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The Empire of Dragaera

A D&D 3.5 Campaign Setting


Inspired by the fantasy novels of Steven Brust

Compiled and adapted by Bryce Jones


Credits
Compiled by Bryce Jones (bjj838383@gmail.com) – liberal copy/pasting was done from Lyorn Wiki.
With Paige Jones & Andrew Simons.

All Vlad Taltos and Dragaera novels, and all the names and terms found within them are the property of Steven Brust
and his publisher, Tor Books.

All D&D terms and rules owned by Wizards of the Coast.

Images
 Dylan Meconis - http://www.dylanmeconis.com/illustration/jhereg-2/
 Javawombat - http://javawombat.deviantart.com/art/Khaavren-Tiassa-mostly-finished-440900926
 samekh-mem - http://www.deviantart.com/art/Dragaera-Lyorn-51208506
 KeresaLea - http://keresalea.deviantart.com/art/The-Dragaeran-Cycle-of-Houses-68438133
 Katherine Grantham - http://search.elfwood.com/u/kathyg2/
 Sigu - http://sigu.deviantart.com/art/Teckla-103195796
 AshleyCope - http://ashleycope.deviantart.com/art/Vlad-Taltos-52372917
 Bryan Newell - http://www.bryann.net/dragaera/map/

Text
 Lyorn Wiki - http://dragaera.wikia.com/wiki/Main_Page
 Dragaera Timeline - http://www.panix.com/~alexx/dragtime.html

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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

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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!

Dragaerans Divine Intervention


These long-lived, elven people have maintained their western
Empire for more than 200,000 years. They’ve always The gods of Dragaera – the Lords of Judgment – are on
persevered, despite frequent wars with their neighbors and constant guard against their former masters, the alien, evil,
even more frequent internal rebellions. Their stability lies in and awe-inspiring Jenoine. As the peasants and aristocracy go
the Cycle, their near-sacred form of governance which gives about their daily lives, the divine guardians of the world have
each of the seventeen Great Houses their turn on the throne. their hands full, preventing one hostile incursion after
Each Dragaeran belongs to one of these Houses, and to a another that threatens to undo the world itself. Do you have
Dragaeran, one’s House is the most important and what it takes to gain the power necessary to help in this
fundamental aspect of oneself. fight?
The Dragaerans are just finishing their recovery from the
most significant disaster to ever befall them. Will they Sethra Lavode
complete the restoration of their former glory? Or will "It is good to find one's self in agreement with the
political strife and otherworldly enemies spell their gods. It shows that the gods have some wisdom."
downfall once and for all?
If one had to choose any single individual who has
Easterners shaped the Empire more than any other, it would be
an easy choice: Sethra Lavode.
The short-lived and short-of-stature humans who inhabit the
Sethra Lavode is the Enchantress of the mystical Dzur
Eastern Kingdoms hold their own against their Dragaeran
Mountain. She is immortal, undead, a vampire, a
neighbors, while maintaining their impressive and diverse
shape-shifter, and is likely the most powerful wizard
nations. Easterners who have immigrated to the Empire fight
and best military general to ever live. She carries the
their own, personal wars as well – daily struggles against
legendary Great Weapon Iceflame, which is tied to the
poverty, segregation, and ignorance. Life as an Easterner in a
power of Dzur Mountain itself. The three of them
Dragaeran’s world can be a harsh challenge, but if anyone
(Sethra, the Mountain, and Iceflame,) have helped the
can adapt and survive in challenging circumstances, it’s an
gods defend against more than a hundred Jenoine
Easterner.
incursions into Dragaera.
To the common man, Sethra is as legendary
A World of Magic and mysterious a figure as any of the gods.
Some call her an evil witch, while to others she is a
Dragaera is a land immersed in magic. Even the lowliest
noble hero. Some believe that she doesn’t even exist,
peasant encounters magic of some fashion, and must know
rather that she is an imaginary figure invented to frighten
how to deal with it accordingly.
children.
Sorcery The truth is that Sethra is older than the Empire itself. She
has been an instrumental figure, in one way or another, for
Sorcery is the magic of choice in the Dragaeran Empire. more than 250,000 years. At various points in time, she has
Calling upon the raw power of the Sea of Chaos, every served the Empire as Warlord, Court Wizard, leader of the
Dragaeran citizen has access to all the magical energy they Lavodes, and countless other roles. When a catastrophic
could ever want – the trick is knowing how to use it. threat looms on the horizons, it is Sethra Lavode whom the
From personal teleportation to floating castles, Sorcery is Emperor calls on for help. Some say she was offered
everywhere you look in Dragaera. godhood, but declined.
Sethra is made even more powerful by her friends.
Witchcraft Morrolan e’Drien, Aliera e’Kieron, Sethra the Younger, Kiera
The preferred magic of the Easterners, Witchcraft is a very the Thief, the Hawklord Daymar, Telnan, and a curious
personal and ritualistic form of magic. It focuses on the Easterner named Valdimir Taltos serve as her unofficial
gathering and reshaping of internal energies in order to entourage, helping her in defense of the Empire.

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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,
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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
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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.

SHARED DRAGAERAN RACIAL TRAITS:


Phoenix
“She had a natural, undefinable air of majesty about
 Medium: As Medium creatures, Dragaerans have no
bonuses or penalties due to their size. her.”
 Dragaeran land speed is 30ft.
 Automatic Languages: Common. Bonus Languages: Any
(other than secret languages, such as Druidic).

See below for the racial characteristics of each Dragaeran


house.

In the Dragaeran Empire, all citizens belong to one of


seventeen Great Houses, each of which is represented
sequentially on the Cycle. Each House is named after a wild

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:
12
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!”

The Tsalmoth embody unpredictability and tenacity. The


bear-like wild tsalmoth will attack its enemies with lightning-
fast, unpredictable attacks, and won’t stop until it is
victorious. The House of the Tsalmoth retains many of these
characteristics. Vallista are natural builders. They are the architects of the
Social Status: Empire.
Middle Nobility Social Status:
House Colors: Middle Nobility
Red and silver House Colors:
Personality: Orange and purple
Tsalmoth are known for their tenacity, variable nature, and Personality:
their ability to attack a problem from many different Vallista are renowned as builders and especially architects;
directions all at once. This can manifest in many different the majority of the great structures in the Dragaeran Empire,
ways. Some Tsalmoth are fighters, who prefer a wild, including the Imperial Palace, were constructed by Vallista.
unpredictable fighting style. Others are politicians, whose One can immediately tell when one enters into a village
attacks are verbal, rather than physical. Many others are which is dominated by Vallista, as even the simplest of
merchants and businessmen, who utilize their flexibility and structures is constructed with great flare and craftsmanship.
adaptability to line their purses. On a personal level, Vallista are usually somewhat socially
repressive. If it doesn’t have to do with crafting or

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.

Jhereg JHEREG RACIAL TRAITS:


"Shut your face or I'll tear out your windpipe and make • +2 Dexterity, -2 Charisma. Jhereg tend to be quick on
you eat it." their feet, but not socially graceful.
• Aversion to Law: No Jhereg may be lawful-aligned.
• +2 racial bonus to Move Silently, Open Lock, Hide &
Gather Information checks. These, plus Disable Device, are
always class skills. Jhereg are skilled in surreptitiousness.
• Assassin Specialization: Once per day, a Jhereg may add
+4 to a single attack roll. He gains another use of this ability
every five levels, (max 5 at level 20.)
The Jhereg are the scoundrels of the Empire. Any • Favored class: Rogue
entertaining, distracting, or illicit activity is sure to involve the
Jhereg in some fashion. These activities are tolerated, (to a
point,) by the rest of the nobility for a simple reason: they Iorich
distract the peasantry from their bleak lives. But, the “Are you aware of the penalties for lying beneath the
activities of “the Organization” can also run far deeper and Orb?”
darker than mere taverns and gambling dens; Jhereg also
make the best assassins and thieves, by far.
Social Status:
Low Nobility
House Colors:
Black and grey
Personality:
A simplistic view of the Jhereg is that they are greedy,
devious and opportunistic. There is certainly a lot of truth to

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

Chreotha are typically involved in some form of trade.


While technically members of the nobility, the Chreotha

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.”

Orca are best known as professional sailors and traders. A


large portion of the Imperial Navy is from the House of Orca.
Plots, schemes and subversions are the lifeblood of the Yendi.
Social Status:
Widely known for these attributes, only a fool would take any
Low Nobility
word from a Yendi at face value.
House Colors:
Social Status:
Blue and sea green
Middle Nobility
Personality:
House Colors:
Like the orca itself, Orca are extremely predatory, and
Yellow
frequently display an inherently vicious nature. Orca youths
Personality:
with no occupation often find it entertaining to seek out and
The Yendi are known for the elaborate machinations, and
beat or mug other youths on the streets, and frequently
their extreme subtlety. In fact, they put the "b" into subtle.
target any Teckla and Easterners they find.
Deceptive, manipulative, and secretive are words that are
Their tough and hardy nature make Orca quite successful in
synonymous with the name Yendi.
any field that requires dispassionate or ruthless action, such
Yendi may pursue a wide variety of interests, ranging from
as banking or business ownership.
Sorcery to psychiatry.
More than anything else, however, Orca love the sea, and
Symbolically, the attributes of the House of the Yendi are
all Orca receive training on a seagoing vessel at some point in
subtlety and misdirection.
their lives. Professional sailors are almost universally Orca.
Physical Description:
The Orca are obsessively concerned with their rank and
Aside from the noble’s point shared by all nobility, the Yendi
titles, even though all of their titles of nobility are
have no identifying characteristics. This is one reason Yendi
unassociated with land holdings. This goes to the extent that
can be so devious – when you’re talking to one, you may very
the Orca will change a person's title when they receive a
well believe that you’re actually talking to someone of a
military promotion or demotion. This ensures that a mate
different House altogether.
always outranks a bosun, and that a captain outranks a
Relations:
mate—even when simply talking about their social status.
Yendi prefer to pursue their own individual interests, so the
Symbolically, the attributes of the House of the Orca are
House itself doesn’t usually interact with the other Houses
mercantilism and brutality.
much – until the Reign of the Yendi approaches.
Physical Description:
Names:
Orca have broad features, and a somewhat tough build. Their
Pel
hair is usually light brown, and eyes are usually blue.
Adventurers:
Relations:
If it suits their purposes, a Yendi will join any endeavor. Any
The trade fleets and mercantile nature of the Orca make
party can benefit from the scheming prowess of a Yendi – just
them very valuable to the Empire. However, their predatory
make sure he isn’t planning to stab you in the back.
nature means that they tend to abuse those of lower station
than themselves, (usually individuals of House Jhereg,
YENDI RACIAL TRAITS: Jhegaala, and Chreotha,) so relations there can be strained.
• +2 Charisma, -2 Strength. Yendi are masters at social Names:
manipulation, and thus don’t often partake in armed Shortisle, Fyres, Vonnith, Reega, Endra, Yinta.
combat. Adventurers:
• +3 racial bonus on Bluff, Diplomacy, Sense Motive, and Brutish and opportunistic, Orca are naturally adept at the
Disguise checks; Yendi scheme like nobody’s business. adventuring life.
• Opportunistic Casting: A Yendi casting a spell or
invocation at a target denied his Dexterity bonus gains a +1 ORCA RACIAL TRAITS:
to the spell’s DC. • +2 Constitution, -2 Charisma. Orca are tough, and lacking
• Favored class: Sorcerer or Warlock in social grace.
• Orcas have a base swim speed of 30ft.
16
• Orca are stable on their feet; they gain +2 bonus against Names:
bull rush or trip attempts. Srahi, Mica, Lar, Clari, Paresh, Savn, Polyi.
• +2 racial bonus to Swim, Use Rope, Climb and Balance; all Adventurers:
Orca are trained extensively on seafaring vessels. Swim is Many Teckla are used to harsh living conditions, and in this
always a class skill. way, would make good adventurers. However, most are also
• With regards to only conversations involving beholden to a particular lord, and tend to be meek and
somewhat cowardly.
buying/selling, the orca’s mercantile nature grants him +2 to
Diplomacy and Intimidate checks.
• Favored class: Swashbuckler or Barbarian
TECKLA RACIAL TRAITS:
• +2 Constitution, -2 Intelligence. Teckla are hardy, but are
not educated.
Teckla • Illiterate: Teckla may learn to read and write by spending
“Oh come now, don’t be such a Teckla.” skill points.
• +2 racial bonus on Profession, Craft, Handle Animal, Ride
& Survival checks; commoners use these skills to eke out an
existence.
• Teckla live under harsh conditions, which have hardened
their bodies. They get a +2 bonus on saves vs. poison, and
automatically stabilize when below 0 HP.
The might of any Empire or Kingdom must be built upon • Favored class: Scout or Ranger.
backs of the downtrodden masses. In Dragaera, the Teckla
are these masses.
The Teckla make up 90% of the Empire’s population. These
Jhegaala
often uneducated peasants plow the fields, tend the land, “And what are you supposed to be, this week?”
and perform all manner of menial tasks for the nobility.
Social Status:
Commoners
House Colors:
Brown, pale yellow, and green
Personality:
Teckla are often seen as being weak and timid. There is
definitely truth to this, but this perception is magnified and Jhegaala stand for change and transformation. The wild
exaggerated by the nobility, whom are often incapable of jhegaala goes through a great many metamorphoses in its
seeing a Teckla as anything other than a peasant or servant. lifetime, and similarly, Jhegaala never stay in one place or at
Most Teckla are uneducated, and thus are limited to one job for too long.
occupations that do not require them to know how to read or Social Status:
write. Most Teckla also live in rural areas, and are either Low Nobility
servants or farmers, sworn to the service of a particular House Colors:
noble. There are also urban Teckla, who perform menial labor Brown and yellow
in towns and cities, who are usually not beholden to any Personality:
particular noble. A Jhegaala will shift from one profession and worldly
It is possible to join the House of the Teckla by swearing outlook to the next as their stages pass. A Jhegaala might
fealty to a noble of the Dragaeran Empire; there are no suddenly abandon his job as a clerk and become an art critic,
"tests" to join, and indeed many Easterners in the Empire if the mood struck him. This is perhaps similar to the human
have done just that, in order to gain citizenship and a link to concept of "going through a phase." As such, unlike most
the Orb. other Dragaerans, Jhegaala do not choose one profession to
Symbolically, the attributes of the House of the Teckla are stay with throughout their lives; it is expected for Jhegaala to
cowardice and fertility. constantly be on the move.
Physical Description: Jhegaala are commonly laborers or workers who perform
Teckla lack the noble’s point of the nobility. One can usually tasks that, while they are somewhat menial, still require the
distinguish a Teckla by his round face and stubby fingers. ability to read and write, and so cannot be done by most
Relations: Teckla. Clerks, paymasters, and secretaries are common
Teckla are peasants and servants, looked down upon by occupations for Jhegaala. Others may include merchants,
nearly all of the nobility. Easterners in the Empire usually actors, or craftsmen.
share the same status as Teckla, and the two groups Symbolically, the attributes of the House of the Jhegaala
intermingle often. are transformation and endurance.

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)

When it comes to Sorcery and magic, it is difficult to best an


Athyra.
While many Houses have produced famous magical
practitioners, (including the Dragon, Dzur, and Jhereg,) it is
the House of the Athyra who are the true masters of the
magical arts. The majority of Athyra devote themselves to the
pursuit of magical research of one sort or another; it is rare to
encounter an Athyra not associated with magic in some way.
Social Status:
High Nobility
House Colors:
White and red
Personality:
The Athyra are noted for their ability to reason, as well as
their pursuit of intellectual challenges. It should be noted that Off the western coasts of Dragaera lie several independent
Athyra are primarily interested in exploring the world—and island nations, which are not a part of the Dragaeran Empire.
especially the mind—as a means to gain power, and are These small bastions of independence highly value their
therefore less objective as scholars than a Hawk or Lyorn. freedom, and have historically resisted all attempts at
integration made by the Dragaeran Empire.

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.

CAT-CENTAUR RACIAL TRAITS:


• +4 Strength, +2 Constitution, -2 Dexterity, -2 Charisma.
• Cat-Centaurs are Large creatures.
• Darkvision 60ft
• Speed 40ft
• Natural Attacks: Cat-Centaurs can make two claw attacks,
dealing 1d6 damage each. One may attack with a one-
handed weapon and then still make a claw attack as a
secondary attack at a -5 penalty.
• +6 racial bonus on Jump, Balance & Survival checks.
• Automatic Language: Cat-Centaur, Common. Bonus
Languages: Any (other than secret languages, such as
Druidic).
• Favored class: Ranger or Barbarian
• Level Adjustment: +1

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.

Lyorn Warrior [General]


In addition to the rigorous schooling that all Lyorn enjoy,
you’ve embarked down a rare path: that of the Lyorn warrior.
Prerequisite: Race: Lyorn
Benefit: You may swap the Lyorn racial traits with those of a
Dragon.
Restriction: You may only take this feat at your first level.

Left Hand Sorceress [General]


You’re a capable sorceress who uses her talents for power
and profit.
Prerequisite: Race: Jhereg – Gender: Female
Benefit: You may swap the Jhereg racial traits with those of
an Athyra.
Restriction: You may only take this feat at your first level.

Hawk Psychic [General]


As a master of manipulating the energies of the mind, you’ve
gained the ability to float, instead of walk.
Prerequisite: Race: Hawk – Class: Any spellcaster or psion
Benefit: You may hover no more than 3 feet above the
ground and move in any direction at your normal walking
speed. This is your preferred means of conveyance, over
walking.

Dzur Berserker [General]


You love a good fight, and the more you’re outnumbered, the
better!
Prerequisite: Race: Dzur
Benefit: When your space is threatened by two opponents at
once, you gain an attack bonus of +1 against both enemies. If
your space is threatened by three opponents at once, you
gain an attack bonus of +2 against all three enemies.

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

Sorcery flow of amorphia. This practice was discovered by Athyra


Wizards late in the Ninth Cycle. This form of Elder Sorcery is
really just "one step removed" from the direct control of
Sorcery is the magical art of choice in the Dragaeran Empire,
and is all but unknown in the East. Today, every Imperial amorphia. It was later also banned by the Lyorn Emperor
citizen utilizes Sorcery, at least to a small degree. Cuofor II.
Simply put, Sorcery is the magical science of using While Elder Sorcerers can use pre-existing amorphia, some
amorphia – pure, chaotic energy – to reshape the world members of the e'Kieron line of the House of the Dragon
around you, according to your desires. have the ability to, through an effort of will, create amorphia
themselves.

Amorphia The Orb


Amorphia can be viewed in many ways – raw Chaos; the
opposite of matter; the component energy of all matter… No Because the science of Elder Sorcery was so very dangerous,
matter how you view it, though, amorphia is the source of not to mention extremely difficult and time consuming to
power for all Dragaeran Sorcery. learn, it was obvious that a better magical discipline was
In appearance, amorphia is a formless, colorless substance, sorely needed.
yet it also contains all forms and all colors. Seen from afar, it The first Empress of the Dragarean Empire, Zerika the First,
may have a superficial resemblance to water, which leads to was given a gift from the gods themselves: trellanstone.
collections of it being called 'rivers' or 'seas', (hence, the Trellanstone (also called kyrancteur in the Serioli tongue,) is a
Greater and the Lesser Seas of Chaos.) Additionally, small mineral containing necrophia, a substance capable of
amounts of contained amorphia may either spontaneously controlling amorphia and responding to the will of a sentient
transform, (or be deliberately transformed,) into a safe and being.
stable form, which appears to be a small, blue-purple stone. With necrophia, it is possible to manipulate amorphia with
zero risk. In a sense, whereas Elder Sorcery was art of
24
manipulating amorphia, modern Sorcery is the art of Another subtle difference is that Sorcery is always
manipulating necrophia – which does the job of manipulating performed by a single individual, whereas witches can join
amorphia for you. As a certain Hawklord once put it, “The Orb together and pool their efforts to complete a spell.
is a device for imposing dimensionality on amorphia’s A spell usually consists of maneuvering through reality
formlessness, thus permitting sorcerous access to amorphia.” using a precise and artistic continuation of will, sometimes
With the gift of trellanstone, Zerika the First manufactured supplemented by replacing certain concepts with symbols or
the most powerful artifact known to existence: the Orb. The objects relevant to the spell. Often, witches may engage in
Orb is a small, many-faceted sphere, about eight or nine relaxed contemplation with objects, aromas, or symbols
inches in diameter, which constantly floats and encircles the (some of these include herbs, runic symbols, black and white
head of the current Emperor. It links to the minds of every candles, incense, crystals, and often, if the spell targets an
citizen of the Empire, and allows each and every one of them individual, personal objects owned by the target). Many of
access to the necrophia of which it is constructed, and thus, those who practice the Art use rituals and incantations
allows each and every citizen to utilize amorphia and perform designed to guide the mind down the proper path to release
Sorcery safely. The Orb utilizes the amorphia present in the their energy in the proper way, especially when given an
Greater Sea of Chaos. unestablished stretch of time to manifest their spell.
Thanks to the Orb, Sorcery became an integral part of This highlights another difference between Witchcraft and
Dragaeran society. Spells and enchantments were open for all Sorcery; whereas Sorcery can often be performed in the blink
to learn, and even peasants learned at least simple spells, like of an eye, Witchcraft spells often take a great deal of time to
learning how to stay dry in the rain. complete. This is due, in part, because the effect of a witch’s
The Orb also serves a great many other functions. The Orb spell is limited by the psychic power of the witch or witches
is a repository of the collected knowledge of every Emperor casting it. In contrast, the complexity of a sorcerer’s spell is
or Empress who has ever worn it. This information is typically limited by the mental capacity of the sorcerer casting it — but
used to help the reigning ruler make wise (or at least the spell’s power is virtually unlimited, being supplied by the
informed) decisions. The Orb will also attempt to defend the amorphia channeled through the Orb.
Emperor from physical or sorcerous attack, making him very
difficult to directly harm. The Orb can be used as a 'lie
detector'; suspects can be questioned under it, or testify Familiars
under it as witnesses. The Orb also has the power to locate It is common for witches to acquire a familiar – a companion
any Imperial citizen, although there are laws about when this animal that aids the witch or warlock in the practice of
can be attempted. Among its more minor functions, the Orb Witchcraft. A familiar forms a close psionic bond with their
changes color according to the mood of the Emperor. witch, and is able to communicate with them telepathically.
Recently, (by Dragaeran standards,) the Orb has become This bond is nearly unbreakable; effects that would normally
even more powerful. During the Interregnum, (see History, block magic or psychic communication have no effect on the
pg 54) the Orb was upgraded by the gods. It is now capable of link.
more subtle and powerful manipulation of amorphia, giving A familiar is vitally important for several reasons, including
sorcerers access to spells and abilities never before dreamed helping the witch maintain focus, contributing energy to
of. spells, protecting the witch from outside threats (especially
when he is vulnerable during and after spellcasting,) and

Witchcraft warning the witch when his energy is dangerously low.


Familiars are first summoned by using a spell which calls on
the familiar's mother, who then bargains with the witch and,
Witchcraft is the Eastern science of magic. It is widely if convinced, offers the witch her offspring. Once the bond
employed by the humans of the Eastern Kingdoms, but it is has been established between a witch and her familiar, the
almost unheard of for a Dragaeran to practice the “heathen two will be lifelong companions.
art” of Witchcraft. Mainly out of cultural stigma and Some Eastern regions have superstitions about the kind of
ignorance, most Dragaerans consider Witchcraft to be some animal that a witch choses as a familiar; some animals are
combination of silly, weak, suitable only for heathens, or considered to be the mark of a good witch, while others are
altogether imaginary. considered to be the mark of an evil witch.
This belief is obviously inaccurate, as Easterners have been Familiars are almost always small creatures. Examples
practicing Witchcraft for many centuries, at least. include cats, dogs, lizards, birds, and jhereg,
There are several key differences between Witchcraft and
Sorcery. Whereas Sorcery utilizes an external source of power
– amorphia – Witchcraft instead uses an internal source of Covens
power: the energy of the practitioner himself. The Art of the A coven is a group of witches who perform spells together.
witch is simply to use the energy of the mind to manipulate Some covens exist in order to grant local witches “safety in
probabilities. numbers,” whereas other covens might exist because they
are made of witches who share a common purpose. For
25
example, there may be covens devoted to the worship of a some necromantic spells have come into common sorcerous
particular god or goddess. usage, such as revivification and counterspells preventing one
from revivifying a body.

Psychics Necromantic Gates


The magic of Psychics concerns itself with manipulations of Another important facet of Necromancy involves accessing
the mind. Technically, the magical science of Psychics is not other worlds or other planes of existence. A portal created
an isolated, distinct branch of magic; both Sorcery and through the use of Necromancy that passes from one plane
Witchcraft utilize the manipulation of psionic energies to of existence to another is called a necromantic gate. Often, a
some degree, (especially Witchcraft). However, the practice necromantic gate will pass through a separate plane to travel
of specialized Psychics is sufficiently different from baseline quickly from one place in a single plane to another place on
Sorcery or Witchcraft to warrant special mention. the same plane. (This is distinct from teleportation.)
The most common use of low-level Psychics is simple mind-
to-mind communication. This can be achieved by any race,
and by either a witch or sorcerer. Usually, one must know the Undead
person whom one is trying to contact fairly well. One initiates Undead are those who have died, been sent to the Paths of
a psychic link by concentrating about the particular the Dead, and for reasons known only to the Gods, been
individual; the individual then gets a strong feeling, as if he’s allowed to return to the land of the living. (This is a different
suddenly remembering something he’s forgotten to do – this thing entirely from reincarnation, where a soul starts a new
is the cue that a link is attempting to be forged. life and a new identity.)
Both Dragaerans and Easterners are psychic to some While it is known that Sethra Lavode is a vampire, it is
degree – that is, both races have the capability to manipulate conceivable that there are other forms of undead on
and be manipulated by psionic energy. (Psionic energy is that Dragaera.
which is created through concentrated control of Vampires are not vicious monsters; indeed, vampires eat
imagination.) As such, Psychics typically originates from an little, and only need a small amount of blood to continue to
internal source, much as Witchcraft does. It is for this reason exist.
that many Dragaerans, (who prejudicially prefer Sorcery,) do
not consider Psychics as an art worth studying.
However, when a sorcerer combines the power of the Orb
with the manipulation of psionic energy, astonishing and
Other Topics
powerful magics are made possible. Powerful mind probes,
mind shields, illusions, object reading, and clairvoyance are
some examples of what an accomplished wielder of Psychics
Wizards
“Like they say, if you ask five wizards what the word means,
can accomplish. Yet, due to many sorcerers’ stigma against
you’ll get six answers.”
anything remotely involving Witchcraft, very few true Psychic
masters exist. A wizard is someone who has achieved sufficient skill in
Psychics utilized in this way is sufficiently different from multiple magical disciplines to combine them in a united and
Sorcery that most magical alarms calibrated to detect Sorcery effective form. The results of wizardry are unobtainable
will not detect Psychic manipulations. through the exercise of any single magical discipline.
Since nearly all Dragaerans disdain Witchcraft, the

Necromancy disciplines involved are usually Sorcery, Phychics, and


Necromancy. (There may also be other, more obscure and
more specific forms of magic involved as well.) Most
While many consider Necromancy the study of death, it is Dragaeran wizards are of the House of the Athyra, or the
actually better expressed as a study of the many levels of House of the Dzur.
existence. This encompasses not just life and death, but The hallmark of a wizard is his staff. Some wizards carry a
alternate planes of reality, (this includes dreamwalking), as staff proudly at all times, while others transmute their staff
well as reincarnation, and disposition of souls. into a less conspicuous object when the situation allows.
Necromancy often overlaps with Sorcery, and the
distinction between the two can sometimes be difficult to
discern. Like Sorcery, Necromancy can derive its power Planar Travel
through the control of amorphia using necrophia. However, The notion of other planes of existence is a foreign one to all
at times Necromancy can have more in common with most the most learned magical scholars. While there are
Witchcraft, or altogether different magical arts. legends and rumors of other worlds where planar travel is
As it pertains to death, Necromancy is the art of soul commonplace, Dragaera is not one of those worlds. Mythical
manipulation, of one kind or another. Since the Interregnum,
26
“planes of fire,” or “planes of darkness,” or “abyssal planes of But a naked Great Weapon can put terror into the souls of
the damned,” simply aren’t part of the picture. anyone nearby with simply its presence.
Certain individuals, such as the Necromancer, are known to Interestingly, since it is illegal to own a Morganti weapon, it
have lived in other planes of existence, but this is a feat which is also technically illegal to own a Great Weapon – although
remains unduplicated among mortals. this technicality is typically ignored by everyone.
Many Great Weapons also have special, unique abilities

Great Weapons (see below).

The Great Weapons are Morganti weapons (see Equipment,


pg 37) that possess greater power than all others, and are
Iceflame
endowed with a defined sentience. Dragaeran legend tells of
seventeen of such artifacts, each with its own character,
abilities, skills, powers, and purpose; the Great Weapons blur
the distinction between animate and inanimate. It has been
claimed that the Great Weapons "have their own life, and the “Wherever you see Sethra Lavode, you’re likely to see
wielder must to come to an agreement with them, and at Iceflame as well. You see, Sethra is the Enchantress of Dzur
some point there will be a test of wills, and that if you possess Mountain. And, the way I understand it, Iceflame embodies
the weapon, it is a bridge between you and the powers the power of Dzur Mountain. And Sethra is Dzur Mountain.
beyond the world". Understand? …No, I suppose I don’t, either. But that’s how it
Once the weapon has a wielder, (it is unclear if it chooses was explained to me, and I didn’t ask for clarification. All I
one, or if the bond occurs as a result of an independent know is, if she points that thing at you, kiss yourself goodbye.”
phenomenon,) it cooperates with him or her faithfully, and – Vladimir Taltosh
may act on their behalf if unconscious.
The Great Weapons have a dark history. The Serioli claim According to Sethra Lavode, Iceflame is bound up with the
that, in the distant past, some of their people "desired fate of the Empire. Exactly how, though, is unclear. It most
divinity and crafted artifacts to find and then destroy those likely has to do with Sethra and Dzur Mountain’s role is
who sit on the Thrones of Judgment," i.e., the gods. The thwarting the various invasions of the Jenoine (see pg. 52)
Serioli despise the gods, because it was through their Some theorize that the mountain is the source of power,
interference that the early Dragaeran Empire was directed to Sethra is the director of power, and Iceflame is the channel
overtake the territory of the Serioli. The master craftsman, between the two.
Cly!ng Fr'ngtha, created the Great Weapons to be used
against the Gods.
However, their plan was never fulfilled. In modern times,
Blackwand
the gods have turned the tables, and instead use the
weapons (through their mortal wielders) as tools to assist in
defense against the Jenoine (see Deities, pg 52).
Some traits that exist in all known Great Weapons are:
 The ability to choose whether to devour a soul or not.
 The ability to enhance one's magical prowess. “It was a blade that could break kingdoms. Its metal was as
 The ability, to some degree, to deflect magical attacks. black as its pommel, and its heart was grey. It was small for a
 The ability to shield or temporarily harbor the wielder's longsword, and it seemed to absorb the light from the room.
soul, to prevent its destruction. The demons of a thousand years came and sat upon my
 The ability and initiative to act independently in the shoulder, crying, ‘Run, as you value your soul.’ ”
wielder's defense, even if the wielder is unconscious. – Vladimir Taltosh
 The ability to heal its bearer, utilizing energy previously
absorbed. Sethra Lavode, while not the wielder of the blade, was
The exact locations, or even the identities of all seventeen nonetheless in possession of it for an undisclosed length of
Great Weapons is not known. Some Great Weapons lie time. When she first encountered Morrolan e’Drien, she
hidden away in secret places forgotten even by the Serioli; gifted the weapon to him, and he became the formal bearer.
others hide in plain sight, concealed within mundane Blackwand has the unique ability to function both as a
Morganti blades, awaiting the chance to awaken. In the event wizard’s staff and a witch’s familiar. Her personality is
that a Great Weapon has yet to be awakened or released, feminine, (and quite aggressive,) and she has been described
crossing blades with another Great Weapon usually is as “an infantry battalion disguised as a sword.” Her original
sufficient to do so. name, in the language of the Serioli, is Magical-wand-for-
Any Morganti weapon can be psychically felt when it is creating-death-in-the-form-of-a-black-sword.
drawn – they have a powerful and deadly aura about them.

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

The weapon Pathfinder has a masculine personality, and a


complicated history. It was somehow hidden around the
dawn of the Dragaeran Empire within another, regular,
Morganti blade, (and a rather weak one, at that.) Only “This sword—it likes to kill the way a landlord likes to eat. It’s
recently, it was discovered among the possessions of the a being that exists to create as much mayhem as it can. If
recently-deceased Dragonlord, Barrit, and released from its malice had consciousness, that’s how it would feel.”
hiding place. It soon found its way into the hands of Aliera – Telnan
e'Kieron, (former Heir to the Dragon throne and sometimes-
Warlord,) who is the current wielder. Nightslayer was discovered recently, by accident, at an
Pathfinder is said to share a bond with another Great archeological Serioli dig-site, where it had been causing an
Weapon, Godslayer. The Serioli name for the weapon is amorphic anomaly. It was discovered by the young Dzurlord
Artifact-in-sword-form-that-searches-for-the-true-path. As known as Telnan who, after a battle of wills, became its
such, the unique power of Pathfinder if the ability to locate bearer. It is an especially violent and vicious blade, and longs
anyone or anything, regardless of which place of existence it for the blood of innocents.
may reside on. The blade’s Serioli name is Loci-for-different-levels-of-
energy-from-various-planes-of-existence, but, Telnan prefers
“Nightslayer.” As Telnan has been spending most of his time
Godslayer training in the dungeons of Dzur Mountain, word has not yet
circulated about whatever unique powers Nightslayer might
possess.

“I admit that I am having difficulty unraveling the mysteries of


Goodthunder
Godslayer – excuse me, of Lady Teldra. Vlad told me that she
changes form to suit his needs, which, to my knowledge, no
other Great Weapon is capable of. She also seems to have an
enhanced ability to defend her bearer against magical
attacks. Given the abilities of Spellbreaker, I suppose I should
not be surprised…”
– Sethra Lavode

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.

Prevent Revivification Teleport Block


Conjuration Abjuration
Level: Cleric 5, Sor/Wiz 5 Level: Cleric 7, Paladin 4, Sor/Wiz 7
Components: V, S Components: V, S
Casting Time: 3 rounds Casting Time: 2 rounds
Range: Touch Range: 10ft per 2 caster levels
Target: One living sentient being Effect: Cone, radius & height 10ft per 2 caster levels
Duration: Permanent Duration: 1 minute per caster level
Saving Throw: None Saving Throw: None
Spell Resistance: Yes Spell Resistance: No

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

When you take a psychic impression of an individual, you will


forever be able to identify an individual, and trace him if you
are within a distance of half a mile. You can use the same
spell to duplicate and pass on the impression to another
29
Life in
A Great Cycle is equivalent to seventeen Cycles. The Empire
is currently in the infancy of the 2nd Great Cycle.
When noting the date, there are two options one may
follow. The shorthand method is given by the following
example:
In the 224th Year

Dragaera
Of the Glorious Reign
Of the Empress Zerika the Fourth

An example of the full method:


On this 3rd day of the Month of the Athyra
Of the Year of the Vallista
Most Dragaerans labor as peasants, farmers, and simple Of the Turn of the Jhereg
craftsfolk, living in countless tiny hamlets and villages – these Of the Phase of the Dragon
are the Teckla. Over this vast sea of simple folk rule the Of the Reign of the Phoenix
wealthy and the privileged, the nobility, who belong to the In the Cycle of the Phoenix
other sixteen Dragaeran Houses. In some ways, these two In the Great Cycle of the Dragon
groups are remarkably similar, but in others, they couldn’t be
further apart. At the time of this writing, the Empire is well over 200,000
years old.

Time and the Calendar Eastern Calendar


The calendar of the Dragaeran Empire revolves around the
most significant of all numbers: seventeen. In the Eastern Kingdoms, a week lasts 7 days, and a month is
typically about 30 days in length. A decade signifies 10 years,
and a century is 100 years in length.
Dragaeran Calendar
Any Imperial citizen may access the Orb at any time in order
to tell the exact time of day. As such, exact scheduling is
commonplace in the Empire.
An hour consists of 60 minutes, and a day consists of 30
hours. This means that "noon" is at 15 o'clock. The extra time
in each day means that Dragaerans eat an average of four
meals a day, rather than three. It is common for one to tell
time in the following manner, “the 12th hour of the morning,”
or, “the 4th hour past noon.”
A week in the Empire is only five days long, (the days are
Firstday, Homeday, Skyday, Farmday and Marketday – also
called Endweek,) and a month lasts for seventeen days. There
are seventeen months in the year, meaning each year is 289
(or 172) days long. The months are named for the seventeen
Dragaeran Houses of the Cycle.
Dragaerans do not note "decades" - a rough equivalent is a
“Turn,” which is seventeen Dragaeran years. Seventeen Turns
make up a “Phase,” roughly akin to a century, though this is
of course 289 (or 172) Dragaeran years.
A Phase is the minimum length of time that a single house
can rule The Empire, according to the Cycle, while seventeen
Phases — 4,913 (or 173) years — is the maximum.
Obviously, a Cycle is the length of time it takes for all
seventeen Houses to have a turn at the throne. (In other
words, one Cycle begins with the Reign of the Phoenix, and
the same Cycle ends when the Phoenix comes all the way
back around again.) Since there is no fixed length of time for
Government
The governmental structure of the Empire revolves around
a House to be in power, the length of a Cycle is variable,
the most unquestionable aspect of their entire society: the
(anywhere from 4,913 to 83,521 years). The Empire is
Cycle.
currently in the beginning of the 18th Cycle.
30
When a Tiassa Emperor has committed an impassioned act
The Cycle that costs him politically — or else costs him his life — a
Hawk will take the Orb and attempt to restore reason and
It is said that the Cycle is the most fundamental and order to the Empire.
unquestionable law of the Dragaeran Empire. It dictates Eventually, however, the Hawk's detached nature will
which House will lead the Empire, the order in which the betray him and make him unable to counter a direct threat.
Houses take turns ruling, and ensures the continued welfare This is when a Dzur is needed to stop thinking about the
of the Empire by making sure each House has the opportunity problem and simply act.
to lend its particular strengths to the Empire as a whole. Dzur
The Cycle turns in a counterclockwise direction. In this way, A Dzur will take the Orb when immediate and decisive action
it is known that a Dragon reign will always follow a Phoenix is required, which is sometimes beyond the capabilities of a
reign, and a Lyorn will always follow a Dragon, etc. As is Hawk Emperor.
stated below, the specific order of the Houses on the Cycle is A Dzur's characteristic temper, however, will eventually
not without reason: spell his doom. Then it is time for the tact and grace of an
Issola.
Issola
Rationale of the Cycle When a Dzur Emperor grows too rash and commits an act
Phoenix that costs him face, or even his life, it is time for the grace of
The House of the Phoenix signifies both decay and rebirth. an Issola. An Issola Emperor will attempt to soothe the
As their Reigns progress they become decadent and absorbed Court and the Empire after the rash actions of his Dzur
in their own interests. predecessor, and lead the Empire with tact and diplomacy.
In time, the neglect of a decadent Phoenix Emperor Eventually, however, a problem or situation will arise that
invariably leaves the Empire in a state where only war will requires more than tact — it will require the ruthless tenacity
rectify the ills. It is then that a Dragon Emperor will assume of a Tsalmoth.
the throne and set the Empire back in order once more— Tsalmoth
usually by leading the armies of the Empire into battle. An Issola Emperor will use tact and diplomacy to solve
Dragon problems that arise during their reign. This can only go so far,
Under normal circumstances, a Dragon will assume the however, and eventually a problem comes up that must
throne by overthrowing the Reign of a Phoenix Emperor who simply be attacked head-on. This is when the Tsalmoth take
has grown decadent and neglected the affairs of the Empire the Orb and the rule of the Empire.
to a dangerous degree. The establishment of a Dragon Reign This same tenacity can be the undoing of a Tsalmoth
therefore typically ends years of decay and mismanagement, emperor, however. Once a Tsalmoth gets so involved in a
allowing the fighting and organizational skills of the Dragon to project or undertaking that he becomes obsessed, he may
benefit the Empire. lose face (or his life) in a way that signals the Cycle has
Eventually, however, the Dragon becomes over-eager to changed, and it is time for a Vallista reign.
conquer, and a return to a more traditional, less Vallista
revolutionary ruler is needed. This is when the Lyorn will take A Vallista Emperor takes over from Tsalmoth, presumably
the Orb. once a Tsalmoth emperor has gotten so ahold of an idea that
Lyorn it leads to his destruction. A Vallista then tears down the
Lyorn Emperors assume the throne at the end of the Dragon fabric of the former ruler's obsession, and builds something
Reign. When a Dragon's ambition and arrogance grows too new and beautiful.
great, a Lyorn Emperor is called for to return the Empire to Invariably, however, a Vallista ruler engages in great
stability and establish a sense of tradition. building projects. These can be very expensive, and as a
A Lyorn Emperor tends to be a staunch conservative, result, Vallista Emperors inevitably attempt to raise tax
however, and when faced with a new or unusual problem, a revenue to pay for these projects. This results in a much
Tiassa's innovation and resourcefulness is needed to assume stricter application of the laws applying to all taxed
the throne and guide the Empire. activities— which greatly increases the profits of the Jhereg
Tiassa who make their living circumventing these laws. A Vallista
The Tiassa takes the Orb from the House of Lyorn when the Reign is also implied to be somewhat socially-repressive,
Lyorn is faced with a problem that conservative tradition meaning that common vices are driven underground, to the
cannot counter. It is here that the resourcefulness of the Jhereg's further profit. All told, this leads to the Reign of the
Tiassa pays off for himself, and for the Empire. Jhereg.
In time, however, a Tiassa Emperor's exuberance will run Jhereg
away with him, and his passion will betray him. It is then that The Jhereg assume the throne after the rule of a Vallista
a Hawk Emperor is needed to offer a more objective and Emperor, who invariably enforce the tax laws of the Empire
reasoned approach to the rule of the Empire. to such an extent that the populace becomes weary of it, and
Hawk supports the Jhereg (whom they would normally shun) in
31
their bid for the throne, as they are seen as the lesser of two Jhegaala stand for change and transformation. It is with this
evils. in mind that when their turn to rule comes in the Cycle, they
The reign of a Jhereg emperor is, by definition, corruption are tasked with transforming the Teckla Republic that
incarnate. When the populace finally wearies of this situation, precedes them back into an Empire once more.
(which is made more bearable by the cheap availability of all By the end of a Jhegaala reign, the last traces of the
sorts of sinful pleasures), the House of Iorich steps in to Republic are gone, and it is time for the logical and learned
assume the throne, and restore the rule of law. Athyra to take the Orb.
Iorich Athyra
Iorich assumes the throne after the reign of the corrupt The Athyra take their turn at ruling after the Reign of a
Jhereg. It is up to the house of Iorich to restore the rule of Jhegaala. Since the task of putting the Empire back together
law. But the Iorich's obsessive tenacity eventually plays out, (after the fall of the earlier Teckla Republic) is complete, an
and the application of law devolves into a massive witch- Athyra will look to expand the knowledge and power of the
hunt. As the Iorich are essentially incorruptible, they are Empire.
difficult to dislodge from power when this happens. It is after an Athyra drifts too far into the arcane to pay
Only a Chreotha has the ability to trap an Iorich Emperor attention to the affairs of the Empire that it becomes time for
into having no choice but to abandon power and allow the a Phoenix to assume the throne, and take the Orb once more,
Cycle to turn. thus ending one Cycle and beginning another.
Chreotha
It falls to the crafty Chreotha to trap an overzealous Iorich
Emperor into abandoning power, and allowing the Cycle to The exact length of time each House spends on the throne is
change. Given their insecure nature, however, a Chreotha not predetermined. All that exist are limits – a House must
Emperor is not usually a strong or effective leader, and after a rule for at least 289 years, but for no more than 4,913 years.
time the Chreotha Emperor becomes easy prey to the Short of this limit being reached, there is no one event that
machinations of a Yendi who schemes to take the throne for can force the Cycle to change.
himself and his House. It is up the official Heir of the next House in line, (referred
Yendi to as the House’s Prince or Princess,) to determine whether
A devious Yendi will typically put into motion a plot to take or not the Cycle has turned; there is no definite signal. For
the Orb from a Chreotha Emperor. Given the shyness and example, if a Phoenix Emperor has allowed the state of the
indecisiveness of a Chreotha, they are typically easy prey to Empire to degrade, the Dragon Heir may conclude that the
the clever Yendi. Emperor has become a decadent Phoenix, and launch a coup
It is given to the predatory nature of the Orca to eventually to take the Orb from the Emperor. In such a situation, the
bring enough power and guile to bear on a Yendi Emperor to Dragon Heir would be considered a rebel up until the point
force a change in the Cycle. where he actually took possession of the Orb. If he failed, it
Orca would be taken as a sign that the Cycle had not yet turned. If
The Orca's predatory instincts serve them well when it comes he succeeded, then the Orb would accept him, and it would
time to dislodge an exceptionally devious and crafty Yendi automatically become an official Dragon Reign. (It is believed
Emperor. In his turn, the Orca Emperor will turn his attention that the Orb always knows the true position of the Cycle.)
to gaining wealth and power, preying on the weak and the A House's position on the cycle also affects how well fate
poor of the Empire. Their tendency to increase the power and favors each house. The higher the position of a House on the
prestige of the Imperial Navy will often cause an Orca Cycle, the more it is favored; the lower its position, the
Emperor to employ the use of press gangs. worse. A House whose position is rising in the Cycle, such as
All of this will eventually enrage the peasantry, which, once the Dragon, is gaining favor, while the Athyra, (whose Reign
per cycle, will rise up in a successful revolt and found a Teckla has passed "recently,") will continue to lose favor until the
Republic. next Vallista Reign, when it will start to rise again.
Teckla The Physical Cycle
Like the other sixteen houses, the Teckla do take their turn at The Cycle is not merely a mental construct – it is an actual,
ruling, typically after a popular revolution that unseats an physical object located near the Halls of Judgment in the
Orca emperor. This typically results in the reformation of the Paths of the Dead (see Deities, pg 46). It is a massive stone
Empire into a Republic. It is unclear what happens to the Orb wheel, mounted on the side of a great wall. According to
during a Teckla reign, though it is presumably held by the Dragaerans who are authorities on the subject, this artifact is
"president" (or whatever the chief executive is called) of the not simply a manifestation or symbol of the Cycle – this
Republic. massive stone wheel actually is the Cycle in every important
Eventually, however, the Cycle must change, and the Teckla respect.
Republic will fail, to be replaced by the reformation of the It is said that if someone were able to physically turn the
Empire under a Jhegaala Emperor. stone wheel, then the Cycle itself would, in fact, change.
Jhegaala Given the mass of the Cycle, this does not seem likely.

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

Warfare flashstones simultaneously.


The discharge of a flashstone deals 5d6 bludgeoning
damage, with a range of 10ft, and requires a ranged touch
The nature of warfare in Dragaera has radically changed
attack in order to hit.
throughout the history of the Empire. The source of this
Price – One charge – 250GP; two charges – 750GP; three
constant transformation: magic.
charges – 1,500GP; four charges – 2,500GP
There is a constant arms race in the field of battlefield
magic. When a new form of offense is developed, a
Chreotha-Web Rope
countering form of defense must be developed as well. As a
This rope is stronger than traditional silk rope. It has 6 hit
consequence, modern battlefield mages rarely get to actually
points and can be burst with a DC 26 Strength check. It is so
harm the opposing army – they constantly probe against the
supple that it provides a +3 circumstance bonus on Use Rope
defenses of their enemy, who are constantly doing the exact
checks.
same thing in return. These defenses mean that entire
Price – 50ft for 15GP Weight – 5lb
battalions can’t be wiped from the field by using magic.
So, what does that leave to fight with? Good old fashion
soldiers. The Empire maintains a standing army to deal with Special Items
any rebellious lords who may pop up, or any sudden invasion Morganti Blade
of Easterners or Islanders. The majority of the Empire’s First created by the Serioli, Morganti weapons are a type of
fighting force are conscripted Teckla, with Dragonlords and weapon capable of "eating" the soul of any person they cut. It
Dzurlords making up most of the elite battalions. is said that they were created in an attempt to "make war so
Since harmful magical energy generally tends to be horrible no one would ever engage in it." In a world where
attracted to metals, the use of metal armor has fallen out of reincarnation and revivification are both known and often
favor in the armed forces. expected, a soul-killing weapon which prevents these
occurrences takes on a considerable horror.
Morganti weapons are, in every known case, edged
Craft & Engineering weapons. Their blades are generally black or matte-grey and
they radiate a sense of hunger. Most individuals find this
There’s an old Dragaeran adage that states that anything feeling very disturbing. Morganti weapons are known to have
technology can do, magic can do better. But since few a "kind of sentience", but in most cases, this does not go
individuals have the training to perform any magic they beyond an ability to feel hunger. Some Morganti blades are
please, there’s still plenty of room in the Empire for reliable known to be stronger and more potent than others.
tools and items. In the Empire, it is illegal to own a Morganti blade, but
there are still plenty of them floating around. Powerful
Equipment nobles, especially, can usually get away with owning
Morganti weapons due to their position. Some even consider
collecting Morganti blades to be a symbol of power.
A weak Morganti blade has a 1d20 chance to destroy a
target’s soul when it does damage to the target. A medium-

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.

Type of Morganti Blade


Weak Medium Potent
Light slashing or +9,000GP +13,000GP +19,000GP
piercing weapon.
One-handed +11,000GP +16,000GP +23,000GP
slashing or piercing
weapon, or one head
of a slashing or
piercing double
weapon.
Two-handed +13,000GP +19,000GP +27,000GP
slashing or piercing
weapon, or both
heads of a slashing
or piercing double
weapon.

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.

39
40
Highland Reef

41
42
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,

43
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

44
45
Deities
Gods can be killed in the traditional sense, but it takes a
Great Weapon (see pg 27) in order to do so.

The Paths of the Dead


The “Paths of the Dead” is the general term for the
The Lords of Judgment are a collection of beings protecting otherworldly realm where Dragaeran souls go after one’s
Dragaera against their own former masters, the Jenoine. They body dies, and where the gods reside.
were responsible for bringing the Dragaeran Empire into While the Paths of the Dead themselves are not actually in
existence via inspirational dreams sent to Kieron the the same plane of existence as the Dragaeran Empire, they
Conqueror. Deities are defined as extremely powerful, (but can nonetheless be reached by physically traveling to the far
not all-powerful) beings who have the ability to be in more northeast of the Empire, across the Forever Plains, to
than one place at any given time. Greymist Valley (between Hanging Mountain and Gyffer's
Peak,) and following the Blood River that flows through the
Worship Greymist Valley until one reaches Deathgate Falls, and then
going over the Falls in some manner. At the bottom of the
Dragaerans think of the gods as individuals with great skill Falls begin the Paths of the Dead.
and power; Easterners worship them and behold them in It is customary for a Dragaeran who has died to have his or
awe. her body brought to Deathgate Falls, and for the body to be
Easterners build temples and shrines to the Lords of placed in a small boat and sent over the falls, so that one’s
Judgment, and revere them as all-powerful supernatural soul safely arrives at the Paths.
entities. Among Easterners, there are clerics who devote The Paths consist of a seemingly incoherent series of trials
themselves to the service of one deity or another, praying to and tribulations all intended to either prove one’s worth to
them for wisdom and guidance. the gods… or condemn your soul to wander around for the
The relationship between the gods and Dragaerans, rest of eternity in a veritable oblivion. Each House has their
however, is more obtuse. To the Dragaerans, the gods are not own tradition and specific route to follow in the Paths, and a
supernatural or mysterious – they are definite, real entities Dragaeran is expected to know by memory the correct
who dwell in the Halls of Judgment and oversee the world. choices or actions. Tomes which contain these instructions
What could be simpler? can be hard to get ahold of, and pervasive magic prevents
The equivalent of a cleric exists in Dragaeran society, but them from being copied.
the role bears little resemblance to the role as Easterners see If a soul manages to make it through the paths, it must still
it. A Dragaeran cleric might be a devout servant to a await its fate at the hands of the Lords of Judgment, (i.e, the
particular deity, but will always see the deity as a definite, gods,) who reside in the Halls of Judgment. At this point, a
real being who may (on occasion) be conversed with as soul may either be placed in limbo, sentenced to service
anyone else would be. within the Halls themselves, or reincarnated into a new life.
Those who are made to stay within the Halls are called
Patron Deities “Purple Robes” due to their attire, and wander to and fro,
performing the will of the gods.
In the East, it is customary for each nation or region to have a It is well known that no living soul may enter the Paths of
specific deity, whom it venerates more than any other. For the Dead without being trapped forever. Currently, it is
example, until relatively recently, the nation of Fenario believed that only three mortal individuals have ever visited
revered Verra. the Paths of the Dead alive and been able to leave in the
Most Dragaerans don’t go to the same extremes Easterners same state: Vladimir Taltos, Morrolan e’Drien, and Zerika the
do, in terms of devout worship, but it’s not unheard of for a Fourth.
particular individual to devote himself to the service of a Separately, it is possible for select individuals to leave the
particular god. For example, it is known that Morrolan e’Drien Paths of the Dead in an undead state. Usually this is justified
of Castle Black is a devout servant of Verra. by the person in question having some important task to
perform for the Gods. The most notable undead in Dragaera
Death of a God is Sethra Lavode, the Enchantress of Dzur Mountain.
It should be noted that the above pertains to Dragaeran
There are certain circumstances that can prevent a god
souls, only. Apparently the other races of Dragaera, including
from being able to manifest in a particular area. If a god loses
Easterners, do not traverse the Paths at all.
all of his worshipers, he won’t be able to appear in the real
world. If he (or at least one copy of himself) is slain while in
the real world, he might be prevented from manifesting in or The Halls of Judgment
influencing the world. A powerful banishment may also block At the center of the Paths of the Dead are the Halls of
a deity from appearing in a certain specific area. Judgment, home to the gods. Each god lives somewhere
46
within these Halls, and may create their own demesne here.
There is a central meeting location, where all of the Lords of
Verra
Judgment may gather and discuss topics of interest.

The Lords of Judgment


The unified divine force of both the Dragaeran Empire and
the Eastern Kingdoms, the Lords of Judgment take it upon
themselves to protect and (when necessary,) guide the
Dragaerans and Easterners of the world. They had a hand in
the creation of the world as we know it, and in the formation
of the Dragaeran Empire (see History, pg. 53)

Barlen

Greater Deity
Alignment: Chaotic Neutral
Domains: Chaos, Magic, Luck, Knowledge, SpellSC,
BeguilementDM#312
Favored Weapon: Dagger

Verra is the goddess of magic and whimsicality.


Also known as the Demon Goddess, Verra is said to be the
embodiment of capriciousness. She is the lover and enemy of
Barlen, who is also said to be her opposite in all ways. She is
Greater Deity also sister to both Moranthë and Kéurana – the three of them
Alignment: Lawful Neutral together are known as the Daughters of Darkness, or simply
Domains: Law, Protection, EnduranceBoED, LiberationCD, the Three Sisters.
TemperanceDM#355 In appearance, she is extremely tall, has dark hair, and an
Favored Weapon: Greatsword extra joint on each of her fingers.
She is among the oldest of the gods, and meddles in the
Barlen is among the eldest of gods. He is the enemy and lover affairs of mortals as she sees fit; she is probably the least
of Verra – he is the opposite of her in all ways. As such, he conservative of the gods. She is willful and often disrespectful
holds tradition as being very important, respects the rule of of the other gods, and of the rules that bind them. She is not
law, and is loath to overly meddle in the affairs of mortals. He ashamed to play favorites among the mortals she watches
is said to be sensible and dependable. over.
During gatherings of the gods, he is usually a calm voice of She is currently unable to manifest in the East, although
reason. she was formerly matron of the Eastern nation of Fenario.

47
Tristangrascalaticrunagore (Tri'nagore) Lesser Deity
Alignment: Neutral Good
Domains: Air, Travel, Good, SkyRotW, WindstormSC
Favored Weapon: Sickle

Crow is a deity favored by some of the peasantry. His


dominion is said to be things that fall, but his influence can
also extend to wind and weather, and how they affect the
common traveler. His devout clerics study the sky and clouds
for portents, and work to protect the nesting places of flying
animals.

Trout

Intermediate Deity
Alignment: Chaotic Evil
Domains: Death, Chaos, Evil, SpiteHoH, WrathDM#323
Favored Weapon: Greataxe

Tri’nagore has a reputation for demanding human sacrifice,


so his followers are few. He usually holds himself apart from
the other gods – a mutual dislike usually stands between
them.
After meddling too much in the affairs of mortals during
the Interregnum (see History, pg 55), his shrine was
destroyed by a vengeful Dragonlord wielding a Great
Weapon, and he was battled. He was severely weakened, and
is believed to be unable to manifest himself in the world of Greater Deity
Dragaera. Alignment: Neutral Good
This doesn’t stop the occasional mad cult from worshipping Domains: Animal, Plant, Water, Healing, Good, FamilySC,
him and sacrificing people in his name, however. CharityDM#355
Favored Weapon: Quarterstaff
Crow Trout is considered by some to be the wisest of the gods, and
the one who knows the true motives of each of the Lords of
Judgment. During assemblies of the gods he tends to be a
quiet observer, although when he does speak, all of the other
Lords show him respect and take his opinions seriously.
Trout tends to be honored more among Teckla than by the
nobility. He has been known to accept prayers of well-being
and protection. When it is necessary for the Empire to
commune with the gods, Trout is the most likely to have
honest, straightforward and helpful words to share with
mortals.

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

49
Lesser Deity
Alignment: Neutral
Domains: CreationCD, PlanningCW, CraftSC, BalanceSC
Nyssa
Favored Weapon: Warhammer

Matron of the blacksmiths, artificers, and crafters of all


stripes, Mafenyi herself is the artificer of the gods. Some of
the most mysterious and powerful items in creation are her
handiwork. Whenever one of the Lords of Judgment requires
an item for themselves, it is likely Mafenyi that they turn to.
She has a large number of Vallista as followers.

Moranthë

Intermediate Deity
Alignment: Neutral Good
Domains: Trickery, InquisitionCD, CharmSC, TimeSC, Good
Favored Weapon: Light Mace

Nyssa is a mysterious and enigmatic goddess. She typically


manifests as a dim, indistinct shape floating in the air – and
her personality matches. Her opinions shift and sway, one
moment seeming firm and solid, the next, shifting to
something else entirely.
Sending the Necromancer to aid Sethra Lavode during the
Intermediate Deity restoration of the Empire was strongly supported by Nyssa.
Alignment: Chaotic Neutral Nyssa originally opposed allowing Empress Zerika to leave the
Domains: Knowledge, Magic, Chaos, Pride DM#323, Rune Sand Paths of the Dead with the Orb, but later changed her mind
Favored Weapon: Shortsword when she became impressed by the Phoenix.

Her form is small and always in shadow. She is the patron


deity of all witches, (as opposed to her sister Kéurana, who
Naro
oversees sorcerers.) She has special responsibilities to those
in the Eastern Kingdoms, excluding Fenario, (formerly Verra’s
territory.) Since Dragaerans typically disdain Witchcraft, her
Dragaeran followers are few and far between.
Her sisters are Kéurana and Verra. The trio is referred to in
legends as the Daughters of Darkness.

Lesser Deity
Alignment: Neutral
Domains: ForceCD, CommunityBoED, BalanceSC, MysticismCD
Favored Weapon: Garrote

One of Naro’s epithets is "The Lady Who Sleeps".


50
There is a legend in the East that all of the universe is a
dream, and if Naro were to ever awaken, the universe would
The Necromancer
cease to be. She is said to be the protector of those who
sleep, ensuring they make it safely through the night. Her
devout clerics ensure the safety of places of sanctuary.

Ordwynac

The Necromancer is a powerful undead demon, whose


abilities are on par with most of the Lords of Judgment. She
comes from a place called the World of Seven Doors, and it is
said that she "knows six of them...and she is not entirely
unacquainted with the seventh," a fact that even astonishes
several of the gods.
She appeared to have no name when she first manifested
on Dragaera (or at least none that she cared to use in that
plane), so she accepted the respectful title of "The
Necromancer", given to her in admiration by Sethra the
Younger, in honor of her unprecedented powerful facility
with planes of existence and necromancy in general.
In appearance she looks vaguely like a Dragaeran of House
Dragon, but with the typical pallor of the undead. Her
Greater Deity
personality seems distant and very reserved; she has few
Alignment: Lawful Evil
social graces and tends to take every statement absolutely
Domains: Evil, Law, Destruction, Fire, Strength, War,
literally. Most of her social failures are because she finds
RetributionSC, Wrath DM#323
Dragaeran etiquette to be alien, or at best, quaint. When she
Favored Weapon: Morningstar
first manifested on Dragaera, she didn't realize it was
impolite to invite herself into Dzur Mountain… by force. Her
Ordwynac (sometimes called just Wynac,) is the embodiment
current place of residence is a very cramped quarters in
of fire. An old legend says that Ordwynac has no means of
Castle Black, the lack of space alleviated by the fact she is free
speaking – it is more likely true that Ordwynac rarely feels the
to move in dimensions other than the three familiar ones.
need to explain himself or his actions, and dispenses
She was sent by the gods in the Halls of Judgment to aid
judgments as he sees fit. He is a gruff, cruel, and often cold-
Sethra Lavode and Her Majesty, Zerika the Fourth, reestablish
hearted god. His clerics promote structured violence over
the Dragaeran Empire during the Interregnum (see History,
peace.
pg 55) as well as defend Dragaera from the Jenoine. After the
reforming of the Empire, she has remained and dutifully
Demons helped defend the world from the Jenoine.

When used technically by those Dragaerans who have made a


thorough study of Sorcery and sorcerous theory, the term
“Demon" refers specifically to an entity that, like a God, has
Others
learned how to manifest in at least two locations at once, but
which can be summoned, bound, and controlled. By this Devera
definition, being controlled is the only characteristic which Devera is a little brown-haired girl who seems to turn up in
distinguishes a demon from a god. (This does not mean, the oddest places. Very few individuals know of her existence,
however, that controlling a demon is a wise or easy task.) and fewer still know the history of her heritage.
A demon can sometimes be more powerful than a god; for Her mother is Aliera e'Kieron, (former Dragon Heir and
example, the Necromancer can do certain things faster and Warlord, wielder of the Great Weapon named Pathfinder.)
better than Verra could. Her father is Kieron the Conqueror, (who has been deceased
and waiting in limbo in the Halls of Judgment since the
formation of the Empire.) Verra (the Demon Goddess) is her
grandmother, and her grandfather is Adron e'Kieron (Aliera’s

51
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

The Jenoine the old adage “an enemy of my enemy is my friend.”

The Jenoine are an alien race of supernatural beings


possessing god-like skill and ability. They are the former
Abilities and Description
It is unknown if immortality is among the traits of the
masters, and the current enemies of the Lords of Judgment. Jenoine, but their powers are nevertheless extremely
formidable. They are roughly nine feet in height; they are
History broad, robust, and appear very strong. Those encountered so
In the distant past, well before the formation of the far appear without clothing and are entirely hairless. They
Dragaeran Empire, the Jenoine colonized Dragaera. It is have large and wide-set black eyes facing forward, a "sort of"
unknown where they came from or what their true intentions mouth, and are without wrists or any visible sexual
were, (although according to the goddess Verra, they thought characteristics. Their torsos seem to contain excess copies of
of themselves as benevolent, in their own twisted logic.) The vital organs, which they are capable of regenerating if their
planet was already inhabited by the native Serioli, as well as working ones are damaged. Jenoine are resistant to effects of
by some Eastern colonists. Sethra Lavode asserts that the amorphia and the powers of Morganti or conventional blades
Dragaeran race are, in fact, descended from Easterners who (with the exception of Great Weapons, especially Godslayer.)
were experimented upon and modified by the Jenoine. They have their own language which sounds to a listener as
The alien Jenoine performed genetic experiments on something in between a high-pitched screech and some form
Dragaerans using various local animals (possibly, thirty-one of of howl.
them). They succeeded in incorporating various traits from They appear to have the ability to travel across the planes
the animals in question into their Dragaeran test subjects. of existence, and possess strange and mystifying
This was the precursor of the Dragaeran House system. technologies, including strange weapons that shoot beams of
Their experiments we not limited to Dragaerans and light.
Easterners; they worked successfully on manifesting
intelligence to jhereg as well, and might have had a hand in
the creation of the Cat-Centaurs.
Worship
Their servants, at the time, included many of the current Alignment: Neutral Evil
Lords of Judgment, including Verra and Domains: Evil, CorruptionLoM, HatredLoM, Vile DarknessLoM,
Tristangrascalaticrunagore. According to some of these gods, Suffering Greyhawk, PainBoVD
including Verra, the Jenoine did not treat them favorably, and Favored Weapon: Bastard Sword
a great friction emerged between the oblivious Jenoine and
their chafing servants. The Jenoine have no desire to be “worshiped,” but they are
Eventually, a catastrophe happened, resulting from a chain not above accepting the help of individuals who can aid them
of occurrences most likely set in motion by Verra and her in their never-ending quest to regain control over Dragaera.
cohorts. This catastrophe involved amorphia, and was It’s next to unheard of for any but mad, disgruntled Serioli
responsible for the creation of the Greater Sea of Chaos. The to help the Jenoine in such a manner.
catastrophe resulted in the death or disappearance of the
Jenoine who were on Dragaera, and their former servants
became the gods and protectors of their new world.
Ever since that time, the enigmatic and unknowable
Jenoine have attempted time and again to regain control of
their experiment. They regularly attempt incursions into
Dragaera, but so far, they have always been held at bay by
the Lords of Judgment and their mortal allies, (including the
current Emperor of the time, and the wielders of the various
Great Weapons.) Their most recent attempt involved them
52
History
subjects. This was the precursor of the Dragaeran House
system: those of House Dragon actually have some indirect,
yet very real, genetic relationship with actual dragons. The
same goes for all of the other Houses (save the Jhereg.)
After a great many years of Jenoine meddling on Dragaera
– perhaps millennia, perhaps many, many millennia – the
The Dragaeran Empire has existed for more than 200,000 present-day gods began plotting to rid themselves of their
years. In that time, countless wars, rebellions, and Jenoine masters. Verra, Tri’nagore, and others initiated the
otherworldly excursions have been confronted and thwarted great cataclysm which resulted in the formation of the
by the might of the Empire. Greater Sea of Chaos (see Sorcery, pg 24), which
simultaneously killed every Jenoine currently on Dragaera,

In the Beginning and elevated these former servants into gods themselves.

How the world itself came to be – be it via the machinations


of unknown gods, the Jenoine, or natural forces – is a Prelude to an Empire
mystery. However, it is clear that the Serioli were the first Without the interference of the Jenoine, the primitive
race to inhabit the world now called Dragaera, and they may Dragaerans were free to make their own choices. With their
in fact be the world’s only native intelligent species. entire population in the northwestern part of Dragaera, they
At some point in the far distant past, humans – that is to originally had next to no interactions with either the Serioli or
say, Easterners – came to Dragaera. How they made this Easterners.
journey is unknown. According to the Serioli, (who refer to Initially, the Dragaerans formed 31 tribes, each tribe having
Easterners as “The Old People,”) humans are “people from a genetic relationship with a particular animal. As the
the small invisible lights.” Planar scholars theorize that this centuries passed, however, only 16 would survive – all of the
implies that humans are native to a planet orbiting a star modern Houses, save the Jhereg. At first, the tribes did not
other than Dragaera’s own sun. It is possible that animal life- function as a cohesive unit, but this would change thanks to
forms also made the trip alongside humans. one of the most famous Dragonlords of all time: Kieron the
Since the humans settled the eastern part of the continent, Conqueror.
and the Serioli primarily inhabited the west, there is no Kieron began an aggressive campaign to unite the tribes
record of conflict between these peoples. and expand their territory eastward after he received a
manipulative dream from the Lords of Judgment. As the

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.

The Empire Reigns Adron’s Disaster


Once the Empire had reached the end of its seventeenth
During the first Cycle, the Imperial Palace was constructed in Cycle – the end of the first Great Cycle – it set in motion a
the Empire’s capital of Dragaera City. By the time of the third time of great upheaval and rebirth: the Interregnum.
Cycle, Imperial expansion had gone as far eastward as the All reigns of the Phoenix are marked by decay and rebirth,
Eastern Mountains, which would come to be the traditional but the 18th Reign of the Phoenix would turn out to be
border between Dragaera and the Eastern Kingdoms. By the especially so. The Emperor at the time was Tortaalik the First,
fourth Cycle, most of the Empire had conformed to use the who began his reign as an honorable man with great
“northwestern tongue.” character. Alas, as is the wont of most Phoenix rulers, by his
By and large, most of Dragaera’s 200,000 year history was a 532nd year as Emperor he had sunk deep into a state of
relatively smooth one, at least on a large scale. In all this decadence and over-indulgent vanity. By this time, most of
time, not once was the Empire ever seriously weakened. To the daily affairs of the Empire were being taken care of by
be sure, during this time there were many, many attacks, Prime Minister Jurabin, because His Majesty Tortaalik could
wars, and rebellions that posed some threat to the Empire’s not bring himself to be bothered by such trivialities.
security, but none of these ever materialized enough to truly Jurabin was a worthy Prime Minister, but regrettably, he
shake the foundation of Dragaera for any length of time. proved to not be up to snuff at filling the shoes of the
Many wars were fought with the bordering Eastern Emperor. A complex confluence of unfortunate events
Kingdoms, and the borders between them and Dragaera were (including but not limited to: a war with an Eastern Kingdom,
redrawn a number of times on either side of the Eastern internal rebellion, drought-driven economic fluctuations, and
Mountains, but by and large, the two factions have remained disagreements among most of the Great Houses over the
in a reliable stalemate throughout history. Wars were also Imperial Allotment of the treasury,) led to a near-crisis within
fought with the independent island nations – no less than the government. Even when Tortaalik managed to drag
nine with Elde Island alone – but just like the wars with the himself back to the throne, it seemed as if nothing could stop
east, these wars typically ended with no clear victor and no a major economic disaster from sweeping the Empire.
long-lasting consequences. To make matters even worse, a number of separate
From time to time, the Jenoine would attempt to gain a political intrigues were taking place behind the scenes. Some
foothold on Dragaera, but these attempts were always of the aforementioned aspects of this crisis were partially the
thwarted, thanks to the gods, the Orb, and the Enchantress of doing of one Garland (aka Greycat) of House Tsalmoth, a
Dzur Mountain, Sethra Lavode. former courtier of the Emperor who had been dishonored
and banished when it was discovered that he was tangled in
The Dragon-Jhereg War conspiracies against the throne. As revenge, Garland set into
motion the heart of the economic crisis by manipulating and
In the sixteenth Athyra reign, a Jhereg assassin killed another bribing many high-ranking Imperial officials. More severely,
Jhereg, who happened to be the guest of a Dragonlord at the he set into motion a number of very carefully orchestrated
time. The Dragonlord, feeling his honor had been slighted, assassinations, including the Captain of the Lavodes (see
retaliated against the Jhereg, who then retaliated against the Organizations, pg 59), one Gyorg Lavode, and multiple failed
Dragons, etc. Eventually, a full-blown conflict between House assassination attempts on the famed Captain of the Phoenix
Jhereg and House Dragon erupted, with heavy casualties on Guards, Khaavren.
both sides. It only ended due to the forcible intervention of An equally harmful intrigue revolved around the Dragon
the Emperor. To this day, Jhereg never perform an Heir at the time, Adron e’Kieron. Adron and his daughter,
assassination against a guest of a Dragonlord. Aliera e’Kieron, both dabbled in Elder Sorcery (see Magic, pg.
24) While this practice is technically forbidden, at this time in
The Lavode Scandal history, the crime was often overlooked. Unfortunately, the
Emperor’s consort, Noima, grew jealous of Aliera for a
Around the time of the Cycle change between the number of reasons, and had her quarters at the Imperial
seventeenth Jhegaala and Athyra reigns, the so-called Lavode Palace searched, where evidence of her study of Elder
Scandal forced Sethra Lavode out of the machinations of the Sorcery was discovered. At Noima’s urging, Emperor Tortaalik
Court, and the Lavodes (an independent imprisoned Aliera.
security/investigative/fighting force) continued on without Her father, Adron, was already considering action against
her leadership. This is notable because Sethra had been a the throne due to Tortaalik’s bungling of recent events, but
part of the Imperial power structure, on and off, since the the perceived insult to his daughter sent him over the edge,
beginning of the Empire.
54
causing Adron to begin his fateful military campaign and and buildings failed, and many structures rapidly fell victim to
attempted coup of the Orb. the effects of time.
Armies quickly gathered and fought on the outskirts of the For the next 247 years, the Dragaeran Empire effectively
capital, Dragaera City. On one side were the Imperial forces, ceased to exist as a united political entity. This time would
attempting to stop the “rebellion” of Adron e’Kieron. On the come to be known as the Interregnum.
other was Adron himself, attempting to take the Orb for During this period,
himself and turn the Cycle to a rightful Dragon Reign. there was a total
Adron had more up his sleeve than military might, breakdown in the
however. He planned to use a complex and dangerous rite normal structure or
involving Elder Sorcery to snatch the Orb from a distance – Dragaeran society,
something that had never been conceived of before. In the which dramatically
middle of the grand battle between his army and the Imperial affected trade, military
forces, he set the spell into motion that would reach out, rip engagements,
the Orb from the grasp of the Emperor, and bring it to Adron, medicine, art, farming,
so that he could become the Dragon Emperor. and every other
Fate, however, had other ideas. In the capital, Garland’s important aspect of
conspiracy was still unfolding – in disastrously unexpected Dragaeran life. These
ways. At the culmination of a complex series of events, the breakdowns were
Emperor himself was assassinated (by the soon-to-be- responsible for a
legendary assassin, Mario.) This completely ruined Adron’s dramatic increase in
intricate and complex spell, which was designed to steal the famine, plagues, crime,
Orb. Because nobody was actually in possession of the Orb, it and other major
could not, in fact, be stolen. This disrupted the pure amorphia problems within
being utilized by the Elder Sorcery… and, sadly, reminded Dragaera. Without a
everyone why Elder Sorcery is a forbidden art. unified front constantly
Unleashed in the city, raw amorphia – pure chaos – began pressing against them,
to unravel the fabric of reality. In mere moments, the the bordering Eastern
Imperial Palace, all of Dragaera City, and miles of surrounding Kingdoms quickly set
countryside were obliterated. Adron himself, most of the about reclaiming lands
ranking politicians of the Empire, most of the members of west of the Eastern
House Phoenix, all of the Lavodes, and thousands of civilians Mountains.
lost their lives in what would come to be known as Adron’s The responsibility to govern fell to the individual Dukes and
Disaster. Counts of the Empire, some of whom upheld their duties
It was only thanks to Sethra Lavode that all hope for the honorably, while others became petty tyrants and warlords.
future was not lost that day. At the last instant, she was able Obviously, no one could claim the old title of Emperor,
to teleport the Orb to safety, by sending it to the Paths of the because there was no longer an Orb to claim.
Dead, and to teleport herself (and Aliera’s spirit) away as Of greater concern to many high nobles was the state of
well. Because this was before the Orb’s upgrade in the the Cycle itself, the unalterable and unquestionable system of
Interregnum, teleportation was exceptionally rare and governance which had been the cornerstone of Dragaeran
difficult at this time. In fact, it was unheard of to teleport a society for more than 200,000 years. The fate of the Cycle
living individual. In short, the Empire is very lucky that Sethra was brought into question when it became known that,
Lavode was in the right place at the right time. apparently, no members of House Phoenix had survived – the
House, it seemed, had died out. How could the Cycle

The Interregnum continue without one of its key components?


Unbeknownst to most, however, was the fact that a single
Phoenix did survive the disaster. Zerika the Fourth lived
Adron’s Disaster resulted in two primary woes for the Empire.
Firstly, Dragaera no longer had a government; the capital city because her mother fled Dragaera City in the hours before
and most of the leading politicians were now a seething mass Adron’s Disaster. Sadly, her parents died soon after, and at
of amorphia. Secondly, and perhaps even more damning, was this time, Sethra Lavode intervened in order to save the
the complete nullification of all Sorcery. With the Orb sent to Cycle. She hid the young Phoenix away in the city Adrilankha
the Paths of the Dead, Dragaeran citizens could no longer call to be raised by Dragonlord foster-parents. Zerika remained
upon it to access sorcerous power. ignorant of her heritage and even her true name, (going by
All long-term enchantments working in the Empire failed. “Zivra,”) for more than two centuries, until the time came for
Floating castles crashed to the ground; Kieron's Watch, a her to restore the former glory of the Dragarean Empire.
historic rise that jutted into the sea near Adrilankha, suffered When Sethra determined that the time to be right, "Zivra"
a similar fate. Spells preventing the degradation of bridges was summoned to Dzur Mountain and told that her real
name was "Zerika", and that she was the Phoenix Heir (due to
55
the fact that there were literally no other possible forces were quickly routed, and Kâna was arrested and
candidates.) Zerika was tutored in the ways of the Paths of executed.
the Dead (see Deities, pg 46) so that should could journey to With her only real rival dealt with, Empress Zerika the
that otherworldly place and retrieve the Orb from its hiding Fourth was sworn into office by the reformed Council of
place, thus becoming the next Empress of the Empire. Princess, and work quickly began to restore the Empire to its
This was a very risky proposition, for the simple reason that rightful splendor.
living beings are not permitted to leave the paths of the dead.
However, Sethra made an educated guess that the gods
would make an exception in order to allow the Cycle to
resume.
Recent Years
Although less than three centuries have passed since the
Zerika traveled to Deathgate Falls and into the Paths of the Interregnum – the equivalent to about a decade, to an
Dead, successfully navigating them until she reached the Easterner – one can scarcely tell that it ever happened at all.
home of the gods, the Halls of Judgment. There, she The government reformed and restored order quite rapidly
appeared before the gods and made her case, that she should after Zerika’s coronation, and construction of the new
be allowed to return to Dragaera with both her soul and the Imperial Palace in Adrilankha proceeded at lightning speed,
Orb. After some spirited discussion, she was allowed to do so. and in no time at all, the city had adapted to its new role as
Moreover, during its stay in the Paths, the Orb had been capital. Imperial armed forces quickly mobilized and retook
upgraded by the gods with the ability to more accurately the lands recently invaded by Easterners.
control the flow of amorphia, opening the way for brand new All in all, no major crises have hit the Empire for the last
uses of Sorcery to be explored in the future. few centuries. But make no mistake, life in Dragaera is
Additionally, the gods sent a powerful demon known as the anything but dull. Rebellious lords, meddling gods, Jenoine
Necromancer to Dragaera in order to help the reformation of attacks, and the threat of war still continue – enough to keep
the Empire. any adventurer on his toes!

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
56
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
57
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.

Consort Division Six


The spouse of the Emperor or Empress is referred to as the Formally known as “Division Six of the Imperial Army General
Consort. While the Consort has no official role in the workings Staff Consultants,” this is a large, bulky division of the
of the Empire, he or she usually exerts a degree of informal Imperial Army that is dedicated to intelligence gathering,
power over the Court. special operations and investigations. While fairly effective,
this is an extremely large and bureaucratic group, unsuited

Armed Forces for operating with a high degree of secrecy or subtlety.


Normally, Division Six operates internationally, although in
The Empire is no stranger to conflict. Throughout the certain situations they may sometimes operate within the
millennia, dozens of conflicts have crept up: trade wars with Empire.
the Islands, territorial wars with the bordering Eastern Like the rest of the Imperial Army, Division Six falls under
Kingdoms, and internal rebellions constantly keep the the supervision of the Warlord.
Imperial Armed Forces on their toes.
Imperial Surveillance Corps
Imperial Army A clandestine Imperial organization that handles internal
The Empire always retains some portion of a standing army, security matters.
but there are mechanisms in place to rapidly inflate the size The Surveillance Corps is overseen by the Prime Minister,
of this fighting force in times of crisis. The army is overseen unless that post is vacant (as sometimes happens) in which
directly by the Warlord of the Empire, who answers directly case it is instead managed by the Minister of the Houses.
to the Emperor.
In wartime, the majority of the fighting forces consist of
conscripted Teckla. Elite battalions, consisting of primarily
Third Floor Relic
Dragonlords and Dzurlords, make up the remainder. This semi-secret group gets its name from its peculiar choice
of meeting places. Specifically, they meet in a room of the
Imperial Wing of the Imperial Palace – a room on the third
Imperial Navy floor – which is dedicated to the storage of important
The Imperial Navy is naturally comprised chiefly of House Imperial relics. The leader of this group answers directly to
Orca, although it still answers directly to the Warlord. The the current Emperor. The members of this group carry only
Navy is most crucial during times of conflict with Elde Island one form of identification – a plain, unadorned platinum ring
and Greenaere, when it is the first line of defense against the which holds a very specific, and impossible-to-duplicate
Islanders. identification spell.

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.

Special Tasks Group


The Special Tasks Group is a secret division of the Imperial
Army, whose responsibilities are many and varied.
This is a small, very well-trained group that is often used to
cover up mistakes of other Dragaeran Intelligence agencies,
such as Division Six, the Imperial Surveillance Corps, and Third
Floor Relic.
The Special Tasks Group is a semi-autonomous organization
whose existence is not publicly acknowledged. The title of its
commander is the “Brigadier.” The group appears to work

58
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

The Lavodes are seen as the “House of Profit.” Money-lending, gambling,


and all manner of illegal activities are overseen by the House
of 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.

The Left Hand


The Left Hand of the Jhereg is a fairly new organization of
sorceresses within the Jhereg which specializes in illegal
magic. Unlike the more traditional Right Hand of the Jhereg,
the internal affairs of the Left Hand are shrouded in mystery;
it is known that they own illegal businesses offering magical
services and that they have different divisions and an
enforcement arm, but beyond this only a bit is known of the
nature of their structure, work, and aims. Informally, the
Jhereg currently refer to them as the "Bitch Patrol" because
almost all members of the Left Hand are female.
The two “Hands” don’t have any direct or formal dealing
with each other. The most common interaction between

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)

The darr possesses water-tight skin, which makes excellent


material for boots or blankets. The darr is somewhat similar
to a deer, however, darr are capable of walking on two feet.
They are typically placid, but if they feel threatened, they can
be aggressive enough to chase a lone person on horseback.
The meat is sometimes eaten, although this is not as Large Animal
prominent a food-animal as a norska or a kethna. Hit Dice: 9d8+32 (74 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 30 ft.
62
Armor Class: 16 (–1 size, +1 Dex, +6 natural), touch 10, flat- Speed: 30 ft. (6 squares), climb 10 ft.
footed 14 Armor Class: 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-
Base Attack/Grapple: +6/+18 footed 13
Attack: Claw +13 (1d8+8) Base Attack/Grapple: +3/+13
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee Attack: Claw +8 melee (1d6+6)
(2d6+4) Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee
Space/Reach: 10 ft./5 ft. (1d8+3)
Special Attacks: Improved grab Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, scent Special Attacks: Rage
Saves: Fort +10, Ref +7, Will +3 Special Qualities: Low-light vision, scent
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Saves: Fort +8, Ref +7, Will +5
Skills: Hide –2, Listen +5, Spot +7, Swim +16 Abilities: Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Feats: Endurance, Run, Track Skills: Climb +14, Listen +7, Spot +7
Environment: Cold/temperate plains or forests, mountains Feats: Alertness, Toughness, TrackB
Organization: Solitary or pair Environment: Cold forests
Challenge Rating: 5 Organization: Solitary or pair
Advancement: 10–12 HD (Large)_______________________ Challenge Rating: 4
Improved Grab (Ex): To use this ability, a dragon must hit Treasure: None
with a claw attack. It can then attempt to start a grapple as a Alignment: Always neutral
free action without provoking an attack of opportunity. Advancement: 6–15 HD (Large)_______________________
Rage (Ex): A dzur that takes damage in combat flies into a
The Dragaeran dragon is a huge and fearsome creature with a berserk rage on its next turn, clawing and biting madly until
triangular head, endowed with several prehensile tentacles. either it or its opponent is dead. An enraged dzur gains +4
It can pick up psychic impressions of other animals with its Strength, +4 Constitution, and –2 AC. The creature cannot
tentacles. end its rage voluntarily.
Contrary to ancient legends, dragons do not breathe fire, Pounce (Ex): If a dzur charges a foe, it can make a full attack,
nor do they fly. including two rake attacks.
Dragons are typically found in the mountains, but can Rake (Ex): Attack bonus +7 melee, damage 1d4+4.
range into the lowlands from time to time. They have been
known to infest the forests of Fenario on occasion. They are The Dzur is a large black cat, resembling a huge panther. It is
dedicated parents, and will defend their offspring to the an especially vicious predator, and rarely attacks with
death. anything less than a brutal frenzy.
In the wild, dragons have been known to fall prey to vicious
groups of norska. Hawk
Dzur

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: —

A fanged, rabbit-like creature, Norska are omnivorous, and in


the wild are known to eat dragons, (hunted in groups). They
will ordinarily refuse to eat meat they have not killed, but in
captivity can be fed on a diet of ground meat and vegetables.
Norska eat by filling their cheeks with food, then slowly
chewing and swallowing miniscule amounts at a time.
The flesh of the norska is featured in many dishes. Norska
furs are also prized, and are often used in cloaks and for trim
on fashionable garments.

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.

The Dragaeran phoenix is extremely rare, and when it dies it


is reborn in fire.

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

Vallista The winneasaurus is a gentle creature most commonly


utilized as a foodstuff. It is a less common dish than norska or
kethna.

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: —

The yendi is a desert snake with a venomous, though subtle


poison. Victims often don't know they've been bitten until
they drop dead an hour later.

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

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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.

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