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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
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.
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,
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
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.
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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.
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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
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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
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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.
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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
25
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
27
28
30
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
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
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
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.
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47
48
49
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
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
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
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).
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
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
62
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
66
67
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.
69
70
71
72
74
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
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
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
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
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.
84
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
87
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.
89
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
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
92
94
95
96
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.
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.
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
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.
106
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.
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
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
114
115
116
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
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
122
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
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.
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
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:
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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
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132
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.
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135
136
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
139
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.
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142
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
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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
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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.
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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
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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
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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.
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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.
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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
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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)
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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
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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.
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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
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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.
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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
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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.
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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
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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
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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.
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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,
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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
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
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
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
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
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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
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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
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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
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
204
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
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
209
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
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211
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
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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
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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
220
221
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
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
229
230
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.
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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
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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.
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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
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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
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.
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
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
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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
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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)
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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
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
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
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
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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
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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
274
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.
275
276
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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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
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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
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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
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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
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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.
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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
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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
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
296
297
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
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.
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.
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
306
307
308
at their opponents and then crush them like SkillsSilk wyrms receive a +4 racial bonusto all Hide
bugs. andMoveSilentlyskillchecks.
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
313
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