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2
Contents The Cycle………………………..31
Citizenship……………………...33
Crow…….…………………..……48
Trout………………………………48
Land & Ownership…………..33 G’mon……………………..…….49
Introduction…………………….…....5 Titles……………………………33 Kéurana…………………..…….49
Sethra Lavode……………….……..5 Rural Life………………………...33 Kelchor….………………………49
Rebellions……………………….33 Mafenyi……….…………….….49
Chapter 1: Characters………….....6 City Life…………………………..33 Moranthë………………..…….50
Races…………………………….……...6 Military & Police……………..33 Nyssa…….…….…………….….50
Easterner…………………..………6 Postal System………………….34 Naro…….…………………….….50
Dragaeran………………….………7 Class & Station…………….….34 Ordwynac……………………….51
Phoenix………………..……………8 Families…………………….…….34 Demons……………………….…….51
Dragon……………………..….……9 Education……………….……….34 The Necromancer.…...…….51
Lyorn………………………….……10 Customs…………………….……35 Others……………………….……….51
Tiassa………………………………10 Adventurers…………………....35 Devera……………………….…..51
Hawk……………………….………11 Coin & Commerce………….…..35 Jenoine…………………….………..52
Dzur…………………………..……12 Agriculture & Industry…….35 History……………….…………..52
Issola………………………………12 Travel……………………………..35 Abilities & Description……52
Tsalmoth…………………………13 Coinage………………………….36 Worship……………….………..52
Vallista……………………………13 Recreation & Entertainment.36
Jhereg……………………….……14 Magic in Society……….………..36 Chapter 6: History………….…....53
Iorich………………………..……14 Magic Items…………….……..36 In the Beginning………….….….53
Chreotha…………….…….……15 Religion……………………………..37 The Jenoine………………….…...53
Yendi………………………..……16 Warfare……………………….…....37 Prelude to an Empire………...53
Orca…………………………….…16 Crafts & Engineering……...….37 The Empire Begins………….….54
Teckla……………………….……17 Equipment………………….….37 The Dragon-Jhereg War….54
Jhegaala…………………………17 The Lavode Scandal………..54
Athyra……………………………18 Chapter 4: Geography………...39 Adron’s Disaster……………..….54
Islander……………………….…18 The Dragaeran Empire……...39 The Interregnum……….……….55
Serioli………………………….…19 The Enclouding…………..….39 Reclaiming Order……………56
Cat-Centaur……………………20 The Seas of Chaos………….39 Recent Years……………….……..56
Classes…………………………..….22 Adrilankha……………..……..39
Feats………………………………...23 The Imperial Palace……39 Chapter 7: Organizations……...57
The Pushta…………………….43 Imperial Government…….…..57
Chapter 2: Magic………………...24 The Sorannah…………….….43 Armed Forces……………….…...58
Sorcery……………………………...24 The Suntra……………..….….43 Imperial Intelligence………....58
Amorphia…………………….…24 Kanefthali Mountains..….43 The Imperial Guard……….…..59
Elder Sorcery………………….24 Eastern Mountains………..43 The Lavodes…………………..….59
The Orb……………………..…..24 Forever Plains…………….….43 Guilds…………………….………….59
Witchcraft………………………….25 Dzur Mountain……………….43 The Jhereg………….……………..59
Familiars……………………..….25 Castle Black…………….……..43
Covens…………………………...25 The Maelstrom………………….43 Chapter 8: Bestiary………….....61
Psychics……………………………..26 Island Nations…………………...44
Necromancy……………………...26 The Eastern Kingdoms……….44 Chapter 9: NPCs…………..……..72
Necromantic Gates………...26 Serioli & Cat-Centaurs……….44 Zerika the Fourth……..….…..72
Undead…………………………..26 Planetary Matters……….…….44 Aliera e’Kieron…….…………..72
Other Topics……………………...26 Daymar…………………….……..73
Wizards…………………………..26 Chapter 5: Deities………….…....46 Kiera the Thief………….……..73
Planar Travel…………………..26 Worship…………………….……...46 Laszló………………………….…..73
Great Weapons……………....27 Patron Deities……….….…...46 Lord Khaavren…………….…..73
Spells………………………………….29 Death of a God……….……...46 Mario Greymist…………..…..74
Paths of the Dead……….……..46 Morrolan e’Drien………..…..74
Chapter 3: Life in Dragaera…..30 The Halls of Judgment…….46 Norathar e’Lanya…………....74
Time & Calendar………………..30 Lords of Judgment……….…….47 Sethra the Younger………….75
Dragaeran Calendar……….30 Barlen……….…….……….…….47 Telnan…………..………………...75
Eastern Calendar…………...30 Verra……….…….……………….47 The Demon…………….………..75
Government……………………...30 Tri’Nagore………………………48 The Sorceress in Green…….75
Phoenix sinks into decay,
Haughty dragon yearns to slay.
Lyorn growls and lowers horn,
Tiassa dreams and plots are born.
Hawk looks down from lofty flight,
Dzur stalks and blends with night.
Issola strikes from courtly bow,
Tsalmoth maintains, though none knows how.
Vallista rends and then rebuilds,
Jhereg feeds on others' kills.
Quiet iorich won't forget,
Sly chreotha weaves his net.
Yendi coils and strikes, unseen,
Orca circles, hard and lean.
Frightened teckla hides in grass,
Jhegaala shifts as moments pass.
Athyra rules minds' interplay,
Phoenix rise from ashes, gray.
S o, my strange friend. You wish to learn about Dragaera, and yet, you don’t wish to peruse my personal library in
order to do so. I suppose it’s only natural – it would probably take more years to read my volumes than you have
left to live.
So, where to begin? It is an interesting question. The history of our land is something that most of us take for
granted – myself especially, since I’ve lived through all of it. But we’ve never encountered an outsider who was genuinely
curious to learn about our land, just for the sake of learning. And I’ve certainly not encountered someone who’s never
even heard of Dragaera. So again, I ask: where to begin?
You should understand that our proud Empire has existed for more than two-hundred millennia. No offence
intended, my friend, but can you even comprehend such a length of time? I doubt you can. So for your benefit, let us skip
the minutia of our history – the senseless rebellions, the paltry wars that never seem to resolve anything, the
counterproductive political schemes – you don’t require those details in order to grasp what you seek.
No, what you must realize is that the Dragaeran Empire is a massive machine. It has wheels and cogs that go
round and round, never ceasing, never changing. These cogs are the Great Houses. There are seventeen of these Houses
in the Empire, and every citizen belongs to a House. I doubt you’ll ever have a true grasp of what it means to be of a
House. To a Dragaeran, one’s House is the foundation of one’s soul; it means everything.
The machine that these cogs are a part of it the Cycle. The Cycle is never ending. As the Cycle slowly turns, every
House has their turn to sit upon the throne, and the chance to contribute their unique strengths to the Empire. In this
way, the Houses always know where they stand, and they always know that they’ll get their opportunity – someday – to
do things how they see fit.
I make it sound rather simple, but like all things, the reality can be… complicated. So let me do my best to
simplify the life and history of Dragaera for you, here, in this short volume. May it guide you and serve you as you explore
the land of Dragaera.
– Sethra Lavode,
Baroness of Dzur Mountain
nd
252 Year of the Reign of Zerika the Fourth
4
The Land of Dragaera manipulate the outside world. Dragaerans, as a rule, disdain
Witchcraft – much to their loss.
This is the world of Dragaera, a realm with hundreds of
millennia of history, encompassing war, magic, rebellion, and Other Wonders
divine power struggles which have been known to threaten Necromantic Gates, psychic communication, reincarnated
the very fabric of existence. souls, vampires, and soul-devouring intelligent weapons are
just some of the mystical wonders you’ll encounter if you
The People spend enough time adventuring in the realm of Dragaera!
5
CHARACTERS the Eastern Kingdoms are usually in some sort of conflict with
the Dragaeran Empire, although the occasional truce does
happen.
Humans living within the Dragaeran Empire are more often
than not treated as second-class citizens, or worse. Usually,
Creating a Character these humans are peasants, unaffiliated with any of the
Dragaeran houses. However, humans may join the House of
This chapter explains how to create a character tailored for the Teckla, (the house of commoners) if they agree to be a
Dragaera and grounded in all the rich detail of the setting. servant or employee of a nobleman. If they have enough
money, humans may also purchase a House title from the
House of the Jhereg. These are the only methods by which
Character Races humans may gain a link to the Orb, and thus perform Sorcery.
The Dragaeran continent is home to two primary races. In the The average Dragaeran doesn’t have a very high opinion of
vast Dragaeran Empire to the west live the Dragaerans, “Easterners” in general. Due to their short stature, their
whose mighty realm has stood for more than 200 millennia. comparatively puny lifespan, and deep-seeded racial stigmas,
Not all Dragaerans are alike, however – each Dragaeran most Dragaerans view Easterners as little more than
belongs to a House, which defines the very core of his or her backwards children. These views aren’t held as strongly by
personality and character. those of House Teckla, (the commoners.)
In the east lie the Eastern Kingdoms, populated by human Human Lands:
Easterners. Some humans live in the Dragaeran Empire, but To the east of the Eastern Mountains, entire kingdoms of
only as second-class citizens. humankind go about their business, usually ignored by the
Far less common are the ancient, mountain-dwelling Dragaeran Empire. Compared to the Empire, these Kingdoms
Serioli, and the proud, nomadic Cat-Centaurs. are small, short-lived and, (according to your average
Dragaeran,) “barbaric and backwards.” This opinion,
Easterners (Humans) however, is largely based on racial stigma – not fact. One of
the largest of these kingdoms is Fenario; most human
“Easterners… Such sort, hairy, childish, barbaric immigrants of the Empire hail from Fenario. Unlike the
creatures.” always-overcast Empire, the eastern lands have clear skies.
Within the Dragaeran Empire, humans almost never own
They call themselves “Humans” – Dragaerans call them their own lands. They almost universally live in the eastern
“Easterners.” They inhabit the eastern region of the part of the Empire, close to their homelands. Cities in this
continent, which is divided into a number of separate region of the Empire tend to have semi-segregated
kingdoms. In the Dragaeran Empire they are a minority, and “Easterner Quarters.”
often treated as second-class citizens. Religion:
Humans are an exceptionally diverse race. Two humans In contrast with the Dragaerans, humans worship the gods as
who live next door to each other might find themselves with all-powerful divine entities, who should be idolized and
less in common that two humans who live half a world apart. praised. Most of the Eastern Kingdoms tend to have a “Patron
Personality: God” who is more revered than the rest, although most
Humans are the most adaptable, flexible, and ambitious humans still respect the entire divine pantheon. Holy shrines
people among the common races. They are diverse in their and temples of worship are common sights wherever
tastes, morals, customs, and habits. Others accuse them of Easterners live. Human children are taught from a young age
having little respect for history, but it’s only natural that to praise and pray to their family’s patron deity.
humans, with their relatively short life spans and constantly Language:
changing cultures, would have a shorter collective memory The Eastern Kingdoms tend to have their own languages. For
than Dragaerans or Serioli. example, the people of the Kingdom of Fenario speak
Physical Description: Fenarian. Most humans residing in the Dragaeran Empire
Compared to Dragaerans, humans (averaging 5-6 feet in speak the common tongue.
height,) are exceptionally short and stocky. The males grow Magic:
facial and chest hair, as opposed to the females. Humans Witchcraft is seen as the traditional magical art of the East. A
usually live for approximately 60-70 years, and reach female practitioner is known as a witch, and male is known as
adulthood around age 18. a warlock, (although many males refer to themselves as
Relations: “witches” anyway.) Witchcraft is usually looked down upon
In their Eastern homelands, the many different kingdoms are and ignored by Dragaerans. Humans can only practice Sorcery
in a constant state of flux. Countries rise and fall, and change if they have somehow gained an Imperial title and/or
alliances very quickly, (on the timescale of the Dragaerans, at citizenship, and thus a link to the Orb.
least.) These human kingdoms rarely concern themselves Names:
with any lands not directly bordering their own. Collectively,
6
Human names vary greatly, depending largely upon heritage when going about their lives. They reach adulthood at
and birthplace. The following are some examples of Fenarian approximately 100 years of age.
names: Vladimir, Cawti, Viktor, Sándor, Teréz, Ibronka, Kelly, All Dragaerans, except Teckla peasants, have a “noble’s
Franz, Ricard. point,” a V-shaped point in the hairline in the center of the
Adventurers: forehead.
Humans are largely at a disadvantage in the Dragaeran Relations:
Empire, but those who were born with some amount of The relationship between individual Dragaerans depends
wealth, or those who live off of the land as their own almost entirely upon House. Some Houses get along, while
masters, have a better chance of having the freedom to others do not. Houses of high nobility would interact
adventure. differently with those of low nobility, or with commoners.
Throughout its long history, the Dragaeran Empire has
HUMAN RACIAL TRAITS: been in conflict with the Eastern Kingdoms, at least on some
Medium: As Medium creatures, Humans have no level. The Empire and the Kingdoms have fought over the
bonuses or penalties due to their size. lands around the Eastern Mountains since time immortal.
Human land speed is 30ft. Having said that, the Empire does not see the East as a threat
1 extra feat at 1st level, since humans’ short lives (in to its long-term security.
comparison to Dragaerans,) mean they specialize into Independent Dragaeran island-nations alternate between
their roles quickly. being at war, and having peaceful relations with the Empire.
4 extra skill points at 1st level, and 1 extra skill point at Most notable among these are Elde Island and the island of
each additional level, since humans are so versatile. Greenaere.
The Empire has a checkered past with the Serioli. As for the
Automatic Language: Common. Bonus Languages: Any
(other than secret languages, such as Druidic). Cat-Centaurs, they are on good terms.
Dragaeran Lands:
Favored Class: Any.
The Empire of Dragaera encompasses the entirety of the
western part of the continent. It is divided into separate
territories, (duchies, counties, etc.) but is nevertheless one
Dragaerans (Elves) single entity. The Empire extends eastward until the Eastern
“There is nothing, but nothing, that has more influence Mountains, and the lands around the mountains are often
on a Dragaeran but his House.” contested between the Empire and the Eastern Kingdoms.
The vastness of the Empire encompasses jungles, deserts,
They call themselves “Humans” – some Easterners have been wide stretches of coastline, and extensive expanses of gentle
known to call them “Elves.” They inhabit the perpetually- farmland.
overcast western region of the continent, the Dragaeran The entire Empire lies under a sky which is perpetually
Empire. They are quite tall, and extremely long-lived, having overcast. This “Enclouding,” or “Overcast,” prevents the stars
lifespans of thousands of years. or the sun, (called the “Furnace,”) from ever being observed
All the Dragaerans in the Empire are a member of one of in the Empire. The overcast is a red-orange color, under
the seventeen houses. normal weather conditions. It is also fairly low in the
Personality: atmosphere, as flying creatures such as jhereg can reach it
A Dragaeran’s personality depends strongly upon his house, relatively easily.
and thus there are few traits that apply globally to all Religion:
Dragaerans. One thing that all Dragaerans do have in Unlike the Easterners, the Dragaerans do not “worship” the
common is a fundamental respect for their way of gods, as such. To them, the gods are not nebulous,
governance: almost no Dragaeran would ever even unknowable entities; rather, the gods are seen by the
contemplate breaking the Cycle. Dragaerans as very real, very definable individuals who
Beyond this, almost all aspects of a Dragaeran’s personality perform very specific tasks. Rather than worship the gods,
is rooted in the role and customs of his house. Put simply, a Dragaerans simply respect them, (although this respect can
Dragaeran’s house is at the fundamental core of his being. run very deep indeed,) and emulate them.
Physical Description: To Dragaerans, gods are people too. Master diplomats
Appearance can vary widely between the houses, but there learn not only how to interact with Dragaerans and
are many traits that are shared. Dragaerans are all Easterners, they also learn how to interact with gods, on the
exceptionally tall, by human standards, averaging about 7 off chance one of them decides to grace the world with his
feet in height. Unlike humans, they do not grow any facial or presence.
body hair, and their hair coloring is almost always dark. All All Dragaerans are aware of the fact that, when one dies,
Dragaerans are also thin; “stocky” is not a word applied to one’s spirit departs for the Paths of the Dead, where one is
very many Dragaerans, and “plump” is all but unheard of. then subjugated to the judgment of the gods. Many spend
Most strikingly, the Dragaeran lifespan is roughly 2,000 to their lives preparing for this complex journey and its
2,500 years. As a consequence, they tend to take their time consequences. One’s soul may either be held in limbo, or
7
reincarnated into a newly born body, where it will experience animal and, furthermore, stands true to the attributes and
an all new life. values associated with each animal. In most cases it is
Language: impossible to be accepted in a House unless by birth, but
Historically, there have been numerous languages in the there are exceptions.
Empire. Various regions of the country have, at times, had To a Dragaeran, one's natural House affects one's life,
their own languages, and various Houses have even strengths, weaknesses, interests, goals, and skills more than
developed their own unique languages (such as Silatan, the anything else. Every Dragaeran’s behavior finds its origin in
Dragon language.) In modern times, however, nearly one of the seventeen animals of the Great Houses. The only
everyone conforms to speaking the common tongue, possible exception to this is the Jhereg, who have a unique
sometimes known as the “northwestern” tongue. history. Crossbreeds are usually viewed as socially inferior,
Magic: and great stigma surround crossbreeds.
On one level or another, every citizen of the Empire practices The House currently highest on the Cycle is most in favor,
Sorcery. This is because every citizen is linked to the Orb, an and takes control of the throne. Emperors in a particular
artifact which is the power source for ALL Sorcery. For a great reign are, of course, of the ruling House, and possess the Orb
many citizens, this ability is unhoned, and is limited to throughout their time in power.
extremely simple tasks, such as telling the precise time. All of the Houses, except the Teckla, are considered to be
However, much more complex spells are possible, with “nobility” of one degree or another, and make up only about
enough training. a tenth of the total population. The Teckla is the least of the
Due to this innate sorcerous ability, Dragaerans almost Houses, and constitutes the large majority of the peasant
universally look down upon any other magical discipline, such population, alongside Easterners.
as Witchcraft or Psychics.
8
The House of the Phoenix is traditionally the smallest, by far, Dragons are warriors. They can be fierce, loyal, brutal, and
of the noble Houses. This is due, in part, because the House irrational, depending on the situation.
does not consider one to be a true Phoenix unless an actual The vast majority of the Empire’s armed forces are
phoenix is flying directly overhead at the time of one’s birth. members of House Dragon. The position of Warlord of the
This selectivity, however, seems to have been the downfall Empire is almost always filled by a Dragon. Every member of
of the House. During the tragedy known as Adron’s Disaster, the House is required to spend time in either the Army or the
nearly all members of the Phoenix were killed. Currently, Guard. In short, wherever you find armed conflict, you’ll find
there is only a single living member, Empress Zerika the plenty of Dragons.
Fourth. What effect this will have on the future of the Cycle is Prominent Dragons are commonly referred to as
unknown. “Dragonlords.”
Social Status:
High Nobility
House Colors: Dragon Lineages
Gold Dragons, uniquely among the Houses, are not only known by
Personality: their personal name, but also by lineage names. The
Phoenixes are considered to be the highest of the nobility, descendants of an especially notable Dragon will often
and are often described as having an “air of majesty,” about identify themselves by the name of their ancestor; the name
them. This may be due, in part, to the fact that their House is is formed by placing an e in front of the ancestor's name.
so few in number; nearly all members serve some important Often, Dragonlords wear specific colors, (other than black and
function, so there’s no room leftover for a “common” silver,) which indicate their lineage within House Dragon -
Phoenix. each line in the House of the Dragon has its own unique
They have a reputation for being pure of character, but this colors. Most often, a dragon-shaped pendent with colored-
is more of a perception than the truth. Members of the gemstones for eyes is used to display lineage colors. Some of
House also have a reputation for thinking in grand terms, and the most common or notable lineages are:
for being contemplative and thoughtful.
Symbolically, the attributes of the House of the Phoenix are • e’Kieron – green & blue • e’Tenith – yellow & green
decay and rebirth. • e’Drien – green & red • e’Baritt – violet & blue
Physical Description: • e’Marish’Chala – blue • e’Mondaar – yellow & red
Whereas most Dragaerans have dark hair, the House of the • e’Lanya – red • e’N’varr – orange
Phoenix is known for their light, golden hair. They possess • e’Terics – orange & green
golden or light blue eyes, and moderately angular faces.
Relations:
Perhaps more than any other House, members of the Phoenix Social Status:
tend to be universally well-liked. There are no feuds between High Nobility
the House of the Phoenix and any other. House Colors:
Names: Black and silver
Zerika, Tortaalik, Illista, Noima, Jurabin. Personality:
Adventurers: Dragons are honorable, yet arrogant. Warriors by nature,
N/A they usually assume that their physical superiority and their
importance to the Empire makes them better than everyone
PHOENIX RACIAL TRAITS: else. Dragonlords are eager to fight, whether in a personal
N/A. There is currently only a single living member, duel or on the battlefield.
Empress Zerika the Fourth. Despite their love of battle, they usually refrain from
fighting when the odds are too stacked against them, (as
Dragon opposed to Dzur, who will fight under any circumstance.)
Strategy and tactics are important to any Dragon, and
"I do not wish us to die gallantly, I wish us to win!" Dragonlords spend a great deal of time and effort on the
technical aspects of their fighting form, (as opposed to Dzur,
who operate much more by instinct.)
Symbolically, the attributes of the House of the Dragon are
war and conquest.
Physical Description:
Like most Dragaerans, Dragons have dark hair, with the
notable exception of the e’Kieron line, who are known to
have blonde hair. Dragons also have an angular face, a
prominent chin, and a strong noble’s point. They are not as
9
stocky as Iorich, but are among the most well-muscled of the the inquisitive mind of a Lyorn more than anything else.
Houses. Unlike Athyra, Lyorn are interested in studying many things
Relations: besides magic, aiming for knowledge more for its own worth
Due to their arrogant and military nature, it can be difficult than as a source of skill.
for members of other Houses to interact with Dragons on a Lyorn are not arrogant, despite their high social status; in
personal level. Whereas all of the Great Houses have fact, they are described as being reserved, proper, and
distinguishing personality attributes, the combative nature of thorough. It is considered nearly impossible to bribe or
the Dragons is especially apparent. coerce a Lyorn record-keeper.
There is a particular rivalry between Dragons, (who All Lyorn receive a particularly extensive education. Of
embody skill and technique,) and Dzur, (who embody particular focus are areas of etiquette and social customs.
spontaneity and instinct.) In addition, any others who fancy This is a well-known fact, and if any Dragaeran ever has a
themselves a fighter will likely experience friction when question about social etiquette, they probably seek out a
encountering a Dragon. Lyorn for an answer.
Names: Symbolically, the attributes of the House of the Lyorn are
Adron, Aliera, Aelburr, Fornia, Kathana, Norathar. tradition, duty, and study.
Adventurers: Physical Description:
Dragons make excellent adventurers, as they tend to seek out Lyorn have straight, brown hair, and a darker skin
any outlet that aligns with their need for excitement and complexion. They’re also characterized by having a thin face,
conflict. small mouth and hooked nose. In accordance with their
intellectual nature, they tend to be slight of build.
DRAGON RACIAL TRAITS: Relations:
• +2 Strength, -2 Wisdom. Dragons are fierce warriors, but Due to their reserved and polite nature, Lyorn rarely offend
not the best diplomats. anyone.
• +1 racial bonus on Fortitude & Reflex saving throws; Names:
Dragons are known for their unrelenting tenacity. Aerich, Shaltre.
• Weapon Familiarity: Dragons are proficient with all Adventurers:
Simple & Martial weapons. The occasional Lyorn may focus his education on the fighting
• Great Ally: When flanking with an ally, both gain an arts, or other skills conducive to adventuring, but it is
additional +1 attack. (If there are multiple allies flanking, uncommon.
choose one.)
• +2 racial bonus to Knowledge (geography & history) LYORN RACIAL TRAITS:
checks; by studying past battles, Dragons have an excellent • +2 Intelligence, -2 Constitution. Lyorn have keen minds,
sense of the Empire, especially regarding military history. but few favor battle.
• Favored class: Fighter • +1 dodge bonus to AC. To make up for their lack of
physical prowess, all Lyorn receive extensive self-defense
Lyorn training. This stacks with similar abilities.
“He was taught history, poetics, philosophy, sorcery, swordsmanship, • +2 racial bonus to all Knowledge checks, and all
penmanship, and the thousand other things necessary…” Knowledge are always considered class skills; all Lyorn
receive superb education.
• Favored class: Wizard or Bard
Tiassa
"Well, I admit I have sometimes had ideas."
"That is but natural; you are a Tiassa."
The House of the Lyorn is a House of well-rounded scholars
and record-keepers. They are best known for maintaining the
Lyorn Records, an archive which encompasses the majority of
recordable facts from throughout Imperial history.
Social Status:
High Nobility
House Colors:
Red and golden-brown
Personality:
Lyorn are thirsty for knowledge. It is the adherence to
form, etiquette, and attention to honor and duty which shape
10
Tiassa are renowned as thinkers and planners. They have a
well-deserved reputation as being the cleverest of
Hawk
Dragaerans, and have an uncanny knack for innovation.
“He was perceptive, clever, and, as they say, with a
Social Status: head so much in the Overcast that it had seeped in.”
High Nobility
House Colors:
Light blue and white
Personality:
Tiassa are a bit temperamental and impetuous, but are
very good at thinking on their feet. The problem most Tiassa
face is preventing stray thoughts from leaving their mouths,
before they have a chance to analyze them; this
outspokenness sometimes gets them into trouble. The House
Hawks are logical, detached, and extremely astute observers.
is also well known for its tendency towards youthful
If they spot something interesting, they’re likely to follow it
ambition.
and dissect it until they have sated their considerable
Although they make exceptional investigators, most Tiassa
curiosity.
utilize their talents in conjunction to members of the other
Prominent Hawks are often referred to as “Hawklords.”
noble Houses, usually in advisory capacities; military
Social Status:
strategists (Dragon), financial planners (Orca, Tsalmoth,
Middle Nobility
Chreotha) or research assistants (Lyorn, Hawk, Athyra) are
House Colors:
common.
Black and white
Symbolically, the attributes of the House of the Tiassa are
Personality:
curiosity, inspiration, and deduction.
The best words to describe a Hawk are distant, aloof,
Physical Description:
reserved, and detached. Like their avian namesakes, they
Tiassa have moderately pointed ears, (more so than most
spend an inordinate amount of time studying a situation from
Houses, but less than a Dzur.) They tend to have high
a distance before they take it upon themselves to act.
cheekbones, narrow eyes and thin lips. Other common
Unlike the Lyorn, who love learning for the sake of learning,
characteristics include a fair complexion and long fingers.
Hawks love to put what they’ve learned into practical use.
Relations:
Many professors and instructors in the Empire are Hawks.
Despite their tendency to be outspoken, Tiassa are on good
Hawklords do not share any one area of interest, so it is
relations with the other Houses, because their skills are highly
possible to find Hawk experts on a wide variety of subjects.
sought after by all.
Symbolically, the attributes of the House of the Hawk are
Names:
observation and perception.
Khaavren, Piro, Daro, Malypon, Tevna, Röaana.
Physical Description:
Adventurers:
Hawks have black hair, and are characterized by having the
Their sharp wit and keen minds make Tiassa excellent
most chiseled and angular faces of any House. They have dark
adventuring candidates. Young Tiassa, especially, may give in
complexions.
to curiosity or wanderlust, and seek out excitement
Relations:
accordingly.
The House of the Hawk is respected, but individual Hawklords
are often found to be difficult to socialize with. The average
TIASSA RACIAL TRAITS: Hawk is so aloof and socially oblivious that casual
• +2 Intelligence, -2 Wisdom. Tiassa are quite quick on the conversation can be a challenge.
draw, but can be considered outspoken, or even annoying. Names:
• +2 racial bonus on Concentration, Listen and Spot checks. Daymar, Paarfi, Ched.
Tiassa are very astute. Adventurers:
• A Tiassa is entitled to a DC 20 Intelligence check to notice Since many Hawklords become masters of one subject or
the presence of an invisible or hidden being within 10 ft. another, it is possible to find a Hawk whose area of passion
Also, they are entitled to a Search check when within 5ft of aligns with adventuring.
a hidden door. (Tiassa are quite perceptive.)
• Low-light Vision: A Tiassa can see twice as far as a human HAWK RACIAL TRAITS:
in starlight, moonlight, torchlight, and similar conditions of • +2 Wisdom, -2 Strength. Hawks are very perceptive, but
poor illumination. He retains the ability to distinguish color are slight of build.
and detail under these conditions. • +3 racial bonus on Spot, Listen & Search checks. Hawks
• Favored class: Monk or Rogue are masters of observation.
• Quick Learning: after a Hawk has been in battle with an
enemy for two rounds, he gains a +2 AC bonus vs. one
11
chosen enemy, having observed their strengths and Tazendra, Sennya, G’aereth, Gyorg, Zungaron
weaknesses. This stacks with the Dodge feat and similar Adventurers:
abilities. Dzur make superb adventurers; they thrive on the very
• Darkvision: Hawks can see in the dark up to 60 feet. nature of adventuring, and many do not consider themselves
Darkvision is black and white only, but it is otherwise like to have truly lived unless they’ve embarked on one adventure
normal sight, and Hawks can function just fine with no light or another.
at all.
• Favored class: Monk, Psion or Cleric DZUR RACIAL TRAITS:
• +2 Strength, -2 Charisma. Dzur speak their mind, no
matter the situation.
Dzur • +3 racial bonus on saving throws against fear; Dzur don’t
“How many Dzur heroes does it take to sharpen a sword? know the meaning of the word. Furthermore, they are
Four. One to sharpen the sword and three to put up enough of immune to the “shaken” effect.
a fight to make it worthwhile."
• Weapon Familiarity: Dzur are proficient with all Simple &
Martial weapons.
• +2 racial bonus on Climb, Tumble and Knowledge
(dungeoneering) checks. Dzur are fierce in battle, but
better-rounded than dragons.
• Opponents receive a lessened flanking bonus against a
Dzur, due to their ferocity. This results in a -1 against the
normal flank bonus. (For example, instead of a +2 to your
Whereas Dragons fight for honor, Dzur fight for the fun of it.
attack roll, you’d instead receive only a +1 vs. a Dzur.)
Wild and unpredictable in a fight, there are few sights on the
battlefield more daunting than a raging Dzur. • Favored class: Barbarian or Knight
Prominent Dzur are often referred to as “Dzurlords.”
Social Status: Issola
High Nobility “First she’ll bow, like an Issola. Then she’ll stab you – like an
House Colors: Issola. That is to say, in the most polite manner possible.”
Black
Personality:
Dzur are known more as lone warriors than military leaders
or strategic thinkers. They are naturally combat-oriented and
tend toward heroism, recklessness, courage and honor. They
are considered somewhat simplistic by some other Houses
due to how they react to things — with violence. As the Dzur
say, "only blood washes away dishonor." That's not to say
that the Dzur don't have the cunning or the intellect to be
devious, but most just don't care to often make use of these The undisputed masters of tact and diplomacy are the Issola.
talents. Their natural charm and grace brings out the best in others,
Symbolically, the attributes of the House of the Dzur are and puts those around them at ease.
heroism and honor. Social Status:
Physical Description: Middle Nobility
The most notable attribute of Dzur are their ears; they have House Colors:
the most prominently pointed ears of any House. Other Green and white
distinguishing characteristics include slanted eyes, and well Personality:
defined cheekbones. Dzur occasionally have a hint of purple The Issola are known as natural diplomats. They normally
in their eye color. tend toward courtliness, manners, grace, tact and beauty.
Relations: Issola are masters of many languages and social protocols.
There is a particular rivalry between Dragons, (who When it is in their interest to do so, however, they tend to
embody skill and technique,) and Dzur, (who embody take sudden, decisive, and typically offensive actions without
spontaneity and instinct.) any prior warning.
Dzur are also one of the rare Houses that allow outsiders to Issola may serve as stewards, hosts, diplomats or
join. Doing so is very difficult, however; one must defeat in entertainers. They excel at whatever they put their minds to.
battle 17 Dzur heroes, specifically chosen by the House of the Symbolically, the attributes of the House of the Issola are
Dzur. courtliness and surprise.
Names: Physical Description:
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Issola tend to have pale complexions and light brown hair. A Tsalmoth can be extremely loyal, but only as long as it is
Relations: in their interest to be so.
Issola make it a point to put those around them at ease. The Symbolically, the attributes of the House of the Tsalmoth
House has no rivals or enemies. are tenacity and variability.
Names: Physical Description:
Teldra, Sara, Indus, Lewchin, Hub. Tsalmoth tend to have a full face and round eyes, in contrast
Adventurers: to most other House’s angular features. They also have a
Issola are rarely suited to pure adventuring, as such behavior distinctive nose.
is “improper.” But a party with a worthwhile cause may be Relations:
wise to enlist an Issola for her diplomatic talents. Most consider it to be a wise course of action to stay on their
toes when dealing with a Tsalmoth.
ISSOLA RACIAL TRAITS: Names:
• +2 Charisma, -2 Strength. Issola have silver tongues, and Garland, Iatha, Deleen.
are rarely front-line fighters. Adventurers:
• +2 racial bonus to Diplomacy, Bluff, and Sense Motive Since Tsalmoth can be found in many different walks of life, it
is not uncommon to find one who is prone to adventuring.
checks; Issola are innate diplomats.
These Tsalmoth are prized for their abilities.
• Quick Strike: An Issola gains an additional +1 bonus to
attack a flanked target.
TSALMOTH RACIAL TRAITS:
• Thanks to their mastery of the thought process, Issola
• +2 Dexterity, -2 Wisdom. Tsalmoth tend to confront a
gain +2 racial bonus to saves vs. mind-affecting abilities.
problem, rather than think about it.
• Issola start with one additional bonus language.
• +2 racial bonus on initiative checks; Tsalmoth always
• Favored class: Bard (An Issola bard may be lawful.)
attack a problem from multiple vectors, giving them a
distinct advantage.
Tsalmoth • A Tsalmoth’s ferocity can easily startle opponents. They
“You’ll know you’re fighting a Tsalmoth if you haven’t gain +2 for any attempt to trip, bull rush, sunder or disarm
time to spare to wonder who it is you’re fighting.” an opponent.
• +2 racial bonus to Intimidate checks; Tsalmoth tenacity is
not limited to physical confrontations.
• Favored class: Fighter
Vallista
“What do you call a fun-loving, rules-be-damned
Vallista? Nonexistent!”
13
architecture, then they simply don’t have time for it. Prim and this; from lowly enforcers to high ranking crime bosses, many
proper, they shy away from excessive drinking, gambling, or Jhereg spend their lives jostling for more power, more
any other potentially unsavory behavior. notoriety, and above all, more cash.
Symbolically, the attributes of the House of the Vallista are But there is also room for codes of honor among the
creation and destruction. Jhereg. Certain customs and rules of engagement are upheld
Physical Description: religiously, and not every subordinate would stab his boss in
Vallista have a very dark complexion, and dark eyes. the back for a bag of gold.
Relations: It is possible to gain entry to the House of the Jhereg, and
As the architects of the Empire, the Vallista have close ties to thus Imperial citizenship, by outright purchasing a title.
whichever House is currently in power, in order to take care Symbolically, the attributes of the House of the Jhereg are
of any building needs they have. They also have close ties to greed and opportunism.
the Dragons, who always need new forts, bases and Physical Description:
earthworks. The Jhereg have a unique history. They do not have a true
Names: relationship with their patron animal, like the other Houses
Jamiss, Fecila, Carver do. Rather, the original Jhereg were comprised of various
Adventurers: outcasts and misfits of the other Houses. Thus, today’s Jhereg
A select few Vallista turn their affinity for craftsmanship away are a melting pot of races and attributes. One can almost
from architecture and toward the art of armor and weaponry. never be certain of a Jhereg’s identify by sight alone, as they
incorporate many traits of the rest of the Houses.
VALLISTA RACIAL TRAITS: Relations:
• +2 Intelligence, -2 Wisdom. Vallista adhere to rules and Most individuals, and all Houses look down upon the Jhereg.
laws, even in the face of common sense. To many, “Jhereg” is synonymous with “thief, scoundrel,
• +3 racial bonus on Knowledge (architecture), Use Magic scum.” Yet, many still readily avail themselves of the services
that the Jhereg offer.
Device, and Craft checks; Vallista are natural builders.
Names:
• Armor Affinity: Any Vallista who wears armor tends to
Dolivar, Laris, Melestav, Varg, Temek, Mellar, Nielar
tinker with it, increasing its AC value by +1 (special bonus.) Adventurers:
In addition, Vallista gain a +1 racial bonus to sunder an The unscrupulous nature of the Jhereg lends itself to
enemy’s weapon, shield or armor. adventuring very well. Any party would benefit greatly from
• Favored class: Knight or Artificer their sneaky and devious skillset.
14
Justice. Law. Integrity. These are the concerns of the House of (along with the Jhegaala,) make up the “merchant Houses,”
the Iorich. When it comes to the legal and punitive systems of and are often seen as only a small step above Teckla.
the Empire, the Iorich are in charge. Appropriate to the weaving skills of the animal for which
Social Status: they are named, Chreotha are often tailors. There also exist
Middle Nobility numerous Chreotha merchants and innkeepers.
House Colors: Social Status:
Brown and white Low Nobility
Personality: House Colors:
The Iorich character is one of a passionate quest for justice Black and brown
and the rule of law. As such, the House of Iorich is tasked with Personality:
running the justice system of the Empire. The large majority Chreotha are shy, but bright.
(if not all) of justicers and advocates are Iorich. The Iorich Usually easily flustered, Chreotha can come off as timid,
Guard protects the prisons in the Imperial Palace (which are soft-spoken, and nervous. This is probably the root reason
located in the Iorich Wing). why most of the other Houses look down upon the Chreotha.
When slighted, Iorich can be zealous in their quest for However, they counterbalance this flaw with their
revenge and justice. unparalleled ability to plan ahead. Chreotha have incredible
Symbolically, the attributes of the House of the Iorich are foresight, and can avoid most trouble by simply foreseeing it
justice and retribution. and making contingency plans for the occasion. They are also
Physical Description: known to use their gifts to weave plots which snare others, in
Iorich are generally short and stocky, by Dragaeran standards order to avoid physical altercations.
at least. They have brown hair and bright brown eyes. Symbolically, the attributes of the House of the Chreotha
Relations: are forethought and ensnarement.
The Iorich are trusted in their duties, but some are Physical Description:
uncomfortable in the presence of strict law enforcers. Chreotha have stubby fingers, and their hair is often curly.
Names: Relations:
Dinb, Guinn, Perisil, Caltho, Desaniek Chreotha share something of a bond with the Jhegaala, since
Adventurers: these two Houses are considered to be among the lowest of
For a noble party on a just quest, there is no better the nobility, (along with the Jhereg.)
companion than an Iorich. Names:
Omlo, Deppian, Synna
IORICH RACIAL TRAITS: Adventurers:
• +2 Charisma, -2 Dexterity. Iorich are passionate, but are Due to their lower station in society, it is not unheard for
stocky and lack flexibility. Chreotha to choose the life of an adventurer, instead of the
• Law Obsession: No Iorich may be chaotic-aligned. life of a bookkeeper or clerk.
• +2 racial bonus to Knowledge (local), Diplomacy &
Intimidate checks; Iorich know all local laws and are CHREOTHA RACIAL TRAITS:
passionate in their ideals. • +2 Intelligence, -2 Charisma. Chreotha are long-term
• +2 racial bonus to attack, or to spell DC against any planners, but are socially shy.
chaotic-aligned creature. An Iorich’s righteous anger gives • +2 racial bonus on Appraise & Craft checks; Chreotha are
them a reserve of power that none others possess. often employed as merchants and craftsmen.
• Favored class: Paladin • +2 racial bonus on initiative checks; Chreotha plan ahead,
and are always prepared.
• Preparative Edge: thanks to cunning forethought, once
Chreotha per day, a Chreotha can add a +2 racial bonus to any attack
“If you feel like losing, play chess against a Chreotha.” roll, save, or spell DC. This increases to twice per day at
level 4, three at level 8, four at level 12, and five at level 16.
• Favored class: Ranger or Druid
15
Yendi Orca
“How many Yendi does it take to sharpen a sword? “The sea never stops. I never get tired of watching her.”
Three. One to sharpen the sword, and one to confuse the
issue.”
17
Physical Description: An Athyra sees those around him as either objects to be
Typical traits of Jhegaala are a long face, pale eyes and a pale used to achieve their own ends, or, for the more ethereal
complexion. Athyra, merely mental constructs; of no more importance
Relations: than a dream. It is these solipsist Athyra that pose the
Jhegaala share something of a bond with the Chreotha, since greatest danger to others, since they do not even consider
these two Houses are considered to be among the lowest of others around them to be of any significance whatsoever.
the nobility, (along with the Jhereg.) Athyra are often considered aloof and cold.
Names: Symbolically, the attributes of the House of the Athyra are
Lysek, Nethrond, Viodonna. magic and philosophy.
Adventurers: Physical Description:
At various stages in their lives, many Jhegaala are open to the Athyra are typically thin, with smooth faces and distinctively
idea of adventuring. However, few are lifetime-adventurers; pale eyebrows. Their eyes are often gray in color.
it’s usually just a phase. Relations:
Since Sorcery is such an integral part of Dragaeran society,
JHEGAALA RACIAL TRAITS: Athyra are often held in high esteem, although most
• +2 Dexterity, -2 Wisdom. Jhegaala are flexible, but tend individuals wouldn’t find it easy to make friends with an
towards overconfidence. Athyra.
• +2 racial bonus on Appraise & Craft checks; Jhegaala are Names:
Seodra, Loraan, Cherova, Wellborn, Erna, Nyleth
often employed as merchants and craftsmen.
Adventurers:
• Jhegaala have astounding adaptability. Each day, for a
Athyra will sometimes adventure as a means of practicing
number of rounds equal to a quarter his character level and learning about magic and Sorcery, or to help uncover
(round up,) a Jhegaala can add +2 to any chosen ability magical artifacts.
score. The rounds per day need not be consecutive.
• Class Adaptability: Jhegaala never receive any XP penalty ATHYRA RACIAL TRAITS:
for multiclassing. • +2 Wisdom, -2 Dexterity. Athyra live to study and disdain
• Favored class: Any. Jhegaala are nothing if not adaptable. physical pursuits.
• Add +1 to the DC of any spells cast by an Athyra, as they
Athyra are most proficient with magic.
• +3 racial bonus to Spellcraft, Use Magic Device and
"You, sir, reason like an Athyra."
Knowledge (arcana) checks.
• Favored class: Cleric or Wizard
Dragaeran (Islander)
18
In the Dragaeran Empire, cross-breeds are considered
second-class citizens, at best. But on the independent Elde ISLANDER RACIAL TRAITS:
Island and the island of Greenaere, such stigmas never took Medium: As Medium creatures, Islanders have no
hold in the first place. As such, none of the inhabitants of bonuses or penalties due to their size.
these lands maintain House segregation, and their Islander land speed is 30ft.
populations are a melting-pot of the traditional houses of the 1 extra feat at 1st level, since the lack of House
Dragaeran Empire, (and perhaps even of the extinct tribes segregation opens up many possibilities to individual
which predate the Empire entirely.) Islanders.
Personality: 4 extra skill points at first level, and 1 extra skill point
Since the elves of the islands never segregated themselves by at each additional level.
House, the Islanders have a wide variety of personalities and
Automatic Language: Common. Bonus Languages: Any
dispositions, much like humans.
(other than secret languages, such as Druidic).
Physical Description:
Favored Class: Any.
Islanders are clearly Dragaeran, in race. However, they are
not subject to the House segregation which dominates the
Dragaeran Empire. Thus, to an outsider, an Islander would Serioli
appear to be some sort of Dragaeran crossbreed, sharing
traits associated with multiple Houses. This is because the
islands have been a melting pot since their colonization.
Relations:
The islands are highly independent. Multiple wars have been
fought throughout history with the Dragaeran Empire.
Islander Lands:
The two most notable independent islands are Greenaere
and Elde Island.
Greenaere is the smaller of the two, and further north. It is
known for sitting atop a massive deposit of various kinds of
Phoenix Stone, which protect the island from any sort of
magical attack.
Elde Island is the larger of the two, sitting at the southwest
tip of the Empire. There have been no fewer than nine wars
between the Empire and Elde.
In addition, the smaller islands of Landsight and Holcomb
often trade with the Empire.
Religion:
The Islands share most of the religious beliefs and practices of The Serioli were the original native inhabitants of Dragaera.
the Empire. They were largely wiped out by the early Dragaeran Empire,
Language: and are now living in small numbers in the mountains. Some
Like their mainland brothers, most Islanders are familiar with populations are bitter to this fact and quietly oppose the
the common tongue. Dragaerans, whereas others openly trade and interact with
Magic: their long-ago-enemies.
Nearly all forms of magic are impossible on Greenaere, so They are master craftsmen of weapons, jewelry, and magic
those Islanders do not practice magic. artifacts, often surpassing even the Dragaerans. They are the
Since the inhabitants of Elde Island are not Imperial original creators of Morganti blades, (weapons which devour
citizens, they do not have access to the Orb, and therefore souls,) as well as the seventeen legendary Great Weapons.
cannot practice Sorcery, unless an individual were to defect (see pg 27).
to the Empire and gain citizenship. Witchcraft and Psychics Personality:
are more common on Elde Island. Dragaerans and Easterners usually consider Serioli to be
Names: “different.” Exactly which flavor of “different” depends on
Aibynn, Corcor’n, Haro. the individual Serioli.
It is worth noting that some Islanders have first and last Physical Description:
names, much like Easterners. Most notably, Serioli are shorter even than Easterners.
Adventurers: Relations:
Islanders mainly stay in their homelands. But, despite their Historically, Serioli have had little interaction with Easterners,
resemblance to crossbreeds, and their history of conflict with although their history does preserve stories and legends of
the Empire, Islanders can usually wander the Empire without their interactions.
fear of reprisal.
19
Some Serioli still consider the Dragaerans as enemies, due
to their long-ago conflicts with one another. Other Serioli,
Cat-Centaur
however, openly interact with Dragaerans. Some Dragaerans
consider topics such as Serioli art or the language of the
Serioli to be worthy areas of study. At various points
throughout history, Serioli plays or jewelry have been very
popular in the Empire.
Serioli Lands:
In ancient history, before the Dragaeran Empire existed, the
Serioli inhabited many of the lands that are now claimed by
the Empire. Today, only small and scattered populations
remain. They live mostly in remote mountain refuges,
although some persist deep in untamed forests as well.
At least some Serioli have inhabited the east, too.
Religion:
Serioli are not religious; in fact, many hate the gods. When
the early Dragaeran Empire was expanding, and forcing the
Serioli from their homes, it was at the behest of the gods. The
Serioli are aware of this, and still resent the gods for their
actions. There exists a small population of Cat-Centaurs far to the
Language: north, within the Forever Planes. Their society is simple,
The language of the Serioli is called Seriolaa. The language is nomadic and tribe-based. They honor the goddess Kelchor.
very harsh, full of clicks and abrupt consonants; most They keep entirely to their own lands and rarely, if ever,
outsiders find it nearly impossible to speak with any fluency. interact with any other peoples, except for outsiders who
Any Serioli who interact with other races speaks the common travel through their lands, with whom they tend to be
tongue as well. friendly.
Magic: Personality:
The Serioli are not Imperial citizens, and this do not have Cat-Centaurs tend to be friendly, unless you give them a
access to the Orb, which is the source of Sorcerous power. reason to behave otherwise. They’re usually more than
However, they obviously have access to some form of magic, willing to share a meal and converse with any travelers they
as evidenced by the magical items they create. This usually come across.
takes the form of the particular, very neutral, item-based They are also a people very much in touch with the land.
magic of the Artificer. They are nomads who live directly off of it, and don’t have
In addition, it seems likely that some Serioli practice pre- any permanent civilization the way Dragaerans and
Empire Sorcery, also known as Elder Sorcery, to some extent, Easterners do. They almost always prefer the company of
as well as Psychics. their own kind; you’ll rarely find a Cat-Centaur anywhere
Names: besides the Forever Plains.
Cly!ng Fr'ngtha, Jggo!f'tha. Physical Description:
Adventurers: Cat-Centaurs are large creatures, approximately horse-sized.
Serioli rarely leave the company of their own kind. They have the body of a large lion or panther, but the torso
and upper body of a Dragaeran.
Relations:
SERIOLI RACIAL TRAITS:
Cat-Centaurs keep to themselves to such a degree that many
• +2 Dexterity, -2 Charisma. Serioli are nimble, but have no
people don’t even realize that they exist. They are friendly to
desire to impress outsiders.
those who show respect to them and their lands.
• Base land speed is 20ft, due to their short stature.
Cat-Centaur Lands:
• Stonecutting: +2 bonus to notice and identify stonework.
The region known as the Forever Plains is the home of the
Now living in mountain refuges, Serioli are at home in
Cat-Centaur tribes.
stone.
Religion:
• +1 racial attack bonus against Dragaerans.
Cat-Centaurs revere the goddess Kelchor.
• +2 racial bonus to Profession, Craft, Appraise, Use Magic
Language:
Device, and Knowledge (arcana) checks. Serioli are master
Cat-Centaurs have their own language, but they are familiar
craftsmen of weapons, jewelry, and magic artifacts.
with the common tongue as well.
• Automatic Language: Seriolaa, Common. Bonus
Magic:
Languages: Any (other than secret languages, such as
Cat-Centaurs, as non-citizens, cannot access the Orb, the
Druidic).
source of Sorcery. They tend not to use any magic
• Favored class: Ranger or Artificer. Serioli Clerics may only
serve the Jenoine.
20
whatsoever, but are known to employ a version of Witchcraft
at times.
Names:
Mist, Brandy, Birch
Adventurers:
Cat-Centaurs very rarely leave the company of their own kind.
Powerful Races
Due to their superior physical attributes, Cat-Centaurs have
a Level Adjustment. Make sure you follow the appropriate
rules for such a character.
21
Character Classes Paladin
Righteous Iorich are typically more suited for police work and
Nearly all of the information in the Player’s Handbook and courtroom debates, but when they choose the path of the
supplements is valid in Dragaera, with the following paladin, they can be a force for justice unequaled in
exceptions and additions: Dragaera.
Barbarian Ranger
You aren’t likely to find many Dragaerans who are rough-and- Most Dragaerans live out of the cities, where a ranger’s
tumble raiders, living off the land. There are, however, plenty abilities are most useful.
of bandits who may approximate the barbarian lifestyle.
Not all nobleman practice the honed-to-perfection fighting
style of the Dragon – Dzur, especially, are known to prefer
Rogue
the free-for-all spontaneity of the barbarian. Jhereg make superb rogues.
Bard Sorcerer
Bards (or minstrels, as they are more commonly called,) are In Dragaera, “Sorcery” is a particular brand of magic practiced
one of the most common forms of entertainment in the by citizens of the Empire (see Magic, pg 24). If you want to
Empire. Traveling minstrels regularly visit even the most play a Sorcerer, it makes the most sense to role-play as such a
remote taverns and inns. citizen. If you play a “sorcerer” as anything but an Imperial
There are two, main kinds of magic in Dragaera – Citizen, it would make the most sense not to actually call your
Witchcraft, and Sorcery. (See Magic, pg 24 for details in the particular brand of magic “Sorcery.” (See Magic, pg 24 for
lore of Sorcery and Witchcraft, very distinctive magical details in the lore of Sorcery and Witchcraft, very distinctive
disciplines.) As such, if you choose the Bard class, your magical disciplines.)
magical powers do not come from the mystical harmony of
music – they conform to either Witchcraft, or Sorcery. Wizard Witch
The term “Wizard” has a very specific meaning in Dragaera. It
Cleric is recommended that you replace this with the term Witch, to
Easterner clerics conform to the traditional D&D role of cleric best fit the lore of Dragaera.
– devout, humble servants. But Dragaerans have a more Witchcraft is practiced nearly exclusively by Easterners. If
reasonable and mundane relationship with the gods (See you wish to play a “wizard” and are not role-playing as an
Deities, pg 46). Easterner, call your brand of magic “Sorcery.” (See Magic, pg
There are two, main kinds of magic in Dragaera – 24 for details in the lore of Sorcery and Witchcraft, very
Witchcraft, and Sorcery. (See Magic, pg 24 for details in the distinctive magical disciplines.)
lore of Sorcery and Witchcraft, very distinctive magical
disciplines.) As such, if you choose the Bard class, your Artificer
magical powers do not come from the divine might of the Vallista and Serioli make excellent artificers.
Lords of Judgment – they conform to either Witchcraft, or
Sorcery. Psion
Those rare individuals who master the science of Psychics
Druid (see Magic, pg 24) would be the best analog to psions.
There are two, main kinds of magic in Dragaera – Witchcraft,
and Sorcery. (See Magic, pg 24 for details in the lore of
Sorcery and Witchcraft, very distinctive magical disciplines.)
As such, if you choose the Druid class, your magical powers
do not come from the mystical power of nature – they
conform to either Witchcraft, or Sorcery.
Fighter
The discipline and combat expertise of the fighter can often
be found in Dragons and Tsalmoth.
Monk
Tiassa and Hawk may have the physical and mental discipline
to follow the path of the monk.
22
Feats
Sorcerously Gifted [General]
You’ve studied the basics of calling upon the Orb.
Prerequisite: Imperial Citizen
Benefit: You may choose any three spells of level-zero or
level-one from the Sorcerer’s spell list. You may not change
your selection after you choose. You may cast a total of three
spells per day, chosen from your list of known spells
mentioned above. You may take this feat even if your class
does not normally have a spellcasting ability. When casting a
spell, all normal rules are observed, including the use of
material or XP components. You are treated as a Sorcerer of
your arcane spellcasting level (minimum of first level) for the
determination of spell effects.
23
Magic
Amorphia itself is an extremely hazardous substance. It is
inherently unstable, and will seek to consume and transform
all surrounding matter into amorphia unless contained
through Elder Sorcery. Even a tiny amount of amorphia could,
if contained improperly, start a chain reaction that might
obliterate the entire world.
Two natural sources of amorphia currently exist in the
“That’s the thing about Sorcery, you see: With Witchcraft, it’s world. The first, created in prehistory by the gods, is the
all about gathering the energy to execute the spell. With Greater Sea of Chaos. The second source, the Lesser Sea of
Sorcery, there’s all the power you could ever want for Chaos, is a much more recent addition, created as a result of
anything. The question is, how do you handle it? How do you Adron’s Disaster (see History, pg 54) – a testament to the
make it work for you, doing what you want, instead of it just dangers of amorphia.
dissipating into nothing – or, worse, blowing up in your face,
maybe taking a few people you like along with your face?
The word “spell” is misleading, or at least ambiguous.
Elder Sorcery
When someone speaks of a Witchcraft “spell,” that’s sort of The first magical art to utilize amorphia was what is now
known as Elder Sorcery, or Pre-Empire Sorcery. It is the direct
just a way of saying a series of actions what will permit you to
gather the power you want for a particular use, and manipulation of raw amorphia, (rather than amorphia
channeled and controlled by the Orb; see below.)
simultaneously attuning it to that use. When someone speaks
of a Sorcery “spell,” that means a series of actions, or words, Anyone with the discipline and desire (some would say
or even diagrams, that help you concentrate in the right way recklessness,) to attempt this manipulation can become an
to produce a certain effect.” Elder Sorcerer. It has been noted, however, that each
opening of one's mind to amorphia is "one step closer to
– Vladimir Taltos
madness". Many potential sorcerers are likely destroyed in
the initial stages of attempting to gain control of amorphia.
Both in Dragaera and in the East, magic is a part of everyday
life. From a cobbler using Witchcraft to place comfort spells Due to the incredibly unstable nature of amorphia, this
on a pair of boots, or a Teckla peasant sorcerously keeping his form of Sorcery is extremely hazardous (as evidenced by
Adron's Disaster). Use of Elder Sorcery was outlawed upon
head dry in the rain, magic is everywhere. It is so pervasive
that every individual, from common farmhand to Jhereg the creation of the Dragaeran Empire. Books on the subject
are now considered contraband.
assassin, needs to have a good understanding of the magical
A slightly safer form of Elder Sorcery involves the creation
arts, just to function in society.
of small bluish purple stones of amorphia from a source of
amorphia, which are arranged in such a way as to control a
27
Pathfinder Vladimir refers to her, Lady Teldra. Her sheathe shares this
ability.
The Serioli name for the weapon is Remover-of-aspects-of-
deity, and legend has it that the blade is destined to kill the
goddess Verra. At the very least, Sethra Lavode claims that
the weapon is “bound up with the fate of the gods.”
“The poor fool had no idea whom he was challenging to a
duel. The look on his face when Aliera drew Pathfinder was Nightslayer
most amusing.”
– Morrolan e’Drien
It is said that Godslayer was deliberately dismantled by the “I swear, that’s what he called the thing. ‘Goodthunder.’ Can
gods in the distant past, (or perhaps the future,) and the you believe it? I mean, by Verra’s tits, what kind of name is
component parts dispersed, because of the unique ability of that for a Great Weapon?! But, the fellow was a Hawklord
the weapon to pierce through the protective magics of the specialist, so, I’m inclined to believe him…”
gods. – Vladimir Taltosh
However, Godslayer was re-formed in the hand of an
easterner named Vladimir Taltos during a battle between the Not much is known about Goodthunder, aside that it is a war-
gods and the Jenoine. The component parts were: an axe that is apparently embarrassed by its name…
exceptionally powerful, long Morganti dagger with a blood
groove; the soul of an Issola named Lady Teldra; and an
artifact known as Spellbreaker.
Spellbreaker had been a length of gold chain which had the
ability to defend against magical attacks, and to change its
length and thickness depending on the situation. It seems
these abilities are now also present in Godslayer – or, as
28
Spells of Dragaera individual. Law enforcement often use this spell so that they
can keep track of suspects and persons of interest.
This spell effectively prevents spells like resurrection and You create a region that is temporarily protected against
revivification from being able to return a soul to a body. In interplanar intrusion. This includes spells and abilities that
effect, the individual will remain dead, permanently. use other planes, including dimension door, teleport, plane
shift, and travel through other planes.
Summoning and calling spells do not function within a
Psychic Communication teleport block, but summoned and called creatures outside
Conjuration can be sent inside it.
Level: Any spellcaster, invocation-user, psion, or individual This spell can be made permanent with the permanency
with the “Sorcerously Gifted” feat (pg 23) who has access to spell for 1,750 XP.
the Orb.
Components: None
Casting Time: 1 round
Teleport Trace
Range: Within Dragaeran Empire Abjuration
Target: One living sentient being Level: Cleric 8, Sor/Wiz 8
Duration: Concentration Components: V, S
Saving Throw: None Casting Time: 2 rounds
Spell Resistance: No Range: 10ft per 2 caster levels
Effect: Cone, radius & height 10ft per 2 caster levels
Through the power of the Orb, any individual can Duration: Instantaneous
communicate telepathically with any other individual, so long Saving Throw: None
as there is a certain degree of familiarity between the two Spell Resistance: Yes
individuals. In order to initiate the psychic link, one needs to
have a firm feel of the individual trying to be reached. A When you cast this spell, you can trace where a recent
casual acquaintance could not be reached in this way, but (within the last 15 hours) teleportation-type spell sent its
someone you’ve had a few extended conversations with travelers to, as long as the original teleport occurred with this
might be. (DM discretion should be used in order to ascertain spell’s area of effect. If the individual who cast the
whom a player may or may not contact in this manner.) teleportation spell had Spell Resistance, that resistance value
is used against this spell.
Psychic Impression
Abjuration
Level: Cleric 4, Druid 4, Paladin 2, Sor/Wiz 4
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One living sentient being
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Dragaera
Of the Glorious Reign
Of the Empress Zerika the Fourth
32
unremarkable. The House of the Teckla – the peasantry –
Citizenship makes up roughly 90% of the population of the Empire, and it
is through their laborious efforts that the enormous machine
Every Dragaeran of the Empire is a member of one of the of the Empire is able to run smoothly.
seventeen Houses, and is considered a citizen of the Empire. Vast swaths of territory are dedicated to farmland, food
The only possible non-citizens to be found in Dragaera would production, livestock cultivation, timber manufacture,
be Serioli, non-native Easterners, or immigrants from the mining, and all of the other strenuous tasks performed by
independent island nations. If any of these individuals wished Teckla of one stripe or another. These Teckla are invariably
to gain citizenship to the Empire, the most common course of overseen by the nobility – Lords who own the land and the
action would be to join the House of the Teckla, (the House of companies that the Teckla are beholden to.
peasants,) but pledging oneself to a landowner. Less Dukes, Counts, and Barons are, to some extent,
commonly, one could outright purchase citizenship into the autonomous rulers of their own slices of Dragaera.
House of the Jhereg. (One could also gain entry into the Technically speaking, there are a great many laws (as you
House of the Dzur by defeating 17 Dzur Heroes in armed might expect there to be,) regarding what a particular Lord
combat, but, this method is little-known and, for obvious can or cannot do within his or her territory. For example, fees
reasons, impractical.) and tariffs must fall within Imperial guidelines, and trade
must be uninterrupted.
Land & Ownership But in practice, local Lords can get away with a great deal,
as long as it does not interfere with the Empire to such an
Geographically, the Dragaeran Empire dominates the major extent that it draws the attention of the Imperial authorities.
continent of the known world. It is bordered on the east by Consequently, if one were to travel across Dragaera, one
the Eastern Mountains, (beyond which lie the Eastern would witness a wide range of living conditions and local
Kingdoms,) and on the south and west by the Ocean Sea. To laws. Some Lords are reasonable… whereas others can be
the north lies an extension of the ocean called Kieron’s Sea. quite harsh.
The interior of the vast Empire consists of a wide variety of
landscapes, from the grasslands of the Pushta, to the jungles
of Southmoor, as well as the mountainous regions of Rebellions
Kanefthali and the arid Suntra desert. A fact of life in the Empire is that there will be rebellions.
Although very few rebellions ever gain any measure of
victory, it is nonetheless a disturbingly common occurrence
Titles to hear of some Duke or Count who’s mustered his own army
The Empire itself is one cohesive unit. However, it is divided in order to try and impede the Empire in some way; some
into distinct political regions. The largest division is the declare independence, while others simply try to gain
Duchy, of which there are dozens. Duchies are divided into leverage to increase tariffs or gain exceptions to rules and
Counties, which are further divided into Baronies, and then laws.
Baronetcies. Many nobles are in possession of titles, i.e. “the With very few exceptions, these rebellions inevitably fail,
Countess of Whitecrest,” signifying an ownership of a and become a footnote in historical textbooks. One wonders
particular territory. why anyone would bother at all…
Duchy – Duke/Duchess
County – Count/Countess
Barony – Baron/Baroness
City Life
Baronetcy – Baronet, Baronetess The cities are the dominions of the nobility; they are the
Titles may be granted either by a House, or in special centers of government, education, research, the arts, and
circumstances, the Empire itself. (Imperial titles are seen as commerce. Cities still have a large population of “urban
more prestigious than House titles.) Also, due to obvious Teckla,” who usually congregate in a particular section of the
practical limitations, not every title-holder has an actual, given city, but the concentration of nobles is much greater in
physical place to go along with his or her title. The titles of metropolitan environments than it is “in the duchies.”
Orca, for example, are never tied to real land holdings.
The title Viscount/Viscountess denotes nobility, but is a
lower title, with no land holdings. Military & Police
The Imperial Army, (along with the Navy,) has the job of
securing the Empire against the threats of outside invasion
and rebellion. The Empire has a long history of war with the
Rural Life bordering Eastern Kingdoms, (and in such times it falls to the
Despite the complexity and diversity of the Dragaeran Army to defend Dragaera,) but even so, war is not a constant
Houses, one finds that the most abundant and widespread threat.
portion of its populace is also the most ordinary and
33
Much more common is the threat of rebellion. The Empire The Peasantry
always maintains some standing army to deal with these The House of the Teckla makes up the vast majority of the
nuisances and to put down the rebellion. The Army is led by population of Dragaera. Along with immigrant Easterners,
the Warlord, (almost always a Dragon,) and consists of two they perform the unpleasant and often menial duties that
main varieties of battalions. Elite battalions are mostly keep the Empire running.
comprised of Dragonlords, with Dzurlords making up most of Low Nobility
the remainder; conscripted battalions are made of Teckla The lesser nobility of Dragaera, (most notably, members of
who have been pressed into service. the Houses of Chreotha, Jhegaala, Orca, and Jhereg) are the
The Navy is maintained by the House of the Orca, and closest thing that the Empire has to a "middle-class". These
mainly sees action when war is declared between Dragaera individuals are typically employed as clerks, tailors,
and any of the independent island nations. merchants, or minor craftsmen.
Separate from the military are the Imperial Guards, whom Mid-Nobility
largely serve as a police force. They patrol the streets of
The middle nobility (notably the Houses of Hawk, Yendi,
cities, keep the piece, investigate crimes, and arrest criminals.
Tsalmoth, Iorich, Vallista and Issola) are more often employed
The Imperial Guard is typically renamed to fit whichever
as skilled laborers in a service industry. Typical occupations
House is currently on the throne; for example, during a
include magician or magical educator, diplomatist or minstrel,
Phoenix Reign (like now,) they are referred to as the “Phoenix
advocate or justicer, architect or artisan, or security services.
Guard.”
Note, however, that whatever their current name might be,
High Nobility
their ranks are still comprised of mostly Dragonlords. The high nobility of the Empire consists of the Houses of the
Members of the Guard typically dress in their own house Dragon, Phoenix, Dzur, Lyorn, Tiassa, and Athyra. Many of
these individuals are aristocrats, politicians, military leaders,
colors, and wear a half-cloak of the same color as the ruling
sorcerers, and professors.
House. (As such, members of the Phoenix Guard can be
distinguished by their bright, golden half-cloaks.)
The Guard is seen as a formidable force, and it is common Families
knowledge that the Guards are not to be trifled with – Much like Easterners, Dragaerans tend to mate for life, and
anyone who does will come to regret it.
devote a great deal of time and effort to the care of their
families.
Due to the relatively small sizes of the noble Houses, a
noble will usually check to make sure that a potential mate
isn’t too closely related to himself (or herself) before pursuing
the matter. Nonetheless, Dragaerans tend to fall in love very
quickly, compared to Easterners.
Children reach the age of maturity around their 100th
birthday, and even after they have set out on their own,
familial ties remain very strong among Dragaerans. For
example, if a particular maiden were to have her honor
sullied in some way, it would not be unreasonable for the
entire extended family to get involved in rectifying the affair.
Conversely, if an individual were to do something to dishonor
his or her House, it would not be uncommon for his entire
family to ostracize him.
Courtships and marriages take place entirely within one’s
Postal System own House. To marry between Houses is forbidden, and the
offspring of such unions (known as crossbreeds or half-
The Empire maintains an efficient postal system. Postal breeds) face a very difficult life, as there is a great social
stations are dotted about the countryside, and noblemen on stigma surrounding the notion of inter-House breeding. For
urgent missions often make use of these stations to exchange most of the history of the Empire, crossbreeds were unable
tired horses for fresh ones. to be a part of any House except for the Teckla or the Jhereg.
It should be noted, however, that since the Interregnum (see
Class & Station History, pg 55), this stigma has lessened somewhat, and the
situation is improving for crossbreeds.
The foundation of Dragaeran society – the Cycle, which
depends upon the Houses – has ultimately led to a society
heavily divided by social class. Education
Universities are usually present in the larger cities of the
Empire. All members of the nobility receive some form of
34
education, depending on their House’s particular tastes. For
example, Athyra obviously specialize in magical theory,
whereas Dragons mainly study military history and theory.
Coin & Commerce
The Empress has a very important job – running the Empire.
(Lyorns, of course, study everything.) Some might think that in order to do her job, her most
Teckla receive no education beyond what their family can important task is to keep the Houses in check; some think it is
teach them at home, and any job training or apprenticeships to keep the East from invading, while putting down
that are necessary for their lot in life. Teckla tend to be rebellions. But, in truth, the most crucial aspect of
illiterate. maintaining the Empire is much more mundane: keep the
wheels of commerce greased and turning.
Customs
In many cases, personal feuds are settled with formal duels, Agriculture & Industry
typically to the death. Through some periods of Dragaeran Dragaera has a large population. Consequently, Dragaera has
history, these duels have been exceptionally common, an immense volume of farmland. Various grains, fruits,
although they’ve partially fallen out of favor in recent years. vegetables, fibers, and types of timber are constantly being
Whereas Easterners pound on one another’s doors with a transported to and fro across the face of the Empire. Fish
closed fist to announce their presence, this is unheard of for from the sea make the journey inland on a daily basis. This
Dragaerans. With the prevalence of Sorcery, touching intricate dance is the lifeblood of the Empire.
someone’s door unannounced is a good way to be harmed by If a Duke in the north raises taxes a percentage too high,
protective wards. Instead, it is the custom of Dragaerans to cities in the south might starve. If a flood disrupts the
announce themselves by clapping outside of one’s door. (In shipments of tin from the Korlaph, prices skyrocket hundreds
situations where a clap would not be heard, such as at the of miles away. For these reasons (and many more,) the
door of a mansion, there will be a rope to pull on, called a Imperial Palace keeps a very close watch on industries of all
clapper, which will activate a chime or wooden knocker inside varieties, to make sure all of the cogs all run in synch.
the house.) Agriculture, mining, and related activities are usually
Many customs for common behavior vary from House to tended to by Teckla laborers with nobleman overseers of
House, so it is typically a good idea to know exactly whom some sort. Most Teckla have such weak Sorcery skills that the
one is dealing with before planning detailed steps of hard labor is performed entirely by hand.
etiquette. It should be noted that since the Empire is a united entity,
Lyorn and Issola are typically considered the authorities on there is no “trade” to speak of within the Empire. These is a
etiquette. small amount of trade with the independent island nations,
and rarely, with the bordering Eastern Kingdoms.
Adventurers
It takes a special kind of Dragaeran or Easterner to take up an Travel
adventure. Most members of the noble Houses do their duty Although many folk are tied to the land and seldom travel far
while staying prim and proper; most Teckla and Easterners from home, a surprising number of others crisscross the
rarely find themselves with enough freedom to gallivant continent for months or years at a time for business and
about. But, in a place the size of Dragaera, if you look hard personal reasons. The paramount travelers are merchants,
enough, you can find any kind of individual you can imagine. peddlers, goods convoys, the postal system, and bandits.
It’s not unheard of for young Tiassa or Tsalmoth to have an Travel by barge on an inland waterway is easiest and
adventurous spirit in their youth, and to take off on quests cheapest—either drifting downstream, steered by oar and
that would be frowned upon by their superiors. Various pole, or working upstream, sometimes aided by beasts
eclectic Hawklords have interests that align with the towing from shore. Sea travel is faster and less costly in terms
adventurer’s skillset. Studious Lyorn may become desecrators of manpower when hauling bulk goods—hence the string of
(i.e. archaeologists) who search for long-lost artifacts, and seaport cities up and down the coasts of Dragaera.
any Athyra worth his weight in jhereg droppings would set Most travel across Dragaera is by foot, horse, or other
out on a quest for the right magical tome or device. beast of burden. The Empire maintains a respectable road
Dragonlords, while prone to action, typically disdain a system, but even in the best of times, bandits are always a
disorderly life of casual adventure, preferring the structure of concern in the vast stretches of territory between cities. The
the military, and Iorich (while passionate about justice,) Imperial Guard patrol the roads as best they can in an effort
aren’t usually prone to casual crusades. However, these to protect travelers and commercial interests.
things do happen, from time to time. The standard unit of length when traveling is the league.
In contrast, the Dzur live to adventure. Throughout history, this unit has fluctuated in meaning from
region to region, but the official measurement puts it at
approximately 3 miles in length.
35
Due to the prevalence of Sorcery, however, the preferred Intoxicating beverages, in modern times anyway, generally
method of travel is to simply teleport from place to place. consist of various forms of wine. The drink known by
This is a recent development; before the Interregnum (see Easterners as brandy (also called wine in the Empire) is also
History, pg 55) the Orb was not sophisticated enough to allow common. Many regions of the Empire are renowned for the
for commonplace teleportation. Over the past few centuries, quality of their wines, such as Khavv'n and Aerethia. Brandy
however, this method of conveyance has rapidly grown in drinks are mostly from the Eastern Kingdoms, especially
popularity. It is limited by the fact that one can only teleport Fenario. The Ailor region of Fenario is renowned for its
to an area one is intimately familiar with, but there are dessert wines. Dessert wines made by the Serioli are also
professional teleporting agencies who make it their business sometimes available. Another spirit, called Oishka, is
to have sorcerers on staff who are familiar with a great many sometimes consumed; this is presumably a grain-based
locations across Dragaera. distilled liquor.
Still, teleportation is limited to the conveyance of Other forms of chemical pleasure come in many legal
individuals, or at most, small groups. Large shipments of forms, including dreamgrass, murchin, opium and other
goods still rely on the tried-and-true methods of transport. forms of poppy extract, Laughwort, Logfungus, and Koelsh
Leaf.
Coinage (Note that all of the above activities, at least within large
cities, are probably operated by the House of the Jhereg.)
The standard unit of money in Dragaera is the Imperial Gold Physical sports are also enjoyed, especially by Teckla (who
Piece (or simply the "Imperial"). This is a gold coin consisting can afford little else) and Dragonlords, who like to keep in
of one Imperial Ounce of gold; or one seventeenth of an shape. Sandball and Squareball are two such games.
Imperial Pound. The Imperial is typically stamped with the For musical entertainment, the Minstrel’s Guild organizes
face of the current Emperor or Empress. A working and oversees individual performers and small groups who
commoner in the capital city Adrilankha makes (on rough wander the Empire, performing in taverns of all sizes and
estimate,) from five to seventeen Imperials per month. Larger types. In the cities, large ensemble and orchestral music are
coin denominations exist, the most common of which being considered a highly cultured form of entertainment.
the Five-Imperial gold piece. Theater is also a common pastime, as is reading. There is a
The "Orb" is a silver coin of smaller denomination, at the healthy market for recreational reading materials in the
rate of seventeen Orbs to the Imperial. Typically, an orb will major cities.
bear a Serioli symbol of the number of the cycle in which it
was struck, with a small mark to indicate the House that was
in power at the time. The obverse side will typically show the
face of the Lord in whose demesne the coin was struck.
Magic in Society
With their link to the Orb, every citizen of the Dragaeran
(Despite the implication of the name, an Orb is flat, like a
Empire has the (theoretical) ability to perform Sorcery. In
normal coin.)
order to utilize this power with any proficiency, however, a
The "copper" is a copper coin, the smallest coin
fair amount of training is necessary. For this reason, most
denomination in the Empire. There are seventeen coppers to
individuals only know a small amount of magic, focusing
the Orb.
mostly on practical applications. Teckla typically have no skills
There also exists a form of paper-note currency, however it
whatsoever in the magical arts, or else only know the
is mainly used in large bank transactions where the transport
simplest of spells. Still, even peasants have a fair grasp of
of many tons of coins would be impractical.
what is capable with magic, and the educated nobility know a
great deal of basic magical theory, even if they lack the
Recreation & Entertainment training or dedication to actually perform the spells
In the Empire, entertainment most often consists of a themselves.
number of major pastimes: gambling, drinking, whoring, In the East, where covens of withes have a near-monopoly
theatre, and minstrel entertainment. on complex magic, common peasants are less educated
Brothels are common in the major cities such as about the intricacies of magic. But low-level practitioners are
Adrilankha, but less so in rural areas. This activity is mostly a common enough that most towns have a “Witchcraft supply”
legal one — or, at least, any such laws are almost never more store.
than loosely enforced.
Gambling is also legal so long as all winnings, either by the
gaming house operator or by the gamblers, are reported to
Magic Items
Enchanted items are relatively rare and expensive, even
the Imperial Tax Collectors. Popular games include Shereba,
within the Empire. Average citizens typically won’t be in
S'yang stones, Orbs, Three-copper mud, and Seven-Clawed-
possession of any permanently enchanted items, beyond the
Jhereg. (One should avoid Nine-copper, which is a rigged
occasional weatherproofed-shoes or self-cleaning-frying-pan.
game.)
Real magic items – enchanted weapons, wands, staves,
cloaks, etc. – are reserved for the wealthy nobility.
36
Mundane Items
Religion Flashstone
A flashstone is a handheld, ordinary stone which has been
Dragaerans think of the gods as individuals with great skill modified through the use of sorcery to discharge a small
and power; Easterners worship them and behold them in explosion, or flash, at an enemy during battle.
awe. Flashstones are simple to discharge, requiring only the will
Easterners build temples and shrines to the Lords of of the user to activate. A flashstone is normally fatal at close
Judgment, and revere them as all-powerful supernatural range, say 10–12 feet. Beyond this range, the effect is limited
entities. Among Easterners, there are clerics who devote to a bright light that may confuse or injure (but not kill) its
themselves to the service of one deity or another, praying to intended victim.
them for wisdom and guidance. A typical flashstone will carry a single "charge", meaning
The relationship between the gods and Dragaerans, once it is discharged, it becomes an ordinary stone again, and
however, is more obtuse. To the Dragaerans, the gods are not is simply discarded. A person skilled in sorcery may be able to
supernatural or mysterious – they are definite, real entities add additional charges to a flashstone (as many as four per
who dwell in the Halls of Judgment and oversee the world. stone), but it becomes increasingly time consuming to add
What could be simpler? For the most part, thought of the each additional charge to a single stone.
gods don’t intrude upon the daily lives of most Dragaerans. After the Interregnum, flashtones have been made
(See Deities, pg 46). obsolete for those proficient in Sorcery, by the improvements
in the Orb, including methods to discharge hundreds of
37
strength blade has a 1d10 chance, and a potent blade has a apply any metamagic effect that the user already knows to a
1d6 chance. spell, without increasing the level of the spell.
A blade must be constructed Morganti – it is not an Price – 3,500 GP
enchantment that can be added after the fact.
Phoenix Stone
Phoenix Stone is a rare, special material found only on the
island of Greenaere. It comes in two varieties; Gold and Black.
Gold Phoenix Stone blocks the use of Sorcery, except for
Elder Sorcery. Presumably, it blocks the ability of the Orb to
channel amorphia from the Greater Sea of Chaos. When one
is wearing a golden Phoenix Stone amulet, one cannot
perform Sorcery, and one cannot be the target of any
sorcerous spells.
Black Phoenix Stone blocks psionic abilities, including
psionic communication, and the use of Witchcraft (although it
does not block psychic contact with one’s familiar.) When one
is wearing a black Phoenix Stone amulet, one cannot perform
Witchcraft, and one cannot be the target of any Witchcraft
spells. The same goes for psychic communication. Black
Phoenix Stone also prevents divine communication.
Most individuals have never heard of Phoenix Stone; only
those deeply versed in the magical disciplines will have any
knowledge of it.
Gold Phoenix Stone Amulet – price 110,000 GP
Black Phoenix Stone Amulet – price 110,000 GP
Hawk’s Egg
The thrushhawk is a magical creature which uses its talents to
hide its nests from predators. Due to this slippery, protective
magic, the eggs themselves become permeated in magical
energies. When held in the hand and then crushed, the egg
releases a potent wave of surplus magical energy that can be
harnessed for the purpose of Witchcraft spells.
This variety of hawk’s egg is particularly difficult to locate,
due to the protective magic surrounding the nests. The only
way to find this kind of nest is to go from tree to tree looking
the old fashioned way. In areas where these hawks can be
found, about one in thirty birds’ nests will belong to the
proper species.
A hawk’s egg is a one-time use object. When used as an
optional material component in a Witchcraft spell, one can
38
Adrilankha
Geography Adrilankha is the capital of the Dragaeran Empire, and a
coastal city on the south edge of Dragaera. Adrilankha was
established as the Imperial City at the end of the
Interregnum, in order to replace Dragaera City as the capital.
The Dragaeran Empire From the sea, the city is traditionally said to resemble a
bird in flight, with the high cliffs on either side of the city
The Empire of Dragaera, (known as “Faerie” to the forming the "wings" of the bird. However, this changed
inhabitants of the Eastern Kingdoms,) is a vast country, during Adron's Disaster when the Orb was lost, and Sorcery
encompassing the entire western region of the continent. suddenly stopped functioning. The cliffs to the east of the city
Dragaera is bordered on the west and south by the vast (a promontory known as Kieron's Watch) collapsed into the
Ocean-Sea. To the north, the Forever Plains extend nearly all sea when the spells that were holding it in place stopped
the way to the Ash Mountains, which are home to Deathgate working.
Falls. To the northeast can be found the Greater Sea of Chaos, The city, being the Imperial Capital, is the largest city left in
the source of all Sorcerous Energy on Dragaera. To the east, the Dragaeran Empire. As such, it contains a wide variety of
beyond the Eastern Mountains, lie the Eastern Kingdoms. In different neighborhoods, from the opulent estates on the
the south, the capital of Adrilankha oversees all of Dragaera. west side of town, to the Easterner's Ghetto in “South
Adrilankha.” Like any city that has grown well beyond its
The Enclouding original size, Adrilankha is known for having a confusing
layout, with regions and streets bearing names that often
The Enclouding, also called the Overcast, is a permanent don’t make sense.
cloud-like substance which covers most of the sky of the The Adrilankha River passes through the center of the city.
Dragaeran Empire. It is of a sufficient thickness to block the A number of bridges cross the river at various points,
direct sight of the Furnace (the Dragaeran name for their including the Chain Bridge, the Stone Bridge, the Wrecked
sun). It is usually an orange-reddish hue, although it will Bridge, and the Five Mile Bridge.
become redder at sunset. While it is approximately as dense
as a thick fog, it is clearly not merely water vapor, in that it
has an odd mix of smells, both harsh and tangy-sweet; those The Imperial Palace
who can traverse it rapidly may prefer to hold their breath The Imperial Palace is the residence of Her Majesty, and is
while doing so. It also differs from any ordinary vapor or the central seat of government of the Dragaeran Empire.
particulate cloud, in that the vast bulk of it does not ever The palace is arranged like the spokes of a wagon wheel. At
dissipate nor precipitate, although it can be thinner on some the center is the “Imperial Wing,” where the primary matters
days, compared to others. The Enclouding can vary in how of state are governed. It’s almost a miniature city in and of
high it hovers above the ground; it sometimes is low enough itself, with thousands of halls and pathways, just as many
that one can pass through the Enclouding by climbing the rooms, and even entire marketplaces.
slopes of Dzur Mountain. Castle Black will also sometimes be There are seventeen “spokes” of the wheel, which
above the Enclouding, and sometimes below. comprise the wings of the various Houses. The Dragon Wing
Sometimes called the "Hand of the Faerie" in the Eastern holds the offices of all military and defense officials; the Iorich
Kingdoms, the Overcast often takes Easterners by surprise Wing is home to the Imperial Prison; the Lyorn Wing houses
when they first come to Dragaera. Conversely, Dragaerans the officials in charge of the Lyorn Records; etc. The wings are
who travel east or west to the edges of the Empire will ordered just as the Houses are ordered on the Cycle.
sometime be surprised at how the thinning of the Overcast At the end of each “spoke” is a separate building where the
allows them to actually see the sky. leadership each separate Dragaeran House resides. For
example, if one were to walk out of the Palace, leaving from
The Seas of Chaos the tip of the Dragon Wing, one would then cross a short
courtyard before running into the Dragon House.
The Greater Sea of Chaos is the source of all Sorcerous power
used in Dragaera, created by the gods in the distant past. (See
Jenoine, pg 52, and Magic, pg 24) It lies in the northern
reaches of the Empire, between the Suntra Desert and the
Holdfree Mountains.
The Lesser Sea of Chaos is a much more recent addition to
Dragaera, caused by Adron’s Disaster (see History, pg. 54) It is
located in central Dragaera, at the former site of Dragaera
City.
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Highland Reef
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The Pushta especially the left "ear" of the dzur. It is partially volcanic in
nature, having erupted at least once in the past.
The Pushta is a vast grassland that stretches across most of Dzur Mountain contains many mechanisms that defend
central Dragaera. It ranges from semi-arid in the north, Dragaera from attacks by the Jenoine, and is the source of
(bordering the Suntra Desert,) to lush and fertile farmland in much of Sethra Lavode's power. The mountain itself is a
the south. labyrinth of caves, tunnels, hallways, and also houses
extensive dungeons in its lower levels, as well as stables.
The Sorannah All but a few individuals are completely ignorant of these
facts. To most of the world, Dzur Mountain is as mysterious
The Sorannah is the portion of the Pushta grasslands which as Sethra Lavode herself. One does not simply walk up and
encompasses the regions surrounding the capital city pull the clapper at Dzur Mountain – legends abound of
Adrilankha. misguided Dzur-Heroes who charge up to the mountain, only
to be turned into woodland creatures for their trouble.
The Suntra
An arid desert region in the northeast of Dragaera, the Suntra
Desert presents a logistical boundary separating the northern
Castle Black
Castle Black is the home of the influential Dragonlord
regions, including the Kanefthali Mountains, from the Morrolan e'Drien. It is the first floating castle to be
relatively more lush and fertile areas of the Pushta in central constructed after the restoration of the Dragaeran Empire.
Dragaera. The castle was originally built on the ground, from the ruins
of another floating castle, the ancestral home of Rollondar
Kanefthali Mountains e'Drien, (Morrolan’s father,) which had fallen to its
destruction when sorcery failed at the beginning of the
This mountainous region in the northwestern part of the
Interregnum.
Empire has an even lengthier history than most of Dragaera,
since the first Dragaerans originated in this area, and slowly Castle Black was finished during the first few years of Zerika
the Fourth's reign, and the celebratory party of its completion
built their Empire out from there.
is still in progress, (some 250 years later,) with a variety of
famous guests coming and going at all hours. When one
Eastern Mountains teleports to Castle Black, one arrives in an open air courtyard
This large and imposing mountain range has long been an – literally. One appears to be walking on nothingness up until
effective natural border between the Dragaeran Empire and you reach the hugely grandiose front gates, which silently
the Eastern Kingdoms, (who refer to the range as the swing open upon your approach.
“Mountains of Faerie.”) There are only a few workable passes The fact that the castle is entirely black, (the traditional
in the chain, so travel from one side of the mountains to the color of Sorcery,) is considered to be terribly tacky, gaudy,
other is often difficult, and can be easily monitored. and egotistical by many. Even more galling to these
In order to prevent “Eastern Invasions,” most of the individuals is that Morrolan’s abilities as a sorcerer and a
duchies bordering the mountains are ruled by prominent warrior allow him the right to do pretty much anything he
Dragonlords who maintain standing armies. wishes – including painting his castle black.
In the areas of the castle that are private, Morrolan
conducts much magical study. He has libraries of rare and
Forever Plains forbidden tomes, a wing devoted to his coven of witches, and
This range of grassy plains and low hills is in the far north of a secret tower which contains a changing number of mystical
Dragaera, near to Deathgate Falls. The plains are populated windows which serve as Necromantic Gates.
by tribes of Cat-Centaurs and wild norska. Those journeying
to Deathgate Falls to drop off the bodies of the dead often
travel through the Plains. The Maelstrom
The southern and western reaches of the planet are entirely
Dzur Mountain unknown to the population of the Dragaeran Empire, with
distant sea travel being prevented by the presence of the
Dzur Mountain is the home of the mystical enchantress,
Great Maelstrom and the Grey Rocks. Orca traders
Sethra Lavode. It is located in Southmoor County, and is
sometimes send expeditions to the south, into the
technically part of Morrolan e'Drien's fief.
Maelstrom, which are never heard from again. However, this
The mountain is a mostly natural rock monolith that
hasn’t stopped myths and legends about rich and exotic
reaches far into the Enclouding above Dragaera. Seen from
civilizations existing beyond the southern seas.
afar, the mountain resembles a crouching dzur. At least some
parts of Dzur Mountain were artificially constructed,
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Island Nations kingdoms are in a constant state of flux when compared to
the perpetual sameness of Dragaera.
One major difference encountered in the lands of the east
Beyond the coast of Dragaera lie several island nations that
have managed to maintain their independence from the is the absence of the Enclouding that prevails in the "Lands of
Dragaeran Empire. Most of the time, these oddities maintain the Faerie" (as some Easterners call Dragaera), which enables
peaceful trade relations with the Empire, but they’re no inhabitants to see the Furnace during the day, and the stars
strangers to war, either. at night. (Both of these phenomena are relatively unknown
The islands are mostly inhabited by Dragaerans who within the Empire.)
immigrated in the far distant past, before House segregation Perhaps the most famous of the Eastern Kingdoms is
became an unquestionable cornerstone of society. As such, Fenario, the northernmost of the bordering kingdoms. Many
Islanders don’t belong to any House; rather, their genetics are of the human immigrants of Dragaera trace their lineages to
a racial melting pot. Fenario.
Despite the fact that the Dragaeran Empire has been at war
Elde Island with the East, on and off, for over 200,000 years, the vast
The largest of the independent isles, Elde Island also boasts majority of Dragaerans know absolutely nothing about life in
the most urban and industrialized civilization of all the the east. The customs of Easterners, their habits, their means
islands. Elde Island has a long and sordid history of war with of governance, and the attributes of their societies are of no
the Empire – there have been no fewer than nine separate interest to most Dragaerans. Many are happy with their
wars with Elde. Additionally, Elde Island sent armies to help extreme ignorance, believing that the Eastern Kingdoms are
Duke Kâna try to wrest control of the Empire away from barbarian states whose people are universally backwards,
Zerika the Fourth during the Battle of Adrilankha. stupid, and savage. Even among the most learned scholars, it
is very rare to find an individual who treats Eastern sociology
Greenaere as anything more than a quaint curiosity. Even the military
Greenaere is a small, crescent-shaped island (perhaps only has intelligence on the nations that directly border the
resembling a banana) off of the west coast of the main Empire; anything further east is a complete (and
continent. It is also the northernmost of the independent uninteresting) mystery.
islands.
Greenaere’s most distinguishing characteristic is, curiously,
not common knowledge to outsiders. The island sits atop
massive deposits of Black & Gold Phoenix Stone, unique
Serioli & Cat-Centaurs
As the original inhabitants of Dragaera, the Serioli once held
materials that together make any form of magic impossible
most of the western region as their territory. Today,
on the island.
however, they are limited to remote locations deep in the
While the government of Greenaere is a hereditary
jungles and mountains. Still, while their population is small, it
monarchy, in many ways it is much less structured than one
is far from extinct. The remaining Serioli go about their lives
might assume. The palace is not particularly ornate, and the
in their own way, producing crafts and arts that can be highly
king is not very well guarded.
sought after in modern-day Dragaera.
While there is not much of a standing army or navy, the
The small, nomadic population of Cat-Centaurs keep almost
Greenaerans have a sufficiently large fishing fleet with skilled
entirely to themselves, living off of the land in the Forever
sailors that can act as a navy in times of war.
Plains in the northeastern regions of the Empire. As their
Landsight & Holcomb interests don’t interfere with the Empire’s, they’ve lived in
These small nations are best known for their trade relations peaceful and isolated coexistence with Dragaerans since time
with the Empire. Despite their small size they import a large immortal.
quantity of tropical fruits and plants, which grow readily due
to the islands’ southern locations.
Planetary Matters
The Eastern Kingdoms Dragaerans refer to the sun as “the furnace,” although they
can see neither it nor the stars, due to the Overcast.
The kingdoms and realms to the east, beyond the Dragaeran Dragaera also has no moon.
Empire, are populated by Easterners (or, as they call If other continents exist beyond the Maelstrom or far to the
themselves, humans.) east, they’ve remained undiscovered for the last 200,000
These are, by and large, prosperous realms in their own years due to Dragaerans contentedness to remain in their
way, evidenced by the fact that during the Interregnum a own lands and see to their own matters.
number of the westernmost kingdoms actually invaded
portions of Dragaera. However, as a consequence of the
Easterners’ comparatively puny lifespans, the various
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Deities
Gods can be killed in the traditional sense, but it takes a
Great Weapon (see pg 27) in order to do so.
Barlen
Greater Deity
Alignment: Chaotic Neutral
Domains: Chaos, Magic, Luck, Knowledge, SpellSC,
BeguilementDM#312
Favored Weapon: Dagger
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Tristangrascalaticrunagore (Tri'nagore) Lesser Deity
Alignment: Neutral Good
Domains: Air, Travel, Good, SkyRotW, WindstormSC
Favored Weapon: Sickle
Trout
Intermediate Deity
Alignment: Chaotic Evil
Domains: Death, Chaos, Evil, SpiteHoH, WrathDM#323
Favored Weapon: Greataxe
48
G’mon Kéurana is the sister of Verra and Moranthë – the trio is
known in legends as the Daughters of Darkness. She often
appears as a blinding prismatic being.
Whereas her sister Verra keeps a broad eye on the use of
all magic, she takes personal responsibility for those on
Dragaera who practice Sorcery specifically. (This distinction is
often confused by those who do not worship the Daughters
directly.) Accordingly, many Athyra give her praise.
Kelchor
Intermediate Deity
Alignment: Chaotic Good
Domains: Chaos, Good, FateCW, MindCD, DreamCD, OracleCD,
NightDM#342
Favored Weapon: Crossbow
G'mon is the Lord of Dreams. She is the god who visits the
dreams of visionaries, lords, philosophers, and poets, bringing
with her the spark of creativity they need to unlock their own
greatness. She is said to have numerous children who patrol
the land of dreams and banish nightmares. Intermediate Deity
In reality, G’mon is the most adept of the gods at the art of Alignment: Chaotic Neutral
dream manipulation, and she did the legwork of inspiring Domains: Chaos, Weather, Protection, BestialBoVD, CourageCW
Kieron the Conqueror to set off on his crusades. Favored Weapon: Longspear
Clerics of G’mon believe in the power of dreams and
visions, and often seek out signs, portents, and oracles. Kelchor is the goddess of the Cat-Centaurs. Sometimes she
takes the form of a Cat-Centaur, (typically when about to do
Kéurana battle,) and at other times she appears as a humanoid cat.
Like any cat, she is a flighty creature: depending on her whim,
she can be very favorable and helpful, or, she can be spiteful
and cruel – however the mood strikes her.
She especially admires any who display the typical
characteristics of the Cat-Centaurs: independence, ferocity,
and a reverence for the natural world.
Mafenyi
Intermediate Deity
Alignment: Chaotic Neutral
Domains: Knowledge, Chaos, Magic, IllusionSC, DestinyRoD
Favored Weapon: Longbow
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Lesser Deity
Alignment: Neutral
Domains: CreationCD, PlanningCW, CraftSC, BalanceSC
Nyssa
Favored Weapon: Warhammer
Moranthë
Intermediate Deity
Alignment: Neutral Good
Domains: Trickery, InquisitionCD, CharmSC, TimeSC, Good
Favored Weapon: Light Mace
Lesser Deity
Alignment: Neutral
Domains: ForceCD, CommunityBoED, BalanceSC, MysticismCD
Favored Weapon: Garrote
Ordwynac
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father, and perpetuator of Adron’s Disaster which led to the siphoning and subverting the power of the Lesser Sea of
Interregnum.) Chaos, but this plan was thwarted by the Lords of Judgment
Devara apparently has the ability to time travel, although it and bearers of the Great Weapons.
is possible that this ability has a limitation: it may be that Among Easterners, knowledge of the Jenoine is spotty and
once she visits a particular instant in time, she may never inaccurate, at best. But among Dragaerans, their existence
again visit it. She can also transform into a powerful dragon. and general nature is common knowledge. Since they seek to
Her first appearance chronologically (that we know of,) was undo everything that the Dragaerans have built over the last
to leave a message for Adron that he was to return home to two hundred millennia, there is no such thing as a Jenoine-
meet his newborn daughter. The daughter in question was collaborator among Dragareans, (aside from the occasional
Aliera, Devera's mother. Think about that a minute... madman.) However, some Serioli still harbor an extreme
resentment against the Lords of Judgment, and take to heart
In the Beginning and elevated these former servants into gods themselves.
The Jenoine decades pressed on, the Dragaerans would eventually drive
the Serioli out of their ancestral homelands and into hiding
Sometime later, the Jenoine arrived. (See The Jenoine, pg 52). deep in the mountains. They also encountered many
The Jenoine are an alien race with powers that rival (and Easterners in what is now the heartland of present-day
typically surpass) the gods themselves. In fact, most of the Dragaera, and began a vicious war to drive the Easterners
Lords of Judgment we know today were, at this time, simply out.
the assistants, servants, and slaves of the Jenoine, who Kieron had one brother, Dolivar, and a sister who was a
brought them along to Dragaera. prominent shaman – and whose soul would later be
It is unknown where the Jenoine came from or what their reincarnated as Aliera e’Kieron. At some point in time, Dolivar
true intentions were, (although according to the goddess betrayed Kieron, and was forced out of Tribe Dragon.
Verra, they thought of themselves as benevolent, in their Eventually, Dolivar gathered together all of the misfits and
own twisted logic.) What is undeniable, though, is that the outcasts of the other tribes, and created his very own tribe,
Jenoine performed genetic experiments on humans, which in which came to be called the Tribe of the Jhereg.
effect, created the Dragaeran race. Around this time, an insightful Phoenix named Zerika, (who
The Jenoine genetically altered humans in order to improve would come to be known as Zerika the First,) realized that
upon them. Their lifespans were extended, and their physical Kieron’s actions were laying the framework for a grand
attributes were enhanced, laying the groundwork for the Empire. Inspired by the gods, who gave her a gift of precious
Dragaerans of today. trellanstone (see Sorcery, pg 24), Zerika formed the Orb, and
(It should be noted that this topic of beyond-ancient history introduced the Dragaerans to modern Sorcery. (It was at this
is the subject of debate among only the most learned of time when the use of Elder Sorcery was outlawed.)
Dragaerans. Common knowledge is limited to the general Zerika became the first Empress of the Dragaeran Empire
existence of the Jenoine only.) after Kieron the Conqueror formed the “Tribe of all Tribes,”
Additionally, the Jenoine combined the genetic material of for the purpose of mounting on final offensive which would
their new Dragaerans with approximately thirty-one different drive the Easterners beyond the Eastern Mountains. Joining
local animals. They succeeded in incorporating various traits all of the tribes together was a political nightmare, (one
from the animals in question into their Dragaeran test- which would later cost Kieron his life,) but he managed to do
so, and successfully concluded his campaign against the
53
humans. He consciously stopped at this time, rather than The exact nature of the scandal was never made public, but
continuing on to exterminate the Easterners, so that the might have had something to do with Sethra’s undead status
Empire would always have an enemy to focus on, so that the going public.
tribes would never be able to turn on each other.
Reclaiming Order
Restoring order to the Empire was not a task that was
accomplished overnight. While many citizens desired nothing
more than a return to the Empire’s glory days, there were
those who resisted. In particular, the Dragonlord named
Skinter e'Terics (often referred to as Duke Kâna,) from the
northwestern Kanefthali Mountains, had spent the last
several decades setting himself up as the Emperor of a new
and improved Empire. Needless to say, Kâna was not willing
to relinquish his hold on power without a fight.
He eventually launched a massive invasion of the Empire’s
new capital city, Adrilankha. Alongside his military assault, he
had hatched several dangerous schemes to maximize his
chances of success. He formed an alliance with the evil god
Tri’nagore, who used his powers to prevent the Imperial
forces from benefiting from either Witchcraft or Necromancy.
Duke Kâna went even further, opening a dimensional portal
which allowed the dreaded Jenoine access to Dragaera; once
there, the Jenoine disabled the Orb, preventing Imperial
forces from benefitting from Sorcery, as well.
The obstacles put into place by Tri’nagore were
circumvented by a young, yet powerful Dragonlord who was
loyal to the Empire named Morrolan e’Drien. Morrolan was a
noble with considerable skill at both Sorcery and Witchcraft,
(rare for any Dragaeran, even during the Interregnum,) and
was the wielder of the Great Weapon named Blackwand. He
used this powerful artifact to confront a manifestation of
Tri’nagore himself, which he slew – effectively banishing the
god from the mortal world.
The Jenoine were left to Sethra Lavode and the
Necromancer to contend with, which they eventually
managed to. With access to Sorcery restored, Duke Kâna’s
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Organizations
occasions, the duties of this position are carried out by the
Minister of the Houses.
Currently, there is officially no Prime Minister, although the
role is secretly filled by a sly Yendi named Pel.
In a society as old as the Empire, many groups of individuals
have come and gone. These are some of the most influential Minister of the Houses
and important to recognize. The Minister of the Houses acts as a liaison between
representatives of the various Dragaeran Houses and the
Emperor or Empress.
Imperial Government This post serves as a supplement to the Prime Minister,
since the Minister of the Houses takes on many of the Prime
In order to maintain order, the government of the Empire is,
Minister's responsibilities when he or she in unavailable (or
by necessity, an enormously complex machine – whose cogs
when the Prime Minister's post is not filled at all).
don’t always mesh.
The present Minster of the Houses is a shrewd but loyal
Issola woman named Indus.
Council of Deputies Warlord
The Council of Deputies is a large parliamentary body of the The Warlord is the title and rank associated with the military
seventeen Dragaeran Houses. leader of the Dragaeran Empire, who is responsible only to
It is composed of seventeen House Representatives or the Emperor. The Warlord oversees the Army, Navy, and also
Delegates from each of the seventeen Houses, of which the the Imperial Guard. In addition to guarding the Empire
Heirs of each House presumably have the highest seniority. against the occasional outside hostile force, the Warlord is
The Council of Deputies come together at the Meeting of responsible for putting down any internal rebellions that may
Principalities at an interval of once per phase. Not all 289 crop up. In official appearances, the Warlord traditionally
delegates will necessarily come, as a full quorum is not wears a distinctive headdress.
absolutely required. However, a full quorum is sufficiently Aliera e’Kieron currently fills the role of Warlord.
desirable that only a personal emergency is acceptable as an
excuse for nonattendance. Court Wizard
A subset of this group is the Council of Princes. The Court Wizard is the position of the foremost magical
advisor to the Emperor or Empress, who has studied enough
Council of Princes sorcery to attain the rank of Wizard. The Court Wizard
oversees any and all magical matters that the Emperor needs
The Council of Princes is the official council of the seventeen tending to, and handles the Empire’s magical defenses in the
Dragaeran Houses. It is composed of the seventeen Heirs of event of Jenoine invasion. The Court Wizard is also
each House. responsible for aiding the Warlord with the battle sorcery
It is up to the Council of Princes to determine when the employed by the Imperial Army.
Cycle has changed, and to confirm each new Emperor. They An Athyra named Kosadr is the present Court Wizard,
also determine the Imperial Allotment, which is the portion of having recently taken over for Morrorlan e’Drien.
the Imperial budget that each House must contribute to.
Leader of the Guard
The Court The Brigadier of the Imperial Guard answers directly to the
Warlord, and oversees the police and security force of the
A great number of individuals oversee the operations of the Empire. He is directly responsible for the safety and welfare
Empire, in addition to the Emperor or Empress. of the Emperor.
The size of the Imperial Guard varies according to
Prime Minister circumstance, and at times there is no need for a Brigadier,
The Prime Minister of the Dragaeran Empire is one of the key and the Guard is commanded by the Captain of the Guard.
figures in the running of the administration. The current Captain of the Guard is Khaavren the Tiassa.
The exact duties of the Prime Minister vary depending on
the individual tendencies and characteristics of the current Minister of Finance
Emperor. Typically, the Prime Minister acts as a “second in The Minister of Finance is responsible for the financial
command” or “vice-Emperor,” taking up whatever roles the management of the banks and other central monetary
current Emperor is ill-suited to perform. For example, as a institutions of the Empire.
Phoenix Emperor sinks into decadence, the Prime Minister
takes up the slack until he is performing nearly all of the Discreet
Emperor’s former tasks. The Imperial Discreet is the Emperor’s personal confidant,
There are often significant periods of time where the counselor, therapist, and advisor in personal matters. The
position of Prime Minister is not occupied at all. On these Discreet has absolute and inviolable confidentiality. When the
Emperor speaks of whatever troubles him, the Discreet must
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listen without judging, and respond with the advice which will under the direct authority of the Empress, though it is also
best soothe whatever those troubles may be. monitored by the Prime Minister of the Empire. The current
The art of Discretion is nearly an extinct one, as the only Brigadier of this group is Khaavren, also the leader of the
Institute of Discretion was located in Dragaera City, and was Imperial Guard.
lost in Adron’s Disaster.
Imperial Intelligence
There are multiple institutions within the Empire whose
purpose is to gather intelligence and perform covert
operations. Their duties often overlap, and for the most part,
these various organizations have no great love of each other.
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The Imperial Guard The Lavodes are (or rather, were,) an elite group of warriors
who are also wizards, (or perhaps, wizards who are also
warriors.)
The Imperial Guard is a defensive and regulative branch of
the Imperial Armed Forces which keeps the peace and Formed by Sethra Lavode herself, the group was tasked
maintains order within the Empire. with defending the Orb and the Cycle from threats that were
Traditionally, the Guard is named after the current House fundamentally non-military. Although they operated out of
in power; currently, they are known as the “Phoenix Guard,” the Imperial Palace, they were technically not a part of the
since Empress Zerika the Fourth is of the House of the Imperial Armed Forces; they were a separate entity who
Phoenix. When the Cycle turns, and the Dragon Heir becomes answered to Sethra – not the Emperor.
Emperor or Empress, the Guard will then be called the Around the time of the Cycle change between the
“Dragon Guard.” seventeenth Jhegaala and Athyra reigns, the so-called Lavode
The members of the Guard can be identified by their Scandal forced Sethra out of the machinations of the Court,
distinctive half-cloaks, colored to reflect the House of the and the Lavodes continued on without her. Unfortunately, all
current Emperor. The current Phoenix Guard thus wear members of the Lavodes were killed during Adron’s Disaster,
golden half-cloaks. Traditionally, Guardsmen wear their while fighting in battle in a futile attempt to reach Adron
cloaks at all times, on top of their standard personal house himself.
colors. As such, the only current Lavodes are technically Sethra
No matter which House is sitting on the throne, the Guard herself, and a single student in training named Telnan
is always comprised mostly of Dragonlords, (much like the (wielder of the Great Weapon called Nightslayer.)
Army is.) Members of House Dragon are required to serve at The word “Lavode” is a Serioli word meaning "versatile", or
some point in either the Army or the Guard. if pronounced slightly differently, "of mountains". The group
The Guards act as the Imperial law enforcement system gets its name from its founder, Sethra Lavode. When an
and routinely set urban and rural patrols to report and individual is accepted into the ranks of this prestigious group,
address certain public behavior. They are the standard they commonly take “Lavode” as an honorary surname, as
response for most kinds of civil disturbances (for example, a well.
tavern fight, murder, or robbery). The Imperial Guard also
acts as the traditional defensive structure within the Imperial
Palace, so it is within their duty to ensure the safety of the
Guilds
Emperor himself. There are many guilds in the Dragaeran Empire.
The Guard is usually led by an individual whose rank and
title is Brigadier. The Brigadier answers directly to the
Warlord. However, the size of the Imperial Guard can vary
Merchant’s Guild
depending on circumstance, and at times, it might not have Various merchants across Dragaera band together in order to
the size to necessitate a Brigadier. In such a case, the next stabilize prices and prevent hostile competition.
lowest rank, Captain, would lead the Guard. This is currently
the case, and Khaavren of House Tiassa is Captain.
Ranks within the Guard are as follows: Brigadier, Captain,
Minstrel’s Guild
Lieutenant, Ensign, Corporal, and Guardsman. The Minstrel’s Guild is an organization of performing
musicians of the Dragaeran Empire. The guild presumably
protects minstrels from dishonest tavern owners, as well as
The Iorich Guard assisting guild members with collecting debts owed to them.
Unlike the Imperial Guard of the other great Houses, The This prevents guild members from having to hire their own
Iorich Guard exists as a separate entity during the rule of advocates to pursue individual claims.
other Houses, throughout the entire Cycle. Members of the Guild are issued an identification ring. On
They are primarily tasked with the custody of the Imperial occasion, a non-musician will purchase such a ring from the
Prisons during these times, but they also act as bailiffs and Guild in order to be treated more favorably by Guild
perform ceremonial functions during Imperial judicial Members.
proceedings. During the reign of an Iorich Emperor, the guard
assumes role of police for the entire Empire, which gives an
Iorich Emperor tremendous ability to rigorously and The Jhereg
judiciously enforce the laws of the Empire as he sees fit. Just as the Iorich are considered the “House of Law,” and the
Dragons are considered the “House of Warfare,” the Jhereg
59
The Right Hand them occurs when a particular Jhereg (that is to say, of the
Right Hand,) hires a sorceress to perform a magical service,
“The Organization,” also known as the “Right Hand of the such as installing a teleport block, or placing magical anti-
Jhereg,” has its fingers in nearly every illegal activity in the surveillance barriers.
Empire. Taverns, back-room gambling dens, drug distribution, The Left Hand has a unique history. It was founded in the
brothels, and loan gouging are just a few of the common 14th Cycle by a group of five sorceresses; two of the House of
Jhereg operations that can be found in any large city. the Athyra, two Dragons and one Dzur. Their separate illegal
Territory for these activities is overseen by a “boss,” who work eventually led to their arrest, and in the famous trial
collects all the profits from the illegal activities in his area, that followed they were unable to prove their innocence,
and charges local businesses for “protection.” He then passes resulting in their expulsion from their respective Houses, and
a large cut of the money to a larger boss who oversees various other punishments, including branding and flogging,
several areas, and so on up the chain, until it reaches the were implemented. However, the Empire was also unable to
Jhereg Council. prove their guilt, and so that was the limit of their
Turf wars between bosses are quite common. As a general punishment. The women bought titles and joined the Jhereg,
rule, though, collateral damage is kept to a minimum, in and continued their practices.
order to avoid drawing the attention of the Imperial Guard. Today, the Left Hand is known to have developed unique
Wars may involve buying off low-level goons and body spells unknown to even the Athyra.
guards, breaking up rival gaming dens, or, in extreme
circumstances, hired assassinations.
In order to make money, the Jhereg need to make sure that
the general public knows where to find their illegal activities.
This means that the Imperial Guard also often knows the
locations of these activities. Luckily for the Jhereg, most
Phoenix Guardsmen are highly susceptible to bribery.
Most everyone else in the Empire looks down on the
Jhereg, but, if one wants to hire a thief or an assassin, it’s the
Jhereg that they go to. Almost universally, the best
practitioners of these activities are of House Jhereg.
The Jhereg, although disdainful of the rule of law on
principle, paradoxically have a set of rules that are universally
understood to never be violated. Among them: don’t harass
or hurt an Imperial Guard, ever; don’t snitch to the Empire;
don’t interfere with the House’s Imperial representatives;
and above all, don’t jeopardize profit.
Those who do “work” – that is, assassins – have even more
specific codes of conduct. An assassination may not be
performed inside the home of the victim, or in front of his
family. A limited number of specific locations, such as select
hostels and restaurants, are also considered hallowed
ground, and are off limits. One also cannot be assassinated in
a place of worship. Following the Dragon-Jhereg War, no
Jhereg may assassinate the guest of a Dragonlord.
60
Chreotha
Bestiary
Many strange and wonderful creatures roam the mountains,
planes and valleys of Dragaera, from the hypnotic athyra, to
the sly yendi.
Athyra
Small Animal
Hit Dice: 2d8+2 (12 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14,
flat-footed 12
Base Attack/Grapple: +0/–5
Attack: Claw +4 melee (1d2+1)
Full Attack: 2 claws +4 melee (1d2+1) and bite +1 melee
Small Magical Beast (1d3+1)
Hit Dice: 10 (68 hp) Space/Reach: 5 ft./5 ft.
Initiative: +2 Special Attacks: Web
Speed: 40 ft. (8 squares) Special Qualities: Low-light vision, scent
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 12, flat- Saves: Fort +4, Ref +5, Will +1
footed 12 Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Attack/Grapple: +6/+4 Skills: Escape Artist +7, Listen +3, Spot +3
Attack: Bite +8 melee (1d4+2) or claw (1d6+2) Feats: TrackB, Weapon Finesse
Full Attack: Bite +8 melee (1d4+2) and 2 claws (1d6+2) Environment: Temperate forests
Space/Reach: 5 ft./5 ft. Organization: Solitary
Special Attacks: Hypnotic Attraction Challenge Rating: 1
Special Qualities: Darkvision 60 ft. Advancement: 3 HD (Small)___________________________
Saves: Fort +0, Ref +2, Will +9 Web (Ex): Chreotha can throw a web eight times per day. This
Abilities: Str 5, Dex 14, Con 10, Int 4, Wis 12, Cha 4 is similar to an attack with a net but has a maximum range of
Skills: Listen +13, Spot +13, Search +7, Hide +6 50 feet, with a range increment of 10 feet, and is effective
Feats: Blindfight, Hover, Weapon Focus (claw) against targets up to Medium size.
Environment: Temperate plains An entangled creature can escape with a successful Escape
Organization: Solitary or nest (2–4) Artist check (DC 12) or burst it with a Strength check (DC 16).
Challenge Rating: 7 Both are standard actions. Chreotha often create sheets of
Treasure: Standard sticky webbing from 5 to 60 feet square. Approaching
Advancement: 11–13 HD (Large)_____________________ creatures must succeed on a DC 20 Spot check to notice a
Hypnotic Attraction (Su): Any creature in a 15ft radius must web; otherwise they stumble into it and become trapped as
succeed on a DC 12 Will save or be dazed for 1d4 rounds. though by a successful web attack.
Attempts to escape or burst the webbing gain a +5 bonus if
The athyra is an owl-like bird of prey that mentally attracts the trapped creature has something to walk on or grab while
victims (sending emotional messages of safety and food) and pulling free. Each 5-foot section has 6 hit points, and sheet
repels predators (sending emotional messages of fear), using webs have damage reduction 6/—.
some aspect of psionics. Their psychic abilities are not
sufficient against humans who know what they are doing, or The chreotha is a large, foxlike animal that weaves strong
against full-grown dragons, who are undeterred by their webs from its saliva in order to catch its prey — which can be
mental broadcasts. Athyra are described as having thick as large as Dragon and Dzur. Chreotha fur is sometimes used
brown plumage, bushy eyebrow feathers, and hooked beaks. as a commodity for sleeping bags or jackets, but it is not as
They are actually held to be tasty by some, but they are not a highly prized as its silk is. Chreotha web rope is a strong and
typical food source. valuable commodity.
61
Curking Dayocat
Small Animal Small Animal
Hit Dice: 1d8+2 (6 hp) Hit Dice: 1d8+1 (5 hp)
Initiative: +3 Initiative: +3
Speed: 40 ft. (8 squares) Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-
flat-footed 12 footed 12
Base Attack/Grapple: +0/–3 Base Attack/Grapple: +0/–3
Attack: Bite +2 melee (1d4+1) Attack: Claw +4 melee (1d3+1)
Full Attack: Bite +2 melee (1d4+1) Full Attack: 2 claws +4 melee (1d3+1) and bite –1 melee
Space/Reach: 5 ft./5 ft. (1d4)
Special Attacks: — Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent Special Attacks: Improved grab, pounce, rake 1d3
Saves: Fort +4, Ref +5, Will +1 Special Qualities: Low-light vision, scent
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Saves: Fort +3, Ref +5, Will +1
Skills: Jump +7, Listen +5, Spot +5, Survival +1 Abilities: Str 12, Dex 17, Con 13, Int 2, Wis 12, Cha 7
Feats: Alertness, TrackB Skills: Balance +7, Climb +7, Hide +11*, Jump +17, Listen
Environment: Temperate plains +9, Move Silently +7, Spot +3
Organization: Solitary or pack (5–12) Feats: Weapon Finesse
Challenge Rating: 1/3 Environment: Warm plains/forests
Advancement: — Organization: Solitary, pair, or family (3–5)
Challenge Rating: 1
Large populations of curkings can be found in Bra-moor Treasure: None
County, where their barking can be heard from before dawn Advancement: 2–3 HD (Small)______________________
to well after dusk. They waddle in in neat rows as they travel, Improved Grab (Ex): To use this ability, a dayocat must hit
much like ducks. with its bite attack. It can then attempt to start a grapple as a
free action without provoking attacks of opportunity. If it
Darr wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a dayocat charges a foe, it can make a full
Medium Animal
attack, including two rake attacks.
Hit Dice: 2d8+2 (11 hp)
Rake (Ex): Attack bonus +4 melee, damage 1d3.
Initiative: +1
*In areas of tall grass or heavy undergrowth, the Hide bonus
Speed: 40 ft. (8 squares)
increases to +8.
Armor Class: 14 (+1 Dex, +3 natural) touch 11, flat-footed 13
Base Attack/Grapple: +1/+2
The dayocat is a much smaller cousin of a dzur. They are
Attack: Gore +2 melee (1d4+1)
typically found in semi-tropical environments.
Full Attack: Gore +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent Dragon
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: Listen +3, Spot +2
Feat: Endurance
Environment: Cold plains
Organization: Herd (11–20)
Challenge Rating: 1/3
Advancement: 3–4 HD (Medium); 5–6 HD (Large)
Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-
footed 14
Base Attack/Grapple: +0/–10
Attack: Talons +5 melee (1d4–2)
Full Attack: Talons +5 melee (1d4–2)
Large Animal Space/Reach: 2-1/2 ft./0 ft.
Hit Dice: 5d8+23 (45 hp) Special Attacks: —
Initiative: +3 Special Qualities: Low-light vision
63
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6 The iorich is a large, slow-moving, river-dwelling mammal
Skills: Listen +2, Spot +14 with a bad vengeance streak. They are roughly analogous to a
Feats: Weapon Finesse mammalian crocodile. Some varieties of iorich are even
Environment: Temperate forests winged.
Organization: Solitary or pair
Challenge Rating: 1/3
Advancement: —
Issola
Imperial naturalists have identified 144 varieties of raptors,
all of which are commonly called “hawks.”
Iorich
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Large Animal Speed: 30 ft. (8 squares)
Hit Dice: 3d8+9 (22 hp) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Initiative: +1 Base Attack/Grapple: +1/+1
Speed: 20 ft. (4 squares), swim 30 ft. Attack: Bite +12 melee (2d4)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Full Attack: Bite +12 melee (2d4) and 2 claws +3 melee
Base Attack/Grapple: +2/+6 (1d3+2)
Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) Space/Reach: 5 ft./5 ft.
Full Attack: Bite +6 melee (1d8+6) or tail slap +6 melee Special Qualities: Low-light vision, marsh move
(1d12+6) Saves: Fort +1, Ref +4, Will +0
Space/Reach: 5 ft./5 ft. Abilities: Str 14, Dex 12, Con 12, Int 2, Wis 10, Cha 9
Special Attacks: Improved grab Skills: Hide +4, Jump +4, Listen +2, Spot +6
Special Qualities: Hold breath, low-light vision Feats: Alertness, Dodge, Lightning Reflexes
Saves: Fort +6, Ref +4, Will +2 Environment: Wetlands
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 Organization: Solitary or flock (2–4)
Skills: Hide +7, Listen +4, Spot +4, Swim +12 Challenge Rating: 1/2
Feats: Alertness, Skill Focus (Hide) Treasure: None
Environment: Warm marshes Advancement: 3 HD________________________________
Organization: Solitary or colony (6–11) Marsh Move: Issola suffer no movement penalties while
Challenge Rating: 2 standing in wet or marshy environments.
Advancement: 4–5 HD (Medium)_______________________
Improved Grab (Ex): To use this ability, an iorich must hit The issola is a graceful bird, similar to a heron or stork, except
with its bite attack. It can then attempt to start a grapple as a with darker colors and sharper beak. It is renowned for its
free action without provoking an attack of opportunity. If it ability to strike with extreme speed, sometimes faster than
wins the grapple check, the iorich establishes a hold on the the human eye can follow.
opponent with its mouth and drags it into deep water,
attempting to pin it to the bottom.
Hold Breath (Ex): An iorich can hold its breath for a number
of rounds equal to 4 × its Constitution score before it risks
drowning.
64
Jhegaala Jhereg
Small Animal
Hit Dice: 2d8 (8 hp)
Initiative: +4
Speed: 10 ft (2 squares), fly 40 ft. (average)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Small Magical Beast* Base Attack/Grapple: +1/+5
Attack: Bite +7 melee (1d6+2 + poison)
Hit Dice: 1d10 (5 hp)
Full Attack: Bite +7 melee (1d6+2 + poison)
Initiative: +4
Speed: 10 ft (2 squares), fly 40 ft. (average) Space/Reach: 2-1/2 ft./0 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12 Special Attacks: Poison
Special Qualities: Darkvision 60 ft., low-light vision, evasion
Base Attack/Grapple: +1/+2
Saves: Fort +2, Ref +6, Will +1
Attack: Bite +7 melee (1d6 + poison)
Abilities: Str 3, Dex 19, Con 10, Int 6, Wis 12, Cha 6
Full Attack: Bite +7 melee (1d6 + poison)
Space/Reach: 2-1/2 ft./0 ft. Skills: Hide +14, Listen +4, Spot +4
Feats: Alertness, Weapon Finesse B
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., low-light vision Environment: Warm forests, urban environments
Saves: Fort +2, Ref +6, Will +1 Organization: Solitary, mated pair, or nest (5-7)
Abilities: Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6 Challenge Rating: 1/2
Treasure: None
Skills: Hide +14, Listen +4, Spot +4
Alignment: Always neutral
Feats: Alertness, Weapon Finesse B
Environment: Warm marshes Advancement: –___________________________________
Poison: DC 13, 1d4 Dex/1d4 Dex
Organization: Solitary
Evasion (Ex): With a successful Reflex save against an attack
Challenge Rating: 1/2
Treasure: None that allows a Reflex save for half damage, a jhereg takes no
Alignment: Always neutral damage.
Advancement: –___________________________________
Jhereg are winged reptiles, capable of hunting but preferring
* Stats given for the winged adult life-phase.
Poison: DC 12, 1d4 Dex/1d4 Dex to scavenge. Jhereg have a poisonous bite that, while not
always lethal, is enough to slow down a human significantly.
The jhegaala is known for its complex metamorphic cycle, They’re native to warm forests, but many have adapted to
changing form several times during its lifetime. It lives in urban environments.
swamps and spends stages as an egg, a nymph, a large toad, a Those who have never seen a jhereg in person sometimes
hold the mistaken belief that jhereg have four legs; this is not
moth, and flying reptilian.
The specific names of the various life stages of the jhegaala the case. Jhereg possess two rear legs, and two wings in place
are: •Egg •Apoptera •Steminastria •Notonide •Levidopt of front legs.
The word "jhegaala" itself is related to the word "jhereg". Female jhereg are dominant, and noticeably larger than
This is because the adult form of the jhegaala is winged and males.
venomous, like a jhereg.
65
Jhereg, Giant They run wild in the plains to the north where they are
sometimes hunted by the Cat-centaurs of the Forever Plains.
Large Animal
A domesticated variety is also common, and they are
Hit Dice: 4d10+4 (26 hp)
frequently raised by Teckla in farms throughout the Empire.
Initiative: +3
They inhabit a place on the food chain similar to pigs or
Speed: 10 ft. (2 squares), fly 80 ft. (average)
chickens. They have under-sized cloven hooves, and often
Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-
snort and snuffle.
footed 12
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4) Lyorn
Full Attack: 2 claws +7 melee (1d6+4) and bite +2 melee
(1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, evasion
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 18, Dex 17, Con 12, Int 6, Wis 14, Cha 10
Skills: Knowledge (nature) +2, Listen +6, Sense Motive +4,
Spot +15, Survival +3
Feats: Alertness, Flyby Attack
Environment: Temperate mountains
Organization: Solitary, pair, or eyrie (5–12)
Challenge Rating: 3
Treasure: None
Advancement: 5–8 HD (Large); 9–12 HD (Huge)__________
Evasion (Ex): With a successful Reflex save against an attack
that allows a Reflex save for half damage, a jhereg takes no Small Animal
damage. Hit Dice: 1d8+4 (8 hp)
Initiative: +3
There is a giant variety of non-poisonous jhereg that live Speed: 40 ft. (8 squares)
along the northern ranges of the Eastern Mountains. These Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-
jhereg are larger in size than most Easterners. footed 12
Base Attack/Grapple: +0/–3
Kethna Attack: Gore +4 melee (2d4+2)
Small Animal Full Attack: Bite +2 melee (1d4+1) or Gore +4 melee (2d4+2)
Hit Dice: 1d8–1 (3 hp) Space/Reach: 5 ft./5 ft.
Initiative: +3 Special Attacks: —
Speed: 40 ft. (8 squares) Special Qualities: Low-light vision, scent
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat- Saves: Fort +4, Ref +5, Will +1
footed 12 Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Attack/Grapple: +0/–6 Skills: Jump +7, Listen +5, Spot +5, Survival +1
Attack: Bite +4 melee (1d4–2) Feats: Alertness, TrackB
Full Attack: Bite +4 melee (1d4–2) Environment: Temperate plains
Space/Reach: 5 ft./5 ft. Organization: Solitary or pack (5–12)
Special Qualities: Low-light vision, scent Challenge Rating: 1/2
Saves: Fort +1, Ref +5, Will +1 Advancement: —
Abilities: Str 6, Dex 17, Con 8, Int 2, Wis 13, Cha 6
Skills: Hide +9, Listen +4, Spot +4 The lyorn is something like a golden-haired dog of medium
Feats: Alertness, Weapon FinesseB size, but it has a horn. Lyorn skin is sometimes used to make
Environment: Cold plains fashionable boots. Lyorn legs are also mentioned as being
Organization: Solitary or pair served in restaurants or by street venders.
Challenge Rating: 1/4
Norska
Kethna are common herbivorous animals present in a diverse Tiny Animal
set of environments. They used as food-animals and are Hit Dice: 1d8+1 (5 hp)
raised and eaten across the lands of Dragaera and the East. Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
66
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 requires a Concentration check (DC 20 + spell level). Using
Base Attack/Grapple: +0/–12 skills requiring patience and concentration requires a DC 20
Attack: Bite +4 melee (1d4+2) Concentration check. The save DC is Constitution-based.
Full Attack: Bite +4 melee (1d4+2) Wounding (Ex): Any living creature damaged by a norska
Space/Reach: 2-1/2 ft./0 ft. swarm continues to bleed, losing 1 hit point per round
Special Attacks: — thereafter. Multiple wounds do not result in cumulative
Special Qualities: Low-light vision bleeding loss. The bleeding can be stopped by a DC 10 Heal
Saves: Fort +2, Ref +4, Will +1 check or the application of a cure spell or some other healing
Abilities: Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2 magic.
Skills: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3 Skills: *Norska swarms gain a +4 racial bonus on Hide checks
Feats: Weapon Finesse when in areas of dense foliage, jungle, or heavy underbrush.
Environment: Warm forests
Organization: Solitary
Challenge Rating: 1/4
Orca
Advancement: —
Norska Pack
Tiny Animal (Swarm)
Hit Dice: 11d8+22 (71 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-
footed 14
Base Attack/Grapple: +8/—
Attack: Swarm (3d6)
Full Attack: Swarm (3d6) Huge Animal
Space/Reach: 10 ft./0 ft. Hit Dice: 9d8+48 (88 hp)
Special Attacks: Distraction, wounding Initiative: +2
Special Qualities: Half damage from slashing and piercing Speed: Swim 50 ft. (10 squares)
weapons, low-light vision, scent, swarm traits Armor Class: 16 (–2 size, +2 Dex, +6 natural), touch 10, flat-
Saves: Fort +9, Ref +14, Will +4 footed 14
Abilities: Str 2, Dex 21, Con 15, Int 2, Wis 13, Cha 2 Base Attack/Grapple: +6/+22
Skills: Hide +18*, Listen +7, Move Silently +10, Spot +7 Attack: Bite +12 melee (2d6+12)
Feats: Alertness, Improved Initiative, Lightning Refl exes, Full Attack: Bite +12 melee (2d6+12)
Stealthy Space/Reach: 15 ft./10 ft.
Environment: Warm forests Special Attacks: —
Organization: Solitary, gang (2–4 swarms), or pride (5–8 Special Qualities: Blindsight 120 ft., hold breath, low-light
swarms) vision
Challenge Rating: 6 Saves: Fort +11, Ref +8, Will +5
Treasure: None Abilities: Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6
Advancement: —_______________________________ Skills: Listen +14*, Spot +14*, Swim +16
Distraction (Ex): Any living creature vulnerable to a norska Feats: Alertness, Endurance, Run, Toughness
swarm’s damage that begins its turn with a swarm in its space Environment: Cold aquatic
is nauseated for 1 round; a Fortitude DC 17 negates the Organization: Solitary or pod (6–11)
effect. Even after a successful save, spellcasting or Challenge Rating: 5
concentrating on spells within the area of a norska swarm Advancement: 10–13 HD (Huge); 14–27 HD (Gargantuan)
67
Hold Breath (Ex): A whale can hold its breath for a number of Treasure: Standard
rounds equal to 8 × its Constitution score before it risks Advancement: 9-11 HD (Medium), 12-22 HD (Large)_______
drowning. Spell-Like Abilities: At will - burning hands (DC 13); 3/day -
scorching ray, produce flame; The save DC's are Intelligence-
The Dragaeran orca is a predator known for its ferocity. It is a based.
very large sea vertebrate, with distinctive black and white Burning Claws (Su): A phoenix deals 1d4 points extra fire
markings. The orca is not simply a whale, it also has gills. damage when it hits with a talons attack. Also, a creature
grappling a phoenix takes 1d6 points fire damage each turn.
Phoenix Rebirth (Ex): Upon death, a phoenix is consumed in flame,
dealing 1d6 fire damage to all targets within 5 feet. The
phoenix is then reborn from the ashes as a Tiny hatchling,
which grows to full size in 1d4 days. The reborn phoenix
retains all of its memories. If the ashes are gathered up and
cast into a large body of water directly after death (i.e. before
rebirth), the phoenix will die permanently.
Ratbird
Diminutive Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2
Speed: 5 ft (1 square), fly 40 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +0/–17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Blindsense 20 ft., low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8*
Medium Magical Beast Feats: Alertness
Hit Dice: 8d10 (44 hp) Environment: Temperate forests
Initiative: +9 Organization: Colony (10–40) or crowd (10–50)
Speed: 20 ft. (4 squares), fly 70 ft. (14 squares) Challenge Rating: 1/10
Armor Class: 18 (+5 Dex, +1 natural, +2 deflection), touch 17, Advancement: —____________________________________
flat-footed 13 Blindsense (Ex): A bat notices and locates creatures within 20
Base Attack/Grapple: +8/+9 feet. Opponents still have 100% concealment against a
Attack: Talons +9 melee (1d4+1 plus 1d4 fire damage) creature with blindsense.
Full Attack: 2 talons +9 melee (1d4+1 plus 1d4 fire damage) Skills: *A bat has a +4 racial bonus on Spot and Listen checks.
and bite +4 melee (1d6) These bonuses are lost if its blindsense is negated.
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, burning claws The ratbird lives in the jungles near Adrilankha.
Special Qualities: Immunity to fire, vulnerability to cold, spell They are predators who subsist on small creatures such as
resistance 18, rebirth rats and teckla.
Saves: Fort +10, Ref +15, Will +10 Ratbirds hunt in pairs, and stay in contact with one another
Abilities: Str 12, Dex 20, Con 11, Int 14, Wis 16, Cha 16 by periodically calling out to one another. The period of time
Skills: Sense Motive +11, Bluff +11, Appraise +9, Spellcraft between calls is consistent for each pair of hunting ratbirds.
+10 A clever individual may be able to keep track of time by
Feats: Improved Initiative, Flyby Attack, Empower Spell-like measuring the time interval between calls for a pair of nearby
Ability (burning hands) ratbirds, and then counting the number of times a call is
Environment: Warm regions made during a specific period.
Organization: Solitary or small flock (5-6)
Challenge Rating: 7
68
Teckla Armor Class: 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-
footed 13
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6)
Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee
(1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +5
Tiny Animal Abilities: Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Hit Dice: 1/4 d8 (1 hp) Skills: Climb +14, Listen +7, Spot +7
Initiative: +2 Feats: Alertness, Toughness, TrackB
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft. Environment: Cold forests
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Organization: Solitary or pair
Base Attack/Grapple: +0/–12 Challenge Rating: 5
Attack: Bite +4 melee (1d3–4) Treasure: None
Full Attack: Bite +4 melee (1d3–4) Alignment: Always neutral
Space/Reach: 2-1/2 ft./0 ft. Advancement: 7–16 HD (Large)_
Special Attacks: — Pounce (Ex): If a lion charges a foe, it can make a full attack,
Special Qualities: Low-light vision, scent including two rake attacks.
Saves: Fort +2, Ref +4, Will +1 Improved Grab (Ex): To use this ability, a lion must hit with its
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 bite attack. It can then attempt to start a grapple as a free
Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, action without provoking an attack of opportunity. If it wins
Swim +10 the grapple check, it establishes a hold and can rake.
Feats: Weapon Finesse Rake (Ex): Attack bonus +7 melee, damage 1d4+2.
Environment: Any
Organization: Plague (10–100) The tiassa is a large cat-like predator, capable of flight thanks
Challenge Rating: 1/8 to bat-like wings. Wild tiassa typically live off of kethna and
Advancement: — norska. They are typically found in remote areas, particularly
forests and mountains.
The common tackla is a marsh mouse, known for being
stereotypically timid. They are easy pickings for predators,
especially jhereg.
Tsalmoth
Tiassa
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-
footed 14
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d8+8)
Large Animal Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee
Hit Dice: 6d8+23 (49 hp) (2d6+4)
Initiative: +3 Space/Reach: 10 ft./5 ft.
Speed: 30 ft. (6 squares), climb 10 ft., fly 40 ft. Special Attacks: Improved grab, rapid strike
Special Qualities: Low-light vision, scent
69
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +12
Winneasaurus
Large Animal
Feats: Endurance, Run, Track
Hit Dice: 4d8+11 (29 hp)
Environment: Cold forests
Initiative: +2
Organization: Solitary or pair
Speed: 30 ft. (6 squares)
Challenge Rating: 5
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-
Advancement: 7–10 HD (Large)________________________
footed 12
Improved Grab (Ex): To use this ability, a tsalmoth must hit
Base Attack/Grapple: +3/+12
with a claw attack. It can then attempt to start a grapple as a
Attack: Claws +7 melee (1d6+5)
free action without provoking an attack of opportunity.
Full Attack: 2 claws +7 melee (1d6+5) and bite +2 melee
Rapid Strike (Ex): A tsalmoth can used two standard claw
(1d6+2)
attacks in place of a regular standard attack action, due to
Space/Reach: 10 ft./10 ft.
their speed and tenacity.
Special Attacks: —
Special Qualities: Low-light vision, scent
The bear-like tsalmoth has a reputation for tenacity and
Saves: Fort +6, Ref +6, Will +2
singleness of purpose. The mating dance of tsalmoth is
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
noteworthy, an intricate dance following a circular pattern.
Skills: Climb +14, Listen +6, Spot +6
While not one of the primary food-animals of Dragaera,
Feats: Alertness, Toughness
tsalmoth ribs or steaks may sometimes be found on the menu
Environment: Warm forests
at fashionable restaurants in Adrilankha.
Organization: Solitary, pair, or company (3–5)
In the wild, the predatory tsalmoth shares common ranges
Challenge Rating: 2
with antelope, living in lightly wooded areas near plains.
Advancement: 5–8 HD
Yendi
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-
footed 12
Base Attack/Grapple: +0/–3 Tiny Animal
Attack: Bite +2 melee (1d4+1) Hit Dice: ½ d8 (2 hp)
Full Attack: Bite +2 melee (1d4+1) Initiative: +3
Space/Reach: 5 ft./5 ft. Speed: 15 ft. (3 squares), climb 15ft., swim 15ft.
Special Attacks: — Armor Class: 17 (+2size, +3 Dex, +2 natural), touch 15, flat-
Special Qualities: Low-light vision, scent footed 14
Saves: Fort +4, Ref +5, Will +1 Base Attack/Grapple: +0/-11
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Attack: Bite +5 (1 + poison)
Skills: Jump +7, Listen +5, Spot +5, Survival +1 Full Attack: Bite +5 (1 + poison)
Feats: Alertness, TrackB Space/Reach: 2-1/2 ft./0 ft.
Environment: Rivers & lakes Special Attacks: Poison
Organization: Solitary or pack (5–12) Special Qualities: Scent, low-light vision
Challenge Rating: 1/3 Saves: Fort +2, Ref +5, Will +1
Advancement: — Abilities: Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +15, Listen+6, Spot +6,
Vallista are amphibious creatures that live in streams and Swim +5
ponds. Like a beaver, they construct (and periodically Feats: Weapon Finesse
demolish) intricate dams, burrows, and bridges. Environment: Temperate plains, deserts
70
Organization: Solitary
Challenge Rating: 1/3
Treasure: None
Advancement: —
71
NPCs
was briefly Heir to the Dragon throne, but after weaseling her
way out of that honor, she contents herself with being
Warlord of the Empire.
Aliera is the
reincarnation of one of
the founders of the
Empire, sister to both
Empress Zerika the Fourth Kieron the Conqueror
Phoenix and Dolivar, founder of
Zerika is the daughter of Lord Vernoi and Princess Loudin, House Jhereg. She has
two of the only members of House Phoenix who survived undergone regression
Adron’s Disaster. Sadly, they perished shortly after Zerika’s with Sethra Lavode (who
birth from one of the many plagues to sweep across Dragaera has been alive since the
during the Interregnum. Empire’s founding, and
She was raised in anonymity by two Dragonlords in thus actually knew Aliera
Adrilankha, under the orders of Sethra Lavode. She was called back then,) to recall her
"Zivra" for the first two hundred years of her life, unaware of past life.
who she was or what her future would entail. Aliera’s role in history
When Sethra determined the time to be right, "Zivra" was has been a significant
summoned and told that her real name was "Zerika", and one. It was her arrival at the Imperial Palace in the last days
that she was the Phoenix Heir (due to the fact that there of the Reign of Emperor Tortaalik that disrupted the Court,
were literally no other Phoenix alive). Zerika was tutored in especially the attention of Prime Minister Jurabin and the
the ways of the Paths of the Dead, in order to restore the Emperor’s consort, Noima. Noima convinced the Emperor to
Dragaeran Empire and end the Interregnum by retrieving the search Aliera's guest room for items of Pre-Empire Sorcery,
Orb, which Sethra Lavode had sent there shortly before (as it was well known that Adron and Aliera practiced this
Adron's Disaster. This was an extremely significant and illegal study,) which eventually cascaded into Adron’s
difficult task, as normally no living soul may depart the Paths Disaster, obliterating Dragaera City.
after it enters. At ground-zero of the Disaster, it was only to the timely
Zerika was officially confirmed as Empress by the Council of intervention of Sethra Lavode that saved Aliera from
Princes shortly after the Battle of Adrilankha, where her only destruction – though her soul was wrenched from her
real rival to the throne, the Dragonlord Duke Kâna, was physical body during the process. Aliera's soul was found in a
defeated. Teckla wheat field and put into a staff, which found its way
For the past two and a half centuries, Zerika has led the into the possession of an Athyra sorcerer named Loraan, who
Empire skillfully and faithfully. She is known to be less up- used it for magical research. After the Interregnum, its
tight than one might expect of an Empress, and the popular location was discovered by Sethra Lavode and Morrolan
gossip of the court has long whispered about her secretive e'Drien, who organized the appropriation of the staff with the
Easterner lover, (who happens to be Laszló, perhaps the most aid of the Jhereg assassin, Vladimir Taltos.
skilled Witchcraft practitioner alive.) Officially, her cabinet With her soul in hand, Vlad and Aliera’s cousin, Morrolan,
contains no Prime Minister, but the post is secretly filled by a perilously journeyed to the Paths of the Dead in order to free
Yendi named Pel. it from confinement. Eventually, the goddess Verra, (Aliera’s
mother,) restored Aliera to life and allowed her to return to
the land of the living.
Aliera e’Kieron Once again alive, Aliera continued her magical research,
Dragon especially in the area of Elder Sorcery. By right of heritage,
Aliera e’Kieron is the daughter of Duke Adron e’Kieron (of the she also supplanted Morrolan as the Dragon Heir – a position
famed catastrophe which bears his name,) and the goddess she loathed. She put a great deal of effort into locating a
Verra, (although this last is not common knowledge.) more suitable heir, and by chance encountered such an
Morrolan e’Drien, a prominent Dragonlord, is her cousin, and individual in Norathar e’Lanya. Aliera then took the position
only those who know her best know that the famed assassin of Warlord, and eventually came into possession of the Great
Mario is her lover. Weapon, Pathfinder, from Sethra the Younger. As the wielder
Every bit the arrogant princess, Aliera just so happens to of such a blade, she has been instrumental in recent efforts to
enjoy chopping people in half more than anything else. In protect the world from Jenoine incursion.
spite of her extremely short stature, she is an expert Another oddity in Aliera’s life is her daughter, Devera. The
combatant, wielding the Great Weapon named Pathfinder. goddess Verra set Aliera up on an unusual date with the only
She is known to levitate in an attempt to seem taller, and her man she has ever considered a worthy sire for her child:
eyes have been known to change color when she is angry. Kieron the Conqueror, whose soul has resided in the Paths of
Being of the e’Kieron line, her hair is atypically blonde. She the Dead, having never been reincarnated since the founding
72
of the Empire. As such, she defied time, space, and plane to fact, preferring to use her skills only in relation to the
conceive her daughter, Devera, who, as a partially divine performance of her craft.
being, has the ability to travel through time and space on a
whim.
Secret Identity
Daymar Only one, perhaps two individuals in the entire Empire know
Hawk that Kiera the Thief is just an alter ego of Sethra Lavode (see
Daymar is a Hawklord and Psychics expert, (an oddity, to be pg 5). When she was displaced from the royal Court during
sure,) with stronger mental powers than any but the the Lavode scandal, she needed a way to keep track of
strongest wizards. criminal activity in the Empire, and created the persona of
Daymar is a strangely Kiera to facilitate her continued surveillance of criminal
detached fellow with an almost organizations.
endless supply of curiosity,
combined with a social
ineptitude that is almost
unparalleled in the Empire.
Laszló
Jokes and sarcasm tend to fly Easterner
right over his head, causing Better known as Viscount Brimford, or simply “The Warlock,”
Daymar to take most comments Laszló is perhaps the world’s foremost practitioner of
extremely literally. A great many Witchcraft. Testament to this is the fact that he, uniquely, has
individuals would describe not one, but two familiars: a dog named Awtlá (who can, via
Daymar as annoying and unknown means, turn into a wolf,) and a cat named Sireng
irritating – despite the fact that (who can similarly become a dzur.) Even more impressive is
Daymar has nothing but the the fact that Brimford has managed to significantly extend his
best intentions. lifespan – by several centuries.
Still, Daymar has accumulated some powerful friends, After proving his value during the restoration of the
(including Morrolan e’Drien,) thanks in part to being deeply Dragaeran Empire, Zerika the Fourth granted him his imperial
title of Viscount. It is an open secret in the Imperial Court that
well-informed about psychic powers. In fact, he may be
considered one of the Empires foremost experts on that Brimford is the Empress’s lover. At times, he’s been known to
peculiar magical craft. As a friend, Daymar is very loyal, and go on unofficial missions for her.
often does difficult favors for nothing but the pleasure of
doing them. Lord Khaavren
Among his many eccentricities, Daymar prefers to float Tiassa
wherever he goes, instead of walk. He also has the habit of Lord Khaavren is a man of many names. Publically, he is the
teleporting unannounced to and from places, and often Count of Shallowbanks, Marquis of Khaavren, and Captain of
leaves without remembering that the socially polite thing to the Phoenix Guard. Secretly, he is also Brigadier of the Special
do is to say “goodbye.” Tasks Group. Behind his back, some call him “Papa Cat.”
A professor of Palmar University, Daymar has been known In the Athyra Reign prior to Emperor Tortaalik’s ascension,
to dabble in desecration – i.e., archaeology – and was present only those with magical talent could enlist in the Imperial
when the Great Weapon known as Nightslayer was Guard. After the turning of the Cycle, though, Khaavren took
unearthed by the Dzurlord Telnan. the opportunity to become one of the Empire’s law
enforcement officers – unusual, for a Tiassa.
Kiera the Thief He quickly rose in prestige by displaying a quick wit, keen
intelligence, and an unwavering moral and ethical code. His
Jhereg
Kiera the Thief is considered one willingness to take the initiative earned him several important
of the best thieves in the Jhereg. assignments, and in short order, Khaavren was climbing
She is one of the few women in through the ranks.
the business end of the Jhereg, He was leading the Imperial Guard as Captain when
(i.e., the “Right Hand.”) She often Emperor Tortaalik was assassinated, and he took this turn of
steals on commission, though events hard, believing he had failed in his duties. However,
sometimes she steals for herself when Zerika the Fourth reclaimed the Orb, he distinguished
as well. She is considered himself at the Battle of Adrilankha, and reclaimed his post.
legendary both at pick-pocketry Since that time he has also become the leader of the
and at breaking and entering. Special Tasks Group, one of the Empire’s secret intelligence
She is a highly accomplished departments. In his public role as Captain of the Guard,
sorceress, but never flaunts the
73
however, he has gained a strong reputation for being an almost nothing about the Empire or about Dragaerans, and
unwavering champion for justice. initially believed that he was nothing more and an
Khaavren is married to Daro, the Countess of Whitecrest, exceptionally tall Easterner.
(the country in which the city of Adrilankha resides.) Together As a youth, he trained to be a witch, and as part of a
they have a son, Piro, the Viscount of Adrilankha. lengthy quest, he sought out a symbolic new name. A chance
encounter with a coachman granted him the name Morrolan,
Mario Greymist which in the ancient language of the Dragons means “Dark
Star.” To complete his quest, he devoted himself completely
Jhereg
to the Demon Goddess Verra, and formed a dedicated coven
The most legendary assassin in recent history, Mario gained
of witches to serve her.
fame and infamy when he assassinated Emperor Tortaalik.
It was only with the arrival of Lady Teldra, an Issola, that he
Whenever a murder goes unsolved these days, the Imperial
learned of his ancestral landholdings, and decided to return
Guards simply shrug and say, “Mario did it.”
to the homeland he’d never known. With his coven in tow, he
In truth, Mario’s infamous assassination was due more to
crossed the Eastern Mountains and reclaimed lordship over
luck than skill. He was hired to kill the Emperor, but unknown
his father’s lands. Little did he know that Dzur Mountain, the
to him, his attempt was never intended to succeed, and his
home of Sethra Lavode, sat within these lands. When first
employers were counting on Mario being killed in the
they met, Sethra fulfilled an ancient prophecy by gifting him
attempt. He made it out alive, however, and somewhat
Blackwand, one of the seventeen Great Weapons, and set
inexplicably, decided to go through with the assassination
about teaching him Sorcery (which was only possible because
anyway. Unfortunately for the Empire, his second attempt
Zerika had recently reclaimed the Orb.)
was successful, and the death of the Emperor caused Adron
Morrolan discovered that because of his heritage, he was
e’Kieron’s spell involving Elder Sorcery to backlash, causing
the Dragon Heir to the throne, while allowed him to rise in
Adron’s Disaster.
status overnight. He was instrumental in winning the battles
which secured Zerika the Fourth the Imperial throne, one of
Morrolan e’Drien which required the levitation of his fledgling home, Castle
Dragon Black, and another of which required him to slay the god
Duke of Southmoor and the Lord of Castle Black, Morrolan Tri'nagore, using Blackwand.
e'Drien has, at various points in recent history, been a general For the next two hundred and forty years, Morrolan
in the Imperial Army, the Court Wizard, and the Dragon Heir. solidified his place as one of the more influential aristocrats in
Morrolan is relatively even-tempered for a Dragonlord, but the Empire. With Sethra’s help, he recovered the long-lost
never takes insults lightly. He supervises a party at his floating soul of his cousin Aliera e’Kieron, (whom he had never met,)
castle, Castle Black, that has been going on for two hundred and journeyed into the Paths of the Dead in order to return
years, non-stop. He is particularly devoted to the safety of his her to life. Normally, he would have been unable to leave the
guests, and is notoriously aggressive to any who dare violate Paths again, because no living mortal soul may depart the
it. His personal sense of honor and duty to the Empire is very paths. Luckily, it had been arranged for a vial of a goddess’s
strong, and he’ll do anything to uphold it. Unlike the vast blood to be injected into Morrolan, and this divine gift
majority of Dragaerans, Morrolan is an accomplished witch, allowed him to return to the land of the living.
in addition to being a sorcerer. He is also one of Verra’s most Since Aliera was now the rightful Dragon Heir, Morrolan
dedicated worshipers. instead took the post of Court Wizard. However, he held this
Morrolan's father posting only briefly. He is still an influential member of House
was Rollondar Dragon, though, and is personal friends with the Empress.
e'Drien, who was Along with Blackwand, he has been instrumental in defending
Warlord under the world from recent Jenoine attacks.
Emperor Tortaalik
just before the
Interregnum, and
Norathar e'Lanya
Dragon
was killed during
Duchess of Ninerocks and Countess of Haewind, Norathar
Adron's Disaster. His
e’Lanya was once a Jhereg assassin, but now holds the
mother was Adron
position of Dragon Heir, and barring unforeseen
e'Kieron's youngest
circumstances, will become the next Empress of Dragaera.
sister. Orphaned in
Norathar e'Lanya was orphaned at the age of four when
the first years of the
her parents, K'laiyer and Miera, died at a time of battle with
Interregnum, he
Sethra Lavode. The reason behind the battle was an
came to be raised not
accusation made by Sethra questioning Norathar's eligibility
in Dragaera, but
as Dragon Heir after she was told Norathar was a bastard and
strangely, in the East.
that her father was not a Dragon and thought it her duty to
He grew up knowing
74
investigate, choosing to confront K'laiyer about the situation. Court Wizard, which she occupied at the time these
K'laiyer was offended and refused to permit a genetic scan, machinations became known.
declaring war against Dzur Mountain. Being a skilled tactician, Sethra the Younger claimed the Morganti greatsword that
he lost with some difficulty. K'laiyer and Miera were reported was hiding the Great Weapon Pathfinder at the Battle of
to have massive head injuries but the circumstances of their Baritt's Tomb, but later traded it to Aliera e'Kieron for
death at the time were unknown. Norathar was scanned Kieron's Greatsword, which she intends to use to conquer the
falsely and was confirmed by the Dragon Council to be an East.
illegitimate child.
There was an underlying force at play during this entire
affair composed of a Dragon, Sethra the Younger, who
Telnan
Dzur
performed the false scan, and a Yendi, the Sorceress in
Telnan is an unusually cheerful Dzurlord who has spent much
Green, who conspired with her to prevent Lord K'laiyer from
of the last century studying in the dungeons of Dzur
becoming Heir after their discovery that K'laiyer did not plan
Mountain to become the first of a new generation of
to make offensive moves against the East once he assumes
Lavodes. Although he hasn’t made any great
the Throne. The whole conspiracy was designed to ensure an
accomplishments as of yet, the fact that Sethra decided to
invasion of the East and presumably began once the Dragon
train him speaks a great deal about his potential. A large part
Council chose K'laiyer as their Heir, after which they arranged
of that potential might have to do with him being the bearer
for Sethra Lavode to hear the a rumor about Norathar's
of the newly unearthed Great Weapon named Nightslayer.
ancestry. In the events that followed Norathar was ejected
When Telnan completes his training, he intends to take the
from the House of the Dragon and joined the Jhereg.
name “Zungaron Lavode.”
At some point, the orphaned Norathar joined the House
Jhereg, and she eventually partnered with an Easterner
named Cawti. The two of them became famed and very The Demon
skilled assassins who called themselves the "Sword and Jhereg
Dagger of the Jhereg". Their partnership came to an end, Daifan (or, “the Demon,” as he is more commonly known,) is
however, when an assassination contract led them across the currently the number-one figure in the Right Hand of the
paths of Sethra Lavode and Aliera e’Kieron, the Dragon Heir Jhereg. He is fairly young, probably under eight hundred
at the time, who was desperately seeking someone else to fill years of age. Records of him do not exist before the
that role. Interregnum. His prominence began after he personally
assassinated two of three remaining Jhereg Council members
Sethra the Younger who survived the invasions, plagues and destruction of
Dragaera City. He has a reputation for being an honest – but
Dragon
ruthless – kind of guy.
Sethra the Younger is a Dragonlord who apprenticed herself
to Sethra Lavode, and took the name "Sethra" in order to
honor her mentor. Indeed, Sethra the Younger is the only The Sorceress in Green
apprentice that Sethra Lavode has had so far who did not try Yendi
to kill her. This clever Yendi is a close associate of Sethra Lavode, and
Immediately after the Interregnum, she was very can usually be found wearing something green. She is
instrumental in holding off the forces of Kâna during the exceptionally tall, even for a Dragaeran, has an attractive face
Battle of Adrilankha. In return for this service, she was with light brown hair, and might easily be taken for an Athyra.
granted the post of Warlord. The Sorceress in Green is very old, as the first evidence of
Sethra the Younger manipulated the Dragon succession so her activities dates back several cycles. This works out to well
that under the next Emperor, she would either be Warlord or over 20,000 years, or approximately 7–10 times a normal
the Warlord would be someone who didn't mind if she Dragaeran lifespan. However, she uses sorcery to maintain
invaded the East. Her manipulations resulted in the deaths of her appearance at around a youthful 250 years of age.
K'laiyer e'Lanya, the rightful Heir of the e'Lanya line, and his Her fame as a sorceress dates at least to the fifteenth
spouse Miera, resulting in Adron e'Kieron becoming Heir Tsalmoth Reign when she created the "Wall of Circling
(again), which was rather more unfortunate than it should Winds" to hold back a tidal wave. Later, during the Littleshell
have been, as no one could have expected Adron to destroy War, she held the entire sorcerers' corps of Baron Niefivre at
Dragaera City and cause the Interregnum. bay for three days, giving Sethra time to flank her opponent
When her schemes came to light, Sethra Lavode punished and win the war for the Empire. Her skill was regarded so
her former apprentice by sending her to another dimension highly that she was offered a command position in the Athyra
to write "I will not interfere with the Dragon Council" 83,521 Guard during the seventeenth Athyra Reign.
(or 174) times. The Empress further punished Sethra the The Sorceress in Green was instrumental in the
Younger by declaring that she could never hold any Imperial reconstruction of the Empire, serving in the Battle of Castle
post. This disgrace led to her termination from the post of Black and Battle of Adrilankha. However, she was also the key
75
figure (and villain) in the events and conspiracy against the
Dragon Council. During that time, she is known to have
pretended to be an Athyra, one Baroness Tierella, for the
purpose of establishing false evidence that Norathar e'Lanya
was a crossbreed bastard, in an effort to ensure that Sethra
the Younger would become Warlord. These schemes came to
light recently, much to her frustration.
76