortsword+5(1d6+1/1920) Elementalist
Rangedhandcrossbow+5(1d4/1920)
Space5ft.;Reach5ft. Water gives life to the soil. Water quenches the flame,
BaseAtk+4;Grp+3
and water will deprive you of the air you breathe.
AtkOptionsMountedCombat,sneakattack+3d6
Nouri,humanwaterelementalist
CombatGear2potionfruitsofcuremoderatewounds

AbilitiesStr8,Dex13,Con10,Int12,Wis14,Cha16
Elementalistsareclericswhoareextremelydevotedto
SQfasttalk,trapsense+2,trapfinding
theirpatronelement.Throughforminggreaterpactswith
FeatsMountedCombat,Negotiator,Persuasive,Trader
their elemental masters, they become stronger and are
Skills Appraise +8, Bluff +17, Diplomacy +17, Disguise
awardedadditionalpowerstiedtotheirpatronelement.
+8 (+10 acting), Gather Information +12, Intimidate
+12, Knowledge (local) +8, Listen +5, Literacy
(Common), Profession (merchant) +12, Ride +7, Becoming an Elementalist
Search+6,SenseMotive+13,Spot+4 Elementalists motives and agendas are diverse.
Possessions combat gear plus +2 short sword, hand Human clerics often become elementalists seeking more
crossbow,bolts(20),+2glammeredstuddedleather power and understanding. Dwarves usually became
elementalistsoutofcommitmenttotheirfoci,whileelven
MulBodyguard CR3 elementalists tend to view the extended benefits granted
Malemulwarrior3 bytheclassasanotherweaponormeansthattheycould
NMediumhumanoid(dwarf) usetomaketheirlivesmoresatisfactory.
Init+0;Sensesdarkvision30ft.;Listen+0,Spot+0
LanguagesCommon EntryRequirements
AC16,touch10,flatfooted16 Skills: Knowledge (religion) 8 ranks, Knowledge (the
(+6armor) planes)5ranks
hp19(3HD) Spells:Abletocast3rdleveldivinespells.
Fort+5,Ref+1,Will+1 Special:Mustworshipapatronelement.

Table 44: The Elementalist Hit Die: d8


Base Attack Fort Ref Will
Level Bonus Save Save Save
Special Spellcasting
1st +0 +0 +0 +2
Elemental affiliation, +1 level of existing divine spellcasting class
energy resistance 10
2nd +1 +0 +0 +3 Elemental focus +1 +1 level of existing divine spellcasting class
3rd +1 +1 +1 +3 Additional domain +1 level of existing divine spellcasting class
4th +2 +1 +1 +4 Elemental shield, energy +1 level of existing divine spellcasting class
resistance 20
5th +2 +1 +1 +4 Ignore element, elemental +1 level of existing divine spellcasting class
focus +2
6th +3 +2 +2 +5 Spontaneous domain spells +1 level of existing divine spellcasting class
7th +3 +2 +2 +5 Energy resistance 30, +1 level of existing divine spellcasting class
summon elemental 1/day
8th +4 +2 +2 +6 Elemental focus +3 +1 level of existing divine spellcasting class
9th +4 +3 +3 +6 Power element, summon +1 level of existing divine spellcasting class
elemental 2/day
10th +5 +3 +3 +7 Element immunity +1 level of existing divine spellcasting class
Class Skills (2 + Int modifier per level): Concentration, Craft, Heal, Knowledge (religion), Knowledge (the planes),
Profession, Spellcraft.
93

Class Features spellatthetimeofcasting,justasyoucansubstitutecure


orinflictspellsforpreparedspells.
Your entire being is devoted to your element. Your Summon Elemental (Sp): Once per day, you can
focusonaspecificelementgrantsyouelementalmastery summononeormoreelementalsasifcastingthehighest
unrivaledbyanyotherbeing. level summon monster spell you have access to. At 9th
Spellcasting:Whenanewelementalistlevelisgained, level,thisabilitycanbeusedtwiceperday.
you gain new spells per day as if you had also gained a Power Element (Ex): Beginning at 9thlevel, the
level in whatever divine spellcasting class you belonged damage of spells with numeric variables and the energy
to before you added the prestige class. You do not, type associated with your patron element increases by 1
however, gain any other benefit a character of that class per die. For example, an elemental strike spell cast by a
would have gained. This essentially means that you add 12thlevelclericdoes12d6+12pointsofdamage.
the level of elementalist to the level of whatever other Element Immunity: At 10th level, you become
divine spellcasting class you have, and then determines immune to damage caused by the energy type affiliated
spellsperdayandcasterlevelaccordingly. with your patron element. For example, a water cleric
If you had more than one divine spellcasting class becomesimmunetocolddamage.
before you became an elementalist, you must decide to
which class you add each level of elementalist for the
purposeofdeterminingspellsperday. Playing an Elementalist
ElementalAffiliation:Allelementsandparaelements You possess a fascination with divine magic and lore
have an associated energy type. This relation affects the greater than that of most clerics. You see your divine
elementalists class features. The following table details abilities not as a tool, but as a gift and a natural part of
theaffiliationbetweenelementandenergytype. whom and what you are. Everything you do, everything
you see, and everything you learn is examined and
Element Energy Type Element Energy Type analyzedasitrelatestoyourelementgoalsfirst,andtoall
Air Sonic Rain Electricity otherconcernssecond.
Earth Acid Silt Acid
This doesnt mean that you have no other goals or
Fire Fire Sun Fire
Magma Fire Water Cold other passions. You might adventure alongside your
friends, help the local population, or fight on the
EnergyResistance:Asyougainlevelsinthisprestige battlefield for a cause in which you believe, just like any
class, you become increasingly resistant to your patron other character might. Even in the midst of all this,
element, gaining the affiliated energy resistance in the however, you learn and study constantly, seeking to
amountshownonTable44. understandwhatyourelementdesiresfromyouandhow
ElementalFocus:At2ndlevel,spellscastbyyouthat youcouldbetterserveit.
have the energy descriptor affiliated with your patron
elementhavetheirspellsaveDCsincreased.Theincrease Combat
starts at +1 and increases at higher levels, as shown on Yourdivinespellsarestillyourmostpotentweapon.
Table44. Although you have access to powerful offensive spells,
AdditionalDomain:Yougainaccesstooneadditional considerusingyourmagictoincreaseyourown,oryour
spelldomainanditsbenefits.Choosefromthosenormally companions, combat prowess. Dont neglect your ability
availabletoyourpatronelement. to heal yourself or your allies, but dont burn through
ElementalShield(Sp):Beginningat4thlevel,youcan your spells early in an attempt to do so; make the most
activate this ability as a moveequivalent action. You efficient use of your spells in battle, saving the healing
wreathe yourself in your element, harming neither you untilcombatisoveroritbecomesabsolutelynecessary.
nor your equipment. If you are struck in melee, the
attackertakes2d6pointsofdamage.Thedamageisofthe Advancement
energy type associated with your patron element. This Youwereafollowerofyourelementbeforebecoming
abilitylastsforupto1minuteperelementalistleveland anelementalist.Whileyoupursuedyourelementsgoals,
isusableonceperday. the elements took note of your dedication and you have
IgnoreElement(Sp):At5thlevel,youcanignorethe finallybeguntoreaptherewards.
presenceofyourelementasamoveaction.Whileinthis Youworknowtoincreaseyourdivinepowers,andto
state,youcanwalkthroughyourelementatyourregular make yourself as potent and skilled a servant of your
speed, completely unaffected by it, for example an earth patronelementaspossible.Youmightseektocompletea
elementalist may pass through stone walls as if they specificgoallaidoutforyoubyyourpatronelementoran
werent there. You also become immune to the effects of emissary thereof; more likely, you pursue your own
spells, spelllike abilities, and supernatural abilities with objectives, knowing that as you advance you honor the
the same descriptor as your associated energy type. This entitythatempowersyou.
abilitylastsforupto1roundperelementalistlevelandis You spend most of your available time advancing
usableonceperday. your elements goals. Whether this means battling
Spontaneous Domain Spells (Su): Beginning at 6th opposed clerics, unearthing ancient lore, or simply
level,youcansubstituteanypreparedspellforadomain

94

communing with nature, nothing is more important to Elementalist Lore


you.
Youll want to keep skills such as Knowledge Characters with ranks in Knowledge (religion) can
(religion) and Spellcraft high, if not maxed out. Choose researchelementaliststolearnmoreaboutthem.Whena
feats that benefit your elemental casting, such as Spell character makes a skill check, read or paraphrase the
Focusandmetamagicfeats.Becauseofyourspontaneous following,includingtheinformationfromlowerDCs.
conversion of domain spells, your spell selection can be DC 15: Elementalists are priests of the elements or
muchmoreversatilethanotherclerics;itpaystocarefully paraelements,focusingevenmoreintoasingleelement.
chooseyourdomains. DC 20: Elementalist can channel their patron
elementsdivineenergyeasier,andareabletocastmuch
Resources strongerspellsthanordinaryclerics.
DC 30: Experient elementalists become completely
Theelementsexpectyoutoacquirewhatyouneedon
immuneagainsttheirelement.
your own. You might purchase equipment from your
Elementalists are well known among the temples in
temple or from your employer if you serve as a
citystates. Simply asking around in an elemental temple
mercenary,butyouarehighlyunlikelytogainitforfree.
produces directions to the nearest known member of the
prestige classassuming that the priests are convinced
Elementalists on Athas thecharacterhasgoodreasonforlooking.
You can use fire to fight fire. As a matter of fact, you can
use fire to fight anything. Elementalists in the Game
Firefly,humanfireelementalist Elementalistscanbepotentadversaries,buttheyneed
notbeenemiesofthePCs.Amemberofthisprestigeclass
Elementalists represent the most devoted and most couldserveasanofficerormercenaryonthesamesideof
misunderstood servants of divine powers, especially in aconflictasthePCs.Aparaelementalelementalistmight
the case of paraelemental elementalists. They might evensharesomegoalswithnonevilPCs,thoughhemay
wander alone or serve as leaders or operatives of havetofightanuphillbattletogaintheirtrust.
undergroundcults,buttheyrarelyholdpositionsofgreat In most instances, PC elementalists either are good
prominence or poweror at least, they rarely do so elemental elementalists, or neutral paraelemental
openly.Assuch,thisprestigeclassiswellsuitedtosecret elementalists.Theprestigeclassshouldappealtoplayers
cabalists or religious conspirators who function behind who like combining a specialist class and like playing
thescenes.Membersare,tothelastone,religiouszealots, divinecharacterswithamission.
so even those who do not have sinister agendas or
dangerous secrets are likely treated by others as if they Sample Encounter
do.
Elementalistscanbesolitarybeingsorencounteredas
part of groups. Some find belonging and extended
Organization
knowledgeinthecompanyofotherclericsandelemental
Elementalistshavenoorganizationoftheirown.Most cults, while others prefer the company of adventurers.
serve in the elemental temples to some extent, but their They can be encountered anywhere, as tribal advisors or
positionsvarygreatlybasedontheneedsandhierarchies shamans, in the employment of merchant houses or the
ofindividualtemples,usuallyservingasofficers.Inmore armies of the sorcererkings, preaching in temples and
secular groups, such as mercenary or adventuring shrines, or on journeys to promote the causes of their
companies, elementalists normally seek positions of high elementalpatrons.
authority or status, but again, their success in such EL14:Nouriisthestaunchdefenderofacalderalake
endeavorsdependsonthecircumstances. near the Smoking Crown Mountains. The water in the
The elemental clerics are much more tightly tied to caldera has been mysteriously poisoned and the fragile
their temples than paraelemental ones. Because the ecosystem around it has started to die. Nouri is looking
elements are losing the battle against the paraelements, for help to find the source, since her magic hasnt been
theycannotaffordtobewithoutstaunchallies. abletoresolveit.

NPC Reactions
Nouri CR14
Mostpeopledontseeanelementalistwhentheylook
Femalehumancleric6/elementalist8
at one; they simply see a priest of Earth, Rain, or Water.
NGMediumhumanoid(human)
Theirreactionsvaryaccordingly,basedonhowtheyview
Init+2;SensesListen+5,Spot+5
aspecificelement.Inmostplaces,anNPCsattitudeisone
LanguagesAquan,Common,Dwarven
step nearer helpful for elemental clerics and one step
nearer hostile for paraelemental clerics, but individual AC18,touch12,flatfooted16
alignmentandreligiousbeliefscanalterthisreaction. (+2Dex,+6armor)
hp49(14HD)
Resistacid30
Fort+9,Ref+8,Will+16

95

Speed30ft.(6squares) intruders and enemies. The latter are typically grove


Melee+2trident+9/+4(1d8+1/x2) masters who have sworn to protect an endangered plant
Space5ft.;Reach5ft. orspeciesfromeradication,andwillgotoanylengthsto
BaseAtk+8;Grp+7 doso.
Special Actions elemental shield (8 minutes), ignore
element (8 rounds), summon elemental 1/day, Becoming a Grove Master
spontaneous casting (cure and domain spells), turn
Druids are natural candidates for this class, but
undead/water creatures 4/day (+3, 2d6+7, 6th),
membersofthisprestigeclasscancomefromavarietyof
stabilizealldyingcreatureina60.ftradius1/day
backgrounds. A grove master is chosen more for his
AtkOptionsQuickenSpell
devotion to the wilderness than for any specific skill he
ClericSpellsPrepared(CL14th):
possesses.Sometimesaverydedicatedrangermanagesto
7thsummonmonsterVII,whirlpoolofdoom*D(DC25)
gainthetrustofaSpiritoftheLandandbecomeagrove
6thdrown on dry land*D (DC 24), greater dispel magic,
master.
planarally

5thelemental strike* (DC 23), spell resistance, summon
monsterV,watertrap*D(DC23) EntryRequirements
4thdivination, divine power, lungs of water*D (DC 22), Skills: Knowledge (nature) 10 ranks, Survival 5 ranks,
neutralizepoison Hide4ranks.
3rddispel magic, remove curse, remove disease, summon Feats:Wastelander.
monsterIII,surfacewalk*D,wormsbreath* Spells:Abletocast3rdleveldivinespells.
2ndaugury, lesser restoration, remove paralysis, resist Special:MustgainthetrustofaSpiritoftheLand.
energy, surface tension*D, silence (DC 17), summon
monsterII Class Features
1stbless element*, cause fearD (DC 16), endure elements,
As a grove master, you patrol the land and defend it
entropic shield, protection from evil, sanctuary, summon
fromharm,andthelanditselfsupportsyourefforts.You
monsterI
also serve as an advance scout for the Spirit of the Land
0createelement*(3),detectmagic,guidance,resistance
andaidthemwhennecessary.
D: Domain spell. Element: Water. Domains: Desert
Spellcasting: When a new grove master level is
Mirage,DrowningDespair,LivingWater
gained, you gain new spells per day as if you had also
AbilitiesStr8,Dex14,Con10,Int14,Wis21,Cha12
gained a level in whatever divine spellcasting class you
SQnopenaltiestoSwimchecks
belonged to before you added the prestige class. You do
Feats Great Fortitude, Lightning Reflexes, Quicken
not, however, gain any other benefit a character of that
Spell,WeaponFocus(trident)
classwouldhavegained.Thisessentiallymeansthatyou
Skills Concentration +15, Heal +15, Knowledge
add the level of grove master to the level of whatever
(geography [Smoking Crown Mountains]) +7,
other divine spellcasting class you have, and then
Knowledge (religion) +14, Knowledge (the planes)
determinesspellsperdayandcasterlevelaccordingly.
+12, Listen +5, Search +10, Spellcraft +12, Spot +5,
If you had more than one divine spellcasting class
Survival +5 (+7 to keep from getting lost/other
before you became a grove master, you must decide to
planes),Swim+12
which class you add each level of grove master for the
Possessions+2trident,+2scalemail,periaptofWisdom+4
purposeofdeterminingspellsperday.
Animal Companion: Your druid levels stack with
Grove Master your grove master levels for the purpose of determining
theabilitiesofyouranimalcompanion.
Like the silk wyrm, I strike at night under the guise of Wild Shape (Su): Your druid levels stack with your
the moons. Like the tembo, I wear down my enemy, and grove master levels for the purpose of determining the
like the dune reaper I hold no remorse. number of daily uses, the maximum Hit Dice, size (but
not creature type), and the duration of your wild shape
Jak,dwarvengrovemaster
ability.

Guarded Lands (Su): You choose a single area of up
Grove masters are experienced druids devoted to
to 20 square miles to become your guarded lands. If
protecting a certain area from the destruction of defilers
someone defiles when casting arcane spells on your
and other intruders that would harm the land. In return
guarded lands, you instinctively know of the act and
for their devotion, the Spirit of the Land bestows
whereonyourlandsittakesplace.
additional powers on the grove masters. Grove masters
are formidable enemies while on their guarded lands.
Mostgrovemastersallowtravelersfreepassageaslongas
they do not harm the ecosystem, but some view all as

96

Sacrifice (Su): If someone defiles on your guarded Playing a Grove Master


lands, you can react to protect your lands through
sacrificing part of your own life force. This nullifies a You understand that magic is a primal part of the
wizardsdefilingradiusandanyeffectsitentails,suchas world, and you seek to embody it as thoroughly as
penalties to attacks and saving throws, and damage to possible.Youunderstandtheimportanceofyoursacrifice,
plants.ItalsonullifiesthebenefitsofanyRazefeatsused leaving everything behind and devoting yourself to the
inthecastingofthedefilingspell.Youlose1hitpointper land,inordertokeepthenaturalbalanceandhelpAthas
5feetofdefilingradiusnullified. returntoitsverdantstage.Youseekafusionbetweenthe
Smite Intruder (Su): Thelocal Spirit ofthe Land (see divineandthemundane,andcommunionwithnature.
Faces of the Forgotten North for more information) infuses Defilers and others who abuse the land are your
you with the power to smite intruders. Once a day, you enemies and you strike them with all of Athas fury,
may attempt to smite intruders with one normal melee givingthemnoquarter.
attack. You add your Charisma modifier (if positive) to
your attack roll and deals 1 extra point of damage per
Combat
grovemasterlevel.At7thlevel,youmaysmiteintruders Your ability to summon creatures and to turn into
oneadditionaltimeperday. them is your primary weapons. Consider using them to
Sustenance (Su): While on your guarded lands, the aidyourcompanionsinflankingmaneuvers,orbetteryet
SpiritoftheLandprovidesyouwithnutrition.Youneed to harass enemy spellcasters (many of whom are easy to
noteatordrinkafterspending24hoursinyourguarded hit),especiallyiftheyaredefilers.Fewfoesareprepared
landsaslongasyouremainonyourguardedlands. for an opponent who can call such potent beings to
Invisibility (Sp): You can become invisible as per service, so youve also got the advantage of surprise.
invisibilitywhileonyourguardedlands,thelistedamount Dont forget that, even though you are free to come and
of times per day. If you move outside the boundaries of go as you please; most of your powers come from being
yourguardedlandswhileinvisible,theeffectisdispelled. within your guarded lands, and be ready for the
Greater teleport (Sp): You can teleport as per greater temporarylossofabilities.
teleport to any location within your guarded lands, the
listed amount of times per day. You cannot teleport to a Advancement
location beyond the boundaries of your guarded lands, Its unclear how or why certain individuals become
nor can you teleport back to your lands if you move grove masters. Some get tired of wandering aimlessly
outsideyourguardedlands. around Athas seeing nothing but destruction, others just
Nondetection(Sp):Whileonyourguardedlands,you seek to protection a specific ecosystem from devastation.
becomedifficulttolocatethroughmagicalmeans.Youare Whatever the case, you decided to straighten your bond
treatedasifundertheeffectsofnondetection. withtheland.
Improved Invisibility (Sp): You can become invisible You adventure within you guarded lands now,
and strike without revealing yourself as per improved seeking evercloser communion with it. You might
invisibility,onceperday,butonlyonyourguardedlands. certainlyhaveothergoals,buttheunderstandingofyour
If you move outside the boundaries of your guarded pact with the magic of nature remains one of your
landswhileinvisible,theeffectisdispelled. priorities. When advancing as a grove master, consider
TimelessBody(Ex):Younolongersufferabilityscore featssuchasImprovedAugmentSummoningtoincrease
penalties from aging and cannot be magically aged. Any the power of your nature allies further still. Consider
penalties you may have already incurred, however, spending every available point on Knowledge (nature)
remaininplace.Bonusesstillaccrue,andyouwilldieof andSurvivalthebettertounderstandyourguardedlands
oldagewhenyourtimeisup. and your Spirit of the Land. Hide and Move Silently are
key skills if you prefer to remain undetected until you

Table 45: The Grove Master Hit Die: d8


Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1st +0 +0 +0 +2 Animal companion, wild +1 level of existing divine spellcasting class
shape, guarded lands,
sacrifice
2nd +1 +0 +0 +3 Smite intruder 1/day +1 level of existing divine spellcasting class
3rd +1 +1 +1 +3 Sustenance, invisibility +1 level of existing divine spellcasting class
1/day
4th +2 +1 +1 +4 Teleport 1/day +1 level of existing divine spellcasting class
5th +2 +1 +1 +4 Nondetection +1 level of existing divine spellcasting class
6th +3 +2 +2 +5 Invisibility 2/day +1 level of existing divine spellcasting class
7th +3 +2 +2 +5 Smite intruder 2/day +1 level of existing divine spellcasting class
8th +4 +2 +2 +6 Greater teleport 2/day +1 level of existing divine spellcasting class
9th +4 +3 +3 +6 Improved invisibility 1/day +1 level of existing divine spellcasting class
10th +5 +3 +3 +7 Timeless body +1 level of existing divine spellcasting class
Class Skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Disguise, Handle Animal, Heal, Hide, Knowledge
(nature), Listen, Move Silently, Profession, Ride, Spellcraft, Spot, Survival.
97

decideitsthemomenttostrike. inyourcampaign,includingtheareaswhereheoperates,
andthekindsofactivitiesheundertakes.
Resources Due to their lack of any central organization, and a
Grove masters are usually loners or at least have no tendency of being loners, finding a grove master is no
greater community affiliation than the average small feat. The best PCs might manage is to visit places
adventurer.Theymustacquireanyresourcestheywishto known to have Spirits of the Land inhabiting them and
gain from organizations or communities on their own, hopethatagrovemasterhearsoftheirinterest.
throughpaymentortradeasusual.
Mostgrovemastershaventenoughpowerinorderto Grove Masters in the Game
request direct aid from their Spirit of the Land, besides
Grove masters do not fit very well into adventuring
theabilitiesreceivedfromtheclass.
parties because they lose much of their abilities when
leavingtheirguardedlands,buttheyareparticularlywell
Grove Masters on Athas suitedtothosethatexpecttodoagreatdealofwilderness
I hope you like the soil you are destroying, because you exploration.
will never leave it again, defiler. Thisprestigeclassshouldappealmosttoplayerswho
Enola,thedruid wanttorebuildandimprovetheirworld,andwhoenjoy
thenaturalpowersprovidedbytheclass.Itisalsoagood
Adventuring grove masters are not common; they choice for players who like to explore the sources and
usuallyleavetheirlandsonlyinmomentsofdireneedor philosophies of their characters magic, seek an in
when directed so by the local Spirit of the Land. Their character excuse to wander Athas, and are interested in
sedentarylife,however,providesthetimeneededtolearn servingthegreatergood.
and master many abilities that would not otherwise be
Sample Encounter
possibleforanadventurer.
Grove masters spend most of their time on their
Organization guarded lands. They sometimes reveal themselves to
EversincetheEradication,anantidruidicjihadledby travelers, but more often than not, a traveler will pass
sorcererkings more than 1,500 years ago, no specific through a guarded area never knowing he is being
druidicorganizationexists.Grovemastersareevenmore watched.Unlesshesadefiler,ofcourse.
lonersthanstandarddruids,althoughsomehaveadegree EL 12: Jak the druid is valiantly fighting a gang of
ofconnectionwithVeiledAlliancemembers. twenty gith lead by an eightlevel gith defiler in a filthy
clearing, denuded of trees and with the ground covered
NPC Reactions with ash. His animal companion Gursh is too busy to
noticethePCsatfirst,butasitpreparestochargeonthe
Becauseofthenatureoftheirwork,fewpeopleknow
newcomers while Jak, still concentrating on the gith,
about grove masters, and since they have been removed
shouts,Areyoufriendsofnature?
from social interaction for a while, they are not very

practiced with social skills. Although they are not
necessarily hostile, individuals who would normally be Jak CR11
helpfulareinsteadmerelyfriendly,andthosewhowould Maledwarfdruid8/grovemaster3
befriendlyareindifferent. NMediumhumanoid(dwarf)
Those who have directly benefited from the masters Init+0;Sensesdarkvision60ft.;Listen+5,Spot+5
work of tending the land, on the other hand, begin two Languages Common, Dwarven; link with companion,
stepsnearerhelpful,whiledefilersandevilparaelemental speakwithanimals
clericsbegintwostepsnearerhostile. AC16,touch10,flatfooted16
(+6armor)
Grove Master Lore hp82(11HD)
Resistfire10,stability(+4againstbullrushandtrip)
Characters with ranks in Knowledge (nature) can Fort +11 (+13 against poison), Ref +3, Will +12; +2 on
researchgrovemasterstolearnmoreaboutthem.Whena savesagainstspellsandspelllikeeffects
character makes a skill check, read or paraphrase the Speed20ft.(4squares);woodlandstride
following,includingtheinformationfromlowerDCs. Melee+1scimitar+9/+2(1d8+2/1820)
DC15:Grovemastersareexperienceddruidsdevoted Space5ft.;Reach5ft.
to protecting a certain area from harm. In return, they BaseAtk+7;Grp+8
receiveadditionalpowersfromtheirSpiritoftheLand. AtkOptionsBlindFight,smiteintruder1/day
DC20:Withintheirguardedlands,grovemastersare Special Actions +1 morale bonus on checks related to
almost undetectable and can sense defiling from miles focus,sacrifice,spontaneouscasting(summonnatures
away. allyspells),wildshape4/day(TinytoLarge,8hours)
DC 30: Characters who achieve this level of success CombatGearfruitpotionofcuremoderatewounds
can learnimportantdetailsaboutaspecificgrovemaster SpellLikeAbilities(CL11th):

98

1/dayinvisibility
DruidSpellsPrepared(CL11th):
Master Scout
6thallegianceoftheland*
5thbraxatskin*,righteousmight
Stay away from the cacti... STAY AWAY from the
4thelementalstrike(DC17),klarsheart,nondetection cacti.
3rdcall lightning (DC 16), cure moderate wounds, eye of Badu,caravanscout
thestorm*,sleetstorm,snare
2ndbarkskin,bullsstrength,conservation*,echoofthelirr Caravan masters, army commanders, raiding parties,
(DC15),gustofwind(DC15),sleep(DC15) adventuring groups, and anyone else traversing the
1stbacklash* (DC 14), cure light wounds, entangle (DC hostile wilderness of Athas, all need the services of the
14),magicfang,longstrider,plantrenewal* master scout. Experienced wanderers and trackers who
0defiler scent* (2), detect poison, know direction, knoweverypathandrockprovideasafetyandadvantage
nurturingseeds*,resistance valuedbythosewhohavecometoknowtheirservices.
AbilitiesStr13,Dex10,Con16,Int8,Wis17,Cha10
SQ animal companion, guarded lands, nature sense, Becoming a Master Scout
share spells with companion, sustenance, trackless Rangers and druids are natural candidates for the
step,wildempathy+13(+9magicalbeasts) masterscoutclass,withtheirextensiveknowledgeofthe
Feats BlindFight, Combat Casting, Natural Spell, wastes and its creatures. Barbarians also make good
Wastelander scoutsduetotheirfastmovement.
Skills Concentration +10, Handle Animal +5, Heal +7,
Hide +4, Knowledge (nature) +5, Listen +5, Move
Silently+9,Spellcraft+1,Spot+5,Survival+11(+13in
EntryRequirements
abovegroundnaturalenvironments) Skills:Survival8ranks.
Possessions combat gear plus +3 hide armor of silent Feats:Track,Wastelander.
moves,+1scimitar,ringofminorfireresistance
Class Features
AnimalCompanion CR As a master scout, you focus your abilities on speed,
NLargeanimal stealth,andguidingotherstosafety.
Init+2;Senseslowlightvision,scent;Listen+5,Spot+5 Weapon and Armor Proficiencies: Master scouts are
AC22,touch11,flatfooted20 proficientinlightarmorandsimpleweapons.
(1size,+2Dex,+11natural) Blaze Trail: You are skilled at finding the best route
hp85(10HD) through unfamiliar or obstructed areas and can guide
Fort+11,Ref+9,Will+2 others as well. Add 5 feet to your base speed. Up to one
Speed40ft.(8squares);Run additionalcreaturepermasterscoutlevelcanbenefitfrom
Melee2claws+13(1d6+7)andbite+11(1d8+4)andtail thisability.Infavoredterrains(seebelow),youmayadd
slap+13(1d12+7) anadditional5feettoyourownandyourpartysspeed,
Space10ft.;Reach5ft. duetofamiliaritywiththeseterrainsandareas.
BaseAtk+7;Grp+18 Hard March: Due to your knowledge and experience
AtkOptionsimprovedgrab of travel, you add your Wisdom modifier (if positive) to
AbilitiesStr25,Dex15,Con18,Int2,Wis12,Cha6 Fortitude saves for enduring a forced march. Up to one
Feats Alertness, Endurance, Improved Natural Attack additionalcreaturepermasterscoutlevelcanbenefitfrom
(claw),MultiattackB,PowerAttack,Run,TrackB thisability.
SkillsJump+12,Listen+5,Spot+5,Survival+6 Bonus Feat: You have survived the Athasian
ImprovedGrab(Ex)Tousethisability,atakismusthit wilderness and have become resilient from experience.
with its bite attack. It can then attempt to start a You gain a bonus feat chosen from the following list:
grapple as a free action without provoking an attack Endurance,GreatFortitude,IronWill,LightningReflexes,
ofopportunity. Mobility,Toughness.

Table 46: The Master Scout Hit Die: d8


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Blaze trail, hard march
2nd +1 +3 +3 +0 Swift strike +1d6
3rd +2 +3 +3 +1 Uncanny stealth (normal speed)
4th +3 +4 +4 +1 Favored terrain
5th +3 +4 +4 +1 Swift tracker (normal speed), swift strike +2d6
6th +4 +5 +5 +2 Bonus feat
7th +5 +5 +5 +2 Uncanny stealth (running)
8th +6 +6 +6 +2 Swift strike +3d6
9th +6 +6 +6 +3 Favored terrain
10th +7 +7 +7 +3 Swift tracker (running)
Class Skills (6 + Int modifier per level): Balance, Climb, Craft, Handle Animal, Hide, Jump, Knowledge (nature), Listen, Move
Silently, Spot, Survival, Use Rope.
99

SwiftStrike(Ex):At2ndlevel,youbecomeskilledat Advancement
taking down unwary targets quickly. You deal +1d6 PerhapsthemostdangerousplaceinAthasisinsidea
pointsofdamageonsuccessfulmeleeandrangedweapon citystate: an environment rife with political intrigue,
attacks made against a flatfooted opponent. This extra diseases, and assassination. To escape these noxious
damage can be lethal or nonlethal, as determined by the environs, you sought refuge in the wild where even the
choiceofweaponandthemannerinwhichitsused. foulest elements of a society fear to tread. By gaining an
The extra damage increases to +2d6 at 5th level and intimate knowledge of this hazardous realm, you buy
+3d6at8thlevel. some breathing room and security from the urban
UncannyStealth:Masterscoutslearntomovequickly madness.
yet quietly. At 4th level, you no longer suffer the 5 As your master scout abilities increase, you find the
penaltyonHideandMoveSilentlycheckswhilemoving Athasianwildernessamoreandmoreinvitingplace(ifa
atnormalspeed. placewithsuchconstantperilcanbecalledinviting).You
At7thlevel,yousufferonlya10penaltyonHideand canuseyourskillstoestablishsafehavensforyourselfor
Move Silently checks while running or charging (instead to gain employment opportunitiesperhaps guiding a
ofthenormal20penalty). groupofrecentlycaughtslavesthroughtheTyrvalleyor
Favored Terrain: At 4th and 8th level you gain a somenobleintodistantdangerous,location.Youcanalso
favoredterrain.Thisisexactlyliketherangerclassfeature find that continuing to advance as a ranger or barbarian
ability of the same name (page 53). This benefit scales augments your already impressive abilities in the
withpreviouslychosenfavoredterrains. Athasianlands.
Swift Tracker (Ex): At 5th level, you can move at
normal speed without penalty when using the Survival Resources
skilltotrack.Youcanmoveattwicenormalspeedwhile
Your service is valued by merchant houses and
tracking, but you take a 10 penalty on the check when
adventurers alike, so you are never without a job.
doingso.
However, you must acquire any resources you wish to
At 10th level, you receive no penalty on Survival
gain from organizations or communities on their own,
checkswhilerunningorcharging.
throughpayment,loot,ortradeasusual.

Playing a Master Scout Master Scouts on Athas


Younavigatedifficultterrainaseasilyasacommoner
A master scout is never taken by surprise; he knows
walks down a cobbled lane. Your natural talent and
intensive training forged you into the ideal tracker and
exactly what to do when anything unexpected happens.
mobile warrior. Where others find themselves caught on Masterscoutmotto
brambleweed,fallingintogiantantlionsandpits,orlost
inthewilderness,youflow,jumpandsweepthroughall Thrikreen, elves and other races with inborn speed
distractionsofferedbythemutelandscape. and endurance usually have a master scout within their
Quick, trackless, difficult to pin down, you are lethal tribeorclan.Aarakocrascoutspatrolthemountainsfrom
whenyoudecidetomakeyourpresenceknown,whether a height near Winter Nest, quickly reporting intruders.
in a direct attack or when you make your report to the Halfling master scouts use their natural aptitude for
merchant house eager to act on the intelligence you stealth to compensate for their lack of overland speed
gathered. makingsuretheyaretheundisputedmastersoftheForest
Ridge.
Combat
Organization
You are capable in combat, although less so in open
melee than fighters, gladiators, or barbarians. Your skills There is no organized master scout organization; you
allow you to survive in the wilderness, to find the are most likely to be a loneror at best the leader of a
quickest and safest path and to avoid detection. Your group of raiders or renegadesthan you are to gather
knowledge of various types of terrain gives you an withothermasterscouts.
advantage over your foes, and makes it easier for you to Often a citystates templarate hires master scouts as
liveofftheland. spies,andmerchanthousesareeagertoemployyouasa
Your swift strike works only against flatfooted guide through the most dangerous trade routes.
opponents, so make sure to max out Hide and Move Additionally, you might be called to lead an
Silentlyinordertoalwayscatchyouopponentoffguard. expeditionary force to attack some distant target or
Invest every possible skill point in Knowledge settlement.
(geography)andSurvivalinordertobecometheultimate
NPC Reactions
trailblazer.Selectfeatsthatfurtherimproveyourmobility
and stealth, such as Run, Shot on the Run, Sniper, and Mostfolkassumemasterscoutsaretypicalrangersor
Stealthy. mercenaries and treat them as such. It is only when
someone finds himself outside the secure boundaries of
his citystate that he truly appreciates you. Indeed, he

100

holds you almost in awe, knowing that you are all that
stands between him and a horrible death in the Nuuta CR 9
wastelands. Malehalfelfranger6/masterscout3
NEMediumhumanoid(elf)
Master Scout Lore Init+8;Senseslowlightvision;Listen+4,Spot+6
Characters with ranks in Knowledge (nature) can LanguagesCommon,Elven
researchmasterscoutstolearnmoreaboutthem.Whena AC17,touch14,flatfooted13
character makes a skill check, read or paraphrase the (+4Dex,+3armor)
following,includingtheinformationfromlowerDCs. hp58(9HD)
DC 10: Master scouts are rangers focused in stealth Fort+10(+11forhardmarches),Ref+12,Will+4
andspeed. Speed35ft.(7squares);woodlandstride
DC 15: Master scouts can quickly lead entire patrols Meleemacahuitl+10/+5(1d8+3/1920)or
throughhardterrainwithoutmakingasinglesound. Rangedcompositelongbow+14/+9(1d8+2/x3)or
DC 20: Some master scouts can run even in the Rangedcompositelongbow+12/+12/+7(1d8+2/x3)or
densestofundergrowth,unfetteredandwithoutmakinga Rangedcompositelongbow+10/+10/+10/+5(1d8+2/x3)
soundwhiletheykilltheirpreyfromtheshadows. Space5ft.;Reach5ft.
DC 30: Characters who achieve this level of success BaseAtk+8;Grp+10
can learn important details about master scouts in your SpecialActionsblazetrail,uncannystealth
campaign, including groups that sponsor such Atk Options favored enemy humans +2, swift strike
individuals, notable members, the areas where they +1d6
currently operate, and the kinds of activities they CombatGear2fruitpotionsofcuremoderatewounds
undertake. RangedSpellsPrepared(CL3rd):
Members with connections with a merchant house 1stentangle(DC12),speakwithanimals
should have little problem contacting master scouts AbilitiesStr14,Dex18,Con14,Int8,Wis12,Cha10
throughhouseagents(GatherInformationDC10). SQ animal companion, favored terrain +4 (forest), link
with companion, share spells, wild empathy +6 (+2
Master Scouts in the Game magicalbeasts)
Feats EnduranceB, Improved Initiative, ManyshotB,
Master scouts are usually mercenaries for hire, many RapidShotB,Sniper*,Stealthy,TrackB,WeaponFocus
of whom cater to adventurers, or they are members of (compositelongbow)
slave,elforhalflingtribes.Theyarehighlyprized,sincea Skills Climb +6, Concentration +4, Craft (trapmaking)
good master scout can be the difference between a safe +3, Disguise +0 (+2 impersonating humans), Handle
andquickarrivalorgettingeatenbykreenraiders. Animal +2, Hide +20 (+25 when firing), Jump +6,
As a player character you can serve as a guide for a Knowledge (geography [Forest]) +4, Knowledge
partyhelpingittoavoidAthashiddendangersandusing (nature) +4, Listen +4, Move Silently +20, Search +4,
your talents to outmaneuver or outwit those foes that Spot +6, Survival +9 (+11 to keep from getting
cantbeavoided. lost/aboveground natural environments), Use Rope
ANPCmasterscoutmightbetheleaderofacitystate +7
patrolortheheadofaraidingtribeandpreyingonthose Possessions composite longbow (+2 Str), masterwork
foolish enough to venture into the Athasian wilderness. arrows(40),silentmovesshadowstuddedleather
He could also be a spy sent to observe some other

Poisonmaster
communityandreportitsweaknesstohismasters.

Sample Encounter
Masterscoutscanusuallybeencounteredworkingas That wasnt tea... and that wasnt cinnamon. Oh, dear.
scoutsforcaravansortrailblazersforarmies.Adventures Salima,elvenpoisonmaster
involving a master scout typically revolve around
sneaking into an enemys camp, exploring a dangerous Allexperiencedbardsknowhowtoapplypoisonstoa
ruin,ortheguidancethroughanunknownland. bladeandspikeadrink,butsomegoontostudypoisons
EL9:NuutalivesontheoutskirtsofNibenay.Hefears indepth,seekingoutancientrecipesandsecretsofpoison
neither the templars of the city nor the dangers of the lore.Somepursuepoisonswithapassion,othersformore
surrounding woods, choosing instead to prey upon the sinisterreasons.Whetheritisthethrilloftryingoutanew
former and seek refuge in the latter. Anyone seeking to poison on a new victim, or inhaling the fumes of the
reach the Ivory Triangle might find himself subject to an boiling brew, these bards more often than not develop
ambushbyNuuta. some form of peculiarities as their experimenting with
poisonsovertimedeterioratetheirnervesandminds.

101

Becoming a Poisonmaster variable, numeric effects of an empowered poison are


increased by onehalf. This can be applied to either or
Bards and rogues make up the majority of both primary and secondary damage. Empower poison
poisonmasters, with multiclass rangers forming the bulk increasesapoisonsbasepriceby50%.
oftherest.Thesethreeclassesrelymostoftenonpoisons. Poisoners Fortitude (Ex): You get a +4 bonus to
Sometimes a multiclassed assassin expands his deadly Fortitudesavesfromphysiologicalchangesduetopoison,
repertoirebymanipulatingpoisonstomorepotenteffects. butsuffersmentalsideeffects,reducingyourWisdomby
2.
EntryRequirements MaximizePoison(Ex):Youcanmaximizethestrength
Skills:Craft(poisonmaking)8ranks,Craft(alchemy)4 of any poison with numeric variables you manufacture.
ranks. Forexample,apoisonthatinflicts2d6Strdamageinflicts
Feats:SkillFocus(Craft[poisonmaking]). 12 points of Str damage. Maximize poison increases a
poisonsbasepriceby75%.
Class Features Mindblank (Sp): At 8th level, your mind becomes
completelysealedagainstinvoluntaryintrusionasperthe
Thepoisonmasteristheultimateauthorityinpoisons. mindblank spell. This ability is always considered active
Hehastheabilitytoidentifyanypoisonandtherequired andsupersedesmentalresistance.
antidote, and to enhance his poisons with alchemical Quicken Poison (Ex): You can reduce the time
mixtures. between a poisons initial and secondary damage from 1
Identify Poison (Ex): You can safely identify any minute to 1 round. Quicken poison increases a poisons
poison through an appropriate method (smell, taste, basepriceby100%.
alchemicaltest)withoutriskingharm. Poison Immunity (Ex): At 10th level, you become
Dosage(Ex):Poisonmastersknowtheexactamountof immunetoallpoisons.
poison needed for an application, making sure no
excessive poison is used. Each dose of poison created by
youcanbeappliedtwice. Playing a Poisonmaster
PoisonSecret(Ex):At2nd,4th,6thand8thlevelyou From an early age you were fascinated by all aspects
can select one of the following bardic secrets: of poisons, from their elegant creation to their ingenious
poisondealer, scorpions touch, smokestick application, lethality.Perhapsyoufellvictimtoaparticularlystrange
poisonbane,poisonresistance.Someofthesesecretsmay venom, or witnessed the effectiveness of one. You might
beselectedmorethanonce.Seethebardclassfordetails. have had a teacher, but just as likely you learned from
PoisonUse(Ex):Youcanapplypoisonswithouta5% studying the vials of used poisons or rare ingredients
chanceofaccidentallypoisoningyourself. throughexperimentation.Youhavededicatedyourselfto
Extend Poison (Ex): You can alter the onset time of theultimateexpressionofthepoisonmasterscraft.
anypoisonyoumanufacturebyuptoonehour.Thiscan Your role in the party depends on its needs: You
be applied to either or both primary and secondary might take point, increasing your groups overall
damage.Thisincreasesthepoisonsbasepriceby25%. lethalness, or follow up the rear, waiting for the perfect
MentalResistance(Su):At4thlevelyoureceivea+2 timetostrikeagainsttheenemyleader.Ineithercaseyou
circumstance bonus to saves made against telepathic take your responsibility, like everything else in life, very
powersandenchantment/charmspells. seriously.
Damage Reduction (Ex): Beginning at 5th level, your
nervous system suffers from your experimentations with Combat
poisons,makingyouslightlyresistanttophysicalattacks. You can hold your own in combat, thanks to the
You gain damage reduction based on the amount listed training you received before becoming a poisonmaster,
onTable47:ThePoisonmaster. butyoushouldstayoutofmeleeaslongasyoucan.Try
Empower Poison (Ex): You can alter the strength of not to draw attention to yourself while spiking your
any poison with numeric variables you manufacture. All weapons, and those of your partys, with your special

Table 47: The Poisonmaster Hit Die: d6


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +2 Identify poison, dosage, poison use
2nd +1 +3 +3 +3 Poison secret
3rd +2 +3 +3 +3 Extend poison
4th +3 +4 +4 +4 Poison secret, mental resistance
5th +3 +4 +4 +4 Empower poison, damage reduction 3/
6th +4 +5 +5 +5 Poison secret
7th +5 +5 +5 +5 Poisoners fortitude, maximize poison
8th +6 +6 +6 +6 Poison secret, mindblank
9th +6 +6 +6 +6 Quicken poison
10th +7 +7 +7 +7 Damage reduction 6/, poison immunity
Class Skills (4 + Int modifier per level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather
Information, Heal, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of
Hand, Spot.
102

creations.Onlyafteryouvegivenyourselfandyourparty NPC Reactions


theedgewithyourexpertskillsshouldyougetinvolved Thepoisonmasterstradeisofquestionablelegalityin
inthefight. someplaces,andhighlyillicitinmanyothers.Thosewho
careaboutsuchthingsandwhoknowacharactertobea
Advancement poisonmaster treat him with scorn, usually having an
Even though you have reached a high degree of initialreactionofindifferentatbest.
proficiency, you must continue to hone your craft. Max
outyourranksinCraft(poisonmaking),aswellasinCraft
(alchemy). If you have the skill points to spare, consider
Poisonmaster Lore
investinginKnowledge(local)orKnowledge(nature),to Characters with ranks in Knowledge (local) can
more easily find poison components or how to identify researchpoisonmasterstolearnmoreaboutthem.Whena
theminthewild.Choosefeatsthathelpyoukeepoutof character makes a skill check, read or paraphrase the
enemies reach, or that let you move easily around the following,includingtheinformationfromlowerDCs.
battlefield, such as Dodge (and related feats), Improved DC 10: Poisonmasters are equally skilled at creating,
Initiative,andPoisonfeats(fromAthasianEmporium). identifying,anddestroyinganykindofpoison.
DC 15: A skilled poisonmaster can whip up a poison
Resources that kills his victim in a matter of seconds instead of
Popularwithmerchanthousesandnobleslookingfor minutes.
a way to remove a rival, you never want for work or DC 20: Some poisonmasters can make poisons
opportunity.Whetheremployedbyanorganizationoran seeminglyoutofalmostnothing.
individual, you can name your own priceand only the DC 30: Characters who achieve this level of success
wealthycanaffordyou. can learn important details about specific poisonmasters
Youcanexpecttoreceiveassistancefromanemployer inyourcampaign,includinganotableindividual,thearea
to help you do what you do best, usually in the form of in which he operates, and the kinds of poisons in which
poisoncomponents.Theamountofaiddependsonyour hespecializes.
employers wealth and needs, as well as the project for Habitus of a bards quarter always know who the
which you were hired. When not employed or when poisonmastersarewithintheircitystate,evenifnoneare
plyingyourtradeontheside,youexpectandrequireno currently working for them. PCs wishing to meet a
supportyoucanmanagequitewellonyourown. specificpoisonmastershouldattemptGatherInformation
checks with bards, elves or anyone within a bards
quarter.
Poisonmasters on Athas
The single most frightening experience that I endured Poisonmasters in the Game
while in the service of my master had to be our journey to
Poisonmasters work best in campaigns set within an
the poisoner Wheelock. While I cannot say whether the urbanenvironment,particularlyiftheresabardsquarter
man is living or dead, the stories are true that he seems to nearby. Some wildernessbased campaigns might also
tread the border between the two. provide enough opportunities to keep poisonmasters
Esrevasjournal,Gulgslave busy, looking for new poison components. Players who
enjoy using poisons, or who are looking for a new
Elven poisonmasters sell their wares on the black direction for their bards or rogues, might enjoy playing
markets in the city. Tales of halfling poisonmasters who poisonmasters. Elves, halflings, and halfelves find the
haveunlockedancientalchemicalsecretsarewhisperedin classespeciallyappealing.
seedy taverns and beyond closed curtains. Dwarven Even a single poisonmaster NPC can make an
poisonmasters devoted to their art are rare, but very interesting series of encounters, harassing the PCs with
diligentintheirpursuits.Thus,youcaneasilyincorporate debilitating or irritating poisons. The party faces a
apoisonmasterintoacampaign substantialchallengeintrackingdownandputtingastop
to the interference, especially if the poisonmaster has an
Organization influentialemployer.
Eachpoisonmastercomestohistradeinhisownway.
No guild or organization links these staunch Sample Encounter
individualists, who freely join or leave an employer as Poisonmastersareusuallyfoundpracticingtheirartin
their interests and values dictate. A poisonmaster joins a the cities, journeying in the wilderness in search of rare
larger group only if doing so makes sense to him; he ingredients, or living lives in solitude or with chosen
wontgiveupresearchingthenextgreatpoisonifitwont companions in reclusive locations. Some poisonmasters
beinterestingorprofitabledoingso.Agrouphonoredby seektheservicesofadventurerstohelpthemretrieverare
the company of such an insidious and deadly specialist plantsorbodypartsfromsavagebeaststobeusedintheir
treatshimwithhonorandrespect,orsometimesoutright deadlyprofession.
fear. EL 11: The PCs most likely encounter Salima after
tasting her latest creation. The PCs might have been

103

poisoned by one of her venoms and need the antidote contemplation on the uses of his powers and on the
beforeitistoolate,ortheymightneedtohireherservices understandingofhisWillareparamounttothisend.
tocreateaspecialpoisonagainstaspecificfoe.
Becoming a Psiologist
Salima CR11 Only manifesters who have given a priority to their
Femaleelfbard6/poisonmaster5 psionic development are likely to be drawn to becoming
CNMediumhumanoid(elf) psiologists. Thus, almost all psiologists come from the
Init+3;Senseslowlightvision;Listen+10,Spot+5 ranks of psions or psychic adepts (see page 245), and a
LanguagesCommon,Dwarven,Elven few wilders who trained in the academies after
AC19,touch13,flatfooted16 developing their powers on their own. Psychic warriors
(+3Dex,+5armor,+1natural) andrarelyhavetheintellectualfocusrequiredtobecome
hp60(11HD) psiologists.
Resistmundaneextremeheatorcold
Fort+8,Ref+14,Will+14;+2againsttelepathicpowers EntryRequirements
andenchantment/charmspells Alignment:Anylawful.
Speed40ft.(8squares);elfrun Skills:Knowledge(psionics)12ranks,Psicraft12ranks.
Melee+1bardsfriend+8/+3(1d4/1820) Feats: Psionic Affinity, Skill Focus (Knowledge
Rangedblowgun+10/+5(1pluspoison) [psionics]),SkillFocus(Psicraft),anytwometapsionic
Rangedtanglefootbag+10touch(special) feats.
Space5ft.;Reach5ft. Psionics:Abletomanifest5thlevelpowers.
BaseAtk+7;Grp+6 Special: Must have trained in at least three different
AtkOptionsQuickDraw,improvedpoisonuse,poison psionic academies or schools and must still be a
(giantwasppoison,FortDC14,1d6Dex/1d6Dex)or memberingoodstandinginoneofthem.
(methelinoc,ForDC16,1d6Con/1d6Con)
SpecialActionsbardicmusic6/day(inspirecourage+1,
fascinate 2 targets, countersong, suggestion), extend
Class Features
poison Manifesting: At every level, you gain additional
CombatGear 5dosesofgiantwasppoison,5dosesof powerpointsperdayandaccesstonewpowersasifyou
methelinoc,2tanglefootbags hadalsogainedalevelinwhatevermanifestingclassyou
AbilitiesStr8,Dex16,Con14,Int12,Wis16,Cha8 belonged to before you added the prestige class. You do
SQ bardic knowledge +10, dosage, poison use, trade not, however, gain any other benefit a character of the
secret(poisondealer,scorpionstouch) class would have gained (bonus feats, metapsionic,
FeatsSkillFocus(Craft[poisonmaking]) psionic or item creation feats, psicrystal special abilities,
Skills Appraise +9 (+11 related to alchemy/poisons), andsoon).Thisessentiallymeansthatyouaddthelevel
Bluff +7, Craft (alchemy) +11, Craft (poisonmaking) of psiologist to the level of whatever manifesting class
+20, Diplomacy +6, Disguise +1 (+3 impersonating youhave,thendeterminespowerpointsperday,powers
humans),GatherInformation+8,Hide+8,Intimidate known,andmanifesterlevelaccordingly.
+3, Knowledge (local) +11, Listen +10, Move Silently Ifyouhadmorethanonemanifestingclassbeforeyou
+8,Perform+6,Profession(poisonmaster)+10,Search became a psiologist, you must decide to which class you
+3,SenseMotive+10,SleightofHand+16,Spot+5 add the new level of psiologist for the purpose of
Possessions combat gear plus +2 studded leather armor, determining power points per day, powers known, and
+1bardsfriend,blowgun,darts(10),amuletofnatural manifesterlevel.
armor+1 Psiologism (Ex): The time you spend learning and
discovering the intricaciesof the Way provides you with

Psiologist
anevergrowingknowledgeandmasteryofthethingsof
themind.Yougainacompetencebonusequaltoonehalf
your psiologist level on all Concentration, Knowledge
The Way is hard for those without the Will to follow it (psionics)andPsicraftchecks.
to the end. PsionicAcumen(Su):At2ndlevel,youdevelopways
Urmexca,Drajipsiologist tostrengthenyourpowersfartherthanotherusersofthe
Way. You can now augment any power you know for a
ManyarethosewhoaretrainedintheuseoftheWay, totalof1powerpointmorethanyourmanifesterlevel.At
but few dedicate themselves completely to its 5th and 9th level, you add an additional power point to
comprehension. The psiologist studies extensively in the the limit of power points you can spend for augmenting
psionic academies and schools to unlock a mastery over powersyouknow.Thisbenefitcannotbeusedwhileyou
theWaythatothersneverdreamof.Bylearningfromthe are wild surging, since it is by consciously controlling
variousexistingtraditionsoftheWay,hecanbenefitfrom youruseoftheWillthatyouachievethisresult.
the wisdom of hundreds of great masters. Intense Psionic Rationalization (Su): At 3rd level, your
understanding of the Way shows itself as you can

104

enhanceyourpowerswhilemakinglessuseofyourWill. Psiologistshavenoorganizationoftheirown,besides
Whenusingametapsionicfeat,youreducetheincreased their psionic academy or school, but a few distinguished
power point cost by 1. At 7th level, you can reduce the (and neutral) psiologists sometime develop a connection
cost by an additional point. The cost cannot be reduced withthesecretiveorganizationknownastheOrder(page
belowitsoriginalcostbytheuseofthisability. 231),oreviloneswiththeBrotherhoodoftheMind(page
Forethought(Su):Uponachieving4thlevel,andlater 228).
at 6th level, your control of the Way becomes such that
youcanmanifestaquickenedpowerasthoughusingthe Combat
Quicken Power feat, but without increasing the power For the most part, your techniques in combat should
point cost or expending your psionic focus a number of match those of other specialists in your field. Kineticists
timesindicatedinTable48:ThePsiologist. attempt to destroy the foe, telepaths to win them over,
Discipline Insight (Su): At 8th level, you master a shaperstosendcreaturesagainstthem,andsoforth.Your
single discipline that you choose, and your knowledge psionic acumen grants you special benefits and you
and understanding of this chosen discipline is so great shoulduseittoyourbestadvantagebyaugmentingyour
that you can, once per day, manifest a power from that powerstotheirfullest.
discipline as if you had two additional manifester levels.
This benefit cannot be used while you are wild surging, Advancement
sinceitisbyconsciouslycontrollingyouruseoftheWill Yousteppedontothepathofthepsiologistassoonas
that you achieve this result. If you are already a psion, you realized it was the only true from of psionics. Your
thenyoumustchooseyourchosenpsiondisciplinewhen chosendisciplinecalledtoyoulikenothingelse,andyou
usingthisability. answered that call with fervor. You have reached the
Schoolmaster (Su): At 10th level, you are able to point where you are an acknowledged expert in your
manifest powers from your chosen discipline for the field, but you have quite a way to go before you have
maximumeffectpossible.Onceperday,youcanmanifest gainedthelevelofpowerandunderstandingyoudesire.
apowerfromthatdisciplinethatisbothempoweredand Youspendmuchofyourtimeinstudyandresearch,but
maximized, without any extra power point cost. The nothingteacheslikerealexperience,soyouareaslikelyto
chosendisciplinefortheschoolmasterabilitymustbethe adventureasamoretraditionalpsion.
sameoneaswaschosenfordisciplineinsight. As you advance as a psiologist, consider feats that
expandtheabilitiesofyourpsionicssuchasmetapsionic
Playing a Psiologist featsthat augment your powers in general. Keep
Knowledge(psionics)andPsicrafthigh.
You firmly believe that psionics is superior to magic,
or any physical training, if the user is knowledgeable
Resources
enough in the Way and has the Will to back it up. You
even consider yourself superior to other more mundane Most psiologists are members of, or at least have ties
usersoftheWay. to, psionic schools, academies, monasteries, and similar
Youmightappearverysimilartoanaveragepsionor groups. Although these organizations arent likely to
wilder, but beneath that veneer of normality exists a simply hand you equipment, they are useful places to
piercing understanding of the Way and a mastery of it traderesources.Ifpsionicitemsareavailableinthearea,
that none but another psiologist can match. Your this is the place to find them. You might even be able to
knowledge of the intricacies of your discipline and of purchase them at a small discount (5% to 10%), in
psionicsingeneralgivesyoutremendousconfidenceeven exchange for training other members or an agreement to
in the face of overwhelming odds. Every power of your performsomeservicefortheschool.
chosen discipline is another chance to enhance your
effectiveness and expand your mastery of the Way. You
hunger for knowledge and are interested in anything to
dowithyourfavoredformofpsionics.

Table 48: The Psiologist Hit Die: d4


Base Attack Fort Ref Will
Level Bonus Save Save Save Special Manifesting
1st +0 +0 +0 +2 Psiologism +1 level of existing manifesting class
2nd +1 +0 +0 +3 Psionic acumen (1) +1 level of existing manifesting class
3rd +1 +1 +1 +3 Psionic rationalization (1) +1 level of existing manifesting class
4th +2 +1 +1 +4 Forethought (1/day) +1 level of existing manifesting class
5th +2 +1 +1 +4 Psionic acumen (2) +1 level of existing manifesting class
6th +3 +2 +2 +5 Forethought (2/day) +1 level of existing manifesting class
7th +3 +2 +2 +5 Psionic rationalization (2) +1 level of existing manifesting class
8th +4 +2 +2 +6 Discipline insight +1 level of existing manifesting class
9th +4 +3 +3 +6 Psionic acumen (3) +1 level of existing manifesting class
10th +5 +3 +3 +7 Schoolmaster +1 level of existing manifesting class
Class Skills (2 + Int modifier per level): Autohypnosis, Bluff, Concentration, Diplomacy, Knowledge (all skills individually),
Literacy, Psicraft, Sense Motive, Use Psionic Device.
105

Psiologists on Athas Any community large enough to have a psionic


academyorschoolcontainsafewpsiologistsasmembers,
All creatures possess the Willthe potential for psionic andevenifnoneofthemhavethespecialtythePCsseek,
powerbut without schooling in the Way, they will never theylikelyknowwheretolook.PCsarefarmorelikelyto
be able to use their hidden gifts. Some of you will listen pique the interest of a psiologist if they have some new
and learn. Others of you will spend months here without tidbitofpsionicloretoshare.
comprehending a thing I say. The decision is up to you.
Now, shall we begin?" Psiologists in the Game
MasterZeranna,telekinesispsiologist NPC psiologists are most often found in the various
psionic academies dotting the lands of Athas. They are
ThepsiologististoDarkSunwhatthearchmageisto often teachers of the Way, masters who show the
other D&D settings. Wherever psions exist,some seek to superiority of psionics over all other disciplines to those
more thoroughly understand their discipline and the whowishtolisten.Theyarealwaysonthelookouttofind
Way. Psiologists are most often found in areas where new ways to develop their already impressive grasp of
psionic study is highly formalized, such as the citystate, theWillandtheWay.
except for Eldaarich, or large villages that have schools The psiologist prestige class should appeal to players
and academies. Because a psiologist might well not whoenjoyportrayingapsionicspecialistbutdesirebetter
appear any different to a casual observation than any representation of a master of the Way, or new abilities
other psion, DMs can easily assign this prestige class to relating to their powers that they cant achieve through
establishedNPCsafterthefact. moretraditionalmeans.

Organization Sample Encounter


You benefit from being a member from a psionic Its entirely possible that PCs encounter a psiologist
academyorschool.Theorganizationyouareamemberof andneverrealizeit.Withtheexceptionofhisheightened
providesyouaplacetostayforaslongasyouwish.You interest in study and psionic practice, a psiologist likely
mayboardattheschoolgroundcampusandareprovided appears in the same circumstances as any other psion or
with meals and lodging of common quality. You must wilder. PCs might battle the creations of a shaper
performvariousdutiesinreturnforthesebenefits.Duties psiologist, face a kinetic psiologist across the battlefield,
include making yourself available to teach students on orprotectaseerpsiologistfromharmuntilhecandeliver
campusforatleast2consecutiveweekseverysixmonths hisvitalinformation.
and accepting special commissions handed down by EL 13: Urmexca is a captivating personality and a
seniormembersoftheinstitution. wellstudied psionicist. She funds her studies by hiring
herself out to adventurers and powerful patrons that
NPC Reactions
might require her abilities. Although she is not evil, she
To the layman, nothing about a psiologist doesnt particularly care about the politics of those she
differentiates him from any psion (or, in some cases, a works for (though she avoids working for blatantly evil
wilder).Thus,mostpeoplereacttoapsiologistexactlyas ones).
theywouldtoanyothermanifesterintheircommunity.A
psion has not adopted the psiologist path might look to
Urmexca CR13
psiologists with envy, derision, or awe, depending on
Femalemulegoist8/psiologist5
how confident the psiologist is in his own skills as a
LNMediumhumanoid(dwarf,psionic)
manifester.
Init+0;Sensesdarkvision30ft.;Listen+1,Spot+1
LanguagesCommon
Psiologist Lore AC12,touch11,flatfooted12
Characters with ranks in Knowledge (psionics) can (+1natural,+1deflection)
research psiologists to learn more about them. When a hp71(13HD);DR1/nonlethal
character makes a skill check, read or paraphrase the Resist extended activity, tireless (+4 on Con checks for
following,includingtheinformationfromlowerDCs. extendedphysicalactivitiesand+4againstweakness,
DC15:PsiologistsdeeplystudytheWay,andthrough fatigue,exhaustionorenfeeblement)
thatgainabilitiesbeyondthereachofmerepsions. Fort+6,Ref+3,Will+11
DC 20: Psiologists can manifest powers easier, faster, Speed30ft.(6squares)
andstrongerthanothermanifesters. Melee+1quarterstaff+9/+4(1d6+3)
DC 30: Characters who achieve this level of success Space5ft.;Reach5ft.
can learn important details about specific psiologists in BaseAtk+6;Grp+8
your campaign, including notable members, the areas AtkOptionsExtendPower,QuickenPower
where they operate, and the kinds of activities they CombatGearpowerstoneofanimalaffinity(ML8th)
undertake. Power Points/Day 129; Psion Powers Known (ML
13th):

106

7thfission Becoming a Templar Knight


6thbreath of the black dragon (DC 20), psionic overland
Any character willing to draw power and authority
flight,psionicrestoration
fromhissorcererkingcanbecomeatemplarknight.The
5thadapt body, power resistance, psionic revivify, psionic
majority hail from combatoriented classes, especially
trueseeing
fighters, but occasionally a psychic warrior or barbarian
4thenergy adaptation, intellect fortress, metamorphosis,
trainenoughtoqualifyfortheclass.
psionicfreedomofmovement

3rdbody adjustment, dispel psionics, ectoplasmic form,
hustle EntryRequirements
2ndanimal affinity, chameleon, empathic transfer, mass BaseAttackBonus:+5
missive Skills:Diplomacy2ranks
1stdetect psionics, inertial armor, mind thrust (DC 15*), Special: Must be proficient with at least one martial
thickenskin,vigor weapon.Mustbeacceptedintothetemplarate.
*ThesaveDCsforthesepowersmightincreasewiththe
useofaugments. Class Features
AbilitiesStr14,Dex10,Con16,Int18,Wis13,Cha10 WeaponandArmorProficiency:Templarknightsare
Feats Combat Manifestation, Extend Power, Psionic proficientwithallmartialweapons,aswellasallarmors
Affinity, Psionic Meditation, Quicken Power, Skill andshields(includingtowershields).
Focus(Knowledge[psionics]),SkillFocus(Psicraft) Spellcasting:Youcastdivinespells,whicharedrawn
SkillsAutohypnosis+3,Concentration+13,Knowledge fromthetemplarknightspelllistonpage108.Whenyou
(psionics)+19,Listen+1,Literacy(Common),Psicraft gain access to a new level of spells, you automatically
+22 (+24 with power stones), Spot +1, Use Psionic know all the spells for that level on the templar knights
Device+8(+10withpowerstones) spell list. You can cast any spell you know without
Possessionscombatgearplusamuletofnaturalarmor+1, preparing it ahead of time. Essentially, your spell list is
gloves of Dexterity +2, +1 quarterstaff, ring of protection thesameasyourspellsknownlist.
+1,torcofpowerpreservation To cast a templar knight spell, you must have a
Wisdomscoreof10+thespellslevel.TheDifficultyClass
Templar Knight forasavingthrowagainstatemplarknightsspellis10+
thespellslevel+thetemplarsknightWismodifier.Like
Halt in the name of the Lion King. otherspellcasters,atemplarknightcancastonlyacertain
number of spells of each level per day. The base daily
Talon,humantemplarknight
allotment is given on Table 49. In addition, you receive

bonusspellsforahighWisdomscore(PH8).
Templars knights are usually experienced warriors
Atemplarknightneednotpreparespellsinadvance.
withstrongpersonalitieswhoserveasorcererking.Their
You can cast any spell you know at any time, assuming
dutiesdiffer,butmanyleadpatrolsoftemplarguards,act
youhavenotyetusedupyourspellsperdayforthatspell
as bodyguards for higher ranking templars, or are
level.
chargedwithmissionsrequiringasinglecapablewarrior
Youuseyoursorcererkingssigilasdivinefocus,but
andtemplar.
unlike templars, your sigil cannot be used to cast certain
Inreturnfortheirservices,thetemplarknightsreceive
orisonsatwill.
combatenhancingpowersandspellsfromtheirsorcerer
Secular Authority: At 1st level, you gain Secular
king.However,duetotheirfocusoncombatprowess,the
Authorityasabonusfeat.
amountandselectionofspellsislimited.
SpellLike Abilities (Sp): You can use the spelllike
powers defiler scent, detect magic, and slave scent a

Table 49: The Templar Knight Hit Die: d10


Base Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Secular Authority, spell-like abilities, smite 0
opponents 1/day
2nd +2 +3 +0 +0 Fearless presence 1
3rd +3 +3 +1 +1 Bonus feat 1 0
4th +4 +4 +1 +1 1 1
5th +5 +4 +1 +1 Spell channeling, smite opponents 2/day 1 1 0
6th +6 +5 +2 +2 Bonus feat 1 1 1
7th +7 +5 +2 +2 Smite opponents 3/day 2 1 1 0
8th +8 +6 +2 +2 2 1 1 1
9th +9 +6 +3 +3 Bonus feat 2 2 1 1
10th Spell channeling (full attack), smite opponents
+10 +7 +3 +3 3/day 2 2 2 1
Class Skills (2 + Int modifier per level): Bluff, Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate,
Jump, Knowledge (religion/warcraft), Literacy, Profession, Ride, Sense Motive, Spellcraft.
107

combined total of times per day equal to 3 + your Wis the templar knight of another sorcerermonarch, you
modifier. These spelllike powers do not count against immediately regain your full templar knight spellcasting
yourtotalofspellsperday. abilities.
SmiteOpponent(Su):Onceperday,youmayattempt
tosmiteanopponentwithonenormalmeleeattack.You Playing a Templar Knight
addyourCharismabonus(ifany)toyourattackrolland
deals1extrapointofdamagepertemplarknightlevel.At You are a student of warfare and combat in all its
5th and 10th level, you may smite opponents one forms.Youseektomastertheskillsofthewarriorbutalso
additional time per day, as indicated on Table 49: The to gain the powers a templar has, attempting to become
TemplarKnight. the ultimate soldier. You are pragmatic and practical,
Fearless Presence (Su): Beginning at 2nd level, you determined to achieve victory. This doesnt necessarily
are immune to fear (magical or otherwise). Each ally mean that you fight without honor, merely that you are
within 10 feet of you gains a +4 morale bonus on saving willing to make use of every tool at your disposal. You
throws against fear effects. This ability functions while despisearcanemagic,andseekeveryopportunitytoslay
youareconscious,butnotifyouareunconsciousordead. those that cast arcane magic without your sorcerer
BonusFeat:At3rd,6th,and9thlevel,yougetabonus monarchsauthorization.
combatoriented feat. These bonus feats must be drawn You can count on your bureau for regular
fromthefeatsnotedasfighterbonusfeats.Youmuststill opportunities for combat, adventure, and potentially
meetallprerequisitesforthebonusfeat,includingability lucrativeassignments.Ontheotherhand,youllbegiving
score and base attack bonus minimums as well as class up some degree of personal freedom, since you are
requirements. You cannot choose feats that specifically expectedtoanswerwhenyourtemplaratecallsandwont
require levels in the fighter class unless you are a be able to leave your citystate without previous
multiclasscharacterwiththerequisitelevelsinthefighter authorization.
class.
Combat
Spell Channeling (Su): Beginning at 5th level, you
can use a standard action to cast any touch spell you You are a straightforward combatant in battle.
know and deliver the spell through your weapon with a Although you might well be capable of casting offensive
melee attack. Casting a spell in this manner does not spellsandshouldcertainlydosowhenthesituationcalls
provoke an attack of opportunity. The spell must have a for it, you are best suited to melee. Use your various
casting time of 1 standard action or less. If the melee abilities to improve your combat effectiveness, casting
attack is successful, the attack deals damage normally; enhancementspellsandusingyoursmiteandspellstoring
thentheeffectofthespellisresolved. abilities as necessary. Although you dont want to
At 10th level,you can cast any touch spellyou know squanderyourlimiteduseabilities,dontbeafraidtouse
as part of a full attack action, and the spell affects each themeither.Afterall,ifyoudontwinthe daynow,you
target you hit in melee combat that round. Doing so mightnevermakeittothenextbattle.
dischargesthespellattheendoftheround,inthecaseof
a touch spell that would otherwise last longer than 1 Advancement
round. Only a select few templarates teach the skills of the
templar knight: specific bureaus that need more muscle
Templar Knight Spell List than others. Likely you already had some interest in
The templar knight spell list appears below. Spells augmenting your martial prowess with mystical arts,
newtothisbookaremarkedwithanasterisk. thoughitspossibleyouweresimplyasoldierlookingfor
1st:causefear,command,curelightwounds,detectmagic, an edge on the battlefield. A few templarates seek out
divinefavor,doom,entropicshield,inflictlightwounds,magic those who show signs of the proper skills, or recruit
weapon,shieldoffaith,truestrike. strongwilledorintelligentsoldierstoservetheminnew
2nd: bears endurance, bulls strength, cure moderate ways. You might have been sworn to service, but you
wounds, death knell, hold person, inflict moderate wounds, have vowed never to teach your techniques to another
rage,resistenergy. withoutthetemplaratespermission,infearoflosingyour
3rd: bestow curse, cure serious wounds, dispel magic, own.
inflict serious wounds, invisibility purge, magic vestment, As a templar knight, you should focus on skills that
protectionfromenergy,searinglight,speakwithdead. providethegreatestadvantageincombat.Physicalskills,
4th: cure critical wounds, divine power, freedom of such as Climb and Jump, allow you to take optimal
movement,inflictcriticalwounds,greatermagicweapon,wrath tactical positions, while Concentration and Spellcraft
ofthesorcererking*. enable you to effectively make use of your magic and
anticipatethemagicofothers.Also,Knowledge(warcraft)
ExTemplar Knights canbeveryusefulwhenleadingtroopsandarmies.Select
A templar knight who abandons his sorcerer feats that improve your martial talents, since you arent
monarch, or whose sorcerermonarch dies, loses all likely to cast enough spells to make Spell Focus, Spell
templar knight spellcasting abilities. If you later become Penetration,andthelikeworthwhile.

108

Resources DC20:Templarknightsdeveloptheabilitytodeliver
You can count on your templarate for support, spelldamagethroughweaponstrikes.
especiallythroughtheuseofyoursecularauthority,since DC 30: Characters who achieve this level of success
itisinthetemplaratesbestinteresttoensureitsmembers canlearnimportantdetailsaboutspecifictemplarknights
remaineffective. in your campaign, including notable members, the areas
On the other hand, the leader of your templarate where they operate, and the kinds of activities they
expectsyoutoacceptassignmentstheyhanddownandto undertake.
come to the aid of your fellows. If you have left the PCs who wish to meet with a templar knight need
templarate, you can no longer call on its resources for only to go to his templarate. Although the information
support,butneitherdoesithaveanyinfluenceoveryour might not be shared easily, it could be easily
activities. accomplishedwithafewsilvers.

Templar Knights on Athas Templar Knights in the Game


I mean, how am I supposed to know that a templar could Templar knights are relatively easy to integrate into
most campaigns. They can be often seen accompanying
take a beating like that and still be alive?
guard or templar patrols, or leading attacks against
Bargos,capturedmulslave
raiders or Veiled Alliance ambushes. They can appear as

agentsorsoldiersfromanothercitystate,onewithwhich
Many templar knights were soldiers recruited from
the PCs have had little direct interaction, or even as
thearmiesoftheircitystatesafteryearsofloyalservitude
people whom the PCs have met before, but of whose
to their sorcerermonarchs. Because their abilities are
specialabilitiestheywereunaware.Afterall,inthemidst
useful under almost any combat circumstances, they can
ofbattle,itsdifficulttotellthatoneparticularsoldierhas
effectively be placed in armies, mercenary companies,
somehow imbued himself with a small bonus or an
adventuringparties,oranywhereelseastrongarmanda
enhancementspell.
swiftswordareindemand.
The templar knight should appeal to PCs who enjoy
playing martial characters, but who seek a touch of
Organization
magical ability. The prestige class allows them to prove
Whilenotalltemplarknightsaremembersofthesame particularly effective in combat without overshadowing
bureauoreventhesamecitystate,theyallhavethesame otherwarriorsintheparty.
basicorganization.Theseorganizationsvarydramatically
from one place to the other, however. The citystate of Sample Encounter
Kurn, for instance, only employs those who genuinely
Templar knights are found wherever battle rages: on
wish to protect and serve the people, whereas the
the fields of war, the walls of forts, and the streets of a
members from Eldaarich are chosen only from the most
citystate.Characterscanencounteratemplarknightasa
brutal, cruel, and vicious soldiers from the army of
companionorenemyanywheretheymightmeetasoldier
Daskinor.
ofanalliedorarivalcitystate.
Regardless, a templar knights daily life allows little
EL 11: For the last two years, Talon has hunted an
freetime.Wakinghoursnotspentindirectservicetothe
elusiveorganizationofevilpsionicists,theBrotherhoodof
templarate, on patrol, or on the field of battle are filled
theMind.Hisrecentinvestigationssuggestthattheowner
withmartialtraining,divinestudy,orboth.
ofalocaltavernhasconnectionstotheorganization.This
rapidly progressing tavern owner is ever surrounded by
NPC Reactions
his retinue of attendants, bodyguards, and sycophants,
Unlessatemplarknightisblatantinhisuseofspells, anyofwhommightbeanundeadmindbenderindisguise
mostindividualscanteasilydistinguishhimfromamore ormerelyaninfatuatedinnocent.Talonseeksafewallies
mundane member of their citystate army (other than to help him force his way past the suspected cultists
perhaps by his lack of visible armor) and react clique and get the information he needs, through any
accordingly.Fightertypesandspellcasterswhorecognize meansnecessary.
thetemplarknightforwhatheis,however,havethesame
reactionastheywouldforatemplarofhisrank.
Talon CR11
Malehumanfighter6/templarknight5
Templar Knight Lore LEMediumhumanoid(human)
Characters with ranks in Knowledge (religion) can Init+5;SensesListen+4,Spot+4
researchtemplarknightstolearnmoreaboutthem.When LanguagesCommon
a character makes a skill check, read or paraphrase the AC21,touch12,flatfooted20
following,includingtheinformationfromlowerDCs. (+1Dex,+9armor,+1deflection)
DC 15: Oh, yeah, I have heard of them. Soldiers who hp82(11HD)
gotpromotedtotemplarsandnowcastspellsandofferto Immunefear
bebribedjustlikealltemplarsdo. Fort+11,Ref+4,Will+5

109

Speed20ft.inbreastplate(4squares),basespeed30ft.; AbilitiesStr18,Dex12,Con14,Int8,Wis14,Cha10
RotateLines FeatsAlertness,CleaveB,FieldOfficer*,GreaterWeapon
Melee +2 ghost touch great macahuitl +19/+14/+9 Focus (great macahuitl)B, Greater Weapon
(2d6+10/1920) Specialization(greatmacahuitl)B,ImprovedInitiative,
Space5ft.;Reach5ft. Power AttackB, Rotate Lines*, Secular AuthorityB,
BaseAtk+11;Grp+15 Weapon Focus (great macahuitl), Weapon
Atk Options Cleave, Power Attack, smite opponents Specialization(greatmacahuitl)B
2/day,spellchanneling Skills Climb +3, Diplomacy +9 (+11 dealing with
SpellLikeAbilities(CL5th): troops), Knowledge (warcraft) +7, Intimidate +8,
5/daydefilerscent,detectmagic,slavescent Jump+2,Listen+4,Spot+4
TemplarKnightSpellsKnown(CL5th): Possessions+4breastplate,+2ghosttouchgreatmacahuitl,
2ndbullsstrength,resistenergy ringofprotection+1,gauntletsofogrepower
1stcausefear(DC13),divinefavor

110

Chapter 5: Equipment
I have heard tales that suits of clothing fashioned from metal have even been found from time to time. It is generally
agreed that these were worn by warriors to protect against the blows of enemy weapons. I can only speculate that the climate
must have been far cooler in those ancient days. Any fool that would wear such clothing now would die faster from heat
stroke than he would have from the weapons of his foes. Still, the idea that there was once enough metal in the world to
allow such a garment to have been manufactured astounds me.
There are even rumors that mounds of steel, silver, and gold lie hidden in the deepest tunnels of certain forlorn cities. I have
never seen such a thing myself, but if such treasures exist, they will reward those who find them most handsomely. Those
who control such stores of metal can buy food, power, influence, and sometimes even the sorcerer-kings protection.
TheWanderersJournal


DarkSuncharactersmustbewellequippedinorderto pieces have small holes that can be threaded onto a
endure the rigors of Athas. This chapter covers a variety braceletornecklace.ThelowestunitofAthasiantradeis
of topics related to mundane equipment that every hero theleadbead(bd).
needstosurviveandprosper. In general, the Athasian economy in the cities is
For additional Athasian equipment, see Athasian relatively stable thanks to the Merchant Houses. Under
Emporium. normalconditions,supplyisamplethankstothecaravans
travelingbackandforthbetweenthecities.However,for

Equipping a Character smaller communities and trade outposts the price


situation on certain goods can sway drastically. A raider
attack or sandstorm can result in lack of necessities such
Characters in Dark Sun receive the same starting
asfoodandwater,forwhichpeoplewillpayalmostany
packages as their Players Handbook and Expanded Psionic
amountofcoin.Coinsarenottheonlymeansofexchange.
Handbookcounterparts.Thismeanstheyreceivethesame
Barterandtradeincommoditiesiswidespread.
startingfunds(convertedtoceramicpieces;seebelowfor
more information on the currency of Athas), have access
to the same weapons, armor, and equipment that their Weapons
fundsallow.
Characters in a Dark Sun game use a variety of

Wealth and Money weapons: some with direct counterparts in the Players
Handbook, some without. Table 53: Athasian Weapons
detailsnewweaponsavailableforDarkSuncampaigns.
All prices in Dark Sun are given in terms of ceramic
pieces.10,000bd=1,000bits=100Cp=10sp=1gp.
Inferior Material and Athasian Weapons
Table51:CurrencyConversions MetalisrareonAthas,andmanyweaponsordinarily
Athasian Players Handbook Ceramic craftedusingmetalcomponentsareextremelyexpensive.
Currency (weight) Equivalent Pieces Unworked iron is worth 100 Cp per pound on
Lead bead (bd) Copper piece (cp) 1/100 average, but can cost much, much more in some places.
Ceramic bit (bit) Silver piece (sp) 1/10
Workedmetalisevenmoreexpensive,ascraftsmenwho
Ceramic piece (Cp) Gold piece (gp) 1
Silver piece (sp) Platinum piece (pp) 10 actually know how to craft metal items are rare at best.
Gold piece (gp) N/A 100 Most metal weapons are items dating back to the Green
Age, or have been crafted from the meager resources of
Prices for goods and equipment in the Players Tyrsironmines.
Handbook, except as stated here, convert directly from Due to the rarity of metal, weapons and other items
goldtoceramic.Forexample,ratherthancosting10gp,a constructed primarily from metal are priced at their
suitofleatherarmorwouldcost10Cp.Itemsthatmustbe PlayersHandbooklistedcostingptheyarenotconverted
made using metal components, however, retain their full to Cp. For example a metal longsword costs 15 gp (or
PlayersHandbookcost. 1,500 Cp).Weapons and items containing only small
Note: Cp (ceramic pieces) must not be confused with quantities of metal are priced at half their Players
cp(copperpieces). Handbook listed cost in gp. Divide the listed Players
Ceramics are made from glazed clay and baked in Handbookpriceby2.
batchesonceayearinasecureprocesssupervisedbythe For example, 20 metaltip arrows cost 50 Cp. Due to
high templar that supervises the citys treasury. Bits are theextremelyhighcostofmetalweaponry,mostweapons
literally onetenth parts of a ceramic piecethe ceramic from the Players Handbook are constructed from inferior,
pieces break easily into ten bits. Some cities ceramic butfunctional,materialsinsteadonAthas.Mostcommon

111

are bone and stone such as flint or obsidian, but treated Light wood-hafted weapon 5 2
wood is sometimes used as well. Weapons constructed One-handed bone-hafted weapon 6 5
One-handed stone-hafted weapon 8 8
frominferiormaterials,suchasbonelongswordoranaxe
One-handed wood-hafted weapon 5 5
withaheadmadefromstone,suffera1penaltytoattack Two-handed bone-hafted weapon 6 10
and damage rolls. This penalty cannot reduce damage Two-handed stone-hafted weapon 8 15
dealtbelow1.Theseweaponscosthalfofthelistedprice Two-handed wood-hafted weapon 5 10
in the Players Handbook. Convert the listed Players 1 The hp value given is for Medium weapons. Divide by 2 for
Handbook price to Cp, and then divide the cost by 2. For each size category of the item smaller than Medium, or multiply
it by 2 for each size category larger than Medium.
exampleaboneshortswordcosts5Cp.
ThefollowingweaponsfromthePlayersHandbookcan
beconstructedfromnonmetalmaterialswithout penalty: Large Weapons
bolas, all bows (and arrows), club, all crossbows (and Halfgiants, as well as many other beings such as
bolts), dart, dagger, greatclub, javelin, all lances, all brohgs and braxats, use larger weapons than the other
maces, net, nunchaku, quarterstaff, sai, sap, sling (and races. A damage conversion table can be found on page
bullets), all spears, and whip. They weigh the same as 114ofthePlayersHandbook.
listedinthePlayersHandbook.Theseweaponscost1%of
the listed price in the Players Handbook. Simply convert
the listed price in the Players Handbook to Cp. For
Weapon Descriptions
example, a spear listed at 2 gp in the Players Handbook TheweaponsfoundonTable53:AthasianWeapons
costs2Cp. aredescribedbelow,inalphabeticalorder,alongwithany
Furthermore, due to the rarity of metal, Athas has its specialoptionsthewielderhasfortheiruse.
shareofuniqueweaponsdesignedtobeconstructedfrom Alak:Analakconsistsofa2footlongshaftofboneor
nonmetalmaterials;assuch,theydonot sufferfromthe wood,withfourserratedbonestiedtothesharpend,like
inferiormaterialspenaltiesdescribedabove. thefourprongsofagrapplinghook.Whenusinganalak,
Bone and wood weapons weigh 1/2 of their metal add a +2 bonus on the opposed attack roll when
equivalents,butstoneweaponsweightwiceasmuch.The attempting to disarm an opponent (including the roll to
hardnessandhitpointsfornonmetalweaponsarelisted avoid being disarmed if you fail to disarm your
inTable52:InferiorMaterialHardnessandHitPoints. opponent).
The weapons appearing in the Players Handbook can Alhulak: The alhulak consists of an alak tied to a 5
be separated into the following categories used in Table footlongleathercord,whichwrapsaroundyourwristat
52inregardstotheirhardnessandhitpoints: the other end. An alhulak has reach. You can strike
Light blade: Kama, kukri, punching dagger, opponents10ft.awaywithit.Inaddition,youcanuseit
siangham,sickle,shortsword,spikedgauntlet. againstanadjacentfoe.Whenusinganalhulak,adda+2
Onehanded blade: Bastard sword, long sword, bonus on the opposed attack roll when attempting to
rapier,scimitar. disarm an opponent (including the roll to avoid being
Twohandedblade:Falchion,greatsword. disarmed if the character fails to disarm his or her
Light hafted weapon: Handaxe, light hammer, light opponent).
pick,throwingaxe. Atlatl:Theatlatl,sometimescalledastaffsling,isa
Onehanded hafted weapon: Battleaxe, dwarven javelinthrowing device that is swung over the shoulder,
waraxe, flail, heavy pick, morningstar, trident, using both hands. Javelins flung with an atlatl gain
warhammer. greaterrangethanthosethrownbyhand.
Twohanded hafted weapon: Dire flail, glaive, Bards Friend: This weapon is crafted with several
greataxe, guisarme, halberd, hammer, heavy flail, orc obsidian blades and wooden prongs, which are fastened
double axe, ranseur, scythe, spiked chain, twobladed to a handle. Several small spikes jut out from where the
sword,urgrosh. knucklesholdtheweapon.Bardsareknownforsmearing
thesespikeswithinjurypoison.Thebardsfriendcanbe
Table 52: Inferior Material Hardness and Hit coatedwiththreechargesofpoison,butonlyonemaybe
deliveredperattackmadewiththeweapon.
Points
Weapon Hardness hp1 Blowgun:Theblowgunisalongtubethroughwhich
Light bone blade 6 1 youblowairtofireneedles.Theneedlesdontdealmuch
Light stone blade 8 1 damage,butareoftencoatedinpoison.
Light wood blade 5 1 Blowgun, Greater: The greater blowgun fires
One-handed bone blade 6 2 blowgun darts, which are slightly smaller than thrown
One-handed stone blade 8 3
darts,andarecapableofdeliveringpoisonaswell.
One-handed wood blade 5 2
Two-handed bone blade 6 4
Two-handed stone blade 8 5
Two-handed wood blade 5 4
Light bone-hafted weapon 6 2
Light stone-hafted weapon 8 3

112

Table53:AthasianWeapons
Range
Simple Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight1 Type2
Light Melee Weapons
Puchik 4 Cp 1d3 1d4 x3 1 lb. Piercing
One-Handed Melee Weapons
Quabone 3 Cp 1d4 1d6 x2 4 lb. Piercing
Tonfa 5 Cp 1d3 1d4 x2 2 lb. Bludgeoning
Two-handed Melee Weapons
Great tonfa 10 Cp 1d4 1d6 x2 5 lb. Bludgeoning
Ranged Weapons
Blowgun 5 Cp 1 1 x2 10 ft. 4 lb. Piercing
Needles, blowgun (20) 1 Cp
Pelota 2 Cp 1d3 1d4 x2 10 ft. 1 lb. Bludgeoning/Piercing
Range
Martial Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight1 Type2
Light Melee Weapons
Forearm Axe 30 Cp 1d3 1d4 x3 6 lb. Slashing
Macahuitl, Small 20 Cp 1d4 1d6 1920/x2 2 lb. Slashing
Slodak 18 Cp 1d4 1d6 1920/x2 4 lb. Slashing
Tortoise Blade 20 Cp 1d3 1d4 20/x2 2 lb. Piercing
One-Handed Melee Weapons
Alak 7 Cp 1d4 1d6 x3 6 lb. Piercing
Alhulak4 40 Cp 1d4 1d6 x3 9 lb. Piercing
Carrikal 10 Cp 1d6 1d8 x3 6 lb. Slashing
Impaler 8 Cp 1d4 1d6 x4 5 lb. Piercing
Macahuitl 35 Cp 1d6 1d8 1920/x2 5 lb. Slashing
Two-handed Melee Weapons
Crusher, Fixed4 60 Cp 1d6 1d8 x2 12 lb. Bludgeoning
Datchi Club4 5 Cp 1d6 1d8 x3 10 lb. Bludgeoning
Gouge 20 Cp 1d8 1d10 x3 12 lb. Piercing
Macahuitl, Great 50 Cp 1d10 2d6 1920/x2 12 lb. Slashing
Maul 25 Cp 1d10 1d12 x2 10 lb. Bludgeoning
Tkaesali4 8 Cp 1d8 1d10 x3 15 lb. Slashing
Trikal 10 Cp 1d6 1d8 x3 7 lb. Slashing
Ranged Weapons
Atlatl 25 Cp 1d4 1d6 x3 40 ft. 6 lb. Piercing
Javelin, Atlatl 2 Cp 2 lb.
Fixed Crossbow 200 Cp 1d12 2d8 1920/x2 150 ft. 100 lb. Piercing
Bolts (10) 3 Cp 3 lb.
Range
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight1 Type2
Light Melee Weapons
Bard's Friend 20 Cp 1d3 1d4 1820/x2 1 lb Piercing
Ko 1 Cp 1d3 1d4 x4 3 lb. Piercing
Garrote, Bard's 200 Cp 1d63 2d43 x2 1 lb Bludgeoning
Handfork 20 Cp 1d3 1d4 x2 2 lb. Slashing
Lajav 8 Cp 1d3 1d4 x4 8 lb. Bludgeoning
Singing Sticks 10 Cp 1d4 1d6 x2 1 lb. Bludgeoning
Talid 40 Cp 1d4 1d6 1920/x2 4 lb. Piercing
Widow's Knife 50 Cp 1d3 1d4 x3 2 lb. Piercing
Wrist Razor 15 Cp 1d4 1d6 1820/x2 2 lb. Slashing
OneHanded Melee Weapons
Elven Longblade 100 Cp 1d6 1d8 1820/x2 3 lb. Slashing
Heartpick 9 Cp 1d6 1d8 x4 2 lb. Piercing
Master's Whip4 25 Cp 1d2 1d3 x2 5 lb. Slashing
Twohanded Melee Weapons
Cahulak5 120 Cp 1d4/1d4 1d6/1d6 x3 12 lb. Piercing
Crusher, Free4 18 Cp 1d8 1d10 x2 12 lb. Bludgeoning
Dragon's Paw5 80 Cp 1d4/1d4 1d6/1d6 1920/x2 9 lb. Piercing
Gythka5 60 Cp 1d6/1d6 1d8/1d8 x2 25 lb. Slashing
Lotulis5 115 Cp 1d6/1d6 1d8/1d8 1920/x2 9 lb. Slashing
Spear, double-tipped 20 Cp 1d6/1d6 1d8/1d8 x3 20 ft. 6 lb. Piercing
Thanak 20 Cp 1d10 2d6 x3 10 lb. Slashing
Weighted Pike5 75 Cp 1d6/1d4 1d8/1d6 1920/x2 15 lb. Bludgeoning/Piercing
Swatter 100 Cp 1d12 2d8 x4 35 lb. Bludgeoning
Mekillot Sap4 25 Cp 1d123 2d83 x2 10 ft. 30 lb. Bludgeoning
Ranged Weapons
Blowgun, greater 10 Cp 1d3 1d4 x2 10 ft. 4 lb. Piercing
Darts, blowgun (10) 1 Cp 1 lb.
Chatkcha 20 Cp 1d4 1d6 x2 20 ft. 3 lb. Piercing
Dejada 20 Cp 1d4 1d6 x2 30 ft. 2 lb. Piercing
Pelota, Dejada 2 Cp 1 lb. Piercing
Lasso 2 Cp x2 10 ft. 2 lb. Bludgeoning
Net 20 Cp 10 ft. 10 lb.
Skyhammer 50 Cp 1d8 1d10 x2 15 ft. 6 lb. Bludgeoning
Splashbow 300 Cp 1d3 1d4 x2 60 ft. 60 lb. Bludgeoning
Pelota, Hinged 5 Cp x2 15 ft. 2 lb Bludgeoning

113

Zerka 30 Cp 1d6 1d8 1820/x2 30 ft. 9 lb. Piercing


1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies and, or either type (players choice at time of attack) if the entry
specifies or.
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.

Cahulak: A cahulak consists of two alaks (see above) units. It is possible to use the crusher pole without the
joinedbya5footrope.Youmayfightasiffightingwith base as a free crusher, but this requires considerable
two weapons, but if you do, you incur all the normal expertise. You need an exotic weapon proficiency in the
attack penalties associated with fighting with a light free crusher to accomplish this feat without the 4
offhand weapon (PH 160). A creature using a double proficiencypenalty,evenifyouareproficientinthefixed
weapon in one hand, such as a halfgiant using a set of crusher.
cahulaks cant use it as a double weapon. When using a Datchi Club: A datchi club has reach. You can strike
cahulak,adda+2bonusontheopposedattackrollwhen opponents 10 feet away with it, but you cannot use it
attempting to disarm an opponent (including the roll to against an adjacent foe. This weapon, generally found in
avoidbeingdisarmedifthecharacterfailstodisarmhisor the arenas, is made by affixing a 45 foot length of dried
her opponent). Because the cahulak can wrap around an insecthiveorrootstoathreefootlongshaft.Teeth,claws,
enemyslegorotherlimb,youcanmaketripattackswith or obsidian shards are embedded into the head of the
it. If you are tripped during your own trip attempt, you weapon.
candropthecahulaktoavoidbeingtripped.Ifyoustrike Dejada:Thedejadaallowsthewieldertothrowpelota
atanopponent10ft.away,youcannotusethecahulakas (seethepelotadescriptionfordetails).Thesepelotasdeal
adoubleweaponunlessyoupossessnaturalreach. moredamagethanthosethrownbyhand,duetothegreat
Carrikal:Thesharpenedjawboneofalargecreatureis speedatwhichtheyarethrownfromadejada.
lashedtoahaft.Thejaggededgesaresharpened,forming Dragons Paw: Popular in the arenas, the dragons
asortofbattleaxewithtwoforwardfacingheads. paw consists of a five or sixfoot long pole, with a blade
Chatkcha: The chatkcha returns to a proficient on either end. A basket guards your hands from attack,
throweronamissedattackroll.Tocatchit,thecharacter granting a +2 bonus on all attempts to defend against
must make an attack roll against AC 10 using the same beingdisarmed.Adragonspawisadoubleweapon.You
bonustheythrewthechatkchawith.Failureindicatesthe mayfightasiffightingwithtwoweapons,butifyoudo,
weapon falls to the ground 10 ft. in a random direction you incur all the normal attack penalties associated with
from the thrower. Catching the chatkcha is part of the fighting with a light offhand weapon (PH 160). A
attackanddoesnotcountasaseparateattack. creature using a double weapon in one hand, such as a
Crossbow,Fixed:Thisversionofthecrossbowcanbe halfgiant using a dragons paw cant use it as a double
firedbyanycapableofusingit,butcannotbecarriedlike weapon.
aconventionalcrossbow.Itisfixedinplace,i.e.mounted Forearm Axe: Strapped to the forearm like a buckler,
ontopofawall,pole,orvehicle,andswivelssothatyou the forearm axe resembles a doubleheaded battleaxe,
canaimtheshot.Crossbowsattheedgeofacaravan,cart, withthewearersarmservingasthehaftoftheaxe.You
orwalltendtooffercover,butlimityour rangeoffiring maycontinuetouseyourhandnormally,butyoucannot
to a cone shape directly in front of the weapon. It is attackwiththeforearmaxeandawieldedweaponinthe
possible to mount a fixed crossbow on top of a pole but same hand in one round. Your opponent cannot use a
inside a shallow pit, giving you a 360degree range of disarmactiontodisarmyouofaforearmaxe.
motion, while giving you cover. In any case, it is Garrote, Bards: This exotic weapon is made from
impossible to swivel a fixed crossbow in order to attack gianthair.Abardsgarrotecanonlybeusedaspartofa
upwards (your upward angle is limited to 45 degrees). grapple attack, and you must wield it with both hands
Reloadingafixedcrossbowisafullroundaction. regardlessofyoursize.Aspartofagrappleattack,using
Crusher: The crusher is made from a large stone or a garrote subjects you to attacks of opportunity and all
metal weight,mounted at the end ofa 15foot long shaft other limitations described in the Players Handbook
ofspringywood.Theweightiswhippedbackandforth. grapplingrules,exceptthatasfollows:Thegarroteinflicts
Thecrusherisareachweapon.Youcanstrikeopponents 2d4 points of nonlethal damage plus 1.5 times your
10 feet away with it, but you cannot use it against an Strengthbonus.Youcanuseabardsgarrotetodelivera
adjacentfoe.Youneeda15footceilingtousetheweapon, coupdegrace(PH153).
but it can reach over cover. Crushers come in two Gouge: Worn in an overtheshoulder harness, the
varieties,fixedandfree.Afixedcrusherrequiresabaseto gouge is commonly found in the Nibenese infantry. A
use. The fixed crushers base is enormously heavy, wide blade of bone, obsidian or chitin is mounted to a
usually consisting of a thick slab of stone with a hole threefootlongshaftofwood.Youropponentcannotuse
drilledthroughittosupportthecrusherspole.Thebase a disarm action to disarm you of a gouge while you are
is transported separately from the pole, and it takes one wearingtheharness.Donningtheharnessisafullround
fullminutetosetthefixedcrusherupforbattle.Thefixed action.Removingitisamoveaction.
crusherisamartialweapon,findingmostuseininfantry

114

Gythka:Agythkaisadoubleweapon.Youmayfight penalties associated with fighting with a light offhand


asiffightingwithtwoweapons,butifyoudo,youincur weapon (PH 160). A creature using a double weapon in
all the normal attack penalties associated with fighting onehand,suchasahalfgiantusingalotuliscantuseitas
withalightoffhandweapon(PH160).Acreatureusinga adoubleweapon.
doubleweaponinonehand,suchasahalfgiantusinga Macahuitl: A macahuitl is a sword painstakingly
gythkacantuseitasadoubleweapon. crafted using a core of solid wood, with small, sharp
Handfork:Thehandfork,mostpopularamongtareks, shards of obsidian embedded into the wood to form an
is a slicing weapon with a handlegrip and obsidian edge on two opposite sides of the weapon. These
bladesthatjoinabovetheknucklesinanMshape. weapons are swung like the scimitar, though macahuitls
Heartpick: The name of this weapon expresses its tend to require more maintenance. The macahuitl is
simple intent. Usually made of bone, the heartpick is a especially popular among the Draji, who seem to be the
hammer like weapon with a serrated pick on the front, only ones who can easily pronounce this weapons Draji
andaheavy,flatheadontheback. name(makawheetluh).NonDrajisimplyrefertoitas
Impaler: Like many Athasian weapons, the impaler theobsidianswordortheDrajisword.
was developed for the arenas. Two blades are mounted Mekillot Sap: The mekillot sap is a soft but tough
parallel to the end of a fourfoot long shaft, forming a large leather bag filled with fine gravel or sand, stitched
bladedT.Theimpalerisswunghorizontallyorvertically together with giants hair, and tied to the end of a five
withgreatforce. footrope.Thethrowingsapisswungoverheadwithboth
Ko:TheKocombinesajaggedbladethathasbeen hands. A mekillot sap has reach, so you can strike
carved from a roughly oval stone. This exotic weapon of opponents 10 feet away with it. In addition, unlike other
kreen manufacture is typically used in matching pairs. weapons with reach, you can grip the rope higher, and
The ko is designed to pierce chitin, shells and tough use the mekillot sap against an adjacent foe. You can
skin. If a ko is used against a creature with natural maketripattackswiththemekillotsap.Ifyouaretripped
armor,theattackergetsa+1bonustoattackrolls. during your own trip attempt, you can drop the sap to
Kyorkcha:Thekyorkchaisamoredangerousvariant avoidbeingtripped.Yougeta+2bonustoyouropposed
of the chatkcha. This tohrkreen weapon consists of a Strengthcheckwhenattemptingtotripyouropponent.
curved blade, much like a boomerang, with several MastersWhip:Themasterswhipisusuallybraided
protrusionsalongtheedge,aswellasjuttingspikesnear from giant hair or leather, and has shards of chitin,
eachend. obsidianorbonebraidedintotheendofthewhip.Unlike
Lajav: The lajav is a kreen weapon designed to normalwhips,themasterswhipdealsdamagenormally,
capture opponents. It incorporates two flattened bones, has only a tenfoot range, and you apply your Strength
joinedinahingeabouttwofeetfromtheend.Theresult modifiertodamagedealt.Inallotherrespects,itistreated
lookssomethinglikeanutcracker,andisusedroughlyin asanormalwhip.
thesamecrushingway.Ifyouhitanopponentatleastone Maul: A maul is effectively a very large
size category smaller than yourself with a lajav, you can sledgehammer that crushes opponents to death. This
immediately initiate a grapple (as a free action) without weaponiscommonlyusedbydwarves,muls,halfgiants
provoking an attack of opportunity (PH 155). Regardless andothercreaturesthatvaluegreatstrength.
of your size, you need two hands to use a lajav, since a Pelota: Popular in arena games and increasingly
secondhandisrequiredtocatchtheotherendofthelajav. popularinthestreetgamesofsomecitystates,pelotaare
Aswiththegythka,kreenareabletowieldtwolajavata hollow leaden spheres with small holes that cause the
timebecauseoftheirfourarms. spheretowhistleasitfliesthroughtheair.Thesurfaceof
Lasso: This weapon consists of a rope that you can mostpelotaisstuddedwithobsidianshards.Youcanuse
throwandthendrawclosed.Thetotalrangeofyourlasso the dejada throwing glove to cast pelota at much higher
depends on the length of the rope. Throwing a lassoisa speed and with greater accuracy, dealing more damage
ranged touch attack. If you successfully hit your thanapelotathrownbyhand.
opponent, make a grapple check. If you succeed at the Pelota, Hinged: To the careless eye a hinged pelota
grapple check, then your opponent is grappled, and you looks like an ordinary pelota without obsidian spikes.
cancontinuethegrapplecontestbycontinuingtopullon Hingedpelotacanbetwistedopenlikeasmalljar.Bards
therope.Youcanmaketripattackswithalassoagainsta and assassins often use this feature to insert a splash
grapplingopponent.Ifyouaretrippedduringyourown globea thin crystal sphere that contains acid, injury
trip attempt, you can drop the lasso to avoid being poison, contact poison, alchemical fire, or some other
tripped. liquid.Whenthepelotastrikes,theglobebreaks,spilling
Longblade, Elven: You can use the Weapon Finesse the liquid through the holes of the pelota. Like pelota,
feat to apply your Dexterity modifier, rather than your hinged pelota can be thrown with a dejada. Hinged
Strengthmodifier,toallattackrollsmadewiththeelven pelotasarealsousedasammunitionforthesplashbow.
longblade. Puchik:Aboneorobsidianpunchingdagger.
Lotulis: Two barbed, crescent shaped blades adorn Quabone: Four jawbones are fastened around a
eitherendofthelotulis,adoubleweapononcepopularin centralhaft,atrightanglestooneanother.Thequaboneis
the arena of Tyr. You may fight as if fighting with two often used in the arenas. The wounds it inflicts are non
weapons, but if you do, you incur all the normal attack lethal,yethaveentertainmentvalue,asthequabonetends

115

toopenupmanysmallcutsthatbleedfreelyforabrief slicing through muscle and sinew. On a critical hit, the


time. thanak inflicts one point of Strength damage in addition
Singing Stick: A singing stick is a carefully crafted totriplenormaldamage.
andpolishedclub,oftenusedinpairs.Singingsticksdraw Tkaesali:Thispolearm,commonlyusedbythenikaal,
their name from the characteristic whistling sound they consists of long wooden haft topped with a circular,
make when used. A character proficient with singing jagged blade. A tkaesali has reach. You can strike
sticks may use a pair of singing sticks as if he had the opponents 10 feet away with it, but you cant use it
TwoWeapon Fighting feat. In the hands of a againstanadjacentfoe.
nonproficient character, singing sticks are nothing more Tonfa:Thetonfaisastickwithashorthandle,andis
thanlightclubs. popular among streetpatrolling Nibenese templars and
Skyhammer: The sky hammer consists of a 10foot theirguards.Youcandealnonlethaldamagewithatonfa
lengthofropewithalargehammerlikeobjectatoneend. withouttakingtheusual4penalty.
Its rope is coiled and swung around the body two Trikal:Threebladesprojectradiallyfromthebusiness
handedly until enough momentum is gained to hurl the end of a sixfoot long haft. A series of sharp serrated
hammer at a target. A successful hit grants a free trip edgeslinetheshaftbelowthefootlongblades,whilethe
attempt, and you receive a +4 bonus to your opposed farendoftheweaponisweighted,inordertobalancethe
Strengthrollduetothemomentumoftheskyhammer. weapon. Because of the trikals curved blades on the top
Slodak: The slodak is a wooden short sword, carved of the weapon, trip attackscan also be made with it. If a
fromyounghardwoodtreesandtreatedwithamixtureof character is tripped during his or her trip attempt, the
tree sap and id fiend blood. This treatment renders the trikalcanbedroppedtoavoidbeingtripped.
bladeoftheweaponextremelystrong,makingitadeadly Tortoise Blade: The tortoise blade consists of a foot
weapon. longdaggermountedtothecenterofashell.Thetortoise
Spear, DoubleTipped: A doubletipped spear is a blade is strapped over the wearers hand, preventing
double weapon. You can fight with it as if fighting with themfromholdinganythingbutthetortoiseblade.
two weapons, but if you do, you incur all the normal Thetortoisebladealsofunctionsasabuckler,granting
attack penalties associated with fighting with two a+1armorbonus,inflictinga1armorcheckpenaltyand
weapons,justasifyouwereusingaonehandedweapon incurringa5%arcanespellfailurechance.Amasterwork
andalightweapon.Acreaturewieldingadoubletipped tortoisebladeeitherfunctionsasamasterworkshieldora
spearinonehandcantuseitasadoubleweapononly masterwork weapon (or both, for twice the normal
oneendoftheweaponcanbeusedinanygivenround. masterworkcost).
Splashbow: This exotic weapon looks like a WeightedPike:Asolidhead,generallystoneorbaked
misshapen crossbow, only three feet long from bow to ceramic, is mounted on the end of a spear or a pike. A
handle, but with a horizontal bow nearly five feet wide. weighted pike is a double weapon. You may fight as if
Rather than bolts, the splashbow fires hinged pelotas, fighting with two weapons, but if you do, you incur all
whichcanbefilledwithsplashglobesofalchemicalfire, the normal attack penalties associated withfighting with
contactpoison,acids,orotherinterestingliquids.Splash a light offhand weapon (PH 160). A creature using a
globes burst on impact, spraying their contents like a doubleweaponinonehand,suchasahalfgiantusinga
thrown grenade. The splashbow takes a full round to weightedpikecantuseitasadoubleweapon.
draw and load, assuming that the hinged pelotas have Widows Knife: Two prongs are hidden within the
alreadybeenprepared. hilt of a widows knife. On a successful hit, you may
Swatter:Theswatterisapopularnameforahalfgiant triggertheprongsbyreleasingacatchinthehiltasafree
weapon consisting of a heavy spiked club made from action.Theprongsdoanadditional1d3pointsofdamage
hardwood,withabronzeorleadcoreinthetipforadded (1d2foraSmallwidowsknife)whensprung,andtakea
weight.Theswattergotitsnamefromthetalesofahalf standardactiontoreload.
giant soldier who reputedly used a similar weapon to Wrist Razor: Several shards of obsidian or bone are
defeatanentirethrikreenhuntingparty. fastenedtoastripofleatherorotherbindingmaterial,or
Talid: The talid, also known as the gladiators are lashed onto the forearm of the wielder. Wrist razors
gauntlet,ismadeofstiffleatherwithmetal,chitinorbone are hard to disarm, granting you a +2 bonus when
plating on the hand cover and all along the forearm. opposingadisarmattempt.
Spikesprotrudefromeachoftheknucklesandalongthe Zerka: The zerka is a javelin with short barbs that
backofthehand.Asharpbladerunsalongthethumband covertwofeetoftheboneshaft.Thesebarbspointaway
thereisa6inchspikeontheelbow.Astrikewithatalidis from the zerkas tip, causing the weapons head to snag
considered an armed attack. The cost and weight given against its targets flesh and bone as it is removed. If a
are for a single talid. An opponent cannot use a disarm zerkahits,itlodgesinthevictimifhefailsaReflexsave
actiontodisarmacharacterstalid. (DCequalto5+damageinflicted).Afailedcheckmeans
Thanak:Thethanakisachoppingweaponofpterran the zerka is stuck and the victim moves at halfspeed,
manufacture resembling a jagged sword or sawblade. It cannot charge or run, and must make a Concentration
consistsofapairofhardwoodstripsboundtogether,with check (DC 10 + spell level) in order to cast a spell with
a row of pterrax teeth protruding from between them somatic components. The victim can pull the zerka from
along one edge of the weapon particularly capable of hiswoundwithamoveactionifhehasatleastonehand

116

free,butsuffersanadditional1d4damage.AHealcheck Hypnotic brew 30 15


DC 13 allows the zerka to be removed without further Pre-poisoned darts Poison cost + 10 Cp 20
Splash-globe
injury.
Acid 10 15
Liquid darkness 35 15
Armor Liquid dust
Liquid fire
25
20
20
20
Liquid light 40 15
AllformsofarmorgiveninthePlayersHandbookhave Poison Poison cost x 1.5 Varies
anonmetalequivalentthatcosts1/100thofthecostlisted
inthePlayersHandbook;simplychangethegppricetoCp. Esperweed: This rare and notoriously addictive herb
In addition to being the equivalent of armor on a metal cannotbecultivated,anddoesnotlastmorethanasingle
richworld,thousandsofyearsoftortuousheathavelead weekafterbeingpicked,unlesssomehowmagicallykept
Athasian armorers to develop ingenious air ventilation fresh (as through the nurturing seeds spell). After
and air circulation methods. This allows medium and esperweediseaten,aDC12Fortitudesavemustbemade.
heavyarmorstobewornintheAthasianheat. Failure results in nausea for one minute. If the save is
While Athasian characters use all the varieties of made, the eater has managed keep the esperweed down,
armor described in the Players Handbook, the armor they taking1d4pointsofStrengthdamage,butyoualsobegin
useincorporatesmaterialscommonlyfoundintheworld to regain one power point per minute, up to 10% above
aroundthem.Thoughmostofthearmorsaremadeusing your normal power point limit (round down). You also
various parts of common Athasian animals, the armor gain the empathy power as a psilike ability that can be
construction process makes use of several different used once per day. Manifester level is equal to 1/2 Hit
reinforcementmethodsdevelopedovertime.Manyofthe Dice(minimum1st).Thesebenefitslastforonehour,after
armors are highly composite, made using the pieces of whichyouloseallremainingpowerpoints.Thesepower
several different animals no two suits of armor look pointsarespentfirstwhenmanifestingpowers(muchlike
quite alike. Through the use of hardening resins, shaped temporaryhitpoints).
chitin and stiff leather backings, Athasian armorers can HypnoticBrew:Thisisatasteless,odorlessmixtureof
craft remarkably durable armors from the material at herbs commonly peddled in Bards Quarters. It is
hand. typicallyusedbybardsandmindbendertosoftenupa
Breastplate, Full Plate and Half Plate: These armors target before attempting to manipulate or manifest a
are constructed using choice plates taken from shelled power. When a hypnotic brew is imbibed, the drinkers
animals,suchasmekillotsorbraxat. Will saves suffer a 2 circumstance penalty for 1 hour if
StuddedLeather:Thisarmoriscraftedusingcloseset theyfailaFortitudesave(DC15).
rivetsmadeofbone,hardwood,stone,ortalons. Prepoisoned Darts: Athasian bards sometimes sell
ShellArmor:Shellarmorismadebyweavinggiants especiallypreparedblowgundartsthatcontainadoseof
hair around the shells of various small creatures such as injectedpoisoninsideahollowtip,protectedwithawax
an aprig. Shell armor is the Athasian equivalent to the plug.Thisreducestheriskofselfpoisoningto2%rather
PlayersHandbookschainmailarmor. than 5%. You can remove the wax plug as a free action
Chitin Armor: This armor is skillfully made by whilepreparingtofirethedart.
interlockinghexagonalbitsofchitin(usuallycarvedfrom Splashglobes: Splashglobes are spherical glass jars
a kanks carapace). Chitin armor is the Athasian containing contact poison or up to half a pint of some
equivalenttothePlayersHandbookschainshirtarmor. alchemical fluid. In addition to bursting on impact like
Scalemail:Scalemailisusuallymadefromthescales any grenade, splashglobes can be placed in hinged
ofanerdlu,inixorothernaturallyscaledcreatures. pelota, thus giving the grenade additional range when
Banded Mail and Splint Mail: These armors are firedthroughasplashbowordejada.Thefollowingtypes
fashioned from shavings of agafari wood, bonded to ofsplashglobesareavailable:
softer,moreflexiblewoods,andtreatedwithahardening Acid: Standard flask acid can be placed in splash
resin. globes.
Contact Poison: Any contact poison can be placed in a

Special Substances and Items splashglobe.


Liquid Darkness: Anyone struck directly by liquid
darknessmustmakeaReflexsave(DC15)orbeblinded
Thefollowingitemsareoften,butnotalwaysavailable
foroneminute.Thosesplashedwithliquiddarknesshave
for sale in the Bards Quarter of most citystates.
their vision blurred for one minute if they fail a DC 15
Contacting someone willing to sell these and other
Reflex save, granting their opponents concealment. In
associated goods usually requires proficient use of the
addition, all natural fires within the splash area are
Bluff,Diplomacy,and/orGatherInformationskills.
instantly extinguished. Liquid darkness immediately

extinguishesliquidlight.
Table 54: Special Substances and Items
Liquid Dust: The liquid from this splashglobe turns
Item Cost Craft (Alchemy)
DC intodustoncontactwiththeair.Youcan usethisliquid
Esperweed 250 Cp to cover up to 20 5foot squares of tracks. On impact,

117

liquid dust forms a 15foot diameter cloud, ten feet high cities and others special locations, all lashed together by
that lasts one round. Alternately, liquid dust can be strings.IfyousucceedataKnowledge(geography)check
launched via slashglobes. Anyone struck directly by DC 10 while using this kit, you gain a +4 bonus on
liquiddustmustmakeaDC15Fortitudesaveeachround Survivalchecksmadetokeepfromgettinglost.
foroneminute;failuredictatesthattheyarenauseatedfor
that round. Those splashed with liquid dust suffer the
same effect for one round if they fail a DC 15 Fortitude
Clothing
save.
Additionally to the various outfits available in the
Liquid Fire: Alchemists fire can be placed in splash
Players Handbook, Athasians can benefits from wearing
globes.
someothertypesofoutfits.
Liquid Light: This splashglobe contains two liquids

thatmixtogetherwhenthesplashglobeisruptured.The
resulting mixture glows for eight hours. If you break the Table 56: Clothing
Item Cost Weight
liquid light globe while it is still in its pouch, the pouch Elven 30 Cp 5 lb.
can serve as a light source just like a sunrod. Anyone High templar 100 Cp 5 lb.
struck directly by liquid light must make a DC 20 Royal defiler 80 Cp 5 lb.
Fortitudesaveorbetemporarilydazzled(1onallattack Slave 2 bd 1 lb.
rolls) for 1 minute, and will glow in darkness for eight Wastelander 20 Cp 6 lb.
hours unless they somehow cover the affected areas.
Elven Outfit: Although varying greatly from tribe to
Creatures splashed with liquid light (see grenade rules)
tribe, all elven clothing is based around two concepts:
alsoglowinthedarkness,butarenotblinded.
functionality and flattery. This set of clothes most often
includesahoodedcloakorstylizedrobes,althoughsome
Tools and Skills Kits outfits make do with tight leather wrappings or other
heatshielding and waterretaining materials. In regards
The items described below are particularly useful to to its other aspectvisual appealevery elven outfit is,
charactersthathavecertainspecificskillsorabilitiesand no matter how functional, also designed to complement
areusedinspecificsituations. the wearers form. Each outfit is tailormade by elves,
followingaparticulartribalpattern,andarenormallynot
Table55:ToolsandSkillsKits forsale.Inaddition,variousportionsofthisoutfitsuch
Item Cost Weight asacloak,thickshoulderscarf,orevenanentiretunic
Candleofrejuvenation 50Cp are colored, patterned, or designed to be reversible in
Concealingweave 5Cp 2lb. such a way as to blend in with the Athasian landscape,
Meditativekit 35Cp 3lb. helping the wearer to blend in with the terrain in sandy
Navigatorkit 75Cp 10lb. areas: this provides a +3 circumstance bonus on Hide
checks while in desert terrain. For twice the listed price,
Candle of Rejuvenation: This item allows a thisoutfitcanbemadetofitoverlightarmor.
manifestertorecoverpowerpointsasifhewererestingat High Templars Outfit: High templars outfits differ
night.Themanifesterrecovers10powerpointsattheend for each of the Tablelands cities. This set of clothing is
ofeachcompletehourspentwithin10feetofalitcandle. made of the best material produced by a citystates
By making an Autohypnosis DC 15 check, this amount artisans and exemplifies that citys templarate. Wearing
increases by onehalf. Each candle burns for a total of theproperhightemplaroutfitforacitystemplarategives
eighthours. a+2circumstancebonustoDiplomacychecksincontests
Concealing Weave: This kit is composed of one or ofSecularAuthoritymadewithinthatcity.
more related articles of clothing specifically made to Royal Defilers Outfit: Royal defilers, who practice
camouflage a casters arm and hand movements while sorcerywiththefulllegalbackingofasorcererking,must
castingaspell.Thiskitgrantsa+2circumstancebonuson clearly indicate their protected status if they are to be
Bluff checks made to conceal the casting of spells with a sparedthemobswrath.Thissetofclothingismadefrom
somaticcomponent. thebestmaterialsavailabletoacitystatesartisans,andis
Meditative Kit: This small and delicately carved second in quality only to a templars outfit. The outfit
crystal container produces a hypnotic rainbowlike effect variesgreatlyfromcitytocity.InRaam,forexample,this
while filled with clear water and struck by light. After 1 outfit is a checkered silk robe adorned with a silver
minute of uninterrupted observation of the rainbow brooch denoting royal defiler status. Wearing the proper
pattern, the kit provides a +2 circumstance bonus to the defiler outfit for a city gives a +2 circumstance bonus to
next Autohypnosis check made by the viewer within the Intimidate checks against citizens who arent part of the
next10minutes. templarate.
Navigators Kit: Prized possessions of many trading SlavesOutfit:Thissimplesetofclothesconsistsofa
houses and frequent wanderers of the wastes, each of loincloth,orashortskirtandsleevelesstunic,allmadeof
these kits is composed of a set of maps made of straight roughhewnmaterials.
sticks representing roads, and small stones for villages,

118

WastelandersOutfit:Similartoclothingwornbythe templars contest any of her Requisition, Intrude, Accuse,


manyelventribesdottingtheAthasianlandscape,thisset orJudgeactions.
of clothes commonly includes a large hooded cloak,
multiple layers of heatresistant, porous cloth, and
reinforced leather padding designed to protect against
Food, Drink, and Lodging
blowing sand, sharp rocks and the everpresent cacti
Many Athasian travelers are lodged by merchant
needles.Inaddition,thisoutfitiscoloredtoblendinwith
houses, elemental temples, psionic academies, or family.
whateverenvironmentthewastelanderhaschosenashis
Adventurers,however,payforhospitality.
home, helping the wearer to blend in with rocky

surroundings. This provides a +2 circumstance bonus on
Hide checks while in the appropriate terrain; each Table 57: Food, Drink, and Lodging
Item Cost Weight
wastelanders outfit provides this bonus for a single Broy
terrain type only. For twice the price, this outfit can be Gallon 2 Cp 8 lb.
madetofitoverlightarmor. Mug 4 bits 1 lb.
Inn stay (per day)

Documents
Good 2 sp
Common 5 Cp
Poor 2 Cp
Thisclassofitemshasasymbolicfunction,conveying Meals (per day)
Good 5 bits
authorityorpermission.Nopriceislistedfortheseitems,
Common 3 bits
becausetheirvalueisnotinherent. Poor 1 bit
LetterofMarque:Thisletterbearsthepersonalmark Water
of the sorcererking, and bestows limited secular Gallon 2 bits 8 lb.
authority on the bearer, as if the bearer were a templar. Mug 1 bd 1 lb.
The bearer of a letter of marque gains the authority to
contest the actions of templars, using the bearers Broy: Broy is made from fermented kank nectar.
Diplomacycheck.Ifthebearerisalreadyatemplar,then Spiced broy and watereddown broy are also available.
having the letter as additional authority grants the Whenservedplain,itispotentandfoultasting.However,
templar a +4 circumstance check towards authority broycanbeservedwarmandspicedwithapungentherb
contest checks. The letter of marque does not grant the that disguises its sourness, as well as enhancing its
authority to Intrude, Requisition, Accuse or Judge, but enrapturingpowers.
doesgrantpowertocontestsuchactionsbytemplars.
Aletterofmarqueislimitedbytime.Afteraspecified
period (usually one year, and never longer than seven
Mounts and Related Gear
years)theletterlosesitseffectiveness.Asorcererkingcan
GettingacrossAthasianwastesisalwaysadangerous
also declare the letter invalid. Forging or fraudulently
adventure. Many Athasians use mounts for just this
using a letter of marque is an unpardonable offense that
reason.
bringsadeathsentence.Obviously,onlythetemplarsand

otherservantsofthesorcererkingthatissuedtheletterof
Table 58: Mounts and Related Gear
marquewillhonoritsterms.Apersonwhoiscaughtwith Mount Cost
a kings letter of marque within another sorcererkings Crodlu, riding 200 Cp
territorywillhavesomeexplainingtodo. Crodlu, warmount 400 Cp
Letter of Reprisal: Like a letter of marque, this letter Erdland 25 Cp
bearsthepersonalmarkofthesorcererking,andbestows Erdlu 10 Cp
Inix 100 Cp
limited secular authority on the bearer, as if the bearer
Kank, herding 50 Cp
were a templar. Unlike a letter of marque, a letter of Kank, riding 125 Cp
reprisal has a limited scope to carrying out a specific Kank, warmount 250 Cp
mission,usuallyareprisalorretaliationagainstaspecific Mekillot 200 Cp
group of the Kings enemies, for example, killing or
capturing a specific enemy officer, capturing a particular Crodlu: A crodlu (described on page 292) is a large
enemy fortress or silt vessel, defiling a stretch of key bipedal lizard mount, resembling a scaled ostrich. A
farmland, or annihilating or enslaving a designated crodluisappropriateasamountforaMediumhumanoid
village. Depending on the bearers Diplomacy ranks, she creature. Crodlu are hard to control in battle (PH 157),
can Requisition, Intrude, Accuse, Judge, but only if she whilewarcrodlucanberiddenintobattleeasily.Crodlu
canshowthatherrequestrelatestofulfillingherassigned benefitfromstabling,canwearbarding,andrequirefeed
mission. She can attempt to contest the actions of other likenormalmounts(PH131).
templars, but takes a 4 circumstance penalty on such Erdland: These creatures (described on page 294) are
attempts,sincetheopposingtemplarscanargue(evenifit large,flightlessbirdsusedasmountsortopullcaravans.
is not true) that she is acting outside of the scope of the Theyweigharound2tonsandcanstandupto15feettall.
assigned reprisal mission. The 4 penalty also applies if An erdland is appropriate as a mount for a Medium

119

humanoid creature. Erdlands can be ridden into battle Wagon, enclosed, 1,000 lbs capacity 40 Cp
easily. Erdlands benefit from stabling, can wear barding, Wagon, enclosed, 2,500 lbs capacity 70 Cp
Wagon, enclosed, 5,000 lbs capacity 100 Cp
andrequirefeedlikenormalmounts(PH131).
Wagon, enclosed, 10,000 lbs capacity 200 Cp
Erdlu: Erdlus (described on page 295) are a smaller Wagon, armored caravan 1,000 Cp
varietyoferdland,mostlyusedasherdbeasts.Theystand
7 feet tall and weigh around 200 lbs. An erdlu is Chariot: A chariot is a twowheeled vehicle used for
appropriateasamountforaMediumhumanoidcreature. transportation, racing, war and processions. Transport
Erdlus are hard to control in battle (PH 157). Erdlus chariotsareverysmallandsimple,requiringonlyasingle
benefitfromstabling,canwearbarding,andrequirefeed animal to draw it. A war chariot built for two riders is
likenormalmounts(PH131). slightly larger, but significantly better constructed.
Inix: The inix (described on page 301) is a large, 16 Generally one person will drive the chariot while the
footlongreptilecommonlyusedforridingandasabeast otherusesaboworotherrangedweapon.Awarchariot
of burden. An inix is appropriate as a mount for a built for four is much larger than the other two kinds of
Medium or Large humanoid creature. Inixes can be chariots and requires at least two mounts to drive it. A
riddenintobattleeasily.Inixesbenefitfromstabling,can warchariotofferscovertoitsoccupants.
wear custom barding (specially constructed, adding an Howdah: A howdah is an enclosure mounted on a
additional50%totheprice),andrequirefeedlikenormal ridinganimalcontainingspaceforoneormorepersons.
mounts(PH131). Howdahs can be fitted on inix or mekillots, and
Kank:Akank(describedonpage304)isalarge,8foot provide shade and cover from the elements. An inix
long insect, commonly used as a personal mount. These howdahusuallyhasroomforonlyoneperson,thoughthe
insects cannot be used as food, for their meat smells war howdah, built much stronger, can hold four. A
atrocious, but they produce highly nutritious globules of mekillothowdahcanholdoneortwopersons,butawar
honey. A kank is appropriate as a mount for a Medium howdah is much bigger, consisting of two levels and
humanoid creature. Kanks are hard to control in battle holdinguptosixteenwarriors.
(PH 157). Kanks benefit from stabling, cannot wear Wagon: Wagons are an essential part of Athasian
barding,anddonotrequirefeeding(PH131). economy, as they facilitate the caravans that make life in
Mekillot: A mekillot (described on page 306) is a thewastespossible.Openwagonsarebasic,opentopped
huge, 6,000lb. lizard, used for hauling large cargo or wagons that can carry a certain amount of cargo. As
servingastransportationfortroops.Thesebeastsarehard Athasianwagonsarebuiltusinglittleornometal,theres
to control in combat (PH 157) and usually require a a limit to how much cargo they can carry. Open wagons
psionichandler.Mekillotsbenefitfromstabling,canwear generallyrequiretwobeaststodrawthem,butsometimes
barding,andrequirefeedeighttimesmorethananormal asingleerdlandwillwork.
mount(PH131). Enclosed wagons are more commonly used to
transportpeopleorfragilecargothatwouldotherwisebe
Transport damagedbyexposuretotheelements.
Armored wagons are primarily used by caravans
Sometimes it is too hard or too dangerous to ride a traveling through areas plagued by dangerous monsters
kankyoull need some other form of transportation. or raiders. It is an enclosed wagon with agafari wood
Some vehicles, such as the chariot and howdah, are usedtostrengthenthewagonthroughout.Therearealso
movedbymusclepower.TheHandleAnimalskillisused mount points for fixed crossbows on each side of that
only if that power comes from a team of draft animals. wagon that can swivel 180 degrees. Anyone using the
When the team consists of creatures with Intelligence crossbowsorfiringoutoftherearofthewagon(whenit
scores of 3 or higher, the operative skill is Diplomacy. isopen)receivescover.Armoredwagonsrequireatleast
Whentheyareslavesorforcedlabor,theoperativeskillis four smaller mounts to draw it, two inixes or one
Intimidate. mekillot.
The Athasian Emporium provides detailed information
onvehicles,vehiclemovement,andvehiclecombat. Services, Spellcasting, and

Table 59: Transport
Transport Cost
Manifesting
Chariot, two-person, transport 50 Cp
Chariot, two-person, war 125 Cp Spellcasting,unlessdivine,israrely,ifever,forsaleon
Chariot, four-person, war 250 Cp Athas. However, the manifesting of psionic powers for
Howdah, inix 10 Cp cashismuchmorecommon.
Howdah, inix, war 100 Cp
Howdah, mekillot 20 Cp Table 510: Services, Spellcasting and
Howdah, mekillot, war 500 Cp
Wagon, open, 1,000 lbs capacity 20 Cp Manifesting
Wagon, open, 2,500 lbs capacity 35 Cp Service Cost
Wagon, open, 5,000 lbs capacity 50 Cp Draqoman varies
Wagon, open, 10,000 lbs capacity 100 Cp Power, 0level Caster level x 5 Cp1

120

Power, 1stlevel Caster level x 10 Cp1 Agafari: Agafari is the Athasian equivalent of
Power, 2ndlevel Caster level x 20 Cp1 darkwood (DMG 283). For weapons affected by the
Power, 3rdlevel Caster level x 30 Cp1
inferior material rule, agafari is considered an inferior
Power, 4thlevel Caster level x 40 Cp1
Power, 5thlevel Caster level x 50 Cp1 material.
Power, 6thlevel Caster level x 60 Cp1 Dasl: Dasl is a special kind of crystalline material
Power, 7thlevel Caster level x 70 Cp1 createdbythrikreenandoftenusedtomanufacturetheir
Power, 8thlevel Caster level x 80 Cp1 weapons. An item made from dasl is treated as if it was
Power, 9thlevel Caster level x 90 Cp1 made from iron and is not considered to be made from
1 See power description for additional costs. If the additional
inferior materials. However, for purposes of harming
costs put the powers total cost above 3,000 Cp, that power is
not generally available. creatures with damage reduction, a dasl weapon is not
treated as being made from metal. An item made from
Draqoman: The fee for a draqoman ranges from five daslcoststentimeswhatitnormallywould.Thus,adasl
ceramics to a silver a day, depending upon the chatkchacosts200Cpinsteadofthe20Cpastoneorbone
importance of their contacts, their level of expertise, and chatkchawould.
availability. Dasl has a hardness of 7 and 15 hp per inch of
Power:Theindicatedamountishowmuchitcoststo thickness.
get a manifester to manifest a power for you. This cost DrakeHide:Thehideofadrakeisofsuchvaluethat
assumes that you can go to the manifester and have the mostsorcererkingsforbidtheirsale.Theyhaveinstructed
power manifested at his or her convenience. If you want templars to confiscate any such items that appear in the
to bring the manifester somewhere to manifest a power marketinthenameoftheirsorcererking.Becausedrakes
you need to negotiate with the manifester, otherwise the are so rare it is easy for templars to claim the item was
defaultanswerisno. stolen from the sorcererking and have the seller put to
The cost given is for a power with no XP cost. If the death. Elves, of course, defy these edicts at every turn,
powerhasanXPcost,add5CpperXPlost. and make a fair profit selling drake materials while just
Furthermore,ifapowerhasdangerousconsequences, onestepaheadoftheirtemplarpursuers.
the manifester will certainly require proof that you can One drake produces enough hide for four suits of
andwillpayfordealingwithanysuchconsequences(that masterwork hide armor, three suits of masterwork
is, assuming that the manifester even agrees to manifest banded mail, two suits of halfplate, or one suit of full
such a power, which isnt certain). In the case of powers plateforaMediumcreature.Drakehideotherwisehasthe
that transport the manifester and characters over a same qualities as dragonhide in the Dungeon Masters
distance, you will likely have to pay for two Guide.
manifestationsofthepower,evenifyouarentreturning DrakeIvory:Drakeivoryisextraordinarilystrongand
withthemanifester. easy to work compared to the bone that most Athasian
Inaddition,noteverytownorvillagehasamanifester weaponsmithsuse.Sinceitcanonlybeobtainedfromthe
ofsufficientleveltomanifestanypower.Ingeneral,you clawsandteethofdeadlydrakes,itisrare,expensive,and
must travel to a small town (or larger settlement) to be forbidden (see drake hide, above). Weapons made from
reasonably assured of finding a manifester capable of drake ivory cost an additional 2,000 Cp to enchant.
manifesting 1stlevel powers, a large town for 2ndlevel Weapons crafted from drake ivory cost twice what they
powers,asmallcityfor3rdor4thlevelpowers,alarge normally would. A double weapon that is only half
city for 5th or 6thlevel powers, and a metropolis for crafted using drake ivory increases its cost by 50%. For
7th or 8thlevel powers. Even a metropolis isnt purposesofdamagereduction,drakeivoryisconsidered
guaranteed to have a local manifester able to cast 9th equivalenttocoldiron(DMG284).Forweaponsaffected
levelpowers. bythematerialsrule,drakeivoryisconsideredinferior.
Drakeivoryhasahardnessof10and30hpperinchof

Special Materials
thickness.
Giant Hair: Giant hair is very strong and frequently
woven together to form a very strong cord. While
MostoftheDungeonMastersGuidesspecialmaterials sometimes used in armor, it is most frequently used to
can be found on Athas, albeit in alternate forms. In create rope. This rope costs 50 Cp for 50 feet, has a
addition to those described there, there also exist unique hardnessof5and2hpperinchofthickness.
materialsthathavetheirownusesanduniqueproperties. Iron: Iron (and most other metals) is rare on Athas,
Adamantine: While weapons and armor made from butweaponsandarmormadeofironcanstillbefound.In
adamantine,alsocalleddwarvensteel,canbefoundon allofthecitystates,thereareatleastafewcraftsmenthat
Athas, they are quite rare. Nearly all items made from areabletoworkiron.Theonlyfreshsourceofironisthe
adamantine are relics from a long past age, scavenged mines in the citystate of Tyr. Many of the iron weapons
from ruins by elves and treasure hunters. Raw and armor available for sale have been scavenged from
adamantine cannot be bought on the market, and ruins. Weapons made of iron (including ironbased
weapons and armor constructed from adamantine are compounds like steel) can bypass the damage reduction
considered priceless relics. Adamantine has the same possessedbysomeAthasianmonsters.
qualitiesaslistedintheDungeonMastersGuide.

121

Silver, Alchemical: The process of binding silver to


weapons has been greatly refined on Athas. Very little
silver is actually needed in the process, and it can be
bound to weapons crafted from dasl, obsidian and bone,
as well as those made from iron. Athasian alchemical
silverotherwisehasthesamequalitiesasalchemicalsilver
intheDungeonMastersGuide.

122

Chapter 6: Magic and Psionics


The Tablelands are a giant wasteland, to the untrained eye barren and devoid of life. When people see plants wither and
die when someone utters mysterious phrases accompanied by unknown gestures, they assume the worst. They cry wizard
and the mob instantly gathers to kill him. But if people venture into the wastes and look under the rocks, they will learn
that Athas is teeming with all sorts of life. And when the vermin swarm forth to envelop them, biting and crawling into
every orifice, do they see the irony?
TheOracle,BlueShrineScrolls

Magic in Athas is relatively scarce and universally savingthrows,skillchecks,andabilitychecksfor1round.


feared,whilepsionicpowersareacommonandaccepted Plant creatures also suffer 2 hp damage x spell slot level
part of life. This chapter discusses the role of magic in expended(a0levelspellinflicts1hpdamage).
Dark Sun, describes the planar cosmology of Athas, and Defilers ash is black and totally devoid of lifegiving
includes spells lists and new spells for spellcasting properties. It is the telltale sign of wizardry. Nothing
characters. In addition, it discusses the relationship growsinadefiledareaforyears.Evenifthedefilersash
between magic and psionics on Athas; power lists and moves with the wind, the ground remains a lifelessscar.
newpowersarealsoincludedinthischapter. A defiler cannot preserve, but a preserver can defile if
desperate.

Magic in Athas Whendefiling,awizardcanextendthecastingtimeof


herspellsto1roundandgaina+1bonustocasterlevel.
Theabuseofmagichasshapedandscarredtheworld Herdefilingradiusincreasesby5ft.Spellswithanormal
ofAthasinthepast8,000years.Becauseofthatmagicis casting time of 1 round or longer require an extra round
universally feared and hated by the general populace. to be cast in this manner. Experienced defilers often
Wizards are outlaws that are hunted and killed by increase their spellcasting power further through Raze
templars.Magicishardtofind,andevenlowlevelspells feats(seeChapter3:HeroicCharacteristic).
arenoteasilyaccessible.
The Road to Corruption And Redemption

Spellcasters ArcanecasterswhodefilemustrollaWillsaveDC10
+spelllevel+amountoftimespreviouslydefiled.Failing
Athasian wizards drain energy from the surrounding thissave,theybecomedefilers.Preserverssucceedingthe
soil. The method used labels wizards as defilers or savelosetheirpreserverstatusandbecometainted.
preservers. Preservers have the selfcontrol to gather Taintedwizardsarenotdefilers,butriskbecomingso.
energy without destroying plants. Those who do not, or Taintedwizardsmayseekredemptionfromadruid.The
who feel no remorse about the damage caused, become druid,ifwillingandable,cancastaconversionspellonthe
defilers.Defilersleavebehindsterilesoilandinfertileash tainted wizard, restoring her preserver status (reset the
whentheycastspells.Duetothisfact,mostwastelanders numberoftimesdefiledtozero).Thewizardloses100XP
blame wizards for the desert landscape that dominates per arcane spellcaster level. Defilers can also seek
theTablelandstoday,andtheirhatredextendstodefilers redemption,butlose1000XPperarcanespellcasterlevel.
andpreserversalike. Usually the defiler must undertake a quest or otherwise
Clerics,druidsandrangers,liketheircounterpartson demonstrate a true willingness to redeem herself before
otherworlds,castdivinespells.Therearenopaladinson thedruidcaststheconversionspell.
Athas. Unlike most campaign settings, Athas does not
haveanygodstograntspells.Instead,clericsforgeapact Terrain Modifiers
withaparticularelement,anddrawtheirpowerfromthe Terrain types affect arcane magic depending on the
elementalplanesthemselves.Rangerslearntomanipulate amount of plant life available. Barren and desolate
minor nature spirits, druids are granted their powers terrainsweakenspells,whilefertileandabundantterrains
directly from the spirits of the lands, while templars are boost spells. Spell save DCs and caster level checks are
giftedwithspellbytheirsorcererkings. affectedasindicatedinTable61:TerrainModifiers.
The Obsidian Plains are completely devoid of plant
The Corruption of Power life. If arcane spellcasters have no alternative energy
Defilers leave behind an ashen circle when casting sources,ormagicalitemssuchaswands,theyareunable
spells.Theradiusis5ft.xspellslotlevelexpended(a0 tocastspellsinthisterrain.
level spell defiles a single 5ft. square occupied by the
caster). Creatures except the defiler caught within the
defilingradiusatcastingtimeexperiencepainandsuffer
a 1 penalty to all attack rolls, weapon damage rolls,

123

spells easily available. Air clerics also fill this role with
Table61:TerrainModifiers spellssuchassendingandwhisperingwind.
Terrain Examples Spell DC Caster Level
Type Modifier Check Modifier Healing
Desolate Salt flats, sea of 2 2 Thoughmagicalhealingisprohibitivelyexpensivefor
Silt
mostAthasians,manyWaterclericshavemanytrainedin
Barren Boulder fields, 1 1
stony barrens, the mundane art of healing. These clerics use the Heal
scrublands skill to treat disease, injuries, and poison effectively and
Infertile Cities, rocky +0 +0 eventreatsunburnandheatstroke,althoughsomesortof
badlands, stony donation to their temple is required before the service is
barrens, scrubland performed.
Fertile Verdant plains, +1 +1
savannahs,
swamps, mud Transportation
flats Arcane magical teleportation, such as teleport and
Abundant Forests, oceans, +2 +2 dimension door, is very hard to find due to the ban on
gardens magics.Someelementalclericshavesimilarabilities,such

as storm legion, waterways, and spirit of flame, which they
usuallyreserveformembersoftheirfaithandnobleswho
Spellbooks
areinmostneedofthem.
Athasian wizards conceal their spell books from
templars,rivalwizardsandotherswithabilitytodiscern Other Services
them for what they are. Spell books take many forms,
Since arcane magic is universally feared and loathed,
including animal hides, stone and clay tablets, bone
formstodetectarcanecastersarehighondemand,either
staves,knottedgianthairandnecklacesofcoloredbeads.
in arcane or divine nature. City druids are hard to find,
Wizards use different, often personalized codes and
and most veiled ones are too distrustful of other arcane
systemsfororganizingtheirspells.
users to openly sell this kind of service. Those interested
The Disguise skill masks a spell books true nature.
havetorelyonchasseurs(seePrestigeClassAppendix1)or
Someoneinspectingthespellbookmustwinanopposed
greedytemplarsorrecklessdefilersforthat.
Spellcraft vs. Disguise check to identify it as such. Every
timeanewspellisadded,aspellbookmustbedisguised
anew. Unless in a hurry, a wizard normally takes 20 on Goods
thischeck. MagicitemsarenohardertocreateinAthas,butthere
are less spellcasters making them. Most citystates have
Services banned all types of arcane magic, and clerics are barely
tolerated by the templars, and viceversa. In general,
Arcane magic, due to its universal loathing by the
magicitemsarehardertofindandpurchaseinAthasthan
general populace, is almost never offered for sale.
describer on Dungeon Masters Guide. This difference is
Regardless, there exist some avaricious black souls that
reflected in the adjustments to the Cp limit for smaller
sell their abilities to casts spells for money. They are
settlements,asshownonthefollowingtable.
mostly found outside the citystates, among the villages

dotting the wastelands or living in the tribes trying to Town Size Cp Limit Minor items
survive by raiding every unfortunate that crosses their Thorp 20 Cp None
path. Hamlet 50 Cp None
On the other hands, divine spellcasters show less Village 100 Cp 1stlevel scroll,
reticenceusingtheirpowerstocallupontheelementsfor 0level potion
Small town 400 Cp 2ndlevel scroll,
thebenefitsofothers.Theystilldontovertlyusethesein
1stlevel potion
the citystates as the sorcererkings and their templars Large town 1,500 Cp 3rdlevel scroll,
dont like to see such a power not under their control 2ndlevel potion
flauntedundertheirnoseforalltosee. 1stlevel wand
Securingtheservicesofanarcaneordivinespellcaster Small city 7,500 Cp 4thlevel scroll,
is often difficult, requiring time spent on Knowledge 3rdlevel potion
1stlevel wand
(local) and Gather Information checks just to locate such Large city 20,000 Cp 5thlevel scroll,
an available and willing spellcaster. Pricing for such 3rdlevel wand
services,ifavailable,isfoundonTable510inChapter5: Metropolis 50,000 Cp Any
Equipment.

Communication
Mostformsofnonmundanecommunicationsaredone
psionically on Athas (see Psionics in Athas), although
mostVeiledAlliancemembersusuallyhavethesekindof

124

Planes of Existence ofexistingobjects,butalsothepotentialofwhatallthose


thingscouldbe.WithintheBlack,allthethingsthatcould
Athas has its own Material Plane, enfolded by three beare,buttheyarereflections,andhavenosubstance,not
coexistenttransitiveplanes:theAstralPlane,justasinthe existence, no life. When creatures used the Black to fuel
core D&D cosmology (see Chapter 5 of the Dungeon their abilities, they are drawing on this potential and
Masters Guide); the Gray; and the Black. However, some giving it a reality. The Black is not only the reflection of
planesfromthestandardD&Dcosmologydonotexistat whatisonAthas,butalsothereflectionofwhatcouldbe.
allinAthas. Powerful spellcasters have investigated the power of
The Elemental and Paraelemental Planes have an exploiting this potentiality to great effect. Rumors of a
interesting connection with Athas. These planes have place beyond the Black, where not even reflections of
been involved for ages in a battle known as the Unseen reality exist are true. The Hollow is a plane outside of
War. Forces from the Elemental Planes have joined to spaceandtime.Itisnonexistence,anditisherethatthe
attackthoseoftheParaelementalPlanesforanimportant ChampionstrappedRajaatduringtheRebellion.
reason:thetidesofbattleeffectthequantityofelemental Because of this, the landscape of the Black is
andparaelementalmaterialonAthas.WhenMagmawins constantly in motion, and never settled. It is at once a
abattle,avolcanowillerupt,spewingmorematerialinto reflectionofwhatis,andallthethingsthatcouldbe.The
the Material Plane. This relationship makes things on landscaperesemblesAthas,andthereisadefiniteupand
Athasdifferentthanonotherworlds.TheElementaland down, ground and sky, buildings, trees, rivers, and seas.
Paraelemental Planes have a direct relationship with the However, all these things change and warp constantly.
verystructureofAthas. Gravityhereexists,butonlyifonewishesitto.
WithintheBlacktherearecreaturesthatoncelivedon
Athasian Plane D&D Equivalent Athas. The halfling servants of the Warbringer were
The Gray Ethereal Plane thrown into the Black during the Rebellion. To this day,
Negative Energy Plane theyremainbodilywithintheBlack,andareonlyableto
The Black Plane of Shadow interactwithAthasthroughmanipulatingshadows.Also
Elemental and Paraelemental Planes Elemental Planes
within the Black is the body of King Tithian of Tyr, his
Positive Energy Plane
Deep Gray Outer Planes spirit trapped within the Cerulean Storm. When Rajaat
was freed from the Hollow, he imprisoned Andropinis
withintheBlackwhereheremainsunabletoescapefrom.
The Black Creatures native to the Black are few, but rumor has it
Most men call it shadow, that dark stain visible only as thatdeepwithinthedepthsarepossibilitiesofwhatcould
an absence: the cold gloom cast upon the ground when their be, for both good and ill, and that these things sleep,
bodies block the light of the crimson son. Wiser minds unlesssomeoneawakensthem.Terrorcouldbeunleashed
referred to it as the Black, and they knew that it separated on Athas if these things were given form outside the
depthsoftheBlack.
everything that existed from everything that did not. It
TheBlackhasthefollowingtraits:
lurked just beneath the surface of all things, like a leathery
shell of some great egg, buried shallow and about to hatch. Subjectivedirectionalgravity.
Outside lay the barren mountains, the endless sand wastes, Magically morphic. Certain spells (those with the
and the bleak, windswept plains that were the world of shadow descriptor, those that draw on the Black)
Athas. Inside lay the Hollow, filled with the languid modify the base material of the Black. The utility
albumin of nothingness. and power of these spells within the Black make
TheCeruleanStorm them particularly useful for explorers and natives
alike.
The Black is a coterminous and coexistent plane that Cold aligned: The dark nature of the Black brings
resides next to Athas. It is a reflection of the Prime numbing cold to all who visit. Without proper
MaterialPlaneandshowswhatexistsbywayofnegative protections, creatures within the Black must make
space.ForaslongasAthasianshaverealizedthepowerof aFortitudecheckeveryround(DC20).Thosewho
theshadowstheBlackhasbeenused,whethermagically, failtheirsavetake1d4pointsofStrengthdamage,
psionically, or mundanely. The landscape of the Black is 1d6 nonlethal damage, and are numbed for one
in constant flux, spells and psionic powers draw power round. Those that make their save take 1 point of
from the planes, and due to the reflexive nature of the Strength damage, and 1 point of nonlethal
plane,changesonAthascausechangesintheBlack. damage.Creaturesimmunetocold,andthosethat
ThepowerandenergyfromtheBlackcomesfromits havecoldresistanceof10orgreaterdonotneedto
connectiontotheMaterialPlaneofAthas.Shadowsshow makethesechecks.
what exist by absence. Shadows are negative space that Mildlyneutralaligned.
shows existence through a negative. The Black exists Enhanced magic. Spells with the shadow
where shadows are, and as its own plane. The Black descriptor are enhanced when within the Black.
contains not only the negative space from the reflections Suchspellsarecastasthoughtheywereprepared

125

with the Maximize Spell feat, though they dont the sound of great rushing wind, and thunderclaps that
requirethehigherspellslots. havenocloudsorlightning.
Furthermore,specificspellsbecomemorepowerfulon TheElementalPlaneofAirhasthefollowingtraits.
the Black. Shadow conjuration and shadow evocation
spells are 30% as powerful as the conjurations and Subjective directional gravity. Inhabitants of the
evocations they mimic (as opposed to 20%). Greater plane determine their own down direction.
shadowconjurationandgreatershadowevocationare70% Objects not under the motive force of others do
as powerful (not 60%), and a shades spell conjures at notmove.
90%ofthepoweroftheoriginal(not80%). Airdominant.
Impededmagic.Spellsthatuseorgeneratelightor Enhanced magic. Spells and spelllike abilities
fire may fizzle when cast within the Black. A that use, manipulate, or create air (including
spellcaster attempting a spell with the light or fire spells of the Air domain) are both empowered
descriptor must succeed on a Spellcraft check (DC and enlarged (as if the Empower Spell and
20+thelevelofthespell).Spellsthatproducelight EnlargeSpellmetamagicfeatshadbeenusedon
are less effective in general, because all light them, but the spells dont require higherlevel
sourceshavetheirrangeshalvedwithintheBlack. slots).
Impeded magic. Spells and spelllike abilities
The Black Inhabitants: Blacktouched creature that use or create earth (including spells of the
(template), psishadow, shadow, shadow giant, shadow Earth domain and spells that summon earth
mastiff. elementals or outsiders with the earth subtype)
MonsterManualIII:Nighttwist,shadesteelgolem. areimpeded.
MonsterManualIV:Skiurid.
PlanarHandbook:Shadowjelly,voidooze.
The Elemental Plane of Air Inhabitants: Air drake,
air elemental (all), Air elemental beast, Air incarnation,
Example Black Site: Shadow People Settlement
Airmephit,arrowhawk,belker,djinni(genie).
The shadow people were trapped within the Black
MonsterManualIII:Stormelemental.
whenRajaatwastrappedwithintheHollow.Theytendto
MonsterManualIV:Cyclonicravager.
stayclosetothePristineTowerwhenonAthas;however,
Planar Handbook: Air elementite swarm, xacyij
intheBlacktheystayclosetothereflectionofthePristine
(energon).
Tower since this is where the shadow people raise their
Sandstorm:Dusttwister,sulphurmephit.
young,withintheSteepleofCrystals.

The Elemental Plane of Earth


The Elemental Plane of Air
The noise was of an earthquake, so loud and terribly
I just hung there, unable to move. It wasnt until a small wonderful. The grasping maws of the creatures there were
bird came and helped me that I was able to find my way. made of iron and worse, and when they found me, I
FrestianHodra,planarexploreroftheGreenAgein
hisdiary
thought I was done for.
TanqueGoldenTongue,recountingabanishmentto

thePlaneofEarthheenduredwhileseekinganaudience
TheElementalPlaneofAirisvastexpanseofskywith
withtheKingofHogalay.
nothingaboveandnothingbelow.TheElementalPlaneof

Air is the most comfortable and survivable of the
TheElementalPlaneofEarthisaplaneofsolidstuff.
Elemental Planes, and it is the home of all types of
An unwary and unprepared traveler may find himself
airborne creatures. Indeed, flying creatures find
entombed within this vast solidity of material and have
themselves at a great advantage on this plane. While
hisbodycrushedintopowdersoallthatisleftisdustto
travelerswithoutflightcansurviveeasilyhere,theyareat
standasawarningtoanyfoolishenoughtofollow.
a disadvantage. Because they cannot move unless acted
Despite its unyielding nature, the Elemental Plane of
uponbyothers,nonflierssimplyfloatintheair,unableto
Earth is varied in itsconsistency, ranging from relatively
move.
soft soil to veins of heavier and more valuable metal.
Cities in the Elemental Plane of Air are vast floating
Moving within the areas of softer soil will lead to the
fortresses composed of clouds and walls of wind. While
occasionalisolatedpocketofair.Theselocationstypically
nonnatives will find these disorienting and weird,
havesettlementsinthemforinteractingwithandtalking
denizens of the plane have little trouble navigating the
tononnatives.TheLordsoftheElementalPlaneofEarth
streetsofthesefloatingcities.
understand their followers on Athas arent as hardy as
Armies of Air are strange indeed. While many Air
they,andwhentheyseekanaudience,itwillbehere.
elementals are naturally invisible, elemental beasts and
Whenofftowar,theinhabitantsofthePlaneofEarth
incarnations soar within the ranks. They may seem like
come like an earthquake. Their forms are the earth itself,
smallernumbersthanareactuallytherebysight,butthe
so all manner of stone, metal, gems, soil and sand rush
ArmiesofAirmakeafearsomeandterriblenoiseasthey
forwardtomeettheirfoes.Earthisthemostpatientofthe
approach.Iftravelingontheplane,oneshouldfleefrom

126

Elemental Planes, however, and a sign of surrender or Enhanced magic. Spells and spelllike abilities
intentionsofpeacewilltypicallybeaccepted,evenifonly withthefiredescriptorarebothmaximizedand
forashortwhile. enlarged (as if the Maximize Spell and Enlarge
TheElementalPlaneofEarthhasthefollowingtraits. Spellhadbeenusedonthem,butthespellsdont
require higherlevel slots). Spells and spelllike
Earthdominant. abilities that are already maximized or enlarged
Enhanced magic. Spells and spelllike abilities areunaffectedbythisbenefit.
that use, manipulate, or create earth or stone Impeded magic. Spells and spelllike abilities
(including those of the Earth domain) are both that use or create water (including spells of the
empowered and extended (as if the Empower Water domain and spells that summon water
SpellandExtendSpellmetamagicfeatshadbeen elementals or outsiders with the water subtype)
used on them, but the spells dont require areimpeded.
higherlevel slots). Spells and spelllike abilities
that are already empowered or extended are The Elemental Plane of Fire Inhabitants: Azer, Fire
unaffectedbythisbenefit. drake, Fire elemental (all), Fire elemental beast, Fire
Impeded magic. Spells and spelllike abilities incarnation, efreeti (genie), hell hound, magmin, fire
thatuseorcreateair(includingspellsoftheAir mephit,rast,salamander(all),thoqqua.
domain and spells that summon air elementals MonsterManualIII:Cinderswarm,conflagrationooze,
oroutsiderswiththeairsubtype)areimpeded. omnimental.
MonsterManualIV:Holocaustdisciple,infernospider.
The Elemental Plane of Earth Inhabitants: Crystal Planar Handbook: Fire elementite swarm, xacyel
spider,Earthdrake,Earthelemental(all),Earthelemental (energon).
beast, Earth incarnation, Earth mephit, pit snatcher, salt
mephit,styr.
MonsterManualIII:Avalancher,omnimental. The Elemental Plane of Water
MonsterManualIV:Blackrocktriskelion.
PlanarHandbook:Earthelementiteswarm.
It is a source of fiction, I tell you! That much water cant
possibly exist. Youve spent too much time in the sun!
Raktipo,vocalizinghisdisbeliefinawaterclerics
The Elemental Plane of Fire sermon
It was beautiful. Everything was burning, burning
burning. It seemed it would never go out! The Elemental Plane of Water is a sea of green and
Spark,worshiperofFireandpyromaniac blue. Lacking a floor or a surface, it is an entirely fluid
environment lit by a diffuse glow. It is one of the more
TheElementalPlaneofFireisanightmaretobehold. hospitableoftheElementalPlanesonceatravelerfigures
The ground is nothing more than great, ever shifting outhowtobreathe.
platesofcompressedflame.Theairrippleswiththeheat Theeternaloceansofthisplanevarybetweenicecold
of continual firestorms. The oceans are made of liquid and boiling hot, between saline and fresh. The water is
flame. Yet, many creatures call this place home. Non constantlyinmotion,wrackedbycurrentsandtides.The
nativeswholackprotectionfromfirewillfindthemselves planes permanent settlements form around bits of coral
nothingmorethancinderswithinminutesifnotseconds. and other drifting things suspended within this endless
Fire burns here without fuel or air, and flammables liquid. These settlements drift on the tides of the
brought onto the plane are ignited and consumed. The ElementalPlaneofWater.
cities of this plane are constructed of compressed flames Armies of the Elemental Plane of Water are strange
and heavy metals, like brass. The Lords of Fire are some and surprisingly plentiful. Within the waves that are
of the most volatile, yet weakest rulers of the Elemental water elementals ride fearsome aquatic creatures, from
Planes.Theirpassionburnslikeeverythingelseandthey sharkstokraken.Thearmiesoftheplaneareawarewhen
change their minds in a flash. Beware the traveler who anintruderlurks,andifoneisinjuredinbattle,thescent
makesadealwiththeLordsofFlamesasthecontractmay of blood will travel for miles, attracting more and more
goupinsmoke. creaturestodevourtheinterloper.
Armies of Fire are masked by the rolling smoke that TheElementalPlaneofWaterhasthefollowingtraits.
heralds their approach, and they radiate heat that will
burn those that come too close. Travelers on the plane Subjective directional gravity. The gravity here
shouldfleeiftheyencounterawarparty,asFiredelights works similar to that of the Elemental Plane of
insettingthoseunburnedalight. Air.ButsinkingorrisingontheElementalPlane
TheElementalPlaneofFirehasthefollowingtraits. ofWaterisslower(andlessdangerous)thanon
theElementalPlaneofAir.
Firedominant. Waterdominant.

127

Enhanced magic. Spells and spelllike abilities undead,dealing1d6pointsofdamageperlevelof


that use or create water are both extended and the spell to be powered by its energy. This touch
enlarged(asiftheExtendSpellandEnlargeSpell attack is a free action that provokes attacks of
metamagicfeatshadbeenusedonthem,butthe opportunity.
spellsdontrequirehigherlevelslots).Spellsand Impeded magic and psionics. Spells and powers
spelllike abilities that are already extended or that draw upon the power of the Black are
enlargedareunaffectedbythisbenefit. completelyuseless,forthereisnolightorshadow
Impeded magic. Spells and spelllike abilities in the Gray. Spells and powers of the shadow
with the fire descriptor (including spells of the subschoolorwiththelightordarknessdescriptors
Firedomain)areimpeded. fail, absorbed into the surroundings. This light
absorption does not affect psionic displays, which
The Elemental Plane of Water Inhabitants: Ooze arevisibleasnormal.
mephit, Water drake, Water elemental (all), Water Since the Gray contains no plant life, wizards in the
incarnation, Water elemental beast, Water mephit, Gray cannot draw magic for their spells. Items that
tojanida(all). contain magical charges (rods, staves, wands and
MonsterManualIII:Chraal,omnimental. scrolls) still function, as the energy powering the
MonsterManualIV:Waterveiledassassin. magicaleffectiscontainedwithintheitem.
Planar Handbook: Water elementite swarm, xacyorst Low visibility. Visibility is reduced to twilight
(energon). levels,butthedimnessdoesnotgrantconcealment
to creatures. Lowlight vision and darkvision

The Gray
function normally. A creatures range of vision to
the Material Plane is limited to 60 feet in any
Do not try to take energy from life, for there is none to be direction.
had here. Rather, feel the Gray, and its power. Theres Living, corporeal creatures cast a faint glow that,
more might there than in any tree. thoughperceptible,failstoilluminateanyoftheashen
Gretch, instructing students drearoftheGray.However,thewarmbodyofaliving
creatureappearsasabeacon,visibleuptoamileand
When a character enters the Gray (as Tithian does in oftendrawingspiritsnear(asTithiandiscoversinThe
The Obsidian Oracle), its vast emptiness stretches out ObsidianOracle).
beforehim.Itcanbeextremelyhardtokeeponesbearing Restricted movement. Creatures move at half
in the Gray, especially without a reference point. speed in the Gray, though they may move in any
Distances are hard to determine, and even figuring out direction.
whichdirectiononeismovingcanbeachallenge! Alterablemorphic.Theplanecontainslittletoalter,
The Gray is coexistent with the Material Plane but however.
separate from the Elemental Planes. The Material Plane
itself is visible from the Gray, but it appears muted and TheGrayInhabitants:SeeTerrorsoftheDeadlands.
indistinct,itscolorsblurringintoeachotheranditsedges MonsterManualIII:Cadavercollector,dustwight,salt
turning fuzzy. The Gray is usually invisible to those on mummy.
the Material Plane, and creatures in the Gray cannot MonsterManualIV:Defacer,plaguewalker.
normallyattackcreaturesontheMaterialPlane,andvice MonsterManualV:Sanguineousdrinker,skulllord.
versa.AtravelerintheGrayisinvisible,incorporeal,and Sandstorm:Ashenhusk,drylich,forlornhusk.
utterlysilenttosomeoneontheMaterialPlane.
TheGrayisinfinite;movingawayfromtheMaterial TheDeephasthefollowingtraits:
Plane brings a creature to the negative energyinfused Major negativedominant. Some areas within the
DeepGray. planehaveonlytheminornegativedominanttrait,
TheGrayhasthefollowingtraits: andtheseislandstendtobeinhabited.
No gravity. Gravity does not exist in this plane of Spells and spelllike abilities that use negative
nothing.Thereisnoconceptofupordowninthe energy are maximized (as if the Maximize Spell
Gray.Theeffectcanbeextremelydisorienting. metamagic feat had been used on them, but the
Mildlyneutralaligned. spells dont require higherlevel slots). Spells and
NoElementalorEnergyTraits.TheGraydoesnot spelllike abilities that are already maximized are
pose an immediate danger to living creatures unaffected by this benefit. Class abilities that use
travelingwithinit. negative energy, such as rebuking and controlling
Enhanced magic. In the Gray, a wizard can draw undead;gaina+10bonusontherolltodetermine
energy for a spell from an incorporeal undead HitDiceaffected.
(whether or not it has been forced into corporeal Spells and spelllike abilities that use positive
form). So potent is the undead that it acts as a energy, including cure spells, are impeded.
battery of energy. As part of casting a spell, a Characters on this plane take a 10 penalty on
wizard can make a touch attack against the Fortitude saving throws made to remove negative
levelsbestowedbyanenergydrainattack.

128

Vision of the Material Plane becomes more Mildly aligned. A mindscape is aligned to each
obscured the farther one moves into the Deep componentofitscreatorsalignment.
Gray. Each minute a traveler moves deeper, his
rangeofvisionshrinksby10ft.(min10ft). The Mindscape Inhabitants: Githyanki, githzerai,
Deep Gray: Returning to the part of the Gray psurlon.
coexistent with the Material Plane takes 1d10 Expanded Psionics Handbook: Astral construct (all),
minutes. Finding a specific object or mindscape phthisic, temporal filcher, thought eater, thought
takes1d10100hours. devourer,thoughtslayer,unbodied.
MonsterManualIII:Astralstalker,odopi.
The Deep Gray Inhabitants: See Terrors of the MonsterManualV:Etherealdefilers.
Deadlands. PlanarHandbook:Astralkraken.

Example Gray Site: Qwiths Laboratory. Example Mindscape Site: Klabs Mindscape
Existing partially within the Prime Material Plane on Training Ground
the Deadlands, and also within the Gray, Qwith, former The master of a Nibenese Psionics Academy and
student and researcher of Rajaat looks for ways to skilledtelepathKalbDeevequewilltakeworthystudents
increase her power and fight off the other Dead Thrones andallowthemtocomeintohismindscapetotrainthem
of the Obsidian Planes, and also fight off the Bugdead intheartofmentalcombat.Winnerofathousandpsychic
Hordes.Magicalexperimentsintothenatureoftheplane, duels and teacher of hundreds of students, Kalb has
aswellasexperimentsthattakeadvantageoftheplanes become adept at showing his students just what a
properties,existwithinherlaboratory.Travelerswhofind mindscape can do, and what the pitfalls are. Klabs
themselves here should flee, as Qwith will do all in her mindscape is a noble house outside of Nibenay that he
powertocapture,question,experimentuponandtheneat grew up in, with a small pool and a meditation hut. The
intruders. She hasnt seen a living soul in thousands of rockgardenthatsurroundsthepooliswherehetrainshis
years, and her interest would spell doom for anyone students,usingafractionofhistalentstoeasilywhiphis
unfortunateenoughtoblunderintoherlair. pupilsintoshape.

The Mindscape
Picture something familiar, something that you wouldnt The Paraelemental Plane of Magma
want to leave. If you are attacked in this way, this will It erupted without warning, and the lava took three of my
help you stay, and not become lost and vulnerable. best workers. Its put me behind in schedule, and stolen the
KalbDeeveque,instructoratNibenaysSchoolof two weeks of life those slaves had felt in their hands.
Augurs Gralk,anUrikiteTemplarcomplainingtohispeers

Some spells, powers, and undead abilities enable The Paraelemental Plane of Magma is a vast expanse
creatures to create mental duplicates of themselves, of flowing lava. Different pockets of alternating
similar to the astral projection spell. In doing so, the temperatures make some places within the plane harder
creature enters a mindscape, a temporary demiplane orsofter.Occasionally,apocketoftoxicfumeswillexist.
constructedbyitsmindthatfloatsintheAstralPlane. Travelersontheplaneswhoarenotnativewillbeburned
A mindscape has finite size and is coterminous with tocindersthencrushedundertheweightofallthatliquid
theAstralPlane.Wheneveracreatureentersamindscape, stone.
its spirit takes a physical form as though the character Cities within the plane are made of obsidian and
were using astral projection, except the creature cannot basalt. The hellish landscape leaves little room for error
travel to planes beyond the Astral, and it lacks a silver for those travelling here. Passions erupt like volcanoes,
cord;itdiesifitsspirituallytravelingbodyisslain. and violence spews forth in pyroclastic shows of force
A character can use a spell or power to form a andmagic.
mindscape, in which case it appears as a landmark, Thearmiesoftheplanearefearsome.Theydripwith
building,orroomimportanttothecreator. moltenrockburningandcrushingallthoseintheirway.
At the edges of a mindscape, the Astral Planes vast They are highly aggressive and militaristic. Those who
emptiness becomes apparent. A victim of possession is failtheirlordsareconsumed,andtheirremainsreturnto
often lured, tricked, or coerced from its mindscape and theplanethatgavethemlife.Thosetravellingherewould
into the void, where it is naked and unprotected. bebestservedtomakethetripashortone.Iftheydont,
Separationfromamindscapeforcesaspiritualtravelerto theinhabitantsoftheplanewill.
makeaWillsave(DC20+thenumberofprevioussaves) TheParaelementalPlaneofMagmahasthefollowing
eachroundorperish,physicallyandspiritually. traits:
Mindscapes have the planar traits as normal for the
mindscapes environment (usually somewhere from the
FireandEarthdominant.
MaterialPlane),exceptforalignmenttraits.
TheMindscapehasthefollowingtraits:
129

Enhanced magic. Spells and spelllike direction.Objectsnotunderthemotiveforce


abilities with the fire or earth descriptor are ofothersdonotmove.
both maximized and enlarged (as if the Airdominant.
Maximize Spell and Enlarge Spell had been Enhanced magic. Spells and spelllike
used on them, but the spells dont require abilitiesthatuse,manipulate,orcreateairor
higherlevel slots). Spells and spelllike water (including spells of the Air or water
abilities that are already maximized or domains) are both empowered and enlarged
enlargedareunaffectedbythisbenefit. (as if the Empower Spell and Enlarge Spell
Impededmagic.Spellsandspelllikeabilities metamagicfeatshadbeenusedonthem,but
that use or create water (including spells of thespellsdontrequirehigherlevelslots).
the Water domain and spells that summon Impededmagic.Spellsandspelllikeabilities
waterelementalsoroutsiderswiththewater that use or create earth or fire (including
subtype)areimpeded. spells of the Earth and Fire domains and
spells that summon earth or fire elementals
The Paraelemental Plane of Magma Inhabitants: or outsiders with the earth or fire subtype)
Magma drake, Magma halfelemental, Magma areimpeded.
incarnation, Magma paraelemental (all), Magma
paraelementalbeast. The Paraelemental Plane of Rain Inhabitants: Rain
MonsterManualIII:Omnimental. drake, Rain incarnation, Rain paraelemental (all), Rain
MonsterManualIV:Bloodfireooze. paraelementalbeast.
MonsterManualV:Emberguard,magmacoregolem. MonsterManualIII:Omnimental.
Sandstorm:Glassmephit,lavaooze. PlanarHandbook:Xacyaup(energon).
Sandstorm:Thunderbird.

The Paraelemental Plane of Rain


The Paraelemental Plane of Silt
When she finished her prayer, clouds came and water fell
from the sky. It was one of the most amazing experiences The Silt is maddening. It kills crops, it kills slaves, it
of my life. seems to kill everything but those damn giants.
Glixara,atraderonthefirstvisittotheForestRidge Hotpokirt,Balicnobleandrecentvictimofagiant
raid
TheParaelementalPlaneofRainisanendlessexpanse
ofclouds,lightningand,ofcourse,rain.Theplaneisnot The Paraelemental Plane of Silt is a powdery field of
uniform, so pockets of peaceful light drizzle give way to graythatstretchesforasfarastheeyecansee,whichisa
ragingstormsthatblowwiththeforceofahurricane.The very short distance due to the clouds of silt that blanket
Paraelemental Plane of Rain also has varying the plane.. The silt is uniform throughout the plane, so
temperatures, so that one place will have warm, tropical one has trouble finding his way, or differentiating
rains,whileotherswillhavestormsthataretherarestof betweenthissectionofGrayDeathandthatsection.
allonAthas:blizzards. Settlements within the plane are formed from
Settlements in the plane are made of clouds and ice, compressedsiltintocities.Thesecitiesarethrivingplaces
hardened into vast castles and cities. Lightning jumps where creatures rely on sonar and touch more than any
from structure to structure, and the sound of thunder, other sense. Travelers need some way to survive, due to
both from the storms and from the voices of the the lack of oxygen, the nature of silt, and the effects of
inhabitance,echoforhundredsofmiles.Asadnessseems GrayDeath.
to infect the plane, as well as an anger that burst like a BeingoneofthemorepowerfulParaelementalPlanes,
thunderclap. theArmiesoftheSiltLordsarefierce.Theyflowforward
The forces of the Plane of Rain are the weakest of all like a tide. Anything that they catch is pulled apart and
theParaelementalplanes.Duetotheweakenedcondition ground away by the thousands of tiny particles
of Athas and their connection to the planes, Rain has sandblastingthemeatfromavictimsbones.
suffered.However, weakestdoes not mean weak, and to The Paraelemental Plane of Silt has the following
withstand the force unleashed by the denizens of the traits:
planeswhenofftowaristobeelectrified,deafened,and
then to have your flesh ripped by your bones from the Subjective directional gravity. Inhabitants of
onslaught of hailstones. Travelers should be prepared to the plane determine their own down
maketheirstayasshortaspossible. direction.Objectsnotunderthemotiveforce
The Paraelemental Plane of Rain has the following ofothersdonotmove.
traits: Enhanced magic. Spells and spelllike
abilities with the acid descriptor are both
Subjective directional gravity. Inhabitants of maximizedandenlarged(asiftheMaximize
the plane determine their own down Spell and Enlarge Spell had been used on

130

them, but the spells dont require higher (including spells of the Water domain and
levelslots).Spellsandspelllikeabilitiesthat spells that summon water elementals or
are already maximized or enlarged are outsiderswiththewaterorshadoworBlack
unaffectedbythisbenefit. subtype)areimpeded.
Impededmagic.Spellsandspelllikeabilities
that use or create water (including spells of The Paraelemental Plane of Sun Inhabitants: Sun
the Water domain and spells that summon drake, Sun incarnation, Sun paraelemental (all), Sun
waterelementalsoroutsiderswiththewater paraelementalbeast.
subtype)areimpeded. MonsterManualIII:Omnimental.
PlanarHandbook:Xacyong(energon).
The Paraelemental Plane of Silt Inhabitants: Silt
drake, Silt incarnation, Silt paraelemental (all), Silt
paraelementalbeast,Siltweird.
Spells
MonsterManualIII:Omnimental. The spellcasters of Athas have access to a number of
PlanarHandbook:Xacyij(energon). newspells,asdetailedbelow.
Sandstorm:Dustformcreature(template),sandgolem.
Reincarnate: Use the following table for determining
The Paraelemental Plane of Sun newincarnationsforAthasiancharacters.

The Sun is the source of all life, and of death as well. It d% Incarnation Str Dex Con
creates and destroys as it sees fit. Know its secrets and it 0105 Aarakocra 2 +4 +0
will reward you, fail to learn and you will be nothing more 0615 Dwarf +0 +0 +2
than bleached bones left on the next dune. 1625 Elf +0 +2 2
2637 Half-elf 0 +2 0
Solarus,asunclericinstructinghisnewpupil. 3847 Half-giant +8 2 +4
4857 Halfling 2 +2 +0
The Paraelemental Plane of Sun is a vast plane of 5872 Human +0 +0 +0
cloudless sky and an enormous sun, with heat and light 73 Jozhal 4 +4 2
radiatingonall.Thereisnoprotectionfromtheheat,nor 7483 Mul +4 +0 2
84 Nikaal +2 +0 +2
dothedenizensoftheplanecaretohaveit.
8589 Pterran +0 2 +0
Settlements on the plane are cities of light, radiating 90 Tarek +4 +0 +4
like the sun on solidified rays of solar energy. While 91 Tari 4 +4 +0
differentcolorsexist,thestructurestendtomimicthesun 9299 Thri-kreen +2 +4 +0
and have a dark red coloring. Every so often a building 100 Other ? ? ?
willhaveprisms,scatteringthelightintomorecolorsthan
a traveler could imagine. Visitors will want protection Cleric Spells
fromtheexposuretosomuchlightandheat. Like their counterparts in the Players Handbook,
TheArmiesoftheSunareblindingforcesthatradiate Athasianclericschoosespellsfromageneralspelllistand
not only their anger and power, but also cast out any get bonus spells from domains. Spells in strikeout are
shadows or darkness. They travel fast and strike hard, Players Handbook spells that Dark Sun does not make
vanishing in the blink of an eye, leaving their victims availabletoallclerics.Spellsnewtothisbookaremarked
blindandburned. withanasterisk(*).
The Paraelemental Plane of Sun has the following
traits: 0Level Cleric Spells (Orisons)
CreateWater:Replacedbycreateelement.
Subjective directional gravity. Inhabitants of Create Element*: Create a small amount of patron
the plane determine their own down element.
direction.Objectsnotunderthemotiveforce DetectElement*:Detectpresenceofelement.
ofothersdonotmove.
AirandFireDominant 1stLevel Cleric Spells
Enhanced magic. Spells and spelllike BlessElementM*:Makesholyelement.
abilities with the air or fire descriptor are BlessWater:Replacedbyblesselement.
both maximized and enlarged (as if the CoolingCanopy*:Summonsacloudtoprovideshade
Maximize Spell and Enlarge had been used andpreventdehydration.
on them, but the spells dont require higher CurseElementM*:Makesunholyelement.
levelslots).Spellsandspelllikeabilitiesthat CurseWater:Replacedbycurseelement.
are already maximized or enlarged are Heat Lash*: Creature suffers 1d4+1 damage and is
unaffectedbythisbenefit. knockedback5ft.
Impededmagic.Spellsandspelllikeabilities
thatuseorcreatewater,darknessorshadows

131

2ndLevel Cleric Spells 8thLevel Cleric Spells


Return to the Earth*: Turnsdead and undead bodies ElementalStorm*:Deals1d6energydamage/level.
intodust. FireStorm:Replacedbyelementalstorm.

3rdLevel Cleric Spells 9thLevel Cleric Spells
EyeoftheStorm*:Protects30ft.radiusfromeffectsof Greater Elemental Chariot*: As elemental chariot, but
stormfor1hour/level. withgreatereffects.
Lighten Load*: Increases Strength for carrying HeartseekerX*:Createsadeadlypiercingweapon.
capacityonly.
Sand Pit*: Excavates sand in a 30 ft. wide and 50 ft. Cleric Domains
deepcone. The following domains replace those found on
SurfaceWalk*:Subjecttreadsonunstablesurfacesas Chapter 11 of the Players Handbook for Athasian
ifsolid. campaigns.
WaterBreathing:Replacedbywormsbreath.
WaterWalking:Replacedbysurfacewalk. Broken Sands
Worms Breath*: Subjects can breathe underwater, in Worshippers:Magma,Silt
siltorearth. ClassSkill:Survival
Weapon:Alak.
4thLevel Cleric Spells GrantedPower:Youcontinuallyusepasswithouttrace
Control Tides*: Raises, lowers, or parts bodies of asthespell.Thisisasupernaturalability.
waterorsilt.
ControlWater:Replacedbycontroltides. BrokenSandsDomainSpells
Curse of the Black Sands*: Target leaves black oily 1.SandPit:Excavatessandina10ft./levelwideand
footprints. deepcone.
Elemental Armor*: Armor or shield gains 2.CurseoftheBlackSands:Subjectleavesblackoily
enhancementbonusandspecialquality. footprints.
Elemental Weapon*: Weapon gains enhancement 3.SandSpray:Sprayssandorsiltasanareaattack.
bonusandspecialquality. 4.SandTrapM:Youentrapanareaofsand.
SandSpray*:Sprayssandorsiltasanareaattack. 5.SandFlow:Youshiftthelocationofsanddunes.
6.BladeBarrier:Bladesencirclingyoudeal1d6
5thLevel Cleric Spells damage/level.
CleansingFlame*:1d6/levelfiredamage(max10d6). 7.GlassStorm:Createsawhirlwindofbrokenglass.
Elemental Strike*: Smites foes with 1d6/level of 8.Molten:Meltsandintoglass,orrockintomagma.
divineandelementalenergy(max.15d6). 9.FissureM:Opensavolcanicfissureinnaturalstone.
FlameStrike:Replacedbyelementalstrike.
RagestormM*: Summons a storm with high winds, Burning Eyes
hail,andlightning. Worshippers:Fire,Sun
Rangeblade*: Can strike with melee weapons at a ClassSkill:Spot
distance. Weapon:Atlatl.
GrantedPower:Youcannotbedazzledorblindedby
6thLevel Cleric Spells light effects, such as spells with the light descriptor.
Braxatskin*:Yourskinhardens,grantingarmorbonus During the day, you gain a competence bonus on Spot
anddamagereduction. checksequaltoyourclericlevel.
Rejuvenate*:Increasethefertilityoftheland.
Wall of Stone: Only available through specific BurningEyesDomainSpells
domains. 1.FaerieFire:Outlinessubjectswithlight,canceling
blur,concealment,andthelike.
7thLevel Cleric Spells 2.CluesofAsh:Youreceiveavisionofanitems
Infestation*: Tiny parasites infect creatures within destruction
area. 3.ContinualFlameM:Makesapermanent,heatless
Elemental Chariot*: Enhances chariot with elemental torch.
effects. 4.FireTrack:Fierysparkfollowstracks.
Sands of TimeF*: Reverses or accelerates aging of a 5.TrueSeeing:Seeallthingsastheyreallyare.
nonlivingobject. 6.FindthePath:Showsmostdirectwaytoalocation.
Unliving IdentityMX*: Transforms a zombie into a 7.WatchFire:Spiesthroughcampfireswithinrange.
thinkingzombie. 8.ConfessorsFlame:Usesthreatofflametoextract
confession.
9.SpiritofFlame:Aswatchfire,plusyoucanteleport
orcastspellsthroughflames.

132

touch attack against a livingcreature (using the rules for


Cold Malice touch spells). When you touch, roll 1d6 per cleric level
Worshippers:Rain. you possess. If the total at least equals the creatures
ClassSkill:MoveSilently. currenthitpoints,itdies(nosave).
Weapon:Garrote.
Granted Power: You gain your cleric level in cold DecayingTouchDomainSpells
resistance. 1.ReturntotheEarth*:Turnsdeadandundead
bodiesintodust.
ColdMaliceDomainSpells 2.RustingGrasp:Yourtouchcorrodesironand
1.ChillTouch:Onetouch/leveldeals1d6damageand alloys.
possibly1Strdamage. 3.Contagion:Infectssubjectwithchosendisease.
2.ChillMetal:Coldmetaldamagesthosewhotouch 4.AcidRain:Conjuresanacidicshower.
it. 5.SandsofTimeF:Reversesoracceleratesagingofa
3.IceStorm:Haildeals5d6damageincylinder40ft. nonlivingobject.
across. 6.Disintegrate:Makesonecreatureorobjectvanish.
4.Enervation:Subjectgains1d4negativelevels. 7.Destruction:Killssubjectanddestroysremains.
5.ConeofCold:1d6colddamage/level. 8.PowerWord,Blind:Blinds200hpworthof
6.CeruleanHail:Ahailstormappearsanddoes3d8 creatures.
damageandcausesweakcreaturestoflee. 9.TimeStop:Youactfreelyfor1d4+1rounds.
7.FreezingSphere:Freezeswaterordealscold
damage. Desert Mirage
8.HorridWilting:Deals1d6damage/levelwithin30 Worshippers:Air,Sun,Water.
ft. ClassSkill:Search.
9.EnergyDrain:Subjectgains2d4negativelevels. Weapon:Alhulak.
GrantedPower:Youcanuseaturnattempttodispela
Dead Heart figment or glamer. Make a caster level check against DC
Worshippers:Magma,Silt. 11 + illusions caster level (as if you cast dispel magic). If
ClassSkill:Intimidate. youaresuccessful,thentheillusionisdispelled.
Weapon:Impaler.
GrantedPower:Whendealingwithundead,Yougeta DesertMirageDomainSpells
+4bonusoninteractionchecks(suchasBluff,Diplomacy, 1.EntropicShield:Rangedattacksagainstyousuffer
Intimidate, and Sense Motive). You also gain a +4 bonus a20%misschance.
onturnorrebukeattemptsagainstundead. 2.Glitterdust:Blindscreatures,outlinesinvisible
creatures.
DeadHeartDomainSpells 3.CurseoftheChokingSands*:Victimstouchturns
1.DeathKnell:Killsdyingcreature;yougain1d8 watertodust.
temporaryhp,+2Strand+1level. 4.CoatofMistsM:Coalescesamagicalmistaboutthe
2.SpeakwithDead:Corpseanswersone subjectsbody.
question/twolevels. 5.ShiningSands:Affectedsandreflectslight,
3.AnimateDead:Createsundeadskeletonsand blindingfoes.
zombies. 6.Mislead:Turnsyouinvisibleandcreatesillusory
4.VampiricTouch:Touchdeals1d6/twocasterlevels; double.
castergainsdamageashp. 7.PrismaticWall:Wallscolorshavearrayofeffects.
5.UnlivingIdentityMX:Turnsamindlessanimated 8.HorridWilting:Deals1d6damage/levelwithin30
undeadintoathinkingzombie,skeleton,orexoskeleton. ft.
6.GrayBeckoning:Summonsgrayzombies 9.PrismaticSphere:Asprismaticwall,butsurrounds
7.FingerofDeath:Killsonesubject. onallsides.
8.GrayRift:AhoveringrifttotheGraybolsters
undead. Drowning Despair
9.VampiricYouthfulness:Increasesyourlifespanat Worshippers:Rain,Water.
theexpenseofanothers. ClassSkill:Swim.
Weapon:Net.
Decaying Touch Granted Power: You do not suffer armor check
Worshippers:Earth,Silt. penalties and encumbrance penalties to Swim checks.
ClassSkill:Knowledge(dungeoneering). Turn or destroy water creatures as a good cleric turns
Weapon:Carrikal. undead.Rebuke,command,orbolsterwatercreaturesas
GrantedPower:Youmayuseadeathtouchonceper anevilclericrebukesundead.
day. Your death touch is a supernatural ability that
produces a death effect. You must succeed on a melee DrowningDespairDomainSpells

133

1.CauseFear:Onecreatureof5HDorlessfleesfor 8.Sunburst:Blindsallcreatureswithin10ft.,deals6d6
1d4rounds. damage.
2.SurfaceTension*:Affectedwateracquiresrubbery 9.Conflagration:Incineratesalivingcreatureand
surface animatesitsremains.
3.ControlTides*:Raises,lowersorpartsbodiesof **Resistcoldorfireonly.
waterorsilt.
4.LungsofWater*:Conjureswaterinsidevictims Forged Stone
lungs. Worshippers:Earth.
5.WaterTrap:Bodyofwaterbecomesdeathtrap. ClassSkill:Search.
6.DrownonDryLand*:Targetscanonlybreathe Weapon:Maul.
water. Granted Power: You gain the stonecunning ability
7.WhirlpoolofDoom:Youstirthegroundintoa (PH15).
whirlpool.
8.FlashFlood:Conjuresaflood. ForgedStoneDomainSpells
9.StormofVengeance:Stormrainsacid,lightning, 1.Sandstone:Yourtouchpackssandintosandstone
andhail. 2.SoftenEarthandStone:Turnsstonetoclayordirt
tosandormud.
Earthen Embrace 3.StoneShape:Sculptsstoneintoanyshape.
Worshippers:Earth. 4.SpikeStones:Creaturesinareatake1d8damage,
ClassSkill:Survival. maybeslowed.
Weapon:Bolas. 5.TransmuteMudtoRock:Transformstwo10ft.
Granted Power: You can use your Survival ability to cubes/level.
assess your depth underground (DC 15). You gain your 6.MoveEarth:Digstrenchesandbuildhills.
clericlevelinacidresistance. 7.Statue:Subjectcanbecomeastatueatwill.
8.RepelMetalorStone:Pushesawaymetaland
EarthenEmbraceDomainSpells stone.
1.MagicStone:Threestonesgain+1attack,deal 9.LegendaryStonecraftX:Stretchestimewithrespect
1d6+1damage. tostonecraftlabor.
2.BearsEndurance:Subjectgains+4Confor1
min./level. Furious Storm
3.SecureShelter:Createssturdycottage. Worshippers:Rain.
4.WallofStone:Createsastonewallthatcanbe ClassSkill:Balance.
shaped. Weapon:Smallmacahuitl.
5.Stoneskin M:Ignore10pointsofdamageperattack. GrantedPower:Yougeta+4bonustoresistbeingbull
6.FleshtoStone:Turnssubjectcreatureintostatue. rushed or tripped, and are treated as one size larger
7.WhirlpoolofDoom:Youstirthegroundintoa againstwindeffects(suchasgustofwind).
whirlpool.
8.IronBody:Yourbodybecomeslivingiron. FuriousStormDomainSpells
9.Imprisonment:Entombssubjectbeneaththeearth. 1.GustofWind:Blowsawayorknocksdownsmaller
creatures.
Fiery Wrath 2.EyeoftheStorm:Protects30ft.radiusfromeffects
Worshippers:Fire,Sun. ofstormfor1hour/level.
ClassSkill:Intimidate. 3.SleetStorm:Hampersvisionandmovement.
Weapon:Flail. 4.IceStorm:Haildeals5d6damageincylinder40ft.
Granted Power: You gain your cleric level in fire across.
resistance. 5.ControlWinds:Changewinddirectionandspeed.
6.SummonTyrStormF:CallapowerfulTyrstorm.
FieryWrathDomainSpells 7.Whirlwind:Cycloneinflictsdamageandcanpick
1.BurningHands:1d4firedamage/level(max:5d4). upcreatures.
2.FireTrap:Openedobjectdeals1d4+1/leveldamage. 8.StormLegion:Transportswillingcreaturesviaa
3.ResistEnergy**:Ignores10(ormore)pointsof naturalstorm.
damage/attackfromspecifiedenergytype. 9.StormofVengeance:Stormrainsacid,lightning
4.SunstrokeF:Rayattacksinducesunstroke. andhail.
5.ElementalStrike:Smitesfoeswithdivineenergy
(1d6/level). Ill Winds
6.FireSeeds:Acornsandberriesbecomegrenades Worshippers:Air,Magma.
andbombs. ClassSkill:Craft(alchemy).
7.FlameHarvest:Createsatimedfiretrap. Weapon:Splashbow.

134

GrantedPower:Yougeta+4bonustoFortitudesaves 4.PactofWater F:Sealapledgebetweenwilling


againstpoison. creatures.
5.SweetWater:Enhanceswaterwithlifepreserving
IllWindsDomainSpells properties.
1.ChannelStench:Emitavileconeofstench 6.AwakenWaterSpirits:Givessentiencetoabodyof
2.Pyrotechnics:Turnsfireintochokingsmoke. naturalwater.
3.BreezeLore:Givesyoutemporaryscentability. 7.WatersofLifeM:Absorbanothercreatures
4.StinkingCloud:Nauseatingvapors,1round/level. ailments.
5.Cloudkill:Kills3HDorless;46HDsaveordie. 8.FlashFlood:Conjuresaflood.
6.AcidFog:Fogdealsaciddamage. 9.Waterways*:Usewatersourcesasconduitfor
7.PoisonedGale:Poisonouscloud(10ft.wide,10ft. teleportation.
high)emanatesoutfromyoutotheextremeoftherange.
8.IncendiaryCloud:Clouddeals4d6fire Mountains Fury
damage/round. Worshippers:Earth,Magma.
9.WindTrap:Prepareamagicalwindtraptospring ClassSkill:Climb.
onspecifiedconditions. Weapon:Heartpick.
Granted Power: You do not suffer armor check
Lights Revelation penalties and encumbrance penalties to Climb checks.
Worshippers:Fire,Sun. You may use a turn attempt to rebuke, commands, or
ClassSkill:SenseMotive. bolsterearthcreaturesasanevilclericrebukesundead.
Weapon:Warhammer.
Granted Power: Once per day as a standard action MountainsFuryDomainSpells
youcanburnallcreatureswithin30ft.whointentionally 1.MagicStone:Threestonesgain+1attack,deal
tell a lie (it must be a falsehood, not a halftruth or 1d6+1damage.
incompleteinformation),dealing1d6firedamage/3cleric 2.HeatMetal:Hotmetaldamagesthosewhotouchit.
levels. This power lasts for 1 minute. Each creature can 3.SpikeStones:Creaturesinareatake1d8damage,
onlybedamagedonce,regardlessofhowmanyliesthey maybeslowed.
tell.Thisgrantedpowerisasupernaturalability. 4.OilSpray:Afountainofflammableoilgushesfrom
theground.
LightsRevelationDomainSpells 5.RepelMetalorWood:Pushesawaymetalor
1.DetectSecretDoors:Revealshiddendoorswithin woodenobjects.
60ft. 6.FleshtoStone:Turnssubjectcreatureintostatue.
2.ZoneofTruth:Subjectswithinrangecannotlie. 7.Earthquake:Intensetremorshakes5ft./levelradius.
3.InvisibilityPurge:Dispelsinvisibilitywithin5 8.MagmaTunnel:Tunnelsthroughsolidrock.
ft./level. 9.FissureM:Opensavolcanicfissureinnaturalstone.
4.DiscernLies:Revealsdeliberatefalsehoods.
5.TrueSeeing:Seeallthingsastheyreallyare. Rolling Thunder
6.FindthePath:Showsmostdirectwaytoalocation. Worshippers:Air.
7.LegendLore:Learntalesaboutaperson,placeor ClassSkill:Listen.
thing. Weapon:Skyhammer.
8.DiscernLocation:Exactlocationofcreatureor Granted Power: You cannot be deafened or stunned
object. by sonic spells or abilities. Turn or destroy air creatures
9.Foresight:Sixthsensewarnsofimpending like a good cleric turns undead. Rebuke, command, or
danger. bolsteraircreaturesasanevilclericrebukesundead.This
grantedpowerisasupernaturalability.
Living Waters
Worshippers:Rain,Water. RollingThunderDomainSpells
ClassSkill:Swim. 1.Command:Onesubjectobeysonewordcommand
Weapon:Trident. foroneround.
Granted Power: Once per day you can stabilize all 2.SoundBurst:Deals1d8sonicdamagetosubjects;
dying creatures within a 60 ft. radius centered on you. maystunthem.
Thisgrantedpowerisasupernaturalability. 3.WindWall:Deflectsarrows,smallercreatures,and
gases.
LivingWatersDomainSpells 4.Shout:Deafensallwithinconeanddeals2d6
1.ClearWater:Doublesthebenefitofwater. damage.
2.FogCloud:Fogobscuresvision. 5.Command,Greater:Ascommand,butaffectsone
3.WormsBreath:Subjectscanbreatheunderwater,in subject/level.
siltorearth. 6.PowerWord,Stun:Stunscreaturesupto150hp.

135

7.Shout,Greater:Devastatingyelldeals10d6sonic Smoldering Spirit


damage;stunscreatures,damagesobjects. Worshippers:Fire.
8.PowerWord,Blind:Blinds200hpworthof ClassSkill:Intimidate.
creatures. Weapon:Shortbow.
9.PowerWord,Kill:Killsonetoughsubjectormany Granted Power: Turn or destroy fire creatures like a
weakones. goodclericturnsundead.Rebuke,command,orbolstera
fire creature as an evil cleric rebukes undead. This
Ruinous Swarm grantedpowerisasupernaturalability.
Worshippers:Earth.
ClassSkill:Ride. SmolderingSpiritDomainSpells
Weapon:Lasso. 1.BurningHands:1d4firedamage/level(max:5d4).
Granted Power: Rebuke, command, or bolster a 2.Pyrotechnics:Turnsfireintoblindinglightor
vermin as an evil cleric rebukes undead. This granted chokingsmoke.
powerisasupernaturalability. 3.Fireball:1d6damageperlevel,20ft.radius.
4.Blindscorch:Fireburnsthefaceofoneopponent.
RuinousSwarmDomainSpells 5.FireShield:Creaturesattackingyoutakefire
1.AnimalMessenger:SendsaTinyanimaltoa damage;youreprotectedfromheatorcold.
specificplace. 6.DelayedBlastFireball:1d6firedamage/level;you
2.SummonSwarm:Summonsswarmofsmall canpostponeblastfor5rounds.
crawlingorflyingcreatures. 7.ElementalStorm:Deals1d6energydamage/level.
3.RepelVermin:Insects,spidersandothervermin 8.IncendiaryCloud:Coulddeals4d6fire
stay10ft.away. damage/round.
4.GiantVermin:Turnsinsectsintogiantvermin. 9.BlazingWreath:Shroudsyouinelementalflame.
5.InsectPlague:Insecthordelimitsvision,inflicts
damage,andcausesweakcreaturestoflee. Soaring Spirit
6.Infestation:Tinyparasitesinfestcreatureswithin Worshippers:Air.
area. ClassSkill:EscapeArtist.
7.CreepingDoom:Carpetofinsectsattacksatyour Weapon:Longbow.
command. Granted Power: For a total time per day of 1 round
8.Sympathy:Objectorlocationattractscertain per cleric level, you can act normally regardless of
creatures. magical effects that impede movement as if you were
9.SwarmofAnguish:Transformsyouintoaswarm affectedbythefreedomofmovementspell.Thiseffectoccurs
ofagonybeetles. automatically as soon as it applies, lasts until it runs out
orisnolongerneeded,andcanoperatemultipletimesper
Sky Blitz day (up to the total daily limit of rounds). This granted
Worshippers:Air,Water. powerisasupernaturalability.
ClassSkill:Listen.
Weapon:Forearmaxe. SoaringSpiritDomainSpells
Granted Power: You gain your cleric level in 1.FeatherFall:Objectsorcreaturesfallslowly.
electricityresistance. 2.SpiderClimb:Grantsabilitytowalkonwallsand
ceilings.
SkyBlitzDomainSpells 3.Fly:Subjectfliesatspeedof60ft.
1.ShockingGrasp:Touchdelivers1d6/level 4.AirWalk:Subjecttreadsonairasifsolid(climbat
electricitydamage(max5d6). 45degreeangle).
2.WaterShock:Entrapswaterwithelectriccharge. 5.Teleport:Instantlytransportsyouasfaras100
3.CallLightning:Callsdownlightningbolts(3d6per miles/level.
bolt)fromthesky. 6.WindWalk:Youandyouralliesturnvaporousand
4.Quench:Extinguishesnonmagicalfiresorone travelfast.
magicitem. 7.Teleport,Greater:Asteleport,butnorangelimit
5.LightningStorm:Ascalllightning,but5d6damage andnoofftargetarrival.
perbolt. 8.ReverseGravity:Objectsandcreaturesfallupward.
6.ControlWeather:Changesweatherinlocalarea. 9.GreaterElementalChariot*:Aselementalchariot,but
7.ChainLightning:1d6damage/level;secondary withgreatereffects.
bolts.
8.LiquidLightning:Lightningstrikesvictimandfirst Soul Slayer
persontotouchvictim. Worshippers:Silt.
9.WaterLight:Waterwithinrangeemitslight. ClassSkill:Tumble.
Weapon:Masterswhip.

136

Granted Power: Whenever you successfully strike CoolingCanopy*:Summonsacloudtoprovideshade


with a whip, you can automatically attempt to grapple andpreventdehydration.
withit,asifyouhadtheimprovedgrabability(MM310). DetectUndead:Revealsundeadwithin60feet.
Plant Renewal*: Brings one plant back from near
SoulSlayerDomainSpells destruction.
1.RayofEnfeeblement:RayreducesStrby1d6points Proof Against Undeath: Prevents dead subject from
+1point/level. beingraisedasundead.
2.DeathMark:Cursesatargetmarkedfordeath.
3.DeathWhipF:EnhancesawhiptodealStrength+ 2ndLevel Druid Spells
Dexteritydamage. Boneharden*: Hardens bone, making weapons
4.BlackTentacles:1d4+1/leveltentaclesgrapple strongerandimpairinglivingbeings.
randomlywithin15ft. ClearWater*:Doublesthebenefitofwater.
5.SlayLiving:Touchattackkillssubject. Conservation*M:Protectthelandfromdefilement.
6.Harm:Deals10points/leveldamagetotarget. Darkness:20footradiusofsupernaturaldarkness.
7.CircleofDeath:Kills1d4/levelHDofcreatures. EchooftheLirr*:Stunscreaturesinacone.
8.TraptheSoul:Imprisonssubjectwithingem. GentleRepose:Preservesonecorpse.
9.SoulBind:Trapsnewlydeadsoultoprevent Remove Paralysis: Frees one or more creatures from
resurrection. paralysis,hold,orslow.
Sleep:Put2d4HDofcreaturesintocomatoseslumber.
Sun Flare Sting of the Gold Scorpion*: Enlivens scorpion barb
Worshippers:Sun. tostrikewithpoisonofrealscorpiononce.
ClassSkill:Spot.
Weapon:Dejada. 3rdLevel Druid Spells
Granted Power: You automatically succeed on Boneclaws Cut*F: Deals damage that continues to
Fortitude saves against heat caused by natural weather; causebleedingdamage.
your water consumption is treated as if you were Claws of the Tembo*: Deals 1d6 Str damage and
continuallyintheshade. transfershp.
Clearriver*:Blowsawaysorknockscreatures.
SunFlareDomainSpells Curse of the Black Sands*: Target leaves black oily
1.ColorSpray:Knocksunconscious,blindsorstuns footprints
1d6weakcreatures. Daylight:60ft.radiusofbrightlight.
2.Daylight:60ft.radiusofbrightlight. Deeper Darkness: Object sheds absolute darkness in
3.SearingLight:Raydeals1d8/twolevels,more 60ft.radius.
againstundead. EyeoftheStorm*:Protects30ft.radiusfromeffectsof
4.RainbowPattern:Lightsprevent24HDofcreatures stormfor1hour/level.
fromattackingormovingaway. RemoveCurse:Freesobjectorpersonfromcurse.
5.AirLens:Directsintensifiedsunlightatfoeswithin Return to the Earth*: Turnsdead and undead bodies
range intodust.
6.Sunbeam:Beamblindsanddeals4d6damage. Searing Light: Ray deals 1d8/two levels against
7.PrismaticSpray:Rayshitsubjectwithavarietyof undead.
effects. SurfaceWalk*:Subjecttreadsonunstablesurfacesas
8.IncendiaryCloud:Clouddeals4d6fire ifsolid.
damage/round. WaterWalking:Replacedbysurfacewalk.
9.PrismaticWall:Wallscolorshavearrayofeffects. Worms Breath*: Subjects can breathe underwater, in
silt,orearth.
Druid Spells Zombie Berry*: 1d4 berries from the zombie plant
Thespellslistedbelowareaddedtothedruidspelllist becomeattunedtoyou.
giveninthePlayersHandbook.Spellsnewtothisbookare
markedwithanasterisk(*). 4thLevel Druid Spells
Control Tides*: Raises, lowers, or parts bodies of
0Level Druid Spells (Orisons) waterorsilt.
Defiler Scent*: Smells the presence or absence of ControlWater:Replacedbycontroltides.
defilers. Elemental Strike*: Smites foes with 1d6/level of
Nurturing Seeds*: Makes 10 seeds or cuttings hardy divineandelementalenergy(max15d6).
andeasytotransplant. FlameStrike:Replacedbyelementalstrike.
Klars Heart*: Enhances combat abilities of all
1stLevel Druid Spells creatureswithinrange.
Backlash*M:1d6+1damage/2levelstodefilers. Nondetection:Hidessubjectfromdivination,scrying.
BlackCairn*F:Locatesacorpsenearby.

137

5thLevel Druid Spells Plant Renewal*: Brings one plant back from near
Braxatskin*:Yourskinhardens,grantingarmorbonus destruction.
anddamagereduction.
CleansingFlame*:1d6/levelfiredamage(max10d6). 2ndLevel Ranger Spells
Coat of Mists*M: Coalesce a magical mist about the EchooftheLirr*:Stunscreaturesinacone.
subjectsbody. FootstepsoftheQuarryM*:Trackaspecificcreatureor
Conversion*FX: Removes burden of acts of defiling person.
fromawizard. Sting of the Gold Scorpion*: Enlivens scorpion barb
Groundflame*: Mist deals 1d6/level acid damage tostrikewithpoisonofrealscorpiononce.
(max15d6).
Mark of Justice: Designates action that will trigger 3rdLevel Ranger Spells
curseonsubject. Claws of the Tembo*: Deals 1d6 Str damage and
Rejuvenate*:Increasethefertilityoftheland. transfershp.
RighteousMight:Yoursizeincreases,andyougain+4 EyeoftheStorm*:Protects30ft.radiusfromeffectsof
Str. stormfor1hour/level.
Skyfire*: Three exploding spheres each deal 3d6 fire SurfaceWalk*:Subjecttreadsonunstablesurfacesas
damage. ifsolid.
Worms Breath*: Subjects can breathe underwater, in
6thLevel Druid Spells siltorearth.
Allegiance of the Land*: Grants bonus to AC, WaterBreathing:Replacedbywormsbreath.
temporaryhitpoints,andenergyresistance. WaterWalking:Replacedbysurfacewalk.
Awaken Water Spirits*: Gives sentience to a natural
bodyofwater. Templar Spells
CreateOasis*:Conjuresatemporaryoasis. The templar spell list appears below. Spells new to
RaiseDead:Restoreslifetosubjectwhodiedupto1 thisbookaremarkedwithanasterisk(*).
day/levelago.
Infestation*: Tiny parasites infect creatures within 0Level Templar Spells (Orisons)
area. CureMinorWounds:Cures1pointofdamage.
DefilerScent*:Smellspresenceorabsenceofdefilers.
7thLevel Druid Spells DetectMagic:Detectsspellsandmagicalitemswithin
Elemental Storm*: Deals 1d6 energy damage/level 60ft.
(max20d6). DetectPoison:Detectspoisoninonecreatureorsmall
FireStorm:Replacedbyelementalstorm. object.
WatersofLife*M:Absorbanothercreaturesailments. Guidance:+1ononeattackroll,savingthrow,orskill
check.
8thLevel Druid Spells Inflict Minor Wounds: Touch attack, 1 point of
FlameHarvest*:Createsatimedfiretrap. damage.
Sirocco*:Youconjurealegendarydesertwind. Light:Objectshineslikeatorch.
Mending:Makesminorrepairsonanobject.
9thLevel Druid Spells ReadMagic:Readscrollsandspellbooks
FlashFlood*:Conjuresaflood. Resistance:Subjectgains+1onsavingthrows.
Heartseeker*X:Createsadeadlypiercingweapon. Virtue:Subjectgains1temporaryhp.
Storm Legion*: Transports willing creatures via a
naturalstorm. 1stLevel Templar Spells
SwarmofAnguish*:Transformsyouintoaswarmof BlackCairn*F:Locatesacorpsenearby.
agonybeetles. Command:Onesubjectobeysselectedcommandfor1
WildLands*:Attractwildcreaturestoanarea. round.
Comprehend Languages: Understand all spoken and
Ranger Spells writtenlanguages.
The spells listed below are added to the ranger spell Cure Light Wounds: Cures1d8+1/level damage (max
listgiveninthePlayersHandbook.Spellsnewtothisbook +5).
aremarkedwithanasterisk(*). Deathwatch:Seeshowwoundedsubjectswithin30ft.
are.
1stLevel Ranger Spells DetectUndead:Revealsundeadwithin60ft.
CoolingCanopy*:Summonsacloudtoprovideshade Divine Favor: You gain attack, damage bonus,
andpreventdehydration. +1/threelevels.
Nurturing Seeds*: Makes 10 seeds or cuttings hardy Doom: One subject suffers 2 on attacks, damage,
andeasytotransplant. saves,andchecks.

138

Endure Elements: Exist comfortably in hot or cold LocateObject:Sensesdirectiontowardobject(specific


environments. ortype).
Hand of the Sorcererking*: Protects caster from Magic Circle against Evil/Good: As protection spells,
spells. but10ft.radiusand10min./level.
Hide From Undead: Undead cant perceive one Magic Vestment: Armor or shield gains +1
subject/level. enhancementperfourlevels.
InflictLightWounds: Touch deals 1d8 damage Protection from Energy: Absorb 12 points/level of
+1/level(max+5). damagefromonekindofenergy.
RemoveFear:+4onsavesagainstfearforonesubject RemoveDisease:Curesalldiseasesaffectingsubject.
+1/fourlevels. Sand Pit*: Excavates sand in a 30 ft. wide and 50 ft.
Protection from Evil/Good: +2 to AC and saves, deepcone.
counter mind control, hedge out elementals and Speak with Dead: Corpse answers one question/two
outsiders. levels.
Shield of Faith: Aura grants +2 or higher deflection SurfaceWalk*:Subjecttreadsonunstablesurfacesas
bonus. ifsolid.
Wind Wall: Deflects arrows, smaller creatures, and
2ndLevel Templar Spells gases.
BattlefieldHealing*:Stabilizesonecreature/level. Worms Breath*: Subjects can breathe underwater, in
Bears Endurance: Subject gains +4 Con for 1 silt,orearth.
min./level.
Cure Moderate Wounds: Cures 2d8+1/level damage 4thLevel Templar Spells
(max+10). AirWalk:Subjecttreadsonairasifsolid(climbat45
Delay Poison:Stops poison from harming subject for degreeangle).
1hour/level. Command, Greater: As command, but affects one
Enthrall:Captivatesallwithin100ft.+10ft/level. subject/level.
FootstepsoftheQuarryM*:Trackaspecificcreatureor Cure Critical Wounds: Cures 4d8+1/level damage
person. (max+20).
Hold Person: Holds one person helpless; 1 Dimensional Anchor: Bars extradimensional
round/level. movement.
Inflict Moderate Wounds: Touch attack, 2d8 damage Fools Feast*: Enhances food for one creature/level
+1/level(max+10). andblesses.
Remove Paralysis: Frees one or more creatures from Freedom of Movement: Subject moves normally
paralysis,hold,orslow. despiteimpediments.
Resist Energy: Ignores 10 (or more) points of Geas,Lesser:Commandssubjectof7HDorless.
damage/attackfromspecifiedenergytype. Inflict Critical Wounds: Touch attack, 4d8 damage
Restoration, Lesser: Dispels magic ability penalty or +1/level(max+20).
repairs1d4abilitydamage. MageSeeker F*:Locatenearbywizard.
Return to the Earth*: Turnsdead and undead bodies Magic Weapon, Greater: +1 bonus/four levels (max
intodust. +5).
Silence:Negatessoundin15ftradius. NeutralizePoison:Detoxifiesvenominoronsubject.
Undetectable Alignment: Conceals alignment for 24 Sending: Delivers a short message anywhere,
hours. instantly.
ZoneofTruth:Subjectswithinrangecannotlie. Status:Monitorscondition,positionofallies.
Tongues:Speakanylanguage.
3rdLevel Templar Spells Wrath of the Sorcererking*: Know if a creature has
Cure Serious Wounds: Cures 3d8+1/level damage brokenthelaw,andpunishhim.
(max+15).
Dedication*: Allows target to avoid sleep, consume 5thLevel Templar Spells
half food and water, and +1 to attack, damage, saves, Air Lens: Directs intensified sunlight at foes within
ability,andskillcheckswhilepursuingaspecifiedtask. range.
DiscernLies:Revealsdeliberatefalsehoods. Break Enchantment: Frees subjects from
DispelMagic:Cancelsmagicalspellsandeffects. enchantments,alterations,curses,andpetrifaction.
GlyphofWarding:Inscriptionharmsthosewhopass Elemental Strike*: Smites foes with 1d6/level of
it. divineandelementalenergy(max15d6).
ImageoftheSorcererKing*:Touchedcreaturesmust FireTrack*:Fierysparkfollowstracks.
saveorbecomeaffectedbycausefear. Klars Heart*: Enhances combat abilities of all
Inflict Serious Wounds: Touch attack, 3d8 damage creatureswithinrange.
+1/level(max+15). Mark of Justice: Designates action that will trigger
LightningBolt:Electricitydeals1d6/leveldamage. curseonsubject.

139

Scrying:Spiesonsubjectfromadistance. Wizard Spells


Symbol of PainM: Triggered rune wracks nearby The spells listed below are in addition to the spells
creatureswithpain. listed for sorcerers and wizards in the Players Handbook.
Symbol of SleepM: Triggered rune puts nearby Spellsnewtothisbookaremarkedwithanasterisk.
creaturesintocatatonicslumber.
TrueSeeing:Seeallthingsastheyreallyare. 0Level Wizard Spells (Cantrips)

Div SlaveScent*:Divinestargetssocialclass.
6thLevel Templar Spells

Control Tides*: Raises, lowers, or parts bodies of 1stLevel Wizard Spells
waterorsilt.
Conj Cooling Canopy*: Summons a cloud to provide
Dispel Magic, Greater: As dispel magic, butup to +20
shadeandpreventdehydration.
oncheck.
Illusory Talent*: Provides the appearance of
Forbiddance: Denies area to creatures of another
Ill skill.
alignment.

Glyph of Warding, Greater: As glyph of warding, but
2ndLevel Wizard Spells
upto10d8damageor6thlevelspell.
RaiseDead:Restoreslifetosubjectwhodiedupto1 Abj Eye of the Storm*: Protects 30 ft. radius from
day/levelago. effectsofstormfor1hour/level.
Symbol of FearM: Triggered rune panics nearby Backlash*M:1d6+1damage/2levelstodefilers.
creatures. Div Footsteps of the Quarry*M: Track a specific
Symbol of PersuasionM: Triggered rune charms creatureorperson.
nearbycreatures. Ench Wakefulness*:Targetcanpostponesleep.
Wisdom of the Sorcererking*: Apply metamagic to Evoc Cerulean Shock*M: Imbue target with harmful
onespellofupto4thlevel. staticelectricity.
Word of Recall: Teleports you back to designated Ill MagicTrick*F:Concealyourspellcasting.
place. Necro DeathMark*:Targetbecomessickened.
Sting of the Gold Scorpion*: Enchants
7thLevel Templar Spells scorpion barb to strike with poison of real
scorpiononce.
Confessors Flame*: Uses threat of flame to extract
Trans Boneharden*: Hardens bone, making weapons
confession.
strongerandimpairinglivingbeings.
Crusade*: Allies receive +4 bonus to attack rolls,
Sandstone*:Touchturnssandintosandstone.
damage rolls, and saving throws, 2d8 hit points, and

immunitytomagicalfear.
3rdLevel Wizard Spells
Refuge:Altersitemtotransportitspossessortoyou.
Scrying,Greater:Asscrying,butfasterandlonger. Abj Conservation*M: Protect the land from
Symbol of StunningM: Triggered rune stuns nearby defilement.
creatures. Ench Dedication*: Allows target to avoid sleep,
Symbol of WeaknessM: Triggered rune weakens consume half food and water, and +1 to attack,
nearbycreatures. damage, saves, ability, and skill checks while
pursuingaspecifiedtask.
8thLevel Templar Spells Evoc Clearriver*:Blowsawayorknockscreatures.
Antipathy: Object or location affected by spell repels Necro Boneclaws Cut*F: Deals damage that continues
certaincreatures. tocausebleedingdamage.
DiscernLocation:Exactlocationofcreatureorobject. Death Whip*F: Whip deals temporary Strength
FingerofDeath:Killsonesubject. damage.
Poisoned Gale: Poisonous cloud (10 ft. wide, 10ft. Trans SandPit*:Excavatessandina30ft.wideand50
high)emanatesoutfromyoutotheextremeoftherange. ft.deepcone.
Regenerate:Subjectsseveredlimbsgrowback. Zombie Berry*:Enchants 1d4 berries to act like
Symbol of DeathM: Triggered rune slays nearby aberryfromthezombieplant.
creature. Worms Breath*: Subjects can breathe
underwater,insiltorearth.
9thLevel Templar Spells
4thLevel Wizard Spells
EnergyDrain:Subjectgains2d4negativelevels.
Gray Rift*: A hovering rift to the Gray bolsters Div MageSeeker*F:Locatenearbywizard.
undead. Ench Gloomcloud*M:Makeonecreaturedespair.
PowerWord,Blind:Blinds200hpworthofcreatures. Evoc Sand Spray*: Sprays sand or silt as an area
Soul Bind: Traps newly dead soul to prevent attack.
resurrection. Necro Claws of the Tembo*: Deals 1d6 Str damage
andtransfershp.

140

Ghostfire*: Kills 2 HD/level of creatures (max Vampiric Youthfulness*: Age others to reverse
40HD). youraging.
TouchtheBlack*M:Colddeals1d6damageper Trans MagmaTunnel*:Tunnelsthroughsolidrock.
level,40ft.radius.

Spells
5thLevel Wizard Spells
Conj Cerulean Hail*: A hailstorm appears and does
Acid Rain
3d8 damage and causes less than 10 HD
creaturestoflee. Conjuration(Creations)[Acid]
Ench Scapegoat*M:Puttheblameonanearbytarget. Level:DecayingTouch4
Components:V,S
Evoc Ragestorm*M: Storm rains hail, winds and
CastingTime:1round
lightning.
Quietstorm*: Ranged touch attack deals 8d6 Range:Medium(100ft.+10ft./level)
Area:20ft.cube
sonicdamage.
Duration:1round/level
Skyfire*:Threeexplodingsphereseachdeal1d6
SavingThrow:Reflexhalf
bludgeoningdamageand3d6firedamage.
SpellResistance:No
Sparkrain*:Boltdispelsmagicaleffects.
Trans Rangeblade*:Canstrikewithmeleeweaponsat
adistance. A mustardcolored cloud whirls into being. It unleashes a
Sandflow*:Youshiftthelocationofsanddunes. foulsmelling rain accompanied by sizzling noises as it eats
SandTrap*M:Youentrapanareaofsand. throughmetal,clothandflesh.


A toxic shower covers the area of effect. Anything
6thLevel Wizard Spells
caughtbeneaththeraintakes4d4pointsofaciddamage.
Abj BanishTyrStorm*F:RepelaTyrStorm.
Itiseasytomoveoutofthecube,butifacreaturecannot,
Conj Summon TyrStorm*F: Call a powerful Tyr it continues to take damage for each round spent in the
storm. rain. If a creature fails its saving throw, an item it holds
Evoc Cleansing Flame*: 1d6/level fire damage (max couldtakedamage,asifthecreaturehadrolledanatural
10d6). 1(PH177).Unattendedobjectsalsotakedamagefromthe
Groundflame*:Mistdealsaciddamage. falling acid. When the spell expires the acid that had
Necro Shroud of Darkness*M: Imbue a cloak with raineddowninstantlyevaporates.
protectivequalities.
Trans Braxatskin*:Yourskinhardens,grantingarmor Air Lens
bonusanddamagereduction.
Transmutation[Air]
Control Tides*: Raises, lowers, or parts bodies
Level:Tmp5,SunFlare5
ofwaterorsilt.
Components:V,S,DF
ControlWater:Replacedbycontroltides.
CastingTime:1standardaction
Sands of Time*F: Reverses or accelerates aging
Range:Medium(100ft.+10ft./level)
ofanonlivingobject.
Effect:Magicallens
ShiningSands*:Grainsofsandrotatetoreflect
Duration:Concentration,upto1round/level(D)
lightwhereyouwishittogo.
SavingThrow:No

SpellResistance:Yes
7thLevel Wizard Spells

Conj Infestation*: Tiny parasites infest creatures Alensflareappearsintheskyasyouraiseyourdivinefocus
withinarea. to harness the power of the sun, accompanied by the smell of
Necro Gray Beckoning*: Summons zombies from the burnthide.
Gray.
Unliving Identity*MX: Transform a zombie into Youshapetheairintoamagicallensthatyoucanuse
athinkingzombie. to direct intensified sunrays. If sunlight becomes
unavailable, the spell prematurely ends. You can make
8thLevel Wizard Spells ranged touch attacks with the air lens. It uses your base
Abj Protection from Time*MX: Makes creature or attack bonus (possibly allowing multiple attacks per
objectimmunetoagingfor1month/2levels. round).Thelensinflicts2d6pointsoffiredamage+1per
caster level. Creatures that are especially vulnerable to
9thLevel Wizard Spells sunlight(suchassomeundead)takedoubledamage.You
Conj Gray Rift*: Ahovering rift to the Gray bolsters can use an air lens attack to ignite unattended
undead. combustible materials such as dry sticks, straw,
Evoc Tempest*M:Createanobliteratingstorm. parchmentandcloth.
Necro Pact of Darkness*M: Exchange services with a
shadowgiant.

141

Allegiance of the Land Backlash


Evocation Abjuration
Level:Drd6 Level:Drd1,Wiz2
Components:V,S,DF Components:V,S,M
CastingTime:1action CastingTime:1standardaction
Range:Personal Range:Close(25ft.+5ft./2levels)
Target:You Area:40ftradiusspread(S)
Duration:1round/level Duration:1day/leveloruntildischarged(D)
SavingThrow:Fortitudehalf
Atangible,glowing,whitegreenaurasurroundsyoulikea SpellResistance:Yes
sheath of flame and your eyes glow with lifegiving energy as
you are infused with the protective powers of the spirits of the The ground glows with a translucent sheen of green light,
land. asyoucompletethecastingofthepreserversscourge.

You call upon the spirits of the land to protect you Alsoknownasthepreserversscourge,thisspellmakes
from harm. You receive 1 temporary hit point per caster the ground dangerous to defilers. Should a defiler try to
levelanda+5enhancementbonustoyournaturalarmor tap into land that is protected by a backlash, she
bonus. You ignore the first 15 points of energy damage automaticallytakes1d6+1pointsofdamageforeverytwo
per round. (For example, if you take 13 points of fire casterlevelsyouhave(maximum5d6+5).Thedefilermust
damage and then 5 points of electricity damage, you makeaConcentrationcheck(DC10+spelllevel+damage
sufferonly3pointsofelectricitydamagethatround). dealt)inordertocontinuecastingherspell.
Once it has inflicted damage, the spell is discharged
Awaken Water Spirits andthegroundreturnstonormal.Onlyonebacklashcan
Transmutation[Water] becastonanygivenplotofground.
Level:Drd6,LivingWaters6 MaterialComponent:Athorn.
Components:V,S,DF
CastingTime:1hour Banish TyrStorm
Range:Seetext Abjuration
Target:1bodyofwater;seetext Level:Wiz6
Duration:Permanent Components:V,S,F
SavingThrow:None CastingTime:1round
SpellResistance:No Range:Long(400ft.+40ft./level)
Duration:Concentration,upto1min./level(D)
Your touch sends ripples through the water. A tingling SavingThrow:None
sensation fills your mind as you witness the sentience of the SpellResistance:No
summonedwaterspiritcomingtolife.
Holding up your blue lens, you feel the power of the Tyr
You give sentience to a natural body of water. To Storm surging through you. At your trembling command the
awaken a body of water, you must touch the waters stormchangesthedirectionofitsdestructivewake.
surfacewhilecallingonawaterspirit.
You can communicate with any body of water that This spell repels Tyrstorms from a particular area.
youhaveawakenedfromanydistanceonthesameplane. You are able to force the storm to leave its normal path
Awakenedwaterspiritsareinitiallyfriendlytowardsyou, and head off in a direction of your choice. The storm
butnotobligedtofollowyou.Theawakenedwaterspirit continuestorageandcausesnormaldamagewhereverit
has no offensive or defensive combat ability and cannot goes, but the spell allows you keep it out of an area you
move;ithasnoStrength,Dexterity,orConstitutionscore. wanttoprotect.
The awakened water spirit has an Intelligence, Wisdom Focus:Abluelensworth100Cp.
and Charisma of 3d6. The water spirit can sense any
creature within 200 feet of its location. The water spirit Battlefield Healing
canalsochannelspellscastbyyou.Anyspellof3rdlevel Conjuration(Healing)
or lower can be cast through the water spirit as if the Level:Tmp2
caster was actually the location of the water spirit. The Components:V,DF
waterspiritmustbewillingforyoutousethisfunctionof CastingTime:1standardaction
thespell. Range:Close(25ft.+5ft./2levels)
Dispelmagicandsimilarspellsandpowersdestroythe Target: One creature/level, no two of which can be
waterspiritifsuccessfulthewaterspiritgetsnosaving morethan30ft.apart
throw to resist being dispelled. The spirit is treated as a Duration:Instantaneous
10HitDicecreatureforpurposesofturningandrebuking SavingThrow:None(harmless)
watercreatures. SpellResistance:No(harmless)

142

blazing wall deals 2d6 points of fire damage +1 point of


Youcalluponthepowerofyourkingtosavethosewhohave fire damage per caster level (maximum +20) to any
fallen on the battlefield, who have yet to succumb to the Grey. creature passing through it. The blazing wall dissipates
Theirbloodyandbatteredbodiescontinuetobreatheforalittle whenthespellends.
longer. The blazing wreath produces light as a daylight spell
(brightlightina60footradius,shadowyilluminationfor
You stabilize each selected, dying creature within anadditional60feet).
range.Adyingcreaturehasbetween1and9currenthit
points.Uponstabilizationtheylosenofurtherhitpoints. Bless Element
Thespellhasnoeffectonundeadcreatures. Transmutation[Good]
Level:Clr1
Black Cairn Components:V,S,M,DF
Divination CastingTime:1minute
Level:Drd1,Tmp1 Range:Touch
Components:V,S,F,DF Target:Elementtouched
CastingTime:1minute Duration:Instantaneous
Range:Long(400ft,+40ft./level) SavingThrow:Willnegates(object)
Area:Circle,centeredonyou,witharadiusof400 SpellResistance:Yes(object)
ft.+40ft./level.
Target:Onecorpsewithinrange Youchanneldivineenergyintoaphysicalmanifestationof
Duration:Instantaneous your element. It glows for a moment as it is charged with
SavingThrow:None positivepower.
SpellResistance:No
This transmutation imbues a small amount (no more
A cold breeze carrying the scent of rotting flesh raises the than 1 lb of solid, or 1 pint of fluid) of your patron
hairs on your neck. Its direction reveals the direction of the element with positive energy, turning it into a holy
corpseyouseekifitisnearby. element. Holy elements deal 2d4 points of damage to
creatures vulnerable to them, such as undead and evil
Thisspellallowshelpsyoudeterminethedirectionof outsiders. Using a holy element in this way expends the
one specific corpse (animal or otherwise) within the positive energy. No matter the element, it functions as a
spellsradius.Ifthecorpseiswithinrange,yousensethe grenadelikeweaponwitharangeincrementof10ft.and
directiontothecorpse. deals1pointofsplashdamagetocreatureswithin5ft.of
Focus: An item which belonged to or has been in impact.Specificsfortheelementsfollow:
contactwiththecorpse. Air: An air cleric can bless the air around him. After
thisspelliscast,theairremainsblessedfor1d4minutes.
Blazing Wreath Asastandardaction,theclericcandirecttheblessedairat
Evocation[Fire] acreature.
Level:SmolderingSpirit9 Earth:Anearthclericcanblessdirt,soilorsand.
Components:V,S Fire:Afireclericcanblessflames(ranginginsizefrom
CastingTime:1standardaction candlestotorches)orobsidian.Blessedfiremaydealfire
Range:Personal damage in addition to any damage to undead or evil
Target:You outsiders.
Duration:10min./level(D) Magma:Amagmaclericcanblesslavaoranyigneous
rock. Blessed lava may deal fire damage in addition to
Yourbodyburstsintomagnificentflamesasyoucallupon anydamagetoundeadoreviloutsiders.
thetruepowerofFire.Awreathofdivineflamesurroundsyou Rain:Arainclericcanblessrainina5ft.radiusarea
and leaves a fiery trail behind you as you move, devouring within30ft.thatiscurrentlyreceivingrain.
everythinginyourpath. Silt:Asiltclericcanblesssiltordust.
Sun: A sun cleric can bless the light around him. The
Your body is shrouded in flames that damage light remains blessed for 1d4 minutes. As a standard
opponentsandprotectyou.Anycreaturewithin10feetof action,theclericcandirecttheblessedlightatacreature.
you takes 2d8 points of fire damage each round on your Water: A water cleric can bless water in a flask.
turn. Any creature that strikes you with an unarmed Alternatively,hecanthrowasmallamountofwaterinto
attack or with a natural weapon catches on fire (DMG the air. This water forms a blessed cloud that lasts 1d4
303).Anynonmagicalweaponthatstrikesyoumustmake minutesandcanbedirectedasastandardaction.
aReflexsaveorbedestroyed. Material Component: A small amount of powdered
Theflamesgrantyoudamagereduction15/magic,and silverworth25Cp.
total immunity to fire. When you move, a blazing wall
formsinyourwakeineachsquareyoupassthrough.The

143

Blindscorch Thetargetedbonesemitacrackingsoundastheyswell.You
Evocation[Fire] completethegesturesforyourspell,spillingmortarfromyour
Level:SmolderingSpirit4 hand.
Components:V,S,DF
CastingTime:1standardaction When this spell is cast, it causes bone to harden and
Range:Medium(200ft.+20ft./level) becomelessbrittle.Bonesundertheaffectofthisspellare
Target:Onecreature harder to break than normal. If used on an inferior bone
Duration:Instantaneous weapon,thisspellremovesthenormalpenaltiestoattack
SavingThrow:Fortitudesavepartial rolls. If cast on a creature, the creatures bones harden,
SpellResistance:Yes causing them to ache and the joints to swell. This gives
thecreaturea4penaltytoDexterity.Creatureswithouta
As you hold out your palm and utter incantations of fire, skeleton (elementals, oozes, plants and most constructs)
your enemys face is engulfed in painful crimson flames that areunaffectedbythisspell.
scorch his eyes. The smell of charred flesh and burnt hair fills MaterialComponent:Abitofmortar.
theair.

Braxatskin
Youburnthefaceofoneopponent.Thesubjecttakes Transmutation
1d4pointsoffiredamageperlevel(maximum10d4)and Level:Clr6,Drd5,Wiz6
is permanently blinded. A successful Fortitude save Components:V,S,M
halvesthedamageandnegatestheblindness. CastingTime:1standardaction
Range:Personal
Boneclaws Cut Target:You
Necromancy Duration:1min./level(D)
Level:Drd3,Wiz3
Components:V,S,F Yourskinhardensintochitinplatesthatgrantyounatural
CastingTime:1action protection,andspikesgrowonyourbody,emergingfromyour
Range:Medium(100ft.+10ft.perlevel) skinwithaburstofpain.
Target:Onecreature
Duration:Instantaneous Yougeta+5enhancementbonustonaturalarmor,but
SavingThrow:None yousuffera2penaltytoDexterityandanadditional20%
SpellResistance:Yes chance of arcane spell failure. The spikes act as +5 armor
spikes,andyougainproficiencywiththem.Youalsogain
Youviciouslyslicetheairinfrontofyouwithaboneclaw damagereduction10/metal.
knife. Wounds appear on your targets flesh, which bleed MaterialComponent:Apieceofbraxathide.
profusely.

Breeze Lore
Thevictimoftheboneclawscutsufferswoundsasif Divination[Air]
fromaboneclawstalons.Thevictimreceivesonecutper Level:IllWinds3
fourcasterlevels(toamaximumoffivecutsat20thlevel). Components:V,S
Eachcutinflicts2pointofdamageandcontinuestobleed, CastingTime:1standardaction
dealinganadditional2pointsofdamageperroundfor10 Range:Personal
rounds (for a total of 20 points of damage per cut). A Target:You
successful Heal check (DC 15) or use of a cure spell Duration:10min/level
preventsthewoundsfrombleedingfurther.
Focus:Aknifemadefromaboneclawstalon. Youinhaletheairfromthebreeze,becomingattunedtothe
scentsandflavorscarriedonit.Yoursenseofsmellbecomeas
Boneharden keenasaklarsanewworldofsensoryimpressionsopensto
Transmutation you.
Level:Drd2,Wiz2
Components:V,S,M You gain the scent ability (MM 314) allowing you to
CastingTime:1standardaction notice creatures by scent at a 30foot distance (60 feet if
Range:Touch downwind,15feetifupwind).Inaddition,youcantrack
Target:Onecreatureorobject by scent and gain a +4 competence bonus on Survival
Duration:1min./level checks to track. You get a +4competence bonus on Craft
SavingThrow:Fortitudenegates (poisonmaking) checks to identify poisons. Enhanced
SpellResistance:Yes scentevengivesyoualimitedreadingoftheemotionsof
othersfearhasadistinctsmell,forexample.Yougeta+4
competence bonus on Sense Motive checks if you are
within10feetofthepersonthatyouareobserving.Witha

144

successful Wisdom check (DC 15) with a +4 competence Material Component: Small piece of glass and a clump
bonus,youcandeterminebyscentwhetherapersonisa offur.
defiler, freeman, slave, templar, or noble. Elemental
priests who can cast this spell claim that defilers carry a Channel Stench
bitter scent ofsmoldering flesh, that nobles can be noted Conjuration[Air]
by the faint lingering smell of luxurious spices in their Level:IllWinds1
skin,etc. Components:V,S
CastingTime:1standardaction
Cerulean Hail Range:15ft.
Conjuration(Creation) Area:Coneshapedburst
Level:Wiz5,ColdMalice6 Duration:Instantaneous
Components:V,S,M SavingThrow:Fortitudenegates
CastingTime:1standardaction SpellResistance:No
Range:Medium(100ft.+10ft./level)
Area:20ft.radiusspread You draw in a deep breath and expel it towards your
Duration:1round opponents. Noxious odors are channeled through your breath
SavingThrow:Reflexhalfandspecial(seetext) andejectedinavileconeofstench.
SpellResistance:No
All breathing creatures within the cone must make a
Whenyouletadropofwaterfallintoapinchofdust,adeep Fortitudesave.Thosewhofailbecomenauseatedfor1d6
blueblackcloudformsovertheareaanditrainsbluehailstones rounds. Those who succeed instead become sickened for
thatfallwithapiercingscream. 1d6 rounds. Creatures with 5 or more Hit Dice are
immunetothiseffect.
The hailstones deal 1d6 points of damage per caster
level to all creatures and structures in the area of effect Claws of the Tembo
(maximum 15d6). Half the damage is cold damage, and Necromancy
the other half is bludgeoning damage. Creatures who Level:Drd3,Rgr3,Wiz4
makeasuccessfulReflexsavereducethedamagebyhalf. Components:V,S,M
The cloud remains for one full round, but the hailstones CastingTime:1swiftaction
are instantaneous they fall only once and evaporate Range:Personal
uponimpact.Allcreatureswith10HDorlesswhocome Target:You
within 60 feet of the cloud must make a Will save or Duration:1round/level(D)
becomepanickedfor1d4rounds,fleeingfromthestorm.
Material Component: A drop of water mixed with a Youfeelanintensepainasviciousclawsspringforthfrom
pinchofdust. yourhands,similartothoseofatembo.

Cerulean Shock You grow vicious claws similar to those of a tembo.
Evocation[Electricity] Youmaymaketwoclawattacksperround,eachdealing
Level:Wiz2 1d6(1d8ifyouareLarge,or1d4ifyouareSmall)points
Components:V,S,M ofdamageplusyourStrengthmodifier.Likethedreaded
CastingTime:1standardaction tembo, your claws can drain a victims life force and
Range:Close(25ft.+5ft./2levels) transfer it to you. Every time you hit with a claw, the
Target:Onecreature creature struck must make a Fortitude save. If it fails, it
Duration:1round/level(D)oruntildischarged takes an additional 1d4 points of damage, and you heal
SavingThrow:Fortitudehalf that many hit points. If the transferred hit points bring
SpellResistance:Yes your total above your normal maximum, the additional
hitpointsaretemporaryhitpoints.Youareunabletocast
Theairhumsandtinyelectricaldischargesspringfromthe spells with somatic components while this spell is in
body of your target. Setting the charge, you wait for your effect.
enemytomakethemistakeofmoving. MaterialComponent:Ascalefromatembo.

Thetargetofthisspellisimbuedwithstaticelectricity. Cleansing Flame
If the target leaves its occupied square, the builtup Evocation[Fire]
electrical charge is discharged, inflicting 2d6 points of Level:Clr5,Drd5,Wiz6
electricaldamage,plusanother2d6per4casterlevels. Components:V,S
Iftheaffectedcreaturetouchessomeoneorsomething CastingTime:1standardaction
before the spell is discharged, both the target and Range:Close(25ft.+5ft./2levels)
whateverittouchedreceivesthedamage. Area:Onecreature
Effect:Boltofflame

145

Duration:Instantaneous A roaring stream of force spreads from your fingertip


SavingThrow:None(seetext) towardsyourenemies,deflectingtheirarrowsbeforeslamming
SpellResistance:Yes themofftheirfeet.

Byperformingathrowinggestureasyoucompletethespell, This spell functions like gust of wind; except that the
youlaunchanarrowshaped,pure,whiteflame.Ahissingnoise effectisforcebasedandthatthecreaturesizesaffectedby
isheardasitdartstowardsitstarget. the spell are increased by one size category (i.e. Large
creaturesareunabletomoveforwardagainsttheforceof
You create a bolt of flame that strikes its target, theblast).
dealing 1d6 points of fire damage per caster level The roaring blast is sufficient to tear objects from
(maximum10d6). unsuspecting hands within the area of effect. (A Reflex
This spell can only affect defilers, templars whose saveallowsacreaturetomaintainitsgrasponanobject.)
sorcererkings are defilers, creatures with the defiled Arrows,bolts,andspearsaredeflectedawayandmiss.(A
template,creatureswiththeevilsubtype,andundead. giantthrownboulder,asiegeengineprojectile,andother
The bolt strikes unerringly, even if the target is in massive ranged weapons are not affected.) Incorporeal
melee combat or has less than total cover or total creatures, gases, most gaseous breath weapons, and
concealment. Specific parts of a creature cant be singled creaturesingaseousformareshuntedawayfromthearea
out. oftheblast.
A creature killed by this spell has its remains utterly
consumed (but not its equipment and possessions). The Clues of Ash
onlywaytorestorelifetoacreaturethatwaskilledinthis Divination[Fire]
way is to use wish, true resurrection, reality revision, or Level:BurningEyes2
miracle. Components:V,S
CastingTime:1minute
Clear Water Range:Touch
Transmutation[Water] Target:Ashestouched
Level:Drd2,LivingWaters1 Duration:Instantaneous
Components:V,S SavingThrow:None
CastingTime:1standardaction SpellResistance:No
Range:Touch
Target:1gallonofwater/level Youreceiveasmokyvisionofthescene beforethemoment
Duration:Instantaneous theitemwasdestroyedbytouchingitsashes.Echoesofscreams
SavingThrow:None resonatewithinyourearsasitsfateisrevealed.
SpellResistance:No
The vision begins from the time the object was
Impurities and imperfections are removed, as you change destroyed or killed, going backward in time up to 1
theregularwaterintoatruerelementalformwithyourmagic. min./level. For example, a 4thlevel cleric would see the
last 4 minutes of the items existence. You can also tell
Youmakewatertwiceaseffectiveatquenchingthirst whethertheobjectwasdestroyedbydefilerdestructionor
andnourishingplantlife.Acreatureonlyneedstodrink not.Ifvegetationdestroyedbydefilingistested,youcan
halfasmuchclearwaterasitwouldneedtodrinknormal makeaSpellcraftcheck(DC15+spelllevel)todetermine
water. For example, an active human needs only 1/2 theschoolofmagiccast.
gallon of clear water each day to avoid dehydration,
instead of the normal one gallon. When used to grow Coat of Mists
plants,clearwatercandoubletheyieldoffruitorgrain Conjuration[Water]
bearingplants,butthisbenefitonlycomesifclearwateris Level:DesertMirage4,Drd5
usedtoirrigatethecropeveryday. Components:V,S,M
CastingTime:1standardaction
Clearriver Range:Touch
Evocation[Force] Target:Onecreature
Level:Drd3,Wiz3 Duration:24hours
Components:V,S SavingThrow:None
CastingTime:1standardaction SpellResistance:No
Range:50ft.
Area:Coneshapedburst Spillingthecontentsofyourwaterskin,youwatchasmists
Duration:1round risefromthegroundwherethewaterlands.Themistcoalesces
SavingThrow:Fortitudenegates aroundyourtarget,envelopingitinabluishshroud.
SpellResistance:Yes

146

Yougatheramagicalmistaroundacreature.Themist You grin as this gruesome spell explodes in a fiery burst,


absorbs the first 5 points of damage from any firebased setting creatures on fire, incinerating their hair, clothing, and
effects each round. It also provides the same protection onelayeroffleshatatimeslowlyroastingthemalive.
against hot weather as the endure elements spell, and
grantsthecreatureconcealment(20%misschance)asthe Creaturescaughtintheblastsuffer10d6pointsoffire
blurspell. damage (no save) and automatically catch on fire (DMG
Further castings of coat of mists do not have any 303).Creaturesonfiresuffer2d6pointsoffiredamagefor
effect, and coat of mists damage absorption does not each round. Unlike mundane fire, this fire cannot be put
stackwithanyotherkindofenergyresistance. outbynormalmeans.
MaterialComponent:1gallonofwater. Spraying a creature caught on fire by this spell with
water or sand only creates a billowing cloud of steam or
Confessors Flame hotdustoutto20ft.fromthetarget;insteadofthenormal
Evocation[Fire] damage, creatures within the cloud suffer 5d6 points of
Level:BurningEyes8,Tmp7 fire damage and are sickened for one round. Complete
Components:V,S,DF immersion in a large amount of water, or burial beneath
CastingTime:1round thesand,reducesdamageto1d6pointperroundforboth
Range:Close(25ft.+5ft./2level) the creature on fire and those within 20 ft. A successful
Target:1creature/round dispelmagicorquenchspellputsoutthefire.
Duration:1minute
SavingThrow:None Conservation
SpellResistance:Yes Abjuration
Level:Drd2,Wiz3
With pupils like glowing embers you turn towards the Components:V,S,M
victims of your interrogation, knowing that your truth is the CastingTime:1standardaction
onlythatmatters.Theywillconfessordieresisting. Range:Medium(100ft.+10ft./level)
Area:40ft.radiusspread
This spell allows you to demand questions of any Duration:1day/leveloruntildischarged.
creaturewithinrange.Ifthecreaturedoesnotreplywith SavingThrow:Willnegates(harmless,object)
what you consider to be the correct answer to the SpellResistance:Yes(harmless,object)
question, within one round, part of the creatures body
burstsintoflame.Whilesomeclaimthatthisspelldetects Upon completing the ritual of ash, blood and water, a
falsehoods, in fact the answer is predetermined by the mysteriouspatternappearsontheground.Asitisabsorbedby
caster. theland,itsecuresitsenergyfromthosewhowouldsiphonit.
Subjectscanavoiddamagebytellingyouexactlywhat
you want to hear. Ignorance or silence is no defense. Ifadefilertriestouselandthatisunderaconservation
Targets can escape by leaving the spells range or by spelltopowerhisspells,hemustmakeaWillsaveorbe
silencingorkillingyou,preventingyoufromaskingmore unabletousethelandatall.Evenifhesucceeds,theland
questions. is considered as barren terrain for the purposes of
The spell is limited to 10 questions one per round. determiningthespellsDCandlevelcheckmodifier.
You can pose all the questions to one creature, or shift The area of ash the defiler actually creates when
your questioning to another creature within range, as tapping land under a conservation spell is half that of
suits your whim. The first time that a question is normal. A second attempt to pull power from the same
answered incorrectly (or not answered) a target takes area for the duration of the spell fails completely,
1d12firedamage,thesecondtime,2d12damage,thethird regardlessofanysuccessachievedthefirsttime.
time,3d12damage,andsoon.Atargetmustansweryour MaterialComponent:Adropofwater,adropofblood,
question(correctly)withinoneroundortakedamage. andasiftingofash.
Focus:Anopenflame.
Control Tides
Conflagration Transmutation[WaterorEarth]
Evocation[Fire] Level:Clr4,Drd4,Wiz6,Tmp6
Level:FieryWrath9 Components:V,S,M/DF
Components:V,S CastingTime:1standardaction
CastingTime:1standardaction Range:Long(400ft.+40ft./level)
Range:Medium(100ft.+10ft./level) Area: Water or silt in a volume of 10 ft./level x 10
Target:20ft.radiusspread ft./levelx2ft./level(S)
Duration:1round/level Duration:10minutes/level(D)
SavingThrow:None;seetext SavingThrow:None:seetext
SpellResistance:Yes SpellResistance:No

147

Stretching your hands towards the sky and shouting casters first assign the subject some sort of quest (via
incantations that echo off into the distance, you witness the geas/quest)orsimilarpenancetomakesurethecreatureis
instantchangingofthetide. truly repentant before casting conversion on its behalf.
The caster must be at least one level higher that the
Dependingontheversionyouchoose,thecontroltides subject.
spellraisesorlowersthelevelofwaterorsilt. Conversion may be cast for one of several purposes,
LowerTide:Thiscausessilt(orwaterorsimilarliquid) dependingonbeingcastonapreserveroradefiler:
to sink away to a minimum depth of 1 inch. The depth Preserver: This removes all taint of defiling from the
canbeloweredbyupto2feetpercasterlevel.Thesurface spellcaster.Thus,theWillsaveDCtoresistfallingtothe
is lowered within a squarish depression whose sides are pathofthedefilerisnowresetto10+levelofspellcastby
upto10feetlongpercasterlevel.Inextremelylargeand defiling.
deepbodiesofsilt,suchasdeepintheseaofsilt,thespell Defiler: A repentant defiler becomes a preserver and
creates a whirlpool that sweeps ships and similar craft cancastspellswithoutdamagingplantlife.
downward, putting them at risk and rendering them XPCost:Whencastforthebenefitofacreaturewhose
unable to leave by normal movement for the duration of guilt was the result of deliberate acts, the cost to you is
thespell.Whencastonwaterorsiltelementalsandother 500XP.Ifthesubjectisadefiler,thiscostisdoubled.
water or siltbased creatures, this spell acts as a slow MaterialComponent:Burningincense.
spell (Will negates). The spell has no effect on other Focus:Rareplantsandherbsworthatleast500Cp.
creatures.
RaiseTide:Thiscausessilt(orwaterorsimilarliquid) Cooling Canopy
toriseinheight,justasthelowertideversioncausesitto Conjuration(Creation)[Water]
lower. Silt skimmers raised in this way slide down the Level:Clr1,Drd1,Rgr1,Wiz1
sides of the hump that the spell creates. If the area Components:V,S,M,F
affected by the spell includes riverbanks, a beach, other CastingTime:1standardaction
landneartheraisedwaterorsilt,thewaterorsiltcanspill Range:Close(25ft.+5ft./2levels)
overontodryland.Witheitherversion,youmayreduce Target:Onecreature
one horizontal dimension by half and double the other Duration:12hours
horizontaldimension. SavingThrow:Willnegates(harmless)
ArcaneMaterialComponent:Apinchofdust. SpellResistance:Yes(harmless)
Note: This spell replaces the control water spell in the
PlayersHandbook. Abluecloudgathersintheskyaboveyourtarget,providing
shadefromthesunssearingrays.
Conversion
Abjuration Whencoolingcanopyiscast,a30ft.radiusbluecloud
Level:Drd5 gathersintheskyfarabovethetargetshead.Thiscloud
Components:V,S,M,F,XP blocks the direct rays of the sun and provides shade for
CastingTime:1hour anyonewithinthespellsradius.Thosesoprotectedneed
Range:Touch onlyonehalftheirnormalwaterration(oronequarterif
Target:Livingcreaturetouched resting instead of traveling) needed to prevent
Duration:Instantaneous dehydration.Acreaturemustspendthemajorityofthe12
SavingThrow:None hours underneath the cooling canopy to decrease their
SpellResistance:Yes(harmless) requiredwaterintake.
MaterialComponent:Adropofwater.
You share the herb concoction with the repentant wizard, Focus: A filmy bit of material (anything will do)
establishing a link between the two of you. You take upon stretchedoverthetopofastickortwig.
yourself the burden of sacrifice to remove his taint. As if
sucking poison from a wound, you feel a sharp sting as it Create Element
coursesthroughyourveins,slowlybeingdilutedbyyourblood Conjuration(Creation)[seetext]
untilitisgone. Level:Clr0
Components:V,S
Thisspellremovestheburdenofactsofdefilingfrom CastingTime:1standardaction
anarcanespellcaster.Thewizardseekingatonementmust Range:Close(25ft.+5ft./2levels)
be truly repentant and desirous of setting right their Effect:Elementcreated(seebelow)
destructionofplantlife.Ifthesubjectdefiledwhileunder Duration:Instantaneous
some sort of magical or psionic compulsion or was SavingThrow:None;seetext
otherwise unwilling, conversion operates normally at no SpellResistance:No
cost to you. However, if the defiling was deliberate and
willful, you must expend personal energy to cleanse the Bymerewordsandgesturesyouconjureamanifestationof
subject. This costs the caster 500 experience points to yourpatronelement,atestamenttoyourpowerasacleric.
expunge the subjects taint of defiling. Naturally, many
148


Thisspellcreatesasmallamountofthecasterspatron Betweenthefourstonemarkersetchedwithdruidicsymbols
element.Specificsforeachelementfollow: water sprouts from the ground as your ritual is completed,
Air:Anairclericcanconjurealungfulofpureair.This bringing into existence what will be a lush oasis a source of
aircanbebreathedbyanyonecharacterwithinrange.If lifeinthewastes.
thatcharacterisholdinghisbreathorsuffocating,heisno
longer suffocating and if he must continue to hold his Youcreatealushoasiswithintheconfinesofaringof
breath,hedoessoasifhehadtakenadeepbreathofair. standingstonesofyourcreation.Themaximumradiusof
The pure air also invigorates a creature if it is not theoasisis50feetpercasterlevelbeyond10th;youmay
drowningorsuffocating.Thecreaturereceivesa+4bonus create a smaller oasis if desired. Before the spell can be
onanycheckmadeforprolongedphysicalactivity(asthe cast,youmusterectacircleofstones.Eachstonemustbe
Endurance feat), provided the check is made within one atleast12feettallandnomorethan4feetwideorthick,
minute. roughhewnandoblong,andsetintothegroundtostand
Earth: An earth cleric can conjure a small amount of on end. Four stones must be placed around the area the
elemental earth. This earth can weigh no more than 1 oasiswillfill:onetothenorth,east,southandwestpoints
lb./level,butcanbeeitherlooseearthorunworkedstone. oftheoasis.Cuttingandplacingasinglestonerequires48
Thisconjuredearthappearsleveltotheground. workerhours, provided stones are readily available in
Fire:Afireclericcanconjureatorchsizedflameinthe the area and the workers have appropriate tools (chisels,
palmofhishand.(Thisdealsnodamagetotheclericand spikes, hammers, rollers). If tools or ready stones arent
has no danger of setting him or his equipment on fire.) available, this time may increase or, at the DMs
This flame provides light as a torch and lasts 1 discretion, the preparation may be impossible. Also,
round/level. The torch can be used to light flammable particularly skilled or capable workers may cut the time
objects aflame or as a weapon that deals 1 point of fire by as much as half. You can erect the stones yourself
damage (like a normal torch). If the flame is used in this through physical or magical labor, or you may enlist the
way,itdissipatesafterhittinganobjectorcreature. helpofanynumberofothercreatures.Afterthelaststone
Magma:Amagmaclericcansummonasmallamount isplaced,youmustcastcreateoasisfromtheexactcenter
of redhot magma. The magma appears anywhere in of the ring. Interruptions during the placement of stones
rangeatgroundlevel,providedthatspaceisnotoccupied do not negate the spell, provided all the stones are in
by a creature.The magma isa 5ft.radius circle. It deals placeatthetimeofcasting.
1d6 points of fire damage to any creature or object Once cast, the circle inside the stones is instantly
touching it. Itcools after one round into ablock ofstone transformedintoaplantfilled,waterrichoasis.Thetrees
thatweighs10lbs. and bushes are laden with nourishing, delicious fruits,
Rain:Arainclericcanconjureasmallrainstorm.This and small game birds and animals appear, supported by
storm rains 1 gallon of water/level over a 5ft.radius springsandpoolsoffresh,coolwater.Theoasiscanalso
circle. It puts out any torchsized or smaller fires in the sustain one Medium creature for every 50 square feet of
area. the oasis. Each night, lost animals, fruits, and water are
Silt: A silt cleric can conjure a cloud of silt that automatically replenished. Defiling magic still causes
surrounds the head of a creature within range. This silt permanent damage; subtract the damaged area when
obscures vision, inflicting a 1 penalty on attack rolls consideringtheoasisabilitytosupportlivingcreatures.
made for 1 round if the target fails a Fortitude save. The oasis remains intact until you physically move
Sightlesscreaturesarenotaffectedbythiscloud. beyond the ring of standing stones or until you
Sun: A sun cleric can conjure bright light. This voluntarily end the spell. Once ended, the oasis and the
functionsasthedaylightspellbutlastsonly1round. standing stones vanish, leaving the exact terrain that
Water: A water cleric can conjure up to 2 gallons of existedbefore.Thespellalsoendsifyouareslain.
water/level. This function exactly like the create water MaterialComponent:Fourstandingstones.
spellfromthePlayersHandbook. XPCost:100per50ft.radiusofoasiscreated.
Note: This spell has the same type as the element
conjured.Thisspellreplacesthecreatewaterspellfromthe Crusade
PlayersHandbook. Enchantment(Compulsion)[MindAffecting]
Level:Tmp7
Create Oasis Components:V,S,DF
Conjuration(Creation) CastingTime:1round
Level:Drd6 Range:20ft.
Components:V,S,M,DF,XP Area: The caster and all allies within a 20ft. burst,
CastingTime:10minutes centeredonyou
Range:Seetext Duration:1round/level
Effect:Amagicoasis SavingThrow:None
Duration:Seetext SpellResistance:Yes(harmless)
SavingThrow:None
SpellResistance:No
149

Through rallying words and broad gestures you summon In areas of silt, a black streak resembling a slow
the power of your king to inspire your troops to a crusade currentwillfollowthecursedcharacterwheneverheisin
againsttheinfidelsthatwoulddarestandagainstyou. contactwiththesurface.Thisincludeswadingorwalking
onthetopofthesiltbyspellormagicaldevices,butnot
When you cast this spell, you fire your allies with a theuseofasiltskimmerorfloater.Shouldyoucastseveral
divinefury.Youralliesgaina+4moralebonusonattack ofthesespellsonmultipletargets,youwillbeabletotell
rolls, damage rolls, and saving throws, and they are the various trails apart, even if they should cross or
immune to fear effects. They also receive 2d8 temporary overlap.
hitpointsforthedurationofthespell. Thetraildisappearswhenthespellexpires.

Curse Element Curse of the Choking Sands


Transmutation[Evil] Transmutation
Level:Clr1 Level:DesertMirage3
Components:V,S,M,DF Components:V,S,DF
CastingTime:1minute CastingTime:1standardaction
Range:Touch Range:Close(25ft.+5ft./2levels)
Target:Elementtouched Target:Onecreature
Duration:Instantaneous Duration:1day/level
SavingThrow:Willnegates(object) SavingThrow:Willnegates
SpellResistance:Yes(object) SpellResistance:Yes

Youchannelprofaneenergyintoaphysicalmanifestationof Uttering the dreaded curse makes your throat feel dry like
your element. It darkens for a moment as it is charged with sandpaper,butitisnothingcomparedtothefateofyourvictim
negativepower. whenheseekstoquenchhisthirst.

This transmutation imbues a small amount of the Theunfortunatevictimofthiscurseisunabletodrink
casters patron element with negative energy, turning it water for the duration of the spell. When he puts a
into an unholy element. Curse element otherwise acts like container to his lips, the water inside turns to sand,
blesselement,exceptthatanunholyelementdamagesgood usually pouring down the unfortunate victims throat. If
outsiders in the same way a holy element damages thevictimhasntdiedfromdehydration(DMG304)when
undeadandeviloutsiders. thespellends,hemaybegintodrinknormally.Ofcourse,
Material Component: A small amount of powdered everything that had turned to sand remains sand. The
silverworth25Cp. spell terminates if the cursed person is completely
immersed under water, and can also be broken by spells
Curse of the Black Sands thatendotherdivinecurses.
Transmutation
Level:Clr4,Drd3,BrokenSands2 Death Mark
Components:V,S Necromancy[MindAffecting]
CastingTime:1standardaction Level:Wiz2,SoulSlayer2
Range:Close(25ft.+5ft./2levels) Components:V,S,M
Target:Onecreature CastingTime:1standardaction
Duration:1day/level Range:Medium(100ft.+10ft./level)
SavingThrow:Willnegates Target:Onecreature
SpellResistance:Yes Duration:1min./level
SavingThrow:Willnegates
Oily black footprints appear in the earth and silt in which SpellResistance:Yes
thecreatureyoudesignatesteps.Aninixwouldhaveaneasier
timehidingitstracks. Theshardofobsidianturnstoblackdust.Yourvictimtakes
a gray pall to the skin, which feels clammy and rubbery, as if
When this curse is cast, the target leaves black, oily enteringasevereshock.
footprints in the earth or on silt. The prints are easily
trackedandcannotbeerasedordestroyeduntilthespell This spell marks the target for death. The target feels
expires. Any Survival checks to track the target have the hopelessandill,feelingasifithadonefootinthegrave.
DCreducedby10.Thesetrackscanbecovered,butnotby ThetargetbecomessickenedandlosesitsDexteritybonus
earth. A giant leaf, for example, could hide a few toarmorclass.
footprints,butthiswouldbeatemporaryfixatbest.The MaterialComponent:Asmallshardofobsidian.
target does not leave these tracks if he flies, teleports, or
climbs on a nonearthen surface (such as climbing
throughtrees).

150

Death Whip suffers1d4pointsoftemporaryConstitutiondamage,and


Necromancy thespellhasnoothereffect.
Level:Wiz3,SoulSlayer3 Material Component: A small piece of baked clay
Components:V,S,F wrappedincloth.
CastingTime:1standardaction
Range:Touch
Defiler Scent
Target:Whiptouched Divination
Duration:Concentration,upto1round/level;seetext Level:Drd0,Tmp0
(D) Components:V,S
SavingThrow:None CastingTime:1standardaction
SpellResistance:Yes Range:20ft.
Area:20ft.radiusburst
A dull streak of grey trails the whip and a faint moan is Duration:Instantaneous
heard when you crack it. The whip feels clammy to the touch, SavingThrow:None
andthosestruckbyithavelimpmotions. SpellResistance:No

Thisspellusesawhipasaconduitfornegativeenergy Your nostrils flare open, searching for the bitter scent of
fromtheGray.Acreaturedamagedbythewhiptakes1d2 smolderingfleshwhichaccompaniesdefilers.
pointsoftemporaryStrengthdamage.Thedamageisalso
dealt if the wielder trips a creature with the death whip. You can smell the presence of defilers within the
You must maintain concentration on the whip to sustain spellsareaofeffect.Thisspelldoesnotrevealthenumber
this spell, but if you wield the whip yourself, you may of defilers, their locations, or their strength; just their
attack with the whip as normal while maintaining presenceorabsence.Iftherearedefilersinthespellsarea
concentration. of effect, you smell the very strong odor of smoldering
Focus:Thetargetwhip. meat.

Dedication Detect Element


Enchantment(Compulsion) Divination
Level:Wiz3,Tmp3 Level:Clr0
Components:V,S,M Components:V,S
CastingTime:1minute CastingTime:1standardaction
Range:Touch Range:60ft.
Target:Onecreature Area:Coneshapedemanation
Duration:24hours Duration:Concentration,upto1min./level(D)
SavingThrow:Willnegates(harmless) SavingThrow:None
SpellResistance:Yes(harmless) SpellResistance:No

Clenching the cloth into the targets hand and uttering a Using your adoration of your element, you reach out with
groan,youcompletethespell.Thesmellofasweatymulworker yourmagicandyourmindtosenseitspresence.
fillsyournostrils.
Youcandetectaparticulartypeofelement(air,earth,
Thispotentspellprovidesbenefitstoasinglecreature fire,magma,rain,silt,sun,orwater).Youmustthinkofa
that is engaged in an ongoing activity, which must be typeofelementwhenusingthespell,butyoucanchange
named at the time the spell is cast. Any activity that the element each round. The amount of information
requiresfocusorexertioncanbenamed,suchasdigginga revealed depends on how long you search a particular
largetrench,repairingawall,orreadingalengthytome. areaorfocusonaspecifictypeofelement.
While engaged in this activity, the target needs no sleep 1stRound:Presenceorabsenceofthattypeofelement
for the duration of the spell, needs only onehalf of the inthearea.
food and water it normally would, and cannot becomes 2nd Round: Amount of element and the location of
exhaustedorfatigued.Thetargetalsoreceivesa+1morale each.Ifanelementisoutsideyourlineofsight,thenyou
bonus on all attack rolls, damage rolls, saving throws, discernitsdirectionbutnotitsexactlocation.
ability checks, and skill checks, provided that it relates 3rd Round: The strength and location of each aura. If
directly to the aforementioned task. At the end of the theobjectisinlineofsight,youcanmakeaSpellcraftskill
spellsduration,thecreaturemustrestforeighthoursor checktodeterminemoreinformationaboutasingleitem.
become exhausted and suffer 1d4 points of temporary
Constitution damage. This spell can only be cast on a
creature once every 72 hours. If dedication is cast on a
creature more than once in a single 72hour period, it

151

Elemental Armor
Check Transmutation[seetext]
Result InformationLearned Level:Clr4
20 Whethertheitemisnaturaloraspelleffect.(A Components:V,S,DF
normal Spellcraft check against DC 15 + spell CastingTime:1standardaction
levelcanthendeterminethenatureofthespell Range:Touch
effect.) Target:Yourshieldorarmor
25 Whethertheitemisacreatureoranobject. Duration:1min./level
30 The exact nature of the item (for example, SavingThrow:None
whetheranobjectisobsidianorstone,whether SpellResistance:No
airisbreathableornot).
Your armor glows with energy as it is imbued with
Each round, you can turn to detect an element in a elementalpower,grantingyouadditionalprotection.
new area. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 Youimbueasuitofarmororashieldwiththepowers
feetofwoodordirtblocksit. ofyourpatronelementorparaelement.Thearmorgainsa
Detect element can be made permanent with a +1 enhancement bonus for the duration of the spell, and
permanencyspell. an additional special quality depending on your patron
element or paraelement (see the list below). You become
Drown on Dry Land proficient in the armor this spell is cast upon for the
Transmutation duration of the spell. Creatures other than you wearing
Level:DrowningDespair6 thearmorenjoynobenefitsfromthespellseffects.At9th
Components:V,S level and every 3 levels thereafter, the enhancement
CastingTime:1standardaction bonus of the armor or shield increases by 1, to a
Range:Close(25ft.+5ft./2levels) maximumof+5at18thlevel.
Target:Oneairbreathingcreature Air:Arrowcatching*.
Duration:1hour/level Earth:Lightfortification.
SavingThrow:Fortitudenegates Fire:Fireresistance.
SpellResistance:Yes Magma:Fireresistance.
Rain:Electricityresistance.
Drawing the shape of a sea creature in the sand, then Silt:Acidresistance.
pointingatyourtargettransformsitslungstogills.Itgaspsfor Sun:Blinding*.
air,butitcanbreatheonlyinwater. Water:Coldresistance.
*These properties can be applied to armor with
Thesubjectgainstheabilitytobreathewater,butloses elementalarmor.
theabilitytobreatheinair.Thisspellcanbeusedtomake Thisspellssubtypeisthesameasthetypeofenergy
a creature drown on dry land, i.e. suffocate unless it youcast.
findssufficientwatertobreathein(DMG304).
Elemental Chariot
Echo of the Lirr Transmutation[seetext]
Evocation[Sonic] Level:Clr7
Level:Drd2,Rgr2 Components:V,S,F,DF
Components:V,S,F CastingTime:1standardaction
CastingTime:1standardaction Range:Touch
Range:30ft. Target:Chariottouched
Area:Coneshapedburst Duration:10minutes/level
Duration:Instantaneous(seetext) SavingThrow:None
SavingThrow:Fortitudenegates SpellResistance:No
SpellResistance:Yes
A brilliant flash of light dazzles you as you complete the
You open your mouth and mimic the forceful roar of the spell. When you regain your sight a magical chariot has
lirr.Asoundwaveripplestheairinaconebeforeyou,stunning appeared,readyforuse.
yourenemies.
Thisspellimbuesamasterworkchariotwithelemental
Creaturescaughtintheconeofsoundyouemitmust magic.Thecastermustprovideacrodluandadriverwith
makeasuccessfulWillsaveorbestunnedfor1d3rounds. the Handle Animal skill (though the caster may be the
Creaturesthatcannotheararenotstunned. driver).Thecrew(crodlu,driver,andpassengers)allgain
Focus:Alirrscale. damage reduction 10/magic against ranged weapons. All
ranged weapons fired from the chariot gain a +4

152

enhancement bonus and deal an additional 5 points of pass underwater for up to 1 round per caster level at a
elemental damage based on the element imbued (see time without the animals or passengers needing air. The
below). Clerics must choose the energy type that chariot and crodlu have a swim speed equal to the
corresponds their patron element. The chariot may make crodlusbaselandspeed.
horizontaljumpsusingthedriversHandleAnimalskill Thisspellssubtypeisthesameasthetypeofenergy
inlieuofaJumproll(butthechariotsgroundspeedstill youcast.
affectsthecheck).
Air:Sonic Elemental Storm
Earth:Acid Evocation[seetext]
Fire:Fire Level:Clr8,Drd7,SmolderingSpirit7
Magma:Fire Components:V,S
Rain:Electricity CastingTime:1fullround
Silt:Acid Range:Medium(100ft.+10ft./level)
Sun:Fire Area:Two10ft.cubes/level(S)
Water:Cold Duration:Instantaneous
Thisspellssubtypeisthesameasthetypeofenergy SavingThrow:Reflexhalf
youcast. SpellResistance:Yes
Focus:Themasterworkchariot.
Sheets of energy rise from the ground, enveloping the area
Elemental Chariot, Greater in destructive elemental energies. Streaks of elemental energy
Transmutation[seetext] forkandshootbackandforthwithdestructivepower.
Level:Clr9
Duration:1hour/level Whenanelementalstormspelliscast,thewholeareais
shot through with sheets of destructive elemental
A brilliant flash of light dazzles you as you complete the energies. The energies do not harm natural vegetation,
spell. When you regain your sight a magnificent chariot has groundcover,andplantcreaturesintheareayouwishto
appeared,readyforuse. exclude. Any other creatures within the area take 1d6
points of energy damage per caster level (maximum
Thisspellfunctionsaselementalchariot,exceptasnoted 20d6). The type of energy damage, as well as the energy
above and as follows. The spell provides the following descriptor of the spell, is chosen at the time of casting.
additionalbenefitsdependingontheelementimbued: Clerics must choose the energy type that corresponds to
Air: The chariot and crodlu gain a fly speed equal to theirpatronelement.
thecrodlusbaselandspeed(poormaneuverability). Air:Sonic.
Earth: The chariot and crodlu can burrow through Earth:Acid.
earth or solid rock at the crodlus base land speed. The Fire:Fire.
chariotleavesnotunnel Magma:Fire.
Fire: You can concentrate to make the chariot leave a Rain:Electricity.
wall of fire in its wake (on one edge of each square it Silt:Acid.
leaves).Thisfireactsasthespell,exceptthatitemitsheat Sun:Fire.
at half range on both sides and lasts 1 round per caster Water:Cold.
level. The chariot cannot leave a wake two rounds in a Thisspellssubtypeisthesameasthetypeofenergy
row. youcast.
Magma:Youcanconcentratetomakethechariotleave Note:Thisspellreplacesthefirestormspellinfromthe
molten lava in its wake (on one edge of each square it PlayersHandbook.
leaves) that takes 1 round per caster level to cool. Heat
risingfromthelavahasthesameeffectasawalloffire,as Elemental Strike
thespell,exceptitemitsheatathalfrangeonbothsides. Evocation[seetext]
Thechariotcannotleaveawaketworoundsinarow. Level:Clr5,Drd4,FieryWrath5,Tmp5
Silt: You can concentrate to make the chariot leave a Components:V,S,DF
wakeofcloudkill.Thiswakeactsasthespell,exceptthatit CastingTime:1standardaction
onlyfillseachsquarethechariotleaves,theclouddoesnt Range:Medium(100ft.+10ft./level)
move, and it lasts 1 round per caster level. The chariot Area:Cylinder(10ft.radius,40ft.high)
cannotleaveawaketworoundsinarow. Duration:Instantaneous
Sun:Thechariotshineswithsuchdazzlingbrightness SavingThrow:Reflexhalf
thatanyonewithin60feetthatlooksdirectlyatthechariot SpellResistance:Yes
mustmakeaFortitudesaveorbeblindedfor1d4rounds.
Thosewhosucceedatthesaveareinsteaddazzledforthe Acolumnofdivineandelementalenergyshootsdownward
sameduration. from the point you designate, striking those caught beneath it
WaterorRain:Thechariot,crodlu,andcrewallenjoy withthefuryofyourelement.
thebenefitsofthedisplacementspell,andthechariotmay
153

Eye of the Storm


An elemental strike produces a vertical column. The Abjuration
spell deals 1d6 points of damage per caster level Level:Wiz2,Clr3,Drd3,FuriousStorm2,Rgr3
(maximum15d6).Halfthedamageisenergydamage,but Components:V,S,M,DF
the other half results directly from divine power and is CastingTime:1standardaction
therefore not subject to being reduced by resistance to Range:30ft.
energybasedattacks.Thetypeofenergydamage,aswell Area:30ft.radiusemanationcenteredonyou
astheenergydescriptorofthespell,ischosenatthetime Duration:1hour/level.
of casting. Clerics must choose the energy type that SavingThrow:None
correspondstotheirpatronelement. SpellResistance:No
Air:Sonic
Earth:Acid Youcreateamagicalcalminthecenterofthestorm,anarea
Fire:Fire safefrompowerfulwinds,rainandsand.
Magma:Fire
Rain:Electricity Youcreateapocketofcalmina30ft.radiuscentered
Silt:Acid onyou.Thecirclemoveswithyou.Withinthecircle,the
Sun:Fire airiscalm,andpeoplemayconverseatanormalvolume.
Water:Cold Outsiderthecircle,theremaybearagingsandstormora
Thisspellssubtypeisthesameasthetypeofenergy terrifyingTyrstorm.Liketheeyeofahurricane,thearea
youcast. affectedbythespellremainsunharmed.Thestormroars
Note:Thisspellreplacestheflamestrikespellfromthe bybuthasnoeffectonthosewithintheshelteredeye.Eye
PlayersHandbook. of the storm does not exclude storms created by spells or
thestormlikeabilitiesofcreatures.
Elemental Weapon MaterialComponent:Afewgrainsofsandthrowninto
Transmutation[seetext] thewind.
Level:Clr4
Components:V,S,DF Fire Track
CastingTime:1standardaction Divination[Fire]
Range:Touch Level:BurningEyes4
Target:Yourweapon Components:V,S,M,DF
Duration:1min./level CastingTime:1round
SavingThrow:None Range:Medium(100ft.+10ft./level)
SpellResistance:No Target:Onecreature
Duration:1round/level
The weapon is imbued with elemental energy, providing SavingThrow:None
additionaloffensivecapabilitytoitsstrikes. SpellResistance:Yes

You imbue a melee weapon with the powers of your Afierysparkappearsthatfollowsthepathofacreatureas
worshipped element. The weapon gains a +1 doggedlyasadeserthoundfollowsascent.
enhancement bonus to attack and damage rolls for the
duration of the spell, and an additional special ability The caster identifies a target when casting the spell,
depending on your patron element. You are treated as eitherbynameorbyphysicaldescription(e.g.,theman
being proficient with the enchanted weapon. Creatures whostolethehightemplarspursetoday,orthewoman
other than you wielding the enchanted weapon do not I saw wearing the gray eye patch). A spark of flame
benefitfromthespell.Iftheweaponisadoubleweapon, appears harmlessly at the casters fingertipthe faithful
only one end is affected. At 9th level and every 3 levels houndreadyforthehunt.
thereafter,theenhancementbonusofthearmororshield Ifthetargethasnotbeenwithinrangeduringthelast
increasesby1,toamaximumof+5at18thlevel. 24hours,thentheflameleapsoffthecastersfinger,lands
Air:Throwing. onthegroundnearby,andextinguishesitself.Ifthetarget
Earth:Mightycleaving. has been within range, the flame leaps off the casters
Fire:Flaming. fingertip and flies toward the targets trail, striking the
Magma:Flaming. groundassoonasitpicksupthescent.
Rain:Shock. Thefiretrackislikeabrilliantflametravelingalonga
Silt:Keen. fuse.Initswakeisafaintlineofscorchedearthanddust,
Sun:Spellstoring. markingthepathofitsprey.(Thescorchmarksareeasily
Water:Frost. swept clean.) The flame moves from 0 to 240 feet per
Thisspellssubtypeisthesameasthetypeofenergy round, at a speed chosen by the caster, which can be
youcast. changed as a free action once per round. The fire track
burns with the strength and brightness of a torch. It

154

inflicts 1d6 points of damage upon those who get in its canonlyhaveonefissureopenatatimeuntilyouclose
way and sets combustible materials aflame. (A wise a fissure that you created, you cannot create another.
spellcasterdoesnotusethisspelltoinvestigateburglaries Fissureoffersseveralpossiblevarianteffects:
inacottonwarehouse.) Aqueous Fissure: You crack open the ground in a
The fire track can be foiled in a number of ways. It cylinder with 5 ft. radius and up to 200 ft. deep. The
cannotcrosswaterandisextinguishedbydoingso,butit fissure stops when it reaches underground water, if any
can cross silt. It can be snuffed out while in motion by exists. In all but the wettest areas of Athas, that ground
strong breezes, blowing sand, and heavy rain. If the water will not rush up to the surface of the new well;
pursued individual takes to the air or teleports, the fire someoneneedstoclimbdownintothefissuretoretrieve
trackcirclesinplaceuntilitstimeexpires.Mereclimbing, thewater.
leaping, or jumping (even across a chasm), however, Billowing Fissure: You cause the earth to first burst in
cannot foil the fire track, which always pursues in the an immediate shower of rocks, then, the next round, to
correctdirection. belch a gout of flame from the fissure, and afterward to
Material Component: A fragment of antennae from a emit nauseating gasses until sealed. The initial burst of
cilops, wrapped in wax. The wax is melted to cast the rocks inflicts 8d6 points of bludgeoning damage to
spell. creatures within 40 feet (Reflex save for half damage).
Treat the gout of flame as an elemental strike (fire), and
Firewater thenauseatinggassesthatfollowasastinkingcloudthat
Transmutation persistsuntil1d6roundsafteryousealthefissure.
Level:SkyBlitz1 Cavernous Fissure: This variant effectively opens a
Components:V,S jaggedcaveortunnelintotherock,10feetlongpercaster
CastingTime:1standardaction level.
Range:Close(25ft.+5ft./level) GapingFissure:Youopenacrackinthegroundinthe
Target:Onegallonofwater/level shape of a cylinder with 5 ft. radius and depth 5 ft. per
Duration:1hour/level caster level. Creatures standing in the fissure or within 5
SavingThrow:None;seetext ft. take 8d6 points of bludgeoning damage (no saving
SpellResistance:No throw),andmustmakeaReflexsaveorfallintothecrack.
Untilyousealthecrack,trappedcreaturescanattemptto
The water smells and tastes as normal, but it has the climbout(thefissurewallsarenaturalrock).
poisonousqualitiesoffermentedcactusmilk. OilyFissure:Likewithabillowingfissure,youcausea
burstofstones(8d6pointsofbludgeoningdamagewithin
You give water the intoxicating properties of brewed 40 ft., Reflex save for half damage), but in the second
spirits,suchaswineorbroy.Acupofthiswateractsasa round,adoubleradiusoilsprayissuesfromtheground,
poison(theFortitudesaveDCisequalsaveDCthisspell coveringeverythingwithina40ft.radiuswithflammable
would have) that deals no initial damage, and 1 point of oil. In the third and subsequent rounds, oil continues to
Wisdom damage and 1 point of Dexterity damage, as seep from the earth, but at an almost imperceptible rate.
secondary damage. Detect poison positively detects Untilyousealthefissure,thegroundwithin40feetofthe
firewater, but the water tastes and smells like normal fissurewillremainoily.
water. Steaming Fissure: Like with a billowing fissure, you
cause a burst of stones (8d6 points of bludgeoning
Fissure damagewithin40ft.,Reflexsaveforhalfdamage),butin
Evocation[Earth] the second and following rounds, scalding steam bursts
Level:MountainsFury9 fromtheground,continuingtoissuefromthefissureuntil
Components:V,S,M yousealit.Thesteamcloudhasa10ft.radiusandis40ft.
CastingTime:1standardaction high.Acreaturethatstartshisturnwithinthecloudtakes
Range:Medium(100ft.+10ft./level) 4d6pointsoffiredamage.
Effect:Seetext Volcanic Fissure: Like with a billowing fissure, you
Duration:Permanentuntilclosed cause a burst of stones (8d6 points of bludgeoning
SavingThrow:Seetext damagewithin40ft.,Reflexsaveforhalfdamage).Inthe
SpellResistance:No second round, magma issues in a spurt from the fissure,
inflicting10d12pointsoffiredamagetothosestillwithin
Theveryearthitselfcomesalivewithfuriousanger,which 40 ft. Each subsequent round, victims take an addition
is unleashed in the form of a great maw spewing forth deadly 1d12 points of fire damage for 10 rounds as the magma
elementalmatter,ravaginganycreatureunfortunatetobenear cools.Eachgallonofwaterusedtocoolthemagmaonone
it. victim reduces the magma cooling time by 1 round,
preventing1d12pointsofdamage.
You open a fissure in natural earth or stone; you can MaterialComponent:Asculpturemadeofigneousrock
sealthefissurewithaword(afreeaction).Youcanleave worthatleast50Cp.Youdashthissculptureagainstthe
a fissure open for rounds, minutes, or decades, but you groundatcastingtime.

155

Flame Harvest points of nonlethal damage from battering. If a creature


Evocation[Fire] staysafloat,itmustcontinuetomakeaSwimcheckevery
Level:Drd8,FieryWrath7 round. After 5 successful Swim checks, the creature
Components:V,S,DF successfully reaches the bank of the fastflowing river.
CastingTime:1hour Thefloodcarriescreaturesalongwithitdownstreamuntil
Range:Touch itemptiesintoalargerchannel,oradistanceof10miles
Area:Upto365ft.by5ft.squares(S) (in which case the flood has run its limit), whichever
Duration:Seetext occursfirst.Creaturescaughtinthefloodarecarriedata
SavingThrow:Reflexhalf speedof90feetperround.
SpellResistance:Yes Outside a Flood Plain: This spell is far less devastating
inanopenplain.Waterpoursfromthesky,seeminglyout
You slowly walk the area to be trapped for an hour, of nowhere, absolutely drenching a 100footradius area
envisioningtherisingflamesandsettingontheconditionsthat andreducingvisibilityto10feet.Tinycreaturesareswept
willtriggeritsactivation. off their feet and must make a Swim check (DC 10) each
round to stay afloat; Small and Medium creatures are
You create a trap in a large field, copse of wood, or checked,andverbalcommunicationisimpossibleforthe
other flammable area, to be triggered by predefined durationofthestorm(1minutepercasterlevel).Allfires
conditions.Youmayleavethearea,andthetrapremains within the area of effect are instantly quenched, and fire
setfor1month. spellssuchasfireballareimpeded(asifunderwater).
Thetriggerconditionsmaybeassimpleorascomplex
as you like, but they cannot be changed once the spell is
Fools Feast
placed.Youshouldbecarefulaboutthewording,lestthe Transmutation
traptriggerunintentionally.Somepossibleconditionsare: Level:Tmp4
whenever anyone sets foot in this grove, or whenever a Components:V,S,DF
templardrawhisorherweapon.Whenthetraptriggers, CastingTime:10minutes
the area is engulfed in flames, dealing 8d8 points of fire Range:Medium(100ft.+10ft./level)
damage to creatures and objects in the area. The site Target:Feastforonecreature/level
continues to burn normally, and creatures in the area Duration:1hourplus12hours;seetext
takes 1d6 points of fire damage until the fire burns itself SavingThrow:None
out. SpellResistance:Yes(harmless)

Flash Flood Let the fools feast, lulling themselves into perceived safety.
Conjuration(Creation)[Water] Little do they know that each bite makes them all the more
Level:DrowningDespair8,Drd9 susceptibletoyourploys.
Components:V,S
CastingTime:1standardaction You turn an ordinary banquet into a nourishing feast
Range:Long(400ft.+40ft./level) with the same 12hour blessing effect as the food and
Area:Onemileupstreamanddownstreamofachosen drink provided by the heroes feast spell. In addition, you
point,ora100ft.radiuscircle receive a +4 circumstance bonus to interaction checks
Duration:Instantaneousor1min./level (suchasBluff,Diplomacy,Intimidate,andSenseMotive)
SavingThrow:None when dealing with those who have consumed the feast.
SpellResistance:No Thisspellcanonlybecastonasufficientsupplyofclean,
unpoisoned, edible food and wine. This spell enhances
Youopenagatewaytotheelementalplanes,conjuringforth thefoodsappearance,flavor,andtexturetoresemblethe
a powerful wave of water, which floods the land. The flood is ambrosia and the sumptuous food available through
accompaniedbytheroarsoftheragingsea. heroesfeast.

Thisspellismosteffectiveinariverorstreamsflood
Footsteps of the Quarry
plain,oranothercontainedarea,suchasatwistedcanyon Divination
in a mountain pass, in rocky badlands terrain, or even a Level:Rgr2,Tmp2,Wiz2
driedoutriverbed. Components:V,S,M
Flood Plain: If cast in a river or streams flood plain, CastingTime:1standardaction
flash flood causes the river to overflow its banks as its Range:Personal
levelrises40feetfromthecurrentlevelwithfastmoving Target:You
water.Youchooseapointoftheriver.Fromthatpointto Duration:1hour/level(D)
amileupstreamandamiledownstream,theriversflood
plainbecomesfullwithwater.Allcreaturescaughtinthe If your quarry has passed through here during the last 24
flood must make successful Swim checks (DC 20) or go hours, its path shall be revealed to you in the form of ghostly
under. Each round underwater, a victim suffers 1d8 footprints.

156

whipaboutthestormsarea,leavinga10ft.diametereye
Thisspellallowsyoutofollowthetracksofaspecific where you and your companions may stand unharmed.
creature or person named at the time of casting. The In addition to the effects of hurricane force winds (DMG
person so named must have traveled through the area 94), creatures and unattended objects take 2d8 points of
withinthelast24hours. damage per round until they leave the area. All
The spell creates a line of footprints that lead in the unprotected flames in the spells area are extinguished.
direction taken by the person being tracked. The Note that this spell does not create the tiny shards; sand
footprintsfadeintoinvisibilityonceyouhavepassed.You orsiltmustbewithinrangeforthisspelltotakeeffect.
are treated as having the Track feat and receive a +20
bonusonSurvivalcheckstofollowtracksofyouquarry. Gloomcloud
If the quarry travels in a way other than on land, the Enchantment[MindAffecting]
trail ceases. Only after the quarry has resumed traveling Level:Wiz4
bylanddoesthetrailcontinue. Components:V,S,M
This spell works against tracklessstep or other forms CastingTime:1standardaction
ofconcealingtracks. Range:Close(25ft.+5ft./2levels)
Material Component: A piece of straw and a bone Target:Onecreature
needle. Effect:Cloudthathoversovertargetshead
Duration:1min./level(D)
Ghostfire SavingThrow:Willnegates
Necromancy[Death] SpellResistance:Yes
Level:Wiz4
Components:V A gloomy cloud appears over a creature that becomes
CastingTime:1standardaction despaired and succumbs to apathy, leaving it little more than
Range:Close(25ft.+5ft./2levels) helpless.
Range:40ft.
Area:Coneshapedburst Gloomcloud creates a small, gray cloud over the
Duration:Instantaneous creatures head. Only the creature affected by the cloud
SavingThrow:Fortitudenegates can see it and it moves with the creature. The despair
SpellResistance:Yes causedbythegloomcloudissoprofoundthatthevictim
can do nothing but walk slowly, sit silently, or weep in
Afterutteringthechant,ageyserofnebulouslightsprings frustration. If attacked, his actions are determined by
forthfromyourhand,coveringyourenemiesinacrimsonhue. rollingd%atthebeginningofhisturn:0150,donothing;
Then as the hue fades they begin to scream, as the flesh from 5170,defendshimselfbutisconsideredshakenandalso
theirbodiespoursoff. suffersa1penaltytoAC;71100,reactsnormally.
Attackers are not at any special advantage when
This spell functions like circle of death, except that the attacking an affected creature. Note that an affected
spellslays2HDworthoflivingcreaturespercasterlevel characterwillnotmakeattacksofopportunity.
(maximum40HD)andnocreatureofmorethan5HDcan MaterialComponent:Adropofdirtywaterandasmall,
beaffected. twistedlengthofchain.

Glass Storm Gray Beckoning


Evocation[Air,Earth] Conjuration(Summoning)[Evil]
Level:BrokenSands6 Level:DeadHeart6,Wiz7
Components:V,S Components:V,S,M
CastingTime:1standardaction CastingTime:1round
Range:0ft. Range:Medium(100ft.+10ft./level)
Area: Sphere with 50ft.radius minus 10ft.radius Effect:Oneormoresummonedzombies
eye Duration:1min./level
Duration:1round/level SavingThrow:None
SavingThrow:Seetext SpellResistance:No
SpellResistance:No
A small vortex appears accompanied by the stench of
Acyclonerisesfromtheground,whirlingupsandandsilt. decaying flesh. A rotting hand appears, as a powerful zombie
Tiny crystal shards are separated from the particles, and they clawsitswayoutofthedimensionalportal.
arepropelledbythehowlingwind.
This spell briefly opens a conduit to the Gray,
Thispowerfulversionofthesandsprayspellnotonly allowing negative energy to slip through and form Gray
liftsandseparatestinycrystalshardsfromsandorsilt;it zombies(TotDL42).YoumaysummononeGrayzombie
creates a 100 mph wind to propel them. The particles per caster level. Summoned zombies attack you unless

157

youpromisethempaymentfortheirservices;theundead Hand of the Sorcerer-King


canbesatisfiedbydevouringlivingvictimswithtotalHD Abjuration
equaling the number of zombies summoned. When Level:Tmp1
destroyedorwhenthespellends,thesummonedzombies Components:V,DF
becomeinsubstantialandmeltbackintotheGray. CastingTime:1standardaction
MaterialComponent:Agrayclothandapieceofbone. Range:Personal
Target:You
Gray Rift Duration:1min./level
Conjuration(Creation)[Evil]
Level:DeadHeart7,Tmp9,Wiz9 Youcalluponyoursorcererkingsprotectiontoshieldyou
Components:V,S frommalignantspells.
CastingTime:1round
Range:Medium(100ft.+10ft./level) Youreceivea+2sacredorprofanebonustoallsaving
Effect:Diamondshapedrift30ft.highand15ft.wide throws against spells and spelllike abilities, depending
inthemiddle onthealignmentofyoursorcererking.
Duration:Concentration+1d6rounds
SavingThrow:None;seetext Heartseeker
SpellResistance:No Transmutation
Level:Clr9,Drd9,ForgedStone8
CallinguponthenegativeenergyoftheGraytobolsterthe Components:V,S,XP
unliving,youconjureatwodimensionaldiamondshapedrift. CastingTime:1minute
An overwhelming stench of decay assaults your nose, Range:Touch
confirmingtheconnectiontotheplaneofthedead. Target:Onepiercingweapon
Duration:Permanent
This spell tears and holds open a rift between Athas SavingThrow:None;Fortitudepartial
and the Gray. The rift itself is a twodimensional, SpellResistance:No
diamondshaped plane 30 feet high and 15 feet wide in
the middle. Any creature that touches the rift is affected Youtransformthepointedweaponintoatrueharbingerof
as if you cast harm on it. A character that attempts to death,aweaponwhichsproutsrootswhenithitsitstarget.The
dispeltheriftandfailsisalsosubjectedtoharm.Onceper roots and branches seek out vital organs, instantly killing or
round as a move action, you can move the rift 30 feet in lethallywoundingthevictim.
any direction within range. If you cease concentration or
are slain, the rift lingers for 1d6 rounds without moving This terrible spell is cast on a piercing weapon made
and then dissipates. All undead creatures within range partiallyofwood,usuallyaspearoranarrow.Whenthe
gain a +4 profane bonus to Strength, 3 bonus hit points weapon damages a creature, the wooden shaft of the
perhitdie,andfasthealing1. weapon begins to sprout as if growing. The roots and
branchesseekoutvitalorgansasasourceofnutrients.If
Groundflame thecreaturefailsaFortitudesave,thevinesburstthrough
Conjuration(Creation)[Acid] thevictimsvitalorgans,killinghiminstantly.Ifthesave
Level:Drd5,Wiz6 issuccessful,thecreaturemanagestopulltheweaponout
Components:V but takes 10d8 points of damage. The weapon is
CastingTime:1standardaction destroyed after being used. Creatures immune to critical
Range:Medium(100ft.+10ft./level) hitsautomaticallymaketheirFortitudesave.
Effect:Cylinder(20ft.radius,5ft.high) XPCost:100XP.
Duration:Instantaneous
SavingThrow:Fortitudehalf Heat Lash
SpellResistance:Yes Evocation[Fire]
Level:Clr1
A glob of fluorescing green gas spews from the ground. In Components:V,S
the blink of an eye, it changes color to vibrant blue. Then a CastingTime:1action
blindingflashandallofyourenemiesareinsuffering. Range:Medium(100ft.+10ft.perlevel)
Target:Onecreature
A highly corrosive mist deals 1d6 points of acid Duration:Instantaneous
damagepercasterlevel(maximum15d6)toeachcreature SavingThrow:Fortitudepartial;seetext
inthearea. SpellResistance:Yes

A gust of heat strikes your foe, as if exiting a cool cellar
establishmenttofacethesunatnooninthecitystates.

158

The target suffers 1d4+1 points of fire damage and is Duration:Instantaneous


knockedback5feetbythesuddenheat.Asuccessfulsave SavingThrow:None;seetext
reduces the damage by half and prevents the creature SpellResistance:Yes
frombeingknockedback.
You hold your palm in front of your face and gently blow
Illusory Talent the magical parasites into the air. They dart towards your
Illusion(Glamer) enemies,takingrootinclothes,hairandflesh.
Level:Wiz1
Components:V,S Tinyparasitestakerootintheclothes,hair,andskinof
CastingTime:1standardaction livingcreatureswithinthearea.Thevictimsrarelyrealize
Range:Medium(100ft.+10ft./level) aspellhasbeencastonthemtheymustmakeaWisdom
Target:Youplusuptoonewillingcreature check (DC 20) to sense the parasitesso the symptoms
Duration:10min./level are usually the first sign of the spells effects. It takes 1
SavingThrow:Willdisbelief(ifinteractedwith) day before infestation sets in. A remove disease or heal
SpellResistance:No spell removes the parasites, as do spells that repel or
destroyinsects.
Youdisguiseanyimperfectionsinyouractthroughmagical Even if the infestation is removed, a creature must
assistance,makingitappearthatyouarefarmoreskilledthan healitseffectsseparately.Thosewhohavelosttheirsight
whichisthecase. to eye mites, for example, need aspell thatcould restore
vision, such as remove blindness/deafness. A heal spell,
You make it seem as though you and a single other however,curesallinjuries.
willing person possess talent in performance ability. You Youchoosethetypeofparasitefromthefollowinglist:
both receive a +10 bonus on Perform checks. This spell Ear Mites: These microscopic creatures cause
doesnotactuallyimpartanyskillorlearning;youdonot permanentdeafnessin1d6+6days.
perform any better than you could before, but it appears Eye Mites: Eye mites cause permanent blindness in
to observers that you do. However, simply watching or 1d6+6days.
listening to the performance counts as interaction, and DesertLice:Desertlicecausetheirhosttofeelgenerally
observers may make a Will save to notice the illusion. unhealthy,uncoordinated,anddizzy.Thevictimssuffera
Otherwise,theperformanceappearsflawless. 4penaltyonallsavingthrows.
Sand Fleas: While these tiny creatures arent deadly,
Image of the Sorcerer-king they are a source of constant itching and discomfort.
Necromancy[Fear,MindAffecting] Anyone infected by sand fleas cannot heal wounds
Level:Tmp3 naturally, due to misery and discomfort. The victim
Components:V,DF becomescrankyandirritable,resultingina2penaltyon
CastingTime:1standardaction all interaction checks (such as Bluff, Diplomacy,
Range:Touch Intimidate, and Sense Motive) and initiative rolls. Sand
Target:Creatureorcreaturestouched(uptoone/level) fleas notoriously leap from host to host, almost like a
Duration:10minutes;seetext contagious disease. Anyone coming into contact with an
SavingThrow:Willnegates afflicted creature must make a Fortitude save or become
SpellResistance:Yes infestedaswell.
Mind Worms: These tiny vermin infest a victims hair
Upon touching your enemy with your sigil, it receives a and secrete a drug that excites certain portions of the
frighteningvisionofyoursorcererking. brain,causinghallucinations,delirium,andhysteria.The
worms effects grow in time, so the first few
This spell protects the sorcererkings agents from hallucinationsaremildandprobablyundetectablebythe
aggressors.Youmaymakeameleetouchattackwithyour victims companions. Eventually, his condition
sigil up to one time per caster level. A touched creature deteriorates, and it becomes obvious that he is suffering
must succeed on a Will save or become frightened. On a from some mindaltering ailment. Whenever in combat
successful save the target is shaken for one round. (or other stressful situations) the character becomes
Creatures with more than 10 Hit Dice are unaffected by confused (as the spell). Each day, he must make a Will
thespell. saveorbecomepermanentlyconfused.

Infestation Klars Heart


Conjuration(Summoning) Transmutation
Level:Clr7,Drd6,RuinousSwarm6,Wiz7 Level:Drd4,Tmp5
Components:V,S Components:V,S,DF
CastingTime:1standardaction CastingTime:1round
Range:Medium(100ft.+10ft./level) Range:20ft.
Area:Livingcreaturesina10ft.radiussphere Target: All living creatures within a 20ft. burst,
centeredonyou
159

Duration:1round/level Lighten Load


SavingThrow:Willnegates(harmless) Transmutation
SpellResistance:Yes(harmless) Level:Clr3
Components:V,S,DF
You transform nearby creatures into beings as fierce as CastingTime:1standardaction
klars,increasingtheirfightingcapacity. Range:Touch
Target:Creaturestouched
Youmagicallyenhancethecombatabilityofallliving Duration:2hour/level
creatures, allies and enemies alike, within 20 feet SavingThrow:Willnegates(harmless)
(including you). Subjects of the spell receive a +4 SpellResistance:Yes(harmless)
enhancement bonus to Strength and +1d4 temporary hit
points per two caster levels. When the spell ends, any Therancidsmellofakankherdfloatspastyouasyouimbue
remainingtemporaryhitpointsfromitseffectarelost. creatureswithincreasedstrengthforcarrying.

Legendary Stonecraft You increase the carrying capacity of up to one
Transmutation creature per caster level. Divide the duration by the
Level:ForgedStone9 number of subjects. The subjects carrying capacity is
Components:V,S,XP quadrupled.
CastingTime:1minute
Range:Long(400ft.+40ft./level) Liquid Lightning
Target:Youandotherwillingcreatureswithinrange Evocation[Electricity]
Duration:12hours;seetext Level:SkyBlitz8
SavingThrow:None SavingThrow:Fortitudehalf;Reflexhalf;seetext;
SpellResistance:No
You prepare a deadly trap that will electrocute those who
Time slows to a halt when you embrace solitude. Tyr was dareapproachthewater.
not built in one day, but you will perform great acts of
constructionbeforenightfall. This spell functions as water shock, except as noted
aboveandasfollows.Aneffectsimilartochainlightning
This spell can only be cast at sunrise, in an isolated strikes the first creature to touch the water, with
location with no onlookers. Legendary stonecraft stretches secondary bolts striking all creatures within 60 feet. The
out the duration of the day with respect to stonecraft creature that triggers the trap suffers 1d6 points of
digging ditches, quarrying stone, building masonry, electricitydamagepercasterlevel(maximum20d6)andis
carvingstone,etc.Whilethespellendures,thesunseems paralyzed for 1d6 minutes if it fails its Fortitude save.
to stay still in the sky, and neither you nor your fellow Secondary targets receive half damage and are not
stoneworkershaveneedoffood,drink,orsleep.Theday paralyzed.
seemsendless,andindeed,foryou,itvirtuallyis.Youcan
choose how long to make the day last in terms of your Lungs of Water
labor;however,youcannotmakecreaturesworkformore
Conjuration(Creation)[Water]
than a year. Every subject must willingly participate in
Level:DrowningDespair4
this spell at its casting. If any other creature enters the
Components:V,S,M
spells range, or even views its effects, legendary
CastingTime:1standardaction
stonecraft abruptly terminates. Similarly, if anyone uses
Range:Close(25ft.+5ft./2levels)
the time to do anything other than stonecraft, the spell
Target:Onebreathingcreature
terminates.
Duration:Concentration(D)
All subjects age as normal for the number of
SavingThrow:Fortitudenegates
workdays. For example, if you stretched the day to the
SpellResistance:Yes
maximumoneyearsworthofwork,youandallyourco

workers would age one year during this time, even
You spit towards your foe. As the phlegm trickles, your
thoughonlyadaypassedfortherestoftheworld.
enemys eyes widen as it coughs up water and begins to
XPCost:10XPpersubjectperworkday.Forexample,
suffocate.
ifyouhave19workers(plusyou)andwishtostretchthe

dayinto100workdays,itwouldcost2,000XP.
This spell magically creates water inside a victims
lungs, drowning it if it cannot cough the stuff up.
Creatures that do not need to breathe are unaffected by
thisspell.
If the target succeeds on a Fortitude save when you
castlungsofwater,itisunaffected.Ifitfailsitssave,itcan

160

still continue to take choking breaths each round with a Magic Trick
standardaction. Illusion(Phantasm)[MindAffecting]
An affected creature can attempt to take actions Level:Wiz2
normally (instead of consciously controlling its Components:F
breathing), but each round it does so, beginning in the CastingTime:1standardaction
round when it failed its Fortitude save, the subject risks Range:Close(25ft.+5ft./2levels)
blacking out from lack of oxygen. It must succeed on a Area:20ft.radiusspread
Fortitudesaveattheendofanyofitsturnsinwhichitdid Duration:1min/level(D)
not consciously take a breath. The DC of this save SavingThrow:Willnegates
increases by 1 in every consecutive round after the first SpellResistance:Yes
one that goes by without a breath; the DC drops back to
itsoriginalvalueifthesubjectspendsanactiontotakea You perform your tricks, concealing the fact that you use
breath. magic to aid you. While everyone focuses on your little mask,
IfasubjectfailsaFortitudesave,itbeginstodrown(0 theyfailtonoticeyourlipsmovingandyourhandgestures.
hp).Inthefollowinground,itdropsto1hitpointsandis
dying. In the third round, it drowns. Curing spells or Firstdevelopedbyarenamages(APXII7)whousedit
powers can revive a dying subject normally, so long as to help disguise their spellcasting, this spell conceals the
this powers duration has expired; if the power is still in casting of other magic. When cast, magic trick makes
effect,arevivedcreatureisstillsubjecttoFortitudesaves other magic seem to be the result of ordinary
ineachroundwhenitdoesnotconsciouslybreathe. prestidigitators tricks. You receive a +10 circumstance
Material Component: Your saliva, spat at the intended bonus on resisted Bluff checks made to disguise
victim. spellcastingwhilethespellisineffect.
Focus:Atinyclothmaskwithnoeyeholes.
Mage Seeker
Divination Magma Tunnel
Level:Wiz4,Tmp4 Transmutation[Earth,Fire]
Components:V,S,F Level:MountainsFury8,Wiz9
CastingTime:10minutes Components:V,S
Range:Touch. CastingTime:1minute
Target:Oneobjectusedasfocus Range:0ft.
Area:20ft.+20ft./levelradiuscirclecenteredonyou Area:10ft.diametertunnel
Duration:1day Duration:1min./level
SavingThrow:No SavingThrow:None;seetext
SpellResistance:No SpellResistance:No

Thepointerswirlsuntilitcomestoarest,pointingoutthe By heating the very fabrics of earth, you create a flow of
directionofthemostpotentwizardtobeherethelastdayand magma,whichburrowsatunnel.Themagmaisaccompaniedby
night. a sulphurous smell and misty vapors. When the magma
hardens,youcanpassthroughunharmed.
When mage seeker is cast, the selected object (see
below)glowsslightlyandpivotstopointinthedirection Youcantunnelthroughsolidearth,rock,sand,orsilt,
ofthemostpotentwizard(notyou)whohasbeeninthe by liquefying it into flowing magma. The liquid rock
areaofeffectwithinthelast24hours.Theitembecomesa movesoutofthewaytoallowyoutopass,andhardensin
sort of compass that continually readjusts to point the that position, creating a permanent, nonmagical tunnel.
directionofthewizarditfirstlocated. The tunnel forms at a rate of 30 ft./round through sand,
If a name or description of a wizard is stated at the silt, or wood, 20 ft./round through solid earth and 10
time the spell is cast, the seeker will home in on that ft./roundthroughrockormetal.Anycreaturesorobjects
particular wizard if he has been within the area of effect caught in the magma current while the tunnel is being
within the last 24 hours. If the particular wizard is not createdsuffer10d6pointsoffiredamage(Reflexsavefor
detected,theseekerstaysimmobiletoindicatefailureand halfdamage).
canbeusednormally1roundafterwardstoseekoutthe It takes one day for the heat to dissipate enough for
mostpotentwizardwhohasbeenintheareaofeffect. the unprotected to enter, although you are magically
Focus: The object that is to be used as the seeker (an protectedforthedurationofthespell.Creaturesentering
arrow,dart,orpieceofboneorwoodthatisshapedlikea thetunnelunprotectedduringthistimesuffer1d6points
pointer)andafewgrainsofsand. offiredamageperroundfromtheextremeheat.
The tunnel is formed at a rate of 30 ft/round through
sand,siltorwood,20ft/roundthroughsolidearthand10
ft/round through rock or metal. Any creatures or objects

161

caught in the magma current while the tunnel is being


createdsuffer10d6pointsoffiredamageperround Withutmostcareyouprepareadungcasingtoprotectthe
delicate seeds and cuttings, so that they may be transported
Molten elsewhereandsproutnewplants.
Transmutation[Earth,Fire]
Level:BrokenSands8 You render up to 10 cuttings or seeds dormant and
Components:V,S,M suitable for transport. The seeds or cuttings can then be
CastingTime:1standardaction taken to an area where inclement weather, lack of
Range:Medium(100ft.+10ft./level) moisture, or other problems have kept plants from
Area:Uptoone5ft.cube/level(S) growing.Thedormantseedsorcuttingsareplantedthere
Duration:Concentration;seetext andwillmagicallytakerootandcanbeusedtostartnew
SavingThrow:Seetext patches of vegetation, anchoring the soil and creating an
SpellResistance:No environment suitable for more plants to survive. This
spell protects the transplants from normal weather
Rock and sand heats to its melting point, causing blisters conditions, but defilers, hungry animals, or unnatural
and searing wounds for creatures in contact with the earthen phenomenon (like TyrStorms) can still destroy the
ground.Concentrating,youcausetheearthtoburstopenwith plants.
smokyflames,incineratingthosestillaround. Material Component: A tiny bit of dung and a drop of
water.
This spell heats rock or sand to its melting point in a
matterofrounds: Oil Spray
1st Round: Earth dries; rock or sand heats up. Conjuration
Creatures in contact with the ground take 4d8 points of Level:MountainsFury4
firedamage(Reflexsaveforhalfdamage). Components:V,S,DF
2nd Round: Creatures in contact with earthen ground CastingTime:1standardaction
take 2d6 points of fire damage (Reflex save for half Range:Medium(100ft.+10ft./level)
damage). Rock continues to heat up, increasing the Area:20ft.radiusspread
damageto8d6pointsoffiredamage(Reflexsaveforhalf Duration:Instantaneous
damage). Sand liquefies into glass; any creature still SavingThrow:Seetext
standing in the area falls into the molten glass, taking SpellResistance:No
16d6pointsoffiredamage(nosave).Creaturesoutsideor
above the area but within 10 feet take 1d6 points of fire Fountains of flammable oil spout up from the ground,
damage(nosave). showeringeverythinginvicinitywithsticky,blackliquid.
3rd Round: Earth bursts into smoky flames, and
creatures in area take 10d6 points of fire damage (Reflex When you cast this spell over rough earth or sand,
save for half damage). Rock melts into magma; any fountains of flammable oil spout up from the ground,
creature still standing in area falls into the lava, taking coveringeverythingwithina20footradius.Creaturesin
20d6 points of fire damage (no save). Molten sand theareamustmakeaReflexsaveorbecoveredinoil.The
continues to burn immersed creatures. Creatures outside spell effectively causes the area to suffer the effects of a
orabovetheareabutwithin10feettake2d6pointsoffire grease spell. The oil itself isnt particularly dangerous
damage(nosave). unless ignited. Burning oil inflicts 2d8 points of fire
When you cease concentrating, the spell terminates, damage+2pointspercasterlevelitsfirstround,and1d8
andthemoltenareabeginstograduallycool.Everyhour points of fire damage + 1 point per caster level in the
thatpasses,reducethedamageinflictedbysteppinginto second round. The oil burns off by the third round, but
the area by one die of damage. Eventually molten sand creaturesthatwerecoveredinoilstillburn,astheyhave
coolstosolidglass,whilescorchedearthandmoltenrock caughtfire,suffering1d6pointsoffiredamageperround
coolintoigneousrockandash. until the fire is put out. If the oil isnt ignited, it will
MaterialComponent:Asmallpieceofobsidianorglass. remain until removed by no less than 30 minutes of
scrubbingorwashing.Thus,anycreaturethatiscovered
Nurturing Seeds with the oil is at risk of being ignited by as little as a
Abjuration spark.Acreaturethatenterstheoilcoveredareaafterthe
Level:Drd0,Rgr1 initial gush is not at risk of being ignited because it was
Components:V,S,M,DF notdousedbytheoil,butitstilltakesdamageifitenters
CastingTime:1standardaction theareawhenitisaflame.
Range:Touch
Target:Upto10seedstouched Pact of Darkness
Duration:Permanent Necromancy
SavingThrow:None Level:Wiz9
SpellResistance:No Components:V,S,M

162

CastingTime:1minute Focus: The silver cup (worth at least 50 Cp), which is


Range:Close(25ft.+5ft./2levels) ornamentedwithdrawingsofrain.
Effect:Onesummonedshadowgiant
Duration:Instantaneous Plant Renewal
SavingThrow:None Transmutation
SpellResistance:No Level:Drd1
Components:V,S,M
Surroundedbyshadowyillumination,youcutyourfinger, CastingTime:1standardaction
letting a drop of blood fall to the ground sealing your pact Range:Touch
withtheshadowgiant,whichacceptsyourobsidianspheresas Target:Oneplant
paymentforitsservices. Duration:Instantaneous
SavingThrow:None
Tousethepactofdarknessspell,youmustbeinanarea SpellResistance:No
of shadowy illumination. You create a pact between you
and a shadow giant. If you know an individual giants Yourcaringtouchrestoresthedyingplanttolife.Itscolor
name, you may request that individual by speaking the returns,andtheairfeelsfresherforamoment.
name during the spell (though you might get a different
giantanyway). Youreviveasingleplantthathasbeenmostlywilted
Youmayaskthegianttoperformonetasktakingup ordriedout,butnotcompletelyturnedtoash.Theplant
to one hour in exchange for a payment of 10 perfect may have suffered from a lack of water, partial
spheres of obsidian. This payment must be made before defilement,orinsectpredationthathasleftitontheverge
the giant agrees to perform any services. The bargaining of destruction. This spell revives it and makes it hardy
takesatleast1round,soanyactionsbythegiantbeginin enoughtotransplantelsewhere.Iftheplantthenreceives
theroundafteritarrives. proper care, it will survive and thrive, living out its
Attheendofitstask,thecreaturereturnstotheBlack appointed time and possibly leaving seeds from which
(afterreportingbacktoyou,ifappropriateandpossible). otherplantsmaygrow.Ifneglectedormisused,theplant
Thisspellcannotbecastinareasofabsolutedarkness. does not remain artificially alive. This spell has no effect
Material Component: The obsidian spheres (100 gp onplantcreatures.
valueminimum)andadropofthecastersblood. MaterialComponent:Adropofwater.

Pact of Water Poisoned Gale


Necromancy Conjuration(Creation)[Air]
Level:LivingWaters5,Tmp5 Level:IllWinds7,Tmp8
Components:V,S,F Components:V,S,M
CastingTime:1minute CastingTime:1standardaction
Range:Touch Range:30ft.
Target:Twotouchedcreatures Effect:Lineshapedgustofpoisonedwindemanating
Duration:1year outfromyoutotheextremeoftherange
SavingThrow:None Duration:1round
SpellResistance:No SavingThrow:Fortitudenegates;seetext
SpellResistance:Yes
Youclearlyrecitethetermsofthepact,andfillasilvercup
withwater.Bothsubjectsenteringthepactdrinkonehalfofthe A gust of toxic green fumes flows from your mouth in a
cup,andthelastfewdropsofthecuparepouredintothedust. straightline,adebilitatingpoisontothosewhoinhaleit.

Youformalizeapledgebetweentwolivingcreatures, Thisspellresemblesgustofwind,exceptthattherange
oneofwhichcanbeyourself.Acreaturethatviolatesthe isshorterandthewindisfilledwithinhaledpoison.You
terms of the pact of water is struck with a curse of the choose the ability score you would like the poison to
chokingsands(nosave). damage.Poisongalecreatesapoisonthatdeals2d8points
Both subjects of the water pact must be willing and of temporary ability damage as primary and secondary
fullyinformedofthetermsofthepact;otherwisethespell damage.TheexceptionisConstitution,whichisdamaged
hasnoaffect.Nocreaturecanbecoercedordeceivedinto 1d8points.Theabilityscoredamageddoesnothavetobe
making a water pact, but the terms themselves may be thesamefortheprimaryandsecondarydamage.
coerciveforexample,partyApledgesnottokillpartyB For example, you could create a poisoned gale that
or any of his tribe, as long as party B delivers 10 silver deals 2d8 points of primary Wisdom damage and 1d8
piecespermonthtopartyA.Thereisanoldstoryofthe points of secondary Constitution damage. Each instance
desert in which a water cleric offers a water pact to a of damage can be negated by a Fortitude save (DC 10 +
wandererdyingofthirst,inwhichthewandererpledges 1/2yourcasterlevel+yourWisorChamodifier).
himselfintoslaveryinexchangeforthehalfcupofwater.

163

MaterialComponent:Thestingerorfangofapoisonous Range:Medium(100ft.+10ft./level)
creature. Area: 30ft.radius emanation centered on a creature
orobject
Protection from Time Effect:Onestorm
Abjuration Duration:1round/level
Level:Wiz8 SavingThrow:Reflexhalf
Components:V,S,M,XP SpellResistance:Yes
CastingTime:1minute
Range:Touch Lightning flares up the sky accompanied by a great
Target:Onecreatureorobjecttouched thunderclap. Dark clouds appear above a creature, and in an
Duration:1month/2levels instant, the sky opens to unleash rain, hail, winds and
SavingThrow:Willnegates(harmless) lightning.
SpellResistance:Yes(harmless)
Ragestorm creates a miniature Tyrstorm, the affected
The sand in the hour glass freezes to a halt, as does the targetbecomingthefocusofanintenseforceofrain,hail,
agingprocessofthespellsrecipient. high winds, and lightning strikes for the duration of the
spell. The storm inflicts 4d8 points of damage to anyone
You protect the target from the adverse effects of within its radius on a failed save due to high winds,
aging. This spell makes a living creature immune to dangeroushail,andelectricaldischarges.
natural, magical, and psionic aging. This spell continues A creature that fails its saving throw cant run out of
onbeyondthecreaturesdeath,andtimelimitsforspells the area of effect, for they carry the storm with them
likespeakwithdeadorraisedeaddonotcountthetime wherevertheygo.
thatprotectionfromtimeisineffect.Thisspellcanbecast Ifsomecontainerisleftinthearea(anditsurvivesthe
onadeadcreature. deluge),uptotwogallonsofwatercanbecollected.
The target moves through time at the same rate as Material Component: A drop of water, a pinch of dirt,
otherbeings.Alivingsubjectmuststilleat,drinkandrest and a tiny replica of a lightning bolt carved in wood or
asusual;itsimplydoesnotage.Thisspelldoesnotaffect bone.
thedurationofotherspells.
MaterialComponents:Anhourglass. Rangeblade
XPCost:3,000XP. Illusion(Shadow)
Level:Clr5,Wiz5
Quietstorm Components:V,S
Evocation[Sonic] CastingTime:1standardaction
Level:Wiz5 Range:Touch
Components:V Target:Meleeweapontouched
CastingTime:1standardaction Duration:1round/level
Range:Close(25ft.+5ft./2levels) SavingThrow:None
Effect:Severalrays SpellResistance:Yes
Duration:Instantaneous
SavingThrow:None As you touch the weapon, it takes on a ghostly, ethereal,
SpellResistance:Yes grayhue.

A beam of white light silently shoots from your fingertip Onemeleeweapontouchedbyyoutakesonaghostly,
towardsyourenemy. ethereal gray hue. For the duration of the spell, the
wielderoftheweaponcanstrikeopponentsatadistance,
A white ray of subsonic energy springs from your just as if he was standing directly next to them. The
hand.Youmayfiresevenrays,plusoneadditionalrayfor maximumrangeforattackswiththerangebladeis5ft.+5
every other level beyond 10th (to a maximum of twelve ft.per2casterlevels.Creaturesstruckbytherangeblade
raysat19thlevel).Eachrayrequiresarangedtouchattack seeafaded,ghostlyimageoftheweaponstrikethem,but
tohitanddeals8d6pointsofsonicdamage. thedamagedealttothemisreal.Arangebladethreatens
Theraysmaybefiredatthesameordifferenttargets, no area and cannot provide a flanking bonus. This spell
but all bolts must be aimed at targets within 30 feet of doesnotgrantthewielderproficiencyintheweapon.
eachotherandfiredsimultaneously.
Rejuvenate
Ragestorm Transmutation
Evocation[Electricity] Level:Clr6,Drd5
Level:Clr5,Wiz5 Components:V,S,M
Components:V,S,M CastingTime:1round
CastingTime:1round Range:Close(25ft.+5ft./2levels)

164

Area:Circleofgroundextendingouttorange CastingTime:1minute
Duration:Instantaneous Range:Close(25ft.+5ft./2levels)
SavingThrow:None Area:Cylinder(30ft.radius,50ft.high)
SpellResistance:None Duration:Concentration(D)
SavingThrow:None
Ash and dust is whirled up into the air and takes on a SpellResistance:No
bright green glow, resembling that of fireflies. As they fall on
thesterileland,thegroundfeelssoftandmoistoncemore. As you cast this spell, sand and dust within a circle is
randomlydispersed,andanindentationappearsinthesand.
Yougranttheabilitytosupportvegetationtoanarea
of ground. In the case of ground made sterile by defiler This spell only works in silt, sand, or loose gravel; it
magic,rejuvenatedispelsthegroundssterility,makingit hasnoeffectonrock,richsoil,ortightlypackedearth.A
immediatelycapableofsupportingvegetation.Acircleof cylindershaped pit appears in the sand. Any objects
ground extending out from you is enriched and otherthandustandsandthatwereintheexcavatedarea
moistened, and a blanket of fine grass appears instantly. become visible, lying at the bottom of the pit. This spell
The soil and grass are not magical, however, and are lasts as long as you concentrate; when concentration
subjecttonormalweatherconditions.However,thegrass ceases, silt immediately collapses into the empty area,
will survive for at least a week, even in the worst of whilesandtakes1d6minutestodoso.
weather. This spell is particularly useful in excavating ruins
The spell may also be cast on any ground short of that have fallen beneath silt or sand, or for retrieving
solid rock. If cast on an area that can already support companionsthathavebeenburiedbysandstormsorhave
plantlife,rejuvenateincreasesthegroundsfertilityasthe fallenintothesilt.
enrichmenteffectofthespellplantgrowth,andtherange
isahalfmile. Sand Spray
Material Component: A seed (any kind) and a drop of Evocation[Earth]
water. Level:Wiz4,Clr4,BrokenSands3,Tmp3
Components:V,S
Return to the Earth CastingTime:1standardaction
Necromancy Range:60ft.
Level:Clr2,Drd3,DecayingTouch1,Tmp2 Area:Coneshapedburst
Components:V,S Duration:Instantaneous
CastingTime:1standardaction SavingThrow:Reflexhalf
Range:Close(25ft.+5ft./2levels) SpellResistance:Yes
Target:Corpsesorcorpselikecreatures
Duration:1round/level Small, glassy particles of sand or silt spray towards your
SavingThrow:None opponentseyes.
SpellResistance:Yes
Creatureswithintheareaareblindedfor1d6minutes
Throwing dust at the body and uttering a prayer of andtakepiercingdamage:2d6nonlethaland2d6lethal.A
destruction,youmakethecreaturewitheranddecomposeatan successful Reflex save halves the damage and blinds a
unnatural rate. It dries to become a lifeless husk before it creatureforonlyoneround.Notethatthisspelldoesnot
decomposesintodust. create the tiny shards; sand or silt must be within range
forthisspelltotakeeffect.
You can decompose a body just by casting dust or
earth at it. You need to spend 4 rounds to decompose a Sand Trap
Medium corpse. (Double the time required for each size Transmutation[Earth]
categorylargerthanMedium;halvethetimeforeachsize Level:Wiz5,BrokenSands4
category less than Medium, to a minimum of 1 round). Components:V,S,M
Corpsesdecomposedbythisspellcanstillberestoredto CastingTime:1minute
life,butcannotbeturnedintoundead. Range:Long(400ft.+40ft./level)
Youmaythrowearthordustasarangedtouchattack Area:Sandupto100ft.+10ft./levelinradius
(maximum range 10 ft., no range increment); the earth Duration:1day/level
deals 1d12 points of damage to corporeal undead and SavingThrow:Seetext
constructsthatarecomposedofdeadfleshorbones. SpellResistance:Yes

Sand Pit Tearingthemaptotinypiecesthatdisappearwiththewind,
Transmutation[Earth] you put a curse on the sand in the area, providing a nasty
Level:Wiz3,Clr3,BrokenSands1,Tmp3 surpriseforthosewhowouldcrossit.
Components:V,S

165

Table: Sands of Time


Caster Level Time Reversed Papyrus Wood Soft Stone Hard Stone Metal
9th 30 days Faded
10th 1 year Fragile
11th 2 years Brittle Faded
12th 5 years Crumbled Fragile
13th 10 years Dust Brittle
14th 20 years Crumbled Paint
15th 50 years
16th 100 years Dust Etching
17th 200 years Relief Paint
18th 500 years Form Paint
19th 1,000 years 1/2 mass Etching
20th+ 2,000 years 3/4 mass Etching

You trap an area of sand. You must designate a 30 Erosion:Youtospeeduperosiondramaticallyonany


foot radius trigger area somewhere within the larger nonliving object. The table also indicates the average
area.Whenacreaturesetsfootinsidethetriggerarea,the effects of time and the elements on various materials
trap is sprung, and all of the entrapped area is affected (items protected from the elements may take longer to
withoneofthefollowingeffects(yourchoice): erode,butusethesetimesforallrestoration).Papyrusand
DrumSand:Everyfootsteptakenwithintheentrapped woodenobjectsfadeovertime,makingitdifficult,butnot
areaofsandisamplifiedsoloudlythatitcanbeheardfor impossible, to read or identify surface features. Fragile
miles,typicallyattractingpredators. objectsonlypossesshalfoftheiroriginalhardnessandhit
SandSpikes:Treattheentireentrappedareaasthough points.Crumbleditemsareunusablebutstillidentifiable
affectedbyspikestones. aspapyrusorwood;dustiscompletelyunidentifiableand
SlipSand:Theentireareaofsandbecomesdifficultto unusable. Stone and metal items wear away over time,
travel.Treattheareaasifaffectedbythegreasespell. and their shapes smooth out until the item is completely
MaterialComponent:Apapermapoftheareaaffected. worn away. Paint indicates that artificial coloration is
gone or unrecognizable; etching means carved letters or
Sandflow pictures are worn away; relief indicates that deeply
Transmutation[Earth] carved letters or images are severely eroded; form
Level:BrokenSands5,Tmp5,Wiz5 indicatesthattimehaserodedawayallbutthebasicform
Components:V,S oftheoriginalstoneormetal.Thefractions1/2and3/4tell
when the item has lost that amount of its original mass
The work of 50 slaves is performed at the snap of your (andalsomeanstheitemspresenthardnessandhptotal).
fingers, as huge barrows of sand are excavated at your Dust means the original item is completely gone, eroded
command. awaytonothing.
A15thlevelclericcould,forexample,turnevenapile
This spell functions like move earth, except that this ofdustbackintothenew,cleanpieceofpapyrusitonce
spellcanonlybeusedtomovesand. was, or turn the crumbled remains of a staff back to its
original form, or even restore a painted map on the wall
Sands of Time of a temple constructed of soft stone. This spell cannot
Transmutation restoredamagedonetoanobjectbyanythingotherthan
Level:Clr7,DecayingTouch5,Wiz6 natural aging or erosion. Use the above table as a guide
Components:V,S,F forotherobjectsthatdontexactlyfitintothesecategories.
CastingTime:1minute Focus: A tiny hourglass (during the spell, the sands
Range:Touch runupward),ifrestoring,oraminiaturesundialthathas
Target:Itemtouchedupto10cubicft./level timedthepassageofatleastoneyear,iferoding
Duration:Instantaneous
SavingThrow:Fortitudenegates Sandstone
SpellResistance:Yes Transmutation[Earth]
Level:ForgedStone1,Wiz2
You can reconstruct materials of the past or deteriorate Components:V,S
themfurtherthroughpresentingeitheranhourglassorsundial CastingTime:1minute
duringyourcastingofthisspell. Range:Touch
Target:5ft.square/level
Thisspellhastwomodes. Duration:Instantaneous
Restoration: You can reverse the effects of aging and SavingThrow:None
erosiononanynonliving,materialobject.Theamountof SpellResistance:No
aging that can be reversed depends on your caster level,
accordingtothefollowingtable. Sandandgravelclumpsintosandstoneatyourtouch.

166

Youcantransformintosandstoneone5footblockof Shroud of Darkness


sandorgravelperlevel.Thisspellallowsyoutoreinforce Necromancy
ditches made in sand, building makeshift walls. Level:Wiz6
Sandstonedoesnothavetheresilienceofnormalstone:It Components:V,S,M,F
has a hardness of 6 and only 10 hit points per inch of CastingTime:1round
thickness.A1footthickwallofsandstonecreatedbythis Range:Touch
spellhashardness5,25hitpoints,andabreakDCof30. Target:Cloaktouched
Sandstone is useless for the purpose of making Duration:1min./level(D)
weapons. SavingThrow:Willnegates(harmless,object)
SpellResistance:Yes(harmless,object)

The cloak reflects no light and feels heavier after you cast
Scapegoat your spell. The silver you sprinkled on it has disappeared, but
Enchantment(Charm)[MindAffecting] youspotafainttracelinewhichleadstoanotherdimension.
Level:Wiz5
Components:V,S,M You imbue an ordinary cloak with magical power.
CastingTime:1standardaction While wearing it, you gain damage reduction 5/magic,
Range:Close(25ft.+5ft./2levels) darkvision out to 60 feet and a deflection bonus to AC
Area:20ft.radiusspread equaltoyourCharismabonus.
Duration:1round/level The cloak also allows you to enter and exit the Black
SavingThrow:Willnegates asastandardaction.
SpellResistance:Yes If you enter an area without any source of
illumination,thespellends.
You casually throw a stone in the direction of your target Focus:Agraycloak.
andthen,bythetopofyourlungs,cryWizard! Material Component: A pinch of silver dust (worth 1
sp).
This spell causes all creatures within 20 feet of the
target to believe he is to blame for all troubles or Sirocco
difficulties they have. All creatures in the area become Evocation[Air]
hostiletowardsthetarget. Level:Drd8,FuriousStorm6
Affected creatures with Intelligence 3 or greater are Components:V,S,DF
allowedtomakeaWillsavetocometotheirsenses. CastingTime:1round
Material Component: A strand of hair and a stone Range:Long(400ft.+40ft./level)andcylinder(1,000
throwninthechosentargetsdirection. ft.radius,400ft.high)
Duration:1min./level
Shining Sands SavingThrow:None
Transmutation[Light] SpellResistance:No
Level:Wiz6,DesertMirage5
Components:V,S Youconjureforthaterriblesandstorm,thedreadedsirocco.
CastingTime:1standardaction An uncontrollable force which sweeps up anything on the
Range:Medium(100ft.+10ft./level) ground not tied down, and tearing at the flesh with stinging
Area:Sphere(20ft.radius) sandandchipsofstone.
Duration:1hour/level(D)
SavingThrow:Fortitudenegates Youcreatearagingstormoveravastarea.Tocastthis
SpellResistance:No spell,youmustbeabletoseethesky,andyoumustbein
an area covered with sand or loose stone. Calling up a
The sand shifts, every single grain of sand realigning to sirocco is perilous, since you cannot control it, and you
reflectsunlighttoyourconvenience. areasaffectedbythestormasanyoneelse.
Once formed, the sirocco sweeps along the ground,
Thisspellcanonlybecastoutside,insand,duringthe whipping up small objects, dust, and sand, and carrying
daytime.Itcanbecastoneoftwoways: themalongwithterrificspeed.Eachroundofexposureto
Reflected Outward: All creatures outside the area but thestorminflicts2d8pointsofpiercingandbludgeoning
within60feetofitscenterareblindedfor1roundunless damagetoallcreaturesandobjectsinthearea.Creatures
they make a Fortitude save. A creature must save each with total cover take no damage. In addition, winds of
rounditremainsinthearea. windstormforcebuffetthearea.
Reflected Inward: All creatures within the area are
blinded unless they make a Fortitude save, but creatures
outside the area can look into it with no risk of being
blinded.

167

Skyfire descriptorthataffectsthetarget,withnolimitonthelevel
Evocation[Fire] oftheeffectdispelled.
Level:Drd5,Wiz5 As the bolt strikes it explodes in a shower of sparks,
Components:V,S affecting creatures and objects within a 20ft.radius
CastingTime:1standardaction burst.Alldefensivespellsorpowersof1stlevelwiththe
Range:Medium(100ft.+10ft./level) forcedescriptorwithintheareaofeffectareautomatically
Area:Three5ft.radiusesspreads;seetext dispelled.
Duration:Instantaneous
SavingThrow:NoneorReflexhalf;seetext
Spirit of Flame
SpellResistance:Yes Divination(Scrying)
Level:BurningEyes9
Three bolts of crimson flame spurt from the end of your Duration:1hour/level
fingers, quickly moving towards their target, exploding on a
fieryblastuponcontact. In the dancing flames you see a remote vision of an area
surroundinganotherfire.Yourfaceappearsinthefireasadark
Thisspellfunctionslikemeteorswarm,exceptthatyou silhouette.Ifyouwillit,youappearatthesiteyousee.
create three eggsized spheres that inflict 1d6 points of
bludgeoning damage (no save), and 3d6 points of fire This spell functions like the watch fire spell, except as
damageina5ft.radiusspread. noted above and as follows. In addition to being able to
observeandcommunicatefromanyfirewithinrange,you
Slave Scent can cast spells as if you were actually within the flames.
Divination Spells cast through the fire cannot require somatic
Level:Wiz0 components. The risk of this spell is that creatures can
Components:V,S,DF target you through the fire with light and sonicbased
CastingTime:1standardaction attacks,andwithmindaffectingeffects.
Range:Touch Inaddition,youcanwalkintoafireandgreaterteleport
Target:Creaturetouched to any other fire up to the limit of your range. If you
Duration:Instantaneous choose to go blindly, you will appear by the nearest fire
SavingThrow:None within range. If the original fire that you used to scry is
SpellResistance:Yes putout,youcanstilluseotherfireswithinrange.

You smell the air, searching for the unnaturally musky
Sting of the Gold Scorpion
scentofsweatslavesaretaintedwithbytheirveryexistence. Necromancy
Level:Drd2,Rgr2,Wiz2
Thisspellrevealswhetherornotthetargetisaslave, Components:V,S,M
runaway slave, freeman, or noble. If the target is from a CastingTime:1action
classless society (such as an elf tribe or a small village), Range:Touch
thespellrevealshimasafreeman. Target:Livingcreaturetouched
Duration:Instantaneous
Sparkrain SavingThrow:Fortitudenegates;seetext
Evocation[Force] SpellResistance:Yes
Level:Wiz5
Components:V,S The dried out barb of the gold scorpion once more seethes
CastingTime:1standardaction withpoisonasyoufinishcastingyourspell,beingcarefulnotto
Range:Medium(100ft.+10ft./level) hurtyourselfonthebarb.
Target:Onecreatureorobject
Duration:Instantaneous You magically enliven the barb of a gold scorpions
SavingThrow:None tailandimmediatelymakeanormalmeleeattackagainst
SpellResistance:Yes a living creature. (You are considered armed and do not
provoke an attack of opportunity.) If you hit the target
A bright, silver and gold flare shoots out of your hand, withthescorpionbarb,thevictimsuffersasifhehadbeen
fillingtheairwiththesmellofmeltingcopper.Asitstrikesits stungbyarealgoldscorpion.HemustmakeaFortitude
targetitexplodesinadeafeningcascadeofredandbluesparks. save immediately or suffer 1d6 points of temporary
Strength damage. The victim must make a second
Asparkrainspellallowsyoutohurlaboltofforcethat Fortitude save1 minute later. If the secondary save fails,
hastwoeffects.Youmustmakearangedtouchattackto the victim suffers 1d4 points of temporary Strength
strike a target, and if you succeed you automatically damage. This spell does not affect creatures immune to
dispel any defensive spell or power with the force natural venoms or poisons. The barb becomes useless
onceitisused.

168

MaterialComponent:Thebarbofagoldscorpion. Cerulean Storm, lasting for 2d10 minutes and inflicting


2d8pointsofdamageperround.
Storm Legion ATyrstormisaviolenttempestandcantbeusedto
Transmutation[Air] bring water. This spell does not imbue you with the
Level:Drd9,FuriousStorm8 abilitytocontroltheTyrstorm.
Components:V,S,F,DF Focus:Abluelensworth100Cp.
CastingTime:1minute
Range:Touch Sunstroke
Target: You and other creatures with total Hit Dice Evocation[Light]
5/casterlevel Level:FieryWrath4
Duration:1hour/level Components:V,S,F
SavingThrow:None CastingTime:1standardaction
SpellResistance:No Range:Medium(100ft.+10ft./level)
Effect:Rays
Thepowerfulwindsofthestormtearatyourpartysbodies, Duration:1round/level
painfully dissolving layer by layer of skin, then bone and SavingThrow:Fortitudehalf
organs, until you are completely dissolved. The storm carries SpellResistance:Yes
youressenceforadistanceyouhavespecified,uponwhichyour
bodiesarereassembledfromrainingbone,tissueandblood. Rays of brilliant sunlight fly from your fingertips. Those
struck gasp for air and break in sweat, as if having spent the
You transport willing corporeal creatures via a storm afternooninthesmolderingheatoftheSmokingCrown.
system. Thestorm may not be created magically;it must
be a natural storm, such as a dust storm, sandstorm, Casting this spell allows you to fire rays of brilliant
windstorm, or lightning storm produced by natural sunlight that cause the creatures struck by a ray to
weather. Note that Tyrstorms are magical in origin and overheatasifsufferingfromsunstrokeorfever.Youmay
thuscannotbeusedforstormlegion. fire one ray per round. With a successful ranged touch
Thestormdissolvesthesubjectsofthespellandallof attack, each sun ray strikes for 4d4 points of nonlethal
the possessions that they were carrying. Only you retain damage and causes the target to become fatigued. A
consciousness,andyoucontrolthestormsdirection.The successful Fortitude save halves thedamage and negates
stormmovesat8d6milesperhourandcannotbeaffected thefatigue.
by any further weatheraffecting magic, including Creaturesimmunetoheateffectsornonlethaldamage
anotherstormlegionspell. (such as constructs) are unaffected, except for undead,
Once you travel the desired distance, or if the storm whosufferlethaldamagefromthesunrays.
legion is dispelled or the duration expires, you and the Thisspellcanonlybecastinthesunlight.
othertravelingcreaturesbegintoraindownfromthesky Focus:Asmallmirrorworth1sp.
as fragments of bone, tissue, and blood. This lasts for 1
minute,asthefragmentsreassembleintothetransported Surface Tension
creatures. A creature is helpless as its body is Transmutation[Water]
reassembled. Level:DrowningDespair2
Focus:Astormintheskyoverhead. Components:V,S
CastingTime:1standardaction
Summon TyrStorm Range:Medium(100ft.+10ft./level)
Conjuration(Summoning) Area:Waterina20ft.radiuscircle
Level:Wiz6 Duration:1hour/level
Components:V,S,F SavingThrow:None
CastingTime:1round SpellResistance:Yes
Range:Long(400ft.+40ft./level)
Area:Circle,centeredonyou,witharadiusof400ft.+ The water becomes cohesive and resilient, making it
40ft./level impossibletodrinkbutpossibletocrossonfoot.
Duration:Instantaneous
SavingThrow:Reflexhalf You greatly increase the surface tension of water
SpellResistance:No withintheaffectedarea.Thischangehasdifferenteffects,
dependingonthesizeandshapeoftheaffectedwater.
You summon a Tyrstorm. Ominous cerulean clouds fill Bodies of water become cohesive and resilient,
thesky.Hail,lightning,hurricane winds,slashingrain,acidic allowingcreaturestowalkonthewaterathalfspeed(as
vapors,andfuriousthunderrockthearea. thewatersurfacebendsundertheirweight).However,if
acreatureisalreadyrunningwhenitreachesthewaters
The spell draws a Tyrstorm into an area designated surface,itcancontinuerunningatthesamespeed,much
by you. The storm is typical of those spun off from the

169

assometinyinsectscanrunacrossthesurfaceofnormal
water. Yourbodyandequipmenttransformintoaswarmof
A swimmer can move from the spells area agonybeetleswithacollectivewill.Thisspellfunctionsas
underwater, but the waters surface proves difficult to shapechange: You gain all extraordinary and supernatural
breach. A creature attempting to break through the abilities(bothattacksandqualities)oftheassumedform,
waterssurfacemustmakeaStrengthcheck(DC5+caster but you lose your own supernatural abilities. You also
level);acreaturewithoutaswimspeedtakesa5penalty gainthetype ofthenewforminplaceofyourown.The
on this check. You may affect smaller amounts of water new form does not disorient you. Parts of your body or
withsurfacetension,creatingballoonlikecontainersthat pieces of equipment that are separated from you do not
canbeburstwiththesameStrengthcheck.Youcancarry reverttotheiroriginalforms.Iftheswarmdisperses,you
gallonsofwaterwithoutawaterskin,orbouncethemlike die.
a ball. Acreature could even wield a water bubble as an
improvised sap. Drinking the water, on the other hand, AgonyBeetle,Swarm CR13
becomesvirtuallyimpossible. AlwaysNMediumvermin(swarm)
Init+3;Sensesdarkvision60ft.;Listen+0,Spot+0
Surface Walk
Languages
Transmutation AC21,touch21,flatfooted18
Level:Clr3,Drd3,Rgr3,Tmp3 (+3Dex,+18deflection)
Components:V,S,DF hp136(16HD)
CastingTime:1standardaction Immuneswarmimmunities
Range:Touch Fort+14,Ref+13,Will+5
Target:1touchedcreature/level Weaknessswarmvulnerabilities
Duration:10minutes/level
Speed5ft.(1square),fly20ft.(good)
SavingThrow:Willnegates(harmless)
Meleeswarm(4d6plusagony)
SpellResistance:Yes(harmless)
Space30ft.;Reach20ft.

BaseAtk+12;Grp9
As the spell is completed, the recipients feel lighter, as if
AtkOptionsagony,distraction
theyarefloatingonair.Theyhoverslightlyabovetheground,
AbilitiesStr1,Dex17,Con19,Int,Wis10,Cha1
allowingthemtowalkonanysurface.
SQswarmtraits

Feats
The transmuted creatures can tread on an unstable
SkillsListen+0,MoveSilently+8,Spot+0
surface as if it were firm ground. Mud, oil, silt, snow,
Agony (Su) Agony beetles attach painful tendrils to
quicksand, running water, ice, and even lava can be
their victims. A creature that takes damage from an
traversed easily; since the subjects feet hover an inch or
agony beetle swarm also suffers indescribable pain,
twoabovethesurface(creaturescrossingmoltenlavastill
causing 2d6 points of temporary Constitution
takedamagefromtheheat).Thecreaturescanwalk,run,
damage.
charge,orotherwisemoveacrossthesurfaceasifitwere
Distraction(Ex)Anylivingcreaturethatbeginsitsturn
normalground.
withanagonybeetleswarminitsspacemustsucceed
If the spell is cast underwater or under silt (or while
on a DC 22 Fortitude save or be nauseated for 1
the subjects are partially or wholly submerged in
round.ThesaveDCisConstitutionbased.
whatever liquid they are in), the subjects are borne
toward the surface at 60 feet per round until they can
Sweet Water
standonit.
Note: This spell replaces the water walking spell from Transmutation[Water]
thePlayersHandbook. Level:LivingWaters5
Components:V,S
Swarm of Anguish CastingTime:1minute
Range:Close(25ft.+5ft./2levels)
Transmutation
Area:Cylinder(15ft.radius,20ft.high)
Level:Drd9,RuinousSwarm9
Duration:1day
Components:V,S,DF
SavingThrow:None
CastingTime:1standardaction
SpellResistance:No
Range:Personal

Target:You
You create a honeyflavored cocoon of purified water,
Duration:1hour/level(D)
imbued with positive energy. The water sparkles in the sun, a

testamenttoitshealingqualities.
Yourskinbulgesanditfeelsasifhundredsofinsectscrawl

beneathit.Inanexplosionoffleshandblood,aswarmofagony
You neutralize all poisons, diseases, curses, or other
beetles burst from your body, taking the shape of your form,
maladiesinwaterinthespellsarea,butwaterleavingthe
accompaniedbyaloudbuzzing.
area becomes as foul as before. Any breathing creature

170

canbreathenormallyinthewater.Creatureswhodrinka Range:Touch
gallonofsweetwatergaina+4resistancebonusonsaves Target:Onezombie
againstpoisonsforthedurationofthespellandtheyheal Duration:Instantaneous
1d8 hit points. A creature can benefit from this healing SavingThrow:Seetext
onlyoncepersinglecastingofsweetwater. SpellResistance:Seetext

Tempest In a macabre ritual, you sacrifice some of your essence to
Evocation imbue a mindless zombie with a sentience of its own. You
Level:Wiz9 restoreitsmemoryandskillsitonceknewinlife.
Components:V,S,M
CastingTime:1round Yourecallamindlesszombiesconsciousnessfromthe
Range:Medium(100ft.+10ft./level) Gray, transforming it into a thinking zombie (TotDL 78).
Area:20ft.radiusspread This spell restores personality, memory, identity, skills,
Effect:Onestorm class levelseverything but life. The creature remains
Duration:Instantaneous undead,andifyoupreviouslycontrolledthezombie,you
SavingThrow:Reflexnegates may elect to retain control of it, but its Hit Dice count
SpellResistance:Yes againstthetotalyoucancontrolwithanimatedead;ifyou
exceed that number, excess undead from previous
You create a monstrous storm, with, ominous cerulean castingsbecomeuncontrolled.
cloudsrollingintotheareaandunleashingthefullfuryofthe Many creatures prefer not to return from the Gray to
Cerulean Storm. Hail, lightning, hurricane winds, slashing inhabit an undead body. If the creature is unwilling to
rain,acidicvapors,andfuriousthunderrockthearea. return,itcanmakeaWillsaveusingitssavebonusfrom
life (not that of the target zombie). The spirits spell
Anylivingcreaturesinthedesignatedareamustmake resistance,ifany,alsoapplies.Someclericsandalldruids
aReflexsaveorbecompletelyobliterated. transformed into thinking zombies become exmembers
Material Component: A waterskin full of water, a tiny of their class. The good vs. evil component of the
replicaofalightningboltcarvedofwoodorbone,anda thinking zombies alignment becomes evil, but creatures
pinchofpowderedsilver. who were nonevil in life usually gain the death wish
weakness(TotDL18).
Touch the Black Material Component: An item significant to the
Necromancy[Cold,Death] zombies former life, such as an article of clothing, a
Level:Wiz4 favoritepieceofequipment,etc.
Components:V,S,M XP Cost: 20 XP per HD of the thinking zombie to be
CastingTime:1standardaction created.
Range:40ft.
Area:40ft.radiusburst,centeredonyou Vampiric Youthfulness
Duration:Instantaneous Necromancy[Evil]
SavingThrow:Fortitudehalf Level:DeadHeart9,Wiz9
SpellResistance:Yes Components:V,S
CastingTime:1hour
YouopenaconduittotheBlack,gatingforthaninkyblack Range:Touch
cube of numbing cold nothingness, sapping the lifeforce of Target:Living,corporealcreaturetouched
anythingittouches. Duration:Instantaneous
SavingThrow:Fortitudenegates
Thisspellcallsintobeinga40footcubeofinkyblack SpellResistance:Yes
nothingnessthatchillseverythinginsideitanddeals1d6
points of cold damage per caster level (maximum 15d6). Thepowerfulbeingheavesforbreath,asyouleechoffitslife
Thosewhoaresuccessfultakeonlyhalfdamagefromthe force. Your grey hairs are reduced and wrinkles smoothened
numbingcold. somewhat,whiletheotherappearsmucholder.
All within the cube take a 2 penalty on attack rolls,
savingthrows,skillchecks,andabilitychecksforthenext This spell makes you younger at the expense of
1d4+1roundswhethertheysucceedornot. anothercreature.ThevictimmusthaveHitDiceequalor
MaterialComponent:Ashardofobsidianorglass. greater than your character level and must be at full hit
pointswhenyoucastthespell.Thecasterandthevictim
Unliving Identity must be in continuous contact throughout the casting of
Necromancy[Evil] this spell; any interruption negates the spell. At the
Level:Clr7,DeadHeart5,Wiz7 completion of this spell, the victim ages ten years while
Components:V,S,M,XP you become one year younger. Outsiders and plants are
CastingTime:1round immunetothisspell.

171

Wakefulness Area:30ft.radiusemanation
Enchantment Duration:1round/level
Level:Wiz2 SavingThrow:None;seetext
Components:V,S SpellResistance:Yes
CastingTime:1standardaction
Range:Touch Tiny, glowing algae appear on the hide and flesh of those
Target:Creaturetouched with bodies containing water. The algae illuminate the area
Duration:1hour/level withabrightlight.
SavingThrow:Willnegates(harmless)
SpellResistance:Yes(harmless) Withtheexceptionofyouandeverythingthatyouare
carrying,alllivingcreaturesandobjectsthatcontainmore
Youforceacreaturetoremainawakeforanextendedperiod than one gallon of water glow as if affected by a light
of time. Bloodshot eyes that see tiny sparkling lights will not spell.Onceperround,asafreeaction,youmaycausean
close before the spell ends, when the creature collapses from affected creature or object to emit lightning. The affected
exhaustion. creature or object takes 5d8 points of electricity damage.
Creatureswithin10feetofthetargetalsotake5d8points
The subject of this spell cannot naturally fall asleep. ofelectricitydamage(Reflexsaveforhalfdamage).
When this spell ends, the subject becomes exhausted.
Another wakefulness cast before the previous expires
Water Shock
allowsthesubjecttostaveoffexhaustion,butthesubject Evocation[Electricity]
mustafterwardsgeteighthoursofsleepforeachcasting Level:SkyBlitz2
toremoveexhaustionorfatigue.Thisspellcounters,and Components:V,S
iscounteredby,spellsthatinducemagicalslumber(such CastingTime:1standardaction
assleep). Range:Touch
Target:Aquantityofwaterbetween1and100gallons
Watch Fire Duration:1hour/leveloruntildischarged
Divination(Scrying) SavingThrow:Reflexhalf
Level:BurningEyes7 SpellResistance:Yes
Components:V,S,DF
CastingTime:1round Alowhumisheardasyoutouchthewater,preparingyour
Range:10miles/level trap. Anyone touching the body of water will experience a
Effect:Fierysensor strongelectricalcurrent.
Duration:1min./level
SavingThrow:None Thisspellentrapsasmallbodyofwater(rangingfrom
SpellResistance:No 1 pint to 100 gallons) with an electric charge. The first
creature to touch the water receives a shock that inflicts
In the dancing flames you see a remote vision of an area 1d6 points of electricity damage per two caster levels
surroundinganotherfire.Yourfaceappearsinthefireasadark (maximum5d6).Thewaterinstantlyevaporateswhenthe
silhouette. spelldischarges.

Youuseasmallfiretoscrythroughotherfireswithin
Water Trap
range.Youknowhowmanyfiresburnwithinrangeand Transmutation[Water]
the approximate location of each. Once per minute, you Level:DrowningDespair5
maychooseoneofthesefiresandpeeroutofitasifyou Components:V,S
wereactuallywithintheflames.Anyonewatchingthefire CastingTime:1round
seesadarkfacewithinbutcanonlydispelthevisageby Range:Touch
extinguishing the flame or casting some form of Target:Bodyofwaterupto20ft.indiameter
protection from scrying. You may communicate through Duration:1day/level(D)
the flames but cannot cast spells or use other abilities. If SavingThrow:Reflexnegates
yourflameisputout,thenthespellendsprematurely. SpellResistance:Yes
Focus:Afireassmallasacandleflamethatyoulight
yourself. Tiny air bubbles rise from the water, as if a creature lurks
nearthesurface.Asthebubblesdisappear,thereisnoevidence
Water Light ofthetrapsetinplace.
Transmutation[Electricity]
Level:SkyBlitz9 WhenacreatureofLargesizeorsmaller(butnolarger
Components:V,S than the body of water) touches the pool, oasis, or
CastingTime:1standardaction watering hole altered by this spell, it must make an
Range:Medium(100ft.+10ft./level) immediateReflexsavingthrow.Failureindicatesthatthe

172

victim is instantly pulled under the surface and trapped. Waterways


Creatures pulled under by this spell will find that the Conjuration[Teleportation,Water]
surfaceofthewaternowhasatough,rubberyconsistency Level:LivingWaters9
thatmakesescapeverydifficult.Treatthewaterssurface Components:V,S,DF
asifaffectedbythesurfacetensionspell. CastingTime:1standardaction
Range:Touch
Waters of Life Target:Youplus1creature/level(seetext)
Transmutation[Water] Duration:1min./level
Level:Drd7,LivingWaters7 SavingThrow:None
Components:V,S,M,XP SpellResistance:Yes
CastingTime:8hours
Range:Touch Your skin takes on a bluish, translucent scaly appearance.
Target:Onegallonofliquid Submergingyourselfinwater,youresurfaceinanotherlocale.
Duration:SeeText
SavingThrow:None;seetext You can use natural water sources (such as wells,
SpellResistance:No springs,lakes,orrivers)asconduitsforteleportation.This
spell functions as greater teleport, except you must leave
Youcreateanelixirofpotentherbsthathealswoundsand fromandarriveatabodyofwater.
otherailments.Theserumsmellssweetly,likekankhoney,only Aslongasthisspellendures,waterdoesnotadhereto
purer,andglowsinthedarkness. any of the spell subjects, so you step out of the water as
dry as a bone. The waterways spell does not terminate
You transform one gallon of any liquid into sweet when you reach your destination. As long as the spell
smelling serum that cures hit point damage, blindness, duration persists, you can reenter any natural water
disease, poisoning, and fungal growth (such as the source and attempt to travel again. Thus, you could use
transformationoffleshintogreenslime),regenerateslost thisspelltotravelfromanoasispooltoanoblesprivate
organsandlimbs,andendsmagicalenchantments. well, rescue a prisoner from the nobles dungeons, dive
Yougivehalfofthepotiontothesubjectanddrinkthe backintothenobleswellandswimtoyetanotherbody
rest yourself. Drinking the half gallon requires one ofwaterfaraway.
minute.Ifthesubjectisunconscious,thenyoucanwetthe
subjectslipswiththeelixir andanointitsfaceandbody Whirlpool of Doom
with the rest of its share. Once you drink your half, the Transmutation[Earth]
subjectishealedasthoughitreceivedthespellsheal,break Level:EarthenEmbrace7
enchantment,andregenerate. Components:V,S
The subjects ailments transfer to you. You suffer all CastingTime:1round
hit point damage, ability damage, poisons, curses, and Range:Medium(100ft.+10ft./level)
diseaseseverythingthatpreviouslyafflictedthesubject. Area:Cylinder(20ft.radius,50ft.deep)
Youfallintoanearcomatosestatefor1hourwhileyour Duration:1round/level
bodyfightsoffinfectionsandrepairsthedamage.Atthe SavingThrow:Reflexnegates
endofthehour,youawakenandmustmakeaFortitude SpellResistance:No
save(DC20).Ifyousucceed,youarehealedasthesubject
was,andalliswell.Ifyoufail,youretaineveryinjuryand The ground collapses, drawing desperate creatures into a
ailmentthesubjecthadsuffered,andyouareexhausted. whirlpool of rock and sand. Those disappearing in the vortex
Youcanuserareandexpensiveherbstoreverseeven willslowlysuffocatetodeath.
death itself, as long as the subject could be raised by the
raisedeadspell.Ondrinkingtheelixir,thesubjectsuffers This spell turns earth or sand into a swirling sea of
alossinlevel.Raisingthedeadwiththisspellbringsyour rockandearth.Anyonestandingintheareamustmakea
FortitudesaveDCto25;youdieifyoufailthesave. Reflexsave.Failureindicatesthattheyhavebeensucked
As a thirdoption, you may insteaddivide the waters into the center of the whirlpool and must make a Swim
of life into 8 pintsized flasks, which require only a check (DC 20) each round. Creatures that make three
standard action to drink. The flask heals 3d8 points of successful checks in a row are able to make their way to
damage and cures one of the conditions listed above. the edge of the pool and pull themselves free. Failing a
Thesesmallerdosesdonotrequireyoutodrinkthemand singleskillcheckmeansthatthecreatureispulledbelow
donotcauseacoma. thesurface(andmustholditsbreath)untilitsucceedsata
XPCost:1,000XP. Swimcheck.FailingtwoSwimchecksinarowmeansthat
Material Component: Local herbs with a value no less thecharacterhasbeenpulled1d6x5feetundertheearth.
than100Cp.Ifyouwishtoraisethedead,youmustuse
rareherbscosting5,000Cp.

173

Wild Lands You set the conditions under which a creature in the
Enchantment[Mindaffecting] areawilltriggerthetrap.Theconditionsmaybeassimple
Level:Drd9 or as complex as you like, and they cannot be changed
Components:V,S oncethespellisplaced;thecastershouldbecarefulabout
CastingTime:4hours the wording lest the trap trigger unintentionally. Some
Range:1mile/level possible conditions are: whenever anyone steps foot in
Area:Emanationwithradius1mile/level,centeredon thisgrove,wheneveratemplardrawhisorherweapons.
anaturalobject When the condition is met, the area is engulfed in
Duration:Permanent fumes, and everyone inside is affected. The fumes
SavingThrow:None dissipateafter1roundpercasterlevel.Amoderatewind
SpellResistance:No (11+ mph), such as from the gust of wind spell, disperses
the trap in 4 rounds. A strong wind (21+ mph) disperses
The smell of raw meat and sickly sweet flowers permeates thetrapin1round.
theairandiscaughtbythe wind,attractingwildcreaturesto Material Component: A bronze sundial and the dried
yourlocation. yolkofanerdluegg.Ifthecloudduplicatesapoison,you
alsoneedadoseofthatpoison.
An object you designate attracts wild animals and
magicalbeasts.Itmustbeanaturalobject,suchasatree
Wisdom of the Sorcerer-King
or boulder, of at least Medium size. Wild animals and Transmutation
magical beasts gravitate slowly over several weeks to Level:Tmp6
occupy the area of effect. Druids use this spell to protect Components:DF
their guarded lands. Each week, creatures with total HD CastingTime:1swiftaction
equal to the casters level are attracted to the site and Range:Personal
remain if the environment can support them. If there is Target:You
not sufficient plant and animal life to support the Duration:1round
creatures,theywillleave.
Wild lands can be dispelled by destroying the object The omnipotence of your liege is manifested as your sigil
thatservesasthefocalpointofthespell. attains an ominous yellow sheen, allowing you to unleash a
spellwithmaximumpotential.
Wind Trap
Conjuration(Creation) Thisspellgrantsspellcastingpowerdirectlyfromyour
Level:IllWinds9 sorcererking. You may apply one of the following
Components:V,S,M metamagic feats to a spell of 4th level or lower you cast
CastingTime:10minutes this turn: Empower Spell, Enlarge Spell, Extend Spell,
Range:Medium(100ft.+10ft./level MaximizeSpell,SilentSpell,orStillSpell.
Area:Cylinder(50ft.radius,30ft.high)
Duration:1yearoruntildischarged(D)
Worms Breath
SavingThrow:Fortitudenegates(seetext) Transmutation
SpellResistance:Yes Level:Clr3,Drd3,Rgr3,Tmp3,Wiz3
Components:V,S,M/DF
Youmeticulouslytracethepathoftheareatobetrapped.As CastingTime:1standardaction
youcompletethepattern,yousmearyourselfwiththedriedegg Range:Touch
yolk,andburythebronzesundialintheground. Target:Livingcreaturestouched
Duration:2hours/level(seetext)
Thisspelltrapsalargearea,andthetrapistriggered SavingThrow:Willnegates(harmless)
bycertainconditionsthatyoumustdefineaheadoftime. SpellResistance:Yes(harmless)
When the conditions that you specify are met, the trap
discharges, creating a cloud of fumes 30 feet high. You The skin crawls and sharp pain stings in the chest, as the
can designate these fumes to duplicate stinking cloud, bodyceasestobreathewithitslungs,insteadabsorbingoxygen
cloudkill, acid fog, or incendiary cloud, or you can use this intothecapillariesundertheskinssurface.
cloud to distribute a contact or inhaled poison used as a
materialcomponent. The transmuted creatures can breathe freely
Casting this spell is a largely mental process; you regardless of being submerged in water, silt, or earth.
slowly walk the area to be trapped for ten minutes, Divide the duration evenly among all the creatures you
envisioning the rising fumes and deciding on the touch. The subjects can breathe normally in siltfilled air
conditions that will trigger its activation. When the (commonly known as the gray death), but otherwise get
meditation period ends, you may leave the area and the no benefits against inhaled poisons or gaseous contact
trapremainssetfor1year. poisonsofanysort.

174

This spell does not make creatures unable to breathe MaterialComponent:Theberriestobeenchanted.


air.
ArcaneMaterialComponent:Aworm.
Note:Thisspellreplacesthewaterbreathingspellinthe
PlayersHandbook.
Psionics in Athas
Unlike arcane magic, psionics is an accepted part of
Wrath of the Sorcerer-King life on Athas. Wild talents and psionicists arent feared.
Divination Instead, a communitys psionic members are valued as
Level:Tmp4 vital assets and encouraged to improve. In many ways,
Components:V,S,DF psionics has become the edge needed to compete and
CastingTime:1standardaction surviveinthisunforgivinganddangerousworld.
Range:Close(25ft.+5ft./2levels)
Area:20ft.radiusburst
Duration:Instantaneous
Manifesters
SavingThrow:None;Willnegates(seetext) Manycreatureshavelearnedtoshapeportionsoftheir
SpellResistance:Yes own psyche to attack other psyches,to defend their own
psycheinunusualways,ortodirectlyaffectthephysical
Clenchingyoursigil,youcallupontheomniscienceofyour world. The general term psionics refers to the ability to
king to reveal transgressions of the law, and to allow you to useonespsychicenergytoaffecttheworldoutsideofthe
swiftlyexactjustice. mindscape. Various animals, monsters, humanoids, and
even plants use psionics in various degrees and
With this spell, you know whether creatures in the applications. Those who specialize in psionics are called
spells area have broken the laws of your citystate, and psions; those whose psionic abilities are a lesser part of
you can exact punishment on them if they have. You theirlivesarecalledwildtalents;thosewhouseanytype
instantly know what crimes the creatures committed, oftelepathicpsionicsarecalledmindbenders.
when,andunderwhatcircumstances.Thereisnosaveto
avoidthedivination. Magic Vs Psionics
If you have one of the following spells available, you Athasian magic works in a very different way than
may immediately cast it at a creature within the area. psionics and most forms of protection do not apply to
Castingthespellisafreeaction,likecastingaquickened both.Therefore,allDarkSun3materialsusesthePsionics
spell, and it counts toward the normal limit of one isDifferentvariantrule(XPH65).
quickened spell per round. You may choose from cause
fear,command,dispelmagic,andholdperson.Thetargetcan Services
make a Will save to avoid the effect (except for dispel
magic),andthespellfunctionsnormallyinallotherways. Most Athasians who can afford supernatural services
resort to psionics, because it is much easier to find, and
Zombie Berry cheaper. Almost every major citystate or settlement has
some sort of psionic academy that can perform services.
Transmutation
However, most sorts of services are still mundane,
Level:Drd3,Wiz3
especiallywhencomparedtoothersettings.
Components:V,S,M
This section discusses in general terms the kinds of
CastingTime:1standardaction
psionic services that are available and their impact on
Range:Touch
society.SpecificpricesaregiveninChapter5:Equipment.
Target:1d4berriesfromazombieplant
Duration:1day/level;seetext
Communication
SavingThrow:None;seetext
SpellResistance:No;seetext The specialist area of many telepaths, longdistance
communicationisonlyoneofthemanyservicesprovided
Purple fumes and a sickly sweet odor momentarily seep bytheadeptsoftelepathy,withabilitiessuchasmindlink
from the berries you enchant with the enslaving feature of the and correspond. In addition, they can also serve as
zombieplant. interpreters with psionic tongues, and repair mental
damagewithpsychicchirurgery.
Casting zombie berry on a handful of berries from a
Transportation
zombie plant temporarily alters them so that instead of
becoming enslaved by the zombie plant, the one who Psionictransportationisavailableinavarietyofforms
consumes such a berry becomes your loyal servant and controlled by nomads in Athas. Certain psiologists
instead. You can always tell which berries you have from city academies can use psionic teleport to travel
affected. Any humanoid eating one of the berries must limiteddistances,carryingpassengersforafee.
succeed at a Will save or be affected as by the charm Many kineticists create and operate several psionic
personspell(thisisamindaffectingeffect). ships powered with obsidian engines, making them able

175

tohoverovertheSeaofSiltandquicklycarrycargoand Weather Prediction*: Predicts weather for next 24


passengers. hours.

Powers 3rdLevel Psion/Wilder Powers


Antidote SimulationA*: Detoxifies venom in your
The following powers are in addition to the powers system.
listedintheExpandedPsionicsHandbook,andmaybetaken BeaconA*: Creates a ball on light that can become
byanypsionorwilder,regardlessofdiscipline. muchlargerwithconcentration.
Blink, PsionicA*: You randomly vanish and reappear
Psion/Wilder Powers for1round/level.
Thepowerslistedbelowareinadditiontothepowers Lighten Load, Psionic*: Increases Strength for
listed for psions and wilders in the Players Handbook. carryingcapacityonly.
Powersnewtothisbookaremarkedwithanasterisk. Mass ManipulationA*: Alter the weight of a creature
orobject.
1stLevel Psion/Wilder Powers Nerve ManipulationA*: Disrupts a creature nervous
system.
Aura Reading*: Reveal personal details about the
PsionicSightA*:Psionicaurasbecomevisibletoyou.
target.

Bioflexibilty*: You gain a bonus to Escape Artist
4thLevel Psion/Wilder Powers
checks.
Cast Missiles*: You can launch missiles without a DetonateA*:Explodeoneobject.
boworotherweapon. MagnetizeA*:Makemetallicobjectmagnetic.
Cause SleepA*: Puts 4 HD of creatures into deep Repugnance*:Makeacreaturerepugnanttoothers.
slumber. ShadowJumpA*:Jumpintoshadowtotravelrapidly.
Cryokinesis*:Youcoolacreatureorobject.
DeflectStrike*:Youpsychokineticallydeflectthenext 5thLevel Psion/Wilder Powers
attackofacreaturewithinrange. ElectroerosionA*: Create a ray that erodes iron and
Detect Poison, Psionic*: Detects poison in one alloys.
creatureorobject.
GhostWriting*:Creatureswritingonadistantsurface 6thLevel Psion/Wilder Powers
orcreaturetouched. Dimensional Screen*: Create a shimmering screen
HushA*:Subjectsbecomeutterlysilent. thatdivertsattacks.
PhotosynthesisA*:Transformlightintohealing.
PsionicDraw*:Instantlydrawaweapon. 7thLevel Psion/Wilder Powers
PsychicTracking*:TrackacreatureusingPsicraft. IncorporealityA*: You become incorporeal for 1
Tattoo AnimationA*: Animates your tattoos or steals round/level.
anothers. Mindflame*: Kills, paralyzes, weakens, or dazes
TrailofDestruction*:Detectsrecentdefiling. subjects.
Wild LeapA*: Make an additional leap and gain a
bonustoJumpchecks. Psion Discipline Powers
Thefollowingpowersareinadditiontothediscipline
2ndLevel Psion/Wilder Powers powersthatarelistedintheExpandedPsionicsHandbook.
Alter Self, PsionicA*: Assume form of a similar
creature. Egoist (Psychometabolism) Discipline Powers
Calm Emotions, Psionic*: Calms creatures, negating 2. Share StrengthA*: Temporarily transfer your
emotioneffects. Strengthtoanother.
ConcentrateWater*:Collectswaterfromsurrounding 3.AgingA*:Makesubjectolder.
area. DeathFieldA*:ReleaseanenergyburstfromtheGray
DetectLife*:Revealslivingcreatures. thatdrainsvitalenergy.
Molecular Bonding*: Temporarily glue two surfaces 4. AccelerateA*: Move faster, +1 on attack rolls, AC,
together. andReflexsaves.
PheromoneDischarge*:Verminreactwelltoyou. 7.CompleteHealingA*:Healsalldamage.
Return MissileA*: Make one weapon return to you Poison SimulationA*: Coat surface with potent
afterthrown. poisons.
SensorySuppression*:Victimlosesonesensesight,
hearing,smell. Nomad (Psychoportation) Discipline Powers
Sever the TieA*: Disrupt an undeads tie to the Gray,
7. Teleport Object, Psionic*: As teleport, but affects a
damagingordestroyingit.
touchedobject.
WatcherWardA*:Youareawareofcreaturewithinthe

wardedarea.

176

Seer (Clairsentience) Discipline Powers Powers


2. Locate, PsionicA*: Indicates direction to familiar
objectsandcreatures.
Accelerate
3.DetectMoistureA*:Revealsmoisturewithin60ft.
Truthear*:Receive+20bonustoSenseMotivechecks. Psychometabolism
9. Cosmic Awareness*: You perceive all things in Level:Egoist4,psychicwarrior3
range. Display:Auditoryandvisual
ManifestingTime:1standardaction
Shaper (Metacriativity) Discipline Powers Range:Personal
Target:You
5.PocketDimensionA*:Createasmallstorageareain
Duration:1round/level(D)
anextradimensionalspace.
PowerPoints:Egoist7,psychicwarrior5


Telepath (Clairsentience) Discipline Powers
A bright flash shines on your body for a moment as your
4. HallucinationA*: Phantasm cause psychosomatic bodyisacceleratedthroughtheWill.
damage.
Ashaste(PH239),exceptasnotedhere.
Psychic Warrior Powers You drastically alter your own metabolism, gaining
Thepowerslistedbelowareinadditiontothepowers speed and agility. When the power ends, you become
listed for psychic warriors in the Players Handbook. fatiguedforaperiodequaltothepowersduration.
Powersnewtothisbookaremarkedwithanasterisk. Augment:Youcanaugmentthispowerinoneormore
ofthefollowingways.
1stLevel Psychic Warrior Powers 1. For every 2 additional power points you spend,
Bioflexibilty*: You gain a bonus to Escape Artist your bonus on attack rolls and bonus to AC and Reflex
checks. savesincreaseby1.
Cast Missiles*: You can launch missiles without a 2. If you spend 4 additional power points, you can
boworotherweapon. manifestthispowerasaswiftactioninsteadofastandard
DeflectStrike*:Youpsychokineticallydeflectthenext action.
attackofacreaturewithinrange. 3.Ifyouspend5additionalpowerpoints,youdonot
PsionicDraw*:Instantlydrawaweapon. becomefatiguedattheendofthispowersduration.
Tattoo AnimationA*: Animates your tattoos or steals
anothers. Alter Self, Psionic
Wild LeapA*: Make an additional leap and gain a Psychometabolism
bonustoJumpchecks. Level:Psion/wilder2
Display:Auditory
2ndLevel Psychic Warrior Powers ManifestingTime:1standardaction
Antidote SimulationA*: Detoxifies venom in your Range:Personal
system. Target:You
Return MissileA*: Make one weapon return to you Duration:10minutes/level(D)
afterthrown. PowerPoints:3
ShareStrengthA*:TemporarilytransferyourStrength
toanother. Afainthummingsoundcanbeheardasyourframebegins
tochange,alteringyourentireappearance.
3rdLevel Psychic Warrior Powers
AccelerateA*:Movefaster,+1onattackrolls,AC,and Asalterself(PH197),exceptasnotedhere.
Reflexsaves. Augment:Ifyouspend4additionalpowerpoints,this
DeathFieldA*:ReleaseanenergyburstfromtheGray powersdurationincreasesto1hour/level.
thatdrainsvitalenergy.
4thLevel Psychic Warrior Powers Antidote Simulation
ShadowJumpA*:Jumpintoshadowtotravelrapidly. Psychometabolism
Level:Psion/wilder3,PsychicWarrior2
5thLevel Psychic Warrior Powers Display:Auditoryandvisual
ManifestingTime:1standardaction
Nerve ManipulationA*: Disrupts a creature nervous
Range:Personal
system.
Target:You

Duration:Instantaneous
6thLevel Psychic Warrior Powers
PowerPoints:Psion/wilder5,psychicwarrior3
Poison SimulationA*: Coat surface with potent

poisons.
Focusing your Will, you psionically alter the molecules of
thefoulvenomonyourbody,makingitharmless.

177

ManifestingTime:1round
You instantly neutralize any sort of venom in your Range:Close(25ft.+5ft./2levels)
body.Yousuffernoadditionaldamageoreffectsfromthe Target:Lightthesizeofatorch
poison, and any temporary effects are ended, but the Duration:10minutes/level(D)
power does not reverse any hit point or ability score SavingThrow:None
damagealreadydealt. PowerResistance:No
Augment:Youcanaugmentthispowerinoneormore PowerPoints:5
ofthefollowingways.
1.Ifyouspend4additionalpowerpoints,thispower Asphereofflashinglightfliesfromyourhand.
can affect any willing creature or object of up to 1 cubic
ft./leveltouched. With this power, you create a bright colored ball of
2. If you spend 6 additional power points, you can light (the exact color is your choice) that you can direct
manifest this power as an immediate action, quickly anywhere within range. The sphere normally emits as
enoughtonegateinitialpoisondamage. muchlightasatorch,butbyconcentratingonthispower
(as a standard action); you can increase the light to the
Aura Reading levelofadaylightspell.
Clairsentience Augment:Ifyouspend4additionalpowerpoints,this
Level:Psion/wilder1 powersdurationincreasesto1hour/level.
Display:Mental
ManifestingTime:1standardaction Bioflexibilty
Range:Close(25ft.+5ft./2levels) Psychometabolism
Target:Onecreature/round Level:Psion/wilder1,psychicwarrior1
Duration:Concentration,upto1min./level Display:Material
SavingThrow:Willnegates ManifestingTime:1standardaction
PowerResistance:Yes Range:Personal
PowerPoints:1 Target:You
Duration:1round/level
Several colored halos start appearing in your view, PowerPoints:1
revealinginformationaboutthosearoundyou.
Your skin turns into a silvery hue as your body start to
You learn details about the targets social status by becomemoreandmoreflexible.
examining the psychic aura that surrounds it. You can
focus on one target within range per round. The amount You become extremely flexible and malleable, almost
of information you discern about the target depends on fluidic in form. You can manifest this power to escape a
howlongyoufocusonthesubject. grapple,manacles,ropesorotherrestrainingeffects.This
1st Round: Social class of the target, such as slave, grants you a +10 competence bonus to Escape Artist
freeman,templarornoble.Ifthetargetisfromaclassless checks.
society (such as an elf tribe or a small village), the spell Augment:Forevery4additionalpowerpointsspent,
revealshimasafreeman. yougainanadditional+10bonustoEscapeArtistchecks.
2ndRound:Primaryallegianceofthetarget,suchasa
patron element, sorcerermonarch, a slaves master, or a Blink, Psionic
druidsguardedlands(revealsabriefglimpseoftheland, Psychoportation
not its specific location). This doesnt need to be an Level:Psion/wilder3
allegiance the character embraces, such as a slave, only Display:Visual
the primary one in her life. This only reveals the ManifestingTime:1standardaction
allegiancethecharacterregularlyprojects,notanyhidden Range:Personal
orsecretallegiances. Target:You
3rdRound:Mostcommonlyusednameoftarget. Duration:1round/level(D)
4th Round: Profession of the target. Again, this only PowerPoints:5
reveals information the target openly projects. So if a
wizard masquerades as a bricklayer, this power reveals A bluish hue can be perceived over your body as you
thattheyareabricklayer. perceive the distance between the Astral Plane becoming
5th+ Round: Any additional professions held by the smaller.
character,currentlyorpreviously.
Asblink(PH206),exceptasnotedhere.
Beacon You blink back and forth between the Material
Psychokinesis[Light] PlaneandtheGray.
Level:Psion/wilder3
Display:Visual

178

Augment:Ifyouspend2additionalpowerpoints,this PowerResistance:Yes
powersdurationis1minuteperlevelratherthan1round PowerPoints:1
perlevel.
Your fingertips darken until they are as black as the
Calm Emotions, Psionic moonlessnight.
Telepathy(Compulsion)[MidAffecting]
Level:Psion/wilder2 Assleep(PH280),exceptasnotedhere.
Display:Mental You can rearrange a living creatures biorhythm,
ManifestingTime:1standardaction making it slumber. Doing so requires a successful melee
Range:Medium(100ft.+10ft./level) touchattack.
Area:Creaturesina20ft.radiusspread. Cause sleep does not affect unconscious creatures,
Duration:Concentration,upto1round/level constructs,kreen,orundeadcreatures.
SavingThrow:Willnegates Augment: For every additional power point you
PowerResistance:Yes spend, this power can affect a target that has Hit Dice
PowerPoints:3 equal to 4 + the additional points and its save DC
increasesby1.
A peaceful sensation takes over your body, and through
sheerforceofwill,youradiateitoutward. Complete Healing
Psychometabolism
Asthecalmemotionsspell,exceptasnotedhere. Level:Egoist7
Display:Auditoryandvisual
Cast Missile ManifestingTime:24hours
Psychokinesis Range:Personal
Level:Psion/wilder1,psychicwarrior1 Target:You
Display:Auditory Duration:Instantaneous
ManifestingTime:1standardaction PowerPoints:13
Range:Personal
Target:You Youenteradeeptrance,leavingyourbodytohealitselfoff
Duration:1round/level allwoundsandailments.
PowerPoints:1
Thispowerallowsyoutohealyourselfcompletelyof
You wave your hand at the projectiles nearby, imbuing all ailments, wounds, and normal diseases. You must
themwithtelekineticpowerandthrustingthematyourenemy. place yourself in a trance for 24 hours to accomplish the
healing.Attheendofthismanifesting,youarerestoredto
You can cast sling stones without a sling, launch fullhitpoints,nolongersufferfromanytemporaryability
arrows without a bow, or launch bolts without a damage, are no longer exhausted or fatigued, and lose
crossbow. The ammunition travels as if it had been fired anynegativelevelsyouhad.Youalsoreturntofullpower
fromasling,shortbow,orlightcrossbow(asappropriate) points,lessthecostofthispower.
usingthatweaponsdamage,critical,andrange.Aslong Augment: For every 2 additional power points you
as you have the ammunition at hand, you can fire one spend, the manifesting time is decreased by 2 hours
missile per attack without needing to reload. You can (minimum2hours).
even apply feats from the Point Blank Shot tree to these
attacks. Concentrate Water
Alternatively, you can throw objects you hold as an Psychokinesis
improvisedrangedweaponwithoutsufferingthenormal Level:Psion/wilder2
4penalty. Display:Materialandvisual
Augment:Ifyouspend2additionalpowerpoints,you ManifestingTime:1round
may fire ammunition as if using a longbow or heavy Range:30ft
crossbow(asappropriate). Area:30ftradiusburstcenteredonyou
Duration:Instantaneous
Cause Sleep SavingThrow:None
Psychometabolism PowerResistance:No
Level:Psion/wilder1 PowerPoints:3
Display:Materialandvisual
ManifestingTime:1standardaction Focusing on your Nexus, you cause all moisture around
Range:Touch youtocoalesceinfrontofyouandformasmallpoolofpotable
Target:1livingcreature water.
Duration:1min./level
SavingThrow:Fortitudenegates

179

You draw all moisture within the area of effect as Cryokinesis


waterinasinglecontainer.Theamountcollecteddepends Psychokinesis
onthelocalterraintype. Level:Psion/wilder1
Sandy wastes, dust sink, or salt flats: 1d3 2 gallons Display:Auditoryandmaterial
(minimum0). ManifestingTime:1standardaction
Rocky badlands, stony barrens, or boulder fields: 1d41 Range:Close(25ft.+5ft./2levels)
gallons(minimum1). Area:2sq.ft.ofsurfaceareaofanobjectorcreature
Mountainsorscrubplains:1d61gallons(minimum1). Duration:Concentration,upto1min./level
Verdantbeltsorforest:1d8+1gallons. SavingThrow:None
You must hold the container while manifesting this PowerResistance:Yes
power. If the container is too small to hold the water PowerPoints:1
collected, or if it is leaky, the excess spills onto the
ground. Aglowingwhitehalosurroundsyourtarget,stealingallits
The power only collects uncollected vapor and kineticmovement,slowlyandcompletelyfreezingit.
dropletsaroundthecaster.Freestandingwaterinaglass,
pool, or other container is not collected. It does not You can suppress the molecular movement of a
adverselyaffectplantsoranimalsinthearea.Thedrying mundane object, cooling it to the point of freezing over
effect on any local flora becomes evident in the next few time. The suppression grows more intense in the second
days, but most plants can survive the temporary loss of and third rounds after you manifest the power, as
groundmoisture. describedbelow.
1stRound:Unprotectedflamesareextinguished,metal
Cosmic Awareness becomes cold to the touch, and water condenses on
Clairsentience objects.Skinreddens(1pointofdamage).
Level:Seer9 2nd Round: Protected flames are extinguished, bone
Display:Visual and chitin become brittle (ignore half of objects
ManifestingTime:1minute hardness), skin becomes frostbitten (1d4 points of
Range:60ft. damage),andliquidsfreeze.
Area:60ft.radiusemanationcenteredonyou 3rd and Subsequent Rounds: Metal, wood, stone and
Duration:Concentration,upto1min./level obsidian become brittle (ignore half of objects hardness)
SavingThrow:None metal burns with cold (1d4 points of damage for those
PowerResistance:No holding metallic objects); flesh freezes (1d6 points of
PowerPoints:17 damage).
Cryokinesisnegatesandisnegatedbymatteragitation.
You focus all your Will into your inner self, receiving a
glimpse of your surroundings as you become one with the Death Field
universe. Psychometabolism
Level:Egoist3,psychicwarrior3
You perceive all things within the area of effect, Display:Olfactoryandvisual
including the shallow Gray. The amount of information ManifestingTime:1round
revealedbythispowerdependsonhowlongyoustudya Area:10ft.radiusburstcenteredonyou
particulararea. Duration:Instantaneous
1st Round: You see all inanimate features and SavingThrow:Fortitudenegates
unattended objects within the area of effect; you can see PowerResistance:Yes
whatisontheothersideofahill,detecthiddencaves,see PowerPoints:5
secret doors and traps, and even detect lodes of unusual
mineralsorothergeologicalphenomena.Youalsohearall Anexhalationofgrayhazeeruptsfromyourbodyandsteals
soundsanddetectallsmellswithinthearea. thelifeenergyofalllivingcreaturesaroundyou.
2nd Round: You perceive forces winds, water
currents,oranyfreestandingspelleffectssuchasglyphs This power releases an energy burst from the Gray
ofwarding,areasofreversedgravity,nullpsionicsfields, that drains vital energy. When you manifest this power,
andsoforth. you decide how much hit points you will sacrifice.
3rdRound:Youperceiveallcreatureswithinthearea, (Damage sacrificed this way counts towards massive
ignoring effects such as blur, displacement, and damage as described in the Players Handbook.) Every
invisibility,aswellasanysignificantpiecesofequipment livingcreatureintheareaofeffectmustmakeaFortitude
they carry. Creatures who are shapechanged or save or receive negative energy damage equal to the
polymorphedarenotedandtheirtrueformsunderstood. amountyousacrificed.
Illusionsareperceivedforwhattheyare. Since undead are powered by negative energy, this
power cures such creatures of a like amount of damage,
ratherthanharmingthem.

180

Augment: For every 4 additional power points you Poor: Less than 30% of full normal hit points
spend, this powers radius increase by 5 feet, and the remaining, afflicted with a disease, or suffering from a
powerssaveDCincreasesby2. debilitatinginjury.
Weak:0orfewerhitpointsremaining,afflictedwitha
Deflect Strike diseaseintheterminalstage,orcrippled.
Psychokinesis If a creature falls into more than one category, the
Level:Psion/wilder1,psychicwarrior1 spellindicatestheweakerofthetwo.
Display:Auditoryandvisual Eachroundyoucanturntodetectcreaturesinanew
ManifestingTime:1standardaction area.Thepowercanpenetratebarriers,but1footofstone,
Range:Close(25ft+5ft./2levels) 1inchofcommonmetal,athinsheetoflead,or3feetof
Target:1creature woodordirtblocksit.
Duration:1round
SavingThrow:None Detect Moisture
PowerResistance:Yes Clairsentience
PowerPoints:1 Level:Seer3
Display:Visual
A loud clang can be heard when a translucent barrier ManifestingTime:1standardaction
appears in front of you just in time to deflect you enemys Range:60ft.
attack. Area:Coneshapedemanation
Duration:Concentration,upto1min./level
This power psychokinetically deflects the next attack SavingThrow:None
of a creature within range. The targets next melee, SpellResistance:No
missile, or ranged touch attack that round suffers a 20 PowerPoints:5
penaltytotheattackroll.
Augment:Ifyouspend6additionalpowerpoints,you Suddenlyaftermanifestingthepower,youbegintosenseall
canmanifestthispowerasanimmediateaction. moisturearoundyou,asithadanintensesmellasfordorrans
husk.
Detect Life
Clairsentience You can feel the presence of water. You detect all
Level:Psion/wilder2 creatures greater than Tiny that have moisture, plus any
Display:Visual concentration of one gallon or more. The amount of
ManifestingTime:1standardaction information revealed depends on how long you search a
Range:Medium(100ft.+10ft./level) particulararea.
Area:Coneshapedemanation 1stRound:Presenceorabsenceofmoistureinthearea.
Duration:Concentration,upto10min./level 2ndRound:Amountofmoistureinthearea.
SavingThrow:None 3rd Round: The location of each individual with
SpellResistance:No moisture present and all others sources of moisture. If a
PowerPoints:3 moisture concentration is outside your lineof sight, then
youdiscernitsdirectionbutnotitsexactlocation.
Youreyestakeagoldenhueasyourvisionisabletodetect Eachroundyoucanturnto detectmoistureinanew
alllifearoundyouasitwereatangibleobject. area.Thepowercanpenetratebarriers,but1footofstone,
1inchofcommonmetal,athinsheetoflead,or3feetof
You can detect living creatures in a cone emanating woodblocksit.Notethatdirtdoesnotblockthepower.
outfromyouinwhateverdirectionyouface.Theamount Augment:Ifyouspend3additionalpowerpoints,you
ofinformationrevealeddependsonhowlongyousearch can tell whether the source of moisture is poisonous or
aparticulararea. otherwisecontaminated.
1stRound:Presenceorabsenceofintelligentlifeinthe
area. Detect Poison, Psionic
2ndRound:Numberofindividualsinthearea,andthe Clairsentience
conditionofthehealthiestspecimen. Level:Psion/wilder1
3rd Round: The condition (see below) and location of Display:Auditoryandolfactory
eachindividualpresent.Ifacreatureisoutsideyourline ManifestingTime:1standardaction
of sight, then you discern its direction but not its exact Range:20ft.
location. Target:Onecreature,oneobject,ora5ft.cube
Conditions: For purposes of this spell, the categories Duration:Instantaneous
ofconditionareasfollows: SavingThrow:None
Normal:Hasatleast90%offullnormalhitpoints,free PowerResistance:No
ofdisease. PowerPoints:1
Fair:30%to90%offullnormalhitpointsremaining.

181

Youreyesandnosebecomesokeenthatyouarecapableof Dimensional anchor and similar effects suppresses


detectingeventheslightesttaintofpoison. thispower.
Thepowerendsifanyobjectorenergybiggerthanthe
Asdetectpoison(PH219),exceptasnotedhere. screenbecomeincontactwithit.

Detonate Electroerosion
Psychokinesis Psychokinesis[Electricity]
Level:Psion/wilder4 Level:Psion/wilder5
Display:Auditory,material,andvisual Display:Materialandvisual
ManifestingTime:1standardaction ManifestingTime:1standardaction
Range:Medium(100ft.+10ft./level) Range:Close(25ft.+5ft./2levels)
Target:Oneobject Effect:Ray
Duration:Instantaneous Target: One mundane metallic object (or the volume
SavingThrow:FortitudenegatesandReflexeshalf of the object within 3 ft. of the affected point) or one
PowerResistance:Yes metalliccreature
PowerPoints:7 Duration:Instantaneous
SavingThrow:Fortitudepartial(object)
Aloudechoingboomcanbeheardasyouunleashaburstof PowerResistance:Yes
telekineticforce. PowerPoints:9

You cause an object to explosively release the latent Focusing your mental power, you shoot a cackling
energystoredwithinit.Thispoweraffectsasingleobject psychokineticraytowardsthemetallicgearofyouropponent.
or a section of a larger object (such as a wall) no larger
than a 10 foot cube. This power can also be used against Youcreatearayofenergythatshootsforthfromyour
mindless constructs and undead (those with no fingertip.Youmustmakeasuccessfulrangedtouchattack
intelligencescore).Thetargettakes7d6pointsofdamage; tohit.Iftheitemissolargethatitcannotfitwithina3
creatures,andheldormagicalitemscannegatethiswith foot radius, a 3footradius volume of the metal is
asuccessfulFortitudesave.Anobjectorcreaturereduced instantaneouslyvanishes.Magicorpsionicitemsmadeof
to 0 hit points is completely destroyed, reduced to a metalareimmunetothispower.
residue of fine dust. In addition all creatures and objects AcreatureorobjectthatmakesasuccessfulFortitude
within 10 feet of the target take an equal amount of save is partially affected, taking only 4d6 points of
damage(Reflexsaveforhalfdamage);butnotmorethan damage.Ifthisdamagereducesthecreatureorobjectto0
twicethehitpointtotalofthetarget. orfewerhitpoints,itisentirelydestroyed.
Augment: For every additional power points you Augment: For every additional power point you
spend, this powers damage increases by 1d6 points. For spend, the damage this power deals to a target that fails
eachextratwodiceofdamage,thispowerssaveDC(for itssavingthrowincreasesby1d6points.
bothsaves)increasesby1.
Ghost Writing
Dimensional Screen Metacreativity
Psychoportation(Teleportation) Level:Psion/wilder1
Level:Psion/wilder6 Display:Materialandvisual
Display:Visual ManifestingTime:1minute
ManifestingTime:1standardaction Range:10miles/level
Range:0ft. Target:Onesheetofpaperorparchment
Effect:5ft.radiuscylindercenteredonyou Duration:Concentration,upto1round/level
Duration:1round/level SavingThrow:Willnegates(object)
PowerPoints:11 PowerResistance:Yes
PowerPoints:1
A bluish shimmering screen materializes in front of you,
suckingallmissilesthrownatyourandmakingthemreappear Withthepowerofyourmind,youbecomeabletowriteon
ontheoppositeside. distantsurfaceswithoutanytypeofink.

You create a shimmering screen around you, any Youcanwritemessagesonblankpaperorparchment
physical or energy attack that touches it (both from at a distance. The sheet can lie by itself, among others,
outsideorfromwithin),comesoutattheoppositeendof rolled into a scroll, etc. You must know of the sheets
thescreen,causingyounoharm. existenceanditspresentlocation(ifthesheetisnolonger
Effects and ranged attacks that are transported where the psionicist remembers it, the power
through the screen affect creatures in the line of effect, automatically fails). You mentally darken the sheet in a
usingtheoriginalattackroll,ifapplicable. thincontinuousline,forming,withtimeandeffort,letters,

182

words,andsentences.Youcanformuptofivewordsper closesttothepowerspointoforiginareaffectedfirst.Hit
round. This power does not confer the ability to write,if Dicethatarenotsufficienttoaffectacreaturearewasted.
the character is illiterate. You receive no clairvoyance They cannot speak, intentionally pound on something to
during the powers usehe does not get any impression make a loud noise, etc. Creatures affected by this power
of whether or not the intended people read his message, cannotcastspellswithverbalcomponentsnorusebardic
only that it has been so written, Anyone can read the music.
messageoncetransmitted. Augment: For every 2 additional power points you
spend,thispowersrangeincreasesby5feetanditssave
Hallucination DCincreasesby1.
Telepathy[MindAffecting] In addition, for every additional power point you
Level:Telepath5 spend toincrease the rangeand the saveDC, this power
Display:Mental can affect targets that have Hit Dice equal to 4 + the
ManifestingTime:1standardaction numberofadditionalpoints.
Range:Medium(100ft.+10ft./level)
Target:Onecreature Incorporeality
Duration:Concentration Psychoportation
SavingThrow:Willdisbelief(ifinteractedwith) Level:Psion/wilder7
PowerResistance:Yes Display:Visual
PowerPoints:9 ManifestingTime:1standardaction
Range:Personal
Asyoucreatethementalimageoftheillusionyoucarefully Target:You
considered,yousendittoyourfoesmindlikehungrymaggots. Duration:1round/level(D)
PowerPoints:13
You can project visions or images in the subjects
mind.Thisactsasmajorimage,excepttheillusionisonly You see you body quickly become enwrapped in a silvery
visible to the target. In addition, if the phantasm attacks sheenandallofasudden,youfindyourselfbetweentheAstral
the target, and is not disbelieved, the victim believes she planeandAthas.
is taking real damage appropriate to the illusion.
However, the physical effects of the hallucination are You shift your bodys molecules into a different
psychosomaticthe victim may believe she is being frequency of motion. You become incorporeal, bringing
mauled by a tembo, but she is not really being harmed along with you objects as long as their weight doesnt
physically. exceedyourmaximumload.
Whatever the victims believes shes experiencing, the While the power lasts youre insubstantial, scentless,
illusionary damaged is nonlethal and is at most 9d6 inaudible and capable of moving in any direction, even
pointsofdamage. up or down, albeit at half normal speed. As an
Augment: For every additional power point you insubstantial creature, you can move through solid
spend the maximum amount of nonlethal damage objects,includinglivingcreatures.
increases by one die (d6). For every extra two dice of You can harm and be harmed only by other
potentialdamage,thispowerssaveDCincreasesby1. incorporeal creatures, by magic weapons, or by spells,
spelllikeeffects,orsupernaturaleffects.
Hush Even when struck by magic or magic weapons, you
Telepathy[Compulsion,MindAffecting] havea50%chancetoignoreanydamagefromacorporeal
Level:Psion/wilder1 source except for a force effect or damage dealt by a
Display:Mental ghosttouchweapon.
ManifestingTime:1standardaction Treatotherincorporealcreaturesandobjectsasifthey
Range:20ft. werematerial.
Area:Coneshapedemanationcenteredonyou If the power ends while you are inside a material
Duration:1round//level(D) object (such as a solid wall), you are shunted off to the
SavingThrow:Willnegates nearest open space and take 1d6 points of damage per 5
PowerResistance:Yes feetthatyousotravel.
Augment:Youcanaugmentthispowerinoneorboth
After concentrating on the image of a calm prairie, you ofthefollowingways.
release a subconscious twinge to all nearby creatures, making 1.Forevery2additionalpowerpointsyouspend,you
themassilentasanelvenpickpocket. canaffectanadditional25poundsofobjects.
2.Forevery2additionalpowerpointsyouspend,this
Yousendoutasubconscioustwingethatcausesoneor power can affect an additional target. Any additional
more creatures of 4 Hit Dice or less to be as silent as targetcannotbemorethan15feetfromanothertargetof
possible. Creatures with the fewest HD are affected first. thepower.
Among creatures with equal Hit Dice, those who are

183

Lighten Load, Psionic Range:Close(25ft.+5ft./2levels)


Psychometabolism Target:1metallicobjectofupto25lb./level
Level:Psion/wilder3 Duration:1round/level(D)
Display:Olfactory SavingThrow:None
ManifestingTime:1standardaction PowerResistance:Yes
Range:Touch PowerPoints:7
Target:Creaturestouched
Duration:2hours/level Astrongsmellofrustcanbefeltasthemetallicobjectyou
SavingThrow:No pointedtakesonapulsatingglow.
PowerResistance:Yes(harmless)
PowerPoints:5 You can change the magnetic orientation of a
mundanemetalobject,stronglymagnetizingittoallmetal
The strong odor of mul sweat can be felt as the touched objectswithin20feet.Thetargetedobjectcanbemadeto
creaturesbecomeabletoliftheavierloads. attract to or repel all metal objects within the field of
influence and is affected according to its size category.
This power increases the recipientscarrying capacity Magnetic objects, whether they are being attracted or
for the powers duration (divide the duration by the repelled,moveinrelationtothetargetatarateof10feet
number of recipients). For purposes of carrying capacity foreachsizecategorydifference.
only,treatthepowersrecipientsasthoughtheirStrength A creature holding or wearing an object under
wereincreasedby10points. magnetize can make an opposed Strength check (DC
equaltothesaveDCofthispower)toretaincontrolofthe
Locate, Psionic item. Every round in which metal creatures or creatures
wearing metal armor remain within the magnetic field,
Clairsentience
theymustattemptanopposedStrengthcheck(DCequal
Level:Seer2
to the save DC of this power) against the force. If the
Display:Visual
attractedcreaturewinsthiscontest,itsuffersnoilleffects
ManifestingTime:1standardaction
thisround.However,ifthecreaturefails,thenitbecomes
Range:Medium(100ft.+10ft./level)
immobile,renderingithelpless.
Area: Spread with a radius of 100 ft. + 10 ft./ level,
Augment: For every 2 additional power points you
centeredonyou
spend, the weight limit of the target increases by 5
Duration:Concentration
pounds,andthepowerssaveDCincreasesby1.
SavingThrow:None
PowerResistance:No
Mass Manipulation
PowerPoints:3
Psychokinesis
A thin blue and silver is traced on the ground, leading to Level:Psion/wilder3
thatwhichyouseek. Display:Materialandolfactory
ManifestingTime:1standardaction
Aslocateobject(PH249),exceptasnotedhere. Range:60ft.
Thispowerisnotaffectedbyleadorrunningwater.It Target:1creatureorobjectofupto25lb./level
can be fooled by cloud mind, escape detection, and Duration:1min./level(D)
metamorphosispowers. SavingThrow:No
Augment:Youcanaugmentthispowerinoneormore PowerResistance:No
ofthefollowingways. PowerPoints:5
1.Ifyouspend2additionalpowerpoints,thispower
canalsolocateaparticularkindofplant. Using the Way, you momentarily alter the gravity
2.Ifyouspend4additionalpowerpoints,thispower surroundingasmallobject.
canalsolocateaknownorfamiliarcreature.
2.Ifyouspend1additionalpowerpoint,thispowers You can alter the way gravity affects a creature or a
duration is 1 min./level rather than concentration. If you mundane objects weight. The mass can be increased up
spend2additionalpowerpoints,thispowersdurationis to200%itsnormalweightorreducedto25%.
10 min./level rather than concentration. If you spend 4 A creatures encumbrance is affected by the new
additional power points, this powers duration is 1 weightofanobject.Thebalanceofanaffectedweaponis
hour/levelratherthanconcentration. greatly altered, thus it is considered one size category
bigger (or smaller, if decreased in weight) for every 50%
Magnetize of weight increase for purposes of wielding and damage
(PHB 113). Ranged weapons that become at least 50%
Psychokinesis
lighter have their range increment increased by onehalf
Level:Psion/wilder4
(ordecreasedinhalf,ifincreasedinweight).
Display:Materialandolfactory
Multiple effects that increase weight do not stack,
ManifestingTime:1standardaction
whichmeans(amongotherthings)thatyoucannotusea
184

second manifestation of this power to further increase floor, his sword to its sheath, or the joints of his armor
weight. fusedtogetherintoauselessplugofmetal).
Augment:Youcanaugmentthispowerinoneorboth Creaturesthataresomehowrenderedunabletomove
ofthefollowingways. cannot apply their Dexterity bonus to Armor Class. The
1. For every additional power point you spend, the power otherwise does not affect creatures (including
weightlimitoftargetincreasesby5pounds. constructsandundead).
2. If you spend 4 additional power points, you can
alterthemassbetween10%and400%. Nerve Manipulation
Psychometabolism
Mindflame Level:Psion/wilder5,psychicwarrior5
Telepathy[MindAffecting] Display:Auditoryandvisual
Level:Psion/wilder7 ManifestingTime:1standardaction
Display:Mental Range:Touch
ManifestingTime:1standardaction Target:1livinghumanoid
Range:40ft. Duration:Seetext
Area:Creaturesina40ft.radiuscenteredonyou SavingThrow:Fortitudenegates
Duration:Instantaneous PowerResistance:Yes
SavingThrow:Willnegates PowerPoints:9
PowerResistance:Yes
PowerPoints:13 Your targets body writhes in pain as you destroy its
nervoussystem.
Harnessing all the hatred you have within yourself, you
projectamassivewaveofmentalforce. Youcandoterriblethingswiththenervoussystemof
a creature. Doing so requires a successful melee touch
All creatures within the area of affect who fail their attack.UnlessthecreaturesucceedsonaFortitudesave,it
savesufferthefollowingilleffects: becomesstunnedfor1roundandsuffersthefollowingill
effects.
Hit Dice Effect
Equal to manifester level Dazed Hit Dice Effect
Up to manifester level 1 Weakened, dazed Equal to manifester level Spasms; sickened for 1d3 rounds
Up to manifester level 5 Paralyzed, weakened, dazed Up to manifester level 1 Pains; exhausted for 1d3 rounds
Up to manifester level 10 Killed, paralyzed, weakened, Up to manifester level 5 Unconscious for 2d6 rounds
dazed Up to manifester level 10 Disabled and dying in 1d3 rounds

Theeffectsarecumulativeandconcurrent. Any of these effects can be neutralized by the
Dazed: The creature takes no action for 1 round, neutralizepoisonspellortheantidotesimulationpower.You
thoughitdefendsitselfnormally. canmanifestaweakereffectifyouwant.
Weakened: The creatures Strength score decreases by Augment:Youcanaugmentthispowerinoneormore
2d6pointsfor2d4rounds. ofthefollowingways.
Paralyzed: The creature is paralyzed and helpless for 1.Ifyouspend2additionalpowerpoints,thispower
1d10minutes. can also affect an animal, fey, giant, magical beast, or
Killed:Livingcreaturesdie. monstroushumanoid.
2.Ifyouspend4additionalpowerpoints,thispower
Molecular Bonding can also affect an aberration, dragon, elemental, or
Psychokinesis outsider in addition to the creature types mentioned
Level:Psion/wilder2 above.
Display:Olfactoryandmaterial In addition, for every 2 additional power points you
ManifestingTime:1standardaction spend to achieve any of these effects, this powers save
Range:10ft. DCincreasesby1.
Area:6sq.ft.ofsurfaceareaofanobject
Duration:1min./level(D) Pheromone Discharge
SavingThrow:No Psychometabolism
PowerResistance:No Level:Psion/wilder2
PowerPoints:3 Display:Olfactory
ManifestingTime:1standardaction
Waving you hand, you temporarily fuses two items Range:Personal
together,liketheywerealwaysthesameobject. Target:You
Duration:1min./level
Youcantemporarilyjointwosurfacestogetheratthe PowerPoints:3
molecularlevel(i.e.anenemysbootscanbejoinedtothe

185

You body starts to emit a strange and pungent smell, Ifthepowerendsandanyitemsleftonit,thecontents


captivatingallinsectsaroundyou. of the pocket dimension appear at the location of the
accesspointanddroptotheground.
Yourskinemitsapheromonethatverminrecognizeas Living things in the pocket dimension eat, sleep, and
theirownspecies.Verminandswarmsofverminreactas age normally, and they die if they run out of food, air,
though they were two steps more friendly in attitude. water, or whatever they need to survive. The air supply
This allows you to make a single request of a vermin or lastsforabout15minutesforaMediumcreature.Youcan
swarm of vermin. The request must be brief and leave the access point partially open to allow air to
reasonable. Even after this power ends, the creature circulate. You cannot enter your own pocket dimension,
retainsitsnewattitudetowardyou,butonlywithrespect butyoucanreachinandretrieveanythinginside.
tothatparticularrequest. Augment: For every 2 additional power points you
Augment:Ifyouspend4additionalpowerpoints,this spend,thestoragecapacityincreases1cubicfoot.
powersdurationincreasesto1hour/level.
Poison Simulation
Photosynthesis Psychometabolism
Psychometabolism[Healing] Level:Egoist7,Psychicwarrior6
Level:Psion/wilder1 Display:Material;seetext
Display:Visual ManifestingTime:1swiftaction
ManifestingTime:2rounds Range:Personalortouch,seetext
Range:Personal Target:Youorweapontouched
Target:You Duration:1min./leveloruntildischarged
Duration:1hour/level(D) SavingThrow:NoneandFortitudenegates;seetext
PowerPoints:1 PowerPoints:Egoist13,Psychicwarrior11

Yourbodytakesonagreenishhueasyoufeeltheenergyof By focusing on foul and venomous creatures from the
thesunprovideyouwithvitalityandnourishment. wastelands,youproduceavilepurplepoison.

Yougainenergyandrejuvenationfromtheenergyof You can use this power to produce a horrible poison
thecrimsonsun.Foreveryhouryourestonasunnyarea thatcoatsoneofyourclawsoroneofyourweapons.On
for the power duration, you heal 5 hit points. As usual, your next successful melee attack with the claw or
when regular damage is healed, an equal amount of weapon during the powers duration, the poison deals
nonlethal damage is also healed. You must remain 2d6 points of ability damage (your choice) immediately
immobiletoreceivethebenefitsofthepower. andanother2d6pointsofabilitydamage(yourchoice)1
Augment:Ifyouspend4additionalpowerpoints,you minute later. The target of your attack can negate each
satisfy the need of a meal and half of your daily water instanceofdamagewithaFortitudesave.
requirement.
Psionic Draw
Pocket Dimension Psychokinesis
Metacreativity(Creation) Level:Psion/wilder1,psychicwarrior1
Level:Shaper5 Display:Visual
Display:Visual ManifestingTime:1immediateaction
ManifestingTime:10minutes Range:Personal
Range:Seetext Target:You
Effect:Onequasirealstoragearea Duration:Instantaneous
Duration:1hour/level(D) PowerPoints:1
PowerPoints:9
Yourweaponappearsonyourhand,answeringyourmental
A gray mist surrounds a small object, and it is sent to call.
safekeepingontheGray.
An item on your person is telekinetically drawn into
Youcreateasmallstorageareainanextradimensional yourhand.Youmusthaveafreehandtousethispower.
space located within the Gray. The storage area can
contain up to 1 cubic foot of material (regardless of the Psionic Sight
areasactualsize,whichisabout3feetby2feetby2feet). Clairsentience
Thestorageareaisaccessedbyaglowingdoorwayor Level:Psion/wilder3
hatchabout2squarefeet.Theaccesspointalwaysstaysin Display:Auditoryandvisual
thesameplacerelativetoyou. ManifestingTime:1standardaction
Range:Personal
Target:You

186

Duration:1min./level Condition DC
PowerPoints:5 Modifier
Every three thinking creatures in the group being 1

tracked
Your eyes become completely blue, revealing all psionic Every 24 hours since the trail was made +1
auraswithinsight. Tracked party using conceal thoughts +10

Thispowerallowsyoutoseepsionicauraswithin120
feetofyou.Theeffectissimilartothatofadetectpsionics Repugnance
power, but psionic sight does not require concentration Telepathy(Compulsion)[MindAffecting]
anddiscernsauralocationandstrengthmorequickly. Level:Psion/wilder4
You know the location and strength of all psionic Display:Olfactory
auraswithinyoursight.Anaurasstrengthdependsona ManifestingTime:1standardaction
powersfunctioningleveloranitemsmanifesterlevel,as Range:Close(25ft.+5ft./2levels)
noted in the description of the detect psionics power. If Target:Oneintelligentcreature
the items or creatures bearing the auras are in line of Duration:1round/level
sight,youcanmakePsicraftskillcheckstodeterminethe SavingThrow:Willnegates
disciplineofthepowerinvolvedineach.(Makeonecheck PowerResistance:Yes
peraura;DC15+powerlevel,or15+onehalfmanifester PowerPoints:7
levelforanonpsioniceffect.)
If you concentrate on a specific creature within 120 A strong stench of sulphur and boiled cabbage envelops
feet of you as a standard action, you can determine yourtarget,makingitcompletelyabominableforallthosewho
whether it has any manifesting or psilike abilities, and smellit.
the strength of the most powerful power or psilike
abilitythecreaturecurrentlyhasavailableforuse. This power causes a creature or object to become
Augment:Ifyouspend8additionalpowerpoints,you completely repugnant to the target. Unless the target
automatically know which powers or psionic effects are makes a Will save, he will try everything reasonable to
activeuponanyindividualorobjectyousee. destroyit.
If this causes the target to something against his
Psychic Tracking alignment,hereceivesanewsavingthrow.
Clairsentience
Level:Psion/wilder1 Return Missile
Display:Auditory Psychokinesis[Force]
ManifestingTime:1standardaction Level:Psion/wilder2,psychicwarrior2
Range:Personal Display:Visual
Target:You ManifestingTime:1standardaction
Duration:1hour/level Range:Close(25ft.+5ft./2levels)
PowerPoints:1 Target:Oneweaponwithatotalweightof5lb.orless
Duration:1round/level
After you finish your manifestation, several ghostly marks SavingThrow:No
on the ground become visible; you are now able to track your PowerResistance:No
opponentsasgoodasacilopscan. PowerPoints:3

You can track a creature by the mental footprints Youwaveyourhandtowardsanobjectandmakeitglisten
left behind by its thoughts. You can only track creatures withsilveryglows.
with an Intelligence score of 3 or greater. Pass without
Trace and similar effects provide no protection from this Thispowercanonlybe manifestedonaweaponthat
power; however, creatures that are immune to mind canbethrown.Theaffectedweaponfliesthroughtheair
affecting effects (such as someone under the effects of back to you. It returns to you just before your next turn
mind blank) do not leave psychic tracks and cannot be (andisthereforereadytouseagaininthatturn).
trackedinthisway.Tofindtracksortofollowthemfor1 Catchingareturningweaponwhenitcomesbackisa
milerequiresasuccessfulPsicraftcheck.Youmustmake free action. If you cannot catch it, or if you have moved
another Psicraft check every time the tracks become sincethrowingit,theweapondropstothegroundinthe
difficult to follow, such as when other tracks cross them, squarefromwhichitwasthrown.
orwhenthetracksbacktrackanddiverge. Augment:Youcanaugmentthispowerinoneorboth
You move at half your normal speed (or at your ofthefollowingways.
normalspeedwitha5penaltyonthecheck,oratupto 1.Forevery2additionalpowerpointsyouspend,this
twiceyourspeedwitha20penaltyonyourcheck).The powersrangeincreasesby5feet.
base is DC 15. Several modifiers may affect the Psicraft 2. For every additional power point you spend, the
checkasgivenonthetablebelow: weightlimitoftheweaponincreasesby2pounds.

187

Sensory Suppression To use shadow jump, you must be in an area of


Telepathy[MindAffecting] shadowy illumination. You are then instantaneously
Level:Psion/wilder2 transported through the Black to any other spot within
Display:Mental rangeinashadowedareatowhichyouhavelineofsight.
ManifestingTime:1standardaction You can bring along possessions that amount to as
Range:Close(25ft.+5ft./2levels) muchasamediumload.Movementcausedbytheuseof
Target:1livingcreature shadowjumpdoesnotprovokeattacksofopportunity.
Duration:Concentration+1d6rounds If you somehow attempt to transfer yourself to a
SavingThrow:Willnegates location occupied by a solid body, location you cannot
PowerResistance:Yes see,oralocationwithoutshadowsthepowersimplyfails
PowerPoints:3 tofunction.
Augment:Youcanaugmentthispowerinoneorboth
Focusingonyourenemysbrain,yousunderitsconnection ofthefollowingways.
withoneofhissenses,forever. 1. If you spend 2 additional power points, you may
also bring one additional willing Medium or smaller
Youcauseacreaturetoloseoneofitssensescausing creature (carrying gear or objects up to its maximum
ittobeblinded,deafened,ortoloseitssenseofsmell,as load).
youchoose.Acreaturethatlosesitssenseofsmellcannot 2. If you spend 6 additional power points, you can
usetheScentability. manifestthispowerasamoveaction.

Sever the Tie Share Strength


Psychokinesis Psychometabolism
Level:Psion/wilder2 Level:Egoist2,psychicwarrior2
Display:Auditoryandmaterial Display:Auditoryandmaterial
ManifestingTime:1standardaction ManifestingTime:1standardaction
Range:Close(25ft.+5ft./2levels) Range:Touch
Area:20ft.radiusburst Target:Willingcreaturetouched
Duration:Instantaneous Duration:1min./level(D)
SavingThrow:None PowerPoints:3
PowerResistance:Yes
PowerPoints:3 By touching a creature, you are able to momentaneously
transfersomeofyourstrengthtoit.
Using the Way to create psychokinetic scythes, you hurl
them around your, disrupting any connections to the Grey You transfer your Strength temporarily to another.
nearby. When you manifest this power, you can transfer up to
your manifesting level in Strength. The target gains an
YoudisruptanundeadstietotheGray,damagingor enhancementbonustoStrengthequaltohalfthatamount,
destroying it. Your psychokinetic scythe deals 3d8 and you temporarily receive a Strength penalty equal to
points of damage to all undead within the area. Undead thatamount(toaminimumeffectiveStrengthscoreof1).
that are brought to 0 hit points or below by use of this Ifthetargetdieswhilethepowerisineffect,youtake
power fall limply and molder into dust (if corporeal), or an amount of Strength damage equal to your Strength
slowlydisperse(ifincorporeal). penalty.
Augment: For every 2 additional power points you Augment:Ifyouspend6additionalpowerpoints,you
spend,thispowersdamageincreasesby1d8. can manifest this power as a swift action instead of a
standardaction.
Shadow Jump
Tattoo Animation
Psychoportation(Teleportation)
Level:Psion/wilder4,psychicwarrior4 Psychokinesis
Display:Visual Level:Psion/wilder1,psychicwarrior1
ManifestingTime:1standardaction Display:Visual
Range:1000yd. ManifestingTime:1standardaction
Target:You Range:Personalortouch(seetext)
Duration:Instantaneous Target:Oneormoretouchedtattoos
PowerPoints:7 Duration:Instantaneous
SavingThrow:Willnegates;seetext
You become shrouded in darkness, being instantly hurled PowerResistance:No
into the Black and reappearing into the designated location PowerPoints:1
unscathed.

188

You psychokinetically animate a tattoo, making it come to month. The sites illuminate for your eyes only. You gain
liveunderyoucontrol. anaccurateimpressionofthemagicspower(thelevelof
thedefilerspellcast)andhowlongagoitwascast(tothe
This power allows you to take control of various nearestday).
tattoos.Therearetwousesforthispower: This power does not reveal information about the
Alter Tattoo: You can make one tattoo on your body spellorthecaster.
per manifester level move across your body as if they
were a psionic tattoos. You can even transfer a tattoo to Truthear
another being with a successful melee touch attack. An Clairsentience
unwilling recipient receives a Will save to negate the Level:Seer3
transferofthetattoo. Display:Visual
StealTattoo:Youcanattempttostealasingletattoo ManifestingTime:1standardaction
(mundane or psionic) from another creatures body. You Range:Personal
musteitherbeabletoseethetattooyouintendtostealor Target:You
have seen it previously. If you make a successful melee Duration:1min./level
touchattack,thetargetmustmakeasuccessfulWillsave PowerPoints:5
orthetattoocrawlsfromtheirbodytoyours.Ifthetattoo
is psionic, the target receives a bonus to the Will save A faint golden glow surrounds you body, giving you the
equaltothelevelofthetattoospower. abilitytodiscernalllies.
Augment: For each additional 4 power points you
spent,youcantransferorstealanadditionaltattoo. Youreceivea+20insightbonusonSenseMotivemade
totellwhethersomeoneislying.
Teleport Object, Psionic
Psychoportation Watchers Ward
Level:Nomad7 Clairsentience
Display:Auditoryandvisual Level:Psion/wilder2
ManifestingTime:1standardaction Display:Mental
Range:Touch ManifestingTime:2rounds
Target:Onetouchedobjectofupto50lb./leveland3 Range:Close(25ft.+5ft./2levels)
cu.ft./level Area: Sphere, up to 25 ft. + 5ft./2 levelsradius,
Duration:Instantaneous centeredonyou
SavingThrow:Willnegates(object) Duration:1hour/level(D);seetext
PowerResistance:Yes(object) PowerPoints:3
PowerPoints:13
You close your eyes as you attune to the area you chosen,
Aloudbangcanbeheardasanitemyoutouchedvanished becoming one with it. Not even a fly can enter it unnoticed
andreappearsonyourdesignatedlocation. now.

Asteleportobject(PH293),exceptasnotedhere. You attune yourself to the area of this power and
Augment: For every 2 additional power points you becomeextremelysensitivetoanydisturbanceswithinit.
spend,themaximumweightincreasesby10lb. Youknowifacreatureentersorleavesthewardedarea,
although no other insight is provided. You cannot be
Trail of Destruction caughtflatfootedandcanalwaysactinthesurpriseround
Clairsentience ofcombat.Ifyouleavethewardedarea,thispowerends
Level:Psion/wilder1 prematurely.
Display:Visual Augment:Ifyouspend3additionalpowerpointsyou
ManifestingTime:1standardaction know the exact location of all creatures within the area
Range:Medium(100ft.+10ft./level) (although you know where they are this power does not
Area:Emanation,centeredonyoutoextentofrange enableyoutoseehiddenorinvisiblecreatures).
Target:You
Duration:1round/level Weather Prediction
Clairsentience
Adefilertrailofdestructionbecomevisibletoyoureyesasit Level:Psion/wilder2
hadbeenmadejustafewsecondsago. Display:Mental
ManifestingTime:1standardaction
You can detect the past use of defiling magic in the Range:1mile/level
area. The winds and sands can blur the ash of defiler Target:You
destruction in a matter of hours, but the power shows Duration:Instantaneous
where defiling magic has been used within the past PowerPoints:5

189


Attuning yourself to minor disturbances on the air
pressure, humidity, and wind, you become able to predict the
weather.

Youcanaccuratelypredicttheweatherconditionsfor
your present location. The forecast reaches 24 hours into
the future, gives you precise knowledge of temperature,
wind speed and direction, cloud cover, and any natural
storms. You also become aware of any changes in the
weather pattern during that period. This power only
predicts naturally occurring weather, not magically
inducedconditionssuchasTyrstorms.

Wild Leap
Psychoportation
Level:Psion/wilder1,psychicwarrior1
Display:Auditory
ManifestingTime:1swiftaction
Range:Personal
Target:You
Duration:Instantaneous
PowerPoints:1

You catch a foothold in the fabric of the universe for a
fractionofasecond,lastinglongenoughforyoutoleapoffofit.

YouareablemakeaJumpcheck,catchyourselffora
split second and then make a second Jump check. In
addition, you receive a +5 competence bonus on Jump
checksmadeinconjunctionwiththispower.
Augment: For each additional 4 power points you
spend, you gain an additional +5 bonus to the Jump
check.

190

Chapter 7: Life on Athas


Almost all the Tyr Region is a desert wasteland, though it is beautiful and spectacular in its own fashion. Over each hill,
behind each sand dune, the terrain appears more awesome than the land before. In my travels, I have often been
overwhelmed by the sheer magnitude of this land, cowed by its indifferent brutality, even frightened by the unrestrained
might of its elementsbut I have never been bored.
Can I impart the grandeur and majesty of this area with mere words? I wonder. I can describe the queasy feeling of sliding
down the glassy slopes of the Smoking Crown, or make your eyes sting with tales of walking the salt flats on a windy day.
My words are but transparent reflections of this magnificent land, but perhaps they can be of use.
TheWanderersJournal


Athas is still a largely unknown world. Millennia of
misinformation, wars, and natural barriers have created Time
isolatedpocketsofcivilizationbetweenlargeexpansesof
desertterrain. Each year is made up of exactly 375 days: the exact
The known world is currently divided into the Silt time between highest suns. Athasians have no seasons
Sea, the Tablelands (also known as the Tyr Region), the thatgoverntheirthinkingoftime,forthereisnomarked
RingingMountains,andtheHinterlands.TheTyrRegion difference in temperature or weather patterns. However,
is defined as the area bordered by the Sea of Silt on the theyearisdividedintothreeequalphases:HighSun,Sun
east, the Hinterlands to the west, and the Endless Sand Descending, and Sun Ascending. Highest sun is the first
Dunestothesouth. dayoftheyear,andlowestsunindicatesthemidpointof
Outside of those regions, the Jagged Cliffs, the the year (which, incidentally, occurs at midnight and is
Deadlands,andtheValleyoftheCeruleanStormwaitto generallyobservedinnighttimeceremonies).
be discovered, charted, and plundered. The surface of
Athas stretches from horizon to horizon, a patchwork of
fields and forests, oceans (of water and sand) and Marking the Years
mountains, deserts, swamps, jungles, and more. Beneath Every citystate and merchant house has its own
the crimson sun, Athas varied environments give way calendar,butthemostcommonlyusedistheCalendarof
one to another across the Tablelands. Mountains rise, Kings. In the Calendar of Kings, years are counted off
valleysfall,anddesertsurroundstheland. usingapairofconcurrentlyrunningcycles:oneofeleven
parts, the other of seven. The elevenpart, or Endlean
cycle,iscountedandspokenfirst,intheorderpresented
The World of Athas below. The sevenpart, or Seofean cycle, is counted and
spoken second. The Endlean cycle is complete when
Athas is a desertsunscorched and windscoured, Athastwomoons,RalandGuthay,meetintheheavens,
parched and endless, but that does not mean that the resultinginamajoreclipsethatoccursevery11years.The
landscape is monotonous. Far from it; over each hill, Seofean cycle is more abstract, occurring after Agitation
behind each dune, the terrain is more awesome, more hasledbacktoFuryinthecosmos.
spectacular, and more beautiful than any one has seen Every 77 years the cycle repeats itself, ending with a
before. North or south, east or west, Athas contains yearofGuthaysAgitationandstartingagainwithanew
natural wonders and dangers undreamed of on other year of Rals Fury. Each 77year cycle is called a Kings
worlds. Age.Therehavebeen189completeKingsAgessincethis
Storms blow in from the Sea of Silt, walls of pearly calendarwasadoptedmorethan14,500yearsago.
dust billow ten thousand feet into the air, then come So,thefirstyearofeachKingsAgeisayearofRals
roilingashorelikeamountainrangecrashingdownabout Fury. The next year is a year of Friends Contemplation,
unwary travelers. There are hundreds of different kinds etc.The76thyearofeachKingsAgeisayearofEnemys
of terrain on Athas, from windscoured pebble flats to Reverence, followed by the 77th year, a year of Guthays
twisted badlands canyons to gleaming sands to jumbled Agitation.
boulderfields.
In this chapter, the world of Athas is examined from
thepointofviewoftheTablelands,alsoknownastheTyr
Region,theregionthathasinfluencedAthas(forgoodor
bad)themost.

191

Endlean Cycle Seofean Cycle Balic has suffered on a number of fronts in recent
Ral Fury years.IntheYearofDragonsAgitation(FY3),whenTyr
Friend Contemplation
had refused to pay the Dragons Levy, it fell to Balic to
Desert Vengeance
Priest Slumber makeupthelossbyaddinganextrathousandslavestoits
Wind Defiance contribution. The following year, Mountains Fury, saw
Dragon Reverence the Peninsula Rampage, a shortlived war in which a
Mountain Agitation small army of giants overran most of the Balican
King Peninsula.HalfofBalicsarmyandaquarterofitsfields
Silt
were destroyed in the battle. The citystate was still
Enemy
Guthay recoveringwhenAndropinisfelltoRajaatsrevengeafew
yearslater.
Whileeachcitystatehasitsownofficialcalendar,the
dynastic merchant houses have, over thecenturies, come Life and Society
to use a standardized book of days. This has evolved
Balic is a clean, comfortable metropolis on the shores
slowly over time as the need to efficiently coordinate
ofasiltbay.SinceAndropinisdisappearance,thecityhas
activities with trading partners grew. The calendar is
been divided into three parts, each ruled over by a
generally referred to as the Merchants Calendar. In the
different trade lord. Balic was untouched by the Great
cities, it usually bears the name of the largest merchant
Earthquake, but other disasters have left their marks on
house (which also generally receives the credit for
theplaceinrecentyears.Forthemostpart,however,life
inventingit).
under the trade lords is considerably better than it was
The Merchants Calendar divides the 375day year
underthecruelandoppressiveAndropinis.
into three 125day seasonsHigh Sun, Sun Descending
Even the territory controlled by House Tomblador,
andSunAscending.Eachseasonisdividedintofour30
whose lord attempts to pattern himself as Balics new
day months made up of six day weeks. A five day long
dictator, is pleasant compared to the atrocities of the
festivalweekinthemiddleofeachseasonliesoutsidethe
previousruler.
confinesofthemonths.
On the surface, the city appears to be one sprawling
The year begins on the day of Highest Sun, midway
metropolis, not a divided city. No walls separate one
throughtheseasonofHighSun.
territory from another, no guards wait to collect tolls as

citizensmovefromblocktoblock.Tothelocals,however,
Season Month Days Star Sign
High Sun Dominary 30 Balimarash the Caravan thereisacleardelineationbetweenonelordsdomainand
High Sun Sedulous 30 Fiddle the Beetle thenext.Wavirisfreeandbright,Tombladoroppressive
Sun Descending Fortuary 30 Hesper the Kenku anddark,andReesislikeanextendedworkcampwhere
Sun Descending Macro 30 Saurus the Lizard everyonelaborsforthebenefitofthetradelord.
Sun Descending Dessalia 5 On the cusp Though they appear to cooperate for the good of the
Sun Descending Fifthover 30 Hortle the Spider
city,thetradelordswageasecretwaragainsteachother
Sun Descending Hexameron 30 Sylk the Wyrm
Sun Ascending Morrow 30 Tasker the Scorpion that everyone knows about but few people understand.
Sun Ascending Octavus 30 Pyrus the Wheel None of the trade lords is willing to let this conflict
Sun Ascending Assalia 5 On the cusp escalate into a fullscale civil war, but they have come
Sun Ascending Thaumast 30 The Dragon very close to it in recent months. Caravans have been
Sun Ascending Anabasis 30 Tyrospur the Lion raided or sabotaged, warehouses plundered or burnt to
High Sun Hoard 30 Scratch the Basilisk
theground,andimportantagentshavebeenkilledonall
High Sun Flagstaad 30 Krawler the Kank
High Sun Zenalia 5 On the cusp sides. How far each is willing to push before a better
solutionmustbefoundremainstobeseen.

Balic
To stave off another war with the giants,House Rees
has sent representatives into the silt basin to negotiate a
lastingpeace.Nocontractshavebeenagreedupon,butit
Population: 28,000 (78% humans, 8% dwarves, 4% seemsBalicmaysoonhaveanagreementwiththeusually
elves,4%halfgiants,3%muls,2%thrikreen,1%other) hostilegiants.
Exports: Grain, salt, olives, kank nectar, leather, The three contenders for rulership of Balic before the
livestock,silver trade lords made their moves are still active in the city
Languages:Common,Dwarven,Elven,Balikite state.OriolthePatricianhasdedicatedhisnoblehouseto
Lord Tabaros; though he is ready to step back to the
The sorcererking Andropinis once ruled Balic from forefront should the old man grow too sick to rule.
the airy confines of the White Palace, not far from the General Zanthiros has fled the city with a small but
dustyshoresofthecityssiltharbor.OnedayintheYear significantportionofthecitymilitia.Hisbandoperatesas
of Friends Agitation (FY 10), he boarded his silt armada a raiding tribe along the peninsula, waiting for an
and struck out for the far side of the Sea of Silt.It was a opportunitytoreturntoBalictoseizepower.Thetemplar
tripfromwhichheneverreturned. Asthira,meanwhile,hasgoneintohidingwithinthecity.
From her place in the shadows, she continues to keep in

192

contactwithmanyofthetemplarswhostillhaverolesin theirownadministratorstofallbackon,soanytemplars
thegovernment,aswellaswiththosewhohavetakento who cant be trusted are eliminated. (A small number of
hiding.Shehopestoeventuallyoverthrowthetradelords, templars still loyal to Andropinis have gone into hiding
whoshefeelsillegallytookpower. and continue to work in secret, though they have little
DarkrumorspersistthatAndropinisisabletocontact power and few hopes of gaining any under the current
hisloyaltemplars(suchasAsthira)fromhisprisoninthe system.)
Black. These can be neither confirmed nor denied at this The patricians are allowed varying degrees of
time, but the thought of Andropinis continuing to exert participation in the government, depending upon which
influenceoverthecityhasthelocalVeiledAlliancemore merchant house holds sway over the territory their land
than a little concerned. If the rumors are true, is occupies. Under Wavirs control, the patricians are
Andropinis working with his exiled templars or with allowed full participation rights. Under House
someonecurrentlyinpowersomewhereinthecity? Tomblador, the patricians are treated barely better than
slaves, while House Rees gives them the freedom to
Government and Politics handle their own affairsprovided they meet the
production quotas Lady Essen has established for each
After Andropinis imprisonment, Balic was divided patricianfamily.
intothreeparts,eachcontrolledbyadifferenttradelord.
These parts cooperate on one level but battle for
supremacyonallothers. Power Groups
The largest block of control falls to Lord Tabaros of Today the citystate has no sorcererking to lead it or
HouseWavir(NGmalehuman,aristocrat7/rogue8/dune protectitfromtheravagesofAthas.Balichasalwayshad
trader 5), while Lord Kaladon of House Tomblador (LE a tradition of the illusion of democracy. Andropinis
male human, 8/dune trader 5) and Lady Essen of House claimed to have been freely elected to his position, the
Rees(LNfemalehuman,rogue7/dunetrader5/telepath4) templars were elected to tenyear terms by the free
controlequallysizedsmallerblocks.Thesameamountof citizens, and even the nobles (called patricians) were
cooperationthatallowsthethreerivalstojointlymaintain allowed to participate in the governmental process by
the major trading village ofAltaruk allows them to keep selectingmemberstoattendtheChamberofPatricianson
Balicrunningasamajorcitystate. aregularbasis.Thoughthisdemocracywasntreal,itstill
As far as outsiders are concerned, the three leaders taught the people about one possible way a free society
formed a triune council to rule the city after Andropinis could work. When the newsspread that Andropinis was
fell. While such a council does exist, and the three rivals gone (he had been imprisoned in the Black by Rajaat),
meet regularly to keep the citystate strong enough to variousfactionscalledforanewelection.
standagainstinvaders,theyeachworkbehindthescenes The main contenders for the position of dictator of
tobuildtheirownpowerbasesupandknocktheirrivals Balic were Oriol of Magestalos, First Speaker of the
down. Patricians (LN male human, telepath 7); General
Eachtradelordhasadifferentviewoftheworldand Zanthiros of the Balican army (LE male human, fighter
the way Balic should be governed. Wavir, for example, 13);andFirstTemplarAsthira(LEfemalehuman,templar
wants to free all slaves, outlaw defilers, welcome 6/shadow templar 7). Before the final votes could be
preserversintosociety,andsetupatruedemocraticstate. counted,Tabaros,thepatriarchofHouseWavir,madehis
The way to accomplish this,Lord Tabarosbelieves,is by move. The merchant house seized the White Palace, the
quickactionandharshmeasures.Unfortunately,Tabaros silt harbor, and all of the territory in between and
ismorethan100yearsoldandmaynotbeabletostayin declaredTabarostobetheTradeLordofBalic.Thisdidnt
power much longer. Publicly, the trade lord appears as sit well with House Wavirs rivals. Neither House
sharp and healthy as ever, but privately he suffers the Tomblador nor House Rees wanted to be cut out of this
weaknesses of age and illness. He had hoped to pass opportunity, so each of these merchant dynasties took
leadership to his son long ago, but his son died when overtheremainingportionsofthecity.
raiders attacked his caravan in FY 6. The next likely Shadow Templars: When the Trade Lords seized
candidate, Tabaros granddaughter Tarinne (NG female powerinBalic,manyofthetemplarssworeallegianceto
human, fighter 4/rogue 2/dune trader 4), isnt ready for one of the Trade Lords. A small number of templars
theresponsibilitiesyet(orsoTabarosbelieves). refused to abandon their loyalty to Dictator Andropinis
LordKaladonwantstoresumethedictatorshipwith and have gone into hiding. They hope to one day free
himselfaskingofBalic.LadyEssen,meanwhile,believes Andropinisfromhisprison,andtherearerumorsthatthe
thatthecitystateshouldbenothingmorethanaglorified shadow templars have already developed a means of
merchantvillage,servingtofillthecoffersofHouseRees communicating with the imprisoned sorcererking. They
and making it the most powerful merchant house in the work in the shadows, but have many contacts with the
entireTyrRegion.Needlesstosay,noneofthesideswant templars that have pledged their allegiance to the Trade
toseeanyothergainasignificantadvantage. Lords.FirstTemplarAsthiraleadstheshadowtemplars.
Thosetemplarswhoagreedtoswearallegiancetoone TheVeiledAlliance:LikeotherorganizationsinBalic,
of the trade lords have been retained for their thecitysVeiledAllianceisrunbyanelectedleadership.
bureaucratic skills. However, the merchant houses have For this reason, a nonwizard leads the Alliance.

193

Ramphion (LG male human, rogue 11) has held his Important Sites
positionfor15years,winningfiveelectionsinarow.The
next election must occur later this year, and Ramphion Agora:Allthemerchanthouseshavetheiremporiums
may finally give up his role as head of the Alliance. He in the Balican agora. Surrounding the agora is the Elven
has strong ties to House Wavir, though House Rees has market.
begun to court the preservers. Ramphion listens to all Criterion: Balics gladiator arena sits beneath the
sides,hopingtoplaypeacemakerifthethreefactionsever stony bluff of the Megaleneon. The Criterion is an
resorttocivilwar.TheAlliancehastwoothergoalsatthe architectural marvel, constructed of pure white marble,
moment:toturnBalicintoatruedemocraticsociety,and with great sails rising from the walls to provide shade.
tofindoutiftherumorsconcerningAndropinisaretrue. The arena floor is rectangular shaped and consists of
hexagonshaped marble slabs. The slabs are 10 feet wide
and 30 feet tall and rest on a bed of sand. This unique
Major Settlements floorisalwaysunevensincenotwoadjoiningslabsareof
Altaruk(Village,620):Altarukisaclientvillageofthe the same height, with as much as ten feet difference
merchanthousesofWavir,Rees,andTomblador. betweentwoslabs.
This major trade village is located at the head of Big Fort Glamis: Established and maintained by House
Fork of the Forked Tongue Estuary. Heavily fortified, a Wavir,FortGlamisislocatedontheBalic/Ledopolusroad
15foot wall surrounds the village, and 500 free andisanimportantsupplycenterforcaravansfromBalic
mercenaries defend it. Altaruk is commanded by ontheirwaytotherestoftheTyrregion.
Arisphistaneles (LG male human, wizard 5/veiled one The Shining Bridges: Ravines, filled with silt, break
6/dune trader 4), a powerful preserver who allows the through the ground around the agora. Monumental
VeiledAlliancetousethevillageasameetingplace. bridgesmadeofmarbleallowaccesstotheagora.
The village is regularly attacked by giants from the Segovara:ThevillageofSegovarawasaclientvillage
islands of the Forked Tongue, and the Great Earthquake of House Rees of Balic. Located southeast of Balic across
buried parts of Altaruk beneath rubble from the nearby theEstuaryoftheForkedTongue,thevillagerestsinside
mountains.Asalways,themerchanthousesofBalicarein asmallnarrowcanyon.Thevillageismainlyacollection
theprocessofrebuildingthevillage,foritservesasakey of huts built against both sides of the canyon walls.
deterrenttoraidersalongthisportionofthetraderoads. Because of the lack of space inside the canyon only one
Protection is extended to caravans of other merchant narrow road exists in the cramped village. The villagers
houses, provided they pay the toll as they pass through manufactured leather goods for House Rees, however
Altaruk. For caravans, the toll is one gold piece per their isolated position, without a source of water, left
caravan mount, an exorbitant price that prohibits most them utterly depended on Rees caravans. In the chaotic
merchants from spending more than one day in the aftermathofthetradelordsseizureofpowerinBalicthe
village. For individual travelers the toll is one ceramic villagewasforgottenandallofthevillagersperished.The
piece. nexttimeacaravanfromHouseReesarrivesatthevillage
Last Port (Hamlet, 200): The village of Last Port is theentirepopulationwillriseasfaels.
surrounded by a silt moat. The village falls under the
influenceofBalic,buthasmaintaineditsindependenceas Adventure Ideas
much as it can. Aicmenes (LN male human, telepath 9)
leads the village. The village is a mix of Dwarven Working in secret, a group of templars attempts to
architecture, influenced by the Smokestone clan that open a portal to Andropinis prison in the Black.
makes Last Port its home, and Balic artistry. A small Unfortunately for the templars, they were duped by an
amber mine is the main source of income for the village, extraplanar creature into opening a portal to its plane,
though many villagers also provide services for the silt allowing a band of extraplanar creatures onto Athas.
skimmersthatstopatthevillagessmalldocks. These creatures proceed to run amok throughout Balic.
Walis(Thorp,120):Walisisasmallhiddenvillagein The creatures could be from the Black, one of the
the foothills of the Ringing Mountains. From its position elementalplanes,oranotherplaneoftheDMschoosing.
atop a high rock spire the village sits on one of the only The animals on House Dagsoniuss ranch have
activegoldminesintheTyr region.Themerchanthouse begun to talk! The animals do not respond to spoken
Tomblador controls the village and keeps the villages questions,butrandomlyblurtoutpredictionsofdoomin
defenses as strong as possible. The village can only be perfect Balikite to those standing nearby. The head of
reached from the ground by a cargo bucket lowered by House Dagsonius is troubled. He raises the animals for
the villagers. Besides a large company of soldiers, six slaughter but many in the family do not want to kill the
defilers are stationed at the village at all times to add to animals if they have become intelligent. He needs
thedefenses. someonetogettothebottomofthis.
Drake Crag Bay is not far from Balic and takes its
name from a rocky crag overlooking the bay that
resembles an earth drake. For years the bay has been a
prime spot to harvest silt mussels, and many from Balic
make their livelihood in the shallow bay. Recently a

194

creaturefromthedeepsilthasenteredthebayandpreys Life and Society


on the mussel harvesters. The creature has remained
underthesiltsofar,sonooneissurewhatthecreatureis. Drajscitizensdressinloose,brightcoloredshirtsand
With the current struggle for control of Balic skirts.Allcitizenswearheaddressesofsomesort,usually
betweenthethreemerchanthousesbeingmostlyawarin arollofclothorgianthairbraids,thoughthewealthygo
theshadows,thebardsofBalicaretakingadvantageofall in for more elaborate designs. By law only warriors may
sides to generate high profits. When the PCs show up in wearmorethanasinglefeather.
town, a few of the bards see them as mercenaries who The war festivals and religious ceremonies dedicated
could become competition. The bards try to either force to the twin moons of Athas are the focus of life in Draj.
thePCsoutoftownoreliminatethem. The people have lost a godking they neither respected
TheSiltBlazer,asiltskimmerbasedoutofBalicwas nor believed in, but have gained a new godking that is
three days overdue when it finally sailed into Balic bothwelllikedandinspiresfaithandreverence.Thishas
harborwithnooneaboard.Thereisnosignofthecrew; surprisedthesecretleadersofthecity,thoughnottothe
however,theskimmerscargoappearstobeintact.While point where they have grown concerned. If their plan to
House Wavir has confiscated the cargo, they hired the replace King Tectuktitlay has succeeded beyond their
PCstofindoutwhathappenedtothecrew. wildest dreams, so much the better. Life in Draj remains
As a sign of his status as Dictator, Andropinis did the same as alwaysonly the name of the king has
notwearacrown.Hispositionwassignifiedbyarodand changed.
cloak, both rumored to be enchanted. The royal regalia The natural disasters of the west never reached Draj.
disappeared from the Megaleneon in the days after the Rumors of a Great Earthquake arrived with the passing
tradelordsseizedpower.Allthreetradelordsdesirethe traders, but not even the slightest tremor or quake
royalregaliatostrengththeirclaimtorulershipofthecity disturbedthecity.Drajwasinundatedbyoneofthefirst
andwillpayhandsomelyforanywhorecovertheitems. Tyrstorms, however. The mud fields flooded, ruining
cropsandkillingmorethanafewDrajcitizensbeforethe
rainstoppedfallingandthewindandlightningabated.
Draj It didnttake long for the templars to clean up in the
wakeofthestormorforKingAtzetuktoassuagethefears
Population: 15,000 (60% humans, 15% dwarves, 15% of his citizens. He called for sacrifices to appease the
elves,5%muls,3%halfelves,2%halfgiants) elementals,andthepeopleofDrajapproved.Atzetuksent
Exports: Wheat, rice, hemp, livestock, textiles, straw his warriors out into the wilderness to find captives
mats,pottery worthy of dying on Drajs great pyramid, and before the
Languages:Common,Dwarven,Elven,Draji week had passed rivers of blood washed over the
pyramidsstonesteps.Becauseoftherelativeclosenessof
Draj, situated on a vast mud flat east of Raam, was theCeruleanStormandbecausetheTyrstormsoftenpass
another warlike citystate before its sorcererking was within sight of Draj as they sweep inland, the sacrifices
killed by Rajaat during his brief escape in FY 10. Before havebecomearegularritual.Thecitizensbelievethatthe
the news could cause panic and social upheaval in the blood will keep the storms at bayafter all, thats what
city, King Tectuktitlays templars (called moon priests) theirkinghastoldthem.
quickly took stock of the situation, trying to find some TheproblemsinRaamhavehadaneffectonDraj.The
way to preserve immortal Draj. The templars knew they templarsandpsionicmasterswatchtheunfoldingevents
had no real power without the spells granted by their as omens of what could occur in Draj if the illusion
sorcererking, so the supreme moon priests approached theyvewovenaroundAtzetukeverunravels.Plus,many
the most powerful masters of King Tectuktitlays psionic refugees have fled Raam and sought sanctuary in Draj.
academy, the House of the Mind. After numerous secret Most of these expatriates found only death, either in the
meetings, a plan was hit upon: The rulership of Draj mud flats or atop the bloodypyramid at the heart of the
would pass on to King Tecs son, a young psionicist city.Atsomepoint,theselostexileswillfindavoiceand
namedAtzetuk. shout their grievancesand perhaps the citizens of Draj
The masters of the Way altered the teenagers mind, willhearthatshout.ThesecretleadersfearDrajssociety
makinghimbelievehewasactuallythekingsson.Then willcollapseifthepeoplelosefaithinKingAtzetuk.
theyinstructedhimonwhattosaytothecitysmassesto Atzetuk himself poses another problem for Drajs
instill confidence. In reality, the templars and psionic secret leadership. Every day, the youth gains more and
masterswouldsharerulershipofthecity,workingbehind more confidence. His belief in his own divinity
the scenes while the populace looked upon young strengthens.
Atzetuk as their new godking. The transition from one Soon, the masters of the Way suspect, they will lose
kingtoanotherwasaccomplishedquiteeasily;orderhad control of the youth. While they dont want Draj to be
never been a problem in Draj, as its citizens were overcome by anarchy and violence, they also dont want
enraptured with the theocracy and religious trappings to give up the authority theyve gained since
Tectuktitlayhadsurroundedhimselfwith.Assuch,itwas Tectuktitlays death. If Atzetuk continues to assert
an easy task for the templars to use these rituals to save himself, the masters of the Way and the moon priests
thecityandkeepthegovernmentrunningsmoothly. mightdecidetoremovethekingtheyputinplace.After

195

all, they reason, Draj survived the death of one king. It her secret. As such, the Alliance has no spies in high
willsurelysurvivethedeathofasecond. places, no active programs designed to thwart the king
andhistemplars,andnoplanstoaccomplishanythingof
Government and Politics lasting importance. The Alliance in Draj does offer some
assistancetovisitingpreservers,buthaslittleelsetomake
Atzetuk(NGmalehuman,telepath6)apparentlyrules itmuchmorethanasecretclubforwizards.
Draj,buthesnothingmorethanafigureheadwhositson
the throne and carries on the practices and traditions of
war set forth by King Tectuktitlay. The youth is paraded Major Settlements
beforehissubjectseverydayandholdscourtintheFather Break Shore (Village, 100): Break Shore is a trading
and Master Temple. Although Atzetuk believes hes the village on the shore of the Silt Sea. Originally a client
legitimate heir to Tectuktitlays throne and the true ruler villageofRaam,theDrajigainedcontroloverthevillage
of Draj, the business of government is managed by the during a war between the two citystates centuries ago,
moon priests and the masters of the House of the Mind. when gold was discovered in the nearby Mastyrial
The templars have some power in this alliance, but the Mountains. The gold mine has been nearly depleted,
real leaders of the city are the masters of the Way, who though Draji templars still supervise bands of slaves
bow to the commands of old lxtabai the Blind (LN male struggling to uncover any little bit of precious metal
human, egoist 12). Its in everyones interest to maintain remaining.
thisillusion.Withouttheyounggodking,thenoblesand BitterWell(Village,100):BitterWellislocatedonthe
freecitizenswouldrebelagainsttheruleoftemplarsand shore of the Silt Sea. Originally built by dwarves the
mindbenders. villages buildings are made of stone, and a grand well
Drajs noble families participate in the governing of liesatthecenterofthevillage.Thebuildingsarepacked
thecitythroughspecialmeetingsheldattecpans.Inthese closetogetherandcanvasdrapesarehungbetweenthem
longbuildings,nobleeldersgathertodebateandresolve to provide shade. However, the drapes also create a
problemsconsideredtooordinaryandroutinetoconcern closed environment and traps the smell of unwashed
themoonpriestsandthenewgodking.Thenobleelders bodiesinthestreets.
areallgreatwarriors.TheywillfollowAtzetukforaslong Ket (Village, 500): The village of Ket is located on a
asthewarriortraditionsandceremoniesareupheld. small mud flat completely surrounded by an inland silt
basin.Theonlywaytoaccessthevillageisalongamile
Power Groups long causeway. The village maintains lucrative grain
fields, which have maintained the village for years. With
Knights: There are a number of knightly orders that therenewedcontactwiththecitystatesoftheNorth,Ket
arepartoftheDrajisociety.Thetwomostimportantare is becoming an important stop for caravans on the way
the eagle knights and the jaguar knights. The eagle northfromDraj,bringingmoreprosperitythevillagers.
knights are among the most brutal and fanatical Draji
warriorsandranksecondbehindonlythejaguarknights.
The jaguar knights are the finest warriors of Draj. They Important Sites
undergo intense training to conquer their fear and strike FatherandMasterTemple:Moreoftenknownjustas
fearintheiropponents. the Great Pyramid, the Father and Master Temple is a
House Tsalaxa: The merchants of House Tsalaxa grand pyramid of stone and marble that is easily the
conduct most of the trade for the city of Draj. Tsalaxa is largest building in Draj. The Great Pyramid houses
knownforitsruthlesspractices,wellsuitedforawarrior administrative offices as well as the Kings private
culture. These traders regularly engage in espionage and quarters. Treasure rooms are rumored to fill the lower
intrigueinordertosecurevaluablecontractsandbusiness levelsofthepyramid.
opportunities.ThenewheadoftheHouse,YarshaTsalaxa Fort Ebon: Fort Ebon is a major supply point for all
(LN female human, aristocrat 2/rogue 15), has some Tsalaxas caravans traveling west from Draj. Located
private doubts about the legitimacy of Atzetuks betweenDrajandRaam,alloftheHousescaravansthat
rulership. However, shes still trying to settle her own traveltotheothercitystatesoftheTyrregionstopatthe
position as leader of House Tsalaxa in the wake of her fort.
grandfatherYdrisdeath,andshedoesntwanttoexpress Fort Firstwatch: A merchant fort owned by House
herconcernswithoutsolidprooftobackthemup.Inthe Mke, Firstwatch is a supply point mid way between
meantime, shell continue to aggressively control the Raam and Draj. The fort defenders see frequent raids by
merchant house and keep the trade routes active and elf nomads and mercenaries hired by rival houses,
opentobenefitthecityandfillherowncoffers. especiallyHouseTsalaxa.
The Veiled Alliance: Drajs Veiled Alliance is FortRal:FortRalisasupplyrouteontheroadnorth
hampered by poor leadership and indecisiveness. The from Ket. The fort was built on the ruins of an ancient
current leader, Chimali Zaachila (LG female human, pyramid. A contingent of soldiers from Draj, mostly
preserver5),pretendstobemuchmorepowerfulthanshe archers, garrisons the fort. The soldiers patrol the road
really is. Her lack of ability and training makes her around the fort for raiders who often attack caravans
reluctanttolaunchanydaringprogramsthatmightreveal traveling between Kurn and Draj. If threatened with an

196

overwhelming hostile force, the soldiers retreat to the More than the normal number of slaves has been
muchmoredefensibleKet. disappearingfromthefields.Themudflatsthatsurround
Flower War Field: Located on a flat plain outside of Drajhavebeeninfestedwithkluzds.Theserpentspreyon
the city, this field is used twice a year to hold the thoseslaveswhocometooclosetothemudflats.
Flowery Wars. During the flowery wars, soldiers of AfuriousTyrstormstrikesDraj,causingdeathand
Draj dress in elaborate regalia involving jaguar destruction. A mob of distraught citizens forms outside
headdressesandfeathers.Thoughconsideredtrainingby the Temple of Storms, blaming the priests of rain for the
the officers, the results of the battle bring glory to the Tyrstorm. Many of the Temples supporters flock to the
winner,andexileordeathtotheloser. scene to protect the temple from the mob. With neither
The Palace of Gladiatorial Combat: The Palace is a sidebackingdown,afullriotseemsimminent.Templars
circular arena in which gladiator combat takes place. and soldiers also arrive on the scene intent on restoring
Spectator stands surround twothirds of the arena, with order.
therestoftheareatakenupbytheobservationhallofthe Chimali Zaachila, head of the Veiled Alliance, is
kingofDraj.Theeightstoreytallobservationhalltowers alwaysonthelookoutformagicobjectswhichshecanuse
over the rest of the arena and is covered by basreliefs tosimulatespellcasting.Whenshelearnsthatoneofthe
depicting various scenes of Tectuktitlay victorious in PCs has such an item, she sends agents of the Veiled
battle. The former king of Draj is flanked by two jaguars Alliancetostealtheitemandbringittoher.
ineveryimage.Theobservationhallisusedbytheking,
histemplars,andtheirguests.
Royal Menagerie: King Tectuktitlay maintained a
Gulg
large menagerie of captured beast from the wastes.
Population: 13,500 (80% humans, 7% elves, 5%
Located near the royal jaguar breeding pits, Tectuktitlay
dwarves,3%muls,2%halfelves,2%thrikreen,1%other)
keptanumberofviciouspredatorybeastsinstoutcages.
Exports: Agafari, copra, feathers, livestock, spices,
The beasts of the royal menagerie are never used in the
textiles
gladiator arena and are given excellent care by a
Languages:Common,Dwarven,Elven,Gulgan
departmentofthetemplarate.

Two Moon City: Two Moon City is the walled
ThecitystateofGulgsitsinsidethesouthernportion
administrative center of Draj. It houses the Father and
of the Crescent Forest, almost directly east of Tyr. Being
Master Temple pyramid, the temples to Ral and Guthay,
east of the Windbreak Mountains, Gulg was spared the
theHouseoftheMind,thePalaceofGladiatorialCombat
devastationthattheGreatEarthquakevisitedonthecities
and other important sites. The only entrance to Two
and villages to the west. That doesnt mean that life in
MoonCityisthroughtheJaguarGate.
Gulg has remained unaffected by the changes sweeping
through the Tablelands. In a few significant ways, Gulg
Adventure Ideas hasbeenchangedthemost.
A number of jaguars has escaped from the kings Gulgs sorcererqueen, LalaliPuy (LE female
pens.Thejaguarsposeathreattotheordinarycitizensof champion of Rajaat stage III dragon, defiler 5/telepath
Drajandmustberecaptured.However,itisapunishable 6/arch defiler 5/thrallherd 4/cerebremancer 5/Athasian
offense for anyone to harm one of the sacred jaguars, so dragon 2), is the absolute monarch of her realm. Her
they must be recaptured without any injury coming to subjects consider her to be the Oba, the forest goddess.
them. Unknown to the templars, the jaguars were Over the centuries that shes been in power, LalaliPuy
released by a druid who actively hinders all attempts to hascometorelishtheworshipandadorationhersubjects
recapturethejaguars. heapuponher.Infact,thoughsheremembersherorigins
Scandal rocks the city, when a young Draji named asaChampionofRajaatandasorcererqueen,sheprefers
Inkarri declares that he is a son of Tectuktitlay. Inkarri tothinkofherselfasthegoddessherpeoplebelieveherto
appears to be one year older than Atzetuk and has the be.
support of a small but influential group of templars. TotheObaof Gulg,theabundanceofraineventhe
When a few nobles show support for Inkarris claim, the violent rain that accompanies a Tyrstormis a blessing
rulersofDrajmovequicklytocrushhim.Forcesaresent to Athas. She has proclaimed this blessing to be a gift
against Inkarri and his followers who are holed up in a from the forest goddess. No longer will Gulg be solely
fortifiedclancompound. concernedwiththewellbeingofGulg,theObadeclared
OneofthePCsbeginstocourtaDrajiwoman.Her to her people. Wherever the rain falls, there will the
brothers consider this a grave insult to their familys forest grow. And wherever the forest grows, the forest
honor because the PC is a foreigner. Until the PC pays a goddess will be there, for all the forests belong to the
suitable blood price decided by the clans elders, her Oba.
brothers will seek to kill both the PC and the woman to Behindtherhetoric,LalaliPuyactuallywantstohelp
restore their familys honor. The PC can kill the brothers restore the vitality of Athas. The Gulgs have always had
but will still have to pay the blood price to the clan an enlightened understanding of the interconnected
elderstopreventanymoreunrestwiththeclan. natureofalllife,sotheyvealwaystreatedtheforestasa
precious resource that must be maintained and not

197

depleted.ThisattitudecomesrightfromtheObaherself, communities that have actually experienced a Tyrstorm,


which may seem strange as she is a defiler of extreme forexample,arequicktoattackanyonewhoclaimstobe
power.SincetakingoverGulg,however,shehaslearned associated with their fearful properties, while those
totemperheruseofdefilingmagicinfavorofkeepingher desperatelyinneedofwaterinvitethemin.
foresthealthy.
Of course, this attitude was one of the contributing Government and Politics
factors to theproblems with Nibenay. TheNibenese saw
theforestasaresourcetobeexploited,notalivingthing Inmanyrespects,Gulgisnotlikeanyoftheothercity
that cares for its inhabitants as they care for it. states of the Tyr Region. Its a living city, grown from
Nonetheless,LalaliPuyhasmadethefirstmovestoward vines and trees instead of constructed from brick and
apeacefulexistencewithNibenay,goingsofarastoteach stone.Theouterwallsofthecity,forexample,consistofa
the sorcererking how to preserve the lifegiving thick hedge of thorny trees. The Oba lives in the tallest
environmentoftheCrescentForest. branchesofahugeagafaritree,whilehertemplarsinhabit
The Obas motivation isnt entirely selfless. She the lower branches. There are no paved or cobblestone
believesthatwhentheforestsreturntoAthasshewillbe roads leading through Gulg. Instead, forest paths and
deified by all races, just like shes been in Gulg. Let trailswindtheirwaybetweenthetrees.
Nibenay and Hamanu play as sorcererkings, she has TherehavebeenfewmajorchangesinthewayGulgis
decided,forintheendIwillbeasagodtoallofAthas. ruled. The Oba remains the owner of everything,
distributingfood,water,andothersuppliestowherethey
are needed most. Her templars continue to oversee the
Life and Society military, economic, and agricultural aspects of the
Thedagadaisthesinglemostinfluentialsocialforceon community on behalf of the forest goddess. Nobility is
Gulgsoutsideoftheimmediatefamily.Thedagadaisan stillanearnedposition,notonegrantedbyanaccidentof
extremely closeknit community that shares attributes of birth. The nobles hunt the forest for fresh meat, while
bothclansandneighborhoodsfoundinothersocieties.It slavescommandedbythetemplarsgatherthewildfruits,
is similar to a neighborhood in that it is a social nuts, and berries that round out the dietary concerns of
organization defined first and foremost by physical thecommunity.
proximity. It is like a clan in the role that it plays in
acculturatinganindividualtothevaluesofthesociety. Power Groups
Theworddagadaisusedtodescribebothaclusterof
hutsandthepeoplewholivethere.Adagadacancontain HouseInika:HouseInika,thelargestmerchantfamily
up to 100 huts, and typically includes a number of basedinGulg,issmallerthanthetypicalmerchanthouse.
families, though extended families may not necessarily Theyspecializeinsmalllightweightgoodsofhighvalue,
liveinthesamedagada.Eachdagadahas alargedegree such as spices, gemstones, and feathers from the exotic
ofautonomyinmanagingitsaffairsaswellasadegreeof birds of the Crescent Forest. Inika maintains cordial
responsibility for all the members of the dagada. All relations with most of the other houses as it has a
parentshavetheburdenofraisingtheyoungchildrenof reputation for being nonconfrontational. Direct force is
the dagada. Elders are responsible for educating the rarely used against rivals, with intrigue and economic
youthsastheygo.Allmembershaveasocialdutytocare meansbeingthehousespreferredmeansofstrikebackat
forthosewhocannotprovideforthemselves. rivals who try to take advantage of the house. The
Life has always been more tolerable in Gulg than in matriarch of the house is Andiama Inika (LN female
any of the other citystates under the rule of sorcerer human,rogue14/dunetrader5)whohasruledthehouse
kings.Insomeways,lifehasactuallygottenbetterforthe formorethantwodecades.
Gulgs.TheObasnewfoundcrusadetorestoreAthashas Judaga: Nobility in Gulg is not granted by birth.
made her more forgiving of and generous to her loyal Instead nobles must earn their position by proving they
citizens. In the spirit of cooperation, she has selected her havethehuntingskillsnecessarytoprovidemeatforthe
best templars to travel the Tyr Region and spread the restofthecommunity.Thereareseveralwaysinwhicha
word of restoration. These templars have a twofold citizen can become a noble. One of the most widely
purpose. First, they help show the rest of the Tablelands known ways a hunter can earn the rank of nobility is by
how to work in harmony with nature, which LalaliPuy participating in the Red Moon Hunt. During the hunt,
hopes will hasten the reforestation of the world. Second, prisoners are released unarmed into the Crescent Forest,
hertemplarspassalongthetalethattherainisablessing and a thousand seconds later the hunters are sent after
from the Oba, thereby increasing the number of people them.Ifahunterreturnswiththeheadoftheprisonershe
whoknowofandbelieveinLalaliPuy. has earned noble status, which will be bestowed upon
Except for the aid these templars have provided to him in a ceremony at the next High Sun. The Red Moon
Nibenay,noothercitystatehasthusfarbeentargetedby hunt is held on nights when the moon Ral is full and
the Obas select force. Instead, the templars visit villages aloneinthenightsky.
and oasis communities, teaching and preaching as The Paper Nest: The Paper Nest is a secret society
circumstances permit. Some places have welcomed the comprised of nobles favored by the Oba. The twelve to
templars, others have driven them away. Those twentyfour members meet in a secret chamber in the

198

trunkoftheSunlightHometoperformthesacredtaskof the arena is oval shaped, and covered with grass. A


making paper. There is another reason for the groups numberoftreesgrowfromthearenafloor;however,none
existence besides making paper. LalaliPuy attends the is closer than 20 feet from the arenas walls, to prevent
meetings and listens as the members debate current gladiatorsfromusingthemtoescape.
problems, offer advice, and present their counsel. At no The Grove of Mysteries: Throughout the forest
other time does the autocratic LalaliPuy allow her surrounding Gulg there are a number of forest groves
subjectstoparticipateinthecitysgovernance. called the Queens Groves. Entrance into one of these
The Veiled Alliance: A significant change in Gulg groves without the permission of the Oba is punishable
society concerns the Veiled Alliance of the city. Gulgs by death. The Grove of Mysteries is the largest of the
Veiled Alliance has always actively worked to restore Queens Groves and is tended by the druid Extambolan
Athas to its verdant glory, never directly opposing the (Nmalemul,druid5/grovemaster10).
willofthesorcererqueen. Mopti Wall: Unlike the walls of other citystates, the
NowthattheObahasdeclaredherownintentionsfor walls around Gulg are alive. The Mopti wall is a miles
restoring Athas, the two seem to have less to fight over. longthornwallmakeofthicklypackedbrambleweedthat
TheObahasevenextendedapeaceleaftotheAlliance, surroundsthecity.
calling for the preservers to shed the veil of secrecy and The Seers Dagada: When a Gulg shows psionic
join the forest goddesss quest to save the world. The potential they are sent to the Seers dagada, where they
Alliancehasntrespondedyet,butrumorspersistthatthe receiveinstructionfromexperiencedpsions.Theteachers
preserverswillsooncomeoutofhidingintheforestcity. are patient and encouraging towards the students. Even
The Alliances leader, AukashPad (LG male human, thosewhofailtodevelopenoughpsionicpotentialarenot
preserver6/veiledone5/earthcleric3/psychictheurge1), castout,butremainpartoftheSeersdagadaperforming
is utterly committed to restoring Athas life force. If the physicalchoresfortheothermembers.
Obacontinuestogenuinelyworktowardthatsamegoal, Sunlight Home: Sunlight Home is the name given to
he may be forced to join with her for the good of the the palace of SorcererQueen, LalaliPuy. Located in the
world. tallestbranchesofamassiveagafaritree,SunlightHome
towers over the rest of the city. LalaliPuys palace is
Major Settlements rumored to contain dungeons and secret passages that
havebeencarvedintothetrunkofthemassivetree.
Losthome (Thorp, 60): Losthome is a halfling
community deep in the Crescent Forest. The community
islessthan10yearsoldandwasformedwhentheObaof Adventure Ideas
Gulg attempted to form an alliance with a halfling tribe Ngeli is a small boy of ten years old. While
from the Forest Ridge. An agreement was made, but gathering cloves in the forest he was attacked and
shortly after the halfling warriors arrived in Gulg, their dragged off by a sloth. His parents are distraught and
chief died. The halflings believed that the death of their want to see a rescue attempt made to recover their boy,
chief ended the agreement and sought to return to their buttheambooftheirdagadaruledthattheboywastaken
home, but LalaliPuy refused to let them go and by the nature spirits and should be given up to his fate.
imprisoned them. Over the years since, most of the Ngelis parents turn to outsiders, the PCs, to secretly
halflings have escaped into the Crescent Forest and bringbacktheirboy.
banded together around their leader, Zivlil (N male The berry harvest has finished for the year. The
halfling, preserver 5/kineticist 3/cerebremancer 2). The berrieshadastrangebrownishtint,butseemedfinetothe
halflings maintain no permanent settlement but roam an taste. But those who have eaten too much of the berries
area of the forest approximately 40 miles wide, in which havebeenhavingstrangereactions.Someexhibitstrange
they have a number of prepared resting areas. The new psionic powers, others become sick and die, and
halflingswishtokeeptheirexistenceasecrettoconvince some fall into a suggestive state and will do nothing but
thetemplarsofGulgthattheydiedintheforest.Sothey whatotherstellthemtodo.
killanynonhalflingwhoseesthem. AlexiaVordontradesforspiceswithGulg.Shefeels
thatherhousetradesatadisadvantagebybeingforcedto
Important Sites deal with the templars. If she can make contact with a
memberofthespicegatherssheisconvincedthatshewill
The Drum Circle: The bards quarter in Gulg is have a better understanding of how good the years
centered around a dagada called the Drum Circle. The harvest has been and be in a better position to negotiate
bards of the Gulg specialize in percussion instruments. withthetemplars.AlexiahiresthePCstosneakherinto
ThemostskilledbardintheDrumCircleisconsideredto the city and help her try to befriend someone from the
be Kenkenku Vek (NE male halfelf, bard 12). His skills spicegatherersdagada.
asadrummerandanassassinarelegendary. Rumors in the neighborhood have begun that a
The Forest Arena: The gladiator arena of Gulg is teenage girl is really a witch. The wild rumors began
located outside the citys mopti wall in the Crescent when the girl started wearing a veil that covers her face
Forest.Treesandvinesintertwinewiththearenatogiveit leaving only her eyes showing. Many hotheaded,
the appearance of growing from the forest. The floor of superstitious members of her dagada are contemplating

199

drasticactionsagainstthegirl.ThePCswillhavetofind Theothermajorchangeisthecitysoutlookonmatters
somewaytostoptheserumors.Thetruthisthatthegirl of a martial nature. The Shadow King and his templars
has experienced her first heavy case of acne. Unsure of seem to be concentrating much of their efforts on
what is really happening to her, and fearful that others bolstering Nibenays military might. The army regularly
will reject her because of her affliction, she hides behind practices in the arena and patrols of the surrounding
the veil, refusing to remove the veil and revealing her countrysidehaveincreaseddramatically.Inaddition,free
afflictiontoanyone. citizens and nobles have been ordered to serve in
The PCs are invited on a hunt with a group of Nibenays defense. Templars are busy organizing them
noblesfromGulg.ThenoblesseektotestthePCshunting intoparttimemilitiasandregimentingtrainingsessions.
skills.TheyhangbacklettingthePCstakethelead,while What the Shadow King is truly concerned about,
huntingadangerousbeast,suchasaklar. besides the unrest and upheaval that seems to be
The templar, Kampala, has a feylaar as his fetish. spreading throughout the Tablelands, are the rumors
When visiting a small client village, he summons the claimingthatDregothhasreturned.Nibenayknowshow
totemspirit,onlytohaveitbreakfromhiscontrolandgo powerfulthesorcererkingofGiustenalwas.Dregothwas
onarampage. secondonlytoBorystheDragoninpower.IfDregothand
hiscityhavesomehowcomebackfromthedead,Nibenay

Nibenay wantstobeprepared.
After all, Nibenays citystate is one of the closest to
theruinsofancientGiustenal,andhehasnointentionof
Population:24,000(60%humans,12%halfgiants,10%
losing his domain to a rival that was destroyed two
dwarves,10%elves,4%halfelves,3%muls,1%other)
millenniaago.
Exports:Rice,timber,hardwood,weapons,copper
Languages:Common,Dwarven,Elven,Nibenese
Government and Politics
Nibenay has been affected by the monumental The sorcererking Nibenay (LE male champion of
happenings of recent months, for the Shadow King has Rajaat stage IV dragon, defiler 5/seer 5/loremaster
changed his approach to ruling the masses and dealing 10/cerebremancer 10/Athasian dragon 2) used to stay
withtheneighboringcitystates.LikeHamanuandLalali behind the scenes. He was called the Shadow King
Puy,Nibenay(whosharesthesamenameashisdomain) because he rarely left Naggaramakam, his walled sub
witnessed the deaths of the Dragon and the other city. His templars, who are all female, ran the city with
sorcererkings. skillandgreatcare.Now,however,theShadowKinghas
HesawRajaatreachoutfrombeyondtheveilofAthas becomemoreprominent.
to wreak vengeance against those who betrayed him. He Inthepast,theaveragefreecitizencouldhopetosee
also saw Rajaat defeated by the efforts of lowly mortals KingNibenayonceorperhapstwiceinanentirelifetime.
from the city of Tyr. In the wake of these signs and SincethetimeoftheGreatEarthquake,Nibenayhastaken
portents,Nibenayrealizeditwastimetoreconsiderhow a more active role. He still allows his templars to deal
besttorulehiscity,forthetimeforchangehadcome. withthedailybusinessofgovernment,butnowNibenay
The citystate of Nibenay is located east of Tyr at the has turned his attention away from the mysterious
northerntipoftheCrescentForest.Itbarelyfelttheeffects scholarly pursuits that once occupied his time to hold
of the Great Earthquake, as it was protected by the courtforthecitysnoblesandfreecitizens.
Windbreak Mountains. Nibenay has also thus far been Nibenaysmilitarymightwasneveraquestion,butit
spared from Tyrstorms and the growing unrest alsowasneveramajorconcernoftheShadowKing.Now
spreadingthroughouttheTablelands.IftheShadowKing he actively seeks to understand his forces and looks for
has his way, none of these problems will ever reach his waystoimprovetheirmightandreadiness.Whilethecity
domain. used to appear to be secure in its own position, it now
seems to be gearing up to battle an enemy that only the
Life and Society Shadow King knows about. The problem is that the
enemyischange,andnoarmythatNibenayraiseswillbe
Though there have been no major changes to life in
abletostopitsrelentlesstide.
Nibenay, enough strange occurrences have been worked
In the wake of all this upheaval, Nibenays nobles
into the routine to put a different spin on the citystate.
continue to care for and maintain the bubbling springs
For example, average citizens and even powerful nobles
thatsurroundthecity.Theydontknowwhattomakeof
never expected to see the Shadow King, let alone attend
theShadowKingssuddeninterestinthebusinessofthe
oneofhiscourts.NowtheShadowKingregularlymakes
city,butmanyofthemareseekingwaystoimprovetheir
public appearances and shows an active concern for his
ownpositionsbygettingclosertotheironceelusiveking.
community. This doesnt mean that life is any harder or
easierthanitsalwaysbeen.Itsjustdifferent.Ifacitizen
orvisitorbreaksalawandcantaffordtobribeatemplar, Power Groups
then that citizen or visitor is still going to end up in Poortools Horde: Lead by the halfElven preserver
Nibenaysslavepens. Poortool (LN male halfelf preserver 5/seer

200

3/cerebremancer5),theHordeisaraidingtribetotheeast workingonintheNaggaramakam,andhehasadreamof
of Nibenay. Poortool is a renegade from the Veiled mounting the Shadow Kings head on the obsidian
Alliancewhoseekstostudymagicwithoutanyrestriction pedestalthatrisesfromthefloorofhisspartanquarters.
that the Veiled Alliance or sorcererking Nibenay may
apply. He has created a community for likeminded Major Settlements
preservers in a village in the foothills of the Black Spine
Mountains. He has also allied with the gith of the Black Cromlin(Hamlet,150):ThetradingvillageofCromlin
SpineMountainswhoprovideguardsandraidersforhis sits on the shores of the Silt Sea, northeast of Nibenay.
tribe. Poortool seeks to make it difficult for members of House Shom runs the village, though House Mke has a
theVeiledAllianceinNibenaytoconvinceitsmembersto sizable operation as well. Together they handle the vast
leavetheAllianceandjoinhim. majority of trade from the north, as traders attempt to
HouseShom:HouseShomisthoughttobetheoldest bypass the chaos of Raam. Cromlin traders use silt
merchanthouseoperatingintheTyrregion.Forcenturies skimmers to navigate the silt shoals, keeping the trade
the house amassed great wealth through aggressive route to Break Shore open. The shoal navigators of
trading.However,nowtheHouseisseenaspassiveand Cromlin are in high demand, for they are among the
decadent. The Shom family members are almost never select few who can lead silt skimmers along the buried
seeninpublicandhavelittletodowiththedailybusiness paths.
of the house. Instead the family members live decadent Cromlin is a wild place, full of people who are too
lives in their palaces, engaging in expensive parties and untamabletoliveinthecities.Thievesofallsortsresidein
balls.Therunningofthetradinghouseislefttothehouse the village. Silt pirates use it as a haven and other
agents. Most of the agents place their interests ahead of scoundrels and restless souls are drawn to its sandy
House Shoms interests, and there is much infighting shores.MastertraderHurdllCrost(Nmalehuman,bard
betweenagents.ThishasleadtoadeclineintheHouses 10/dunetrader5)andhisagentsturnablindeyetowards
prospects over the past few decades. Only the houses shadycharactersaslongastheyremaintodobusinessin
immense wealth has saved it from collapse already. hisvillage.
House Shom is known to use nonhuman guards on its Salt View (Small Village, 550): Nestled in the
caravans and as raiders against other merchant houses, MekillotMountains,SaltViewisachaoticsprawloftents
includingthrikreenpacksandbelgoitribes.Thehouseis and buildings located within a large cavern on the
currently ruled by Temmnya Shom (NE female human, mountains eastern face. Exslaves of all races fill the
defiler 15). Her younger brother, Jebea Shom (LN male community. The tribe originally practiced raiding as its
human, rogue 3/fighter 2/dune trader 1) has begun a primary occupation, but today it is known for a lavish
reformmovementtostraightenoutthefamilysproblems, form of storytelling called theater. Salt Views traveling
buthispopularitythreatensTemmnyasposition.Shehas theater troupes are welcome across the Tyr Region,
contemplated disposing of him if she can do so without though they present themselves as free merchants from
her involvement being discovered by other family the independent House Fyra (a cover for Salt View
members. activities). The troupes perform for caravans, at oasis
Sky Singers: The Sky Singers elf tribe maintains a villages, and even in the citystates of Tyr, Nibenay, and
permanentmarketintheHillDistrictofNibenay.Itisthe Balic.
only known instance of a permanent Elven market. The Vavrek (Thorp, 200): Vavrek is typical of the small
market is filled with goods of all kinds from the rare to farming villages located throughout the Fertile Crescent.
the common. The Sky Singers have a reputation of The village is located southwest of Nibenay within sight
offering quality products that were not stolen from their of the Crescent Forest. The villagers grow vegetables,
previousowners,unlikemostElventribes.Whilethetribe mostlysoybeans.Thelandthevillageisbuiltonisowned
numbersover3,000members,muchofthetimetheelves by the Koelse noble family, to which the villagers must
are off wandering, leaving only a dozen or so elves to payrent.Thevillageisadministeredbyatemplarwifeof
tendthemarketplace.Butwhenthetribereturns,theSky Nibenay named Sonyalah (NE female human, templar 5/
Singersmarkettakesonafestiveatmosphere. wifeofNibenay3).
TheVeiledAlliance:NibenaysAlliancehasanutter
hatred of defilers. This has led to a rare commodity Important Sites
beneathAthascrimsonsunidealism.Withthehelpofan The City Reservoir: The Shadow King had this
ancientspiritualforceknownasthezwuun,whichresides enormous stone cistern constructed centuries ago to
inthehotspringsoutsidethecity,theAlliancedoeswhat supplythecitywithwaterintheeventofasiege.Thetop
itcantoprotectwizardswhousepreservingmagic. ofthereservoiriscoveredandalushgarden,maintained
The Alliance doesnt feel it can oppose the Shadow bythetemplars,growsontopofthereservoir.
King directly, so it directs its activities against lesser The Coliseum: The coliseum rises above the
defilers. Thagya Phon (LN male human, preserver dilapidated buildings in a rundown part of the city. The
7/veiled one 10) leads the Nibenese Alliance, though his size of the arena is immense, taking up four city blocks
health has begun to fail him in recent years. He has two andrisingsixstorieshigh.Itisanancientbuildingandit
goalshewishestoaccomplishbeforehedies:Helongsto is said that not even the Shadow King knows when the
discover what Nibenays scholar slaves have been

201

coliseumwasbuiltandbywhom.Elaboratecarvingsand transfertelepathicmessagesandtoteleportdeliversmall
etchings cover the coliseums stonework. The square parcels.
shaped arena floor stretches almost a quarter of a mile
across. Adventure Ideas
Monasteries of the Exalted Path and of the Serene
Bliss: Nibenay has a tradition of monasteries. The two A disguised dray agent has entered Nibenay
orders are called the Exalted Path and the Serene Bliss. seekingtomakecontactwithnoblesdisgruntledwiththe
ThemonkspledgeloyaltytotheKingandtheirteachings ShadowKings rule. The dray tries to gather together as
includethequietacceptanceofauthority,sothetemplars manynoblesaspossiblesothatwhenDregothmakeshis
tolerate them. They are treated with great respect by the attack on Raam, he can start a rebellion in Nibenay to
citizens. The monks live very aesthetic lives, tending distract the ShadowKing from interfering in Dregoths
gardens and mediating. Many of the monks, especially plan.
those of the Exalted Path, study psionics. The Exalted Thetemplarsattempttoambushacellleaderofthe
PathconsistsentirelyofmalemonksandisledbyThong Veiled Alliance who they believe is staying at the same
Nal, (CN male human, air cleric 3) who encourages the innasthePCs.Duringthetemplarraid,oneofthePCsis
study of psionics at his monastery. Othermonks become mistakenly identified as the Veiled Alliance member.
artisans who specialize in the carving of the images that Capturemeansexecution,sothePCsmustflee.IfthePC
coverthebuildingsofNibenay.TheSereneBlissisanall makes it out of the city, his problems are not over.
female order and is led by the abbess Au Treng (LN Because of the secrecy of the Veiled Alliance, the
femalehuman,cleric4). subordinatesofthecellleaderhavenevermethimbefore.
Naggaramakam: The Naggaramakam is a walled When the templars identify the PC as the cell leader, the
forbidden inner city where the sorcererking Nibenay othermembersassumeittobetrue.WhenthePCfleesthe
liveswithhistemplarwives.Onlytemplarsarepermitted city the cell members attempt to enforce Requital,
to enter and leave the Naggaramakam. While slaves are believing the PC has tried to resign from the Veiled
permitted to be brought into the Naggaramakam, once Alliance.
inside they are never allowed to leave. No free citizen is Ramai is a templar of Nibenay, who is responsible
everallowedtoseetheinsideoftheNaggaramakam.The for interrogations. Dedicated and highly skilled in all
sorcererkings palace is said to be carved into a stone mannerofinterrogationandtorturetechniques,sheholds
relief of the Shadow King with dancing women, some respect within the templar hierarchy. Her career
representinghistemplarwives,strungtogetherasifthey appeared promising until one day, inexplicably, Ramai
werehishair. fellin love with one of her victims, a young man named
TheOmnipotentReceivers:Alineoflargestatuesof Tongkol.UnabletobearthethoughtofTongkolsuffering
sorcererking Nibenay stand on each side of the main under torture but also realistic enough to know they can
road leading to the city. The statues are called the neverbetogether,sheassignsthePCsthetaskofspiriting
OmnipotentReceiversasitisbelievedthatKingNibenay Tongkoloutofthecity.RamaiwillnotofferthePCsany
seesallthatthestatuessee. direct help, but can give them information to help them
The Plain of Burning Water: The city of Nibenay is succeed.IfthePCsfailandarecaptured,Ramaiwilldeny
situated on the border of a large area of hot springs. any involvement with the PCs and see that they are
Called the Plain of Burning Water, the hot springs executedquicklytosilencethem.
providethewaterneededbythecitizensofNibenay.Each Githraidershavediscoveredapreviouslyunknown
noblehouseownsatleastoneofthehotspringswhichis ancient catacomb that allows them to enter the city
thesourceofmuchofthewealthofthenobility. undetected. They raid some dwellings in the city and
Sages Square: Sages Square is the largest open area attempttofleebackthewaytheycame.Butundeadthat
insideofthecity.Thegrandemporiumsofallthedynastic were angered by the giths trespass have arisen and
merchant houses are located around the square and are preventedthegithfromgettingoutofthecatacombs.The
thecenteroftradeinNibenay,wherealmostanythingcan PCs are sent into the catacombs after the gith and must
be purchased. The square was named Sages Square alsofacetheundeadhorrors.
because scholars and sages use to gather under the One of House Shoms merchant forts has been
shadowofthehugeagafaritreesthatgrewinthesquare, overrun by gith. The PCs are hired to lead the assault to
and debate philosophy. This tradition ended only a few retakethedesertfortress.
years ago when a renegade defiler, fleeing the templars ApreserveroftheVeiledAllianceaskedthezwuun
defiled the trees. King Nibenay had the dead trees for help on his latest research. The zwunns answer
removedfromthesquare,andorderedthatnoothertrees directed the preserver to the site of ancient ruins that
be planted in the square as a public reminder of the overlook the road to North Ledopolus where he could
dangerofrenegadedefilers. find what he sought. Unsure if the zwuun was being
The School of Augurs: The school of Augurs is the mischievous or not, the preserver sends the PCs to scout
largestschoolforpsionicinstructioninNibenay.Thehead outtheruins.
masterisadwarfnamedDjef,whodevelopedaschemeto
help support the school by hiring out its students to

202

Raam Raam has been divided into armed camps controlled


bygreedy,powerhungrywarlords.Somecallthemselves
templars,othersnobles,liberators,ormerchantlords.All
Population: 40,000 (40% humans, 20% dwarves, 15%
areraidersandbullies,seekingtousestrengthasameans
elves, 10% muls, 5% halfelves, 5% halfgiants, 4% thri
ofcontrol.
kreen,1%other)
These armed camps dont even make a pretense of
Exports:Silver,gems,flint,jute,silk,textiles
peacefulcoexistence.Skirmishesoverdisputedterritories
Languages:Common,Dwarven,Elven,Raamite
are constantly being fought, as are battles over caches of

weaponsorsuppliesevenjusttodeterminewhichsideis
Shortly before the day of the Great Earthquake, the
stronger!Itwontbelongbeforealloutwarbreaksoutto
sorcererqueen AbalachRe was killed in battle with
see if one leader and his faction can conquer the others
Sadira of Tyr. When the news reached Raam, it was the
and restore order of some sort to the city. This war, of
spark that ignited the fires of anarchy, and now Raam
course, may simply wind up destroying Raam and
burns. But Raam was a city on the brink of revolution
reducingtheverdantbeltitoccupiestoawasteland.
even before the death of its queen. Since AbalachRes
Understandably, the free citizens live in a constant
death, the city has collapsed into chaos. Various factions
state of fear. They have nowhere to go, nowhere to turn
have grabbed whatever power they could, and Raam
to, and conditions within the city become more terrible
teetersonthebrinkofcivilwar.
everyday.Somecitizenshaveappealedtoonefactionor
another, offering to become indentured slaves for the
Life and Society protectionandsustenanceofferedbythevyingwarlords.
Raamishsocietyrevolvesaroundacastesystem.Each Every day, more and more citizens surrender their
citizen is born into a caste and can never leave it. freedominexchangeforasafeplacetosleep,acooldrink
Members of one caste cannot marry or associate with ofwater,andabitoffoodtofillanachingstomach.
others from another caste without becoming unclean. Theslavesofthecityhavefaredevenworsethanthe
Casteandracearenotrelated,andamemberofeachrace free citizens. Their masters have been replaced by
canbeofanycaste. heartlessownerswhotreattheslavesnobetterthanliving
The highest caste is made up of priests. This caste toolsthatcanbereplacedwhentheybreak.Someslaves,
includes clerics and druids, as well as teachers, scholars embracingthelegendsofRikus,Neeva,andSadiraofTyr,
and wise men. Members of this caste wear white have rebelled, using the opportunity presented by the
garmentstodistinguishthemselves. chaos. One group has come under the leadership of a
Below the highest caste, is the vizier caste. The gladiator named Korno (CN male mul, barbarian
templars and soldiers of AbalachRe fall into this caste. 1/gladiator 4/arena champion 4). Between Kornos
The members of the vizier caste typically wear silk military daring and expertise and the cache of weapons
clothingdyedavarietyofcolors. his followers found in one of AbalachResmany hidden
The next caste includes the majority of the nobles of treasuries,thisgroupofslaveshassetitselfupasanother
Raam, as wellas artisans, and tradesmen.Wealth has no armed band in a city of gangs. Korno has called for all
affectononescaste.Therichesttradesmenwillneverrise slaves to join his community, for when they have the
above his caste. This caste typically dresses in clothing numbers to go along with their dreams they will rise up
madeoflessexpensivematerialthanthesilkwornbythe and overthrow all their masters. Korno, however, is as
vizierclass. cruelandruthlessasanyoftheotherleadersofthearmed
Thelaborerscasteisthelargestcasteandthelowest.It bands.Theslavesthathaveflockedtohissidecontinueto
includesallservantsandunskilledworkersaswellasthe betreatedasslaves,workingtomakelifeeasierforKorno
vast numbers of slaves. Laborer caste members wear andhisbestwarriors.
simplewhitelinenclothing. With food and water in short supply and violence
Below the laborers caste are the truly desperate. rampantinthestreets,itislittlewonderthatthepeopleof
Outcastes are those who most handle dead animals and Raam are turning to anyone or anything that claims to
people.Butchers,morticians,andtannersareallincluded have a solution. In this volatile environment, revolution
in this caste. They are considered so unclean that they seemstobeinevitable.Whattheoutcomeofsuchanevent
mustliveoutsidethecitytopreventthemfrompolluting willbeisunknown,butbyallindicationsitwillbebloody
therestofthecitizens. intheextreme.
The environmental disasters of recent months have
had very little impact on Raam. The Great Earthquake Government and Politics
was barely perceived, for it caused little damage and no
ThegovernmentofRaamstillexists,butithasalmost
deaths. No Tyrstorm has yet visited the citystate, so
no power in the face of the violence and chaos ravaging
Raams residents have yet to experience the devastation
thecity.Thetemplarswhohaventfledinfearortriedto
thatsuchastormcaninflict.ThedeathofAbalachReand
hide among the populace as regular citizens continue to
the resulting struggle for power, however, have caused
administer the city, but it is clear the city no longer
moredeathanddestructionthananyforceofnature.
functions the way it used to. These templars have only
their bureaucratic skills to fall back on, as their ability to

203

use priestly spells vanished with AbalachRes demise. family started with a small piece of land and the road
The templars continue to call for the worship of Badna, adjoining it, those with the power and audacity to press
the mysterious (and imaginary) being the sorcererqueen their advantage have grabbed whatever they could hold
claimed to receive her powers from. Most people ignore onto.Liketheraidingtribes,thenoblecampsaresavage,
these calls to worship, for they never believed in Badna ruthless,andhaveonlytheirowninterestsatheart.
anyway. Prophets of Dregoth: Strange figures with bizarre
accents who hide their features beneath many folds of
Power Groups robespreachofDregoththeSavior.Theseprophetsclaim
DregothisagodwhowillbringsalvationtoRaamifthey
Leviath the Calm: Leviath the Calm (LN male half laydowntheirweaponsandaccepthim.
giant, shaper 9) is an unusual halfgiant who speaks of Templars: The main body of templars occupies one
peaceandtranquilitytoallwhowouldlisten.Hiswords camp,centeredinthetemplarquarterofthecity.Various
are spoken with kindness and sincerity, and have had a roguetemplarscommandsmallerpartsofRaam,claiming
profound effect on the masses, among which he has fromaslittleasonebuildingtoasmanyasseveralblocks
developed a large following. Despite his large size and as their personal domains. They defend these domains
strength Leviath is said to have never raised his voice in with troops that were once loyal to AbalachRe but now
angerorstruckablowtoharmanotherlivingcreature. followtheirtemplarcommanders.
HouseMke:Themerchanthouseshavetakenoneof Under AbalachRes reign there were two
two tacks regarding conducting business in Raam. The organizationsoftemplarsassignedtopolicethecity.The
first option, chosen by the vast majority of merchant mansabdarswerethepublicforce.Theywereassignedto
houses, was to get out of town and take their business guard and patrol duties. Though the larger of the two
elsewhere. The second option, embraced by House Mke police forces, the mansabdars were corrupt and many
asaprudententerprisethatwillensureitsownsurvival, were incompetent. The kuotagha was the secret police
was to seize control of as much of the city as possible. force. These ruthless enforcers were tasked with
House Mke and its army of mercenaries now control administering justice as they saw fit. Disguised as
most of the merchant district. Armed bands wearing merchants and artisans, they moved freely among the
HouseMkescolorsperiodicallysweepthroughthecity, population spying out sedition and unlawful behavior.
looting and pillaging until they gather enough goods to Whentheyjudgedsomeoneguilty,thekuotaghaexecuted
fill a caravan. This caravan then sets out across the the suspect without trial, immediately and by surprise.
Tablelands to conduct trade as any merchant house All kuotagha members carried a special garrote called a
caravan would. Only in Raam does House Mke behave ghi,foruseinsuchsituations.
likeaconqueringarmyofraidersbecauseinRaam,thats The Veiled Alliance: The turbulent conditions in
whatHouseMkehasbecome.Afewofthemoredaring Raam havent made it any easier for the citys Veiled
(ordesperate)merchanthousesreturntoRaamfromtime Alliance.Thepreserverscontinuetooperateinsecret,but
totimetotesttheclimate,buttheyusuallywinduplosing the contacts they once had in all levels of government
their goods to one or more of the armed camps seeking have been lost. Nanda Shatri (LG female human,
dominanceinthecity. preserver7/telepath4/veiledone10)continuestoleadthe
Night Runners: The strangest group to stake a claim Allianceandstillseekstobecomeanavangionsothatshe
in Raams power vacuum is the elf tribe known as the can help restore Athas lost vigor. However, beyond the
Night Runners. Prior to AbalachRes death, the Night vague rumors that Uriks Alliance had created such a
RunnersmaintainedasmallpresenceinRaam.Nowthis beingsomeyearsback,Shatriisnoclosertohergoalthan
group of elveswhich specializes in the shadow arts of shewasadecadeago.Shehasconsideredsidingwithone
espionage, assassination, and extortionhas decided to of the armed bands in order to assure the safety of her
takeamoreactiveroleinRaamsociety.Alargeportionof people, but she has yet to determine which band to
theelfquarterandthetradesmensdistricthasbeentaken approach.Herreluctancetomakeadecisionmightbeher
over by the Night Runners. Besides holding and undoing,fortheProphetsofDregothhavebegunmaking
expanding their own territory, the Night Runners overtures to the Alliance that the members find very
continue to sell their unique services to those who can appealing. In fact, the Prophets have also promised that
afford themincluding noble houses, merchant camps, Dregoth can help Shatri with her research into the
andeventemplardomains.Intheend,theNightRunners avangion transformation processa promise that she is
plantocontroltheentirecity,makingitthefirstelfcityin seriouslyconsideringaccepting.
thousands of years. Until then, the elves dont mind
workingforthebandstheyrecompetingwith,foritgives
them an easy way to keep tabs on how the factions are Major Settlements
doing. Daro (Thorp, 300): Daro was a center of agricultural
Nobles:Oneofthelargestgroupsclaimingdominion administration, used to oversee the slaves working the
over sections of Raam is the noble families. Like the fields of Raam. After the death of AbalachRe, templar
raidingtribesofthesandywastes,thenoblespillageand AvishThiraseizedcontrolofDaro,institutingmartiallaw
plunderforthethingstheywantandneedtosurvive.The whichpreventedthechaosthatswepttherestofthecity
nobles have expanded their areas of control. While each state from reaching Daro. Under Avish Thira the village

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no longer is concerned with agriculture. The fields have The Ivory Palace: AbalachRe ruled Raam from a
beenallowedtobecomefallowandmostofthehundreds beautifulpalaceofivoryandalabaster.Builtuponaknoll
offieldslaveshavebeenfreed,actuallyexpelledfromthe and surrounded by a series of defensive ditches and
village since Thira could not feed them. Thira supports walls, AbalachRe prevented most of her subjects from
himselfandhisguardsbysponsoringraidsintoRaam. approaching her palace. Since her fall, various noble
factions have attempted to seize and/or loot the palace.
Important Sites Their resulting struggles have destroyed most of the
palace. Recently rumors of a curse affecting those who
The Benevolence Center: The Benevolence Center is entertheruinedpalacearebeginningtospread.
thenameofalargehousingcomplexfortheelderly. Wrestling Pits: Located near the Elven market, the
The Consecrated Sepulcher of Badna: The massive wrestlingpitsareusedforlegalandillegalmatches.
Consecrated Sepulcher of Badna is one of the most TheYellowMonastery:TheYellowMonasteryhouses
majestic buildings in Raam. The Sepulcher is a a group of monks who focus their study on telepathic
mausoleum where the remains of the last 30 generations psionic powers. Under the rule of AbalachRe, the
of favorite husbands of sorcererqueen AbalachRe were monasterywasseenasasymbolofresistancetoherrule,
laidtorest. asthemonkswereopposedtoslaveryaswellastheuse
The Crematory: The stark granite walls of the of magic of any kind. Since the sorcererqueens fall, the
Crematorytowerovertheslumsoutsidethewesternwall monks have tried to protect those who live near the
ofRaam.Therearenowindowsintheentirebuilding.A monastery against the chaos that has engulfed the city,
large chimney rises from the back of the building, but to little effect. They are rumored to have befriended
emanating a thick column of smoke. Only outcastes are thehalfgiantLeviaththeCalmandhisfollowers.
considered suitable to handle the remains of the dead,
and as such the crematory is staffed completely by
outcastes. Members of the rest of Raamish society spend Adventure Ideas
as little time as necessary in the Crematory for fear of Anundeadwarbeetleisnolongerunderthecontrol
beingcontaminated. of its handlers and goes on a rampage. Something has
The Gallery of the Seven Stars: The Gallery of the wrestledcontrol of the beastaway from itshandlers and
SevenStarshousestheworksofRaamsfinestsculptures. the PCs must board the undead war machine and face
Built of white rock, the Gallery is decorated with ornate whateveritis.
murals and minarets. The museum contains seven star The situation in Raam is getting desperate. One
shaped display halls where magnificent sculptures are morning a large group of members of the laborer caste
displayed. gathersinfrontofthePCsdwelling.Desperateforfood,
Natural Arena of Raam: Raams gladiator arena is a theybelievethePCsarehoardingfood.Afterbuildingup
naturally formed amphitheater formed between two their courage, the rioters attack the dwelling. The rioters
hillocks, outside of the citys walls. Wind and time have are lead by a deranged woman who clutches the
carved one of the hillsides into natural seating areas of undernourishedbodyofasmallbaby.Inherdesperation,
rustcoloredrock.Thearenafloorisaroughovalandhas the woman deludes herself into thinking the baby is still
afloorofredsand.Anaturalcrevasseseparatesthearena alive.EvenifthePCsdriveofftherioters,rumorsoftheir
floor from the seating area. Known as The Maw of hoardoffoodspreadquicklyaroundthecity.Othermore
Raam the chasm runs the full length of the arena floor, powerfulforces,suchastemplarsandnobles,seektogain
andisrumoredtobealmosttwohundredfeetdeep.The thePCshiddenfoodhoardforthemselves.
bottomofthe Mawisdifficulttoseebecauseofthewild The forces of the tliz, Nevarli (see Terrors Beyond
brambleweed that grows within. On the second hillock, Tyr for more information), invade a client village near
thesidethatformsthebackofthearenaisasheergranite Raam. She intends to use the village as a base for her
wall. The hillock contains many tunnels and secret invasion of Raam, as well as using the villagers as her
passagesthatendatobservationspotsthroughoutthehill. feeding stock. Nevarlis forces include undead,
It was from here, hidden from the sight of the populace humanoids,andotherplanarcreatures.
that AbalachRe and her templars watched gladiator In the chaos after news of Queen AbalachRes
contests. death reached the city many attempted to loot the
Psiumarkh: The Psiumarkh has been the most Queens palace. Most of the looters were disappointed
prestigiousofthepsionicschoolsinRaam.Itcantraceits because the Queens treasury was never found. Rumors
founding back to the founder of modern psionic saythequeenhidhertreasurybutthelocationvarieswith
principles, Tarandas over 900 years ago. The Psiumarkh each telling. Some say the Royal Barracks, others
has always maintained strict neutrality in the struggles underneath the Gallery of the Seven Stars, and many
that afflict Raam, allowing them not to anger any of the claim the treasure is hidden with AbalachRes former
cityspowerfulfactions. husbandsintheSepulcherofBadna.
Royal Barracks: Located within the Palace district of A salt golem built by SorcererQueen AbalachRe
Raam,neartheIvoryPalace,theRoyalBarracksisamulti stoodunmovingguardoverafountaininherpalaceuntil
storey building used as a military barracks for the elite her death. Without warning, the creature has struck out
warriorsandofficersoftheRaamisharmy. into the city traveling from one public well to the next,

205

attacking anyone it sees gathering water from the wells. honorcannolongerguidetheCouncilofAdvisers.King


The PCs may seek to destroy the creature but some Tithiansrulehascometoanend.Hisambitionsledtohis
templars want to capture the creature and figure out a downfall,forheistrappedintheCeruleanStorm(though
waytogaincontroloverit. only a few people know of his true fate). The general
The gem mines south of Raam have been populace believes that Tithian died fighting to keep Tyr
abandonedforyears.Recentreportssaythatundeadhave free, thanks to the tales told by Rikus and Sadira. The
beensightedaroundthemine.Theundeaddonotattack heroes decided to keep Tithians current state a secret,
those who maintain their distance but killed and fearing that ambitious defilers might try to free him in
devouredagroupofelvesthattriedtoenterthemine. ordertogainpowerandprestige.CanTyrsfreedomtake
rootintheTablelandsinthewakeoftheseevents,orwill

Tyr itbeblownawayinadevastatingTyrstorm?
Tyrcitizensremainasuntroubledbymodestyasthey
wereinthedaysofKalak.Thelessapersonhastowearin
Population: 15,000 (70% humans, 10% dwarves, 9%
the heat of the day, the better. Most wear loosefitting
halfgiants,6%muls,3%elves,1%halfelves,1%other)
cotton tunics gathered at the waist with wide, colorful
Exports:Iron,silk
belts. Others wear loincloths and vests. Light gauze or
Languages:Common,Dwarven,Elven,Tyrian
silks are draped over heads and exposed flesh to protect

theskinfromtheblisteringsun.Turbansandotherforms
Located in a fertile valley in the foothills of the
oflightheadgearoftenfinishoffaTyriansattire.
Ringing Mountains, it was the first citystate to
successfully revolt against its sorcererking. King Kalak
ruled Tyr until he fell to a group of heroes led by the Life and Society
gladiatorRikus,thewizardSadira,andAgisofthenoble Four months into its twelfth year as a free city, Tyr
house of Asticles. With Kalak dead, the High Templar must deal with the environmental and social conditions
Tithiansteppedforwardtotakehisplaceasking.Tithian leftoverfromthepastdecade.TheGreatEarthquake,for
received the backing of Rikus and the others, for the example, struck while most of Tyrs beloved heroes and
templarpromisedtofreeallTyrslavesandinstituteother its king were away. It fell to the remaining members of
sweeping reformspromises he actually kept. Tithian theCouncilofAdviserstopickupthepieces.Thoughthe
had his own agenda, of course, which slowly played out rumblinggroundmadeforaterrifyingperiodoftime,Tyr
overthedecadeheheldthethrone. escapedthedisasterrelativelyunscathed.Therewassome
The new king created the Council of Advisers and structural damage and a small number of deaths, but
gavemembersofthemostimportantgroupsinTyrarole mostoftheseoccurredintheWarrens.Thecomparatively
inthecitysgovernment.Councilorsweredrawnfromall weak and dilapidated buildings in this part of the city
ranks of society and worked diligently to pass laws that buckled when the quake hit, burying the residents
would strengthen Tyrs newfound freedom. Tithian beneath rubble and debris. Ironically, if the quake had
allowed the Council to operate independently and struckduringKalaksreign,evenlessdeathswouldhave
virtually run the city while he sought the means to occurred. In Kalaks day, the Warrens were mostly
becomeatruesorcererking. unoccupied.ItsonlysincetheFirstEdictfreedtheslaves
Urik tried to capture Tyrs iron mines less than six thattheWarrenshavebeenfilledtooverflowingwiththe
months after Kalaks death. The resulting battles made newcropoffreecitizens.
Tyrsleadersrealizehownecessaryastrongmilitarywas, The earthquake caused other damage. Cracks
andhowimportantitwastoresumeironproductionand appearedinthecitywall,andawholesectionofthewall
gettradeandcommercebackonanevenkeel.Duringhis neartheGrandGatecollapsed.Minordamagecanbeseen
reign, the new king also faced the problem of finding a throughout the rest of the city, but the most noticeable
way to overcome the Dragons levy, had numerous appearsonKalaksZiggurat.Greatcracksriddleoneface
skirmishes with raiding tribes, and battled angry giants ofthetower,whileanotherfacehascollapsedintoaheap
intent on plundering the city. The Council struggled to of rubble. The client villages that dot the valley endured
staytogetherinthefaceofsecretagendasandconflicting theworstofthequakeseffects,however.Onevillagewas
partisan interests. The templar revolt of Free Year 3 shut leveled by the quake, and others were pounded by
down the bureaucracy and public works for nearly two rockslidesthatcascadedoutofthemountains.
monthsuntilthosewhosworenewoathstoabandonthe Beyondthedeathanddestruction,theworstaspectfor
old ways and support the tenets of Free Tyr were given the city is the refugees. Intelligent races and a wide
more representation in the Council. The artisan strike of variety of creatures and monsters have fled the
FreeYear6lastedalmostfourmonths,andthenendedin mountains, flooding the valley in search of a safe haven.
increased wages for basic services. Agis and the Council This, in turn, has sent villagers to the city gates, seeking
handled most of these crises in one way or another, for protectionfromtheravaginghordes.
Tithian was much too busy to get involved in what he What with the Great Earthquake, the periodic
consideredtobethechoresofgovernment. aftershocks that visit the city, and the violent Tyrstorms
Today, in its twelfth year of freedom, Tyr faces new thatoccasionallysweeptheland,thepopulacehasturned
challenges. Agis of Asticles is dead, so his wisdom and into a frightened mob. Not everyone has succumbed to

206

these base fears, of course, but a significant portion has the city in a variety of ways that adhere to their overall
lostcontroltheCouncildesperatelyneedstofindawayto moralsandcodeofethics.
calm the people and restore order. A particularly vocal
group claims that Kalak has returned to gain vengeance Government and Politics
againstthecity,callingforopenworshipofthesorcerer
king to appease his wrath. Others have been trying to A Council of Advisers makes the laws of Tyr. The
placate the elemental spirits of earth, hoping that theyll Councilisdividedintofivedistinctgroupswhotogether
spare Tyr from their groundshaking anger. Then there represent Tyrs varied citizenry. These groups are the
are those who seek to take advantage of the misfortune, Guildsmen,madeupmostlyofhumananddwarfartisans
lootingshops,robbingnobles,andgenerallytakingwhat and other professionals from Tyrs three trade districts;
theywantandneedbyforceofarms.Theseviolentmobs the Nobles, representing Tyrs aristocratic families; the
are concentrated in the Warrens, but they sometimes Templars, who continue to handle administrative
range into other parts of the city to sow mayhem and functions in the city; the Free Citizens, chosen from
destruction. among the masses who were either slaves or paupers
TheCouncilofAdvisershasbeenworkingovertimeto before Tyrs liberation; and the Preservers, the newest
address these problems, though first it had to deal with group admitted to the Council, consisting of members of
King Tithians supposed death. It established the theoncesecretandoutlawedVeiledAlliance.
OverCounciltoruleinTithiansplacesothatthebusiness When Rikus, Neeva, and Sadira returned with the
ofgovernmentcouldcontinue. newsofAgisandTithiansdeath,itwasresolvedthatthe
Second, it increased the size of the City Guard and FreeCityshouldntbeburdenedwithanotherking.With
commanded it to restore order. Things havent returned no king to lead the city, the Council now oversees all
tonormalyet,butthesituationismuchbetterthanitwas aspects of government; a subcommittee made up of one
inthedaysimmediatelyfollowingtheGreatEarthquake. memberfromeachoftheCouncilsdivisionsservesasan
Various subcommittees have been set up to handle OverCouncil.ThisOverCouncilgovernsonadailybasis,
damagecontrol,toseetothefairdistributionofwaterand whiletheentireCouncilofAdvisersonlymeetsthreeout
supplies, and to handle the refugee problem both those of every fifteen days. The OverCouncil consists of the
rushing into the valley and those fleeing the villages for dwarf stonecutter Gar Bonehammer (NG male dwarf,
thesaferenvironsofthecitywalls. expert 3) who represents the Guildsmen; Lady Laaj of
The situations in the other citystates have added to Mycilen (LE female human, seer 6) for the Nobles; the
the general nervousness and apprehension hanging over High Templar Timor (LE male human, defiler 8) for the
Tyr. While Urik has sealed itself off from the rest of the Templars; Rikus (NG male mul, gladiator 8/arena
Tablelands (except for the heavily armed trade caravans champion 10) who represents the Free Citizens; and
that set out and return at random intervals), Gulg and Sadira(Nfemalesuntouchedhalfelf,preserver5/veiled
Nibenay have made a few overtures to the Council of one5)forthePreservers.
Advisers. Both citystates have offered to aid Tyr, Surprisingly, the Council runs relatively smoothly.
claimingthatwithoutasorcererkingtodefendit,thecity Some councilors posture for power and influence and
isvulnerabletoallsortsofterribledangers.TheCouncil, partisanvotingsometimescausesmeetingstostall,butin
naturally, has thus far graciously refused these offers. generaltheCouncilhaslearnedhowtogetthejobdone.
DrajandBalichaverecentlyresumedtradewithTyr,but Each division of the Council meets separately with its
both cities have changed significantly since the reported constituents to draft its own agenda before coming to a
deaths of their sorcererkings. In fact, though Sadira and fullsession.Thenthecouncilorsdotheirbesttogettheir
Rikus assured the Council that the kings had been own projects pushed through the voting process while
disposed of by Rajaat, rumors of their return continue to tryingtokeepinmindthewelfareofTyrasawhole.
drift in with caravans, adventurers, and refugees. The While the Council deals with the big picture, the
worsttalescomeoutofRaam,whereconfusion,madness, templars continue to fill the administrative roles they
and ambition have given rise to anarchy. Tales of nobles have long been associated with. Since the loss of their
being murdered in their homes, of templars being spellcasting abilities, it has become doubly important for
slaughteredinthestreets,andofviciousinvadersfroma this division to demonstrate why Tyr needs them. The
hidden citystate controlled by a king named Dregoth tangledbureaucracyhasbeenreformed,butitstillexists.
have made the Tyr citizens ill at ease and not quite Without the templars to turn the massive wheels of
confidentthattheirleaderscanprotectthem. government, Tyrs infrastructure would have collapsed
Sadira recently convinced a significant portion of the longago.HighTemplarTimor(whohideshisstatusasa
VeiledAlliancetocomeoutofhidingandjoinTyrsociety. defiler) serves as the Minister of Tyr, overseeing the
These wizards formed a new group in Tyr, called the variousSeniorTemplarswhorundepartmentslikeFields,
Preservers. The Preservers were given a place on the Finance,PublicWorks,Water,andTrade.
Council of Advisers to reflect their new role in Tyr.
Sadira,astheirleaderandasanimportantmemberofthe Power Groups
Council, was assigned to the OverCouncil. These good Free Wizards: With preserver magic no longer
wizards are developing plans and guidelines for helping outlawedinTyr,Sadiraconvincedanumberofpreservers

207

tocomeoutofhidingandopenlyproclaimthemselvesto trade between Tyr and Urik. The name of the outpost
the city. As a group the free wizards are not a strong comesfromanunusualrockformationnearby.
cohesivegroup.Individualfreewizardspursuetheirown
goals, whether in the political arena or merchant Important Sites
activities. Only the desire to instruct the populace in the
differencesbetweenpreservinganddefilingmagicandto TheElvenMarket:TheElvenmarketislocatedinside
buildthepublicstrustinthemunitesthegroup. the Warrens. Several nomadic Elven tribes trade at the
HouseVordon:UnderthelastyearsofKalaksreign, market regularly, bringing a wide range of goods and
House Vordon had fallen from its position as one of the curiositiesfromacrosstheTablelands.Manytribesowna
most powerful merchant houses in the Tablelands. Since building or two that borders on the square. Others take
thefallofKalak,HouseVordonhasreturnedtoaposition ownership of unoccupied buildings for the duration of
of respect among its peers. The Houses return to their visit in Tyr. Anything can be found in the Elven
profitabilityisfueledbyitsspecializationintheirontrade market,legalorillegal.Thecustomerjusthastoknowthe
fromtheminesofTyr. rightpeopletoask.Themarkethasareputationforpick
Thaxos Vordon is head of House Vordon. In the last pocketsanddubiousmerchandise,butpeoplecomefrom
ruinous days of Kalaks reign, Thaxos began a plan to all over the city in order to find items not available
overthrowthemadking.However,Kalaksdemiseatthe anywhereelseinTyr.
hands of Rikus and the heroes of Tyr stopped him from GladiatorStadium:TheGladiatorArenaofTyristhe
going forward with the plan. In the years since, Thaxos secondlargestbuildinginthecity,withonlytheziggurat,
hasbecomeconvincedthatheshouldbecomekingofTyr, which looms over one end of the stadium, being larger.
and has refined the plan he originally developed for Thestadiumsrectangularfloorissome300feetlongand
Kalaks overthrow. A number of dummy merchant 80 feet wide. The floor is of a hard packed sand with a
houses have been created and large numbers of reddish hue, which Tyrians say is caused by the spilling
mercenarieshiredaspartofthisplan.Unbeknownsttoall of the lifeblood of a thousand fallen gladiators. The
but the highest members of House Vordon, Thaxos now stadium is unique in the Tyr Region as it has upper and
hasanarmyscatteredatoutpoststhroughouttheregion, lower seating sections. The upper section is generally
waitingforhisorders. referred to as The Sun Seats because of the lack of
The Veiled Alliance: The Veiled Alliance remains shade,andisopentothegeneralpopulace.Thecrowdin
activeinthewakeofthisnewageofwizardlyopenness. theuppersectionismoreraucousandenthusiasticthanin
Matthias Morthen (LG male human, preserver 8/veiled thelowersection.Seatsinthelowersectioncostmoreand
one 10) continues to lead a small number of preservers aretraditionallyusedbymerchants,andnobles.
who feel that secrecy must be maintained until all of Despite the end of slavery in Tyr, gladiator matches
Kalaks defilers have been eradicated and the citizens of arestillheldinthestadium.Nowtheboutsarenotfought
Tyr learn to deal with the responsibilities of freedom. tothedeathandareopentoanywhowishtoparticipate.
Besides, Morthen doesnt like or trust Sadira, whom he The gladiator matches are only held on festival days.
believes has often approached the moral line between Theremainingtime,thearenafloorisusedforanopenair
defilingandpreservingmagic(ifnotactuallycrossedover market. A monthly array of tents and stalls cover the
it) in the course of defending Tyr. He believes that the sandy floor in drunken rows. Traders who operate in
Veiled Alliance must continue, if only to serve as a thesestallsofferawidevarietyoflegalandillegalgoods
balance for a wizard whose powers and motivations he andservices.
doesntfullyunderstand. Golden Tower: The Golden Tower was the imperial
home of the King of Tyr. Both King Kalak and King
Tithian ruled from the Tower. Constructed of a rare
Major Settlements goldengranite,thetowergleamsharshlyduringdaylight.
HiddenVillage(Thorp,250):Establishedbytheslave The only public entrance to the tower is to cross Tower
tribe known as the Free, the Hidden Village sits in a BridgefromtheObservationTower.Thepublicreceiving
remote crater in the foothills of the Ringing Mountains areas are on the top floors, with the Kings private
between Tyr and Urik. Originally the tribe survived by chambers on the levels below. These included the Kings
raiding as most slave tribes do. Now the tribe has library,anenormouscollectionofscrollsandbooks,many
advanced into a small trading house. The villagers have fromancienttimes.
developed such a strong relationship with Tyr that they Iron Mines: Tyrs iron mines are the largest in the
havebecomeaclientvillageofthefreecity. Tablelandsandhelpthecityexertleverageovertheother
Kled (Village, 450): Kled is a Dwarven community citiesintheregion.Theironminesarelocatedtwodays,
that has ties to Tyr. Possibly the largest Dwarven travelnorthwestofthecity.Deathhasalwayssurrounded
community in the Tablelands, Kled was built near the themines,fromcaveinstothehejkinscurse.Theiron
ruinsofthecityoflastDwarvenkings,Kemalok. oreistransportedtoTyrinheavilyguardedcaravans.
Miras Halo (Thorp, 50): Miras Halo is a merchant Kalaks Ziggurat: The ziggurat built by Kalak still
outpost owned by House Qual, one of House Vordons towers over the squalor of the city from its center. The
dummy trading houses. The outpost is used in the iron zigguratisasteppedpyramidwitheachlevelfinishedin
a different colored glazed brick. An enormous staircase

208

runsstraightfromthebasetothesummitoftheziggurat. Adventure Ideas


Since Kalaks fall, the ziggurat has fallen into disrepair.
The Great Earthquake has exacerbated this, causing an Slavery is outlawed in Tyr, but a group of slavers
entirefaceofthepyramidtocollapse.Greatcracksriddle has set up a network to kidnap citizens of Tyr and sell
another face of the tower, causing concern that more of them as slaves in other cities. The slaver network is
thepyramidmaycrumblesoon.Fewhavedaredenterthe elaborate,involvingsnatchteamsthatkidnapthevictims,
ziggurat since Kalaks death and it has become the focus nobles whose estates are used to hold the captives,
ofnumerousrumorsandfrighteningstories. templars who look the other way, an Elven tribe that
SchoolofThought:TheSchoolofThoughtistheonly smugglestheslavesoutofthecity,andamerchanthouse,
major organized institution for the study of psionics in perhapsHouseShom,thattransportsthecaptivestoother
Tyr.Theschoolwasfoundedalittleover30yearsagoby citieswheretheyaresold.
the noblewoman Chessia. Chessia provided the funds to Is the shadow of Kalaks ziggurat deadly? Rumors
establish the school and made contributions to help the fly that ever since King Tithians death, people are
school operate over the years, but she is not involved suddenlydroppingdeadwhilestandingintheziggurats
running the school. The current headmistress of the shadow. Those living close to the ziggurat are fearful of
SchoolofThoughtisSyciaStrimmen(NGfemalehuman, fallingunderwhattheyhavenamedKalaksCurse.Many
telepath7/psiologist9),ayoungandenthusiasticwoman arefleeing,butnooneknowswhatiscausingthedeaths.
with considerable charm. She has been the headmistress The elderly noblewoman Prisella Obstrunia is
foralmostnineyearsnow,sincethepreviousheadmaster, unlike many of her fellow nobles. Since the slaves were
Thanik Arkos, disappeared from the school after granted their freedom she has come to regret her past
murdering one of the master instructors. Sycia is very participation in the practice, and seeks to make amends
organized and well liked by students and instructors somehow as she nears the end of her life. One of her
alike. former slaves, Raxenth, has remained with her as a
Shadow Square: Shadow Square is a small servant and become a friend. When slavery was still in
entertainment district in the Warrens near Kalaks practice in Tyr, Prisella had sold off a number of
Ziggurat.Fivelanesendatthesmallplazaaroundwhich Raxenths relatives. Now, she wants to reunite Raxenth
sit six wineshops, a gambling house, and two hostelries. with these relatives, who through the slave trade have
Mostbusinessinthesquarehappensbetweensunsetand been scattered across the Tablelands. The noblewoman
dawn. will hire the PCs to track down Raxenths relatives and
UnderTyr: The site the city of Tyr was built on has bringthembacktoTyr.
been inhabited for thousands of years. The current city Zacraloc is the landlord for a large section of the
sits atop the ruins of these previous civilizations. An Warrens, where most of the poor cannot afford to own
undercityofinterconnectingbyways,crumbledbuildings, their own homes but rent dilapidated buildings from
and dilapidated courtyards exists under the streets of Zacraloc. Seeking to increase his land holdings, Zacraloc
modernTyr.Frombuildingsusedasbusinessestoformer uses hired thugs to set fire to a large section of the
residencesandtemplestoforgottengodsallmakeupthe Warrens, which he does not own. His intentions are to
structures of UnderTyr. It is not possible to travel from approachtheownersofthosewholosetheirhousesinthe
one side of the city to the other through UnderTyr. fire and offer to buy the ruined homes for very little
Insteadpocketsexistthroughoutthecity.Thelocationof money, since the desperate victims will need any money
the eight largest pockets is scattered and unconnected they can get. But the fire spreads out of control fed by
across the city. With names such as the Sorrows, Elven either fire clerics or fire elemental creatures attracted to
River,andMerchantsMaze,theseundergroundlocations theoriginalblaze.
provide opportunities for the brave or foolish. Many One of the rare, wellrespected templars with no
strange and wondrous items can be found in UnderTyr, known enemies is found murdered. The templars are
ascandangerouscreaturesandmaliciousentities. demanding better protection and seek to use the murder
TheWarrens:TheWarrenssprawlacrossthenorthern forpoliticalconcessionsbyblamingthefreemen.Freemen
quarter of the city. The slum is filled with dilapidated politiciansrejecttheacquisitionsbutattempttohinderthe
structures and trash dumps. The district is filled to investigation,becausetheyfearwhatwouldhappenifthe
overflowing with the poor, mostly exslaves. Many are allegations were true. The truth is that it was not a
out of work, and the desperate and ambitious have politicalmurder.Thetemplarwasmurderedbyawoman
chosen to prey on their neighbors. Gangs roam the he sold into slavery years ago to merchants from Balic.
Warrenstargetinganyonewholooksliketheymighthave The woman only recently escaped slavery during the
aceramicpiece.Templarsandthecityguardrarelypatrol confusion of the Wavir coup and returned to Tyr where
the Warrens anymore for fear of being overrun by the she tracked down the person responsible for her
mob. Parts of the Warren are said to be cursed. Other enslavement.
buildingsaresaidtobehauntedorthelairofsomewild Tired of the raids by hejkin on the iron mines, the
beast. Anyone who enters the Warrens does so at their CouncilofAdvisorsdecidestosendemissariestothehej
ownperil. kin to negotiate some sort of truce. Timor, the senior
templarontheCouncil,doesnotbelievethenegotiations
willbesuccessfulsobeforethePCsleavehesecretlyasks

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themtomapouttheirjourneytothehejkinlair.Withthis near the Silt Sea have become Uriks foes. When either
map,amilitaryexpeditioncanbeledtowipeoutthehej approaches Uriks high, yellow walls, Hamanu leads his
kin threat. To further complicate the PCs mission, an army out of his gigantic palace (called Destinys
agentofKingHamanuhasinfiltratedthemineasaguard Kingdom) and charges into battle. In most cases, the
and seeks to broker an agreement with the hejkin on result is slaughter, for terrified invaders cant stand
behalfofhismaster. against Hamanus highly trained and wellequipped
legions.

Urik ThefewsignsthattheGreatEarthquaketouchedUrik
have been wiped out; buildings have been repaired,
streets repaved, the dead buried. Now, Hamanus magic
Population:30,000(75%humans,10%halfgiants,5%
keeps the aftershocks and the storms from entering the
dwarves, 3% muls, 3% thrikreen, 2% elves, 1% halfling,
city, and in most respects the citizens have learned to
1%other)
ignore the disasters. As long as the disasters remain
Exports:Obsidian,silk,pottery
outside Uriks walls, the citizens see no reason to worry
Languages:Common,Dwarven,Urikite
aboutthem.

Closing the city off from the rest of the world has
LocatednortheastofTyr,betweentheDragonsBowl
made it difficult for certain members of Uriks society.
and the Smoking Crown Mountains, the square, clean
Adventurers and traders, for example, are severely
linesofthecitystateofUrikcanbefound.Thecitystate
hampered by the wellguarded walls. Elves, never really
hasremainedvirtuallythesameasitwasbeforetheGreat
welcome near Uriks walls, now avoid the city
Earthquake and the demise of the Dragon. Hamanu, the
completely. They are treated like invaders, set upon as
King of the World and the Lion of Urik, was away from
soon as theyre spotted entering Uriks verdant belt.
hiscitywhenthetremorstruck.
Things may change as soon as the king finishes
Although minor damage and only a few deaths
contemplating his citys new approach to the worldor it
resulted from the quake, the citizens trembled. When
maysimplygetworseifHamanudecidestokeeptherest
Hamanu returned, he promised his citizens that they
ofAthasatbayforever.
wouldhavenothingelsetofearfromAthasanditscruel
temperament. The sorcererkings word (and his magic)
wasasstrongasprecioussteel,forneithertheaftershocks Government and Politics
nor the Tyrstorm that arrived two months later could The sorcererking Hamanu rules Urik, taking a
breachthetoweringyellowwallsofUrik. personal interest in the affairs of his city. Except for
Hamanus promise wasnt unconditional. Though the Hamanus direct involvement, Urik operates as a
Urikites dont have to fear change, they do have to fear traditional sorcererkings domain. Templars enforce
theirking.TodisobeyHamanuistoriskpunishmentand Hamanus laws and handle the daytoday bureaucracy,
even death, while to obey him is to live without fear. noblesmanagethefarmsandwatersupplies,freecitizens
Thats how its always been in eternal Urik, and thats engage in business and try to remain free, and slaves
howitalwayswillbe. providethemuscletogeteverythingelsedone.
Urikites wear their hair in square cuts with elaborate Hamanu is a thirdstage dragon king (LE male
ringlets.Somemenwearsquarecutcurledbeards.White Champion of Rajaat stage III dragon, defiler 5/psychic
linen shirts with short, tight sleeves are the fashion of warrior 11/arch defiler 10/cerebremancer 5/Athasian
Urik. Individuals of the lower classes wear plain, dragon4).ThroughacombinationoftheWayandmagic,
unadorned shirts that fall to their knees. Individuals of he appears before his subjects as either a tall, vigorous
the upper classes increase the length to their ankles and man with closecropped silver hair, dark skin stretched
add a striped or diamond pattern as well as a tassel tightoverruthlessfeatures,andheartlessyelloweyes,or
trimmed girdle. Elaborate scarves, worn only at night, asahalfmanandhalflionofpowerfulbuildandmythic
indicateacitizensstation.Thelongerandricherthescarf, proportions. He is never seen in his true dragon form,
thehigherthewearerssocialstatus.Bylawandtradition, even by his mosttrusted templars. His laws, called
only templars may wear cloaks, and these are always Hamanus Code, are strict and innumerable, covering
bleachedpurewhiteforthelowtomidlevelsandtinged almosteveryconceivableaspectoflifeinUrik.Hamanus
yellowforthehigherranks. Code relies on punishment in kind and emphasizes
loyalty to the king and his templars. The Code stands
Life and Society unsurpassed in the Tyr Region for utility,
comprehensiveness,andruthlessness.
Except for the new restrictions regarding trade and
At one time, Hamanus ambitions exceeded his
travel,thingsinUrikarethesameastheyeverwere.The
resources. Since the Great Earthquake and the events
city remains a warrior culture, ruled by a warrior king
surrounding Rajaats brief return, his agenda has subtly
and geared toward fighting and winning wars. The
changed. The three surviving sorcererkings sensed that
current enemies arent the other citystates, however.
the time had come to rethink the old ways, to find new
Rather, the refugees seeking shelter from the constant
approaches to the challenges of life on Athas. Until he
tremorsandthemonstersfleeingfromtheviolentstorms
figuresoutwhatthosenewapproachesare,Hamanuhas

210

decidedtowithdrawabit.HehaseffectivelyclosedUrik Major Settlements


offfromtherestoftheTablelands,tryingtokeepchange
fromintrudingonhisdomainforaslongaspossible. Makla(Village,1,000):TheobsidianminesofUrikare
locatedontheMountainoftheBlackCrown,apeakinthe
Smoking Crown mountain chain. Uriks economy is
Power Groups completely dependent on obsidian and the tools
The Brotherhood of the Mind: The Brotherhood of fashioned from it. The Urikite client village of Makla
theMindisanorganizationofevilpsionicusersthatwish servesasabasecampfortheminingoperationsonBlack
to overthrow the sorcererkings and seize power for Crown.ThevillageislocatedontheshoresoftheLakeof
themselves. Ruled by Liumakh, an undead psion, (NE GoldenDreams.Heavilyfortifiedwithover500guards,it
maleundead,telepath10/thrallherd7)theBrotherhoodis israrelyattackedbyraiders.
headquartered in a monastery in the Smoking Crown Fort Courage: Fort Courage is a massive fortress on
mountains. Both Hamanu and Nibenay know of the the trade road between Makla and Urik. This facility of
brotherhoods existence. Nibenay seeks their destruction, House Stel is a supply point for caravans traveling
whileHamanuignoresthemforthemostpart,thoughhe betweenUrikandMaklaandthehalflingvillageofOgo.
occasionally spies on the brotherhood to see if they have Patrols are also sent from the fort to discourage raids on
developed anything interesting during their psionic caravansalongthisroute.
studies.
Hamanus Halflings: Hamanu has forged an Important Sites
agreement with a halfling chief from the Ringing
Mountains. As long as Hamanu provides the chief with Destinys Kingdom: SorcererKing Hamanu rules
obsidian from the Urikite mines, he receives the services Urik from his palace inside the massive fortress of
of 200 halfling warriors. These halflings are excellent DestinysKingdom.Thewalledfortresscoversonesquare
night raiders and assassins that Hamanu has used to mile at the center of the city, containing troop barracks,
deadlyeffectinthepast. drillfields,andanarmorytosupportthearmy,aswellas
House Stel: House Stel is best known for trading in administrativeofficesforthekingstemplars.
the spoils of war, weapons, slaves, and various stolen TheKingsAcademy:Theonlylegalpsionicschoolin
cargo. Heavily influenced by the militant nature of UrikislocatedwithinDestinysKingdomandiscalledthe
Hamanus regime in Urik, Stel is aggressive and Kings Academy. Students who attend the Academy are
confrontational with rivals. Stel caravans are heavily subjecttoastricteducationthatbringsharshpunishment
guarded to prevent against raids from other merchant for failure. At the same time students are indoctrinated
houses,atacticthehouseusesonitsrivalsregularly.The with the militarism that runs through the government of
leaders of House Stel have a deep hatred of elves which Urik.
has led to open warfare with a number of Elven tribes Little Jungle: A portion of the drill fields inside
over the years. The House maintains lucrative trading Destinys Kingdom has been set aside for Hamanus
contactswithhalflingsoftheRingingMountains.Hargan halfling allies to make their homes. Little Jungle is the
StelIII(LNmalehuman,fighter5/rogue2/dunetrader5) name given to the fenced off area, where the halflings
leadsthehouseandreflectsthenatureofhishouse,being buildhutsinthejunglestyle.
bothanexperttraderandwarrior. Pit of Black Death: Urik uses the site of an old
The Veiled Alliance: The Veiled Alliance has to be obsidianmineforagladiatorarena,thusgivingthearena
doublycarefulinthewakeofHamanusrestrictions,and its name, the Pit of Black Death. The Pit does not rise
thepreserverssuppliesofspellcomponentshavebecome abovethegroundbutissunkenintotheground.Stepped
extremely limited. For most of the decade following the excavationprovidesviewingplatformsforthecrowd.All
war with Tyr, Uriks Veiled Alliance was split into two spectators must stand in the Pit, as there are no seats in
factions. Its leader, the legendary Morlak, disappeared the arena. The irregularly shaped combat area is made
mysteriously, leaving two preservers to contend for the entirelyofobsidian.Thesunheatstheblackobsidianuntil
spothevacated. it becomes almost unbearable for both combatants and
Whenoneofthecontenders,LeoriciustheUntamable, spectators.Assuchmostgladiatormatchesareheldinthe
was killed in the Great Earthquake, the other contender morningbeforetheheathasbecometoogreat,oronrare
worked feverishly to heal the split. This became occasions at night. Another danger of the obsidian is the
increasingly important in the wake of Hamanus newest thousands of sharp edges, shards, and spikes that
restrictions. Today, Thania (LN female halfelf, preserver protrude from the walls of the arena. These obsidian
5/veiled one 7) commands a whole Alliance, advocating shards cover the walls and columns of obsidian that are
patience and negotiation instead of the violent scatteredaroundthearenafloor.
confrontations advocated by her onetime rival. Thania Potters Court: Pottery is an art form in Urik, and all
has been working to establish a partnership with Tyrs other citystates recognize the superiority of Urikite
Alliance, but if Hamanu learns of it both groups will pottery. The potters workshops are collected in the
undoubtedlysuffer. Potters Court area of the city. The concentration of so
many immense kilns in the area, make Potters Court

211

unbearablywarm,evenatnightwhenmostofthepotters PCs have until morning to find the real killer, or be


conducttheirwork. executedalongwitheveryoneelse.
Potters School: The Potters School is the largest The Veiled Alliance has wondered for years about
group of psionic users who refuse to attend the Kings the high drik transformation process. The PCs are
Academy or register with the authorities. While the assigned to steal a drik egg that has undergone the
Potters School teaches pottery casting and painting, processbutthathasnotyethatched.
skilledpsionsinstructstudentsintheWay,outsideofthe Saita, a templar of Urik, secretly sold some of the
influence of King Hamanu and his templars. The head citysslavestoatribeofyuantiintheRingingMountains
instructorofthepsionsisErriok(LNmalehuman,shaper to make some extra money. Unfortunately, the slaves
7).HeisrumoredtohavecontactwiththeVeiledAlliance were the personal property of Hamanu who is now
andworkwiththemonoccasion. enragedthathisslavesaremissing,andwantstheheadof
Three Sisters Observatory: The Three Sisters thepersonresponsible.Saitaisdesperatetogettheslaves
Observatoryisatwostoreybuildingwithaflatroofand backbeforeitisdiscoveredthatsheistheoneresponsible.
many observation balconies built on top of a hill called ShesecretlyhiresthePCstogettheslavesbackfromthe
SunrisePoint.TheThreeSistersObservatoryservedasthe yuantianywaytheycan.
kings observatory until the construction of the Royal
Observatory. Now the building is used to store old
astronomical records and equipment, and has a run
Beyond the Tablelands
down, neglected appearance. The observatory gets its
Plenty of action and adventure can be found across
namefromthreeidenticalgranitehillsnearby
Athas. More lands of wonder, mystery, and danger exist
beyondthebarrennessoftheTablelands.Aquicktourof
Adventure Ideas these other places follows, and more information about
Templars arrive at where the PCs are staying with specificlocationswillberevealedinfutureproducts.
orders to arrest them. Someone has accused the PCs of
practicing magic. A fair trial is not possible and the Eldaarich
sentenceisdeath.ThePCsmustescapethetemplars,find
Population: 21,000 (85% humans, 8% dwarves, 4%
outwhotheiraccuseris,andcleartheirnamebeforethey
halfgiants,2%muls,1%others)
arecapturedbythetemplars.
Exports:Gold,silver
Unbeknownst to the PCs, their names have been
Languages:Eldaarish,picts
added to a bounty list the templars of Urik maintain.

Templars and bounty hunters begin to appear, trying to
EldaarichoccupiesasmallislandintheSeaofSilt,just
collect the bounty by capturing or killing the PCs.
off the mainland. Here, isolated and protected from the
Whether or not the PCs are wanted by the templars, in
rest of Athas, the citizens huddle in the paranoid
this instance it is a case of mistaken identity. A wealthy
delusions of their mad sorcererking. Daskinor, ruler of
merchant,wantedforsmuggling,issupposedtobeonthe
Eldaarich, believes that unknowable forces in the world
bounty list, however, he bribed a templar to remove his
aretryingtodestroyhim.
nameandthatofhisfamilyfromthelist.ThePCsnames
Everyfewyearsheputsanewnametotheseforces
were chosen at random and added in place of the
theOrder,theVeiledAlliance,Rajaat,pyreen,amerchant
merchantsandhisfamilytofillthevacancy.
house, a lowly slave, or some other identifiable target
House Wavir has heard rumors that King Hamanu
becomes the imagined source of his fears for a time.
is planning on ordering his templars to seize all of their
Daskinordoeshisbesttodestroytheseimaginedenemies,
housesassetsinUrik.UsingtheWavircoupinBalicasan
and anyone who has even a passing resemblance to the
example,thehousewillbeaccusedofplanningarebellion
targetispersecuteduntilthenextdelusiongripshim.
inUrik.Beforehegoesthroughwiththisthreat,Hamanu
Daskinorwasneverastableruler.Fromthebeginning
ischeckingwiththeothermajormerchanthousestogain
of his reign as sorcererking of Eldaarich, he was
their acceptance of his actions so they do not boycott his
tormented by unfounded fears and nameless terrors that
city.HouseWavirgetswindoftheplotandsecretlyplans
preyed upon his mind. For the first few centuries of his
to sneak out of the city with as much of their assets as
reign, he was able to function more or less normally
possible. The PCs are hired to coordinate and have to
despite his growing paranoia. As time passed, genuine
safelygettheWaviragentsandasmuchoftheirvarious
bouts of panic began to intrude upon his psyche. These
assets,includingwagons,merchandise,anddraftanimals,
bouts lasted longer and longer, paralyzing Daskinor for
outofthecity.
hours,days,sometimesevenmonthsatatime.
ThePCsareattendingafeastatanoblescompound
Eldaarich was constructed to protect Daskinor from
when the head of the family is murdered. Templars
his fears. Fortified walls, a strong military, devoted
descend on the compound preventing anyone from
templars, retractable bridges, and a series of keeps and
leaving. Instead of investigating the crime, the templars
forts ensured that the entire citystate and surrounding
simplystatethatunlessthemurdererispresentedtothem
area was secured against outsiders. Over time, it became
by morning everyone in the house will be executed. The
less of a fort and more of a prison, locking king and

212

citizens alike behind sturdy gates and high walls. Seven special compensations for capturing aarakocra from the
centuries ago, the sorcererkings paranoia became acute. nearbyWhiteMountains.
He completely sealed his city, cutting off all ties to the IftravelersweretofindthemselvesinEldaarichorone
othercitystates.Thatwasthewaythingsremaineduntil of its holdings (which isnt very likely), theyd feel the
about FY 0 year, when limited trade was resumed with weight of oppression and smell the stench of mental
HouseAzethofKurn. illness that hangs in the hot, stifling air. Every year the
Today,Eldaarichremainsanisolatedprisonofacity. darkness in Daskinors soul grows deeper, his paranoia
Daskinors fears have become the fears of his citizenry, more acute. This mental deterioration is reflected in the
makingeveryonewholivesunderhisruleasparanoidas city itself, as though each citizen were a part of the
he is. No one ever leaves Eldaarich, and no one ever sorcererkingsdiseasedmind.
entersitsmassivegates.Itsaclosedsocietyfiguratively
andliterally. Government and Politics
The same model of government evident in the other
Life and Society citystatesexistsinEldaarich.ThesorcererkingDaskinor
Every outsider wants to destroy their citystate and (CE male stage II Champion of Rajaat dragon defiler
their sorcererking, and everyone who lives within the 8/nomad 10/cerebremancer 10/Athasian dragon 2) stands
wallswaitsforanopportunitytobetrayyou.Thatswhat atop the societal hierarchy, his troubled delusions
the people of Eldaarich believe, for thats what their coloring every aspect of life in the citystate. His chaotic
leadersbelieve.NowhereelseinallofAthasistheresuch tendencies and often overwhelming paranoia infuse
an underlying current of genuine, unattributable fear. It everyone he comes in contact with, making the city
filters down from Daskinor himself, making citizen and almostaswildandfrenziedasRaam.Theonlythingthat
slavealiketremblewithuncontrollableparanoia. allows the city to function is that the citizens are a
The citizenry is a subdued, cowering lot, given to subdued lot, living in quiet fear instead of in
unexpected bursts of violence once the fear inside them rambunctiousanarchy.Daskinorconstantlywatchesover
becomes too much to contain. In many cases, the ever his shoulder for assassins that dont exist, and so do his
crushing weight of terror and oppression keeps the templars and nobles. No one trusts anyone else in
masses down, but sometimes a delusional artisan will Eldaarich. This works out for the best, as the troubled
strike out at a templar or noble, causing the level of atmosphere has fostered a society where the fear of
paranoiatoriseevenhigher. murder and betrayal has encouraged the periodic use of
The quality of life isnt good in Eldaarich. Because suchtechniquesbythosewhoprefertostrikefirst.
Daskinor doesnt trust anyone, he allows his templars to Templarsandnoblesregularlykilleachothertokeep
dispenseonlythebarestessentialstothefreecitizensand the same from happening to them, or to gain power or
slaves. With just enough food and water to sustain them position, or just because the tension of living behind
andfewpersonalpossessions,thepeopleofthecityarea heavy locks and being constantly on guard eventually
sad,patheticlot.Theyhavenohopeofabetterlifeandno drives even the most peaceful beings to violence. In
concept that a better life exists outside the walls of Eldaarich, fears permeates everythingfear of the
Eldaarich. If anyone even suggests such a notion, the sorcererking, fear of outsiders, fear of each other, and
ingrained fear of the unknown kicks in and makes fear of the unknown. Because the society is closed off to
everyoneelsedismisstheidea. the rest of the world, everything on the other side of its
While the class structure of noble, free citizen and wallsandlockedgatesis,bydefinition,unknown.
slave exists in Eldaarich, the truth is that everyone IfEldaarichisaprison,Daskinorisitsmostprominent
beneaththetemplarsisaslavetoDaskinorsallpervasive prisoner.Thesorcererkinglivesinawalledsubcityand
fear. rarelyventuresintootherpartsofhisrealm.Hisconstant
Thesorcererkingseesthreatstohisruleoneveryface paranoia sometimes intensifies to such a fevered pitch
andineverydarkshadow.Forthisreason,hepermitsno thatheceasestofunction.
freedoms of any sort, not even the token rights given to Insuchastate,whichmaylastaslongasmonthsata
thecitizensofothercities.Freedom,Daskinorbelieves,is time, Daskinor is cared for by his senior templars. At
just an opportunity to betray his trust. So he orders his othertimes,hisparanoiadriveshimtogiveanametohis
templars to oppress the people of his city, to make their fear.Whenthisoccurs,theentirecitymobilizestocombat
lives so miserable they dont have time or strength to this supposed threat to the realm. Currently, the use of
contemplatetreachery. psionic abilities has been outlawed, as Daskinor believes
The templars dont have it much better. Theyre kept that the Order has initiated a campaign against his rule.
in line by the high templars who, in turn, are subject to Even lowpowered psionicists and wild talents who
Daskinorsbrutalwhims. openlydisplaytheirabilitiesaresubjecttoimprisonment
The majority of the population consists of humans, or death because of the current edict. Only Daskinor, a
though there are also dwarves, halfgiants, and muls in psionicistofthehighestcaliber,isexemptfromtheterms
significant numbers. There are also a few aarakocra oftheedict.
wastingawayintheslavepens.Daskinorhasaparticular Daskinors templars serve as administrators to the
hatred of the winged people and gives his templars city,andalsoactasthesorcererkingseyesandearsinall
corners of the domain. They are charged with watching
213

forsignsoftreacheryamongthemassesandwithdealing mounts a surprise attack on Silt Side during a meeting


with such treachery before it gets out of hand. The betweenCorikAzethandHighTemplarKerillis.ThePCs
templars are as paranoid and delusional as Daskinor, acting as guards for House Azeth may misinterpret the
givingintotheirfearwheneveritoverwhelmsthem.For attackasdirectedbyCorikorthemselves.
this reason, Eldaarich has become a police state, and the Concerned with a recent rise in the level of the silt
templarsarethepolice.Theycommandthemilitary.They seaaroundEldaarich,thecityhasdeclaredwaronallsilt
oversee all records and the distribution of goods and clerics.Mercenariesaretobehiredtohelphuntdownthe
services.Theyholdthepoweroflifeanddeathfortherest siltclericsalongthecoastforahundredmilesnorthand
ofthecitizenryintheirterrifiedhands. south of Eldaarich. The PCs could become embroiled on
eitherside.
Power Groups A major giant raid on the Huuros Islands has been
Kulag:TheKulagOrdercontrolsDaskinorssiltfleet, repulsedbytheKulagFleet,thoughmanycasualtieswere
which currently acts as the merchant house for the Dim suffered. Templars assign the PCs to salvage what they
Lands,anearbyarchipelago.ItisleadedbyHighTemplar can from the battle, equipment as well as the bodies of
Kerillis (LE female human, templar 14). Sometimes they thosewhodied.Mostofthewreckageisjustoffshorein
alsoresorttopiracyinthenearbyislands. silt15to20feetdeep.
Neshtap:Morecommonlyknownasredguards,the
Neshtap are the most feared, and the secondmost Kurn
powerful of seven orders that Daskinor uses to maintain
Population:18.000(65%humans,10%elves,6%muls,
control of his city Eldaarich, and its client villages. They
6%aarakocra,5%dwarves,4%halfelves,3%halfgiants,
neverspeak,seeminglyreveretheelementoffire,andare
1%other)
becoming increasingly powerful and independent from
Exports:livestock,magicitems,medicines
Daskinor.
Languages:Elven,Kurnan
The Veiled Alliance: Eldaarich has no Veiled

Alliance.DaskinorrootedouttheAllianceanddestroyed
Kurn is actually two citystates: an ancient, public
it400yearsagowhenthegroupofpreserversbecamehis
metropolis,andautopiancityhiddenfromtherestofthe
imaginedenemyofthemoment.Somepreserversstilllive
world.OldKurnsitsinalushmeadowontheeasternside
in the city, but they remain hidden and are relatively
oftheWhiteMountains.Thetraderoadrunningnorthout
weakduetoalackofadequatetraining.Preserversfrom
of Draj connects Kurn to the Tyr Region, and the city
Kurn sometimes sneak into the closed city to provide
welcomes merchants from the south. New Kurn lies in a
trainingandtoseewhattheconditionsare,buttheydont
fertile valley hidden among the White Mountains
dothisveryoften.Iftheygetcaught,theyreputtodeath,
themselves. A secluded road protected by a towering
andiftheircityoforiginisdiscovered,itcouldmeanwar
fortresskeepsthevalleysafefromunwantedvisitorsand
between the two cities. No one, especially Oronis the
NewKurndoesntwantanyvisitors.
Avangion of Kurn, wants a war to break out. He does,
Old Kurn was a prosperous but relatively small city
however,feelthepainthatbothDaskinorandhiscitizens
fromtheGreenAgethatsufferedgreatdevastationinthe
project, and often contemplates finding a solution to
earlydaysoftheCleansingWars.Oncesituatedinavast
Eldaarichsproblems.
forestthathaslongsincefadedfromthelandscape,theelf
Adventure Ideas city of Kurn was destroyed by the Champion called
Albeorn, Slayer of Elves. When the Champions finally
AsiltschoonerownedbyHouseMkewasattacked
turned against Rajaat and became the dragon kings, the
and captured by the navy of Eldaarich. The merchant
one named Keltis decided to build his citystate on the
house could hire the PCs to raid the harbor of Eldaarich
ruins of Old Kurn. He changed his name to Oronis, but
andbringtheschoonerback.
decided to retain the name of the city he was building
AnaarakocrafromWinterNestwascapturedwhen
over.
sheflewtooclosetoEldaarich.ThePCsareaskedtofree
The ruins werent in as bad a shape as Oronis
her before she is executed by the templars of Eldaarich.
originallythought.Hewasabletobuilduponmanyofthe
Once freed from her cage, the aarakocra can easily fly
foundations, and a few whole structures were still fit for
backtoWinterNestonherown,butthePCswillhaveto
use. Within a decade, Oronis Kurn was established.
sneakoutofEldaarich.
Within five decades, it was thriving. For five hundred
Grehgatha is a Kurnan preserver who has snuck
years, Kurn followed the same course as the other
into Eldaarich many times to tutor young preservers.
sorcererkingdomains.Throughoutthattime,Oroniswas
Since she has returned from her last attempt she is
troubled by something few of his peers possessedhis
consumed with freeing an entire village from Daskinor
conscience.
andhiresthePCstohelp.ThePCsmustcomeupwitha
When he was Keltis, Lizard Man Executioner, he
waytosneak150peoplepastthetemplarsofEldaarich.
succeeded at the task Rajaat handed to him. He
TheRedGuardhasbecomejealousofthemonopoly
eliminated the entire race from the face of Athas. As the
on trade held by the templars of the Kulag Order. In an
yearspassedandKeltistheChampionbecameOronisthe
attempt to disrupt the trade negotiations, the Red Guard
sorcererking, images of the atrocities he committed

214

started to haunt him. After Oronis advanced to a second appears to be much like any city in the Tyr Region still
stagedragonking,hisproblemsintensified.Nowhehad ruled by a sorcererking. Surface appearances, however,
thedeathsofhissubjectsonhishead,forhehadtousea can be deceiving. Travelers who stay for any length of
specifiedamountoflifeforcetopowerhistransformation. timemightnoticeafewoddities.Forexample,theslaves
He decided that none of this was what Rajaat seemtohaveasparkleintheireyesandabounceintheir
originallypromisedhim.Wherewastherestorationofthe step that isnt seen in the other citystates, and templars
world? Athas hadnt gotten better because of the arentgivenaswideaberthastheircounterpartsinUrik
Cleansing Wars. It had gotten worse. Whats more, the or Nibenay. Additionally, while the merchant and
sorcererkings were continuing the downward spiral, tradesmen districts are always crowded, the rest of the
slowly killing the world by their actions. Oronis refused cityisasemptyanddesolateastheruinsofGiustenal.
to be a part of that trend any longer. He renounced his Old Kurn maintains its illusion of businessasusual
defilingskillsandhisstatusasadragonkingandsought through the cooperation of its citizens and the advanced
adifferentpath. powersofitssorcererking.Ifvisitorsnoticethatthenoble
ThatwaswhenKurnbrokeoffrelationswiththeother and templar quarters of the city are practically deserted,
citystates. Mercantile activities continued, of course, but theyusuallyattributeittotherumorsthatKurnisslowly
at a reduced rate. After a time, Kurn became one of the dying.Dyingornot,thecityisfarfromdefenseless.More
forgotten citiesjust as Oronis had hoped. In the thanoneraidingtribehasattemptedtotakeadvantageof
meantime,hesetthenextpartofhisplanforredemption the dying city only to discover that its defenders were
inmotion.Oroniswantedtomakeamendsforthehorrors morethancapableofdrivingthemoff.
ofhispast. ThroughtheeffortsofHouseAzethandthecommerce
The first step was to change the rules of society in provided by other traders, Kurn maintains a modest
Kurn. Though the city had to maintain an illusion of economy.WhilemostoftheinhabitantsoftheTyrRegion
normalcytokeeptheothersorcererkingsfromdetecting have forgotten that this northern city exists, Kurn
treacheryorweakness,Oronissecretlyfreedallslavesand interacts with its closest neighbors on a regular basis. It
institutedfairandjustpracticesatalllevelsofsociety.He hasgoodrelationswiththeaarakocraofWinterNest,the
swore his citizens to secrecy, for if word got out he was merchantsofDrajsHouseTsalaxa,andtheelvesofafew
surehisonetimepeerswouldflocktoKurnlikegithtoa of the local tribes. Except for the contact between House
dying braxat. The second step was to begin construction AzethandthetradetemplarsofEldaarich,Kurnhaslittle
on the utopia he envisioned. Like all exChampions, interaction with its neighboring citystate. On the other
Oronis originally wanted to return Athas to the glory of hand, Kurn sometimes has trouble with raiders from the
theBlueAge. Bandit States. The raiders dont come to the gates of the
He decided to once more strive for that goal. In a city (at least not very often), but they do attack travelers
hidden valley among the peaks of the White Mountains, onthetraderoadandevenplundertheclientvillageson
the foundation stones of New Kurn were laid. As his rareoccasions.
templarsandcitizensworkedtobuildNewKurn,Oronis NewKurnisadifferentmatter.Thehigh,sturdywalls
went in search of a better path to power. Using the ofFortProtectorblocktheeasternentrancetothehidden
techniques and practices of preserving magic, Oronis valley,whilethetall,steeppeaksoftheWhiteMountains
looked for a way to combine magic with psionics in a maketheotherdirectionsinaccessible.Theonlyapproach
more positive way than through dragon magic. It took thatmightbeopenisbyair,thoughflyingcreaturesloyal
nearly 1,000 years of study and experimentation for toOronisnestintheverticalpeaks.
Oronis to develop the preserver metamorphosis spell. Withinthevalley,Oronisrestorationprojectisinfull
With it, the reformed sorcererking could become an swing.Hehasturnedthevalleyintoaplacefromthepast,
advanced being aligned to goodness instead of another recreatingtheconditionsoftheGreenAgeinitssheltered
forceforevil. space.Athickforestsurroundsalushclearingwherethe
Today, the twin cities of Kurn continue along their cityofNewKurnhasbeenbuiltbesideasmall,cleanlake.
parallel courses. Old Kurn displays a typical sorcerer Oronis hopes to eventually regress the valley to
kings domain to the other inhabitants of the region, at conditions as they were in the Blue Age, but thats still
least on the surface, while New Kurn works to complete manyyearsaway.
OronisexperimentinregressingasmallportionofAthas ThenewcityresemblesOronisvisionofutopia.Airy
back through time. Between the two cities, Kurn has a buildingswithtall,elegantspiresgracewide,openstreets
totalpopulationof18,000people.Themajorityliveinthe paved with white stone. Here, the people govern
new city, as each year more citizens are moved from the themselves through a system of fair laws and majority
oldcitytothenew.OldKurnhassuchasmallnumberof rule.Everyonehasasayintheworkingsofthecity,from
residents that it appears to be almost a ghost town, and the poorest laborer to the highest elected official. And if
onedayOronisplanstocompletelyabandonitinfavorof someone doesnt like the way things are going, theyre
hissecludedvalley. freetorunforapositionwhenthecurrenttermsofoffice
expire.
Life and Society Thankstothefertilevalleyandthelushforest,noone
ThestateoflifeinKurndependsonwhichofthetwin goes hungry or thirsty in New Kurn. No creatures are
cities is being considered. Old Kurn, on the surface, hunted out of existence and no plants are plucked

215

completely from a given area. The templars monitor the their job to oversee and handle the restoration process,
forestonadailybasistomakesurethedelicatebalanceis underOronissupervision.
maintained. For this reason, no defilers are permitted
withintheranksofthetemplarsoranywhereinthetwin Power Groups
cities. It is strictly against the laws of Kurn to practice Black Brethren: Oronis Black Brethren are Kurns
defilingmagic. elitearmy,chargedwithpatrollingKurnandmakingsure
Oronis continues to advance as an avangion, and he Kurnissafeandsecret.
tries to instill the same serene, peaceful, lifegiving School of Spies: Kurns School of Spies is an
properties of his new form in the city and people who organizationofKurnanspies,mostlyfemale,thatstudies
follow him. Where once there was a man of evil, now nonKurnan societies, and brings back information to
Oronisisaforceforgoodintheworld.Histemplarswork defend Kurn and improve its way of life. They have
to promote his plans and prepare to someday strike out managedtoinfiltrateintoMerchantHousesandeventhe
fromthevalleywiththeknowledgeofhowtorestoreall templarateofeverycitystateintheTablelands.
ofAthas.Untilthen,theyllworktofinishtherestoration The Veiled Alliance: Kurn has no Veiled Alliance.
of the valley and to perfect the society that Oronis has Preservers are a welcome and significant part of the
inspired. society,sotheresnoreasonforthemtohidebehindaveil
ofsecrecy.Infact,preserversfromotherAlliancefactions
Government and Politics sometimes come to Kurn to study with Oronis. One
Oronis the Avangion (LG male Champion of Rajaat preserver, Korgunard of Urik, even learned the steps to
stage IV avangion, preserver 5/shaper 5/cerebremancer become an avangion and followed the path forged by
10/loremaster 3/avangion 5) guides the paths of the twin Oronis. Its conceivable that more avangions will appear
cities.Oronisspentcenturiesredeeminghimself,goingso inthefuture,thoughwhenandhowmanyishardtosay.
farastochangehisverynaturefromeviltogood,though While preservers are accepted and integral to Kurn
he still feels he has a long way to go to make up for his society, defilers are considered enemies of everything
actsasaChampionofRajaatandasorcererking.Forthis Oronis stands for. The avangion is reluctant to allow his
reason, he has dedicated himself and his citizens to followerstomakedefilingmagicpunishablebydeath,as
workingtowardtheeventualrestorationofallAthas. he himself was once a defiler of the highest order.
WhileinOldKurn,Oroniswearstheguiseofanormal However,heknowsthatinmostcasesdefilerscantmake
human. In this psionically and magically induced the mental and spiritual changes necessary to reject that
disguise, he appears as a tall, lanky, middleaged man path, so he has agreed that known defilers must be
with short golden hair, paleblue eyes, and a close banishedfromthesociety.
croppedblondbeard.Hecovershimselfinthetrappings
ofasorcererking,wearinga goldencircletonthecrown Major Settlements
of his head and carrying an obsidiantopped walking Azeths Rest (Village, 900): This fortified oasis and
staff.InNewKurn,however,suchdisguisesarentcalled trade village lies on the trade road, reaching north from
for. There he openly displays his true avangion forma Draj to Kurn. It has remained in the hands of House
tall,thin,hairlesshumanoidwithgoldenskin,silvereyes, Azeth ever since the trade village was founded. Fifty
andgossamerwings. tough mercenaries protect it and the nearby road,
Though Old Kurn appears to run like any other city manning the ballistae and fixed crossbows atop its great
state, Oronis long ago abandoned a monarchical form of walls. Azeths Rest welcomes all traders, provided they
government.Heallowshissubjectstogovernthemselves canpaythefeesforusingitsservices.
via a democratic system he developed. In this system, Silt Side (village, varies): Silt Side is an open village
nobles and all citizens except templars may hold public on the coast of the Silt Sea. Silt Side handles trade with
office. Elections are held at regular intervals and term Eldaarich;infact,thisvillageistheonlyconnectionwith
limits are set. The highest elected official is called the the outside world that Eldaarich maintains. Silt Side is a
Presider, who sits at the head of a body called the seasonal village, populating and emptying for a few
Tribunal. Members of the Tribunal are referred to as weeks three times every year when House Azeth
Tribunes. Together, the Presider and the Tribunes draft membersmeettotrade.
the laws that keep the citystate running smoothly. The
current Presider is Ulali of Prusicles (LG female halfelf, Adventure Ideas
preserver8),nowinthesecondyearofafiveyearterm. Oronis needs many unusual spell components for
Oronis refuses to hold an official position, though he his studies. Often times he does not have the time to
doespretendtobesorcererkingintheoldcity.Heactsas gather all of them himself, so he hires the PCs to collect
an adviser when the Presider or Tribunal requests his someoftherarerspellcomponentsheneeds,suchasroc
presence, but otherwise, hes more concerned with eggshells,leatherfromadunereapermatron,thebarkof
advancing as an avangion and keeping the valley azhackal,orsilteeltongues.
restoration project on track. Oronis templars dont serve The last time the PCs were in Kurn, they were
as administrators in Kurn, either. Instead, they are the befriended by Aloth, a friendly merchant. But now that
keepersanddispensersofknowledge,servingasteachers they have returned to Kurn, Aloth has disappeared and
and advisers to local officials and businesses. Its also
216

his shop is being used by another merchant. No one theothersideoftheRingingMountains.Traderoutesare


claims to have heard of Aloth when the PCs ask. Has beingestablishedwithTyrandareasbeyond.
Aloth been secretly granted citizenship in New Kurn, or
hassomethingmoresinisterhappenedtohim? Government and Politics
The residents of New Kurn are up in arms when a Asinallpterrancommunities,PterranValeisleadby
patch of defiled ground is discovered. Suspicion falls a Triumvirate. The Triumvirate is made up of the eldest
quickly on the newest members of the community, the member from each of the three primary Life Paths. The
PCs. Actually, there is no defiler in New Kurn. The Triumvirate has the power to make all decisions for the
defiledgroundwascausedbyamagicalobjectthatusesa community. However, before important decisions are
defilingeffecttopoweritsmagic.Oneofthepreserversof madetheentirecommunitygatherstodebatethequestion
New Kurn recently acquired the item and tested it, not in front of the Triumvirate. Only after all pterrans have
realizing what it would do. Now he is horrified that he hadtheirsaydoestheTriumviratemaketheirdecision.
will be blamed for the defilement, anger Oronis, and be
forbiddentopracticemagic,soheremainssilent. Power Groups
The PCs have to figure out who murdered a Traders: Recently, the prestige of the merchants of
merchant in Kurn. But the investigation is hampered PterranVale,leadbyPtellacGoldeye,hasbeengrowing.
whenmanyofthewitnessesandsuspectsdisappear.Are Sincetheyareattheforefrontofthepterransnewpushto
they being relocated to New Kurn or is something more make contact with civilizations outside of their vale, the
sinisterhappening? tradershavebecomewellrespected.Inaddition,thenew
New Kurn needs a cistern fiend to purify its water trade routes they have developed to the cities of the
supply.TheTribunalwillgreatlyrewardadventurersthat Tablelandshavebroughtthemincreasedwealth.
canfindandtransportacisternfiendtoNewKurn. The traders are not an organized group as yet.
The bee keepers of Kurn are concerned. Their bees Thoughtthedifferentmerchantsarebusinessrivalssome
havebeendisappearing.Everymorningthebeesleavethe havebeguntorecognizetheirnewfoundstatusandhow
hives and every afternoon less of the bees return. Is this iftheyunited,theycouldexertsignificantinfluenceover
somenewthreatfromthesorcererkingofEldaarichoris thepterransocietyoftheHinterlands.
someoneorsomethinggatheringthebeesinthedesert?
Major Settlements
Pterran Vale Lost Scale (Small Town, 2,000): Centuries ago, a
Population:4,000(99%pterran,1%other) religiousdisputeresultedinaschisminPterranVale.One
Exports:bonestools,livestock group found itself in the minority and chose to leave
Languages:Pterran Pterran Vale and establish their own community, and
founding Lost Scale. Today the disagreement has long
Pterran Vale is the largest community of civilized beensettledandthetwocommunitiesworktogether.
pterrans in the Hinterlands. The buildings are lodges Lost Scale is noted for its legion of expert pterrax
constructed from the bones and hides of large creatures, riders. Each of these warriors searches rocky badlands
such as mekillots, built over hollowed out pits. Each and canyons for a pterrax egg. The baby pterrax that
buildinghasstepsleadingdownintotheinterior. hatchesisraisedandtrainedfrombirthbyitsrider.

Life and Society Adventure Ideas


The pterrans of Pterran Vale survive by hunting, AfterthesuccessofPtellacGoldeyesefforttomake
farming, and herding. In addition to using bone in the contact with the cities of the Tablelands, the leaders of
construction of their buildings, they make fine bone PterranValehavedecidedtosendemissariestothesouth,
weaponsandtools. where rumors state long lost communities of pterrans
Eachpterranmustchoosealifepathwhentheycome exist. While the rumors are indeed true, the pterrans of
of age. There are three main Life Paths, the Path of the the south have long ago degenerated into barbarism and
Warrior,thePathoftheDruid,andthePathofthePsion. cannibalism,makingtheexpeditionfraughtwithperil.
However, other lesser Life Paths, farmer, crafter, traders, Pterran scouts have witnessed thrikreen with
and herders, also exist. Those pterrans following one of unusual coloration herding trin packs into a large
thelesserLifePathsaretreatedwithrespectbutthethree enclosure in the desert. Concerned as to who these
primaryLifePathsaremoreprestigious.Allleadersarein strangethrikreenareandwhytheyareherdingtrin,the
pterransocietyareselectedfromtheprimaryLifePaths. leadersofPterranValesendthePCstoinvestigate.
The pterrans revere Athas as the Earth Mother, and ThecropsinthefieldsaroundPterranValearenot
theirreligiousceremoniesandcelebrationsaredevotedto growing as healthily as they normal do. The farmers
her. After the Great Earthquake, the pterrans became quickly discovered why. Blood grass has sprouted up
convinced that the earthquake was a call from the Earth throughout the fields, stealing nutrients from the crops
Mothertothem,directingthemtobecomemoreinvolved and attacking farmers who approach too close.
withtheaffairsofothers.Inresponse,explorershavebeen Adventurersareneededtoclearthebloodgrassfromthe
sent out resulting in contact with the citystate of Tyr on

217

fields,aswellasdiscoverhowthebloodgrasscametobe ofwear.Somenewsourcesoforeexistinthesurrounding
thereinthefirstplace. mountains, but fewcitizens of Saragar stillknow how to
The pterrax riders of Lost Scale are having a extractit,letaloneforgeitintonewitems.
problem locating pterrax eggs. It seems the pterrax have Someone from the citystates of the Tyr region might
been driven from their normal nesting areas by an consider Saragar to be a paradise. That certainly is the
unusually large concentration of giant hornets. The perceptiontheTriuneMindLordstrytopropagate.They
pterrans hope the PCs can kill or drive off enough giant generate laws to bolster the illusion of happiness and
hornets to reduce the number to a balanced level so that serenity but do nothing to truly address those concerns.
thepterraxcouldreturntotheirnestingarea. The lawkeepers enforce these rules. For this reason the
The Dark One is a pterran outcast from Pterran Saragar dwellers have learned to constantly display
Vale. An earth cleric, the Dark One was exiled for sereneattitudes.
claiming the Great Earthquake and the aftershocks were TherearenowizardsofanysortinSaragar.Wizardry
calls from the Earth Mother demanding sacrifices of is considered evil and most citizens in Saragar who
youngpterrans.Nowahermitinthewilderness,theDark witness it dont have any idea what they are seeing.
One believes he has developed direct communication Psionicsarethetruepowerofthedomain.
withtheEarthMotherthroughalargeholeintheground.
Atthedirectionofthevoicefromthishole,theDarkOne Government and Politics
makes sacrifices to the Earth Mother by kidnapping and ThebasicformofSaragarsgovernmentisatriuneof
throwing pterrans into the hole. However, the Dark One lawmakers who write the citys laws, an army of
isbeingmanipulatedbyanearthdrake,whoposesasthe lawkeepers to enforce the laws, and a bureaucracy of
EarthMothertohavetheDarkOnedropfoodintoitslair. lawtenderstoperformtheadministrativefunction.
A pack of dune freaks have migrated to an oasis The trio that make up Saragars Triune Mind Lords
near Pterran Vale, posing a hazard to travelers going arepowerful,agelessmastersofpsionics.TheyareThesik
north. The PCs could be asked to clean out the dune (LE male mindlord human, kineticist 29), Barani (NE
freaks; however, they are only a lesser evil. The dune female mindlord human, telepath 28), and Kosveret (CE
freaks were forced out of their normal hunting grounds male mindlord elf, nomad 27). The citizens of Saragar
bytheincreasedpatrolsofziktrincomingfromtheGreat consider the Mind Lords gods and treat them as such;
Rift. thoughtthereislittleinteractionbetweentheMindLords
andthepopulous.
Saragar Senior Lawkeeper Efkenu (LN male human, psychic
warrior17)istheonlypersontohaveregularcontactwith
Population: 30,000 (85% humans, 6% elves, 6%
theMindLords.Hepassesontheiredictsandasheadof
dwarves,2%other)
thelawkeepersseesthattheirlawsareenforced.Thougha
Exports: Metal weapons, puddingfish cloth, fresh
fairman,Efkenumakesnodistinctionsbetweenthetypes
water
ofoffensesandallcriminalactsarepunishedinthesame
Languages:Saragarian
manner. The accused is taken to the harmonizers. The

harmonizersarepsionswhoreachintoasubjectsmindto
Separated from the rest of the region by the Burning
siftandshapethoughtsbacktothetracktheMindLords
PlainsandtheThunderMountains,thecityofSaragarsits
havedictated.
on the shores of the Last Sea, called Marnita by
The lawkeepers are as corrupt as any templar. They
Saragarians.VisitorsfromtheTablelandswouldconsider
enforcethelawsarbitrarilyandtosuittheirowndesires.
Saragar a miracle. All of the drudge work performed by
Supervisors rarely leave their offices to check on their
slaves in other cities is taken care of by the minds of
subordinates and only rebuke subordinates for their
ancientcriminalstrappedforeverinobsidianspheres.The
behaviorifitinterfereswiththeirownplans.
streets are cleaned, cattle herded, crops tended, garbage
The lawtenders perform all of the administrative
removed, and water purified by these psionic powered
work. They tend to be the most optimistic of people,
spheres.
determinedthatthereisnoproblemthatcannotbesolved
The only price the citizens must pay to have all of
with a little determination and positive thinking. While
their needs looked after in this way is that they must
they are not corrupt like the lawkeepers, the lawtenders
remainhappy.TheprimarylawofSaragaris,Happiness
are not very good administrators. They insist on only
mustbemaintained!
performing their duties by the book, and refuse to
delineate from their guidelines no matter how inefficient
Life and Society
orincorrectthoseguidelinesare.
For the most part Saragar maintains a closed self
sufficientsociety.TovisitSaragaristostepbackintothe Power Groups
Greenage.Peopledressintabardsandgownsbefittinga
The Underground: Despite the relative pleasantness
less savage age. The relatively cooler climate in the vale
ofSaragar,therearesomepeoplewhorecognizethatthey
makes such clothing practical and comfortable. There is
arelivinginasocietyindecay;onethatreliesonpowerful
an abundance of metal in Saragar compared to the
immortals for every aspect of their lives. These people
Tablelands, though most of it is ancient and showssigns

218

make up the Underground which has been growing in Kharzden (Large Town, 2,000): Kharzden is a
Saragarforthepastfewhundredyears. Dwarven colony scattered through ancient mining shafts
MostmembersoftheUndergroundarejustupsetthat intheThunderMountains.Mostoftheveinsoforewere
theirliveshavebecomemoreinconvenientassomeofthe mined out long ago, and most of the metal items the
obsidian orbs have begun to fail. Others just like having dwarves have are ancient. The Dwarven society is
someone to complain to without being arrested by the matriarchalandisleadbyQueenElakta.Herwordislaw
lawkeepers. andistobeobeyedbyall.QueenElaktarefusedtohave
A smaller group, who consider themselves the real much to do with the lawkeepers, and maintains the
Underground, speak out on street corners against the tradition in Kharzden of not calling for help from the
MindLords.Theyarealwaysworkingoncrazedschemes lawkeepers. The dwarves live underground and grow
suchasassassinatingtheMindLords,ordestroyingallof subterranean crops in massive chambers underneath the
the obsidian orbs, but they lack the power to implement mountains.Thedwarveshavealwaysdoubtedthepower
anyoftheseplans. of the Mind Lords to keep the rest of the world at bay,
and tried to make their community as self sufficient as
Important Sites possible.
TheDistilleryandtheWaterTower:Thedistilleryis Shallat (Hamlet, 300): Shallat is one of a number of
apsionicallypoweredfactoryusedtotransformsaltwater small fishing villagers on the shores of Marnita. What
fromtheLastSeaintofreshwater.Thewaterispumped makesthevillagestandoutistheShallatfamilywhorules
from the distillery into the water tower which is thevillages.EachmemberoftheShallatfamilyisaskilled
connected to a citywide plumbing network that pipes physician and many are also water clerics. The Shallat
freshwaterintoeverybuildinginSaragar. healers provide their services to anyone in need, no
The Palace: A massive palace overlooks the city of matter who they are. The villagers of Shallat are fun
Saragar from a hill east of the city. Unlike the palaces of lovingpeopleandaregenerallytreatedwellbyeveryone
thesorcererkings,thepalaceoftheMindLordswasbuilt living on the shores of the Last Sea. Even brigands and
more for aweinspiring beauty than for defense. The piratesdonotharassthevillage,aspotentiallytheymight
security provided by the lawkeepers is lax around the needtheskillsoftheShallathealers.
palace,astheMindLordsareconfidenttheycouldhandle Sylvandretta (Small Village, 500): The elves of
anyintruder. Sylvandretta are called ghost elves by the people of
Statues of the three Mind Lords stand on a circular Saragarbecauseoftheirfairskinandtheircoldandaloof
base at the highest point of the palace. The base slowly nature. The ghost elves believe that the purity of their
rotates throughout the day powered by an obsidian bloodlinemustbepreservedaboveallotherconcerns,and
sphere.ThepeopleofSaragarusethestatuestotelltime, isolate themselves from the other races of the Last Sea
asthestatuescompleteafullrotationeveryhour. region.
The secluded settlement of Sylvandretta is located in
Major Settlements theSpiritForestnestledwithinagroveoftreesoflife.The
Blufftown (Thorp, 50): This small settlement sits on communityisrunbyacouncilofsevenelders,electedby
thesideofabluffonanisolatedbutteinthemiddleofthe thegeneralElvenpopulation.
Last Sea called the Lonely Butte. The lawkeepers
generally refuse to set foot on the Lonely Butte unless Adventure Ideas
directlyorderedtodosobytheMindLords,whichmakes VikusandMylandusaretwomerchantswhoruna
Blufftown a perfect safe haven for the Underground and successfulbusinessinSaragaruntilMylandusdisappears
otherfugitivesfromtheMindLordsrule. with most of the funds from the business. The PCs are
The community is little more than a couple of inns hired by Vikus to track down his partner. Mylandus has
sittinginsideacaveinthesideofacliff.Theonlywayto discovered some secret that has scared him greatly
enterthevillageistobehauledupinadeviceconsisting enoughthathehasfledthecityandistryingtoleavethe
ofalargewickerbasketandaseriesofropesandpulleys Last Sea area completely. Unfortunately for him,
poweredbyanobsidianorb. Mylandus has no idea how to survive in the devastated
Cubarto (Small Town, 1,500): Cubarto is located on environmentoftherestofAthasandwillnotsurvivelong
theoppositeofsideofMarnitafromSaragar.Thepeople ifheisabletofindawayoutoftheareaoftheLastSea.
of Cubarto are loud and lusty and would not fit in Jarsius, a tavern owner in Saragar, has begun to
Saragar. With the lack of a presence of the lawkeepers, have disturbing visions, in which he sees himself
most people in Cubarto support the Underground, behaving in random acts of violence. In actuality, the
though discreetly. The villagers make their living off of visions are memories. Jarsius was an active leader of the
fishing and trade coming into their port on its way to Underground until he was captured three years ago, but
Kharzden or Sylvandretta. The village is known hismemorieswereerased.Theeffectwasnotperfectand
throughoutthevalleyoftheLastSeaforthrowingalarge now some of his suppressed memories are returning.
partyattheendoftheyearatwhichalargepublicfeastis MembersoftheUndergroundstillwatchJarsius,toseeif
held. herememberswhathappenedtohim.ForJarsiussmind
wasnotdestroyedbythelawkeepersbutbymembersof

219

theUndergroundwhoactedtomindwipehimtoprotect have indoor plumbing, operated by lifeshaped engines


theiridentities. thatpumpwaterfromthelake.
The lawkeepers based at South Pass discover the Because they do not struggle daily for survival, the
tracks of a large beast they have never encountered rhulthaunofThamaskuhavedevelopedarichcultureof
before.ThePCs,asoutlanderswhomayhaveseensucha the arts and entertainment. Dance halls, theaters, art
beastbefore,aredraftedtohelptrackdownthebeast. galleries, and auditoriums are numerous throughout the
A wealthy Saragarian wants to see what the world city, with many located in the Art Quarter on the citys
islikeoutsideoftheLastSea.HehiresthePCstogethim easternside.
throughtheBorderofGuardians.
Because of the ragged appearance of most Government and Politics
outlanders, the PCs are mistaken for druids by a small The rhulthaun of Thamasku are divided into 28
fishing community. The villagers ask the PCs for help different clans. The clan leaders are called Haretuil. The
withaschoolofsharksthatismakingfishingdifficultin Haretuil act as judges for matters within their clans.
thearea. Disputes between clans are settled by a council of Har
A man is found beaten to death. His face was so etuil. The collective of Haretuil appoints the city
badly beaten that the only way to identify him was by a administrator.
letterfoundinhispocket.Theletterwasaddressedfrom Currently, Vherasach (LN female rhulthaun, rogue
oneofthePCs,andthelawkeeperswishtotalktothePC 10)holdsthetitleofcityadministrator,sincesheinherited
toseehowhewasinvolvedwiththemurderedman.The the position from her mother. She has proved herself a
PChasneverheardofthemanandhasnoideawhythe capableadministratorandmostexpectshewillremainin
deadmanhadthePCsnameinhispocket. thepositionforthetimebeing.

Thamasku Power Groups


Banghesh: A guild of thieves, assassins, and hired
Population:12,000(99%rhulthaun,1%other)
thugs, the banghesh runs the criminal activities in
Exports:Lifeshapes,fish
Thamasku.Extortionistheguildsmainsourceofincome,
Languages:Rhulthaun
though their activities include burglary, smuggling, and

gambling. There is little to challenge the banghesh as
The ancient rhulthaun city of Thamasku sits next to
they have a network of corrupt lawkeepers and
Ghavin Lake at the top of the Jagged Cliffs. The city is
administrativeofficials protecting their organization. The
surrounded by a forest of hardwood trees. Like all rhul
banghesh also enters into legitimate business with
thaun communities, the buildings are constructed of
merchants,providingfinancialsupportinexchangefora
organically grown material. The architecture focuses on
percentageofthemerchantsprofits.
the vertical, with most buildings having many storeys.
Chahn: The Chahn is a revolutionary organization
Thereisonedifferencefromotherrhulthaunsettlements.
which does not hesitate to use violence to achieve their
BecausethecityisnotcrampedontoaledgeoftheJagged
goals.Theirgoalisthecompleteoverthrowofrhulthaun
Cliffs, the buildings of Thamasku are not crowded
society. The Chahn are against almost every tradition in
together allowing for wider streets and a more open feel
rhulthaunsocietyfromclanrule,themasteryofthelife
forthecity.
shapers,tothedailyritualsthatdominaterhulthaunlife.
Life and Society Thelawkeepershavebrandedthematerroristgroupand
mostrhulthaunliveinfearofthem.
Rhulthaunsocietyishighlyritualized.Eachaspectof
LifeShapers:Thelifeshapersareasecretsocietythat
their lives has a ritual attached to it, and throughout the
holdstheknowledgeoflifeshapedcreations.Theyholda
daytherhulthaunperformvariousrituals.Simplerituals
placeofreverencebytherhulthaunastheentiresociety
from the greeting ritual to the payment ritual, to the
isbasedontheirworks.Throughthestudyoflifeshaping
before meal ritual last less than a minute, while more
thelifeshapersfeelastrongconnectionwiththepastback
complex rituals such as those for legal procedures may
to the rhulisti, the inventors of lifeshaping. The life
last hours. Often the ritual is just as or more important
shapersfeeltheyaresuperiortotherestoftherhulthaun,
than the associated action it is attached to, and if one of
becauseofthisconnection.
theparticipantsmakesamistaketheentireritualisbegun
The lifeshapers guard their knowledge protectively,
again.Theritualsaremoreakintosuperstitionsthantoa
letting no one outside of their order learn their secrets.
religious devotion, and allow a rhulthaun to feel he has
Because they control the creation of all lifeshaped items
somecontroloverthechaoticforcesthatrulehislife.
the lifeshapers can exert control over the all of the rhul
Asthecenteroftherhulthaunsociety,Thamaskuhas
thaun, forcing the Haretuil to listen to the lifeshapers
a diverse population. The wealthiest rhulthaun live side
opinionsstrongly.
bysidewiththepoorestofthecliffdwellers.Thecitizens
The lifeshapers are led by Loi Faroneth (LG male
of Thamasku are some of the few individuals on Athas
rhulthaun, bard 7/lifeshaper 5) and his chief lieutenant,
whodonothavetostruggledailytosurvive.Lifeshaped
Gilogres (LE male rhulthaun, rogue 5/graftwarrior 7),
devices provide a vast array of conveniences and basic
who reside at the Sanctuary in Thamasku. Each rhul
needs, from nourishment to waste disposal. Most homes

220

thaun settlement has a lifeshaper sanctuary with a head Adventure Ideas


lifeshaper who reports directly to Loi Faroneth and his No one has seen the Birdmaster of Thamasku for
lieutenant. many weeks, but because of his reclusive nature, few
Windriders:Windrideristhenamegiventotherhul citizens have realized this. So why are some of his birds
thaunwhodaretoflyonthebacksofvariouslifeshaped following the PCs everywhere they go? Are the birds
creaturesthroughthehighwindsandmistthatplaguethe tryingtosendthePCsamessage?
Jagged Cliff. Traveling between the rhulthaun The Banghesh claim they have managed to
communities, they transport messages and merchant infiltrate the Sanctuary of Thamasku and steal a
goods, allowing trade and communication between all wonderfulnewtypeoflifeshapeditem.Therearerumors
their settlements. Windrider is the most glamorous thattheBangheshplantosellthisnewitemtotheChahn.
position in rhulthaun society. Though there is a The lifemasters hire the PCs to recover the stolen item.
windriders guild, it maintains a loose organization with The lifemasters are unconcerned with the item falling
little structure or hierarchy. The windriders typically into the hands of the Chahn, because there is really
workinsmallindependentgroupsof2to8windriders. nothing extraordinary about the item. It is simply an
unfinishedcommonlifeshapedtool.Thelifemastersare
Important Sites moreconcernedabouttheslightofsomeonestealingfrom
Air Temple: The air temple is located in one of the theSanctuary.
tallest of the citys spires. A dozen clerics of air staff the A highlevel reggelid believes that the secrets of
temple, but they have little interaction with most of the Rajaat may be hidden in Thamasku. He has charmed a
citys population. There are few devout followers in the rhulthaunclimbernamedBalorean,andsenthimtothe
city, and the clerics take no interest in politics. The air rhulthaun capital. The reggelid seeks to create a web of
clerics do interact with the windriders regularly. In fact charmedagentsthroughoutthecity,andsohasBalorean
they have turned their temple into a safehome for lure other rhulthaun to a secluded part of the Jagged
windriders,wheretheycanreceivefreefood,afreeroom Cliffswherethereggelidhasitslair.Oncetherethevictim
and lodging for their mounts. The clerics look on is charmed and sent back to Thamasku, as the reggelid
windriding as the ideal way to commune with the air attemptstocreateaspynetworkinThamaskutorootout
spiritsandtreatthewindridersasholymen. thelocationofRajaatssecrets.
Aviary:Thetalltowerknownastheaviaryishometo A wealthy benefactor hires the PCs to accompany
hundredsofbirdsthatflyaboutthecity.Theeclecticrhul him on a journey down the Jagged Cliffs to the Crimson
thaun known only as the Birdmaster cares for and Savannatorecoveralonglostlifeshapedartifacthidden
watches over the birds. The tower is large enough for ontheSavanna.Theiremployerisnotwhoheclaimstobe
large flying creatures to roost there, and the Birdmaster however. Taenofuth is really the high priest of the
allowswindriderstostabletheirmountsattheaviaryfor forbiddentempleoffireinThamasku.Frustratedwithhis
freewheninthecity. lack of opportunity to demonstrate his devotion to his
Conclave:TheConclaveisthemeetinghalloftheHar element, Taenofuth desires to travel to the Crimson
etuil. It is a grand structure that sees little use when the Savanna to set a massive brush fire. He seeks to revel in
Haretuilcouncilisnotinsession. thefiresdestructionbutalsohopestoimpressotherrhul
TheSanctuary:TheSanctuaryistheheadquartersand thaun into seeing the benefits of devotion to the element
workplace of the lifeshapers in Thamasku. The offire.
mushroom shaped structure is located some 300 feet Two weeks ago, a windrider arrived at the air
below the surface of Ghavin Lake. This masterpiece of templeandwentimmediatelyintoaprivatemeetingwith
lifeshaping technology maintains fresh air within the Thimobec, high priest of the temple. Two days later,
structure by extracting it from the surrounding water Thimobec left Thamasku with the windrider and a high
through a complex gillsystem. Over 150 lifeshapers ranking lifemaster on the windriders gonevauth. They
work at the Sanctuary creating and maintaining the life havenotbeenseensince,andthetempleofairisseeking
shapeditemsthatareusedthroughoutThamasku. adventurerstofindthehighpriest.
Ghounawir is famous windancer, known
Major Settlements throughoutThamaskuforherdaringperformances.After
Solfehn (Hamlet, 300): Solfehn is a small village a recent performance, a wealthy citizen claimed that
locatedatthetopofawaterfallcreatedbyariverflowing Ghounawir is a thief and burglarized his home during
fromGhavinLake.Thevillageservesasahubforgoods her performance. The citizens home was used as part of
and rhulthaun leaving Thamasku for the rest of the the performance. Ghounawir proclaimed her innocence
settlements scattered across the Jagged Cliffs. Almost all before the lawkeepers arrived, but when they tried to
of the villagers make their living through transportation. arrest her she escaped. Since windancers wear face paint
The villagers are members of two clans that are centered and costumes, no one is sure what Ghounawir really
in the city of Thamasku, so there is no Haretuil in the lookslike.PCscouldbehiredtotrackGhounawirdown,
village.Anadministratorappointedbytheadministrator orGhounawircouldapproachthePCstohelpproveher
of Thamasku runs the city. The current administrator is innocencebyfindingthetruecriminal.
Rathomak(LNmalerhulthaun,fighter5).

221

Winter Nest opportunity for the silvaarak in positive relationships


withoutsiders.
Population:650(100%aarakocra) Traakaunderstandstheyoungaarakocrasdesires,but
Exports:Ice,feathers wishestomaintainthestatusquofortheprotectionofthe
Languages:Auran,Kurnan village.Sheistryingtodevelopamiddlepaththatwould
allow some exploration without making the location of
The village of Winter Nest is located in the frozen thevillagewellknowntoitsenemies.
peaksoftheWhiteMountains.Itisthehomeofacivilized
tribeofaarakocra. Power Groups
The unusual buildings of Winter Nest are formed
AirClerics:WinterNestisruledbyclericsofAirand
from a mixture of ice, stone, and shaped bricks. To new
Icedrawnfromtheleadingaarakocrafamilies.Theclerics
visitors the village looks like a cluster of towers, giving
meetinalargehallinWinterNesttodiscusscommunity
the appearance that the mountain peak has a crown.
issues;whenthereisaparticularlycontentiousdebate,the
There are no roads in Winter Nest and very few
priestsadjourntotheverysummitofanearbymountain
connecting walkways between the buildings, as the
overlooking the village. There, perched on the ice and
aarakocraflyratherthanwalk.Doorwaysappearallalong
surroundedbythesky,the priestsofthetwofaithspray
the face of the buildings, though most are clustered near
forguidancetogether.
the top of each tower. Landing platforms and resting
perches decorate the outsides of most building. Each Important Sites
tower is topped with a large rounded structure. Most of
AirTemple:TheAirTempleisthegrandeststructure
these sphereshaped constructs are communal areas,
inthevillage.Thetempleisbuiltlikeahugebrazier,with
thoughthehighestarethepersonalquartersoftheleaders
fourlegsmadeofmassiveevergreentreetrunksdragged
ofWinterNest.
upfromthefoothillscenturiesago.Thesetreeboles,each
Life and Society more than 100 feet long, are set in the icy ground and
cantedtonearlyjoinatthetops.Thereisaconcaveplate
The aarakocra of Winter Nest called themselves
ofice,20feetindiameter,heldupbetweenthefourposts
silvaarak, which means people of the silver wing.
with a hole 8 feet in diameter cut in its center. Priests of
Theyareperceptive,andhavegreatconfidenceandpride
Airpreachfromthecenterofthebowl,whilecongregants
in themselves. This translates into arrogance at times,
gatherontherimofthebowlandontheperchesplacedat
becausethesilvaarakbelievethattheirabilitytoflymakes
intervalsalongthelegs.
them superior to all other races. Though they often
Ice Temple: Smaller only to the Air Temple, the Ice
expresssympathyforpeopleunabletofly,thismoreoften
Temple(whichisbasicallyanotherwordforwateratsuch
comesacrossascondescending.
highaltitudesmostoftheyear)isbuiltoflargesheetsof
The aarakocra have had a difficult time forming
translucentwhiteandblueice,layeredupononeanother
friendlyrelationswithothersovertheyears.OnlyinKurn
tocreateafivesidedpyramidmorethan40feettall.The
have they made dedicated friends. Traders from Winter
interiorissunkenbelowgroundleveldugintotheglacier
NestvisitthecitystateofKurnafewtimeseachyearfor
so all the worshippers are surrounded by primordial ice
trade. Other attempts to make contact with other
throughout the services. Fresh plates of ice are added to
communities have meet with failure. Either due to the
thetemplethroughouttheHighSun.
hostilityofthenativessuchasinEldaarichandtheBandit
States, or the silvaaraks condescending nature towards Adventure Ideas
otherraces.
Few in Winter Nest took much notice when a roc
Government and Politics landedonaperchoverlookingthevillage.Twodayslater
therochasbeenjoinedbyadozenmoreofhiskind.The
Winter Nest is lead by Traaka (LG female aarakocra,
large birds rarely move from their perches, but their
air cleric 5/elementalist 2) a female aarakocra of many
menacing presence is unnerving the aarakocra of Winter
years. Traditionally, the aarakocra are isolationists, and
Nest.
Traaka supports this policy. The isolationist policy was
The wind patterns around Winter Nest have
adopted years ago after bad experiences with Eldaarich
changed drastically. A dangerous downdraft has
andlaterwiththepeoplesoftheBanditStates.Thepolicy
developedmakinganyattemptatflyingfromthevillage
has kept the village safe over the years and most of the
fraught with peril. Town elders are puzzled by this
silvaarakwanttoseeitcontinue.
suddenchange,andhaveforbiddenallbutthestrongest,
However, many of the younger generation of bird
mostagilefliersfromleavingWinterNest.Airclericsare
people desire to explore the world beyond the White
calling for a sacrifice to appease the air spirits, but the
Mountains.Theyhavebeenvocalintheirwishtoexplore
town elders want to understand what is going on before
and make contact with other civilizations, believing they
theydecide,andthelocaldruidwhocommuneswiththe
will not experience such bad receptions as those the
spiritofthelandhasdisappeared.
aarakocra received in Eldaarich or the Bandit States.
TheaarakocraofWinterNesttelltalesofawiseold
Pointing to Kurn, these young bloods believe there is
aviaragnamedVociathatlivesinacavenearthebaseof

222

the White Mountains. The noble beast has not been seen Originally titled Worlds Age. Original calendar uses
for three years. Templars from Eldaarich, intent on OceaninsteadofSiltandIslandinsteadofDesert.
plundering Vocias lair, have been spotted approaching 4thWorldsAge
the cave. Traaka needs volunteers to warn Vocia. YearofOceansSlumber(FreeYear14,294)
Unfortunately Vocia has passed away due to old age, Discovery of the naturebenders, corrupt nature
leavingthePCstodefendhercave,aswellasherremains, masterswhoexperimentwithlifeinimmoralways.
whichthetemplarswishtoplunder. YearofKingsSlumber(FreeYear14,273)
A defiler has polymorphed himself into an FirstappearanceofelementalclericsonAthas.
aarakocra and infiltrated Winter Nest, seeking to gain YearofEnemysReverence(FreeYear14,271)
some of the knowledge from the preservers of Winter Evilelementalclericsformanalliancewiththenature
Nest. His defiling is having an adverse affect on the ice benders.
sculpted portions of Winter Nests buildings. If he is not 7thWorldsAge
unmaskedsoon,oneormorebuildingsinthecommunity YearofIslandsAgitation(FreeYear14,102)
maycollapse. War between the naturemasters and the nature
Some of the more adventuresome young aarakocra bendersuntilRalsVengeanceofthisage.Intheend,the
enjoy a deadly challenge. They know of a lair of an air naturebendersaredefeatedalongwiththeirclericallies.
drake on one of the other mountains in the White 8thWorldsAge
Mountainrange.Toshowtheirbraverytheyoccasionally YearofRalsDefiance(FreeYear14,027)
sneak into the lair and come back with a scale or other Naturemasters of Tyragi attempt to expand the life
souvenir. The act is not as dangerous as it sounds, since forceoftheoceanandaccidentallycreatetheBrownTide
theaarakocraknowtheairdrakesmigrationpatternand whichbringsabouttheendoftheBlueAge.
typicallyknowwhenitisnotinthisparticularlair.Some YearofFriendsReverence(FreeYear14,026)
of these youths could challenge the PCs totry this stunt, SurvivingnaturemasterscreatethePristineTowerto
but unfortunately for the PCs the air drake has returned destroytheBrownTide.Thisactionchangesthesunfrom
tothelairearlierthanexpectedinordertolayeggs. blue to yellow, destroying the halfling civilization and
A heavily armed Tsalaxan caravan has arrived at bringingaboutTheRebirth.
thefootoftheWhiteMountainsfromDraj.TheTsalaxans YearofIslandsAgitation(FreeYear14,025)
seem to be trying to reach Winter Nest but the steep The new races of The Rebirthhumans, gnomes,
mountain sloop prevents them from approaching from dwarves, elves, and others appear across the face of
below.Theyhavenotgivenupandcontinuetosearchfor Athas.GreatcitiessuchasTyr,Bodach,andGiustenalare
somepathupthemountaintoWinterNest.Theaarakocra foundedtohousethenewraces.LastuseofIslandand
believetheTsalaxansareraidersandwishtoavoidthem. Ocean on the Worlds Age Calendar. Beginning of the
TheWinterNestersknowtheirvillagecannotbereached GreenAge.
except through the air, and are not concerned that the
Tsalaxans will be able to reach the village. However, The Green Age
Traaka wishes to determine the caravan masters true YearofKingsSlumber(FreeYear13,965)
intentionsincasetheaarakocraaremistaken.PCalliesof Ruler of the Rhulthaun, High Lord Rhan Thesonel,
the aarakocra could infiltrate the caravan while not leavestheJaggedCliffstolocateanyrhulistiremainingon
obviouslytyingdirectlybacktotheaarakocra. Athas.Heneverreturns.
YearofGuthaysAgitation(FreeYear13,962)
History of Athas FirstuseofpsionicpowersbytheracesofTheRebirth.
9thKingsAge
YearofRalsFury(FreeYear13,961)
The past shapes the present, setting the stage for the
Worlds Age changed to Kings Age by the rules of
future that is to come. On Athas, the actions in the past
variouscities.Datesremainthesame.
arestillclearlyvisibletoday.Thecurrentageisreckoned
YearofRalsVengeance(FreeYear13,917)
from the death of the sorcererking Kalak and the
First reported sighting of the Messenger by a Tyrian
liberation of Tyr (known as Free Year, or simply FY).
astronomer. The comet appears every 45 years until the
Eventsfromthemoredistantpastareshownasanumber
190th Kings Age/Enemys Slumber when the cycle is
ofbeforeFY1andKalaksdeathbeforethecurrentday(
mysteriouslybroken.
14,577forexample).
11thKingsAge
YearofEnemysFury(FreeYear13,765)
Abbreviated Timeline BirthofRajaattheWarBringer.
55thKingsAge
The Blue Age YearofRalsReverence(FreeYear10,386)
1stWorldsAge The thrikreen of Athas, a previously thought
YearofRalsFury(FreeYear14,577) unintelligent race; migrate from the Crimson Savanna to
Creation of the Kings Age calendar by the nature the Tyr Region. Though shortlived and alien in
masters based on the rotation of Athas two moons. appearance, the thrikreen possesses great wisdom and

223

insight.ThecurrentkingofTyrwelcomesthemwithopen Rajaat begins a jihad against the preservers of Athas


arms.Theygivenoreasonforthemigration. forthenextthousandyears.Preserversacrossthelandgo
66thKingsAge into hiding while fighting a losing battle against the
YearofWindsDefiance(FreeYear9,568) followersofRajaat.
Mareet, ruler of Saragar, is visited by a timetraveler 144thKingsAge
fromthefuture.Hetellsthekinganappendingdoomto YearofPriestsContemplation(FreeYear3,530)
Athas before disappearing. Obsessed with the warning, Rajaatsendsallbutafewofhisstudentsaway.Using
Mareetordershismostpowerfulpsioniciststobreachthe thepowerofthePristineTowerandthemysteriousDark
time stream and determine the nature of the warning. Lens Rajaat creates his Champions. Each Champion is
Theyarelaterjoinedbyathirdpsionicist. ordered to eliminate one specific race from the face of
YearofDesertsSlumber(FreeYear9,548) Athas in an effort to bring about the return of the Blue
Thepsionicistsbreachthetimebarrierandlearnofthe Age.TheCleansingWarsbegin.
impending Cleansing Wars, Rajaat, and defiling magic.
Mareet wants to warn all of Athas, but the psionicists The Cleansing Wars
disagree and take control of their leader. The three use 147thKingsAge
theirformidablepowerstoshieldSaragarfromtherestof YearofKingsSlumber(FreeYear3,262)
theworld.TheMindLordsareborn. SachaofArala,1stChampionofRajaateliminatesthe
78thKingsAge lastofthekoboldsfromthefaceofAthas.
YearofFriendsSlumber(FreeYear8,603) 155thKingsAge
The current ruler of Urik persecutes the kreen and YearofRalsDefiance(FreeYear2,708)
orders the death of all their kind in the city. Many thri Daskinor Goblin Death, 14th Champion of Rajaat
kreen across the land leave the cities to live in the wild. exterminatesthelastgoblinfromthefaceofAthas.
Migrationofthrikreenfromthewestcomestoahalt. YearofRalsSlumber(FreeYear2,653)
81stKingsAge WyanofBodach,12thChampionofRajaatobliterates
YearofSiltsAgitation(FreeYear8,376) thelastpixiefromtheland.
RajaatarrivesatthebaseoftheJaggedCliffswherehe 156thKingsAge
conductsexperimentswiththepowersoflifeforthenext YearofFriendsContemplation(FreeYear2,641)
200years. Uyness of Waverly (later known as AbalachRe), 5th
84thKingsAge Champion of Rajaat slaughters the last of the orcs from
YearofKingsDefiance(FreeYear8,168) thefaceofAthas.
After nearly two centuries of experiments Rajaat 160thKingsAge
discovers the basics of magic, but is nearly killed in the YearofGuthaysDefiance(FreeYear2,302)
process. After recovering he leaves the Jagged Cliffs and Kalak, 2nd Champion of Rajaat kills the last of the
travels to the Pristine Tower to refine the magic process, ogresofAthas.
creating defiling and preserving magic. The Time of YearofRalsReverence(FreeYear2,301)
Magicbegins. Gallard (later known as Nibenay), 6th Champion of
RajaatmassacresthelastofAthasgnomes.Keltis,Lizard
The Time of Magic ManExecutionerarrivesatSaragardespitethepowersof
87thKingsAge the Mind Lords. The Mind Lords cleverness hides the
YearofRalsSlumber(FreeYear7,889) entirepopulationoflizardmenfromtheChampion,and
An unknown disaster befalls the city of Celik, which hesoonleavestheLastSea.
casts it into ruins. Survivors blame the ordeal on the YearofDesertsReverence(FreeYear2,266)
recklessuseofpsionics. The First Sorcerer orders thedefilerQwith to explore
123rdKingsAge the workings of the Inner Planes as a possible means of
YearofWindsFury(FreeYear5,113) power.
The feral halfling scout Toolane discovers the Last YearofWindsFury(FreeYear2,264)
Tree atop a mountain in the Forest Ridge. This ancient The great cities of Ebe, Waverly, and Arala are
livingartifactslocationiskeptsecretbythehalflings. swallowed by the expanding Silt Sea, though later it
125thKingsAge recedes from Waverly. The nearby city of Bodach is
YearofGuthaysReverence(FreeYear4,975) spared,butbecomessurroundedbysilt.
After three eons of study, Rajaat emerges from the YearofMountainsVengeance(FreeYear2,262)
Pristine Tower to teach magic to the Rebirth races. He The warlord Irikos, the left hand of Rajaat, sacks the
teaches preserving magic openly, and defiling magic in cityofBodachbutiskilledattheconclusionofthebattle.
secret to those of questionable character. For the next His sword (a creation of Rajaats), the Silencer, is lost for
1,500 years Rajaat studies how magic interacts with the 2,000years.
Rebirth races, and decides that humans have the most 161stKingsAge
potentialofalltosuithisneeds. YearofRalsFury(FreeYear2,257)
134thKingsAge Infuriatedatherlackofprogress,Rajaatturnsresearch
YearofKingsAgitation(FreeYear4,274) oftheInnerPlanesovertoQwithssubordinates.Shortly
after an accident of unknown origins opens a gate to the
224

Inner Planes, and obsidian flows across the land for ChampionsrealizethatRajaatsprisonwillnothold.Even
hundredsofmilesineachdirectionuntilthegateisclosed segmented,Rajaatspowerissupremeandhewouldone
bytheSeventhTree.Thousandsdieinthedisaster.Those day be free. Hence, the Champions once again used the
killed by obsidian rise as undead through a mysterious Dark Lens to transform Borys into the Dragon, whose
powerfromtheInnerPlanes.Rajaatsservantsariseasthe power would keep Rajaat imprisoned for all time.Borys
rulers of this land, becoming powerful thinking undead transformationcauseshimtobecometemporarilyinsane,
wizardsandpsionicists.TheDeadLandsareborn. beginning a century of rampages across the land. In the
YearofSiltsAgitation(FreeYear2,216) confusion, two Dwarven knights named Joorsh and
All life across the obsidian plain is obliterated except Saram steal the Dark Lens. The remaining sorcererkings
for the Seventh Tree, which becomes immune to defiling each claim a city of Athas and barricade it from the
magic. Soon after the undead defiler Gretch discovers rampagingDragon.
necromantic magic to replace the loss of defiling magic.
Necromancermagicisborn. The Brown Age
162ndKingsAge YearofFriendsFury(FreeYear1,970)
YearofFriendsReverence(FreeYear2,168) Lead by AbalachRe of Raam, the sorcererkings
Keltis (later known as Oronis), 10th Champion of storm Giustenal and kill Dregoth, Ravager of Giants just
Rajaatbelievesheexterminatesthelastofthelizardmen. before he is to become a 30thlevel Dragon. The battle
In reality several tribes survive, protected by the Mind destroys the city, the land, and most of its population.
Lords. Afterwards,HamanuthrowstheScorcherintotheSiltSea.
YearofWindsSlumber(FreeYear2,121) WiththeaidofhishightemplarMonAdderath,Dregoth
Tectuktitlay,9thChampionofRajaatdestroysthelast is returned to life as an undead dragon king. The
wemicsonAthas. surviving populace is gathered soon after, and
163rdKingsAge constructionofNewGiustenalbegins.
YearofKingsVengeance(FreeYear2,052) 165thKingsAge
Myron of Yorum is replaced as Troll Scorcher by YearofWindsDefiance(FreeYear1,945)
Manu of Deche, later known as Hamanu of Urik. He is Borys emerges from his insanity and learns Rajaats
given the sword the Scorcher, created by Rajaat, to prisonisonthevergeofcollapse.Soonafterhecollectsa
completehistask. levy of 1,000 slaves from each sorcererking, using their
164thKingsAge lifeforce to reseal the First Sorcerers prison on a yearly
YearofFriendsContemplation(FreeYear2,025) basis.
Hamanu replaced 4th Champion of Rajaat, kills 167thKingsAge
WindreaverthelasttrollofAthasandkingofhispeople. YearofRalsAgitation(FreeYear1,740)
YearofDesertVengeance(FreeYear2,024) Inanattempttoincreaseherpower,Sielba,Queenof
Rkard, the last Dwarven king of Kemalok, is slain by Yaramuke attacks Urik. Hamanu easily defeats her army
Borys of Ebe in mortal combatthough Borys himself is and personally slays the sorcererqueen. On the heels of
gravely injured. The Champions attendants spirit him victory,UriksarmysacksYaramukeandburnsthecityto
from the battlefield leaving his sword, the Scourge, still the ground. To appease the Dragons wrath for killing a
buried in the dwarfs chest. Before he can retrieve the sorcererqueen, Hamanu presents Borys with a levy of
sword, Hamanu tells Borys of Rajaats true plans for Yaramukes richeswhich pleases the beast and spares
Athas.BecomingawarethatRajaatintendstowipeoutall Urik.
racesexceptthehalflings;BorysleadstheChampionsina YearofSiltsDefiance(FreeYear1,721)
rebellion against their masterfrom which they emerged Borys uses the booty gained from Yaramuke to build
victorious. Rajaats halfling servants are banished to the UrDraxa,whichbecomesthegreatestcityonallofAthas.
Black as punishment for siding with the WarBringer. At the center of the city Borys places the Black Sphere for
Despitetheirpower,thechildrenofRajaatcannotdestroy himandhiscitytoprotect.
his mortal remains. Instead, Gallard separates the First YearofEnemysReverence(FreeYear1,720)
Sorcerersessencefromhisphysicalform,placingeachin Thesorcererkingscallforajihadagainstthedruidsof
aseparatelocation.AidedbythepoweroftheDarkLens, Athas. For the next three centuries the blood of druids
Gallard creates the Hollow, where he placed Rajaats across the land stains the sands red in what would be
essence. Gallard then creates a cyst of enchanted stone knownastheEradication.
called the Black Sphere in which he places Rajaats 168thKingsAge
substance. He then hides the Black Sphere in a location YearofDesertsFury(FreeYear1,683)
known only to him and Borys of Ebe. Sacha and Wyan, AfteryearsofstudyDregothfinallydeciphershalfling
who remained loyal to their master, attempted to breach records found in the caverns beneath Giustenal. The end
thecystbeforeitishiddenaway.Theirplanisdiscovered result is the creation of the first generation dray, which
and they are beheaded by Borys. Through the use of the DregothdeemsafailureandbanishestoKragmorta.
Dark Lens, Borys rewards the remaining Champions by YearofFriendsDefiance(FreeYear1,651)
beginning their transformations into sorcererkings. This The thrikreen prophet KaCha begins the first of
processlinkseachofthemtolivingvortices,whichallows severaljourneysacrosstheTablelandstospreadtheword
them to grant their followers clerical spells. The

225

of peace and enlightenment to the thrikreen, as well as Oronis gives the preserver metamorphosis spell to a
otherraces. preserver/psionicist named Nerad, who becomes Athas
YearofGuthaysAgitation(FreeYear1,642) secondavangion.
After several more failures Dregoth succeeds in his YearofWindsFury(FreeYear416)
experimentsandthesecondgenerationofdrayiscreated After revealing himself to the Veiled Alliance of Tyr,
inhisownimage. NeradisdiscoveredbyKingKalakwhointurncontacts
170thKingsAge the Dragon. Borys later kills Nerad south of Tyr. In his
YearofGuthaysSlumber(FreeYear1,554) grief, Oronis hides all copies of the preserver
Dregoth,RavagerofGiants,discoversthePlanarGate. metamorphosisspell.
Afteradecadeofresearch,heusesthedevicetotravelthe 187thKingsAge
OuterPlanesofexistenceforalmost16centuries. YearofRalsVengeance(FreeYear211)
YearofWindsSlumber(FreeYear1,505) TheSilencerisuncoveredbyanelfnamedRimmonin
After being nearly wiped from the face of Athas, the theruinsofBodach,whousesitspowertoleadherbandit
remaining druids of the land go into hiding for the next tribe against the citystate of Balic. She is easily defeated
1,000yearstoasecretlocationintheForestRidge. byAndropinis,buttheSilencerisagainlost.
171stKingsAge 189thKingsAge
YearofSiltsReverence(FreeYear1,468) YearofMountainsSlumber(FreeYear84)
Daskinor Goblin Death slips into insanity following The Obsidian Man is discovered in the mines of Urik.
this years levy, and builds an army to slay the Dragon After returning the artifact to Urik, the sinister device
upon his return the following year. Borys learns of his activates and nearly kills Hamanu before he learns to
plot,andnotneedingthelevytomaintainRajaatsprison controlitwiththegoldencirclet.
never returns. Keltis, Lizard Man Executioner, has an YearofKingsDefiance(FreeYear83)
attackofconscienceanddenouncesbeingasorcererking. An unnamed psionicist discovers the presence of the
Over the next centuries he strives to become something psurlons,apowerfulpsionicraceofwormlikecreatures,
nobler. Because of the actions of nearby Daskinor, Borys on the Astral Plane. With their own world being
never returns to Kurn and both cities become isolated destroyed millennia before, a few psurlons migrate to
fromtherestofAthas. Athaswherethepsionicnatureoftheworldmakesthem
174thKingsAge potentenemies.
YearofKingsContemplation(FreeYear1,227) YearofEnemysAgitation(FreeYear81)
In an effort to increase his power, KalidMa attempts The Scorcher is recovered from the belly of a silt
tofurtherhisdragonmetamorphosistoapowernearthat horrorbyanexgladiatornamedVorr.Soonafterit,Vorr
ofBorysofEbe.Theattemptissuccessful,buthismindis disappearsintheValleyofTrevain.
destroyed in the process. The dragon that was KalidMa YearofKingsAgitation(FreeYear39)
destroyshiscityofKalidnayandbeginstomoveintothe AndropinisofBalicfailstocomeupwith1,000slaves
rest of the Tyr region. The creature is later slain by the for the years levy, presenting the Dragon with only 900.
combined efforts of Borys of Ebe, Kalak of Tyr, and InhisangerBoryslevelsaportionofthecityandtakesthe
Hamanu of Urik. With the loss of Kalidnay, the levy to remainderlevyfromamongAndropinistemplars.Forthe
keepRajaatimprisonedbecomesafirm1,000slavesfrom next several years the sorcererking of Balic does
thesevenremainingsorcererkings. extensive slave raids across the southern Tablelands to
177thKingsAge rebuild his slave population so this wouldnever happen
YearofGuthaysReverence(FreeYear971) again.
A powerful Druid named Tehnik creates the four 190thKingsAge
artifactsknownastheHeartsoftheDrake,anddiesinthe YearofFriendsVengeance(FreeYear1)
process. AtemplarofUrikremovesthegoldencircletfromthe
179thKingsAge headoftheObsidianMan,whichanimatesandkillshim.
YearofSiltsDefiance(FreeYear797) TheartifactislatertracedthroughthestreetsofUrik,but
Tarandas of Raam, a powerful psionicist and teacher disappearsintothedesert.
throughout the Tyr Region, disappears without a trace. YearofDesertsSlumber(FreeYear0)
Herstudentsinsistshehasventuredbeyondhermastery AfteryearsofinvestigationintothedeathofNerad,a
oftheWayintorealmsunseenbylesserbeings. preserver/psionicistnamedKorgunardlearnsofOronisof
183rdKingsAge Kurn. Though reluctant to have another death on his
YearofGuthaysFury(FreeYear542) hands, Oronis gives him the preserver metamorphosis
With the aid of a wizard named Besteren, Oronis spellbutdoesnotallowhimtoretainacopy.
(formerly known as Keltis) develops the preserver
metamorphosis spell to counter Rajaats vile magic. The The Age of Heroes
spell nearly kills him, but in the end Oronis emerges as YearofPriestsDefiance(FreeYear1)
Athasfirstavangion. King Kalak of Tyr is slain by the Heartwood Spear
184thKingsAge through the combined efforts of Rikus, Agis, Neeva,
YearofKingsFury(FreeYear479) Tithian,andSadira.TithianbecomesthenextkingofTyr
andfreesallslaves.TyradoptstheFreeYearcalendar.
226

YearofWindsReverence(FreeYear2) conditionofAthashesendshistemplarstothesurfaceto
Hamanu of Urik sends his army to capture the iron learn the state of the Tyr region, learning too late the
mines of Tyr from the upstart king. In response Rikus eventsthatleadtothedeathofseveralfellowChampions.
forms the Crimson Legion and defeats the approaching SadirakillsAbalachRewiththebrokentipoftheScourge
army while wielding the Scourge of Rkard and the Belt of ofRkardontheIvoryPlain.Thesorcererqueensbodyis
Kings.AfterwardsRikustakestheCrimsonLegiontosack completely consumed by black ooze leaking from the
UrikinsearchoftheBookofKemalokKings,butisdefeated broken tip. Rikus of Tyr breaks the Scourge of Rkard a
by Hamanu himself. The Crimson Legion is destroyed, second time, this time in the snout of the Dragon. The
though a few survived. Rikus returns the Belt of Kings to sword again issues forth a black ichor that completely
Kled, but is told to keep the Scourge. King Andropinis consumesBorysofEbe.TithianusestheDarkLenstofree
pays an extra 1,000 slaves to make up for Tyrs share of Rajaats substance from the Black Sphere, causing his
thelevy.AidedbytheVeiledAllianceofUrik,Korgunard essence to also be released from the Hollow. After 2,000
becomesAthasthirdavangion. years of imprisonment the First Sorcerer is once again
YearofDragonsAgitation(FreeYear3) free. The result of escaping his prison destroys much of
In an effort to protect Tyr from the Dragon, Sadira Ur Draxa in a grand explosion. In the ruins of Ur Draxa
seeks out the Pristine Tower and its ancient magic. In Rajaat battles his former Champions. Rajaat imprisons
returnforherpledgetoslaytheBorysofEbetheshadow AndropinisofBalicintheBlack,thengrabstheDarkLens
giants of the Pristine Tower transform her into the Sun from Tectuktitlay of Draj and crushes the sorcererkings
Wizard,givingherpowerakintothatofasorcererking. skull. The remaining Champions scatter while Sadira
AvoidingTyr,theDragonattemptstotakehisyearlylevy stealstheDarkLensandheadsfortheRingofFire.Sadira
fromtheDwarvencityofKled.Intheendheisdrivenoff of Tyr discovers that the key to Rajaats defeat is his
by Sadira and Rikus bearing his old sword the Scourge. shadow,whichgiveshimsubstance.YoungRkardcastsa
DuringthebattleNeevagivesbirthtohermulsonRkard, sun spell using the Dark Lens, magnifying its power ten
named for the Dwarven king who battled Borys 2,000 fold. The resulting brilliance obliterates Rajaats shadow
year ago. For the next several years King Tithian of Tyr andsendshisessencebacktotheHollow,whilehisbody
secretly supplies the Dragon with a levy of 1,000 slaves is boiled away by the heat of the spell. Having been in
capturedfromoutlyingvillages. contactwiththeDarkLensasRkardcasthisspell,Tithian
YearofMountainsFury(FreeYear4) becomes mystically connected to the Black and Rajaats
The ancient artifact Psionatrix is activated by the elemental nature. The result is Tithian becoming the
Order, a powerful organization of psionic purists, Cerulean Storm. Sadira tosses the Dark Lens and the
nullifyingpsionicsacrosstheTablelandsandcausingthri Scourge into the Ring of Fire, placing powerful wards
kreen to be driven into an insane frenzy. The avangion around it so that no one can obtain the artifact and once
Korgunard is slain while trying to convince members of againfreetheFirstSorcerer.AsRkardsspelllightsupthe
the Order to deactivate the Psionatrix. One of the sky, a great earthquake rocks the Tyr Region. The full
members, a halfling named Pakk, consumes the force of the quake is centered west of the Tablelands
avangions remains. Deep within the recesses of the beyond the Ringing Mountains. The resulting quake
DragonsCrown,thePsionatrixisdeactivatedandseveral creates the Great Rift, a passage leading to the Crimson
members of the Order are slain. The remains of the SavannahoftheKreenEmpire.
artifactmysteriouslydisappear. YearofDesertsFury(FreeYear11)
YearofSiltsVengeance(FreeYear6) The Wanderer discovers the lost halflings, the Rhul
Lead by Queen Trinth, the githyanki of the Astral thaun,oftheJaggedCliff.
Plane discovers a way to safely breach the Gray and YearofPriestsContemplation(FreeYear12)
invade Athas from the Black Spine Mountains. The After leaving the Jagged Cliffs, the Wanderer travels
githyankis plans are foiled by a group of heroes that north and learns of the Last Sea. There he discovers the
travel through the portal and kill the queen. With Trinth bizarre land of the Mind Lords. The Coruscation begins,
dead,theportalcollapses. theDayofLightprophesiedbythedraywhentheblood
YearofEnemysSlumber(FreeYear7) of a thousand unbelievers runs in rivers at the feet of
ThecometknownastheMessengerfailstoappearat Dregoth.Thissignistobringaboutthecomingofanew
theprescribetime,andmanyacrosstheTablelandstakeit agewhereDregothissupreme.
asasignofaforthcomingdoom.
YearofRalsReverence(FreeYear9)
Armed with information stolen from the dwarves of
Kled, Tithian learns of the location of the hidden Dark
Lenswithwhichhecanbecomeasorcererking.Agisof
Asticles catches up with him and reluctantly aids him in
his quest. After the pair retrieves the Dark Lens, Tithian
killsAgis.
YearofFriendsAgitation(FreeYear10)
Dregoth returns to New Giustenal from the Outer
Planeswithaspirationsofbecomingagod.Unsureofthe

227

Chapter 8: Organizations
Traders cooperate for Profit. Templars form allegiances for Domination. Psions join schools to gain Knowledge. And
raiders band together for Strength. Power comes in many forms, but all who band together seek it - intentionally or
unknowingly. Those who join them are caught in a web, for all organizations are tainted with corruption. The Veiled
Alliance seeks to overthrow the Sorcerer-Kings and justifies murder in its ranks out of fear for discovery. The elitist Order
would deny all other beings the use of psionic power and drive tens of thousands of beings insane. And the first generation
dray believe they are children of a god, who has banished them from their homes. Once you realize the secrets of your
organization, it is too late, for you are shackled to it. You realize you have traded your freedom for power.
TheOracle,BlueShrineScrolls


In a Dark Sun campaign, characters may have to deal destroythesorcererkingsandassumehisroleastheruler
with intrigue and sabotage as often as with creatures of ofAthas.
the Athasian wastelands. The descriptions that follow Over the centuries, the Brotherhoods importance has
represent only a few of the many organizations that fluctuated.Despitethis,notonesorcererkinghasfallento
operate across the Tablelands and beyond. Some can be itsplots.TheOrdercloselywatchestheBrotherhood,but
used as patrons for adventurers, other as opponents. to date it has not achieved a level of power that would
More often, these organizations can be an ally one day, require intervention. Hamanu of Urik pretends to ignore
andopponentthenext. them,butheoccasionallyspiesontheBrotherhoodtosee
whattheyareupto.

The Brotherhood of the Mind The Brotherhood has taken advantage of the recent
events that shook the Tablelands, falsely advertising that
the sorcererkings of Tyr, Raam, and Draj were killed by
"I am not sure what happened, but over what seems to be members of the Brotherhood, which has caused their
the course of a month, this newcomer upstart became the ranks to substantially grow in the last few years. The
heir of the house. I have never heard of him in all my insulation of Urik has further helped the Brotherhood to
travels across the Tablelands. I do not trust this Lergit furthergrow,sincenowtheyareunfetteredbyHamanus
Mylor." templars.
PolutickFestofHouseStelonthedeclarationofa
newheirandsecretmemberoftheBrotherhoodofthe The Brotherhood on Athas
Mind

The sorcerer-kings are like large beasts, they go where you
The Brotherhood of the Mind is an ancient society of lead them. Hunting large animals is always about choosing
evil psionicists that conspireto destroy allsorcererkings the right battle ground, and one never attacks a drake in
and rule Athas supreme. In the Sanctuary, they secretly its lair.
plot and scheme while constantly searching for ancient Liumakh,LeaderoftheBrotherhood
psionictexts.
The Brotherhood of the Mind is a secretive and
Brief History somewhat large body of evil manifesters, spreading out
into Athas searching for more members and ancient
The Brotherhood was founded by a noble Nibenese psionicmysteries.
psionicistnamedLiumakhalmost500yearsago.Liumakh The Brotherhood is a network of likeminded
is a powerful telepath who dreamed of unseating the individuals, all committed to advancement of their craft
Shadow King of Nibenay. He was convinced that a andpower.Although mosttrainattheSanctuary,onlya
sufficient gathering of psionic power could defeat the few members remain there. Most leave, returning on
tyrant. Unfortunately, the Shadow King learned of his occasiontoshareinformation,learnnewpowers,orseek
plots,andheandhisfollowerswereforcedtoflee.Atthat anaudiencewithLiumakh.
time,HamanuofUrikwasfeudingwithNibenay,andhe Officially, members are free to come and go as they
gavethemsanctuary. please,butinreality,anyexmemberwillsufferaterrible,
Liumakh and his followers constantly work to bring fatalaccidentsoonafterleavingtheBrotherhood.Afterall
down the Shadow King, but theyve never been able to it is a steep climb down. Liumakh is afraid that ex
succeed. In studying his enemy, Liumakh realized the members could reveal any important information to the
natureofthesorcererkings,andhissecretorderchanged sorcererkings.
itsgoaltotheaccumulationofrawpower.Heplannedto

228

Organization gatehouse and patrol the region surrounding the


For years, the Brotherhood has been engaged in a monastery.
questforancienttextsofpsionicenchantments,hopingto
findsomethingthatwouldmakepossiblethedestruction The Brotherhood in the Game
oftheremainingsorcererkings.
The Brotherhood represents a great vehicle for
The Brotherhood is still led by Liumakh (LE male
introducing psionics into your campaign. The
undead [human], telepath 7/psion uncarnate 10), whose
Brotherhood could be an anonymous group not
unending ambition for power continued even after his
previously encountered. If a PC has interest in psionics,
death. Currently, there are about fifty members of the
he can research the organization and seek out the
BrotherhoodscatteredacrosstheTyrRegion.
Sanctuary.
Most often than not, the Brotherhood will work as
NPC Reactions
antagonistforthePCs,sincesoonerorlater,thePCswill
Traditional psionicists view the Brotherhood of the learnaboutthetruenatureoftheorganizationorevenbe
Minds purpose as hideous and against the basic thevictimofoneofitsmembers.
principles of the Way; therefore most manifesters aware
of the Brotherhood are unfriendly. Templars and good Sample Encounters
alignedcharactersarealwaysunfriendly.
Liumakh and the rest of the Brotherhood is in search
ofmorefollowersandwilltrytopersuadeanyintruders
The Brotherhood Lore in the monastery to join his Brotherhood, particularly if
Characters with ranks in Knowledge (local [Urik]) or theyshowanysignsofdevelopedpsionicabilities.
Knowledge(psionics)canresearchtheBrotherhoodofthe EL10:Sutekiisoneofthemostseniormembersatthe
Mind to learn more about it. When a character makes a Sanctuary.Hehaspersonallyrecruitedmorethantwenty
skill check, read or paraphrase the following, including membersintothegroupandenjoysquiteareputationin
theinformationfromlowerDCs. theBrotherhood.
DC15:ABrotherisapsionicistbentonusingpsionics
forevilanddomination. Suteki CR10
DC 20: The Brotherhood of the Mind operates out of Malehumantelepath10
the Sanctuary, a monastery where apprentice members LEMediumhumanoid(psionic)
aretrained. Init+5;SensesListen+2,Spot+2
DC25:Brothersarealwayssearchingfornewtalentto LanguagesCommon,Elven,Dwarven,Tari
add to their ranks, and so members always watch for AC17,touch15,flatfooted16
thosewithpsionictalents. (+1Dex,+4naturalarmor,+4deflection)
A bardic knowledge check or a Gather Information hp57(10HD)
check (wherever a psionic academy can be found) check Fort+5,Ref+4,Will+9
can reveal the same information as these knowledge Speed30ft.(6squares)
checks,butineachcasetheDCis5higherthanthegiven Meleeirondagger+5(1d4)
value. BaseAtk+5;Grp+5
Atk Options Delay Power, Empower Power, Extend
The Sanctuary Power,WidenPower
SpecialActionsPsionicMediation
TheheadquartersoftheBrotherhoodoftheMindisa
Combat Gear 3 brain lock pearls, dorje of ego whip (ML
hidden monastery cradled in the fiery slopes of the
11th,33charges),3fruitsofhealcriticalwounds
SmokingCrown,overlookingtheLakeofGoldenDreams.
Power Points/Day 108; Psion Powers Known (ML
The Sanctuary lies in the slopes of the Smoking
10th):
Crowns, north of Makla, along a narrow and sinuous
5thmind probe (DC 19), psychic crush (DC 19), psionic
path. Its entrance is marked by a stone gatehouse
trueseeing,shattermindblank
protected with several clairsentient psionics. After that,
4thcorrespond,mindwipe(DC18*),psionicdominate(DC
stonestairsleadtothefronthall.TheSanctuaryhasthree
18*),psionicmodifymemory(DC18)
floors. On the ground floor the dormitories house the
3rdcrisis of breath (DC 17*), dispel psionics, telekinetic
apprentices and can hold one hundred students
force(DC17),telekineticthrust(DC17)
comfortably.Classroomsandmeditatingroomsareonthe
2ndego whip (DC 16*), psionic knock, psionic suggestion
first floor, with rooms for the instructors and senior
(DC16),readthoughts(DC16)
members flanking them. The library is located in the
1stcrystalshard,mindlink,psioniccharm(DC15*),skate,
basement, together with a series of closed down tunnels
vigor
that go deep into the Smoking Crowns. No one knows
*ThesaveDCsforthesepowersmightincreasewiththe
whythesetunnelswereclosed.
useofaugments.
Aside from the highlevel psions and other
AbilitiesStr10,Dex12,Con14,Int18,Wis15,Cha16
manifesters responsible for instructing the apprentices,
Feats Extend Power, Negotiator, Psionic Meditation,
the House employs many guardians to watch the

229

Empower Power, Delay Power, Psionic Body, NPC Reactions


ImprovedInitiative,WidenPower Agents from a Dynastic Merchant House are well
Skills Concentration +15, Diplomacy +18, Knowledge known to commoners and nobles from across Athas,
(psionic) +17, Listen +2, Psicraft +17, Sense Motive inspiringamixtureofenvy,disdain,respect,andfawning
+17,Spot+2 admiration. Most dune traders are seen as grasping,
Possessions combat gear plus ring of protection +4, conning scoundrels who would rather hire another
psychoactiveskinofthedefender individual to do their dirty work than risk danger to
themselves, particularly those who live in distant
settlements. Among their clients, dune traders are
The Dynastic Merchant Houses generally perceived to fall into one of two
extremesgreedy profiteers or noble benefactorswith
withshadesofgreyinbetween.
Who am I? I am no more or less than I seem. I am a
merchant and a businessman. I am a dune trader.
Typicaldunetraderintroduction The Merchant Houses Lore
Characters with ranks in Knowledge (local) can
The merchant houses supply the lifeblood of researchaDynasticMerchantHousetolearnmoreabout
Athasfoodstuffs that feed isolated citystates, it. When a character makes a skill check, read or
construction materials to build the palaces of sorcerer paraphrasethefollowing,includingtheinformationfrom
kingsanddecadentnobles,slavestotoilinfieldsorfight lowerDCs.
anddieingladiatorpits,andmanyothervitalitems. DC 10: Merchant houses keep the Athasian economy
For specific information regarding an individual alive,transportingimportant itemsfromonecitystateto
Dynastic Merchant House refer to the Trader Lords theother.
supplement. DC 15: All mercantile houses follow a strict code of
behavior, known as the Merchants Code. Breaking the
Organization codemeansinstantexpulsion.
Organized along family lines with a matriarch or DC 20: Characters who achieve this level of success
patriarch at its head, a major house controls dozens of can learn important details about a specific Dynastic
caravans, maintains estates in several different cities, MerchantHouseinyourcampaign,includingitshistory,
sponsors trading villages, and employs (or owns) anotableindividual,theareainwhichitoperates,andthe
thousands.ThelargesthousesWavir,Tsalaxa,andtheir kindsofactivitiesitundertakes.
ilkare influential enough to make even the most IfthePCSarelookingforaMerchantHouse,aDC15
powerfulsorcererkingstakeheed. Gather Information is sufficient to put them in contact
withanagentforabargainingsession.
The Merchant Houses on Athas
The Merchant Houses in the Game
Sometimes, I dont know whether to praise them or curse
them. They live in my city, they take up valuable space Members of a Merchant House vary widely in
appearance and personality, but nearly all of them have
and resources, and yet they obey me only when it suits
thesameunifyinggoal:profit.
them. They say that they wish to maintain the general Senior members of a Merchant House make good
good, keep things stable so that they may make a profit. patrons and allies. They might seek to hire the PCs for
And yet, without them, my people would be unable to raise almost any kind of mission or even recruit them if they
great monuments to my glory, or perhaps even to eat! And displayusefulskills.Asatwist,youcanuseatemplarto
should my people grow dissatisfied, they would not submit sendthePCsonvariousmissions,revealingonlylater(or
so easily to my rule, and would not give me the honor and notatall)thatthePCscontactisactuallyanundercover
reverence I deserve. These traders are a pain, but what agent from a Merchant House. Allow the PCs to take
would I do without them? advantage of the hirelings, special transportations, and
other perks of joining a Merchant House. Over time,
KalaktheTyrantofTyr
introduce the costs associated with those advantages:

internal and interhouse rivalries, political machinations,
A Merchant House works well as a rival for an
and the feeling of being just a small cog in a vast
entrepreneurPCorasapotentialemployerforPCsofa
economicenterprise.
more mercenary bent. Because of the crucial role they
have in the Athasian economy, it also has resources that
Sample Encounters
other adventurers lack. Its members influence over
Athasiansocietyandabundantresourcescanbeusedfor TheeasiestwaytobecomeinvolvedwithaMerchant
andagainstthePCs.Inshort,itsarecipeforintrigueand Houseisthroughanagentwhohasheardaboutandbeen
enmitywhenitsmembersconfrontPCswhoarecrossing impressed by some of the past exploits of the PCs. The
theirpaths. agentmighthaveamissionforthecharacters,whetherto

230

seejusthowgoodtheyareorusethemasscapegoatsfor understanding, an area of study that purifies the mind


somesinisterpurpose. andstrengthensthespirit.ApuristoftheOrderbelieves
Alternatively, if the PCs have caught the eye of that he gains more awareness of the universe with every
someone important or robbed a precious cargo from the new power he masters, with every new iota of psionic
House, the House in question now stalks the party to strengththathecanmuster.
collectinformationorretrieveitspossessions. In the doctrine of the order, psionics is a part of the
EL 14: A particularly nasty trick favored by subtle natural order, used by animals and primitives to survive
housesistoplantguardsordriversinanenemycaravan against the harsh environment and against each other.
in order to do everything they can to sabotage the Animals have retained this philosophy, but intelligent
caravanspoil cargo, cut loose pack or riding animals, races have perverted psionics, polarizing it along with
wreck or disable vehicles, and even secretly dispose of their moralities. Nature knows no such moralities. To a
importantcaravanmembers.Nnntkkisperformingsuch member of the Order, ambitions and ideals can only
ataskwhenheiscaughtredhandedbythePCs. interferewiththepurityopsionics.Theuseofpsionicsto
further such ambitions, whether good or evil, is a crime
Nnntkk CR14 against the natural order. Psions who use their talents to
Malethrikreenranger14 further causes of extreme good or extreme evil are
NMediummonstroushumanoid criminalswhomustbelocatedandstopped.
Init +9; Senses darkvision 60ft., scent; Listen +17, Spot
+17 Brief History
LanguagesCommon,Elven,Kreen The history of the Order is shrouded in mystery and
AC22,touch15,flatfooted17;evasion myth.MostofthosewhoknowoftheOrderonlyknowof
(+5Dex,+5armor,+2naturalarmor) their involvement in what has been named the Dragons
hp77(14HD) Crown incident, in which all psionic ability was
Immunesleep suppressedforaperiodofmonthsinMountainsFuryof
Fort+12,Ref+15,Will+8 the190thKingsAgeorFreeYear4.
Speed40ft.(8squares);woodlandstride This incident began when the human psionicist
Melee4claws+21(1d4+7)andbite+19(1d4+poison) Pharistes became the Cerebral Master of Telepathy. It is
Ranged+3chatkchaofreturning+22/+17/+12(1d6+7) believed he blamed the wanton abuse of psionic power
BaseAtk+14;Grp+18 for personal gain as the principle reason for the current
Atk Options poison 1/day (DC 12, initial 1d6 Dex state of Athas. At some time in the past, Pharistes had
damage,secondaryparalysis) come into possession of an artifact called the Psionatrix
Special Actions camouflage, Deflect Arrows, favored whichwascapableofsuppressingpsionicuse.
enemy(elves+4,humans+2),swifttracker Once he became a Cerebral Master of the Order,
CombatGear 3potionfruitsofheal Pharistes presented his plan to correct the world to the
AbilitiesStr18,Dex20,Con13,Int13,Wis17,Cha8 other Cerebral Masters. Using the Psionatrix, psionic
SQwildempathy+13(+9magicalbeasts) power would be suppressed across all of Athas for a
Feats Advanced Antenna, Blessed by the Ancestors, thousand years. During this time, the Order would set
Deflect ArrowsR, EnduranceB, Improved Initiative, thingsrights,asmembersweresomehowimmunetothe
MultiattackB,TrackB,Wastelander effects of the artifact. Though some of the Cerebral
Skills119HandleAnimal+6,Hide+21(25insandyor Masters objected to this plan Pharistes was able to seize
arid areas), Jump +47, Listen +17, Move Silently +21, control of the group through his superior telepathic
Search+15,Spot+17,Survival+18 abilitiesandthepowerofthePsionatrix.
Possessionscombatgearplusamuletofmightyfists(+3), The Psionatrix was activated and a psionic
bracersofarmor+5,+3chatkchaofreturning suppression field covered the planet. Chaos ensued.
AnimalCompanionkestrekel(ToA160) Psionics is an integral part of Athasian life and used for
manymundanetasksthroughtheday.Thedisruptionof

The Order psionics caused considerable damage to the cities of the


Tablelands.Inaddition,thepsionicsuppressionfieldhad
asideeffectonthrikreen,causingthemtoenteraberserk
We are the Order, Ardivan the Black, and you will join uncontrollablerage.
us in upholding the Balance or be destroyed. According to rumors, King Hamanu eventually
Sashaya,femalehalfelvenentrantoftheOrder discoveredthelocationofPharistesandthePsionatrixin
an ancient fortress deep in the Dragons Crown
The Order is an organization of the highestlevel Mountains. The Lion King sent agents to deactivate the
psions on Athas, dedicated to two precepts: Psionics Psionatrix. Apparently the heroes succeeded thought
should only be studied for its own sake, and psionic rumors vary on whether Pharistes was killed or driven
talentsshouldonlybeusedtopreservethenaturalorder. off,andwhatbecameofthePsionatrix.
TomembersoftheOrder,psionicsisnotmerelyatool In the aftermath of the Dragons Crown incident
or a means towards an end. Psionics is a higher rumors spread that the Order was left in turmoil. Their

231

agenda and methods questions with many members As the most junior of the lower order, entrants
questioning whether the Order should continue as an perform most necessary daytoday interactions with the
organizationordisband.Inrecentyears,rumorsthatthe rest of Athas. The wander Athas in search of psionic
Order has disbanded have been passed by those in the heresy,whichtheymustreporttotheirmediatorcontacts.
known. With the battle at the Dragon Crown Mountains They may act upon such heresy only after receiving
having significantly reduced their numbers and a specificinstructionsfrommediators.
disagreement over whether the Order should reconsider MediatorsmakedecisionsaboutAthasianaffairs;they
itsgoals,themembersdecidedtodisbandtheremnantsof usually send entrants to deal with perceived problems.
theOrder. Mediatorsmustcollectinformationonpsionicheresyand
Unfortunatelytheserumorsarefalse,andwerespread delegate the responsibility for eliminating that heresy.
onpurposebymembersoftheOrder. Mediators only occasionally involve themselves
personally with the destruction of psionic heresy, calling
The Order on Athas on entrants to perform the actual work. Mediators only
rarely inform the upper orders about their activities, as
Psionic heresy cannot be allowed. By our ancient laws he theupperordersdislikeinterruptions.
is now a renegade. His life is forfeit. The elite body, consisting solely of psions with 7
Mandalis,OrderMediator through 10 Order Adept levels, is structured in sixes,
according to the six psionic disciplines. There are six
The Order is a selfappointed champion of psionic cerebral masters, one assigned to each discipline, and
purity. The upper orders pursue psionic purity, whereas beneatheachofthesearesixpsiologists.Therearealways
lowerordersrootouthereticalpsions. exactly42sapientbeingsintheupperorders.
The Order defines psionic heresy as the use of The psiologists are concerned with physical research
powerful psionic powers for causes of extreme good or into psionics. They concentrate on their specialized
evil.Powerfulpsionicsarepowersusedbyanepicpsion. discipline, studying psionic beasts, ancient records and
Belowthatlevel,theOrderregardspsionsashardlymore ruins, and the use of psionics by all intelligent creatures.
than children, who cannot be held responsible for their They must convey their findings to the five other
actions. The attitudes of such lowlevel characters psiologistsintheirdisciplineandtotheircerebralmasters,
towardslaworchaosdonotconcerntheOrder. buttheychoosetheirownresearchprojectsandmethods.
Characters who use other powers, (armies or arcane Thesixcerebralmastersdevotetheirlivestopersonal
magic,etc.)tofurthertheirgoodorevilendsalsodonot psionicgrowth.Basingtheirresearchintheirownminds,
concern the Order. Only the use of powerful psionics they meet only with other members of the upper orders,
drawstheOrdersattention.TheOrderisnotinterestedin and then only occasionally. Their solitary existence calls
supporting neutrality as suchthey only seek psionic forminimalcontactwiththeworld.
purityastheyhavedefinedit. WithintheOrder,amemberknowstheidentitiesofall
All members of the Order must uphold this agenda. membersofhisstation,andhehasuptothreecontactsin
They must confront heresy according to their roles; they thenexthigherlevel.
mustpursuegreaterpsionicmasterythemselves,andthey
cannot personally use their psionic powers for any
NPC Reaction
purposethatiscompletelygoodorevil.
Though its members are individually powerful, the

Organization
Order is very small, and its effects on Athasian life and
culture are minimal. Concentrating as it does on its
The Order has an organization that is both loose and version of psionic purity the Order leaves other great
rigid. It is rigid in that members fill different roles forces on Athas unmolested. In fact, the only characters
dependingontheirlevelofpsionicmastery,thattherecan whowilllikelyeverencountertheOrderarepsionswho
be only so many members at the upper levels, and that progressbeyond20thlevel.
eachmembermustadheretothedoctrinesoftheOrderas Legends of powerful psions and their exploits are
awhole.Itsorganizationisloose,however,becausethere fairly common, but actual knowledge of the Order is
are no regular meetings (physical meetings, that is) and extremely rare. Members of the Order seldom bring
because each member operates independently within his attentiontothemselves,sincetheactivitiesofthecommon
givenrole. folk dont warrant their interference. That there exists
The Order is organized into two major sections, the somehigherorganizationofmysterious,powerfulpsions
lowerandupperorders. isanuncommonrumor.Itsnature,members,andagenda
Allpsionsinthelowerordershave1through6Order arethesubjectsofwildandinconsistentspeculation.Even
Adeptlevels.Lowerlevelpsionscannotpetitionforentry. the sorcererkings are not completely certain about the
Those with Order Adept levels 1, 2, and 3 are entrants Order some acknowledge its existence, but none has a
while those oflevel 4, 5, and6 are mediators. Though the clearideaofitsmission.
number varies, there are usually around 30 entrants and
10mediatorsintheOrderatanytime.

232

The Order Lore She sets increasingly more difficultchallenges in front of


thePCstoseetowhatlengthstheywillgotoinorderto
Characters with ranks in Knowledge (psionics) can rescue their loved ones. She attempts to do all of this
research the Order to learn more about it. When a whilenotdirectlyrevealingherselftothePCs.
character makes a skill check, read or paraphrase the
following,includingtheinformationfromlowerDCs.
DC20:TheOrderisagroupofpowerfulpsionswho
Cassine CR27
are responsible for slaves escaping, socks from Femalehalflingtelepath20/orderadept7
disappearing,rain,andanimalswithnastydispositions. LNSmallhumanoid(psionic)
DC 25: The Order was responsible for the disruption Init+2;SensesListen+6,Spot+2
ofpsionicpowersinMountainsFuryofthe190thKings LanguagesHalfling
Age(FreeYear4)usingapowerfulartifactfromtheirbase AC13,touch13,flatfooted11
intheDragonsCrownMountains. (+1size,+2Dex)
DC 30: The Order disbanded in the wake of the hp122(27HD)
Dragons Crown incident, though members of the Order PR37
stillliveandmaypursuetheirownmysteriousgoals. Fort+15,Ref+16,Will+22(+29psionicallyfocused);+2
onsavesagainstspellsandspelllikeeffects

The Order in the Game Speed20ft.(4squares)


Meleemwkdagger+14(1d41/1920)
The player characters may meet a member of the BaseAtk+10;Grp+10
Order in their travels, though they may never identify Atk Options Extend Power, Epic Power Penetration,
himassuch.Membersofthelowerordersarewanderers, Greater Psionic Endowment, Inquisitor, Quicken
somakingacquaintanceofoneisnotoutofthequestion. Power,UnconditionalPower
The DM may, in fact, consider introducing an entrant or EpicPowers/Day3;EpicPowersKnown(ML29th):
mediator NPC into his campaign, if one of the PCs is an beastmastery(DC29),epicinertialarmor,epicschism
advancing psion. Reintroducing the NPC when the PC Power Points/Day 423; Psion Powers Known (ML
gainsaccesstoepicpsionicslendsbackgroundcolortothe 29th):
encounter. 9thaffinityfield(DC28),truemindswitch(DC28)
Onceanycreaturegainsaccesstoepicpsionicpowers 8thgreater psionic teleport, mind seed (DC 27), psionic
his mind attracts the Orders attention. Mediators send mindblank
one or more entrants to investigate the new psion and 7thcrisis of life (DC 26), mindflame* (DC 26), ultrablast
learn his motivations. If the new psion is of neutral (DC26)
alignment,theyapproachhimtojointheOrderasanew 6thauraalteration,masscloudmind(DC25),remoteview
entrant. If his alignment is either good or evil, or if he trap
refuses to join the Order, he is marked for death and 5thmetaconcert,mindprobe(DC24),psionictrueseeing,
becomesarenegade. shattermindblank(DC24)
Before a player character gains a second level after 4thcorrespond,hallucination*(DC23*),psionicdominate
gaining access to epic psionics he must deal with the (DC 23*), psionic freedom of movement, psionic modify
Order as either a member of a renegade. A member can memory(DC23),schism,thievingmindlink(DC23*)
stillactasanindependententity.Hecanstilloperatewith 3rdbody adjustment, dispel psionics, false sensory input
other characters and travel unhindered across Athas (DC22),hostileempathictransfer(DC22),mentalbarrier
howeverhemustactwithinhisroletowardtheagendaof 2ndaversion (DC 21*), brain lock (DC 21), psionic calm
theOrderasawhole.Failuretodosoresultsinexpulsion, emotions*,psionicidentify
which means a death sentence from the organization. 1stdetectpsionics,inertialarmor,psioniccharm(DC20*),
Renegades have committed no special crimes against telempathicprojection(DC20),vigor
anyone on Athas; however the Order hunts them *ThesaveDCsforthesepowersmightincreasewiththe
relentlessly, sending entrants and even beast servants useofaugments.
against them until they are destroyed. Provided he can AbilitiesStr8,Dex15,Con12,Int26,Wis14,Cha8
avoid the Orders wrath, a character can advance as a SQ targets of charm powers do not gain a bonus on
renegadetoanylevelofexperience. savesduetobeingthreatenedorattacked,subjectsof
compulsionpowersdonotgetabonusonsavesdue
Sample Encounters tobeingforcedtotakeanactionagainsttheirnatures,
immediately reroll any failed Will save against a
EL 27: Cassine is a psiologist of telepathy. She has
clairsentiencepowerorability
studiedpsionicbeastsandtheiruseofpsionics.Onearea
EpicFeatsEpicManifestation,EpicPsionicMeditation,
thathasinterestedhergreatlyishowpsionicbeastsseem
EpicPowerPenetration
tobeabletoincreasetheirpsionicpoweraswellastheir
Feats Extend Power, Greater Power Penetration,
natural aggressiveness when their young are threatened.
Greater Psionic Endowment, Inquisitor, Power
Cassinewondersifthisphenomenoncanbeduplicatedin
Penetration, Psionic Affinity, Psionic Body, Psionic
thinking beings. To study this hypothesis, Cassine
Endowment, Psionic Meditation, Quicken Power,
kidnaps family members of a PC with psionic abilities.

233

SkillFocus(Psicraft),UnconditionalPower canbefoiledonlybythequickthinkingofbravetemplars.
Skills Autohypnosis +4, Bluff +19, Climb +1, At other times, the Shadows are noble avengers who
Concentration +31, Diplomacy +16 Disguise +1 (+3 frustrate the goals of greedy sorcererkings or brutal
acting), Gather Information +9, Jump +1, Knowledge bandits.Inallthestoriestheyaresimilardarkclad,soft
(nature) +18, Knowledge (psionic) +45, Listen +6, spokenelveswhoprovideanyserviceorobtainanyitem,
Psicraft+52,MoveSilently+3,SenseMotive+17,Spot foraprice.
+2,UsePsionicDevice+1
Possessions combat gear plus masterwork dagger, The Shadows on Athas
headband of intellect +6, psionatrix of telepathy, cloak of
resistance+5 Elves dont scare me, but the Shadows do. My uncle tried
to double cross them in a deal two harvests ago, and they
took it out on everyone he knew. Its why I am a slave.
The Shadows They can strike at you from anywhere
CheritAztherax,formerDrajnobleandcurrent
You might as well try to hide treasure from the brickmakerfortheGodChildAtzetuk
Shadows.
Athasianproverbmeaningsomethingimpossible TheShadowsservicesdonotcomecheaply.Adeposit
of up to 100 gold pieces is required for particularly
Many Athasian organizations trade in contraband, difficult assignments, an amount that few Athasians can
assassination, espionage and forbidden itemseven, on afford.Afterthejobisdone,theShadows demandupto
occasion, the dynastic merchant houses. But no others onehalfthevalueitemtheyareaskedtosteal.Woeunto
havehonedthepracticesofsmugglingandtradeinillegal the individual who cheats the Shadows, for the item in
objects and substances to such a height as have the question will invariably disappear, along with much of
Shadows,andnooneknowsexactlyhowtheydoit. theemployerswealth.
Should the Shadows feel that their employer will use
Brief History the information gained for evil or selfish purposes or to
harm the innocent, that employer may well find himself
Many Athasians claim that the Shadows have always
thetargetoftheShadowsvengeance.
existed. There is little evidence to contradict this, for
Often, information or acts similar to what the
references to the Shadows go back hundreds of years.
employerrequestedarevisiteduponhim,orhisenemies
After so much time, the Shadows have evolved
learn his most devastating secrets. There is no telling
considerably,becominglessatribeorfamilyandmorea
exactly when the Shadows sense of fair play will be
vast,complicatedsecretsocietywithanexclusivelyelven
offended,butwhenitis,disasterinvariablyfollows.
membership. While most Shadows are born into the
Mostoften,Shadowsappearanddisappearassilently
group,outsidersaresometimesadmitted.
andmysteriouslyastheirnamesuggests.Anindividualin
An early reference to the Shadows comes from an
need of a certain item will often find that exact item
ancientepicsungbybards.ThisisknownasTheSagaof
offered to him by a mysterious, hooded elf who speaks
theFallofKaday.ThesongspeaksofKaday,apowerful
littlebutalwaysdeliversaspromised.
defiler,whoisundonebyajealousexlover.Spurnedand
Shadows sometimes operate out of a normal elven
rejected, a beautiful wizardess makes a pact with a
market,usuallybyagreementwiththetribethatoperates
mysteriousgroupofblackcladelves,givingthemallher
it. Although they will sometimes present themselves
worldly possessions in order to grant her vengeance. To
openly as Shadows, they most often do business in the
her dismay, the elves retaliate out of all proportion,
guiseoftheirhosttribe,allowingtheirhostsashareofthe
casting down Kaday in a cataclysm that destroys both
profits. The Shadows never themselves operate elven
him and everything he owns. In the end, the distraught
markets,preferringtoworkindividuallyorinverysmall
wizardessrepentsofherdeedanddiesofgrief.
groups.
This story, a popular tragedy told in innumerable
versions(inone,therejectedwizardessandherloverstill
Organization
wander the wilderness of Athas, wailing endlessly),
illustrates several points that are familiar to those who TheShadowsaredividedintonumerouscells,known
know the Shadows. An inherent (if chaotic) sense of as talons. Each talon is based in a different city and is
justice and fair play seems to permeate their dealings. responsibleforallactivitiesinthevicinity.Atalonisled
Ordersareoftenfollowedtotheletter,eventotheextent by a talonmaster, usually a highranking rogue or
of causing destruction and grief far out of proportion to wizard, who acts as patriarch (or matriarch) of what
whattheclientinitiallyrequested.TheShadows,itseems, amountstoanextendedfamily.
are determined to teach foolish outsiders to think about Talonmasters meet once every ten years in a secret
theconsequencesoftheiractions. locationtoselectthegrandshadowmaster,wholeadsthe
Everycity,aswellasmostvillages,hastalesaboutthe tribe for the next decade. The grand master arbitrates
Shadows.Theycantaketheroleofheroes,villains,oran disputes, selects new talonmasters, and coordinates all
amoral force of nature. Sometimes, they are thieves who activities.Thetalonmastersareautonomousleaders,with

234

noobligationtofollowthegrandmastersedicts,butthe enemys caravan traffic. Material gain is not an issue for


grand master retains the right to remove talonmasters theemployer,asraidingclawstakealltheyfindaspartof
fromoffice,sohiswishesareusuallyrespected. theclawspay.Theseclawshaveacompositionsimilarto
Below the talonmasters are numerous sub a normal tribe, with fighters, scouts, wizards, and so on.
commanders, known as shadowmasters, each Paydependsontheplundertobegainedfromthetarget.
responsibleforadifferentsection(orclaw)ofthetalon.A Extremelylucrativetargetsareraidedfornexttonothing
fighter leads the mercenary claw, a wizard the magical (afewdozengoldpieces),whilepoorervictimscostmore
claw,aroguetheespionageclaw,etc. (hundredsorthousandsofgoldpieces).
Under the shadowmasters are numerous elves with Thieving Claw: Thievery is one of the Shadows
skillsappropriatetotheirsection.SomeShadowsarenot specialties. This claw includes mostly thieves, plus a few
associatedwithanyparticularclaw,butworktemporarily wizards skilled in illusion spells and psychoportation
for whichever is most appropriate at the moment. Most psionicists. Numerous supposedly impregnable vaults
talonshaveaddedaclawdevotedexclusivelytotrade,led and heavily guarded fortresses have fallen to near their
by a highlevel rogue and employing lowerranking miraculous skill. The Shadows skill as thieves has
Shadows of every class. Various claws, their rules, and enteredpopularlegendalongtimeago.
organization, are listed below. Some details vary from
talontotalon,butthebasicfunctionsremainthesame. NPC Reactions
Espionage Claw: The Shadows skill at intrigue is ThegeneralpopulaceknowslittleabouttheShadows,
every bit as impressive as their talent for theft. Secrets thinking of them only as mysterious elves who appear
knownonlyinthedeepestheartsofAthasiannobleshave sometimes unexpectedly to offer their services to anyone
become common knowledge or fallen into the hands of who can afford them. Those who know about a certain
extortionists as a result of the Shadows activities. Secret individuals affiliation see him with hate and fear and
tradeagreements,communicationsbetweenconspirators, have an initial attitude of unfriendly towards him.
and crimes against sorcererkingsall are targets of the Rogues, bards and those who break the law as a way of
Shadowsspies,andnothingseemstrulysafe. life view the Shadows more positively, because they
Merchant Claw: Until recently, trade was a limited benefitfromtheirnumerousservices.Theyhaveaninitial
part of the Shadows activities. Small merchant claws attitudeoffriendlytowardsthosewhorevealthemselves
weremaintainedtofencestolengoodsortobuysupplies asaShadow.
needed by the talon. In the past few years, however,
Shadow merchants have gained considerable status, and
The Shadows Lore
their activities have grown to equal or eclipse the
Shadows familiar pursuits. Trade with the Shadows is Characters with ranks in Knowledge (local) can
simple. They will buy or sell anything, anytime, research the Shadows to learn more about it. When a
anywhere,andtovirtuallyanyone.Pricesdependonthe character makes a skill check, read or paraphrase the
Shadowsattitudetowardtheindividual.Buyersorsellers following,includingtheinformationfromlowerDCs.
of chaotic or good alignment are usually favored, DC 20: The Shadows are mysterious elves who offer
although those of a neutral bent also receive good servicesfromburglary,toraidingandespionageforthose
treatment. Evil or lawful individuals can get good deals, abletopay.
but they must bargain skillfully. The only groups the DC 25: A vast and unthinkably old organization, the
Shadows refuse to deal with are the sorcererkings and Shadows have survived for a long time by keeping their
their templars. They will even deal with outside defilers, secretssafefromoutsiders.
althoughtheychargeexorbitantpricesfordoingso. DC30:RecentlytheShadowscriminalactivitieshave
Mercenary Claw: This is the claw most frequently dwindled, as they have discovered that trade can be just
encountered by outsiders. Many Shadow mercenary asprofitableascrime,butwithlesswork.
claws are known only as freebooters with no connection
to the mysterious elves. These groups have their own The Cache
history, heraldry, and uniforms, leading customers to
One of the most important headquarters of the
believethattheyareindependentelvenmercenaries.
ShadowsintheTablelandsisknownonlyastheCache,a
MagicalClaw:Shadowdefilersfavorspellsofstealth,
secret domicile of one of their two heads in the Ivory
deception, and illusion (there are a large number of
Triangleregion.ThelocationoftheCacheisknowntofew
illusionists).Theseillusionistsarealmostalwaysassigned
outside the Shadows. NonShadows who somehow
individually to assist other claws in the pursuit of
stumble across the location of the site will be killed
missions. As with the mercenaries, members of the
immediatelyandwithouthesitation.
magical claw sometimes masquerade as independent
TheCacheliesinsideamountain,itsentrancesculpted
agents,hiringouttothehighestbidder.Fundsfromtheir
in the rock with illusions making sure that no one finds
employmentgobacktothemagicianstalon,withoutthe
the entrance by accident. Inside is a warren of halls and
knowledgeoftheemployer.
rooms,exquisitelybuiltintheelvenstyleofarchitecture.
Raiding Claw: Raiding claws are not assigned as
The Cache works as a training center for the young
much as they are simply unleashed. Those who require
members of various claws, a resting place, a large
their services often hire them simply to disrupt an

235

storehouse of various goods, and barracks for the Speed40ft.(8squares);elfrun


hundredwarriorsthatgarrisontheCache. Meleemwkshortsword+9/+4(1d6+1/1920)
The Cache was first constructed over 600 years ago BaseAtk+7;Grp+8
when the Oba of Gulg declared war on the Shadows, Atk Options Combat Expertise, dazzle, sneak attack
seekingtoeliminatethementirelyfromthecity.However, +3d6
it is transforming more and more into a merchants AbilitiesStr13,Dex14,Con10,Int16,Wis17,Cha18
fortress. Trade in the illegal goods with which the SQ agent, contact, improved fast talk, linguist, trap
Shadows deal has been further boosted by the revolt in sense+1,trapfinding
TyrandtheturmoilinRaamafterDregothsinvasion. FeatsCombatExpertise,Deceitful,Stealthy,Trader*
Aside from talonmaster Vollen (LN male elf, fighter Skills 154, Appraise +17, Bluff +20, Diplomacy +19,
10/rogue9),highleveldefilersresponsibleforinstructing Disguise +15 (+17 acting), Forgery +10, Gather
the magical claw apprentices, and highlevel rogues Information +16, Hide +14, Intimidate +16,
instructors for the thieving, espionage, and merchant Knowledge(local)+13,Listen+10,MoveSilently+14,
claws, the Cache employs many guardians from the Perform +10, Profession (merchant) +19, Search +10,
mercenary and raiding claws to watch the tunnels, the SenseMotive+18,SleightofHand+7,Spot+10
mainentrance,andpatrolthesurroundingregion. Possessions masterwork studded leather armor,
masterwork bronze longsword, ring of protection +1,
The Shadows in the Game amuletofnaturalarmor+2,cloakofCharisma+2

The Shadows work better in an urban environment,


such as large villages and citystates. Recently, the The Templarate
Shadows seem to be growing less active. While many
assassinations, thefts, and other acts of mayhem have Do you know the penalty for trying to escape the Shadow
been blamed on this mysterious group, there is little Kings slave pits, my thin, elven captive?
evidence that the Shadows are involved. True, their Alethea,Nibenesetemplar
handiwork is still seen on occasion, but to nowhere near
theextentthatitwasinthepast. Templars are the minions of the sorcererkings; his
Some claim that the Shadows are dying out. Most warriors, his cityguard, and the living symbols of his
learned scholars agree that the Shadows are still active, tyranny.
but they have simply changed their tactics. The thefts, For specific information regarding a templarate of a
killings, and espionage continue, and are still offered to particularcitystate,refertoChapter7:LifeonAthas.
anyone who knows the right questions to ask, but now
the Shadows seem to have discovered an easier, more
certain way of life. Like many other elven tribes, the
Brief History
Shadowshavediscoveredtrade. The templars are taught that long ago the sorcerer
kingsbanishedallgodsasfalseandsenthordesofselfish
Sample Encounters andmisguidedfollowerspacking.Somebelievethistobe
Shadow members live in intrigue, intimidation, and true, and others say it is only a convenient lie created to
secrecy,buttheyuseviolenceonlyasalastresortorifthe justify the Eradication. The majority of templars dont
pay is very high. They first try to get their way through really care. They care more for the power they have and
blackmail or intimidation before resorting to their withschemingtoacquiremore.
assassins.
EL11:Areasonablygoodnatured(foraShadow)elf, The Templarate on Athas
Sellak likes to play the role of the mysterious smuggler.
Hegreatlyenjoysmeetingcustomersinthemiddleofthe
Templars so cherish their status as keepers of the peace
night,swathedinadeephoodedcloak.Hedoesthiseven and protectors of the public that they have occasionally been
when he is dealing in legitimate trade goods, if only to known to beat to death those citizens who question that
maintainhisimage. status.
WanderersJournal
Sellak CR11
Maleelfrogue5/dunetrader6 The templarate is one of the great powers of the
NGMediumhumanoid(elf) Tablelands. Thanks to its control over a particular city
Init+2;Senseslowlightvision;Listen+10,Spot+10 stateadministrationandthedivinespellsgrantedbytheir
LanguagesCommon,Dwarven,Elven,Saurian sorcererkings, it has exerted considerable influence over
the shape of their citystate during the Brown Age.
AC16,touch13,flatfooted14
Characters who serve the templarate as templars or
(+2Dex,+3armor,+2natural,+1deflection)
templar knights are part of a significant and vital city
hp38(11HD)
statepower.
Resistmundaneextremeheatorcold
Fort+3,Ref+8,Will+9

236

Organization The Templarate in the Game


Not surprisingly, most templars rarely, sometimes
Templars are very diverse in their attitudes and
never, see their lord and master. There are far too many
motivations, but because the power they hold tends to
for the king to personally supervise, and sorcererkings
corrupt any individual, the organization is more
usually have no desire to associate with undesirables,
appropriate for neutral and evilaligned characters who
even their own. Templars of higher rank see their king
canagreeonservingasorcererking.
onlywhenhewishestoseethem,andthenonlyifthereis
Keeping templar PCs happy in the organization is
an important matter to be discussed. Each monarch is
relativelyeasy:Simplyensurethattheyhavenoshortage
somewhat different, but the general rule seems to be
ofwizardstohuntandundeadtofight.Butpowertends
speakwhenspokento.
to attract the corruptible and corrupt templars,
The templars usually have a very rigid chain of
unknowing agents of secrets organizations and
command. Firstlevel templars will report to those
dominatedvictimsofevilmindbendersarethenormand
immediatelyabovethem.They,inturn,passmessagesup
nottheexceptioninacitystatestemplarate.
throughtheranks.Trivialinformationisweededout,and
only the most urgent matters are brought before the Sample Encounters
templarcommanderthekinghimself.
NPC templars look a lot like PCs, and they are most
The spells and supernatural powers that are given to
likelytobeencounteredaspowerfulandimplacablefoes.
thetemplarsmustberequesteddirectlyfromthesorcerer
They are devoted to fighting against freedom and
king,butthesetransactionshavebeenplayedoutsomany
knowledge, and the PCs are usually promoting just that.
timesthatthekingisrarelyevenconsciousofthem.High
On the other hand, if the PCs are colluding with evil
level templar spells are often supervised, however,
wizardsorundead,whethertheyareawareofitornot,an
because the sorcererkings are concerned about potential
NPCtemplarcanbeanimportantally.
treachery and in any case, they believe that they know
EL12:Thecityisinshortsupplyofslaves,andTorban
what armaments their servants need better than their
wasputinchargeofapressganginordertoconscriptthe
templars.
homeless.Asthecharactersstrollalong,atemplarsquad,
consisting of two lowlevel templars and four mul
NPC Reactions
soldiers (see page 249), seals off all streets and alleys.
All citizens of a citystate recognize the distinctive
Shutters and doors slam, shutting off businesses and
clothing (or absence thereof) of the templars, and most
homes. The soldiers begin to move down the street,
haveunfriendlyattitudestowardthesehighlyvisibleand
accosting everyone in their path, letting only merchants
corrupt champions of the sorcererkings. Outside a city
andnoblestoescape.
state,recognizingatemplarclothingsorsigilasasymbol

of a templarate requires a DC 10 Knowledge (religion)
check, while a DC 15 check identifies the wearer as a Torban CR10
memberofthetemplarate. Malehalfgiantfighter6/templarknight*4
Sinceatemplarissworntoexterminatewizardsofall LELargegiant
kindsandundead,suchcreaturesarealwayshostilewhen Init+4;Sensesdarkvision60ft.;Listen+3,Spot+3
theyrecognizeatemplar. LanguagesCommon
AC19,touch13,flatfooted15

The Templarate Lore (1size,+4Dex,+4armor,+2natural)


hp105(10HD)
Characters with ranks in Knowledge (local) or Immunefear
Knowledge(religion)canresearchtheTemplaratetolearn Fort+14,Ref+7,Will+5
moreaboutit.Whenacharactermakesaskillcheck,read Speed40ft.(6squares)
or paraphrase the following, including the information Melee+2swatter+13/+8(3d8+14)
fromlowerDCs. Space10ft.;Reach10ft.
DC 10: Templars can cast divine spells through their BaseAtk+10;Grp+20
sorcererkings. Atk Options Cleave, Combat Reflexes, Improved Bull
DC15:Thetemplarsarededicatedtohuntingwizards Rush,PowerAttack,smiteopponents1/day
and undead, as well as administrating and protecting SpellLikeAbilities(CL4th):
theircitystate. 6/daydefilerscent,detectmagic,slavescent
DC 20: A templarate is usually divided into several TemplarKnightSpellsKnown(CL5th):
bureaus, each divided to a specific aspect of the city 2ndbullsstrength,resistenergy
statesadministration. 1stcausefear(DC14),divinefavor
DC 25: Characters who achieve this level of success AbilitiesStr24,Dex18,Con20,Int8,Wis16,Cha13
can learn important details about a specific citystate Feats Cleave, Combat Reflexes, Field Officer*,
templarate in your campaign, including a notable Improved Bull Rush, Power Attack, Secular
individual, their bureaus, and the kinds of activities it AuthorityB, Weapon Focus (swatter), Weapon
undertakes. Specialization(swatter)

237

SkillsBluff+2,Climb+8,Concentration+6,Diplomacy return once we tear down the rulers of the city-states and
+5,Intimidate+3,Jump+8,Knowledge(warcraft)+1, their templars.
Listen+3,SenseMotive+5,Spot+3 YangtilUrgranttohisnewapprentice
Possessionsmasterworkchitinplate,+2swatter,sigil
Sorcererkings send their agents to destroy potential
The Veiled Alliance rival wizards hiding within their cities. Nomad witch
lords banish rival mages to the unforgiving sands of the
desert. Halfling chiefs exterminate followers who show
"We hunt down the hidden cowards because they can't be
anysignofcontroloverthesupernatural.Evenotherwise
trusted. Only those chosen by the God-King Hamanu are timid hermits have been known to risk their lives in an
worthy of wielding the power of the mage. Only they are efforttomakesurethatnowizardenterstheirterritory.
controlled enough not to turn what precious little life on The Veiled Alliance is an excellent nemesis or
Athas is left into dust and ashes." potential ally for campaigns featuring arcane casters.
TemplarDistryKentus,leaderofHamanusanti Veiledonescanactastutorsandsuppliersorasrecurring
wizardforce foes,harryingPCsiftheyhaveanaffiliationwithdefiling
magicorthesorcerermonarchs.
In most cities, there are secret leagues of preservers
called the Veiled Alliance. The Veiled Alliances are Organization
confederations of preservers working together to protect The Alliance uses a cell structure to ensure that no
their members from assassination and harassment by member outside the core leadership knows much about
sorcererkings and other lieges. The members work the organization, and cannot betray much under
together to shield each others identities from the interrogation.
authoritiesortohelpthosewhohavebeendiscoveredto A cell typically holds three to six members,
escape persecution and are often involved in plots to occasionally more. The cells are linked to the central
overthrowtheiroppressiveoverlords. leadership and each other by lines of communication.
Cellspassmessagesbackandforththrough alongchain
Brief History ofcellsinabucketbrigadefashion.Theleadershipranks
cellsaccordingtohowfarfromtheCounciltheyarealong
It wasnt long after the first battles of the Cleansing thechain.Thesedonotrepresentmilitaryrank,power,or
Wars scoured the face of Athas that the common people seniority, merely location. Firstrank cells link directly to
learnedtofearalltypesofmagic.Thisfearsoonbecamea thecentralleadership.Secondrankcellslinktofirstrank,
burning hatred, and that hatred was directed at wizards and so on. The link structure resembles a threesided
and suspected wizards in the villages and towns across pyramid, with the Council at the apex, three firstrank
theland.Thefearandhysteriacausedbythewarsincited cells just below it, and the rest arranged in ranks down
mobs to attack wizardsdefilers and preservers both thesides.
whowereseencastingmagicofanykind.Accusationsof ThereisonemajordrawbacktobelongingtoaVeiled
wizardryspreadquickly,andmanyfolkwithoutanysort Alliance.Membershipispermanent.Whensomeonejoins
of magical skills were killed due to ignorance, false theAlliance,hepledgestoupholditscharteruntildeath.
accusations,ormaliciouslies.Manygoodwizards,whose Anyonefailinginthispledgeiscastout,andthealliance
onlycrimelayintryingtohelptheirpeople,alsoperished assignsoneofitsmemberstoassassinatetheoutcast.
atthehandsofhystericalmobs.
To protect themselves against the crowds and the NPC Reactions
armies of the Champions, wizards learned to hide
ThecommonfolkofAthas,especiallythoseintheTyr
themselves and their art. Defilers usually chose the road
Region,areunfriendlyorhostileiftheyknowaparticular
of solitary study, while some preservers formed into
individual is a spellcaster. Templars and other agents of
hidden groups. These preserver groups were opposed to
the sorcererkings are always hostile. Veiled Alliance
defilers,andespeciallytotheChampionsofRajaat.They
members from other chapters and druids in general, see
bidedtheirtime,learningnewmagic,becomingstronger,
othermembersasallies,beingatleastindifferentoreven
and searching for those who had the ability to learn the
friendly.
ways of the preservers. The traditions of secrecy and
undergroundrebellionwerethussetinmotionthousands
of years ago, eventually evolving into the organization The Veiled Alliance Lore
knownastheVeiledAllianceoncetheBrownAgebegan. Characters with ranks in Knowledge (local) or
Knowledge (arcana) can research the Veiled Alliance to
The Veiled Alliance on Athas learnmoreaboutit.Whenacharactermakesaskillcheck,
read or paraphrase the following, including the
We wear the veil to hide our identity, both from the informationfromlowerDCs.
enemy who destroys the land, and from the common folk, DC 20: The Veiled Alliance works to protect
who we work to protect. Neither understands us. The preservers from persecution, kill defilers, and overthrow
world of yesterday was a verdant paradise, and it can thesorcererkings.
238

DC 25: Despite their name, there is no central 4thblacktentacles(DC21),empoweredtouchofidiocy(+5


organizationthatbindsitsmember.Eachcitystatehasan meleetouch),silentsuggestion(DC20),touchtheBlack
independentchapter. (DC21)
DC 30: Characters who achieve this level of success 3rdarcane sight, dispel magic, fireball (DC 20),
can learn important details about a specific Veiled nondetection,silentknock
Alliance chapter in your campaign, including a notable 2ndinvisibility, protection from arrows, resist energy,
individual,theareainwhichitoperates,andthekindsof scorching ray (+8 ranged touch), scare (DC 18), silent
activitiesitundertakes. ventriloquism(DC18)
Alternatively, similar information might be learned 1stcharm person (DC 18), disguise self (DC 18), magic
throughbardicknowledgechecks,orGatherInformation missile,magictrick,sleep(DC18),wakefulness
checks made with Veiled Alliance members, but in each 0detectmagic,light,magehand,readmagic
casetheDCis5higherthanthelistedvalue. AbilitiesStr13,Dex18,Con20,Int24,Wis8,Cha20
SQdisguisetaint
The Veiled Alliance in the Game Feats Craft Wondrous Item, Distance Raze*, Empower
Spell,ImprovedInitiative,ScribeScrollB,SilentSpell
The Veiled Alliance usually is the one to initiate
SkillsBluff+17,Concentration+12,DecipherScript+9,
contact with the PCs, a fact that helps to conceal the
Diplomacy+13,Disguise+7(+9acting),Intimidate+7,
existence of the organization, even if characters have
Knowledge (arcana) +14, Knowledge (local) +9,
previously explored UnderTyr, Magehome, or any other
Literacy (Common), Listen 1, Sleight of Hand +11,
locationwhereVeiledAlliancememberareexpectedtobe
Spellcraft+14,Spot1
encountered.
Possessions combat gear plus masterwork dagger,
Being a part of a Veiled Alliance chapter offers great
headbandofintellect+6,myrmeleonsorb
opportunities for adventure. The more missions the PCs
undertake,thegreatertheirprominence,allowingthemto
make important decisions and perhaps eventually rise to Slave Tribes
apositionofleadership.
"Slave tribes vary based on who their leader is. Most tribes
Sample Encounters settle away from cities, and seek to stay hidden, avoiding
Encounters with the Veiled Alliance should always slavers and their former masters. They rarely trust
involve elements of secrecy, intrigue and distrust since outsiders, and I have been attacked on more than one
the Alliance is always being hunted by the templars,
occasion by those whom I came too close to."
hiding from the general populace, and at the same time
WanderersChronicle
sabotagingthesorcerermonarchs.

EL 9: Athrialix Denestor is a midlevel defiler
Whenaslavemanagestoescape,hemustfindhisway
infiltrated the Veiled Alliance, impersonating a lowlevel
tooneoftheslavevillagesdottingAthasorperishinthe
preserver,concealinghistruenaturewithperfectaplomb.
harshwilderness.Usually,thesevillagesserveasthebase
HeisplottingdeeptroublefortheAlliance,sothathecan
for a raiding tribe, for slaves seldom have the skills
spring a plan to rescue them and thus take control of
necessarytosurviveinthedesert.
thelocalVeiledAlliancechapter.
The attention of a slave tribe is primarily directed at

thecitystatesthemselves,aswellasthecaravanscarrying
AthrialixDenestor CR9 goods between those citystates. In this regard, their
Malehumandefiler6/myrmeleonAPXI3 violence can be excused, for it almost takes on the
LEMediumhumanoid(human) character of a war against their former masters. In fact,
Init+4;SensesListen1,Spot1 slave tribes have been known to attack templar caravans
LanguagesCommon,[CityLanguage],Elven and expeditions at great risk to themselveseven when
AC14,touch14,flatfooted10 therewasnoeconomicincentive.
(+4Dex) Slave tribes tend to have a wide variety of races. In
hp67(9HD) everycitystate,awideselectionofracesisusedasslaves.
Fort+3,Ref+3,Will+7 Anequallywideselectionescapesandfindsitswaytothe
Speed30ft.(6squares) slavevillages,soitshouldcomeasnosurprisetodiscover
Meleemwkdagger+6(1d4+1/1920) that most slave tribes are composed of a wide variety of
Space5ft.;Reach5ft. races.
BaseAtk+4;Grp+5
CombatGearpotionfruitofcuremoderatewounds,clothof Slave Tribes on Athas
dispel magic (disguised as handkerchief), clay tablet of
lightningbolt(disguisedastalisman) They are a strange lot, banding together out of need and
WizardSpellsPrepared(CL9th): hope. They settle just when they have gained freedom,
5thempowered fireball (DC 21), quietstorm (7 rays, +7 putting down roots when they have finally felt the wind on
rangedtouch) their faces.

239

GldarithCloudraceroftheSkySingerstribe Slave Tribes in the Game



SlaveryexiststhroughoutAthas.Itthrivesinthecity Slavetribeshidethemselvesprettywell.Forthemost
states of the sorcererkings. It flourishes in the merchant time,theysimplytrytoekeoutalivinguntiltheyhavea
houses. It lingers in villages far from the centers of chancetounleashtheirhatredfortheirformermasters.A
civilization. Almost every living, intelligent being knows PC contact could have been a member of a slave tribe
of the practice of capturing, raising, and keeping slaves. without the PCs ever knowing, and his tribe might have
Some relish the system and embrace its methods and existedalongwithoutevercomingtotheattentionofthe
ideologycompletely. characters.
Slave tribes are the most relief from the harsh and Being part of a slave tribe provides players with a
cruel life an Athasian can dream of. A slave tribe can chance to work for a better Athas. When designing a
representasafehavenforprocuredPCs,sincemostslave campaign featuring a slave tribe, make you sure you
tribes are located in remote and easy to defend locations display all the scars of a life of slavedom. Fighting
orsimplyareststopfortiredadventurers. alongsideaslavetribeprovidesaperfectvenueforthose
whowanttobeheroes.
Organization
Sample Encounters
Almost without exception, slave tribe leaders tend to
be of military orientation. Soldiers and gladiators offer Encounters with a slave tribe should always focus a
protection and order, so other types of slaves naturally little bit of uncertainty, since you can never tell whether
rally around the more exceptional members of these this particulartribe iscomposed of peaceful artisans and
classes. Other than that, no common organization exists herdersorsavageraidersuntilyouaretooclose.
betweenthemanyslavetribesthatdottheTablelands. EL8:BarunusisthefounderoftheslavetribethePCs
have stumbled upon while roaming the wastes. Barunus
NPC Reactions is a kindhearted old dwarf, barely able to walk. His
village had their only supply of water mysteriously
Slave tribes give special treatment to other slaves.
poisonedandunlessthePCscanhelphim,hisvillagewill
Onlyexslavesareallowedtojoinaslavetribe,andwhen
die.
theyattackacaravan,theirfirstpriorityisusuallyfreeing

all the slaves in it. At the very least, these slaves will be
givendirectionstotheclosestsafeoasis,andenoughfood Barunus CR2
and water to reach it. More often, they are offered Maledwarfwarrior3
membershipintheslavetribe.Becausetheirreputationof NGMediumhumanoid(dwarf)
leavingaloneothervillages,hermits,andsmallpartiesof Init-3;Sensesdarkvision60ft.;Listen+2,Spot+2
travelers,othershaveaninitialattitudeofindifferent. LanguagesCommon,Dwarven
However,slavetribeshaveaninnatesuspicionofthe AC9,touch7,flatfooted9
power that a wizard can wield, so their initial attitude (-3Dex,+2armor)
againstanyarcanespellcasterisunfriendly. hp10(3HD)
Resiststability(+4againstbullrushandtrip)
Slave Tribe Lore Fort+2(+4againstpoison),Ref-2,Will+4;+2onsaves
againstspellsandspelllikeeffects
Characters with ranks in Knowledge (local) can
Speed30ft.(6squares)
research a slave tribe to learn more about it. When a
Meleedagger+2(1d41/1920)
character makes a skill check, read or paraphrase the
Space5ft.;Reach5ft.
following,includingtheinformationfromlowerDCs.
BaseAtk+3;Grp+2
DC 10: Escaped slaves inevitably find other escaped
Special Actions +1 morale bonus on checks related to
slaves hiding in the desert and to survive, they form
focus
tribes.
AbilitiesStr8,Dex4,Con8,Int13,Wis15,Cha9
DC 15: Slave tribes hate templars and wizards in
FeatsMekillothead,SkillFocus(Diplomacy)
generalandwillrelentlesslyattackthemonsight.
SkillsClimb+1,Diplomacy+3,Intimidate+4,Jump+1,
DC 20: Most slave tribes can be found in the forlorn
Knowledge(history)+2,Listen+2,Ride1,Spot+2
and desolate regions of Athas, which provide hiding
Possessionsdagger,leatherarmor
places, secure shelters, and natural defenses against a
tribesmanyenemies.
DC 25: Characters who achieve this level of success Raiding Tribes
can learn important details about a specificslave tribein
yourcampaign,includinganotableindividual,theareain "Raiding tribes take what they want by force. They tend to
which it is located, and the kinds of activities it be lead by former slaves willing to do what it takes to
undertakes. remain free. While slave tribes tend to abhor allowing
others to stay in captivity, raiders will often take slaves

240

and sell them to others. There is no negotiating with example. They hold their position through violence and
them." treachery with the help of wellrewarded guardsand
WanderersChronicle sometimes even potent defilers. Their tribes vary in size
from a dozen individuals to several hundred, depending
Others living in the wastes beyond the citystates on the territory they work and from whom they usually
engage in very hostile approaches to earning a living. steal.
Thesegroupsbecomeraidingtribes,procuringwhatthey
need to survive by pillaging caravans, poaching herds, NPC Reactions
and plundering weak villages. Cutthroats, thieves, Raiders are an intimidating presence among
murderers, and raiders hide in the desolate salt flats or Athasians, serving as constant reminders of Athas
amongthecanyonsoftherockybadlands,emergingonly harshnessandcruelty.Theyareuniversallyfearedbythe
long enough to strike before running back to their hole general populace and hated by the templars and the
withwhateverspoilstheycancarry. merchants.
Although raiders may be scoundrels and cutthroats,
they are not fools. They do not prey upon those who Raiding Tribes Lore
stand a chance of fighting back and winning. Tribes
Characters with ranks in Knowledge (local) can
numbering no more than one or two dozen prey upon
research a raiding tribe to learn more about it. When a
hermitsandsmallpartiesoftravelers.Ontheotherhand,
character makes a skill check, read or paraphrase the
thetribesthatplundercaravansnumberinthehundreds
following,includingtheinformationfromlowerDCs.
and those that loot villages have as many as a thousand
DC 10: Either unable or too lazy to earn their own
members.
living, raiding tribes feed and clothe themselves by
Mostraidersmaketheirhomesinsomeforlornplace,
stealingfromcaravans,lonelyvillages,hermits,andeven
suchasrockybadlandsorasecretoasisinthemiddleofa
thecultivatedfieldssurroundingacitystate.
salt plain. Of course, the raiders are attempting to hide
DC 15: Raiders try to win by simply overwhelming
theirlocation,buttheisolationoftheirvillagesalsomakes
their enemies with brute force and numbers. They are
itdifficultandexpensivetosendaforcetodestroythem.
usuallyledbyexslavegladiatorsorretiredsoldiers.
This tactic works all too well; I can count on my fingers
DC 25: Characters who achieve this level of success
the number of raiding tribes that I know to have been
can learn important details about a specificslave tribein
destroyedinretributionfortheirthievery.
yourcampaign,includinganotableindividual,theareain
Usually,theraidingtribespicktheirleadersthrougha
whichitoperates,andthekindsofactivitiesitundertakes.
hierarchyofviolence.Themostdeadly(oftenadefiler)is
theleader.Invariably,hechoosesthemostdangerousand
toughest tribe members as his assistants, ensuring their Raiding Tribes in the Game
loyaltythroughspecialrewardsandtreatment.Theother Incorporating a raiding tribe in your campaign is
membersofthetribearekeptinlinethroughthethreatof simple, since they exist everywhere in the Athasian
force.Iftheleaderisawizard,hewillseldomtoleratethe wastes. You could explain greater raiding activity with
presenceofanotherwizardinhistribe.Iftheleaderisnot the fact that most templars now have lost their sorcerer
a wizard, one of his assistants is usually a defiler who kingsandarepowerlessagainsttheraidinghordes.
jealouslyguardshispositioninthetribe.
Sample Encounters
Raiding Tribes on Athas Raiders can attack due to several reasons, a response
toathreatmadeagainsttheirtribe,materialgain,orjust
They are a scourge, and should be wiped out. They ride
plainboredom.
in, their leader with his foolish iron helm, and terrorize
EL 12: Batras, anex soldier slave, is the leader of the
honest traders, taking what they will. It costs more to Free,anexslavetribededicatedtoraidingslavekeeping
avoid the area, but we make up for it with less cargo lost." facilities such as merchant caravans and client villages,
MerchantKellichofHouseVorrabouttheBlack bothasameanofsubsistenceandtofreeasmanyslaves
SandsRaiders as possible. He is coordinating such an ambush against
the small caravan which the PCs are traveling in. His
Raiding tribes are the result of a brutal, unrelenting raiding party consists of Selanu (CN male human, rogue
world that rewards carelessness with quick death and 5), five thirdlevel human fighters, and eight firstlevel
they are an important addition to set the gritty and humanwarriors.
dangerous tone of Dark Sun. Even when used in smaller
groups, raiders are brutal and merciless, being able to
Batras CR8
instillthePCswithahealthyrespectforthem.
Malehumanfighter8
Organization CGMediumhumanoid(human)
Init+5;SensesListen+0,Spot+0
Selfstyled warlords command each raiding tribe, but
LanguagesCommon
most are nothing more than bullies leading by ruthless
AC14,touch11,flatfooted13

241

(+1Dex,+3armor)
hp60(8HD)
Fort+9,Ref+3,Will+2
Speed30ft.(6squares)
Meleemwkmacahuitl+10/+5(1d8+6/1920)
BaseAtk+8;Grp+11
AtkOptionsCleave,PowerAttack
SpecialActionsTacticalExpertise*
AbilitiesStr17,Dex12,Con14,Int8,Wis10,Cha13
Feats Cleave, Fearsome*, Improved Initiative,
Leadership, Power Attack, Tactical Expertise*,
Wastelander*, Weapon Focus (macahuitl), Weapon
Specialization(macahuitl)
Skills Climb +8, Intimidate +10, Jump +8, Knowledge
(warcraft)+7,Listen+0,Ride+5,Spot+0,Survival+3
Possessions masterwork macahuitl, masterwork
studdedleather

242

Chapter 9: Athasian Campaigns


Bards tell tales of the fall of King Kalak of Tyr, the great rebellion and liberation of the slaves, and the war against
Urik. It is the life of Rikus the gladiator and his fellow comrades. Elders speak of ancient ruins where undead walk at
night, where powerful defilers seek secrets so terrible the Sorcerer-Kings tremble. Travelers dream of hidden cities in the Silt
Sea, of forgotten cities to the North closed off to the world around them, and of strange halfling cities, beyond which are the
vast Hinterlands of the kreen. Some whisper of sighting strange beings, a forewarning of invasions of kreen, undead or
dray. Athas calls for new heroes and villains. Who will rise to answer the call?
TheOracle,BlueShrineScrolls

TheworldofAthashasaslightlydifferentflavorfrom templars, royal defilers, myrmeleons and other agents of
traditional high fantasy. With a combination of survival theking,orasmercenariesemployedbysuchindividuals.
against,ecologicaldisaster,resourcedepletion,survivalof Dune Traders: Caravans trek across the deserts and
the fittest, slavery and poverty, and the widespread use fierce rivalries exist between new and established trade
of psionic abilities, it has the potential to handle a wide houses. Either through business operations of their own,
range of adventures. The world has been scarred and orbyworkingforamerchanthouse,theplayercharacters
foreverchangedbytheabuseofmagicandaterriblewar are involved with trade. Are the characters mercenaries?
thatlastedoveramillennia.Intheaftermath,ahandfulof Dotheyworkforasmallorlargehouse?Dotheyfollow
individuals with powers akin to gods in other settings the Merchant Code, and where do their allegiances truly
and other powerful groups fight to gain power and lie?
influence. Wastelanders:ThosewhoekealivingintheAthasian
This chapter builds on the ideas presented in the wilderness must protect themselves from the dreaded
Dungeon Masters Guide, especially Chapters 3 and 5, sun, forage for food and defend scarce water supplies.
discussingwhatmakesaDarkSuncampaignuniqueand Nomadic elves and herders, exslaves and raiders, and
the elements that should be woven into every Athasian savagehumanoidsallfightforsurvivalinthewastelands.
adventure. Because the information in this chapter is
primarily directed at the Dungeon Master, the DM is
referred to as you in the advice and guidelines that
Styles of Play
follow.
Dark Sun supports several styles of playhack and
slash, survival and political intrigue, to name a few. The
Creating a Party ideal adventure weaves these elements together,
combining action and high drama with mystery and
When players create characters, they should work betrayal. An adventure can focus on one genre over the
withyouandeachothertodeterminetheirhistory,andto other for a change of pace, but the best campaigns use
give thecharacters a reasonto be together from the very combine several of these elements as the adventure
beginning.Howdotheyknoweachother?Whyarethey progresses.
workingtogether?Considerthefollowingpossibilities. Anadventureentirelysetinacitystatemayhaveless
Slavery: The player characters share the fate of focus on survival and be more focused on intrigue and
shackles and servitude. They can be gladiators fighting deception, but it still could include a few fight scenes
for their lives in the arenas, laborers toiling in the when,forexamplethecharactersarecaughtinthemiddle
Smoking Crown mines, or as builders constructing the of a Veiled Alliance attack, or a rival bribes a templar
grand monuments of the sorcererkings. Were they born patrol to get rid of the PCs. On the other hand, an
incaptivity?Weretheycapturedandsoldintoslavery,or expedition to explore UnderTyr or to explore a ruin
weretheysentencedfortheircrimes? recently discovered after an aftershock has an entirely
Rebellion: King Kalak of Tyr was overthrown by an different tone, though intrigue can be added with
unlikely band of heroes, which liberated all slaves in the mercenaries hired from a merchant house following the
city, and fought off the advancing army of Hamanu of PCsincasetheyfindanythinginteresting.
UrikcometoclaimTyrsironmines.Todaythecityfaces
manychallenges.Didtheplayercharactersparticipatein What Every Adventure Needs
therebellion?Whichsideweretheyon?Weretheyfreed
fromcaptivity?DidtheyfightinthewaragainstUrik? A Dark Sun adventure has a style and flavor all its
KingsService:Thesorcererkingsruletheirdomains own.Totakefulladvantageofeverythingthissettinghas
with an iron fist, and their enforcers are feared and to offer, keep the following guidelines and principles in
loathed. Political intrigue, corruption, assassinations and mindwhenyoucreateanadventureforyourplayers.
intimidation accompany those employed in the kings
service. Player characters can assume the roles of

243

Alignment Is Blurry
Gaming Resources
No one is truly evil or good under the Crimson Sun.
Athas is a world of contrasts, fanaticism and survival. Dungeon masters can gather inspiration to run Dark
Slave gladiators fight battles to the death for the Sun adventures and campaigns from a wide selection of
entertainment of the masses. The Veiled Alliance are movies,musicandtextsources.
preservers who seek the downfall of the SorcererKings,
usingterroristattackstoachievetheirgoals.Defilersfuel Movies and TV series
their magic with plant life, bringing the planet one step
Movies:Apocalypto,Dune,Gladiator,MadMax,
closer to its doom for every spell they cast. Finally, the
Spartacus,TheBeastmaster,ConantheBarbarian,300,10,000
Dragon of Tyr kept Rajaat imprisoned through rituals
BC.
involving periodic sacrifices of thousands of people to
TVseries:Rome
prevent the return of its former master, who would
destroyallofAthasinamadquesttorestoretheworldto Music
theBlueAge.
Movie soundtracks: Batman Begins, Black Hawk Down,
Also, life threatening circumstances always put a
Gladiator,KingdomofHeaven,300
characters alignment to the test. How he acts, how he
Game soundtracks: Diablo 2, Fallout, Fallout 2,
treatstheothercharactersinaparty,andhowhecontrols
Planescape:Torment,WorldofWarcraft
hisownactionscanchangedrasticallywithdesperation.
Texts
Blood and Bone
Troy Denning and Timothy Brown appear to have
Athas is a brutal world ravaged by dark sorcery.
been influenced by ancient Earth cultures during their
Slavery, blood sport, abuse and corruption are part of
creation of Dark Sun. For example, Urik has a definite
citylife. In the wilderness, every day is a fight for
Babylonian feel, and there is a striking resemblance
survival. Savage beasts, raiding tribes and deadly
between Hamanu of Urik and Hammurabi of Babylon,
vegetation challenge player characters over scarce water
including the Code of Laws. Thus searching the web for
supplies.Thesunitselfdrainsawayacharacterslife.The
historicreferencesorvisitingalibrarycanprovideahost
onlycertaintyisdeath.Neverlettheplayercharactersfeel
ofinformationtoenrichaDarkSuncampaign.Forscience
safe and remind them constantly of how harsh life on
fiction elements, Edgar Rice Burrows Barsoom series
Athasis.
containselementsthatcloselyresembleconceptsfoundin
DarkSun.
Opportunism
In a world where survival and struggle for power
dominate the way of life, concepts such as ethics and Plot Themes
morality are increasingly rare. Unscrupulous traders,
corrupttemplars,abusiveslaversandelvensmugglersall Dark Sun can support a host of different styles of
represent Athasian walks of life. Where opportunities adventure plots, but a few basic plot themes are
arise, some will seek to claim them. Player characters particularlywellsuitedtotheworld.Thissectionlooksat
shouldfacetemptationsandopportunitiesthatwilldefine afewofthesethemes.
their nature and challenge their beliefs. Will they act in
selfish opportunism to improve the conditions for Freedom
themselves and their allies, or do the player characters Freedom has its own shackles. Why trade the whip for
striveforrareidealssuchasfairnessandequality? an empty stomach?
Borac,tarekslave
Price of Power

Characters who rise to power attract attention. Description:Thecharactersaregladiatorialslavesthat
Warriors seek champions to lead them on daring raids entertainarenaspectators.Aslave,whohasnotbeenseen
andengagewarsonoldenemies.Templarsinpositionsof forsometime,returnstohiscell,babblinglikeamadman.
power become the targets of plots from ambitious rivals. Herantsaboutapassageandtheguardian.Theguards
The sorcererkings constantly watch for wizards who throwtheslaveintothearenatodieincombatwithalirr,
could one day challenge them, and take measures to while puzzled slaves begin to whisper about a road to
eliminatethemifnooneelsedoes.Roguesandbardswho freedom.
do not pledge loyalty to a noble family soon find The player characters could escape slavery in the
themselves with a choice to swear fealty with a knife at arenaiftheyfindthepassageandgetpastitsguardian.It
their throat, while psionicists will be watched closely by turnsoutthattheguardianisanundeadspiritprotecting
theOrderuntilthedaytheyaretobejudged. a long forgotten shrine. The characters must fight or
Never let the player characters rise to power without negotiate with the spirit to be allowed passage to the
facing contenders and those who would seek to profit surfaceandgaintheirfreedom.
from their fortune. On Athas, power always comes at a Primary Challenge: Finding the passage and making
price. itpasttheraaigthatguardstheforgottenshrine.

244

Secondary Challenge: Guards following the PCs, Templarate and testify, Gilas will be arrested and
trapsanddebrisintheancientundergroundpassage. immediatelysentencedtodeath.
Combat:Moderate. Regardless of whether they are imprisoned for the
Basic Structure: Finding the passage is a matter of murder or testify against the templar who instructed
tracing the dead slave. He used to perform maintenance them, the characters are approached by a third templar,
work in the arena, and was last working in the lower TemplarKali.ShealsoseeksthepositionSaramandGilas
floors. The passage is partially hidden beneath some are fighting over, and she offers to release the characters
rubble. After clearing the rubble, the player characters orrewardtheminreturnfortheirservice.Unlikethetwo
will have to make their way through a dungeon which men,Kalisplanwillnotinvolveviolence.Shewantsthe
threatens to collapse, while making their escape from characterstoplantfalseevidenceontheremainingofthe
guards in pursuit. The main challenge is getting past a two rivals, connecting him to another SorcererKing. If
raaigthatguardsashrinededicatedtoanelementallord, theyaccept,theyreceiveatemplarsigilfromanothercity
which requires sacrifice of an intelligent humanoid to state. The characters are instructed to visit the male
allowpassagetothecharacters.Oncepasttheraaig,there templar and hide the symbol in his office. Shortly after
is a passage leading to a clay brick wall, which the they leave the office, Kali will arrive with superiors to
characters must break through or find another means to haveitsearchedandthetraitorexposed.
getpast.Iftheydo,theyarefree. If the player characters do as instructed by Kali, and
manage to hide the templar sigil without being noticed,
Politics events unfold as described. The traitor is arrested and
Do templars hold the power or does the power hold executed,andKalireceivesthepromotion.However,she
them?" willtakemeasurestohavethecharactersremovedasthey
SaniaraoftheVeiledAlliance mayincriminateher.Ontheotherhand,ifthecharacters
inform the remaining templar of Kalis instructions, he
Description: A mission to protect a merchant takes a will prepare for her arrival and have her humiliated in
new turn when the player characters are caught in a front of her superiors. She will not be promoted, butshe
powerstrugglebetweenthreetemplars.Theymusttread will not dare to strike against the characters as they will
carefullyinthepoliticalenvironmentoftheTemplarate be under the protection of the then promoted Saram or
orriskimprisonmentorworse. Gilas.
Primary Challenge: Avoid committing crimes that
Search for the Truth
incriminatetemplars
SecondaryChallenge:Fightswiththugs If we can discover the truth we may yet attain the glory of
Combat:Infrequent the ancients. Somewhere out there buried beneath tons of
Basic Structure: Templar Saram hires the player sand and dust, lost in centuries of fire and blood, is an
characters to protect a merchant. Unbeknownst to them, Athas that we have never known: a world of abundance
they and the merchant are pawns in a power struggle and splendor, where honor is as precious as water.
between three templars. The merchant is a witness in a TheWanderersChronicle
trade court matter with much prestige and a promotion
onthelinefortheinvolvedtemplars. Description: The party must uncover a part of
If the characters save the merchant when he is Athasianhistory.Thisistypicallyashorttermchallenge;
attacked by thugs, Templar Saram will be pleased as oncetheruinisfound,thelonglostobjectisreturned,or
thiswillsecurehispromotion.However,thetemplarwho thetruthisexposed,thingsreturntonormal.
sent the thugs, Templar Gilas, will be furious as he loses Most people are too concerned with the problems of
faceandhispromotiontoSaram. thepresenttodevotethemselvestothelessonsofthepast.
The losing templar will approach the characters and Thefewwhohaveanyinterestinhistoryaretheflattering
offer them the chance to redeem themselvesby killing lackeys of sorcererkings undertaking the project to
the rival. If they do not cooperate, he threatens to have glorify their sovereign. The resulting chronicles are
themimprisonedandsentencedtotheslavepits,athreat implausiblefablesormutuallyincompatiblefabrications.
heiscapableofcarryingout.Ifthecharacterscomplyand Primary Challenge: With a search for the truth, the
actuallymurderatemplar,theywillbebetrayed.Soldiers primary challenge is intellectualgetting the facts
andtemplarswillarriveonthesceneofthecrimeandthe straight, identifying why it needs to be found, and
characters are caught red handed. The characters will be locatingit.
imprisoned and sentenced for this heinous crime, unless Thisrequiresmoreroleplayingandskill/spellusethan
they manage to escape, in which case they will become directcombat.
wanted fugitives. If, on the other hand, the characters Secondary Challenges: On the other hand, it can be
inform the templar they have been instructed to very dangerous to go looking for secrets. The characters
assassinate of their assignment, they will be offered to may have to fight agents of the sorcererkings, ancient
testify against templar Gilas in the presence of his undead or other people who dont want the truth to be
superiors.Ifthecharactersagree,theywillbeattackedby known. Once they have learned the truth, it may take a
thugsonthewaytotheTemplarate.Iftheymakeittothe battletoseejusticedone.

245

Combat:Infrequent. that owns the trade outpost loyally for years, but the
BasicStructure:Partyhasaproblemtobesolvedthat administrator is willing to sacrifice him for a cure. The
needs information from the past, either by being druid is adamant in her demands, as she views all
contactedbyapatronorbyhavingitaffectthem. wizardsaspotentialdefilers.
Initial investigation: Attempt to identify people Should the characters travel to the raider camp; the
involved, examining relevant locations. Opportunity for raiders will seek to capture them. They will be harassed
initialthreatsandacliffhangermoment. and tied to stakes, left to die under the crimson sun.
Pieces begin to come together, which is the time to Unless the characters find a way to escape, they will die
insertanunexpectedtwist.Asthepartygetsclosertothe by dehydration or attacks from wild beasts that pick up
truth,chanceofdangerousoppositionincreases. theirscent.
Mystery solved, but situation not yet resolved. Can
thecharactersseethatjusticeisdone?
Aftermath.Arethereanylooseends?Isthereareward
NPC Classes
tobehad,orcoconspiratorstoroundup?
Player characters are remarkable individuals. Most
Survival Athasians cant advance as quickly or as far as player
characters; they simply lack the potential or the
The sun is merciless. My men wager whether it or the opportunitytobecometrueheroes.Thisisespeciallytrue
roaming beasts do you in first. with psionic classes. Not all those with psionic ability
Resan,raiderleader have the time, resources, or inclination to fully exploit
their psionic potential. However, psionics is still a great
Description: The characters are survivors after a raid partoftheworld.InadditiontothestandardNPCclasses
onacaravan.Abandonedwithnofoodorwater,andonly of warrior, aristocrat, commoner, and expert, Dark Sun
ahandfulofweapons,theyhavetofindawaytosurvive makes use of one additional NPC classes: the psychic
andmakeittosafety. adept.
Primary Challenge: Survive the rigors of the desert

Psychic Adept
andreachthenearesttradingfort.
Secondary Challenge: Roaming monsters, raiding
tribe,beastsandvegetationatoasis I may not know all the fancy stuff a psiologist can do, but
Combat:Frequent. I can still cut your head off with my mind. I think it is
BasicStructure:Leftstandingintheheatofthesunby enough.
the remains of a caravan after a raider attack, the player Nunos,humanpsychicadept
characters will have to scavenge what they can from
among the remains of the wagon and the dead. There is Artisans sometimes discover a useful psionic power,
nofoodorwater,butthereareahandfulofweaponsthat but are too caught up in their mundane crafts and
canbepickedup. responsibilities to obtain training or to dedicate
The characters may learn that a trade outpost is themselves to psionic selfdiscovery. Slaves and day
approximately five days on foot from their current laborers cannot afford psionic training, and their social
location. Before they can think of this destination, they rankbarsthemfrompsioniceducationinmanysocieties.
willhavetofindfoodandwaterandshelterfromthesun. Additionallytheexhaustingdrudgeryoftheirlivesleaves
The trip to the trade outpost is perilous as roaming little time for selfexploration, so only the most gifted
monsters can be encountered both day and night, and at becomewilders.Afewspoiledandlazynobleshavehad
the only oasis within miles, they encounter wild beasts the benefit of a rigorous psionic education; unlocking
andbrambleweed.Therearetracesofsomeonelivingat theirpsionicpotential,putlittleWillintotheirWay.
the oasis; a dwarf druid who tends to the land, who is

Making a Psychic Adept


skeptical towards strangers, and thus remains hidden if
she can. If the characters stay for too long, a band of
raiderswillshowupagainandthistimetheywillseekto Inthewastes,psychicadeptsoftenrisetoprominence,
finishoffthecharacters. oftenservingtheirisolatedcommunityasaseerorhealer.
When the player characters finally reach the trade Those with telepathic gifts often speak for the tribe
outpost, most of the residents are suffering from wind whendealingwithoutsiders.Inalmostanysociety,some
sickness (see Dregoth Ascending) after a Mke caravan psychicadeptsplytheirgiftshandlingdangerousanimals
stoppedbyaweekago.Theplayercharactersthemselves suchasmekillots.
riskinfection,andtheadministratorsayshewillpaythem A psychic adepts limited power selection makes this
handsomelyiftheycanfindacure. classgenerallyunsuitableforaplayercharacter.
The characters may opt to look for the druid at the Abilities: Charisma determines how powerful a
oasis,ortheycantracktheraidersbacktotheircamp.The power a psychic adept can manifest and how hard those
druidcanhelpifthecharactersbringherthebodyofa powersaretoresist.
wizard that is in the service of the trade outpost. The Races:Nearlyalllivingcreatureshavealatentpsionic
wizardisapreserverwhohasservedthemerchanthouse capacity,andpsychicadeptsarefoundamongallsentient

246

races of the Tablelands, and even among some creatures Maximum Power Level Known: A psychic adept
thatarenotordinarilyconsideredsentient.Humansexcel beginsplaywiththeabilitytolearn1stlevelpowers.As
as psychic adepts because of their natural adaptability. he attains higher levels, a psychic adept may gain the
PterransandbelgoiwiththeirCharismabonusmakefine abilitytomastermorecomplexpowers.
psychicadepts. To learn or manifest a power, a psychic adept must
Alignment:Ifpsychicadeptshaveatendencytoward haveaCharismascoreofatleast10+thepowerslevel.
anyalignment,itisneutral.Theyarebusytakingcareof
their lives than caring about moral implications. Some
psychic adepts use their powers for the common good,
Character Archetypes
whileothersseektousethemfordestruction.
Thefollowingpregeneratedcharactersareexamplesof
typical allies and opponents that the DM can throw into
Class Features an adventure or campaign. They represent some of the
All of the following are class features of the psychic morecommoncharactersseenacrosstheTablelands.The
adeptNPCclass. DM can add personalities and histories to these
Power Points/Day: A psychic adepts ability to archetypalcharactersasheseesfit.
manifest powers is limited by the power points he has
available. His base daily allotment of power points is The Merchant Houses
givenonTable91.Inaddition,hereceivesbonuspower
The dynastic merchant houses are sophisticated
pointsperdayifhehasahighCharismascore(XPH18).
trading companies with networks extending many
PowersKnown:Apsychicadeptbeginsplayknowing
hundredsofmiles,transcendingpoliticalboundaries,and
one psychic adept power of your choice. Each time he
spanning all social classes. Their trading posts are found
achieves a new level, he unlocks the knowledge of new
on bleak peninsulas jutting into the Sea of Silt, or in box
powers.
canyonslocatedhighintheRingingMountains.
Choose the powers known from the psychic adept
A sporadic stream of cargo runs from these outposts
powerlist,thepsychicwarriorlist,orthedisciplinelist.A
to the cities in caravans, carrying the goods with which
psychic adept can manifest any power that has a power
the houses stock their vast bargaining emporiums. Each
pointcostequaltoorlowerthanhismanifesterlevel.
house may have facilities in a number of cities. Most are
The number of times a psychic adept can manifest
ownedbysinglefamiliesandpassedonfromgeneration
powersinadayislimitedonlybyhisdailypowerpoints.
togeneration.
A psychic adept simply knows his powers; they are

ingrainedinhismind.Hedoesnotneedtopreparethem

(in the way that some spellcasters prepare their spells),

though he must get a good nights sleep each day to

regainallhisspentpowerpoints.

TheDifficultyClassforsavingthrowsagainstpsychic
adept powers is 10 + the powers level + the psychic
adeptsCharismamodifier.

Table91:ThePsychicAdept Hit Die: d4


Base Attack Fort Ref Will
Level Bonus Save Save Save Power Points/Day Powers Known Maximum Power Level Known
1st +0 +0 +0 +2 1 1 1st
2nd +1 +0 +0 +3 2 1 1st
3rd +1 +1 +1 +3 3 2 1st
4th +2 +1 +1 +4 4 3 2nd
5th +2 +1 +1 +4 5 3 2nd
6th +3 +2 +2 +5 6 4 2nd
7th +3 +2 +2 +5 7 5 3rd
8th +4 +2 +2 +6 8 5 3rd
9th +4 +3 +3 +6 10 6 3rd
10th +5 +3 +3 +7 12 7 4th
11th +5 +3 +3 +7 15 7 4th
12th +6/+1 +4 +4 +8 18 8 4th
13th +6/+1 +4 +4 +8 21 9 5th
14th +7/+2 +4 +4 +9 24 9 5th
15th +7/+2 +5 +5 +9 28 10 5th
16th +8/+3 +5 +5 +10 32 11 6th
17th +8/+3 +5 +5 +10 36 11 6th
18th +9/+4 +6 +6 +11 40 12 6th
19th +9/+4 +6 +6 +11 45 13 6th
20th +10/+5 +6 +6 +12 50 13 6th
Class Skills (4 + Int modifier per level): Autohypnosis, Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge
(psionics), Profession, Psicraft.
247

Caravan Guard, Infantry Caravanarchersarethedefenselineoftheircaravans,


Spearmen with heavy shields walk alongside the wagon, firingarrowsfromthecoverofthewagons.
spacedevenlyapart.Afteramoment,yourealizethattheyare A caravan archer attacks with his shortbow and uses
walkinginharmonywitheachother,asifinformation. ConcentrateFireinthemostthreateningfoe.Ifanenemy
engagesthecaravanarcherinmelee,heusesa5footstep
andmovesawayonhisnextturn.
CaravanGuard, CR1
Infantry Caravan Guard, Scout
Male/femalehumanwarrior2 The lithe scout has a weatherbeaten face. Every step she
UsuallyLNMediumhumanoid(human) takes is graceful, carefully navigating the underbrush. She
Init+1;SensesListen+2,Spot+2 makeslittlenoiseassheshiftsherwayforward.
LanguagesCommon,[Citylanguage]
AC15,touch11,flatfooted14 CaravanGuard,Scout CR1
(+1Dex,+4armor)
Male/femalehumanwarrior1
hp9(2HD)
UsuallyLNMediumhumanoid(human)
Fort+3,Ref+1,Will+0
Init+1;SensesListen+2,Spot+2
Speed20ft.inbreastplate(4squares),basespeed30ft. LanguagesCommon,[Citylanguage]
Meleespear+4(1d8+1/x3)or
AC17,touch11,flatfooted16
Rangedspear+4(1d8+1/x3)
(+1Dex,+4armor,+2shield)
Space5ft.;Reach5ft.
hp9(2HD)
BaseAtk+2;Grp+3
Fort+3,Ref+1,Will+0
AtkOptionsSpearWall*
Speed20ft.inbreastplate(4squares),basespeed30ft.,
AbilitiesStr13,Dex12,Con11,Int9,Wis10,Cha8
40ft.(8squares)mounted
FeatsSpearWall*,WeaponFocus(spear)
Meleelance+3(1d8+1/x3)or
SkillsListen+2,Spot+2,Survival+1
Rangedjavelin+3(1d6+1)
Possessionsspear(x2),scalemail(inixhide),2d6cp
Space5ft.;Reach5ft.

BaseAtk+2;Grp+3
Themainlineofbothoffenseanddefense,theinfantry
AtkOptionsMountedCombat
footmenarethebulkofanymediumtolargecaravan.
AbilitiesStr13,Dex12,Con11,Int9,Wis10,Cha8
A caravan infantry tries to fight as a single entity,
FeatsAlertness,MountedCombat
using Spear Wall to set a perimeter around the caravan
SkillsHandleAnimal+4,Listen+2,Spot+2,Ride+8
andfendoffopposingriders.
Possessions lance, javelin (x3), heavy shield (wood),
scalemail(inixhide),2d6cp
Caravan Guard, Archer
Mountsoldierkank
From the cover of the wagon, a group of lightly armored

menholdslongbowsattheready.
Scouts watch out for raider ambushes, road blocks,

andanyothersignsoftrouble.
CaravanGuard,Archer CR1/2 A caravan scout often tries to fight an opponent in
Male/femalehumanwarrior1 difficultterrainwherehecanmaneuverhismountbutan
UsuallyLNMediumhumanoid(human) enemycannot.Hetriestoflankopponentstogaincombat
Init+1;SensesListen+1,Spot+2 advantage.
LanguagesCommon,[Citylanguage]
AC14,touch11,flatfooted13 Caravan Guard, Cavalry
(+1Dex,+3armor) Riding fast moving crodlus, a group of men holds lances
hp4(1HD) and bows in a manner that shows a lack of aggression. They
Fort+2,Ref+1,Will+0 look at you from a distance, then one of them moves over the
Speed30ft.(6squares) ridgetheycamefrom.
Meleeclub+2(1d6+1)or
Rangedshortbow+2(1d6/x3) CaravanGuard, CR2
Space5ft.;Reach5ft.
BaseAtk+1;Grp+2 Cavalry
AtkOptionsConcentratedFire*,PointBlankShot Male/femalehumanwarrior3
AbilitiesStr12,Dex13,Con11,Int9,Wis10,Cha8 UsuallyLNMediumhumanoid(human)
FeatsConcentratedFire*,PointBlankShot Init+1;SensesListen+0,Spot+0
SkillsListen+1,Spot+2,Survival+1 LanguagesCommon,[Citylanguage]
Possessions shortbow with 20 arrows, club, studded AC19,touch11,flatfooted18
leatherarmor(jhakarhidewithbone),1d6cp (+1Dex,+6armor,+2shield)
hp13(3HD)
Fort+3,Ref+2,Will+1

248

Speed20ft.inbreastplate(4squares),basespeed30ft., preferringtocoordinatehistroopsinstead.Hewilltryto
40ft.(8squares)mounted;RideByAttack disarmhisopponentsbeforemovinginforthekill.
Meleelance+4(1d8+1/x3)or
Rangedjavelin+4(1d6+1)
Space5ft.;Reach5ft. Junior Agent
BaseAtk+3;Grp+4 Thismancarriesalongswordatthehip,andhisclothesare
AtkOptionsMountedCombat,SpiritedCharge finerthanyouwouldexpectforwildernesstravel.Thewarriors
AbilitiesStr13,Dex12,Con11,Int9,Wis10,Cha8 inthegroupseemtobelookingtohimforinstructions.
Feats Mounted Combat, RideBy Attack, Spirited
Charge JuniorAgent CR2
SkillsHandleAnimal+5,Ride+9 Male/femalehumanexpert3
Possessionslance,javelin,heavyshield(wood),banded UsuallyNMediumhumanoid(human)
mail(agafariwood),3d6cp Init1;SensesListen+0,Spot+0
Mountheavycrodlumount LanguagesCommon,[Citylanguage],anythreeother
AC9,touch9,flatfooted9
The cavalry represents the mobility and offensive (1Dex)
power of the caravan, using slower, but more resilient hp10(3HD)
mountsthanscouts. Fort+1,Ref+0,Will+3
A caravan cavalry tries to use Spirited Charge to its Speed30ft.(6squares)
fullest,focusingonthemostdangerousfoesfirst. Meleemwkdagger+2(1d41/1920)or
Rangedmwkdagger+2(1d41/1920)
Caravan Captain
Space5ft.;Reach5ft.
The rugged captain barks orders at his men and always BaseAtk+2;Grp+1
keeps one hand on his blade, a masterwork macahuitl crafted AbilitiesStr8,Dex9,Con10,Int12,Wis11,Cha13
from agafari and lined with obsidian razors. He inspects you FeatsNegotiator,Persuasive,Trader*
fromtoptotoebeforefocusingagainonhismen. Skills Appraise +9, Bluff +11, Diplomacy +15, Disguise
+1 (+3 acting), Gather Information +6, Intimidate +8,
CaravanCaptain CR6 Knowledge (local) +6, Knowledge (nobility and
Male/femalehumanfighter6 royalty)+6,Listen+0,Profession(merchant)+6,Sense
UsuallyLNMediumhumanoid(human) Motive +8, Sleight of Hand +1, Speak Language (any
Init+1;SensesListen+5,Spot+5 two),Spot+0
LanguagesCommon,[Citylanguage],Elven Possessions masterwork dagger, expensive clothing,
AC20,touch11,flatfooted19 3d20cp
(+1Dex,+9armor)
hp49(6HD) Junioragentsconductsmallbusinesses,handleslaves,
Fort+7,Ref+3,Will+4 andkeeptrackofinventory.
Speed20ft.inbreastplate(4squares),basespeed30ft. A junior agent fares poorly in combat and will either
Melee+1trikal+11/+6(1d8+7/x4)or trytofleeorbuyhiswayoutofanydanger.
Rangedjavelin+7(1d6+3)
Space5ft.;Reach5ft. Senior Agent
BaseAtk+6;Grp+9 Thecharismaticwomanwiththesignetringhasanauraof
Atk Options Combat Expertise, Improved Disarm, calmness around her. Her clothes are of exclusive make, yet
ImprovedTrip,PowerAttack functional. She eyes you with interest, as if assessing your
CombatGear2potionfruitsofcuremoderatewounds potential.
AbilitiesStr16,Dex12,Con14,Int13,Wis10,Cha8
Feats Alertness, Combat Expertise, Improved Disarm, SeniorAgent CR5
Improved Trip, Iron Will, Power Attack, Weapon Male/femalehumanexpert5/dunetrader*1
Focus(trikal),WeaponSpecialization(trikal) UsuallyNMediumhumanoid(human)
Skills Intimidate +6, Knowledge (warcraft) +10, Listen Init+1;SensesListen+3,Spot+3
+5,Ride+5,Spot+5,Survival+2 Languages Common, [City language], Elven, any one
Possessions combat gear plus +1 trikal, javelin (x2), +1 other
full plate (braxat hide, with monstrouslooking AC13,touch11,flatfooted12
helmet),6d6sp (+1Dex,+2armor)
hp21(6HD)
Thecaravancaptainistheresponsibleforthesafetyof Fort+1,Ref+2,Will+6
thecaravanandcoordinatingitstroopsinbattle. Speed30ft.(6squares)
The caravan captain will not engage direct battle Meleemwkdagger+3(1d41/1920)or
unless he doesnt have any other resort available, Rangedmwkdagger+3(1d41/1920)

249

Space5ft.;Reach5ft. (DC13)
BaseAtk+3;Grp+2 AbilitiesStr8,Dex15,Con8,Int16,Wis12,Cha14
AbilitiesStr8,Dex12,Con10,Int13,Wis14,Cha16 SQdisguisetaint
Feats Greasing the Wheels*, Negotiator, Persuasive, Feats Craft Wondrous Item, Fast Raze*, Improved
Trader* Initiative,ScribeScrollB,SilentSpell,Toughness
Skills Appraise +8, Bluff +14, Diplomacy +20, Disguise Skills Bluff +11, Concentration +8, Decipher Script +5,
+3(+5acting),GatherInformation+10,Intimidate+12, Diplomacy +6, Disguise +11 (+13 acting), Intimidate
Knowledge (local) +9, Knowledge (nobility and +6, Knowledge (arcana) +8, Knowledge (local) +5,
royalty)+3,Listen+3,Profession(merchant)+7,Sense Literacy (Common), Listen +4, Perform (any) +4,
Motive+13,SleightofHand+3,SpeakLanguage(any Search+5,SleightofHand+9,Spellcraft+10,Spot+4
two),Spot+ Possessionscombatgearplusmasterworkclub,bracers
Possessions masterwork dagger, leather armor, ofarmor+2(simplebonebracelets),spellbook(carved
expensiveclothing,3d20cp bones),3d6cp
Spellbook (bones) spells prepared plus 0all; 1st
Senior agents conduct larger business than junior magearmor,shield;2ndarcanelock,resistenergy;3rd
agents,whilealsodealingincontrabandandengagingin darkvision,seeinvisibility
smuggling,politicalintrigue,anddarkeractivities.
A senior agent fares poorly in combat andwill either Myrmeleons are defilers working for the sorcerer
trytofleeorbuyhiswayoutofanydanger. monarchs, who have been trained to infiltrate the Veiled
Alliance and to lure its members to their doom and
The Templarate represent an evergrowing threat to the Alliances
existence.
The templarate is a highlyorganized and corrupt A Myrmeleon tries to dispatch his enemies from a
clergydevotedtothesorcererkingoftheircitystate. distanceandwilltrytofleeistoohard.Hewillonlycast
Atemplarateisdividedintobureaus,eachofwhichis spellswhentheydonotcompromisehiscoveridentityor
led by a high templar and guarded by military forces, asalastresort.
usuallyslaves.
Mul Soldier
Myrmeleon
Thegrimmulwearsspikedbraxatplatearmorandcarriesa
This man has no distinguished features, but for his dark swatter with several notches on the hilt. He gazes intently at
eyes which carefully survey the scene. He has an unnerving you,asifsizingyouup,ashepatstheswatteragainsthishand.
gaze which focuses on you for a few seconds before shifting
attentiontosomethingelse.

MulSoldier CR1
Male/femalemulwarrior2
Myrmeleon CR6 UsuallyLEMediumhumanoid(dwarf)
Male/femaleelfdefiler5/myrmeleonAPXI1 Init+0;Sensesdarkvision30ft.;Listen+0,Spot+0
UsuallyNEMediumhumanoid(elf) LanguagesCommon
Init+6;Senseslowlightvision;Listen+1,Spot+1
AC15,touch10,flatfooted15
LanguagesCommon,[CityLanguage],Dwarven,Elven
(+5armor)
AC14,touch12,flatfooted12 hp13(2HD);DR1/nonlethal
(+2Dex,+2armor) Resist extended activity, tireless (+4 on Con checks for
hp12(6HD) extendedphysicalactivitiesand+4againstweakness,
Resistmundaneextremeheatorcold fatigue,exhaustionorenfeeblement)
Fort+0,Ref+3,Will+5 Fort+5,Ref+0,Will+0
Speed40ft.(8squares);elfrun Speed20ft.inbreastplate(4squares),basespeed30ft.
Meleemwkclub+2(1d61) Meleegreattonfa+6(1d6+5)or
Space5ft.;Reach5ft. Rangedjavelin+2(1d6)
BaseAtk+2;Grp+1 Space5ft.;Reach5ft.
SpecialActionFastRaze* BaseAtk+2;Grp+5
CombatGearpotionfruitofcuremoderatewounds,clothof
AbilitiesStr17,Dex11,Con14,Int9,Wis10,Cha6
dispel magic (disguised as handkerchief), clay tablet of
FeatsWeaponFocus(greattonfa)
lightningbolt(disguisedastalisman)
SkillsClimb+0,Intimidate+2,Listen+0,Jump1,Spot
WizardSpellsPrepared(CL6th):
+0
3rdfireball(DC16),silentdarkness
Possessionsgreattonfa,javelin(x2),breastplate
2ndinvisibility, protection from arrows, scorching ray (1

ray,+4rangedtouch),silentventriloquism(DC15)
Mulsoldiersareoneoftheelitetroopsofacitystate.
1stdisguise self (DC 14), magic missile, shield, sleep (DC
Squads of mul soldiers strike terror into the heart of
14)
citizens throughout the Tablelands, enforcing the kings
0arcane mark, detect magic, daze (DC 13), ghost sound
willwithruthlesszealandefficiency.

250

Mul soldiers rely more on their superior strength, AC21,touch13,flatfooted20


resilience, and numbers than anything else to overcome (+1 Dex, +7 armor, +1 shield, +2 deflection [shield of
theirfoes,usuallywithatemplarnearbytocastbuffsand faith]))
heals. Immune mindaffecting (good only, protection from
good)
Templar, Low-Level Resistfire10(resistenergy)
Thesternmanonpatrolwearsthecityemblemonhiscloak Fort+5,Ref+2,Will+7;+2againstgood(protectionfrom
andcarriesaspear.Heshovespeopleoutofthewayashemakes good)
hiswaytowardsyou. Speed20ft.inbreastplate(4squares),basespeed30ft.
Meleemwklongsword+3(1d81/1920)or
Templar,LowLevel CR2 Rangedmwklightcrossbow+5(1d8/1920)
Male/femalehumanadept3 Space5ft.;Reach5ft.
UsuallyLEMediumhumanoid(human) BaseAtk+3;Grp+2
Init+4;SensesListen+3,Spot+3 AtkOptionsrebukeundead6/day(+3,2d6+5,2nd)
LanguagesCommon SpellLikeAbilities(CL5th)
AC11,touch10,flatfooted11 6/dayarcanemark,purifyfoodanddrink,slavescent
TemplarSpellsPrepared(CL5th):
(+1armor)
hp13(3HD) 2ndbulls strengthD, footsteps of the quarry*, hold person
Fort+1,Ref+1,Will+4 (DC 15), resist energy, silence (DC 15), zone of truth
(DC15)
Speed30ft.(6squares)
1stcommand(2)(DC14),detectundead*,doom(DC14),
Meleelongspear+0(1d81)
handofthesorcererking*,magicweaponD,protectionfrom
Rangedmwklightcrossbow+3(1d8/1920)
good,shieldoffaith
Space5ft.;Reach5ft.
0detectmagic,detectpoison,defilerscent*,guidance,light,
BaseAtk+1;Grp+0
resistance
AdeptSpellsPrepared(CL3rd):
D: Domain spell. King: Hamanu. Domains: Strength,
1stburninghands(DC12),causefear(DC12),protection
War.
fromgood
Alreadycast
0detectmagic,slavescent*,touchoffatigue(+0touch,DC
AbilitiesStr8,Dex12,Con13,Int10,Wis14,Cha16
11)
Feats Alertness, Disciplined*, Improved Initiative,
AbilitiesStr8,Dex10,Con11,Int9,Wis13,Cha12
Secular AuthorityB*, Skill Focus (Diplomacy),
FeatsAlertness,ImprovedInitiative,SecularAuthority*
WeaponFocus(longsword)B
Skills Bluff +2, Concentration +6, Diplomacy +3,
Skills Bluff +10, Concentration +11, Diplomacy +18,
Knowledge(religion)+2,Listen+3,Spellcraft+1,Spot
Disguise +3 (+5 acting), Intimidate +5, Knowledge
+3
(religion) +5, Literacy (Common), Listen +2, Sense
Possessionslongspear,masterworklightcrossbow,
Motive+7,Spellcraft+5,Spot+4
bracersofarmor+1,20bolts,sigil
Possessions masterwork steel longsword, masterwork

light crossbow, masterwork light steel shield, +1
Lowlevel templars police and administer the city
breastplate,pearlofpower(1st),20bolts,sigil
states,andserveothercivilrolesrangingfromgeneralto

jailorandfromtaxcollectortogarbagecollector.
Midlevel templars are usually responsible for tasks
Lowleveltemplarsadeptscastprotectionfromgoodon
such as tax collection, major constructions, slave control,
themselvesinthefirstround,unlessaPCclosestowithin
grain distribution, gate monitoring, assignation of
20 feet, at which point they attempt to drive their
permits,andriotcontrol.
attackersoffwithcausefear.Onceprotectedwithprotection
A templar will first try to incapacitate his enemies
from good, the templars move in behind any available
from a distance using command or hold person while
soldierandassistwithwhatoffensivespellstheyhave.
sending in his soldiers into melee and assist them with
Templar, Mid-Level whatoffensivespellshehas.

The threatening woman in templar robes and chitin armor Templar, High-Level
commandsobedience.Peoplescatterassheapproaches,andshe
Everyone bows as the tall man with the embroidered
stopsinthecenteroftheplaza.Restingherhandsonherhips,
templarrobesandsteelswordstridespast.Peoplewhisperafter
shegazescoldlyabout.
hepassessomestillavertingtheireyes.


Templar,MidLevel CR5
Templar,HighLevel CR10
Male/femalehumantemplar5
Male/femalehumantemplar10
UsuallyLEMediumhumanoid(human)
UsuallyLEMediumhumanoid(human)
Init+5;SensesListen+4,Spot+4
Init+4;SensesListen+4,Spot+7
LanguagesCommon
LanguagesCommon,Urikite

251

AC17,touch10,flatfooted17 powerful spells to take out the most powerful enemy in


(1Dex,+7armor,+1shield) range.
Immune mindaffecting (good only, magic circle against
good) Templar Knight
Resistfire10(resistenergy) The intimidating halfgiant in braxat armor painted with
hp55(10HD) thecityemblemsdoesnotflinch.Hedragsawomanbyherhair
Fort +8, Ref +2, Will +10; +2 against good (magic circle afterhim,seeminglyunaffectedbyherscreams.
againstgood)
Speed20ft.inbreastplate(4squares),basespeed30ft. TemplarKnight CR7
Melee +2 defending steel longsword +10/+5 (1d8+3/1920) Male/femalehalfgiantwarrior5/templarknight2
or Usually?ELargegiant
Rangedmwklightcrossbow+5(1d8/1920) Init2;Sensesdarkvision60ft.;Listen+1,Spot+1
Space5ft.;Reach5ft. Aurafearlesspresence(10ft.;+4againstfeareffects)
BaseAtk+6;Grp+6 LanguagesCommon
AtkOptionsrebukeundead6/day(+3,2d6+5,7th)
AC19,touch7,flatfooted19
SpellLikeAbilities(CL10th)
(1size,2Dex,+8armor,+2natural)
6/dayarcanemark,purifyfoodanddrink,slavescent Immunefear
TemplarSpellsPrepared(CL10th):
hp80(7HD)
5thelemental strike* (2) (DC 19), righteous mightD, true Fort+10,Ref1,Will+2
seeing
Speed30ft.infullplate(6squares),basespeed40ft.
4thdivine powerD, greater command (DC 17), lesser geas
Meleeswatter+12/+7(3d8+9/x4)
(DC 17), mage seeker*, sending, wrath of the sorcerer
Space5ft.;Reach10ft.
king*
BaseAtk+7;Grp+17
3rdcure serious wounds, dedication*, dispel magic, image
Atk Options Cleave, Power Attack, smite opponent
ofthesorcererking*(DC16),lightningbolt(2)(DC17),
1/day
magiccircleagainstgood,magicvestmentD
SpellLikeAbilities(CL10th)
2ndbattlefieldhealing*,curemoderatewounds,footstepsof
4/daydefilerscent,detectmagic,slavescent
the quarry*, return to the earth*, resist energy, silence
TemplarKnightSpellsPrepared(CL2nd):
(DC15),spiritualweaponD,zoneoftruth(DC15)
1stmagicweapon,shieldoffaith
1stcomprehendlanguages,curelightwounds,deathwatch,
AbilitiesStr22,Dex6,Con17,Int6,Wis12,Cha6
divine favor, enlarge personD, hand of the sorcererking*
Feats Cleave, Power Attack, Secular Authority*B,
(2),hidefromundead
WeaponFocus(swatter)
0defilerscent*(2),detectmagic(2),readmagic(2)
SkillsClimb+3,Diplomacy+0,Hide6,Intimidate+0,
D: Domain spell. King: Hamanu. Domains: Strength,
Jump+3,Listen+1,Spot+1
War.
Possessionsmasterworkfullplate,swatter
Alreadycast

AbilitiesStr13,Dex8,Con12,Int10,Wis14,Cha16
Templars knights are usually experienced warriors
Feats Alertness, Disciplined*, Improved Initiative,
withstrongpersonalitieswhoserveasorcererking.Their
Secular AuthorityB*, Spell Focus (Evocation), (Skill
dutiesdiffer,butmanyleadpatrolsoftemplarguards,act
Focus(Diplomacy),WeaponFocus(longsword)B
as bodyguards for higher ranking templars, or are
Skills Appraise +5, Bluff +11, Concentration +14,
chargedwithmissionsrequiringasinglecapablewarrior
Diplomacy +18, Disguise +2 (+4 acting), Forgery +5,
andtemplar.
Gather Information +7, Intimidate +5, Knowledge
Templar knights fight using their superior combat
(local)+5,Knowledge(religion)+5,Listen+4,Literacy
techniques using their spells as an extra advantage and
(Common, Urikite), Sense Motive +12, Spellcraft +8,
usually try to be between the action and their templar
Spot+7
superiors.
Possessions +2 defending steel longsword, masterwork
light crossbow, masterwork light steel shield, +1
breastplate,pearlofpower(1st),20bolts,sigil The Veiled Alliance
The Veiled Alliance fights against the tyranny of the
Highlevel templars are usually responsible for tasks sorcererkings in order to restore justice and freedom to
such as coin distribution, major constructions, city Athas. Formed during the Preserver Jihad, the Alliance
planning, governor of the farmlands, personal advisor to strugglesconstantlyagainstdefilersandtemplars.Ituses
theKing,andwartactics. guerillawarfareandundercoverviolenceinanattemptto
High templars never dirty their hands unless they weakenthepowerofthesorcererkings.
have to, even though they can handle very well on their TheVeiledAllianceislooselyorganizedintocellsthat
own.Theyprefertosendtheirsoldiersintothefraywhile operate independently in each citystate, operating in
commanding them from a safe distance while casting hiddenbases.Veiledonesarealwaysontherunfromthe

252

templars, and those caught are dealt with swiftly and AC14,touch12,flatfooted12
harshly. (+2Dex,+2armor)
hp19(6HD)
Low-Level Veiled Fort+2,Ref+4,Will+6
The small built man minds his work, throwing occasional Speed30ft.(6squares)
glances at passersby. No weapons can be seen on him. He sits Meleemwkclub+3(1d61)
onarugwithsmallceramicitemsondisplay. Space5ft.;Reach5ft.
BaseAtk+3;Grp+2
LowLevelVeiled CR3 Atk Options potionfruit of cure moderate wounds, cloth of
Male/femalehumanpreserver3 dispel magic (disguised as handkerchief), clay tablet of
UsuallyNMediumhumanoid(human) lightningbolt(disguisedastalisman)
Init+1;SensesListen+1,Spot+1 WizardSpellsPrepared(CL6th):
LanguagesCommon,Ignan,Terran,[Citylanguage] 3rdfireball(DC15),silentdarkness
AC12,touch11,flatfooted11 2ndinvisibility, protection from arrows*, scorching ray (1
(+1Dex,+1armor) ray,+5rangedtouch),silentventriloquism(DC13)
hp12(3HD) 1stdisguiseself(DC13),magicmissile,shield*,sleep(DC
Fort+1,Ref+2,Will+4 13)
0arcane mark, detect magic*, daze (DC 12), ghost sound
Speed30ft.(6squares)
(DC12)
Meleeclub+0(1d61)
*PathDexterspell(CL7th)
Space5ft.;Reach5ft.
AbilitiesStr8,Dex14,Con10,Int15,Wis12,Cha14
BaseAtk+1;Grp+0
Feats Craft Wondrous Item, Improved Initiative, Path
Combat Gear potionfruit of cure light wounds, cloth of
Dexter,ScribeScrollB,SilentSpell,Toughness
silentimage(disguisedassimplehandkerchief)
WizardSpellsPrepared(CL3rd): Skills Bluff +11, Concentration +9, Decipher Script +5,
2ndinvisibility,silentventriloquism(DC13) Diplomacy +4, Disguise +6 (+8 acting), Intimidate +4,
1stdisguiseself(DC13),shield*,sleep(DC13) Knowledge (arcana) +10, Knowledge (history) +4,
0arcane mark, detect magic*, daze (DC 12), ghost sound Knowledge (local) +4, Knowledge (the planes) +3,
(DC12) Literacy(Common),SleightofHand+4,Spellcraft+10
Possessionscombatgearplusmasterworkclub,bracers
*PathDexterspell(CL4th)
of armor +2 (simple bone bracelets), spellbook
AbilitiesStr8,Dex13,Con10,Int15,Wis12,Cha14
(disguisedasclothbeltwithconfusingpatterns),3d6
FeatsPathDexter,ScribeScrollB,SilentSpell,Toughness
cp
Skills Bluff +8, Concentration +6, Diplomacy +4,

Disguise +5 (+7 acting), Intimidate +4, Knowledge
Midlevel templar coordinate attacks against known
(arcana) +8, Knowledge (history) +3, Knowledge
defilers and templar patrols while protecting lesser
(local) +3, Literacy (Common), Sleight of Hand +3,
preservesfrompersecution.
Spellcraft+10
Midlevelveiledsprefertogounnoticeduntiltheycan
Possessions combat gear plus club, bracers of armor +1
releasetheirdevastatingspellsagainstdefilerortemplars
(simplebonebracelets),spellbook(disguisedassetof
andasalastresortwhenrunningaway.
knottedstrings),2d6cp

High-Level Veiled
A lowlevel veiled can be found in Veiled Alliance
chapters throughout the Tyr Region, serving as the first Someone brushes past you, apologizing briefly in a low
lineofdefenseagainstthesorcererkingstemplars.They voice. The polite, inconspicuous character then suddenly
arealsousedasscoutsandsaboteurs. disappearsintothecrowd.
Lowlevelveiledsprefertogounnoticedandtofleeon
the first sign of trouble, and most of them would rather HighLevelVeiled CR10
die during combat than slowly die during torture by the Male/femalehumanpreserver10
templars. UsuallyNMediumhumanoid(human)
Init+6;SensesListen+1,Spot+1
Mid-Level Veiled LanguagesCommon,Ignan,Terran,[Citylanguage]
This unattractive woman mutters to herself as she walks AC17,touch13,flatfooted15
pastyou.Atemplareyesherassheroundsthecorner,andthen (+2Dex,+3armor,+1natural,+1deflection)
shefixeshergazeonyou. hp29(10HD)
Fort+3,Ref+5,Will+8
MidLevelVeiled CR6 Speed30ft.(6squares)
Male/femalehumanpreserver6 Meleemwkclub+5(1d61)
UsuallyNMediumhumanoid(human) Space5ft.;Reach5ft.
Init+6;SensesListen+1,Spot+1 BaseAtk+5;Grp+4
LanguagesCommon,Ignan,Terran,[Citylanguage] Combat Gear potionfruit of cure serious wounds, cloth of

253

teleport (disguised as colorful scarf), wand of lightning (+3Dex,+3armor)


bolt(10charges;disguisedasspoon) hp29(6HD)
WizardSpellsPrepared(CL10th): Fort+2,Ref+9,Will+1
5thempowered fireball (DC 17), quietstorm (7 rays, +7 Speed30ft.(6squares)
rangedtouch) Meleemwkbardsfriend+7(1d4+1/1820pluspoison)
4thblack tentacles (DC 18), confusion (DC 18), Meleemwkwristrazor+7(1d6+1/1820)
empoweredtouchofidiocy,silentsuggestion(DC17) Rangeddart+6(1d4pluspoison)
3rdarcane sight*, dispel magic*, fireball (DC 17), silent Space5ft.;Reach5ft.
knock BaseAtk+3;Grp+4
2ndbacklash* (DC 16), invisibility, protection from Atk Options death attack (DC 15), Psionic Weapon,
arrows*, scorching ray (2 rays, +7 ranged touch), silent sneakattack+4d6
ventriloquism(DC15) CombatGearpotionfruitofcuremoderatewounds,3vials
1stcharm person (DC 15), disguise self (DC 15), magic ofLargescorpionvenom
missile,shield*,sleep(DC15) Power Points/Day 1; Assassin Powers Known (ML
0arcane mark, detect magic*, daze (DC 14), ghost sound 1st):
(DC14) 1stdisguiseself(DC13)
*PathDexterspell(CL11th) AbilitiesStr13,Dex16,Con12,Int14,Wis10,Cha8
AbilitiesStr8,Dex14,Con10,Int18,Wis12,Cha14 SQpoisonuse,trapfinding,trapsense+1
Feats Craft Wand, Craft Wondrous Item, Empower Feats Ability Focus (death attack), Improved Initiative,
Spell,ImprovedInitiative,PathDexter,ScribeScrollB, PsionicWeapon,WeaponFinesse
SilentSpell,Toughness Skills Bluff +8, Climb +7, Diplomacy +1, Disguise +8
SkillsBluff+15,Concentration+13,DecipherScript+11, (+10 acting), Escape Artist +11, Hide +12 (+14 in
Diplomacy +4, Disguise +10 (+12 acting), Intimidate assassins familiar terrain), Intimidate +9, Listen +9,
+4, Knowledge (arcana) +13,Knowledge (history) +7, Move Silently +12, Search +7, Sleight of Hand +11,
Knowledge (local) +7, Knowledge (the planes) +7, Spot+9,Survival+4,UseRope+3(+5bindings)
Literacy(Common),SleightofHand+4,Spellcraft+14 Possessions combat gear plus masterwork bards
Possessionscombatgearplusmasterworkclub,bracers friend, masterwork wrist razor, dart (5), masterwork
ofarmor+3(adornedbonebracelets),ringofprotection studded leather armor (inix hide with bone),
+1, amulet of natural armor +1, headband of intellect +2, wastelandersoutfit,1d6sp
spellbook(disguisedascloakwithintricatepatternon
theinside),5d6cp An assassin usually maintains a cover that enables
himtotravelfreely,yetalsoexplainswhyheisinagiven
Highlevel templars are responsible for directly location at a given time. Many assassins hold jobs as
undermining the sorcererkings rule through merchantsorhouseagents.Atrulyvillainousassassinhas
propaganda, sabotage, and doubledealing as well as a signature consisting of a unique poison, a particular
directinglocalchaptersoftheAlliance. approach,orsomemementoleftwithhisvictims.
Highlevel templars always cast several protective Assassins fight dirty and theyre not ashamed of
spells, especially those against mental intrusion when attacking sleeping targets, from behind, using poisons
anticipating trouble and are not afraid to use their most andevenblackmailingtogethismark.
powerfulspells.
City Thug
The Bandits The stocky brute with the talid pushes a passersby and
issues an insult. The victim scurries along, while the stocky
Bandits live outside of Athasian society. Assassins,
man laughs at him, before looking for another victim to
thieves, raiders and slavers exist solely to prey upon the
tantalize.
feebleandtheweak.

Assassin CityThug CR2
Aprettywomaninloosefitbrownrobeswornoverasuitof Male/femalehumanwarrior2/expert1
dark leather armor seems fixated on someone moving through UsuallyNEMediumhumanoid(human)
thecrowd.Thenshestopstolookatapieceofpotteryofferedby Init+1;SensesListen+3,Spot+3
amerchant. LanguagesCommon,[Citylanguage]
AC16,touch11,flatfooted15;Dodge
(+1Dex,+4armor,+1shield)
Assassin CR6
hp15(3HD)
Male/femalehumanrogue5/assassin1
Fort+3,Ref+1,Will+1
UsuallyCEMediumhumanoid(human)
Speed30ft.(6squares)
Init+7;SensesListen+9,Spot+9
Meleealhulak+4(1d6+1/x3)
LanguagesCommon,Dwarven,Elven
Space5ft.;Reach5ft.
AC16,touch13,flatfooted16;uncannydodge
BaseAtk+2;Grp+3

254

AbilitiesStr12,Dex13,Con11,Int10,Wis9,Cha8 Possessionscombatgearplusdagger(bone),spellbook
FeatsDodge,Stealthy,WeaponFocus(alhulak) (papyrus,notdisguised),wastelandersoutfit,3d6cp
SkillsEscapeArtist+2,GatherInformation+3,Hide+4,
Intimidate+3,Listen+3,MoveSilently+4,Spot+3 Kestrekel(familiar) CR
Possessions alhulak, light shield (wood), chitin armor MaleTinymagicalbeast(augmentedanimal,psionic)
(kank),1d6cp Init+1;Senseslowlightvision;Listen+0,Spot+4
Languages emphatic link with master, speak with
Thugs are basic bruisers. They are street toughs master
aspiringtobecomeswoopchampions,gruntsworkingfor
AC18,touch13,flatfooted17
a local bard, merchant house, or templarate prone to
(+2size,+1Dex,+5natural)
breakingheadsandtakingbribes.
hp15(1HD;effective6HD)
Thugs rely on being stronger and in larger numbers
Resistimprovedevasion
than their prey and dont waste time by thinking too
Fort+3,Ref+3,Will+6
muchaboutit.
Speed10ft.(2squares),fly60ft.(average)
Space21/2ft.;Reach0ft.
Defiler
Meleebite+5(1d3+1)
The pale man fiddles nervously with his amulet. He
BaseAtk+2;Grp5
exchangesnodswithapairofelves,butotherwisetriestoavoid
AtkOptionsdelivertouchspells
eyecontact.Heflincheswhenacagedjhakarbarksathim,then
AbilitiesStr12,Dex12,Con13,Int8,Wis10,Cha8
scurriesoffatahurriedpace.
SQsharespells

FeatsFlybyAttack
Defiler CR6 Skills Concentration +10, Knowledge (arcana) +7,
Male/femalehumandefiler5/archdefiler*1 Knowledge (geography) +7, Spellcraft +9, Spot +4,
UsuallyNEMediumhumanoid(human) Survival+4(+6avoidinggettinglostandhazards)
Init+1;SensesListen+3,Spot+3
Auratainted(5ft.) Defilerscareonlyforpower,revelinginitasitcourses
Languages Common, Giant, Gith; empathic link with throughtheirbodies.Theydontcareaboutthelifeforces
familiar that are lost when they weave their magic. Defilers are
AC11,touch11,flatfooted10 outlaws, and tend to be loners, keeping their ambitions
(+1Dex) andpowerstothemselves.
hp31(6HD) Adefileruseshisrazefeatsbothtofuelhisspellsand
Fort+5,Ref+4,Will+7 toweakenhisnearbyopponents.Afterthat,heunleashes
Speed30ft.(6squares) hismostpotentanddevastatingspellshopingnowitness
Meleedagger+1(1d41/1920) havesurvived.
Space5ft.;Reach5ft.
BaseAtk+2;Grp+2 Raider
Atk Options Agonizing Radius, Efficient Raze, Fast Thisscarredmaninpiecemealarmorshoutsawarcryashe
Raze rides his kank into battle. He raises a viciouslooking carrikal
CombatGearpotionfruitofcuremoderatewounds,scrollof abovehisheadasheridesforward,obviouslyintentonhurting
magearmor,scrollofdispelmagic,scrollofmajorimage someone.
WizardSpellsPrepared(CL6th):
3rdfireball(2)(DC16),stinkingcloud(DC16) Raider CR2
2ndfalse life, flaming sphere (DC 15), protection from
Male/femalehumanbarbarian2
arrows,scare(2targets,DC15)
UsuallyNEMediumhumanoid(human)
1stcoolingcanopy*,magicmissile(2),shield
Init+2;SensesListen+4,Spot+4
0detectmagic,detectpoison,light,message
LanguagesCommon
Add +1 to damage per damage die inflicted by these
AC15,touch12,flatfooted15;uncannydodge
spells.
(+2Dex,+2armor,+1shield)
AbilitiesStr10,Dex13,Con14,Int16,Wis12,Cha8
hp22(2HD)
SQfamiliar(kestrekel,seebelow)
Fort+6,Ref+2,Will+1
Feats Agonizing Radius, Alertness (if familiar within 5
Speed40ft.(8squares)
ft.),DestructiveRaze,EfficientRaze,FastRaze,Great
Meleelongsword+2(1d8/1920)or
Fortitude,ScribeScroll,Toughness
Rangedshortbow+4(1d6/x3)
SkillsBluff2,Concentration+11,Diplomacy2,Gather
Space5ft.;Reach5ft.
Information 2, Handle Animal 2, Hide +1 (+3 in
BaseAtk+2;Grp+3
defilers familiar terrain), Intimidate +5, Knowledge
AtkOptionsrage1/day(7rounds)
(arcana) +11, Knowledge (geography) +11, Listen +3,
AbilitiesStr13,Dex15,Con14,Int10,Wis12,Cha8
Literacy (Common), Spellcraft +13, Spot +3, Survival
FeatsSkillFocus(hide),Wastelander*
+5(+7avoidinggettinglostandhazards)

255

SkillsClimb+5,Hide+5(+7inraidersfamiliarterrain), Slavers use sentient beings as their coin, enslaving


Intimidate+4,Listen+4,Ride+6,Spot+4,Survival+6 smalltribesorrecapturingfugitiveslaves.
Possessions shortbow, quiver with 20 arrows, Slavers rely on being stronger and in larger numbers
longsword(bone),buckler(wood),leatherarmor(inix thantheirprey.Theironlyconcernisnottohurttoomage
hide),wastelandersoutfit,1d6cp theirproperty,becauseitwoulddecreasetheresalevalue.
Whenraging,araiderhasthefollowingstatistics:
AC13,touch10,flatfooted13 The Mindbenders
hp26
AlthoughthousandsofAthasianscommandaunique
Fort+8,Will+3
talent, true masters of the Way, or mindbenders, are still
Meleelongsword+4(1d8+2/1920)
rare. Because trained psionicists are scarce, they are
Grp+5
highlyvaluedbymanyelementsofAthasiansociety.
AbilitiesStr17,Con18
Any psionicist willing to sell his services will find
SkillsClimb+7
there is great demand for someone skilled in the mental

arts. Merchant houses, psionic schools, nobles, and
Raiders exist to prey on the weak, taking whatever
templars routinely employ psionicists to help them
they can from their victims. They attack caravans and
againsttheirenemies.Infact,itisunusualtoencountera
pillagewhattheycan.
psionicistwhohasnopatronoremployer.Theyareoften
Raidersrelyonbeingstrongerandinlargernumbers
seenastroublemakers.
than their prey and dont waste time by thinking too
muchabouttheirtactics.
Auditor
Slaver Thetattooedelfappearstobeconcentratingintently.Sweat
poursdownhisface,asherubshistempleswithhisforefingers.
Thetallwomanwiththebrandingironinspectsherquarry,
The object before him starts to glow and is lifted from the
ayoungboywearingmanaclesonbothhandsandfeet.Hetries
ground.
toresist,thenhisscreamaccompaniesthesmellofsearingflesh.

Thewomanseemsunaffected.
Auditor CR6
Male/femaleelftelepath6
Slaver CR3
UsuallyLEMediumhumanoid(elf)
Male/femalehumanranger3
Init+2;Senseslowlightvision;Listen+4,Spot+4
UsuallyNEMediumhumanoid(human)
LanguagesCommon,Dwarven,Elven,Saurian
Init+2;SensesListen+6,Spot+6
AC12,touch12,flatfooted10
LanguagesCommon
(+2Dex)
AC15,touch12,flatfooted13
hp9(6HD)
(+2Dex,+3armor)
Resistmundaneextremeheatorcold
hp20(3HD)
Fort+1,Ref+4,Will+7
Fort+4,Ref+5,Will+2
Speed40ft.(8squares);elfrun
Speed30ft.(6squares)
Meleemwkdagger+3(1d41/1920)or
Meleesap+5(1d6+2subdual)
Rangedmwkdagger+6(1d4/1920)
Rangedmwkcompositelongbow+6(1d8+2/x3)or
Space5ft.;Reach5ft.
Rangedmwkcompositelongbow+4/+4(1d8+2/x3)with
BaseAtk+3;Grp+2
RapidShot
AtkOptionsDissimulated*,Inquisitor
Space5ft.;Reach5ft.
CombatGear2powerstonesofmindthrust
BaseAtk+3;Grp+5
PowerPoints/Day44;PsionPowersKnown(ML6th):
AtkOptionsfavoredenemyhumans+2
3rddispel psionics, false sensory input (DC 16), mental
CombatGearpotionfruitofcurelightwounds
barrier,telekineticforce
AbilitiesStr14,Dex15,Con13,Int10,Wis12,Cha8
2ndaversion(DC15*),brainlock(DC15),readthoughts
SQwildempathy+3(1magicalbeasts)
(DC15),psionicsuggestion(DC15)
FeatsAlertness,Endurance,ImprovedUnarmedStrike,
1stconceal thoughts, mind thrust (DC 14*), mindlink,
RapidShot,SelfSufficient,Track
psioniccharm(DC14*),telempathicprojection(DC14*)
Skills Climb +2 (+4 using ropes), Escape Artist +2 (+4
*ThesaveDCsforthesepowersmightincreasewiththe
ropebonds),Heal+8,Hide+7(+9inslaversfamiliar
useofaugments.
terrain), Knowledge (geography) +3, Knowledge
AbilitiesStr8,Dex14,Con8,Int16,Wis14,Cha13
(nature) +3, Listen +6, Move Silently +7, Profession
Feats Dissimulated*, Inquisitor, Psionic Endowment,
(slaver)+7,Spot+6,Survival+9,UseRope+7
SkillFocus(SenseMotive)
Possessions masterwork composite longbow (+2 Str
Skills Bluff +11, Concentration +8, Diplomacy +8,
bonus), quiver with 30 arrows, sap, masterwork
Disguise +1 (+3 acting), Gather Information +7,
chitinarmor(kank),healerskit,wastelandersoutfit,
Knowledge(local)+8,Knowledge(psionics)+8,Listen
ropes,1d6sp
+4, Profession (auditor) +4, Psicraft +7, Search +5,

256

SenseMotive+14,Spot+4 eye for threats using clairvoyant sense, detect hostile intent,
Possessions combat gear plus mwk dagger, cloak of anddangersense.
resistance+1

The cities of Athas are filled with intrigue, treachery,
and doubledealing. In this setting, information is a
weapon that may be wielded against ones enemies. The
auditor specializes in extracting information through
psionic observation or interrogation. An auditor can be
anything from an information broker to psionic assassin.
In most cities, auditors are employed by templars, the
VeiledAlliance,criminalgangs,ormerchanthouses.
Auditorsusetheircharismaandmentalpowerstoget
out of most kind of trouble, but if that fails, he will use
mindthrusttquicklydispatchthenuisance.

Mindguard
The dwarfs eyes seem focused elsewhere, as if he was
presentsomeplaceelseatthesametime.Heconsistentlywalks
fivefeetbehindhismaster,amaninfinesilkclothes.

Mindguard CR5
Male/femaledwarfseer5
UsuallyLNMediumhumanoid(dwarf)
Init+5;Sensesdarkvision60ft.;Listen+4,Spot+10
LanguagesCommon,[CityLanguage],Dwarf,Elven
AC12,touch11,flatfooted11
(+1Dex,+1armor)
hp22(5HD)
Resiststability(+4againstbullrushandtrip)
Fort+3(+5againstpoison),Ref+2,Will+6;+2onsaves
againstspellsandspelllikeeffects
Speed30ft.(6squares)
Meleemwkdagger+3(1d4/1920)or
Rangedmwkdagger+4(1d4/1920)
Space5ft.;Reach5ft.
BaseAtk+2;Grp+2
Special Actions +1 morale bonus on checks related to
focus;+2whenpsionicallyfocused
PowerPoints/Day32;PsionPowersKnown(ML5th):
3rddangersense,escapedetection
2ndclairvoyant sense, detect hostile intent, mass missive,
thoughtshield
1stconcealthoughts,defensiveprecognition,inertialarmor,
precognition,senselink
AbilitiesStr10,Dex13,Con14,Int16,Wis14,Cha6
Feats Improved Initiative, Improved Dwarven Focus*,
Teamwork
Skills Concentration +10, Gather Information +0, Heal
+4, Knowledge (psionics) +8, Listen +4, Profession
(mindguard)+4,Psicraft+10,Spot+10
Possessionsbracersofarmor+1

Wealthy nobles and powerful merchants rely on
mercenary psionicists to work as their mental
bodyguards, protecting them from espionage, mental
interrogation,andmindcontrol.
Amindguardsdutyistoprotecthisclientnomatter
the cost, especially against mind intrusion. Hell keep an

257

Chapter 10: Magic and Psionic Items


A village can prosper or die with the utterance of a single syllable. Toxic water can be purified or deadly plague can be
unleashed by the power of nature contained in a clay tablet or bone fetish. A ring could save a dying man or protect the
land from being reduced to ash by defilers, or help destroy them both. A crystal could dominate the will of its possessor, or
serve as a storage of psychic energy. Even mundane looking objects can contain highly sought after power, which makes
every item a potential treasure or curse.
TheOracle,BlueShrineScrolls


A small selection of Athasian items, both psionic and
magical in nature are presented in this chapter. For Despite the ambient heat, this weapon is slick with
additional Athasian items and artifacts, see Athasian humidity,withsmallpatchesofsicklygreenmossbarelyvisible
Emporium. onitssurface.

Armor A chitinrot weapon always uses sap fromthe Forest


Ridges trees in its fabrication. Its wounds cause the
exoskeleton of creatures such as insects and kreen to
become dull and streaked with gray striations of fungal
Armor Property infection,effectivelyweakeningitasifsufferingfromthe
Thispropertycanbeaddedtoarmorthatalreadyhas chitinrotdisease.
anenhancementbonusofatleast+1. Any such creature successfully hit by a chitinrot
weaponmustmakeaDC16Fortitudesaveorsuffera2
Lifewall cumulativepenaltytoitsnaturalarmorbonus,downtoa
Price:+5,000Cp minimum of 0. The penalty for this effect decreases
Property:Armor naturallyatarateof1pointperday.Anyeffectthatheals
CasterLevel:11th ability damage may also be used to reduce or eliminate
Aura:Moderate;(DC21)abjuration thepenaltybythesameamount.
Activation: Bows, crossbows, and slings so crafted bestow the
chitinrotabilityupontheirammunition.
Thisarmorseemstobepulsingwithvibrant,almostliving Prerequisites:CraftMagicArmsandArmor,contagion.
energy. CosttoCreate:Varies.

This suit of armor protects you from the effects of Parching
being caught in the defiling radius of a spellcasting Price:+1bonus
defiler. You are immune to all penalties and damage Property:Meleeweapon
associatedwiththedefilingradius,evenwhenaugmented CasterLevel:7th
withRazefeatsormagicalitems. Aura:Moderate;(DC19)evocation
Prerequisites: Craft Magic Arms and Armor, allegiance Activation:
oftheland.
CosttoCreate:2,500Cp,200XP,5days. A multitude of small holes, just like those found on a
sponge,arecarvedallaroundtheheadofthisweapon.

Weapons
A parching weapon drains the water from creatures
hit. A creature struck by a parching weapon is dealt an
extra 1d6 points of nonlethal damage and is considered
Weapon Properties fatigued as if suffering from thirst. It must drink the
These properties can be added to weapons that necessary amount of water or, failing that, make a
alreadyhaveanenhancementbonusofatleast+1. Fortitude save (DC 10, +1 for each previous check) each
followinghourorsustain1d6pointsofnonlethaldamage.
ChitinRot Further hits to the same creature deal the nonlethal
Price:+1bonus damageandincreasetheDCofthesubsequentFortitude
Property:Weapon check(s)byacumulative+2peradditionalhit.
CasterLevel:7th Prerequisites:CraftMagicArmsandArmor,sunstroke.
Aura:Moderate;(DC19)necromancy CosttoCreate:Varies.
Activation:

258

Shattering
Clothing
Price:+2bonus
Property:Bludgeoningorslashingmeleeweapon
CasterLevel:8th Circlet of Resolve
Aura:Moderate;(DC17)evocation Price(ItemLevel):8,000Cp(12th)
Activation: BodySlot:Head
ManifesterLevel:7th
Thisweaponseemstobeheavierthanaweaponofitstype, Aura:Moderate;(DC19)telepathy
and seems very solid despite the fact that many fracture lines Activation:
maritssurface. Weight:

A shattering weapon increases your ability to sunder Thiselegant,whitishgreenolivinecircletisengravedwith
objects, and you are considered to have the Improved aseriesoffine,horizontalparallellines.
Sunder feat regardless of whether or not you meet the
featsprerequisites.Whenmakingasunderingattempt,a Often used by nobles and those fearing that their
successful opposed attack roll on your part causes the actions will be influenced by psionic adversaries, this
struckobject,whichcanbeuptothesizecategoryofthe circlet makes you more determined in your actions. The
shattering weapon, to shatter and be destroyed. If a circletgrantsyoua+5resistancebonustoWillsaves.This
sunder attempt is made against the shattering weapon, isacontinuouseffectandrequiresnoactivation.
thentheattackersweaponisalsotreatedasbeingdealta Prerequisites:CraftUniversalItem,emptymind.
sundering attempt and thus is subject to destruction if CosttoCreate:4,000Cp,320XP,8days.
you succeed on the opposed attack roll. A shattering
weapons shattering ability only works against objects Mask of the Braxat
madeofbone,stone,orwood;youarestillconsideredto Price(ItemLevel):3,500Cp(8th)
havetheImprovedSunderfeatagainstobjectsmadefrom BodySlot:Face
othermaterials,however. ManifesterLevel:7th
Prerequisites:CraftMagicArmsandArmor,shatter. Aura:Moderate;(DC18)psychometabolism
CosttoCreate:Varies. Activation:Standard(mental)
Weight:1lb.
Siphoning
Price:+4bonus Thismaskismadefromthebrownishorangefacialchitinof
Property:Meleeweapon abraxat,includingtheforemostofhiscranialprotrusions.
ManifesterLevel:10th
Aura:Moderate;(DC17)psychometabolism When activated, this mask enables the wearer to spit a
Activation: globe of acid at an opponent up to 40 feet away. If the
wearer succeeds at a ranged touch attack, the opponent
This weapon is set with many translucent crystals. For a takes 4d6 points of acid damage. This ability functions
second,youfeelasfeebleasanoldman,butthefeelingisgone threetimesperday.
asfastasitcame. Prerequisites:CraftUniversalItem,exhalationoftheblack
dragon.
A siphoning weapon siphons away your foes CosttoCreate:1,750Cp,140XP,4days.
strength, dealing 1 point of Strength damage on each
successful hit and transferring that point as an Palm Bracelet
enhancementbonustoyourStrengthscore.Strengthyou Price(ItemLevel):56,000Cp(18th)
siphonfromdifferentfoesistrackedseparatelythetotal BodySlot:Hands
siphoned from each individual foe is considered a CasterLevel:7th
separateenhancementbonustoyourStrength(maximum Aura:Moderate;(DC21)transmutation
+8),andyougainonlythehighesttotal.Theeffectsofthis Activation:andmove(manipulation)
siphoning last10 minutes for the foe, and each siphoned Weight:
Strength point you gain lasts for 1 minute before
dissipating. Thispieceofjewelryismadeofthinleathercordsthatlink
Prerequisites:CraftPsionicArmsandArmor,strengthof from the wrist to one or more fingers, forming a web. On the
myenemy. palm side, attached to this web, is a plaque in the middle of
CosttoCreate:Varies. whichrestsaglitteringgem.

Anoldandenduringfashionamongstnoblewomenis
the wearing of hand or slave bracelets. Usually, hand
braceletsarebeadedandlaced,formingintricatedesigns,

259

and the leather cords can be replaced by metal wire or Prerequisites:CraftUniversalItem.


smallmetalchainlinks,forthosethatcanaffordthem. CosttoCreate:28,000Cp,2,240XP,56days.
Unbeknownst to the nobility, practitioners not of
etiquette but of sorcery also wear a very similar item: a Ring of Coolness
palmormasterbraceletwhosepositionisoverthepalm Price(ItemLevel):2,000Cp(6th)
instead of the back of the hand. While womens hand BodySlot:Ring
bracelets are often both delicate and intricate, sorcerers ManifesterLevel:9th
palm bracelets are rather simple and sturdy, utilitarian Aura:Moderate;(DC20)psychometabolism
devices designed for the wearandtear of an Athasian Activation:
freemanslifeoflaborandtoil. Weight:
A plaque, often of polished ivory or metal, resting in
the cradle of the palm and attached to the wrist and This carved jade band is engraved with stylized
fingers,apalmbracelethasaholeinitsmiddleinwhicha representationsofwaterspirits.
gem can be mounted. A wizard wearing a palm bracelet
while casting a spell can enhance the spell if it is of the A ring of coolness keeps the wearer comfortably cool
descriptor or school that the gem currently mounted evenonthehottestAthasianafternoons.Youareimmune
within is set to enhance. This is a continuous effect and toanynonlethaldamagedealtbyheatexposurefromthe
requiresnoactivation. environment, although lethal environmental damage, as
Removing and mounting a gem are both move well as heat or fire damage caused by other sources
actions. Swapping a mounted gem for another thus includingmundaneorsupernaturalflamesorfiresuchas
requires two move actions: one for removing the current torchesorenergyattacksisinnowaynegated.
gemandoneformountinganother.Onlyonegemmaybe Prerequisites:CraftUniversalItem,adaptbody.
fittedtoapalmbraceletatatime.Althoughabraceletcan CosttoCreate:1,000Cp,80XP,2days.
be worn on each hand only one can be used to augment
anyonespell. Ring of Life
See Precious Stones and Gems on page 59 of the Price(ItemLevel):3,500Cp(8th)
Athasian Emporium for more information on the various BodySlot:Ring
gemsthatcanbemountedinapalmbracelet. CasterLevel:11th
Prerequisites:CraftWondrousItem. Aura:Moderate;(DC21)abjuration
CosttoCreate:28,000Cp,2,240XP,56days. Activation:swift(command)and
Weight:
Phrenic Mask
Price(ItemLevel):56,000Cp(18th) This aviarag ivory ring is shaped in the form of two
BodySlot:Face interconnectingbands.
ManifesterLevel:7th
Aura:Moderate;(DC21)metacreativity Eachmorning,regardlessofyouractivitiesduringthe
Activation:andmove(manipulation) past 24 hours,you regain 1 hp per Hit Dieas if you had
Weight:1lb. slept for a full 8 hours, up to your maximum normal hit
point total. This benefit of the ring does not negate any
Thisoddlookingmaskiscarvedwithstrangepatternsand other penalties associated with the previous days
incrustedwithtinybitsofcrystal. activities, nor does it allow you to memorize spells or
regainpowerpointsasifyouhadsleptforafull8hours.
Coming in a wide variety of forms and materials, Thiseffectrequiresnoactivation.
ranging from leather straps to ivory bands, sawedoff When activated, a ring of life protects you from the
fronts of skulls to intricate metal lattices, a phrenic mask effects of being caught in the defiling radius of a
coversthefaceandthebrowofitswearer.Inthemiddle spellcastingdefilerforoneround.Youareimmunetoall
ofthebrow,thereisalwaysaholeinwhichagemcanbe penalties associated with the defiling radius, even when
mounted. A manifester wearing a phrenic mask and augmented with Raze feats, magical items, or class
manifestingapowercanenhancethepowerifitisofthe abilities.Thisabilityfunctionsthreetimesperday.
descriptor or discipline that the currentlymounted gem Prerequisites:ForgeRing,allegianceoftheland.
issettoenhance.Thisisacontinuouseffectandrequires CosttoCreate:1,750Cp,140XP,4days.
noactivation.
Removing and mounting a gem are both move Ring of Psionic Mind Shielding
actions. Switching a mounted gem for another thus Price(ItemLevel):8,000Cp(11th)
requires two move actions: one for removing the current BodySlot:Ring
gemandoneformountinganother.Onlyonegemmaybe ManifesterLevel:3rd
fittedtoaphrenicmaskatatime. Aura:Faint;(DC17)telepathy
See Precious Stones and Gems on page 59 of the Activation:
Athasian Emporium for more information on the various Weight:
gemsthatcanbemountedinaphrenicmask.
260

Prerequisites:CraftUniversalItem,psioniclightenload.
Thisgleaming,platinumringglimmerswithafaintlight. CosttoCreate:15,000Cp,1200XP,30days.

This ring functions as its magical equivalent, the ring Jolting Pole
of mind shielding, except that it protects you from psionic Price(ItemLevel):250Cp(2nd)
attemptstoreadonesthoughts,notmagicalones. BodySlot:(held)
Prerequisites:CraftUniversalItem,cloudmind. ManifesterLevel:1st
CosttoCreate:4,000Cp,320XP,8days. Aura:Faint;(DC16)psychometabolism
Activation:
Torc of Iron Will Weight:1lb.
Price(ItemLevel):18,000Cp(14th)
BodySlot:Throat Thisslightlytwistedwoodenrodisblackaspitch.
ManifesterLevel:9th
Aura:Moderate;(DC20)telepathy This item is commonly used for prodding along
Activation:Immediate(mental) stubborn mekillots and other beasts of burden. It is also
Weight:2lb. frequently used by templars conducting interrogations.
The lengths of the poles differ, but they all have an
This torc is crafted from pieces of id fiend skull with fine obsidian point on one end that delivers a psychokinetic
ironthreads. jolt to creatures it touches. The jolt is a force effect that
inflicts 1 point of nonlethal damage with a successful
Thewearerofatorcofironwillautomaticallyreceives meleetouchattack.
power resistance 19 against mindaffecting powers for 1 Prerequisites:CraftUniversalItem,hammer.
round,twiceperday. CosttoCreate:125Cp,10XP,1day.
Prerequisites:CraftUniversalItem,towerofironwill.
CosttoCreate:9,000Cp,720XP,18days. Kings Eye
Price(ItemLevel):6,000Cp(10th)
Veil of Lies BodySlot:Face
Price(ItemLevel):2,000Cp(6th) CasterLevel:11th
BodySlot:Face Aura:Moderate;(DC21)divination
ManifesterLevel:1st Activation:
Aura:Faint;(DC16)telepathy Weight:1lb.
Activation:
Weight: Thislensismadewithalargeflattenedconeofsolidglass.

Thisisasimple,unadornedsilkscarf. Puttingthebroadendofthisitemtooneseyesallows
normal vision regardless of atmospheric conditions
Thisitemiswornbythosewhowishtokeeptheirtrue prevailing in the area, be they silt, sandstorm or
opinions hidden from others. The wearer of the veil is otherwise. While looking through the cone the user also
undertheeffectofacontinualconcealthoughtspower. gainslowlightvision.
Prerequisites:CraftUniversalItem,concealthoughts. UsuallyakingseyeisusedbyofficersoftheBalikite
CosttoCreate:1,000Cp,80XP,2days. fleet to see through the silt haze on windy days, but
caravan masters wanting to get an unobstructed view of

Tools their surroundings during sandstorms have also been


knowntoprocurethisitemforthemselves.
Prerequisites:CraftWondrousItem,trueseeing.
Bearers Yoke CosttoCreate:3,000Cp,240XP,6days.
Price(ItemLevel):30,000Cp(16th)
Saddle of Desert Travel
BodySlot:Torso
ManifesterLevel:5th Price(ItemLevel):15,000Cp(14th)
Aura:Faint;(DC18)psychometabolism BodySlot:Torso
Activation: CasterLevel:3rd
Weight:10lb. Aura:Faint;(DC18)transmutation
Activation:
This harness is made of worn mekillot leather completely Weight:6lb.
encirclingthechest,armsandlegsofthewearer.
Thiscrudesaddleismadeoutfromgiantlizardskin.
While wearing the yoke, the carrying capacity of the
character is considered as though its Strength was This military saddle will fit any Large mount. When
increasedby10points. affixed to an animal, it increases the animals base land

261

speed by 30 feet when moving over desert terrain; this checks and Charismabased skill checks when dealing
counts as an enhancement bonus. As with other effects withdwarves.
that increase speed, jumping distances increase The belt provides you with a continual freedom of
proportionally. In addition, the amount of water the movement,greaterheroism,andprotectionfromarrowseffects
mount needs each day is reduced to onequarter its (all mundane missiles fired at you unerringly strike the
normalamount. artifactsbuckle).Ifyouareadwarf,andyousucceedata
Prerequisites: Craft Wondrous Item, cooling canopy, Charismacheck(DC20),youcanaccesstheaccumulated
haste. experience and knowledge of more than 40 centuries of
CosttoCreate:7,500Cp,600XP,15days. Dwarven kings. You receive a +20 bonus on all
Knowledge (history) checks related to dwarves and +10

Artifacts bonusonKnowledge(warcraft)checks.
Should the Belt of Rank be pilfered and summarily
worn, all dwarves viewing the artifact will know it was
Following is a small selection of the myriad artifacts
stolenanddowhatevertheycantoretrieveit.Shouldthe
thatarespecificallytiedtotheDarkSunsetting,havingall
possessoroftheBeltofRankeverunjustlytakethelifeofa
appearedinthePrismPentadnovels.Moreartifactscanbe
dwarf, the artifact will constrict to a diameter of four
foundintheLegendsofAthasaccessory.
incheseffectively crushing the wearer to death. Any
creature so affected is immediately reduced to 1 hit
Belt of Rank points(nosave)andisdying.
Price:Majorartifact The Belt will be destroyed if it is ever submerged in
BodySlot:Waist thebloodofahundredmurdereddwarves.
CasterLevel:21st Prerequisites:Majorartifact.
Aura:Overwhelming;(DC25)enchantment CosttoCreate:Majorartifact.
Activation:
Weight:1lb. Book of the Kemalok Kings

Price:Majorartifact
This girdle is constructed of hardened leather inlaid with
BodySlot:(held)
gold, silver, and precious gems. The belts buckle is engraved
CasterLevel:21st
withtheskullofafiercehalfmaninthecenterofafieldofred
Aura:Overwhelming;(DC25)enchantment
flames.
Activation:

Weight:2lb.
TheBeltofRankisanancientsymboloftheDwarven

people, a sign of their once great heritage before the
Thisancientbookisnotofexceptionalconstruction,madeof
CleansingWarsdevastatedtheirrace.Thisancientartifact
braxathideandthick,leatherlikepagesofunknownorigin.It
was created by Dwarven clerics 4,000 years ago to be
has a nondescript look, being no larger than a tome found in
worn by the leader of the Dwarven armiesgenerals of
anysorcererkingslibrary.Itdefinitelyshowsitsage.
great charisma and skill who were sworn to protect the

Dwarvenrace.
It is thought by some dwarves that the Book of the
The artifact was passed from general to general over
KemalokKingsstolenbyBorysservantsisactuallyacopy
the centuries, finally being given to the Dwarven king
of the original, which has likely turned to dust over the
Rkard to use in defense of his race in the face of the
centuries,thoughnooneknowsforsureifthisisthecase.
Cleansing Wars. Rkard was fatally wounded in battle by
The book definitely shows its age, and if returned to the
BorysofEbe,andtheBeltofRankwasburiedwithhimin
dwarves it would likely be recopied in an effort to
the city of Kemalok. Recently, it was given to the mul
preservetheknowledgecontainedwithin.
gladiatorRikusofTyrtoassisthiminretrievingthestolen
AttheheightoftheGreenAge,thedwarvesofAthas
BookofKemalokKingsanddefeatinganapproachingarmy
were among the most powerful races of the Tablelands.
from Urik. Though the army was overcome, Rikus was
From their majestic city of Kemalok, the dwarves grew
unable to reclaim the book. Ashamed of this, the mul
strongandprosperousintheyearspriortothecomingof
returnedtheBeltofRanktothedwarvesofKled,whereit
Rajaat and his evil followers. It was during this peaceful
remains hidden to this day, waiting for the day when a
timethewritingsoftheBookofKemalokKingswerebegun.
dwarfgeneralworthyofitwillreclaimitonceagain.
ApersonaljournalwrittenbythekingoftheDwarven
The Belt of Rank will fit any Medium creature. Half
people,thebookisacombinationofhistoricaleventsand
giantsaretoobigandmosthalflingstoosmalltowearthe
vital insight into the Dwarven race. In a time when
artifact as the item does not magically adjust to fit the
historicaldocumentswerenearlynonexistent,theBookof
wearer. If you are a dwarf, you receive a +8 competence
Kemalok Kings was one of the few chronicles of Athas to
bonus on Charisma checks and Charismabased skill
survivetheravagesoftheCleansingWars.Nosingleitem
checkswhendealingwithotherdwarves.Ifyouarenota
onAthascontainsasmuchrarehistorythanthisDwarven
dwarf, you receive a +4 competence bonus on Charisma
relic.

262

FollowingthedeathofRkard,thelastoftheDwarven KemalokKingsdoespresentinformationonotherincidents
kings,atthehandsofBorysofEbetwomillenniaago,the and events from the pastdetails on things such as the
fallenmonarchwasplacedinhissacredcryptalongwith TimeofMagic,theWarBringer,andevenknowledgeon
theBookofKemalokKings.Atthattime,itwasdecidedthat raceslosttoAthasduringtheCleansingWar.Manyofthe
untilthethreatofthesorcererkingsonAthaswasended, sorcererkingsandotherpowerfulpartiesareinterestedin
nomonarchwouldruletheDwarvenracesincehewould the book, foremost being the ShadowKing of Nibenay
likely be threatened by the Champions of Rajaat. Should who is always hungry for ancient lore regarding the
knowledge from the book ever be required, the elder scorchedworld.
guardiansofKemalokwouldconsulttheancientwritings. Study of the Book takes one week, but upon
Like many other races following the Cleansing Wars, completion a Dwarven reader gains a +2 inherent bonus
the dwarves of Athas lost considerable knowledge, to Wisdom and a +20 bonus to Knowledge (history)
history,andtraditiontotheharshconditionsoftheworld. checks.Nondwarvenreadersreceiveonlya+10bonusto
Among these was the ability to translate the Book of Knowledge (history) checks. The same character can
KemalokKings.Fornearlyamillennium,therelicgathered neverbenefitfromreadingthebookagain.
dustinthetombofRkard,itsknowledgeuselesstothose TheBookcanbedestroyedbyburningitspagesunder
itwascreatedtohelp. the breath of a dragon, or the blood of a descendant of
The human ErStali worked in the library of the Rkardmustbespilledintoit.
sorcererking Hamanu, which that allowed him to learn Prerequisites:Majorartifact.
parts of their ancient written language. With this CosttoCreate:Majorartifact.
knowledge, he could translate portions of the Book of
Kingsandlearnmoreoftheancientlanguage.TheUrikite The Dark Lens
was sincere in his intentions and became the first non
dwarfevertoseteyesontheageoldtext. Price:Majorartifact
Unfortunately, ErStali studied the book for only a BodySlot:
short time before it was stolen by a psionicist named CasterLevel:30th
Maetan, who took the book to Urik. At the same time, Aura: Overwhelming; (DC 30) abjuration and
RikusandhisTyrianarmyweremobilizingtoengagethe transmutation
forcesofKingHamanuapproachingthenewlyfreedcity Activation:Seetext
state. Weight:170lb.
WhileinKled,thedwarvestoldRikusoftheBookof
KemalokKingsandaskedhimtorecoverit.Rikusagreed, This lens is a polished obsidian eggshaped orb about the
and in return he was granted the title of a Knight of size of a small kank. Its surface is flawless, and its blackness
Kemalok and was given two artifacts to help him in his absolute, darker than the deepest obsidian. Through its glassy
quest: the Belt of Kings and the Scourge of Rkard. skincanbeseenanoccasionalstreakofscarlet,oftenvanishing
However, on his way to meet the approaching army one instant and reappearing again in a different location. The
Rikuswasattackedbyadozenwraithswhowereformer lensradiatesintenseheatuponitssurface,adirectresultofits
followersofBorysofEbe. incrediblepower...
RecognizingRikusasaKnightofKemalok,alongwith
hispossessiontheScourge,thewraithsagreednottokill The Dark Lens is an ancient artifact thought to have
RikusifhebroughtthemtheBookofKingssotheycould beencreatedbyRajaatastheTimeofMagicwascoming
useinformationwithintofindtheirformermaster. to an end. The evil sorcerer fashioned the Dark Lens as a
SpellsplacedonRikusbythevilewraithsforcedhim focus for his power, amplifying his magic and psionic
to complete this task, and in the end the wraiths took energies to unheard of levels. By using the Dark Lens
possessionoftheDwarvenrelic. Rajaat created other powerful artifactssuch as Silencer,
Despite the loss of the Book of Kings, the learned Scorcher,andScourge.RajaatusedtheDarkLenstogive
ErStali was able to transcribe what he had read, his15Championstheirincrediblepowers.
preservingaportionoftheancientwork. As the Cleansing Wars were ending and the
ErStali died nine years later in Kled, and it is champions discovered the true nature of their masters
unknown how much of the text was copied. Also schemes, the disciples of Rajaat took the Dark Lens and
unknown is the location of the Book of Kemalok Kings used its power to imprison their master in a place called
since the wraiths took possession of it. The crypt the Hollow. Shortly after Rajaat was entombed, the Dark
containing the undead warriors has since been vacated, Lens was stolen by two dwarves named Joorsh and
and the location of the book is unknown. Since undead Saram.
and shadow creatures were altered during Rajaats brief These dwarves were selfproclaimed protectors of
release from the Hollow,it ispossible the relic may now Athas,takingtheDarkLensfromthePristineTowertothe
resideononeofAthasmysteriousdimensions:eitherthe EstuaryoftheForkedTongueandsecludingitontheisle
BlackortheGray. of Mytilene. There they created a safeguard for the Dark
FollowingitstheftfromKledtheBookofKemalokKings Lens in the form of a crystal pit, which proved deadly to
hasbecomewellknown.Whilefocusingprimarilyonthe any who attempted to retrieve the artifact. Years later
lives of the Dwarven race through the ages, the Book of Joorsh and Saram perished while defending the Dark

263

Lens from evil giants. Soon after, they arose as banshee, the Dark Lens allows epic spells to be cast with a +50
and used their new powers to guard the Dark Lens from bonustoSpellcraftchecks.Ifusedinconjunctionwiththe
theeyesoftheDragonandtherestofRajaatschampions. Steeple of Crystals in the Pristine Tower, the total bonus
Decadeslater,twoclansofgiantssettledonMytilene. becomes+150.
Insteadofdrivingthemfromtheisland,thespiritsofthe TheincrediblepoweroftheDarkLensisintoxicatingto
two dwarves appeared before the creatures and anyone using the device. Each time you use the artifact,
proclaimedtheDarkLensapowerfulartifacttoberevered youmustmakeaWillsave(DC15+numberofprevious
and worshiped. The dullwitted giants believed the saves)ordevelopaformofmegalomania,convincedthat
words of the banshees, and became guardians of what the power of the Lens makes you invincible. Characters
theyreferredtoastheObsidianOracle.Itwasherethe withthisinsanitywilldowhatevertheycantokeepfrom
Dark Lens remained until being recovered by Tithian of being separated from the artifact. Eventually, the
TyrandAgisofAsticles. character becomes dependent upon the device, and it is
With the Dark Lens in his possession, Tithian asked theDMschoiceastowhetherornotthecharactertakesa
Borys, then later Rajaat, to use the artifact to transform pathtowardsultimatepowersimilartothatofTithianof
himintoasorcererking.Followingthefinalbattlewhich Tyr.
saw Rajaat returned to his prison and the death of the TheDarkLensistiedsocloselywiththefateofAthas
Dragon as well as several sorcererkings, Sadira of Tyr and the sorcererkings that it may not be possible to
cast the Dark Lens into the lava of the Ring of Fire. The destroy the item until either the sorcererkings achieve a
sorceressplacedpowerfulwardsaroundtheRingofFire finalvictory,orarecastfromthefaceofAthas.
toalerthertoanyoneattemptingtofreeRajaatorretrieve Prerequisites:Majorartifact.
theDarkLens. CosttoCreate:Majorartifact.
ToinvokethepowersoftheDarkLens,youmustcome
into contact with the artifact and make a Use Psionic The Heartwood Spear
Device check (DC 30). Failure to do so deals you 1d10
pointsoffiredamage. Price(ItemLevel):Majorartifact(21st)
TheDarkLenshas500powerpointswhendiscovered. BodySlot:(held)
Youinstantlyknowthenumberofpowerpointsithasat CasterLevel:21st
thecurrenttime.Theartifactrechargesitself,regainingall Aura:Overwhelming;(DC25)transmutation
powerpointsafter24hours.Youcanaccessallpowersof Activation:
the Dark Lens at manifester level 20th (or at your Weight:9lb.
manifesterlevelifitishigherthan20th).
TheLensbestowsaconstantmindblank,protectionfrom This wooden spear is six feet in length, coming to an
evilandgoodeffectsonyou.Additionally,youcantrigger, extremely sharp natural point at both ends, colored in the
asastandardaction,astralconstruct(3/day)asthoughyou deepestburgundy;itssurfacecompletelysmooth.
rolled a 30 on his Craft (sculpting) check and
metamorphosis(3/day). TheHeartwoodSpearwascreatedbythehalflingdruid
The Dark Lens can draw spells or spelllike abilities Nokinthe190thKingsAge,andisrumoredtohavebeen
into itself. The magic absorbed must be a singletarget constructedfromapieceoftheLastTree(LSH74),andthe
spell or a ray directed at you. The artifact then nullifies lifeenergyofNok,bothchoosingtosacrificepartoftheir
the spells effect and converts it to 5 power points per life essence to prevent another dragon from arising and
spell level, adding to its power point reserve. You can rampagingacrosstheland.
instantlydetectaspellslevelastheDarkLensabsorbsthat The Heartwood Spears surface is perfectly smooth.
spellsenergy.Youmustdeclareyourintenttoabsorbthe Whenwielded,theoverflowinglifeenergywithinmakes
spell after the spell is cast, and make a Concentration the weapon tingle with its barelycontained energy,
check(DC15+spelllevel)inordertodoso. immediately alerting the wielder to its overwhelming
TheLensalsoallowsyouaccessatwilltoanypsionic power.
powerthatyouwitnessedorintentlystudied.Aminimal The Heartwood Spear was given to a Tyrian gladiator
amount of study and a successful Psicraft check are namedRikusbyNokintheyearofPriestsDefianceofthe
needed to duplicate most psionic powers with the Dark 190th Kings Age, when Ktandeo and the halflings from
Lens.ThetimeofresearchandtheDCofthecheckareup the Forest Ridge discovered that King Kalak of Tyr was
to the DM, but a minimum of one week per power level going to accelerate his dragon metamorphosis to become
andaDC15+powerlevelissuggested. afulldragon,astageakintothatofBorysofEbe.
The Dark Lens is also a focus for magical power. Rikus was able to seriously injure Kalak with the
Arcane spells cast with the aid of the lens are greatly Heartwood Spear, though it did not kill him. Later, Kalak
improved.Youcancastuptothreespellsperdaythatare wasslainbythecombinedeffortofRikus,Sadira,Agisof
improved as though using the Empower Spell, Enlarge Asticles, and the High Templar Tithian. Afterwards,
Spell, Extend Spell, Heighten Spell, Maximize Spell, and Rikus honored his promise to Nok and returned the
WidenSpellfeats(whenapplicable). HeartwoodSpeartohim.
TheDarkLenscanbeusedasamitigatingfactorwhile However,SadirarefusedtoreturnKtandeosCane,and
castingepicspells.Forthosewhoknowhowtoutilizeit, Nok, armed with the Spear, pursued her across the

264

Tablelands. During their final battle near the Canyon of again, the leaves and the roots wither away, leaving an
Guthay, Nok transformed the Heartwood Spear into an intactHeartwoodSpearbehind.
immense oak tree to keep the weapon from Sadira, but The Heartwood Spear can be destroyed by smashing it
perished in battle afterwards. To this day the Spear in its againstthelandsoftheObsidianPlains,oritwillrotifit
treeformliesshatteredatthebottomofthecanyon. everdrawsthebloodofahalfling.
The Heartwood Spear is a weapon of considerable Prerequisites:Majorartifact.
power,onethathasprovenitselftobeakillerofsorcerer CosttoCreate:Majorartifact.
monarchs. Characters that learn about the spear and are
abletodiscoveritscurrentlocationmayhavetoseekout Ktandeos Cane
a powerful halfling with the knowledge to transform the
oakbackintothespear.Ifthecharactersarenothalflings, Price(ItemLevel):Majorartifact(21st)
this could reveal itself a very difficult task, especially if BodySlot:(held)
they cannot prove their worthiness to the halfling whose CasterLevel:21st
helptheyseek. Aura:Overwhelming;(DC25)evocation
The Heartwood Spear is a +4 keen dragonbane double Activation:andstandard(command)
tipped spear of distant shot. The weapon ignores all armor, Weight:10lb.
natural armor, and shield bonuses to AC (including any
magic,psionic,ormundaneenhancementbonusestothat This cane is a wooden rod constructed of an unknown
armor. Dexterity, deflection, dodge, and other such hardwood,withanobsidianballfiveinchesindiameteraffixed
bonusesstillapply). toitstip.
The spear has a special ability that functions only
uponscoringasuccessfulcriticalhit.Anyarmorwornby KtandeosCaneisa3foottallwoodenstaff.Theartifact
an opponent against whom you score a critical hit must allows its wielder to cast spells fueling his own energy
makeaDC20Fortitudesaveorbecompletelydestroyed. intotheobsidianorbontop.
Whenever it inflicts damage to a dragon, the Spear This artifact was the creation of Nok as a gift to
lodges in his body if he fails a Reflex save (DC 15 + Ktandeo, the mentor to the halfelven wizard Sadira.
damageinflicted).Aslongastheweaponislodgedinhis Beinganotablewizardbyhisownright,Ktandeotaught
body the dragon moves at halfspeed, cannot charge or Sadiraandmanyotherstheartofdrawingmagicfromthe
run, and must make a Concentration check (DC 15 + landwithoutdefilingitsessence.Nokcreatedthiscaneto
damage inflicted) in order to cast a spell with somatic help Ktandeo in his struggle against the defilers of the
components. The victim or someone else can make a land.
Strength check (DC equals the Strength of the character Ktandeo died while fleeing the Tyrian templars in
that inflicted the wound) to pull the Spear from the UnderTyr, but before he passed away he told Sadira of
wound; this requires two free hands and a standard the Heartwood Spear and of his magical cane. The dying
action that provokes an attack of opportunity. human believed that these two artifacts of the halfling
Successfully pulling the Spear from his body inflicts half race were theonly objects that could destroy King Kalak
oftheinitialdamagetheSpearcaused,roundeddown. of Tyr. When Rikus was given the Heartwood Spear by
The Heartwood Spear transfers one dose of its magical Nok, Sadira received Ktandeos Cane as an additional
sap into the victims veins each time it inflicts a wound weapontouseinthedefenseofTyrandtheForestRidge.
upon him. It can produce such a dose only once every Following the death of King Kalak, Sadira refused to
hour. The sap is composed of life energy and thus return the artifact named after her late master to Nok. It
consideredalivingthingratherthanapoison;thereforeit wasbecauseofthisthatthehalflingpursuedSadiraacross
is not subject to poison immunity or powers and spells the Tablelands, until their final confrontation at the
thatgrantimmunitytopoison.Thesapinflicts1d6points Canyon of Guthay. It was here that Nok shattered the
of ability damage to each ability score and a further 1d6 obsidian ball atop the cane with another obsidian orb of
pointsevery10minutesuntilthevictimdiesorthesapis hisown,beforefallingtothedamageofthedestruction.
negatedwithwish,miracle,orrealityrevision. KtandeosCaneisapowerfulweaponthatallowsnon
Aslongasthesapcoursesthroughthevictimsveins wizards to cast arcane magic. Ktandeo was a member of
it resonates with the living wood of the Heartwood Spear, the Veiled Alliance, and felt that to fight defiling magic;
making its wielder immune to powers and spells one must have magic of his own, and thus created this
originating from him, as well as to the effects of his artifact. It could also be the focus of a plot to restore the
defiling radius. This immunity exists regardless of range artifacttoaidthehalflingraceagainstsomenewthreat
so long as the Spear is held and the sap has not been to retrieve it from the Canyon of Guthay to restore the
negatedviamagicalorpsionicmeans shatteredorbthatdirecteditspower.
If ever sundered or otherwise broken, the Heartwood The cane is a +2 quarterstaff. If grasped firmly, the
Spear becomes a normal, broken wooden spear until one command word Nok spoken followed by the spells
of its ends is rammed upright into theearth. If left a full name, the cane enables the holder to use the following
dayunderthesunandgivenaliterofwateritwillgrow spelllikeabilitiesatwill,atcasterlevel20th.
roots and leaves. From then on, it will reattach broken Clearriver
pieces if they are applied to a break. Once it is whole Ghostfire

265

Groundflame of Rkard until the day that it was needed to defend the
Holdmonster dwarvesfromtheravagingofBorysofEbe.
Invisibility FollowingthedeathofKingKalak,Rikuscametothe
Lesserglobeofinvulnerability dwarvesofKled,builtovertheruinsofKemalok,toenlist
Magiccircleagainstevil theiraidindefendingTyrfromtheapproachingarmyof
Magicmouth Urik. The Book of Kemalok Kings was stolen by Maetan of
Quietstorm Lubar during a confrontation with the Urikite army. For
Skyfire defending the city and by agreeing to help retrieve it,
Sparkrain RikuswasdeclaredaKnightofDwarvenKingsandgiven
Suggestion boththeScourgeofRkardandtheBeltofRanktohelphim
Like the magic that is drawn from the land to fuel a inthearduousbattlesthatwereahead.ThoughtheBookof
wizards spells, Ktandeos Cane draws upon the lifeforce Kemalok Kings was not recovered, the Urikite army was
ofitswieldertogenerateitsspelllikeabilities.Eachtime repelled (even though Hamanu was mysteriously not
the artifact is used, the wielder ages 1 month per spell affectedbytheScourgespowers),andbothKledandTyr
level.Ifanylivingcreatureiswithin5feetofthewielder, weresafe.RikusreturnedtheBeltofRanktothedwarves,
they instead all age onequarter of this amount. Should butwasgiventheScourgeofRkardbytheDwarvenelder
thewielderactivatetheCanemorethanthreetimesaday, Lyanius as a reward for his struggles. It might be up to
thewielderslifeforceisthentaxedevenfurther,causing the player characters to recover the sword and use it to
the wielder to age double that amount. The effects of slaytheDragon.
agingonthe wieldermanifestasgrayinghair,agespots, During the following decade, Rikus used the powers
andothersignsofage.Nothingcanrestorethisaging,not of the Scourge to help defend Tyr and the rest of the
even a miracle, wish or reality revision effect. Creatures Tablelands from the ravages of the Dragonotherwise
immune to aging effects cannot cast spells using the knownasBorysofEbe.AfterRajaatwasreleasedfromhis
artifact. prisonRikusfoundhimselfinmortalcombatwithBorys,
KtandeosCanecanbedestroyedifstruckwithanitem with his only weapon the Scourge of Rkard. In the battle
crafted from the Last Tree, crushed under the foot of an thatfollowed,RikusdrovetheScourgedeepintothesnout
epicdefiler,orbebrokenintwobyanelderlyhalfling. oftheDragon,andasaresultofthecreaturessubsequent
Prerequisites:Majorartifact. thrashingRikussnappedthebladeintwo.Thebladethat
CosttoCreate:Majorartifact. remained impaled in the Dragon began to ooze a black
ichor which eventually consumed and killed Borys. The
The Scourge of Rkard twopiecesoftheScourgeofRkardwereleftattheRingof
Fire following Rajaats defeat, and are now guarded by
Price(ItemLevel):Majorartifact(30th) powerfulwardsplacedontheareabySadiraofTyr.
BodySlot:(held) TheScourgeofRkardisapowerfulweaponthatcanbe
CasterLevel:30th used by either the forces of good or evil, whichever
Aura:Overwhelming;(DC25)transmutation happenstohavepossessionofitatthetime.TheScourge
Activation:andstandard(command) wasinthepossessionofRikusfornearlyadecade,andit
Weight:2lb. ispossiblecharactersmayhavecomeintocontactwiththe
bladeiftheywerefamiliarwiththeexgladiatormul.Itis
The steel of this sword is like no other, having an almost unlikely that Rikus would have parted with the Scourge,
ivorysheen,anditspolishedsurfaceisasreflectiveasthefinest sincehefeltittobethesupremegiftfromdwarves.
mirror.Itspommeliswrappedinthehideofanightmarebeast, Retrieving it from the Ring of Fire would almost
andthetangisengravedwithancientsymbolsofpower. certainly attract the unwanted attention of Sadira of Tyr
andherallies.
The Scourge of Rkard (originally called the Scourge) is The Scourge of Rkard is a +4 keen ghost touch vorpal
thethirdofthethreegreatswordscreatedbyRajaatthe bastard sword of sundering. The weapon is +6 versus any
othertwobeingtheScorcherandtheSilencer.Rajaatgave creature with the Champion of Rajaat template. The
theScourgetohis13thchampion,BorysofEbe,tobeused ScourgeofRkardalsoenhancesthehearingofthewielder.
in his crusade to eliminate the dwarves from the face of Upon command the sword can increase its wielders
Athas.TheScourgedrankthebloodofmany,andsoonthe hearing,providinghimwitha+30circumstancebonuson
ButcherofDwarveswasmetbyRkard,thelastandmost Listenchecks.
powerful of the Dwarven kings. In the terrible conflict The Scourge bestows constant know direction and
that followed Borys buried the sword deep within location,anddefensiveprecognition(+2bonus)effectsonits
Rkards chest, earning it the name the Scourge of Rkard wielder.Italsograntsitswielderimmunityfrompoisons.
thereafter. OnceperdaythewielderoftheScourgeofRkardcanrally
As the champions of Rajaat planned to rebel against his allies by holding the sword high in the air prior to
their master, Borys lost the Scourge of Rkard, and it entering battle. Those viewing this spectacle are inspired
somehowendedupinthehandsofsurvivingdwarvesof fortheforthcomingbattle,receivinga+2moralebonuson
Kemalok, the lost city of Dwarven kings. Over the saving throws against charm and fear effects and a +2
centuriesthatfollowed,theScourgewaskeptinthetomb morale bonus on attack and weapon damage rolls until

266

eitherthebattleisoverorthewielderoftheScourgefalls forgotten. The gate sat beneath the place that would one
inbattle.Thisisaclairsentienceability. daybecalledtheGroaningCity,awaitingdiscovery.
Additionally, if the Scourge is broken (which has Centuries passed, and then during the days of the
occurredtwiceinrecenthistory),thetwopiecescanmend Cleansing War, humanoids from Giustenal established a
themselves if held together for a period of one month. sanctuaryinthecavern.TheydiscoveredthePlanarGate,
During this time none of the swords powers function. andlookeduponitasasignfromtheirgod.
While two broken pieces of the sword are apart, each To the followers of Taraskir the Lion, then king of
piece issues a black ichor. Anything that comes into Giustenal,allthingsleonineweresacred.Whiletheyhad
contact with it suffers 20d6 points of acid damage per noideawhatthePlanarGatetrulywas,itshowedthema
roundofexposure.Thisoozecanonlyberemovediffire worldofgrasslandwithlionsroamingfree.Theybelieved
isappliedtoitwithinoneminuteofexposure. thecaverntobeblessedbyTaraskir,andlivedtherefora
ThepoweroftheScourgeofRkardisnotwithoutprice. timeinsafetyandpeace.
Should the wielder of this artifact evercomes within 100 Lessthantwodecadeslater,DregoththeRavagerand
yards of one of the remaining Champions of Rajaat, he his forces found the hidden cavern and destroyed the
must make a Will save (DC 25) or attack the Champion humanoids. The Planar Gate then fell into Dregoths
outright.AsfarasthewielderoftheScourgeisconcerned, possession.ItnowresidesinhisDreadPalace,providing
thisisaconfrontationtothedeath.Thisisanenchantment theundeadsorcererkingwithawindowandadoorway
(compulsion),clairsentienceability. to other worlds. Since it was created to provide a means
Additionally,should the Scourge ever again drink the for study and travel, it has no problem with the uses
blood of a dwarf, there is a chance that the swords Dregothhasfoundforit.
originalpurposethedestructionoftheDwarvenrace TheancientsoftheGreenAgethatcreatedthisunique
willberevived.ForeachdwarfthatisslainbytheScourge and powerful psionic item used techniques and
ofRkardthereisa5%cumulativechancethatthewielder knowledge lost in the mists of the ages processes far
will take up the onetime mantle of Borys of Ebe, and beyond the understanding of the greatest member of the
attempt to finish killing all the dwarves on Athas. Only Order or the most powerful sorcererking alive today.
the death of the wielder can stop him from this savage Dregoth has discovered how to operate the Planar Gate,
need. buthecannotbuildanother.
TheScourgeofRkardcanbedestroyedifbathedinthe Onceitisdestroyed,theGatewillbelostforalltime,
elemental waters that became of Rajaat, placed at the asnooneonAthashastheknowledgeorskilltorebuild
bottom of the Silt Sea for a decade, or have it melted it.
downbyadwarfwiththepurestofhearts. TousethePlanarGate,you mustlookintoitssurface
Prerequisites:Majorartifact. andmanifestclairvoyantsense.Afteroneround,theimage
CosttoCreate:Majorartifact. in the mirror begins to shift to show various planes of
existence. To determine which plane the Gate focuses on
The Planar Gate forthecurrentround,rollonthetablebelow.

Price:Majorartifact
Table 101: Random Planar Destinations
BodySlot: 0110 The Black
ManifesterLevel:25th 1120 The Gray
Aura:Overwhelming;(DC25)psychoportation 2128 Elemental Plane of Fire
Activation:Seetext 2935 Elemental Plane of Earth
Weight:100lb. 3642 Elemental Plane of Air
4349 Elemental Plane of Water
5053 Paraelemental Plane of Silt
This object is a giant mirror set in a mahogany frame. 5457 Paraelemental Plane of Sun
Insteadofyourreflection,youseebizarrecreaturesandanimals 5861 Paraelemental Plane of Magma
initssurface. 6264 Paraelemental Plane of Rain
6566 Ysgard
The Planar Gate is a powerful artifact currently in 6768 Limbo
possessionofDregoth.Itis10feettalland5feetwide. 6970 Pandemonium
The ancients of the Green Age were powerful 7172 The Abyss
7374 Carceri
psionicistswithabilitiesandknowledgefarbeyondthose 7576 Hades
of even the greatest members of the Order today. These 7778 Gehenna
psionicists created the Planar Gate using powers that no 7980 Baator
longer exist on Athas today. With the Planar Gate they 8182 Acheron
exploredthevastreachesofotherworlds.Theartifactwas 8384 Mechanus
8586 Arcadia
kept within a great keep hidden in a cavern beneath
8788 Celestia
Giustenal, where it was usedto study the myriad planes 8990 Bytopia
ofexistence. 9192 Elysium
AstheGreenAgegavewaytotheTimeofMagic,the 9394 Beastlands
cavern containing the Planar Gate was abandoned and 9596 Arborea
9798 Outlands

267

99100 DM's choice Those who are able to survive long enough to access
this conjunctions special ability gain the power to resist
To step through the mirror, you must manifest astral theelementsthatcomposetheStorm.
caravan, allowing you to part the Gray barrier and step Lore: Characters can gain the following pieces of
through to the image presented in the mirror. The Gate information about the Cerulean Storm by making a
willstayfocusedonthelocationuntiltheimageisshifted successful Knowledge (arcana), Knowledge (history), or
byanotheruseofclairvoyantsense. bardicknowledgecheckattheappropriateDCs,asgiven
On the other side, the Gates location always appears below.
asashimmeringrectangleoflightwithinsomereflective DC20:TheCeruleanStormisapowerconjunctionsaid
surface(anothermirror,asmallpool,etc.)Onlythosewho tograntresistancetotheelementsthatcomposeit.
stepped through the Planar Gate can see the way back. DC25:TheCeruleanStormwascreatedwhentheFirst
Returning requires another manifestation of clairvoyant Sorcererwasreimprisoned.
sense,andtheGatemuststillbefocusedonthelocation. DC30:TheCeruleanStormbeganwhenRajaatscloud
ThePlanarGateisneutral,hasanIntelligencescoreof body was engulfed by Rkards sunspell. Though it was
15andEgoof15.Itcanusecorrespondatwill.ThePlanar formed from the remains of Rajaats cloudbody and
Gate is not fond of idle chitchat, and usually does not fueledbytheFirstSorcerersbondwithelementalwater,
speak of anything other than desired travel targets. The theCeruleanStormwastiedtoTithianduetohisreaction
Gate can focus itself on any specific plane in 1d6+1 tothesunspellandtheDarkLens.
rounds, if asked. It can even supply a limited history of Description: The constant rain that strikes the sea of
the plane being traveled to if desired. However, if lava creates great clouds of scalding steam that rise high
someone intends on using the Gate in an obviously into the sky. This boiling steam has made the valleys
harmful manner, the Gate will refuse to function for that deepestinterioruninhabitable.Eventherimofthevalley
person from then on. Dregoth learned of this in early is deadly, because lightning flashes dance across the
conversations with the device, and has been cautious in ground and scalding steam drifts upon every breeze. Ur
hisuse. Draxaanditscitizensaredead,andonlythemostsuicidal
The following methods can be used to destroy the adventurerswouldattempttryingtoreachitsgateswhile
Planar Gate: should a gate spell be cast upon the Planar the cold, stinging rain continues to fall over the sea of
Gate,thespelldestroysit,turningitsspatialfabricinupon lava.
itselfanddealing2d6x10pointsofdamagetoeverything Thosewhoarebraveenoughtoreachtheouterrimof
withina60footradius;or,ifthePlanarGateistoldthatit the Valley might encounter the disembodied form of
has unwittingly participated in a truly evil act, it will TithianofTyr,whowaspermanentlytiedtotheCerulean
shatter.TheGatedestroysitselfratherthan beusedfora Storm and now haunts the valley and inadvertently
purposeotherthanstudyandexploration. protectstheDarkLensthatcouldotherwisebeusedtofree
Prerequisites:Majorartifact. him.
CosttoCreate:Majorartifact. Prerequisites: Only a creature with at least five
character levels can access the power of the Cerulean
Power Conjunctions Storm,andthenonlyifitpossessesnospecialabilitythat
wouldlessenthedamageittakesfromtheStorm.
Deep in the wastes of Athas a white marble castle of Conjunction Activation: To gain the benefit of the
whiteconstantlyspewsastreamofwater.Intheswamps power of the Cerulean Storm, a character must draw its
near the Jagged Cliffs, a mighty inverted pyramid rises powers into himself by sheer force of will. Doing so
outofthebog.Theseareexamplesofpowerconjunctions, requires a fullround action and provokes attacks of
magically or psionicallyinfused locations that have opportunity.
powerfuleffectsorsomestrongconnectiontoaPlane,but Recharge: Once the Cerulean Storm has granted a
that cannot be moved. Discovering one of these power characteritsbenefit,itcannotgrantthesamecharacterthe
conjunctions might be the focus of one or more benefitforoneyear.
adventures, or even an entire campaign arc. A few Special Ability (Su): A qualified creature gains
examples of power conjunctions are provided here, but resistance to electricity 10. A creature that already has
these should be considered inspirational rather than a resistance to electricity from another source (even a
comprehensivelist. temporary one, such as a spell or item) gains nothing
from the Cerulean Storm. A creature can gain this benefit
only once, and its effects do not stack with any other
The Cerulean Storm resistance to electricity the creature might subsequently
A raging blue storm, known as the Cerulean Storm, gain.
covers the entire Valley of Dust and Fire with lightning Duration:Theelectricityresistancelastsforayear.
andthunder,roilingclouds,andtorrentialrain.Thestorm Aura:Strongevocation.
has been raging since FY 10, and it shows no signs of AbilityValue:10,000Cp.
ventingitsenergyanytimesoon.

268

Crimson Monolith filled with ancient trees and young flowers sits open for
any Kurnan citizen. A stream of fresh water runs zigzag
ThebloodredneedlecalledtheCrimsonMonolithrises downthehill.Althoughsteep,thegroundiseasytoclimb
from the eastern dunes, piercing the blazing sky like a if one goes slowly, and even easier to find a comfortable
stone sword blade. No one knows who built it or how spot to sit in the quiet and peaceful shade. The Memory
long ago it was constructed.It simply stands alone amid Shrine is used as a way for the Kurnans to keep their
the rise and fall of the sand dunes like a lonely trail locationandsecretsjustthewaytheyare:secret.
marker. Lore: Characters can gain the following pieces of
TheCrimsonMonolithisarelicoflegendarymagic,one information about the Memory Shrine by making a
of the few items that can pierce the Grays barrier and successfulKnowledge(arcana),Knowledge(local[Kurn]),
travel to the Outer Planes, together with the Nightmare or bardic knowledge check at the appropriate DCs, as
GateandthePlanarGate. givenbelow.
Lore: Characters can gain the following pieces of DC 15: Memory Shrine is open to any Kurnan citizen.
information about the Crimson Monolith by making a Fromanypartofthegarden,onehasabreathtakingview
successful Knowledge (arcana), Knowledge (the planes), of almost the entire city below them, the Banding Slopes
or bardic knowledge check at the appropriate DCs, as and the White Mountains. And yet while dozens of
givenbelow. persons walk the garden at any time, the steep slope,
DC 15: Travelers claim that on nights when the twin trees, and the shape of the path make it easy to find
moonsarehighinthesky,strangecreaturesemergefrom solitude. Kurnans in mourning often go visit Memory
themonolithtoexplorethenearbydunes.Thesecreatures Shrine to find comfort, some to remember, and some to
simplystepoutofthesolidstone,fornodoorsappearto forget.
opentheway.Whenthemoonsbegintodisappear,giving DC 20: By custom, Kurnans often spend a few days
way to the crimson dawn, the beings step back into the every year visiting the tombs of their ancestors in the
monolithassilentlyandmysteriouslyastheyarrived. northerncanyons,andthen,immediatelyuponreturning
DC20:GatesthatconnectAthasandtheOuterPlanes to Kurn, visit Memory Shrine before they return to their
still exist, but their links function only when the Grays homesortalktoanyoneelse.
interdimensionalbarrierisweaker. DC25:Sometimesforeignerswhohaverenderedgreat
DC 25: If the proper ritual is performed at the right servicetothecity,orwhohavegainedOronisattention,
time,thosewhotouchthemonolithinstantlyvanishfrom are allowed to visit Memory Shrine, and drink from the
thefaceofAthas. watersoftheenchantedstream.
Description: The needle is made of an unknown red DC 30: Korgunard, that popular Urikite wizard that
stone.Itissmoothandwarmtothetouch,andsomeclaim usedtovisitKurn,usedtovisitthegardenbeforecoming
itevenpulseslikealivingthing.Thebaseisabout15feet tospeakwithOronis.
around, and it tapers to a point about 40 feet above the Description:Someofthetreesinthegardenaretrees
ground. It has no seams, no obvious doors or windows, of life. The stream that runs down the hill runs into the
andnoapparentfunction. citys water supply, but its supernatural powers only
Prerequisites: Only a creature with five or more affect those that drink from the waters inside Memory
character levels can access the power of the Crimson Shrine.
Monolith. Prerequisites:Anyonemaybeaffectedbythepowers
Conjunction Activation: To claim the power of the of Memory Shrine, if they drink the water, knowing that
CrimsonMonolith,acharactermusttouchthemonolithat thewaterhasthepowertomodifymemory.
night during the end of theEndlean Cycle, which occurs Conjunction Activation: In order to enjoy any of the
only once every eleven years. The Crimson Monolith can effects of the water, one must willingly drink the water
affecteightcreaturesonanygivennight.Ifthenumberof knowingthatthewatermodifiesmemory.Someonewho
qualified creatures it is greater than that, the monolith istrickedorcoercedintodrinkingthewaterisunaffected,
affectseightofthem(chosenrandomly). and those that drink it willingly, give up any saving
Recharge:OncetheCrimsonMonolithhasconferredits throwagainstallofthestreamseffects.
benefit,itcannotconferthemagainforoneday. Recharge: There is no limit on the number of times
Special Ability (Su): A character who touches the thatonecanusepowerofMemoryShrine.
Crimson Monolith is instantly transported to a random Special Ability (Sp): All mindaffecting spells and
Outer Plane, unless the character speaks out loud in psionic powers will fail against the subject so long as he
Rhulistithenameoftheplanehedesirestogoto. remains in Memory Shrine, except for the effects of the
Duration:Theconferredabilitylastsfor8hours. shrine itself. The subject is immediately cured of any
Aura:Overwhelmingconjuration. mental control, coercion, or possession. A subject can
AbilityValue:8,000Cp. recallanyexperienceintheirlifewithperfectclarity.Ifthe
subjecthashadhimmemoriesaltered,thenhiscomplete
The Memory Shrine andcorrectmemoriesarerestored,butonlyaslongashe
Just below the Elven Tower in Kurn, on the steep remainsinthegarden.
slopesofMountTemeiainthecitystateofKurn,agarden When he leaves the garden, his memory reverts to
what it was before, and he doesnt recall anything that

269

occurred during his visit to the garden, either. Two or Duration:Theconferredabilitylastsforoneyear.


more persons that visit the garden and drink the water Aura:Strongevocation.
together may choose to alter their memories together. AbilityValue:8,000Cp.
Couplesthathavehadaquarrelsometimesvisitthisspot
to forget the terrible things that they said to each other. Rajaats Pyramid
This ability functions like the modify memory spell, with
the following differences: the effect is instantaneous the In the swamp that lies at the bottom of the Jagged
moment that the subject leaves the garden, there is no Cliffs,anancientpyramidwascreatedbyRajaattoserve
timelimitontheamountoftimeforgotten,andthereisno as a magical storehouse, complete with traps and
savingthrow,sincethesubjectschoosetobesubjecttothe guardians, although the Sorcerer took almost everything
enchantment. One cannot drink the water willingly and outofittoarmhischampionsduringtheCleansingWars.
thenattempttoresist,tryingtogetotherstoforgetwhile This conjunction is imbued with so much raw arcane
maintainingonesownmemories. energy that the very air seems to hum with unfocused
Duration: The subjects memories are permanently power.
modified, but whenever the subject returns to Memory This is not the only pyramid Rajaat has constructed
Shrine, the subject remembers all the true memories at during the period when he developed and refined his
once,andrealizesthefalsehoodofthefalsememories,as sorcerous knowledge and there is at least another one
explainedabove. heardof.
Aura:Overwhelmingenchantment. Lore: Characters can gain the following pieces of
AbilityValue:2,000Cp. informationaboutRajaatsPyramidbymakingasuccessful
Knowledge (arcana), Knowledge (ancient history), or
bardicknowledgecheckattheappropriateDCs,asgiven
The Mud Palace below.
The Mud Palace is located in a huge mudflat in an DC 15: Rajaats Pyramid is a wellspring of magical
inlandsiltbasin,inoneofthemostdesertedpartsofthe power.
Tyr Region. The entire mudflat is populated by horrid DC20:RajaatsPyramidusestherawmagicalenergies
monsters, the like of which have never seen before of the Swamp to enhance spells from a particular school
outside this basin. It lies in the middle of a dense forest ofmagic.
with its grounds haunted by venomous spiders and DC 25: Rajaats Pyramid is a magical citadel,
snakesofeverysort. constructed by Rajaat himself. The Warbringer fashioned
Becausethemagicofthepalaceistiedtoitslocation, this place so that various sectors within it reflect the
not to the water within it, any water removed from the natureofonebasicfocus,orschoolofmagic.
palaceissimplynormalwater. DC30:Theancientpyramidwascreatedasamagical
Lore: Characters can gain the following pieces of storehouse,completewithtrapsandguardians,although
informationabouttheMudPalacebymakingasuccessful Rajaat took almost everything out of it to arm his
Knowledge (arcana), Knowledge (the planes), or bardic championsduringtheCleansingWars.
knowledgecheckattheappropriateDCs,asgivenbelow. Description: The water around the Pyramid is much
DC 20: The Mud Palace is the remnant of a long deeperthanitappears.Theentireareais50feetdeep,and
standingconnectiontotheElementalPlaneofWater,and apairofgigantic,rustyirondoorsliesatthebottomofa
itholdstheessenceofthatwateryrealm. confluenceoftwothick,mossystreams.Thewateraround
DC 25: Those who stand within the Mud Palace can the Pyramid is far too murky to see through, but divers
pull some of its power into themselves to increase the can probably feel the doors. Each door is 250 feet wide
poweroftheirwateryspells. and500feetlong.
Description: At the center of the island, where the There is no way of physically opening the doors,
foliage grows so thick it is a veritable jungle, a althoughmagic(evenasimpleknockspell)canaccomplish
magnificent castle of white marble rises out of the mud. the task, forcing the ancient portals to slide open. If the
Therearenowindows,doors,orentrancesofanysortin doors open, an inverted stone pyramid, each of the four
the castlesave for the windows at the highest levels of sides of its base over 400 feet long, rises from the shaft
thetower,whichgushforthaconstantstreamofwater. below the doors, thrusting up through the water to float
Prerequisites: Only a 5thlevel or higher spellcaster 100 feet in the air. The shaft beneath the doors is empty,
canaccessthepowercontainedintheMudPalace. otherthanthepyramid,andfilledwithwaterdowntoits
Conjunction Activation: Only a creature with five or bottom,500feetbelow.
more character levels can benefit from the effects of the Atnight,thedoorsmagicallyopenontheirown,and
MudPalace. the pyramid rises from the depths, dripping mosses and
Recharge: Once the Mud Palace has conferred its slimy water from its smooth stone surface. If the player
abilityonasingledivinespellcaster,itcannotdosoagain characters arrive at the confluence at night, they see the
foroneyear. invertedpyramidalreadyhangingmagicallyintheair.If
Special Ability (Su): A spellcaster who draws forth theyarrivebydaybutcampatthesideoftheconfluence
thepoweroftheMudPalacehasaneffective+2casterlevel until dark, they will see it rise, apparently of its own
forallspellswiththewaterdescriptor.

270

volition. The next sunrise, the pyramid sinks down into times of the day, these blocks focused sunbeams on
theshaftandthedoorscloseagain. specifictrollrunescarvedintothedolmens.
Prerequisites: Only an 8thlevel or higher arcane Description: Colossal stones called dolmens sit upon
spellcaster can access the power contained within a each other in threes, forming stark, doorwaylike
RajaatsPyramid. structures. These doorways stand in circular formations;
ConjunctionActivation:Toclaimthepowerofoneof the formation above Star Rock includes four intact
the pyramids rooms, a qualified arcane spellcaster must concentriccircles.Thecentermostcirclehasfourlayersof
stand inside the room and draw its powers into himself staggereddoorways.Ontheeasternsideoftheformation,
by sheer force of will after speaking the school name in the outer circle has two isolated doorwaylike structures
Rhulistialoud.Doingsorequiresafullroundactionand forming part of a second level. If one stands in the right
provokesattacksofopportunity. location,theseouterdoorwayscapturethesunriseonthe
Recharge: Once a Rajaats Pyramid has conferred its morningsofHighSunandLowSun.
ability on a single arcane spellcaster for every room, it Prerequisites:StarRockonlyconfersitsspecialability
cannotdosoagainforoneyear. ifallofitscrystalsareputbackintotheirplace.
SpecialAbility(Su):Anarcanespellcasterwhodraws Conjunction Activation: To claim the power of the
forththepowerofaRajaatsPyramidcancastspellsfroma StarRock,acharactermustfirstretrieveallofthemissing
specificschoolstrongerthannormal.Onceperday,hecan crystalsandputthemintotheirrightsockets.Thisprocess
cast a spell of 3rd level or lower extended, empowered, takes1minuteandprovokesanattackofopportunity.
maximized, or quickened without using a higher spell Recharge: Once Star Rock has conferred its benefit, it
slot.Inaddition,creaturesinsidethePyramidareimmune cannot confer them again for one Endlean Cycle (seven
totheadverseeffectsofRajaatsswamp(seepage6ofthe years).
LifeShapingHandbookfordetails). Special Ability (Su): Star Rock heightens the
Duration:Theconferredabilitylastsfor30days. perceptionofanaffectedcreaturetowardsthefutureand
Aura:Overwhelminguniversal. the stars. The character can cast any divination spell or
AbilityValue:15,000Cp. manifest any clairsentience power at an effective
caster/manifester level five higher than his actual
The Star Rock caster/manifester level, and Star Rock itself replaces any
requiredfocusormaterialcomponentsforanydivination
One of many mesas in the western portion of the spell.
Broken Deep, Star Rock has its name for the unnamed Without the crystals, a character with ranks in
structure built on its crumbling surface. It has many Knowledge (nature) or Knowledge (ancient history)
differentwornsymbolsonitsstonedoorways. learned astronomer who spends at least a day studying
The Star Rock grants the power to see the future and this structuregains +10 to all Knowledge (nature) checks
theabilitytoforeseethelocationofstarsandthemoonsto relatingtothemovementofthestarsandmoons,and+2
anyonecapabletorecoveritscrystals. toallKnowledge(ancienthistory)checks.
Lore: Characters can gain the following pieces of Duration: Star Rock affects creature while they are
information about Star Rock by making a successful within its confines, and a full 24 hours after the creature
Knowledge (arcana), Knowledge (ancient history), or leavestheobservatory.
bardicknowledgecheckattheappropriateDCs,asgiven Aura:Overwhelmingdivinationandclairsentience.
below. AbilityValue:10,000Cp.
DC20:SageshavereferredtotheStarRockstructureas
aprimitiveorrerybutthetruthisthatnoonehasever
built a more accurate device, if one knew how to use it
properly.
DC25:AstronomersthathavestudiedStarRockagree
that if one were to reassemble or recreate the original
crystals,thatonecouldnotonlypredictthemovementof
celestial bodies with perfect accuracy, but also gain
tremendous knowledge regarding the past and future.
Since recent celestial events such as the Messengers
failure and the Hour of Blue Sun, a growing number of
astronomers have made pilgrimages to Star Rock, where,
theybelieve,lietheanswers.
DC 30: Trolls began reconstructing Star Rock during
the dawn of the Rebirth, and spent two thousand years
completing it. Unfortunately, over the ages, wanderers
have stolen the tablets containing instructions and
information learned from Kings Ages of studying the
stars. These thieves also removed the original crystal
blocks that belong in some of the doorways. At certain

271

Chapter 11: Other Ages of Play


Little is known of Athas' true past. Every time I find another piece to the puzzle, more questions arise. The truth
remains hidden and forever will be. There are records of great wars where entire races were hunted down and destroyed, and
I have found images of beings unlike those that walk the sands today. Who were the Warbringer and his Champions,
what was their motivation? One tablet speaks of a great cataclysm when a gate to the paraelemental plane of Magma was
opened, but who did this, for what purpose, and could this be the source of the obsidian plains to the south? And what of
our planet? Was Athas once covered in forests or even water, as some sources suggest? The only ones who could know are
those who were there, and they are all either dead or mad.
TheOracle,BlueShrineScrolls

As the Dungeon Master, you are free to set your Dark that were inhabited by the rhulisti. They ruled the land
Sun campaign in any time period. However, the core and sea through the power of the age: Lifeshaping.
rulebook focuses in two ages in particular, the Brown Drawingontheirabilitytoalterthebasicbuildingblocks
Age, and the Ages of Heroes. The information presented of life itself, the rhulisti lived in harmony with their
in this chapter is intended to give you enough of a environment and were able to prosper and grow across
backdrop to comfortably set adventures in any of Athas thefaceofAthas.Duringthistime,thefewconflictsthat
otherages. brokeoutamongstdifferentsettlementsweresettledwith
Take note that information concerning the history of wisdom and foresight by the lords ofthe age, the nature
Athas is scarce. Furthermore, it tends to be ambiguous, masters.Thenaturemastersweretheeliteoftherhulisti,
sometimesevencontradictory.Separatingfactfrommyth andtheirknowledgeallowedthemtoshapenotonlythe
when history is recorded by individuals of power with life around them, but the political climate and society as
theirownagendasandviewscansometimesbedifficult, well. Contests for various offices were fierce, and not
ifnotimpossible. everyrhulistisettlementhadthesamestyleofgovernance
The sections entitled A brief overview below could orevenusedthesamelifeshapeditems.Asmallgroupof
have been recovered from crystal orbsstored in the Blue nature masters who sought to change creatures in
Shrine, from writings in New Kurns Great Library, or questionable ways started experimenting and gaining
even from a rhulisti recorder unearthed during an some influence. This group became known as the nature
aftershock. Knowledge of who, how and for what benders.Eventually,ethicaldifferenceseruptedintoafull
purposetheinformationwasgatheredremainsshrouded scalewarwithbothsidesusingtheirlifeshapedcreations
inmystery.Onetheoryisthattheyhavebelongedtothe againsteachother.Elementalclericsfirststartedtoappear
Wanderer or a sage. Whoever left them behind is now at this time as did wild talents and minor users of
longgone psionics, and both were seen as abominations as they
used their new powers with the nature benders in the

The Blue Age FirstWar.Thenaturemasterseventuallywerevictorious,


but their victory proved to be short lived. While seeking
toexpandtheirempire,thenaturemasterstriedtodouble
FY14,577toFY14,025
the output of the seas, and instead a Brown Tide swept

theoceans,slowlycoveringAthasinadeadlyplaguethat
The water near the edge of the walkway seemed to bubble killedwhatallinitspath.Eventually,thenaturemasters
for an eternity. Terror ran through the streets as giant constructed the Pristine Tower, and used the energy of
monstrous creatures poured into the city .It was too late, the sun to destroy the Brown Tide. Doing so caused the
the Benders were here. Those few of us that escaped now seas to recede and the sun to change from a blue to a
know the horror that has been unleashed upon us by the yellow sun. The Rebirth followed, where those who
Benders disregard for life. Our only hope is that the survived the Brown Tide changed themselves into
Nature Masters can fight off these vile mutants and different races, and set about populating this new world
with new peoples. The Blue Age ended, and the Green
destroy the Benders before it is too late. I will never forgive
Agebegan.
them for what they did to my home.
fromthejournalofBurhanVutluc,residentof
TyragirecoveredbyaTyrianexploreraftertheGreat Playing in the Blue Age
Earthquake. There are many different opportunities for
campaigning in the Blue Age. One can take part in any
A Brief Overview one of the three major events of the Age, or find other
interesting things to do based on where the DM would
TheBlueAgewasatimeofwonder,whenAthaswas
wanttodirectthecampaign.
covered by vast oceans dotted with small island chains

272

First on the list of interesting campaign hooks would because of a lack of ability to continue breeding, being
bethediscoveryofthenaturebenders.Thisgroupbegan killed by many of the new creatures, or may even exist
to twist their creations and use them against others in still on some distant part of Athas in the current age.
order to dominate the rhulisti. A DM could have the Regardless,ifaDMisplayingtheRebirth,anythinggoes
characters play both detective and strike force for the as the rhulisti would not have known what would and
naturemasters,byfiguringoutwhatwashappeningand wouldntworkduringtheGreenAge.
tryingtostopitbeforeitwenttoafullscalewar.Or,the
PCscouldbewarriorsduringtheFirstWarandfightfor Character Classes
either side, striking at the leadership of the other in an
attempt to win for their side. Either way, this style of Character classes available exclude the following:
campaign can take place at any level of play, from gladiator, psion, psychic warrior, templar and wizard.
beginningcharacterstoepicmoversandshakers. Psionics was rare, and did not find common enough
Finally, the Brown Tide could be an interesting arc, usage for people to train in this area. Arcane magic did
especiallyforepiccharacterslookingtofixthings.Having not exist during the Blue Age, and violence for the
the PCs create the Pristine Tower and enact the Rebirth pleasureofotherswasnotanormforthistime.Clericsto
could be an interesting and fun campaign for both the theelementswererare,anddruidswerealmostunheard
playersandtheDM.Alsoofinterestinthistimewouldbe of.TheconnectionsofAthastotheelementalplaneswere
helpingtheRebirthracesdiscovereachotherandstruggle notwellknownatthistime,andthefocusoftheAgewas
to survive the beginnings of their culture. This style of lifeshaping.Bardsmakethebestlifeshapers,astheirskill
campaignwouldrelymoreonpoliticalintrigueandother focuscangointocrafting,aswellastheirnaturalabilities
typesofsocialsettinginteractionsthanonpurecombat. with political and social interaction. Fighters and rogues
Regardless, campaigns set in this Age should would have been important at the time, as they would
highlight the power of the Age. Play up the wonder and have been the soldiers and spies of the era, as well as
basic utility of lifeshaped items. Things like illness and explorers and the rare adventurer. Druids and clerics
earlydeathswererare,andevenregularhalflingshadno whose focus was water would have had the most
real need to worry about hard physical labor, as life influenceamongothers,whilefirewouldhavebeenseen
shapeditemsweretheretoservetheneedsofthepeople. asdangerous.Paraelementalclericsandtemplarsdidnot
Itwasanageofcomfortandplenty,evenwiththebattles existatallduringthisAge.
between the nature masters and the benders. In fact, the
relative peace and prosperity of the age was one of the
thingsthatmadethebenderssohorribleintheeyesofthe The Green Age
nature masters. Encourage players to take levels in the
lifeshaper (LSH 29) and naturemaster prestige classes FY14,024toFY3,530
(LSH33)inordertobetterunderstandwhatwaspossible
at the time. Look to the LifeShaping Handbook for more We teleported into the heart of the city with our strike
infoonlifeshapeditemsandtheirapplicationsanduses.
force just a few dozen in number to begin with. It appeared
Feelfreetodevelopyourownitemsandtakethingsasfar
asyouwant.ThosewhodescribetheBlueAgetalkabout
that our presence was undetected, though this would only
itwithawe;itshouldbeplayedassomethingtotallyalien last a few more moments. My team knew what to do, and
tocurrentdayAthas.Ifyourplayersareunawareofother I ordered our combat guardians to summon their physical
Ages, then they may never know that the Blue Age and harbingers. The seekers found the target three heartbeats
lifeshapingisAthasatall. after my orders were given, and our handful of artillery
guardians had their default orders confirmed. Our team
Character Races had tripled in size within five heartbeats and we stormed
There is only one race that really is acceptable for the keep, laying waste to all in side. I secured the head of
playing in the Blue Age: rhulisti. No other races existed the noblewoman Varel Rictus as you asked and have
duringthisage,andthethrikreensancestorshadyetto included it as requested. Within ten heartbeats of our
gainsentience.Regardless,therhulistiwerethemastersof arrival, we were gone. I will be expecting payment as we
theworldduringthisage,andshouldbethefocusofany agreed upon within the week.
campaignsetinthistime.Oneotherinterestingpossibility amessagebyRylinZycartesoftheAstral
would be to play intelligent lifeshaped creations that Companyimbeddedintoacrystalshardfoundoutsideof
existed during the First Wars. Given that these creations GulgduringaRedMoonHunt.
could be grown any number of ways, the only limit on
this sort of PC would be your own creativity and
campaign. If one were to play out the beginning of the
A Brief Overview
Rebirth, any number of races could be allowed. These The Rebirth took a few centuries to stabilize into the
racesshouldntbelimitedtojusttheoneslistedinRajaats Green Age. Races banded together, fought amongst each
list of Rebirth races. Any creature could be used as a other, rose and fell, found their footing, and eventually
sentient being at this time. They may have died off

273

established their own cultures and traditions during the Seekers sought information and kept a watch on those
firstcenturiesoftheGreenAge. who were designated. Warriors were developed to fight
PsionicswasthepoweroftheAge.Afterthefirstfew alongside living breathing soldiers. Artillery batteries
centuries,peopledevelopedandcategorizedpsionicsina usedpsionicforceandmanipulatedenergytoblastaway
way that made it the dominant force of the Age. While at troop formations and enemy fortifications. Workers
lifeshaping shaped life, psionics allowed the Will to be wouldplowfields,buildpublicworksandprivatehomes,
used in a Way that made thoughts real. Psionics has operate gates, and levitation platforms. House servants
alwaysbeenthemostelegantpowersourceonAthas,and would clean and cook, send a worker to collect supplies
itfounditsmostimpressiveexpressionduringtheGreen andfood,andstayincontactwithothers.Guardianswere
Age. As societies emerged, those who knew psionics thewonderoftheage,withenoughfreedomanddecision
becamethenoblesandrulersofthecitiesandnationsthat makingtooperatespecifictasks,yetwithouttheabilityto
developed.Theytaughttheirpowerstothosewhocould resisttheordersoftheirmasters.
afford them, and ensured that they could stay in power. Thecreationofguardianswasacloselykeptsecretby
Power plays between rivals became legendary tales themastersofvariousacademies.Theykeptitsecret,for
among the common folk. Occasionally, a rare student fearofitbeingusedonthemselves.Oftenresultsofcovert
would gain admittance into a psionic academy based orovertconflictbetweennoblehousesofacityresultedin
solelyontheirdeterminationandrawtalent,butthosein the victors turning their fallen foes into Guardians, to
power would only let those few in after detailed and forever serve the victor. Convicts and slaves were
intensescreenings. sometimesplacedunderaprocesstoawakentheirpsionic
Psionics allowed for an age of wonder to unfold. It potential, and then turned into guardians. Prisoners of
powered massive building projects and transportation. warwerealmostalwaysturnedintowarriorguardians,to
Every citystate, nationstate and empire had different foreverservethosewhovanquishedthem.TheGreenAge
methodsthatwerepreferred.Some,likeGiustenal,relied was an age of wonders, but strife, struggleand savagery
on massive moving platforms. Others, like Carsys, used werestillthenorm.
shipsthatcouldsailinboththeSunriseSeaandthesky. DuringtheGreenAge,clericalmagicalsocametobea
Elven citadels were constructed in impossible positions, source of power for people. While psionics was the
ogre fortresses floated above the sky, and gnomish dominant power and the source favored by the ruling
factories produced psionic items that were the envy of elite, the elemental planes opened up their benefits to
everyotherrace.Psionicsallowedforpublicworkstobe thosewhowouldmakeapactwiththeirpatronswithout
developed, from water to mass transit within nations to concern for that persons station or nobility. Some
farms powered by projections of pure mind. Peace was elemental patrons took on personalities in the eyes of
not, however, the norm during this time. War was near followers,andsoagodoftheforgeandwarwasapatron
constant, as the Reman people and the Tanysh people from the elemental plane of fire, and the god of the
fought amongst themselves, as well as some of the more harvest and fertility was connected to either earth or
independent isolationist races, such as orcs and wemics. water. While rituals and themes varied from patron to
Psionics powered war as well as peace. Almost all the patronandcommunitytocommunity,thesourceofthese
militariesusedteleportationforbothtroopsandforother powers, the elemental planes, remained the same. Each
nefarious uses. Psionic masters who specialized in citystate or tribe had its own views, though eventually
warfare would teleport enormous boulders high above a the views of the Remans people took precedence. They
city, and watch it crush what it landed on. Those living had a Great Pantheon of gods, with elemental patrons
close to the Sunrise Sea would attempt to drown their taking on the identities of various figures for these
opponents with vast quantities of water teleported into groups. The Tanysh, in contrast, were concerned more
fortresses and contained with powerful walls of psionic with power and control, and didnt develop the same
force. Units would teleport behind enemy lines and theologicalvisionthattheRemansdid.
increase their number with physical harbingers. During this time, two different styles of empires
Sometimes, battles would be solely for the minds of fought back and forth. To the south lived the Remans,
soldiers, as master telepaths of both sides wrestled to who populated what is now the Tablelands with a loose
control the thoughts of those on the field. In the Green confederationofcitystates.Theywouldoccasionallywar
Age,thoughtsbecamerealityforthosewhopracticedthe with each other, but psionics flourished in these lands,
WillandtheWay. and the centers for research and learning were found
Theworkhorsesoftheageweretheguardians,former here. The wonders of Guestinel, the majesty of Bodach,
livingbeingsstripedofpersonalitytoensuretheirloyalty the marvels of Celik and the beauty of Tyr were
and placed within obsidian orbs. While the lifeshaped legendary. These were the jewels of the land, sparkling
items of the Blue Age were able to produce what was with knowledge and power. Each citystate had its own
needed,fromfoodtoprotectiontohousing,theydidsoin culture and leadership style, but as a group they were
a way that was grown. Guardians were able to turn the interestedinprosperityandgrowth,andworkedhardto
thoughts of their masters into reality. The floating developtheirconfederationintoalandofplentythatwas
platforms or flying ships of the various citystates were knownastheHeartlands.
poweredbyguardiansmoreoftenthannot.Thesepsionic To the south of the Reman Confederation extending
slaves could be used to perform any number of tasks. south to the icy Hoarwall, were the forests of Vanarra

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wherethepixiesandspritesandgnomeslived.Ulyanwas Hisresearchintothepasttouchedonthelifeshaping
also located here in the deep south, and was a place of ofthenaturemasters,andhesoughttolearnasmuchas
trade and knowledge where all races met and mingled. possible.HespenttimeamongthehalflingsoftheJagged
The city of Nagarvos was a city ruled by mixed races. Cliffs, learning from the one group that still had some
Nagarvos took after the settlements of the Remans, but semblanceofunderstandingofthenatureoflifeonAthas.
did so in a way that made them look pedestrian. The With a few followers from the so called rhulthaun, he
people of Nagarvos were cosmopolitan, and enjoyed traveledtoavastforestatthebaseofthecliffstoresearch
diversityandlearning,aswellasculturalracialdiversity a new way of manipulating life energy. After two
in a way unmatched anywhere else in the lands the centuries, he discovered two distinct ways of using the
Rebirthracessettled. natural life force of living things called arcane magic:
The Tanysh empires were to the north, in places like preserving and defiling. His desire for a cure to his
Carsys, and on islands to the east, like Ebe and Draxa. condition caused him to attempt to use the life force of
They were highly aggressive, and fought amongst each Athasitselfasapowersource.Theattemptalmostkilled
other as much as against the Reman people. These him and caused the entire forest to become a wasted
peoples would sometimes conquer each other, only to swamp, with magical mutational energies that rival that
haveavassalriseupandconqueritsneighborsagain.The of the Pristine Tower. He left with his followers for the
rulers here would also send their sons and daughters to site of his tragic birth, and the location that caused the
thecentersoflearningintheHeartlands,tobetterprepare Rebirth. There he refined the two types of magic for the
them to lead the cities of the North. However, these next three thousand years, and altering the Tower to fit
childrenwouldoftenfightamongstthemselvesasoftenas his ultimate needs. He made many plans for his final
againsttheirrivalnations,soprogressintheTanyshlands solutiontotheproblemoftheRebirthuntilhefoundthe
was often in rapid moves both forward and backwards. onethatpleasedhim.
Citiesweredestroyed,onlytoberebuiltlaterandbecome When he made his presence known to the people of
conquerors of others. This back and forth allowed for a Athas, Rajaat taught magic to anyone who showed
culture of harsh dominance to develop, where leaders promise. Whereas the rules of the Age were that nobles
were willing to sacrifice their followers to reach their were taught psionics, so as to keep them in power, the
goals. Power was important beyond all else. It was like normal social structures did not apply to his students.
sandintheirhands,constantlyflowinginandoutagain. Having been an outcast and reject by others, Rajaat
Some places existed that were citystates unaffiliated welcomed those who could not gain entrance into the
with either the Reman or the Tanysh. Places like Saragar psionic academies, and also welcomed those who did.
on the banks of the Marnita Sea were home to psionic Magicwasneveraselegantaspsionics.Itsedgewasinits
academies that were rivals of Bodach and Celik. simplicity and its power. He openly taught preserving
Eventually, Saragar became ruled by the Mind Lords, magictohisstudents,beingobservantofwhichracesdid
psionicusersofsuchpowerthattheybecamelikegods. bestwiththestudiesandthemethodsinvolved.Hesetup
OtherplaceslikeHogalaywerecentersthatdeveloped schools and academies, sending trusted disciples to run
around one specific race. The dwarves in Hogalay were them in far of citystates, and visiting each to make sure
alignedwiththeelementalpowersofEarth,andwerean that the new novices learned directly from the one the
importantplaceforthedwarvenrace,anorthernoutpost people called the First Sorcerer. His calls for students
as prosperous as the capital of Kemalok was in the wentinwaveswithdecadesbetweenacceptingstudents.
Heartlands. Those who answered underwent numerous difficult
During the Green Age, a new race appeared; exams to prove their readiness and ability. Entrance into
migrating from the west from a place they called the theschoolsallowedthemtoenterintoanewlife.
CrimsonSavanna.Theydidnotsaywhatitwasthatthey BecausethepowerRajaatgrantedtohisstudentswas
wereleaving,butthethrikreenwereboth hardworking not part of the social fabric of the time, it caused
and wise, even though their short life spans and insect upheavals in some places. Students from marginalized
mindset made interactions strained at first. After a time, groups banded together when they returned, and
their migration stopped, and they settled into a nomadic demandedrecognitionandaplaceinthedecisionmaking
existence,huntingpreyacrosstheplainsoftheTablelands ofthecitystates.Mages,learnedinmorethanjustarcane
andbeyond. magic, built towers within the cities and worked to help
Near the beginning of the Green Age a pyreen was those around them. While it was initially a period of
born close to the Pristine Tower. The influence of the tension and adjustment, magic helped make the Time of
Toweronhisbodywasextreme.Unlikeotherpyreen,he Magic a wonderland that rivaled the rest of the Green
represented the worst features of the Rebirth races. Very Age. Cabals of wizards formed, working for good. One
deformed and ugly, he was, however, blessed with an such group, the Wind Mages, worked to both find ways
incredible intellect. For millennia, he learned of the Will to improve the world, and also to improve their own
and the Way, traveled and spoke with the people of the position. These expansive fraternities often feuded with
Age. Despite his interactions with those around him, he each other, but direct conflict was forbidden by Rajaat.
couldnotaccepthimselfashewas,andresearchintothe Magesweretolearnfromeachother,andrivalriesshould
past revealed to him that he was nothing more than a not turn to bloodshed. The First Sorcerer told all that he
misshapendeformedaccident.

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wantedhisstudentstobebetterthanthepettysquabbling be replaced with its psionic equivalent, even if played


nobleswiththeirpsionicschools. during the Time of Magic. Races that arent standard
In secret, Rajaat taught students of questionable couldalsocertainlyexist,astheycouldhavefallenbythe
morality another way, defiling. Keeping these students wayside. The Pristine Tower is just as likely to mutate
closeathandandisolatedfromthosewhomightdiscover thosewhopasstooclosethenasitisinthecurrentage.
his ultimate plan, Rajaat learned which races would take
mostquicklytodefiling,asthesewouldbetheoneswho Character Classes
could return Athas to the way it was supposed to be.
Eventually, he learned what he needed to, and Rajaat Almost any class is available during the Green Age.
stopped calling for new students. Rajaat told the world Gladiatorsexistedincertainlocales,buttemplarsdidnot
thattheywerereadytostandontheirownnow,andthat exist yet. Wizards did not exist until the Time of Magic.
he would stay in his Tower, happy to see the world had Necromancers, and shadow wizards did not exist until
move closer to the harmony he had always wanted. Few the start of the Cleansing Wars, and are not playable at
knewtherealityofwhatthatharmonyentailed. thistime.Templarsdidnotexistastheydonow,buttales
abound of followers of the Great Ones being able to cast
spellsfortheirdevotion.
Playing in the Green Age Of all the classes, psions and psychic warriors were
Playing during the Green Age provides numerous the most common. Wilders were also common amongst
examples of high adventure and rich campaigns. Of all tribesandthosewhodidnothaveaccesstotheacademies
thetimesthatareabletobeplayed,theGreenAgeisthe ofthecities.Psionicsisthetooloftheage,evenafterthe
most like a standard fantasy world, with psionics advent of arcane magic, and so psionic using characters
replacing arcane magic. This time period spanned will naturally have the most influence and prestige.
thousandsofyears.Hugeempiresandcitystatesroseand Elemental clerics were also important during this time,
fell.Campaignsaroundthis,conflictsbetweencitystates, andhelpedtobringstabilitytothedifferentregions.
nations and empires, or even internal politics, could be Arcane magic, once it came to be taught, would be
fruitfulforplayersandDMsalike. seen as something exotic and also something that was
During this time, metal was more common than it abletochangethesocialstandingofthosewhopracticed
currently is on Athas, and items and weapons made of it. Those who learned did so under the gaze of Rajaat,
metal were as common as bone and obsidian are now. whetherdirectlyorindirectly,andsothisknowledgewas
Magic items existed, though they were either psionic in bothsecretiveandyetopenlydisplayedforotherstosee.
nature, or created by the priests who worked for Playing a preserver in this time period would be
elementalpatrons.Gamessetinthistimeshouldhighlight something of an enigma, with the common people
thepowerthatispsionics,anditshouldrightlybeatime supportingtheiractions.Playingadefilerisariskduring
ofwonderandplenty. this time, as only those closest to Rajaat would learn the
During the Time of Magic, campaigns can introduce secrets of defiling. Those preservers who existed would
this power, and play through the introduction of magic still not know of defiling, and would see the act as a
and its effects on the social standing of different groups. failureofcontrolandofwillpower.
Campaigns around discovering the origins of Rajaat, or
his motives could be very interesting, perhaps even
leading to epic level games. Near the end of the Time of
The Cleansing Wars
Magic, games that involve the discovery of defilers and
FY3,529toFY2,024
the plans of Rajaat could also be epic in nature, with as

muchdetectiveworkascombat.
The Green Age provides a rich world of adventure For thousands of years they have lorded their wealth over
and exploration that should allow for anyone playing in us, treating us like vermin, like dogs. Well, no longer.
thistimetoenjoythemselves. They killed my brother, they killed your kin. They have
had it too good for too long. I learned their ways long ago,
Character Races while I studied in Hogalay, and their arrogance knows no
AlmostanyracecanbeplayedintheGreenAge.Thri
bounds. We will not rest until every last dwarf is dead.
kreen had at best limited interaction with the people of We will not rest until we have paid them back in full for
the Rebirth, and so this race would most likely not be their treachery. My brothers death will not go unavenged,
playable. Halfgiants had not been created, as they were and he will ride into the afterlife on an ocean of dwarven
thelaterworkofthesorcererkings,whohadyettoneed blood.
such a largebodied soldier. Muls could occur anywhere EgendoofCarsystohistroopsbeforetheSiegeof
that humans and dwarves meet, though they would still Navargos
be a rarity. Any other race can be played, however. One
should use the standard races available to include orcs, A Brief Overview
goblins, gnomes, wemics, sprites and the other PC races.
Anytraitthattheyhavethatisaspelllikepowershould The Cleansing Wars were perhaps the most dynamic
andhorrifictimeofallforAthas.Racesthatoncethrived

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werewipedout,andothersbroughtrighttothebrinkof RajaatbroughttheChampionsintothePristineTower
destruction. The Wars themselves did not start out of in groups of four, accompanied by his strange halfling
nowhere, no war does. The build up to the Cleansing followers who never spoke. They emerged from the
WarsbeganduringtheTimeofMagic,whenRajaatbegan Steeple of Crystals changed, and hungry. Athas had
teaching some of his students the secrets of defiling. changed as well. The yellow sun had grown and turned
Those who also could command the Way were brought crimson. The magnitude of this new crusade sunk in as
intohisinnercircleoftrusteddisciples. Rajaat explained that the power that coursed through
After realizing it was humans who best suited his theirveinshadrequiredthesuntogiveupmuchofitslife
plans, Rajaat collected his loyal servants and his best and light. At the base of the Pristine Tower were
studentstohimandspunhistaleofwhatwasbecoming thousandsofmen,manyofthemveteransofthePreserver
of Athas and what they needed to do about it. Those Jihad,gatheredtogetherfor thefirsttime.Rajaatdivided
whomhehadtaughtmagictowereturningonthem.The the men among the Champions, and declared them the
preservers had betrayed him, and had been using their nucleusofarmiestheyweretolead.
magictogainpoweroverothers,andfurtherthecauseof Rajaat, speaking into the minds ofthose present, told
smallinterests,whetherpersonalorevenintheserviceof themoftheWarstocome.Hetoldthehumanarmiesthat
the larger nations or empire. Rajaat had taught magic to theworldwasruinedbythemixingofraces.Hetalkedof
theracesforagranderpurpose,forthewholeofAthas,to the greed of the dwarves and the gnomes, the savage
help everyone. Rajaat told his assembled followers how brutality of the wemics, the arrogance of the aarakocra
these traitor would misuse their power until all of Athas andtheelves.Hespoketothehurtandthepainthatthe
wasundertheircontrol,notunlikehowitwasbeforethe armies had seen, how orcs had slain their kin, and how
Time of Magic, when a few practitioners of the Way pixies had killed their neighbors. There was only one
controlledthelivesofsomany.Whatwasneeded,wasto thing to do, Rajaat told them: wipe them out. With this
set things right. With cheers and promises of violence, host and his fifteen Champions, Rajaat marched the
fueledbyliesandhalftruths,Rajaatbegan thePreserver armies to the south into Ulyan, deep to the city of
Jihad. Nagarvos.Oncethere,Rajaatdemandedthesurrenderof
Rajaat initially gave his disciples a specific list of the rogue preserver Pandruj. The leaders of the city,
influential preservers for covert assassination: court seeing the vast host assembled, try to negotiate. Rajaat
advisers,wizardsthathadopenedtheirownschools,and took the cities emissaries in, and kept them in
renowned mages who had taken nobles as apprentices. deliberations for months. With mighty magic, Rajaat had
Rajaats followers initially managed to remain in the Gretchblockthetransmissionsofthecitysguardiansand
shadows, sowing suspicion between preservers. Even a psionic gem that were in contact with others in the
when some of the more powerful preservers began to regionuntiltheycouldbedestroyed,andbeganthesiege.
accuse Rajaat and to try to rally other preservers to their Thoughthecityleadersworkedhardtokeeptheforcesat
defense, many refused to accept that Rajaat was bay, the city was in ruins within three days of the attack
responsible. Any who had influence enough to raise the order.
alarm were taken out early to avoid knowledge of the As the black billows of Nagarvos destructions faded
conflict getting out. However, opposition formed, and to brown wisps from the ruins, Rajaat summoned his
secret strikes escalated to open war. Soon, any city or Champions to a final council; even Keltis was recalled
townwhoshelteredpreserversbecametargetsofRajaats from his campaign in the swamps of Sagramog around
wrath. thecitytojointhem.Rumorswerespreading,butthefate
What few realized, on either side of the conflict, was of Nagarvos was still a secret known only to the
that this was to begin a much bigger conflict. The Champions and their armies: the destruction of the
slaughter of so many preservers resulted in preserving psionic gem of Nagarvos, the cordon of pickets that
magicbeingeffectivelylosttotheplanet.Withpreservers Gallard had ordered to hunt down any messengers from
pushed underground and into hiding, their knowledge thedoomedcity,andvariousmagicalandpsionicwards
wasnotpassedon,andasdefilerslearnedtheirnewway, thatRajaatcreated,hadpreventedanyreliablenewsfrom
they became the dominant arcane spell casters. The escaping. To take advantage of the confusion and strike
preservermethodsusedexistinisolatedplaces,knownto before any of the neighboring kingdoms could prepare
afewwhowouldpassitononlytoachosenstudent. their defenses, Rajaat ordered his Champions to disperse
Eventually, Rajaat called for an end to the fighting. ontheircleansingmissionsimmediately.
Much destruction was done, and some defilers had Wyan marched west, past Gretchs Grey Tower,
moved on and renounced their ways, serving the very boundforSmallHome.Gallardmarchedwithhimasfar
peopletheyhadoncefoughtagainst. asthegnomishcityofArludas,wherehismenbegantheir
Rajaat brought his inner circle to him and told them work. Sacha and Daskinor struck due west, raiding the
whatever they needed to hear to convince them to agree kobold and goblin warrens in the hills. AbalachRe and
tothechangesthatweretobemadebothtothemandthe DregothmarchedtogethertotheWindingWay,andupit,
world. Some were told of lost loved ones who could be battling the defenders of Fort Truezarr and continuing
avenged,otherswerepromisedpower,stillothersdidso onward to Celik. Myron TrollScorcher led his army
simply out of loyalty to Rajaat. Whatever their reasons, north,strikingthetrollishkingdomoftheSagocracyoffar
notallknewwhatitwastheywereagreeingto. northern Ulyan; the DwarfButcher marched with him,

277

andthencontinuedwesttoToganay.Whenthedwarven Sylibar,thesecretwastakenfromthemandpassedtothe
hold there was wrecked, he followed the others up the otherChampions.Guardiansdidnotlastlongunderthese
WindingWayanddepartedUlyanfornorthernlands. conditions, meaning that direct conflict, sword to sword,
Tectuktitlay refused to wait for the others armies to spear to spear, and claw to fist became much more the
passuptheWindingWay;nowemicslivedinUlyan,and norm.
the Wemic Annihilator was eager to smite his foes. Thevariousracesdidnotsimplyfadaway,however.
Tectuktitlayforcedhismentoclimbtheimpassablecliffs Somecitieswithmixedracecitizensralliedtogether,and
ofnorthernUlyan,hackinganarrowwayupthecliffsat worked against the Champions. The ogres used dark
thecostofthousandsoflives.TectuktitlaysStairremains magicstomutatetheirgreatestwarriorsintonightmarish
there to this day, though few now remember it. Keltis antisiegemonstrosities.Astheogreencampmentsfellto
marched east, finishing the lizardmen of Sagramog and Kalak,hewasabletocapturesomeofthesecreations,and
then taking the narrower but more direct route east up transfer into them the minds of some of his trusted
towardtheSunriseSea.Albeornfollowedhim,strikingat captains.Turningthesecreaturesontheirownersproved
theelvensettlementsalongtheroutetoArkhold. useful, especially after warping them by the corrupting
The Champions went their separate ways, attacking influence of defiling magic and the Pristine Tower. After
those that they could. For many, it was easy to find the wars, the living siege engines were abandoned by
humans who would fight for the cause. Attacking a theirmaster,andsetupdomainsoftheirown,usingtheir
dwarven outpost would cause dwarves to retaliate powers to sow nightmares to attack wandering caravans
against the humans in a nearby village, adding fresh tothisday.
recruits who were hungry for vengeance. Working with Elves took to a nomadic existence, abandoning their
northernherderstofightagainstwemicswhothreatened cities and outpost, and scattered to the far edges of the
theirflocksincreasedthenumbersofTectuktitlaysarmy. world.
Once word of the attacks became common knowledge, Dwarves dug their settlements in deep, resisting the
racialtensionsincreased.Fewknewwhototrust. attacks of Egendo. In the northern city of Hogalay, the
Each Champion fought his war of genocide in their dwarves did what no other race had: captured and
own way in order to attack the weakness of the race. eliminated a Champion. After this loss, Rajaat elevated
Pixieswerenaturaldruids,connectedwiththeforestsina oneofEgendoscaptains,BorysofEbe,toreplacehim.
symbiotic way. Male pixies were short lived, but gained Oneofthemostimportantforcesinthedefenseofthe
second life by being reborn as trees. By defiling the racesweretheypyreen.Gainingthenamepeacebringers
forests,PixiesBlightwasabletokilloffhalftheraceand intheprocess,thepyreenusedvariousmethodstotryto
preventanynewpixiesfrombeingborn. save the races. Some were called Great Ones by their
Champions tended to focus their efforts on massive followers, fought side by side within the cities and took
epicspellsonlyoccasionally.Besidestheenormouscostin formsthatmadethemstandoutasleaders.Halflingswith
resources and time, these powerful spells could be wings, orcs twice the size of their kin, and all other
countered by elemental priests or by defilers and manneroffierceandprotectiveimageswereusedbythe
preservers within the racial strongholds and fastnesses pyreenintheirdefenseoftheRebirthraces.
that held out against the Champions. The Champions Onesuchpyreentookhisfollowerstofindthesource
distrusted any wizard not under their control, so new of Rajaats magic. His personal disciples, along with a
mages were rarely taught, limiting their number. tribeofelvesfoundtheirwaytotheSwampwhereRajaat
Believing that humans would one day live in the cities firstdiscoveredarcanemagic.Alongtheway,someofthe
that were under siege, the Champions were initially elvesmutatedfromtheeffectsoftheswamp,andbecame
carefulabouttheamountofdefilingthepermitted.Their the reggelid that occupy the swamp today. Those who
cabal of defiler attendants needed permission for most survivedfoundedacitadelinthenorthendoftheswamp,
spells.Spellsthatcouldshattermountainsorsinkislands where the magical effects of Rajaats experiments made
were used, but they were used rarely, while other energy from the Gray seep onto Athas in places. There
methodsofengagementwereused.Anearlyinstancethat theyworkedtodiscoverthesecretstoundoRajaat.
proved particularly destructive was a spellcast by Keltis The resistance was as varied as the races, with air
to obliterate a lizardmen settlement in the Sunrise Sea. strikes by aarakocra upon supply lines, and gnomish
Aftermonthsofpreparations,thespellwascompleteand traps and magical and psionic horrors unleashed upon
the water started to turn to silt, polluting the settlement human populations. The constant back and forth caused
and killing many. The spell was more powerful than deepdivisionsbetweenraces,asarmiesoftheChampions
anticipated.Thesiltcontinuedtogrowuntilitbecamethe wouldattackracesunderpowerfulillusionsmakingthem
Silt Sea that exists today. Green Age technology, like appear to be nonhuman soldiers. This eventually led
guardians,wasusedasoftenaspossible.Asmanyofthe mostracestodistrustnotonlyhumansbutotherracesas
citieshadthesepostedontheirwallsandinvastnetworks well. Trolls, forced to scavenge and pillage to survive,
outsidetheircitiesandstrongholds,manyweredestroyed would loot dwarven settlements as easily as they would
in the fighting. The elves were the first to discover a humanones.Animositybecamegreatasthewarsmoved
magic that would shatter obsidian which proved useful on, and the world became dominated by humans. Many
against the Champions and their Green Age weapons. racesthatwerecommonandavitalpartofthelifeofthe
However, after Albeorn struck the forest outpost of GreenAgewerewipedoutduringtheCleansingWars.

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Duringtheconflicts,Rajaathadagroupofresearchers and beheaded for their treachery, with the halflings


busyworkingtofigureouttheconnectionthatelemental thrown into the black and imprisoned with their master.
priestshadwiththeplanessothatthiscouldbeasource While this infighting was occurring, the dwarves Joorsh
ofpowerthatwasusedintheRestoration.Workinginthe andSaramstoleintotheSteepleofCrystalsandtookthe
ruinedheartofNagarvosinaresearchfacilitynamedthe Dark Lens. By the time the Champions found it gone,
Navel, these researchers found ways to summon beings wards were placed upon the Dark Lens that made it
from the elemental planes, but were unsuccessful in undetectabletothem.TheChampionsbegantoresearcha
discovering a means of taping the energy of the planes way to keep their master imprisoned without the aid of
directly. When some survivors of the massacres of the theLens.
southlands amassed a large force of meorties and others Eventually, Gallard Bane of Gnomes told of a ritual
and attacked the research facility, one of the researchers thathehaddevelopedtokeepRajaatlockaway.Casting
miscast a gate spell and opened a portal to the this spell would allow the Champions to place Rajaat
paraelemental plane of magma. This portal caused beyond the realm of Athas, underneath the plane of the
magma to spew out, stretching out for miles and miles, Black in a place named the Hollow. There, he would be
untilitcoveredthelandinathicklayerofobsidian.These unable to attack them and seek retribution. However,
planes eventually became known as the Deadlands, as without the Dark Lens, there would need some way to
everythinglivingonthevastexpanseofobsidianwoketo keepRajaatinhisprison.Borys,theselfdeclaredleaderof
find itself undead and in a strange and terrible new the rebellion, said that he would take the role of prison
world.Howtheportalwasclosedisunknown,andthose warden.DregothandBoryshadtalkedandDregothtold
whodwellontheplaneassumethatallofAthasisnowa him of the spell he had been working on to transform
barrenwasteland. himselfintoabeingoflegend,towardsthelevelofpower
Eventually, some of the Champions were successful and godhood that Rajaat had promised. Dregoth offered
andstartedtosettletheirarmiesinvariouscities,waiting thistoBorys,asthiswouldallowhimtobecomepowerful
forthefinalvictorythatwaspromisedtothem.Theytook enough to cast the spell on his own. In order to
control of the cities in different ways. Some abandoned accomplish this, however, they all needed to start the
their armies, and took up residence in a city as a citizen process. Guided by Dregoth, the Champions cast the
who then rose to power. Some moved their existing spellsoftransformationuponthemselves,takingthefirst
armies into a conquered city, turning the citizens into step towards dragonhood. The powerful energies that
slaves and thesoldiersinto nobility. Still others marched were unleashed at the time attracted the attention of
their armies to the gates of the city, only to take a new strange beings that connected the elemental planes to
identity and rally the city against the outside aggressors, Athas,joiningwiththeChampionsandallowingthemto
and win the hearts of the citys inhabitance. A few grant others access to the elemental planes. The
Champions returned to the Pristine Tower, abandoning Champions became sorcererkings that day, though it
their armies to be in service to their master, the wouldbemanyyearsbeforethesecretsofthisnewreality
Warbringer. During this time, Myron the Troll Scorcher, weretobecomeknown.
cametotheattentionofRajaatforsomefailing.Oneofhis The Champions finalized their pact. They would
soldiers, Manu of Deche, was chosen as his replacement. completethespells,turningBorysintoafulldragon,and
Manu took the name of Hamanu, and was victorious in theywouldsacrificetogethertokeepRajaatlockedaway.
eliminating the trolls. As the Champions took to settling The Cleansing Wars would be over, and the Champions
down in cities, they worked at starting new lives, and would settle the land as they could. Some already had
preparingtheirpeoplefortheparadisetocome,whereall cities, while others would take them where they could.
thelandwassetforhumanity. Theyjoinedtogether,andcastthespellstochangeBorys
At some point, Borys of Ebe came to the Champions into the Dragon. However, not everything went as
and told them that he had discovered the truth behind planned. Theprocess was too much, even for Borys, and
Rajaats plans. Though they all must have known that hismindbroke.Hebecamemadwithfuryandpain,and
Rajaatwasmad,theysomehowdiscoveredthathedidnot anincrediblehunger.Foronehundredyears,hescoured
intend to leave humanity intact either. They discovered the planet, sucking up life force and destroying
that Rajaat wanted to return the world to the Blue Age, everythingthatwasinhispath.TheChampionsfled,and
andtoreversetheRebirth.Seeingthattheirmasterwould fortifiedtheircitiesquickly,inordertodefendthemselves
betraythem,theydecidedtosavethemselves. againstthisnewthreatthattheyhadmade.TheCleansing
TheRebellionhappenedquickly,withtheChampions Wars ended, not in the victory of paradise, but in a new
strikingtheirmasterwithoutwarning.Batteringhimwith hellishlandscape.TheAthasoftodaywasshapedbythis
fierce magic and the Way, as well as with powerful time.Metalbecamescarce,aseonsofwardepletedmines
weapons, the Champions came and trapped their lord. and resources, and existing material was destroyed by
However, during their attack, they discovered that their spell and by claw. The Dragon drained the land of life,
master would not be easy to vanquish. Two of the makingAthas thedesertthatitis,andturningtheblood
Championsstayedloyaltotheirmaster.SachaandWyan soakearthtoashandsand.
worked to help the First Sorcerer escape. A powerful
attackbythehalflingservantsofRajaatwasaidedbythe
two traitors. During this attempt they were discovered,

279

Playing in the Cleansing Wars Psionics was still common, and many people had
accesstotrainingthatwasnecessarytobecomepsionsor
Playing in the time of the Cleansing Wars presents psychicwarriors.Thesewouldbevaluableforcestohave
some interesting challenges and rewards. It does require in the conflicts of the age, especially after the loss of so
some thought however, as any campaign set in this time many guardians early in the war. Clerical magic was
will have a natural progression towards epic play, given important as well. The healing that clerics could bring
theintensenatureoftheAge. wasseenasvaluabletotheforcesonallsidesoftheWars,
The Preserver Jihad allows for players to try figuring andtheywereinhighdemand.
out Rajaats plans. Because they began in secret,
discovering that this conflict started is an interesting arc
thatcouldbedeveloped.Or,playerscouldbewarriorsfor The Brown Age
Rajaat, leading strikes against rogue mages and bringing
peopletojustice. FY2,024toFY0
TheWarsthemselvesallowforplayerstotakeonany
role they want. They could be soldiers in a Champions What monstrosity is this? My scouts are turned to ash,
army, members of a race fighting for survival, or even and a mekillot is torn in two! Where are the Armies of
playtheChampionsthemselves.Justhowepicyouwant the Champions to protect us from this foul beast?
togodependsontheDM. ThefinalwordsofHylandGothril,Merchantof
Tobecertain,playinginthistimeisabrutalprospect. WaliswhileonroutetoTyr.
TheChampionsthemselvesrefertothistimeasatimeof

A Brief Overview
horrors, and they are the ones who perpetrated it.
Ruthlessnessandcallousacceptancearenecessaryinthis
Age. Trust is nonexistent. Playing in this age should The Brown Age began during a time of Terror, when
highlighttheterriblepricethatwasforcedonthecleansed BorysofEbebecametheDragonofTyr,andscouredthe
races, as the Champions did all that they could to wipe planet of Athas far and wide. Anything that was in his
outtheirfoes. pathwasconsumed,andmanytribesandcitiesfelltohis
The Rebellion could also be an interesting campaign, destructive presence. Those who could find safety in the
playing either as the Champions against Rajaat, or as cities did so, as all of Athas lived in fear of the Dragon
member of the dwarven race intent on stealing the Dark and his wrath. The damage done by defiling during the
Lens. Cleansing Wars was significant, but it was the Dragon
CampaignssetinthisAgemightnotbeepicingame thatcompletedthetransformationofAthasfromalandof
levelterms,buttheywillallbesoinscope.Itisbyfarthe greentoadesertstainedred.Afteronehundredyears,the
mostdynamictimeofAthas. terrorthatgrippedAthasendedasBorysrecoveredfrom
his madness. With his sanity returned, he found Rajaats
Character Races prisonwasnearlybroken,sohedemandedthattheothers
pay their due and give him what was needed to keep
AlloftheracesoftheGreenAgeareavailableforplay Rajaatlockedaway.Hewouldvisitthecitystatesoncea
in the Cleansing Wars period. However, as time moves year,andcollecttributeintheformofslaves,wealthand
forward,certainraceswerecleansedfromtheplanet,and livestock,usingthesetobuildfortificationsfortheprison,
arenolongeravailableforplay.Playingasasoldierinthe and using the lifeforce of those slaves as fuel for his
armies of the Champions, or as survivors from different mightyspells.
races will allow Characters to play throughout the time The Champions of Rajaat took unclaimed cities to
period. Pay attention to the intentions of the player, and settle in and save themselves. The cities would make for
make sure that they understand that playing an orc or a good power bases, and would provide a buffer from the
gnome does not bode well for that characters survival. Dragon, and allow them to find ways to improve
CheckwithyourDMbeforecreatingacharacterfromone themselves.Firstonthelistofthingstoaccomplishforthe
ofthoseraces. Champions was to distance themselves from their pasts.
WiththedestructionoftheCleansingWarscreatingarift
Character Classes between the races, the Champions dubbed themselves
sorcererkingsandsettledintocities.Onceinpower,they
At this point in the history of Athas, all classes are
quicklymadethecitiestheirownpersonal domains.The
available to characters with the exception of templars. It
discovery of their connection to the elemental planes
was not until the very end of the Cleansing Wars that
allowed them to grant spells to their templars. Some set
Championscouldgrantspells,sotheydidnotexistuntil
themselves up as gods, others rigged elections, while
that time. All other classes existed, with rangers and
others attempted to rule as the emissary of a higher
druids being common among the races seeking survival,
power. Regardless of the methods, all the sorcererkings
and defilers being a sought after class by those in the
workedtoreshapehistorytoavoidconnectingthemselves
armies of the Champions. Fighters and barbarians also
to the past. Reading and writing were forbidden in the
existed in high numbers, though the latter tended to be
cities. Arcane magic was outlawed, and only those
grouped into shock troop units, to better take advantage
approvedbythecitystate,royalcourtdefilerswhowere
oftheirferocity.

280

instructed by the godkings personally, could practice. steeped with regret, sought to undo the damage that he
There was one source of information that the new god haddone.
kings needed to get rid of: druids. Because of the Duringthistime,psionicswasformalizedinthecity
connection between druids and the Spirits of the Land, states into the current method of teaching and
druids had access to memories from the previous ages. terminology by Tarandas the Gray. After her
TheSpiritscouldtelloftheatrocitiesthatwereunleashed systemization, she opened schools across the Tablelands,
during the Cleansing Wars, and point the finger at who untilshemysteriouslydisappeared.
wasresponsible.KnowingthatkillingaSpiritoftheLand Eventually, after a few hundred years, things settled
was practically impossible, for it would simply change down in the Brown Age. The sorcererkings ruled with
basedonhowitsinhabitedfeatureschanged;forexample, fists of iron, and enforced strict rigid rules on their
many forest Spirits were now desert Spirits. The former subjects. Life continued, with the battles between city
Championsleadabrutalcampaignagainstthedruidsthat states being little more than diversions to keep the
became known as the Eradication; thousands of druids attention of the sorcererkings while they slowly sought
werekilled,andtheremainingfewsettledintotheForest methods of advancement that would not end in their
Ridge, beyond the Tablelands, and hid for centuries, death or the madness that they had seen in Borys and
passingonknowledgeastheycould. KalidMa.Lifecontinued,scratchedoutofdrydirt,inthis
In the defense of the cities against the Dragon and miserableway,untiltheendoftheAge.
eachother,thesorcererkingsworkedtocreatetheperfect The signal of the end of the Age was not a massive
soldiers. Two such creations occurred. The first were the worldchangingevent,likethetransitionsoftheprevious
muls, which were a natural breeding of dwarves and ageswere,butasmallrebellionthatwasforthefirsttime,
humans.Thebirthingprocesswasdifficultforthemother, inmanycenturiessuccessful.Asmallgroupofcitizensin
and the children were sterile, and unable to reproduce, Tyr attacked Kalak during the gladiatorial games to
but the resulting creation was strong and had incredible commemorate the completion of his ziggurat. With his
endurance. The others were the halfgiants. Originally death, the first citystate free from the rule of Rajaats
developed by AbalachRe of Raam, halfgiants were a former Champions saw its first dawn in thousands of
magical creation, and the race bred true. They were years.TheBrownAgewasended,andtheAgeofHeroes
powerful soldiers, and strong workers, but they lacked hadbegun.
the intelligence or will power to be leaders or generals.
Theyfollowedorderswell,and,lackingtheirownculture, Playing in the Brown Age
sought to mimic those around them who were seen as
socially important. This proved useful in the creation of TheBrownAgeisoneofthetwotypicalagestoplay
armies,asitmadethemintoeffectiveunits. in for a Dark Sun campaign. There are three things that
Besides working to appease the Dragon, sorcerer standoutforaBrownAgecampaign.
kings fought amongst themselves. Early in the Brown First is stability. The godkings rule with absolute
Age,AbalachReleadastrikeagainstDregoth,inorderto authority.Theirwillislaw,andthosewhodeviatefromit
kill him before the madness that gripped Borys caused are punished severely, and then killed. The stability this
Dregoth to become another enraged beast. Dregoth had createsmakeslifeinthewallsofthecitystatespredictable
advancedfarinhistransformationintoadragon,andthe if not a happy existence. Resistance to the power of the
remainingsorcererkingsfelttheyneededtoprotectAthas sorcererkingscanprovidemanyfunadventures.
from yet another source of possibledestruction.Nibenay Second is war. The former Champions fought
and the Oba of Gulg have been locked incountless wars constantlyagainsteachother,andplayerscangetcaught
back and forth, with neither side winning a decisive up in this and become agents of the sorcererkings in
victory or destroying the other. Urik has been victorious theseconflicts.
numerous times. Hamanu destroyed the city of Brutality is the last aspect of playing in the Brown
Yaramuke,killingthesorcererqueenSielba. Age. Life is short and brutal. Characters will die. Often.
In the conflicts between citystates, the godkings When playing in the Brown Age, it is important to
sought power and how to advance their metamorphosis. remember this. Sometimes the best option is to run or
In Kalidnay, KalidMa attempted to skip several steps, surrender to become a slave, hoping to escape another
moving to a much higher stage. The process, like that day.TheworldofAthashasalwaysbeenbrutal,andthe
Boryswentthrough,provedtobetoomuch,andhismind BrownAgeisnoexception.
broke as well. The city was left in ruins, and it took
Hamanu, Borys and Kalak to track down the beast and Character Races
killit. Anyoftheracesinthisbookareavailableduringthe
IntheNorthlands,Daskinorsoughttodefendhimself Brown Age. Halfgiants did not appear until this era, so
against the Dragons levy. Daskinors attempt was thisisthefirsttimethattheywouldbeavailable.Mulsare
successful, and the Dragon left. However, this broke much more common during this time period as well.
Daskinorsalreadyfragilemindandheretreatedintohis Humansarethedominantrace,withthevastmajorityof
city,slowlyturningitintotheprisonstateitistoday.The city inhabitance being human. Elf tribes and dwarven
Dragon stopped coming north, and left both Eldaarich villages dot the landscape, as do slave tribes of mixed
and Kurn alone. Oronis, seeing this as a blessing, and

281

races. Pterrans exist in the Hinterlands, and aarakocra in 16th):


the high mountains, although still very isolated from the 8threcalldeath(DC24)
Tyr Region. New races are appearing all the time, as 7thcrisisoflife(DC23),personalmindblank
tribes, merchants, and lost souls travel too close to the 6thmasscloudmind(DC22)
Pristine Tower and find themselves corrupted by its 5thmetaconcert, mind probe (DC 21), psychic crush (DC
influence. 21),shattermindblank(DC21),towerofironwill
4thcorrespond,mindwipe(DC20*),psionicdominate(DC
Character Classes 20*), psionic modify memory (DC 20), schism, thieving
mindlink(DC20*)
Templarsare nowaplayableclassduring thisperiod
3rdbodyadjustment,crisisofbreath(DC19*),telekinetic
whentheChampionsofRajaatbecamethesorcererkings.
thrust
Gladiatorial matches became much more common,
2ndbrain lock (DC 18), detect hostile intent, id
increasingthelikelihoodofplayingthisclass.Magesofall
insinuation(DC18*),psioniclevitate,sustenance
typesarerare;citizensofthecitystatesandthevillagesof
1stdetect psionics, empathy (DC 17), inertial armor,
the waste hate and fear arcane magic, and will kill its
known direction and location, mind thrust (DC 17*),
users on sight. Defilers in the employ of the citystates,
psioniccharm(DC17*)
and perseveres who have joined the Veiled Alliance are
*ThesaveDCsforthesepowersmightincreasewiththe
thefewmageswhocanexpectsupport.
useofaugments.
Rangersanddruidsareimportantclassesfortribesof
AbilitiesStr15,Dex16,Con17,Int22,Wis17,Cha16
thewastes,astheyprovideprotectionandcangiveaidto
SQpsionicacumen,psionicrealization
the tribe in the barren wasted landscape. Psionics is still
FeatsArmorProficiency(light),CombatManifestation,
animportantpractice,withtheacademiesoftheWilland
Extend Power, Martial Weapon Proficiency, Psionic
the Way in every citystate. Elemental temples also exist
Affinity, Skill Focus (Knowledge [psionics]), Skill
in some of the citystates, villages, and tribes of Athas,
Focus(Psicraft),UnconditionalPower
offering support to their communities in return for
Skills Autohypnosis +17, Bluff +18, Concentration +20,
devotiontotheirelement.
Diplomacy +24, Disguise +3 (+5 to act in character),
All the classes in this book are playable during the
Gather Information +5, Intimidate +5, Knowledge
BrownAge.
(local[Tyr])+18,Knowledge(nature)+11,Knowledge
(nobility and royalty) +11, Knowledge (psionics) +28,
Main Characters Listen +3, Literacy (Common, Tyrian), Psicraft +28,
Sense Motive +22, Spot +3, Use Psionic Device +7,
Thefollowingsectiondescribesthemainprotagonists Survival +3 (+5 in aboveground natural
fromthePrismPentadnovels.Forepiccharacters,suchas environments)
thesorcererkingsandNok,refertoLegendsofAthas. Possessions ring of protection +3, masterwork steel
Itemsmarkedwithanasteriskarenewtothisbook. scimitar,masterworkstuddedleatherarmor
Discipline Insight (Ps) Agis can manifest a telepathy
Agis of Asticles power as if he had two additional manifester levels
1/day.
Youseeahandsome,wellmuscledmanwithstrongfeatures Forethought (Ps) Agis can use the Quicken Power feat
andacommandingvoice.Hishairislong;fallingjustbelowhis without increasing the pp cost or expending his
shoulders,andhassilverblazesatthecrownandjustabovethe psionicfocus2/day.
ears. Schoolmaster(Ps)Agiscanmanifestatelepathypower
thatisbothempoweredandmaximized1/day.
AgisofAsticles(FY9) CR16 PsionicAcumen(Ps)Agisaugmentspowersforatotal
Malehumantelepath6/psiologist10 of3powerpointsmorethanhisML.
LNMediumhumanoid(human,psionic) Psionic Rationalization (Ps) Agis reduces the power
Init+3;SensesListen+3,Spot+3 pointcostofmetapsionicfeatsby2.
LanguagesCommon,Dwarven,Elven,Tyrian Hook Dont think that your false promises will work
AC19,touch16,flatfooted16 onme.
(+3Dex,+3armor,+3deflection)
hp88(16HD) Agis was curious as a child, and this lead to many
Fort+8,Ref+8,Will+15 adventures with his boyhood friend, Tithian. As with
Speed30ft.(6squares) many noble families, their families enrolled the two of
Meleemwkscimitar+11/+6(1d6+2/1920) theminaschooloftheWay.Tithianlefttopursuelifeasa
BaseAtk+8;Grp+10 templar while Agis continued to follow the Way. His
AtkOptionsdisciplineinsight1/day,ExtendPower, study and mastery of the psionic disciplines led Agis to
forethought2/day,schoolmaster1/day, manyyearsoftravel,searchingformasterstoquenchhis
UnconditionalPower thirst for knowledge. One of these masters was
Power Points/Day 269; Psion Powers Known (ML Durwadala, the thrikreen druid of the Lost Oasis, who

282

taughtAgismuchoflifeandgrowth.Itwasherteaching
thatgaveAgishisknowledgeofagriculture. Neevas early years were spent as a gladiator. Life in
A senate moderate, Agis was alarmed that Kalaks the gladiatorial pens of Tyr was a daily struggle for
obsession over his ziggurat was driving Tyr toward survival, and Neeva suffered greatly at the hands of her
economicruin.AgisbrushwiththeVeiledAllianceledto captors.Anaturalathlete,Neevaneverthelessstrovetobe
apersonalinvolvementwiththeslave,Sadira.Agisjoined the toughest, fastest fighter she could. She won her first
Sadira, Tithian, and the gladiators Rikus and Neeva in a eight bouts before taking a serious wound. Having
plottoendtheruleofKalakthroughassassination.Inthe provenherselfaskilledwarrior,shewaspairedwiththe
end, it was Agis who drove the Heartwood Spear through mightychampionRikus.Together,theybecamefavorites
Kalaksbrain,killingthesorcererking. among the arena crowd and were considered the most
AgiswentonaquesttofindtheelusiveDarkLens(see successfulpairinTyrshistory.
page262),amagicalitemcapableofdestroyingBorys,the Neeva was one of the agents responsible for the
Dragon. He died after completing his quest due to the assassination of Kalak. She then followed Rikus into the
treacheryofTithian. waragainstUrik.Neevaeventuallyleftherbattlingdays
and Rikus to pursue a life with Caelum, a dwarven fire
Neeva cleric. The two moved to the dwarven village of Kled,
Caelums home. Later, during an attack by Borys to
This woman has striking beauty, is tall and strong. She is recovertheBookofKings,Neevagavebirthtotheirchild,
able to inspire extreme desire or extreme terror in a man. She a mul named Rkard. Caelum was killed by the Dragon
has long blond hair, deepgreen emerald eyes, and a beautiful duringtheeventsthatledtothecreationoftheCerulean
ivoryskin. Storm.ShecurrentlyliveswithRikusandherchild.

Neeva(FY10) CR10 Rikus
Femalehumangladiator10
NGMediumhumanoid You see a mul with a rugged, heavyboned face and a
Init+7;SensesListen+3,Spot+6 hairless body that seems nothing but knotted sinew. His face
LanguagesCommon,Dwarven inspiresbothfearandconfidence.

AC 20, touch 13, flatfooted 17; Dodge, Mobility,

improveduncannydodge,uncannydodge
(+3Dex,+7armor) Rikus(FY10) CR18
hp165(10HD) Malemulgladiator8/arenachampion10
Fort+11,Ref+10Will+6 NGMediumhumanoid(dwarf)
Speed30ft.(6squares) Init+4;Sensesdarkvision30ft.;Listen+1,Spot+1
Melee+2steeltrikal+15/+10(1d8+5/x3) LanguagesCommon,Urikite
BaseAtk+10;Grp+13 AC 14, touch 14, flatfooted 10; Dodge, Mobility,
Atk Options Cleave, Freedom 2/day, Improved Feint, uncannydodge
nomercy,trickopponent (+4Dex)
AbilitiesStr17,Dex17,Con18,Int12,Wis16,Cha14 hp207(18HD);DR1/nonlethal
SQ armor optimization (+1 AC, +1 maximum Dex Resistextendedactivity,tireless
bonus),mercy Fort+18,Ref+13,Will+6
Feats Cleave, Dodge, Exotic Weapon Proficiency Speed30ft.(6squares);SpringAttack
(cahulak)B, Exotic Weapon Proficiency (masters Melee+1steellongsword+20/+15/+10(1d8+9/1920)
whip)B, Exotic Weapon Proficiency (wrist razor)B, BaseAtk+18;Grp+26
Freedom, Improved FeintB, Improved Initiative, Atk Options Combat Reflexes, Freedom 4/day,
ImprovedUnarmedStrikeB,Mobility ImprovedFeint,nomercy,trickopponent
SkillsBalance+13,Bluff+16(+21inmelee),Climb+11, AbilitiesStr26,Dex18,Con21,Int11,Wis13,Cha16
Diplomacy +6, Disguise +2 (+4 to act in character), SQ armor optimization (+1 AC, +1 maximum Dex
Intimidate +18, Jump +8, Listen +3, Perform (acting) bonus),mercy
+10,SenseMotive+13(+18inmelee),Spot+6,Tumble Feats Combat Reflexes, Dodge, Exotic Weapon
+13 Proficiency (cahulak)B, Exotic Weapon Proficiency
Possessions+2steeltrikal,bracersofarmor+7 (singingstick)B,Freedom,ImprovedFeintB,Improved
No Mercy Neeva can perform a coup de grace as a UnarmedStrikeB,Mobility,SpringAttack,Toughness,
standardactionratherthanafullroundaction. WeaponFocus(longsword)
Trick Opponent (Ex) To trick an opponent, make an SkillsBalance+14,Bluff15+3(+7inmelee),Climb5+8,
opposedBluffcheckasamoveaction.IfNeevawins, Diplomacy +7, Disguise +5 (+7 to act in character),
thecreaturebecomesdazedfor1round. Intimidate +20, Jump +15, Knowledge (warcraft) +2,
MercyNeevasuffersnopenaltywhenattackingwitha Listen+1,Perform(acting)+9,SenseMotive+16(+22
weapontoinflictnonlethaldamage. inmelee),SpeakLanguage(Urikite),Spot+1,Tumble
HookLookscanbedeceiving. +14

283

Possessions+1steellongsword shoulders, and her skin is as dark as ebony. Her eyes have no
Finishing Move (Ex) If an attack reduces an opponent pupils and glow like blue embers, while wisps of black shadow
below0hitpoints,Rikuscanattemptacoupdegrace slipsfrombetweenherlipswheneversheexhales.
asafreeaction.
No Mercy Rikus can perform a coup de grace as a Sadira(FY10) CR16
standardactionratherthanafullroundaction. Femalesuntouchedhalfelfpreserver5/veiledone5
Trick Opponent (Ex) To trick an opponent, make an NMediumhumanoid(elf)
opposedBluffcheckasamoveaction.IfRikuswins, Init+4;Senseslowlightvision;Listen+3,Spot+3
thecreaturebecomesdazedfor1round. LanguagesCommon,Elven,Tyrian
CrowdSupport(Ex)Rikusreceives+1moralebonusto AC24,touch24,flatfooted14
attack and damage rolls whenever there are ten or (+4Dex,+6natural,+4deflection)
morenoncombatantspectators.Thebonusincreases hp65(10HD)
to+2with50ormore,andto+3with100ormore. Resistfire30
Fame Rikus receives a +2 circumstance bonus to non Fort+6,Ref+6,Will+11
combat uses of the Bluff, Diplomacy, Gather Speed30ft.(6squares)
Information and Intimidate skills, except when Melee+1metaldagger+11(1d4+6/1920)
dealingwithrivalgladiatorsortheirdevotedfans. BaseAtk+5;Grp+10
Mercy Rikus suffers no penalty when attacking with a AtkOptionsFreedom2/day
weapontoinflictnonlethaldamage. SpecialActionssuncasting
Legend NPC initial attitude is one category better WizardSpellsPrepared(CL18th):
toward Rikus, except when dealing with rival 9thmeteorswarm(DC24),stillsunburst(DC24)
gladiatorsortheirdevotedfans. 8thincendiary cloud (DC 24), maximized silent still
HookYouwantaplan?Ihaveaplan.Charge! fireball(DC24),protectionfromspells
7thdelayedblastfireball,silentstillholdmonster(DC23),
As with all muls, Rikus has a hairless body, and maximizedsilentstillscorchingray(DC23)
decadesoffightinginbothUrikiteandTyriangladiatorial 6thacid fog, greater heroism, mages lucubration,
pitsmadehisbodylooklikenothingbutknottedsinew. transformation
Rikus was born a slave in the Urikite noble house of 5thcloudkill(DC20),holdmonster(DC20),magiccircle
Lubar, being sold later to the noble house of Mericles of againstevil,overlandflight,transmuterocktomud
Tyr. He was one of the best gladiators to fight in Tyrs 4thblack tentacles (grapple +26), maximized burning
stadium, winning the adoration of the crowds with his hands (DC 19), silent still invisibility (DC 19),
skill and bravado. His great strength, nearreckless phantasmalkiller(DC19),walloffire
daring, and selfassured arrogance made him popular 3rddedication, dispel magic, nondetection, stinking cloud
with his allies and fans, but also made him one of the (DC18),obscuringmist
mostfearedcombatantshisopponentseverfaced. 2ndfog cloud, silent disguise self (DC 17), levitate,
RikusplayedacrucialroleintheassassinationofKing misdirection(DC17),web(DC17)
Kalak, the Tyrant of Tyr, throwing the Heartwood Spear 1stcharm person (DC 16), disguise self (DC 16), mage
(seepage263)whileKalakwaspreparingtoacceleratehis armor,magicmissile,obscuringmist,sleep(DC16)
dragon metamorphosis. Afterwards, he led a Tyrian 0detectmagic,open/close(DC15),readmagic,resistance
legionagainstthecitystateofUrikafterHamanutriedto AbilitiesStr21,Dex18,Con19,Int20,Wis16,Cha17
takeoverTyrsminesandjoinedthebattletoreimprison SQsubdualmagic,towershaped
theancientmenaceofRajaat,theWarBringer. Feats Combat Casting, Eschew Materials, Freedom,
The mul now serves as a member of the Free City of MaximizeSpell,ScribeScrollB,SilentSpell,StillSpell
Tyrs OverCouncil, part of the ruling body of the city SkillsBluff+16,Concentration+17,DecipherScript+9,
state. He continues to oversee Tyrs legions and city Diplomacy +7, Disguise +5 (+7 impersonating
guard,readytoleadthemtobattleindefenseofthecity. elves/humans, +7/+9 to act in character), Gather
HeliveswiththehumanfemaleNeeva,whowasoncehis Information +10, Handle Animal +5, Intimidate +5,
partner in the arena games, and with her son (adopted Knowledge (arcana) +15, Knowledge (history) +10,
afterhisfather,Caelum,died),themulboyRkard. Knowledge(local[Tyr])+16,Knowledge(theplanes)
Rikus is currently trying to solve the growing crime +10,Intimidate+3,Listen+4,Spellcraft+20,Search+6,
problem infesting the poorer sections of Tyr. He Spot+4,Survival+5(+7onotherplanes)
personally leads troops into the streets and tirelessly Possessionsgemofseeing,ringofprotection+4
tacklestheproblemheadon.Thisisoneenemy,however, Spellbook spells prepared plus 0all; 1stprotection
that he might not be able to vanquish with muscle and from evil; 2ndsee invisibility; 3rdfireball; 4th
bruteforce. dimensiondoor
Subdual Magic When Sadira prepares a spell that
Sadira inflicts lethal damage she can choose it to do
Adarkfogdissipatestorevealawinsomewomanstanding nonlethaldamageinstead.
in its place. She has waves of amber hair spilling over her SunCasting(Su)Duringthedaylighthours,Sadiracan

284

choosewhethertoutilizeplantenergyorenergyfrom At the Pristine Tower, Sadira gained the ability to


the sun when casting spells.If using sun energy, the draw magical energy to power her spells right from the
terrain is considered abundant. Sun energy has no crimsonsun.Thecircumstancessurroundingheroriginal
impact on the environment. If Sadira spends a move transformation were unique, so its doubtful any other
action during her casting (or increases her casting sunwizardscaneverbecreated.
timebyamoveactionforthosespellsthatlastlonger InFY9,SadirahelpedbringtheVeiledAllianceoutof
thanaround),shemayusetheStillSpell,SilentSpell, the shadows. She serves on the OverCouncil as the
Empower Spell, or Widen spell feats without an preservers leader and representative. Those preservers
increased to the level of the spell slot. If she extends whohavekepttheveilofsecrecydonttrusther,andshe
her casting to a full round (or increases the casting has many other enemies among the hidden defilers,
time by a round for spells that take longer than a templarsloyaltotheoldways,andnobleswhoseeheras
round), she may use the Maximize Spell or Extend athreattotheirownpowerandambitions.
Spellfeatswithoutanincreasetothelevelofthespell Rikus remains her steadfast ally in the defense and
slot. Spells cast using sun casting end at sunset, no preservationofFreeTyr.
matterhowlongtheirdurationare.
Towershaped(Su)Sadirawasheavilytransformedby Tithian of Mericles
theinfluenceofthePristineTower.Shereceivesa+10
Thishumanwearsablackcassock,theapparelwornbyall
Strand+4Conracialbonus.Herhardskinconfersa
templars of Tyr. He wears his long, auburn hair in a single
+6naturalarmorbonustoACanddamagereduction
braidthatfallstothecenterofhisback.Hehasgauntfeatures,a
10/magic. She gains a slam attack that does damage
hawk nose, a thinlipped frown, and beady eyes the color of
forhersize.
liver.
During the night (or otherwise absence of daylight),

Sadirahasthefollowingstatistics
AC18,touch18,flatfooted14 TithianofMericles(FY9) CR10
hp45 Malehumanaristocrat2/telepath2/templar8/defiler5
Fort+4 LNMediumhumanoid(human,psionic)
Grp+5 Init+6;SensesListen+6,Spot+11
Melee+1metaldagger+6(1d4+1/1920) LanguagesCommon,Dwarven,Elven,Gith,Tyrian
WizardSpellsPrepared(CL10th): AC20,touch12,flatfooted18
5thcloudkill (DC 20), hold monster (DC 20), transmute (+2Dex,+8armor)
rocktomud hp79(17HD)
4thblack tentacles (grapple +26), silent still invisibility Fort+9,Ref+6,Will+24
(DC19),phantasmalkiller(DC19),walloffire Speed30ft.(6squares)
3rddedication, dispel magic, nondetection, stinking cloud Melee+2longsword+12/+7(1d8+1/1920)
(DC18) BaseAtk+10;Grp+9
2ndfog cloud, invisibility (DC 17), levitate, misdirection SpecialActionsFastRaze,Inquisitor,SecularAuthority
(DC17),web(DC17) 14/day(+39)
1stcharm person (DC 16), disguise self (DC 16), mage CombatGearringoffreedomofmovement
armor,magicmissile,obscuringmist,sleep(DC16) PowerPoints/Day12;PsionPowersKnown(ML2nd):
0detectmagic,open/close(DC15),readmagic,resistance 1stcalltomind,concealthoughts,psioniccharm(DC18),
AbilitiesStr11,Con15 mindlink,telempathicprojection(DC18)
SkillsConcentration+15 WizardSpellsPrepared(CL5th):
Hook I have the power of the Crimson Sun to call 3rdboneclawscut,rayofexhaustion(+12rangedtouch,
upon.Doyouthinkyoucantopthat? CL6th),sleetstorm(CL6th)
2ndacid arrow (+12 ranged touch, CL 6th), command
SadirawasaslaveintheMericleshousehold,whichis undead(DC19,CL6th),darkness,wakefulness*
whereshemetRikus,butshewasalsoapreserveranda 1stanimate rope, cause fear (DC 18, CL 6th), charm
member of the Veiled Alliance. Sadira helped put the person(DC18),grease(DC18,CL6th),magearmor
Alliances plan to kill King Kalak into motion by getting 0arcanemark,detectmagic,magehand,detectpoison
RikustoagreetothrowtheHeartwoodSpear. AbilitiesStr9,Dex14,Con13,Int24,Wis20,Cha23
The young halfelf became very involved in the SQassumedomain,discipline(telepathy)
politicsofTyr,forshehadanintenseloveoffreedomand FeatsCombatCasting,FastRaze*,Favorite*,Improved
a desire to see the citystate retain the liberty she helped Initiative, Inquisitor, Iron Will, Negotiator, Path
ignite. During the decade of change that started with Sinister*, Persuasive, Scribe ScrollB, Secular
Kalaks death,Sadira was married to both Rikus and the Authority*B,WeaponFocus(longsword)
noblemanAgis.Itwasthroughheractionsandthehelpof Skills Bluff +29, Concentration +16, Diplomacy +37,
her friends and lovers that the Dragon was ultimately Disguise +7 (+6 to act in character), Gather
destroyedandRajaatremainedimprisoned. Information +9, Intimidate +27, Knowledge (arcana)
+17, Knowledge (history) +22, Knowledge (local

285

[Tyr]) +27, Knowledge (nobility and royalty) +19, Meleemwkdwarvenurgrosh+11/+6(1d8+1/x3)


Knowledge (psionics) +8, Listen +6, Literacy BaseAtk+9;Grp+10
(Common, Tyrian), Psicraft +8, Sense Motive +28, AtkOptionsturnundead5/day(+4,2d6+8,12)
Spellcraft+15,Spot+11 Special Actions elemental shield 1/day (6 minutes),
Possessions bracers of armor +8, kings circletAE, +2 steel ignoreelement1/day(6rounds),spontaneouscasting
longsword. (healanddomainspells)
Spellbook spells prepared plus 0all; 1stexpeditious ClericSpellsPrepared(CL12th):
retreat;2ndidentify 6thheal,sunbeamD(DC21),undeathtodeath(DC21)
Hook And if you ever again refer to me as anything 5thbreakenchantment,commune,disruptingweapon(DC
butKingorMightyOne,youllbegforyourdeath. 20),elementalstrike*D(DC22),trueseeing
4thdeathward,divinepower,elementalarmor*,elemental
Tithian was born into the family Mericles, a highly weapon*,restoration,sunstroke*D(DC19)
regardednobleclan.TithianandAgisenrolledaschoolof 3rddaylight, dispel magic, invisibility purge, protection
The Way, but Tithians rebellious nature distanced him fromenergy,restoration,searinglightD(+9rangedtouch)
from the teachers and the other pupils. When a younger 2ndaid(2),daylightD,lesserrestoration,removeparalysis,
brotherwaschosentoinheritcontroloftheestate,Tithian resistenergy,status,zoneoftruth
dishonored his family by joining the ranks of the 1stbless, bless element*, burning handsD (DC 18), detect
templars. Tithian rose quickly in the ranks, and later evil,divinefavor,heatlash*(DC18),sanctuary,shieldof
gained control of the family estates when his younger faith
brothermysteriouslydied. 0createelement*(3),detectmagic,guidance,resistance
Tithian played an active part in the assassination of D:Domainspell.Element:Sun.Domains:FieryWrath,
Kalakandtookthethronefollowinghisdeath.Sweeping LightsRevelation,SunFlare
reforms, including the abolition of slavery and the AbilitiesStr13,Dex11,Con16,Int13,Wis20,Cha14
opening of subsistence plot farming, were enacted. SQ dwarven focus, elemental affiliation (fire), water
Althoughreluctant,Tithiansagreementtogoalongwith consumptiontreatedascontinuallyinshade
theCouncilsrecommendationsformakingTyrafreecity Feats Combat Casting, Disciplined*, Empower Spell,
hasmadeTithianapopularkingwiththepeople. Leadership,SkillFocus(Knowledge[Religion])
More often than not, he wound up working for Tyrs Skills Concentration +15, Diplomacy +8, Heal +10,
benefitwhilehepressedforwardwithhisowndarkplots Intimidate +4, Knowledge (history) +3, Knowledge
for gaining power and immortality. In the end, his final (religion) +9, Knowledge (the planes) +3, Listen +5,
gambitforultimatepowerledtoatransformationunlike Spellcraft +3, Sense Motive +10, Spot +9, Survival +5
anything the sorcererkings had ever experienced, (+7onotherplanes)
becomingforevertiedtotheCeruleanStorm. Possessions masterwork steel dwarven urgrosh, +3
studdedleatherarmor

Supporting Characters BurnLiars(Su)Caelumcanburnallcreatureswithin30


ft.whointentionallytellalie,dealing2d6firedamage
per round for 1 minute. Each creature can only be
The following section presents sample supporting
damagedonce,regardlessofhowmanyliestheytell.
charactersfromPrismPentadnovels.
Hook The sun demands pain in exchange for its
magic.
Caelum
This humanoid has the blocky features, pointed ears, and Son to the uhrnomus of Kled, Caelum wasborn with
hairless body typical of a dwarf, and the same red eyes and the fire eyes, a sign of being chosen by the Sun as its
crimsonsunemblazonedonhis foreheadthatmostSunclerics priest.AftertheBookofKemalokKingswasstolenfromthe
do. ancientdwarvencity,hedecidedtojoinRikusandNeeva
inordertoretrievethebook.Duringthequest,Neevaand
Caelum(FY9) CR12 he fell in love. After failing to recover the book, they
decided to get married and live in Kled, having a baby
Maledwarfcleric6/elementalist6
mul named Rkard. At the Gate of Doom, Caelum died
LGMediumhumanoid(dwarf)
tryingtorescuehissonRkardfromtheDragon.
Init+0;SensesListen+5,Spot+9
LanguagesCommon,Dwarven,Ignan
AC16,touch10,flatfooted10 Dhojakt
(+6armor) Part human, part cilops, this creature resembles a giant
hp90(12HD) centipede from the knees down, with a flat body divided into
Resiststability(+4againstbullrushandtrip);fire20 twelvesegments.Fromthekneesup,itisremotelyhuman,with
Fort +11, Ref +4, Will +13; automatically succeed on itstorsoswaddledinasilksaramiandablackskullcapcovering
Fortsavesagainstheatcausedbynaturalweather,+2 its shaven head. It has tiny ears located at the base of its jaw,
againstspells,spelllikeeffects,andpoison bulbous eyes resembling those of a cilops, and a muzzle with
Speed30ft.(6squares) cavernousnostrilsthatflareseverytimeitdrawsabreath.

286

influenceofthePristineTower.Hishalfhuman,half
Dhojakt(FY3) CR25 cilopsstateisextraordinarilystrong,givinghima+10
Malehumanfighter5/defiler6/royaldefiler5 inherent bonus to Strength and the use of the
LELargemonstroushumanoid(human,psionic) Improved Unarmed Strike feat. His hard skin and
Init+8;SensesListen+1,Spot+16 exoskeleton confer damage reduction 5/magic and
LanguagesCommon,Nibenese immunity to spelllike effects from items, spells and
AC27,touch14,flatfooted23;Dodge;Mobility spelllike abilities of 3rd level or lower. But the
(1size,+4Dex,+6armor,+8natural) protection does not extend beneath the skin, making
hp144(16HD);DR5/magic himstillsusceptibletogaseousspelleffects.
Immunespells(seebelow) SkillsDhojakthasa+8racialbonusonClimbandSpot
Fort+16,Ref+11,Will+14 checks (already figured into the statistics given
above) and can always choose to take 10 on Climb
Speed40ft.(8squares),climb20ft.
checks, even if rushed or threatened. When tracking
Meleeunarmed+20/+15(1d4+10/1920)
by scent, Dhojakt receives a +12 racial bonus on
Space10ft.;Reach5ft.
Survivalchecks.
BaseAtk+10;Grp+24
AtkOptionsfear,poison(DC13,1d4Dex/1d4Dex) HookStopinthenameoftheShadowKing!
SpecialActionsFastRaze
CombatGearpotionorbofeaglessplendor ThesonoftheShadowKing,Dhojaktisthecustodian
WizardSpellsPrepared(CL11th): of his fathers interests within Nibenays realm of
6thmagestransformation influence. He exists solely to be entrusted with the tasks
5thpasswall,transmuterocktomud Nibenay would not trust his templars with; his chief
4thbestow curse (DC 17), claws of the tembo* (DC 17), concern is the protection of the child Siemhouk, his
sandspray(DC17) fathers greatest resource. Representing his father in the
3rdboneclaws cut*, dedication*, dispel magic, haste, hold political realm during periods of fugue in the
person Naggaramakam,Dhojaktisadangerousenemytomake.
2ndknock, shatter (DC 15), see invisibility, wakefulness, Dhojakt was killed outside of the Pristine Tower by
whisperingwind Sadiraafterhertransformationintoasunwizard.
1stcomprehendlanguages,identify(2),truestrike,unseen
servant Magnus Sun Runner
0arcanemark,detectmagic,readmagic,slavescent This creature that calls himself an elf looks more akin to a
PsilikeAbilities(ML6th): giant gorak. He has a hulking, thicklimbed body covered by a
Atwillattraction(+6interactionbonus,DC13*),cloud knobby hide, ivoryclawed toes,and hands the size of bucklers.
mind (DC 12), danger sense, detect psionics, eradicate Hisfaceisallmuzzle,withanenormous,sharptoothedmouth
invisibility, read thoughts (DC 12), sensitivity to psychic andhugeroundeyessetonoppositesidesofhishead.
impressions
*IncludesaugmentationforDhojaktsmanifesterlevel.
AbilitiesStr30,Dex19,Con17,Int16,Wis12,Cha17
MagnusSunRunner(FY9) CR12
Maleelfcleric7/elementsinger3APXI
SQprinceofNibenay,towershaped
NMediumhumanoid(elf)
Feats Brew Potion, Combat Reflexes, Dodge, Efficient
Init+1;Senseslowlightvision;Listen+6,Spot+6
Raze*, Eschew Materials, Fast Raze*, Improved
LanguagesAuran,Common,Elven
Grapple, Improved Initiative, Improved Unarmed
StrikeB, Mobility, Negotiator, Secular AuthorityB, AC19,touch11,flatfooted18
ScribeScrollB,StillSpell,StunningFist,TrackB (+1Dex,+6natural,+2armor)
Skills Bluff +10, Climb +23, Concentration +22, hp65(10HD);DR5/magic
Diplomacy +24, Gather Information +6, Intimidate Immunedeafnessorstunbysoniceffects
+22, Knowledge (arcana) +10, Listen +1, Literacy Resistmundaneextremeheatorcold
(Common, Nibenese), Sense Motive +12, Spellcraft Fort+9,Ref+4,Will+11
+12, Spot +16, Survival +8 (+20 when tracking by Speed40ft.(8squares)
scent) Meleemwkdatchiclub+13/+8(1d8+5/x3)
Possessionscombatgearplusarcanamachsmiter(black BaseAtk+7;Grp+12
skullcap),bracersofarmor+6 Atk Options Power Attack, turn air creatures or
Spellbookspellspreparedplus0all;1stdisguiseself, undead9/day(+4,2d6+9,10)
mage armor; 2ndeye of the storm, footsteps of the Special Actions freedom of movement 1/day (7 rounds),
quarry*;3rdfireball spellsong,spontaneouscasting(healspells)
PrinceofNibenayHisprivilegedpositionasthesonof ClericSpellsPrepared(CL10th):
theShadowKinggiveshima+8circumstancebonus 5thbreak enchantment, elemental strike* (DC 19), greater
toDiplomacychecksincontestsofSecularAuthority. commandD(DC19)
Towershaped (Su) Magically prepared in advance by 4thdivinepower(2),divination,sending,shoutD(DC18)
his father, Dhojakt was heavily transformed by the 3rddispel magic, eye of the storm*, magic circle against

287

evil,prayer,windwallD
2ndaid, bulls strength, calm emotions, silence (DC 16),
shatter(DC16),soundburstD(DC16)
1stbless element*, bless, commandD (DC 15), comprehend
languages,divinefavor,shieldoffaith
0create element*, detect magic (2), detect poison,
resistance,virtue
D:Domainspell.Element:Air.Domains:Rolling
Thunder,SoaringSpirit
AbilitiesStr20,Dex13,Con15,Int12,Wis18,Cha14
SQspellsong(heroessong),towershaped
Feats Combat Casting, Endurance, Power Attack, Skill
Focus[Knowledge(religion)]
Skills Concentration +12, Diplomacy +7, Heal +9,
Knowledge(religion)+14,Knowledge(theplanes)+3,
Listen +6, Perform (singing) +15, Speak Language
(Auran),Search+3,Spellcraft+6,Spot+6,Survival+4
Possessionshealerskit(8),masterworkleatherarmor
Heroes Song (Su) When Magnus casts aid, bless, or
prayer all benefits granted are increased by 1. APX I
18
Towershaped (Su) During his infancy Magnus was
heavily transformed by the Pristine Tower. He
receives a +6 Str and +4 Con racial bonus. His hard
skin confers a +6 natural armor bonus to AC and
damagereduction5/magic.Duetothetransformative
powerofthePristineTower,Magnuslosttheelfrun
abilityofhisracialheritage.
HookIhaveapowerfulsongthatcanhelpyou.

Magnus was adopted by Sadiras father, and became a
Sun Runner member since. After helping Sadira poison
her father, Faenaeyon, Magnus was expelled from the
tribe and along with Sadira and Rhayn. Together they
traveled to the Pristine Tower where Sadira underwent
hertransformationintoasunwizard.Magnusdecidedto
staywithherandfightagainsttheDragon.Shortlybefore
Rajaat escaped from his prison, Magnus was fatally
wounded by the Dragon and then tossed into the Sea of
SiltnearSamarah,nevertobeseenagain.

288

Chapter 12: Monsters of Athas


To survive, almost every form of life has become a monster in one sense or another. These adaptations have taken an
almost diabolical turn. Because the world is so barren, to some extent every creature is both predator and prey.
Be cautioned, traveler. For even the most passive beast and sweetest flower is often deadly on Athas. In a world where
creatures must kill or be killed, this is only logical. Still, many people forget this rule when they see a brightly colored plant
or a seemingly friendly ball of scales roll by.
TheWanderersChronicle


This chapter presents statistics for several new Suffocation (Ex) An anakore can attempt to drag a
monsters found on Athas. For additional Athasian grabbedMediumorsmallercreatureundergroundby
monsters, check Terrors of Athas, Terrors of the Deadlands, making a grapple check. Any creature dragged
LifeShapingHandbook,andFacesoftheForgottenNorth. undergroundissubjecttosuffocation(DMG304).To
escape, the creature must escape the anakores grab

Anakore and make a DC 15 Strength check to reach the


surface.

You see before you a hunched humanoid with a bony,
Anakore, also known as dune freaks, are a race of
wedgelike head sporting small, flat ears and sunken, beady
dimwittedhumanoidsthatliveinsubterraneancolonies,
eyes.Thecreaturealsopossessesacuriousspinalridge.
occasionally roaming the surface of Athas to hunt. They

haveadorsalridgerunningalongtheirspinethatallows
Anakore CR2 them to pick up vibrations traveling through the sand.
UsuallyNEMediummonstroushumanoid Withit,theycandetectcreaturesmovingalongthesand.
Init +1; Senses lowlight vision, tremorsense 60 ft.;
Listen+0,Spot+0 Strategies and Tactics
Languages Dune freaks usually attack their foes by burrowing
AC12,touch11,flatfooted11 underneath them, and then striking from beneath with
(+1Dex,+1natural) theirsharpclawsandpoisonousbite.Oncetheanakores
hp16(3HD) poisonhashadachancetowork,thedunefreakwillpull
Fort+4,Ref+4,Will+3 itsvictimunderthesandandletitsuffocate.
Weaknesslightblindness
Speed30ft.(6squares),burrow40ft. Sample Encounter
Melee 2 claws +4 each (1d4+1) and bite 1 (1d2+1 plus Anakore are encountered alone only when they are
poison) strandedfarfromtheirtribe,mostoftenintheaftermath
Space5ft.;Reach5ft. of a defeat. At all other times, they are surrounded by
BaseAtk+3;Grp+4 otherdunefreaks.
Atk Options improved grab, poison (DC 14, 1 Str/1d6 Individual(EL2):Ananakorethatwasleftbehindby
Str),rend2d4+1,suffocation itskinwhenitoverslepthurriestocatchup.Ithasnthad
AbilitiesStr12,Dex13,Con12,Int6,Wis10,Cha8 a good meal in 24 hours, so it raids the PCs camp to
FeatsAbilityFocus(poison),GreatFortitude snatchabackpackorsackandmakeoffwithsomefood.If
SkillsHide+4*,Listen+0,MoveSilently+4,Spot+0 itcansnatchsomefreshmeatintheprocess,allthebetter.
*Anakore receive a +8 racial bonus on Hide checks Tribe (EL 9): An anakore 5thlevel earth cleric
whileinsandyterrain. commandseightotheranakore.Theyarehungryandwill
Advancementbycharacterclass;FavoredClasscleric seek any prey that they consider edible, attacking from
LightBlindnessAnakorearecompletelyblindinbright belowthesand.
sunlightorwithintheradiusofadaylightspell.
Improved Grab (Ex) To use this ability, an anakore Ecology
must hit with its claw attack. It can then attempt to The anakore are nomadic burrowers who are
startagrappleasafreeactionwithoutprovokingan constantlymovingthroughthesandywastesofAthas.It
attack of opportunity. The anakore can then rend its is often possible to identify an area through which
opponent. anakorehavepassedbythedeadplantsfoundtherethe
Rend(Ex)Ananakorethatwinsagrapplecheckaftera anakore chew the roots away, leaving the upper stalks
successful claw attack establishes a hold, latching exposed.
onto the opponents body and tearing the flesh. This
attackautomaticallydeals2d4+1pointsofdamage.

289

Inadditiontotheirdietofplantroots,theanakorealso Attack Options (see above): Improved grab, rend,


eat meatmekillot, inix, erdlu, elf, dwarf, halfling, and suffocation.
nearlyanythingexceptkank,whichtheydetest. Special Qualities (see above): Tremorsense 60 ft.,
Environment: The anakore live within any sandy lightblindness.
heap, such as sand dunes or the alluvial fans at the Automatic Languages: Terran. Bonus Languages:
mouths of the canyons. They are rarely found outside of none.
sandy areas, but they can walk upright across various FavoredClass:Cleric.
kindsofterrainthoughtheyareunusuallyvulnerablein LevelAdjustment:+2.
thisstateandwillavoidfightingatallcosts.
TypicalPhysicalCharacteristics:Atypicalanakoreis Anakore Lore
about6feettallandweighsalittleover300pounds. Characters with ranks in Knowledge (nature) can
Alignment:Anakoreareusuallyneutralevil. learn more about anakore. When a character makes a
successful skill check, the following lore is revealed,
Society includingtheinformationfromlowerDCs.
Dune freaks usually live within sandy heaps, like
dunes, or the alluvial fans at the mouths of canyons. Knowledge(Nature)
Normally they operate in small packs, usually between DC Result
two to twelve individuals, with the most aggressive 12 Thisisananakore,alsoknownasadunefreak,a
actingasleader. monstrous humanoid that lives underground
dunesands.
Typical Treasure 17 Because of their back ridges, anakore can sense
Anakorecarrylight,portableformsofwealthsuchas sand vibrations from the sand and can burrow
gems and jewelry. They also carry weapons and armor, throughjustasifwerewater.
andsometimesevenmagicalgearwhenfound.Theyhave 22 Dunefreaksusuallytrytoparalyzetheirvictims
standard treasure for their Challenge Rating, and they with their poisonous saliva, and then suffocate
equip themselves as NPCs or their CR when they gain themintothesand.
classlevels.

Anakore as Characters Belgoi


An anakores favored class is cleric. Leaders are
When seen from a distance, this creature appears human,
usuallyclericswhoserve,almostexclusively,theelement
butitsblueskin,clawedhandsandwebbed,threetoedfeetsoon
ofEarth,butafewexceptionshavebeenknown.Anakore
giveitaway.Thecreaturehasnoteeth,novisibleears,andits
rarely have the talent to be fighters or rangers, but some
hairisblackandstringy.
excel as rogues. Most anakore spellcasters, however, are

defilers. Anakore favor spells that hide them from or
distracttheirenemies. Belgoi CR3
Anakorepossessthefollowingracialtraits. UsuallyLEMediummonstroushumanoid(psionic)
+2Str,+2Dex,+2Con,4Int,2Cha Init+3;Sensesdarkvision60ft.;Listen+3,Spot+3
Medium size. Anakore have no special bonuses or LanguagesBelgoi,Common
penaltiesduetotheirsize. AC13,touch13,flatfooted10
MonstrousHumanoid:Ananakoreisnotsubjectto (+3Dex)
spellsoreffectsthataffecthumanoidsonly,suchascharm hp22(5HD)
personordominateperson. Fort+1,Ref+7,Will+5
Anakorebaselandspeedis30feet.Dunefreaksalso Speed30ft.(6squares)
haveaburrowspeedof20ft. Melee2claws+5each(1d4plus1d6Str/2d6Str)
Lowlightvision. Space5ft.;Reach5ft.
RacialHitDice:Adunefreakbeginswith3levelsof BaseAtk+5;Grp+5
monstroushumanoid,whichprovide3d8HitDice,abase SpecialActionsbellringing
attackbonusof+3,andbasesavingthrowbonusesofFort PsiLikeAbilities(ML7th):
+1,Ref+3andWill+3. 3/dayattraction(+7bonus,DC16*),egowhip(2d4,DC
Racial Skills: A dune freaks monstrous humanoid 16*), empty mind (+5 bonus*), psionic blast (5 rounds*,
levelsgiveitskillpointsequalto6x(2+Intmodifier).Its DC 15), psionic dominate (any nonmindless, 24 hours,
classskillsareHideandMoveSilently. DC18)
Racial Feats: A dune freaks monstrous humanoid *Includes augmentation for the belgois manifester
levelsgiveittwofeats. level.
WeaponProficiency:Adunefreakisproficientwith AbilitiesStr11,Dex16,Con10,Int12,Wis8,Cha14
allsimpleweaponsanditsnaturalweaponry. FeatsAbilityFocus(psionicdominate),IronWill
+1naturalarmorbonus. Skills Hide +7, Intimidate +6, Listen +3, Move Silently
NaturalWeapons:2claws(1d4),1bite(1d2). +8,Search+4,Spot+3

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Advancementbycharacterclass;FavoredClasspsion room in their cold hearts for softer emotions. They are
BellRinging(Su)Belgoiuseabelltofocustheirpsionic usuallylawfulevil.
dominatepsilikeability.Apsionicdominatetargetwho
hearsthebelgoisbellreceivesa2penaltyonitsWill Society
save. Basically, the belgoi form huge raiding tribes and
behaveassuch.Theytendtomaketheirhomesinforlorn
Belgoiarearaceofsavagehumanoidsthatliveinthe partsofthedesert,butjourneyforthingreatnumbersto
most desolate of places, since no other race will allow harass the trading routes, settled villages, and anywhere
themnearby.Belgoiseemtorevelindestruction,andare else they can find a plentiful supply of poorly defended
consideredtobesecondonlytothedefilersinthedamage people.
theydototheworldaroundthem.
Typical Treasure
Strategies and Tactics Belgoi value usable treasure, such as equipment and
Belgoi attempt to use the cover of darkness to mask psionicitems,buttheyalsocollectjewelryandcoins.They
their attacks. Usually, when attacking a group of have standard treasure for their Challenge Rating. Elite
creatures,theyusetheirpsionicdominatepowertodrawa belgoi usually have equipment usual for NPCs of their
single individual away from the main group, to a place ChallengeRatingratherthanstandardtreasure.
where they can use their Strength damage ability
uninterrupted. They then attempt to draw out the next Belgoi as Characters
creature,andsoon,untiltheyfeelconfidentthattheycan The favored class of belgoi is psion. Most belgoi
overcometherestofthegroupwithoutloss. leaders will be psions or fighter/psions. Belgoi clerics
If forced into melee combat, the belgoi use claws so almost always serve the element of fire. A few, rare
they can use their Strength damage ability, and usually individuals have learned the art of defiling and may
will not use weapons. When a battle turns against the progressaswizards.
belgoi, they retreat and return later with reinforcements. Belgoipossessthefollowingracialtraits:
Only by killing the entire raiding party can a battle with +6Dex,+2Int,2Wis,+4Cha
thebelgoibepreventedfromturningintoalongrunning Medium size. Belgoi have no special bonuses or
engagementlastingfordays. penaltiesduetotheirsize.
Monstrous Humanoid (psionic): A belgoi is not
Sample Encounter subject to spells or effects that affect humanoids only,
Belgoi rely on coordinated sneak attacks during the suchascharmpersonordominateperson.
night. They travel in large tribes, with smaller groups Abelgoisbaselandspeedis30feet.
servingasscouts. Darkvision:Belgoicanseeinthedarkoutto60feet.
ScoutingParty(EL510):Groupsofbelgoimostoften Darkvisionisblackandwhiteonly,butitisotherwiselike
patrolatribesboundariesasfirstlineofdefense,aswell normal sight, and belgoi can function just fine with no
aslookingtotheirowndinner. lightatall.
EL 10: A group of ten belgoi ischarged with keeping Racial Hit Dice: A belgoi begins with 5 levels of
aneyeforpotentialvictims.Iftheystumbleacrossalarge monstroushumanoid,whichprovide5d8HitDice,abase
group, however, they will fetch other members of their attackbonusof+5,andbasesavingthrowbonusesofFort
tribeandreturntoattackwithgreaternumbers. +1,Ref+4andWill+4.
Tribe (EL 1115): A tribe usually consists of a tribe RacialSkills:Abelgoismonstroushumanoidlevels
leader (telepath 7), two or three shamans (fire cleric 5), giveitskillpointsequalto8x(2+Intmodifier).Itsclass
and anywhere between thirty to fifty adult belgoi. skills are Hide, Intimidate, Listen, Move Silently, Search
Accompanying them are about two dozen immature andSpot.
noncombatants. RacialFeats:Abelgoismonstroushumanoidlevels
giveittwofeats.
Ecology Weapon Proficiency: A belgoi is proficient with all
Belgoioftenleavethelandbarrenanddesolatebehind simpleweaponsanditsnaturalweaponry.
them, stripped of all animal and vegetable life. They are NaturalWeapons:2claws(1d4).
second only to the foulest of defilers in the destruction Attack Options (see above): Bell ringing, psilike
theycausetotheworldaboutthem. abilities,Strengthdamage.
Environment:Belgoipreferwarmdeserts,buttheyare Automatic Languages: Belgoi. Bonus Languages:
very adaptable and can survive in almost any climate or Common.
terrain. FavoredClass:Psion.
Typical Physical Characteristics: A typical belgoi LevelAdjustment:+4.
standsaround6feettallandweighsaround200pounds.
Alignment: Belgoi organize themselves into tribes, Belgoi Lore
withthemightiestandmostcunningatthetop.Butthey Characters with ranks in Knowledge (nature) or
are also murderous and cruel, with little compassion or Knowledge(psionics)canlearnmoreaboutbelgoi.When

291

a character makes a successful skill check, the following walkupright,areabletospeakwithaclear,humanvoice,


lore is revealed, including the information from lower haveopposablethumbs,andarewarmblooded.
DCs. Braxatshellscanbeusedtomakeexcellentshieldsand
armor,usuallycraftedtocreateplatearmorbecauseofthe
Knowledge(NatureorPsionics) shell plating braxats have on their backs. Because of this
DC Result braxats are sometimes hunted, but in most cases the
13 Thisisabelgoi,anevilsavagehumanoidbeing. braxatisusuallypreparedforsuchthingsandthehunted
This reveals all monstrous humanoid traits and endsupbecomingthehunter.
thepsionicsubtype.
18 Belgoi have telepathic abilities and can siphon Strategies and Tactics
awaythestrengthofanyfoe. Braxatsarehunters,andtheyfightlikethem.Theyuse
23 Belgoi are cowards and try to lure victims into psionicstodisabletheiropponents,therebyreducingrisks
thenightonebyoneusingtheirtinybells. to themselves. After attacking with psionics braxats will
moveinascloseastheycanwhilestillbeingabletokeep

Braxat, Athasian
theiropponentswithintheirreach.Braxatshaveabreath
weaponaswellthattheycanemploy,buttheyuseitasa
last resort since the acid can cause their prey to become
A huge humanoid of mixed stock, mostly a combination of inedible.
mammalian and reptilian, this creature has a thick shell that
coversitsbackandahandfulofhornyprotrusionsonthetopof Sample Encounter
itshead.
Braxats hunt alone or in mated pairs. They can be

sometimes be convinced to work as mercenaries for
Braxat,Athasian CR12 powerfuladversariesorevenfoundinarenas.
UsuallyNEHugemonstroushumanoid(psionic) Individual (EL 12): A lone braxat seeks to begin an
Init+1;Sensesdarkvision60ft.;Listen+4,Spot+4 encounterasclosetoitsopponentsaspossible.Thislone
LanguagesBraxat,Common creatureprowlstherockybadlandsinsearchforsuitable
AC20,touch9,flatfooted19 prey.
(2size,+1Dex,+11natural) Mated Pair (EL 14): Recently bonded, a mated pair
hp138(12HD);DR10/metal fightasateam,usingmissivetocoordinatetheattack.The
Fort+11,Ref+9,Will+10 female launches the initial attack, trying to disable her
Speed40ft.(8squares) opponents first. Once battle is joined, the male emerges
Melee greatclub +21/+16/+11 (4d6+15) and gore +15 frombehindarocktocatchanopponentfromaflank.
(2d6+5)
Space15ft.;Reach15ft. Ecology
BaseAtk+12;Grp+30 Mostlysolitarycreatures,sometimestheypickamate
Atk Options breath weapon, Cleave, Improved Bull and bear some young. The young are usually hidden
Rush, Improved Disarm, Improved Trip, Power awaysomewhereremotewhilethetwoparentsgooutto
Attack searchforfoodfortheiroffspring.
PsiLikeAbilities(ML12th): Braxats are the ultimate terrors of the desert and are
Atwillmissive(70ft.range) usuallynocturnal.Braxatspreferintelligentpreybutwill
3/daydisable (25ft. cone, 12 HD, DC 17*), force screen eat caravan or other mounts on occasion, all but kanks:
(+6 bonus*), inflict pain (5 targets, DC 17*), intellect kankmeatunsettlestheirstomach.
fortress (5 rounds*), mind thrust (12d10, DC 17*), Environment: Braxats can be found in most parts of
psioniccharm(alltargets,duration12days,DC17*) Athas, usually hunting for prey. Sometimes they inhabit
*Includes augmentation for the braxats manifester abandoned ruins or caves, even close to humanoid
level. settlements.
AbilitiesStr31,Dex13,Con25,Int17,Wis14,Cha13 Typical Physical Characteristics: A typical braxat
Feats Cleave, Combat ExpertiseB, Improved Bull Rush, stands between 15 to 20 feet tall and weighs around 700
Improved Disarm, Improved Trip, Power AttackB, pounds.
WeaponFocus(greatclub) Females are usually lighter colored than males,
Skills Climb +22, Concentration +19, Intimidate +13, tendingtowardgraysandbeigesthanbrowns.
Jump+24,Listen+12,Spot+12,Survival+11 Alignment:Braxatshaveanaturaldispositiontoward
Advancementbycharacterclass;FavoredClassranger cruelty,howevertheyrenotarbitraryintheirattacks,nor
Possessionsgreatclub are they wantonly destructive, therefore, braxats are
Breath Weapon (Su) 30foot cone, once every 1d6 usuallyneutralevil.
rounds,damage4d8acid,ReflexDC23half.
Braxats as Characters
The bony protrusions on a braxats head protect its Ferocious, powerful and highly intelligent, it is only
skullaswellasbeingusedforattackingitstarget.Braxats therelativerarityofthebraxatspeciesthathasprevented

292

them from becoming a major threat to the other races of Fort+7,Ref+9,Will+3


theTablelands.Braxatsarequitecapableenoughwithout Speed50ft.(10squares);Run
investing additional time or energy into the pursuit of a Melee2claws+6each(1d6+4)andbite+1(1d8+2)
character class but some exceptional individuals do just Space10ft.;Reach5ft.
that.Ancientdesertepicsspeakofmightybraxatwarriors BaseAtk+3;Grp+11
and even rumor the existence of eldritch braxat wizards. AtkOptionsimprovedgrab,pounce,rake1d6+2
Such tales are dismissed as apocryphal but these things AbilitiesStr18,Dex20,Con16,Int2,Wis14,Cha8
areneverthelesswellwithinthebraxatsgrasp. FeatsAlertness,Endurance,RunB
LevelAdjustment:+8. SkillsJump+22,Listen+7,MoveSilently+9,Spot+0
Advancement58HD(Large)
Typical Treasure
ImprovedGrab(Ex):Tousethisability,acrodlumust
Braxats have standard treasure for their Challenge hit with its bite attack. It can then attempt to start a
Rating, about 9,800 Cp. They usually carry weapons and grapple as a free action without provoking an attack
items that further enhance their hunting and psionic of opportunity. If it wins the grapple check, it
abilities. establishesaholdandcanrake.
Braxats with class levels have treasure appropriate to Pounce (Ex) If a crodlu charges, it can make a full
NPCsoftheirChallengeRating. attack,includingtworakeattacks.
Rake(Ex)Attackbonus+6melee,damage1d6+2.
Braxat Lore SkillsCrodlureceivea+10racialbonusonJumpchecks
Characters with ranks in Knowledge (nature) can anda4penaltyonSpotchecks.
learn more about braxats. When a character makes a
successful skill check, the following lore is revealed, Crodlu make great mounts, but are hard to control
includingtheinformationfromlowerDCs. andtrainassuchmostofthetime,unlesstheyarecaught
as chicks and are trained as mounts as they are being
Knowledge(Nature) raised.
DC Result
22 This is a braxat, an evil crossbreed between Strategies and Tactics
mammal and reptilian. This reveals all Crodluattackwiththeirforeclawsfirst,andthenbite.
monstrous humanoid traits and the psionic Sometimes they will substitute hind claws for fore claw
subtype. attacks if they happen to be holding something or are
27 Braxat prefer to eat intelligent creatures using unabletousetheirforeclaws.
their psionic abilities to incapacitate their foes
beforeclosingin. Crodlu, Heavy
32 Braxats are fierce hunters that can spit acid on
theirpreyastheirlastresort. A large, flightless combination of bird and reptile, this
creatureismoreheavilymuscledthanmostothersofitsspecies,
and its clawed feet splay more broadly in the sand. A strong
Crodlu creature, used to heavy loads, it has a reddishyellow scaled
hide,withsimilarvariationsonitssidesandunderbelly.
Crodlu are a species of flightless, scaled avianlike
creatures that roams the wilderness in herds. They have Crodlu,Heavy CR3
powerful hind legs, which were built for jumping great
AlwaysNLargeanimal
lengths.Crodluhaveverypooreyesight,butmakeupfor
Init+4;Senseslowlightvision,scent;Listen+7,Spot1
it with an excellent sense of smell. Crodlu have great
Languages
endurance,almostbetterthanamuls,andcanrunathigh
AC17,touch14,flatfooted11
speedsforlongperiodsoftime.
(1size,+4Dex,+4natural)

hp42(5HD)
This creature is a large, flightless combination of bird and
Fort+8,Ref+8,Will+2
reptile.Ithaswickedclawsattheendofitslongforeandhind
Speed40ft.(8squares);Run
limbs,anditsscalyhideisayellowishred,withsimilarcolors
Melee2claws+8each(1d6+6)andbite+3(1d8+3)
alongitssideandunderbelly.
Space10ft.;Reach5ft.

BaseAtk+3;Grp+13
Crodlu CR3 AtkOptionsimprovedgrab,pounce,rake1d6+3
AlwaysNLargeanimal AbilitiesStr22,Dex19,Con18,Int2,Wis13,Cha7
Init+5;Senseslowlightvision,scent;Listen+7,Spot+0 FeatsAlertness,Endurance,RunB
Languages SkillsJump+20,Listen+7,MoveSilently+8,Spot1
AC16,touch14,flatfooted11 Advancement610HD(Large)
(1size,+5Dex,+2natural) ImprovedGrab(Ex)Tousethisability,aheavycrodlu
hp30(4HD) must hit with its bite attack. It can then attempt to

293

startagrappleasafreeactionwithoutprovokingan withoutprovokinganattackofopportunity.Ifitwins
attack of opportunity. If it wins the grapple check, it thegrapplecheck,itestablishesaholdandcanrake.
establishesaholdandcanrake. Pounce(Ex)Ifaheavywarmountcrodluchargesafoe,
Pounce(Ex)Ifaheavycrodluchargesafoe,itcanmake itcanmakeafullattack,includingtworakeattacks.
afullattack,includingtworakeattacks. Rake(Ex)Attackbonus+10melee,damage1d8+3.
Rake(Ex)Attackbonus+8melee,damage1d6+3. Skills (Ex) Heavy crodlu receive a +10 racial bonus on
Skills:Heavycrodlureceivea+10racialbonusonJump Jumpchecksanda4penaltyonSpotchecks.
checksanda4penaltyonSpotchecks.
The heavy warmount crodlu, also known as the war
The heavy crodlu has been specifically bred for crodlu, is a breed of crodlu reared for its superior
carrying heavier loads (or passengers) and occasionally strength, armor and weaponry. Occasionally used as
for light skirmisher activity. It is a little larger and a fair heavy beasts of burden, war crodlu are most frequently
dealstrongerthanitssmallercousin,butlacksthekeener put to use in combat as mounts for specially trained
combatabilitiesofitswarfaringbigbrother. cavalry. Heavier and slower than the regular and heavy
Heavy crodlu possess the same wicked claws and crodlus, the heavy warmount crodlu makes up for these
sharpbeakofitsfellowsandhaveasimilarlifecycle,but weaknesses through its proven usefulness to sorcerer
their herds were originally released into the wild by monarch,merchanthouseandnomadalike.
breeders. They have long since developed into an Heavy warmount crodlu have the same ecology as
identifiable strain, but these herds remain valuable othercrodlubutareneverfoundinthewild.Warcrodlu
commoditiesnevertheless. are bred exclusively through animal husbandry and are
commensuratelyexpensive.
Strategies and Tactics
Heavy crodlu are fierce opponents if provoked, but Strategies and Tactics
centuries of breeding have rendered them more docile Heavy warmount crodlu are fearless and formidable
than their cousins, and they tend to become skittish if foes, striking at the slightest provocation, unless their
cornered. When pressed, however, they respond with a riders and handlers keep their belligerent natures in
pairofrippingforeclawsandasavagebite.Rakingstrikes check.Theyprefertochargeanenemyandthenunleasha
fromtheirrearclawsarealsoused,preferablyaspartofa devastating flurry of claws and snapping jaws. They are
pouncefromasuperiorposition. steadyontheirfeet,allowingformountedattacksbytheir
riders.
Crodlu, Heavy Warmount
Sample Encounter
A flightless combination of bird and reptile, this large and
Characters are most likely to run into crodlu being
fierceanimalhaslong,curvingclawsandthicklyarmoredscales
used as cavalry mounts by the various humanoid
andholdsitsheadaloftwithkeenalertness.Itisclearlyabeast
creaturesthatroamtheAthasianwastes.
bredforwar.
ScoutPatrol(EL57):Ascoutpatrolconsistsofthree

tosixhalfelfwarriors(ToA70)eachmountedoncrodlu.
Crodlu,Heavy CR4 The scouts monitor anything from settlements, caravans,
Warmount outposts, or cities, and when they encounter intruders,
AlwaysNLargeanimal speedbacktoraisethealarmandbringreinforcements.
Init+3;Senseslowlightvision,scent;Listen+6,Spot+2 Heavy Cavalry (EL 812): Heavy cavalry consists of
Languages some of a Merchant Houses or citystate armys best
AC18,touch12,flatfooted15 trained warriors. A typical team consists of three to five
(1size,+3Dex,+6natural) mul warriors (ToA 91) mounted on heavy warmount
hp57(6HD) crodlu.
Fort+10,Ref+8,Will+3
Ecology
Speed40ft.(8squares);Run
Melee2claws+10each(1d8+7)andbite+5(1d8+3) Crodlu inhabit warm plains, and are not found close
Space10ft.;Reach5ft. to civilization except when domesticated. They mainly
BaseAtk+4;Grp+15 feed on seeds and other plant matter; occasionally they
AtkOptionsimprovedgrab,pounce,rake1d8+3 also eat insects such as locusts and hurrum, but will eat
AbilitiesStr24,Dex17,Con20,Int2,Wis13,Cha7 almostanythinggiventheopportunity.
Feats Alertness, Endurance, Improved Natural Attack Thelifespanofacrodluisfrom30to70years,with50
(claw),RunB being typical. The mating season is long, lasting from
SkillsJump+21,Listen+6,MoveSilently+6,Spot+2 Fortuary to Morrow. Territorial males will typically use
Advancement712HD(Large) hisses and other sounds to fight for a harem of two to
seven female. The winner of these fights will breed with
Improved Grab (Ex) To use this ability, a heavy
allthefemalesinanarea,butwillonlyformapairbond
warmountcrodlumusthitwithitsbiteattack.Itcan
withthedominantfemale.
then attempt to start a grapple as a free action

294

Crodluareoviparous.Thefemaleswilllaytheirsingle
fertilized eggs in a single communal nest, a simple pit,
Erdland
scrapedinthegroundbythemale.Thenestmaycontain
Thiscreatureisalargespeciesofflightlessbird.Coveredin
15 to 60 eggs. They are glossy and cream in color, with
ruddy scales, it regards you with a blank, stupid gaze and
thickshellsmarkedbysmallpits.Thegestationperiodis
squawks once or twice before returning to its grazing, picking
45 to 60 days. Typically, the male will defend the
atthesoilwithitstwoclawedfeetandsharpbeak.
hatchlings,andteachthemhowandonwhattofeed.

Environment: Crodlu are usually found in warm
plains,butanywarmclimatewillsuit,andsomevarieties Erdland CR2
preferwarmdeserts. AlwaysNLargeanimal
Typical Physical Characteristics: A typical crodlu Init+5;Senseslowlightvision;Listen+4,Spot+4
standsbetween10and12feettallandweighsaround280 Languages
pounds. AC14,touch10,flatfooted13
Crodlu resemble large ostriches, but their forearms (1size,+1Dex,+4natural)
end in wicked claws and their tough, scaly hides are hp22(3HD)
yellow to red, with other colors along their sides and Fort+6,Ref+4,Will+2
belly. Females are slightly smaller and lighter colored Speed30ft.(6squares)
thanmales,butthereisotherwiselittledifferencebetween Meleebite+5(1d8+6)
thesexes. Space10ft.;Reach10ft.
Alignment: Crodlu are solely concerned with BaseAtk+2;Grp+10
acquiring sustenance and multiplying. As most animals, AtkOptionsImprovedgrab,pounce,rake1d6+2
theyarealwaysneutral. AbilitiesStr19,Dex13,Con16,Int1,Wis13,Cha5
FeatsAlertness,EnduranceB,ImprovedInitiative
Typical Treasure SkillsJump+6,Listen+4,Spot+4,Survival+3
Beinganimals,crodludonotcollecttreasure. Advancement46HD(Large)

For Player Characters Erdlands are a large variant of erdlus. They are
Treat a crodlu as an alternative animal companion generally used as mounts or to pull caravans. Erdlands
availabletodruidsof4thlevelorhigher.Athasiandruids areusedmorefortheirendurancethanspeed,sincethey
andrangersliketoemploythemasmountsandbeastsof arenotcapableoffastspeeds.
burden.
Carrying Capacity: A light load for a crodlu is up to Strategies and Tactics
200 pounds; a medium load, 201400 pounds; a heavy An erdland has the intelligence of an animal and
load,401600pounds. fights as such. It initiates combat only if hungry or
Alightloadforaheavycrodluisupto346pounds;a threatened.Whenitdoesattack,anerdlandattackwithits
medium load, 347692 pounds; a heavy load, 6931,040 beak.
pounds.Aheavycrodlucandrag5,200pounds.
A light load for a war crodlu is up to 466 pounds; a Sample Encounter
medium load, 467932 pounds; a heavy load, 9331,400 Charactersaremorelikelytorunintoanerdlandasa
pounds.Awarcrodlucandrag7,000pounds. solitary threat while walking through the Athasian
wastes.
Crodlu Lore Individual (EL 2): A single erdland is usually
Characters with ranks in Knowledge (nature) can searchingforfood.
learn more about crodlu. When a character makes a Herd (EL 1224): An erdland herd can contain
successful skill check, the following lore is revealed, anywherefromtentoonehundredspecimens.
includingtheinformationfromlowerDCs.
Ecology
Knowledge(Nature) Erdlands live in lowlying vegetation areas, and are
DC Result omnivorous, eating both animals, such as insects and
14 This is a crodlu, a terrestrial avianlike mount. smalllizards,andvegetables.Erdlandseatesperweed(see
This reveals all animal traits and basic page 117) as a delicacy, hence why some may be born
informationoncrodlu. withinnatepsionicabilities.
19 Crodlu are fearless and formidable foes, with Erdlandscanliveupto20years,butinthewildalife
very poor eyesight, but make up for it with an span of 10 to 15 years is more typical. Erdlands form
excellentsenseofsmell. breeding pairs during the high sun months of Thaumast
24 Larger and stronger varieties haven been bred and Anabasis, and may remain together for about five
for war, and sometime use these animals as months.MatingoccursinthelesshotmonthsofFortuary
mounts,huntingbeasts,andanimalcompanions. and Macro. Erdlands eggs are about 3 feet in diameter,
which they lay in egg wells, small holes dug

295

underground. A typical clutch contains 10 to 20


hatchlings.Erdlandsareprotectiveparentsandwillattack
Erdlu
viciouslytoprotecttheiryoung.Chicksgrowveryquickly
A tall, flightless bird with heavy scales or rough feathers,
and are fullgrown in 1214 months; they may remain
this creature is as tall as an elf. It has a long neck, large beak
with their family group for another six months or so
andstandsontwotough,sinewylegs.
beforetheysplituptobreedintheirsecondseason.

Environment: Erdlands are usually found in warm
plains. Any warm climate will suit however, and some Erdlu CR1
varietiesoferdlandspreferwarmdeserts. AlwaysNMediumanimal
Typical Physical Characteristics: A typical erdland Init+2;Senseslowlightvision;Listen+5,Spot+5
stands between 14 and 16 feet long and weighs around Languages
2,000pounds. AC14,touch12,flatfooted12
Erdlands resemble large flightless, featherless birds (+2Dex,+2natural)
andarecoveredwithredtograyscales. hp11(2HD)
Alignment: Erdlands have very basic animal Fort+4,Ref+5,Will+1
intelligenceandareincapableofmoraljudgments.Hence, Speed40ft.(8squares)
theyarealwaysneutral. Melee2claws+2each(1d4+1)andbite3(1d6)
Space5ft.;Reach5ft.
Typical Treasure BaseAtk+1;Grp+2
Being animals, erdlands do not collect treasure. AtkOptionsimprovedgrab,pounce,rake1d6+2
Erdlandsdontprovidemuchinusablematerial.Theydo AbilitiesStr12,Dex14,Con13,Int2,Wis12,Cha3
provide the savage halflings that inhabit the jungles of FeatsAlertness
Athas with a major meat source. A single erdland can SkillsJump+16,Listen+5,Spot+5
provideupto700poundsofmeat. Advancement34HD(Medium);56HD(Large)
Skills Erdlu receive a +10 racial bonus to all Jump
For Player Characters checks.
Treat an erdland as an alternative animal companion
availabletodruidsof4thlevelorhigher.Athasiandruids Erdluarelarge,flightlessbirdsoftenusedaslivestock.
andrangersliketoemploythemasmountsandbeastsof
burden. Strategies and Tactics
Erdland eggs are less tasty than erdlu eggs, but a Erdlu, both singly and in flocks, usually flee rather
single erdland egg can provide a meal for up to three than fight. If forced into combat, the skittish birds kick
Mediumcreatures. withtheirpowerful,clawedlegsorbitewiththeirheavy
CarryingCapacity:Alightloadforanerdlandisupto beaks.
232 pounds; a medium load, 233466 pounds; a heavy
load,467700pounds.Anerdlandcandrag3,500pounds. Sample Encounter
Characters are more likely to encounter erdlu while
Erdland Lore traversingthroughAthasianplains.
Characters with ranks in Knowledge (nature) can Individual(EL1):Asingleerdluisusuallysearching
learn more about erdlands. When a character makes a forfood.
successful skill check, the following lore is revealed, Pair(EL2):Duringmatingseasonerdlupairtogether
includingtheinformationfromlowerDCs. inordertobreed.Theybecomeveryprotectiveandmight
attack without provocation if they consider their eggs in
Knowledge(Nature) danger.
DC Result Flock (EL 913): Erdlu instinctively flock together for
13 This is an erdland, a larger cousin of the erdlu. protection.Anerdluflockcancontainanywherefromten
This reveals all animal traits and basic toonehundredspecimens.
informationonerdlands.
18 An erdland makes a good mount because of its Ecology
endurance. Sometimes an erdland can be born Erdlu inhabit warm plains, or in domesticated herds
withpsionicabilities. near to large settlements.Erdlu are omnivorous, hunting
23 Erdlands might have been bred from regular snakes, lizards, and other small reptiles, as well as
erdlu in order to generate a larger, stronger grazing.
specimen. Erdlu can live up to 30 years, but in the wild a life
span of 15 to 20 years is more typical. Erdlu mating
seasonisverysimilartotheerdland.
Erdlueggsareabout2feetindiameter,whichtheylay
in egg wells, small holes dug underground. A typical
clutch contains 5 to 10 hatchlings. Erdlu become adults

296

when 2 to 4 years old; females mature about six months


earlierthanmales.
Gaj
Environment:Erdluareusuallyfoundinwarmplains.
Thishorrificbeastlookslikeatwistedcrossbetweenaspider
Any warm climate will do however, as they are usually
and a tortoise. From its huge bulbous head grow three large,
domesticatedandtakenintootherterrains.
featherlikeantennae,sixcompoundeyes,andapairofpowerful
Typical Physical Characteristics: A typical erdlu
mandibles. Its body is six feet in diameter and covered by a
stands around 7 feet tall, 5 feet long and weighs around
scaly,rustorangeshell.Sixfourjointedlegsendinginwebbed
200pounds.
feetsproutfrombeneaththeshell.
Erdluarecoveredinthick,flexible,scalelikefeathers,

rangingincolorfromdustgreytosoftreddishbrown.An
erdluslegsarelongandstrong,propellingitrapidlyover Gaj CR9
the desert sands; the head, at the end of a long neck, is AlwaysNELargeaberration(psionic)
rounded,withawicked,wedgeshapedbeak. Init+1;Sensesdarkvision60ft.;Listen+4,Spot+4
Alignment:Erdluaresolelyconcernedwithacquiring Languages
sustenance and multiplying. As most animals, they are AC21,touch10,flatfooted20
alwaysneutral. (1size,+1Dex,+11natural)
hp52(7HD)
Typical Treasure Fort+5,Ref+3,Will+7
Beinganimals,erdludonotcollecttreasure. Speed30ft.(6squares)
Melee bite +8 (2d6+4) and 3 tentacle slaps +6 each
For Player Characters (1d4+2plus1d4Int)
Treat an erdlu as a starting animal companion Space10ft.;Reach5ft.
availableto1stleveldruids.Athasiandruidsandrangers BaseAtk+5;Grp+13
sometimesliketoemploythemasmounts. AtkOptionsimprovedgrab,poisongas
Aside from its value as a meat animal, the erdlus PsiLikeAbilities(ML10th):
beak, wing scales, and claws all find their way into At willdetect life, detect psionics, false sensory input (3
variousweaponheadsandtools,andtheeggofanerdlu targets,DC16*)
isanexcellentsourceoffoodandwater.Cooked,asingle 3/dayaversion(17hours,DC18*),defensiveprecognition
largeeggcanprovideaboutthreedaysworthoffoodfor (+2 bonus, swift action*), ego whip (ML 7th, 2d4, DC
aMediumcreature.Raw,theeggsliquidcontentscanbe 17*), empty mind (+6 bonus*), id insinuation (ML 7th,
substitutedforaboutonegallonofwater. three targets, DC 17*), mind thrust (10d10, DC 19*),
Carrying Capacity: A light load for an erdlu is up to mindlink (6 unwilling targets, DC 14*), painful strike
43 pounds; a medium load, 4486 pounds; a heavy load, (swift action*), power resistance, psionic dominate
87130pounds. (affects animals, fey, giants, humanoids, magical
beastsandmonstroushumanoids,DC18*)
Erdlu Lore *Includesaugmentationforthegajsmanifesterlevel.
Characters with ranks in Knowledge (nature) can AbilitiesStr18,Dex12,Con16,Int12,Wis14,Cha17
learn more about erdlu. When a character makes a FeatsCombatManifestation,Multiattack,PowerAttack
successful skill check, the following lore is revealed, Skills Bluff +8, Concentration +8, Hide 3*, Intimidate
includingtheinformationfromlowerDCs. +8,Listen+7,Psicraft+6,Spot+7
*A gaj receives a +8 bonus to Hide checks in rocky or
Knowledge(Nature) sandyareas.
Advancement814HD(Large);1521HD(Huge)
DC Result
12 Thisisanerdlu,alargeaviancreaturecoveredin Improved Grab (Ex) To use this ability, a gaj must hit
scales. This reveals all animal traits and basic with its bite attack. It can then attempt to start a
informationonerdlu. grapple as a free action without provoking an attack
17 Erdlus attack with their powerful claws first, of opportunity. The gaj gets a +4 bonus on tentacle
followedbytheirstrongbeak. slapattacksagainstagrappledfoe,cancelingoutthe
22 Theeggofanerdluisanexcellentsourceoffood usual4penaltyforattackingagrappledopponent.
and water. Its meat, scales, beak and claws are PoisonGas(Ex):Asastandardaction,agajcanspraya
alsoveryprized. creaturewithinreachwithapuffofnoxiousgasfrom
its abdomen. The gaj can use this ability up to three
times per day. Inhaled, Fortitude DC 16, initial
damage 1d4 Con and nauseated for 1 round,
secondary damage none. The save DC is
Constitutionbased.

297

Gaj are carnivores and require flesh to survive, but aroundtheheadaresixcompoundeyes.Apairofbarbed


they also need to consume the mental energy of other mandibles as long as a mans arms flank six fingerlike
sentientcreaturestolive. appendagesthathangoveritsmouth,andthreefeathery
stalksrisefromthetopofthehead.
Strategies and Tactics Alignment: Gaj have a curiosity about other
Agajusespsionicdominatetocompelitspreytocome intelligent beings, but they have no compunctions about
within range of its mandibles. Once the gaj has the causing suffering or killing. Therefore, they are always
creatureinitsgrip,itwillwraponeofitsantennaearound neutralevil.
the victims head and begin to damage the creatures
intelligence. Typical Treasure
Ifforcedintomeleecombat,thegajusesitsmandibles Gajhavenointerestintreasure.
along with its painful strike power against its attackers.
Anyone within reach will also be subject to attacks from Gaj Lore
itsantennaeanditsIntelligencedamagingability. Characters with ranks in Knowledge (nature) can
learn more about gaj. When a character makes a
Sample Encounter successful skill check, the following lore is revealed,
Gaj prefer to live and hunt alone, though they can includingtheinformationfromlowerDCs.
occasionallybefoundinpairs.Theyprefertoliveinrocky
areaswheretheirshellsserveascamouflage,orinsandy Knowledge(Nature)
areaswheretheycanhidethemselvesfrompredatorsina DC Result
shallow burrow, so almost every encounter begins with 19 This is a gaj, a horrific beetlelike psionic
anambushbythecreature. creature.Thisrevealsallaberrationtraitsandthe
InvisibleDeath(EL9):Aslavevillagelivesinfearof psionicsubtype.
anunseenkiller.Overthepasttwoweeks,infantsandthe 24 Gaj possess a vast array of mental powers and
elderlyhavebeguntoturnupdead,theirfacescontorted they can exhale a noxious gas from their
inagony.Thevillageisdesperateandwilldoanythingto abdomenswhichtheyusetoweakentheirprey.
getridofthemenace. 29 Gaj must feed on the mental energy of others
MatedPair(EL11):Agajcoupleispreparingtomate using their feathery antenna, or they start to
and must feed accordingly before it. Using detect life to witheranddie.
searchforprey,theyattackintandemthankstomindlink,

Giant, Desert
takingturnsinitiatingmentalattacksbeforeclosinginand
usingtheirantennaontheirhaplessprey.

Ecology Fivetimesthesizeofanormalman,thisgiantisalmosta
A gaj is a predatory insectoid creature that feeds by caricature of the human physique, with oversized, nearly
draining the intelligence of other creatures. These comical features. The giant is all but naked, save for a leather
creaturesspendtheirtimehuntingsuchcreatures;though loincloth,andgreatbraidsofdarkhairswinghalfwaydownthe
theycanpartiallysubsistonmeatforuptoaweek. monstrositysback.
If a gaj locates an area with abundant supply of
food,itwillestablishadeninashallowburrow.There, Giant,Desert CR10
itwillsendamentalbroadcasttoallnearbygajinsearch UsuallyNEHugegiant
ofamate. Init+2;Senseslowlightvision;Listen+6,Spot+6
Afterbreeding,femaleslaytwotosixeggs,whichare LanguagesCommon,Giant
tended by both parents and hatch in one month. Gaj AC22,touch10,flatfooted20;rockcatching
infantsstaywiththeirparentsforaboutthreemonthsand (2size,+2Dex,+12natural)
then leave to establish their own territories. No familial hp119(14HD)
bondremains. PR23
Environment: Gaj prefer to live in rocky areas where Fort+13,Ref+6,Will+5
theirshellsserveascamouflage,orinsandyareaswhere Speed40ft.(8squares)
they can hide themselves from predators in a shallow Meleespear+17/+12(2d8+12/x3)or
burrow. Melee2slams+16each(1d8+8)or
Typical Physical Characteristics: A typical gaj is 6 Rangedrock+11(2d8+8)
footlong,7foottall,andweighsaround900pounds. Space15ft.;Reach15ft.
A gaj appears as a large crossover between a reptile BaseAtk+10;Grp+26
and a beetle. Its body is covered by a scaly, rustorange AtkOptionsAwesomeBlow,Cleave,CombatReflexes,
shell about six feet in diameter. From beneath this shell ImprovedBullRush,PowerAttack,rockthrowing
protrude six fourjointed legs which end in webbed feet AbilitiesStr27,Dex15,Con19,Int7,Wis12,Cha11
with long, sharp claws. Its head is a spongy white globe Feats Awesome Blow, Cleave, Combat Reflexes,
about two feet in diameter. Spaced at even intervals ImprovedBullRush,PowerAttack

298

SkillsClimb+9,Jump+9,Listen+6,Spot+6,Survival+6 erdlus, kanks, and other creatures. Because their islands


Advancementbycharacterclass;FavoredClassfighter; havelimitedvegetation,desertgiantseatlittleintermsof
seetext plantlife.
Possessionsspear Environment:Thoughtheycanbeencounteredinany
Rock Catching (Ex) An Desert giant can catch Small, oftheSeaofSiltislands,desertgiantsseekislandnearthe
Medium, or Large rocks (or projectiles of similar shore so they can perform occasional trade with
shape).Onceperround,agiantthatwouldnormally humanoidsettlements.
behitbyarockcanmakeaReflexsavetocatchitasa Typical Physical Characteristics: A typical desert
free action. The DC is 15 for a Small rock, 20 for a giant stands between 20 and 30 feet tall and weighs
Mediumone,and25foraLargeone.(Iftheprojectile around12,000pounds.
provides a magical bonus on attack rolls, the DC Theirskinismostoftendarkred,butsomespecimens
increases by that amount.) The giant must be ready havejetblackskin,providingexcellentprotectionagainst
for and aware of the attack in order to make a rock bothweaponsandtheelements.Thehairofdesertgiants
catchingattempt. is dark, coarse, and very strong; they often grow it in
RockThrowing(Ex)Giantsreceivea+1racialbonuson braidsthatareeventuallycutandtradedasrope.Theyall
attackrollswhenthrowingrocks.ADesertgiantcan wear a crude figure of his clans totema sheep, goat,
hurl rocks weighing 60 to 80 pounds each (Medium erdlu, or similar domestic animaltattooed on their
objects) with a range increment of 140 ft. up to five slopedbrow.Mostwearaminimumofclothing,nomore
rangeincrements. thanaloinclothandsandals.
Alignment: Desert giants are usually neutral evil.
Desertgiantsresemblemassivehumans;theirfeatures Extremelyselfishandinherentlycruel,theyarealsorarely
are exaggerated in some way: many have huge noses, predictable,switchingbetweenspontaneousandplanned
mouths,brows,chins,orears.Desertgiantsusuallyrefer action at a moments notice. More contemplative
tothemselvesasSaramgiants. members of the race might be neutral, though they are
rare.
Strategies and Tactics
Giants fight in two basic modes: defensively or
Society
offensively. When fighting defensively, such as when Desert giants gather in clans that live on arid islands
protectingtheirislandhomesfromuninvitedguests,their intheSeaofSilt.Theysubsistbyraisingherdsoferdlus,
favorite tactic is to hurl boulders at the enemy from as kanks,orothercreatures.Theymaintainalimitedamount
greatarangeaspossible. oftradewithinlandcommunitiesofotherraces.
Offensively,giantsliketogettotheheartofthematter They often share ground with their more aggressive
as quickly as possible. They will charge into the fray relatives, beastheaded giants (ToA 53), who call
swinging their weapons and use Awesome Blow to themselvesJoorshgiants.
quicklydisperseanyresistance.
Typical Treasure
Sample Encounter Desert giants have treasure appropriate to their
DesertgiantsgatherinsmallclanslivingneartheSilt Challenge Rating, about 5,800 Cp. They make frequent
Seaormakecoloniesoronislandsneartheshore. raids to humanoid settlements near the Sea of Silt or
Individual(EL10):Alonegiantmightbehuntingthe sometimes demand tribute in order to stay put. While
rarecreatureabandofadventurersseeksneartheSeaof they have little use for magic items they do not
Silt, such as silt horrorsor might decide that the understand,desertgiantsarefondofgems,andprecious
adventurersthemselvesarebettergame. metals.
Clan (EL 1220): A clan contains up to ten giants
sometimes leaded by a fighter or an elemental cleric Desert Giants With Class Levels
leader,calledSachem. A desert giants favored class is fighter. Most clans
EL14:TheEweclan,composedoffivegiants,hasbeen includeclericsthatserveeitherEarthorSilt.
spotted within a days march of Balic. Two merchant LevelAdjustment:+4.
houseshipsthatinadvertedlyenteredtheirterritorywere
luckytoescapeunscathed,butagroupofsiltpirateswere Desert Giant Lore
savagelycrushed. Characters with ranks in Knowledge (nature) can
learnmoreaboutdesertgiants.Whenacharactermakesa
Ecology successful skill check, the following lore is revealed,
Desertgiantsdonotusuallytrustotherraces,keeping includingtheinformationfromlowerDCs.
tothemselveswheneverpossible.Onoccasionwhenthey
leavetheirislandstotrade,theyquicklyreturnoncetheir Knowledge(Nature)
businessiscomplete. DC Result
Desert giants eat most anything, preferring meat to 20 Desert giants are settled herders that live in the
plants and vegetables. Many clans domesticate herds of Athasianwilderness.Thisrevealsallgianttraits.

299

25 Though hardly friendly, desert giants have less spear designed for chopping and slashing rather than
of a reputation for savagery than their piercing, but they will use any weapon they have access
beastheadedcounterparts. to. They disdain the use of range weapons, since they
30 Desert giants are naturally resistant to all types enjoywatchingthepainandfearoftheiropponents.
of psionics and have the innate ability to throw
andcatchhugeboulders. Gith Captain
This wiry and hunched humanoid is clad with inix chitin
Gith armor.Thecreaturealsowearsanarmbraceletmadefrombones
offallenprey,andcarriesanobsidianspear.
Gith are a lanky race of reptilian humanoids that,
when erect, stand close to seven feet tall, but who spend GithCaptain CR3
mostoftheirtime,bentoverinacrouchthatmakesthem
Malegithfighter3
appeartobeonlyfivefeettall.Theirpowerfullegsallow
CEMediumhumanoid(gith)
themtomakegreatleaps,whichtheyusetomoveabout,
Init+7;Senseslowlightvision;Listen+1,Spot+1
walking in an awkward waddle only when they cannot
LanguagesCommon,Gith
jumporwhensneakinguponprey.
AC19,touch12,flatfooted17
Belowareseveralexamplesoftypicalgithadventurers
(+3Dex,+2natural,+4armor)
might encounter, separately or as marauding raiding
hp17(3HD)
party.
Fort+5,Ref+4,Will+2
Speed30ft.(6squares);SpringAttack
Gith Warrior Meleespear+6(1d8+2/x3)or
Standing hunched before you is a vaguely reptilian Melee2claws+5each(1d4+2)
humanoidwithhairless,greenishgrayskinandjetblacklidless Space5ft.;Reach5ft.
eyes. With clawed hands and feet and a fanged pronounced BaseAtk+3;Grp+5
underbite, the creatures appearance is rendered all the more AbilitiesStr14,Dex17,Con13,Int8,Wis12,Cha6
strangebyitsbowleggedwaddlinggait. Feats Improved Initiative, Spring AttackB,
Wastelander*,WeaponFocus(spear)
GithWarrior CR1/2 *Newfeatdescribedonpage75
Malegithwarrior1 Skills Hide +7, Intimidate +1, Jump +14, Listen +1,
CEMediumhumanoid(gith) MoveSilently+7,Spot+1,Survival+4
Init+6;Senseslowlightvision;Listen+4,Spot+4 Possessionsobsidianspear,inixchitinarmor
LanguagesGith SkillsGithhavea+10racialbonusonJumpchecks.
AC16,touch12,flatfooted14
(+2Dex,+2natural,+2armor) Gith make hunting packs, much as lirrs do.
hp4(1HD) Occasionally, a talented leader takes levels in fighter to
Fort+2,Ref+2,Will+0 directattacksmoreeffectively.
The gith captain presented here had the following
Speed30ft.(6squares);SpringAttack
ability scores before racial adjustments, and equipment
Meleespear+2(1d8+1/x3)or
bonuses:Str14,Dex15,Con13,Int10,Wis12,Cha8.
Melee2claws+2each(1d4+1)
Space5ft.;Reach5ft.
Strategies and Tactics
BaseAtk+1;Grp+2
If possible, the gith attack in mass, usually starting
AbilitiesStr12,Dex15,Con11,Int7,Wis10,Cha6
withapsionicattackfromoneoftheirtribeleaders.Then
FeatsImprovedInitiative,SpringAttackB
SkillsClimb+3,Hide+6,Jump+13,MoveSilently+6 the entire party moves in quickly to melee. They often
Advancementbycharacterclass;FavoredClassrogue accomplish this by springing up into one giant leap to
Possessionsleatherarmor,spear closeinwiththeirenemies.
SkillsGithhavea+10racialbonusonJumpchecks.
Gith Tribe Leader
Githwarriorsexemplifythehuntingmentalityoftheir This extremely gaunt and lanky humanoid has long
people,ruthlesslyfollowingtheirorders. gangling arms and spindly legs. Her hands have three fingers
The gith soldier presented here had the following withnoopposablethumb,yet shecarriesaspearandawicked
ability scores before racial adjustments: Str 12, Dex 13, grin.
Con11,Int9,Wis12,Cha6.

Strategies and Tactics


GithTribeLeader CR5
Femalegithkineticist5
Gith combat tactics usually involve ambushes. They
CEMediumhumanoid(gith)
prefer to have a distinct advantage in numbers, and so
Init+7;Senseslowlightvision;Listen+1,Spot+1
attack in mass. Their weapon of choice is an obsidian

300

LanguagesCommon,Elven,Gith hopingtoconfuseandoverpowertheirenemies.Thegith
AC16,touch13,flatfooted14 carry obsidian spears to chop everything while the kank
(+3Dex,+2natural,+1deflection) attack whatever gets in their way. The gith captain stays
hp17(5HD) backandcoordinatesattacks.
Fort+4,Ref+5,Will+6 Raiding Force (EL 710): A raiding force consists of
Speed30ft.(6squares);SpringAttack ten to fifteen gith, two gith captains and a gith tribe
Meleemwkspear+3(1d8/x3)or leader.
Melee2claws+2each(1d4) EL 9: Gathir, a 5thlevel gith kineticist takes his force
Space5ft.;Reach5ft. oftwelvegithandtwogithcaptainsdeepintothehunting
BaseAtk+2;Grp+2 groundsofanothernomadichuntingtribeinordertokill
AtkOptionsEmpowerPower offthecompetition.
PowerPoints/Day30;PsionPowersKnown(ML5th):
3rdenergybolt(DC15*),energycone(DC15*) Ecology
2ndconcussionblast(DC14),egowhip(DC14*),psionic Githspeaktheirownlanguage,whichhasnoalphabet
levitate,swarmofcrystals butcanbeexpressedinElvenscript.
1stcontrol object, inertial armor, know direction and Gith are oviparous, but prefer to eat meat, preferably
location,vigor,wildleap** uncooked. They are just as effective during the day as at
*ThesaveDCsforthesepowersmightincreasewiththe night.
useofaugments. A giths life span is around forty years, though an
**Newpowerdescribedonpage189 individual that reaches such an advanced age is a
AbilitiesStr10,Dex16,Con12,Int14,Wis13,Cha6 remarkable specimen. Most gith die in their twenties
Feats Combat Manifestation, Empower Power, whileinbattleorfromtherigorsoftheAthasianlife.
ImprovedInitiative,SpringAttackB,Wastelander* Gith females gestate for six to seven months before
Skills Concentration (+1), Hide +6, Intimidate (2), giving birth to two or three children. A gith reaches
Jump +10, Knowledge (nature) (+2), Listen +1, Move adulthood at twelve. Mothers care for their children for
Silently+6,Psicraft(+2),Spot+1,Survival+3 halfthistime.
Possessions masterwork obsidian spear, cloak of Environment: Mountain gith live in underground
resistance+1,ringofprotection+1 lairs, claiming a particular canyon or valley as their
SkillsGithhavea+10racialbonusonJumpchecks. territory.GithinhabitingtheTablelandstendtoorganize
their society more along the lines of a nomadic hunting
The gith live in tribal organizations. The individual clan,goingwhereverthegametakesthem.
with the most powerful psionics generally acts as the TypicalPhysicalCharacteristics:Atypicalgithstands
leader,andallothersocialpositionsaredistributedathis approximately 7 feet tall when erect and weighs around
pleasure. 180 pounds. Females are smaller than males, but no less
Thegithtribeleaderpresentedherehadthefollowing agile.
ability scores before racial adjustments and Hit Dice Theirlowerjawsjutforwardand,whiletoothless,they
abilityscoreincreases:Str10,Dex14,Con12,Int15,Wis havesharp,bonyridgesthattheyusetocrushandgrind
13,Cha8. theirfood.
Alignment: The brutal and cruel nature of their
Strategies and Tactics society tends to make gith chaotic evil in outlook. Some
Gith combat tactics usually involve ambushes. They are neutral evil, but a gith with a good or lawful
prefer to have a distinct advantage in numbers, and so alignmentisunheardof.
attack in mass. Their weapon of choice is an obsidian
Society
spear designed for chopping and slashing rather than
piercing, but they will use any weapon they have access Gith organize themselves into tribes, with the most
to. They disdain the use of range weapons, since they powerful member acting as leader. All authority comes
enjoywatchingthepainandfearoftheiropponents. fromthechief,whohasthepoweroflifeanddeathover
anymemberofhistribe.Ifthechiefiskilled,thestrongest
Sample Encounter members of the tribe will fight to the death in order to
Gith can make challenging encounters for characters determine who will be the new leader. This trialby
ofvaryinglevels. combat occurs immediately, even if the gith tribe is
Slavers (EL 2): Four warriors wander the edge of a currentlyinthemiddleofabattlewithanotherforce.
foothillinsearchofhumanoidstoeatandtakeasslaves. Mostgithtribesinhabitmountainousregions,coming
The gith charge at any likely targets and after they get down only to raid the villages of other humanoids or to
whattheywant,theyquicklyflee. attack a passing caravan. They are usually interested in
Hunting Group (EL 5): A gith captain commands 8 entertaining themselves with the suffering of others and
gith warriors and 4 kanks. Their mission is to find a with the prospect of a good meal (gith will eat anything
suitable spot for an ambush and then lie in wait until organic,preferringmeat),butknowthevalueoftreasure,
someone comes by. They all jump at the same time especiallyofpsionicandmagicalitems.

301

Typical Treasure
Inix
Most gith have standard treasure of NPCs of their
Challenge Rating. They favor masterwork weapons and Thislargelizardhasalong,curlingtailandabroadmouth
armor, and usually carry a few other offensive items as that looks quite capable of swallowing a halfling in a single
well. gulp.

Gith as Characters
Inix CR3
Within a gith tribe, most leaders will be rogues or
AlwaysNLargeanimal
psions.GithclericsusuallyfollowtheelementsofFireor
Init+2;Senseslowlightvision;Listen+5,Spot+5
Air.
Languages
Githpossessthefollowingracialtraits:
AC17,touch11,flatfooted15;Dodge
+2 Dex, 2 Int, 2 Cha. Gith have keen reflexes but
(1size,+2Dex,+6natural)
areslightlydimandaggressiveintheirbehavior.
hp45(6HD)
Medium size. Gith have no special bonuses or
Fort+8,Ref+7,Will+3
penaltiesduetotheirsize.
Humanoid(gith):Githarehumanoidcreatureswith Speed40ft.(8squares)
thegithsubtype. Meleebite+7(1d8+6)ortailslap+7(1d4+6)
Githbaselandspeedis30feet. Space10ft.;Reach5ft.(10ft.reachwithtail)
Lowlightvision. BaseAtk+4;Grp+12
+10 racial bonus to all Jump checks. Gith have AtkOptionsCombatReflexes,improvedgrab,swallow
powerful bowed legs that allow them to leap great whole
distances. AbilitiesStr19,Dex15,Con16,Int2,Wis12,Cha6
+4 racial bonus on all Hide and Move Silently SQimprovedcarryingcapacity
checks.Githareslyandstealthy. FeatsAlertness,CombatReflexes,Dodge
Natural Armor: A giths tough hide and heavy SkillsListen+8,Spot+7
bonesprovideitwitha+2naturalarmorbonus. Advancement712HD(Large)
Natural Weaponry: A gith can rake with its claws ImprovedGrab(Ex)Tousethisability,aninixmusthit
for1d4pointsofdamage. with its bite attack. It can then attempt to start a
Automatic Languages: Gith. Bonus languages: grapple as a free action without provoking an attack
Common,Elven,andSaurian. of opportunity. If it wins the grapple check, it
FavoredClass:Rogue. establishesaholdandcanattempttoswallowthefoe
LevelAdjustment:+1. thefollowinground.
Swallow Whole (Ex) An inix can try to swallow a
Gith Lore grabbed opponent two or more sizes smaller than
Characters with ranks in Knowledge (nature) can itself by making a successful grapple check. Once
learn more about gith. When a character makes a inside, the opponent takes 1d8+6 points of crushing
successful skill check, the following lore is revealed, damageplus4pointsofaciddamageperroundfrom
includingtheinformationfromlowerDCs. the inixs stomach. A swallowed creature can cut its
wayoutbyusingalightslashingorpiercingweapon
to deal 15 points of damage to the stomach (AC 13).
Knowledge(Nature)
Once the creature exits, muscular action closes the
DC Result
hole; another swallowed opponent must cut its own
11 Gith are a feral elflike race. This reveals all
way out. A Large inixs interior can hold 1 Small, 2
humanoidtraits.
Tiny,4Diminutive,or8Fineopponents.
16 Gith fight viciously and cruelly. Gith jump into

battle and use close range weapons in order to
Inixes make good mounts because of the amount of
witnessthepainandfearoftheiropponents.
weight they can carry for their size, which is two times
21 Gith are sly and stealthy killers. Even when
theirnormalcapacity.
running and jumping, they are surprisingly
quiet.
Strategies and Tactics
In combat inixes are fierce enemies. They usually
attack with their tail first, taking advantage of its
increasedreach,thenmoveinandtrytobite,hopingtobe
abletograppleorswallowwholetheirvictim.

Sample Encounter
Characters are more likely to encounter inixes while
traversingthroughAthasianplains.

302

Individual (EL 3): A single inix is usually searching medium load, 7001,399 pounds; a heavy load, 1,400
forfood. 2,100pounds.Aninixcandrag10,500pounds.
Mated Pair (EL 3 or 5): The party stumbles upon the
nest of a pair of inixes. Only one is in the lair, guarding Inix Lore
the eggs, and it viciously attacks the intruders. Once Characters with ranks in Knowledge (nature) can
combatbegins,theinixcallsforitsmatewithasharpyell. learn more about inixes. When a character makes a
The mate arrives 1d4 rounds later and tries to pick off a successful skill check, the following lore is revealed,
PCneartheperipheryofthebattle. includingtheinformationfromlowerDCs.

Ecology Knowledge(Nature)
Inixes inhabit warm plains, or in domesticated herds DC Result
neartolargesettlements.Inixesareherbivorous,needing 16 This is an inix, a spirited lizard mount. This
large amounts of vegetation and must forage every few revealsallanimaltraits.
hours to maintain its strength. They are hunted by most 21 Inixes usually attack with their tail first, taking
intelligentcreaturesofAthas,aswellastagsters. advantage of its increased reach, then move in
Inixes can live up to 50 years, but in the wild a life and try to bite, hoping to be able to grapple or
spanof20to30yearsismoretypical.Inixesrarelyremain swallowwholetheirvictims.
inoneplaceforlong,settlingonlytolayeggsinburrows 26 Inixes form mated pairs that defend their nests
cut into the side of a hill or in the abandoned nesting ferociously.Oneguardsthenestwhiletheother
moundsofothercreatures. forages,stayingnearbytorespondtoitsalarm.
Inixes eggs are about 2 feet in diameter, which they

Jozhal
layineggwells,smallholesdugunderground.Atypical
clutch contains an average of 20 eggs which have an
incubationperiodof78months.
Environment: Inix are usually found in warm plains. This creature is a small, reptilian humanoid with long,
Any warm climate will do however, as they are usually spindly arms and legs, a coiling tail and a long neck
domesticated and used as mounts anywhere in the surmountedbyanarrow,muzzledhead.Itiscoveredinscales
TablelandsandtheHinterlands. thatseemtobecoloredindeliberatepatterns.
TypicalPhysicalCharacteristics:Atypicalinixstands
between 14 and 16 feet long and weighs around 4,000 JozhalWarrior CR1
pounds. Malejozhalwarrior1
The inixs back is protected by a thick shell, while CNSmallhumanoid(psionic,reptilian)
flexiblescalescoveritsunderside.Mostinixesaredarkin Init+2;Senseslowlightvision;Listen+4,Spot+4
coloration, whites, greys, browns, blacks and greens LanguagesCommon,Saurian
featuringprominently.Manydesertdwellingspeciesalso AC14,touch13,flatfooted12
feature yellowred tones. Camouflage ranges from bands (+1size,+2Dex,+1natural)
and stripes to splotches, speckles and circles, and can hp4(1HD)
change as the creature matures; juveniles sometimes SR6
beingbrighterthanadults. Fort+2,Ref+2,Will+0
Alignment:Inixesaresolelyconcernedwithacquiring Speed50ft.(10squares)
sustenance and multiplying. As most animals, they are Meleebonedagger1(1d42/1920)or
alwaysneutral. Meleebite+0(1d41)
Space5ft.;Reach5ft.
Typical Treasure BaseAtk+1;Grp4
Beinganimals,inixesdonotcollecttreasure,although PsiLikeAbilities(ML6th):
arideraccompanyinghismountorbeastofburdenmight 3/dayburst,emptymind(+4bonus*)
doso. 1/daydimensionswap
The nest of an inix might contain items dropped by *Includes augmentation for the jozhals manifester
the creature it devours, but such wealth is meager and level.
buriedunderthemoundsofitsleavings.Aninixhas1/10 AbilitiesStr8,Dex15,Con11,Int13,Wis10,Cha10
standardtreasureforitsChallengeRating. FeatsSkillFocus(UseMagicDevice)
Skills Climb +3, Hide +10, Jump +7, Knowledge
For Player Characters (arcana)+3,Listen+1,UseMagicDevice+8
Treat an inix as an alternative animal companion Advancementbycharacterclass;FavoredClassranger
availabletodruidsof7thlevelorhigher.Athasiandruids Possessionsbonedagger
andrangersliketoemploythemasmounts.
Improved Carrying Capacity: An inixs carrying
capacity is double the normal for a creature of its
Strength. A light load for an inix is up to 699 pounds; a

303

Skills Jozhals have a +4 racial bonus on Hide checks Environment: Jozhal prefer warm and dry climates
becauseoftheircontrolovertheirskincolor,anda+4 awayfromcivilization.
racial bonus on Use Magic Device checks because of Typical Physical Characteristics: A typical jozhal
theirfondnessformagicandabilitytoworkmagical rarelytop4feetinheightandindividualsweighingmore
itemsmoreeasilythanothers. than80poundsarerare.
Jozhal have long, slender legs, lanky arms ending in
Jozhals are small, lightly built reptilian creatures dexterous hands, and long, flexible tails. The neck of a
whichmaybedistantlyrelatedtocrodlu. jozhal is also long and flexible, ending in a narrow
The jozhal warrior presented here had the following muzzledheadwithlargeeyesandmanyneedleliketeeth.
ability scores before racial adjustments: Str 12, Dex 11, The skin is covered in many tiny scales, which are only
Con13,Int9,Wis8,Cha10. visible on close examination, and can change color to
match with or contrast against the creatures
Strategies and Tactics surroundings.
Jozhalsavoidcombatifatallpossible,fleeingorusing Jozhals have precise control over their skins color,
theirchameleonlikeskintohide.Ifforcedintocombat,a andsometimesuseittocreatedecorativepatternsofcolor
jozhal will attempt to defend itself first with psionics or resemblingtattoos.
spells,thenwithanymagicalitemsitcurrentlypossesses. Alignment: Jozhals are nomadic and have very little
If left with no other option, the jozhal will attack with a senseoforganization,buttheyarentmalevolentorcruel.
bite. Theyareusuallychaoticneutral.

Sample Encounter Society


Jozhals are naturally shy and secretive creatures, and Jozhals are naturally shy and secretive creatures, and
donotnormallyinteractwithotherraces.Onlyrarelyisa do not normally learn the languages of other races. The
jozhalfoundnearcivilization,andinsuchcasesitdoesso leaderofafamilywilllearntheCommontongue,sothat
because its family has been killed or for the opportunity he or she may communicate with outsiders on the rare
tofindmagicalhoards. occasionthatinteractionisnecessary.Whenaroundthose
Silt Pirate (EL 1): Kester is a warrior jozhal. He is a they do not know, especially other races, jozhals become
crewmember of the Shadow Viper siltskiff and has been muchmorewithdrawnandareunwillingtoevenspeakto
celebrating his latest booty in the Red Mekillot tavern. It outsidersunlessnecessary.Theywilloftentraveldaysout
has caused him to remember his long gone family and of their way just to avoid encountering nonjozhals,
hes looking for a fight the moment the PCs enter the especially elves and humans, whom they consider
tavern. destructive.Ifforcedtointeractwithmembersofanother
Family(EL34):Thejozhalliveinsmallfamilygroups race,jozhalswillattempttomaketheexperienceasshort
of four to five creatures, traveling between the fertile aspossible.Jozhalsalwaysmakeuseofeverylittlebitof
areasoftheTablelandsandHinterlands. anything that they find, to the point of extremes,
Clan (EL 57): Jozhal live in small family groups of practicing cannibalism and fashioning the bones of their
four to five creatures. Sometime a group of two or three deadintoweaponsandtools.
jozhal families will gather together and form a clan for Jozhalsaredeeplysuspiciousofallarcanespellcasters.
mutualprotection. Theywilltoleratepreservers,butwillwatchthemclosely
for any signs that they may defile, and criticize them
Ecology harshly if they use magic wantonly or carelessly. Jozhals
Jozhals do not normally form permanent settlements. donottoleratedefilersinanyway.Ajozhalmayevenput
Instead, they travel in nomadic family groups, traveling himself at risk to stop a defiler from damaging the land.
between the fertile areas of the Tablelands and The jozhal suspicion of arcane magic does not extend to
Hinterlands, beyond the Ringing Mountains. These magical items. Jozhals are fascinated by magical items,
families forage for roots, nuts, and small reptiles and which they consider to hold the power of the land, and
insects. desire to own as may magical items as they can. Jozhal
The only time a jozhal family will permanently settle children are taught from a young age the proper use of
in one area is when a member of that family becomes a magical items, both arcane and divine, so even nonspell
grove master (see page 96) and takes custody of his caster jozhal will be able to use most any magical item
guardianlands. theycometopossess.Theygotogreatlengthstopossess
Mating usually occurs in the latter part of the year, magicalitems,typicallyfollowingpartiesofhumanoidsto
duringthetimeoftheAscendingSun;eggsarelaidabout determine if they carry any magical items and stealing
30dayslater.Thefemalelaysonlyafeweggsatonetime, anytheydetect.
normallybetweenthreeandfive.Theeggsareaboutfour
Typical Treasure
inches in diameter, and dun in color. The female digs a
chamber and places the eggs inside, then covers them Jozhals have standard treasure for their Challenge
withsand. Rating. They covet items of arcane magic, especially
wandsandwondrousitems.

304

Jozhals as Characters
Kank
Jozhal adventurers are rare. Only a few are able to
overcometheirnaturalshynesstomixwithstrangersand ManykanksroamwildacrosstheTablelands,aswell
fewer still are willing to be separated from their families as being herded. These large, docile insects have black
for long periods of time. Those who do follow the chitinous exoskeletons, which are divided into three
adventuring path have usually had their families wiped sections: head, thorax, and abdomen. They can carry
out by raiders or some natural disaster. A few have objects with their multijointed pincers, or use them in
allowedtheirobsessionwithmagicalitemstooverwhelm combat.
themandseeadventuringasthequickest,easiestwayto
findingandpossessingsuchitems.
Ajozhalcharactersfavoredclassiscleric.Mostjozhal
Kank, Worker
leaders will be clerics serving the element of Earth. All This creature is a large insect with a black, chitinous
jozhals have a close, personal connection with the forces exoskeletonandlong,wavingantennae.Itsbodyisdividedinto
ofnature.Theyconsidertheroleofclerictobethehighest a head, thorax and abdomen, and it has a pair of curved
possible honor. While they worship all of the elements, mandibleswithwhichitproducesacuriousclickingnoise.
theyholdaspecialreverenceforEarth.
Jozhalspossessthefollowingtraits: Kank,Worker CR1
4Str,+4Dex,2Con,+4Int,+2Wis AlwaysNMediumvermin
Small size. Jozhal gain a +1 size bonus to Armor Init +4; Senses darkvision 60 ft., scent, tremorsense 30
Classanda+1sizebonusonallattackrolls. ft.;Listen+6,Spot+2
Humanoid(psionic,reptilian):Jozhalarehumanoid Languages
creatureswiththepsionicandreptiliansubtype.
AC15,touch10,flatfooted15
Jozhalbaselandspeedis30feet.
(+5natural)
Lowlightvision.
hp4(1HD)
Weapon Proficiency: A jozhal is proficient with all
Immuneverminimmunities(MM317)
simpleweaponsanditsnaturalweaponry.
Fort+2,Ref+0,Will+0
+4 racial bonus on Hide checks. Jozhals can alter
Speed30ft.(6squares)
their skin coloration and often use this for camouflage
Meleebite+1(1d6+1)
purposes.
Space5ft.;Reach5ft.
+4racialbonusonUseMagicDevicechecks.Jozhals
BaseAtk+0;Grp+1
haveanaturalaffinityformagic.
AtkOptionsimprovedgrab
+1naturalarmorbonus.
AbilitiesStr12,Dex10,Con10,Int,Wis11,Cha8
NaturalWeapons:Bite(1d4).
SQvermintraits(MM317)
SpecialAttacks(seeabove):Psilikeabilities.
FeatsImprovedInitiativeB
SpecialQualities(seeabove):Spellresistance.
Skills
Automatic Languages: Common and Saurian.
ImprovedGrab(Ex)Tousethisability,akankmusthit
Bonus Languages: Auran, Elven, Dwarven, Kreen, and
with its bite attack. It can then attempt to start a
Terran.
grapple as a free action without provoking an attack
FavoredClass:Cleric.
ofopportunity.
LevelAdjustment:+2.

Jozhal Lore Workers are the hives laborers, drones and principal
food producers. They secrete nectar in melonsized
Characters with ranks in Knowledge (nature) can
globulesalongtheirworkersabdomensandprovidethis
learn more about jozhals. When a character makes a
toothermembersofthehivewhenneeded.
successful skill check, the following lore is revealed,
includingtheinformationfromlowerDCs.
Strategies and Tactics

Aworkeronlygoesintocombatwhenallthesoldiers
Knowledge(Nature)
are dead or it is backed up into a corner. Workers strike
DC Result
withtheirpincerswhenincombatandtrytogetahold.
11 This is a jozhal, a shy and secretive reptilian
humanoid. This reveals all humanoid and
reptiliantraitsandthepsionicsubtype. Kank, Soldier
16 Jozhalshaveagreatcontrolovertheirskincolor This creature is a large insect with a black, chitinous
and use it as camouflage. Combined with their exoskeletonandlong,wavingantennae.Itsbodyisdividedinto
psilike abilities, they are very hard to get a head, thorax and abdomen, and it has a pair of curved
caught. mandibleswithwhichitproducesacuriousclickingnoise.
21 Jozhalsarefascinatedwithmagicitemsandwill
gotogreatlengthsinordertopossessone.

305

Kank,Soldier CR2 Skills


AlwaysNLargevermin Gas Cloud (Ex) Once per day as a standard action, a
Init 1; Senses darkvision 60 ft., scent, tremorsense 30 kank brood queen can release a cloud of opaque gas
ft.;Listen+6,Spot+2 in a 15foot radius centered on the kank. Creatures
Languages within the cloud have concealment, and the queen
AC14,touch8,flatfooted14 typicallyusesthisabilitytoescapeapredatorthathas
(1size,1Dex,+6natural) destroyeditseggs.
hp13(2HD) ImprovedGrab(Ex)Asworkerkank.
Immuneverminimmunities(MM317)
Fort+7,Ref1,Will+1 The leader of the hive, a kank brood queen is loyally
Speed40ft.(8squares) defended by her subjects at all times. Brood queens lay
Meleebite+4melee(1d8+6pluspoison) thehiveseggs,usually20to50atatime,andthesoldiers
Space10ft.;Reach5ft. will then fiercely defend the area until the eggs hatch.
BaseAtk+1;Grp+9 Kankschooseanareaforegglayingthatisnearabundant
Atk Options improved grab, poison (DC 15, 1d6 amountsofvegetationforfood.
Str/1d6Str)
Strategies and Tactics
AbilitiesStr18,Dex9,Con14,Int,Wis12,Cha11
SQvermintraits(MM317) Abroodqueenavoidscombatatallcostsunlessallthe
FeatsGreatFortitudeB soldiers and food producers are dead, and/or she is
Skills backed up into a corner. Brood queens strike with their
ImprovedGrab(Ex)Asworkerkank. pincerswhenincombatandtrytogetahold.Ifcornered,
thebroodqueenwillreleaseagascloudasalastdefense.

With powerful mandibles and a poisonous bite,
Sample Encounter
soldier kanks are the warriors of their hive. When
domesticated, soldier kanks are often used as caravan Kanks are usually found roaming free in the wild,
mounts, as they can travel for a full day at top speed forminghives,orasofdomesticatedherds.
while carrying a tremendous amount of weight for their Individual (EL 1): A single kank is usually lost from
size. itsgroupofforagingforfood.
HuntingGroup(EL34):Smallgroupsoftwotofour
Strategies and Tactics soldierkankspatroltheareanearbytheirnestlookingfor
anythingedibletobringbacktothehive.
A soldier is the first line of defense for the hive. A
Hive (EL 510): A hive can contain anywhere from
soldierstrikeswithitspincerswhenincombatandtriesto
fifty to five hundred kanks, with an amount of soldiers
getahold.Asoldiersbiteispoisonous.
equal to onetenth the total amount, in addition to the
broodqueen.
Kank, Brood Queen
This creature is a large insect with a black, chitinous Ecology
exoskeletonandlong,wavingantennae.Itsbodyisdividedinto Kank workers are able to create elaborate nests and
a head, thorax and abdomen, and it has a pair of curved tunnelsystemsusingacombinationofsoil,chewedwood,
mandibleswithwhichitproducesacuriousclickingnoise. saliva,andfeces.Thewallsofakankhivehavehardness1
and4hitpointsperinchofthickness.
Kank,BroodQueen CR3 A queen sits in the center of a kank hive, producing
AlwaysNLargevermin theeggswiththeaidofworkerkanks,neverleavingthe
Init 1; Senses darkvision 60 ft., scent, tremorsense 30 nest. The queen lays anywhere from 20 to 50 eggs at a
ft.;Listen+6,Spot+2 time,eachegghatchinginaboutfourweeks.Iftheeggis
Languages fertilized, the kank will be female; if not, it will be male.
AC13,touch8,flatfooted13 Thelarvaereachmaturityinaboutsixweeks.Theaverage
(1size,1Dex,+5natural) worker kank lives for about 3 years, though the queen
hp22(2HD) lifespanmightbeupto30years.
Immuneverminimmunities(MM317) While kank nectar is quite delicious, only the most
Fort+6,Ref+0,Will+3 desperateofindividualswilleatkankflesh.Whenakank
dies, its body produces chemicals that render its flesh
Speed40ft.(8squares)
foulsmellingandutterlyunpalatableandbecauseofthat
Meleebite+6(1d8+7)
kanksdonothavenaturalpredators.Soldiersarecharged
Space10ft.;Reach5ft.
withgatheringfoodforthehive,intheformofmosttypes
BaseAtk+2;Grp+11
ofleavesandfronds,andanoccasionalsmallanimal.
AtkOptionsgascloud,improvedgrab
Environment: Kanks prefer hot and dry
AbilitiesStr20,Dex9,Con16,Int,Wis14,Cha13
environments, but they can thrive in any type of
SQvermintraits(MM317)
environment.Theyarerarelyfoundunderground.
FeatsEnduranceB

306

TypicalPhysicalCharacteristics:Theaverageworker Kank Lore


kank measures less than 7 feet long and 3 feet in height Characters with ranks in Knowledge (nature) can
and weighs around 250 pounds. Soldiers are 8 feet long learn more about kanks. When a character makes a
and 4 feet tall and weigh 400 pounds. The queen is successful skill check, the following lore is revealed,
around 9 feet long, 5 feet tall, and she weighs about 500 includingtheinformationfromlowerDCs.
pounds.Physically,maleandfemalekanksfromthesame
typeareidentical.
Knowledge(Nature)
Kank chitin color may vary; most are deep red or
DC Result
black, but other colors can also be seen, including some
11 Thiscreatureisakank,alargedocileinsect.This
specieswithametallicluster.
revealsallvermintraits.
Alignment: Kanks are solely concerned with
16 Kanks are often used as caravans mounts
acquiringsustenanceandmultiplying.Asallvermin,they
becauseoftheirabilitytocarryheavyloadsand
arealwaysneutral.
toproducenutritiousnectar.
Society 21 Soldier kanks have poisonous bites, while the
queen can emit a gas cloud it uses to escape
Kanks organize themselves into hives. Worker kanks
whenthreatened.
secretelargeglobulesofhoney,whichareusedtofeedthe
young of the hive; soldiers act as guards, warriors and
defendersofthehive,andthebroodqueenrulesthehive Mekillot
bydintofherreproductiveprowess.
Kanksaregenerallydomesticatedasmounts,beastsof Thisenormouslizarddwarfsyouwithitssheerbulk.Thirty
burden or for their nectar. While kank nectar is quite feetlongandcoveredwithathickshell,itlumbersforwardwith
delicious, only the most desperate of individuals will eat aploddinginevitability.
kank flesh. When a kank dies, its body produces
chemicals that render its flesh foulsmelling and utterly Mekillot CR12
unpalatable. AlwaysNHugeanimal
Kankexoskeletoncanbeusedasarmor,butitisvery Init+0;Senseslowlightvision;Listen+12,Spot+11
brittle and has to be treated properly to toughen it up Languages
some. Exoskeletons are sometimes used for construction
AC21,touch8,flatfooted21
ofchitingolems.
(2size,+13natural)
Fromtimetotime,whenahivehasreachedacertain
hp196(16HD)
size, a brood queen will give birth to a younger queen.
Fort+17,Ref+10,Will+5
The hive will then split, with some workers and soldiers
Speed30ft.(6squares)
accompanying the new queen as she sets off to found a
Meleetonguelash+21(1d8+11)andbite+16(2d8+5)
hiveofherown.
Space15ft.;Reach15ft.(20ft.withtonguelash)
BaseAtk+12;Grp+31
Typical Treasure
Atk Options Combat Reflexes, drop to the ground
Kanks are mindless and have no individual treasure,
improvedgrab,swallowwhole
but they use any items to build the nest for their brood
AbilitiesStr33,Dex10,Con25,Int2,Wis10,Cha9
queens.Typically,thevalueoftheseitemsis1/5standard
FeatsAlertness,CombatReflexes,Toughness(4)
treasurefortheirChallengeRating.
SkillsListen+12,Spot+11
Carrying Capacity: A light load for a worker kank is
Advancement1732HD(Gargantuan)
upto43pounds;amediumload,4486pounds;aheavy
DroptotheGround(Ex)Amekillotcansurgeforward,
load,87130pounds.
crushing everything in its path. Targets in the
For Player Characters mekillots path take 2d8+16 points of damage. A
creature in the mekillots path can choose to either
Kankhoneyisverysweetandfetchesahighprice.It
makeaDC29Reflexsavetomoveoutoftheway,or
can sustain the food (but not water) requirements for a
attemptanattackofopportunity,takingtheeffectof
Medium creature for up to three weeks before requiring
the trample if the attack does not kill the mekillot.
more substantial nourishment. One pound of nectar can
ThesaveDCisStrengthbased.
reachupto20CpinmostAthasianmarkets.
ImprovedGrab(Ex)Tousethisability,amekillotmust
Kank exoskeleton can be crafted into armor when
hitwithitstonguelashattack.Itcanthenattemptto
cleanedandprepared.Onepoundoftreatedchitincosts4
startagrappleasafreeactionwithoutprovokingan
sp. A much more common use of kank exoskeleton is in
attack of opportunity. If it wins the grapple check, it
theconstructionofchitingolems(TotDL31).
establishesaholdandcanattempttoswallowthefoe
A character needs the Bug Trainer feat (page 70) in
thefollowinground.
order to train kanks, which make good and inexpensive
Swallow Whole (Ex) A mekillot can try to swallow a
mounts.
grabbed opponent of a smaller size than itself by
making a successful grapple check. Once inside, the

307

opponent takes 2d8+12 points of crushing damage Ecology


plus 4 points of acid damage per round from the Matingtakesplaceyearly;mekillotslaytheireggsinto
mekillotsstomach. A swallowed creaturecan cut its deepmudduringtheWindfloodseason.Thefemalelays
wayoutbyusingalightslashingorpiercingweapon aclutchof1050eggsabout2monthslater.Thesexofthe
to deal 20 points of damage to the stomach (AC 16). mekillothatchlingsdependsonthetemperatureatwhich
Once the creature exits, muscular action closes the the eggs are incubated. The eggs incubate nearly a full
hole; another swallowed opponent must cut its own year, and then hatch during Rals Rest season. The first
wayout.AGargantuanmekillotsinteriorcanhold2 mekillottohatchdevourstheeggsthatwouldhavebeen
Large, 8 Medium, 32 Small, 128 Tiny, or 512 itssiblings,inordertogainthestrengthtostruggletothe
Diminutiveorsmalleropponents. groundsurface.
Maturity is reached at around 12 years of age, and
Mekillots are used as caravan beasts; a hitched pair thoughtheirpotentiallifespansinthewildareunknown,
canpullafullwagonataslowpace.Mekillotsarenever mekillotsarebelievedtobecapableoflivingto150years
trulytamed,however,forthecreatureshavebeenknown of age. In captivity, they typically live from anywhere
togoofftheroadandwanderfordays.Theyalsoliketo between20to70yearsofage.
make snacks of their handlers. Most caravans that use Environment: Mekillots prefer hot environments
mekillots have a small team of psions to deal with the whereplentyofwaterisavailable,buttheycanthrivein
beasts. almost any type of environment. During High Sun
mekillotsmigrateinhugeherdstotheTremblingPlainsin
Strategies and Tactics order to mate, and are commonly found there until
In a fight mekillots attack with their tongues, or they FruitbirthSeason.
trampleenemiesunderfoot.Amekillotinstinctivelydrops Typical Physical Characteristics: A typical mekillot
to the ground when something is underneath it, causing stands between 28 and 30 feet long and weighs around
trampledamage. 12,000pounds.
Mekillotsarelizardswithhugemoundshapedbodies
Sample Encounter coveredwithathickshelleverywhereexceptforontheir
A mekillot can sometimes be encountered sidesandbellies.
individually. It is more commonly encountered in pairs Alignment: Mekillots are solely concerned with
pullingarmoredwagonsforcaravans. acquiring sustenance and multiplying. As most animals,
Individual (EL 12): Most mekillots can be solitary theyarealwaysneutral.
threatswhenstarvingorabusedbytheirhandlers.
EL 12: A mekillot had his caravan attacked and Typical Treasure
destroyed during a raider attack. It managed to escape, Beinganimals,mekillotsdonotcollecttreasure.
but now it is confused, frightened, and angry. The huge
beastattacksanyonewhocomeswithinreach. For Player Characters
Mated Pair (EL 14): Mekillots seek mates, and Training a mekillot to take orders requires six weeks
breedingpairslairtogether. ofworkandaDC20HandleAnimalcheck.Mekilloteggs
EL14:Portekthehandlertrainedtwomekillots,nowa are worth 10 Cp apiece on the open market, while
mated pair, to act as beasts of burden for his merchant mekillothatchlingsareworth50Cp.Professionaltrainers
house. He slept on the job and they escaped captivity. charge20Cptorearortrainamekillot.
Now the pair roams the wastes looking for food and CarryingCapacity:Alightloadforamekillotisupto
water. 12,000 pounds; a medium load, 12,00124,000 pounds; a
Merchant House Caravan (EL 15+): Mekillots are the heavy load, 24,00136,000 pounds. A mekillot can drag
beastofchoiceformostcaravans.Everyhousehasitsown 180,000pounds.
theoryonthebestcaravanconfigurations,butingeneral,
a pair of mekillots carry eight to twelve infantry guards, Mekillot Lore
ten to twenty archer guards, two to four scouts, four to Characters with ranks in Knowledge (nature) can
eight cavalry guards, and one captain (see page 247); learn more about mekillots. When a character makes a
twentyfiveslavecommonersintransit,andahandfulof successful skill check, the following lore is revealed,
noncombatant merchants, nobles, or other stately includingtheinformationfromlowerDCs.
travelers.
EL 18: Nadar, the caravan captain, is on a Vordon
Knowledge(Nature)
caravan from Tyr to Urik transporting various sorts of
DC Result
spices. His caravan has 16 archer guards, 10 infantry
17 This powerful reptile is a mekillot, a caravan
guards,andfourcavalryguardsmountonkanks,plusthe
beast. This reveals all animal traits and gives
twomekillots.
basicinformationonmekillots.
22 Mekillots are stubborn creatures that have a
reputationofswallowingwholetheirhandlers.
27 Mekillots can, despite their size, surge forward

308

at their opponents and then crush them like SkillsSilk wyrms receive a +4 racial bonusto all Hide
bugs. andMoveSilentlyskillchecks.

Silk Wyrm Asilkwyrmisalarge,flying,snakelikebeastthatcan


reachover50feetinlengthandhasahardchitinousshell
thatcoversitsbody.
You spy an enormous armored serpent flying through the
Silk wyrms spin their paralyzed victims into a silk
oliveskyaboveyou.Itcoilsanduncoilsasitflies,asifitwere
cocoon.Thissilkcasingishighlyprizedinmostcitystates
movingonsand.
because of its fire resistance and is used in the

manufactureofmostsilkclothing.

SilkWyrm CR4 Strategies and Tactics
AlwaysNHugemagicalbeast(psionic) Silk wyrms usually hunt for their prey while flying
Init+1;Sensesdarkvision60ft.,lowlightvision;Listen andattackatnighttosurprisethevictimusingitspsilike
+6,Spot+6 abilities to best advantage. It lurks in high grounds,
Languages typically descending only to attack sleeping or unaware
AC17,touch9,flatfooted16 prey.Thesilkwyrmthenbitesitspreyandwrapsitupin
(2size,+1Dex,+8natural) adurablesilkcocoon.
hp63(6HD)
Resistfire10 Sample Encounter
Fort+10,Ref+6,Will+3 Silk wyrms are intelligent enough to leave clearly
Speed30ft.(6squares),fly30ft.(average) superior foes alone, but they fight fiercely when
Meleebite+12(2d6+12pluspoison) threatenedandunabletoretreat.
Space15ft.;Reach10ft. Individual (EL 4): A lone silk wyrm could be
BaseAtk+6;Grp+22 encounteredinanyhillsordesertenvironment.
Atk Options blood drain, improved grab, poison (DC
18,1d4Str/paralysis1d4days) Ecology
SpecialActionscocoon Renownedfortheirshimmeringshell,pearlyskinand
PsiLikeAbilities(ML6th):
silky cocoons, silk wyrms are hunted by Elven tribes
3/daybiofeedback (DR 3/*), concealing amorpha, ego throughout the Athasian wastes. Dune traders usually
whip(DC12),emptymind(+4bonus*) carry dried leather and cocoons of these mysterious
*Includes augmentation for the silk wyrms manifester predatorsintheircaravanstoandfromcitystates.
level. To this very date, no witness of a silk wyrms
AbilitiesStr26,Dex13,Con21,Int5,Wis12,Cha10 reproductivecyclehasbeenrecorded;whichhasledtoa
FeatsAlertness,Dodge,FlybyAttack seriesofrumorsandspeculationsabouttheirorigins.
SkillsHide3,Listen+6,MoveSilently+8,Spot+6 Environment: Silk wyrms inhabit Athas warm hills,
Advancement712HD(Huge) particularly areas that have a coloration similar to their
Blood Drain (Ex) A silk wyrm drains blood from a shells.
grappled opponent, dealing 1 point of Constitution TypicalPhysicalCharacteristics:Atypicalsilkwyrm
damageeachrounditmaintainsthehold. grows to a length of 50 feet and can weigh up to 800
Cocoon(Ex)Insteadofdrainingblood,asilkwyrmcan pounds. Silk wyrms are covered with a hard chitinous
makeagrapplechecktowrapitsopponentinsilk.On shell and no differences can be found between male and
asuccessfulgrapplecheck,thesilkwyrmweavesa1 femalespecimens.
inchthick cocoon around its prey, giving it a 2 Alignment: As predators silk wyrms are always
penalty to Dexterity. These penalties stack; a silk neutral. However, with their relatively high Intelligence,
wyrm wraps its victim in silk each round until the individualwyrmssometimetakeonkindlyormalevolent
victimreachesDexterity0andiscompletelyencased bents.
inthecocoon.
Aslashingorpiercingweaponcancutatrappedvictim Typical Treasure
free. The cocoons silk has hardness 3, fire resistance Silkwyrmsdonotcarrytreasure.However,sincesilk
2, and 2 hit points per inch of thickness. For every wyrms wrap their victims whole, their nest usually
inch of silk removed, the trapped creature regains 2 containalloftheirvictimspossessions.Tearingapartthe
pointsofDexterity. cocoonsandransackingthebodiesrevealsasmallbounty
Improved Grab (Ex) To use this ability, a silk wyrm of magic items, coins, and other treasure with a double
must hit with its bite attack. It can then attempt to standardvalueoftheirChallengeRating.
startagrappleasafreeactionwithoutprovokingan The cocoon of a silk wyrm is a valuable commodity,
attack of opportunity. If it wins the grapple check, it worthupto200CpinElvenmarkets.
establishesaholdandcaneitherbegindrainingblood
orcreateacocoon.

309

For Player Characters Skills Climb +4, Hide +8, Listen +5, Move Silently +11,
Silk wyrm silk is valuable, and artisans can weave it Spot+6
intoclothingthatgrantsa+1armorbonusandresistance Advancement58HD(Medium);912HD(Large)
tofire2.Suchsilkoutfitscost3,000Cp. Energy Drain (Su) Living creatures hit by the tembos
biteattackreceiveonenegativelevel.DC13Fortitude
Silk wyrm Lore save to remove a negative level. The save DC is
Characters with ranks in Knowledge (nature) can Charismabased.
learn more about silk wyrms. When a character makes a Improved Grab (Ex) To use this ability, a tembo must
successful skill check, the following lore is revealed, hit with its bite attack. It can then attempt to start a
includingtheinformationfromlowerDCs. grapple as a free action without provoking an attack
of opportunity. If it wins the grapple check, it
establishesaholdandcanrake.
Knowledge(Nature) Pounce (Ex) If a tembo charges, it can make a full
attack,includingtworakeattacks.
DC Result
Rake(Ex)Attackbonus+5melee,damage1d4+1.
14 Silkwyrmaremagicalbeastsnamedforthesilky

cocoontheyweavefortheirparalyzedprey.This
Thetemboisasavagepredatorthatwilleatanything,
revealsallmagicalbeasttraits.
but it prefers the children of sentient races. Tembo base
19 A silk wyrm has a potent venomous bite that
themselvesinalairordenandhuntinpacksthroughout
numbs and paralyses its victims. It will then
the surrounding wilderness.They have also been known
drinkallofitsvictimsblood.
to inhabit the ruins that lie beneath many of the large
24 Silk wyrms are usually hunted because their
citiesoftheTablelands.
cocoons provide a strong and light form of
In addition to their physical speed and strength,
protectionagainsttheAthasianheat.
tembo also boast psionic powers and the ability to drain
29 A popular Elven legend claims that all silk
the life energy of their victims. Few are those souls that
wyrms come from the moon of Guthay, where
canbraveandendureadenofTembo.
theirgreatmonarchrulesthemall.
Strategies and Tactics
Tembo Thoughalltembolovetofight,theirbattletacticsare
asunpredictableastheseviciousbeaststhemselves.Some
This creature resembles a large, hairless canine. Its four attackbystealthfromashortdistanceaway,sneakingas
footlong body is covered in loose folds of light brown, scaly close as possible to their victims and trying to destroy
hide.Allfourlegsendinrazorsharpclaws,andlargecanines them with a death field. Others prefer to play with their
protrudefromitsupperjaw. victims, batting them from one paw to another, using
claws of the vampire each time the paw lands. Still other
Tembo CR5 tembo like to leap into the fray immediately, meleeing
AlwaysCEMediummagicalbeast(psionic) theirvictimsfromthefirstround.
Init+4;Sensesdarkvision60ft.,lowlightvision,scent; Each tembo pack has its own tactics. Some prefer to
Listen+5,Spot+6 waituntilagroupcampsforthenightandthensneakin
Languages todragonevictimawayatatime.Otherpackspreferhit
AC18,touch14,flatfooted14;DeflectArrows,Dodge andruntactics,slowlywearingtheirpreydownuntilthey
(+4Dex,+4natural) can no longer resist. Still others enjoy direct attacks,
hp34(4HD) attemptingtooverruntheirenemies.
Fort+7,Ref+8,Will+2
Sample Encounter
Speed40ft.(8squares)
Melee 2 claws +7 each (1d4+3) and bite +5 (1d6+1 plus Tembo live alone or in feral packs. Whether
energydrain) encounteredsingly,orinapack,Tembomakeformidable
Space5ft.;Reach5ft. opponents.
BaseAtk+4;Grp+7 Individual (EL 5): A single tembo lairs in an
AtkOptionsimprovedgrab,pounce,rake1d4+1 elaboratelycarvedmountainouscave,causingtroublefor
PsiLikeAbilities(ML7th): thenearbynomadictribes.
3/daychameleon,painfulstrike,ubiquitousvision Pack (EL 711): Tembo usually gather in packs from
1/dayclaws of the vampire, concussion blast (3 targets*), twotoeightindividualsinordertobeabletohuntlarger
deathfield(ML9th),ectoplasmicform,greaterconcealing ormorenumerousprey.
amorpha,immovability EL 8: A pack of 6 tembo has traveled to more
*Includes augmentation for the tembos manifester abundant grounds in search of easier hunting. Whether
level. thecreaturesareattackinglocalherdsorthehunterswho
follow them, one tembo uses concussion blast and death
AbilitiesStr16,Dex18,Con16,Int13,Wis12,Cha12
fieldbeforejoiningtheothersinmelee.
FeatsDeflectArrowsB,Dodge,Multiattack

310

Ecology magicalbeasttraitsandthepsionicsubtype.
Temboareuniversallyhatedanddespisedbecauseof 20 Tembo are fearless fighters, either alone or in
theirpreferenceforyounghumanoids.Temboarefamous packs, equipped with several negativeenergy
for sneaking into nomadic camps to drag off Elven relatedattacks.
children, for skulking about Dwarven villages prowling 25 The greatest danger of the tembo comes from its
for untended toddlers, even for sneaking into populated horrid mouth. A tembo can sap vital energy from
citiestosnatchnoblebabesfromtheircradles. itsopponenteverytimeitsuccessfullyhitswithits
They have extremely strong jaws in relation to their powerfuljaws.
bodysizeandhaveaverypowerfuldigestivesystemwith
highly acidic fluids, making them capable of eating and
digesting their entire prey, including skin, teeth, horns,
andbones.
Environment: Tembo live in desertic and
mountainouslands,thoughtheycangoalmostanywhere
whenhuntingforpreyandsport.
Temboliketoliveincaves,whichtheyexcavatewith
theirsharpteethandclaws.
Typical Physical Characteristics: A typical tembo
standsbetween3and6footlong,includingtail,andcan
stand 3 feet tall at the shoulder. An adult tembo weighs
600 pounds. Instead of fur, these creatures have a scaly
hide,whichhelptoconservemoisture.Temboshowlittle
sexual dimorphism, usually with males being only
slightlylargerthanthefemales.
Alignment: Tembo are selfish creatures, as quick to
hunt humanoids and their livestock as they are beasts of
the wild. Nearly all of these creatures are chaotic evil,
withsomelessferalexamplesdemonstratingneutralevil
traits.

Society
Tembohuntforpleasureasmuchasmuchastheydo
for sustenance. They are intelligent enough to engage in
cruelty for its own sake, sometimes putting their victims
through torturous catandmouse games before
consumingthem.
Tembo prowl the desert in small packs that seem to
have no real social organization or cohesiveness. Each
tembo does more or less as it pleases, not sharing any
prey it downs with the others. The tembos one
concessiontosociallifeisthatifoneofthemisattacked,
theentirepackwilljointofighttheenemy.

Typical Treasure
Tembo have little appreciation for treasure, but they
sometimes keep gems, weapons and psionic items from
former victims in their lairs. They have half standard
treasurefortheirChallengeRating.

Tembo Lore
Characters with ranks in Knowledge (nature) can
learn more about tembo. When a character makes a
successful skill check, the following lore is revealed,
includingtheinformationfromlowerDCs.

Knowledge(Nature)
DC Result
15 Thisisatembo,anevilandcunningmagicalbeast
distantly related to rasclinns. This reveals all

311

Index
aarakocra(race),6 conservation,145 FieldOfficer(feat),72
accelerate,175 controltides,145 fighter(class),39
acidrain,139 conversion,146 firetrack,152
airlens,139 coolingcanopy,146 firewater,153
allegianceoftheland,139 CorneredFighter(feat),70 fissure,153
alterself,psionic,175 cosmicawareness,177 flameharvest,153
anakore(monster),286 Craft(alchemy)(skill),68 flashflood,154
AncestralKnowledge(feat),70 Craft(skill),68 foolsfeast,154
antidotesimulation,175 createelement,146 footstepsofthequarry,154
archdefiler(prestigeclass),85 createoasis,147 gaj(monster),294
arenachampion(prestigeclass),87 crodlu(monster),290 ghostwriting,180
ArenaClamor(feat),70 crodlu,heavy(monster),290 ghostfire,155
aurareading,175 crodlu, heavy warmount (monster), ghostfire(spell),155
awakenwaterspirits,140 291 giant,beasthead(monster),295
backlash,140 crusade,147 gith(monster),297
banishtyrstorm,140 cryokinesis,178 gladiator(class),42
barbarian(class),25 curseelement,148 glassstorm,155
bard(class),28 curseoftheblacksands,148 gloomcloud,155
battlefieldhealing,140 curseofthechokingsands,148 graybeckoning,155
beacon,176 deathfield,178 grayrift,155
belgoi(monster),287 deathmark,148 GreasingtheWheels(feat),72
beltofRank,the(artifact),259 deathwhip,148 groundflame,156
bioflexibilty,176 dedication,149 groundflame(spell),156
blackcairn,141 DefenderoftheLand(feat),70 grovemaster(prestigeclass),95
blazingwreath,141 defilerscent,149 halfelves(race),13
blesselement,141 deflectstrike,178 halfgiants(race),14
blindscorch,141 detectelement,149 halflings(race),15
blink,psionic,176 detectlife,179 hallucination,180
Bluff(skill),68 detectmoisture,179 handofthesorcererking,156
boneclawscut,142 detectpoison,psionic,179 HardasRock(feat),72
boneharden,142 detonate,179 heartseeker,156
braxat,Athasian(monster),289 dimensionalscreen,180 heartwoodspear,the(artifact),261
braxatskin,142 Dissimulated(feat),70 heatlash,156
breezelore,142 DrakesChild(feat),70 humans(race),6
BrutalAttack(feat),70 drownondryland,150 hush,181
calmemotions,psionic,176 druid(class),35 illusorytalent,156
castmissile,176 dunetrader(prestigeclass),90 imageofthesorcererking,157
causesleep,177 dwarves(race),9 ImplacableDefender(feat),72
ceruleanhail,143 echoofthelirr,150 ImprovedFamiliar(feat),73
ceruleanshock,143 electroerosion,180 ImprovedSigil(feat),73
channelstench,143 elementalarmor,150 Improviser(feat),73
clawsofthetembo,143 elementalchariot,150 incorporeality,181
cleansingflame,143 elementalchariot,greater,151 infestation,157
clearwater,144 ElementalCleansing(feat),72 inix(monster),299
clearriver,144 elementalstorm,151 InnateHunter(feat),73
clearriver(spell),144 elementalstrike,151 IntimidatingPresence(feat),73
cleric(class),32 elementalweapon,152 jozhal(monster),300
cluesofash,144 elementalist(prestigeclass),93 kank,broodqueen(monster),303
coatofmists,144 elves(race),11 kank,soldier(monster),302
CommandingPresence(feat),70 erdland(monster),292 kank,worker(monster),302
completehealing,177 erdlu(monster),293 Kiltektet(feat),73
concentratewater,177 eyeofthestorm,152 klarsheart,157
ConcentratedFire(feat),70 FaithfulFollower(feat),72 Knowledge(ancienthistory)(skill),68
confessorsflame,145 Favorite(feat),72 Knowledge(warcraft)(skill),68
conflagration,145 Fearful(feat),72 legendarystonecraft,158

312

lightenload,158 pterrans(race),18 sunstroke,167


lightenload,psionic,181 quietstorm,162 surfacetension,167
Linguist(feat),73 quietstorm(spell),162 surfacewalk,167
liquidlightning,158 ragestorm,162 Survival(skill),69
Literacy(skill),69 RaisedbyBeasts(feat),74 swarmofanguish,168
locate,psionic,181 rangeblade,162 sweetwater,168
lungsofwater,158 ranger(class),52 Swim(skill),69
mageseeker,159 rejuvenate,162 TacticalExpertise(feat),75
magictrick,159 repugnance,185 tattooanimation,186
magmatunnel,159 returnmissile,185 Teamwork(feat),75
magnetize,182 returntotheearth,163 teleportobject,psionic,187
massmanipulation,182 rogue(class),55 tembo(monster),307
masterscout(prestigeclass),98 RotateLines(feat),74 tempest,168
MastyrialBlood(feat),73 sandpit,163 templar(class),58
mekillot(monster),304 sandspray,163 templarknight(prestigeclass),105
mindflame,182 sandtrap,163 thrikreens(race),20
molecularbonding,183 sandflow,163 touchtheblack,169
molten,159 sandsoftime,164 Trader(feat),75
muls(race),17 sandstone,164 trailofdestruction,187
nervemanipulation,183 scapegoat,164 truthear,187
nurturingseeds,160 SecularAuthority(feat),74 unlivingidentity,169
oilspray,160 sensorysuppression,185 vampiricyouthfulness,169
pactofdarkness,160 severthetie,185 wakefulness,169
pactofwater,161 shadowjump,186 Wastelander(feat),75
PathDexter(feat),74 sharestrength,186 watchfire,170
PathSinister(feat),74 ShieldWall(feat),75 watchersward,187
pheromonedischarge,183 shiningsands,165 waterlight,170
photosynthesis,183 shroudofdarkness,165 watershock,170
plantrenewal,161 silkwyrm(monster),305 watertrap,170
pocketdimension,184 sirocco,165 watersoflife,170
poisonmaster(prestigeclass),100 skyfire,165 waterways,171
poisonsimulation,184 skyfire(spell),165 weatherprediction,187
poisonedgale,161 slavescent,166 whirlpoolofdoom,171
protectionfromtime,161 Snipe(feat)r,75 wildlands,171
Protective(feat),74 sparkrain,166 wildleap,187
psiologist(prestigeclass),103 sparkrain(spell),166 wilder(class),62
psion(class),46 SpeakLanguage(skill),69 windtrap,172
psionicdraw,184 SpearWall(feat),75 wisdomofthesorcererking,172
PsionicSchooling(feat),74 spiritofflame,166 wizard(class),64
psionicsight,184 stingofthegoldscorpion,166 wormsbreath,172
psychictracking,185 stormlegion,166 wrathofthesorcererking,172
psychicwarrior,49 summontyrstorm,167 zombieberry,173

List of Numbered Tables


Table12:RandomStartingAges.......................................24 Table54:SpecialSubstancesandItems.........................117
Table13:AgingEffects.......................................................24 Table55:ToolsandSkillsKits.........................................118
Table14:RandomHeightandWeight.............................24 Table56:Clothing.............................................................118
Table21:TheAthasianBard..............................................29 Table57:Food,Drink,andLodging...............................119
Table22:AthasianElements..............................................33 Table58:MountsandRelatedGear...............................119
Table23:TheGladiator......................................................44 Table59:Transport...........................................................120
Table24:AthasianRangerFavoredEnemies..................52 Table510:Services,SpellcastingandManifesting........120
Table25:TheTemplar........................................................59 Table61:TerrainModifiers.............................................124
Table51:CurrencyConversions.....................................111 Table91:ThePsychicAdept............................................247
Table52:InferiorMaterialHardnessandHitPoints....112 Table101:RandomPlanarDestinations........................267
Table53:AthasianWeapons..........................................113

313

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