Professional Documents
Culture Documents
Setting for 5e
Credits
HISTORIA is a dark fantasy Renaissance-inspired setting
for the 5th edition of the World’s most famous roleplaying game.
The world of Historia was created by Mirko Failoni
A huge thank you goes out to all the backers who supported our project on Kickstarter,
making this adventure possible! You can find the complete list on page 320.
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Table of Contents
CREDITS 2 CHAPTER FOUR: Creating a Faction 226
PROFESSIONS 120 Careers 228
TABLE OF CONTENTS 3 Alchemist 122 Artisan 229
Doctor of Science 126 Artist 230
FOREWORDS 4 Cycles 129 Cartographer 231
Armiger 130 Historian 232
CHAPTER ONE: War Archetype 132 Mentor 233
OVERVIEW 6 Flagellant 135 Official 234
The Book 8 Philosophies 138 Outlaw 235
Further Reading 10 Magus 141 Sailor 236
Historia’s Scenarios 13 Secrets 144 Soldier 237
Merchant 152 Creating a Carreer 239
CHAPTER TWO: Merchant Style 155
VESTERIA 14 Priest 158 CHAPTER SEVEN:
Vesteria 16 The Way of the Faithful 160 EQUIPMENT OF VESTERIA 240
The Confederation 20 Sapper 165 Armors 242
The Holy Kingdom 27 Sapper Specialization 167 Shields 244
The Green Pit 35 Improvements 169 Weapons 245
The Avian Islands 43 Scholar 171 Avian Armors,
Field of Study 175 Shields and Weapons 248
CHAPTER THREE: Scoundrel 176 Firearms 249
FAMILIAE AND SPECIES 50 Scoundrel Archetypes 178
Familiae and species 52 Venturer 181 CHAPTER EIGHT:
Orders 52 Journey of the Venturer 184 ADDITIONAL RULES 250
Instinct 53 Inspiration 252
Theri 54 CHAPTER FIVE: Wounds, Fight and Death 253
Canidi Familia 54 VENTURES 188 Adventures 256
Edenti Familia 58 Ventures 190 Opponents 259
Eulipi Familia 62 Art 191
Felidi Familia 66 Destiny 192 CHAPTER NINE:
Licai Familia 69 Devotion 193 PITCHED BATTLES 262
Mustacei Familia 72 Discovery 194
Rodenti Familia 77 Enlightenment 195 CHAPTER TEN:
Ruminsi Familia 81 Heritage 196 CHARACTERS OF HISTORIA 270
Sauti Familia 86 Revenge 197 Heroes of Historia 272
Urcidi Familia 88 Revolution 198 Non-Player Characters 293
Vespertili Familia 91 Void 199
Avians 94 BACKER LIST 318
Anseri Familia 95 CHAPTER SIX:
Corbei Familia 98 WEALTH AND INFLUENCE 200 INDEX 332
Grarconi Familia 101 Wealth and Influence 202
Pici Familia 105 Factions 206 CHARACTER SHEET 335
Rapax Familia 108 Brethren of Worms 208
Ruspei Familia 112 Church of Bones 210 OGL 336
Strigi Familia 116 Circle of Whispers 212
Confraternity
of the Mortified 214
Emissaries of the Khan 216
Fellowship
of the Compass 218
People’s Army 220
Pug Heresy 222
Ordo Artis Occulta 224
Index
Forewords
We had no idea how wrong we were. We would soon Anthropomorphic animals are extremely useful in this
be expanding the creative team to include Matteo Pedroni, respect, because they can fit different molds. Our shared
the other co-author of the manual, and evolved the project imagination can feature a wolf laughing amicably in a car-
from a 150-page booklet to two volumes of three hundred toon, or growling ferally, depending on the context. I want-
pages, in full color, with miniatures and added extras. ed to strike the right balance in Historia, so that both as-
You already know the rest of the story, from the pects could plausibly coexist.
Kickstarter to this book, and you are part of it too – maybe For this reason, my suggestion for those who will play
it’s even thanks to you that this book exists. the game is to not take it too lightly, as it would deter from
experiencing the more dramatic and impactful aspects em-
How was the concept behind the book born, you may ask? In bedded in the game and setting; likewise, I do not recom-
some ways, it’s a synthesis of several of my interests. You will mend never finding time for some humor and lighthearted-
find some of Disney’s Robin Hood, some of my interest in ness in your games.
weapons and armor, some hundreds of hours of listening to Though the emphasis is on the dark aesthetic, it was
professor Alessandro Barbero, my love for animals, for video chosen to balance and place anthropomorphism in a differ-
games, for RPGs, for politics, for characters and the causes ent context from that which we might be used to, but this
of what become stories. It’s never easy to exactly locate one’s does not mean it is the sole aspect of the game.
work, especially with the lack of objectivity towards each pro- Everyone in Vesteria has their own motivation, and they
duction, be it positive or, more often in my case, negative. act, move, and live in a context which they will have to deal
I will not try to do so, then, and instead talk about my with no matter what. For this reason, my suggestion is for
reading of Historia. you to develop your character and your adventures start-
Many products with animals as their main characters ing from a general concept, and then consider the various
tend to be aimed at younger readers and usually attempt elements in order to fully embed the character in their sur-
to teach something, tinting events with one color or anoth- roundings, including the challenges, difficulties and weak-
er, and often categorizing characters into ‘good guys’ and nesses they will have to overcome or face.
‘bad guys’. In Historia, which is aimed at a more mature
audience, I’d prefer if people focused on the gray tones that Everything I have told you in this preface, however, is still
every character, story, or situation inevitably carries. dependent on what Historia is to me, in my books, in my
This does not preclude the existence of archetypal char- comics, and in the canon I have chosen to create – and all of
acters, at all. Anthropomorphic animals are a solution it is just a starting point for you to build your version of this
which isn’t limited to the aesthetic, and can easily become universe and of your story.
a tool to represent human archetypes in an interesting and As a Game Master, I have taken several other settings,
immediate manner, which can in turn be used to play with stories, worlds, and have bended them to what I wanted to
contrasts and moral hues. bring to the table, narratively, or emotionally. As I did that,
However, even in the context of a single archetypal char- I’d imagine how honored I would be if someone, using my
acter like Desmond the Paladin, I would like for people to own work, could do the same to play out their own stories.
discover and explore – through Historia – the cases where
white and black overlap and mix. As of today, you are also part of Vesteria, and you will be
What are the values which a hero, a defender of the faith, writing a small part of the world I initially created – a
a symbol, has to learn to put aside as they inhabit their role? shared world, which is now also yours.
Compassion, maybe? Honesty? Freedom? Humanity?
Stories are born from this very tension. Welcome to Historia.
Mirko
Forewords
Chapter One - Overview
he first part of this chapter showcases the contents of the Historia manual, breaking down the information
within and explaining how it can be used by both GMs and players. The second part suggests further reading
on the game’s structure and how best to make use of its framework: how to roleplay the anthropomorphic
animals in Vesteria, what themes to tackle in a game, how to best set narrative boundaries according to the
players’ needs and sensibilities, and suggestions about Historia sessions.
Overview
THE BOOK CHAPTER III - FAMILIAE AND SPECIES
CHAPTER I - OVERVIEW
The second chapter in the manual delves into the complex CHAPTER IV - PROFESSIONS
and fascinating world of Historia, exploring the geography,
politics and society of Vesteria, the western continent where
most of the game’s stories takes place. Vesteria is partially
inspired by Renaissance Europe, especially the central and
southern countries’ social tapestry of political intrigue and
struggles; unlike Europe however, Vesteria is populated
with anthropomorphic animals and magic is real. It is di-
vided into a number of regions: the Holy Kingdom, a mili- The Professions chapter contains the rules regarding character
tary theocracy based on the worship and belief in the sacred classes, redeveloped to better fit Historia’s dark Renaissance
nature of Bones; the Green Pit, a savage, untamed land with setting and considering the presence of a rare, mysterious
no real political structure and large city-mines constantly form of magic. Venturing professions represent the path you
targeted for their resources; and the Confederation of Free choose to make your way through the world of Vesteria, as
Cities, a union of autonomous city-states in constant but well as the skills you rely upon to solve problems and take
mostly amicable rivalry, in which wealth and culture are part in intrigue and struggles for survival. The professions
both equal pretenders to the throne. don’t include the entirety of what characters might choose to
8
do with their life, but are rather a meeting point between the Fame is generally achieved through exploits and successes,
crucial parts of the adventure and the more common occupa- though it also features specifically in a character’s field of
tions with interesting qualities, in order to better experience expertise or the organizations they belong to. The latter rep-
the game’s style of storytelling. resent a large portion of the powers controlling Vesteria, and
Alchemists, armigers, sages, rogues, engineers, magi, the chapter details which factions you could choose: starting
merchants, mortifieds, priests, and mercenaries are the as a simple novice and increasing your influence as you climb
foundations of Historia’s narratives, and play its leading up through the ranks; one day you might even reach the
roles; some are rarer than others, especially the ones with higher echelons of the faction. You can also build upon your
magical tendencies, and even more so if that magic is not fame within your chosen career, making a name for yourself
linked to the Church. Remember: Historia’s emphasis on across the continent through your chosen occupation.
‘scarcity’ is crucial to the narrative.
CHAPTER VII - EQUIPMENT OF VESTERIA
CHAPTER V - VENTURES
Overview
added layer of realism (though we cannot claim that Historia è rappresentato con le proprie statistiche di gioco e il pro-
reflects or imitates reality) with a stronger use of exhaustion prio passato, ricco di spunti per avventure e narrazioni oltre
levels. The core element of the game is storytelling, however, che di riferimenti al corso degli eventi del mondo di Historia
so the additional rules are focused on how to enhance this as- fino a oggi. Per finire, in questo capitolo sono anche presen-
pect and how to reward the players willing to risk something tati i modelli per creare i personaggi non giocanti (PNG) in
to bring an exciting, intriguing story to the table. maniera archetipica, in modo da aver pronti rapidamente di-
versi profili di avversari che si contrapporranno ai personaggi
CHAPTER IX - FIELD BATTLES e porteranno il GM a dover improvvisare un nuovo intrigo e
una nuova avventura nel mondo di Historia
FURTHER READING
ROLEPLAYING ANTHROPOMORPHIC ANIMALS
In Historia, you will act out the role of anthropomorphic
By its own nature, Historia wasn’t conceived to make charac- animals, whose abilities and characteristics are very hu-
ters experience epic adventures in which they save the world man, from a period of history similar to the Renaissance of
by using phenomenal cosmic powers, but rather by directing southern Europe; in this world, however, magic is real and
them towards gritty ventures where they will more or less risk tangible, and the winds of war always blow across the conti-
their lives, maybe pursuing an ideal, a dream, or a goal as they nental peninsula of Vesteria. The political patchwork of this
do so. Reality is hard, complex and cruel, and wider shifts land sees the rule of the fittest enacted not entirely through
in the political and structural balances are not caused by the brute strength, but rather through power, wealth, resourc-
actions of a small group of characters (with some rare excep- es, and weapons. Familiae and Species of the characters in
tions) but happen thanks to larger movements and conflicts Historia carry with them a diversity even greater than that
of power. This chapter is for the attention of characters who of our world: physical characteristics vary in the most dis-
have reached such a level of fame and skill that they might parate of ways based on forms, size and traits, but perhaps
be crucial to the balances in a larger armed conflict in which due to such a variety of individuals forming a collective
they feature as leader and commanders of entire units, troops community (or several), they each recognize each other as
or regiments, and not as simple soldiers surrounded by war, sentient peers, possessing a ‘soul’ and mental faculties.
whose only aim is to make it back home on their own paws. Historia’s society may not be just or welcoming, but the
Field battle rules allow high level characters to maneuver an rules of discrimination are very much based on social classes
entire army based on their personal abilities and strategies. rather than Species, as is historically common in the period
and context used as inspiration. There are forms of com-
CHAPTER X - CHARACTERS OF HISTORIA petition and exceptionalism among Familiae and Species
(even within the same Familia!), but if mockery and banter
are part of the interactions that form the core of the game,
there is no such place for racial discrimination. Roleplaying
an anthropomorphic animal is first of all a question of role-
playing a three-dimensional character: a person, if you will.
Some might take the opportunity to develop the qualities
of their chosen Species based on their knowledge of literary
Nell’ultimo capitolo del manuale vengono presentati i veri or other archetypes, such as Aesop’s choice of animal char-
protagonisti di Historia: i personaggi che abitano il conti- acterization and their incarnation of distinct human qual-
nente di Vesteria e che lo animano con l’intreccio delle loro ities. We recommend, however, playing beyond the stereo-
storie personali, dando vita al mondo. In questo capitolo si typical. Nothing in Historia prevents a muskrat from being
conosceranno i Personaggi Notabili di Historia, ossia coloro a member of the nobility, or a wolf from being part of the
le cui ACTIONS smuovono gli equilibri in tutto il continen- common folk: it all comes down to context and story. We
te, ma anche figure più comuni per quanto riguarda la fama encourage players to riff off of and subvert stereotypes, es-
eppure comunque potenzialmente interessanti per l’impor- pecially as incentive to better develop an engaging narrative.
tanza che possono raggiungere le loro storie se unite a quelle This is already in the core of the skills and traits of Familiae
dei personaggi dei giocatori. Ognuno di questi personaggi and Species in Historia, which we hope will encourage you
10
to think about archetypes without falling into the trap of that common traits and unity are valued way more than in-
stereotypes and caricatures: the aim is to bring to life a cruel compatibilities and what divides them.
and savage setting, where the conflict between players’ ob- This quality carries into the aspects of life regarding attrac-
jectives and the oppressive powers of society is at the center tion and affection in Vesteria.
of the game’s narrative, highlighted and amplified by the As far as procreation is considered, the general rule is that
traits of the animals players will choose. children can only be born from two members of the same
You should feel free to play your character’s traits and Species or of compatible features of the same Familia - this
qualities, on the narrative level, as as you feel correct, without is not the case, for example, in the Edenta Familia, in which
feeling that you have to adhere to existing models. As in the the Species are so different in physical characteristics to make
real world, there is something special in each individual no hybridization impossible. Some Familiae, on the other hand,
matter what community, category or family we may belong do have the right conditions, such as Licai and Canids, who
to, and that may or may not share some of our traits. share common ancestors and some physical traits. In any case,
Though the authorial intentions behind Historia are of full when two members of different species breed, their offspring
equality, Historia’s society is nowhere near perfect, and there will share traits predominantly with the mother or the father,
are exemplary cases of specific Species and Familiae experi- with only hints of the parent they do not take after - they will
encing a more privileged position due to their origins. Such an not be full hybrids in appearance or qualities. Pups born from
example is the Avian Islands society, based on the food pyr- parents of different species are not subject to discrimination
amid of birds in the real world; in this case, the strength and or drawbacks, unless there is a social reason such as might be
lethality of the individuals has shaped the community, creating the case for nobility - finding themselves with an heir who
disparity and rigid social classes based on one’s Familia. It is, shares very few of their features compared to their inheri-
however, the political structure of one region alone, and it does tance - which may cause some discontent. In any case, the
not reflect Avian culture in its entirety across Vesteria. preservation of family lineage is only a factor where it relates
Although there is a general sense of social hierarchy among to inherited power and wealth.
different Avian Familiae, that does not make it mandatory for In a world so vast and varied, where physical differences
every member of every Familia to discriminate against mem- are so radical, conscience is the one uniting factor, and there
bers of others. Depending on the characters, on the cultural is plenty of space for affections and relationships beyond
context, on the tone of your campaign, this aspect can play those within the same Species, involving multiple, disparate
more or less of a prominent role. There are, of course, some in- individuals. That said, there are some areas where inter-Spe-
evitable ‘caste privileges’ which - in the extremely competitive cies mixing is looked down upon, and is received with vary-
Avian world - can make the difference between social climb- ing degrees of approval in different areas of society. A good
ing and ostracization for anyone without enough ambition and example is the Holy Kingdom, where faith is the cornerstone
talent to be ignored, in order to overcome the limitations of to everyday life, and where detachment from carnal matters
their own Familia in the others’ eyes. is preached in favor of the immutability of Bones. Though
Another example, this time concerning the Holy relationships not devoted to procreation are thought badly
Kingdom: the high aristocracy and the more powerful roles ofreceived, the nobility tend to turn a blind eye on matters
within the Church are predominantly covered by the Canid of combined marriages, where spouses are united by politi-
Familia (or Licae) thanks to the discovery of the Ancestors’ cal and financial reasons and spend their actual personal life
first relics, similar in shape and form to those of gargantuan with their lovers, of whatever gender or Species they may be.
Canids. This has ensured that, as the Church of Bones was In the more liberal Confederation, the notion of procreation
being created, Canids have had immediate competitive ad- as crux to a relationship is practically non-existent, and it is
vantage: the current situation is a result of past times and instead the lower classes who see offspring as a valuable re-
nothing more than an established tradition. As much as a source, raising them to be looked after in old age and for
system based on the worship of the past and strict social rules them to inherit the rewards of a long life of hard work should
is reluctant to change in favor of progress, even within the they choose to eventually leave their family.
Holy Kingdom there is no systemic discrimination based on More in general, there is no real discrimination based on
species or race. Historia as a game is not founded on building gender in the world of Historia, and aristocratic titles are
stories upon differences between Familiae and Species, and passed onto the firstborn no matter their gender - with the
definitely not on having some oppress or overcome others. caveat of being able to change the inheritance in favor of a
The major differences between Historia’s many Species relative of same blood before they come of age, should the lat-
should be considered as what gels the society of its world: there ter be considered a better choice in terms of capability for the
are so many aspects of diversity co-existing in close proximity clan, family or organization. Another aspect of the complete
11
Overview
acceptance of the diversity of Vesteria, and a legacy of its wide- group discussion, during which no questioning of issues
spread, bloody conflicts, is the practice of adoption, extremely that arise should take place: trust that a player asking for a
common especially among lower and middle classes, where topic to be avoided has their motivations to do so. Asking
finding a good heir no matter their Species is crucial. Orphans for an explanation is not wrong as such, but unless you
are not a rare occurrence in this world, and though adoptions have a level of intimacy and trust that allows for it, you
into families or institutions are common, they are found in should just respect that decision. If the players prefer to
many populated areas of the harsh continent of Vesteria. put together a list, each writes down what topics they’d
rather avoid and the GM will compile them into an anon-
NARRATIVE BOUNDARIES ymous document. Again, there is no need to discuss or
AND DECLARATION OF INTENT question the choices of topics to avoid.
Historia is structured as a game that explores potentially If during a game someone accidentally heads towards
sensitive topics: Vesteria sees war, poverty, exploitation, in- one of said topics or if a part of the story is still making
trigue, violence, murder, betrayals and injustice on a dai- you uncomfortable, there are various ways to end the scene
ly basis, and they form the skeleton of the game’s dark and skip to the next, or even reversing some actions and let
Renaissance setting, meaning a character may fall to any the scene play out differently. There is no need to discuss or
of them without a hero’s death or valiant actions. It is still question the change: the group will carry on with the new
possible to delve deeper into these topics and face them scene, with the GM’s guidance.
with the awareness that they may become the main subject Along with the wellbeing of the group, another point
matter when you choose to set up your game. to consider when setting your boundaries is the location
Before creating your character, you should discuss with where you will be playing. It doesn’t matter whether the
the GM what you expect to see and get out of the game, game happens in the comfort of your house or at a public
and what you’d rather avoid. The tone of the game should event, with younger people, or other factors that may add
be reached as a consensus, which means full transparen- to the players’ preferences - it all needs to be taken into
cy about which narrative elements can cause discomfort account when setting any eventual boundaries. Generally
to any of the players, so that the group may move away, speaking, you must always aim to play in such a way that
gloss over, or simply avoid them to make the experience everyone involved is comfortable doing so.
fun for everyone. The first step is for the GM to ask the A final suggestion: the best way to start a campaign with
players whether they want to have a conversation about Historia is to arrange a session zero, in which the GM can
potentially out of bounds situations or scenes, or whether present a ‘Declaration of Intent’ to the players, in order to
they would prefer to put together a list of them or make align the group’s expectations and discuss possible develop-
use of a warning system (such as an X-card, for exam- ments for the game. To find out more about the ‘Declaration
ple), so that the GM may skip a scene containing those of Intent’, please visit our DrivethruRPG store and down-
elements during a game. If the players agree, it can be a load our “RPG’s and the Declaration of Intents” for free.
12
HISTORIA’S SCENARIOS
Historia’s society of evolved and self-aware anthropomor-
animal-based goods is accompanied by plant-based alterna-
tives and supported through a specific tradition of the world
phic animals leaves open a number of questions about the of Historia: the worship of the Church of Bones and the belief
darker goings-on of a cruel, relentless society in which that the mortal flesh that ties us to this existence is an anchor
predators and prey coexist. To meet an audience’s different for the Bones and spirit, meaning that at the time of death it is
sensibilities, below are three suggestions of guidelines to common to donate one’s pelt, fur and skins to the tanners, who
manage the tension between prey, predators, and the pres- work it into clothing and leather.
ence of animals which are not anthropomorphized within The idea that there is no remaining connection to the
the wider game setting. flesh after death is so culturally widespread that no one bats
an eyelid at using materials obtained through such a morbid
THE CRUEL FABLE - to us - process. This scenario, then, explores the connec-
The continent of Vesteria is a dark place in and of itself, in tions between social aspects of anthropomorphic animals
which social inequality is strongly felt and where characters and the stories of single characters trying to achieve their
will become involved in evil machinations and dangerous ad- goals in the complex socio-political framework of Historia.
ventures. In this first scenario, the GM and players will focus
on the aspects of storytelling concerning the characters rather THE MACABRE COEXISTENCE
than the wider framework of them being anthropomorphic This final scenario we suggest includes further details for
animals, effectively running a scenario much like the 1973 those players who want to delve even deeper into the rela-
Disney animated feature Robin Hood, though a little darker. tionship between prey and predator species, as well as those
There will, therefore, be no difference between predator and between sentient and non-sentient animals. Indeed, this
prey, no one will concern themselves with what appears on scenario sees both living side by side: animals are farmed,
their table or who provided the leather for their boots, and used for materials, hunted and tamed for sport and more.
the fact that animals exist on differing scales of evolution will This creates an obvious cultural tension where wild animals
not be touched upon: the focus of the narrative will be the are also used as symbols of power and aggression: a Felid
actions of the players as they navigate a hostile world. walking a dog on a leash will inevitably draw the displea-
sure of Canids and Licai, while some Ruminsi might not
THE EVOLVED SOCIETY agree with those who farm and butcher bovines for meat
This scenario introduces elements looking farther into how and leather. Nonetheless, these tensions should be consid-
society evolved and how aspects such as food sourcing, leather ered in the same way that humans see their closest primate
tanning, and prey-predator relations might work. The process kin, in the varying degrees that our own world offers, de-
that brought animals to evolve sentience has affected only land pending on sensibilities and beliefs. A consequence of this
mammals, birds, reptiles and amphibians, here listed as theri, scenario is that predation between sentient Species acquires
avians, sauri, and lissames, but not fish or insects, which make a new meaning: the social contract still sees the gesture as
up the majority of farming, with vast fields of larvae and a sig- horrifying as cannibalism is to us, but relationships between
nificant fishing industry. Carnivores and omnivores subsist on prey and predator species may be more tense, given the re-
these resources, but herbivores may also include some insects semblance of the former to the content of the latter’s meals.
as sides to their vegetable, fruit, or root dishes: after all, the an- The scenario also adds an extra layer with labor animals,
thropomorphization process has brought all types of animals exchanging the hand-drawn carts of the other two scenar-
closer to each other, setting them on a common path of shared ios for animal-drawn power. The Animal Handling skill is
traits and forms. There is but a trace of any primordial instinct, not handed over by any particular privilege in Historia and
now shaped into more ‘human’ and rational characteristics: a is only used if players and GM consider it necessary for the
predator might have a more aggressive and competitive dis- application of the scenario.
position, maybe showing in their fighting style, but will never GM and players should agree in advance on which sce-
have to resist the urge to devour a traditionally ‘prey’ compan- nario to apply, or whether to weave parts of different ones
ion. Any act involving feeding of sentient Species is consid- together, depending on what themes they wish to explore in
ered on par with cannibalism in our world. The production of their setting of Historia.
13
Overview
Chapter Two - Vesteria
he second chapter in the manual delves into the complex and fascinating world of Historia, exploring the
geography, politics and society of Vesteria, the western continent where most of the game’s stories takes place.
Vesteria is partially inspired by Renaissance Europe, especially the central and southern countries’ social tapestry
of political intrigue and struggles; unlike Europe however, Vesteria is populated with anthropomorphic animals
and magic is real. It is divided into a number of regions: the Holy Kingdom, a military theocracy based on
the worship and belief in the sacred nature of Bones; the Green Pit, a savage, untamed land with no real political structure and
large city-mines constantly targeted for their resources; and the Confederation of Free Cities, a union of autonomous city-states in
constant but mostly amicable rivalry, in which wealth and culture are both equal pretenders to the throne.
Vesteria
he cry of the lookout, up from the Ribs procession, beneath the stone vaults of the Temple of
crow’s nest, leads the entire crew to Bones, and outside its doors the cries of the Mortifieds resume,
turn towards east: Land ahoy! Soon as they begin the song of their whips. The Avian Islands’ song
the horizon will reveal the white is brought by the wind, filling the ears of those who fly, lifting
spear of the towering lighthouse their wings; be they a formation of Geese or a solitary barn
of Nova Marina and the forest of Owl carrying in its talons a message that cannot wait till
masts of all sizes moored in its port, dawn. In the Green Pit the loose tongues of Salso Nero charla-
the shining pearl at the center of tans mix freely with the lewd shanties of mercenaries march-
the Bay of Lisandra. Its crowded dive bars and busy cross- ing and the rhythmic footsteps of miners, falling regularly
roads play host to the tales of marvel of sailors returning under the watchful eye and burning lashes of their supervisor.
from faraway lands and to rumors and whispers alike, sold In the Ossarium, however, the only sound is the solemn silence
at higher costs even than spices throughout the Confederation. of its secrets, perhaps not meant to last, as it shrouds the array
Nochemburg resounds with the sacred hymns of the Thirteen of millenary skeletons at rest.
16
These and many more are the voices of Vesteria, voices The land described in this manual is a peninsula which
awaiting those of players around the table, ready to start hosts, from east to west, four nations:
their own adventure in a land of a thousand opportunities.
Vesteria is a diverse, varied continent: from the cities • the CONFEDERATION, a union of city-states as
populated by daily intrigue and where political balance may wealthy as it is prey to corruption and the whims of
rest on the actions of a single individual, to savage lands the powerful;
where survival itself is a challenge, every kind of story, every • the GREEN PIT, a land where the untamed nature
theme and every gaming style can find its ideal setting. of its geography and its people has resisted all external
The nations presented within provide GMs and players a influences;
landscape filled with stories and histories, as Vesteria has al- • the HOLY KINGDOM, an uncompromising
ready been through centuries of development before reach- monolith, much like its religion, and equally resistant
ing the shape it currently inhabits - and there is no sign of to change;
it slowing down now. New discoveries, ancient mysteries, • the AVIAN ISLANDS, a traditionalist, caste-based
characters whose fame (or infamy) has spread across the kingdom, which also houses some of the brightest and
lands are both framework and core of the most disparate of most subversive minds of this age.
adventures: be that societal struggle, power grabs, personal
conflicts, or noble deeds. Beyond the eastern border of Vesteria, the maps speak of
Life on Vesteria is not easy, and rarely do its shades the Far Lands, of the White Desert, of the Khan’s Empire,
of gray allow for a clear sense of right and wrong, of jus- the Republic of Calìda, of Rodelia, of the Kjaldorn Islands,
tice and injustice, of cowards and heroes. But in a world of many other places even more mysterious and fascinating
where caution warns you to watch your back even from the farther away you move from the Known Sea. We will
the least threat, everything is possible - and that includes soon have more concrete news of these countries, but for
finding loyal allies and purity of heart in places you would the time being, the Western continent will be the one de-
least expect. scribed in detail.
17
Vesteria
18
19
Vesteria
The Confederation
GEOGRAPHY and the sole desert worthy of this name in all of Western
The land within the current boundaries of the Vesteria: a rocky plateau from which several rivers spring,
Confederation is one of the most diverse in all Vesteria. The though none cross its plains. The city of Gratigna happily
coastal perimeter, which forms its northern, western and shows it its back, choosing instead to look over the vine-
southern borders, is rich with natural harbors and ports, yards watered by one of the Bastion’s tributaries, but no city
which undoubtedly favored the tendency of the local pop- dares to occupy any space in Barrenland, making it the only
ulations to travel by sea. The plains found between Wind uninhabited area of the Confederation. Even the Marna
Town and Nova Marina are fertile, abundant with water marshlands around lake Lembrosa house more souls than
and protected by the Castri, the northern mountain range the Barrenland plateau: indeed, the swamps see cultures and
shielding them from the incessant winds from the north. farms of shellfish and crustaceans, fresh and saltwater alike,
The Berga plain, on the other hand, is constantly exposed and considered the best in the region. There are no isles
to those winds, and is the only region in the area which in the sea that embraces the Confederation, and the only
sees a stark climate all year round, with long winters and such territory that the latter claims for itself is the small
short, mild summers. From the Valgroppa estuary and even Hermit Island, rising from the waters of Lake Stilla. The
more so farther south, springtime comes early, summers are largest body of freshwater in the land, the lake eventually
sun-ridden, and fall harvests are plentiful. Farming and its joins the sea in Solina Bay - whose name’s origin is still
associated trade are the cornerstone of the federal econo- unknown, as it hosts both saline flats and, being the south-
my, and even though some of the southern duchies of the ernmost bay of the land, could be considered “home of the
Holy Kingdom attempt to compete, the oil made in the sun. Despite Nova Marina claiming the title of owning the
hills of the Celso and the wines of Gratigna are the best most powerful naval fleet of the known world, here is where
in Vesteria. The rivers that run through the Confederation the Confederation’s ships are moored: the fortified city of
are, for the most part, easily accessible by boat from half- Albea keeps watch, from its post atop the Lance peninsula
way their length to the sea. The only notable exceptions from where even Salso Nero can be seen, beyond the sea.
are the rivers commonly referred to as the Comb’s Teeth,
that is to say the Rio Claro, the Rivazzo, and the Valerano, POLITICS
which run from the heart of the Castri in the west to the The Confederation is an exception in Vesteria’s political
Gulf of the Pit to the east, crossing the Morderana forest. landscape for many a reason. It is a union of multiple city-
Despite being unwelcoming to any type of vessel, these riv- states, first above all its founding cities of Wind Town,
ers are vital to the history of the Confederation’s shipyards: Nova Marina, and Montetorto. While still keeping their
the enormous white pines of Morderana would be carried individual identities and power over the lands they histor-
by their rough waters down to the valley, where they would ically held, they set up a coalition to allow easier trading
become the masts of frigates, corvettes, and galleons. Such between themselves and the markets outside their usual
was, and still is, the importance of this logging region that remit, to strengthen their position against united and pow-
the title of Marshal of the Morderana is one of the most erful nation states such as the Holy Kingdom, and to set-
sought after and respected, and only bestowed upon the tle and de-escalate often tense rivalries between cities and
most loyal of Confederation individuals. favor the growth of the entire region, not always an easy
Diametrically opposite to the Teeth is the Bastion, which, task with notoriously bickering neighbors. Though it does
despite its war-like name (due to its previous existence as not boast an actual capital (the three founders claim their
a natural border between two warring powers) is a plac- excellence in different fields, and the mere idea of elevat-
id, wide fishing river. Its delta, guarded to the north by ing any one city makes the other two raise their hackles
Liveccia and to the south by Nova Marina, was once un- with disgust), it does have a de facto leader in the post of
healthy marshlands: its reclamation is considered one of Confederate High Governor, elected on a four year basis
the largest public enterprises of the federal government, by the Confederate Parliament from among its mem-
directly after the latter was formed. An area, instead, which bers (at the end of a High Governor’s remit, they may be
may have benefited from inheriting some of its waters is re-elected, but for no more than two mandates). The posi-
Barrenland, the vast expanse to the south of the Castri, tion, one more of representation than executive, confers
20
21
The Confederation
various landowners; Albea is guided by its Superintendent,
an admiral of the Confederation’s naval fleet. The number
and variety of hierarchies and roles in the Confederation,
including its Parliament (based in Nova Marina) and local
government, means that citizens of all backgrounds can
feasibly achieve a political position. Corruption, of course,
is not unusual, ambition tends to be cut-throat worthy, and
plots are a daily occurrence. The economy is a happy blend of
farming (cereals, beans, fruit, vegetables are all grown with
great results in most plains, and the already mentioned vine-
yards and olive tree plantations are an international point of
pride), artisan production, and trade, with a heavy balance
on the latter. The powerful navy of the Confederation excels
not solely in its military incarnation, but even more so in its
commercial fleet: vessels of all sizes and make sail the Great
Waters incessantly, shipping impressive quantities of cargo
and creating an equally impressive profit. Additionally, the
Confederation is famed for its marketplace of ideas and
innovation: the Montetorto Academy, vanguard of alchem-
ical research, and the Schola Ducale of Wind Town, where
engineering is taught like nowhere else in the world, are
both sources of incredible prestige and noticeable profit.
22
ship construction. There is no real competition for the lat- cloths, bespoke clothing, and accessories to flaunt their sta-
ter: Nova Marina has the best merchant fleet, while Albea tus. Even those of more humble means take care of how
excels in its military vessels. The Confederations’ citizens, they present themselves, especially in the cities, and one will
then, are indeed fiercely proud and competitive, but there find a widespread tendency to judge books by their covers.
is a silver lining: the entrepreneurial spirit that marks them Love for these ostentatious ways reaches its most ridicu-
is a direct result of these qualities, and one of the core rea- lous peaks among the nobles and the nouveaux riches of the
sons behind the region’s growth, along with the distinctively upper middle class. Alongside many other such whims, the
high level of education, even in the more rural areas. It is ‘garden hermit’ is definitely one of the most bizarre: people
rare for a pup born within federal borders not to attend paid to live in a hut or cave in the gardens of patrician vil-
school, be it with the prestigious Wind Town academies, las, spending time by musing about philosophy with guests
the public schools present in all urban centers, with pri- and on special occasions. What’s more, the wealthier fam-
vate tutors, or simply taught by their parents through ho- ilies especially in rural areas are accustomed to taking their
meschooling. There is almost no illiteracy, and those who meals as late as possible: where the farmer must live by the
cannot read or write are looked down upon and consid- rhythms of the sun and their work, the rich can afford to
ered small-minded and ignorant, an easy prey for unsavory live by those of luxury and comfort.
practices, and with no future prospects beyond manual
labor or dock work. Average living standards are relative- RELIGION
ly higher compared to other nations: if the more wealthy As with many of its other facets, the Confederation holds
cover a spectrum from extreme decadence to false modesty, no singular approach to spiritual belief. The most common
the lower classes are rarely destined to suffer from hunger organized religion, much as with other areas of Vesteria, is
and poverty, as dignified labor is available to all, allowing the Church of Bones, though the levels of involvement and
for modest but dignified livelihoods. Though labor itself is observation vary: there are only small congregations in the
highly regarded across the Confederation, it is not the more temples of Berga, for example, where the Church holds lit-
noble arts that have the most acolytes. Organized crime in tle sway. Albea, on the other hand, sees it deeply connected
particular is spread widely, feared, and seen as almost im- to every aspect of its life, and celebrations for holy days are
possible to eradicate. It is considered an unfortunate side well attended by crowds of faithful from all around; what
effect of welfare, and the resources employed to fight it only we must note is that the ‘version’ of the doctrine professed
truly increase when it touches upon the financial interests of is not that of the Keeper of the Bones in Nochemburg, but
the higher echelons of society. What’s more, although ‘the rather the Indicant Heresy, known there as the Humble
oldest profession’ refers to a very specific occupation in any Way. It is an interpretation of the Church of Bones derived
other part of Vesteria, the Confederation is yet undecided from the ideas of the Indicants, a sect in open contrast with
as to whether it means the spy or the bard, though many the seat of Nochemburg, aiming to reduce everything quite
by now agree that the two easily coincide. Indeed, where literally to the bone: they preach poverty, a clear separation
the former find their job cut out for them among the ev- between Church and State, humility and the belief that ‘be
er-warring spice merchants and political grand games, the the flesh gourd or taut, be the skins candid or pocked, be
latter could not ask for a better stage. The arts have fertile the cloth luxurious or tattered, it matters not. Beneath all
ground in the Confederation, and only in the Avian Islands these, all Bones are gifted the same worth.’ In the bigger
is singing held in higher esteem and more commonly found cities, the situation is less polarized, and despite the Church
across the daily lives of laypeople. It is very rare indeed to of Bones being the ‘official’ religion, the Heresy in particular
not hear the notes of a hired minstrel accompany the chat- (indeed, its liturgical calendar is followed for some of the
ter of a busy tavern, and a noble family’s court without an secular festivities and closures), it is not the sole practiced
officially appointed bard immediately loses some of its pres- belief: in Nova Marina especially, connected to all major
tige. Visual arts are awarded with respect and admiration ports of the known world, the reader will come across many
only at the peak of their craft, and are otherwise considered a procession or sacred building of foreign faiths, not usu-
on par with other crafts and handiwork, while literature is ally well known yet still tolerated, if suspiciously. The sole
perhaps the youngest sibling of the arts family: many do exception is Montetorto, famed for its distaste towards all
read, fewer write outside of functional reasons, and even religions, not to everyone’s liking. To many, it is due to the
fewer still do so with actual success. Clothing and personal Academy, a centenary source of miracles that have nothing
appearance more in general are cared for by all individuals, to do with the divine, but rather the minds and ingenuity of
regardless of their background, and nowhere else will the mortals and their affinity to arcane studies. This exception
reader find people ready to spend high sums for high-end aside, devotion and practice are never seen to the extreme,
23
The Confederation
THE INDICANT HERESY
It is worth giving some additional context to what, today, is considered the sole heresy or reform - depending
on who one might ask - of the Church of Bones. Fringes such as this one rarely survive the Inquisition, and the
peculiarity of this variation of the doctrine is not its ideological teachings but rather the way in which its fol-
lowers have fought tooth and claw for its preservation. Index IV (see POLITICS in Holy Kingdom) has been
one of the few elected Keepers in Nochemburg not hailing from the Partenopio family. Feeling perhaps on the
outskirts of the political games involving the Church, he foolishly attempted to put forward a clear separation
of religious and secular powers. He spoke of a Church stripped of all excess, in which the clergy would tend to
the souls of its faithful and the connection to the Ancestors - not lands, armies, and wealth. He dared accuse
many Occipites of the Kingdom of having reduced themselves to nothing more than greedy and opportunistic
aristocrats, ignorant of the Canon’s teachings and caring only for the silks of their clothing. A community of
young clergy formed around him, finding strength in his beliefs, and within a few years their teachings made
their way outside of the Kingdom, attracting new followers. Index IV saw an abrupt end to his life and reign,
but his heretical teachings lived on: they found roots especially in the unkempt forests of the Green Pit, in
the wealthy Confederation, reaching the latter via twenty-two Tarsi and Costolari fleeing persecution. The
dissidents’ congregation has seen many names since: initially known as the Indicants, followers started calling
it the Humble Way. Whereas to its opponents, it will always be the Pug’s Heresy, as it is nothing more than a
deformed, belittled, harmless version of the ‘true’ Church of Bones.
be it fanatical followers or its opponents, anywhere in the plateau. It is no exaggeration to call Wind Town the most
country. Spirituality more in general is practiced in a more technologically advanced center of the known world, where
simple way outside of the larger urban centers, especially innovation is tangible even in the smallest detail: the most
by farming communities, where worshiping ancestors is the sophisticated locks are created here (along with the best
most popular practice derived from the Church of Bones. ways to pick them, of course), civil engineering machinery
In many a Confederation citizen’s abode, it is not uncom- is planned and built to easily replace thirty laborers, and
mon to find a small space, often a niche or small closet, running water reaches the homes of its citizens from the
dedicated to the worship of the bones - traditionally the Bastion’s springs through the large aqueduct. The excellence
first vertebra, considered the body’s keystone - of one’s an- on display is a result of the generous patronage from local
cestors. Many will light a candle for each worshiped ances- aristocracy towards artists, inventors, and thinkers, out of
tor, others a single candle to be placed by the ancestor they an irresistible vested interest in personal returns in terms
are praying to specifically. For many, the prospect of these of prestige (a good example is Lorenzo Pavardei, who in
shrines being destroyed or damaged is horrifying, and in the recent years has begun offering funds to an individual who
case of disasters, natural or otherwise, the ‘dynasty bones’ promises to be the most sparkling genius that Wind Town
will be saved long before any valuable belonging. has ever seen), combined with the Schola Ducale. The latter
is an institute famed for the past two centuries for tutoring
WIND TOWN brilliant young minds - once they have succeeded through
Wind Town, on its perennially windswept plateau, is a very its strict selective process - in all arts and sciences, providing
special place. A gem set among the Castri summits - whose local workshops and businesses with a constant stream of
proud cliffs gradually decline into a barren quarry, only to apprentices whose skills already rival those of their teachers,
find a new green cover as they reach the Valgroppa waters with the notable exception of the Rodelian masters.
to the north and the Bastion’s springs to the east - and the There was a time when the Confederation was home to
Heartwoods. Approaching the city walls from the Liveccia many a language, each brought by different peoples cross-
road is said by many to be the best way to take in its full ing its natural borders of the Castri, of the Morderana
spectacle. Anyone exiting the Heartwoods will find them- woods, of Barrenland. Wind Town is the historical witness
selves faced with a forest of a different nature: the country to this linguistic plurality, and proof can be found in its lo-
road is scattered with windmills, whose giant blades are cal family names and their distinctive lack of commonality
constantly kept in motion by the wind, and one walks in with any others in the country and in its marked difference
their shadow until the city itself, slowly ascending to the with the vast majority of speakers in the country (especially
24
the South); the dialect is harsh in sound and unique in The commercial port is the most florid of the known world,
vocabulary, closer to a language variety than a variation. and many move here to find their fortune, strong in the
Even those who master the common tongue of Vesteria belief that in Nova Marina, it is not merely a dream. Actual
have a distinguishable accent, and the ‘Ventana twang’ is trade is governed by a Guild system, each extremely jealous
often mimicked and mocked on thespian stages, with re- of their own remit and privileges, leading to the high lev-
sults considered excellent and hilarious by audiences and el of selectivity in the admission process; Guild affiliation
abysmal by the locals. has become a highly-sought ambition for all who wish for
transparent success in their field. The Guilds have made
NOVA MARINA their respect of all laws and bylaws their true pride, espe-
Nova Marina is not the kind of city which saw its wealth cially due to Nova Marina’s not so immaculate past on the
derive from an abundance of natural resources in the area or matter: rumors tell of the textile and spice industry barons
the coffers of an aristocratic family settling within its walls. whose family wealth is rooted in slavery, when such barbaric
The sole resources that never saw paucity in Nova Marina practice was still enacted (long before the founding of the
have been the ambition of its citizens (it is no coincidence Confederation). To this day, Nova Marina maintains the
that some of the greatest explorers and entrepreneurs of the unfortunate claim to the most crime-ridden city, if the least
land are from this fine city) and the waters of its docks: this bloody, in which forgers have reached new peaks thought
is a city which has built its fortune, century after century, on unattainable anywhere else: the tale of Don Rodrigo
the backs of an indefatigable middle class, always primed Valenti, mayor to the city, paying a small fortune for The
for a risky investment - investments which have borne Dying Swan - one the masterpieces by Saskia Hansen, re-
fruit many years ago, for everyone involved, in the shape nowned Wind Town painter - is not too far removed from
of its ships, whose famed cerulean and crimson banners our times. An unfortunate remark by one of his staff (lat-
are welcome guests in all of Vesteria. The city’s shipyards er fired) seeded the doubt in Don Rodrigo’s mind of the
have no equal, and the saying ‘pine tree at dawn, corvette painting being a reproduction: an in-depth investigation
at dusk’ refers to the attested speed with which the Nova proved the suspicion correct, revealing the portrait to be a
Marina arsenal is capable of building any nautical vessel. copy by Leandro Ortega, one of the best forgers ever seen
25
The Confederation
in the city. Don Rodrigo ordered his arrest, personally dealt any tangible proof of construction for the Academy Tower,
the corporeal punishment (and added insults), then com- other than even the oldest written document talking of the
missioned him an official portrait of his beloved niece for structure as having been present for a long time at the time
another small fortune. Leandro Ortega is still exclusively of writing. The reasons behind its location, an inhospitable
employed by the mayor of Nova Marina, and there is no ev- land in one of the least wealthy areas of the region, are still a
idence as to whether he is still involved in illegal activities. mystery. What is known is that it has always been the center
of arcane knowledge: initially hosting the Conclave of the
MONTETORTO Mage Order, gradually becoming the Arcane College and
Montetorto appears among the founding cities of the eventually the Academy. Alchemy has recently replaced ar-
Confederation not because of its size (Liveccia and Albea cane practice (after an unfortunate episode which forced the
alone are much larger), its wealth (no one can honestly beat Mages to radically change the way in which their knowledge
Nova Marina) or its dynamism (record belonging undoubt- is passed on), and Montetorto’s fame for excellence has lived
edly to Wind Town). It is not particularly visually appeal- up to its name once more, refining its alchemical studies in
ing: its dark stone buildings gather like a gaggle of scared a short time and rising to first choice for anyone wishing to
chicks around the Academy Tower, there are very few gar- study this mysterious new field. Most of the city exists in
dens carved out of its web of streets, and even fewer sites relation to the Academy: merchants deal almost exclusively
worthy of note. Montetorto, however, does not suffer from in materials and wares useful to teachers and students, inns
these absences, because it does not care about their presence: and taverns abound, and the Public Library of Montetorto
Montetorto cares about power, especially the one derived is perhaps the sole building - other than the Tower itself, of
from vast amounts of knowledge. We do not currently hold course - worth a visit for an outsider.
26
The Holy Kingdom
GEOGRAPHY on the other hand, has a less positive story, as it has been the
From a purely theoretical perspective, the lands within the stage for at least a century of pillaging and destruction from
borders of the Holy Kingdom should hold all the cards to the Kaldjord Island raiders every spring. Lovemberg, the city
qualify as the wealthiest place in the world, if only they were governing over the poorest duchy in the country, became the
not being haphazardly effected and technologically lagging. sole line of defense against the threat of a true invasion; the
For the most part a series of plains, or rolling hills in the case date of the final battle in the conflict is still celebrated to this
of the Clivi region, between Fort Lacustre and Nochemburg, day as the only non-religious holiday in the Holy Kingdom’s
the sole mountainous range in the area marks the country’s calendar. The climate of the surrounding region, considered
northeastern border. The Maws are so called due to the re- the least pleasant in the whole Kingdom (the infamous say-
semblance with a gargantuan mouth closing around the ing goes that Lovemberg has but two seasons: one of snow,
Lengua Valley. San Mastino and Gardeciel (once called and one of rain), is enough to suggest how much worse it
Himmelgard, before the conquest by south-eastern peo- must have been for the raiders’ homelands. The northern
ples of the lands north of the Maws and the Gran Canino coast, however, is but an exception to the Kingdom’s climate:
changed many of the region’s names) house among their pe- south of the Rottvasser, it becomes to all effects continental,
rennial snow capped peaks some of the highest summits of with cold winters and hot summers, which paired with plen-
Vesteria, with Ivoria and its glaciers reaching well over 13 tiful bodies of water means that though famines are not un-
thousand feet. The impressive mountain range is also the known, they are also extremely infrequent. The Clivi between
birthplace of many of the Kingdom’s major bodies of water: Fort Lacustre, Nochemburg and Fort Terrière are a small
the already mentioned Lengua, the Rottvasser, the Superior Eden, and all of the local aristocracy owns at least one second
Nevia and the Boule, the river with the longest naviga- home in the region. The entire western area is densely forest-
ble distance. This distinction is notable as the longest river ed, at times impossible to travel; part of the Neuwald (liter-
per se is the Nevia, despite no one actually having its full ally ‘New Forest’) is artificial and maintained by the duchess
measurements as it leaves the valley from whence it springs, of Spitzpinscher, heir to her mother’s high-end wood trade
crosses the Clivi (touching the lands known as Biancofiore, which raised the family to their current status. Spitzpinscher
for their vast expanses of apple orchards, and home of the is but one of the twelve Duchies which make up the Holy
most beloved cider in the world) and eventually reach- Kingdom; the other eleven are, in no particular order:
es Fort Lacustre, where it flows into the large swamp very Lovemberg, San Mastino, Gardeciel, Doberland, Lakeland,
generously called Lakeland. After sharing its waters with the Boule-Dogue, Boule-Terrière, Nochenland, Dachsenland,
Lakes Mira, Grune, Silva and Blaugarten, it seems to dis- Grunewald, and Vesterre.
appear: in fact, the riverbed burrows into the ground and
runs farther south, on a route not yet fully discovered, only POLITICS
to emerge again into Lake Noch, after which Nochemburg, This may come across as a surprise, but the Holy Kingdom is
the Kingdom’s capital and largest city of the known world, is not, in fact, a kingdom. Its last king, now almost two centuries
named. The tributary which flows lazy through the southern ago, made the incautious decision to challenge too overtly the
countryside, belonging to the duchies of Spitzpinscher and influence of the Keeper of the Bones in Nochemburg and the
Dachsenland, is therefore named Inferior Nevia, and finds Church as an institution, and within a few years, all branches
its estuary in the Neuwald Gulf. The Holy Kingdom could of the royal family tree mysteriously came to an end. In the
never claim to be a naval power by any possible interpreta- troubles that followed the power vacuum, the Holy Kingdom
tion; nonetheless, the sea has always played a crucial part in experienced a bloody civil war, during which the then eighteen
its history. The eastern coast overlooks the Known Sea, and it Duchies fought to establish control and draw new maps, even-
was here (more specifically in the city of Vesterre, today the tually ending with the current twelve-fold division. The power
biggest port in the Kingdom) that the first contact between of the victorious Dukes proved so strong that the most prom-
Avians and the inhabitants of what claims to be the oldest inent of them, Alexander de Goff, was nominated Archduke
of the twelve Duchies took place, starting commercial and and placed upon the Nochemburg throne - effectively with the
trade relations and alliances, and with them, a flow of con- same power as the deposed royalty. What Archduke Alexander
versations and cultural cross-pollination. The northern coast, had not accounted for was the influence of the Church and its
27
Do forgive how these messages of mine, which I do write after the woes of this journey, are filled with mine afflictions, as I
desire nothing more than to return to Celso and the sublime tedium of the ledgers. Post Alphonso’s deadly encounter with that
armadillo brigand, the hours which may bring respite have been a rare occurrence indeed. Ne’ertheless, I finally can recount an
anecdote which may bring thou mirth in reading, and relief to I in writing such a chronicle, as I well know of thine interest in
the ways of the Peoples of the Orient and am oft reminded of such. Now Alphonso, being a faithful hound, insisted in his
final breaths that we might bury his mortal remains according to the dogma of his native Nochenland; hence we sought out a
priest who might know of such things, and I, a humble godless person such I am, found myself surprised in seeing a crowd
of haunting figures come to take the remains of poor Alphonso. I was told these are called Bonepickers, as their task is to
remove the skin and the flesh from all bones of the deceased, by means of such tools and rites as the Church doth teach. It
was mine discovery that flesh and coil mean nought to the faithful of the Bones once the spirit passes on, and but the white
matter of bones is deserving of rest, and of rites, and of songs. The skin must be taken all at once, so it may be given unto
the leatherworkers to be made into leather, and for each race of the deceased different uses are prescribed. I hath not the courage
to inquire as to the purpose of the flesh. The bones of Alphonso swiftly were reverted to the same candid hue as our very own
family orchards, Leonora, and in such order, covered by a white cloth that may shelter them from the harsh sun and inclement
rains, during the voyage to the tomb. The priest, whom other faithful I am told doth call Tarsus, hath told me how in their
homelands the wealthy arrange for gems to be set into their bones, so that they may be shown in temples. Alas Alphonso hath
been but a guide for visitors such as we, hence his resting place shall be a humble grave in an ungrateful soil. He, the priest,
then did recount in simple yet honest words the life of our good hound, blessed with scented balms each bone, and offered song
alone, for we hath not the words nor the faith. Ne’ertheless he called upon us all to assist in the laying of the dear remains, well
arranged in a humble grave he proceeded to seal with wax and string, and together we proffered our farewells, such that never
I did give e’en when cousin Alisandra did pass (occasion I still recall with clarity as she ne’er did return that loan of which we
hath spoken). We paid our dues to the priest by means of bread and good oils, and he did bless us all with the Fortitude of
Will of the Father so that we might venture forth without misfortune befalling us once again. I will swiftly be able to confirm
such blessing to be true, sister mine, as mine light hath grown low and I must end, lest I write upon mine sleeves.
highest powers (all heirs to several other aristocratic families) to the Keeper) to that of the Dukes, allowing the Church to
during the civil war itself. Within the following fifty years, part- form and maintain its own permanent armed force, and, most
ly due to its leverage with the aristocracy’s loyalty to the Bone of all, the transformation of several sacred scripture precepts
Cross, partly because of the devotion of the general population into actual, enforceable law. The first threat to this new order
(who still saw the Church as the sole stable institution in the came not long after, with the reforming ambitions of Index IV,
whole Kingdom), and partly due to the notable economic pow- who attempted in vain to separate secular and spiritual power,
er it held, the Church of Bones effectively permeated all levels as he considered the latter the sole proper Kingdom over which
of political hierarchies of the nation. This takeover culminated religion must rule. It is almost not worth reminding the read-
with the San Mastino Edict, whose decrees guaranteed the er that Index IV ruled over the Temple of Nochemburg for a
influence of the Church to the extent that the Keeper of the total of seven years, after which he was poisoned. The most re-
Bones had become the new de facto leader of the Kingdom: cent insurrection against the Church of Bones’ absolute power
the most notable decrees included the equivalence of the pow- took the form of the Conspiracy of the Seven, known more
er of the Occipites (the highest title in the clergy, second only colloquially as the Conspiracy, which saw involved some of the
29
30
to the cultural center of the country, to arguable success) former. The shamans noticed a second element, in that their
where it has fueled one of the most successful innovations magic was much stronger in the presence of the mysterious
in the region. Indeed, it is because of a small group of local skeletons, which proved in their eyes the divine nature of the
artisans, and not a great mind from Wind Town, that one discovery. The seed of a new belief was planted, eventually
of the most revolutionary devices in Vesteria has been ide- becoming a religion: from worship limited to the ‘Skelt’ (the
ated and constructed: the printing press. The real problem oldest written record referring to what are now called the
is that the results of such a device and the valiant output First Vestiges) to worship of the ‘Primogenial Race’ of supe-
of poets and novelists can only be accessed by nobility and rior Canids, and finally the cult of the Ancestors more widely.
the reductive urban middle class, due to the incredibly low The Church of Bones maintains that the soul of all creatures
levels of literacy in the country. The distance between the resides in their bones, which are therefore the sole sacred part
highest and lowest earning classes is akin to a chasm, and of an individual’s body and the sole worthy of burial. It also
equally impossible to cross: if poverty in the Confederation teaches devotion towards those who came before, as they built
is an evil of the past, it is a reality of the majority of citi- the present: all beings are indebted to those who prepared
zens of the Holy Kingdom, especially in the rural regions. the world for their arrival, and ancestors must be worshiped
Diametrically opposite is the populous aristocracy, and their as a result. The representations (symbolic figures to some,
alternating opulence and rigor, borne of the fascination for real to others) of such concepts are the Father, the Mother,
military life. Despite genders being considered equal in and the Son. The Father is an incarnation of the past, the
hereditary matters (there are already rumors of Archduke foundation, everything which is eternal and unchangeable;
Kurt being followed by an Archduchess, his first born one prays to Him for wisdom, strength, steadfastness. The
Johanna), military careers are predominantly male, and a Mother is the incarnation of the present, the origin of and
military education is considered the norm for young noble matter with which life is made, the means of growth; prayers
males. The same can be said of those outside of nobility, to Her usually revolve around a desire for awareness, fore-
who must spend a year once they come of age training in sight, comprehension, selflessness. The Son is the incarnation
weapon handling, so that they may be ready to defend their of the future, the courage with which one faces the unknown
masters should the need arise. The sole art of war deemed without ever forgetting one’s roots; prayers to Him are a de-
appropriate for female citizens is archery, though a lady of mand for courage, determination, and insight. The traditional
high extraction is expected to learn entirely different skills representation of these three entities sees the Son pointing
altogether: in addition to embroidering, reading, and eti- ahead while looking behind, towards the Mother who lights
quette, music is considered the most valuable. Even outside the way to Her pup with a torch, as She holds His hand.
of aristocratic circles, music is seen as the most noble of Behind Her, the Father has both paws on her shoulders, as
all arts: the most accessible to the least wealthy, as it only if protecting her. Alongside these three central figures, wor-
requires one’s voice and a melody, and well received by the ship is also dedicated to the Saints, considered as ‘family’ for
Church in the form of choirs, as it contributes to a sense of the believers, ancestors of particular merit, who have served
community and effort towards a single objective. the Church in exceptional ways or have been a symbolic
manifestation of one of its principles. Given its origins, the
RELIGION Church of Bones does not have a sacred text from which all
It may seem superfluous to speak further on the matter of teachings are brought forward, but rather a collection of writ-
religion within the Holy Kingdom, but we have yet to answer ings from various ages, penned by those called the Inspired
the most basic of questions: what is the Church of Bones? or Great Prophets: individuals blessed by the Ancestors with
The most practiced belief in all of Vesteria is, to all effects, hearing Their voices in dreams, visions, or mystical episodes,
a worship of one’s ancestors brought to the extreme and which they then transcribed. The texts, carefully examined
stripped of its private and intimate nature in favor of a vision by the council of Occipites overseen by the Keeper of Bones
in which the Ancestors (the ancient and enormous skeletal himself, may be added to the Bone Canon if determined to
remains found on the southern coast over 1500 years ago) are be the true voice of the Ancestors. The majority of these texts
considered the progenitors of all Creatures in Vesteria. The (currently around 50) contains the precepts and teachings
gargantuan remains have been the source of admiration and which determine the various means through which to wor-
reverence from the traditional inhabitants of the region, who ship the Ancestors, what is and is not good in the eyes of the
are claimed to have practiced shamanic beliefs. The first no- Ancestors, the punishment for those who attack in any way
table element is the similarity between the newly uncovered the sanctity of the Church, of its ministers, of the Ancestors,
skeletons and those of the many Canids belonging to their and more. What emerges from the Bone Canon are three
communities; the sole difference being the sheer size of the major virtues that all devoted faithful must aspire to follow:
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32
Rott, is highly admired and her company sought after due Kingdom, the magnificent capital with its white spires and
to her aristocratic heritage, casting her as a rightful heir noble villas plays host to an abysmal difference between
among several local families in the Lakelands. its wealthy citizens and its poorest, going so far as to have
erected a wall separating the pearl merchant district and the
NOCHEMBURG Noch dock quarters, practically slums.
Nochemburg is undoubtedly the largest and most popu-
lated city of Vesteria, with Salso Nero and Nova Marina SAN MASTINO
only remotely able to compare to its gargantuan architec- As already mentioned in the Holy Kingdom’s Geography sec-
tonic magnificence, but also the filth of its underbelly (in tion, we will find two ethnicities living within the nation’s con-
which Salso Nero may be able to compete). It is the heart fines, which have historically fought over the eastern border;
of power of the Holy Kingdom: here sits the Archduke, in the remains of the conflict are still present in the majority of
the De Goff Palace; here meet the councils of Dukes and place and family names. San Mastino is located at the north-
Occipites; here decisions are taken which lead the coun- ern summit of the conquest which started from Vesterre and
try; most of all, here is the sacred throne of the Keeper of Boule-Terrière, and is one of the few cities where the two eth-
the Bones. The Great Temple of Bones, Prime Basilica of nicities and language families have found a way to coexist more
the faith, is one of the most spectacular buildings in the or less successfully. It is perhaps the most progressive city in
continent, decorated with hundreds of jewel-encrusted the entire Kingdom, and the most willing to follow the Son in
bones belonging to an equal number of faithful aristocrats looking ahead, rather than the Fatherly focus on the past. This
who have chosen this as their resting place. Within it is is an urban center which thrives on trade and the production of
the Crypt of Keepers, in which the bones of the leaders luxury goods: here one will find the textile production district,
of the Church are kept and displayed for worship, clothed working the silks imported from the Eastern Empire (with
in sacred garbs and placed within crystal shrines. The area whom they are the sole trade partners by land), and that of the
below the western transept hosts instead the Vault of Relics, goldsmiths (formed by a small community of Rodelians) who
in which similarly attired remains of multiple Saints draw provide half of the country’s nobility. On the other hand, how-
hundreds of worshipers daily. Much as in other parts of the ever, the city also hosts the seat of the Inquisition, one of the
33
34
The Green Pit
GEOGRAPHY Morderana), are not simple woods - they are the oldest in
To an Avian flying over the continent, each nation is easy all of Vesteria, if not the world, and the trees found within
to distinguish at a glance: the Confederation is a chess- are living monuments, often sequoias taller than 300 feet
board of farmlands, cities, towns, hills, woods, mountains, and with diameters wider than 16 feet. Felling even one
webbed with roads as numerous as they are busy; the Holy of these incredible specimens takes enormous effort; fell-
Kingdom sees houses built almost exclusively against the ing enough so that a road connecting Holy Kingdom and
walls of Dukes’ fortresses, as lakes pierce the landscape like Confederation may be built, to avoid crossing both the wide
shards of sky, and the woods are much thicker and dark- rivers and the Spine, is impossible. The areas where the trees
er; the Green Pit looks just as its name suggests: a strip of have ceded their land to younger woods, allowing the peo-
land stretching from coast to coast without ever changing ples of the Pit to start farming lands, are scarce and often
its color, with the exception of the white peaks of the Spine. nowhere near fertile enough. Farming such as it is else-
The climate in this luxuriant land is mutable and famous for where in Vesteria is not seen in the Green Pit, where most
its frequent precipitation, which only on the southern coast people have a vegetable patch but no fields exist. Fishing
exclude snow. Winters are cold and ruthless, summers are and insect farming are the main sources of sustenance for
humid, and fog is almost a constant feature of the north- the Pit’s people, along with the trade of raw materials pres-
ern areas. The sole mountain range of the Green Pit is also ent in the Pit like nowhere else in the world. The mines dot-
the highest, the youngest (if we may call young millenary ting the Spine and the Calcaterra, the minor mountainous
formations) and hardest to traverse in all of Vesteria. The range reaching from the Spine to Castel del Poggio and see
peaks just behind Tanafonda, one of the few truly inhabited the Aterium spring among them, seem to house an end-
centers of what can barely be called a nation, are the rulers less source of iron, lead, zinc, silver, copper, gold, platinum,
of the continent, towering over even the Maws of the Holy chromium, aluminum, and gems of all colors. The already
Kingdom. Mounts Ferriera, Sellareal, and the Greater Falda mentioned forests, especially in the southern regions, are
- with its 6000 feet - are crowned by perennial snow, and the rich in fine woods, sold on foreign markets for extremely
still extremely arduous passes which allow to traverse the high prices. Most of the trade is conducted via water, hence
Spine around Castel del Poggio are closed ten out of twelve the proliferation of urban developments along the rivers or
months a year. It is easier to cross further north, as the val- on the coast (such as Salso Nero, the most populated city
ley of the Ruby River - a tributary of the Vena - leads to in the Pit, or Rossariva, Castel del Poggio, Gloricanta, and
the Calante Pass, the only one which can be taken by carts Rena), or close to the mines (Tanafonda, Buchebuie, and
and goods as well as individual hikers; it also coincidentally Coldirame). Sole exception to this is Cimbra, the only city
leads to the Ossarium, a location which deserves further de- of the Green Pit which regularly trades via land with the
scription later. The difficulty with which anyone may cross neighboring Holy Kingdom, and famous across Vesteria for
the Green Pit is fundamental to the reader’s understanding its incredible woodcrafters.
of this lawless country, with no capital city nor roads. The
Spine all but isolates its northwestern region, the Vena (the POLITICS
second largest river in the Pit, which becomes a titanic force It is extremely difficult to outline a political identity for the
of nature, prone to floods, as it passes Rossariva) only has entire Green Pit, as not even its borders are really officially
a total of three bridges, the Aterium triumphs for its entire defined. Often one will find that they are simply the bor-
400 miles, its riverbed reaching almost a mile for most of ders of where neighboring nations end, and not where the
its race to towards the Known Sea, and only ferries allow its Pit starts. It is devoid of a central government, a legal canon,
crossing; ferries, and the one architectural structure worthy an army, and admittedly any civic infrastructure (the only
of to be called as such outside of Salso Nero: Longbridge, roads worthy of this name are those within city walls, and the
with its not entirely original name, which crosses the Green Salt Road, which connects Gloricanta, Salso Nero, and Rena,
Pit’s king of rivers about halfway down its length. In addi- to then continue along the coast to the Holy Kingdom),
tion to all these complications, readers must consider one making this land rich in resources but poor in any kind of
more: the wooded areas of the Green Pit, bar the conifers organized control, effectively leading to an unclaimed land
north of the Spine (more similar to the Confederation’s where everyone applies their at times extremely disparate
35
37
RELIGION
Partly due to the little urbanization, partly due to the lack
of a central power influencing the general population,
religion has never played a major role in the Green Pit,
and there is no one dominant belief system. The Church
of Bones has a moderate following, especially in the mu-
nicipalities, but there are very few temples beyond their
walls and practice is mostly limited to private worship, as
is the case in many areas of the Confederation. Many of
the aspects of the Church which are accepted as integral to
worship in other countries, such as minor festivities tied to
Saints, daily liturgies, most precepts used to set apart the
Metalwork in particular has seen the development of in- faithful from those who do not believe are rarely applied.
novation with extraordinary results, and Coldirame and its Instead, many of the traditions of pre-existing religions
surroundings have seen the creation of a specialized blade- have been incorporated within the practices of the Church
smith school. To this day, the best swords in Vesteria are of Bones, which in the Green Pit has become a hybrid
forged in Coldirame, and the best Artificers can be found cult, bringing together past and present. Alongside what
only in Tanafonda, as they develop and excel in the new is, in any case, the predominant religion across Vesteria,
art of fire weapons. The excellence reached in the arms cre- the Green Pit hosts several ancient animist beliefs, almost
ation and trade is inextricably linked with the provable fact entirely extinct in other countries. The most known, and
that the most popular career is that of the mercenary (for definitely the one which has most been incorporated into
any gender, as the latter is of little importance to any as- the local Church of Bones worship, is that of the Lord of
pect of daily life in a country where the main concern is Seeds; his followers hold all life to be sacred, as they believe
survival). Given its troubled history, which saw many in- every living creature holds a fragment of the Lord’s soul, a
vasion attempts from even before the Holy Kingdom was kind entity who oversees the proliferation of life. Despite
a kingdom, denizens of the Green Pit are very fearful of the meager number of followers of its purest incarnation,
what appears different, and often react with violence to not yet contaminated by the Nochemburg Church, it is still
what they have yet to understand. Unlike their neighbors the most practiced belief in the Pit’s central zones, espe-
to the east, resistant to change, people in the Pit are more cially among farmers and lumberjacks, the latter of whom
likely to adopt something new if it turns out to be practi- often mark the wood ready for sale with a Y (a stylized
cally useful and brings no risk in doing so. Common people version of a sprout), the symbol of the Lord of Seeds. There
are often mistrustful and ready for a fight, and very little can are records of early incarnations of the Church of Bones
scare the citizens of a land with no king and no law more clashing against the Seeders, in one of the few religious
38
wars of which we have written testimony; the language SALSO NERO
used in the record, however, is so archaic that researchers We have illustrated how urban settlements are few, modest,
are still undecided as to whether it actually was the pacif- and fairly distant from each other across the wooden expanse
ic earth-worshipers or practitioners of the Skrìa, the fire which is the Green Pit, but we have yet to talk about the one
magic. Skrìa followers have never truly been welcome, and great exception to the rule in this non-nation filled with contra-
the few who still adhere to the belief conduct their rites in dictions: Salso Nero is the second largest city in all of Vesteria,
secret. The Skrìa fire is a hungry, cruel divinity which ap- the most cosmopolitan, the most chaotic, the one where the
pears to bestow incredible powers to those who worship it: wealthy are the wealthiest and the poor are the poorest, where
for example, shamans can divine the future by looking into anything is possible if one is willing to sacrifice something.
embers and burning a lock of their own hair, along with Built in the heart of the Aterium’s delta, this coastal metropolis
an object they do not wish to be rid of and a coin, which owes its successes to two major factors: its salt flats, and their
will have to be retrieved with bare hands from the embers black salt which is then left to smoke before sale, and its slave
once the ritual is complete. These mage-clerics have de- trade, connected to the even larger ones in the Far Lands. On
tailed knowledge of all types of flame and flammable ma- the shoulders of these markets, Salso Nero has grown beyond
terial, and have drawn up a hierarchy of pyres to be used all expectations in the past three centuries, and has been able to
for magical purposes: the lowest is a dung fire, and it is set itself as a pearl among the southern coast of the savage Pit,
considered an insult to read someone’s future through the a shining example of civility and incredible horrors alike, torn
flames of dried feces; the most powerful is flesh fire, and between the highest crime rate in Vesteria and some of the
this is the reason for which Skrìa worshipers are frequently most exquisite crafts ever seen. The city’s profile has changed
accused of witchcraft, blood rites, and any conceivable bru- forever since Paddath, slave-trader and current Mayor - as well
tality. The allegations are rarely fully disproved, leading to as the only Lissame to have reached such status anywhere in
the current avoidance and suspicion of anyone practicing Vesteria - ordered the construction of a palace in his image
Skrìa or suspected of doing so. to forever oversee the port, connected to the inner city by a
39
40
Blizzard, to take part in the events that would make them Tanafonda is hard because the masters are strict and work
famous across all lands. The current situation in Tanafonda is tiring, it is doubly so in Buchebuie due to the sheer size
is confusing and complex: some dream of Torquato’s re- of its population and its incomparable hunger for resources.
turn, others lament the loss of Ermello, remembering the The difficult climate was seen at one time as an opportunity
order of his rule but forgetting his tyranny, and others still by one of the most powerful members of the City Council,
take advantage of the divide and focus on profiting from Galeazzo de Furi, who made sure his granddaughter Cecilia
it. Today, the Mayor of Tanafonda is Fredegario Lanza, married the leader of the gang who had brought order to
a former merchant turned opportunistic politician, with the Buca. The marriage of Cecilia and Ermello was bitter-
substantial ties to the Coldirame Bladesmith Corporation, sweet: despite the arrangement, the two harbored sincere
an impressive mind for business, and a renowned passion feelings for each other, but de Furi’s influence, his posi-
for the cat of nine tails. Where his loyalty is overwhelm- tion and ambition were enough to cause the conquest of
ingly towards his own pockets, that of his two bailiffs is Tanafonda and all the woes which followed. Despite the
split between the late Ermello and the absent Torquato. latter, which we have shown elsewhere, Galeazzo de Furi
still sits on the Buchebuie Council, and we cannot rule out
BUCHEBUIE that his ambitions have died along with Ermello.
Buchebuie is the archetype of what the reader might imag-
ine when we write of city-mines: an awe-inspiring deep ROSSARIVA AND THE OSSARIUM
burrow, expanding foot by foot under ground, like an enor- The Green Pit has never been taken by force, but sever-
mous termite nest. The higher levels, closer to the fresh air al times its borderlands have been occupied for a short
and light of the Spine, are occupied by the mine owners time, only for the invaders to be fought out by the inhos-
and the wealthy merchants who trade with the surface. The pitable nature of the land and, even more so, of its peo-
Buca, the part of the mine that sees active digging so far ple. The most recent example can be found in Rossariva,
from the sunlight that many who work and live here may which appears today to be a protectorate of sorts of the
never see it again, is home to the miners and their fami- Holy Kingdom. Why Rossariva? What is it about a modest
lies, splitting into working and domestic shafts. If life in river port, devoid of any noticeable successes, that attracts
41
42
The Avian Islands
GEOGRAPHY the local population, who have never dedicated themselves
The Avian Islands are Vesteria’s only true archipelago, and too much to insect farming. Avian Island fishers are admired
the thirteen isles that form the country offer some of the and respected across Vesteria, and having one on board one’s
most awe-inspiring views in the continent. The eastern boat is considered a good omen by many. None of the islands
block of islands, which includes three of the archipelago’s is truly flat, but very few can claim any true altitude varia-
major landmasses (Rostride, formerly known as Head tion: beyond the Fire Mountain on Fornace, only Rostride
Island, Remigaria, and Levantine) and the smaller Onyx and Vinturo have any peaks above 3000 feet. Unlike other
Rock, is made up of spectacular, brilliantly white chalk for- nations, where mountainous areas are also the least inhab-
mations, and its cliffs dropping into the water below have ited, the opposite is true on the Islands: both Nidialti and
inspired more than a handful of epic lines of poetry. The Espera are built one against the rocky wall which falls from
islands to the west could not be any more different, a long the Gryph Mountains to the Gulf of Nests, while the other
stretch of volcanic rock: rising from the sea in a turmoil of is hidden among the shadows of the high peaks of the west-
magma and scalding steam, many boast the famous beaches ern side. Silfia, the third, smallest city of the most populated
of black sand which marks them apart from their older island in the archipelago, is located on the estuary of the
siblings to the east. Many of the volcanoes which created Acqualonga, the longest river in the country, whose valley
them have been extinct for many ages now, and all that forms the granary of the Avian Islands.
remains are the giant craters covered in greenery on the
isles of Vinturo, Trispoli, and Fria. The volcano on Fornace, POLITICS
meanwhile, keeps erupting violently, making the island The traditionalism of the Avian Islands is second only to
around it almost impossible to settle upon. The neighbor- that of the Holy Kingdom, and under several aspects it ac-
ing Surgiva and Bagni Reali are famous for their sulfurous tually trumps the latter: whilst the neighbors across the wa-
springs, considered a source of health by many locals and ter are regularly embroiled in internal struggles, State versus
turned almost a millennia ago into thermal baths; these are Church conflicts, civil wars and rebellions, none of this takes
visited by wealthy elite and common citizens alike, one of place on the Islands. The power of the monarch (usually a
the rare examples of place in which the castes of the island queen) is absolute and unchallenged. The racial caste sys-
population mixes without conflict. The remaining islands tem is almost never questioned, and for the peoples of the
include small Moncorto, and the twinned Greater Altalia Islands the status quo cannot be touched, not out of impos-
and Lesser Altalia, once a single isle split in two by the fre- sibility, but rather because it is seen as the natural order of
quent earthquakes caused by volcanic activity. These mag- things. The current royal family, the Arpa-Pitris, have been
nificent lands are the gardens of the Avian Islands, and their in power for at least 460 years of uninterrupted inheritance.
slopes see plantations of fruit trees which cover the land in Queen Margherita VI, no longer youthful but still in her
white and pink once Spring comes. The reader might be prime, has been on the throne for the past 38, and despite
familiar with ‘Altalia lace’, which refers both to the trees not being as adored as her mother - who had earned the
in bloom decorating the green islands seen from the air, nickname of Star of the South and is still incredibly beloved
and the actual lacework traditionally made by the Rodelian - she is well respected and has proven to be a good leader
migrant community, especially their women and children; for her country. The latter’s nobility follows the well-estab-
they gather in their yards, each with their own bobbins, and lished division into duke, marquis, count, baron, and minor
produce exquisitely intricate lacework, which will then be nobility, simply referred to as Lord or Lady of their estate.
sold for no small sums at the market in Florizza. Rapax and Strigides alone can hold these posts, and millen-
The almond trees grown here are particularly famous for nia of predatory behavior has ensured that even today no
the size and flavor of their fruit, and the entire poetic pro- one struggles to accept the arrangement. All islands, save
duction of the Avian Islands often features dames wearing Rostride which hosts the Royal Palace in Nidialti, is repre-
sweet almond scents. Farming is only feasible on a small sented by its highest ranked noble or their delegate (often
part of the archipelago, and only Rostride and Levantine their direct heir) at the Crown Council, whose function is
can host actual tended fields. Fishing - as often is the case to guide the monarch in their decision, but has no power to
for island cultures - is the major source of sustenance for veto or ability to stop them in any way. The highest position
43
Le Isole Aviane
VII was able to face him down, but she also did not wish
to rid herself of his abilities and services: she nominated
him ambassador to the newly born Confederation, and ap-
pointed his son Corrado to High Owl - whom many had
whispered she already held in particular esteem, and not
entirely political in nature. On the topic of international
relations, the Avian Islands are on cordial if neutral terms
with all powers in Vesteria, bar a strong if improbable al-
liance with the small country of Rodelia. The cooperation
with the latter has always been known, though it was only
made official with the indefatigable efforts of one the most
famed diplomats of the archipelago’s history: Violante
Galerici, through the Treaty of Eternal Harmony, signed
by the Consul of Rodelia Fernàn de la Cueva and Queen of
the Islands Marsilia II.
44
45
Le Isole Aviane
earned a Token proves themselves unworthy of it, howev- The Fifth Class brings together all those who have not been
er, the whole family would plummet back to the original able to carve out space in a higher caste, and the same can
caste. Those, instead, who refute their own caste and ded- be said of the Filth. All of this may appear complex, con-
icate themselves to lower mansions immediately lose all tradictory in parts, and often unjustified to outsiders (es-
privileges, and their descendants are now tied to the low- pecially continental Avians), but it is crucial to locals, and
er class they have been relegated to. Clergy people operate seen as natural and just. Each settlement maintains a census
outside of the caste system, though this is so rooted among of the Classes and those who belong to them, meticulously
Avian society that they often, even unwittingly, still apply updated with each birth, each death, each disgraceful and
its rules. Avians who emigrate or who are born on the con- valorous act which might have modified the standing of
tinent are exempt from the caste system but are not well their population in the system. One of most notable exam-
looked-upon by the archipelago dwellers: to the eyes of a ples of promotion is the already mentioned Duck family
Heron of Levantine, the mercenary Chickens often seen in to which Violante Galerici belonged, whose efforts were
the Green Pit are a despicable and ridiculous sight, as the rewarded with a Token of Rebirth from the Queen her-
Ruspei would never be able to access the Second Class’ mil- self and even promotion to First Class. The current heir of
itary career in their homeland. Generally speaking, Rapax, the Galerici family, Agata, is Avian ambassador to Rodelia,
Strigides, and Crows alone belong to the First Class, other and is holding high her dynasty’s honor. In Avian culture,
Corvids, Geese, Pelicans (traditionally well placed in the international relations, what is found beyond the flat hori-
navy) and Herons belong to the Second Class, other Ansers zon of the Known Sea, and the desire for discovery have
and Grarcons to the Third, Pici and Ruspei to the Fourth. always formed a crucial aspect in direct contrast with the
46
otherwise traditional and reactionary local society and sys- crimes meant being eaten by the local nobility. Today, it is
tems. Pioneers to the Treaty of Eternal Harmony, famous seen as a barbaric and unimaginable horror, but this does
explorers Alderigo (a Pelican from Onyx Rock) and Juan not prevent some from whispering how it is still very much
(an intrepid Rodelian Glider, one of the first cartographers a reality in certain remote areas of the archipelago.
to resort to the help of an Avian to accurately map the bor-
ders of Vesteria) are considered national heroes and each RELIGION
year sees a re-enactment of sorts of their adventure, staring Religion has never been of any particular relevance in
on June 24th. A Pelican and a Glider are cast to play the Avian society. The Church of Bones confirms itself as the
parts of Alderigo and Juan, and are accompanied by a pro- most followed practice, though rituals are slightly modified
cession of Avians and Rodents (some already living on the (celebrations last longer, are conducted in the older lan-
Islands, others traveling from Rodelia for the occasion) as guage, and singing and music take a central role), but many
they set flight for the Confederation, following each stop Avians attend these more out of tradition than actual de-
of the original pairing. The two weeks of festivities end in votion. This is somewhat inverted in rural areas, and those
Nova Marina, which hosts a famous statue dedicated to the who believe do so with utmost sincerity. Within religious
two explorers, with an evening of banquets and stage shows. hierarchies, the entire Class system collapses, as the spir-
The Rodelian community which has settled on the Islands itual world is seen as separate from the secular traditions
is held in high esteem thanks to the invaluable assistance of the kingdom. The separation of the two is clear, and the
provided by an army of small but extremely dexterous hands powers in Nidialti distrust the Holy Kingdom, considering
can bring to an entire genus of creatures with large wings the dangers of bringing together two worlds which should
but lacking opposable thumbs. Many of these communities be left to each other. Those who choose to follow their faith
have adapted to the Class system, though in their case not join to all effects an unnamed Class, which brings together
based on Species; many Rodents proudly claim to belong all worshipers of all faiths, treated with both respect and
to the Fourth or even Third Classes, thanks to their skill as caution by the other Classes. Despite many still uncon-
craftspeople or sailors. One of the fields in which Rodelian sciously applying the system’s principles (it is more proba-
participation is the most sought out is precisely the latter: ble to see Occipites come from Strigides rather than Pici),
there are very few Avians capable of moving among the the relations between Species and Familiae is much more
sails and trappings of a large ship, or even of rowing an oar, relaxed compared to wider Avian society. Alongside the
and proof of this can be seen by the high Rodent population Church of Bones, some minor religions still survive on the
in the docks area of Nidialti, and the few Theri anywhere more remote Islands (especially Trispoli and Fria), most
on the Islands. There is, however, a rule that each and every likely practiced for millennia and jealously preserved by
ship maker, captain, or merchant follow closely: no more their followers. The Celestial Singers are a sect of moon and
than two Mice at any time must be present on the same tide worshipers about whom very little is known; probably
crew. The strange ruling finds its origin in the tendency for composed, for the most part, of Nightingales and Strigides,
Mice to gather through an extreme sense of community and though there are no written records, making the task of
has frequently led to actual mutinies. A famous case can be an outside chronicler almost impossible. Among the king-
seen with a crew exclusively comprising Rats which, within dom’s military forces, we find the widespread Huntress’
two months, was able not only to mutiny and take control Faith, whose implacable divinity champions strength, dis-
of the vessel, but also to become one of the most feared pi- cipline, courage, and all qualities traditionally tied to hunt-
rate ships of the Known Sea and its busy routes. It has been ers, and by association, soldiers. This is a religion with no
92 years, and the patched up, descendant crewed Laughing temples nor celebrants, in which the relationship between
Egret still sails the seas of Vesteria, pillaging and looting the believer and the Goddess is direct and personal. It is
with no consequence, and the Mouse veto seems justified. said that the greatest gift that the Huntress can bestow is
Many wish for this cursed crew to be caught in the wa- the Red Vision, the battlefield fury which manifests in the
ters of one of the Rapax rumored to still adhere to the Old form of heightened senses, reflexes, absolute focus, and a
Laws: historically, a death sentence for particularly sordid disregard for death.
47
Le Isole Aviane
NIDIALTI anyone without the gift of flight, it is practically impossible
Few ports in the world can boast a better position than that to access the High City, and only recently has a cable car
of the capital of the Avian Islands, protected by a gulf so been installed to allow for foreign dignitaries to access the
close it almost becomes a lagoon. Despite its spectacular lo- Royal Palace without having to waste an entire day crawl-
cation and the tangible advantages it brings, the city rising ing around the suspended alleyways of the High City or go
over the picturesque cliffs which have been given the nick- through the humiliation of being carried by an Avian. The
name of Great Perch, is a recent development, when com- area of Port Talon has become famous for its fish market,
pared to other large cities in Vesteria. We need not travel apparently the largest, best stocked and of highest quality of
farther than fifty years prior to the time of Alderigo, the all of Vesteria, and many attend the early morning auctions
famous explorer, to witness the first agreement between the led by Cormorants squawking higher and higher prices ac-
Eagles nesting on the cliffs and the community of Pelicans cording to the silent gestures and nods from the merchants
who wished to settle there. The expansion of Nidialti in the and fishers present.
following centuries was explosive and fueled by the grow-
ing activity of its port. One of the characteristics that most ESPERA
stands out in the city’s construction is the visible difference Where Nidialti rises like a white spear above its equal-
in structure between the docks areas, built to be accessi- ly candid cliffs, the second largest city of the archipelago
ble for those not equipped with wings, and the High City, chooses to be more discreet. Espera, also called the Dark
built for Avians: there are no railings, no gangways or stairs, City, is plunged into the pine forest of its narrow valley, in
only landings (some very simple, some intricately deco- the shadow of three sides of the Gryph Mountains. It only
rated) jutting into the air from round building doors. For receives direct sunlight for three hours every day, and only
48
during summer: this quality, which would make any de- is their oratory skill. The College building, much like the
velopment less appealing to the vast majority of creatures, rest of Espera, is not elegant or particularly noteworthy:
is at the heart of Espera’s identity: a ghost city by day, the city’s architecture is simple, functional and moderate
which only comes to life once the light dies. Its popula- in its elegance, comprising clean and regular proportions.
tion is almost entirely nocturnal Species: Strigides, which The peak that overlooks the city hosts a small castle, from
form the majority of its citizens, and the small community where the Counts of Espera (the last two centuries these
of Vespertili which occupy the Vico Mimbranella neigh- have been the Attanei family) administer their affairs.
borhood and its alleys. The inversion of rhythms and the Atop the squared fort sits the High Owl, First Counsel
uniformity of its citizens has given Espera somewhat of to the royals of Nidialti and Honored Orator, title as-
a sinister fame, and very few ‘dailies’ (the term by which signed to those presiding over the regular meetings of
the locals call those who do not entirely tolerate nocturnal the city’s most notable families. These gatherings, called
life) visit for long. The only motivation for the latter would Parliaments, occur by rotation at each family’s estate, and
be to attend its famous College, commonly known as the usually involve debates of cultural interest. They serve both
Solcalante School or simply Solcalante, where subjects as social events during which one might exchange infor-
taught range from math to literature to natural sciences in mation or acquire knowledge, and as contests between
a manner very different from that of equally celebrated in- political rivals, as in Espera the tongue is more feared
stitutions such as Wind Town’s Schola Ducale. The teach- than the dagger or the rostrum. The Strigides subculture
ers here prefer debating each subject with their students assigns great importance to all intellectual pursuits, and
rather than holding monologues from their lecterns, and those who distinguish themselves during Parliaments do
the first quality recognized and rewarded in its students not go unnoticed.
49
Le Isole Aviane
50
Chapter Three - Familiae and Species
n Historia, each player plays as a sentient anthropomorphic animal, and this chapter showcases the various
animals available to play. Familiae are what would be considered Races in the game, with Species replacing
sub-races, though with more specific and unique characteristics for each. Theri and Avians are the predominant
Familiae of Vesteria, and the manual details the rules to play these two broad categories, based respectively
on our world’s mammals and birds. Sauri and Lissames, our reptiles and amphibians, are not discussed as
they are Species present in other geographical areas, and only encountered in Vesteria as travelers or visitors. The list of Familiae
offered in this chapter is lengthy and varied, though not exhaustive, and covers the most common and representative animals. GMs
and players are free to introduce any missing creatures, along with modifying traits and descriptions if they don’t align with their
roleplaying choices: anthropomorphic animals are an archetype, but that does not nor should it make them into static caricatures.
51
Le Isole Aviane
Familiae and Species
ach character in Historia belongs to
an anthropomorphic animal species
with its own characteristics, abilities,
and peculiarities. This handbook is
not intended to be a biology treatise,
and various authorial liberties and
interpretations have been taken to de-
fine categories and references. When a
player creates their own character, they begin by choosing either
the order of Theri (mammals) or Avians (birds). Outside the
borders of the lands of Vesteria, discussed here, also live Lissami
(the counterparts of our amphibians) and Sauri (the reptiles).
The latter are rare to find in the lands of this continent, if not
in the major port cities of the Confederation or the Empire, but
it is even more difficult for them to survive there. For this rea-
son, only Theri and Aviani, the most common inhabitants of
Vesteria, will be discussed in this manual. After choosing the or-
der of the character, the player selects the Family or category that
groups the shared features between groups of Species, and finally
the Species, which distinguishes a character from other members
of the Family through unique and specific traits and abilities.
ORDERS
THERI
The Theri of Historia coincide with the mammals of our
own world. Unlike the animals we are used to, the Theri
move upright and have an opposable thumb, a feature that
allows them to shape precious metals, trim their fur or wield
a sword. As varied as they are capable, the members of this
Order adjust to the most disparate social structures, adapt-
ing without difficulty to both theocratic empires and trib-
al life, without ever abandoning their independence, even
when this means letting themselves be carried away by very
“human” vices.
53
54
DOGO
A humble family crosses the forest with their chariot. Inside,
a lively puppy makes two rag dolls fight each other under the
watchful eyes of a caring mother. The bandits, hidden in the
branches, do not dare to be seen, much less throw themselves
on them: a Dogo walks ahead of the travelers, and everyone
knows that it’s best not to cross paths with one. Possessive,
protective, and attached both to their affections and to their
property, the Dogo are indomitable, so brave that they be-
come reckless, and very, very strong. Their determination,
loyalty and ferocity make them ideal bodyguards, and it’s not
a coincidence that many of these Canids end up excelling in
military careers. Their arms mastery, however, can exasperate
some of the less noble traits of this brood, namely brutality
and stubbornness; the ardor of battle may degenerate into
a blind and uncontrollable fury, and the rigor of army-life
transform a rigid and stubborn temperament into an inflexi-
ble personality devoid of imagination or initiative.
DOMESTI
The warmth of a fireplace, a well-kept house, careful and dil-
igent servitude, good food and good entertainment: these are
the wishes of most Domesti. The members of this species
are lovers of the less adventurous pleasures of life, and yet
they should not be underestimated for this. They are often
individuals of great culture or shrewdness, who can easily be-
come generous patrons or subtle manipulators. While many
Domesti undeniably appear little inclined to physical efforts,
it is wrong to define them lazy: their goal is comfort, and
to achieve it they are willing to deploy significant resources,
both material and intellectual. These Canids are perhaps the
most social species of all. They hate solitude and excel in every
context that leads them to leverage their personal charisma:
those with a more benevolent soul will therefore be altruistic,
empathetic, bright and affable; the most unscrupulous ones,
on the other hand, will be shrewd and deceptive, true masters
at manipulating others from behind the scenes.
HOUNDS
If there is a species whose heart burns with an inextinguish-
able fire, it is the Hounds. Animated by a curiosity that is
impossible to contain, tireless, constantly active and alert,
these Canidi cannot resist the seduction of the unknown.
Their innate orientation skills and the ability to find a track
even in the most difficult tarrain makes them natural inves-
tigators. Whether they are explorers looking for new routes,
treasure hunters following the traces of an arcane relic or
alchemists who have glimpsed an extraordinary discovery
through the glass of their stills, hounds have no other mas-
ter but the desire to unravel a mystery. This makes, for better
or for worse, very easy to gain their attention, which unfor-
tunately is focused only on one thing at a time. The down-
side of this desire for discovery is the Hounds’ tendency
to be easily swayed from an objective to pursue new goals,
to the point that even brilliant, generous and enthusiastic
members of this Species are sometimes deemed unreliable.
56
LEVRI
If haughtiness were a currency, the Levri would swim in
gold. Proud, beautiful, charismatic, slender and elegant,
members of this species seem to consider themselves the
best in any situation. While Domesti do not like manu-
al labor, Levri loathe it and demand that others carry out
such activities in their place. Only in the arts does a Levri
seem ready to get their hands dirty, and it is in this field
that they frequently achieve excellence, earning glory and
honors which they welcome as if they were due. Theater,
music, poetry and everything that has to do with perfor-
mance attracts them, and many Levri see these occupations
not only as the worthiest but also as a pass to the social
status to which they aspire. Their composure and caution
make them seldom able to be caught unawares, but their
attitude of eternal superiority is likely to attract very little
sympathy. Their vision of sociality is very different from that
of other Canidi, as they see others mainly as an audience
and only incidentally as individuals with whom to establish
a relationship.
PRIMOI
On each Primoi’s head rests the invisible crown of their
ancient lineage, and this belief of being the heirs of a noble
and powerful lineage pervades every aspect of their temper-
ament. Courageous, enterprising, proud and accustomed to
being the ones who make the decisions, the Primoi aspire
to command not out of a thirst for power but for the con-
viction that this position is their by right. Sometimes this
belief turns into tyranny, making a Primoi believe that their
actions are always for the good of the community. Very at-
tached to their social circle, of which they feel perpetually
responsible, the Primoi do not hesitate to become ruthless
if they believe that this is threatened. They have high re-
gard for their ability to make the best choices, and this
often makes them impervious to both advice and attempts
Edenti Familia
of manipulation. The members of this species are resistant
to adversity and bad weather; adaptable and determined,
they are both formidable adversaries and invaluable allies.
58
as well as their stature and average weight.
Discriminating nose. You have advantage on Wisdom
(Perception) checks based on your sense of smell.
Poor vision. You have disadvantage on sight-based
Wisdom (Perception) checks.
Careful. You have expertise in the Perception skill.
Cautious. Always attentive to what happens to
them, attacks of opportunity made against you have
disadvantage.
Instinct of Familia, Confidence (prey): “I always rely on
my strengths”.
Species. In Vesteria there are four Species of Edenti:
Anteaters, Armadillos, Pangolins, and Sloths.
ANTEATERS
Few, facing an imposing and intimidating Anteater, would
think them a lover of small things. And yet, it is true:
Anteaters dedicate themselves with care and devotion to
both noble deeds and humble tasks, considering them equal-
ly essential. They have a mild temperament, imperturbable
and not inclined to extremes; they are reliable and balanced,
and those who are lucky enough to win the trust of one of
these creatures can count on a solid companion. Of course,
they do not shine with personal flair or charm, but their
unequaled loyalty undoubtedly compensates for this lack.
They dislike command positions; on the contrary they are
ideal executors of orders given by someone whom they ad- Thick Tail. The thick tail of an Anteater is used for defensive
mire and trust. Having an Anteater as an enemy brings a purposes, granting a +1 bonus to your Armor Class.
future of misfortunes: as meticulous as they are strong, they Natural stability. An Anteater has advantage when
have a long memory and do not easily forget wrongs suffered. defending against a Shove attack. .
Very selective with their social circle, these Edenti do not like This is very strong and may need clarification. Does this cost
crowds and busy life, but adapt to it if driven by a sufficiently an action (or reaction)? Does this apply to all attack rolls, or
strong motivation. only against the Anteater?
Imposing pose. You can inflate the muscles of your body
Increase in Ability Scores. Your Strength score increases by 1. and stretch your spine to gain several inches in height.
Speed. Your base walking speed is 30 feet. This gives you advantage on Charisma checks (Intimidate)
Size. An Anteater can reach a height between 4 1/2 against creatures shorter than yourself.
feet and 6 feet and even weigh over 220 lbs. Your size is Wild spirit. You have expertise with the Survival skill.
Medium. Instinct of Species, Suspicious: “I doubt appearances and
Claws. An Anteater can use their claws to make an prefer precise investigations”.
unarmed strike, with which they have proficiency. This
attack deals 1d4 slashing damage.
59
Theri
ARMADILLOS
Individualism is certainly not an unusual trait in species
that feel removed from the crowd, and the Armadillos
are no exception. Proud of their peculiarities, Armadillos
are always ready to solve problems in their own way, even
when they face defeat. If on one hand they are extraordi-
narily confident in their own ability independent and pro-
active, on the other they also tend to be stubborn, deaf to
criticism and largely unable to learn from their mistakes.
This fortitude is also reflected in their physical appearance,
characterized by the leathery plates that cover them, giving
them unparalleled protection. Despite this natural armor,
Armadillos are excellent swimmers and are comfortable in
aquatic environments. Versatile and whimsical, members of
this species do not actively seek risk but are not afraid to
face the challenges posed by any situation, confident that
they will somehow emerge victorious.
61
Theri
Eulipi Familia
common habits, such as personal hygiene. This leads to an
unusual natural defense, i.e. the growth of poisonous mold
on their fur, harmless to the sloths themselves but toxic to
anyone else.
Increase in Ability Scores. Your Wisdom score increases by 1. he Eulipi is the class that includes the
Speed. Your base walking speed is 20 feet and your most minute creatures of Vesteria, and
swimming speed is 30 feet. for this reason they are often underes-
Size. A Sloth can reach a height between 4 feet and 5 feet, timated. Habitually not very adven-
and may weigh up to 155 lbs. Your size is Medium. turous, members of this Familia are
Calm. You are immune to charm and fear effects. distinguished by other qualities such
Slow. you cannot perform the Dash action. as agility, the ability to easily pass
Unsuitable for harsh climates. You are unable to regulate unnoticed, and caution. Although the
your internal temperature and for this reason particularly Eulipi do not normally like being at the center of attention, they
suffer from the cold. You havedisadvantage to saving are capable of great feats and unexpected outbursts: after all, it is
throws against cold, and suffer double the level of known that good things come in small packages.
exhaustion caused by the effects of cold, and are vulnerable
to cold damage. Increase in Ability Scores. Your Charisma score increases by 2.
Slow metabolism. You donot need to drink, and after Age. A Eulipi reaches maturity at around 10 years
eating their fill you can survive without food for a month. and is immediately considered independent.
This kind of metabolism makes you immune to the most They have an average life span of 50 years.
common poisons and poison type damage. Size. Your size is Small. Height
Is it worth just adding a climb speed of 20 feet? and average weight depend on the species.
Poisonous fur. Any creature that grasps, is grabbed, or Darkvision. In dim light, you can see up to 60 feet as
comes into prolonged direct contact your’s mold-filled if you were in bright light, and in darkness as if it was
fur must succeed in a DC 12 Constitution saving throw dim light. You are unable to discern color when using
or gain the poisoned condition for 1 minute. A poisoned darkvision, and see only shades of grey.
creature no longer in direct contact with you can re-roll Agile. You can move through the spaces
the saving throw at the end of each of its turns, ending the of larger creatures without penalty.
poisoning condition if successful. Innate stealth. You can attempt to hide even if only
Instinct of Species, Patient: “I believe that waiting is often obscured by a single creature, so long as it is at least one
preferable to ac size larger than you.
Instinct of Familia, Habits (Prey): “I appreciate the daily
routine and I am averse to changes”.
Species. In Vesteria there are three species of Eulipi:
Hedgehogs, Moles, and Shrews.
62
HEDGEHOGS
Not all creatures love the excited shouting of an audience be-
fore a great show, or the bustle of the harbor markets, or the
comings and goings in the great hall of a tavern. Some prefer
the satisfied silence of their home, interrupted only by the
crackle of a fireplace and the rustle of the pages of a book. The
hedgehogs are part of this group: solitary, thoughtful, and
lovers of relaxing activities, they shy away from conflict and
excitement. Their highest ambition is a peaceful existence.
They do not like intrusions into their private life: if you want
to anger an Hedgehog, try disturbing their quiet with im-
pertinent chatter. These shy Eulipi show confidence with ex-
treme difficulty, and always prefer their own company to that
of others. Their presence is often not taken into consideration
by larger creatures, which allow Eulipi both to be left alone
and to casually eavesdrop on important conversations…
MOLES
What a great pity to have a soul that burns to discover the
world and eyesight that goes no further than two palms be-
yond your nose! Moles are curious and intellectually active
creatures who never miss an opportunity to learn something
new. Although their physical body sometimes does not sup-
port them, they willingly participate in field investigations,
explorations and expeditions, especially those underground
Increase in Ability Scores. Your Intelligence score increases by 1.
Speed. Your base walking speed is 25 feet, and your digging
speed is 10 feet.
Size. A mole can reach a maximum height of 3 feet
and a weight not exceeding 65 lbs.
Bad vision. You have disadvantage on sight-based Wisdom
(Perception) checks.
Sensory compensation. You have advantage on
non-vision-based Wisdom (Perception) checks.
Natural knowledge. You have proficiency in the Nature
skill, and your proficiency bonus to this skill is doubled on
any check involving soil or rock,
Great Memory. You have an excellent memory
and remembers everything you hear.
Born Miner. You have expertise in miner’s tools.
Instinct of Species, Myopic: “I think of the present rather
than planning for the future”.
SHREWS
Like the youngest child in a very large family, Shrews
are always eager to prove their worth and finally be no-
ticed. Shrews are constantly looking for ways to shake off
the reputation that comes with being the smallest Theri
in Vesteria. Above all they detest the impression of be-
ing considered defenseless, harmless and irrelevant. Go-
getters and unscrupulous, the Shrews only worry when an
that allow them to take advantage of their innate talents as action might damage their interests. They will not hesitate
miners and allow them to expand their knowledge. They to hit life below the belt if it guarantees them advantage.
have an excellent memory, enjoy great harmony with the There are also Shrews who are ready to fight with all their
earth and compensate their deficient vision with other strength to overcome all types of prejudice and distinguish
highly developed senses. Myopia is in fact their main flaw, themselves through their merits only. However, the noto-
and not only in the physical sense of the term: Moles tend riety of their cynical and selfish temperament often makes
not to consider the long-term consequences of their actions them unwelcome in many social circles. An almost abso-
and are often naive and thoughtless. By living constantly in lute peculiarity of the Shrews is the rudimentary form of
the present, these Eulipi tend not to be very patient or tol- echolocation they have, which allows them an extremely
erant of those who slow down their progress. On the con- accurate perception of the environment around them, con-
trary, they love the company of other volcanic personalities, tributing even more to the bold confidence with which
providing the stimulus to carry on. they move through the world.
64
Increase in Ability Scores. Your Dexterity score increases by 1. Venomous Bite. If you successfully grapple a creature, you
Speed. Your base walking speed is 25 feet. can use your reaction to make a bite attack against that
Size. A Shrew can reach a maximum height of 2 1/2 feet creature. A bite attack is an unarmed strike that deals 1d4
and a weight of not more than 45 lbs piercing damage. In addition, any creature struck must make
Terrestrial Echolocation. You can use a rudimentary form a Constitution Saving throw (DC 10 + your proficiency
of echolocation to better understand the environment bonus) or become poisoned for one minute. one
that surrounds you. This ability allows you to understand Unexpected resistance. You half all damage from crushing
the thickness and materials of walls and floors, as well as and falling due to your elastic physical structure that allows
locate any empty spaces beyond them. you can also detect you to withstand strong pressure without suffering damage.
invisible objects. Wild spirit. You have proficiency with the Survival skill.
Instinct of Species, Poisonous:
“I can hit where it hurts the most”.
65
Theri
Felidi Familia
ndividualists, graceful, cautious and Size. Your size is Medium. Height and average weight
with prodigious reflexes, the Felid pop- depend on the species.
ulate, together with a myriad of other Feline agility. You haves proficiency in the Acrobatics
breeds, most of the regions of Vesteria, and Stealth skills.
adapting to more or less any type of Claws. You can use your claws to make an unarmed strike,
environment. Known for their keen with which you have proficiency. They deal slashing damage.
senses and their nonconformity, these Quiet step. Not entirely sure what this is meant to mean,
indomitable creatures do not like to sub- Darkvision. In dim light, you can see up to 60 feet as
mit to the rules of the established order, always making themselves if you were in bright light, and in darkness as if it was
the makers of their own destiny. Alone when they desire, and social dim light. You are unable to discern color when using
when it suits them, the Felidi never hesitate to seize opportunities. darkvision, and see only shades of grey.
Acute hearing. A Felid has advantage over hearing-based
Increase in Ability Scores. Your Dexterity score increases by 2. checks on Wisdom (Perception).
Age. A Felid reaches maturity around the age of 14 and Instinct of Familia, Independence (Predator):
is immediately considered independent. They have an “Only I decide my fate”
average life span of about 60 years. Species. In Vesteria there are three Species of Felid:
Cats, Lynx and Puma.
66
CATS
Cats’ preference for urban areas is due essentially for one
reason: the sea of opportunity that these areas offer. These
Felidi tend to form small “societies within a society”, and
such groups, be they criminal gangs, guilds, or families, are
often in constant conflict to best each other. Individualism
and feline ambition, in such a context, are rewarded. Even
the most miserable Cat, if they do not allow scruples to
hold them back and exploit their intelligence and subtlety,
can overturn the established order and rise to the very top of
wealth and prestige that most members of this species aspire
to. Each cat is naturally endowed with acumen, caution, a
prodigious memory, along with an awareness of where they
fit in the power games (both in the narrowest circle of under-
world families or in the golden corridors of the Governor’s
palace)and a remarkable personal charm. At the same time
they often find themselves in a position where these abilities
will turn against them, making them paranoid, neurotic and
obsessed with the suspicion of becoming the victim of their
own scheme. A feeling that in Felid circles is not always com-
pletely unfounded…
LYNX
Less metropolitan then their cousins the Cats, Lynx pre-
fer rural environments, where their desire for independence
finds free rein. Often solitary, anarchists, and lovers of a sim-
ple life (not surprisingly, they frequently work as lumberjacks
or wardens they adapt well to small communities where, the
less structured political situation creates fertile ground for the
activity of armed groups who reject the established order. It is
not uncommon for Lynx to be the backbone of these crim-
inal gangs, either protecting the humble from the abuses of
PUMAS
Wilder, prouder and bigger than the other Felid the Pumas
are the undisputed princes of the Confederation’s moun-
tains. Puma are stronger and more agile than their low-
land relatives. Everything, from their stature, to their social
structure that is divided into nomad clans, make them the
ideal fit for living and fighting among the rocks of their
beloved peaks. For this reason, it is impossible for an ex-
ternal invader to penetrate their territory: exhausted by the
harsh climate, the hostile environment and the incessant
guerilla warfare, any invader is destined to fail. This con-
tributes to cementing the fundamental disinterest of the
Pumas on what happens outside their lands and social cir-
cle, and their absolute refusal of external authority. Within
the clans, however, there is a very intense level of compet-
itiveness, similar but different from that existing amongst
Cats; the desire to excel is the same, but the goal is another:
neither power nor wealth, but status within the clan, along
with the respect of their peers. Unlike the underground war
that is being fought in the cities, the struggle for supremacy
between Pumas does not tolerate unfair means and does
not compromise family balance. Due to these customs,
many consider them barbaric and backward, but the Pumas
themselves consider themselves superior and more honor-
able for the same reasons.
the powerful or engage in plain brigandage. These companies Increase in Ability Scores. A Puma’s Strength score
covet the qualities of Lynx they are, in fact, silent, agile, tena- increases by 1.
cious, and very tight lipped. It is difficult to intimately moti- Speed. Your base speed on the ground is 40 feet, and your
vate a Lynx, as beyond the daily survival and the possibility climbing speed is 30 feet.
of living their own way, there are few things that ignite their Size. A Puma can reach a height of between 5 1/4 feet and
passion. But when something attracts their attention, whether 6 feet and weigh between 90 lbs and 175 lbs.
it is business, an object, a mystery or a person, nothing can Improved claws. You can use your claws to make
distract them from the goal, which they will pursue relentlessly. an unarmed strike. You have the proficiency, it is
considered Finesse and deals 1d4 sharp damage, unlike the
Increase in Ability Scores. Your Constitution score increases normal bludgeoning damage of an unarmed strike.
by 1. Prodigious Leap. You can make a long jump with a
Speed. Your base speed on the ground is 30 feet.. distance of 100 feet multiplied by by double your Strength
Size. A Lynx can reach a height of between 4 1/2 feet and bonus. This replaces the normal calculation for making a
5 1/2 feet and weigh between 90 lbs and 175 lbs. long jump.
Adaptation to cold. You do not suffer from the harsh Fierce. You have expertise in the Intimidate ability.
climatic conditions of winter or cold places, and do not Instinct of Species, Competitive: “I always look
consider snow-covered terrain to be difficult terrain. for an opponent to challenge and defeat”.
Sturdy. You have advantage on Constitution saving throws
that would lead to acquiring a condition.
Wild spirit. You have proficiency in the Survival skill.
Acute sight. You have advantage on sight-based Perception
checks. Your darkvision extends out to 120 feet.
Instinct of Species, Tenacity: “I never give up”.
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Licai Familia
icai are a Familia full of contradic- Gnaw. If you successfully grapple a creature, you can use your
tions. As social as the Canidi, and as reaction to make a bite attack against that creature. A bite
egocentric as certain Felid they can be attack is an unarmed strike that deals 1d4 piercing damage.
either treacherous or honorable, but Wild spirit. You have proficiency in the Survival skill.
they are always determined to pur- Darkvision. In dim light, you can see up to 60 feet as
sue their own ends, whether noble or if you were in bright light, and in darkness as if it was
otherwise. The qualities of all those dim light. You are unable to discern color when using
belonging to this Familiae are intelli- darkvision, and see only shades of grey.
gence, which allows them to overcome any situation, and socia- Discerning Nose. You have advantage in Wisdom
bility, which leads Licai to seek contact with others. (Perception) checks based on the sense of smell.
Instinct of Familia, Strategy (Predator): “I can find
Increase in Ability Scores. Your Intelligence score increases by 1. the right tool for the job”.
Age. A Licai reaches maturity around the age of 14 Species. In Vesteria there are three species of Licae:
and is immediately considered independent. They have Coyote, Foxes, and Wolves.
an average lifespan of around 60 years.
Size. Your size is Medium. Height and average weight
depend on the species.
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COYOTES
Coyotes are born, grow and die with one strong belief:
with the help of others there is no problem that cannot be
overcome. This makes them less proud and stubborn than
many other breeds, as they are always ready to ask for as-
sistance in times of need, without being afraid of looking
too vulnerable. On the other hand, the Coyotes are as ready
to provide help as to request it, even in situations where
this could turn against them, convinced that a good deed
is never wasted, since one day the favor could be returned.
Coyotes are very sociable and relaxed in public situations, as
well as born entertainers: many itinerant storytellers, mu-
sicians and bards belong to this species. Like many skilled
storytellers, Coyotes are never reluctant to stretch the truth
in order to make a story more exciting, and it is not uncom-
mon for some to almost become charlatans after embarking
on the minstrel’s career. But among this crowd of sellers of
miraculous cures and elixirs of long life, sometimes some-
thing really special is hidden: there is a rumor that many
Coyotes are able to smell magic in the air...
FOXES
Sly as a Fox is not just a saying, and anyone who has dealt
with these shrewd Licai knows it well. Foxes are selfish,
opportunistic and have no scruples, they never hesitate to
put their interests before those of others, or to lie in order
to protect themselves. They prefer to call themselves pru-
dent rather than cowardly, and they hate taking unnecessary
risks; they know very well that they do not have physical
strength on their side and prefer to resolve conflicts with-
out having to resort to violence. Unlike wolves, who need
a community that accepts and values them, foxes are very
social, because for them living among people can offer nu-
merous opportunities. Accustomed to getting by thanks to
their cunning Foxes fear above all else looking stupid, and
compromising their credibility and reputation. Although
they tend to be unscrupulous and manipulative, they will
not exploit those who have willingly offered them assis-
tance, fearful of compromising an alliance that could other-
wise continue to benefit them over time.
WOLVES
Wolves are the Licai who care the most about the good of
the community. Extremely gregarious, communal, and de-
voted to the service of the pack, they suffer strongly from Increase in Ability Scores. A Wolf ’s Charisma score
loneliness and isolation. A wolf orphaned from the pack increases by 2.
or, even worse, who is excluded from it, will only feel con- Speed. Your base speed is 30 feet.
fused, anxious, disoriented and aggressive. On the contrary, Size. A Wolf can reach a height of between 5 1/2 feet and
a Wolf who finds themselves in a social environment that 6 1/4 feet, and weigh between 145 lbs and 220 lbs.
accepts them and considers them “a member of the pack”, Cruel fame. You have advantage on Charisma (Intimidate)
will express themselves to the maximum of their potential, checks involving creatures smaller than yourself.
using all their energy for the well-being of the community. Strong Lungs. You do not suffer
Sometimes, this desire to help and support the group de- from the levels of exhaustion caused by a lack of rest
velops into an ambition to lead it and the deep conviction from a long march or prolonged endurance effort.
of having the ability to lead it to success, even at the cost Herd Spirit. You can spend your reaction to gain advantage
of imposing themselves on others to do so. Thanks to their on the next attack roll against creature within 5 feet of an
noble and intimidating aspect and their not always immac- ally, or to perform a Help action
ulate fame, they have no difficulty in persuading small- to assist an ally against an opponent 5 feet away
er and less ferocious creatures to follow them; with their from the you.
deep-rooted belief that others come before themselves, they Instinct of Species, Herd: “I must take care of my loved ones
often are able to convince their peers. and thrive with them”.
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Mustacei Familia
rom the minute Ermine to the unstop- Wild spirit. You haveexpertise in the Survival skill.
pable Wolverine, the Mustacei family Resolute. You may re-roll
is comprised of creatures very differ- a saving throw and keep the second result. You may only
ent from each other but united by an do this once before taking a long or short rest.
unwavering instinct for survival. Darkvision. In dim light, you can see up to 60 feet as
Tenacious, obstinate and resourceful, if you were in bright light, and in darkness as if it was
the Mustacei do not back down from dim light. You are unable to discern color when using
anything, often filled with impetuosi- darkvision, and see only shades of grey.
ty rather than excessive caution. If cornered, they are able to draw Discriminating Nose. You haveadvantage on Wisdom
on unexpected (and sometimes unsuspected) energy reserves to save (Perception) checks based on the sense of smell.
themselves, and those who take for granted their ability to defeat a Odorous Messages. You have the innate ability
member of this Familia haveclearly never dealt with one of them. to release a strong odor, capable of marking an object
or a place and interpretable only by Familia members.
Increase in Ability Scores. Your Constitution score increases by 2. These odorous messages can be a personal signature
Age. A Mustacei reaches maturity around the age of 14 or an indication of an emotional state and can persist
and is immediately considered independent. They have up to a week depending on the desired intensity.
an average life span of around 60 years. Relentless Tenacity. When you drop to 0 hit points but not
Size. Your size is Medium. Height and average weight killed instantly, you may decide to stay
depend on the species. at 1 hit point. This ability can be used again only after
72
finishing a long rest.
Instinct of Familia, Survival (Omnivore): “I become active
when the moment is darkest”.
Species. In the Vesteria there are five Species
of Mustacei: Badgers, Martens, Otters, Raccoons, Skunks,
and Wolverines.
BADGERS
“Forgive and forget” is good advice for many creatures, but
these two words have no meaning for a Badger. The mem-
bers of this species will attach themselves to any wrong
suffered, mulling over it for years and making every effort
to ensure that no affront goes unpunished. Similarly, they
do their utmost to repay a favor, both out of gratitude and
because they detest feeling in debt. Badgers are patient
when it comes to taking revenge on those who have made
fun of them but quickly become irritable when it comes to
everything else. Indomitable, strong and very determined,
they do not like to deal with unprepared creatures, and they
rarely tolerate laziness or uncertainty. They are not particu-
larly social, but their strong character leads them, when they
are part of groups or organizations, to hold positions of re-
sponsibility. They deal with others in a simple and straight-
forward way, and do not like word games; formal environ-
ments make them uncomfortable, and they value sincerity
and transparency highly.
MARTENS
Increase in Ability Scores. Your Strength score increases by 1. Whether they are Weasels, Martens or Stoats, all Martens
Speed. Yourbase ground speed 30 feet, and your digging are enthusiastic creatures, always convinced that all jobs
speed is 5 feet.9 meters. can be completed by going a little deeper and a little longer.
The digging speed is 1.5 meters. They will not find satisfaction until they have completed a
Size. A Badger can reach a height of between 4 feet and 6 matter in its entirety, be it an important mission on which
feet, and weigh between 65 lbs and 175 lbs. the fate of a kingdom depends or a modest occupation.
Strong heart. You always treat any levelsl of exhaustion This extreme perfectionism translates into two traits that
as one lower; if you have only one level of exhaustion you frequently place Martens in difficulty: the first is the ten-
may ignore its effect. dency to overdo, exaggerating commitment and the means
Strong Lungs. You do not gain any levels of exhaustion they employ; the second is the constant sense of inadequa-
caused by lack of rest due to a long march or prolonged cy that accompanies them and convinces them that they
endurance effort. are never doing enough. Those who manage to keep this
Bite. You can use your bite as a natural weapon inclination under control, however, end up excelling in
to make an unarmed strike. It deals 1d4 + whatever vocation they are dedicated to. Determined, full
your Strength modifier piercing damage. of initiative and never lazy, these Mustacei are not afraid
Instinct of Species, Grudge: “I remember all those of hard work, often ending up dragging others along with
who have wronged me”. them towards success.
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Increase in Ability Scores. Your Dexterity score
increases by 1.
Speed. Your base speed on the ground is 30 feet.
Size. A Marten can reach a height of between 4 feet and 5
1/4 feet, and weighs between 65 lbs and 175 lbs.
Agile. You have proficiency in the Acrobatics skill.
Fierce warrior. You haveadvantage on attack rolls against
creatures larger than yourself.
Poison resistance. You have advantage on saving throws
against poisoning and poison damage.
OTTERS
There are many creatures of a curious and inquiring nature,
but none can compare to the Otters. In them this curiosity
reaches frenzy. Nosy, always gossiping and ready to use any
contrivance to find out more, Otters cannot resist the temp-
tation of discovering something new linked to a specific
topic that interests them, be it a person, a place, an event, a
mysterious object or a phenomenon. These Mustacei do not
hesitate to investigate facts that others would have passed
on, considering them mere rumors or trifles. In the eyes of
an Otter, nothing is too insignificant, and everything could
hide more than what they appear to. Many have learned to
keep their mouths closed in the presence of members of this
species to avoid being harassed by incessant questions or
perhaps finding an Otter in their home, in the middle of the
night, rummaging through the drawers of their desk. Otters
are hungry to reveal other people’s indiscretions, and they
are also incapable of keeping a secret. Sociable and enter-
prising, they easily get carried away by conversations, where
they always end up missing out on a few too many details.
SKUNKS
Anyone who has ever been cruelly made fun of for a partic-
ular peculiarity from the time they were a kit knows this all
too well: it is very difficult to shake off the belief that every-
one, secretly, has a bad opinion of you. This is true for the
whole species of Skunks, looked at in a bad way by every-
one because of their famous, but little celebrated ability to
emit a secretion with a disgusting stench. This makes them
suspicious, closed and inclined to refuse even acts of gen-
uine kindness directed at them, always suspecting hidden
motives or falsehoods. Many Skunks are therefore solitary
and glad to be so, convinced of their ability to do things on
their own and not trusting anyone. Gaining the confidence
of one of these Mustacei is a very rare thing, and even when
it happens it is never unconditional. Cautious, determined,
efficient, not very sentimental but secretly very sensitive,
Skunks do not like city life. They love being outdoors, and
often take professions that combine solitude and work in
the countryside.
WOLVERINES
The Wolverine is a creature of extremes, and can be de-
scribed only by superlatives: stubborn, fierce and touchy.
This Mustaceo knows neither fear nor common sense. They
are proud and have the dangerous habit of taking everything
as provocation, so much so that they become deaf towards
any attempt to remedy the situation with diplomacy, and
inevitably degenerate to violence, from a simple disagree-
ment to violent carnage. Every reaction is disproportionate
to its cause, and every emotion is perceived at its maximum
intensity: contentment becomes uncontainable joy, sadness
boundless despair, and anger a blind fury. This fury is a cov-
eted trait on the battlefield an enraged Wolverine fights like
a demon, ignoring fatigue and injuries until they or their
enemy falls. Many commanders of mercenary companies
are ready to pay substantial sums to hire Wolverine fighters,
but others keep away from them, considering them too un-
predictable and difficult to control.
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Rodenti Familia
rom the villages teeming with people Agile. You may move through the spaces of larger creatures.
to the sunny beaches of their native Craftsmen’ culture. You have expertise in a craftsman tool
Rodelia, Rodenti peacefully colonized of your choice.
all of Vesteria, settling uniformly across Darkvision. In dim light, you can see up to 60 feet as
the continent and successfully making if you were in bright light, and in darkness as if it was
their way through life using their ex- dim light. You are unable to discern color when using
pertise and resourcefulness. They are an darkvision, and see only shades of grey.
industrious Familia, with fine intellect, Sensitive hearing. You have advantage on hearing-based
who prefer practice to theory. Although size and temperament may checks on Wisdom (Perception).
vary between one species and the other, two things are common to Gnawers. Your incisors are overdeveloped, allowing you to
all: sharp incisors and a firm will to look towards the future. easily gnaw through materials such as wood, rope, paper,
plaster etc. They are considered a tool in which you have
Increase in Ability Scores. Your Intelligence score proficiency, comparable to a working knife.
increases by 2. Instinct of Familia, Architect (Prey): “I can achieve lasting
Age. A Rodent reaches maturity around the age of 12 and change-resistant results”.
and is immediately considered independent. They have Species. In Vesteria there are five Rodent Species: Beavers,
an average lifespan of around 50 years. Mice, Porcupines, Rabbits, and Squirrels.
Size. The size of a Rodent varies according to the species,
as well as the stature and the average weight.
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Increase in Ability Scores. Your Strength score increases by 1.
Speed. Your base speed on the ground is 25 feet, and your
swimming speed is 30 feet.
Size. A Beaver can reach a height of between 1.1 meters
and 1.4 meters and weigh between 40 and 70 kg. Your size
is Medium.
Master craftsman. You have expertise in builder’s
and carpenter’s tools.
Adaptation to cold. You do not suffer from the harsh climatic
conditions of winter or cold places, and do not consider
snow-covered terrain terrain to be difficult terrain.
Improved Gnawer. You have expertise
in the use of your incisors as a tool, managing to gnaw
trees or entire wooden structures like a saw.
Tireless worker. You do not gain levels of exhaustion due
to heavy or long-lasting work.
Instinct of Species, Loyal: “I always keep my word”.
LEPORIDAE
As variable as Spring weather, as easily swayed as they are
adaptable to any situation, the Leporidae are like weather-
vanes in that they are quick in changing their point of view
or behaviour depending on what is happening around them.
Their place of origin plays an important role in the charac-
ter of this species: Rabbits and Hares born and raised in the
city will tend to be more peaceful, sociable and used to va-
BEAVERS riety; those native to rural or wild areas will tend to be very
Even if they were nobles and could spend their days in ease lively, unpredictable and quite emotional. Resilient, ready to
and idleness, Beavers would still choose to do some kind of seek compromise and generally excellent diplomats, these
manual work. They love every step of the process necessary to Rodents are very empathetic and sensitive to the mood
create something, from its design to the latest delicate finishes, around them. It takes very little to make them change their
but it is the actual construction that fascinates them. Whether mood, so much so that they can go from laughter to tears
the result of family tradition or natural predisposition, Beavers in a single sentence and be back to laughing by the end of
are excellent craftsmen. Reliable and efficient, yet still whim- the conversation. If certain members of this species choose
sical, these Rodents are successful in every field, but it is in dangerous professions, this is not out of them being dare-
woodworking that they reach their excellence. Hard work does devils (normally, Leporidae try to avoid unnecessary risks),
not scare them; intellectually but more especially on a physical but because they let themselves be thrilled by the novelty
level they are willing to spend a lot of time and resources in and charm of the trade.
researching and designing the best solutions to every problem.
They do not believe in temporary remedies, and always prefer Increase in Ability Scores. Your Dexterity score
to go back to the root cause of problems in order to solve them increases by 1.
once and for all. With friends and lovers they are similarly me- Speed. Your base speed on the ground is 40 feet.
thodical, preferring stable, long-lasting, and deep relationships Size. A Leporid can reach a height of between 3 1/2 feet
which they have devotedly develop over time and 5 1/4 feet, and weigh between 65 lbs to 130 lbs.
Your size is Medium.
Adaptable. If you come from a woodland environment,
you gain proficiency in the Survival skill; if you come
from an urban environment you gain proficiency in the
Persuasion skill.
78
Jumper. When calculating how far you may travel when
jumping, you may travel an additional 5 feet.
Lithe. You may jump or take a Dash action as a bonus action.
Instinct of Species, Fear: “I look for situations with
as few risks as possible”.
MICE
A mouse is born, grows and dies knowing that they will never
be alone. For these little Rodenti, the community is every-
thing, and they are willing to do anything for it. Although
Mice live well in close contact with many other familae es-
pecially in urban landscapes, and they have a marked ten-
dency to create their own colonies wherever they go. These
groups, often very numerous, are linked by very close rela-
tionships that go beyond the single-family unit, and within
which there exists a sort of unwritten hierarchy respected
by all, without raising objections. History does not recollect
any Mouse traitor. Educated from an early age with enor-
mous rigor and discipline, they do not have personal initia-
tive and are used to taking orders, executing them quickly
and without thinking. When they act, they always do it for a
purpose greater than themselves, and if they find themselves
in difficulty, they demonstrate an unequaled tenaciousness.
Unfortunately, their intransigence and education make them
unambitious and lacking in imagination.
81
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BOVINAE
If the yoke crushes some, others wear it like a pearl necklace. Increase in Ability Scores. Your Strength
Bovinae are extremely proud of their dedication to work, and and Constitution scores increase by 1.
especially to heavy labor, which requires a good dose of sweat. Speed. Your base speed on the ground is 30 feet.
Although normally these creatures do not seem dangerous, Size. Bovinae can reach a height of between 5 1/2 feet and
thanks to their placid character and harmless appearance, 7 1/4 feet, weigh between 175 lbs and 500 lbs.
one must be very careful not to irritate them, voluntarily and Big horns. Only the male Bovinae have large horns.
otherwise. If someone were to pay a Bovine with an IOU Given your large size, your horns inflict 1d6 + your
letter, the Bovine in question would first chew the letter strength modifier damage modifier instead of the normal
and then spit it back in the face of the unfortunate client, damage of an horn attack,
demanding hard coin. They are deeply materialistic and do but they create difficulties for you when attempting to
not look favorably upon anyone who has never gotten their hide and gives you disadvantage to Stealth checks when
hands dirty or broken their backs at least one day in their life, attempting to hide.
automatically considering them weak, arrogant or both. They Tireless worker. You do not gain levels of exhaustion
underestimate all that is intellectual or intangible and fail to caused by heavy or long-lasting work.
understand how one can trust what cannot be held in one’s Might. You are treated as if your size were Large when
hands. However, when it comes to enormous efforts or en- determining how much you can carry or move.
terprises that require stability and practical sense, no creature Instinct of Species, Susceptible: “I respond strongly
is more reliable than a Bovine. to provocations”.
82
DEER
With long limbs, imposing antlers and a graceful gait, Deer
are convinced of being the most noble, elegant and deserv-
ing of creatures. They are avid scholars of local history and
heraldry, and many know the genealogies and deeds of all
the noble families of Vesteria, knowledge that they never
fail bring to the attention of others whenever they are given
the opportunity. While they deem themselvesto be simply
behaving in a way appropriate to their high-ranking breed,
others often judge them as arrogant and excessive. Deer
are, after all, terrible followers who detest taking orders and
react badly to constraints, preferring leading positions to
subordinate ones. While much of their innate character-
istics do not earn them unbridled sympathy it is only fair
to underline how these Ruminsi have a radical and strong
sense of honor that leads them to be absolutely sincere, even
when the truth could damage them. Incorruptibility tends
to make them formidable administrators of justice.
MOOSE
Moose do not tolerate two things: confusion or injus-
tice. The fact that they keep their distance from heav-
ily populated towns, as if these were dens of scorpions,
should therefore not come as a surprise. They prefer the
silent forests of the hills, or the steppes on the edge of the
White Desert, or the placid countryside dotted with small
villages, where they often take on the unofficial task of
peacemakers and custodians of public order, intervening
harshly to restore balance in case of conflict or iniquity.
They are taciturn, patient, tireless and reserved, it is rare
for them to be grumpy or unfriendly, and they willingly
accept the company of others if it is unobtrusive and re-
spectful. Moose are prodigiously strong and can perform
heavy jobs that might seem unthinkable to other creatures
of similar stature. This helps them a lot in their solitary
activities, where they often find themselves forced to rely
solely upon their own abilities. Their incredible strength is
a feature they are very proud of, always confident that they
can escape any adverse situation.
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Sauti Familia
he Sauti do not have a very flatter- Discriminating nose. You have advantage on Wisdom
ing reputation, however this is only (Perception) checks based on the sense of smell.
partially desrved/ Considered nar- Poison resistance. You have advantage on saving throws
row-minded, hedonistic and reck- against poisoning and poison damage.
less, members of this Familia are also Peripheral vision. You are in possession of a peripheral
pragmatic, tireless, determined, pro- vision developed up to 310°. For this reason, they cannot
digiously strong, with ready reflexes be caught off guard by attacks from behind, and your
and a keen spirit. It is impossible to opponents cannot gain advantage when attacking you
catch them off guard; the Sauti are fearless and ferocious fighters, while you are flanked.
with a skin thick enough to resist blows, both physical and psy- Instinct of Familia, Architect (Omnivore): “I can achieve
chological, that would floor other creatures. lasting and change-resistant results”.
Species. In Vesteria there are two species of Sauti:
Increase in Ability Scores. Your Intelligence score Boars and Pigs.
increases by 1.
Age. A Sauti reaches maturity around the age of 16 BOARS
and is immediately considered independent. They have It seems indelicate, but it must be said: a Boar does not
an average lifespan of around 80 years. like to think deeply and carefully about the consequenc-
Size. Your size is Medium Height and average weight es of their actions. They throw themselves headlong into
depend on the species. hasty decisions, blindly trusting their instinct without
86
regretting even the most catastrophic of choices, convinced
that however things go they will know how to get out of
a situation some way or another. In a way, Boars are very
optimistic even when they act with cynicism, because they
do not believe in true failure. As with many other aspects
of their existence, these Sautians find it difficult to mea-
sure their impressive strength, which they often apply in
excess even in situations where it is not necessary. Impatient
and impervious to physical pain, they fear neither injury
nor deprivation, and have a strong survival instinct. Despite
their exuberant spirit, Boars are not very sociable, and prefer
small groups of trusted companions, whom they open up to
knowing that someone will take care of them, making sure
no one gets hurt or creates troubles impossible to deal with.
PIGS
If the Boars do not know how to control themselves, Pigs
do not want to control themselves. They love excess and are
not ashamed to pursue it with ardor. When a Pig has a par-
ticular passion, it is ready to dedicate every fiber of their
being and every available resource to it. This is as true for
earthly pleasures such as food, wealth, power and lust, as for
the desires of the spirit. It is not unusual in fact for Pigs to
be accused of fanaticism: their dedication to a cause is total.
In their constant search for the fulfilment of their desires,
they are in fact paradoxically disciplined and meticulous,
and leave nothing to chance. For this reason, those who be-
lieve that Pigs are boorish, ignorant and of low intellect are
deeply wrong: these Sauti are, on the contrary, as greedy as
Urcidi Familia
they are intelligent, and it is not uncommon for them to
exploit this prejudice to their advantage. Members of this
species are social for convenience, and they do not hesitate
to use others to achieve their ends. It is rare for them to
genuinely become attached to someone, but when this hap-
pens, devotion to the object of one’s love becomes extreme, rcidi are made for life in the wilderness
like all the emotions of these creatures. and are aware of it. They do not like
crowds and the intrigues of the city.
Increase in Ability Scores. Your Constitution score increases Territorial, and tending to be grumpy,
by 2 and your Charisma score increases by 1. Urcidi prefer material pleasures to in-
Speed. Your base speed on the ground is 30 feet. tellectual ones. They are aware of their
Size. A Pig can reach a height of between 5 1/4 feet and 6 strength, and this gives them great
feet, and weigh between 155 lbs and 330 lbs. self-confidence, even in areas where
Massive build. You have advantage when making rolls to physical prowess is not useful. Taciturn, habitual and with few
resist being pushed or grabbed. ambitions, they can gather considerable resources to achieve their
Simple anatomy. Creatures have advantage greatest desires.
in the Medicine skill for all checks performed on you.
Gourmet. You are always successful when attempting to Increase in Ability Scores. Your Strength score increases by 2.
gather food thanks to Pigs peculiarity of considering edible Age. An Urcidi reaches maturity around the age of 20
things that practically no one else would consider eating. and is immediately considered independent. They have
Instinct of Species, Hedonist: “I devour, consume and savor an average life span of 100 years.
everything I encounter”. Size. Your size is Medium. Height and average weight
depend on the species.
Athletic. You may choose either Athletics or Acrobatics.
You gain proficiency in that skill.
Claws. You may use your claws to make an unarmed strike.
It deals 1d4 + your Strength modifier slashing damage.
Thick skin. You reduceany non-magical bludgeoning,
piercing, or slashing damage by 1, to a minimum of 1.
Might. If you successfully grapple a creature, you can
use your reaction to make a bite attack against that
creature. A bite attack is an unarmed strike that deals
1d4 piercing damage.
Discriminating nose. You have advantage on Wisdom
(Perception) checks based on your sense of smell
and can perceive odors from miles away.
Wild spirit. You have proficiency in the Survival skill.
Instinct of Familia. Solitary (Omnivorous): “I can be
alone and keep others at a distance”.
Species. In Vesteria there are two species of Urcidi:
Black Bears and Brown Bears.
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BLACK BEARS
Nothing can go wrong for those who have always taken care
to equip themselves with caution in advance. Black Bears
love to be prepared, and the effort they put into accumulat-
ing resources often rewards them, allowing them to avoid
unforeseen events that would risk putting the less prepared
creatures out of the game. These Urcidi, however, have a
great weakness, a single specific pleasure that enthralls
them above all else, making them lose all prudence: be it
something that tickles their palate or their interest, when
the opportunity to pursue this special temptation presents
itself the Black Bear goes wild and seems to be no longer
in control of themselves. Black Bears are not very proud of
this weakness and tend to indulge it in secret; although it
may happen that it is not always kept a secret, to their great
embarrassment. These Urcidi, unlike their Brown relatives,
are less grumpy and do not disdain the company of other
creatures, with whom they can also share their passion for
playing games, which the vast majority of Black Bears dis-
cover as cubs and carry with them throughout their life.
BROWN BEARS
Brown Bears spend the first part of their lives building a re-
petitive, reassuring and well thought out existence, and the
other half enjoying this routine. They love to do the same
things the same way, eat the food they already know and
love, see places familiar to them and interact with the few
creatures they know they agree with. There is nothing worse
than the arrival of an unexpected novelty, and anything that
breaks the daily routine of the activities of a Brown Bear
can provoke reactions ranging from irritation to anger, an
eventuality that no one should experience since the anger
of an Urcide is truly frightening. Despite this aversion to
unexpected events, Brown Bears are not to be considered
a fearful species: they always react with courage and deter-
mination, and they do their utmost to return things back to
normal, which for them is the best condition that there can
be... Traditionalist and habitual, Brown Bears learn slowly
and unwillingly, unless it is shown to them by facts that
novelty not only can be perfectly incorporated into their
established order, but even improve it. In this case, they will
apply a consistent and unexpected patience and demon-
strate great respect for their teacher.
90
Vespertili Familia
ome look at them with respect, oth- an average lifespan of around 60 years.
ers with suspicion. Many, with fear. Size. The size of a Vespertile varies according
Vespertili are victims of numerous to the species, as well as the stature and average weight.
prejudices linked both to their ap- Membranous wings. You cannot use tools, heavy
pearance and their nocturnal habits, weapons or anything that requires the use of two hands
as well as the unnatural and sinister while flying. Flying with membranous wings requires
custom that some of them have for concentration and you will crash if you use your wings
drinking blood. Despite this reputa- in any other way. If you peform a Dash action while in
tion throughout Vesteria, they are well aware of how much their flight, you gain an increase in movement equal to twice
own charismatic presence can influence others, in one way or your flying speed.
another. They are the only Theri capable of flying, thanks to the Sensitivity to light. You have disadvantage to attack rolls
gift of large membranous wings. In addition, most of them have in bright conditions.
an echolocation system, which allows them to make up for the Acute hearing. A Vespertili has the advantage
poor eyesight that distinguishes them. on hearing-based Wisdom (Perception) checks.
Instinct of Familia, Nocturne (Predator): “I prefer to act
Increase in Ability Scores. Your Charisma score increases by 2. without being seen.”
Age. A Vespertili reaches maturity around the age of 18 Species. In Vesteria there are three species of Vespertili:
and is immediately considered independent. They have Bats, Rossetti and Vampires.
91
Theri
BATS
Bats are the most skilled Vespertili in flight. Their con-
fusing rapidity and ability to perform dangerous maneu-
vers are well known, and there are not many creatures who
can escape when pursued by a Bat, as many city guards
can testify. Cautious, suspicious by nature, reserved and
silent, it is not unusual for Bats to find themselves working
for shady characters willing to pay handsomely for their
service. These Vespertili are not of a malevolent nature,
however, and treat these transactions as a regular job. They
are willing to put their skills at the service of the highest
bidder if the reward offered is sufficient; reward they will
most likely share with their colony. In fact, Bats live in nu-
merous colonies that bring together different families, to
which individuals are very devoted. The community takes
care of both pups and the elderly or infirm, and the safety
of these communities is the only thing that can make a
Bat forget caution.
ROSSETTI
With a pointed muzzle, large sweet and shiny eyes, and
beautiful tawny fur, the Rossetti are undoubtedly the
Vespertili who least suffer from the prejudices that affect
their cousins and are quite aware of it. The other Vespertili
often look upon them with distrust or even contempt for
the preferential treatment they receive. They are sociable,
affable and seek every opportunity to prove that they are
creatures like all the others. They love to entertain others,
especially pups, and there are many companies of Rossetti
Bards, musicians and puppeteers who travel aboard their
colorful wagons. They adapt without complaint to all life-
styles, and nothing makes them happier than the feeling of
being accepted in a community. Their desire for inclusion
makes them very confident of those who treat them kindly,
which unfortunately also makes them easy to be manipulat-
ed by those with bad intentions. When a Rossetto realizes
that it has been used, it suffers enormously, but is not capa-
ble of plotting revenge.
93
Theri
The Avians
Wings. You can use your wings for simple interactions with
objects but cannot handle or hold them. Flying with wings
requires concentration and you fall if you use them in any
other way. If you perform the Dash action while in flight,
your flying speed is doubled for the turn.
95
Aviani
DUCKS
Ducks, like many Anseri, know well that they do not have
an intimidating presence. For some of them who dream of
having the proud profile of an Eagle, and above all their
cruel talons, being born Ducks is a great disappointment.
For others, however, it is an opportunity: Ducks are intelli-
gent, resourceful, courageous (in their own way) and lovers
of novelties. Hardly out of place in urban or rural environ-
ments, they find wild areas and especially the high moun-
tains particularly hostile. However, they do not shy away
from challenges, and tend to be very self-confident. Chatty
and sociable, Ducks are excellent orators, and they express
their passion for speech in very different ways. Some end up
being so in love with the sound of their voice that they be-
come vainglorious and self-centered, while others cultivate
this inclination by pursuing careers in diplomacy, theatre,
storytelling, tutoring, or even auctioneers.
GEESE
Many underestimate the Geese for their less martial aspect,
but one should be very careful not to make such an error.
These Anseri are fearless, aggressive and determined, ani-
mated by unshakeable, loyal, chivalrous ideals and capable
of putting far more dangerous creatures in their place. The
regular Avian army is chock full of geese perfectly trained
and made even more fearful by their innate ability to work
with great coordination when gathered in groups of indi-
viduals who share the same goal and moral code. A military
career is the obvious choice for many Geese, but those who
choose a different profession often undertake one that al-
lows them to write a lot. Despite not being extraordinari-
ly imaginative (there are very few Geese novelists), these
meticulous and careful creatures are considered excellent
scribes and very reliable secretaries. These Anseri do not
fear responsibility and are loyal to their duty, often serving
their lords well into old age.
Increase in Ability Scores. Your Strength score
increases by 2.
Size. A Goose can reach a height of between 4 feet and 5
feet, and weigh between 55 lbs and 90 lbs.
Calligrapher. You have expertise with calligraphers tools.
Courage. You have advantage when making saving throws
against fear effects.
Hostile. You have proficiency in Intimidate skill.
Instinct of Species, Loyal: “I always keep my word”.
PELICANS
Pelicans know they are strong, and do not hesitate to put
this force to the service of the weakest. They have a great
spirit of sacrifice; they do not fear the judgment of others
and are willing to do the right thing even when it could
bring them harm. Their altruistic and fearless temperament
makes them the backbone of any rescue or protection ser-
vice of the community: Pelicans are born protectors, and
they will fight with merit, without ever exceeding in zeal or
violence. However, these brave Avians do not always have
a good relationship with regulations, especially with those
that they perceive as being unfair, and have the tendency to
do as they please if put in front of rigid and, in their eyes,
unreasonable laws. These Anseri are also skilled sailors and
have an innate harmony with the weather, which they can
“read” like no other, managing to evaluate with confidence
whether they will face a storm or calm weather. Many cap-
tains are willing to pay substantial wages to secure a Pelican
boatswain, and success often smiles upon expeditions that
sail with one of them onboard.
SWANS
Countless ballads immortalize the long neck, the scarlet
beak and the white plumage (or sometimes blacker than a
moonless night) that distinguish the Swans, and they, with
great dignity, bask in this poetic aura without embarrass-
ment. These Anseri are extremely vain and aware of the
charm they exert on others. The most desired courtesans
and the most elusive con artists are Swans, and although
Corbei Familia
their tendency towards manipulation is well knownfrom
the Avian Islands to the capital of the Empire, powerful
nobles and common merchants alike continue to fall prey
to their plots. Swans are social for the same reasons that
Foxes are, but unlike them they also have a constant need
to be fondled, revered and confirmed in their being irresist- hey are said to be among the creatures
ible. Nothing scares a Swan more than growing old (what with the sharpest intelligence and the
a tragedy to lose the regal bearing that nature and youth longest memory. If you ask a Corbo, they
had given them!) or seriously falling in love with someone: will surely confirm this with a grin. The
when a Swan binds to a partner, they become very devoted, Corbei are undoubtedly intelligent, but
caring and faithful, often totally changing their life, even they are often as ready to learn as you
when it means abandoning ease and prestige. are reluctant to teach them. Like many
creatures who share their same intellect,
Increase in Ability Scores. Your Charisma score they are skilled liars; their cynicism and pessimism (which they sim-
increases by 2. ply call “Knowing how the world spins”) contribute to their presence
Siz. A Swan can reach a height of between 4 1/4 feet and being unwelcome to others as drinking companions, and it is rare for
5 1/4 feet, and weigh between 65 lbs and 90 lbs. a Corbo to be exuberant and sociable.
Beauty. You have proficiency If you dropWhen a Swan
drops to 0 hit points but are not killed instantly, you may Increase in Ability Scores. Your Intelligence score
stay at 1 hit point. increases by 2.
This ability can be used again after finishing a long rest. Age. A Corbei reaches maturity around the age of 14
Instinct of Species, Noble: and is immediately considered independent. They have
“I can fly higher than ordinary people”. an average lifespan of around 60 years.
Size. Your size is Medium Height and average weight
depend on the species.
Fast learning. At the end of a long rest, you can spend an
hour practicing a particular activity. If you do so,
you gain proficiency in a skill related to that activity
until your next long rest.
Good memory. You always remembers every detail, place or
person they have seen.
Petty. You have expertise in the Decpetion skill.
Instinct of Familia, Bad Omen (Omnivore): “I can predict
the worst in any situation.”
Species. In Vesteria there are three Corbei Species:
Crows, Magpies, and Ravens.
98
CROWS more brilliant individuals, many Crows react unexpected-
The charisma of a Crow masterfully mixes a bit of arrogance, ly, becoming affable, helpful and courteous. Finally, in the
a dribble of mystery and a pinch of undeniable charm. They company of their peers, they wish to learn from their supe-
have the skills to excel in practically anything they decide rior, and for once they lower their haughty shield.
to do (except perhaps activities that require a lot of physical
strength) and are not afraid of appearing superior. Crows Increase in Ability Scores. Your Charisma score
are never modest or pretend to be, but will not try to take increases by 1.
credit for merits that do not belong to them: they are too Size. A Crow can reach a height of between 4 1/4 feet and
proud to go that far, and indeed they think that failure is 5 1/4 feet, and weigh between 65 lbs and 110 lbs.
only a temporary condition prior to success, which is easi- Speed. Your base speed on the ground is 20 feet, and your
ly remedied by practice. They have an innate sensitivity to flight speed is 30 feet.
arcane mysteries, and there are many Crows who under- Skillful. You can use tools without using your wings
take the winding road of magic, ending up distinguishing and may gain proficiency in a tool when using the Fast
themselves in that too. Aware of their intellectual superi- Learning skill.
ority, many Crows are considered too full of themselves, Gourmet. You are always successful when attempting to
and to put it in inelegant words, too annoying to have true gather food thanks to your peculiarity of considering food as
friends. Despite this, they often find themselves right in the things that practically no one else would consider edible.
middle of high retinues as advisors, as their wisdom and Arcane sensitivity. You have proficiency in the Arcane skill.
cunning are sought out even by those who cannot tolerate Instinct of Species, Councilor: “I always give advice
them. However, when they find themselves dealing with to those close to me.”
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Aviani
MAGPIES
There is nothing to be done: Magpies cannot keep their
claws to themselves. Both greedy and vain, the temptation
of material goods (especially if beautiful, sparkling and pre-
cious) is terribly strong. The most righteous of them try to
control this instinct in various ways, forcing themselves to
take jobs that keep them as far as possible from the objects
of desire, but the vast majority abandon themselves to be-
coming thieves for the simple desire of possessing extrav-
agant and wonderful objects. Magpies are born collectors
and have a great eye when recognizing what is worth taking
and what is not, even when they lose their heads for things
that have no real value besides looking beautiful. Silent in
flight, shrewd in bargaining and skilled at pickpocketing,
Magpies have reasonably gained a reputation for their cun-
ning ways. Few people, in fact, trust a Magpie, who often
end up having few friends. Nevertheless, these Corbei are
talkers and lovers of good ambiance, always ready to offer a
tour of the taverns to their companions.
RAVENS
Ravens are wary ... very wary. Accustomed to doing the
worst jobs in the margins of society (gravediggers, scav-
engers, garbage collectors), they seem reluctant to put the
good judgement that all Corbei have to good use, thanks
to which they often simply survive, without ever bloom-
ing. They do not like to be at the center of attention, they
shy away from responsibility and the pressure of the roles
in which they are forced to perform, preferring anonymity
and mediocrity. Nonetheless, they are opportunistic and
able to keep themselves afloat in any situation: you will
never hear about a Raven being a queen on stage, and you
similarly never hear about them being beggars or poor. As
in every aspect of their life, even in personal relationships,
Grarcona Familia
trici when it is needed but always
ready to change their point of view,
the Grarconi are aquatic Avians that
for many aspects reflect their habitat:
at times calm, at times impetuous, de-
termined and persevering. They are
patient and thoughtful, suitable for
both city and country life, and prefer
to face conflicts without violence. With acute eyesight, they are
tireless in flight and able to travel extraordinary distances before
feeling the need to rest.
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Aviani
CRANES
For what reason, the Crane wonders, was I created with
these long legs if not for dancing? Queens of every court
ball, village fair or theater show, these Grarconi were born
to perform, and nothing gives them more joy. Outside of
this artistic context, Cranes in fact have difficulty expressing
themselves, and are often clumsy with words, but when they
start moving, it is impossible to take your eyes off them, so
magnetic is their presence. However, their art is not the wild
and unrestrained dance of a ritual around the fire: they are
attentive, precise creatures, faithful to duty and, when given
trust, to their word. Not surprisingly, it is common practice
to say that a Crane late for rehearsals is rarer than snow in
the summer! In personal relationships, Cranes are just as
loyal, and so averse to lies that they often fail to understand
if someone else is lying to them. This makes them easy prey
for crooks and dishonest characters, and more than one
member of this species has found themselves penniless af-
ter believing in self-styled impresarios who promised them
stardom in the theaters of Salso Nero.
HERONS
Herons love the art of war, yet most of them have never
wielded a weapon or set foot on the battlefield. These Avian
sages are warriors of the mind when around a table covered
with maps and illuminated by a torchlight, they plan how
and when to strike. Born strategists, the Herons put their
cautious, calculating and forward-looking temperament to
good use. Even when they do not actually become military
advisors, they never fail to carefully plan their next move,
whether they are spice merchants or gamblers. Sometimes
this trend is exacerbated by indecision: it is very difficult
for certain Herons to determine, among dozens of meticu-
lously foreseen scenarios, which one is the best. Although
they do not like getting their hands dirty, Herons are nei- IBISES
ther cowards nor weak; on the contrary, when they have There are those who argue that the beak of the Ibis, curved
no choice, they know how to unleash a quick and nervous and sharp, resembles a weapon. The Ibis will agree, stating
strength that often surprises their opponents. Lonely and, that the pen kills more than a sword. The Ibis take cred-
according to many, very cold, these Grarconi prefer their it (perhaps legitimately, perhaps not) for having invented
own company, but will lend their help if asked to do so. writing and to have spread it by the grace of their kind
heart among other creatures. Their love for the written
Increase in Ability Scores. Your Strength score word is strong: whether they are scribes, scholars, poets or
increases by 1. archivists, the Ibis feel like princes of the glyph and keepers
Size. A Heron can reach a height of between 4 1/2 feet of the parchment. This contributes to their haughty, proud
and 5 1/2 feet, and weigh between 55 lbs and 90 lbs. and touchy character. They do not look favorably upon
Meticulous preparation. If you use your first action those who approach writing or reading with a carefree
in combat to prepare an attack action, you have advantage spirit, anyone who does not compose their texts with the
to the throw to hit that attack. finest language (and this makes them especially despise the
Feather step. If you do not have disadvantage, Geese and their dry and essential prose), and even more
you gain advantage on Stealth checks to move silently. those who bask in their ignorance. Many Ibises dedicate
Instinct of Species, Patient: “I believe that waiting is often their lives to creating their own culture, which makes them
preferable to acting.” priceless advisers on one hand and on the other pedants
always ready to teach. Among their unexpected interests,
however, is their fondness for drinking, but it is woe to ac-
cuse an Ibis of being a drunkard, as you would be punished
with writing a dissertation several hours long on the vines
of the Green Pit.
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Aviani
Increase in Ability Scores. Your Intelligence score
increases by 1.
Size. An Ibis can reach a height of between 4 feet and 5
1/2 feet, and weigh between 65 lbs and 90 lbs.
Calligrapher. You gain expertise with calligraphy tools.
Wise. Choose either Arcane, Nature, or History. You gain
proficiency with that skill.
Sommelier. You can always perceive the purity of a liquid
that you can observe closely, managing to identify the
presence of harmful or polluting external elements.
Instinct of Species, Behavior: “My pride is untouchable,
in any situation”.
STORKS
In the eyes of many, the sight of black and white plumage,
large wings and a bright orange beak is the symbol of salva-
tion. Altruistic kind-hearted, patient and ready for action,
the Storks were born to excel when the priority is helping
others. There are countless companies of Stork nurses ready
to fly when they receive the call, even when it comes from
the battlefields. Although these Grarconi are not naturally
dismissive of danger, the desire to lend their help is stron-
ger than their fear. Luck often assists these generous souls,
and many veterans or sick people who have now recovered
will swear that touching the beak of a Stork is the best tal-
isman: the Storks sigh, smile and endure, well aware that
a hopeful sick person has more chance of recovering than
one who has lost faith. Talkative, sunny and full of practical
sense, Storks are welcome everywhere, but their tendency to
“nurse” everyone can sometime create tensions with those
who cannot tolerate being cared for as if they were a puppy
or a sick person.
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Aviani
NIGHTINGALES
If there is a species justified to be in love with their own
voice, those are the Nightingales. There is no one, in all
Vesteria, who can realistically compete with their beau-
tiful singing, and these Pici know it well. Aware of their
own value in the best of cases, arrogant in the worst, the
Nightingales do not need external reassurances to confirm
their talent, which they do not hesitate to exploit profes-
sionally. It is very rare to find Nightingales who have not
made singing their main occupation, and even rarer to find
one who does not sing at all, not even for pleasure. Despite
their objective qualities, however, we should not think that
the Nightingales are resting on the laurels that nature has
prepared for them: perfectionists, genuinely in love with
music and always looking for ways to improve themselves,
the Nightingales work hard for their art. Negative criti-
cisms do not touch them particularly, but they are deeply
wounded if their listeners are indifferent or insensitive.
ROBINS
Small? Sure. Fearsome? I’ll say! Combative? Most of all.
Robins forget their small size and devote themselves to
the craft of weapons with more ardor than many other
creatures bigger than themselves. What particularly at-
tracts them about the art of war is not so much the great
coordinated maneuvers on the battlefield, or the study of
strategy, or even the wild pride in ousting an invader: it is
the challenge itself, the song of steel against steel , the new
technology captured from an opponent, the thrill of vic-
tory. Many consider this almost “sporty” attitude towards
battle as childish, but Robins are born duelists, and there
is no greater joy for them than facing a contender of their
height and being able to test their surprising ability. They
are considered, and with good reason, among the best tour-
nament fighters ever seen, and their amazing and daring
deeds fill the mouths of bards, commoners and noblemen
with the same frequency and excitement. It is difficult to
interact with these Avian fighters in a non-antagonistic
way, since they always seem to have something to prove,
but it is worth trying, since the friendship of a Robin can
prove decisive in more ways than one.
SPARROWS
To torture a Levri one must make them a servant. To torture
a Puma, you must force them to practice etiquette. To torture
a Sparrow, one must simply leave them alone. These Avians
are among the most social of all and find maximum satis-
faction in interacting with others. Known by all as harmless
(even when they are not) and appreciated for their witty and
brilliant humor, they are welcome in any environment, where
at the same time they go unnoticed and, for their ubiquity,
they are missed if absent. They are revelers and rowdy, yet
they know how to adapt their conversation to any inter-
locutor, talking with ease of yeast with bakers, of port taxes
with the advisers and of burning gossip with the gentlemen.
They are not intimidated by the fame of others, by lineage
or religion, often being accused of being irreverent or even
blasphemous. Their confidence and ease are however helpful
when choosing the ideal approach to take with even the most
hostile conversationalists and it is very rare that a Sparrow
will resort to arms to resolve even the hottest of arguments.
108
EAGLES
Eagles, endowed with natural authority and great strength,
would have all the credentials to aspire to command. Yet
when they do it is not to guide others towards a brighter
future, but their thirst for power: simply put, their place is
at the summit. Their authority is dry and uncompromising,
and they are unlikely to surround themselves with ranks of
advisers and attendants: they are solitary, individualistic and
shy creatures, and do not like to interact with those who
they (sometimes for good reason, sometimes due to pure
prejudice) believe are not their equals. As haughty as they
are cold, these Rapax are excellent fighters but bad soldiers,
as they struggle to accept given orders; to convince them
to follow, you must prove to be their equal, which is never
easy. When a captain shows up with an Eagle lieutenant at
their side, their opponent is doubly afraid: first for having to
fight against a member of this species, and second because
the Eagle’s presence speaks much about the merit of the
captain. In personal relationships, Eagles oscillate between
total reserve and blatant gestures. Normally jealous of their
feelings, which they do not willingly express, when feeling
strong emotions, they have dramatic and disproportionate
reactions, both positive and negative.
Increase in Ability Scores. Your Strength score increases by 2.
Size. An Eagle can reach a height of between 4 1/2 feet
and 5 1/2 feet, and weigh between 65 lbs and 110 lbs.
Your size is Medium.
Speed. Your base speed on the ground is 15 feet, and your
flying speed is 40 feet.
Improved claws. The damage caused by your claw attack
increases to 1d6 + your Strength modifier.
Snatch. If you hit an opponent smaller than yourself with a
claw attack, you may lift it off the ground.
Instinct of Species, Noble: “I can fly higher
than ordinary people.”
FALCONS
Impulsive, always active and impatient, Falcons live life at
high speed. They hate waiting, whether for the comfort of
others or imperative circumstances, and they always look for
ways to streamline and hurry things along. They are competi-
tive in the most carefree way and love to compete for ephem-
eral laurels that give them great satisfaction, before moving
on to the next challenge. They live in the present, and tend to
be bad strategists but excellent executors, although prudence
is never their strength. In the military, they are sought-after
and highly regarded as reconnaissance and raiders, often em-
ployed in quick guerrilla tactics. Unfortunately, their incred-
ible agility and dexterity, especially in flight, sometimes gives
them the illusion of being invulnerable. In their relationships,
Falcons tend to be changeable and reluctant to make endur-
ing bonds, which they perceive as too limiting, and anyone
who wants to entertain any type of relationship with them
must be aware of this trend. They love to travel, to experience
new and exciting things, and they fear boredom and monot-
ony more than anything else.
Aviani
Ruspei Familia
VULTURES
Why risk seeing your plans fail just because you chose the
wrong time to make a decisive move? Vultures, kings of op-
portunity live by this principle. Calculating, patient, intelli-
gent and never impulsive, these Avians prefer to wait for the
right moment to act and maximize their chances of success. ot all Avians long for adventure, risk,
Vultures hate losing or discovering that they are wrong even intrigue or battle. In fact, the Ruspei
on trifles, and although they do not show it, they are extreme- seem to prefer the exact opposite. On
ly competitive. Unique among the Rapax, they are at ease in average they are mildly warlike, ha-
complex and nuanced social environments, where they find bitual and domesticated. This Familia
the ideal playing field for their plots. They do not hesitate looks for strong emotions only if con-
to leverage their disturbing nature to manipulate others, and nected to good food, entertainment or
rarely are they themselves intimidated. They despise superfi- gossip. If they must work (and there
ciality and naivety, considering them to be weaknesses, and are not many Ruspei who appreciate work), they dedicate them-
tend not to have intimate personal relationships for the same selves with pleasure to all professions related to the land. Sociable
reason: it is too easy for loved ones to become the currency and altruistic, they are at ease in all convivial situations.
of blackmail, and the last thing a Vulture wants is to offer
themselves to their opponents. Increase in Ability Scores. Your Charisma score
increases by 2.
Increase in Ability Scores. Your Constitution score Age. A Ruspei reaches maturity around the age of 14
increases by 2. and is immediately considered independent. They have
Size. A Vulture can reach a height of between 4 1/4 feet an average lifespan of around 60 years.
and 5 feet, and weigh between 65 lbs and 110 lbs. Size. Your size is Medium. Height and average weight
Your size is Medium. depend on the species.
Speed. Your base speed on the ground is 20 feet, and your The male specimens of Ruspei are on the average larger
flight speed is 30 feet than females.
Discriminating Nose. You have advantage on Wisdom Limited flight. You may not use your flying speed for two
(Perception) checks based on the sense of smell. consecutive turns and cannot rise more than 10 feet above
Courage. You have advantage on saving throws against fear. the ground.
Instinct of Species, Treacherous: “I hit the enemy Rural bond. You have expertise on Intelligence (Nature)
when they are at their weakest.” checks involving seeds or crops.
Protective. If our ally is hit by an opponent, you may use
yourreaction to get a +1 bonus on rolls to hit that opponent
until the end of your next round.
Instinct of Familia, Habits (Prey): “I appreciate the daily
routine and I am averse to change”.
Species. In Vesteria there are three species of Ruspei:
Chicken, Peacocks and Pheasants.
112
CHICKEN show off in front of young girls, and they are unrepentant
Few Avians are polarized between male and female like womanizers: loyalty is not for them in many aspects of their
chickens, which contrast belligerence and kindness, van- lives, in fact even on the battlefield they are often accused
ity and altruism in a truly extreme way. The females of of changing sides.
the species are often those typical friends or eccentric but
kind-hearted relatives, who live in a house infested with ab- Increase in Ability Scores. your Strength score increases by 1.
surd junk, inexplicable inventions, books, collections of cork Size. A Chicken can reach a height of between 3 1/2 feet
stoppers and artisanal liquors of undoubted toxicity. They and 4 1/4 feet, and weigh between 45 lbs and 90 lbs.
cultivate their bizarre interests freely, but without ever for- Speed. Your base speed on the ground is 30 feet, and your
getting involvement in the community. Lovers of puppies flying speed is 30 feet.
and simple people, they are happy to take care of those who Crowing. You have proficiency in the Performance skill
risk being alone, managing to make themselves well-liked and in the use of your voice which is considered
enough to snatch a smile from even the surliest of creatures. a musical instrument.
The males, on the contrary, are quarrelsome, vain, touchy Solar biorhythm. You always wake up naturally a few
and always ready to attack and fight. Nervous and often minutes before sunrise and are always aware of the time.
disloyal fighters, they feel the constant need to assert them- Instinct of Species, Eccentric: “I act in distinct ways
selves over others to feel strong and respected. They love to from those around me.”
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Aviani
PEACOCKS
Peacocks dream of a time that no longer exists, or that per-
haps never was: idealists, in love with a chivalry made up of
noble deeds, courteous love and devotion, they are convinced
of their nobility. If this sometimes makes them a little ri-
diculous in the eyes of other Avians, who consider them to
be deluded fools, Peacocks do not allow themselves to be
distracted from their beliefs, which push them to be truly
honorable and valiant, even when their natural disposition
would induce them to run away. Another factor that unfor-
tunately does not contribute to the credibility of these Ruspei
in public opinion is the obsessive attention they devote to
their appearance, especially the males of the species: vain and
endowed with an excessive and theatrical sense of style, they
give enormous weight to their physical looks, both in regard
to themselves and others. It must be said though, that with
their exquisitely polite ways and their gaudy livery, Peacocks
are magnetic and impossible to ignore. Courteous and full
of energy, Peacocks love to tell of their adventures anywhere
they find an audience to cheer and entertain, even among
cutthroats in the darkest corner of an infamous tavern.
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Aviani
Strigi Familia
he Strigi are the undisputed lords of Size. The size of a Strigi varies according to the species,
the night. If Cats, Bats and a few as well as their stature and average weight. The female
others love to move after dusk, none of specimens of Strigi are notoriously larger than the males.
them have the quantity and quality of Speed. Your base speed on the ground is 4.5 meters.
the gifts that the Strigi are equipped Your flight speed is 9 meters.
with. Silent and with superfine hear- Claws. You can use your claws as a natural weapon
ing, their eyes have adapted perfectly to make an unarmed strike only during flight. If it hits it
to low light. The Strigi are calm and inflicts 1d4 + the Strength sharp modifier damage, unlike
thoughtful, discreet, intelligent and insightful. They tend to be the normal bludgeoning damage of an unarmed strike.
more comfortable in the environment in which they were born Strong intuition. You have advantage in Wisdom
and raised (be it a wild territory or a big city), but they all share (Intuition) checks, in assessing whether a situation could
a great awareness of what surrounds them. present a threat or a deception.
Sensitivity to light. Your have disadvantage over sight-
Increase in Feature Scores. Your Wisdom score increases based checks of Wisdom (Perception) when exposed
by 2. to strong daylight.
Age. A Strigi reaches maturity around the age of 14 Improved dark vision. You benefit from excellent eyesight
and is immediately considered independent. They have suitable for dark or dim light conditions. You can see up to
an average lifespan of around 60 years. 120ft. in dim light conditions away as if you were in bright
116
light conditions, and in darkness as if you were in dim
light. In the dark you are unable to discern colors, but only
shades of grey.
Wild spirit. You have proficiency in the Survival skill.
Superfine hearing. You have advantage over hearing-based
checks on Wisdom (Perception).
Silent Flight. Unlike the flight of the other Avians,
that of the Strige is extremely silent and does not produce
the classic noise of flapping wings. You take advantage
of the Dexterity (Stealth) checks to avoid being noticed
while you are flying.
Instinct of Familia, Nocturne (Predator): “I prefer to act
without being seen.”
Species. In Vesteria there are four Species of Strigi:
Barn Owls, Little Owls, Owls, and Tawny Owls.
BARN OWLS
With their white and heart-shaped face, golden plumage
and deep black eyes, the Barn Owl does not seem to have
a ruthless tongue ... and yet, their appearance is deceiving!
The members of this species, also thanks to their fine intel-
lect, love debate in all its forms and cannot keep their beak
closed even when it best suits them. Barn Owls effortless-
ly master all the weapons of a good orator and are accus-
tomed to winning easily in verbal battles. Charismatic,
self-confident and naturally versed in the most intellectual
of disciplines, these Strigi do not like getting their hands Increase in Feature Scores. Your Charisma score
dirty, and before resorting to force they prefer to rely on increases by 1.
intimidation, which is their base talent. Barn Owls do not Size. A Barn Owl can reach a height of between 1.2
shine for emotional sensitivity, and in their relationships meters and 1.4 meters and weigh between 30 and 40 kg.
they can often seem cold or not very involved; they do not Your size is Medium.
like to express their feelings, especially positive ones and Spectral. You have expertise in the Intimidate ability.
much less so in public, where it could be noticed and used Toddle. Unlike the other Avians, a Barn Owl can also use
to their disadvantage; but when they become attached to their claw attack from the ground by placing themselves
someone, they do what they can to make it known to those prone, but without having disadvantage to attack rolls.
directly concerned through small and private gestures. Screech. Barn Owls can make a sharp screech that confuses
and stuns their opponents. Each creature within 6 meters
of you must pass a Charisma saving throw with DC 10 +
your skill bonus or become stunned for 1 round. You can
use this ability again after finishing a short rest.
Instinct of Species, Lament: “I never keep a complaint
to myself ”.
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Aviani
LITTLE OWLS
Libraries are the natural environment of several Avians, but
none of them treasure the content of these forests of knowl-
edge as much as the Little Owls. Rational, sharp and thirsty
for knowledge, these little Strigi are considered the best
teachers thanks to their temperament and analytical side,
and for many noble families being able to boast their off-
spring having been educated by an owl is a very prestigious
claim. Little Owls love knowledge when it is not an end in
itself and especially when it brings them closer to the Truth:
they despise superstition and everything that in their opin-
ion smells of cultural backwardness, and tolerate the study
of such subjects only if it can give them tools to be used for
their own benefit. They hate injustice and dishonesty and
feel empowered to intervene when they meet them. They
are not the most emotional of creatures, but their crystalline
sincerity and love for justice make them honest, open and
faithful companions, who will never change their word. To
change a Little Owl’s mind, especially one convinced of be-
ing right, is practically impossible: the only eventuality lies
in demonstrating to them with irrefutable facts, possibly
supported by an authoritative writing, the fallacy of their
position, which they will then hesitantly accept.
OWLS
Royal and imposing, for many that of the Owls is the very face
of wisdom. Unlike the Little Owls, their knowledge is not the
algid one of academic treaties, but is varied, influenced both by
the great scholars of their time and by the itinerant minstrels,
encyclopedic and in continuous evolution. Fair and balanced,
Owls often hold positions of great authority which imply hav-
ing to make very important decisions: political leaders, judges
or high-ranking advisors are just a few of the examples, as
Owls excel wherever they can dispense their knowledge to im-
prove a situation. Very often, this desire precisely leads them to
exceed and to share their opinion even when it is not required
or necessary, which often puts more than one listener in crisis
as some Owls have the dramatic tendency to digress or be-
come long-winded. Many others, however, are excellent and
enthralling speakers, expressive, charismatic and determined,
capable of profoundly influencing the opinion of those who
hear their words. Owls are as social in public life as they are re-
served and selective in the private sphere, where they are often
slightly clumsy but affectionate.
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Aviani
120
Chapter Four - Professions
he Professions chapter contains the rules regarding character classes, redeveloped to better fit Historia’s dark
Renaissance setting and considering the presence of a rare, mysterious form of magic. Venturing professions
represent the path chosen by the characters to make their way through the world of Vesteria, as well as the
skills they rely upon to solve problems and take part in intrigue and struggles for survival. The professions
don’t include the entirety of what characters might choose to do with their life, but are rather a meeting
point between the crucial parts of the adventure and the more common occupations with interesting qualities, in order to better
experience the game’s style of storytelling.
Alchemists, armigers, sages, rogues, engineers, magi, merchants, mortifieds, priests, and mercenaries are the foundations of Histo-
ria’s narratives, and play its leading roles; some are rarer than others, especially the ones with magical tendencies, and even more
so if that magic is not linked to the Church. Remember: Historia’s emphasis on ‘scarcity’ is crucial to the narrative.
121
Professions
Alchemist
Proficiency "Practices "Practices "Practices "Practices
Level Features
Bonus 1 Act" 2 Act" 3 Act" 4 Act"
1 2 Alchemical Practices - Nigredo 2/short - - -
2 2 Essay (common) 2/short - - -
3 2 Doctor of Scientia 3/short - - -
4 2 Ability Score Improvement 3/short - - -
Alchemical Practices - Albedo (2
5 3 unlimited 2/short - -
Acts), Cycles
6 3 Appraisal unlimited 2/short - -
7 3 Feature of the Doctor of Scientia unlimited 3/short - -
8 3 Ability Score Improvements unlimited 3/short - -
9 4 unlimited 4/short - -
10 4 Essay (uncommon) unlimited 4/short - -
Alchemical Practices
11 4 unlimited unlimited 2/long -
Citrinitas (3 acts)
12 4 Ability Score Improvement unlimited unlimited 2/long -
13 5 Essay (rare) unlimited unlimited 3/long -
14 5 Feature of the Doctor of Scientia unlimited unlimited 3/long -
15 5 unlimited unlimited 4/long -
16 5 Ability Score Improvement unlimited unlimited 4/long -
Alchemical Practices - Rubedo
17 6 unlimited unlimited 4/long 1/long
(4 Acts)
18 6 Feature of the Doctor of Scientia unlimited unlimited 4/long 1/long
19 6 Ability Score Improvement unlimited unlimited 4/long 2/long
20 6 Philosopher's Stone unlimited unlimited 4/long 2/long
n the eyes of the profane, Alchemy as the nature of the soul, matter, natural cycles and death.
is somewhere between real mag- But it is also inspiration, madness, courage, art and curiosity.
ic - which can accomplish any- Practitioners of this enigmatic discipline are not afraid of
thing - and a bag of cheap tricks getting their hands dirty, and at the same time they know
that are only good to make crowds how to make best use of their intellect as only Magi and
of village onlookers stand in won- Erudites are used to doing. Their multifaceted intelligence
der. Alchemy is indeed all of this predisposes them to lateral thinking and they do not fear
and much, much more. It is a sci- challenges as they are well aware that there is always an
ence based on centuries of experimentation and research alternative route to a solution. The resources they can mus-
conducted by the brightest minds of Vesteria; it is magic, ter in the most critical situations are surprising, and even if
because there is no other definition that can effectively de- they sometimes turn out to be double-edged weapons, the
scribe the Elixir of Eternal Life; it is philosophy, in that fearless soul of the Alchemist is always ready to face what-
it questions the great mysteries of earthly existence, such ever consequence comes their way.
122
CLASS FEATURES ALCHEMICAL PRACTICES
As an alchemist you gain the following class features. An alchemist knows how to transmute matter, body and
spirit through the foundations of alchemy. It all starts with
HIT POINTS the black phase, called Nigredo, through which the four ba-
Hit Dice: 1d6 per alchemist level sic elements - water, air, fire and earth - can be manipulated
Hit Points at 1st level: 6 + your Constitution modifier into the four basic acts of alchemical practice: Calcinatio,
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Putrefatio, Distillatio and Sublimatio.
modifier per alchemist level after 1st At 1st level, you are able to use a rough version of the
Nigredo quickly. As a bonus action on your turn, you may per-
PROFICIENCIES form one of the four acts described below. Each of them cre-
Weapons: Simple weapons ates a simple mixture that can be used by anyone as an action:
Tools: Two artisan’s tools of your choice. A gaming set of
your choice • Calcinatio - creates an elixir that increases the AC of
Saving Throws: Constitution, Intelligence the drinker, or of the object on which it is poured, by
Skills: Choose two from Arcana, Insight, Investigation, 3 for 1 minute.
Medicine, Nature, Perception, History • Putrefatio - creates a powerful contact poison:
through a ranged weapon hit, the target takes 3d6
EQUIPMENT necrotic damage.
You start with the following equipment, in addition to the • Distillatio - creates an elixir which, when imbibed or
equipment provided by your venture: administered, heals 2d8 hit points by spending one
life die. Used on a broken object it can bring it back to
• A dress and (a) a sword, or (b) a quarterstaff its original intact condition.
• A bag of alchemical components and an alchemical focus • Sublimatio - creates a black stone that can be thrown
• (a) a diplomat’s pack, or (b) a scholar’s pack up to 30 feet away, forming a cloud of thick black fog
• An artisan’s tool of your choice and an herbalism bag 20 feet in diameter, making the area heavily obscured.
• A tome of alchemy and a white book
You can execute these procedures as many times as shown
in the table. At the end of a short or long rest, existing mix-
tures lose their power and you recovers all uses. With ex-
perience, alchemists will learn how to quickly use multiple
procedures in the same shift, combining the four funda-
mental effects to obtain new and mysterious results.
ALCHEMICAL FOCUS
You can use regular geometric shapes or a bag of compo-
nents as an alchemical focus to execute procedures. Some
secret procedures may require a specific focus.
ALCHEMIST ABILITY
Intelligence is your ability used to determine the effective-
ness of the alchemist’s effects, since acumen and prepa-
ration are the cornerstone of the discipline. An alchemist
uses Intelligence whenever an effect refers to their alche-
mist ability. In addition, you use your Intelligence modifier
when setting the saving throw DC for an effect you have
prepared, and when you make an attack roll using one of
your effects, as an alchemist you can make a spell attack roll
using their own characteristic.
123
Professions
Saving Throw DC = 8 + your proficency bonus SUBLIMATIO
+ your Intelligence modifier • Nigredo, 1 act: creates a black stone that can be
thrown up to 30 feet away, forming a cloud of thick
Effect attack modifier = your proficiency bonus black fog of 20 feet in diameter which makes the area
+ your Intelligence modifier. heavily obscured until the end of the alchemist’s next
turn, or inflicts on a number of targets present inside
HIGHER ALCHEMICAL PRACTICES it, equal to the Alchemist’s Intelligence modifier, the
Starting from 5th level, you discover how to bring your al- effects of any other alchemical act performed in the
chemical practices to a more refined level by discovering the same process.
white phase, called Albedo, which allows you to perform two • Albedo, 2 acts: during its effect the alchemist can use a
acts within the same alchemical process. Subsequently, at the reaction to move themself or up to three small objects
11th level you reache the yellow phase, Citrinitas, and can per- not held by a creature by 10 feet. The alchemist can
form three acts in one process, and at the 17th level you finally see normally inside the effect.
complete the alchemical study with the red phase, Rubedo, • Citrinitas, 3 acts: when the effect is activated, all
with which you can perform four acts simultaneously. creatures inside the sphere must make a Strength
Performing the same act during the same process inten- saving throw or fall prone.
sifies its effects. The effects are cumulative. • Rubedo, 4 acts: when the effect is activated, the
alchemist has control over the cloud, duplicating the
• Nigredo, 1 act: creates an elixir that increases the effects of the arcane hand spell cast at 9th level.
drinker’s AC by 3 for 1 minute.
• Albedo, 2 acts: increases maximum hit points by 10.
• Citrinitas, 3 acts: confers resistance to bludgeoning,
piercing and slashing damage.
ESSAY
Starting at 2nd level, you begin to collect your research
• Rubedo, 4 acts: confers immunity to conditions, notes in a essay. Depending on the topic of the essay, you
environmental damage and levels of exhaustion. obtain different benefits.
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CYCLES
Some alchemists have discovered secrets for combining different alchemical acts through which they are able to
obtain more sensational and mysterious results: these secrets are called Cycles. From 5th level, each alchemist
knows a cycle consisting of two acts and can learn a new cycle every two Alchemist levels.
Note: for all cycles, only the effects of some combinations will be described, as we preferred to leave some room
to imagination and encourage both the player and the GM to collaborate in customizing the discoveries that
the Alchemist reaches during their journey, giving each Alchemist the opportunity to discover their own secret.
125
Professions
ESSENTIAL SALTS
You know that the four humors on which modern medicine
is based are an illusion, and they can manipulate essential
salts, creating concoctions that can neuter poisons.
You gain competence in poisoner’s kit and can create a
healing kit bag at the end of a long rest whenever you use
an alchemical practice. You can have a maximum number
of healing kits created by this means that is equal to your
Intelligence modifier.
In addition, you can use a healing kit to heal 1d6 + 4 +
your alchemist’s level hit points or inflict an equal amount
of poison damage with a successful spell attack roll. After
healing someone in this way, the target will not be able to
benefit from healing again until they have completed a
short or long rest.
HEAVEN OR EARTH
At 7th level, your discipline allows you to bring the light-
ness of the heavens or the groundednes of the earth to
your patients. When a creature dies, you can use a healing
kit within one minute and spend your action to bring the
creature back to life at 1 hit point and one fewer level of
exhaustion. The target will not be able to benefit from this
effect until they have completed a short or long rest.
IN CORPORE SANO
At 14th level, you also beginto alter your own living body,
DOCTOR OF SCIENCE making it more efficient and less subject to external forces.
As an action you can spend up to three hit dice to re-
IATRO move up to three exhaustion levels. Using a healing kit,
There is no greater and more fascinating mystery than the you can do the same on someone else, but will have to roll
complex, exquisite machine that is the living body, and a a Wisdom saving throw or add “I am insanely loyal to the
Iatro dedicates themselves to studying it with the ardor Iatro” as a flaw.
of a zealot. In contrast to the philosophy of the Vitalists, This skill can be used again after taking a long rest.
Iatris are determined to defeat any physical or spiritual evil,
which is why the followers of this branch of alchemy de- LONG-LIFE ELIXIR
fiantly challenge even the greatest evil: death. With their At 18th level, you discovered and defined the secret to
arts they can take hold those who lean too far beyond the achieving perfect body functions and you don’t need to
threshold of the living world, even if this miracle often re- breathe, eat or sleep. In addition, you age one year every ten
quires a high price… and gain immunity to poison.
126
PHILOSOPHER
Life is too mutable and unpredictable: way too often the
results of an experiment turn out to be an exception more
than a fixed outcome. For the Philosopher, who paradoxi-
cally can be defined as the greatest materialist and there-
fore finds themself in conflict with Iatri and Vitalists, it is
a thousand times better to devote oneself to things that are
inert, pure and eternal. They can shape metals to their lik-
ing as no blacksmith ever could, and their highest aim is
to achieve the transmutation of the vilest matter into the
noblest. However, every philosopher eventually learns that
the real treasure is the actual journey to the Occult Stone,
a metaphor for refining oneself in order to rise to a higher
level of awareness.
TRANSMUTE MATTER
From 3rd level you know how to shape and change the metal
objects you can manipulate into more efficient ones. As an ac-
tion you can transmute the components, or change the shape,
of a tiny object not in possession of another creature. You can
use this skill a number of times equal to your Intelligence
modifier and recover its uses after a long rest. At 5th level,
you can shape a small object, at 11th level a medium object, at
17th level a large one and at 20th level a huge object.
The transmutation of matter also allows you to have pro-
ficiency with all the metal weapons you shape. When using
these weapons, from 5th level onwards, you rolls the weap- THE ME IN THE WORLD
on’s damage dice twice while using their turn for an attack At 14th level, you realize that their continuous manipu-
action. At 11th level you roll the damage dice three times, lations of alchemical substances have left a mark on your
at 17th four times and at 20th level five times. body, allowing you to reduce by one the number of exhaus-
tion levels you may gain. This ability can be used again after
THE WORLD IN ME taking a long rest.
At 7th level, you gain greater awareness of your importance However, this discovery leaves its mark:you acquire the ad-
in the world around you. Your maximum hit points increase ditional flaw “I am frightened by what alchemy is doing to me”.
by 7 and from now on you gain an additional hit point
when you acquire an alchemist level. LEAD INTO GOLD
At 18th level, you learn about the supreme refinement of mat-
ter. When using Transmute Matter, the metal of which the
object is made can change. In addition, your coinage by 10.
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Professions
STRENGTHENING
At 7th level, you improve their homunculus, which ac-
quires the special enhancement bonus action, giving them
the ability to target a creature within 9 meters of the ho-
munculus. The target gets 1d6 which they can spend to roll
and add the result to any attack, save, or ability checks.
The creature may also decide to use the die after rolling
the d20 but must do so before the GM has declared the roll
a success or a failure. Once rolled, the die is spent, and it is
possible to have only one die of this type at a time.
The homunculus can use this action a number of times
equal to your Intelligence modifier, who can recover the
uses of the homunculus at the end of a short rest taken by
both, on condition that they are within a distance of 20 feet
from each other.
GROWTH
At 14th level, you manage to further refine their homuncu-
lus, making it more and more similar to themselves. The size
of the homunculus grows to Small, reaching a size slightly
larger than half the height of the alchemist.
The enhancement die it can supply becomes a 1d8, and
it can now perform simple alchemical practices requiring
a single act, as effective as if the alchemist themselves had
performed them.
The homunculus can also replace one of its traits between
ideal, bond and flaw, making it equal to one of the yours.
VITALIST
The views of Iatro, says the Vitalist, are narrow: why limit RED TINCTURE
yourself to the study of what is already alive, when you could At 18th level, you come to synthesize the Red Tincture,
research what animates inert matter? What is the secret of infusing extremely realistic life energy into their homuncu-
life, of the soul, of the consciousness of intelligent creatures? lus and coming very close to making it a true duplicate of
These and many more are the questions that fill the minds of the alchemist. You can perform any of your own alchemical
the followers of this school, engaged in the construction of practices using the action of the homunculus and can use
their sentient simulacra and in the mad search for a substance their bonus action to confer the enhancement, whose die
capable of instilling real life in what alive is not. becomes 1d10.
The homunculus also acquires one other of your traits
HOMUNCULUS between ideal, bond and flaw. In the event that you have
From 3rd level you can cast the find familiar spell. The fa- lost your own traits and replaced them with instincts, the
miliar summoned, called homunculus, is a tiny version of the homunculus could display precisely those lost traits, begin-
alchemist themselves, though more childish and naive but ning to instill doubt about who the real person is between
still obedient , and has the traits of ideal, bond and flaw taken the two.
from the three instinct traits of the alchemist’s Familia.
The appearance of the homunculus is clearly artificial,
composed of fabric and mechanisms, but manages to be
eerily disconcerting. As an action, it can attract attention
and make its apparition blurry in the eyes of onlookers,
giving those who see it a disadvantage on checks related
to Perception.
128
CYCLES
The cycles should be personal displays of the alchemist who
CURTAIN OF FLAMES
Calcinatio-Putrefatio-Sublimatio
combines the effects of the acts in unusual or unexpected Those who use this preparation are surrounded by a curtain
ways. They can combine the effects of the acts they apply or of flaming vapors. The user obtains the benefits of calcina-
replace them for complex interactions between the elements. tio, resistance to a type of damage chosen between acid, fire,
As a general idea to create new cycles, two-act cycles cold and lightning and for the next minute they can use the
should replicate spell effects between 3rd and 5th level, reaction to inflict the effects of putrefatio on anyone who
three-act cycles should replicate spells between 6th and attacks them.
8th levels, and four-act cycles 9th level spells. The GM and
player should extract significant effects for the history and FOCUS THE PAIN
philosophy of the alchemist. Distillatio-Sublimatio-Putrefatio
The effect creates a cloud that removes pain and stress
TWO-ACTS CYCLES from the body of all allies within 20 feet of the subject
who uses the preparation, healing them for 3d8 hit points.
REFRESH THE SOUL The healed hit points are then conveyed to a target within
Distillatio - Calcinatio 30 feet of the alchemist, who must make a Constitution
In addition to the effects of the two acts, for the next min- saving throw. In the event of failure, the target takes dam-
ute the target receives 8 temporary hit points at the begin- age equal to the total hit points healed among all the tar-
ning of his turn. gets of Focus the Pain.
BODY REFINEMENT
Distillatio-Calcinatio-Putrefatio
The three acts do not have their normal effect on the drink-
er of this potion, who instead becomes a powerful war ma-
chine. By maintaining concentration for one minute, the
creature gains 15 temporary hit points at the start of each
turn, their melée attacks deal 2d10 additional damage and
each cure they receive achieves the best possible dice result.
129
Professions
Armiger
Proficiency
Level Features Action Dice
Bonus
1 +2 Fighting Style, Second Wind -
2 +2 Action Dice (d6, 4) 4
3 +2 War Archetype 4
4 +2 Ability Score Improvement 4
5 +3 Extra Attack 4
6 +3 Ability Score Improvement 4
7 +3 War Archetype Feature, Action Dice (d8, 4) 4
8 +3 Ability Score Improvement 4
9 +4 Resilience 4
10 +4 War Archetype Feature, Fighting Style 5
11 +4 Action Surge 5
12 +4 Ability Score Improvement 5
13 +5 Action Dice (d10, 5) 5
14 +5 Ability Score Improvement 5
15 +5 War Archetype Feature 5
16 +5 Ability Score Improvement 5
17 +6 Action Surge (two uses), Action Dice (d12, 5) 5
18 +6 War Archetype Feature 5
19 +6 Ability Score Improvement 5
20 +6 Extra Attack (2), Action Dice (d12, 6) 6
ome of them rise from their cot between the infamous taverns and the alleys of the port.
before dawn, dismantle the camp Others walk the streets of Vesteria under the banner of any
together with hundreds of fel- gentleman who pays them a piece of bread and a stable to
low soldiers and prepare for the rest, and some even fight in the arena, at times by choice
umpteenth day of the march that and others by force, bathing in crowds and blood every day.
will bring them closer to the bat- Whether they are loyal and valiant, petty and cunning or
tlefield, walking in ranks behind simply thirsty for glory or wealth, all these individuals are
their commander. Others organize armigers, and have made weapons their profession. Skilled,
themselves to patrol the city walls, their thoughts divided strong, resistant and often highly specialized, armigers are
between the threats that must be kept out at all costs and versatile and confident that their training, combined with a
those that instead have made their lair within the ramparts, pinch of opportunism, will help them get out of any trouble.
130
CLASS FEATURES FIGHTING STYLE
As an armiger you gain the following class features. You adopt a particular style of fighting as your special-
ty. Choose one of the following options. You can’t take a
HIT POINTS Fighting Style option more than once, even if you later get
Hit Dice: 1d10 for each armiger level. to choose again. You gain an additional fighting style at
Hit Points at 1st level: 10 + your Constitution modifier 10th level.
Hit points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per armiger level after 1st. AIM
You gain a +2 bonus to attack rolls you make with ranged
PROFICIENCIES weapons.
Armors: All armor, shields
Weapons: Simple weapons, martial weapons BEARER OF FIREARMS
Tools: none You gain proficiency in firearms. Reloading a weapon re-
Saving Throws: Strength, Constitution quires a different type of action: if an action was required, a
Skill: Choose two from Acrobatics, Athletics, Intimidate, bonus action is now required, if a bonus action was required,
Insight, Perception, Survival and History a reaction is now required, if a reaction was required the
Reload fire property is ignored.
EQUIPMENT
You start with the following equipment, in addition to that DEFENSE
provided by your venture: While you are wearing armor, you gain a +1 bonus to AC.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
SECOND WIND
You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bo-
nus action to regain hit points equal to 1d10 + your fighter
level. Once you use this feature, you must finish a short or
long rest before you can use it again.
131
Professions
ACTION DICE
Starting at 2nd level, you have higher control over their ac-
WAR ARCHETYPE
tions in combat. You have 4 d6 action dice available . When GLADIATOR
making an attack, you may spend an action die, rolling it If there are soldiers who fight because they must, the
and adding it to the attack roll. You may decide to spend the Gladiators fight because the clang of steel against steel for
action die even after making the attack. them is sweeter than the song of the sirens, and in battle
In addition, you can spend an action die to increase the they find their natural environment. They are opportunistic,
damage of all attacks made with your attack action, by roll- histrionic, irreducible and resourceful warriors: they take
ing the die and adding it to the damage of each attack. advantage of every opening, offer their side only to deceive
You gain another action die at 10th level and another at the enemy and are able to react with fury even in the most
20th level. desperate situations. There are wounds that would knock
At 7th level, your action dice becomes d8. At 13th level down any other fighter, but a Gladiator always knows how
they become d10 and at 17th level they become d12. to get back up.
132
PALADIN
A Paladin’s weapon is not always the sword they wield, and
their armor is not the surplice that covers their shoulders: it
is instead faith that arms and protect. Firm in their beliefs,
resolute in battle and virtuous in everyday life, the Paladins
are warriors animated by a superior ideal, often religious,
which burns in their hearts with the intensity of an un-
quenchable flame and gives them extraordinary powers and
abilities, inaccessible to those who do not devote themselves
with equal ardor to a spiritual cause.
VIRTUOUS PUNISHMENT
Starting at 3rd level, when you spend an action die to in-
crease attack damage, you add two dice instead of one, and
the extra damage is radiant damage.
UNASSAILABLE HEALTH
Starting at 7th level, your willpower keeps away the impu-
rity of the world. You become immune to disease. In addi-
tion, as an action you can touch a willing target and remove
a disease, magic effect or poison. You can use this ability
a number of times equal to your Charisma modifier, after
which it can be used again after taking a long rest.
PROTECTIVE MANTLE
Beginning at 10th level, your belif protects you as an aegis.
When using an action dice for Indomitable, you can add
their Charisma modifier to the roll.
MANTLE OF COURAGE
Starting at 15th level, your spirit knows how to be imper-
turbable. When using Energy Recover, you become im-
mune to the frightened condition for one minute and ig-
nore the penalties from exhaustion levels until the end of
your next turn.
CHAMPION
Starting at 18th level your belif hold the answer to any
question. When using action surge, you acquire resistance
to all damage for one minute.
WARLORD
The warlord knows that victory will always be a little closer
if the party fights like a single individual and is ready to
be the instrument of this cohesion by guiding, inspiring or
whipping their companions towards success. This is a fight-
er who, depending on their temperament, oscillates between
supportive and altruistic, or tyrannical and inflexible, but in
any case, ready to lead by example. Despite fighting with no
holds barred, they will never lose sight of the conditions of
the group, because for a leader, the death of one soldier is
already half a defeat, whether for the money spent to arm
and train them or for the loss of a life.
BATTLE CRY
Starting from 3rd level, when you use energy recover and re-
gains hit points, your allies recover half of the same amount.
TACTICAL ORDER
Starting at 7th level, when you spend an action die to in-
crease damage, you can renounce this increase and allow
an ally to use the reaction to make an attack with a weap-
on. The ally will recover the reaction at the end of the turn.
STRATEGIC PREPARATION
Starting at 10th level, when you use Indomitable on a sav-
ing throw, they also give the bonus die to allies.
IRREDUCIBLE
Starting at 18th level, you can ignore the most serious in-
juries. As a reaction when you take an exhaustion level, you
can spend an action die, roll it and ignore the penalties due
to the exhaustion levels, for a number of rounds equal to the
result of the action die.
134
Flagellant
Proficiency
Level Features Blood Charges
Bonus
1° +2 Mortification, Defense Without Armor, Self-inflicted Injury -
2° +2 Mortified Philosophy, Blood Charges, Magic of Pain 1
3° +2 From Pain to Triumph, Attack with Abandonment 1
4° +2 Ability Score Improvement 1
5° +3 Feature of the Flagellant Philosophy 2
6° +3 Ability Score Improvement 2
7° +3 Red Blessing 2
8° +3 Ability Score Improvement 2
9° +4 - 2
10° +4 Feature of the mortified philosophy 2
11° +4 Mystical Song 3
12° +4 Ability Score Improvement 3
13° +5 Feature of the Mortified Philosophy 3
14° +5 Mystical Trance 3
15° +5 - 3
16° +5 Ability Score Improvement 3
17° +6 Pain Beyond Death 4
18° +6 Feature of the Mortified Philosophy 4
19° +6 Ability Score Improvement 4
20° +6 Pain is Life 4
hen an adventurer prepares to one piece. All of this does not apply to a Flagellant, since
leave, knowing that they will face the wounds they are sure to take will most certainly be
possible skirmishes, intrigues, and inflicted by their own hand. Those belonging to this sin-
dangers of all sorts, they do every- ister religious sect, perhaps the most extreme fringe of the
thing to protect themselves effec- Church of the Bones known as the Mortifieds (admittedly
tively. They choose a good armory, only recently formally recognized) believe that flesh, es-
ask the blacksmith’s advice, and pecially their own, is a useless foil that covers the sacred
make their purchases: if modest skeleton, and because of this reason, it has to be flagellated.
possibilities, they will opt for a good Gambeson, perhaps However, the practices of self-harm that distinguish them
a solid bascinet; if wealthy, they might order a complete do not only have a symbolic value but seem capable of ac-
suit of armor, to be dressed in steel from head to toe. No tivating a state of frightening mystical fury that is often
price is too high to avoid injuries and return home all in exploited in battle.
135
Professions
CLASS FEATURES MORTIFICATION
As a flagellant you gain the following class features. When you lose hit points, you can use your reaction to enter
a mystical trance-like state. During this state you gain +2
HIT POINTS damage to attacks and resistance to bludgeoning, cutting,
Hit Dice: 1d12 per mortified level and piercing damage. Mortification ends at the end of the
Hit Points at 1st Level: 12 + your Constitution modifier your next turn if you did not attack a hostile creature or suf-
Hit Points at Higher Levels: 1d12 (or 7) + your fered any damage in your last turn, or after one minute. This
Constitution Modifier per mortified level after 1st. ability cannot be used again if you have not passed their
turn without mortification before. If the flagellant has ex-
PROFICIENCIES haustion levels, they can activate mortification at any time.
Armors: Light armors Mortification cannot be used to reduce the cost of actions
Weapons: Simple weapons, flail in a narrative sequence.
Tools: None
Saving Throws: Constitution, Charisma DEFENSE WITHOUT ARMOR
Skills: Choose two from Arcana, Insight, Medicine, if you wear no armor, you have an AC equal to 10+ your
Nature, Perception, Religion and Survival. Constitution modifier + your Dexterity modifier.
BLOOD CHARGES
Those who practice flagellation draw their strength from
seeing their blood flowing over their skin, as a symbol of
the penance they deserve. From this torture, a flagellant
gains blood charges. You can spend a blood charge to ac-
tivate philosophical skills or abilities that use Self-inflicted
Injuries, and you gain an additional blood charge at 5th level,
11th and 17th level. You recover half of their blood charges
whenever you suffer an exhaustion level, and all of them af-
ter completing a short or a long rest.
136
MAGIC OF PAIN ABILITY SCORE IMPROVEMENT
The innate abilities of a flagellant are hidden between When you reach 4th level, and again at 8th, 12th, 16th, and
the flow of blood and the acrid ferrous smell that en- 19th level, you can increase one ability score of your choice
sues, giving them the ability to cast spells through their by 2, or you can increase two Ability Scores of your choice
blood charges. by 1. As normal, you can’t increase an ability score above 20
using this feature.
CANTRIPS
At 1st level you always know the Martyr’s Brilliant Blood RED BLESSING
cantrip plus two other cantrips. You can change a cantrip Starting at 7th level, you know the value of your own blood
when you gain a new flagellant level. You know one more and the life that derives from it. As an action you can use
cantrip starting from the 5th level, and another cantrip Self-inflicted Injuries to increase the maximum hit points
from the 11th level. of three allies by 10, until their next short or long rest. This
ability can be used again after taking a long rest.
BLOOD SPELLS
You use blood charges as a spell slot. The level of the spell MYSTICAL SONG
slot is equal to half of your falgellant’s levels, up to 5th lev- At 11th level, you can sublimate your pain and hear the
el. You know a number of spells equal to 1+ your flagel- song of your purified soul. While under the effect of
lant’s levels up to a maximum of 12 spells. You can change a Mortification, you can use a reaction when another crea-
choice of spell after taking a long rest. ture within 30 feet of them suffers damage, to make the
song of your own pain resonate with others. For the next
SPELLCASTING ABILITY minute during Mortification, each attack that you make
Constitution is your Spellcasting Ability for your Flagellant doubles the damage and can use a reaction to take the
Spells. The power of your Spells comes from your blood and damage of an attack of another creature within 30 feet,
your own lifeforce. You use your Constitution whenever a including the one that caused the activation of mystical
Flagellant spell refers to your Spellcasting Ability. In addi- song. This ability can be used again after taking a long rest.
tion, you use your Constitution modifier when setting the
saving throw DC for a Flagellant spell you cast and when MYSTICAL TRANCE
Making an Attack roll with one. At 14th level, your body transcends your own flesh, bring-
ing pain to a mystical level: during Mortification, you can
DC of the spell saving throw: 8 + your proficiency bonus ignore the effects of the first five exhaustion levels.
+ your Constitution modifier
PAIN BEYOND DEATH
Spell Attack Modifier: your proficiency bonus At 17th level, you have such a strong bond between their
+ your Constitution modifier soul and pain that even death is unable to sever the two.
During mortification, you cannot die.
FROM PAIN TO TRIUMPH
When you get a 1 on an attack roll or a saving throw and PAIN IS LIFE
rolls, you may choose to use Self-inflicted Injuries to make At 20th level the pain is such that it reaches an incorpo-
it a natural 20. The damage is necrotic, ignores resistance real form upon the death of a flagellant. When you die,
and immunity, and allows to activate Mortification. your pain wanders like a disembodied entity for 1d10 days,
during which it can move with a flight speed of 25 feet and
ATTACK WITH ABANDONMENT the only action it can perform is to dialogue with whomever
Starting at 2nd level, you can throw aside all concern for it wishes. At the end of the period, you can choose whether
defense to attack with fierce desperation. When you make to regenerate your body, bringing to themselves the extent
your first Attack on Your Turn, you can decide to Attack of the pain and returning to life as long as their body is still
recklessly. Doing so gives you advantage on melee weapon intact, or to die permanently.
attack rolls using Strength during this turn, but attack rolls
against you have advantage until your next turn.
137
Professions
ASCETIC
Ascetics are followers of a particular philosophy within
the sect called the Heresy of the Iron Hand. As sinister as
it is extreme, its disciples condemn themselves to eternal
torment by gradually covering themselves with plates of
hooked metal riveted to their own flesh, starting from their
hands. Frightening in the eyes of others and constantly in
pain, the Ascetics reach the heights of mysticism possible
for the flagellant.
FRAGILITY
Your body is more fragile than normal. Because of this
physical condition, when you suffer the first level of exhaus-
tion, you also suffers a second.
VISION
Starting at 5th level, you can see hope for the future in the
best moments. When making a roll with advantage, you
may keep the unused die aside for later use as a result of
your ability check, saving throw, or attack roll. You cannot
keep the dice aside if they already have one from a previous
roll.
FORESIGHT
At 10th level, pain shows the right path of the flagellant.
When you make an ability check or an attack, you can use
Self-inflicted Injuries and replace the number of hit points
they lost to the die result, up to a maximum of 19.
IMPERVIOUS
Starting at 13th level, adversity cannot disturb your soul.
PHILOSOPHIES
At 3rd level, a flagellant consecrates their pain to a more
When you fail a saving throw, you can use Self-inflicted
Injuries to change the die result in the number of hit
defined philosophy on their path towards the Mortification points lost, potentially changing the outcome.
between Ascetic, Fanatic and Holy One based on their
beliefs and their own interpretation of the word of the INNER VITALITY
Brotherhood, granting special features at the 3rd level and At 18th level your souls dominates their body. From the
then again at the 5th, 10th, 13th and 18th levels. moment you enter a state of mortification they can recover
up to half of the maximum hit points. This ability can be
used again after taking a long rest.
138
FANATIC
All the flagellants draw power from their own blood, but
Fanatics reach paroxysm when they suffer serious injuries,
becoming a terrifying vision of blood and fury. The more
they take damage the more they are able to fight back, an-
imated by a blind thirst for violence. Even their own blood
can become a weapon, burning opponents as a divine pun-
ishment. Fanatics are impossible to keep at bay when they
are in this destructive trance state, and those who cross their
path find only devastation.
FAITH WARRIOR
At 3rd level, you gain proficiency with all war weapons.
However, the fervor in the arts of war distracts you from
enlightenment, leading you towards the use of a cruder
power. Because of this, the level of spell slots provided by
blood charges is halved: they advance to the 2nd level when
yoreach your 5th level, to the 3rd when you reach 9th level,
to the 4th when you reach 13th level and 5th when you
reach 17th level.
SCARLET FURY
Once per turn, if the you are affected by the Mortification,
you can spend a bloody charge or use Self-inflicted Injuries
to make an extra attack when performing the Attack action.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the attack action on your turn.
139
Professions
IRRESISTIBLE SPEECH
Starting at 5th level, you can exploit the spectacle show
of your burns to enchant inexorably whoever is in front of
you. By using your action to speak to a creature and using
Self-inflicted Injuries, you may force the creature to make
a Wisdom saving throw. If the creature fails, it is charmed
by you until the beginning of your next long rest or until
you take hostile action against the creature. If you charm a
creature in this way, it cannot charm others.
FLASHING SPEECH
At 10th level the words of the flagellant know how to guide
the multitudes. If you have less than half your maximum hit
points, you can use Irresistible Speech on all targets with-
in 60 feet or on a unit under your command. As long as
creatures are charmed in this way, they can re-roll the first
saving throw they fail.
BURNING FERVOR
At 13th level you are unable to surrender and when you
reach 0 hit points you are instead brought to a number of
hit points equal to your flagellant’s levels. This ability can be
used again after taking a long rest.
PURIFIED BY FIRE
At 18th level, are in in harmonious symbiosis with the
flames you surrounds yourselves with. If desired, you can
reduce all fire damage to 0.
140
Magus
Maximum
Proficiency PI recovery for Enchantment
Level Class Traits Secrets Spell
Bonus short rest Points
Level
Spellcasting, Work of Magna
1° +2 1 1° 2 3
Ars, Secrets
2° +2 Founding Mystery 1 1° 4 6
3° +2 Metamagic 1 2° 5 9
4° +2 Ability Score Improvement 1 2° 7 12
5° +3 Arcane Twist 1 3° 8 15
6° +3 New Secret 2 3° 10 18
7° +3 Major Mystery 2 4° 11 21
8° +3 Ability Score Improvement 2 4° 13 24
9° +4 - 2 5° 14 27
10° +4 Metamagic 2 5° 16 30
New Secret, Major Arcana
11° +4 3 6° 17 33
(6th level)
12° +4 Ability Score Improvement 3 6° 19 36
Major Arcana (7th level),
13° +5 3 7° 20 39
Superior Mystery
14° +5 - 3 7° 22 42
Major Arcana (8th level),
15° +5 3 8° 23 45
Metamagic
Ability Score Improvement,
16° +5 4 8° 25 48
New Secret
17° +6 Major Arcana (9th level) 4 9° 26 51
18° +6 Personal Spell 4 9° 28 54
19° +6 Ability Score Improvement 4 9° 29 57
20° +6 Universal Mystery 4 9° 31 60
hange your appearance like a street yet nothing like magic attracts its acolytes thanks to its
performer, improving it without mystery, difficulty and infinite potential. Mastering the ar-
the artifices of makeup and in the cane art allows you to reign over many aspects of reality. The
blink of an eye; read someone’s simple thought of this vast power can frighten, fascinate
thoughts as if it were written in and confuse. The Magus dedicates their existence to the
familiar calligraphy; raise a flam- exploration of this arcane labyrinth, whose unfathomable
ing shield capable of deflecting any breadth forces them to choose a specific area in which to
projectile; walk on water, even lev- specialize. For some, this at first may seem like a short leash,
itate: these are only a handful of the portents to which the but over time they change their mind: the study of a single
Magus has access. There are many branches of knowledge, Secret is challenge enough, suitable only for the brightest.
141
Professions
CLASS FEATURES SPELLS
As a magus you gain the following class features.
CANTRIPS
HIT POINTS At 1st level, you know one cantrip among those not present
Hit Dice: 1d6 per magus level in the Secret cantrip lists and 2 cantrips given by the Secret
Hit Points at 1st level: 6 + the magus’ Constitution modifier you have chosen. You learn more cantrips when they learn a
Hit Points at next Levels: 1d6 (or 4) + the magus new Secret, as shown in the Magus table.
Constitution modifier per level of magus after the 1st
ENCHANTMENT POINTS
PROFICIENCIES The Magus Table shows how many enchantment Points
Armor: None you have to cast spells of 1st level or higher. To cast one
Weapons: Light crossbows, quarterstaffs, darts, slings, of these spells, you must spend a quantity of Enchantment
daggers, small sword Points equivalent to twice the level of the chosen spell. For
Tools: Two artisan’s tools of your choice example, to cast a 2nd level spell, a magus will have to spend
Saving throws: Intelligence, Wisdom 4 enchantments Points, 10 for a 5th level spell, and so on.
Skills: Choose two from Arcana, History, Insight, Enchantment Points are fully restored at the end of a long
Investigation, Nature, Perception and Performance. rest. In addition, once a day and at the end of a short rest,
they are restored by 1 + half of your total Enchantment
EQUIPMENT Points rounded down.
You strt with the following equipment, in addition to the
equipment provided by your venture: KNOWN SPELLS
At 1st level, you a 1st level spell chosen from those not
• (a) a small sword, or (b) an iron staff present in the Secret spell lists, and two 1st level spells that
• (a) a component pouch, or (b) an arcane focus belong to your chosen Secret. Your Work of Magna Ars
• (a) a scholar’s pack, or (b) a diplomat’s pack allows you to learn new spells with each new level. Every
• An artisan’s tool of choice two Magus levels, you gainin your first chosen Secret, you
learn the spells corresponding to the next level indicated in
the Secret on the Secret table in which you obtained the
level. When you gain a second Secret, each time you gain a
Magus level you also learn the corresponding level spells in
the Secret table. The same applies to the third and fourth
Secret.
SPELLCASTING ABILITY
Intelligence is your Spellcasting Ability for your Magus
Spells, since you learn your Spells through dedicated study
and memorization. You use your Intelligence whenever a
spell refers to your Spellcasting Ability. In addition, you use
your Intelligence modifier when setting the saving throw
DC for a Magus spell you cast and when Making an Attack
roll with one.
142
CELEBRATE RITUALS universal mystery of a secret you know. All the universal
You can cast a magus spell you know as a ritual if that spell mysteries of opposing secrets are more or less at odds with
has the ritual tag. each other. Managing this contrast, should it arise during
the game, will have an extremely situational result. We sug-
SPELLCASTER FOCUS gest not to reduce it to a simple die roll but to compare the
You an arcane focus as a spellcasting focus for their magus mentality and beliefs of the two magi in order to tell a story
spells. Your Work of Magna Ars counts as an arcane focus. about how their powers are intertwining or clashing.
143
Professions
MYSTERIES
SECRETS Founding Mystery: Fortress of the Body
When you chose this founding mystery, your hit points in-
SECRETS OF THE BODY crease by 1 for each of your magus’ levels. If you lose access
This arcane branch includes all the enchantments that af- to this Secret, you also lose these hit points.
fect, influence, fortify or weaken the body shape of both
the magus and other targets. It is a type of tangible magic, Major Mystery: Wisdom of the Body
immediate and explicit. When you gain access to this major mystery, you can spend
1 Enchantment point as a Reaction to add your Intelligence
KNOWN SPELLS bonus to a check or saving throw based on Strength,
When you chose this secret, you learn the spare the dying Dexterity, or Constitution.
and shocking grasp cantrips, and when you gain a level in the
secret, you learn the corresponding spells indicated by the Greater Mystery: Integrity of the Body
following table: When you gain access to this greater mystery, you can
spend 1 Enchantment Point as a bonus action to remove a
Cantrips: Spare the Dying, Shocking Grasp condition that affects you.
1° level. Heroism, False Life
2° level. Alter Self, Enlarge/Reduce Universal Mystery: Unity of the Body
3° level. Slow, Haste When you gain access this universal mystery, you can spend
4° level. Aura of Life, Death Ward 1 Enchantment Point as an action to acquire all the pecu-
5° level. Animate Objects, Contagion liarities of any Species and take on its appearance, thus also
changing your own mind and making it inscrutable to spells.
144
METAMAGIC OF THE SECRET Major Mystery: Sharp Look
When you reach 3rd level in this Secret, you became able to When you gain access to this greater mystery, you can
modify the spells they can cast, adapting them to your cur- imposetheirits will with just a glance. By spending an
rent needs, and learns the following metamagic options. Enchantment Point with a reaction, you can add your
Intelligence modifier to the AC against an attack.
Extended Spell
When you cast a spell that had a duration of 1 minute or Greater Mystery: Evanescent Memories
longer, you can spend 1 Enchantment Point to double its When you gain access to this greater mystery, you can spend
duration, up to a maximum of 24 hours. an Enchantment Point as a bonus action to conceal what
you will perform as an action in this turn. Anyone who
Quickened Spell sees you have to make a Wisdom saving throw or remem-
When you cast a spell that has a casting time of 1 action, ber what they have seen in a twisted way: you can choose
you can spend 2 enchantment points to change the casting whether to have the result of the actions fall on someone
time to 1 bonus action for that spell. else reasonably close or simply leave a blank in their mem-
ory. If a creature sees you without them being aware of it,
SECRET OF THE MIND their memory will automatically change in a way that is fa-
The Secret of the Mind is subtle and invisible, allowing vorable to you. This can lead to unpleasant consequences.
magi not only to investigate the thoughts of those around
them but even to influence them, having complete domin- Universal Mystery: Collective Mind
ion over the will of others. When you gain access to this universal mystery, you can
spend 5 Enchantment Points to extrapolate information of
KNOWN SPELLS up to 20 words known by at least one person on Vesteria.
When you choose this secret, you learn the friendship and They must also make an IntelligenceDC 20 saving throw
vicious mockery cantrips, and when they gain a level in the to successfully parse the information. In case of failure, the
secret you learn the corresponding spells indicated in the your mind is overloaded with this information and suffers
following table: an exhaustion level.
145
Professions
THE SECRET OF FIRE spending 1 Enchantment Point, you can consider every 1
The domain of fire allows the magus to freely manipulate and 2 rolls for spell damage as if they were 3.
this unstable element. Whether the fire summoned is a
harbinger of destruction, a purifying force or a source of Major Mystery: Playing with Fire
comfortable warmth is left to the judgment of the magus. When you gain access to this major mystery, you learn how
to get the most out of you circumstances. When making
KNOWN SPELLS any ability check, you can inflict upon yourself an amount of
When you choose this secret, you learn the Fire Bolt and fire damage, that ignores resistances and immunities, equal
Produce Flame cantrips, and when you gain a level in the to their Intelligence modifier as a reaction, in order to in-
secret you learn the corresponding spells indicated in the crease the ability check result by the same amount. You can
following table: use this ability after rolling the dice but before knowing the
result from the GM.
Cantrips: Fire Bolt, Produce Flame
1° level. Hellish Rebuke, Burning Hands Greater Mystery: Flare Up
2° level. Scorching Ray, Heat Metal When you obtain this greater mystery, your spells are like
3° level. Fireball, Protection from Energy an uncontrollable fire. By spending 1 Enchantment Point
4° level. Wall of Fire, Fire Shield as a bonus action, you can intesify the force of the spell,
5° level. Flame Strike, Conjure Elemental (Fire) and you cn no longer lose focus on it until the end of your
next turn.
MYSTERIES
Founding Mystery: Pyrokinesis Universal Mystery: Flame Form
When you gain access to this founding mystery, you consid- When you gain access to this universal mystery, you can
er all 1 rolls for spell damage as if they were 2. By instead spend 10 Enchantment Points to ignite your own burning
146
soul, which manifests in flames that surround you. You MYSTERIES
gains the following benefits for a minute: Founding Mystery: Wave Erosion
• Fire Immunity; When you gain access to this founding mystery, you learn how
• You can double the damage inflicted to be more effective at focusing on a goal. When you make
with Play with Fire an attack roll or an ability check against the same target, you
• and get a corresponding bonus; can add a cumulative bonus of +1, up to a maximum of +3, for
• You can add the Intelligence modifier to all checks each check or attack they have already made on the target. This
aimed at frightening or intimidating those bonus stands until you take a long rest.
in front of you.
Major Mystery: Fluid Adaptation
This ability can be used again after taking a long rest. When you gain access to this major mystery, you learn how
to exploit your affinity to water to adapt to any situation.
METAMAGIC OF THE SECRET By spending 1 Enchantment Point, you can add your profi-
When you reach 3rd level in this Secret, you became able to ciency bonus to any roll.
modify the spells they can cast, adapting them to your cur-
rent needs, and learns the following metamagic options. Greater Mystery: Liquid Charms
When you gain access to this greater mystery, as a bonus
Empowered Spell action you can spend 1 Enchantment Point to alter the area
When you roll for spell damage, you can spend 1 of effect of a spell, in order to exclude a number of creatures
Enchantment Point to repeat the roll of a number of dice equal to their intelligence modifier ( minimum of 1) from
equal to their Intelligence modifier ( minimum of one) but the initial effects of the spell.
must use the new results obtained. You can use Empowered
Spell even if you have already used a different metamagic Universal Mystery: Control the Water
option during spell casting. When you gain access to this universal mystery, you can
create water or make it evaporate at will. By spending 1
Careful Spell Enchantment Point, you can create or evaporate up to
When you cast a spell that forces other creatures to make a about 5liters of liquid.
saving throw, you can protect some of those creatures from By spending 10 Enchantment Points, you can also try
your power. To do this, you spend 1 Enchantment Point to evaporate water from the body of a living creature. After
and choose a number of creatures equal to your Intelligence a hit on a your melee spell attack, the target must make a
modifier ( minimum of one creature). Each chosen creature Constitution saving throw or end at 0 hit points, while if
automatically passes the saving throw against the spell. successful they suffers 10d10 necrotic damage.
147
Professions
SECRET OF AIR METAMAGIC OF THE SECRET
Ungraspable, light, free and elusive, this Secret allows the When you reach 3rd level in this Secret, you became able to
magus to become one with the most difficult element to modify the spells they can cast, adapting them to your cur-
define and have access to a multiplicity of spells that make rent needs, and learns the following metamagic options.
them an impossible target.
Distant Spell
KNOWN SPELLS When you cast a spell that has a range of 5 feet or more,
When you choose this secret, you learn the Guidance and you can spend 1 Enchantment Point to double the range
Blade Ward cantrips, and when you gain a level in the secret of that spell. When casting a spell that has a contact range,
you learn the corresponding spells indicated in the follow- you may spend 1 Enchantment Point to change that range
ing table: to 30 feet.
148
1 Enchantment Point as a reaction and force the creature to condition or exhaustion level until the end of your next turn.
roll a Strength saving throw. If the creature fails the saving During this time, all creatures within 60 feet reduce their
throw, its speed will decrease to 0 and it will fall prone to the flight speed by 20 feet, falling if it is reduced to 0.
ground, pushed just over 5 feet away from the magus.
METAMAGIC OF THE SECRET
Greater Mystery: From the Heart of Vesteria When you reach 3rd level in this Secret, you became able to
When you gain access to this greater mystery, you can modify the spells they can cast, adapting them to your cur-
communicate with Vesteria itself for guidance. As a bonus rent needs, and learns the following metamagic options.
action, you may spend 5 Enchantment Points to enhance
your next action, during which any attack roll, saving throw, Subtle Spell
or ability check that has rolled less than your Constitution When you cast a spell, you can spend 1 Enchantment Point
score, is considered equal to it, up to a maximum of 20. to cast it without somatic or verbal components.
You can use this ability a number of times equal to their
Intelligence modifier, recovering all uses with a long rest. Extended Spell
When you cast a spell lasting 1 minute or longer, you can
Universal Mystery: Adamantine Soul spend 1 Enchantment Point to double its duration, up to a
When you gain access to this universal mystery, your knowl- maximum of 24 hours.
edge of the element is so deep that you can make it as sol-
id as a diamond. Whenever you spend inspiration, you can
spend 1 Enchantment Point to ignore the effects of any
149
Professions
SECRET OF THE LIGHT frightened condition, and if the die roll is 9 or less, the re-
The light reveals and brightens, but it is also able to create sult is considered a 10.
illusions, like mirages in the desert that can deceive the un-
wary and offer the magus an unexpected diversion. Major Mystery: Glare
When you gain access to this major mystery, you can manip-
KNOWN SPELLS ulate the light in your opponents’ eyes. As a reaction when
When you choose this secret, you learn the Minor Illusion someone within 20 feet makes an attack or a check related to
and Light cantrip, and when they obtain a level in the se- vision, you can dazzle them causing the target to incur disad-
cret you learn the corresponding spells indicated in the fol- vantage for its attack roll or ability check. This ability can be
lowing table: used a number of times equal to your’ Intelligence modifier,
recovering all uses with a long rest.
Cantrips: Minor Illusion, Light
1° level. Magic Missile, Silent Image Greater Mystery: Full of Light
2° level. Spiritual Weapon, Moonbeam When you gain access to this higher mystery, they can im-
3° level. Daylight, Hypnotic Pattern bue spells with light. As a bonus action, you can spend 5
4° level. Locate Creature, Hallucinatory Terrain Enchantment Points to change the type of spell damage
5° level. Hold Monster, Seeming you cast, until the end of your next turn, into radiant dam-
age, and any roll inflicting damage achieves the maximum
MYSTERIES score. After the first time that one of your spells benefits
Founding Mystery: Without Fear from this ability, until you take a long rest, you take radiant
When you gain access to this founding mystery, you be- damage every other time that a spell benefits from it: the
come a shining example of greatness. You gain advantage damage is equal to 1d12 radiant damage per Enchantment
on saving throws against effects related to fear and the Point used in the spell and ignores resistance and immunity.
150
Universal Mystery: Blazing Halo MYSTERIES
When you gain access to this universal mystery, you can Founding Mystery: Night view
channel the power of light in one’s soul and manifest it When you gain access to this founding mystery, you gain
through their body. You can spend 10 Enchantment Points dark vision within 60 feet; where already present itt increas-
as an action to wrap yourself in an aura of intense light that es by an additional 60 feet, considering what you see in the
fosters hope in your allies and shadows the souls of your en- range of dark vision as if it were in bright light. This mystery
emies. For the next minute, you and your allies automatically allows you to see even in magical darkness.
pass the first saving throw to which you are subjected, and
you infallibly discover any creatures who lies in front of you, Major Mystery: Veil of Charm
gaining also the capability to blind it. When you gain access to this major mystery, your knowl-
edge of the shadows allows you to deceive even the trained
METAMAGIC OF THE SECRET eye. By spending 1 Enchantment Point as a reaction, when
When you reach 3rd level in this Secret, you became able to targeted by a ranged attack, you can claim to be elsewhere
modify the spells they can cast, adapting them to your cur- within 10 feet of their current position, considering the at-
rent needs, and learns the following metamagic options. tack as unsuccessful as it was made against a your illusory
shadow.
Heightened Spell
When you cast a spell that forces a creature to make a sav- Higher Mystery: Shadow Passes
ing throw to resist its effects, you can spend 3 Enchantment When you gain access to this greater mystery, you can
Points to put that target at a disadvantage on the first save use shadows as a passage to move hidden from view. By
it makes against the spell. spending 5 Enchantment Points, as a bonus action you can
double their speed and become invisible for 1 minute while
Quickened Spell walking, sliding from one shadow to another.
When you cast a spell that has a casting time of 1 action,
you can spend 2 spell points to change the casting time to 1 Universal Mystery: Dark Shroud
bonus action for that spell. When you gain access to this universal mystery, you can
show the darkness that dwells in your heart by manifesting
SECRET OF THE SHADOW it outside your own body. As an action, you can spend 10
Enigmatic and ambivalent, the Secret of the Shadow is Enchantment Points to bring darkness within a radius of
like the force it dominates: now protecting with its man- 120 feet from your location, which will block the view and
tle, now casting doubt and fear on those who enter it with- any extraordinary sense of those who are inside it for a min-
out precautions. ute, with the exception of you and your allies. Furthermore,
your words become irresistible and as long as the Dark
KNOWN SPELLS Shroud is active, you are credible, however far-fetched you
When you choose this secret, you learn the True Strike and may seem.
Eldritch Blast cantrips, and when you gain a level in the
secret, you learn the corresponding spells indicated in the METAMAGIC OF THE SECRET
following table: When you reach 3rd level in this Secret, you became able to
modify the spells they can cast, adapting them to your cur-
Cantrips: True Strike, Eldritch Blast rent needs, and learns the following metamagic options.
1° level. Disguise Self, Unseen Servant
2° level. Invisibility, Darkness Intensified spell
3° level. Fear, Protection from Energy When the magus casts a spell that forces a creature to
4° level. Banishment, Greater Invisibility make a saving throw to resist its effects, you can spend 3
5° level. Passwall, Dream Enchantment Points to put that target at a disadvantage on
the first saving throw they make against it.
Subtle Spell
When you cast a spell, you can spend 1 Enchantment Point
to cast it without somatic or verbal components.
151
Professions
Merchant
Proficiency
Level Features
Bonus
1 +2 The Early Bird Catches the Worm, Effective Packer
2 +2 Devil in the Details
3 +2 Commercial Style, Network of Contacts, Expertise
4 +2 Ability Score Improvement
5 +3 Gregarious
6 +3 Speed of Choice, Devil in Crucial Details
7 +3 Feature of Commercial Style
8 +3 Ability Score Improvement
9 +4
10 +4 Ability Score Improvement
11 +4 Gregarious Improvement, Alliance Network
12 +4 Ability Score Improvement
13 +5
14 +5 Feature of commercial style
15 +5 Unmatched Contact Network
16 +5 Ability Score Improvement
17 +6 Gregarious Improvement, Spider’s Web
18 +6 Feature of commercial style
19 +6 Ability Score Improvement
20 +6 Business Soul
any days have passed since the ship- asks: “Who has spare rope? We don’t have enough.” Silence
ment was announced, and prepa- falls over the group. Nobody wants to admit to not hav-
rations are almost finished. The ing thought about it. And it is at this very moment that a
group is composed of high-level smiling raccoon comes forward, the gods know where from,
fighters, tempered by all sorts of wringing his paws,. He clears his throat: “Forgive my in-
ventures, who do not break in front trusion, fine venturers ... by chance, are you looking to pur-
of anything: everyone is well aware chase some good quality rope?”. Vesteria is not only a land
that the descent into the caves will of warriors, mages and cutthroats. The prosperity of its great
be difficult, and that dangerous encounters will not be easy nations was built on the shoulders of ordinary folk, some
to avoid. The stakes are such to have convinced the whole humble, others not, who have decided to embark on a career
party, and the morning of the departure nobody wants to in commerce. Merchants are the glue of every kingdom, and
waste any more time. Once at the place the lanterns are lit, it is thanks to them that goods and wealth can circulate and
ropes and sacks are tied together. All is well until someone multiply, making large enterprises possible.
152
CLASS FEATURES THE EARLY BIRD CATCHES THE WORM
As a merchant you gain the following class features. The great knowledge and resourcefulness of a merchant al-
low them to find ways to recover what is necessary for their
HIT POINTS projects. You acquire 1 additional coinage at 1st level and at
Hit Dice: 1d8 per merchant level every level obtained in this class.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + the Merchant’s EFFECTIVE PACKER
Constitution modifier for each merchant level beyond 1st Thanks to your experience with goods and ability to man-
age spaces effectively, your carrying capacity increases by
PROFICIENCIES half. In addition, at the end of a long rest, you can manage
Armor: Light armor the spaces of a wagon or an ally to increase its loading ca-
Weapons: Simple weapons, side swords hand crossbow pacity by half.
Tools: Two Artisan’s tools and a gaming set of choice
Saving throws: Wisdom, Charisma DEVIL IN THE DETAILS
Skills: Choose any four At 2nd level, you can find the necessary information with
a simple glance. You can obtain information on riches, cul-
EQUIPMENT tural traditions, lifestyles, social ranks and the quality of ob-
You with the following equipment in addition to the jects as a bonus action, having advantage when performing
equipment provided by their venture: the related check. If a specific person is being studied, the
DC check is usually 8 + the target’s proficiency bonus +
• (a) a side sword or (b) any simple weapon their Charisma modifier.
• (a) a diplomat’s pack or (b) an entertainer’s pack
• (a) a wagon full of goods worth around 200 coins COMMERCIAL STYLE
• A studded tabard and a dagger Starting at 3rd level, you choose their own field of spe-
cialization in a more or less lawful trade, choosing a style
from among the Collector of Rarities, the Smuggler or the
Tycoon, as described at the end of this section. The choice
of the specialization field immediately confers a feature and
additional features at 7th, 14th and 18th levels.
NETWORK OF CONTACTS
Starting at 3rd level, you are part of a network of trader and
clientele contacts which allows you to obtain information
or advantages to which you would normally not have access.
You can ask for a simple favor, such as information held
by a few people, advice, small practical favors, food and
lodging and the like, but nothing that jeopardizes the life of
those assisting them.
You know at least one contact from your commercial
network in each city visited and can take advantage of this
connection to obtain information you would not normally
have access to, or some kind of equivalent advantage. The
way or manner in which you became aware of the contact
or such information is at the discretion of the GM. To do
this, you must roll on Charisma (Persuasion) with a DC
variable depending on the type of information or help you
are looking for:
153
Professions
• Information / Simple help: DC 10. Information By acquiring a merchant level, it is possible to change
normally secret or in the possession of a few, help in a trait of the sidekick. If the wingman dies or is dismissed,
the form of advice, simple favors, temporary food and a new sidekick can be hired from the Contact Network in
accommodation, etc. one day, paying 100 coins for each rank of the sidekick.
• Information / Difficult help: DC 15. Information that When you reach 11th level as merchant, the sidekick
endangers the life of the informant and of utmost reaches rank 3, at 17th level rank 4.
confidentiality, help as protection or a loan.
• Information /Very difficult help: DC 20. Forbidden SPEED OF CHOICE
information that may be of interest to very powerful At 6th level, you have refined your vision in analyzing situ-
and dangerous individuals, help such as prohibited ations or objects with a quick glance and are always ready to
objects or illegal requests for theft or murder. act. You add your proficiency bonus to initiative rolls.
This ability can be used again after taking a long rest. DEVIL IN THE CRUCIAL DETAILS
Starting at 6th level, when you successfully use Devil in the
ABILITY SCORE IMPROVEMENT Details, you discover one of the following additional details,
When the merchant reaches 4th level and then again at 8th, obtaining benefits:
10th, 12th, 16th and 19th level, they can either increase an
ability score of choice by 2, or they can increase by 1 two • Weaknesses: one of the target’s flaws and for the next
ability scores of his choice. As normal, you can’t increase an three attacks by you or your greagrious the target will
ability score above 20 using this feature. be vulnerable to damage.
• Habits: you can use your reaction to impose
EXPERTISE disadvantage to the target for an ability check or an
At 3rd level, you choose two of your abilities to use in skills, attack roll in the next hour. You can use this reaction
or one of your abilities in a skill and proficiency in an ar- three times.
tisan’s tool. Your proficiency bonus doubles for each ability • Affinity: the target is charmed by you for a minute or
check performed using one of the chosen skills. At 13th until you or your gregarious acts in a hostile way.
level, you choose two more among their proficiencies, or
proficiency in another skill and in an artisan’s tool they are Furthermore, you become able to break down language
not already proficient in and for which they obtain this barriers, managing to understand a sentient creature and
benefit. communicate effectively, regardless of whether they know
its language.
GREGARIOUS
At 5th level you get the help of a faithful gregarious: a NETWORK OF ALLIANCES
bodyguard, a trusted accomplice, a butler or other. This Starting at 11th level, you effectively expand your network
sidekick uses the statistics of an opponent of rank 2 of your of contacts and customers which allows you to obtain infor-
choice, with an ideal and a bond you choose (the bond is mation or advantages that you would normally not have ac-
typically “I faithfully serve the merchant”), a flaw is agreed cess to, obtaining allies also of different types and with more
upon with the GM. specific skills and belonging to other areas beyond your own.
The sidekick has no hit points of their own. When they You can use the Contact Network to ask for favors and
suffer damage, it can be borne by the merchant or be inflict- information that expose the informant to a small risk: re-
ed on the sidekick as exhaustion levels (plus an additiona covering illicit objects, protection from a group of bandits,
exhaustion level if it comes from a critical hit). The effects of delaying the payment of a debt.
the exhaustion levels are the same as for a PC. The sidekick By paying 600 coins, it will be possible to ask for a huge
acts in your same turn, has their own action, bonus action favor that endangers the health of the informer: traffic pro-
and reaction. If the gregarious is proficient in an ability, the hibited information, requests for theft against minor no-
merchant also gains proficiency in that ability and doubles bles, make hot merchandise disappear or secure the services
the bonus if already has it. of a group of guards.
154
SPIDER’S WEB
At 17th level you have so much knowledge and contacts
to get to any place or step in society. By using your own
network of contacts, you can ask for a huge favor that puts
the health of the informant at risk: traffic prohibited infor-
mation, request for theft against minor nobles, make hot
merchandise disappear or secure the services of a group of
guards. Furthermore, by paying 1300 coins, there will be
no limit to the request, as long as you does not clash with
someone with a coinage value higher than your own.
BUSINESS SOUL
At 20th level, you, after years of experience, know heir area
of expertise like the palm of your hand, and you can recover
the resources necessary for any of your purposes in a short
time. You considers your coinage increased by 30 for the sole
purpose of covering the costs for a single expense. This ability
can be used again after taking a long rest.
COMMERCIAL STYLE
At 3rd level, you choose in which merchant sector to
push your business choosing from Collector of Rarities,
Smuggler and Tycoon according to your style and peculiar
abilities, awarding some features at 3rd level and then again
at 7th, 14th and 18th level.
COLLECTOR OF RARITIES
If it is exotic, unusual, unique, mysterious, or expensive look-
ing, surely the Rarity Collector will have placed their eyes
on it already. These merchants have a prodigious flair for the COMPETITORS AND CUSTOMERS
most refined and precious artifacts and will not hesitate to Over the yearsyou have built up a commercial network very
go on an adventure to pursue the mirage of some legendary specialized in information on rarities. When using your
heirloom. Enterprising and unscrupulous, Collectors love Network of Contacts, you also obtains precise information
the thrill that only a treasure hunt can offer. on which, or at least how many, other forces are working for
their same goal.
BONUS SKILLS
When the merchant specializes in this Commercial Style, COMMERCIAL ENVOY
they gain proficiency in medium armor and saber. They also At 7th level your gregarious is trained to be an excel-
gain proficiency in Survival and in a new language. lent envoy and to officially represent you with customers.
Thanks to this schooling, the sidekick gains proficiency in
ATTENTIVE EVALUATOR Persuasion.
A trained eye in evaluating objects is highly requested in
business and necessary when participating in an auction AGE IS BUT A NUMBER
sale, where merchants are considered the perfect compan- At 14th level you become an intriguing figure and knows
ions. In each Intelligence or Wisdom check made to de- how to treasure your charm, halfway between sage and
termine the quality, properties and value of an object, you adventurer, and the fact that you are constantly surround-
consider any result lower than 9 as if it were 9. ed by rarities of all kinds. When making an ability check
to persuade someone who might have a romantic interest
in you, you you can add 1d6 to the result.
155
Professions
SMUGGLER
Not all goods are allowed everywhere, not all ports impose
fair tariffs and not all customers are willing to wait; that is
why there are Smugglers to bypass all these long-standing
issues. Specialized in circulating their merchandise outside
of the conventional (and strictly legal) channels, Smugglers
know how to get their hands on those objects that are usu-
ally impossible to find.
DEALER
At 7th level, you train your gregarious so that they can be
an asset during negotiations with customers or to gain prof-
it from illicit goods. Thanks to this schooling, the sidekick
gains proficiency in Deception.
SAFE PASSAGE
Starting at 14th level, you take advantage of the years of
work in the field, between store shelves and the markets in
the big cities, to enter and leave every place accompanied by
interesting goods. If you need to hide an object, you can add
1d6 to the check, thanks to tricks of the trade.
Once during a narrative sequence focused on sneaking
LUCK AND GLORY in or out of a place, you can use a bonus action to achieve
At 18th level you know how to achieve sure success and automatic success.
you are driven by the constant thought that luck helps the
daring. When making an ability check, you may decide to DO YOUR OWN JOB
take a 20 without rolling. You can use this ability up to three At 18th level, you are an extremely experienced smuggler
times, after which you must take a long rest to use it again. who manages to make your tracks disappear or mudle every
If you shouldn’t use this ability, the GM can automatically information about you. If you don’t want to be recognized,
cause you to fail due to the machinations of one of your you will not be recognized, except by someone who knows
rivals. you personally, at the GM’s discretion.
156
TYCOON
If the collector cares about rarities and the smuggler does
not let the guards discover their secret warehouses, the ty-
coon only cares about wha commerce has to offer: the gen-
eration of new wealth, the opening of new shops, the devel-
opment of new contacts. Effectively, this type of merchant
aims at growing their business in every direction. Tycoons
desire success and are willing to take a lot of risk to achieve
it; on the other hand, it is known that the most uncertain of
investments are often the ones that yield the largest profits.
BUTLER
At 7th level, your gregarious has come to know the master
they serve so well that they can quickly assist you in daily life,
always ensuring you are adequately served. Thanks to this
schooling, the sidekick gains competence in investigating.
NOBLESSE OBLIGE
Starting from the 14th level, your greatness is such that
anyone around you gains a monetary reflection. When you
reach 14th level, and at each next level, you can increase
the Coinage by one of three allies who have less Coinage
than you. In addition, your minting is worth 300 additional
coins.
MAKE HAPPINESS
At 18th level, you know how to manage coinage with wis-
dom and make it grow well beyond the expectations of any
other merchant. Your coinage score has a single limit of 100
and ignores all other limits. In addition, when you gain a
level, you obtain an additional second coinage.
157
Professions
Priest
Proficiency
Level Features
Bonus
1 +2 Out of the Norm, Magic of the Pact, Devotion Way
2 +2 Channel Divinity
3 +2 Sermon
4 +2 Ability Score Improvement
5 +3 Features of the Devotion Way
6 +3 New Cantrip
7 +3 Features of the Devotion Way
8 +3 Ability Score Improvement
9 +4 -
10 +4 Channel Divinity (2)
11 +4 Features of the Devotion Way
12 +4 Ability Score Improvement
13 +5 -
14 +5 New Cantrip
15 +5 Features of the Devotion Way
16 +5 Ability Score Improvement
17 +6 Transfiguration
18 +6 New Cantrip
19 +6 Ability Score Improvement
20 +6 Unwavering Devotion
esteria is a land where it is diffi- rigid hierarchy of the Church of the Bones, the most com-
cult not to believe in something. mon and practiced religion on the continent, or to the ani-
Portents of all kinds can be seen mist cults of certain rural communities, or any other minor
with your own eyes: the touch of a religion on which not even the most authoritative scholars
healer cures wounds like no oint- have reliable information, Priests are the voice of faith in
ment or plaster ever could, fueled the world, its legs, eyes, and – as it often happens – even its
by pure faith; even mad Plautilla, arm. They are endowed with extraordinary powers, which
whom many dared to doubt, came can take many forms and that can be used both on the bat-
back to light by speaking the voice of the prophets and car- tlefield or in a crowded square, directly channeled by the
rying with her a bone so large that it could not belong to divinity of which they are the spokesperson and to whom
anyone but a divine Ancestor. Whether they belong to the they have devoted their existence.
158
CLASS FEATURES OUT OF THE NORM
As a priest you gain the following class features. A priest generally lives on the margins of society, and at first
they are considered to be an outcast, if not a mad person.
HIT POINTS For this reason, start the game with your own coinage re-
Hit Dice: 1d8 per priest level duced by one. However, their fervor is seen favorably among
Hit Points at 1st Level: 5 + your Constitution modifier members of associations and corporations, mainly because
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution they see an opportunity to exploit it. A priest begins the
modifier per priest level level after 1st game by choosing a favorite faction, automatically gaining
a Fame point in the chosen faction every time they level up.
PROFICIENCIES
Armor: Light Armor, Medium Armor MAGIC OF THE PACT
Weapons: Simple weapons Your devotion and enlightenment allow you to channel
Tools: None your power through the divine power to whom you address-
Saving Throws: Wisdom, Charisma es your prayers.
Skills: Two of choice among History, Insight, Medicine,
Persuasion and Religion TRICKS
At 1st level, you know two cantrips of your choice. You
EQUIPMENT learn another cantrip at 6th, 14th and 18th levels.
You start with the following equipment, in addition to the
equipment provided by your venture: SPELL SLOT
You have a single 1st level spell slot. At 2nd level you ac-
• (a) a mace or (b) a war hammer (if tyou are proficient) quire a second slot, at 11th level you acquire a third slot
• (a) a studded tabard, (b) a leather armor or (c) a and at 17th level you acquire a fourth slot. You regain all
chainmail (if you are proficient) expended spell slots when you finish a short rest. All of your
• (a) a hand crossbow and 20 quarrels or (b) any simple spell slots are always of the same level, which varies accord-
weapon ing to the chosen Divine Way.
• (a) a priest’s pack or (b) an explorer’s pack
• A sacred symbol KNOWN SPELLS
At 1st level, you know two 1st-level spells. Each time you
acquire a level as a priest, you can learn one more spell, up to
a maximum of 12 spells when you reach the 11th level. You
can replace a spell you know when you gain a new priest level
and at the end of a long rest. You can only acquire spells for
which you have an appropriate level spell slot.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your priest spells.
The power of your spells comes from your devotion to your
deity. You use your Wisdom whenever a priest spell refers to
your spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a Cleric
spell you cast and when making an attack roll with one.
159
Professions
SPELLCASTING FOCUS TRANSFIGURATION
You can use a sacred symbol as a spellcasting focus for your At 17th level your powers shine with the light of the divine
priest spells. in your soul, and as an action you can choose to show you
with a hallowed and awesome appearance.
DIVINE WAY You can emit a radiant glow within 30 feet which gives
At 1st level, you choose a Divine Way that identifies what you advantage on all saving throws and makes your voice
task and what destiny has been assigned to you by your immune to any effect that might silence it. You can also
faith. The Divine Way gives you features at 5th level and activate any Channel Divinity effect you know.
again at 7th, 11th and 15th levels. All allies who start their turn in the radiant light area,
or the first time they enter in it during their turn, gain 10
CHANNEL DIVINITY temporary hit points.
At 2nd level, you gain the ability to channel divine energy All opponents who start their turn in the area of the
directly from your faith and to use that energy to produce radiant light, or the first time they enter it during their turn,
magical effects. You start with the Channel Divinity effect: must make a saving throw on Wisdom or suffer the condi-
Summon Mystical Energies plus another effect among tion of charmed or frightened, at your choice until the end
those indicated by the Divine Way initially chosen. After of their next turn.
using a Channel Divinity effect, you must take a short or
long rest before use it again. Starting at 10th level, you can UNWAVERING DEVOTION
use Channel Divinity twice between a short or long rest. The strength of your faith allows you to enjoy the light of
the divine even in the darkest of situations. When you roll
CHANNEL DIVINITY: for initiative and you have no longer spell slots available,
SUMMON MYSTICAL ENERGIES you regain one spell slot.
As a bonus action, you know how to evoke the hidden forc-
es of your visions that allow you to restore part of the divine HEALER
power collected through your prayers, regaining a priest’s Divine mercy finds one of its purest expressions in the
spell slot. hands of the Healer, who treats evils, neutralizes poisons
and heals wounds with their compassionate and profound
SERMON faith. Much loved even by non-believers, who would never
Starting at 3rd level, your oratory skills makes you an object deny the proven efficacy of their work, healers are a com-
of worship in every situation. As an action, you can speak mon presence on the battlefields; here, the fortitude of their
to a person and have them roll a Wisdom saving throw; in faith allows them to challenge death and bring quick help
case this saving throw fails, the creature is now charmed for to the wounded for whom their appearance can be more
a minute. You can use this ability again after completing a welcome than that of a god.
short or long rest. If the target fails the saving throw by 5 or
more, the duration of the charmed condition is indefinite MAGIC OF THE HEALER
and lasts until the target passes an entire period, between Your magic comes from understanding other people. Every
one long rest and another, without seeing you. At the end 4 levels your spell slots increase in level: starting at 5th level
of a long rest the target may attempt to re-roll the saving they are 2nd level slots, at 9th level they are 3rd level slots,
throw. You can have only one active charmed condition of at level they are 4th level and at 17th level they are 5th lev-
indefinite duration. el. Likewise, the maximum number of spells you can know
also increases.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
by 1. As normal, you can’t increase an ability score above 20
using this feature.
160
HEALING TOUCH
When you chose this Way, you get a reserve of Healing
Dice (d6) equal to your level. As an action you can touch a
creature and spend one of these d6 to heal it by an amount
of hit points equal to the result of that dice roll + your
Wisdom modifier.
You can also remove a poison, a disease or a curse when
treating someone in this way.
Starting at 5th level, you can spend two dice with a single
touch, at 11th level three and at 17th level up to four dice.
If you have no Healing Dice left to spend, you can use
the target’s hit dice.
You can recover all spent Healing Dice only after taking
a long rest.
161
Professions
INQUISITOR
The Inquisitor can be described with the same words that
describe their faith: inflexible, incorruptible, unshakeable.
These heretic hunters have made the purge of threats to
religion their life mission and are more than willing to pick
up weapons to pursue it. Their intimidating presence and
ardent zeal foment their allies and terrify their opponents;
when parrying the blade of an Inquisitor, the opponent now
knows they are fighting steel imbued with divine fury.
INQUISITION TOOLS
From when you chose this Way, you always have the Hex
spell ready, in addition to your other spells. This spell does
not require concentration and the spell slot used to cast it
is recovered at the end of your turn.
If you cast a spell that requires concentration and you
mantain it for the entire duration, at the end of the spell you
CHANNEL DIVINITY: PREVENTING PAIN can spend a hit die to recover an amount of hit points equal to
At 15th level can wait until after it rolls The D20 before de- the result + your Constitution modifier.
ciding to use the Bardic Inspiration die, but must decide be-
fore the DM says whether the roll succeeds or fails. can use WAR TO THE INFIDELS
Channel Divinity to dispel someone’s pain. As an action, When you chose this Way, you became proficient in all war
a creature targeted within 60 feet of your prayers becomes weapons and in all armors.
damage-resistant for one minute and ignores exhaustion
level effects until the end of your next turn. CHANNEL DIVINITY: PUNISH THE UNFAITHFUL
The effect can be activated on a non-consenting target, You know how to wreak havoc upon your enemies and how
who can make a Charisma saving throw to resist. to consecrate your weapon by infusing it with divine anger.
This effect ends other effects that are maintained by in- A weapon charged this way that you wiedl will add, for a
flicting or suffering damage, such as mortification. minute, your Wisdom bonus to all attack and damage rolls.
162
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the attack action on your turn.
INQUISITORIAL COURT
Starting at 7th level, you know how to extract all desired in-
formation. If Beginning at 5th Level, you can Attack twice,
instead of once, whenever you take the Attack action on
Your Turn. use Sermon on a target that has suffered damage
from Beginning at 5th Level, you can Attack twice, instead
of once, whenever you take the Attack action on Your Turn.,
and if the target fails the saving throw, Beginning at 5th
Level, you can Attack twice, instead of once, whenever you
take the Attack action on Your Turn. can decide to apply
the condition frightened instead of charmed. Additionally,
Beginning at 5th Level, you can Attack twice, instead of
once, whenever you take the Attack action on Your Turn.
discover a personality trait of the frightened target.
DIVINE FURY
Starting at 11th level, your warrior fervor shines in the
flames of battle: each of your melee attacks deals 1d8 addi-
tional radiant damage.
163
Professions
it fails, the creature is chased away out for 1 minute or until
it suffers damage.
A creature thus chased away must spend its turns trying
to get as far away from you as possible and cannot voluntari-
ly move in a space within 30 feet from you. Furthermore, it
cannot use reactions. As an action, it can only use the Dash
action or attempt to escape from an effect that prevents it
from moving. If it cannot move anywhere, the creature can
use the Dodge action.
POWERFUL SPELLS
Starting at 5th level, you add your Wisdom modifier to the
damage dealt with any spell.
MIRACLES
At 11th level, you can choose a 6th level spell. You will be
able to cast that spell once and recover its use with a long rest.
At 13th level you can choose a 7th level spell, at 15th
level an 8th level spell and at 17th level a 9th level spell,
each of them castable once and recoverable with a long rest.
You can replace one of these spells with a spell of the
same level when you gain a new priest’s level.
t is said that in the lands beyond the discovered that the substance responsible for this marvel is
White Desert there is an empire black powder, a substance that explodes at the mere touch
whose grandeur eclipses that of any of a spark. The reason why the inhabitants of the Eastern
kingdom known to us. In this exot- Empire never thought of using it in the art of war (or if they
ic country, to celebrate the new year, have, we still don’t know) is difficult to say, since as soon as
the birthday of the emperor or the the black powder reached Vesteria it was the first thought of
return of a victorious army, individ- many. And the very first to design weapons that made use
uals who appear to be a hybrid be- of this marvelous substance were the sappers, half soldiers
tween alchemists and engineers have invented a mysterious and half inventors. The power of these incredible weapons is
preparation that, if set on fire, create flowers in the sky with tempting to all the rulers of our known world, who compete
a great din of colored light, which subsequently dissolve in for the knowledge and the services of sappers. But it is a
a rain of falling stars… Intrepid Vesterian merchants have dangerous trade: it takes courage to play with fire.
165
Professions
CLASS FEATURES CUSTOM WEAPON
As a sapper you get the following class features. You start your career by developing your own custom weap-
on chosen between a gun and a rifle. The weapon has an
HIT POINTS extremely peculiar aspect as well as having very special
Hit Dice: 1d8 per sapper level characteristics of use.
Hit Points at 1st level: 8 + your Constitution modifier Your personalized weapon can fire a number of shots
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution equal to your Intelligence modifier (minimum of 2), before
modifier per sapper level after 1st needing to be reloaded. This skill can only be used by the
sapper who owns the weapon and knows it perfectly well.
If another creature other than you uses the custom weap-
PROFICIENCIES on, they will have disadvantage on attack rolls and must use
Armor: Light armor, medium armor, shields an action to reload.
Weapons: Simple weapons, martial weapons, firearms
Tools: Smith’s tools, tinker’s tools EXPLOSIVE DEXTERITY
Savings Throws: Dexterity, Intelligence You are an expert manipulator of black powder and knows
Skills: Choose three from Acrobatics, Athletics, History, its potential in an excellent way, managing to prepare this
Insight, Intimidation, Perception and Survival substance and improvised ammunition with recycled mate-
rials. At the end of a short or long rest in which you have
EQUIPMENT access to smith’s tools or tinker’s tools, you can dispose of a
You start with the following equipment, in addition to the supply of ammunition and the relative black powder.
equipment provided by your venture:
THE ARTIST’S TOUCH
• ammunition and black powder, (a) a custom gun Starting from 2nd level, you start to make your weapon
or (b) a custom rifle more unique and special, adapting it to your own style. You
• a martial weapon and (a) a shield can add an Upgrade to your firearm, and further Upgrades
or (b) a simple weapon at 5th, 11th and 17th levels.
• (a) a gambeson or (b) a chain mail
• an dungeoneer’s pack and (a) smith’s tools SAPPER SPECIALTY
or (b) tinker’s tools At 3rd level, you selct one of the specializations of the en-
gineering military corps among Grenadier, Rifleman or
Technician. The specialization defines the focus of your
knowledge, giving you specific features at the 3rd level and
then again at the 7th, 13th and 18th level.
LETHAL SHOOTER
At 5th level, you have acquired affinity with firearms. When
you use the Attack action on your turn, you the weapon’s
damage dice twice with the first attack that hits, adding up
the results. The dice is rolled three times at the 11th level,
four times at the 17th level and five times at the 20th level,
always adding up the results.
166
UNDER ENEMY FIRE
From 6th level you don’t suffer the intimidating effect that
explosions have on a creature’s mind and you learned to
manage your emotions thanks to practice on the field. You
have advantage on all saving throws for resisting the effects
that cause the frightened condition. If successful, you can
make an attack with their custom weapon, if loaded.
ARTIST’S SIGNATURE
From 10th level, you are able to create improved weapons
that can be used easily even by those who do not have the
same in-depth knowledge. At the end of a long rest and at
the expense of 200 coins, you can apply an improvement of
your custom weapon to someone else’s firearm.
BARRIER FIRE
At 14th level, addition to being an expert in the use of
firearms, you are also an excellent strategist, able to coordi-
nate the action of your allies to achieve devastating effects.
When allies prepare the action to fire a shot together with
you they gain the benefits of Lethal Shooter.
167
Professions
RIFLEMAN
In the heat of confrontation, the Rifleman carries with
them the firepower they control. The members of this
special infantry division made muskets their favorite
weapon, and their devastating efficacy soon became much
feared on the battlefields of the continent, where for a
long time the crossbow was the most feared range weap-
on. Although riflemen are perfectly capable of modifying,
improving and innovating their weapons, the focal point
of their training is knowing how to use them as effectively
as possible in battle.
EFFECTIVE RESPONSE
Starting at 7th level, you know how to respond to threats,
improving your position on the battlefield. When using
Under enemy fire, the target of the attack has a disadvan-
tage on attack rolls until the end of their next turn.
HARD TO DIE
At 13th level, you are now a hardened veteran forged by
the fire of a hundred battles and you consider death just
another opponent standing in your way. When you suffer
an exhaustion level, you suffer one less exhaustion level. This
ability can be used again after taking a long rest.
your location, remaining within the limits of the realistic
(you may have corrupted a guard, sent a package or the YOU AND WHAT ARMY?
like). These devices will explode and deal damage like one At 18th level, you became an unstoppable force, giving
of their grenades, and targets must make a saving throw the impression of fighting on the battlefield as if you were
with disadvantage due to being surprised. mustering an entire platoon. When attacking a target, you
During a siege or storytelling sequence, this can intimidate it. The target must either succeed a Wisdom
ability can be used to gain two automatic hit as saving throw (DC = 8 + your proficiency bonus + your
a bonus action, with no hit point cost. Once used, this skill Intelligence modifier) or be frightened by the you for 1
cannot be used again until the completing a long rest. minute. If the target is a unit, the attack ignores the resis-
tances and the target is vulnerable to damage.
MASTER OF EXPLOSIVES
At 18th level, nothing can resist your explosive expertise
refined to maximize the devastation in the use of black
powder. All damage from your grenades and your custom
weapon ignore resistances, and immune targets simply be-
come resistant. Master of Explosives increases the damage
of your grenades to 8d8.
168
TECHNICIAN
Technicians, although with a military background, does
not only see the elementary function of the firearm in
shooting a lead ball at the strongest enemy, but the pos-
sibility of innovating, of building something unexpect-
ed, of finding alternative or better ways, and even to
create something beautiful. Refined and attentive more
to the creative aspect than to the brutal effectiveness,
Technicians are highly sought after for the creation of
unconventional weapons.
FACTOTUM
At 3rd level, you widen your thirst for knowledge to every
aspect of the world, in order to have the ability to improve
it. You can add half of your proficiency bonus to each ability
check you make that does not already include it.
EXPERIMENTER
Starting at 7th level, you can customize a number of fire-
arms equal to your Intelligence bonus. To do this, during a
long rest, you have to spend 50 coins, plus 50 coins for each
time you do it after the first, and own a proper firearm.
ARTISAN’S TOUCH
At 13th level, you are universally known for your experience
and you can make each of your firearms a unique piece. You
IMPROVEMENTS
The following improvements have a predominantly me-
get a special Upgrade that allows you to choose a number chanical effect: you should customize the methods and
between 1 and 6: when a damage die of the custom weapon mechanics with which these benefits are brought to the
gets that value, you can roll an additional die and add it to the weapon.
result. The result of the additional die does not count toward
the repeated use of this ability. BAYONET
You should describe and name the special improvement. Rifle only
The custom weapon can be used as a melee weapon in
MASTERPIECE OF GENIUS which you are proficient, that inflicts 1d8 piercing damage
At 18th level, your work is practically perfect in all its and applies the effects of Lethal Shooter.
forms and safe in use. If you get a malfunction with your
own custom weapon, you can ignore it. This ability can be LONG BARREL
used again after taking a long rest. The custom weapon becomes difficult to conceal, but of-
fers greater precision, increasing the hit roll by half the
Intelligence bonus.
169
Professions
PERFECT BULLETS
The custom weapon fires more precise and effective shots.
When damage is rolled, each die with a result lower than
your Intelligence modifier is considered equal to your
Intelligence modifier (minimum of 2).
REINFORCED STRUCTURE
Gun only
Your weapon has a reinforcement that protects it in case
of problems. In the event of a malfunction, you suffer only
one loss of hit points equal to the normal damage of the
weapon, without modifiers, instead of a level of exhaustion.
VIEWFINDER
Shooting with a custom weapon ignores the benefits of tar-
get coverage.
FRAGMENTATION BULLET
The custom weapon allows you to fire a rose of fragments, hit-
ting an additional target within 5 feet of the initial target. The
secondary target suffers only a single weapon damage die.
SUPERCHARGER
The customized weapon has a compartment that allows
youto use a greater quantity of gunpowder capable of caus-
ing, in addition to the burst, also a blinding light effect. The
target of the hit is disoriented until the end of their next
turn and will have to subtract the result of 1d6 on each hit
roll, or roll 1d6 for each ability check. Loading the com-
partment consumes additional ammunition and can be re-
filled during normal reloading.
hree pups play in a courtyard. Two show the way forward to the little swordswoman, and soon
are dueling, armed with sticks, the fate of the duel is reversed. The sword is not the only
while the third stays seated by the weight that can tip the balance: at times, knowledge can be
side. Whenever the younger sister an equally precious and heavy coin. Some Scholars can be
engaged in combat makes a mis- considered to all intents and purposes warriors of the mind,
take or performs something par- skilled as they are in debate, rhetoric and the arts of persua-
ticularly daring and effective, her sion, while others give a different form and purpose to their
brother’s eyes thin, attentive and knowledge. Whether they devote themselves to the study of
focused. The intrepid puppy is losing, until her spectator medicine, engineering or any other academic field, Scholars
starts shouting advice and directions. He is certainly not share a constant desire to broaden their intellectual hori-
sweating with a stick in his hand, but he is confident that zons and make the most of specific knowledge, whether it
those instructions will be instrumental: his words, in fact, is to their own benefit or that of others.
171
Professions
CLASS FEATURES LEARNING BY MISTAKE
As a scholar you gain the following class features. You are a master at learning from your mistakes and make
sure you won’t happen again whenever your wits and expe-
HIT POINTS rience are called into play. Thanks to this peculiarity, you
Hit Dice: 1d8 per scholar level gain preliminary preparations for future disadvantageous
Hit Points at 1st Level: 8 + your Constitution modifier. situations that you will have to face. You have three prepa-
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution rations available which, once per turn, can be used to re-
modifier per scholar level after 1st. roll an unsuccessful attack roll, skill check, or saving throw.
You recover all your preparations at the end of a short or
PROFICIENCIES long rest, and recover one when you fail an attack roll, a skill
Armor: None check or a saving throw made while you were left with no
Weapons: Simple weapons preparations, up to a maximum of three times between a rest
Tools: Two of your choice to another.
Saving Throws: Intelligence, Charisma
Skills: Four of your choice WISE ADVICE
You have broad and far-ranging knowledge who can pro-
EQUIPMENT vide valuable information to your allies. As an action, you
Scholars begin with the following gear, in addition to the can use a preparation to allow an ally to spend a hit dice,
gear provided by their Venture: roll it, add their Constitution modifier, and heal a hit point
equal to the result.
• (a) a staff, or (b) a stiletto simple weapon At 5th level, the effects of Wise Advice become more
• (a) A light crossbow and 20 darts or (b) a small sword effective: when this Feature is used, it can allow an ally to
• (a) An dungeoneer’s pack or (b) a scholar’s pack spend up to two hit dice to heal, adding the Constitution
• A tool of your choice and two tomes of the topic of modifier to each die rolled, and anyone who passes a short
your choice rest in the company of the scholar, by spending hit dice to
heal can re-roll all the dice that have obtained a result of 1.
In addition, if you spend inspiration to give advantage
to a roll, you can also spend a preparation to make any roll
below 10 considered a 10.
FACTOTUM
Starting at 2nd level, you have a wide knowledge of dif-
ferent fields, improving your ability in every area. You can
add half your Proficiency Bonus, rounded down, to any
ability check you make that doesn’t already include your
Proficiency Bonus.
FIELD OF STUDY
At the 3rd level, you decide where best to direct the knowl-
edge you accumulate, choosing whether to apply it as a doc-
tor, inventor, or politician, as described at the end of this
section. The chosen area gives you a Feature at 3rd level, and
then again at 7th and 14th level.
172
ABILITY SCORE IMPROVEMENT HOLISTIC KNOWLEDGE
When you reach 4th level, and again at 8th, 12th, 16th, and Starting from the 15th level, your knowledge is so extensive
19th level, you can increase one ability score of your choice that it allows you to be ready even for the unpredictable,
by 2, or you can increase two ability scores of your choice thanks to your understanding of signs that remain hidden
by 1. As normal, you can’t increase an ability score above 20 to the untrained eye. Once per quest, you can indicate that
using this feature you have made an unexpected preparation, which may in-
clude having contacted a friend or ally in time or having
READY FOR ANYTHING brought a special object of some kind, agreeing with the
Starting at 9th level, you are prepared for any type of sit- GM on the result.
uation. You can spend a preparation to perform an ability
check as a bonus action for which they would use an action. ENLIGHTENING WORDS
Starting at 17th level, your Wise Advice are head direct-
WORDS OF HOPE ly to the heart of the companions and refresh anyone who
Starting at 11th level, your Wise Advice becomes a source listens to them. When using Wise Advices, you can make
of inspiration, and your words bring comfort to others. an an ally roll up to four hit dice, adding their Constitution
When you use inspiration to make an ally gain advantage, modifier to each die rolled. Youcan also remove a charmed
you also confer the effects on the action of another ally, if or frightened condition from the target.
carried out by the end of that ally’s next turn. Your Wise
Counsel is increasingly effective, allowing an ally to spend KNOWLEDGE GIVES, KNOWLEDGE TAKES
now up to three hit dice. In addition, the targets will be able Starting at 18th level, you know how to manage your own
to add 1d4 to the result of their next skill check made before pain and that of those close to you.
the end of their next turn. If an attack inflicts an exhaustion level within 30 feet
from you, you can use apreparation as a reaction to increase
KEEP CALM or decrease by 1 the number of exhaustion levels inflicted.
At 13th level, you can use an action to prepare their al- After using this skill, you must complete a short or long rest
lies with tactics and strategy, giving them a number of before you can use it again.
temporary hit points equal to your scholar’s level + your Also, at the end of a short rest, you can remove an ex-
Intelligence modifier. To benefit a second time of this fea- haustion level from a creature with which you have spent
ture, allies must first take a long rest. that long rest.
SUPREME ERUDITION
At 20th level, you have absolute mastery of your fields of
study. You can choose two skills in which you have profi-
ciency, and any ability check made with those skills auto-
matically gets a 20 as a result of the die.
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Professions
FIELD OF STUDY
DOCTOR
While the inventor wants to explore the internal mech-
anisms of everything, the doctor is interested in the vital
processes of each creature. Death is their greatest adversary;
however, doctors do not have the metaphysical ambitions of
certain Alchemists, and merely hinder it by administering
decoctions, tinctures and wraps, splitting fractures and sew-
ing wounds. Doctors are at the service of others, and from
the humblest of patients to royalty, their priority remains
the care of those who suffer, more in body than in spirit.
HEALTHY ADVICE
At 3rd level, your advice can stimulate the listener, improving
their performance. After the target has rolled, you may in-
crease the result of a die of that roll up to the number equal
to your Intelligence modifier. You double your proficiency
bonus on Medicine and Nature checks if you are proficient
in them, Otherwise, you gain proficiency in those skills.
UNIVERSAL WELCOME
At 7th level, your fame is such as to make you well-liked
and to be considered as a precious resource. You add 1d4 to
all ability checks to influence others, until they betray those
expectations. When you stabilize a dying creature with a
Wisdom or Intelligence (Medicine) skill check and get a
score of 15 or higher, the stabilized creature recovers 1 hit
point. You can only use this feature on a creature once be-
fore completing a short or long rest.
DOCTOR’S SECRET
At 14th level, your knowledge is such to allow them to
guess the secrets of the body through the secrets of the
mind. If you know a creature’s personality trait, you can
use your reaction to use the Help action on any action that
affects the creature.
INVENTOR
From the hydraulic pump to the lock, from the movable
type to the catapult, all devices now considered to be in
common use in the life of Vestierians once were nothing
but the embryo of an idea in the mind of an Inventor. Those
belonging to this category love to wonder about the internal
functioning of everything, they are greedy for novelties and
insatiably curious, proactive and full of practical sense. The
love of knowledge is not for them an end in itself, but on the
contrary they are deeply convinced that every innovation
must be put at the service of the progress of civilization.
REPAIRS
At 3rd level, you can help your allies by managing their in-
tegrity and that of their gear. Any ally who spends a long
rest with you may reroll an attack roll or a skill check that
has had 1 as a result of the die roll. After using this abili-
ty, the ally needs to take another long rest before they can
benefit from it again. You double your proficiency bonus on
checks regarding tools you are proficient in.
GENIO CREATIVO
At 7th level, you know how to direct your knowledge and
creativity toward the creation of works of any kind For checks
that require techincal knowledge, you add a bonus equal to
half of their proficiency bonus, whether or not they have the
proficiency in the skill. When you encounter a technology
you are unfamiliar with, you can learn how to replicate it by
passing a test with an artisan’s tool in which you are profi-
cient. Difficulty, timing, and cost are at GM’s discretion.
ANALITICAL LOOK
At 14th level, you know how to integrate their knowledge HONEY TONGUED
by applying it to new things they see. When you want to At 3rd level, you know how to transmit information with-
know information about a technology of any kind, as an out being understood by those who do not wish. As a bo-
action, you can ask three not too specific questions to which nus action, you can communicate to another creature in-
the GM will answer sincerely. This represents your multi- formation through a phrase of maximum five words that
faceted knowledge of science and technology. only them can comprehend. Anyone attending the com-
munication must perform a check on Wisdom (Insight)
POLITICIAN with a DC of 15 + the scholar’s Charisma modifier + their
Honest or corrupt, equanimous or partisan, whoever choos- proficiency bonus to try to understand its true meaning.
es a political career knows that they will have to make a In addition, you may re-roll any Charisma test, but you
weapon out of their knowledge and keep their tongue as must keep the second result. You can only use this ability
sharp as a blade: ruthless is the path they tread. In the world once on a creature before completing a short or long rest.
of politics, the common good is always filtered by the spec-
tre of careerism, and the choice between pursuing an indi- DIPLOMAT’S FIRMNESS
vidual career or serving the community does not have the At 7th level, you find comfort when your words are followed
same answer for everyone. Politicians are excellent speakers, up. Whenever you use Wise ADvice, youcan spend the same
have an eye for intrigue and are endowed with great charis- number of an ally’s hit dice to recover hit points.
ma, which is not very common for Scholars.
FOLLOW THE MONEY
At 14th level, you are aware of the flows of money and re-
sources and know how to make their possessions more pre-
cious. The Coinage limit of scholars is increased by 10, and
you get 1 additional Coinage every scholar’s level you get.
175
Professions
Scoundrel
Proficiency
Level Features
Bonus
1° +2 Sneak Attack, Sly Mastery
2° +2 Cunning Action
3° +2 Scoundrel Job
4° +2 Ability Score Improvement
5° +3 Lethality (2)
6° +3 Unseizable
7° +3 Elusive
8° +3 Ability Score Improvement
9° +4 Feature of the Scoundrel Job
10° +4 Reliable preparation
11° +4 Lethality (3), Part of the Plan
12° +4 Ability Score Improvement
13° +5 Feature of the Scoundrel Job
14° +5 Receding Mind
15° +5 Vanish
16° +5 Ability Score Improvement
17° +6 Lethality (4)
18° +6 Feature of the Scoundrel Job
19° +6 Ability Score Improvement
20° +6 Lethality (5), Alone Against All
hile there is only one way to fol- noble profession of Vesteria have great reflexes, a sharp
low the law, there exist many to mind and lack of scruples: elusive, determined and prag-
get around it: a thin blade stuck matic, scoundrels know how to exploit every opportunity
between someone’s ribs, a quick to their advantage, always trying to expose themselves as
shuffle of the cards, confident that little as possible, whether in combat or another situation.
gullible players will not notice A job well done is precisely that in which the victim has
anything, even the strained ear of noticed nothing, and the scoundrel has slipped away with-
someone who simply knows they out drawing attention to themselves. They are often ex-
are in the right place and at the right time… Scoundrels tremely methodical in planning their shady initiatives, and
are equally varied, and whether they are spies, thieves, this makes them formidable enemies and valuable allies.
charlatans, assassins or anything else, their common trait Anyone who counts them in the latter category, howev-
is a sharp cunning that allows them to get away with any- er, must be very careful: the loyalty of a scoundrel is as
thing and in every situation. Those who choose the least changeable as a Spring day.
176
CLASS FEATURES SNEAK ATTACK
As a Scoundrel you gain the following class features. Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an
HIT POINTS extra 1d6 damage to one creature you hit with an attack if
Hit Dice: 1d8 per scoundrel level you have advantage on the attack roll. The attack must use a
Hit Points at 1st Level: 8 + Constitution modifier weapon you are proficient in. You don’t need advantage on
Hit Points at Highers Levels: 1d8 (or 5) + Constitution the Attack roll if another enemy of the target is within 5
modifier per scoundrel level after 1st feet of it, that enemy isn’t Incapacitated, and you don’t have
disadvantage on the attack roll.
PROFICIENCIES
Armor: Light armor SUBTLE MASTERY
Weapons: Simple weapons, duelling sword, saber, side- Starting at 1st level, you can quickly study the situation to
sword, sword improve your results. By using a bonus action during your
Tools: Thieves’’ tools turn during your turn, you can earn a bonus equal to half
Languages: a code language of an association of your proficiency bonus to any ability check that already
Saving Throw: Dexterity, Intelligence adds the proficiency bonus
Skill: Four to choose from Acrobatics, Athletics, Stealth,
Investigation, Deception, Intimidation, Performance, CUNNING ACTION
Insight, Perception, Persuasion and Sleight of Hand Starting at 2nd level, your quick thinking and agility allow
you to move and act quickly. You can take a bonus Asction
EQUIPMENT on each of your turns in combat. This action can be used
A scoundrel starts with the following equipment, in addi- only to take the Dash, Disengage, or Hide action.
tion to the equipment provided by their venture:
SCOUNDREL ARCHETYPE
• (a) a saber or (b) a sword At the third level, choose a job where you can hone your
• (a) a bow and a quiver with 20 arrows or (b) a simple scoundrel talents, like Hitman, Spy or Thief All these jobs
weapon are described at the end of this section. The chosen job gives
• (a) a burglar’s pack, (b) a dungeoneer’s pack or (c) an you some features at 3rd level and then again at 9th, 13th
explorer’s pack and 18th levels.
• A padded tabard, a knife and thieves’’ tools
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
by 1. As normal, you can’t increase an ability score above 20
using this feature.
LETHALITY
When you reach 5th level, you know how to strike lethal-
ly in combat. When performing the attack action on your
turn, you roll the damage of the weapon and the Sneak at-
tack twice with the first attack that hits, adding up the re-
sults. The dice are rolled three times at 11th level, four times
at the 17th level and five times at the 20th level, always
adding up the results.
177
Professions
UNSEIZABLE
Starting at 6th level, a scoundrel knows perfectly well how
SCOUNDREL ARCHETYPES
From 6th level you are able to move perfectly in risky situ-
to move in combat, avoiding too much exposure. Attack ations without leaving openings.
rolls against you cannot have advantage if you can see it.
HITMAN
ELUSIVE Sometimes diplomacy is not enough to solve certain thorny
At 7th level, you knows how to react to dangers, keeping situations, and it is in these cases that hitmen are called to
your nerves steady. When taking damage from a source you the job. Deadly and efficient, they always know how to move
can see from a source you can see, you can use a reaction to to achieve their dark goal. Their arsenal includes weapons of
obtain resistance to that that damage. all kinds, from blades to poisons, to which they are partic-
ularly attuned, and anyone who has even the impression of
RELIABLE PREPARATION having become the target of a hitman should put their mind
Starting at 10th level, you gain such an awareness of the at ease and start thinking about drafting a will: escaping
events surrounding you that you are always ready for any- from their deadly arts is practically impossible.
thing. When using Subtle Mastery, the skill check consid-
ers each d20 result below 8 as an 8. SURPRISE HIT
At 3rd level, yours accuracy is lethal against anyone who is
PART OF THE PLAN slower than your strikes. A sneak attack on a target that has
Starting at 11th level, you always study the implications not yet taken a turn in combat deals 2d6 damage rather than
of each situation thoroughly when preparing a plan. Once 1d6. Furthermore, if you are using a dagger or similar short
per long rest you can spend 1 hit die to start a flashback weapons, the damage of the weapon increase up to 1d6.
scene: instead of acting on your turn, you can act in the
past as if you had prepared for a situation in a previous NAIL DOWN
moment: get an object, meet an NPC, visiting a place or At 9th level, you do not let your prey escape easily, and you
preparing something specific. Your intent should be car- know many methods to hinder them. If a creature pro-
ried out with a plausible action in terms of space / time vokes an attack of opportunity and you can use sneak attack
and be plausible with the your knowledge. against the target, their speed drops to 0.
178
SPY
The truth always comes out, but if a Spy gets their hands
on it, it will probably end face down in a sewer, in unex-
plained circumstances. Spies know how to skillfully manip-
ulate those around them and weave a web of lies, so thick
and skillfully made that they can even deceive themselves,
impersonating to perfection an innocent maid, a queen of
merchants or a ruthless mercenary. Spies are the scoundrels
who best act in full view, strong in charisma and certain that
the mask will fall only if and when they want.
FALSE CHARACTER
Starting at 3rd level, you know how to disguise and pretend
to be someone else. At the end of a long rest, you can cre-
ate an alternative personality provided with an ideal, a false
connection and a flaw. Until you create a new personality,
skill checks and mundane effects will reveal the informa-
tion of the alternative personality. You also get proficiency
in disguise kits.
UNMASKING
Starting at 3rd level, you can reveal your true identity,
surprising those who were not aware of it. For a minute,
you consider every 1 or 2 on the dice damage against the
surprised targets as if they were 3. In narrative sequences,
Unmasking counts as an automatic success without using
an action.
IMPERSONATE
Starting at 9th level, youcan use False Character to use an-
other existing person as an alternative personality. With a
week and an expense of 80 coins, you can collect all the
necessary information.
If you make a mistake, those who know the existing
person can perform a Wisdom (Insight) check against
your Charisma (disguise kit).
Keeping the mask is difficult: after each week, you
must perform a Charisma check (disguise kit) against
DC 10, increasing the DC by 5 for each week in which
you are keeping the mask. If you fail, someone at GM’s
discretion discovers the deception.
THIEF
Not all that glitters is gold, but this doesn’t matter to a thief:
it could still be silver! As greedy as they are skilled, Thieves
pursue wealth and cannot resist the temptation to pull some
coins out of the pockets of the least careful, whenever the
opportunity arises. Whether it is pickpocketing a fishmon-
ger or entering the treasuries of the most supervised build-
ings on the continent, their sleight of hand and ability to
open what should remain closed are unmatched.
CUTPURSE
At 3rd level, you are always ready to unburden those around
you to get richer or just for training Your Coinage automat-
ically increases by 1 for each of your scoundrel’s level.
EPHEMERAL GRIP
At 9th level, nobody can hold you too long against your will.
You can perform a a Dexterity checks (thieves tools) even
without tools, using makeshift equipment. Furthermore, if
someone grabs you in combat, you can free yourself by using
a bonus action and without performing a skill check.
ARCH-THIEF
At 13th level you are so fast to seem magical. Whenever
initiative is rolled, youcan perform a Dexterity check
(Sleight of Hand). You can use this result as initiative and
at the beginning of your turn you can take possession of an
object of tiny or smaller size within 10 feet and that is not
held by anyone, without anyone noticing. During a narra-
tive sequence, you must perform a Dexterity check (Sleight
DISSOCIATION of Hand) to obtain an automatic success, to gain possession
At 13th level, you learn to fragment your mind and to of an object in the same way.
leave your problems to your False Character. IWhen using
Unmasking, you can also remove any charmed, frightened VITAL THEFT
and stunned condition. At 18th level, you are so skilled in your job that you can
steal an opportunity from death. If you die, perhaps from
SURPRISE MOVE a well-planned scheme or perhaps by chance, you manage
At 18th level, you are immersed so deep in the character to come back to life. This ability can only be used once in a
that sneak up on others with an attack. After making a scoundrel’s lifetime.
combat turn, you can use Unmaskingk to perform a new
combat turn.
180
Venturer
Proficiency
Level Features
Bonus
1 +2 Born Explorer, Precious Information, Ready for Adventure
2 +2 Improvising
3 +2 Harmony with the world, Journey of the Venturer
4 +2 Ability Score Improvement
5 +3 Journey Feature, Impetus
6 +3 World Knowledge
7 +3 Journey Feature
8 +3 Ability Score Improvement
9 +4 Expert camouflage
10 +4 The world is my refuge
11 +4 Inner Instincts, Journey Feature
12 +4 Ability Score Improvement
13 +5 Without trace
14 +5 Unshakable
15 +5 Journey Feature
16 +5 Ability Score Improvement
17 +6 One with the Enviroment
18 +6 Understanding of the world
19 +6 Ability Score Improvement
20 +6 Apex
hen traveling through the wilder- stoke the fate of a trip that until then had promised lit-
ness, being able to share a campfire tle or nothing. If someone asked these individuals where
with another traveler on the road, they hail from, they would simply answer ‘Vesteria’, because
along with a few words and a hot their traveling and enterprising nature leads them to travel
meal, is a great blessing. When the as perhaps only certain merchants have done. Those who
traveler, once the evening falls, ex- choose the profession of venturer, choose a lifestyle rather
tracts a lyre from their bag and asks than an occupation, a predisposition for adventure and im-
for silence, everyone holds their provisation. Venturers are extraordinarily in tune with their
breath. Sometimes you need someone in your party who surroundings, and they can exploit every aspect of it to their
knows the area like the pad of their paw, knows how to advantage.Their resilient and versatile temperament is par-
look for tracks without leaving any and can smell a danger ticularly suitable for transforming the risks of failure into
in the air invisible to everyone else, to have the ability to the promises of success.
181
Professions
CLASS FEATURES BORN EXPLORER
As a Venturer you gain the following class features. You knowa specific kind of environment very well and you
are particularly skilled in traveling and surviving in those
HIT POINTS regions. The player chooses a favorite terrain type: tundra,
Hit Dice: 1d10 per venturer level city, coast, desert, forest, mountain, swamp or prairie. When
Hit Points at 1st Level: 10 + your Constitution modifier you make an Intelligence or Wisdom check on a favored
Hit Points at Higher Levels: 1d10 (or 6) + your terrain, you double your proficiency bonus if you use an
Constitution modifier per venturer level after 1st ability in which you have proficiency. When traveling for
an hour or more in a region that has a favorite terrain, you
PROFICIENCIES gainets the following benefits:
Armors: Light armor • Difficult terrain does not slow your group’s travel.
Weapons: Simple weapons, sabers, scimitars, swords, • Your group can’t become lost, except by magical
Tools: Two artisan tools of your choice. A game set of your means.
choice • Even when you are engaged in another activity while
Saving Throws: Constitution, Wisdom traveling (such as foraging, navigating, or tracking),
Skills: Choose three from Acrobatics, Athletics, Stealth, you remain alert to danger.
Investigation, Performance, Insight, Nature, Perception, • If you are traveling alone, you can move stealthily at a
Sleight of Hand and Survival normal pace.
• When you forage, you find twice as much food as you
EQUIPMENT normally would.
An adventurer starts with the following equipment, in ad- • While tracking other creatures, you also learn their
dition to the equipment provided by their venture: exact number, their sizes, and how long ago they
• (a) a saber, or (b) a sword, or (c) any simple weapon passed through the area.
• (a) bowand a quiver with 20 arrows, • You can understand and accurately predict how the
or (b) any simple weapon weather will evolve during the day.
• (a) an explorer’s pack, or (b) an entertainer’s pack • You can always choose a good place to rest safely.
• (a) an artisan’s tool of your choice, or (b) a musical
instrument of your choice PRECIOUS INFORMATION
• A studded tabard You are able to collect information in every environment by
passing a Wisdom (Intuition) or Intelligence (Investigation)
check with DC 12 and spending an hour to research. If you
do so, you obtain access to any useful information, recent
events or interesting curiosities about the area, at the dis-
cretion of the GM.
IMPROVISING
At 2nd level, you know how to improvise to recover and
turn a failure into a success. You have an Improvisation
Point reserve equal to your proficiency bonus + half their
Wisdom bonus (minimum of 1). Once per turn, if you
fail an attack roll with a melee weapon, you may spend an
Improvisation Point to make another attack with the same
weapon as part of the same action. Once per turn, if you fail
a ranged weapon hit, you may spend an Improvisation Point
to make another attack with the same weapon as part of
the same action, directed to a different target, if the weapon
182
does not have the reload property. You recover all of your EXPERT CAMOUFLAGE
Improvisation Points after a long rest. Starting from 6th Starting at 9th level, you can use your bonus action to hide.
level, you can spend an Improvisation Point after having Also, you can spend 1 minute camouflaging twith the en-
failed an ability roll to give a team member advantage. From vironment using mud, potting soil, plants or soot. This way
15th level you can use an improvisation point to re-roll a you can try to hide by flattening against a wall, a tree, a rock
saving throw but must keep the second result. or other elements at least as large as your size. If you do that,
you gain a +10 bonus on Dexterity checks (Stealth) as long
HARMONY WITH THE WORLD as you remain still without moving or performing actions. If
At 3rd level you became able to enter into harmony with the you move or perform an action or a reaction, you will have
surrounding environment. You focus on listening to the noises to camouflage themselves again to obtain this benefit.
around you, tune in with your surroundings, isolate your at-
tention from any distraction and take a deep breath. You must THE WORLD IS MY REFUGE
maintain concentration for one minute and make a Wisdom Starting at 10th level, when you roll a hit die to heal, you
check (Survival) with DC 15. If you succeed, the GM informs gain 2 temporary hit points for each die you spend. Also,
you of the characteristics of the area, the presence of creatures at the end of a short rest, you can remove your levels of
that you want to identify or a place you are looking for. If you exhaustion. You can use this ability again after completing
roll a result of 25 or more in the check, the information ob- a long rest.
tained has so many details that it appears miraculous.
INNER INSTINCTS
JOURNEY OF THE VENTURER From 11th level, you are at peace with your nature and you
At 3rd level, you take the path that will lead you on your are not afraid of it, obtaining some benefits:
journey through Vesteria between Explorer, Storyteller and • When you roll for initiative, you gain 1 impetus for
Trapper depending on wich capacity you choose to work every personality trait that derives from your family
your way up to survive in this feral world. instinct.
The journey give you some features at 3rd level and then • You no longer lose control if all your personality traits
again at 5th, 7th, 11th and 15th levels. have been replaced by instincts.
• When you suffer a trauma, on the other hand, you
ABILITY SCORE IMPROVEMENT lose a trait of instinct, replacing it with a related
When you reach 4th level, and again at 8th, 12th, 16th, and personality trait. You can try to regain their instinct as
19th level, you can increase one ability score of your choice they would normally regain your personality traits.
by 2, or you can increase two ability acores of your choice
by 1. As normal, you can’t increase an ability score above 20 WITHOUT TRACE
using this feature. At 13th level, you no longer leave tracks behind you and
cannot be followed with usual methods in their favorite ter-
IMPETUS rain. In addition, you can cover tracks of a number of com-
At 5th level you know how to value the success of your ac- panions equal to your Wisdom modifier (minimum of 1).
tions. Whenever you successfully make a skill check, a saving
throw, or an attack roll in a dangerous action, you gain 1 im- UNSHAKABLE
petus, up to a maximum of 3. When you make a skill check, a At 14th level, the endless journeys and challenges you ex-
saving throw or an attack roll, you can add +1 to the result for perienced have increased your resistance to fatigue and
each impetus in your reserve. When you fail one of the previ- strengthened your body: when you take levels of exhaustion,
ous rolls or completes a short or long rest, you lose all the im- you take one less instead. Starting at 18th level, you suffer
petus you have. If a failed roll is successfully repeated thanks two less.
to improvisation, the rush of the adventurer is still lost.
ONE WITH THE SURROUNDINGS
WORLD KNOWLEDGE At 17th level your affinity with the environment that sur-
At 6th level, your exploration brings you new abilities. You rounds you is superlative. You acquire blind sight within 60
get proficiency in a new skill and learn two new languages. feet and cannot be taken by surprise.
In addition, you can choose a skill for which you have profi-
ciency and when check for that skill, and the skill bonus for
that roll is doubled.
183
Professions
UNDERSTANDING OF THE WORLD COMBAT STYLE
At 18th level, you have such awareness of the world that When choosing this journey you adopt a particular style
your perception of the surroundings seems supernatural, as of fighting as your specialty. Choose one of the following
if it were the world itself that spoke to you. Once every long options. You can’t take a Fighting Style option more than
rest, you can perform a Wisdom check (Insight) with DC once, even if you later get to choose again.
15 to obtain information on the surrounding area. On a Aim. You gain a +2 bonus to attack rolls you make with
success, you become aware of the environmental, social, cul- Ranged Weapons.
tural and political situation of the area and also manage to Dueling. When you are wielding a melee weapon in one
identify places and creatures of power, natural and none. If hand and no other weapons, you gain a +2 bonus to damage
you are looking for something or someone specific, you also rolls with that weapon.
understand whether the target is in the area or not. Great Weapon Fighting. When you roll a 1 or 2 on a
damage die for an Attack you make with a melee weapon
APEX that you are wielding with two hands, you can reroll the die
At 20th level, you are in tune with the environment and and must use the new roll, even if the new roll is a 1 or a 2.
at the top of your system: where you perceive a weakness, The weapon must have the Two-Handed or Versatile prop-
you can exploit it. You add your Wisdom modifier to the erty for you to gain this benefit.
damage of all attacks. Two-Weapon Fighting. When you engage in Two-
In addition, you gain an additional bond, “I can fight Weapon Fighting, you can add your ability modifier to the
fiercely to impose myself on others.” This counts as an ad- damage of the second attack.
ditional instinct trait.
HUNTING STRATEGIES
JOURNEY OF THE VENTURER
At 3rd level, a venturer takes the path that will lead them on
At 3rd level you get one of the following features:
Crucial Shot. The first time you hit a creature with a
heir journey through Vesteria between Beater, Storyteller weapon attack, that creature takes 1d8 extra damage if it is
and Explorer depending on what they choose to do and the below the maximum hit points. If the attack is critical, the
skills they will put into play to survive in this feral world, target gains an additional level of exhaustion.
giving them some features to 3rd level and then again at Horde Ravager. Once for each turn, when making an
5th, 7th, 11th and 15th levels attack with a weapon, you can make another attack with the
same weapon against a different creature located within 5
TRAPPER feet of the original target and within range .
Big centers can count on the city guard, the rural villages Master of Ambushes. Toy have advantage on initiative
on their local militia, but sometimes there are adversaries rolls. If you are not the first to act in order of initiative, you
that these organizations are not strong enough to face. For can spend a reaction to make an attack or to hide before
these situations there are Trappers, all-round hunters that someone else starts their turn. If you were surprised at the
you would not want to be found by and guarantors of public start of the fight, you are not surprised but you cannot use
security, with an eye for unorthodox methods. They excel in this benefit.
this field thanks to their martial skills, survival, talent for
investigation and readiness of spirits. EXTRA ATTACK
Beginning at 5th Level, you can attack twice, instead of
THE HUNT IS ON once, whenever you take the attack action on your turn.
When choosing this journey, you gain proficiency in medi-
um armor and martial weapons. You also became proficient AMBUSH
in Stealth or Investigation skilland in the disguise kits. At 7th level you always know how to react promptly to danger,
becoming the danger. During the first turn of combat, you can
use a reaction to make an attack with a weapon or to hide.
184
DEFENSIVE STRATEGIES
At 7th level you gain one of the following features:
Escape the Herd. Attacks of opportunity against you dis-
pose of disadvantage.
Iron Will. You have advantage on saving throws against
being frightened.
Repeated defense. When a creature hits you with an at-
tack, you gain a +4 bonus to AC against all subsequent at-
tacks made by that creature for the rest of the turn.
185
Professions
SKIRMISH
Starting from 3rd level, by choosing this journey you com-
bine speed and stealth in combat to make you hard to be
spotted, even if you attack or if you perform actions that
would normally reveal your presence. At the beginning of
each turn, you can choose a creature from which you are
hidden and for the duration of the turn, despite the type
of action you take, you remain hidden for them. At the end
of the turn, with a bonus action, you must pass a Dexterity
(Stealth) check to determine whether they are still hidden
or are revealed to all creatures who can see them.
SIXTH SENSE
At 5th level, tyou can sense the presence of traps or natural
hazards within 100 feet of their position. You can use this
feature again after completing a short or long rest or when
an ally triggers or disarms a hostile trap or suffers the effects
of a natural hazard that you were not aware of from their
Sixth Sense. At 10th level, the range increases up to 300
feet and you know the exact location of any trap you detect
with this skill.
EXTRA ATTACK
Beginning at 7th Level, you can attack twice, instead of
once, whenever you take the attack action on your turn.
GUIDE
Starting from 7th level, you can conduct an exploration like
no other. In a storytelling sequence or during combat, you
can use your reaction to assign your momentum bonus to a
EXPLORER creature within 30 feet for an ability check or an attack roll.
Explorers possesse literally everything needed not only to
survive, but to thrive in the traveling and adventurous life UNSTOPPABLE
they have chosen: they know how to orient themselves, the Starting at 11th level, you know how to exploit the impetus
characteristics of the landscape from its flora to its inhab- of battle to be unstoppable. You can add your impetus to
itants, how to make a meal out of anything, and is able to AC and saving throws.As long as you have 3 impetus, you
recover and even fight with great finesse. Their keen senses can use the Dash and Disengage actions as bonus actions.
and great awareness make them difficult to catch unawares,
and their tenacity is difficult to break. SPATIAL AWARENESS
At 15th level, you are completely immersed in the sur-
AROUND THE WORLD roundings. As long as you have 3 impetus, you instinctively
You get proficiency in a skill chosen from Nature, Survival know your position, the location of any safe escape routes
or History, in the cartographer’s tools or in the navigator’s or exits,where is north, even if subject to magical effects or
tools, in cook’s utensils, in medium armors and in the fol- in unknown places such as the heart of the Green Pit.
lowing martial weapons: dueling sword, bastard sword and
side sword.
186
STORYTELLER
Armed with a lute, a loose tongue and a sense of improvisa-
tion, the Storyteller is always ready to get by relying on their
own charisma and ability to talk to others. Followers of this
journey are capable of bringing fame and infamy upon the
subjects of their compositions, and more than one have
risked their skin for not keeping their mouth shut when
they should have . Although they are sometimes greeted by
suspicion for their flexible interpretation of the truth, the
music of storytellers is welcomed practically everywhere.
FACTOTUM
At 3rd level, you can add half of your proficiency bonus,
rounded down, to any ability check made that does not al-
ready include that bonus.
INSPIRE
At 5th level, you increase your Improvisation Point pool
by your Charisma bonus and can spend an Improvisation
Point as a reaction to apply Improvisation effects to another
non-hostile sentient creature within 30 feet which is able to
hear you. You recover your Improvisation Points after fin-
ishing a short or long rest. HEROIC ENTERPRISES SINGER
At 11th level, you can spend an Improvisation Point as
TOSS A COIN... a reaction to assign your impetus bonus for a number of
At 7th level you are able to compose ballads that know rounds equal to your Charisma modifier (minimum of 1)
how to strike to the heart of your audience, bringing fame to as many sentient creatures within 30ft able to hear them.
and glory to the subjects of your compositions. When your This effect is not cumulative with other impetus bonuses.
companions gain Fame, they gain 1 additional point.
The additional Fame points increase to 2 at 13th level. ENTHUSIASM
At 15th level, you savor every moment with enthusiasm: as
long as you have 3 impetus the bonus granted becomes +5.
187
Professions
188
Chapter Five - Ventures
he fifth chapter showcases the characters’ ventures, the motivations that urge them to risk their lives, face
dangers, adventures, plots, and pursue their own interests. Ventures replace the background feature, too often
relegated purely to the moment of character creation, which here merges the character’s past with future events;
it adds a narrative element to assist GMs and players in creating rich, compelling sessions, propelled by
genuine motivation.
189
Ventures
Ventures
hile creating the character for DESCRIPTORS
Historia, each player has small Each venture has four descriptors: a character trait, an ideal,
or large expectations about their a bond and a flaw. Each one of them represents the way
future and hopes. For this rea- in which the character’s venture comes out into the game,
son, more than a background, we bringing them trouble and, if luck wants, even to find glory.
suggest creating a structure that They can be drawn at random from the proposed tables, or
allows the character to build this personalized phrases can be created.
future, the story suited to them, or A character gains inspiration when they are in difficulty,
as we call it: a venture. accepts dangerous challenges or brings action to the table
Specific modules may have ad hoc designed ventures, following their own descriptors. The descriptors chosen
and GMs themselves can recommend something more serve to remind the GM why the character is getting into
customized. trouble!
To create your character, choose one of the ventures pro-
posed on the next pages. The GM can build a more specific PERSONALIZED DESCRIPTORS:
venture for the situation they want to propose, following COWARDS AND HEROES
the guidelines at the end of this section. For the description of the details of your character, you will
have questions that will try to focus attention on the type
of character you want to play. Each character should have
some kind of conflict that pushes them in two different di-
CHARACTERISTICS rections, the coward and the hero.
To define your character’s bond, you should ask yourself:
OF A VENTURE “Which ability would best describe my character’s ordinary
life?”
A venture is composed of a general explanation of the ven- To define the ideal, you should answer the question
ture itself, a prominence, an endowment and descriptors. “What ability makes my character a hero?”
To define the flaw, however, you should answer the ques-
THE PROMINENCE tion “What characteristic makes my character a coward?”
The main characteristic of a venture is the prominence, or a Finally, the character trait should reveal something in-
description of the scenes in which the character manages to teresting about them, a motto or their habit. Each venture
be more incisive, the moment in which the character is in also offers more specific questions that can lead to think-
the spotlight and in which they are, regardless of their job ing of less obvious aspects that can enrich the image of the
or their own abilities, more suitable for expressing strong character in the mind of the players.
dramatic actions.
Once every long rest, if the character is in a specific sit- RIVALS AND ALLIES
uation, the player can spend inspiration to obtain a partic- Growing up, your character will have an ally and a ri-
ularly effective and heroic effect, described in the venture. val linked to their venture, thanks to which, based on the
choice of one of the two, you can take the opportunity to
ENDOWMENT create an interesting story.
Each venture assigns characters a certain amount of special Be careful though, as your GM will be able to choose the
abilities that provide them with the essential elements for rival (or ally) you have not used to enrich your character’s
their task, it could be their tools, goods, contacts or even affairs.
simply an extra nest egg. Would you like to have a providential old friend, among
the prison guards, who will try to save you from the gallows
or one of the guards as a rival in love, eager to take the sat-
isfaction of killing you with their own hands?
190
Art
Luscinia was a mercenary of the word, a bard. As an DESCRIPTORS
honest and impartial Historian, I must admit that I Ideal. What is the beauty you are looking for? What is the mes-
never had the opportunity to hear a more musical voice sage you want to bring to the world?
than hers in singing. I am convinced that Luscinia,
given her fame, her ability to amuse those who listen Bond. Who introduced you to art? Who changed your style?
to her and her persuasive voice, could sing about the
truth, helping our thankless work. Flaw. What is the horrible thing you want?
What danger harbors in your soul?
An old Squirrel contemplates the precise and minute beau-
ty of the vine branch that they have lovingly chiseled on a Character trait. What will your last masterpiece look like?
bracelet band. Smiling, they think of that day many years
prior when they picked up the burin for the first time. A
crane launches into dance on the evening of her debut, and
the creaking of the stage becomes one with her and her
music. A Marten snorts as she paints yet another boring
portrait of a banker’s wife: one more, she thinks, only one
more mediocre commission before I can dedicate myself to
my masterpiece. Equipped with sensitivity, intuition and a
spirit of observation, those who choose Art as their ven-
ture walk the tortuous path between beauty and technical
ability, dedicating their lives to chasing the moment they
will be able to create their definite work, be it a poem so
exceptional as to be recited in all the courts of Vesteria or a
crystal salt shaker that will never leave the workshop of the
craftsman who created it.
ENDOWMENT
• Your first work, recovered after selling it, or an item
that reminds you of it.
• Common clothes, pipe, herbs, musical instrument or
artisan’s tool.
191
Ventures
Destiny
The parents, too, thought she was dead. DESCRIPTORS
However, in the winter of the following year, the Ideal. What awaits you in the future?
unexpected happened: Plautilla returned to the village, What great project do you want to accomplish?
dragging a centuries-old bone with her, of such size it
could not belong to any known animal. Bond. For what or for whom did you embark on the path
People fell to their knees, begging her to forgive towards your vision of the future?
their lack of faith. Truly, hers was not madness but
a blessing from the gods, who spoke to the world Flaw. Which thought is holding you back on your journey?
through her. What obstacle is blocking you from fulfilling yourself ?
In certain nomadic tribes, especially among Coyotes, there Character trait. What does the importance of your vision
is often a tent not far from the others, whose entrance is show to others?
covered by a star-strewn cloth. The air around smells of
something impossible to describe, inspiring something dif-
ferent, great, unknown to the nose of every new traveler.
Inside sits an old woman with a marked face, serious but
not intimidating. At first glance you would tell she is a for-
tune teller, or one of those charlatans who divine the future
in crystal balls. Do not let your eyes fool you, however, as
she is anything but a swindler. Whoever sits on the stool in
front of her will be asked only one question: “Do you want
to know your future?” Many say no, some agree, but only
those who have chosen Destiny as their venture can answer
with sincerity because in their hearts they are already aware
of that future, even if they do not know how to get there.
This enigmatic venture leads to great things, and the roads
leading to them are as numerous as the stars on the cloth, at
the entrance of the tent, and in the sky above.
ENDOWMENT
• A trinket, a relic or even a strange habit that
symbolizes your destiny.
• Common clothes, personal journal, calligrapher
supplies or artisan’s tools.
192
Devotion
As the last cub of the litter, DESCRIPTORS
two were the paths open for him: Ideal. In what do you believe with all your heart?
The Cross of Bones and the monastery,
or the sword. Bond. Who taught you the precepts of your devotion?
He chose both. Who guides you or instills doubts into you?
And he was a shining example of both.
Flaw. What are you willing to step on for what you believe in?
Many cadet children, orphans, indigents, war veterans And what would you sacrifice?
or other similarly unfortunate creatures, look to the high
vaults of religious temples as the only choice to achieve a Character trait. How do you demonstrate what you have
dignified life. Where many turn their lives to the service of devotion to?
the divine, this service can take many forms. Most of these
believers devote themselves to this life with commitment
and sincerity, but not all are content with a piece of bread on
the table and a cell where to rest. True Faith is something
you cannot teach. Doctrine and all the rituals of worship
are one thing, but true faith is something else. Either it is
already present in the heart of the individual or it’s a mere
pantomime. Those who choose the venture of devotion have
this uncommon gift and follow the path that leads to holy
deeds with their heads held high, large or small they may
be. Animated by high ideals, the followers of Devotion do
not know fear or discouragement, because they know that
the divine hand follows and guides them wherever they go.
ENDOWMENT
• Your creation or artistic competence that tells your faith.
• Common clothes, a breviary, a tool chosen from a
calligrapher, a painter or a musical instrument.
193
Ventures
Discovery
I fled the homeland and traveled far and wide DESCRIPTORS
through the Empire in search of adventure, with the Ideal. What are you looking for in your travels? What do you like
extraordinary strength of the young age. to find in the places, in the peoples, in the traditions you meet?
During those years I found a job as scribe for an
alchemist, who taught me the rudiments of the art of Bond. What or who is waiting for you in your place of origin?
mixing remedies and potions. Who or what is essential for you to travel?
I never wanted to be a merchant, with great
disappointment of my poor father, because I was Flaw. What entices you so much that it could make you
never good at silk and contracts; however, I soon put roots?
found myself selling goods of a different nature, my
knowledge, my pen, my advice. Character trait. What would they write on your tombstone?
ENDOWMENT
• Incomplete maps but indicative of the places where
you travel.
• Common clothes, fine clothes, spices, cartographer or
calligrapher tools.
194
Enlightenment
To Alcibiades De Fossa DESCRIPTORS
who in the saddest and darkest hour Ideal. What do you think your mission is leading you to?
was the guide of the rebel fugitives,
brave and fearless, Bond. Who assigned your mission to you?
who fought enemy knives with bare claws. Who are you in charge of protecting?
There are countless stories that tell with extraordinary detail Flaw. Do you dislike someone you should help or collaborate
the great deeds of many heroes worthy of legend. There’s with? Why?
one who saved a whole kingdom armed only with a glass
dagger given to them by the Queen of Snowdrops, another Character trait. Can you tell when your services are required?
who deceived death thanks to a rhyme that was taught to
them by an old nanny in exchange of a seed from the tree
of the eternal fruit, yet another who taught the Geese to fly
and asked nothing in return, but still received a feather of
their wings as a pledge, and with it they discovered the art
of writing… Not all of these stories are true, but they all
have one very important thing in common: someone, at a
certain point, helped the heroes by giving them the tool to
fulfill their noble destiny. Those who embark on the path of
enlightenment aim to be equally decisive: whether through
their readiness, their knowledge, their network of contacts
or their skills, they will know how to find the decisive inspi-
ration when the situation becomes difficult.
EQUIPMENT
• An object that will show everyone the reason for your
existence.
• Common clothes, compass, herbalist, or artisan’s tools.
195
Ventures
Heritage
It is not easy to reign over an extended empire DESCRIPTORS
like his and inspire obedience Ideal. How do you want to leave your mark on the history you are
to different peoples and rivals alike. part of? Will you be a turning point or a perfect example?
Yet, Muhur succeeded.
Bond. Who showed you your heritage?
Being part of a proud dynasty whose identity and activity What is your relationship to this person?
is handed down from generation to generation is not easy.
Many young people do not see the inheritance left to them Flaw. What traditions of your heritage you cannot make yours?
as their own, living it as an imposition, and often feeling like What are you not willing to do?
they are imprisoned in a future that does not belong to them,
crushed by the weight of a tradition they loathe. None of this Character trait. What did your mentor tell you, or who for them,
applies to those who choose the venture Heritage. Standing when you went on a quest?
on the proud shoulders of the giants who preceded them,
those who dedicate their lives to honoring their Heritage
perceive it as a vocation, and wish not only to fulfil it, but
to further elevate it. Responsibility does not scare them. The
training they received in their youth makes them confident
in their abilities and the fire that burns in their hearts illumi-
nates and comforts them even in the most difficult moments.
Frequently, those who take this arduous venture have in their
past a mentor who played a key role in their training and
whose influence still guides many of their choices, sometimes
they agree with them, sometimes they don’t.
ENDOWMENT
• A symbol of your heritage, which you received from
your mentor and who knows in which hands it will end.
• Valuable clothes, a book that tells the story of your
legacy and a proficiency to choose among vehicles
(water), vehicles (land) or calligrapher tools.
196
Revenge
Scarred and exhausted, he returned to his native village, DESCRIPTORS
a small and forgotten hamlet Ideal. Who is your enemy? Who do you want to crush?
where his heart and family were. Who do you want to feel what you felt?
He found nothing but the acrid smell
of death and ash. Bond. Who or what have you lost? What did they take away
He learned that even a blind eye can shed bitter tears. from you?
He swore revenge and punishment upon the powerful
and infamous villain who inflicted on him Flaw. Sometimes something goes wrong: what feeling filled
a life of torment. your soul and swayed you from your goal?
Some argue that there is no better motivation than the Character trait. What will you say to your enemy
sincere joy of doing something and the satisfaction of when your revenge is accomplished?
seeing your idea come true, after tasting every aspect of
the journey that led to its fulfillment. Others burn a darker
fuel: the desire to see those who inflicted on them a serious
wrong finally receive their long-due punishment or better
still, taking the matters in their own hands. The feeling
that whoever mocked them was wrong, rotten wrong, and
laughing in that sweet moment of truth and triumph, is the
pinnacle of their hopes. Their greatest desire is to give a taste
of their own medicine to all unfaithful lovers, the powerful
and the arrogant people, the scammers of all kinds, the false
friends and the traitors with no dignity, and all of those
who have somehow ruined their life. The venture Revenge
is a bitter path, burning with nothing but the thirst for
vengeance, sometimes it coincides with a certain type of
desire for justice, others it is only fierce and violent hunger
to make the guilty feel as they felt in their darkest hour.
EQUIPMENT
• A memory or scar that reminds you why you are
fighting.
• Common clothes, adequate change of clothes, tricks
for camouflage.
197
Ventures
Revolution
Caught in a cage, small and torn, seized by burning DESCRIPTORS
fury, he killed the guard with claws and fangs, because Ideal. What is the reason that makes you move the world?
the fool had the audacity to offend what family What should a fair world be like?
he had lost in battle.
The other slaves, dragged along by the ardor of the Bond. Who is by your side in the world you want to build?
little rebel, followed with great enthusiasm. The revolt Who is by your side whilst you are building it?
arose, many managed to escape - of Torquato, the
brave young hero, they couldn’t even seize his shadow. Flaw. What is the line you are afraid to cross?
Power is a mysterious thing, depending on how it is used it Character trait. What is your battle cry? What do your
can change face like the puppet of a mummer. In the hands enemies call you?
of a just ruler, it lightens burdens, establishes right laws and
becomes an instrument of prosperity: it is like a farmer’s
plow, heavy to carry but without it crops could not be col-
lected. When it becomes the reaper’s sickle many twist their
noses, but they know they must be patient, because without
the sickle you cannot reap what you have sown. But when it
becomes the millstone of a mill whose flour goes only in the
pockets of the millers, rebellion is the only way out. Those
who choose the venture of Revolution have no intention
of spending a minute more tied to that millstone and are
set on freeing those around them from this infamous yoke.
Equipped with intuition and always ready for action, the
followers of this venture are courageous not because they
do not feel fear, but because the ideal of change that they
pursue motivates them beyond any caution or reserve.
ENDOWMENT
• A cameo with the image of the reason of your fight.
• Common clothes, an artisan’s tool of your choice.
198
Void
From there, Odo changed: the pain inflicted to him by DESCRIPTORS
Torquato, he understood, was not enough to wash away Ideal. What moved you away from normality?
from his soul the atrocities done. He decided, feverish Is it something you want or hate?
and delirious, that he would devote his remaining days
to the penance and mortification of the flesh Bond. Who appreciates you for who you are?
for the redemption of sins. Who would you like to have near you?
The Confraternity of the mortified found him and
welcomed him into the ranks, and there was never a Flaw. What is the temptation that leads you to go beyond all
more suitable animal than him, who found in self- limits? What aspect of you is a trap you can’t escape from?
inflicted pain the relief for his tortured soul.
Character trait. What distinguishes your appearance
Not everyone in life has a mission to accomplish, a voca- from others? What about your soul?
tion to follow, a tradition to honor or a revenge to consume.
Sometimes there is a stain so large that it cannot be washed,
a trauma so serious that affects everything that follows it or
simply something ineffable yet impossible to ignore, which
separates the character from normality like an abyss. For
those who have lost everything, even the desire for revenge,
for those who have always been touched by madness or
those who have seen things they never would have liked
to see, for those who have gone too far and no longer have
the strength to return, there is only the Void. It is a difficult
and enigmatic venture, which weighs both on the past and
on the future of those who choose it, it brings a few tangi-
ble objectives, but only a great sense of separation. At the
same time, however, it opens the doors of a universe of pos-
sibilities: without ties, without mandatory tasks or tyrants
desires that require the individual to fight to satisfy them,
every path is possible and equally tempting. The followers
of the Void face the next adventure without expectations,
and for this reason they could run into extraordinary reve-
lations precluded to anyone else.
EQUIPMENT
A stigma, which visually distinguishes you from others.
Common clothes, signet ring belonging to someone im-
portant, artisan’s tools or a game.
199
Ventures
200
Chapter Six - Wealth and Influence
n the world of Historia wealth and influence are the most important gauges for an individual’s personal success,
allowing them access to important resources, crucial contacts and better living conditions. To best represent the
correlation between financial abilities and the possibilities of a character, this chapter introduces coin, an ab-
straction representing their wealth on a numeric scale, so that the meaning of wealth and its consequences can
be better explored narratively without having to refer to a long list of items. To instead measure the influence
that a character can gain, we introduce the concept of fame: a numeric value that allows to appraise and compare influence levels
between characters. Fame is generally achieved through exploits and successes, though it also features specifically in a character’s
field of expertise or the organizations they belong to. The latter represent a large portion of the powers controlling Vesteria, and
the chapter details which faction a character can choose: starting as a simple novice and increasing their influence as they climb up
through the ranks, they might even reach the higher echelons of the faction. A character can also build their fame on their ability
in a career, making a name for themselves across the continent through their occupation.
201
202
NEGATIVE FAME
The world of Historia is not for the weak, and it is certainly not a glorious place where righteousness alone finds
a home in the souls of Characters: not everyone is a hero. Characters could also gain Fame from dark, bad, cruel
or evil events. In this case, Characters normally acquire Fame points resulting from their activity, but the effect
on the people of the continent is filtered through their means: characters who have gained negative Fame will
be “feared” rather than “respected”, be “notorious” instead of “famous” and unwanted by high circles, bar those
where evil is a precious resource...
Fame can also be considered negative from a relative point of view: great leaders can see their Fame impact
them negatively when interacting with a Faction opposite to their own, for example.
FAME, FACTIONS AND CAREERS in a place linked to Characters or teams through which
There are advantages to being the most famous cartogra- they have accumulated Fame, the effect of that Fame will
pher and explorer of the coast, the most ruthless member be much stronger.
of the Confraternity or the most relentless agent of the
Confederation : your reputation will always manage to Indicatively, your level of Fame is interpreted as follows:
bring you a fair amount of knowledge among the people
of Vesteria. • Fame 5, Known. You have accomplished noteworthy
Milestones, heroic or infamous deeds, titles and recom- feats within your own circle or limited geographic
mendations, can lead you to be known and well-liked in boundaries. Someone may have heard of the you
many circles. This kind of reputation is represented by Fame. but you would hardly be recognized without due
In addition to riches, feats that you perform can generate introduction
Fame points that you can use to increase your reputation • Fame 10, Affirmed. You have proven your skill, and
within a Faction. There are typically four Ranks for each your name circulates in circles connected to your
Faction, and each Rank is reached after investing a certain occupation, earning you respect and acceptance.
amount of Fame points. In addition, reaching a new Rank Your Fame begins to precede you, and you may be
brings with it different benefits depending on each Faction. recognized even outside of the places you are used to
For some Factions, it is also possible to invest part of attending.
your wealth to increase their Fame - up to a certain point - • Fame 20, Famous. You have made headlines far
or to use your Fame to increase wealth. beyond the confines of your own land and trade, and
The world’s perception of you changes according to your are welcome even in the highest echelons of society
Fame level and can cause various effects. While specif- where you enjoy several social advantages deriving
ic reputation steps are indicated below, Fame needs to be from your status: hosting Characters is an honor,
considered as a gradual, flexible and relative path. It is up artisans want them to use their creations, and they
to the GM to interpret the Fame effect and how this can are considered great companionship for important
vary based on where characters find themselves and their families.
personal history. Probably, a remote rural area will have very • Fame 30, Living Legend. Your name is on everyone’s
little outside information, and a person famous elsewhere lips, your deeds are told with great enthusiasm
will be unknown in such places. At the same time, even the throughout the continent and you are amongst the
residents of a bustling city could show little care for the most influential people, capable of changing the course
feats that earned Fame for the character. On the other hand, of history for a country and beyond.
203
205
206
RESOURCES COMMON FACTION STRUCTURE
Each Faction has resources to assist and support its mem-
bers. These resources range from economic and legal sup- RANK 0 - NEWCOMER
port to gear and money. The resources available to a char- • Specific Requirements: joined the Faction
acter increase or decrease according to the Rank reached in • You gain:
their Faction. What resources are suitable for each Faction - Rank 0 contacts
is the GM’s decision to make. There must be differences - Rank 1 initial contact
among Factions, as well as different conditions under which - Coinage +10
they manage their resources. A Faction might bestow its
resources in a linear manner, or concentrate them to the RANK 1 - MEMBER
higher levels, others may be ready to dispense with little or • Specific requirements: Rank 1
no notice, while others still could rely on third parties. The • Fame earned in Faction to spend: 3
narrative development of the Characters’ paths within the • You gain:
Faction should be taken into consideration to show how the - Rank 1 or 2 contacts
supply of resources can grow according to results . - Rival
- Favorable attitude of Faction members
LEAVING A FACTION - Rank 0 or 1 followers
Each Faction has its own rules to respect, rituals to fol- - Coinage +10
low, traditions to honor, ideals to pursue and objectives to - Rank 1 resources
achieve. It may happen that you stop being aligned with one
or more of these elements of their Faction, and end up leav- RANK 2 - MANAGER
ing it. When you leave (or are forced to leave) a Faction, you • Specific Requirements: Rank 2
lose all perks and any skills they have acquired, including • Rank in the Faction required: Rank 1
contacts, followers, coinage, and resources. The only thing • Fame earned in Faction to spend: 15
that remains is their rivals, and the driving force behind You gain:
what may now be a hostile Faction could be them... - Rank 2/3 Contacts
Characters do not recover the Fame invested in the - Rank 1/2 Followers
Faction, but if they join another Faction and agree with the - Coinage +15
GM on the narrative possibilities leading to this new affilia- - Rank 2 resources
tion, they may request to join with a Rank just a point lower
than the one they had within the previous Faction. RANK 3 – INNER CIRCLE
If characters create the narrative conditions to re-enter • Specific Requirements: Rank 3
their past Faction, they can do so at a Rank equal to or • Rank in Faction Required: Rank 2
lower than the one they previously had, subject to GM dis- • Fame earned in Faction to spend: 30
cretion, and recover all Fame previously invested. • You gain:
- Rank 3 contacts
- A supreme contact
- Rank 2 or 3 followers
- Each member of the Faction with a lower rank
is considered a follower
- Coinage +20
- Rank 3 resources
207
Brethren
Anyone who is skilled with weapons and believes they make
for a profitable career. Even if you are a doctor, an accountant,
a merchant or an adventurer, the Brethren has use for your
services: after all, all organizations need a good bureaucratic
of Worms
and organizational apparatus.
Candidates must be ready to obey a strict hierarchical system
of command and rules, as well as having to be courageous
and ready for anything for the good of the Brethren. Death is
the end that awaits traitors, if not worse.
The Brethren of Worms is a mercenary military organiza- HOW TO JOIN THE FACTION
tion, based in a castle built at the eastern end of the Holy To enlist, just go to a Brethren detachment, apply, under-
Kingdom, but which forms an independent enclave. go medical examinations and demonstrate a set of useful
Once called Fort Blizzard, it is now known by the nick- skills. Joining the Worms means dedicating your life to
name “Worms’ Den”, even by its own inhabitants. The com- the cause, and there is no time outside of that spent in
mander in charge of the Brethren is Torquato of Tanafonda, the Brethren.
the notorious badger leader, and the Deputy to the com-
mander is Ranieri De Porcis, a visionary boar and techno- MANAGING CHARACTERS IN THE FACTION
logical genius. A Brethren character will have to split between loyalty to
Warriors, mercenaries, soldiers: the members of the their Faction and the interests of the party, given that there
Brethren founded by Torquato of Tanafonda are the most exists no distinction between private life and Brethren ser-
feared threat on the battlefield and on the streets of the cities. vice. Worms are respected across the continent, but they have
Their ferocity is balanced by effective military training and the caused enough orphans to have more than one enemy. A
ability to use firearms, surpassed only by the destructive power Worm is easily persuaded into a new call, if the wind chang-
of their own muskets. The soldiers and the money needed to es, and this can easily put a strain on brothers’ call to decide
obtain their services flow from the slopes of the mountain to where their loyalty lies.
reach the Worms’ Den, while from the very top of the fort’s
tower Torquato is already planning his next move… RANK 0 - RECRUIT
The Worms number about 10,000 soldiers scattered Requirements: Proficiency in at least one martial weapon,
throughout the continent, of which 5,000 are stationed at the enrolling in a detachment of the Worms, pass medical exam-
Hole, and have a small detachment in almost every great city. inations and take an oath of service.
Characters join the Brethren with an oath of allegiance
OBJECTIVES that binds them to the Faction for twenty years. Desertion
Earn money through the arms trade, oppose the oppression leads only to death. You are given the official uniform of the
of slavers, maintain political balance and pursue the wellbe- Worms and a martial weapon that does not have the aris-
ing of the Brethren. tocratic property. The barracks of your detachment becomes
208
your new home, where you receive food, lodging and care.
The tasks entrusted are unlikely to put the you in danger
while completing their training as a Worm, but war is a ter-
rible necessity and there is no guarantee you won’t be called
to duty at any point.
RANK 1 - BROTHER
Fame earned in the Faction to spend: 3
Requirements: Have demonstrated ability to perform as-
signed tasks, ability to obey orders, discipline and skill.
209
Church
come a Iudex or an Occiput; armigers operate as paladins
or arms at the service of the Inquisition, the Mortified can
choose to serve the ‘greater good’ by sharing (and often
competing) with the inquisitors the tasks of Executores, en-
of Bones
joying the glory of punishing heretics, true enemies of the
Church. For those who are well versed in storytelling or the
art of coercion (often through violent methods), the most
fitting career is that of the Questionatores, terrible and re-
lentless investigators and torturers who carry out their dif-
ficult task with the knowledge that someone must do it.
The most impressive and ancient institution in Vesteria, ca- There is no secret not worth to be acquired to safeguard the
pable of controlling the spiritual and material destiny of the power of the Temple of Nochemburg.
majority of the population of the continent, and the very
foundation of the great Holy Kingdom, it is unrivaled in HOW TO JOIN THE FACTION
terms of its number of followers, political weight and military To enter the ecclesiastical hierarchy of the Church of Bones, it
power. The Church of Bones is the essence of the indissoluble takes years of education and training under its protective wing,
fusion of temporal and spiritual powers. unless you have demonstrated exceptional and extraordinary
The Holy Kingdom is an entity in itself inscribed in the episodes hinting at nothing short of miracles. Choosing to
very concept of the Church of Bones, by the Edict of San follow the Path of Bones is an oath that goes beyond mortal
Mastino: the Pontiff is both a spiritual and temporal sover- and earthly life: a deep, sacred and indissoluble oath (at least
eign, the Occipites have power equal to that of the Dukes from the point of view of the Cult), which binds the character
and the education based on the dictates of the Canon is to the most authoritative power in Vesteria.
edited by the Tarsi in every city.
MANAGING CHARACTERS IN THE FACTION
OBJECTIVES The Church of Bones, as any organization based on spiritu-
The Cult of Bones and Ancestors is the only acceptable and un- al ideals aiming to govern in a materialistic way, thrives on
questionable doctrine, and the Church of Bones the only power dualisms and contradictions. Characters resolved on conse-
to devote oneself to. Every adept who actively participates in crating their lives to the Church may find themselves having
the life of the institution must strive to ensure that the institu- to choose between the earthly Institution and spiritual Faith,
tion itself obtains maximum benefit from its every action. with all the consequences of the choice they end up taking.
Should you experience doubt and indecision, all you have to
FACTION LOCATIONS do is choose whether to follow the doctrine or your belief.
The Church of Bones has sanctuaries spread throughout The Church is a cumbersome presence, which strives to in-
the continent and is the most popular doctrine among the fluence every aspect of the life of its subjects as it organizes
population, relying on a Tarsus that evangelizes the dog- society according to a rigid scheme of dogmas, rules, laws
ma of the Canon in every city. In the Holy Kingdom, the and rituals to be scrupulously followed. The Church can also
210
become an element of strong confrontation between play-
ers with different opinions regarding the true intentions and
goodwill of the institution.
RANK 0 - FAITHFUL
Requirements: Swearing an oath to the Church on complet-
ing seminary or to an affiliate such as the Order of Paladins
or the Inquisition.
You vow to serve and follow the Church until all is left of
your body is your bones. The Church welcomes you in its
ranks, making its facilities available to you; you can now find
shelter in shrines, protection in barracks and ears ready to lis-
ten among Inquisitors. Your dedication and spirit will be the
meters by which your potential will be measured, whenever
simple services are required for the Church.
RANK 1 - TARSUS
Fame earned in the Faction to spend: 3
Requirements: Being a priest. Proof that the commitment RANK 3 - OCCIPUT
and the oath made are as hard as Bones. Fame earned in Faction to spend: 30
Requirements: Having won the support of other Occipites,
You become an effective member of the ecclesiastical or- or alternatively at least one Duke of the Holy Kingdom, and
ganization and are appointed Tarsus, a priest in charge of a having successfully carried out the management of the di-
community or city parish where you exercise a discrete au- ocese as Ribber with total skill and dedication. One of the
thority and influence. You must continuously work for this twelve seats must be vacant.
community or the Rank is withdrawn. You must report to
the area Ribber. You are elected to one of the twelve seats of the Occipitary
Council, where the spiritual representatives of each duchy of
RANK 2 - COSTOLARES the Holy Kingdom give advice to the Keeper of Bones and or-
Fame earned in Faction to spend: 15 ganize the strategies of growth and affirmation of the Church.
Requirements: Have demonstrated total alignment with Your political power is now equal to that of a Duke and you
the thinking and policies of the Church of Bones and have can count on an organized army under your command, as well
shown leadership and steadfastness of spirit. as the various resources of the Church. Having become po-
litical leaders of great value to the organization, you will now
You are now the head of a congregation of churches or the find greater danger to your safety within the organization.
diocese of a large city. Your influence and power increas- The Occipites respond only to the Council and the Keeper of
es, granting you support from your Occiput and the ability Bones and are in direct competition with each other, especially
to request military and political reinforcements to manage if there is a Keeper to replace. At the moment, Femur III is
Church affairs. strong, albeit old, and still enjoys a lot of support.
211
Circle
sary skills to get away with intrigue and double-crossing. It is
above all merchants and rogues who end up in the ranks of
this Faction, but it does not bar adventurers and unexpected
figures from concealing the Sign - the tattoo that indicates
of Whispers
Circle membership - somewhere on their person.
212
RANK 1 - WHISPER COLLECTOR
Fame earned in the Faction to spend: 3
Requirements: Becoming aware of a secret useful to the
Faction and outside of one’s duties.
213
Confraternity
evangelization. What better candidate than them to grow
the ranks of the Confraternity?
of the Mortified
To be officially admitted to the Mortified one must under-
go the Baptism of Mortification officiated by a member of
the Confraternity, usually a Holy One. Since there is no real
record of this practice, the number of Baptized in Blood is
not very clear, and at the lowest levels of the organization
there is real discernible structure: one simply follows the or-
An extremist religious order, the Confraternity believes that ders of one’s superiors. Only the high spheres of command
the only banner of a sentient soul lies in spiritual detach- of the Confraternity are actively controlled by the Church
ment from material goods and of flesh from bones. A large of Bones: concessions, relics and ecclesiastical acknowledg-
group with an essentially paramilitary fringe, it is official- ments are among the best tools to harness a Mortified who
ly recognized by the Church of Bones, which has a vested does not totally despise material goods.
interest in keeping the cult under control: where years of In the non-discipline of the ranks of the Mortified, in-
repression failed, annexing the Confraternity made it a re- fluential competition in the community or spiritual eleva-
source for the Church. tion is a great way to make adepts control each other.
Its members are often used as an armed wing in any
matter that endangers the Church, but being first of all MANAGING CHARACTERS IN THE FACTION
faithful to their pledges, they can be as dangerous for their The Confraternity of the Mortified voluntarily holds loose
targets as for those who give them orders. direct control over its followers thanks to its strong be-
lief in the ideals of Mortification; this guarantees that a
OBJECTIVES person linked to them does not sway from the path and
Spreading the Mortified Philosophy among the population will always act for the good of the organization. If you are
to increase the influence and the dissemination of the creed affiliated with the Confraternity you will therefore be able
of the Confraternity, even within ecclesiastical circles. to move freely, serving the Faction as you see fit, without
necessarily dedicating your entire life to the institution
but rather to the cause, unless you intend to climb to the
top and reach a leadership position. In that case, belief
is something more precious than blood and flesh, which
is asked in sacrificial exchange for the responsibility and
power of being a true guide.
214
RANK 0 - BAPTIZED
Requirements: Having accepted the Baptism of
Mortification
You officially join the ranks of the sect, from which vari-
ous tasks and services will be requested for the good of the
Confraternity, often humble and hard work. In return, you
will always find solace as well as room and board in the
communities of the Mortified.
You are now well recognized in the Confraternity and are RANK 3 - VICARIUS MORTIFICATORUM
seen as a guide and role model to follow. You receive several Fame earned in the Faction of spending: 30
novices to train, who can serve you in their commitments Requirements: Having established yourself as one of the
to the Confraternity. You begin to officiate in ceremonies best Mortified, having blindly carried out the orders of the
and Mortified processions and are considered blessed by the Church of Bones and achieved great successes against very
Bones by lower members of the Confraternity. few failures. Currently, the only place in this position within
the Confraternity is occupied by Odo Two Lives.
Special, Blind Obedience. Your followers belonging to the
Confraternity of the Mortified blindly follow your instruc- You have risen among the Mortified as Blessed or incarnate
tions and are fanatically willing to die for them without re- Saints, ready to lead the Confraternity towards the salva-
gret. Or at least the true faithful are... tion of the Bones through the renunciation of the flesh. To
occupy this position, however, individuals cannot be naive
or foolish; they have to sit in the Rank and be able to look
beyond the Confraternity and the affairs of the spirit, heed-
ing the directives of the Church whose support is necessary
as the role can only be assigned through them… at least
until the Confraternity’s, and the Vicarius’, power is fully
consolidated.
215
FACTION LOCATIONS
Only the largest cities have locations recognized as em-
bassies of the Khanate, parcels of land granted to the Khan
and considered his properties under his laws; such embas-
sies are located in Nochemburg, San Mastino, Salso Nero,
Nova Marina and Wind Town. Smaller palaces and courts
can host emissaries of the Khan to increase their prestige
and count on a powerful outside ally; competition usually
arises around the possibility of alliances which often re-
sult in ruthless political struggles to win the favor of the
Khan’s Court.
Emissaries
no good skill ever goes wasted: scholars, merchants, alche-
mists, adventurers are all suitable for the role, but there have
been magus and soldiers of fortune known to have made
their skills available to the Khan.
of the Khan
HOW TO JOIN THE FACTION
There are two types of emissary those from the lands of
the Khanate who are sent to Vesteria on behalf of the
Khan himself, and those born in Vesteria who travel to the
Court of the Khan and earn the friendship and respect of
those peoples.
From the splendor of his seat, the great Muhur Khan
reigns over the Great Eastern Empire with foresight and MANAGING CHARACTERS IN THE FACTION
wisdom. The West is distant but not far enough to be ig- Those affiliated with the Khan will play along the balance
nored, and his gaze often falls upon these strange people between rules, laws and a world they do not fully belong to.
as well, waiting for them to be ready to abandon their bar- Different factions will try to win the trust and support of an
baric customs and bow their heads before the power of the emissary, hoping to enjoy the Khan’s automatic favor in case
Khan. The wise and far-sighted Khan knows that he must of need. A character born in the Khan’s Empire should be
understand and influence the culture as much as the polit- interested in discovering as many things as possible that can
ical events beyond the White Desert and the mountains, improve their position and help the Khanate, while char-
and to do so he sends emissaries to cities and courts so acters from Vesteria who find themselves working for the
that they can administer his affairs all while increasing his Khan should use their knowledge of Vesteria to better serve
Fame wherever they go. their new ally.
216
RANK 0 - DELEGATE
Requirements: Belonging to a noble family of the Khanate
or having demonstrated to the Khan, or one of his officials,
that they can be useful to the Empire in a foreign land.
RANK 1 - EMISSARY
Fame earned in the Faction to spend: 3
Requirements: Having demonstrated loyalty to the Khanate
and successfully performed tasks of above average difficulty.
Rank 2 - Dignitary
Fame earned in Faction to spend: 15
Requirements:One has turned out to be a shrewd agent with
strong political skills; winning allies and supporters. RANK 3 - AMBASSADOR
Fame earned in Faction to spend: 30
You are a recognized Dignitary of the Khanate and report Requirements: Having close contact with the Khan or his
directly to the Ambassador, taking charge of an adminis- inner court, having been successful as a Dignitary. The num-
trative area of the embassy. Your political role is active, and ber of ambassadors is limited to the number of embassies
you act as the voice of the Khan, representing the Empire present on the continent, and an existing ambassador’s post
and promoting its interests. The support guaranteed by each must become vacant in order to be filled by someone else.
embassy is great: servants, resources, money - all for the
good of the Khanate, of course. Each embassy is a small independent ecosystem, in which
several emissaries work carrying out a variety of tasks.
Special, Diplomatic Immunity. Dignitaries cannot be Embassies also contain a small deployment of imperial sol-
judged by foreign authorities given their direct represen- diers within its walls.
tative role and emanation of the Khanate itself. You can- Every offense, insult to or problem with an ambassador
not be detained or punished, but you can be confined to is as if it were directly addressed to the Khan, who is always
your embassy, with the exclusion of travels to other seats of ready to lend his support within the available times and shape.
the Khanate or re-entering the territories of the Empire.
If your behavior were to bring shame on the Khan or his
dominion, the punishment will be harsh and exemplary,
albeit exacted within the welcoming and discreet walls of
the embassy.
217
Fellowship
riors, can try their luck with this Faction, travelling by sea
and towards unknown lands.
of the Compass
To become a member, you just need to join through one of
the offices as a simple worker, or alternatively as a financing
partner, as long as you subsidize the Faction with a large
sum of money. The commitment to the Fellowship depends
on the type of contract with which one associates, but to
climb the top you need to be particularly skilled, driven by
The Fellowship of the Compass is a thriving merchants’ strong motivations and a love for risk-taking: whether one’s
guild that has turned its love for discovering unknown lands motive lies with pure Fame for discoveries or mere thirst
and goods into its greatest strength. Originally a group of for money, the journey that lies ahead is filled with equal
explorers of the then mysterious western lands, now known amounts of danger and glory.
as the Confederation, the Faction expanded dramatically
when it decided to join a small shipping Fellowship and set MANAGING CHARACTERS IN THE FACTION
out in search of new routes. This communion of intents met The Fellowship of the Compass is certainly a good source
with great fortune, not out of chance but thanks to the skill of employment for the players: missions and jobs of any
and courage of its members: new routes with the East, the kind, risk or pay, are assigned daily in the offices of Nova
unknown lands to the South, visits to the harsh Northern Marina. Thanks to these tasks, affiliates of the Fellowship
territories, for a world that is ever expanding, maps after are able to bring money and discoveries to the Faction,
map. Of course, in addition to their passion for adventure, thus increasing their position - the Faction, nonetheless,
the love of new resources and accruing wealth also contrib- will always keep secrets and interests not accessible to all,
uted to the Fame of the Fellowship, which has been able to to be protected at any cost.
make considerable profits. Having now become one of the
most flourishing Factions in the country, the Fellowship is Special, Buy Your Fame. The Fellowship of the Compass
able to influence local and foreign politics, as well as boast- is based on a system of associates who actively participate
ing illustrious members and important credits. in the expenses and dividends of the Fellowship, and for
this reason it is possible for a member to “invest” Coinage
OBJECTIVES to be transformed into Fame. This Fame counts only for
The Fellowship’s aim is to find and profit from new trade purposes useful to increase the Rank in the Fellowship of
routes to move goods from one part of the continent to the Compass. A character gains 1 Fame point for every 5
another, where few others could venture due to scarcity of Coinage invested.
means and knowledge.
218
RANK 0 - NOVICE
Requirements: Register as a worker in a Fellowship office;
not be wanted for crimes in the Confederation.
RANK 2 – CAPTAIN
Fame earned in Faction to spend: 15
Requirements: Having completed several trips and profit-
able activities for the Fellowship. Additionally, one must
demonstrate great skill and a dedicated spirit to command
a flagship.
You receive a gold pin depicting a compass as a symbol of RANK 3 - GOLDEN CIRCLE
your new rank as Captain. You are given a flagship, which Fame earned in Faction to spend: 30
could be part of a small fleet, and can ask permission from Requirements: Having conquered new routes for the
the Fellowship to undertake initiatives on their behalf, from Fellowship by making them significant amounts of money,
which the Fellowship will receive part of the profits. have overcome great obstacles and have proved to be brave
and brilliant entrepreneurs.
219
People’s
chants, armigers, sages, rogues and adventurers, eager to
change society and the world in which they live, risking
their lives against an incredible enemy for an ideal and a
feeble hope. Idealists, combative, reckless and resilient,
Army
these are the adjectives that describe the activists of the
People’s Army.
220
RANK 0 - DISSIDENT
Requirements: Having close contact with a group of repre-
sentatives of the People’s Army.
You may espouse the cause of the Army by joining its ranks
and offering your support to the cause. Initially this takes
the form of small illegal jobs such as transporting letters,
protecting other dissidents and other menial activities, all
financed by the wealthy merchants who support the cause.
Simple dissidents do not know the identity of most of their
comrades in order to avoid information leaks.
221
Pug
ical deviations. For this reason, it is mainly composed of
priests and scholars who practice and discuss the Simple
Doctrine of Indicants.
222
You will begin your service as a priest or deacon of the
Simple Church, abandoning all material possessions. You
will have to perform various tasks and services for the good
of the community to which you belong, often menial and
hard work. However, you can always find refuge, food and
lodging in the structures of the Simple Church.
Special, Salt of the Earth. The humblest people are the very
foundations on which the Pug Heresy rests, motivated
and dedicated as they are to a doctrine that puts them on
the same level as the rich and the powerful. If the Simple
Church lends support to one of its members, that mem-
ber is sure to receive back in equal measure: you can always
count on the support of the rural and poor communities
living in symbiosis with the Faction. Stripped of its glories
and excesses, the Church also manages to draw individuals
from higher social statuses.
223
OBJECTIVES
Since its founding, the Ordo has always pursued the best
for the Magi and the balance of power in the world, so that
history may flow smoothly and the magical quest progress
without opposition.
FACTION LOCATIONS
In every city there is at least one hidden place where Magi
belonging to the order can meet, and the more the location
is a center of power the more it will be frequented by mem-
Ordo Artis
bers and friends of the Ordo. Currently, the Conclave meets
in the Ducal Grand Palace of the Wind Town on those rare
occasions when members have to be in direct contact, but
the deepest secrets of the Ordo are kept in Montetorto, in
Occulta
the underground halls of the old Arcane College, now the
Alchemical Academy, safe from prying eyes... for now.
224
you will delve into the depths of great magical knowledge,
discovering the secrets of the Order and coming to under-
stand the Great Scheme that has been perpetrated for centu-
ries to guide the community of magical users into the future.
But hidden among those secrets lie dark and dangerous
things, to the point that, were characters to learn about
them, the moral dilemma between protecting them in the
name of the Ordo or revealing them to the community
would be inevitable. Plots, shadows, and internal and ex-
ternal betrayals threaten the Order and its rules, and any-
one caught divulging the secrets of the Ordo Artis Occulta
could become the victim of mysterious accidents, or sud-
den disappearances.
RANK 0 - NOVICE
Requirements: Being introduced to the Order by a Master,
sharing its ideology and having demonstrated talent in the
magical arts. Be a magus, an alchemist or, rarely, a different
user of magic.
225
RANK 4 - CONCLAVIST
Fame earned in Faction to spend: 30
Requirements: To be an enlightened advisor who occupies A land like Vesteria offers a huge and intricate array of
a prominent position in the society of the spellcasters of competing forces, and the best way to bring them into
Vesteria, to have successfully trained valid novices, and to play is through Factions, power structures channeled into
have demonstrated that you can ensure the future of the a growth pattern for characters to experience, ascending
Ordo. to personal and collective prestige: after all, the common
goal of all the Factions of Historia is always power, in one
You enter the Conclave of the Ordo Artis Occulta, the in- form or another.
nermost circle of the Order where the Conclavists, gath- The GM and the players are left free to build their own
ered in secret, discuss the future of the Ordo, magic and the factions if they feel the need to fill a void among those pro-
world, projecting plans for decades to come. Conclavists posed or have an exciting idea they want to bring to the
guard the secrets of the Order and choose which to erase table. The Spies of the Black Master of the Confederation,
from history and which to reveal to the world. They see the Duchy School of Winds Town, the Claw Society of
themselves as custodians of the future and the past, and Nidialti nobility or a dangerous band of rogues in the heart
holders of the overall magical knowledge of the world; of the Green Pit forests, are just some ideas to create a new
there is no mystery that escapes their eye. The deepest Faction and add a new pawn on the Vesteria power board.
secret of the Ordo is kept in the bowels of Montetorto, Each Faction shares a common scheme with the others and
where forbidden tomes speak of the very dark thing that can be constructed in a simple way.
caused a rift in the world and brought forth things that
never should have emerged. Their very existence and the OBJECTIVES
world they reveal risk upsetting the balance of power of the Each Faction has a goal that pushes its affiliates to join its
world; needless to say, many prying gazes scan the darkness cause. It can be a material and achievable goal, or an ideal.
in their direction… The Objectives should be focused on drawing the Faction’s
narrative in a specific direction, and Characters who choose
to become members should at least partially share these
Objectives to align their personal development with that of
the newborn Faction.
The Objectives of a Faction also establish how Fame is
collected by its members, and under which circumstances.
FACTION LOCATIONS
Locations, shelters, properties, and businesses are some ex-
amples of places in which a Faction could reside and should
be used as the hub of the game around which to build the
story of the affiliated character. These places are excellent
points from which to start adventures in the continent of
Vesteria: from the missions entrusted directly by the Faction
to actual safe areas to be used as a base for Characters’ actions
and movement.
226
WHO CAN JOIN THE FACTION are seamlessly integrated into the Faction system and under-
Not all candidates are ideal to enter a specific Faction, either stand its underlying motivations and functioning. They do
for reasons related to the issues addressed, their ability to play, not take part in any decision making, but are given consid-
or the balance of the campaign. Characters should be com- eration by the higher Ranks and start receiving support and
fortable with the Faction context without getting frustrated resources from the Faction for their work.
at not being able to develop as hoped, and should decide to
affiliate as members only if they fully adhere to its Objectives. RANK 2 - CHIEF
Fame earned in Faction to spend: 15
HOW TO JOIN THE FACTION Requirements: In addition to the hard work done to achieve
Joining a Faction should require conditions for which char- the necessary Fame, the requirements to become a Chief in-
acters must consciously move towards that specific goal, volve having demonstrated skills and commitment above the
demonstrating that they want to lead their roleplay experi- average while fulfilling the tasks entrusted by the Faction, all
ence in that direction. Conditions to join should be specific, without losing sight of methods and ideals.
but not impossible, and within reach for the character. They
represent simple indicators for characters who have made the Taking on the role of Chief in a Faction means strongly
choice to join the Faction. pursuing the goal of climbing its ranks. Consistency and
dedication are needed, as well as a refined understanding
MANAGING CHARACTERS IN THE FACTION of the functioning mechanisms underlying the Faction.
The importance of managing characters affiliated to a Faction This enables characters to enter its active part, make deci-
revolves around the coexistence of their group of players sions, and model plotting on a personal basis. Chiefs are
with the Faction itself. It would be advisable to always in- an indispensable resource and for this they receive great
sert conflicting elements that shift the focus on the choices support and can count on all the resources that the Faction
that characters make and how their loyalty can swing from is able to provide.
one extreme to the other, always remaining consistent with
themselves. RANK 3 - INNER CIRCLE
Fame earned in Faction to spend: 30
RANK 0 - ROOKIE Requirements: To enter the Inner Circle of a Faction you
Requirements: The first requirement of any aspiring Rookie need Fame, ambition, and above all the ability to lead: in
is to connect with the Faction, belong to a particular trade, short, having all the cards on the table to aspire to the top
pass an initial test and forge lasting ties with the Faction. level of the Faction, whether in an attempt to conquer its
summit or to inherit it at the right moment.
Rookies are like smaller cogs in the already well-oiled mech-
anism of a Faction, which would work perfectly even without From the Inner Circle characters are able to touch the very
their presence. They start in the humblest of positions, and foundations of the Faction and potentially reshape them ac-
the tasks assigned to them are basic missions consisting in cording to their will. The Inner Circle modifies the behav-
low-level labor aimed at testing their skills and their loyalty ioral pattern of all Faction members, and whoever has access
to serving the Faction. As long as characters remain in this to it is a figure of great notoriety and power even outside
Rank, their knowledge of the functioning of the Faction will the Faction they belong to. The management of the Faction
remain cloudy at best. moves to a larger scale, and the resources available to char-
acters are commensurate with what they can obtain or influ-
RANK 1 - MEMBER ence thanks to their position of prestige.
Fame earned in the Faction to spend: 3
Requirements: The requisite to become a full member usually Special, Faction Privilege. Each Faction should grant its
involves confirming the premises made as a Rookie and hav- members some kind of special ability that can differentiate
ing proven reliable to the Faction. them from non-members. The weight of this privilege should
change depending on the Rank at which it can be obtained
Members of a Faction constitute its backbone and are the and the Faction’s position of strength. It should always be
most numerous and operational Rank, considered by many something distinctive, but not something that can shift the
to be already more than enough for its running. Members balance of the game.
227
CAREER DEVELOPMENT
RANK 0 - DILETTANTE
• Requirements
RANK 1 - PROFESSIONAL
• Fame earned in Faction to spend: 5
• You gain:
- Coinage +10
- Resources Rank 1
- Equipment of Rank 1
RANK 2 - ACCOMPLISHED
• Specific requirements: Rank 1 in their careers
• Fame earned in the Faction to spend: 15
• You gain:
- Coinage +15
- Resources Rank 2
- Equipment of Rank 2
RANK 3 - SUPREME
• Specific Requirements: Rank 1 in your career
• Fame earned in Faction to spend: 30
• You gain:
- Followers of Rank 1 or 2
- Coinage +20
- Resources Rank 3
- Equipment for Rank 3
Artisan
Artisanship is, together with agriculture, the economic RANK 2 - MASTER
heart of Vesteria. From the remote villages of the Green You are a recognized artisan whose excellency is high in
Pit to the courts of the most powerful metropolitan lords, demand. Your works are sold at a higher than average price
every place lives off the manual labor of the people, be it without this causing discontent among the clients or their
at the service of small ideas or of great works. The nearby trying to haggle for a lower price. Influential, powerful and
Rodelia remains the most shining example of what skilled wealthy people seek your work, often factions and large
hands can create, but the Continent too has been the birth- power groups. Thanks to your position as a master, you can
place of masters capable of winning the admiration of the now open their own shop and take on apprentices.
most pretentious glances through their extraordinary cre-
ations: blacksmith creations or magnificent shining jewels, RANK 3 - EXCELLENCE
impressive carpentry and innovative architecture. Your style is easily recognizable in your work, becoming
a signature of inimitable quality, although many try des-
RANK 0 - APPRENTICE perately to copy it and get closer to its heights. You are a
Requirements: Being introduced to the work of an artisan welcome guest in every prestigious environment and in
by a master to become an apprentice. every place connected to artisanship, from shops to acad-
emies, even in royal courts and seats of power. Your works
You are directed in a field of artisanship by a master, ob- are among the best of Vesteria, and your experience endows
taining proficiency in an artisan’s tool connected to the the aristocratic quality to any work created.
workshop.
RANK 1 - CRAFTSMAN
You have learned the basics of your field of artisanship, giv-
ing value and higher quality to their work. The tool in which
you have gained proficiency with your career becomes their
preferred one, doubling your proficiency bonus when using
it.
229
RANK 1 - ARTIST
You begin to gain wealth from your performances or cre-
ations, starting to gain Fame as a professional in the sector
and separating from your mentor.
230
Cartographer
Exploration is one of the founding stones of Vesterian so- RANK 2 - EXPLORER
ciety. Whether by land, water or sky, charting the best trade Your Fame as a professional cartographer is now well
routes, opening new passages, or discovering new mineral known in a wide area and people ask you for advice.
resources in uncharted territories, exploration is part of the Furthermore, once per session, drawing from among your
vibrant life of the people of the continent. For this reason, contacts, acquaintances and past research, you have the op-
the art of representing accurate and precise maps is held portunity to find a map of a particular area or building.
in the highest regard. If pursued, it is a very renowned ca- Moreover, your notoriety and ability make your work pre-
reer and the best and most famous cartographers become cious: your maps are considered real works of art and are
members of courts and palaces, participate in competitions requested to appear in the best parlors and by the most
held by local lords, or travel with the most important com- powerful and wealthy socialites.
mercial enterprises.
RANK 3 - PIONEER
RANK 0 - AMATEUR You have now gained experience of places so remote to only
Requirements: Finding a cartographer willing to initiate the be known to others as distant legends. No matter whether
character in the art of mapmaking. the maps were drawn on-site or from the tranquility of your
workshop, still they are so evocative and precise of the plac-
You begin yourwn journey in the world of cartography, ac- es indicated to represent true and inimitable masterpieces
quiring proficiency in the tools of a cartographer and are in terms of style and content. Maps prepared by the you are
encouraged to explore as much as possible of the conti- of such high quality that they grant advantage on Nature,
nent to practice detailed reproduction of its geography and Survival and History checks on the spot for the viewer and
features. can be of great advantage in case of battle.
RANK 1 - CARTOGRAPHER
You have learned some tricks of the trade and know how
not to be caught unprepared: you have memorized a good
number of maps and can understand where you are pre-
cisely in a matter of minutes through observation of your
surrondings. You also begin to have some success in selling
their products.
231
RANK 1 - HISTORIAN
You are recognized as having such skills in writing events to
be considered a reliable and respectable source. During your
travels you can always find refuge from local nobles and are
recognized as a neutral authority, free to observe the world
and bring it to life in your writings. Historians double their
proficiency bonus on History checks.
232
Mentor
Knowledge is power, especially in a world where knowledge ability doesn’t provide it. You can also spend a hit die to
can be the only way for some to raise one’s life from a mis- explain something to another character: until the end of the
erable and desperate condition to a position of prestige in next rest, a character who has been taught a lesson gains
society. If accumulated culture and knowledge were to van- proficiency in a skill in which the master is proficient. You
ish along with those who cultivated them, the world would can use this ability once per career Rank per long rest.
have to start all over again, inevitably becoming unable to
progress as far. For this reason and to ensure its develop- RANK 2 - PROFESSOR
ment, the most noble of occupations is that of mentoring, YOU HAVE BECOME A KEY FIGURE WITHIN
sharing knowledge with the world and entrust it to students academic institution to which you are connected and
who will in turn be equipped to progress it further. are recognized as a leading expert in your field. You a re
a prominent figure in high cultural environments and are
RANK 0 - STUDENT sought out as an advisor by wealthy or powerful people for
Requirements: Knowing how to read and write, have a cul- your in-depth studies. Several teachers serve you as assis-
tural background and academic support. tants and academia grants you access to the most disparate
sources of knowledge. Professors always know where to find
You are initiated to a field of study, with the support of a information or who to contact to retrieve it.
mentor or a cultural institution such as an academy, library
or court. Students not only research purely theoretical or ac- RANK 3 - DEAN
ademic subjects or study out of thirst for knowledge alone; Characters are the heads of the academic institution that
truly, they are also driven by the desire to be able to one supported them and that they now lead, becoming responsi-
day pass on this knowledge. How you approach your stud- ble directors for classes, students and academic services. Your
ies confers you proficiency in a skill chosen from Arcane, name is engraved in history and counted among the greatest
Investigate, Nature, Religion and History as well as in an geniuses and sages of your time, guaranteeing you respect and
artisan tool. honor on par with the most powerful figures of Vesteria.
RANK 1 - INSTRUCTOR
You now see their academic commitment recognized, even
economically, and have furthered your study to the point of
being able to teach the basics to other students. The tutor or
institution supporting you directs you to divide your time
between research, study and teaching. You can choose from
the skill and the tool gained with the career and double their
proficiency bonus on related checks.
233
You perform simple tasks and jobs on behalf of senior offi- RANK 3 - GOVERNOR
cials, slowly being introduced to the complicated and subtle You have arrived at the top of the political ladder, reaching
mechanics of politics and gaining the opportunity to learn a position of maximum control and power: you are part of
the tricks of the trade. You may choose either Persuasion or a council or parliament of great importance, administrators
Deception; if you have no proficiency in the chosen skill, of an important city or region, and can potentially aspire
you gain it, otherwise you add an additional half of your to the leadership of an entire nation. Your name is known
proficiency bonus to checks relying on that skill. everywhere in Vesteria, you have resources well above the
average and can speak as peers to the most powerful and
RANK 1 - OFFICIAL influential political players in the whole country.
You gain political responsibilities, albeit initially at low
Rank. You can occupy important positions in small offices or
minor positions in a more prestigious environment, always
responding to more important superiors while entering into
contact with the most influential authorities in your area,
and with the various powers, political and otherwise, that
gravitate around them. Once reaching the rank of Official
you consider your career, including any future Ranks ac-
quired, tied to a particular political faction. Where narrative
conditions allow, characters can switch their political side
and with it the origin of their privileges and resources.
234
Outlaw
A cruel world creates cruel lives, and with its contradictions, RANK 2 - CRIMINAL
abysmal social differences and power games, Vesteria is de- You have earned quite some Fame in the underworld, to the
cidedly ruthless. Those who do not want to bow to harsh and point where you are now known even by ordinary people and
oppressive laws or seek profit through illicit trades, irreme- the authorities. Your criminal Fame has brought several other
diably end up becoming outlaws, consigning themselves to a outlaws to follow your lead, or maybe you have climbed the
life of crime. There is no shortage of evil and merciless people ranks of the organization to which you are affiliated.
at least as much as the world they inhabit, villains who follow
this path out of pleasure or sheer desire for wealth and power, RANK 3 - BOSS
without scruples or ever stop to ponder about the “absurd” You now direct the shady operations of an entire criminal or-
limits posed by the law. Various criminal organizations bring ganization and are feared and recognized as the most evil of
these outlaws together, potentially becoming able to stand up outlaws on the entire continent. Your position puts you in the
to ‘regular’ factions and official bodies. particular situation of having to be accepted by high society
and politics, being by now too dangerous to be ignored, never
RANK 0 - SCUM mind stopped.
Requirements: Committing a crime.
RANK 1 - OUTLAW
You are now sought after and determined to continue on the
path of crime: you join an organized group of outlaws or find
fellow criminals with whom to create an alliance, exchange
information, protection and proceeds from illegal activities.
You gain a proficiency chosen from rogue tools, poisoning
gear or a play set.
235
RANK 1 - SAILOR
You have gained experience at sea and now occupy a de-
fined role among the crew. In addition to having earned the
respect of the crew, you have gained mastery of seafaring
jargon and the habits of life at sea. You gain proficiency
with navigational tools and have an advantage in using, ty-
ing or securing ropes, thanks to your knowledge of seafaring
knots.
236
Soldier
Vesteria is a continent split and wounded by war, where life RANK 2 - OFFICIAL
can be very harsh and conflicts of power are the only inter- You are now a recognized officer who occupies one of the
ests pursued by the rulers. In this scenario, the great powers highest ranks within the military, issuing orders and man-
accumulate war resources through a continuous arms race, aging troops and resources.
which weighs on the people with cruel taxes and strong Your rank is also recognized outside of your military orga-
restrictions. The powers that be also try to constantly in- nization, making you fit into even the most sophisticated en-
crease the number of soldiers in their service in order to vironments. You gain access to aristocratic weapons and armor.
vanquish opposing forces. The life of a soldier is hard, full
of sacrifices and probably short-lived, where only the most RANK 3 - COMMANDER
valid fighters are able to transform what could be a death You are now in command of the military organization in
sentence into a fruitful trade, refining weapons and war which you serve, placing yourself in a delicate and danger-
skills and conquering their own space in the world through ous position, albeit one of great power. Governors must take
strength and determination. into account your ideas and moods, as you will often be-
employed as a strategic advisor and involved in the political
RANK 0 - RECRUIT management of the country or organization to which the
Requirements: Proficiency in a martial weapon, registering army is tied. In addition, you will gain an exceptional weap-
with an enlistment office. on with a +2 bonus.
RANK 1 - SOLDIER
You are trained in weapons and their use on the battlefield.
You are now part of the regular troops and are deployed on
the battlefield or on a mission as needed. You gain a profi-
ciency of their choice among use of a weapon, armor type or
shieldand if you are already proficient in all weapons, armor
and shields you can choose a weapon to become your favor-
ite, adding an additional half of your proficiency to the hit
roll when using it.
237
RANK 1 - PROFESSIONAL
Characters have become professionals in their trade, valuing
their career and starting to produce wealth. They now have
the knowledge to use all the tools of their career and acquire
a new proficiency or some kind of skill with minor effects
always related to the type of career undertaken. Characters
no longer need teachers, but may still have superiors.
239
241
Equipment of Vesteria
Armors
Name Cost AC Notes
Aristocratic, Medium,
Half Plate 750 gp 15 + Dex modifier (max 2)
Hindrance
Aristocratic, Heavy,
Plate 1500 gp 18
Hindrance
242
RODELIAN ARMOR
The superior armors made by Rodelian artisans are of an incomparable workmanship and unparalleled light-
ness. An armor created by these craftsmen may be improved for an extra cost. A Rodelian armor:
• grants +1 to the armor class
• make a heavy armor average
• makes a medium armor light
• makes proficiency in the use of light armors unnecessary
• removes the hindrance feature from an armor
The cost of armor increases by 500 gp for each improvement applied. For example, a reinforced hauberk as
average armor, which has had its hindrance feature removed and has an armor class increased to 17, will cost
1700 coins.
However, not all Rodelian artisans will be willing to provide their works of art to anyone: often it will be nec-
essary to gain a certain reputation with the right people.
243
Equipment of Vesteria
Shields
Name Cost AC Notes
Shield 10 +2 Parry
244
Weapons
SIMPLE MELEE WEAPONS
Name Cost Damage Notes
Axe 5 1d6 cutting Lancio (average), Versatile (1d8)
Club 2 1d6 bludgeoning -
Dagger or Stiletto 8 1d4 piercing Light, Concealable, Special
Hammer 3 1d4 bludgeoning Light, Thrown (short-ranged)
Javelin 5 1d6 piercing Thrown (medium-ranged), Versatile (1d8)
Maul 3 1d8 bludgeoning -
Small Sword 10 1d4 piercing Aristocratic, Light, Concealable
Seax 2 1d4 cutting Light
Spear 3 1d6 piercing Versatile (1d8)
Staff 3 1d6 bludgeoning Versatile (1d8)
245
Equipment of Vesteria
WAR MELEE WEAPONS
Name Cost Damage Notes
Bastard Sword 8 1d8 slashing Versatile (1d10)
Battle Axe 8 1d8 slashing Versatile (1d10)
Bec de Corbin 16 1d10 piercing Polearm, Two-handed, Heavy, Reach
Blade Breaker 15 1d4 slashing Finesse, Light, Pair, Concealable, Special
Cinquedea 30 1d6 piercing Finesse, Aristocratic, Light, Concealable
Coulter 32 1d10 slashing Aristocratic, Polearm, Two-handed, Heavy, Reach
Duelling sword 8 1d8 piercing Finesse
Flail 6 1d8 bludgeoning -
Great Sword 16 2d6 slashing Two-handed, Heavy
Halberd 16 1d10 slashing Aristocratic, Polearm, Two-handed, Heavy, Reach
Morning star 8 1d8 piercing -
Parryng Dagger 8 1d4 piercing Finesse, Pair, Light
Poleaxe 12 1d10 slashing Polearm, Two-handed, Heavy, Reach
Ranseur 16 1d10 piercing Polearm, Two-handed, Heavy, Reach
Saber 8 1d6 slashing Finesse, Light
Side-sword 8 1d8 slashing Finesse
Sword 6 1d6 slashing Light
Triblade 15 1d4 slashing Finesse, Light, Pair, Special
Voulge 16 1d10 slashing Polearm, Two-handed, Heavy, Reach
War Axe 14 1d12 slashing Two-handed, Heavy
War Hammer 8 1d8 bludgeoning Versatile (1d10)
War Pick 8 1d8 piercing Versatile (1d10)
Zweihander 16 1d12 slashing Aristocratic, Two-handed, Heavy, Reach, Special
246
Axe Coulter
Battle Axe
Morningstar
Flail
Cinquedea
Great sword
Triblade
Blade breaker
Side-sword
247
Equipment of Vesteria
Avian Armors, Shields and Weapons
Avian armors: Avian armors are specific and not usable or Avian weapons: the use of weapons for avians is a fairly re-
adaptable to Theri due to their shape. This is also true when cent adoption in their history, made possible by relations
Avians try to use a Theri Armor. Buying an avian armor with Rodelia and the skill of its craftsmen. While the shapes
outside of Nidialti or Rodelia usually has an additional cost of simple weapons allow them to be used even by birds, the
equal to half of the original cost. specific design of these weapons allows the Avians to com-
pete with the traditional weapons of war of Vesteria, and are
Avian shields: only avians who prefer ground combat as lethal as they are complex.
use a shield bound to their wings to defend themselves Avians cannot handle objects with their body parts
against attacks. equipped with a weapon. Avians cannot handle objects with
their body parts equipped with a weapon.
AVIAN SHIELDS
Name Cost AC Notes
Wingshield 20 +2 Special
• Wingshield. The AC bonus guaranteed by wingshield • Feathersword. Avians wear a feathersword attached to
applies only while the avian wearing is not in flight. their wing or two to both wings.
• Peckaxe. Avians wear a peck-like helmet that leaves • Rapax. Avians wear rapax gauntlets on their claws.
wings and legs free. Attacking from the ground with rapax gauntlets causes
• Pecker. Avians wear a peck-like helmet that leaves a disadvantage on attack rolls.
wings and legs free. • Clawers. Avians wear clawer gauntlets on their claws.
• Plumeblade. Avians carry a plumeblade attached to Attacking from the ground with clawers causes a
the wing or both their wings, making manipulation of disadvantage on attack rolls.
objects even more complex.
• Plumesword. Avians carry a plumesword attached to
one of their wings, making manipulation of objects
with this wing even more complex.
248
Firearms
FIREARMS
Name Cost AC Notes
Two-handed, Ammunition (short-ranged), Shrapnel,
Arquebus 50 2d10 piercing
Heavy
Artillery, Ammunition (medium-ranged), Heavy,
Bombard 150 4d10 bludgeoning
Special
Culverin 100 3d8 bludgeoning Artillery, Ammunition (medium-ranged), Heavy
Firearms are a peculiarity of Vesteria and their introduction • Artillery. To use the weapon to attack you must not
has transformed power relations. have made any movement since the start of the turn
and, to be able to move with the weapon, you must
All firearms have the following properties: use an action. The long range of the weapon is tripled
• Lethal impact. A critical shot from a firearm inflicts but it is not possible to add dice to the attack damage.
1d6 levels of weakening • Bombard. The bombard fires with indirect fire and is
• Malfunctioning. If the firearm was recharged under difficult to maneuver, the user treats all targets as if
conditions of particular pressure or while in motion, they were at at long range distance.
missing the next shot to hit means causing the • Handy. The weapon is considered a light weapon that
gunpowder to explode badly, suffering a level of can be held with one hand and by making an attack
weakness from the burn. action with it, you can use a bonus action to make a
• Wet powders. Gunpowder can lose its effectiveness melee attack with a light weapon held in the other
when wet, in rainy weather or other similar hand, as fighting with two weapons.
eventualities. If such opportunities arise and the • Shrapnel. All targets between the attacker and the
character has not been able to perform maintenance, target are hit by shrapnel fired, suffering damage equal
the character must make a DC 12 check on to the ability modifier used for the attack.
Intelligence before making the first hit. Failing that,
the hit will fail and half the ammunition will be RANGES
spoiled. Ranges are simply expressed in short, average and long for
• Complex recharge. Recharging a firearm requires an simplicity. If you are within short range, the hit roll is made
action and not to make a movement during your turn. normally, if you are between short and long range, you have
Moving during Recharge or being under particular disadvantage to the hit roll, and cannot hit beyond the long
pressure can cause Malfunctioning. Ammunitions cost range due to shooting power or accuracy of the weapon.
2 coins per hit. Furthermore, you can just perform a
single attack with these firearms. Range Short range Long range
Short 6 meters 18 meters
Finally, firearms can have the following properties:
• Stand. To use the weapon to attack you must not have Average 24 meters 96 meters
made any movement since the start of the turn. Long 45 meters 180 meters
249
Equipment of Vesteria
250
Chapter Eight - Additional Rules
istory bases its rules on the most played game in the world, but also includes some modifications to better suit
the themes, the setting, and the style of game it wants to bring to the table. This chapters collects new rules
or amendments to allow GMs and players to fully inhabit the gaming experience: death is much more than
a specter haunting the world of Vesteria, and the game ensures this is felt through an added layer of realism
(though we cannot claim that Historia reflects or imitates reality) with a stronger use of exhaustion levels. The
core element of the game is storytelling, however, so the additional rules are focused on how to enhance this aspect and how to
reward the players willing to risk something to bring an exciting, intriguing story to the table.
251
Additional Rules
Additional Rules
INSPIRATION match their characterization. In your role as GM, make sure
that players who take risks because of a justified moment
Inspiration is an extremely powerful mechanism to direct the of panic or weakness of their character are rewarded with
efforts of players towards the construction of a particular atmo- inspiration: after all, flaws have always been considered the
sphere and game environment. If used fluently, it offers game salt of a story.
sessions marked by a more lively story and with greater in-
volvement from the players. This is why there are some special COWARDS...
indications to maintain the dynamics and rhythm of Historia. The characters of a story, especially a particularly dark one,
Remember that inspiration is a resource that you either know how to blow up a well devised plan out of concern,
have or don’t have, it cannot be accumulated, and if you find fear or sheer panic. This poses an opportunity to assign in-
it while you already have it, it is lost: so… remember to spend spiration. As the player decides to make their character act
it at the right time. on impulse, with a reckless action dictated by the emotions
of the moment, while perfectly centering one of the main
FINDING INSPIRATION themes of the game.
In principle, characters gain inspiration when they improve
the game at the table. ... AND HEROES!
The definition may sound vague, but the general idea is Heroic feats and acts of sacrifice must be equally rewarded: to
to give positive support to certain choices, and to stimulate stand vigorously against bandits or to sacrifice yourself to slow
players to put new ideas into play. the pursuers while making allies flee, creates the perfect occa-
In the following paragraphs you will see in more details sions to assign inspiration. Make sure that the characters do not
the indications on how to improve the game, with some tips hold back their heroism out of the trivial fear of recklessness.
to put into practice while playing Historia. Initially, there is
no need to worry about it excessively, as with experience you USING INSPIRATION
will find a balance that is functional to your group of players. Once characters have gained inspiration, it is important
they learn how to spend it. In Historia, there are four dif-
IMPROVE DESCRIPTIONS ferent ways to spend inspiration.
When players describe their actions more vividly and man-
age to go beyond the basics of pure game mechanics, they ADVANTAGE ON ROLLS
create the conditions for the GM to give them inspiration. The classic way to spend inspiration is to use it before an
Many players limit themselves to “I attack” or “I cast this attack roll, a saving throw, or a skill check. When characters
spell” actions; it is important to make people understand spend inspiration, they have advantage on that roll. This is
that inspiration allows for a mechanism that can better de- how most inspirations will be spent.
scribe the attack, making it more effective. After having spent inspiration at least once in this way,
The frequency with which the GM assigns inspiration it will be possible to spend subsequent inspirations in the
can vary widely, it is recommended to initially give it fre- other two methods as well.
quently, and then gradually raise the bar in order to increase
the quality of the narration. PROMINENCE
When characters are in a situation congenial to their attitude,
Note: The primary objective of the inspiration is to improve their innate abilities or to where their life path must lead,
the gaming experience. Trying to be in the spotlight by their Ventura comes into play offering them the possibility
means of long descriptions that break the pace is contrary to stand out from the crowd during normal game situations.
to all of this and should therefore not be rewarded. By spending their inspiration, characters will be able to acti-
vate the main feature of their Ventura called Prominence, which
STICK TO THE ROLE will allow them to take advantage of special privileges and abili-
Sometimes it may happen that players try to prevent their ties. Once the character has made use of their Prominence, they
characters from getting into trouble, even if these troubles must complete a short or long rest before using it again.
252
THE STORY ON RULES
A special way of using inspiration is to carry out a series of highly effective actions, which the rules cannot
define. When a player proposes an action that is not covered by the rules but that would bring fun to the table
and would not distort the game component, you can propose to accept, provided that the player spends the
inspiration in their possession.
For example, if the group’s fighter decides to use their whip to grab the arm of the evil soldier who is about
to kill the merchant, at your discretion you can accept asking them to spend inspiration and to make an
attack roll.
With some practice, Inspiration can be a very powerful tool in the hands of a group of players: use it and
have fun.
VITAL RECOVERY
By using inspiration, characters can also spend a hit die on
WOUNDS, FIGHT AND DEATH
a roll, add to the result their Constitution modifier, and re- Historia is a dark fantasy, where war is dirty and the wounds
cover an equal amount of hit points. From the 5th level it is leave their mark. For this reason, some wound rules are out-
possible to spend and roll up to two dice, adding the mod- lined in a slightly different way from the usual.
ifier to both; from the 11th level up to three dice and from
the 17th level up to four dice. HIT POINTS
Characters can spend inspiration in this way as part of Hit points represent the amount of attacks, bad weather,
an action or reaction. and obstacles that characters are able to deal with before
being actually injured. In principle, characters do not show
RESOURCE RECOVERY significant injuries until they have reached zero hit points.
Each class has a special resource that can be recovered by Before that time, their skills made sure that they weren’t
spending inspiration. Generally, it is something that a char- seriously hurt. Ask or encourage players to say how their
acter is able to recover even by completing a short rest. . character managed to take the formidable attacks they
It is not possible to spend further inspiration on resource faced, in order to transform the occurrence into an opportu-
recovery except after completing a short or long rest. nity for livening up a fight and make them gain inspiration.
If characters fall below half their hit points, it is possi-
Trade Resource ble to consider them as if they had suffered a superficial or
minor injury. Bruises occur, the breath begins to get short,
Venturer Impetus clothes are torn and armors dented. As long as characters
do not take damage beyond their hit points, nothing will
Alchemist Alchemical Processes
affect their abilities.
Ammunitions and fixing of
Sapper
Malfunctions BEING WOUNDED
Magus Spell points (half ) Once characters get to zero hit points or in case of par-
ticularly serious blows, things get complicated and their
Merchant Connections body begins to show the signs of the struggle. These dam-
Flegellant Mortifications ages are represented with the mechanics of the exhaustion
levels in this way:
Priest Channel Divinity • The first time characters suffer an attack during
combat that brings their hit points to 0, they suffer an
Scholar Preparations
exhaustion level.
Scoundrel - • If characters suffer an attack while at 0 hit points, they
suffer an exhaustion level.
Armiger Action Dice
• If characters suffer a critical hit, in addition to the normal
damage of the attack they suffer an exhaustion level.
253
Additional Rules
SAVING THROWS AGAINST DEATH
Classic saving throws against death, in a setting where hit points represent the amount of health available to
characters and their ability to withstand stress and difficulties, are rendered superfluous by the mechanics of
exhaustion levels.
A GM who particularly loves a bloody and ruthless game, in agreement with players, could use a new type of
saving throw against death.
When characters reach 0 hit points, they become dying, and at the beginning of their turn they must roll 1d20.
If the result is 10 or more, characters are successful and act normally. If the result is, instead, lower than 10,
characters suffer an exhaustion level and cannot perform actions for that turn.
In order to remove the dying condition, characters must be stabilized with an Intelligence or Wisdom
(Medicine) check with DC 10 + the number of weakening levels accumulated by the character. The dying
condition also ends if the character achieves 3 successes on saving throws against death.
Characters revert to a dying condition again if they suffer a weakening level due to an attack suffered while
at 0 hit points.
254
Internal Bleeding. Characters cannot perform actions in alchemists, saints and rogues would like to avoid it, but no-
combat without passing a DC 15 on Constitution. If they
fail, they lose their Action and cannot use their Reaction
body is ever safe.
until their next turn. Stabilizing this wound requires a There are no resurrection spells below the 7th level, and
5-6
check with DC 10 on Wisdom (Medicine), which is any exceptions should be suitably justified by their important
repeated every turn until stabilized. Failing the check and personal history, and possibly also require a huge cost, a
causes one level of weakening. Recovering from internal sort of sacrifice that no one should be able to accept lightly.
bleeding requires 1d6 weeks of rest.
In any case, returning from death is a terrible ordeal,
Fracture. Characters have a disadvantage against attack and anyone who endures such an experience will certainly
rolls, Strength and Dexterity checks and saving throws. A
7-9
fracture heals in 2d4 weeks after it has stabilized from a
suffer trauma.
successful DC 10 check on Wisdom (Medicine).
Horrible Scar. Characters are disfigured. They gain advan-
TRAUMAS
tage on Intimidate checks and disadvantage on Persuasion Terrible events can leave their mark on the mind of the
10-13 checks (except when dealing with soldiers, pirates, crim- greatest adventurer, and in Historia these kinds of situa-
inals, or the like). Removing a horrible scar requires a tions are never so remote.
magical effect. When these circumstances arise, characters’ instincts
Deep Wound. Characters’ maximum hit points decrease by light up to protect them, burying the person under the hard
1 with each passing day, and if they reach 0 the charac- skin of the beast.
14-16 ter dies It takes 2d6 days to heal a deep wound after it
has stabilized from a successful DC 12 check on Wisdom
In terms of the game, a trait between ideal, bond or de-
(Medicine). fect, which is not already an instinct trait, is replaced by one
Surface Scar. A sign serving as a good warning, and an even
of the unused instinct traits of the character’s Familia.
17-19 When characters only have instinct traits for ide-
better story to tell.
Cosmetic Scar. Characters suffer a slight scar that gives
al, bond and defect, they become completely lost in the
20 them a real tough look, and survives the clash obtaining wounds of their broken mind, inexorably becoming Non-
2 Fame points. Playable Characters.
As you can guess, going into combat can always be a risk and REST AND HEALING
being the target of a firearm is, no matter what, an unpleas- Anyone who suffers serious injuries needs prolonged care
ant situation that can result in very serious or fatal wounds. and more rest in order to recover. Characters who have suf-
Fighting also leaves its mark: removing exhaustion levels fered varying levels of exhaustion or are afflicted with cer-
requires long rest, while spells that heal certain wounds are tain conditions, such as blinded or deafened, as well as some
rare and expensive. types of persistent damage (such as that caused by particu-
lar poisons), require prolonged healing. The best way to do
HEALING SPELLS this, without interrupting the narrative rhythm of the game,
Spells in Historia are easily found resources, and therefore is to dedicate time to healing between one adventure and
some of them have an additional cost. Among them, heal- another. It is designed this way to give a harder and more
ing spells can only work to the extent that the target has hit realistic view of the fact that the characters are not immor-
dice to spend based on the level of the spell cast, as shown tal heroes, but people of flesh and blood. A character could
in the following table. be hospitalized, subjecting themselves to the attention of
medical experts or healers, or perhaps even simply rest in a
Spellcaster Level Hit Dice Necessary comfortable bed while someone watches over them.
In Historia, the time required for a short rest is that of
From 0 to 2nd level 1 an average night’s rest of 8 hours but may vary according
to GM considerations. Instead, for a long rest, several days
From 3rd to 5th level 2
of inactivity are needed, it could be a few days or a whole
From 6th to 8th level 3 week, which will vary depending on the rest conditions and
any GM decision.
At 9th level 4
For this reason, usually long rests are not allowed within
a single adventure, except in particularly favorable or nec-
RESURRECTION essary conditions. However, a GM should also stretch out
Once you cross the threshold of death, there is no easy re- short rests, to better experience the scarcity of resources and
turn. Everyone, including enchanters, masters of deception, the difficulties encountered in the lands of Vesteria.
255
Additional Rules
ADVENTURES
This section will offer guidelines for the creation of adven-
Tier 4. Characters are the stuff of legends. They hold the
keys to all major secrets and powers of the continent. They
tures in Historia, which can be used as building blocks to command the larger factions or hold such wealth that they
aid in structuring the writing. can compete with rulers, even becoming their replacement.
The results of their adventures impact global conflicts and
ORGANIZING THE STORY plunge deep into the abyss of Historia.
In Historia, an adventure is a narrative chapter within
which characters solve a wide-ranging objective, and doing CONFLICT
so deeply affects them. For each, you should keep in mind: Conflict in Historia usually stems from personality traits of
• its tier the main characters involved in the event. It will be neces-
• the conflicts, with factions outlines and agendas sary, then, to specify to the main players what ideals will be
• environments (describing lights, sounds, smells, clashing, what bonds the various factions will be adhering
weather, flora, fauna, threats, etc) to in their actions, and what flaws will become obstacles to
• characters (social status, Familiae traits, alliances, threats) their success.
• possible rewards, such a coin or fame
• hints and foreshadowing of future developments. Example: The sample adventure, The Lost Vampire, has as
its main plot a rescue mission for a missing Vespertile del-
ADVENTURES BY TIER egate of Muhar Khan, who was supposed to start negotia-
The basic structure of Historia departs from the more typ- tions with the Confederation but has gone missing in the
ical trajectory of 5e, where characters end up becoming be- Green Pit.
ings of unlimited power, faced with an equally well stocked
environment, and enemies and NPCs of similar level. The two factions are as follows:
In Historia, the power levels are more distributed to-
wards the lower end, with an extremely rare number of tier General Giacomo Colonel Rufus
4 NPCs across all of Vesteria. These NPCs are characters Baldogarro Bitterbeissen
in the highest seats of power and prestige in the land, or [Confederation] [Holy Kingdom]
behind the larger plots in the continent’s recent history.
Stop the diplomat
This distribution of power must be kept in mind when Recover the dip-
from starting
setting up an adventure in Historia and its objectives, Ideal lomat sent to the
negotiations with
adapting structures, scopes and limitations of the characters’ Confederation
the Confederation
actions, according to their tier of reference:
The will of the Bone
Missions must be
Tier 1. Characters are members of the general population. prophets must be
Bond completed with honor
Their fame and the adventures they take part in are limited enacted no matter
and dignity
to local areas. The result of an adventure impacts only local the cost
geographies and small realities of low influence. Mercenaries may be
Incapable of thinking
Flaw useful, but they are
Tier 2. Characters are above average populace. Their influ- a woman can lie
too easy to corrupt
ence is stronger and they may be leading some lower level
NPCs. The result of an adventure impacts cities or geo-
graphical areas of average influence. The adventure has been thought and developed with the
players joining the side of Baldogarro, but the structure
Tier 3. Characters are famous heroes, commanders, feared allows for them to join Bitterbeissen without too much
criminals, or powerful figures. They cover important roles in or- work for the GM. In Historia, characters should always be
ganizations, factions or are at least recognized for almost every- given the opportunity to consider both sides, as there is no
thing pertaining to their career. The results of their adventures black and white morality in its setting, just a dark gray tint
impact entire regions, larger cities, and areas of wider influence. with blood-red hues.
256
THE STORY OVER THE RULES
A narrative sequence set up as shared, with a single goal and no adversity, can unify the idea that each person
at the table has of the environment and its relation. By describing their character’s interaction with their sur-
roundings, each player can add sensations, smells, colors, and more to the environment, allowing for multiple
points of view, thus making it more alive and vibrant.
257
Additional Rules
SESSIONS Example: If a party of five 6-level characters ventures into the
A string of sequences form a gaming session. Generally Green Pit pursued by a band of raiders, the GM can spend
speaking, a session is structured to last around three hours, adversities in three different ways to make the chase harder:
with a new sequence every 20-40 minutes. For a one-shot • They could ask for 7 checks (check increase, 1 adversity)
game, we expect around 4 to 5 sequences. with DC 17 (DC increase, 2 adversities) with a cost of
2 HP each (HP cost increase, 1 adversity);
ADVERSITY • They could ask for 5 checks with DC 17 (DC
In a game of Historia, players are dragged into the creation increase, 2 adversities) with a cost each of 6 HP (HP
of the adventure itself, and their participation can be man- cost increase, 2 adversities);
aged through the adversity mechanic. Adversities are a GM • They could ask for 7 checks (check increase, 1
resource which can be used to easily add challenges into a adversity) with DC 15 (DC increase, 1 adversity)
story by following the players’ suggestions, and to effectively with a cost of 2 HP (HP increase, 1 adversity) and
show players their progress during a session. the objective will not be considered reached with 3
The GM holds a number of adversities equal to 3 for failures (failure marker, 1 adversity).
each hour of gameplay, plus 3 for each of the adventure’s
tier, and they can spend adversities to make a sequence ADVERSITIES IN COMBAT SEQUENCES
more challenging. At the start of a combat sequence the GM can spend ad-
versities to:
ADVERSITIES IN NARRATIVE SEQUENCES • Assign a higher or more detailed profile to an opponent;
At the start of a narrative sequence, the GM can spend one • Insert environmental effects to force the characters to
or more adversities to do any of the following: change strategy;
• Increase the DC of a narrative sequence following the • Activate some profiles’ special abilities;
guidelines in the table below. • Increase by 1 the level of all taking part in the combat;
• Increase the HP cost of a narrative sequence following • Add 2 basic opponents.
the guidelines in the table below.
• Spend 1 adversity to increase the number of checks REWARDS
per objective by half the number of players. At the end of each session, each character should receive a
• Spend 1 adversity to add a failure marker: if there point of fame to spend as detailed in Chapter IV.
are failure markers equal to half the number of Characters will gain an additional point of fame if they
players +1, the sequence ends and characters must are able to complete the session by making the GM spend
face the consequences. all their adversities. Difficulty is more or less constant across
each tier, meaning that early levels will generally have small-
er rewards, while higher tiers will bring greater rewards.
DC of checks HP cost
Base 12 1
OPPONENTS
The four basic opponent profiles represent the roles played
1 adversity lvl. 1-4 15 2 during structured combat, and are detailed as follows:
• Attacker. Light armor, melée and ranged attacks.
2 adversity lvl. 5-10 17 6 • Guardian. Medium/heavy armor, melée attacks.
• Enchanter. No armor, ranged spells, control over
4 adversity lvl. 11-16 19 10 opponents or the battlefield.
• Specialist. Light armor, melée and ranged attacks,
6 adversity lvl. 17-20 21 15 control over opponents or the battlefield.
CUSTOMIZATION
Each group of opponents has traits depending on their
background and their Familia. They take one rule from
a Familia trait and a suitable special ability to represent
their faction.
258
RAISING THE STAKES
Some adventures may allow characters to put their resources at risk for a higher objective: corrupt-
ing guards to prevent the opposing colonel from escaping so that they can bring his head to their
faction, or buying valuable goods that will undoubtedly attract more attention than they should.
If all players agree, at the start of the mission, they can raise the stakes, reducing their Tier by 1 and increasing
adversity by 3, gaining 3 additional Tiers if the mission is successful, plus 1 extra Tier per Tier level. The adven-
ture may provide an opportunity to raise the stakes, but it is possible to leave the players’ initiative.
USING ADVERSITIES
• Increase by 1 the level of all taking part in combat
OPPONENTS
The four basic opponent profiles represent the roles played
(for tier 2 and higher): all who take part in combat during structured combat, and are detailed as follows:
add +2 to hit and ability checks, and double the • Attacker. Light armor, melee and ranged attacks.
number of damage dice. If they have hit points, they • Enchanter. No armor, ranged spells, control over
are doubled. opponents or the battlefield.
• Assign a higher profile to an opponent: the • Guardian. Medium/heavy armor, melee attacks.
opponent increases their damage dice by 1, gains an • Specialist. Light armor, melee and ranged attacks,
additional 25 HP and a special ability. control over opponents or the battlefield.
• Assign a higher profile to an opponent (2
adversities): the opponent increases their damage dice ATTACKER
by 1, gains an additional 50 HP, a special ability, 2 Amor Class 14
uses of legendary resistance and makes an extra action [Levels of ] Exhaustion 2 [disadvantage] [death]
with initiative 13. Speed 30 ft.
Skills [2 skills] +3
SPECIAL ABILITIES Weak Point [1 ability] -1
• Firearms: The opponent has a firearm. When they use Pack Tactics. The attacker has advantage on an attack roll
it, they roll an extra die of damage; in case of a critical against a creature if at least one of the attacker’s allies is
hit, they deal 1d6 levels of exhaustion. within 5 feet of the creature [and the ally isn’t incapacitated].
• Special equipment: Opponents with this profile have
equipment specific to their faction or of peculiar nature. ACTIONS
• Alchemist: Opponents with this profile are alchemists Melee Weapon Attack. +4 to hit, reach 5ft., one target.
and can perform basic alchemical processes (cycles of Hit: 5 (1d6+2) bludgeoning/piercing/slashing damage.
2 if second level). Ranged Weapon Attack. +4 to hit, range 100 ft., one target.
• Mortified: The opponents with this profile are Hit: 5 (1d6+2) bludgeoning/piercing/slashing damage.
Mortifieds and ignore the first damage they receive.
When they receive later damage, they increase their ENCHANTER
own die to 1d12 and have advantage on ability checks Armor Class 11
instead of disadvantage. [Levels of ] Exhaustion 2 [disadvantage] [death]
• Magus: Opponents with this profile are magi and Speed 30 ft.
know three spells of 1st - 2nd level (1st - 5th if second Skills [4 skills] +3
level) and can cast three spells every short or long rest. Weak Point [1 ability] -1
• Leader: Opponents with this profile can use a bonus Curse. If the enchanter hits a creature with an attack, they can
action to give 8 temporary hit points (20 temporary choose not to deal any damage with that attack, cursing the
hit points, if level 2) to all allies. creature instead. While cursed in this way, the creature takes
1d6 additional damage whenever it takes any kind of damage.
259
Additional Rules
ACTIONS LEVELS OF EXHAUSTION
Shocking Grasp. +3 to hit, reach 5ft., one target. Hit: 4 (1d8) Unlike player characters, the opponents have no HP (un-
lightning damage, and the target can’t take reactions until less otherwise noted), and they take one level of exhaustion
the start of its next turn. whenever an attack hits them. These levels of exhaustion
Fire Bolt. +3 to hit, range 100ft., one target. Hit: 5 (1d10) work differently from the ordinary ones: when an oppo-
fire damage. [A flammable object hit by this spell ignites if nent takes one level of exhaustion, they have disadvantage
it isn’t being worn or carried.] on ability checks, attack rolls and saving throws; when an
opponent takes a second level of exhaustion, they die.
GUARDIAN
Armor Class 17 HIGHER PROFILES
[Levels of ] Exhaustion 2 [disadvantage] [death] The profiles listed above represent the main features of a
Speed 30 ft. standard opponent, without any particular customization.
Skills [3 skills] +3 However, it is possible to create new profiles better suitable
Weak Point [1 ability] -1 for mobs of opponents or notable characters.
Controlling the Battlefield. If the guardian hits successfully
with an opportunity attack, they regain their reaction at the TIER
end of the turn, and the target’s speed is reduced to 0 until Increasing an opponent’s tier makes an encounter with that
the end of the guardian’s next turn. opponent more challenging for a higher level group of ad-
venturers, without giving any special trait to that opponent.
ACTIONS The profiles listed above represent tier 1 opponents (1st to
Melee Weapon Attack. +3 to hit, reach 5ft., one target. 4th level). Higher tier opponents get the following (for each
Hit: 4 (1d6+1) bludgeoning/piercing/slashing damage. higher tier):
Ranged Weapon Attack. +3 to hit, range 100ft., one target. • The opponent increases their damage dice by 1, and
Hit: 4 (1d6+1) bludgeoning/piercing/slashing damage. gets a +1 bonus to damage rolls;
• The opponent gets a +2 bonus to attack rolls and
SPECIALIST ability checks in which they are proficient;
Armor Class 12 • The opponent gets a +1 bonus to AC.
[Levels of ] Exhaustion 2 [disadvantage] [death] For example, a tier 3 attacker has AC 16, their attacks hit
Speed 30 ft. with +8 and they deal 3d6+3 damage.
Skills [4 skills] +3
Weak Point [1 ability] -1 GANGS
Trick of the Trade. If the specialist hits a creature with a A gang is a group of opponents whose numbers can easily
weapon attack or succeeds in an ability check, one opponent overcome the player characters, but formed by individuals
has disadvantage on its next ability check or attack roll. with little relevance in the story; thus, the GM can manage
them as a unique entity.
ACTIONS
Melee Weapon Attack. +3 to hit, reach 5ft., one target. To create a gang:
Hit: 4 (1d6+1) bludgeoning/piercing/slashing damage. • Increase the profile tier by 1;
Ranged Weapon Attack. +3 to hit, range 100 ft., one target. • Assign to the gang 15 HP per tier.
Hit: 4 (1d6 + 1) bludgeoning/piercing/slashing damage.
Gangs act differently in the initiative order: they don’t roll for
CUSTOMIZATION initiative, taking actions at the end of each player character’s
Each group of opponents has traits depending on their back- turn instead. When gangs lose all their HP for the first time
ground and their familia. They take one rule from a familia during a combat, they get one level of exhaustion, then re-
trait and a suitable special ability representing their faction. gaining every lost HP: in terms of storytelling, this represents
commonly the first gang member killed or seriously wound-
ed, the moment in which cohesion and morale start to falter.
260
NOBODY REALLY WANTS TO DIE
Always remember: nobody really wants to die. When the first blood stains the battlefield and death is almost
certain, really few people would stand the ground, while most of them prefer to flee: heroes are famous, but
cowards can live really longer.
The GM and the players should often consider which condition or event could break an opponent’s resolve,
allowing fear and panic to overwhelm other emotions. For example, this could give a major importance to a
certain opponent being carried away by fury or passion for the battle, in order to better roleplay their choices
and attitudes.
261
Additional Rules
262
Chapter Nine - Pitched Battles
y its own nature, Historia wasn’t conceived to make characters experience epic adventures in which they save
the world by using phenomenal cosmic powers, but rather by directing them towards gritty ventures where they
will more or less risk their lives, maybe pursuing an ideal, a dream, or a goal as they do so. Reality is hard,
complex and cruel, and wider shifts in the political and structural balances are not caused by the actions of a
small group of characters (with some rare exceptions) but happen thanks to larger movements and conflicts of
power. This chapter is for the attention of characters who have reached such a level of fame and skill that they might be crucial to
the balances in a larger armed conflict in which they feature as leader and commanders of entire units, troops or regiments, and
not as simple soldiers surrounded by war, whose only aim is to make it back home on their own paws. Field battle rules allow
high level characters to maneuver an entire army based on their personal abilities and strategies.
263
Pitched Battles
Pitched Battles
The stories of the characters often go through multiple sce- MOMENTUM
narios where they can shine and be more incisive on the fate Instead of describing every detail of each side’s move, a val-
of those around them. In a world at war, however, battles ue called Momentum is used to indicate the progress of the
occupy a different place: they are cruel events where courage battle, which abstracts the general situation of tactics, posi-
and heroism inevitably collide with the passage of death be- tioning, territory, morale and several other aspects affecting
fore everyone’s eyes. A world where even the most talented the events in the fight.
warrior can be overwhelmed and killed like the simplest Momentum ranges from 1 to 20, with 1 indicating the
soldier at their side. overwhelming force of the opposing faction and 20 indi-
In Historia, war is an environment where the most intense cating an irrelevant opponent. A value close to 10 indicates
emotions are tested by the atrocity and ruthlessness of the bat- that the sides are somehow quite balanced.
tlefield, a part of the game always at the service of the story of
the characters. PREPARATION PHASE
During the preparation phase you define who is the com-
WHEN TO USE THESE RULES mander of the army and set the value of Momentum for the
These rules are used when the characters are part of a mili- start of the battle, normally starting from 10 and then add-
tary deployment and can actively influence the outcome of ing 1 for each of the following items in which the side of the
the battle. The rules, in fact, focus more on their actions and characters is in significant advantage or remove 1 if in sig-
decisions of the player than on the rest of the army. nificant disadvantage. In the event of an extremely large dif-
If the outcome of the battle itself is beyond their control ference, the GM can add or remove up to two more points.
or they are not part of a side, you can simply play the nar-
rative stages of the actions the characters are involved in, • Army size.
simply stating what happens during the other stages. The sheer number of soldiers. A 3:2 ratio begins to be
The GM can easily adapt the rules if a character is on a significant advantage.
the opposite side but, given the collaborative nature of the • Soldiers’ equipment.
game, special attention will be needed, and this opposition Standard equipment and special armaments.
is generally not recommended. • Firearms.
A significant presence of firearms in one of the two
BATTLE STRUCTURE sides moves the Momentum by 4, regardless of the
A battle takes place with a sequence of specific phases: other equipment.
during these phases, a value is kept, called Momentum, • Strategic advantage.
which serves to indicate how the battle is balanced or un- Better positioning, the presence of strongholds or
balanced in favor of a side. walls, the conformation of rivers and woods.
The battle takes place with a preparation phase, during
which the resources are organized and the objective to be During the preparation phase it is possible, for each player,
completed is established. Then the preparation is followed to carry out a single preparatory action to collect information
by an alternation of tactical phases, which describe the or actively influence their troops. It could be an encouraging
effects of the Momentum on the deployments, and the speech to the soldiers, the preparation of some weapon or
stories, which describe the characters’ actions and how enchantment that could influence the engagement or other
they deal with the opportunities and dangers the battle actions at the discretion of the characters in play.
presents to them. If a character successfully collects information about the
opponents, another character can use the information to
prepare a surprise strategy: such a combined action would
move the Momentum by 3 but the test to verify its effec-
tiveness is carried out after the start of the battle, at the be-
ginning of the first tactical phase. It is only possible to pre-
pare a single surprise strategy per battle, it would otherwise
264
become impossible to avoid information leakage. It is possible not to be assigned to any unit to be free to
To check whether the actions of the characters have act to one’s full potential, but the risks are quite serious: the
taken effect, the player must successfully carry out a check character loses twice the hit points during the tactical phase.
against the relevant ability. The player can suggest the pair
of ability and skill to be checked, but the GM has the last TACTICAL PHASE
word. The DC is normally 18, variable depending on the The tactical phase is the phase in which the consequences
check and the circumstances. of one’s actions are seen. The shots are taken for the sur-
prise strategies and the Momentum is recalculated with the
BATTLEFIELD AND OBJECTIVES changes relating to the objectives and actions carried out.
At the end of the preparation phase, the crucial areas of the
battlefield and the objectives of each army are defined. During the tactical phase, then:
The fights almost never have as their primary objective • each PC loses hit points from the tension of the battle
the complete annihilation of the opponent. The objective • the GM declares what actions the opposing army
of an army should be something that the faction wants to is taking
achieve and that would force the opposing side to fall back • players declare what actions they take, one each
in retreat. Each objective achieved by an army modifies the • the GM declares any countermoves
Momentum in its favor by an amount equal to the number
of tactical phases completed so far. How many and which options are available depends on the
value of the Momentum.
Some objectives can be:
• the capture of an opposing character Hit Points Opponents’ Opponents’
• the death of an opposing character Momentum
Cost Actions Countermoves
• the capture of a crucial element
• the conquest of a strategic or fortified position 1-5 20 3 2
6-15 15 3 1
A dead character counts as an objective gained only in the
first turn. A captured character counts as an achievement 16-20 10 2 1
for all turns in which they are captured. If the commander is
captured or killed, the Momentum’s value is doubled.
The actions available are Help, Assault, Conquest,
POSITIONING Countermove, Detachment, Defense, Reconnaissance,
Each player will then have to declare which unit of their Reinforcements, Repositioning, Retreat, Sabotage and they
army their character will be commanding. Typical units are: are described in full in the narrative phase.
At the end of the tactical phase, mark how many tactical
• First line. The central body of the deployment, phases have been completed: this number will serve you later.
formed by heavy infantry bodies
• Shock troops. One or two heavy infantry wings with
good mobility
• Scouts. Light troops with high mobility who manage
communications and report any alarms
• Shooters. Light troops equipped with range weapons,
firearm or artillery
• Rear. Mobile troops acting to support other units with
resources or replacements
265
Pitched Battles
NARRATIVE PHASE CONQUEST
Once the tactical phase is over, it’s time to go on to tell how The action allows to carry out a decisive attack that could
your actions are carried on Each player will describe the ac- end the battle. It can only be carried out by the command-
tion of their character and their unit, perform a check that er of the players and only if the sum of Momentum + the
will determine its success and consequences. The check is number of tactical phases concluded so far is greater than
normally at DC 18, the ability / skill is agreed with the GM. 16, while it can be carried out by the opposing side only
if the Momentum is less than 5 + the number of tactical
HELP phases concluded.
The action allows the unit to support the action of another If the commander uses this action, all characters who can
unit, giving strength to an assault, providing cover fire or use the Help action will be able to do so.
covering. Normally only a single unit can support an action,
except in the case of the Conquest of the objective. • Requirement: unit of the commander.
• Check: the same as the supported unit. • Check: dependent on the goal to be achieved. The test
• Effect: both checks are carried out with advantage requires that the general and all the characters who are
and it is sufficient to succeed in just one in order to carrying out the Help action to carry out this attempt
complete the objective. and that this is carried out by at least three units.
• Effect: the objective is achieved, the battle typically
ASSAULT ends, the battle moves on to the consequences phase.
The action allows the unit to assault an opposing unit, in Where not enough successes are accumulated, one
order to weaken it and induce it to flee, or to conquer a less success will be required next time the commander
defenseless target. performs the action.
266
DEFENSE RECONNAISSANCE
The action allows you to perch at a strategic point and de- The action allows you to maintain control of the battlefield
fend your position with the aim of exhausting an opposing and reduce the impact of any unexpected events.
unit. This can only be used by a unit defending a target.
• Requirement: Scout unit.
• Check: melee or ranged hit roll against a unit. • Check: Wisdom (Perception).
• Effect: if the roll succeeds and the target unit • Effect: any Reinforcement action carried out by
performs the Assault action against the unit on the opponent would not benefit from the extra
Defense, it will have a disadvantage to the hit roll and effectiveness dice. Repositioning actions have an
will suffer a weakening level in case of failure. advantage over the check. Sabotage actions can be
identified and counteracted.
• Special: if the unit that makes a Reconnaissance is
the target of an Assault, it can renounce the action to
completely avoid the Assault.
267
Pitched Battles
REINFORCEMENTS REPOSITIONING
The action allows the commander to discover addition- The action allows an army to reposition itself on the battle-
al units prepared in advance and not contemplated in the field and consolidate its ranks.
preparation phase to crush the opposing army in a powerful
pincer movement. • Check: Charisma (Persuasion or Intimidate).
• Effect: The unit can remove a weakening level and
• Check: Charisma (Deception). move to another area of the battlefield. The removal of
• Effect: the Momentum is moved favorably by 4. If the weakening level can only occur once per unit.
the Retreat order was given in the previous turn, the
Momentum is moved favorably by 7. RETREAT
• Special: if the action is performed by the characters The action allows an army to retreat from battle, withdraw-
and the Momentum is less than 5, the Momentum is ing and moving away.
moved by an additional 1d6. If the action is carried out
by the opponents and the Momentum is greater than • Requirement: only the commander.
16, the Momentum is moved by an additional 1d6. • Check: Charisma (Deception) if used as a preparation
for Reinforcements.
• Effect: The army retreats and, if chased, the
Momentum drops by 3. If the action is repeated the
next turn, the battle ends.
• Special: This order performed twice can be stopped
by a character with the leadership skills necessary to
take the reins of the situation. The decision lies with
the GM as to adapt the rules to the many peculiarities
that each story can have.
268
ARMIES AND UNITS
An army worthy of the name, in Historia, is made up of about half a thousand soldiers at least.
Hiring a soldier with modest equipment costs around 5 coins and their maintenance costs around 2
coins. The cost increases equally if the soldiers are well trained, if they have high quality gear and if
they are equipped with firearms (a soldier belonging to the elite of the brotherhood of the worms, well
trained, armed and with their harquebus, is therefore hired for 20 coins and keeping him in service costs
8 coins).
Being in a better than average unit allows the character to perform actions more easily, good training, quality
weapons and firearms each add +1 to the checks made by the character who guides them, up to +3.
If a unit inflicts a weakening level on another unit, it may decide not to inflict the level to free and re-
gain a target defended by it. A unit that suffers the second level of weakening is dispersed, and the only
action it can perform is a Repositioning and, until this occurs, the character is considered detached from
the unit.
SABOTAGE CONSEQUENCES
The action allows a unit, not counted in the preparation Depending on the momentum when the battle ends, the
phase and equipped with great quality gear in terms of rarity consequences can be more or less serious.
and cost, to carry out a surprise strategy, a sabotage or some If the characters win, the opposing army is defeated and
other special action that leads to a reversal of the situation. the objective is conquered. The players will loot an amount
of goods equal to the stakes in addition to the maintenance
• Check: Dexterity (Stealth). of the opposing side.
• Effect: the unit is not detected. The next Assault If the characters win with a Momentum greater than 16
action carried out by the unit has an advantage and they can, if they wish, kill a large number of soldiers on the
moves the Momentum up by 5. This bonus adds way and plunder a loot increased by half its value. About a
up (therefore by performing the check twice the quarter of the enemy soldiers will be killed and the army of
Momentum moves by 10, three times by 15 etc.). characters will take on a certain reputation.
If the characters win with a Momentum of 20, they may
have captured and/or executed almost all of the opposing
army, this will go down in history... in one way or another.
If the characters lose, they can escape with the army, re-
treating and saving most of it. If they lose with a Momentum
of less than 5, the army will have suffered huge losses, and it
will take a great effort, resources and money to get it back
on track.
A defeat with Momentum at 1 means that the characters
have been captured and are at the mercy of the opponents,
while their army is dispersed, their soldiers have fled or
died. Difficult times lie ahead...
269
Pitched Battles
270
Chapter Ten - Characters of Historia
he final chapter of this manual introduces the real protagonists of Historia: the characters who inhabit the
continent of Vesteria, and who animate it with the weaving of their personal stories, bringing their world to life.
In this chapter you will meet the Notable Characters of Historia, the ones whose actions can shift the balance
of the entire continent, but also characters lower in fame but still crucially important due to the heights their
stories can reach once they meet the ones of the players’ characters. Each of these is provided with their game
statistics and their past, filled with hooks for adventures and storytelling as well as references to events in the world of Historia
up to the present day. Finally, the chapter also includes templates to create NPCs, devised so you can quickly create an encounter
for the players. Further, it will aid the GM in improvising additional intrigue and starting a new story in the world of Historia.
271
Characters of Historia
Heroes of Historia
ADELAIDE FROM ROSSARIVA Bond: Rolando alone knows the pain I’ve lived through - and
The meeting of Adelaide from Rossariva and Rolando from he alone can help me have my revenge.
Acquascura was as though it had been arranged by a higher Ideal: The Holy Kingdom will pay for what it did. They will die
power filled with irony and a sense for kindred spirits: the alone, despairing in the mud.
Cat and the Mouse, both witnesses – in different ways – to Flaw: My cold heart cannot afford to feel any empathy.
the horrors of war, both having lost their families at the
hands of the Holy Kingdom and its blind warmongering. Tier: 2
Adelaide survived Rossariva only to lose her cubs to the
hard life of a refugee. When Rolando found her, he imme-
diately knew he had met a woman whose heart had grown ADELAIDE
cold, a mother willing to do anything to make a whole na- Small humanoid (rodenta mouse)
tion pay the price of her pain. Adelaide saw in Rolando the
only person who could ever understand what she had expe- STR DEX CON INT WIS CHA
rienced, and she joined him without hesitation, wanting to 8 (-1) 18 (+4) 12 (+1) 10 (+0) 15 (+2) 14 (+2)
learn everything she could from him in order to shape her Armor class 16 (brigandine)
grief into a deadly weapon. Hit points 66 (12d8+12)
Speed 25ft.
Saving throws Dex +8, Int +6
Skill Acrobatics +8, Deception +6, Insight +6, Stealth +8.
Senses Passive Perception 17, darkvision 60ft.
Challenge 8 (3900 XP)
Innate Stealth. Adelaide can try to hide behind another creature of
a size bigger than hers.
Elusive Target. Attack rolls against Adelaide cannot be made with
advantage; she can make the disengage, hide, or dash actions as a
bonus action.
Subtle Mastery. As a bonus action, Adelaide can add +2 to an
ability check made before the end of her turn.
Lethal Assassin. During the first turn of combat, if Adelaide hits
an opponent who has not yet taken their turn, she deals 10 (3d6)
additional damage to that opponent.
ACTIONS
Dagger. Melee weapon attack: +8 to hit, reach 5ft, one target. Hit:
14 (3d6+4) piercing damage or 25 (6d6+4) piercing damage if
Adelaide has advantage or the target is within 5ft of another
opponent.
Crossbow. Ranged weapon attack: +8 to hit, medium range, one
target. Hit: 17 (3d8+4) piercing damage or 27 (3d8+3d6+4)
piercing damage if Adelaide has advantage or the target is within
5ft of another opponent.
Bond: I follow simple, precise rules: I help those in need.
Ideal: I want to be finally not needed.
Flaw: I prefer being alone, especially away from other Magi.
Tier: 3
ALCIBIADE
Large humanoid (ruminsa moose)
STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 12 (+1) 20 (+5) 14 (+2) 10 (+0)
Armor class Armor class 12 (with mage armor)
Hit points 82 (15d6+30)
Speed 30ft.
Saving throws Int +10, Wis +7
Skill Arcana +10, Insight +10, Survival +7
Senses Passive Perception 12, darkvision 60ft.
Challenge 14 (11500 XP)
Magna Ars Opus. Alcibiade has welcomed the mysteries of earth,
water, and body. He has not yet chosen between light and shadow.
Fluid Adaptation. Alcibiade can spend 1 spell point to add his
proficiency bonus to an ability check, a saving throw or an attack
that does not already include it.
Spellcasting. Alcibiade is a 15th-level spellcaster. His spellcasting
ability is Intelligence (spell save DC 18, +10 to hit with spell
attacks). He has the following spells prepared:
ALCIBIADE Cantrips (at will): Chill Touch, Frost Ray, Resistance, Shillelagh,
After the Magus academy became what it is today – the Shocking Grasp, Spare the Dying.
Montetorto Alchemical Academy – the Magistri scattered Prepared spells (45 spell points):
across all of Vesteria: some, such as Alistaire, have kept a 1st level. Create or Destroy Water, False Life, Fog Cloud, Heroism,
Mage Armor.
low profile while still remaining a part of society; others, 2nd level. Alter Self, Enlarge/Reduce, Lesser Restoration, Mirror
such as Alcibiade, have covered their tracks and disappeared Image.
to remote locations. 3rd level. Glyph of Warding, Haste, Meld into Stone, Slow.
Silent, reserved, and filled with a general sense of unease, 4th level. Aura of Life, Death Ward, Shape Stone, Stoneskin.
‘as if always about to leave for somewhere else,’ as some 5th level. Animate Objects, Contagion, Greater Restoration, Invoke
Elemental (Water).
have said, Alcibiade has been wandering the woods of the Major arcana (1/day each): Antipathy/Sympathy, Heal, Mirage Arcane.
Pit for decades. After his appearance during Ermello’s first
conquest of Tanafonda, as a savior and guide to the refu- ACTIONS
gees, people started talking about him almost as a ‘guardian’ Quarterstaff. Melee weapon attack: +7 to hit, reach 5ft, one target.
of the Pit. Hit: 5 (1d6+2) bludgeoning damage or 6 (1d8+2) bludgeoning
damage if used with two hands.
There is no place in which children do not stare at him
with curiosity, whispering without ever getting too close, BONUS ACTIONS
and where adults do not welcome him with a warm meal From the Heart of Vesteria. Alcibiade spends 5 spell points. If his
and a pint of ale. next saving throw or ability check or attack roll is below 12 on the
die, the die is considered to have rolled a 12.
Horns Blow. Melee weapon attack: +7 to hit, reach 5ft, one target.
Hit: 5 (1d6+2) piercing damage. Can only be used after having
spent 20ft of movement during the same turn.
273
Characters of Historia
Bond: My discoveries have brought me to seek control over ev-
erything. Everything.
Ideal: I will ensure the Ordo’s influence over all of Vesteria.
Flaw: I will do anything to increase the power of the Ordo.
Tier: 3
ALISTAIRE
Medium humanoid (ruminsa goat)
STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 10 (+0) 20 (+5) 14 (+2) 14 (+2)
Armor class 9
Hit points 67 (15d6+15)
Speed 30ft.
Saving throws Int +10, Wis +7
Skill Arcana +10, Deception +7, Medicine +7, Perception +7
Senses Passive Perception 15, darkvision 120ft.
Challenge 13 (10000 XP)
Magna Ars Opus. Alistaire discovered the mysteries of mind,
water, and shodow. He has not yet chosen between air and earth.
Spellcasting. Alistaire is a 15th-level spellcaster. His spellcasting
ability is Intelligence (spell save DC 18, +10 to hit with spell
attacks). He has the following spells prepared:
Cantrips (at will): Chill Touch, Eldritch Blast, Friends, Frost Ray,
ALISTAIRE, FIRST CONSUL True Strike, Vicious Mockery.
Prepared spells (45 spell points):
Among the many personalities of the Confederation, 1st level. Charm Person, Command, Disguise Self, Unseen Servant.
Alistaire is one of the most fascinating. Gentle mannered 2nd level. Calm Emotions, Detect Thoughts, Darkness, Invisibility.
and courteous, well-spoken and naturally charismatic, 3rd level. Fear, Protection from Energy, Water Walk, Water Breathing.
Alistaire hides beneath it all a subtle, sharp mind, an ob- 4th level. Banishment, Blight, Control Water, Greater Invisibility.
5th level. Dream, Dominate Person, Passwall, Scrying.
sessive need for control over everything, and a sense of duty Major Arcana (1/day each): Glibness, Finger of Death, Stoneskin.
which is hard to understand - especially as he is one of the
most powerful Magi in all of Vesteria. ACTIONS
His low voice and impeccable diction at times let slip Club. Melee weapon attack: +6 to hit, reach 5ft, one target. Hit: 6
archaisms revealing how much, much older than he shows (1d8+1) bludgeoning damage.
Alistaire actually is: looking at him, you would not think BONUS ACTIONS
him more than a middle-aged Ruminso who keeps him- Liquid Spells. Alistaire can spend 1 spell point to exclude up to 5
self in good shape. Some, however, being more suspicious creatures of his choice from the effects of a spell.
or maybe just more sensitive, have the uneasy feeling of not Horns Blow. Can only be used after moving 20ft. this turn. Melee
Weapon Attack: +5 to hit roll, range 5ft, one target. Hit: 3 (1d4+1)
being entirely safe around Alistaire.
piercing damage.
REACTIONS
Piercing Glare. Alistaire can spend 1 spell point to add +5 to his
AC for one attack.
274
Bond: I can always strike a deal with anyone.
Ideal: I will own the secrets of each and everyone living on
this land.
Flaw: My words are always poison, they always harm and
never heal.
Tier: 3
APOPI
Medium humanoid (cenophide cobra)
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 9 (-1) 18 (+4) 12 (+1) 18 (+4)
Armor class 15 (natural armor)
Hit points 88 (16d8+16)
Speed 30ft.
Saving throws Int +9, Cha +9
Skill Deception +9, Insight +11, Perception +6, Persuasion +14
Senses Passive Perception 16
Challenge 14 (11500 XP)
Sinuous Body. Any roll made to resist or escape Apopi’s grasp is
made with disadvantage.
Alien Mind. Apopi has advantage on all Intelligence, Wisdom and
Charisma saving throws. Any action aiming to understand her
motivations rolls with disadvantage.
APOPI OF WHISPERS Spider’s Web. Apopi has access to a complex network of contacts,
allies, and friends. She always knows the best person for the job.
It is the done thing among successful merchants to diver- Faithful Servants. Apopi has a group of servants specialised
sify their supply. Apopi started with exotic items, sought in gathering information and her defense. As long as she is
after by demanding collectors in Maricaldi, her hometown. accompanied by her servants, she is resistant to all damage.
Her multiple stores, scattered along the Known Sea coast ACTIONS
and across various other nations, boast a clientele as varied
Poisonous Bite. Melee weapon attack: +8 to hit, reach 5ft, one target.
as her wares. Her most valuable income, however, does not Hit: 6 (1d6+3) piercing damage and 21 (6d6) poison damage.
come from spices or gems, or even the bottled alchemical Incite. Apopi incites up to three faithful servants allowing them to
miracles: it’s information, of which Apopi is the queen. Do make a Melee attack if they still have a reaction.
not accuse her of being a rumor-monger, as she only deals BONUS ACTIONS
in the truth. Some have called her ability to gather whispers
Trader’s Insight. Apopi can gaze into a person’s soul she can see
and secrets almost on par with that of the Black Master, but and talk to, who must make a Charisma (DC 14, based on Apopi’s
Apopi has never appreciated such a comparison, as she sees Wisdom) saving throw. If they fail, Apopi will uncover a personality
Rolando from Acquascura as a ‘crude cutthroat who never trait and a weak point of the target creature, and they are charmed
learned any manners’. for one minute. The target creature can repeat the saving throw at
the end of their turn to remove the charmed condition.
Mortal Coils. Apopi makes a Poisonous Bite attack. She can only
make this bonus action if the target creature is grappled.
275
Characters of Historia
Bond: Cecilia and Lodovico must be protected at any cost, includ-
ing my own life.
Ideal: The faults of the fathers must not fall upon their sons, I
must avoid the incoming conflict.
Flaw: I prefer inaction to risk, to danger, to another potential loss.
Tier: 1
BAUDOLINO
Medium humanoid (edenta anteater)
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)
Armor class 17 (reinforced hauberk)
Hit points 60 (8d10+16)
Speed 30ft.
Saving throws Str +6, Con +5
Skill Perception +4, Survival +4, History +3
Senses Passive Perception 15
Challenge 3 (700 XP)
Striking Pose. Baudolino can pose to make himself look more
intimidating. He has advantage on Intimidation rolls.
ACTIONS
Multiattack. Baudolino makes two attacks with his halberd.
BAUDOLINO CEFFOLONGO Halberd. Melee weapon attack: +6 to hit, reach 10ft, one target. Hit:
8 (1d10+3) slashing damage.
Baudolino Ceffolongo was born in Altabreccia, in the Crossbow. Ranged weapon attack: +7 to hit, long range, one target.
Green Pit. He spent most of his childhood with his young- Hit: 7 (1d10+2) piercing damage.
er siblings, his mother and grandmother, and Baudolino
has become accustomed to the ever-present weight of re-
sponsibility. His mercenary father would only appear for
a short time before setting off again. Every time he was
home though, he spent some time teaching his son to mas-
ter weaponry, almost as a game. The last time they saw each
other, Baudolino was thirteen.
As he grew older, his propensity for becoming a teacher of
arms to others became clear.
Baudolino made use of these skills almost immediately: at
first, he taught the militia in Altabreccia, then in Buchebuie
to teach spear-handling to Ermello’s Bands. During these
latter years, Ermello and Baudolino became friends. In the
name of this friendship, Baudolino still watches over Cecilia
and Lodovico in their secret exile to this day.
276
Bond: You can count on friends only as long as they’re friends,
you can always count on yourself.
Ideal: Vesteria is wealthy: too wealthy for me not to partake of it.
Flaw: I am prone to habits and will get trapped by them at times.
Tier: 2
BJORN
Large humanoid (urcida white bear)
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 9 (-1)
Armor class 14 (brigandine)
Hit points 93 (11d10+33)
Speed 40ft., climbing 40ft., swimming 40ft.
Saving throws Dex +6, Wis +5
Skill Atletics +8, Stealth +6, Intimidation +3, Perception +5,
Survival +5
Damage Resistance Cold
Senses Passive Perception 15
Challenge 7 (2900 XP)
Thick Skin. Bjorn reduces all bludgeoning, slashing and piercing
damage by 1.
Improvisation. Once per turn, when Bjorn makes an attack and
misses, he can immediately make the same attack again.
BJORN THE STRANGER Natural Affinity. In arctic, nautical and coastal environments,
Bjorn ignores disadvantage from difficult terrain and is aware of
Travelers are not safe in the White Desert, this is known. If natural threats and remedies.
being trapped in a snowstorm or getting lost in the steppes Deadly Ambush. Bjorn cannot be surprised in arctic, nautical and
were not enough, the nomadic clans often and happily in- coastal environments and has advantage on all attacks during his
tercept those who travel carelessly, seeking easy loot. There first turn of combat. He adds an extra damage die and, in case of a
critical hit, adds an extra level of exhaustion to his first attack after
is little to be done against the snow, alas, but against raiders? rolling initiative.
Everyone knows you need guards, and you need guides to
avoid getting lost. Bjorn and his mercenaries are both. ACTIONS
Exiled from his lands at a young age, Bjorn made a Multiattack. Bjorn makes two attacks with his battleaxe.
name for himself among the clans thanks to his incredible Battleaxe. Melee weapon attack: +8 to hit, reach 10ft, one target.
Hit: 8 (1d8+4) slashing damage or 9 (1d10+4) slashing damage
strength and skill in battle, highly regarded qualities in their when used with two hands.
culture. His fame grew, as did his followers, day after day,
year after year. Now settled around Calìda, his small group
of mercenaries has become an army, ready to escort wealthy
traders across the Desert.
‘But isss thissss what you really want, Bjorn? Ssssstaying
here in Calida to grow fat?
277
Characters of Historia
Bond: I always have a word of advice.
Ideal: I will to know more about this world, for I shall not die
in mine bed.
Flaw: Mine honesty prevents me from choosing the safest path.
Tier: 2
CAROLINO
Small humanoid (canide domesti)
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 19 (+4) 12 (+1) 20 (+5)
Armor class 12
Hit points 66 (12d8+12)
Speed 30ft.
Saving throws Int +8, Cha +9
Skill Investigation +8, Insight +5, Persuasion +9, History +8
Senses Passive Perception 16, darkvision 30ft.
Challenge 6 (2300 XP)
Jack of All Trades. Carolino adds +2 to any ability check that
doesn’t already include his proficiency bonus.
Luck. When Carolino makes a saving throw, an ability check or
an attack roll and rolls a 1, he can re-roll the die. He must use the
new roll.
Welcomed. Carolino adds 1d8 to all rolls made to influence others,
CAROLINO THE SAGE unless he is being hostile.
Trial and Error. When Carolino fails an ability check, a saving
Every century has its own brilliant scholar, who will shine throw or an attack roll, his next ability check or saving throw will
in history – this century, such a scholar is Carolino, known be an automatic natural 20.
by many as the Sage. A historian, originally from the Khan’s Loyal Companion. When Carolino is about to suffer a critical hit
Empire, Carolino has traveled for most of his life: he has or is about to suffer an attack that would take him to 0 pf, if one of
his comrades within 6m of Carolino can to take the hit instead of
known lands, peoples and cultures which many completely Carolino.
ignore. Out of love of knowledge and because, admitted-
ly, decades of traveling have made no place truly feel like ACTIONS
home, Carolino is now traversing Vesteria in what may very Dagger. Melee weapon attack: +6 to hit, reach 5ft, one target. Hit: 4
well be his last journey. (1d4+2) piercing damage.
Words of Advice (recharge 5-6). Carolino can encourage and
You will always find him in the company of his friend motivate an individual, allowing them to spend up to two hit dice
Jamyang, a giant, quiet Ruminso, aiding him in all which his to regain hit points, adding +4 to the roll. The ability automatically
old bones no longer allow him to do with ease. Wherever regains a charge if Carolino fails an ability check, a saving throw or
Carolino ventures, the wealthy and the ambitious compete an attack roll.
for his company, hoping to be mentioned in his master-
piece: Historia.
278
Bond: I will defend my Lodovico from all threats.
Ideal: I would like to have a place to call home once more.
Flaw: I must avoid all conflict, or it will only cause more blood-
shed to my family.
Tier: 1
CECILIA
Medium humanoid (mustacea marten)
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 16 (+3) 14 (+2) 14 (+2)
Armor class 11
Hit points 18 (4d8)
Speed 30ft.
Skill Insight +4, History +5, Persuasion +4
Damage Resistance Poison
Senses Passive Perception 15, darkvision 60ft.
Challenge 1 (200 XP)
Keen Smell. Cecilia has advantage on Wisdom (Perception) ability
checks based on smell and can leave a traceable smell recognisable
by those with similar skills.
Relentless Endurance (recharge 6). When Cecilia is reduced to 0
hit points, she instead drops to 1 hit point.
ACTIONS
CECILIA DE FURI Dagger. Melee weapon attack: +3 to hit, reach 5ft, one target.
Cecilia has been many things: a wife, a mother, but most of Hit: 3 (1d4+1) piercing damage.
all, a de Furi. As the representative of one of the most in-
BONUS ACTIONS
fluential families of Buchebuie, her fate would have been to
Devil in the Details. Cecilia is capable of quickly reading the
marry a representative of another wealthy family, ensuring a
people before her. She can identify a target’s social standing
legacy and new profitable ties. It so happened that Galeazzo and one personality trait unless the target succeeds a Charisma
de Furi, uncle to Cecilia, saw an opportunity in the rise of saving throw (DC 14) or has previously made an ability check for
Ermello and promised him his niece in marriage. Charisma (Deception) higher than DC 14.
Ermello and Cecilia loved each other dearly, and had
one son: Lodovico. Cecilia now finds herself in hiding with
her son and their guardian Baudolino in the deepest reach-
es of the Pit, everyone believing her to have died during
the taking of Tanafonda. As the years go by, she often loses
herself in her own memories, hiding away from what hap-
pens around her.
279
Characters of Historia
Bond: The sanctity of worship of Bones makes my pride un-
touchable, in any situation.
Ideal: Faith in the Bones alone can save the world, and us all with it.
Flaw: The violence I must commit for my mission is an ever-in-
creasing burden.
Tier: 2
DESMOND
Medium humanoid (canide dogo)
STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
Armor class 19 (plate armor)
Hit points 82 (12d10+16)
Speed 30ft.
Saving throws Str +9, Con +6
Skill Atletics +9, Investigation +4, Performance +5, Religion +4
Senses Passive Perception 16, darkvision 30ft.
Challenge 8 (3900 XP)
Heroic Action. As long as Desmond has over half his total hit
points, he can add 4 (1d8) to all ability checks and damage rolls.
Alert. Opportunity attacks against Desmond have disadvantage.
Punish the Infidel. Until Desmond yields to his flaw, he adds 5
(1d10) radiant damage to all Melee attacks and all saving throws.
DESMOND ACTIONS
A shining example of what a paladin should aspire to be, Multiattack. Desmond makes two attacks with his great sword.
Desmond is known throughout all of Vesteria as a paragon Fervour. Desmond makes four attacks with his great sword. He
for those who fight for what they hold sacred. The younger can only use this ability once every short or long rest.
son of a cadet family, he chose the way of the sword and the Great Sword. Melee weapon attack: +9 to hit, reach 5ft, one target.
Bone Cross at a very young age. Rising to fame during the Hit: 12 (2d6+5) slashing damage.
Conspiracy, he earned his position as commander of the
Guardians, the chosen troops of Femore III’s army, those
charged with protecting the Nochemburg Temple and the
Keeper of Bones himself.
After the discovery of the Ossarium, he was sent to
Rossariva to set up camp for further study of the mysterious
new location, reclaiming the town in the name of the Ancestors
and Femore III. The people of Rossariva did not respond with
the submission the Army expected from a congregation facing
an order concerning a matter of Faith. A massacre ensued, and
the burden of the horrors of that day still weigh heavily upon
Desmond, who has spent many a sleepless night since.
280
Bond: I bear the glory of the Holy Kingdom upon my shoulders.
Ideal: The glory of the Holy Kingdom shall be my own, and it
shall be magnificent.
Flaw: I must always maintain hold of my objective, with all
my strength.
Tier: 3
FEMORE III
Medium humanoid (canide dogo)
STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 10 (+0) 14 (+2) 20 (+5) 14 (+2)
Armor class 9, 18 if wearing full plate armor
Hit points 88 (16d8+16)
Speed 30ft.
Saving throws Wis +10, Cha +7
Skill Insight +10, Medicine +10, Religion +7
Senses Passive Perception 20, darkvision 30ft.
Challenge 13 (10000 XP)
Spellcasting. Femore III is a 16th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 18, +10 to hit with spell attacks)
and he adds his Wisdom modifier to all spell damage. Femore has
the following spells prepared:
Cantrips (at will): Guidance, Sacred Flame, Thaumaturgy
FEMORE III Spells (3 slots for 5th level): Beacon of Hope, Command, Cure
Wounds, Flame Strike, Geas, Greater Restoration, Guardian Spirits,
Femore III had sat upon the throne of the Nochemburg Lesser Restoration, Locate Creature, Mass Healing Word, Protection
Temple for so long that most would be forgiven for forget- from Poison, Sanctuary.
ting his real name and origins: Agilulph Partenopio, heir to Miracles(1/day each): Divine Word, Harm, Holy Aura.
the family with the most troubled history in all of Vesteria. Charmed Followers. Femore III is always accompanied by two
The branch of the dynasty that eventually settled in the permanently charmed personal guards; if they are within 10ft
of Femore, they can use their reaction to take the damage that
Holy Kingdom tied itself easily to the Church of Bones and Femore would take from an attack. Each creature affected by the
started populating its hierarchy one son at a time. Femore Sermon ability can also use their reaction in the same way.
III is the fourth Keeper of Bones to bear the family name,
ACTIONS
and one can say without exaggeration that he has been bred
for the role: despite his childhood dreams of an academic Iron Scepter. Melee weapon attack: +8 to hit, reach 5ft, one target.
Hit: 6 (1d6+3) bludgeoning damage.
career (one in which he could have easily excelled even in Sermon. As an action, Femore III can attempt to charm a creature
Espera, given his oratorical skills), he came to realize his who is able to hear and understand his words (DC 18 Wisdom
natural inclination towards power as soon as he was elected saving throw). The effect lasts one minute or until Femore attacks
in the Holy Citadel, carrying with ease a burden that has the target. Recharges after a short or long rest.
been too heavy for so many others. Channel Divinity. Femore III inflicts 27 (2d10+16) thunder
damage to all his enemies within 30ft, ignoring all resistances
and immunities.
281
Characters of Historia
Bond: The money I acquire is for the little ones in the orphanage.
Ideal: I always aim for the biggest score.
Flaw: I cannot risk the safety of the children.
Tier: 2
NESTORE
Medium humanoid (rodenta leporid)
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 10 (+0) 14 (+2) 8 (-1) 14 (+2)
Armor class 16 (gambeson)
Hit points 61 (10d8+16)
Speed 40ft.
Saving throws Dex +8. Int +6
Skill Atletics +5, Stealth +8, Perception +3, Persuasion+6, Sleight
of Hand +8
Senses Passive Perception 13, darkvision 60ft.
Challenge 9 (5000 XP)
Elusive Target. Attacks against Nestore cannot be made with
advantage and he can use the disengage, hide, dash action or
any action that would allow him to avoid being grappled as a
bonus action.
Subtle Skill. As a bonus action, Nestore can add +2 to an ability
check before the end of his turn.
NESTORE THE ORPHAN PRINCE ACTIONS
Salso Nero is capable of many horrors, but it has also been Cinquedea. Melee weapon attack: +8 to hit, reach 5ft, one target.
able to give birth to individuals with a kind heart – even Hit: 14 (3d6+4) piercing damage or 25 (6d6+4) piercing
if their paws are not exactly clean. Nestore, Prince of the damage if Nestore has advantage or the target is within 5ft of
another opponent.
Orphans, is one such figure: local hero of the Salso Nero Bow. Ranged weapon attack: +8 to hit, long range, one target.
Underbelly and king of petty thieves. He found himself Hit: 14 (3d6+4) piercing damage or 25 (6d6+4) if Nestore has
looking after all the orphans in the neighborhood once the advantage or the target is within 5ft of another opponent.
owner of the orphanage where he’d spent his childhood had
died. He took the new role in stride, and the contents of the
pockets he was used to emptying went entirely to feed his
numerous fellow orphaned siblings. His fame grew further
when he heard of a new, portentous treasure that Mayor
Paddath would pay generously to own: a miraculous type of
amber discovered by the Church of Bones in the Ossarium.
What better target for a talented thief ?
282
Bond: I have found the true way thanks to the Mortifieds and
their pain.
Ideal: There is no sin that my hand and flail cannot cleanse.
Flaw: If my faith hands me a mission, I must see it through.
Tier: 2
ODO
Medium humanoid (hyenida hyena)
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 20 (+5) 12 (+1) 8 (-1) 9 (-1)
Armor class 17
Hit points 138 (12d12+60)
Speed 30ft.
Saving throws Con +9, Wis +3
Skill Intimidation +3, Religion +5
Senses Passive Perception 9
Challenge 8 (3900 XP)
Broken. Odo’s multiple traumas have made his mind into a psychic
wasteland. He is immune to telepathy and he has advantage on
Intelligence saving throws.
Self-Inflicted Wounds. Odo can inflict himself 12 points of damage,
ignoring all resistance and immunities. If he does so, he can choose
to change a 1 on an attack roll or saving throw into a 20; gain
ODO resistance to bludgeoning, slashing and piercing damage for 1
minute; or to take a single Melee attack action as a bonus action.
A harsh youth shaped Odo into an opportunistic, violent, Blood Charge. Odo has three Blood charges, which he can spend
and sly creature. He trawled through the Green Pit with a as 4th-level spell slots or to take a single Melee attack action as a
band of bullies and cutthroats: he’d move from village to bonus action.
village asking for a ‘protection tax’. Odo and his bands’ mis- Blood Magic. Odo is a 12th-level spellcaster. His spellcasting
ability is Constitution (spell save DC 17, +9 to hit with spell
deeds were left unpunished for many a year, until a team of attacks) and he adds his Constitution modifier to the damage for
Worms was hired – led by Torquato himself – to solve the each of his spells. He has the following spells prepared.
issue once and for all. Cantrips (at will): Guidance, Light, Martyr’s Brilliant Blood, Spare
The entire band was killed or captured, and Odo himself the Dying, Thaumaturgy
was tortured and broken. He went through a complete conver- Prepared spells: Bless, Blight, Branding, Command, Dispel Magic,
Hellish Rebuke, Hold Person, Magic Weapon, Protection from Good
sion, to the point of reaching a twisted spiritual crisis during and Evil, Remove Curse.
which the idea of self-atonement and punishment for his sins Reckless Attack. All of Odo’s attacks and all attacks against Odo
took hold in his mind. And what better place for a violent soul are made with advantage.
to cleanse himself than the Brotherhood of Mortifieds? ACTIONS
Multiattack. Odo makes two attacks with his flail.
Flail. Melee weapon attack: +8 to hit, reach 5ft, one target. Hit: 11
(1d10+6) bludgeoning damage.
BONUS ACTIONS
Unsettling Laughter (recharge 6). Odo can start laughing with
no reason, spreading an unsettling sense of unease among his
opponents, who have disadvantage to all attacks not targeting Odo.
283
Characters of Historia
PADDATH, PODESTÀ OF SALSO NERO
Salso Nero is unique for a number of reasons, and
it also happens to be the only city in Vesteria to
have a Batrachian leader. Paddath made his fortune
through the slave trade, and the ‘merchandise’ he ac-
quired with the Buchebuie conquest of Tanafonda
became the crux of his ambitious social climb: for
a pittance (which he conviced the seller to be out-
rageous) he bought a third of the city’s population,
mostly pups of all races. Infants are extremely valu-
able sales in the Far Lands, and Paddath had no
scruples whatsoever. He returned to Salso Nero as
a king, became Mayor and made his title and post
eternal by convincing magus Ni-Shung to work for
him, by offering her the Dark Pearl of Salso Nero.
Tier: 3
NI-SHUNG
Ni-Shung’s egg hatched among the extravagant lux-
uries of an incredibly wealthy Lissame family in the
Eastern Khan Empire. When she chose to study the
occult arts, her family did not stop her, knowing the
strength and sharpness of their daughter. Her skill
was such to gain her a place at the imperial court,
where years later she would meet a foreign trader be-
come Mayor of a faraway city, whose waters gift black
salt to those who know how to extract it. When he
offered her to become his councilor, Ni-Shung was
skeptical; to test his commitment, she asked for the
only treasure she knew of from those lands: the Dark
Pearl of Salso Nero. Always in control of her reactions,
Ni-Shung easily masked her surprise when Paddath
granted her request, and she has been operating on
behalf of the unscrupulous Mayor ever since.
Tier: 3
284
PADDATH NI-SHUNG
Medium humanoid (anure bufo) Medium humanoid (urodele salamander)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 8 (-1) 15 (+2) 14 (+2) 16 (+3) 19 (+4) 10 (+0) 14 (+2) 14 (+2) 20 (+5) 8 (-1) 12 (+1)
Armor class 9 Armor class 15 (with mage armor)
Hit points 104 (16d8+32) Hit points 82 (15d6+30)
Speed 20ft., swim 40 ft. Speed 30ft., swim 40ft.
Saving throws Int +7, Cha +9 Saving throws Int +10, Wis +4
Skill Deception +14, Insight +13, Perception +8, Persuasion +9 Skill Arcana +10, Investigation +10
Damage Resistance Poison Senses Passive Perception 9
Senses Passive Perception 18 Challenge 14 (11500 XP)
Challenge 14 (11500 XP) Alien Mind. Ni-Shung has advantage on all Intelligence, Wisdom
Opulent Wealth. Paddath has access to anything that money can buy. and Charisma saving throws. Any action aiming to understand her
Spider’s Web. Paddath has access to a complex network of contacts, motivations rolls with disadvantage.
allies, and friends. He always knows the best person for the job. Magna Ars Opus. Ni-Shung has welcomed the mysteries of
Faithful Servants. Paddath has a group of servants specialised in shadow, mind, and earth. She has not yet chosen between fire
the most disparate of skills. As long as he is accompanied by his and water.
servants, he is resistant to all damage. Body of Stone. Ni-Shung takes one less level of exhaustion when
Paddath usually travels with four armed guards, but within the she takes a critical hit.
palace walls, the number of servants increases dramatically. Spellcasting. Ni-Shung is a 15th-level spellcaster. Her spellcasting
ability is Intelligence (spell save DC 18, +10 to hit with spell
ACTIONS
attacks). She has the following spells prepared:
Dagger. Melee weapon attack: +4 to hit, reach 5ft, one target. Hit: 1 Cantrips (at will): Eldritch Blast, Resistance, Shillelagh, Shocking
(1d4-1) piercing damage. Grasp, Spare the Dying, True Strike
Incite. Paddath incites up to three faithful servants allowing them to Prepared spells (45 spell points):
make a Melee attack if they still have a reaction. 1st level. Entangle, False Life, Heroism, Mage Armor, Thunderwave.
2nd level. Alter Self, Barkskin, Enlarge/Reduce, Shatter.
BONUS ACTIONS
3rd level. Glyph of Warding, Haste, Meld into Stone, Slow.
Trader’s Insight. Paddath can gaze into a person’s soul he can 4th level. Banishment, Greater Invisibility, Stoneskin, Stone Shape.
see and talk to, who must make a Charisma (DC 16, based on 5th level. Destructive Wave, Dream, Passwall, Wall of Stone.
Paddath’s Wisdom) saving throw. If they fail, Paddath will uncover a Major arcana (1/day each): Dominate Monster, Finger of Death, Wall
personality trait and a weak point of the target creature, and they are of Thorns.
charmed for one minute. The target creature can repeat the saving
throw at the end of their turn to remove the charmed condition. ACTIONS
Dagger. Melee weapon attack: +7 to hit, reach 5ft, one target. Hit: 4
(1d4+2) piercing damage.
BONUS ACTIONS
Shadowpass. Ni-Shung can spend 5 spell points to become
invisible and double her speed until the end of her next turn.
REACTIONS
Body Wisdom. Ni-Shung can spend 1 spell point to add 5 to a
saving throw or ability check.
285
Characters of Historia
Bond: The voices speak to me and tell me that where there’s a
mystery, it can always be solved.
Ideal: The voices speak to me and tell me to unite the people
under the same faith for a better world.
Flaw: The voices speak to me.
Tier: 2
PLAUTILLA
Medium humanoid (canide levro)
STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 10 (+0) 12 (+1) 18 (+4) 14 (+2)
Armor class 11
Hit points 49 (11d8)
Speed 30ft.
Saving throws Wis +8, Cha +6
Skill Insight +8, Persuasion +6, Religion +5
Senses Passive Perception 19, darkvision 30ft.
Challenge 7 (2900 XP)
Spellcasting. Plautilla is a 6th-level spellcaster. Her spellcasting
ability is Wisdom (spell save DC 16, +8 to hit with spell attacks)
and adds her Wisdom modifier to the damage for all her cantrips.
Plautilla has the following spells prepared:
Cantrips (at will) Guidance, Light, Sacred Flame
PLAUTILLA Spells (3 slots for 3rd level): Beacon of Hope, Bestow Curse, Bless,
Cure Wounds, Lesser Restoration, Nondetection, Silence, Spiritual
Every village has its harmless fool or local eccentric, but no Weapon, Water Walk.
parent ever wishes this role to befall their own daughter. Healing Stimulus. When Plautilla casts a cantrip, a single creature
Plautilla was born to a poor farming family in the Vesterre of her choosing within 10ft can spend a hit die to regain hit
Duchy. Her strangeness had been obvious since early child- points, as if taking a short rest.
hood, and as soon as she started speaking she used her new Divine Healer. Whenever someone regains hit points through
Plautilla, they regain extra 4 hit points. Plautilla has 11d6 healing
faculty to converse with voices only she could hear. When dice, which she can use through her Healing touch instead of the
she disappeared, only to return one year later dragging be- target’s hit dice.
hind her a gargantuan bone of probable millennial origin, Prophet of the Ossarium. Plautilla has a special link with the
the Church of Bones did not hesitate to swoop upon her like Ossarium and the Bone relics: when she is in their vicinity,
a sparrow: she was immediately brought to Nochemburg unexplainable supernatural events occur.
and appointed as a prophet; the Costolares who accompa- ACTIONS
nied her to the capital, however, had the following to say Quarterstaff. Melee weapon attack: +3 to hit, reach 5ft, one target.
about her: ‘I hath no doubt of the sanctity of the visions of the Hit: 3 (1d8-1) bludgeoning damage.
girl, yet she is simple of mind, and Nochemburg shalt be perilous Healing Touch. Plautilla touches a target creature who can spend
for the likes of she.’ up to three hit dice to regain hit points. The target can use
Plautilla’s Divine Healer dice instead of their own hit dice.
AZIONE BONUS
Kindness. Plautilla can use the Help action as a bonus action.
286
Bond: Fate can only be bound with patience and reason.
Ideal: I will build the best, most wonderful weapon of this world.
Flaw: I always feel like using way more force than is needed.
Tier: 2
R ANIERI
Medium humanoid (sauta boar)
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 8 (-1)
Armor class 18 (rodelian half plate)
Hit points 55 (10d8+10)
Speed 30ft.
Saving throws Con +5, Int +8
Skill Arcana +8, History +8
Senses Passive Perception 11, darkvision 60ft.
Challenge 8 (3900 XP)
Explosives Expert. When Ranieri rolls initiative in a place he has
had the opportunity to inspect prior to combat, he rolls 1d6: the
result is the number of grenades he has strategically placed on the
battlefield. Ranieri can use his Grenade ability as a bonus action
as many times as the result of the roll, with advantage on the
attack roll.
ACTIONS
RANIERI DE’ PORCHIS Ranieri’s Special Musket. Ranged weapon attack: +8 to hit,
Anyone who has heard of the Worms’ exploits knows of medium range, one target. Hit: 28 (4d12+2) piercing damage.
Torquato, and anyone who knows of Torquato knows of Reloading the weapon while moving and failing the attack roll
Ranieri: a military artificer of rare talent, longtime hus- will cause the weapon to explode, dealing 14 damage to Ranieri.
Bayonet. Melee weapon attack: +5 to hit, reach 10ft, one target. Hit:
band and father, but especially a close friend to Torquato. 10 (2d8+1) piercing damage. If Ranieri has moved at least 20 feet
Despite his species’ reputation, Ranieri has never been one before making the attack, the target must make a Strength saving
for excess, but rather meek and placid in demeanor. He throw (CD 13) or fall prone.
has always favored calm and reason to overcome the chal- Grenade. Ranged weapon attack: +8 to hit, medium range, one
lenges he must face. target. Hit: 18 (4d8) piercing damage. All creatures within 10ft of
the main target must make a Dexterity saving throw (DC16) or
That said, watching him at work in the Academy’s work- take the same damage.
shops, between a pour of scalding iron and his numerous
REACTIONS
sketches, or on the battlefield among the smoking barrels, you
will notice a spark in his eyes, even just for an instant, like the Under Enemy Fire. Ranieri has advantage on saving throws against
being frightened and if he passes such a check he can make an
fire in the mouth of a cannon, before once more reverting to
attack with his Special musket.
his reasonable self. Those who know that spark say that the real
Ranieri can be found right there beneath it.
287
Characters of Historia
Bond: My life matters little; there is only the Cause.
Ideal: I will see the Holy Kingdom undone, forever.
Flaw: Sometimes I don’t know whether I am still Rolando, or
only the Black Master.
Tier: 3
ROLANDO
Medium humanoid (felide cat)
STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 16 (+3) 7 (-2) 14 (+2)
Armor class 18 (rodelian brigandine)
Hit points 120 (16d8+48)
Speed 40ft.
Saving throws Dex +10, Int +6, Wis +3
Skill Acrobatics +10, Stealth +10, Intimidation +7,
Deception +7, Perception +5
Senses Passive Perception 15, darkvision 60ft.
Challenge 14 (11500 XP)
Lightfoot. When Rolando makes a Dexterity (Stealth) check
without disadvantage, he rolls with advantage; if he falls and is not
incapacitated, he ignores the first 15ft when calculating damage.
Elusive Target. Attack rolls against Rolando cannot be made with
advantage; he can make the disengage, hide, or dash actions as a
ROLANDO FROM ACQUASCURA bonus action.
Subtle Mastery. As a bonus action, Rolando can add +3 to an
There was a time when Rolando from Acquascura, lord of ability check made before the end of his turn.
spies of the Confederation and unanimously recognized as Lethal Assassin. During the first turn of combat, if Rolando hits
the most dangerous individual in all of Vesteria, worked an opponent who has not taken their turn, he deals 14 (4d6)
as a simple stonecutter with his father, in a village of the additional damage, and the opponent is now poisoned until the
end of Rolando’s next turn.
Lovemberg Duchy close to the border with the Green Pit. Murderous Instinct. If Rolando makes a critical hit, the attack
Then the war came, taking away his eye, his home, his loved deals an additional level of exhaustion to the target creature. If
ones and his trust in others. He crossed the Pit fueled by an- Rolando hits on an attack of opportunity, the target creature’s
ger towards the Holy Kingdom’s rulers, he honed skills that speed drops to 0.
he never even knew he had, and started making a name for Black Master. If Rolando drops below half his total hit points
and is engaged with someone who is hindering his mission, he
himself in the reeking underbush of the criminal world. He becomes immune to the frightened condition and all his attack
reached the Confederation already in possession of an intri- rolls have advantage.
cate web of informants, and through the support of certain
ACTIONS
powerful patrons (some say even the Correr-Dalmer fam-
ily), became the Black Master, the one who always knows, Dagger. Melee weapon attack: +10 to hit, reach 5ft, one target.
Hit: 19 (4d6+5) piercing damage or 33 (8d6+5) piercing damage
and who always puts that knowledge to use. if Rolando has advantage or the target is within 5ft of another
opponent.
Bow. Ranged weapon attack: +10 to hit, long range, one target.
Hit: 19 (4d6+5) piercing damage or 33 (8d6+5) piercing
damage if Rolando has advantage or the target is within 5ft of
another opponent.
288
SIGFRIDO
Medium humanoid (grarcona heron)
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 20 (+5) 14 (+2) 12 (+1)
Armor class 15 (with mage armor)
Hit points 52 (15d6)
Speed 20ft., flight 40ft.
Saving throws Int +10, Wis +7
Skill Arcana +10, Insight +7
Senses Passive Perception 12
Challenge 12 (8400 XP)
Lightfoot. When Sigfrido makes a Dexterity (Stealth) check
without disadvantage, he rolls with advantage.
Magna Ars Opus. Sigfrido has welcomed the mysteries of fire,
earth and mind. He has not yet chosen between light and shadow
Telepathy. Sigfrido can communicate telepathically with any
creature within 60ft.
Spellcasting. Sigfrido is a 15th-level spellcaster. His spellcasting
ability is Intelligence (spell save DC 18, +10 to hit with spell
attacks). He has the following spells prepared:
Cantrips (at will): Firebolt, Friends, Mage Hand
Prepared spells (45 spell points):
1st level. Charm Person, Command, Entangle, Mage Armor,
Thunderwave.
2nd level. Calm Emotions, Detect Thoughts, Shatter, Heat Metal.
3rd level. Clairvoyance, Fireball, Meld into Stone, Sending.
4th level. Arcane Eye, Confusion, Stoneskin, Stone Shape.
SIGFRIDO THE ARCHIMAGUS 5th level. Destructive Wave, Dominate Person, Scrying, Wall of Stone.
Major arcana (1/day each): Feeblemind, Firestorm, Forcecage.
The caste system that rules over all aspects of life on the
Avian Islands is a cruel one: if the calling to become king ACTIONS
were to appear in a humble Sparrow, they would still live and Peck. Melee weapon attack: +4 to hit, reach 5ft, one target. Hit: 1
die as a servant. The injustice of it all nestled within young (1d4-1) piercing damage.
Sigfrido, who wanted nothing more than to be able to study BONUS ACTIONS
arcane mysteries. His family had lost their status two gen- Blaze. Sigfrido spends 1 spell point; the concentration spell he is
erations prior and was now relegated to the Fourth class, currently casting does not require concentration until the end of
preventing him from accessing those studies. Everything his next turn.
radically changed when Sigfrido, a mere fishmonger at the REACTIONS
time, struck a conversation with a refined foreigner, a black Quake. When a creature moves within 5ft of Sigfrido, he can
Goat who was so impressed by the boy’s brilliant mind to spend 1 spell point to force them to make a Strength saving throw.
ask him something unheard of. The foreigner was Alistaire, If it fails, the creature is pushed back beyond the 5ft radius, its
and Sigfrido studied under him for twenty years, only to speed drops to 0 and it falls prone.
return to his native isles as Archmagus.
Tier: 3
289
Characters of Historia
Bond: Even Tanafonda has rejected me, so the Brethren is the
only thing I have left.
Ideal: Ensure the Brethren sees the recognition it deserves
among the most powerful factions.
Flaw: When all else is dark, I must be the light and never
back down.
Tier: 3
TORQUATO
Medium humanoid (mustacea badger)
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 16 (+3)
Armor class 19 (rodelian half plate and buckler)
Hit points 106 (16d10+18)
Speed 30ft.
Saving throws Str +9, Con +6
Skill Intimidation +8, Persuasion +8
Senses Passive Perception 15, darkvision 60ft.
Challenge 13 (10000 XP)
Keen Smell. Torquato has advantage on Wisdom (Perception)
checks based on smell and can leave a traceable smell recognisable
by those with similar skills.
Resolve. Torquato can reroll the first saving throw he fails after
TORQUATO FROM TANAFONDA rolling initiative.
“I thought Tanafonda would remember. But Tanafonda forgot. Relentless Endurance (recharge 6). When Torquato is reduced to 0
hit points, he instead drops to 1 hit point.
I thought I would be met as savior, but those ingrates look at me
like they looked at Ermello and the Buchebuie invaders. I cannot ACTIONS
believe I did all of this for nothing.” Multiattack. Torquato makes two attacks with his mace.
“The Pit does not deserve me, the Pit does not deserve to Fury. Torquato makes four attacks with his mace. He can only use
be free, and nor do its dwellers. I will have no family but my this ability once every short or long rest.
Mace. Melee weapon attack: +9 to hit, reach 5ft, one target. Hit: 10
Brethren, no home but my tent, no peace unless I am at war.” (1d8+6) bludgeoning damage or 11 (1d10+6) if wielded with two
“Good, I will hold on to what I have. May the souls of their hands.
ancestors damn them all,” Torquato said, throwing his sword to Musket. Ranged weapon attack: +7 to hit, medium range, one
the ground and striding out of his rooms. target. Hit: 15 (2d12+2) piercing damage. Reloading the weapon
Ranieri sighed, wearily stood from his seat, picked up while moving and failing the attack roll will cause the weapon to
explode, dealing 1 level of exhaustion to Torquato.
the blade and placed it on its rack.
BONUS ACTIONS
Furious Assault. In the first turn after rolling initiative, Torquato
can rally his allies into battle, allowing them to spend their
reaction to make an armed Melee attack.
290
Bond: My loved ones have sacrificed everything for me, and I
will do the same for those around me.
Ideal: I will be a shining example, a role model to follow in any
circumstance.
Flaw: I dislike those who are at peace with their conscience
while surrounded by luxuries they do not deserve.
Tier: 2
291
Characters of Historia
Bond: The People need no Master, they need a Guide.
Ideal: I wish for a People free from the yoke of unjust Masters.
Flaw: My words are clear, and I am incapable of not speaking
them even if I really should be quiet.
Tier: 2
WOLFGANG
Medium humanoid (licai wolf )
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 18 (+4)
Armor class 12
Hit points 45 (10d8)
Speed 30ft.
Saving throws Int +6, Cha +8
Skill Insight +5, Persuasion +8, Survival +5, History +6
Senses Passive Perception 11, darkvision 60ft.
Challenge 6 (2300 XP)
Jack of All Trades. Wolfgang adds +2 to any ability check that
doesn’t already include his proficiency bonus.
Silver Tongue. Wolfgang can communicate with an ally without
being understood by others and has advantage on all Charisma
(Persuasion) ability checks.
Trial and Error. When Wolfgang fails an ability check, a saving
WOLFGANG GABRINUS throw or an attack roll, his next ability check or saving throw will
be an automatic natural 20.
Wolfgang Gabrinus was born in a small family of mer-
chants in the suburbs of the San Mastino Duchy. An only ACTIONS
child, he came into his elderly parents’ lives when they had Dagger. Melee weapon attack: +6 to hit, reach 5ft, one target. Hit: 4
already started despairing about a lack of heirs. He learned (1d4+2) piercing damage.
Words of Advice (recharge 5-6). Wolfgang can encourage and
the value of work very early in life, helping his father in motivate an individual, allowing them to spend up to two hit dice
the shop where he could. Their business slowly grew, to the to regain hit points and adding 1d4 to the first ability check within
point where they were able to move it to San Mastino itself, the next minute. Wolfgang regains the same amount of hit points.
a much wealthier location with better opportunities.
Not much later that same year, the war between the Dukes
and the Keeper began. The military effort of the noble fami-
lies loyal to Nochemburg fell upon the shoulders of business
owners. His father almost buckled beneath the new taxes.
Almost twenty years later, Wolfgang is set on not having
his belongings taken away from him to finance a war that has
nothing to do with him, and the Black Master is very keen to
support this fool, this revolutionary, this symbol.
292
Non Player Characters
AGATA GALERICI few people could hold their ground against her in a verbal
It is often the case that Ducks, due both to their reputation duel, and lady Galerici would still emerge head held high
and their appearance, will be disrespected, called ‘a quarter and accompanied by the favor of anyone who would have
swan’, and mocked for their waddle from those who pursue heard her speak. Decorous and balanced in every aspect of
speed on land, and for their inelegant flight from those who her life, Agata allows herself a single personal pleasure: she
glide effortlessly on the wind. This harshly mocked Species, migrates every summer for a brief stay on the small island
however, has also given birth to the Galerici family, whose of Fria, which she holds dear for reasons perhaps personal
name is being held high these days by Agata, great-grand- or family-related, but ultimately unknown.
daughter of the equally famous Violante, and current Avian
ambassador to Rodelia. Even with her sharp mind and wit, Bond: I travel a lot, but my heart will always be in Fria.
Agata has not skipped any of the milestones of the labori- Ideal: I would like to prevent all conflicts.
ous path which took her to uphold an onerous and honorous Flaw: I can be overwhelmed by the weight of my family’s name.
family tradition. She studied in Espera with the most com-
petent of teachers, she lived in both Wind Town and San Tier: 1
Mastino for long periods, and worked for seven years as assis-
tant to the Avian ambassador to the Confederation Silvestro
Attanei until she took the post herself, now middle aged. AGATA GALERICI
She carries about her position with gentle sternness, and de- Medium humanoid (ansera duck)
spite her less than imposing size, her attire – considered very
outdated in Rodelia – and her nasal voice, she is still one of STR DEX CON INT WIS CHA
the most respected diplomatic figures in all of Vesteria. Very 10 (+0) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 16 (+3)
Armor class 11
Hit points 27 (6d6+6)
Speed 15ft., flight 30ft., swimming 40ft.
Skill Insight +5, Persuasion +6
Senses Passive Perception 12
Challenge 1/2 (100 XP)
Cutting Tongue. A verbal duel with Agata is a big risk: if a creature
fails an Intelligence, Wisdom or Charisma check against Agata,
she discovers a personality trait of the creature.
Benevolence. Agata is capable of oiling social relations and
economies. Once per day, she can allow an ally to gain funds as if
they had spent 1 coin.
Resolve (1/day). If Agata fails a saving throw, she can immediately
re-roll.
ACTIONS
Peck. Melee weapon attack: +3 to hit, reach 5ft, one target. Hit: 1
piercing damage.
mechanism, which he redesigned in only 3 days. His path
since has become one of grants, scholarships, engineer-
ing marvels happening almost by accident and awards
from all corners. Well aware of his abilities, Amedeo has
tried (and easily earned) the favors of Lorenzo Pavardei
thanks to the incredible design presented at his talk at the
Solcalante: a type of armored cart armed with fire cannons
of unsettling power.
Tier: 2
294
in under half a day, Rolando from Acquascura asked her
whether she had encountered any obstacles. ‘At all, good
sir, people speak freely in my presence as they take me for a
simple-minded fool.’ Rolando smiled and kissed her hand:
‘Milady, you never fooled me.’ Flattered and amused, Anita
started accepting more tasks, and soon earned the trust
of the Black Master. Anita is currently active in the Holy
Kingdom: since the young mad prophet Plautilla’s return,
the high powers of Nochemburg are hosting her in the
Keeper’s Palace; a personal attendant, especially a silly, plain
one, was a necessary, innocuous gesture.
Tier: 1
295
Characters of Historia
stole the stage by presenting his incredible inventions to a
cheering audience, and no one seemed to notice that his
was not a lecture at all, as opposed to Antonio’s careful-
ly prepared talk. No non-Avian had ever received such an
honor, and the episode was just the start of the feud between
the two. If Amedeo is currently ahead in most fields of the
unspoken race, one thing is of consolation to Antonio and
his supporters: the latter is undoubtedly the better teacher.
Bond: Teaching is the best way: I always have the best advice.
Ideal: I want to be crowned the best inventor of my generation.
Flaw: I never recognize others successes, they simply anger me.
Tier: 1
296
as the two had become as brothers, and the latter gifted
Buccio the uniform he still wears. The bright colors of the
Worm Brethren only fuel the animosity between him and
the other bailiff with whom he is forced to share the post:
Caio Lupaccio, faithful servant of the despot Ermello.
Buccio hopes in his heart of hearts for the return of
Torquato, maybe on Ranieri’s suggestion, and for his
march to continue to Buchebuie to force the last drops of
the poisoned chalice back down the throat of the home of
hateful Ermello.
Tier: 1
297
Characters of Historia
of Buchebuie and his iron rule rather than the chaos left
in the aftermath of liberation. The events of 1514 are still
tragically fresh in Caio’s memory, as not only did he lose his
beloved commander during those blood-soaked days, but
also his wife and daughter, caught under a landslide caused
by one of Ranieri de’ Porcis’ devices. When Ermello was
hanged, Caio led the handful of anonymous loyalists who
removed him from the rope and buried him in secret in the
woods outside Tanafonda. Still today, Caio visits the tomb
of his commander, as the graves of his loved ones are deep
within Tanafonda itself, the bodies never found.
Tier: 1
CAIO LUPACCIO
Medium humanoid (licai wolf )
STR DEX CON INT WIS CHA
CAIO LUPACCIO 18 (+4) 8 (-1) 15 (+2) 10 (+0) 12 (+2) 10 (+0)
The political situation in Tanafonda after the reclaiming by Armor class 18 (plate armor)
and subsequent departure of Torquato has seen a number of Hit points 67 (9d10+18)
reciprocal accusations from the various factions remaining in Speed 30ft.
the city. Those lamenting the death of Ermello are seen as Saving throws Str +8, Con +6
nostalgic for a despot by those who sided with the Worm Skill Atletics +8, Intimidation +4, Survival +6
Senses Passive Perception 12, darkvision 30ft.
Brethren – among the former, undoubtedly, is Caio Lupaccio. Challenge 5 (1800 XP)
Arriving in Tanafonda fifteen years prior at Ermello’s side,
Untamed Courage. Caio has advantage on saving throws against
barely twenty years old but already hungering for glory and any effect that would make him frightened.
battle, he had always idolized his charismatic command- Determination. If Caio still has more than his maximum hit
er since the days of the Fellowship of the Hole. A young points, he adds 1d6 to all attack rolls, ability checks and saving
Ermello handed him a pike when he was still a child, and throws. If Caio has less than half his maximum hit points, he adds
taught him how to demand respect and impose order: this is 1d6 to all damage.
all Caio knows and continues to do in his current position as ACTIONS
bailiff of Tanafonda. Multiattack. Caio makes two attacks with his bastard sword.
Despite the regime change, Caio has maintained his Bastard Sword. Melee weapon attack: +8 to hit, reach 5ft, one target.
post thanks to his connections to Mayor Fredegario Lanza, Hit: 10 (1d10+4) slashing damage.
who has shown – perhaps less publicly than Caio – and
probably still holds a definite preference for the invader
298
dead weight of the Celeste. Queen Margherita conferred
him the Mother of Pearl Star in recognition of his courage,
one of the highest awards for a member of the Navy – only
for Captain Torre to fumble over his already badly chosen
words during the ceremony, stumble over the royal perch,
step on the Queen’s mantle, and unintentionally cause so
much embarrassment among the gathered elite that he im-
mediately became the least talked about decorated officer in
all the Avian Islands.
Tier: 1
DAMASO TORRE
Medium humanoid (sulifo cormorant)
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 15 (+2)
Armor class 16 (gambeson)
Hit points 75 (10d10+20)
DAMASO TORRE Speed 15ft., flight 40ft.
The Laughing Egret and its crew of Rats have held numer- Skill Acrobatics +8, Perception +5, Survival +5
ous skirmishes against the Avian navy, and only once did they Senses Passive Perception 15
Challenge 5 (1800 XP)
come out on the losing side. The spring of a few years ago,
an unnamed foreign dignitary was traveling towards Nidialti Untamed Courage. Damaso has advantage on saving throws
against any effect that would make him frightened.
on board the caravel Celeste, whose captain was young In the Darkest Hour. If Damaso has fewer than half his maximum
Cormorant Damaso Torre. Caution would have called for a hit points, he adds 1d8 to all attack rolls, ability checks, saving
more substantial escort for such an important guest, but dis- throws and damage.
cretion asked for other arrangements, and as the Laughing Blazing Spirit. Whenever Damaso is hitten by an attack, he has
Egret appeared on the horizon, panic spread on board: no advantage on attack rolls against creatures that hit him until the
end of his next turn.
caravel would ever be able to lose the Egret in an upwind
chase. The young captain ordered for everyone to abandon ACTIONS
ship, swearing he would be able to intercept the Egret al- Multiattack. Damaso makes two attacks with his pecker.
lowing for the mysterious guest and the crew to escape. The Pecker. Melee weapon attack: +8 to hit, reach 5ft, one target. Hit: 10
first mate begrudgingly lowered the launch and set the whole (1d8+6) piercing damage.
Light Crossbow. Ranged weapon attack: +8 to hit, long range, one
crew to the oars, leaving the captain alone on the ship to target. Hit: 8 (1d8+4) piercing damage.
(clumsily) helm it directly into the much larger frigate.
Damaso Torre was lucky: the small caravel hit the side
of the Laughing Egret at fast enough speed to pierce the
planking and remain attached, allowing its captain to fly
to safety while the pirates were forced to work around the
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Characters of Historia
Governor more), and she has always refused with a grace
fitting to her name, leaving a sliver of hope to avoid pub-
licly insulting Don Rodrigo but never promising anything.
The only occasion which sees her paying a willing visit to
Palazzo Valenti is when Don Rodrigo invites her to a pre-
view of his new acquisitions, and many would love to know
what words are spoken in those moments.
Tier: 2
300
as more progressive and moderate than her. Prunisinda
Forsuolo, indeed, had been for years the nightmare of min-
ers and the scourge of merchants: rigid with the former and
unreasonable with the latter, she treated both with extreme
harshness, gaining incredible profits from the whole ordeal.
Ebenezio still lives with her despite his age, and periodically
suffers through his decrepit mother’s poisonous words, ac-
cusing him with trembling but sharp voice of being a spine-
less person with no business acumen, too tender with those
parasites in the Buca and too submissive to those ‘outside’.
Ebenezio has also been in an open feud, for some time, with
the de Furi, who are seeking permission to dig a connecting
tunnel across a piece of land belonging to the Forsuolo -
permission that Ebenezio will never grant.
Tier: 1
EBENEZIO FORSUOLO
EBENEZIO FORSUOLO Medium humanoid (eulipi mole)
Moles have the fame of not knowing (or not wanting to
know) what is beyond their own nose, both figuratively STR DEX CON INT WIS CHA
and literally, and Ebenezio Forsuolo has proved on many 10 (+0) 12 (+1) 13 (+1) 14 (+2) 16 (+3) 14 (+2)
occasions how there is a foundation of truth to the belief. Armor class 11
His only interests in life have been the precious metals that Hit points 11 (2d8+2)
his family has been extracting through time from the cold Speed 30ft.
soil of Buchebuie, and the natural curiosity of these Eulyps Skill Investigation +4, Perception +5, History +4
has yielded to excessive caution and conservative politics. Senses Passive Perception 13, darkvision 60ft.
Challenge ⅛ (25 XP)
‘A coin saved is a coin earned, and you cannot save money
through risk!’ is a frequent saying of Ebenezio’s, as he slyly ACTIONS
guards the door of his subterranean vault, whose lock was Club. Melee weapon attack: +3 to hit, reach 5ft, one target. Hit: 5
custom-made by a Rodelian clockmaker whose creations (1d8) bludgeoning damage.
have no equal this side of the Known Sea. Wise Words. Ebenezio can identify the best opportunities for his
allies, granting a creature within 20ft to make a Melee weapon
The Forsuolos are among the eldest landowners of attack with their reaction and to spend a hit die to regain hit points.
Buchebuie, and Ebenezio has only recently replaced his
mother on the city Council, revealing himself (surprisingly)
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Characters of Historia
of the loyalist army, and she’d ask him for a new story ev-
ery night. In the little time they spent together, the two
formed a strong bond of friendship, urging von Rott to beg
her guardians to allow him to adopt young Elaine, if he ever
made it out of Fort Lakeland alive. Excited at the prospect
of one fewer mouth to feed, and the honor of the individu-
al asking, the Duvals accepted, and on Herman von Rott’s
triumphant return, Elaine welcomed him with tears of joy.
The two became inseparable – but during the ceremony
which anointed him Duke of the Lakelands, Elaine’s gaze
met her greatest, most secret love: the then sixteen-year-old
Paladin of the Church Desmond de Boule-Terrière. Elaine,
now in her twenties, still refuses to consider any party in
marriage, and von Rott, lacking the mentality dictating to
marry off young women out of convenience, cannot say no
to his beloved daughter.
Tier: 1
302
appointing to higher status the current head of the Ordo in
the Avian Islands, Archmagus Sigfrido, a Heron of humble
origins and immeasurable hubris. Eschilo has been, on more
than one occasion, incredibly vocal in his opposition to this
‘charlatan who has overstepped his caste and has preferred
to accompany himself to a Goat, fleeing his own country
rather than submitting to the just rule of the archipelago’;
he would rather see his niece, Ginevra, take Sigfrido’s place
– though while she may be a talented Magus, she is no peer
of Sigfrido’s.
Tier: 2
ESCHILO DELLAROCCA
Medium humanoid (striga barn owl)
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 20 (+5) 18 (+4) 10 (+0)
ESCHILO DELLAROCCA Armor class 12
Renowned Espera University, colloquially known as Hit points 66 (12d8+12)
Solcalante, has formed almost every single individual cov- Speed 15ft., fly 30ft.
ering the position of High Owl in the years. Being able to Saving throws Int +9, Wis +8
contribute to the education of the second most influential Skill Arcana +9, Intimidate +4, Investigation +9, Insight +8,
Survival +8, History +9
figure of the Avian Islands is a great honor, and Eschilo Senses Passive Perception 14, darkvision 120ft.
Dellarocca is proud to be part of the small circle of learned Challenge 6 (2300 XP)
folks who have taught History and Rhetoric of the current Screech. Eschilo can make a sharp screech that confuses and stuns
High Owl Ruggero Attanei. A traditionalist, pedantic and his opponents. Each creature within 6 meters of him must pass a
extremely well-read – not exclusively due to his post, but also Charisma saving throw with DC 14 or become stunned for 1 round.
for personal pleasure – Eschilo has always considered kindly Jack of All Trades. Eschilo adds +2 to any ability check that doesn’t
the powers who do not forget about knowledge in favor of already include his proficiency bonus.
Judgement. If Eschilo would become aware of one creature’s
picking up a spear, and he would like to see Attanei make personality trait, he learns two instead.
the leap in this regard. The latter is one of the most probable Trial and Error. When Eschilo fails an ability check, a saving
candidates to the hand of Princess Sibilla dell’Arpa-Pitris, throw or an attack roll, his next ability check or saving throw will
second in line for the Nidialti throne after her father Cassio, be an automatic natural 20.
already aging and not particularly ambitious. Burning Pride (1/day). If Eschilo fails an ability check, he can add
+1 for each creature watching his actions to a total of +5, to make
Eschilo believes that Margherita I has run her course, the check succeed.
and he is pushing for abdication in favor not of her son, but
her granddaughter – and perhaps his own former student ACTIONS
with her. Eschilo’s opinion of Margherita I as a poor ruler Talons. Melee weapon attack: +6 to hit, reach 5ft, one target. Hit: 4
is also due to her not preventing Rinaldo Pellegrini from (1d4+2) slashing damage.
Words of Advice (recharge 5-6). Eschilo can direct an individual’s
efforts, allowing them to spend up to two hit dice to regain hit
points, adding +4 to the roll. The ability automatically regains
a charge if Eschilo fails an ability check, a saving throw or an
attack roll.
303
Characters of Historia
with those who commit injustices, and looking over the
city’s success, he feels the pride of a father. He is, however,
blind to the machinations of Alistaire, who has been able to
build a network as strong and deep as the mountains upon
which the city is built. In the courtesy and wisdom of the
words that the Goat offers, Filippo only sees the zeal of
a learned citizen, well-placed in academia, who wishes to
help his Mayor as best as he can. Filippo’s wife, on the other
hand, also a Goat and much more used to seeing through
courteous façades, has realised just how her husband is
being manipulated – yet, she has been unable to convince
Filippo about Alistaire’s very few scruples and expert pup-
peteering skills.
Tier: 1
FILIPPO SCOLARI
Medium humanoid (ruminsa deer)
STR DEX CON INT WIS CHA
FILIPPO SCOLARI 10 (+0) 12 (+1) 13 (+1) 12 (+1) 14 (+2) 14 (+2)
Within the walls of a city which grew around an Academy, one Armor class 13 (gambeson)
might expect a family name like Scolari to be quite frequent. Hit points 11 (2d8+2)
The family of the current Mayor, indeed, is not as ancient in Speed 30ft.
the way which some can be in Wind Town, still sporting the Skill Deception +4, Persuasion +4, Survival +4, History +3
Old Tongue, or which in Albea still bring the bones of their Senses Passive Perception 12, darkvision 60ft.
Challenge 1/4 (50 XP)
loved ones to the Founders’ Crypt – it is nonetheless one which
has always been in Montetorto, without ever rising through ACTIONS
the ranks of nobility or fame but still populated its tidy cities Duelling sword. Melee weapon attack: +3 to hit, reach 5ft, one
with capillary discretion. For this reason among many others, target. Hit: 5 (1d8+1) piercing damage.
Filippo Scolari has always felt a strong sense of belonging to Horns. Melee weapon attack: +2 to hit, reach 5ft, one target. Hit: 4
(1d6) piercing damage.
Montetorto, and there could have been no greater honor for
him than to become its Mayor. REACTIONS
The Hart puts all of his efforts into being a just and im- Elaborate Parry. Filippo is a skilled swordsman, when he is hit
partial ruler, careful to the needs of his people and strict with a Melee attack, he can add +2 to his AC or change a critical
hit into a regular hit.
304
ones, and was even able to access the First Relics thanks
to a special authorization from Femore III. When Plautilla
discovered (by chance for some, by will of the Ancestors for
others) the Ossarium and the Church of Bones located it,
Friar Wiligelm was one of the first to be sent to the site;
it appears that as he studies the contents of the gigantic
cave, he might be on the verge of an extraordinary discovery
concerning the millennary bones – a discovery which might
shake the Church to its foundations.
Tier: 1
FRIAR WILIGELM
Medium humanoid (mustacea raccoon)
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 12 (+1)
Armor class 13
FRIAR WILIGELM Hit points 27 (5d6+10)
Speed 30ft.
Wiligelm was born in a Dachsenland village, in a family so
poor they were unable to give him a surname. The fifth and Skill Religion +5, History +5
youngest of a litter too large for his already strained parents, Senses Passive Perception 13
Challenge 3 (700 XP)
little Wiligelm was handed to the Church after his father was
able to convince his mother (who did not want to let go of her Spellcasting. Wiligelm is a 5th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks)
smallest, afraid he might not make it) that the Faith would and he adds his Wisdom modifier to all his cantrip damage. He
protect him better than they ever could. ‘They will even teach has the following spells prepared:
him to write, Hilde, think about that!’ he told her. ‘And when Cantrips (at will): Guidance, Light, Poison Spray
he grows up, maybe he will be a preacher and he will pay us a Prepared spells (2 slots for 3rd level): Beacon of Hope, Bless, Cure
visit and we will introduce him to all his brothers and sisters.’ Wounds, Lesser Restoration, Silence, Spiritual Weapon.
Keen Smell. Wiligelm has advantage on Wisdom (Perception)
Wiligelm’s father was correct about one of those predic- ability checks based on smell and can leave a traceable smell
tions: his son learned to write, and write well, but most of all recognisable by those with similar skills.
to read; he fell in love with the knowledge that comes from Relentless Endurance (recharge 6). When Wiligelm is reduced to 0
the written word as with nothing else in his life. He was or- hit points, he instead drops to 1 hit point.
dained Brother of the Sepulchre at a very young age, and he ACTIONS
learned he possessed two skills while working this branch Dagger. Melee weapon attack: +5 to hit, reach 5ft, one target. Hit: 5
dealing with preparing bodies of the deceased: a compas- (1d4+3) piercing damage.
sionate heart and dedication to the study of Bones. He has
spent his life studying relics, especially the most ancient
305
Characters of Historia
him. An irascible marten, with no filter and very few checks,
he has never given up on pleasure for the sake of someone
else and there is no vice he has not partaken of at least once;
because of Ermello, however, gambling is no longer one of
them. De Furi, on the matter, stated: ‘I am no saint, nor do I
wish to be. But I shall never set foot in a gambling house as I bet
but one time, and it was on Ermello. May the worms of the Hole
take him, we all know how that ended.’
Tier: 2
306
Bear who had helped him, and Bjorn happily accepted,
impressed by the young Malamute’s natural skills. The two
became friends, and in the two years that followed, Laszlo
often served as guide to Bjorn’s armed groups defending
the convoys who had paid a decent sum for their protec-
tion. More than once, both while traveling and during the
regular gatherings of Desert guides, a beautiful Lynx called
Arjuna caught his eye, but he is to this day still unrequited,
as she refuses his advances and instead whispers quietly to
her inseparable Lucille.
Tier: 1
307
Characters of Historia
Where Cecilia did her best to teach him what it means to be
a good person, Baudolino instead taught him armed com-
bat, a necessary skill in the Green Pit. Lodovico has a lot of
affection for his adoptive uncle who has always looked after
him and his mother, and has taught him so much about his
father’s deeds, about Torquato from Tanafonda, about hate,
pain, and courage. He is well aware of the reason why his
small family lives in hiding, but he also feels
Tier: 1
LODOVICO
Medium humanoid (mustacea marten)
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 14 (+2)
Armor class 16 (brigandine and parrying dagger)
Hit points 38 (4d10+16)
Speed 30ft.
LODOVICO Skill Atletics +4, Persuasion +4
Lodovico’s parents both had, in different ways, important Senses Passive Perception 12
Challenge 2 (450 XP)
names revealing so much about their backgrounds: his
mother is Cecilia de Furi, daughter of a dynasty of mine Keen Smell. Lodovico has advantage on Wisdom (Perception)
checks based on smell and can leave a traceable smell recognisable
owners, raised in the only part of Buchebuie that sees the by those with similar skills.
sun; his father was Ermello from Buchebuie, Constable at Relentless Endurance (recharge 6). When Lodovico is reduced to 0
first, then commander, eventually tyrant. Lodovico was born hit points, he instead drops to 1 hit point.
in Tanafonda, but he was never really a child of that land, ACTIONS
and now, hidden to the eyes of the world and especially of
Multiattack. Lodovico makes two attacks with his duelling sword
those who hanged his father by the neck, the young Mink and one with his parrying dagger.
is Lodovico and Lodovico only, with no other cumbersome Duelling sword. Melee weapon attack: +5 to hit, reach 5ft, one
names. His youth spent in anonymity in the hidden cabin target. Hit: 7 (1d8+3) slashing damage.
at the heart of the Morderana forest, saw him grow with his Parrying Dagger. Melee weapon attack: +5 to hit, reach 5ft, one
mother and Ermello’s most faithful lieutenant, Baudolino, target. Hit: 5 (1d4+3) slashing damage.
who was able to lead to safety – through Alcibiade’s help
– both Cecilia and Lodovico on the fateful night of the
taking of Tanafonda.
308
monastery of Cape Prey was founded immediately after the
period of barbarian invasions which threatened Lovemberg,
after a roaming preacher miraculously killed the leader of a
band of raiders. Since then, the monastery trains its nuns
to become armed escorts to the pilgrims of the Church of
Bones, and Lorella has risen through the ranks to become
its abbess. ‘Forgive me father, if I disappointed you,’ she told
her still reeling parents. ‘But rather than someone I did not
know, I preferred to marry the sword and the Bone Cross, thus
keeping my freedom.’
Tier: 1
309
Characters of Historia
invisible: no detail of the persona, of the palace, of the staff,
of the investments of Lorenzo Pavardei is there by accident
or whim, and to consider him purely a narcissist in love with
his own reputation is a mistake that his long-standing en-
emies have learned to avoid, leaving this line of thought to
those who will never pose a real threat to the cunning Duke.
Tier: 2
LORENZO PAVARDEI
Medium humanoid (ruspea peacock)
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 14 (+2) 15 (+2) 18 (+4)
Armor class 11
Hit points 55 (10d8+10)
Speed 30ft., flight 30ft.
Saving throws Int +6, Cha +8
Skill Investigation +6, Insight +6, Perception +10, Persuasion +12
Senses Passive Perception 20
Challenge 5 (1800 XP)
LORENZO PAVARDEI Faithful Servants. Lorenzo has a group of servants specialised in
Wind Town has a long tradition of rich patrons funding the event planning and his own defense. As long as he is accompanied
creative efforts of artists, inventors, magi, and alchemists. by his servants, he is resistant to all damage.
These individuals happily share their noticeable resources Contact Network. Lorenzo’s contacts are very influential, and they
for a variety of different reasons: some out of love for the allow him to have precise information on his competition in any
arts or science, some to gain an exclusive deal with a fash- endeavor he pursues.
Rustic Flight. Lorenzo can only fly for a maximum of two
ionable painter, others to secretly develop a decisive weapon consecutive turns.
in their struggle for power. Lorenzo Pavardei is none of the
above: the heir of one of the most powerful families of the ACTIONS
Confederation, the Duke and Regent of Wind Town, he Peck. Melee weapon attack: +3 to hit, reach 5ft, one target. Hit: 1
supports a small army of intellectuals so that their success- (1d4-1) piercing damage.
Incite. Lorenzo incites up to three faithful servants allowing them
es may reflect back on him, like the sun on the iridescent to make a Melee attack if they still have a reaction.
plumage of his gorgeous long tail. Ostentation is a sin for Charm. Lorenzo can attempt to charm another creature. The
many, but no one is as determined to revel in it as Pavardei target must succeed on a Charisma saving roll DC 12 or be
– there are rumors about his wardrobe being so large and charmed for a minute.
luxurious that it takes over an entire wing of the Duke’s
Palace, and is worth as much as a second Confederate Fleet.
The vanity of this proud and seemingly superficial Peacock
is only the visible layer of armor at times visible, at times
310
it to be Guillermo Dorado, famous Rodelian jeweller, trav-
eling to Salso Nero personally to deliver a private commis-
sion. The Grand Owl insisted that the Rodelian reveal his
cargo, in case it might be a weapon or a threat to the Islands,
but Margherita reminded him of the limitations contained
within the Treaty of Eternal Harmony; they adhered to the
latter, begrudgingly, but the Grand Owl could not resist
from commenting: ‘ Your royal mother, Your Majesty, would
not even have had to ask.’
Tier: 3
MARGHERITA I
Medium humanoid (rapax eagle)
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 15 (+2) 17 (+3) 14 (+2) 18 (+4)
Armor class 17 (rodelian cuirass)
MARGHERITA I DELL’ARPA-PITRIS Hit points 104 (11d8+55)
Speed 30ft., flight 40ft.
Margherita I has sat on the Avian Islands throne for the
past forty years, and her long reign has seen her at times fall Saving throws Int +10, Wis +9
into an authoritarian rule, admittedly, but one with reason Skill Intimidation +9, Insight +7,Intimidation +9,
Perception +7, Persuasion +9, Survival +7
and devoid of any excess. She was widowed at the age of Senses Passive Perception 17
fifty and has since ruled alone (the Royal Consort Prince Challenge 13 (10000 XP)
Leandro Albicilla, older than her by ten years, died of ill- Implacable (3/day). If Margherita fails a saving throw, she can
ness), she still has her children Cassio and Bellerofonte, and immediately re-roll.
her grandchildren Ettore, Onofrio and Sibilla. Despite the Faithful Servants. Margherita has a group of servants specialised
seemingly ideal situation – a stable throne, capable heirs, in the most disparate of skills. As long as she is accompanied by
a peaceful kingdom – Margherita has carried an invisible his servants, she is resistant to all damage.
burden for her whole life: she is not her mother. Queen ACTIONS
Claudia VII, known as the Star of the South, had every- Pecker. Melee weapon attack: +8 to hit, reach 5ft, one target. Hit: 20
thing the Avian Islands expected from a noble-blooded (3d8+7) piercing damage.
Rapax: a sharp mind, rare skill with weapons, overwhelm- Incite. Margherita incites up to three faithful servants allowing
ing charisma and an aura of power that urged even her them to make a Melee attack if they still have a reaction.
peers to bow. None of the Star of the South’s actions could
ever be equaled by a daughter who, as worthy as she may be,
has always appeared to be just good. One example would be
the episode concerning the mysterious dignitary saved by
Damaso Torre: only Margherita and her Grand Owl knew
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Characters of Historia
acumen, impeccable manners and superficial relationships.
The only family left are her aunt and uncle who run the
spice trade from within the city Guild, and despite the good
feelings between them, there is no real closeness or affec-
tion. The only confidant to Maria Grazia is Anchise, an old
Bear gardener who still remembers her as a kitten, chas-
ing yet another distraction through the bushes between her
lessons. He may never be able to talk with her about state
matters, but when he can, he offers a listening ear.
Bond: They call me ‘The Powerful’ and this gives power to the
Confederation. I will prove how accurate that name is.
Ideal: No one will tell me what to do.
Flaw: Loneliness is taking over my heart more by the day.
Tier: 3
312
see himself above double-crossing, blackmailing, or intimi-
dating allies. The only person who has ever made him shiver
with fear and uncertainty has been Inquisitor Venceslao of
Mira, who openly watches him and is often his guest: the
two are constantly studying each other as duelists on the
field, but neither has made the first move yet.
Tier: 2
NICHOLAUS WEGENER
Medium humanoid (canide dogo)
STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 12 (+1) 14 (+2) 18 (+4) 15 (+2)
Armor class 9, 18 wearing plate armor
Hit points 78 (12d8+12)
Speed 30ft.
Saving throws Wis +8, Cha +6
Skill Insight +8, Religion +6
Senses Passive Perception 14, darkvision 30ft.
Challenge 8 (3900 XP)
NICHOLAUS WEGENER Spellcasting. Nicholaus is a 12th-level spellcaster. His spellcasting
Nicholaus Wegener, Occipites of San Mastino, is the incar- ability is Wisdom (spell save DC 16, +8 to hit with spell attacks).
nation of two great truths about the Holy Kingdom. The He has the following spells prepared:
first is that the Occipital robe weighs more than the Duke’s Cantrips (at will): Guidance, Light, Prestidigitation, Sacred Flame
diadem: Nicholaus, after all, is the elder brother of Fabian Spells (3 slots for 5th level): Beacon of Hope, Command, Cure
Wegener, the local Duke, whose hold on San Mastino has Wounds, Flame Strike, Geas, Greater Restoration, Hallow, Locate
Creature, Lesser Restoration, Protection from Poison, Spirit Guardians.
been fading with time – also thanks to the actions of his Miracles (1/day): Heal.
frivolous wife, Léopoldine Barbette. Nicholaus has been the Charmed Followers. Nicholaus is almost always accompanied by
de facto leader of the city for the past 15 years, and it is two permanently charmed personal guards; if they are within 10ft
mostly thanks to his smarts that the city has prospered. of each other, they can use their reaction to take the damage that
The second truth is that, as much as the Holy Kingdom Nicholaus would take from an attack. Each creature affected by the
Sermon ability can also use their reaction in the same way.
appears as a monolith from the outside, eternal and im-
mutable, it is much more fragmented that one might sus- ACTIONS
pect. The authority of Femore III and his views are respect- Bronze Staff. Melee weapon attack: +6 to hit, reach 5ft, one target.
ed, sure, but they are not absolute; Nicholaus is his most Hit: 6 (1d6+2) bludgeoning damage.
vehement opponent, and he does not see the expansion- Sermon. As an action, Nicholaus can attempt to charm a creature
who is able to hear and understand his words (Wisdom saving
ist aims, especially after discovering the Ossarium near throw). The effect lasts one minute or until Nicholaus attacks the
Rossariva. A significant military effort against the Green target. Recharges after a short or long rest.
Pit (which, as Nicholaus will never cease repeating, has nev- Voice of Truth (1/day). Nicholaus deals 24 (2d10+13) thunder
er stayed conquered for long) would make the Kingdom damage to all his enemies within 30ft, ignoring all resistances
vulnerable to foreign powers, as well as leaving the door and immunities.
open to another civil war which might see the power of
the Church finally crack. Nicholaus has never been re-
served when it comes to political games, and he does not
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Characters of Historia
Bond: For every action there is an equal price to pay.
Ideal: I will savour each and every result of my alchemical research.
Flaw: I must prove to every magus that their secrets are not in
good hands.
Tier: 2
PROMETHEUS DE JONG
Medium humanoid (mustacea raccoon)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 17 (+3) 19 (+4) 14 (+2) 14 (+2)
Armor class 15 (calcinatio albedo)
Hit points 49 (8d6+34)
Speed 30ft.
Skill Arcana +10, Medicine +5, Nature +7
Senses Pass2, darkvision 60ft.
Challenge 5 (1.800 XP)
Keen Smell. Prometheus has advantage on Wisdom (Perception)
checks based on smell and can leave a traceable smell recognisable
by those with similar skills.
Relentless Endurance (recharge 6). When Prometheus is reduced to
0 hit points, he instead drops to 1 hit point.
Alchemical Practices. Prometheus can make use of alchemical
practices of the first act, nigredo, and of the second act, albedo, at
PROMETHEUS DE JONG will; he can make use of two practices of the third act, citrinitas,
every short or long rest. The saving throw DC is 15.
Many a pup dreams of one day wielding that guardless weap-
on that is true magic, as many are the stories in the pages of ACTIONS
books that parents read to their young as they tuck them in bed Small Sword. Melee weapon attack: +5 to hit, reach 5ft, one target.
and many are the reassurances that yes, they can also become Hit: 5 (1d4+2) piercing damage.
Calcinatio. Adds +3 to AC of a target within 20ft. Albedo: the
a Magus one day. The task is not easy, as to reach Harmony target gains 10 temporary hit points. Citrinitas: the target also
(the state of perfect mental balance needed to locate and use gains resistance to bludgeoning, piercing, and slashing damage.
the source of magic present in the bones of every living crea- Putrefatio. Ranged spell attack: +7 to hit, short range, one target. Hit:
ture) requires to study with another Magus for a lifetime, but 10 (3d6) poison damage. Albedo: the damage is 17 (5d6) and the
still possible. It has been the wish of Prometheus de Jong since target is now poisoned until the end of their next turn. Citrinitas: the
damage increases to 28 (8d6) and if the target would gain a level of
childhood, and still is, despite him being the current chancellor exhaustion while poisoned, it gains an extra level of exhaustion.
of the Montetorto Alchemical Academy. His family set him Distillatio. A target creature within 5ft can spend 1 hit die to
at an early age on the path towards alchemical studies, as both regain 9 (2d8) hit points. Albedo: the target creature regains 18
his father and his paternal grandmother had been studious re- (4d8) hit points and is cured of the poisoned condition. Citrinitas:
searchers with some impressive results. Prometheus did indeed The target regains 27 (6d8) hit points and is cured of any disease
and of the conditions poisoned, cursed, or petrified.
have talent for the field, but never really a passion for what his Sublimatio. Creates a dark area with a 10ft radius within 30ft. Albedo:
father Marcellus had dedicated his entire life to. His desire to Prometheus can see through the darkness created or can choose to not
become a Magus was constantly shut down by the opinion of create darkness and instead copy the effects of another practice from
both his family and all of his teachers, who considered arcane a single act on 4 target creatures. Citrinitas: all creatures within range
knowledge inferior to ‘the real science of alchemy’. Finding must make a Strength saving throw or be knocked prone.
Alchemical Cycles. Prometheus has researched a special cycle, bone
only closed doors in his aspirations, Prometheus resigned to tremor, made of calcinatio and sublimatio, which allows to dispel
becoming an alchemist – he may have been curious, intelligent, all magic affecting a single creature: automatically removes all
and ambitious, but he never had the strength to rebel to his effects below level 4 and requires an Intelligence (Arcana) check
family and cut those ties. He still holds that childhood spark with DC equal to 10 plus the spell’s level for spells above level 4.
for magic, and should the right opportunity arise, who knows
how strong the fire would blaze.
314
himself and a legion of aspiring butchers. Prudenzio does
sometimes suspect that Homar might be showing their
correspondence to his illustrious patron, though this only
makes their verbal dueling more intriguing.
Tier: 2
PRUDENZIO
Medium humanoid (chelone tortoise)
STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 20 (+5) 19 (+4) 14 (+2) 13 (+1)
Armor class 17 (natural armor)
Hit points 68 (8d6+40)
Speed 20ft.
Saving throws Con +8, Int +7
Skill Arcana +10, Medicine +5, Nature +7
Senses Passive Perception 12
Challenge 5 (1800 XP)
315
Characters of Historia
Badger leading an armed group unlike anything Tempest
had ever encountered arrived in Gardeciel, seeking a guide
to reach the Fort unseen. There is no need to describe what
followed: the Worm Brethren took Fort Blizzard, and
Tempest found a kindred soul in Torquato, both lacking a
home and set on building a new one for themselves.
Bond: The Worm Brethren has values that run much deeper
than expected.
Ideal: I want to develop a closer relationship with valorous
Torquato.
Flaw: I cannot stand company and must keep others at a distance.
Tier: 1
TEMPEST
Large humanoid (urcida brown bear)
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 9 (-1)
Armor class 16 (cuirass)
Hit points 39 (6d10+6)
Speed 40ft., climbing 40ft., swimming 40ft.
Skill Atletics +6, Stealth +5, Intimidation +2,
Perception +4, Survival +4
TEMPEST Damage Resistance Cold
Senses Passive Perception 14
Fort Blizzard has seen many come and go within its walls, to Challenge 4 (1100 XP)
the point of having recently changed its name. This event is Thick Skin. Tempest reduces all bludgeoning, slashing and piercing
just a note in a history book to many, but to the population damage by 1.
of the small villages perched on the mountains around the Improvisation. Once per turn, when Tempest makes an attack and
fortress on either side of the border, it meant a great deal misses, she can immediately make the same attack again.
more. The real trouble began with the Conspiracy, as Duke Natural Affinity. In arctic and desert environments, Tempest
ignores disadvantage from difficult terrain and is aware of natural
Rudolph von Behrmann recalled the Fort Blizzard garrison threats and remedies.
and his eldest son Otto disappeared. Attack with Impetus. If Tempest makes a successful attack roll,
The White Desert raiders wasted no time. Tempest was ability check, or saving throw without using this ability, her next
forced to defend the handful of houses where she was born attack roll, ability check, or saving throw has advantage.
tooth and claw, as the prejudices against women taking part ACTIONS
in combat training outside of the Holy Kingdom courts Multiattack. Tempest makes two attacks with her battleaxe and
hold much less water – and no local militia would say no one with her sword.
to a Bear’s strength. The young woman found herself facing Battleaxe. Melee weapon attack: +7 to hit, reach 10ft, one target.
not a haphazard troop but rather a horde fully intent on Hit: 7 (1d8+3) slashing damage or 8 (1d10+3) slashing damage if
taking the Fort. Both the latter and the village were invad- used with two hands.
Sword. Melee weapon attack: +7 to hit, reach 10ft, one target. Hit: 7
ed, and her only option had been to retreat. In the days that (1d8+3) slashing damage.
followed, a group of resistance fighters recruited (to varying
degrees of success) more people among the mountain com-
munities, and tried tiring the invaders out with improvised
guerrilla warfare. The situation took a radical turn once a
316
opportunity arose he pledged his allegiance to the Church,
choosing a military order. The Inquisition welcomed him
with open arms, as his zeal, his nerves of steel, and his in-
corruptible morality immediately marked him as a perfect
candidate. He is currently posted in San Mastino, keep-
ing an eye on the local Occipites Nicholaus, on behalf of
Femore III himself.
Tier: 2
317
Characters of Historia
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Justin A Owens Kim Karlberg leonard Luca
Justin Coleson King Rollo Leonardo Benassi Luca Bellini
Justin Hicks King shark Leonardo Cacciatore Luca Benvenuti
Justin McCown Kirbonauta Leonardo Fornaro Luca Bianco
Justin Prazen Kirdinn Toän Leonardo Grilli Luca Brigatti
326
Luca Carmine Manuele Bianchera Marino Blasini Matteo Gandini
Luca Cavalieri Marc Duarte Mario Matteo Giombini
Luca Colferai Marc Duarte Mario Gauthier Matteo Latente Lullo
Luca Fedrizzi Marc Weatherhogg Mario Recchia Matteo Lavorini
Luca Fernandez Gonzalez Marcello Mario Sicignano Matteo Lucchetti
Luca Magnone Marcello Perillo Mark Matteo Lucchini
Luca Magorosso Marcello Realdon Mark Armstrong Matteo Mistura
Luca Mazzetti Marco Mark Barnes Matteo Moret
Luca Mirabile Marco “Bunny Baleno“ Presentino Mark E. Matteo Nurisso
Luca Romano Marco Benti Mark Solino Matteo Riviello
Luca Rotondi Marco Bizzarri Mark T Matteo Rubens Lunardi
Luca Semenzato Marco Casula Mark-Alex Gassler Matteo Sansalone
Luca Sghedoni Marco Cellini Marko Scopel Matteo Scarabello
Luca Sorrentino Marco Coccia Markstarter Matteo Signorini
Luca Vavalà Marco De Carolis Markus Plötz Matteo Turchi
Luca, the Philosopher Marco Di Campli Martial Meyer MatteoDF
Lucandrea Massaro Marco DrGonzo Mantoanelli Martin Matthew
Lucas Paiva Marco Enea Tarasconi Martin Ditlev Hansen Matthew Ballard
Lucas Peter Marco Fabbri Martin Gargalovič Matthew Blake Myslinski
Lucia Gaudenzi Marco Gaglianese Martin Greening Matthew Brown
Ludovic Gasse Marco Generoso Martin Guilloux Matthew Clark
Ludovic Wouters marco graziani Martin Locqueville Matthew Cole
Ludovica Lanzieri Marco Huberty Martina Moscoloni Matthew Davidson
Luis Castro Marco Luigi Giuseppe Beccaria Mary Lenigar Matthew Dreher
Lukas Herzog Marco Marasco Mary Post Matthew Glass
Lukas Zarychta Marco Munari Mason Henry Matthew Jones
Luke Gray Marco Petrini Massimiliano D. Giosuè Matthew Kennedy
Luke Trevino Marco Solimè Massimo Camoni Matthew Lane
lunacthulhu Marco Tezzele Massimo Failoni Matthew Madden
Lunarra MarcoB Massimo Gandola Matthew McCoy
Lupo Marcoghez. Massimo Trentini Matthew Nightingale
Luther Keeler Marcus Baseler Matheus Malaquias Matthew Spencer
M. Trout Marcus Ekarna Mathew Gibbons Matthew Watts
M.Mirage Marcus Gruner Mathilde Da Conceicao Matthias Diaz Darigo
MA Roxas Marcus Stahl Mathyew Smith Matthias Fassnacht
Mabelle Sasso Marek Hendziak Matt Brooks Matthias Mertens
Mabov Margaret Matt Espinoza Mattia
MAC Margherita Cattaneo Matt Hilliard Mattia Brotto
Mad Tinker Gnome Maria Chiara Gatti Matt Howard Mattia Bruno
Magnus Fredlundh Maria Grazia Testardo Matt McDonald Mattia Caglioni
Magpie Games Maria Luisa Bertone Matteo Mattia Capobianco
Malbet Maria Rossi Matteo Asti Mattia Crotti
Malcolm MacRae Maria Stoop Matteo Bisanti Mattia Montanari
Manikhon Maria Tabar Burgos Matteo Bormetti Mattia Negroni
Manlio Maria Vittoria Milanesi Matteo Brunetto Mattia Neso
Manu Marie-Paule Mercurio & Alex Conti Matteo Casali Mattia Ulivi
Manuel Marika Pegorer Matteo Dattilo MattiaNap
Manuel Anubi Montevecchi Marina Matteo Emili Matylda Gruszewska
Manuel Raza Marinella Pregaglia Matteo Ferro Maurizio Locusti
327
Backer List
Mauro Michele Bianchi Nathaniel Wilson Olorze
Mauro Campana Michele D’Accardi Neal Fischer Omar Crespi
Mauro Monti Michele Facco NecroNuke9 One Ping
Max Michele Garbuggio Neil Mahoney Originalname5
Max Boivin Michele Grande Neil McKeagney Oriol Tutusaus
Max Glasner Michele Marchionne Nemanja Jerković Oscar Chan Kah Wah
Max Ryan Michele Marini Nemanja Zdravkovic Oscar Eduardo Maciel Castillo
Maxence BON Michele Massei Neri Alessio Osnova
Maxence Saint-Clair Michele Serafini NeuralNoise Otis Martin
Maxwell Macmillan Michele Valleri Nevalie Owen Tienken
Meg Elliott Michele Valleri Nic W Owli
Meg Kenneally Michele Visin Niccolò Oyurigunslinger
Megan Anderson Michelle Gilmore Nicholas Harvey PACCHIAROTTI Myrtille
MegaSwiftblade Miguel Iglesias Nick Desi pad
Melani Weber Mike F. Nick Havens Pakito Longofilo
Melinda Mike Gonzalez Nick Jones Palmer
Melissa Mike Kenyon Nick Zakhar Panos Tsirkas
Meme Petriglieri Mike Schaefer Nickolas Barmenkov Paolino Maisto
Mendel Miranda Lonsdale Nicla Paolo
miac_miac Mirko Nico Paolo Berto
Michael Mirko Campagna Nico Borgogni Paolo Bizzarri
Michael A. Meehan Mirko Pantaleo Nicola Paolo Howl Pendragon
Michael Andrew Plait Mirko Paradisi Nicola Paolo Lazzarotto
Michael Anthony Smith Mirko Rolla Nicola Celiani Paolo Massimo Pastore
Michael Curry Mirko Sacchetti Nicola Degobbis PascalEUGENE76
Michael Evans Mirko Saggiorato Nicola Poggiolini Patrice Mermoud
Michael Forbes Mirko Savoia nicola.ambrogetti@libero.it Patrick
Michael Kahler Mirko Susek Nicolai Hestehave Worsøe Jørgensen Patrick Ayres
Michael kranich Mitis Feles Nicolás Gavilondo Patrick P.
Michael Lehmann Monica Encabo Nicolas Roark Patrick Pollock
Michael Loney Monica Pignataro Nicolò Patrik Swärd
Michaël Marquant Moon Nicolò Barban Paul ENGUEHARD
Michael Nicola Gottardo Moreno “Mopollas“ Pollastri Nicolo’ Vincenti Paul Limb
Michael Pfeiffer Morur Nikk Paul McErlean
Michael S. Wallack Mowalk nilo_core Paul Munger
Michael Santiwan MrInfinity11 Nioux paul murray
Michael Schell Mrmomo994 nirvana Paul Thompson
Michael Seren Multiverso (Frosinone) Nistox Paul-Constant Laureline
Michael Shimkowitz MW Nixon Paula Urgelles
Michael Swords Naïck Nizor Belg Pauliina Paavola
Michael Tebaldi Nanashi Norbert Kurz PDeMars
Michael Thielker Nashteschio Noshmek Peggy Frank
Michael Tree Nathan Gross Nosolorol Pendergast
Michael Victorine Nathan Josè Ramirez Piperno ocramot Per Stalby
Michał Jakubowski Nathan Wood Odessa Knight perthuisot
Michał Wojciechowski Nathanael Ray Durbin Oleksandr Moshenskyi Peter Barnes
Michel nathanael west Oliver Sharp Peter Bruhn
Michele Nathaniel Blakley Olivier Grsn Peter Fox
Michele Allori Nathaniel Guenther Olof Peter Paralikas
328
Peter Thiessen Raïzer Robert Symons Ryon Creech
PetitBarjot Ramona East Roberta Bocchino Ryusho Yosei
Petr Svarny Randolph Killmer Roberto SP
Petros Katsikadakos Random Penguin Roberto Celiento Sabrina Olivarra
Petwag Randy Smith Roberto Cosio Sabrina Stella
PhantomToe Rapistelija roberto cosio saebael
Phil Adams Raska Roberto Lazzaroni Salice156
Phil Fox Raxmei Roberto Riccioli Sally
Philibert Benoit ray bans Robin Marie Dit Aumont Salvador Lax Herrera
philip hindley rchaddick Robineau Olivier SalvadorTaco
Philip Mangiaracina Rego Rocci Gran Baron Salvatore Puma
Philip Rabe Reisi69 Rocco Sam Arndt
Philip Rogers Remo Conzadori Rodgar Sam Aspinall
Philip Wasniewski RemoteRyan Roger Haxton Sam Curry
Philipp Rhel Roland Pieri Sam Fondry
Philippe Deville Riccardo Rom Rom Sam Matica
Phill Massey Riccardo Bucci Romain Darmon Sam Parsons
Phillip Bush Riccardo Carletti Romain Moreau Samantha
Phillip Dunn Riccardo Divizia Romain Pohler Samantha Michaels
Phoenix Dragon Riccardo Pancani Rompcat Sami
Piero Vianello Riccardo Pavesi Romuald Dresch Samuel Gillespie
Pierpaolo Melloni Riccardo Rossi Ron Samuel Zeoli
Pierre Barbarin Riccardo Rumor Ronald Gardner Samuli Siira
Pierre-Benoit Gauthier Riccardo Siligato Ronald Whitehead Sandra H. Bruel
Pierreuh Riccardo Sirignano Rory Sandro Graziani
Pietro Rich Redman Rosa Mosso Santtu Kärkkäinen
Pietro Abimael Guermandi Richard D Ross Aitken Sara
Pietro Assoni Richard Goulart Ross Christenson Sara Alice Morawetz-Joyner
Pietro Motta Richard Greene Ross Murphy Sara Ballarati
Pinkpooki Richard Hull Rossignol Sara Palmiotta
PIXBIT Richard Irons Rotem Cohen Sarah
Plato Palaiologos Richard Rossi Roxanne Ready sardeinsaore
poirel Rick LaRue Roy Chua Yue Hian Sascha Petry
Post Apocalyptic Gamer Ricky Sontz Roy Tan Sascha Zils
(Maxadon96) Ricreapulia Roz Harkin sashawood
Prince of Eros Ripley Ruben Brandt Saturn
Purpose-Porpoise River Ross RUBY Savannah Oellrich
Pyros88 Rizochi Rughdar SAVERIO CANTONE
Quality Games Rob Hollar RumoreBianco Scara
Quentin Mathot Rob Saronson Rune Scaryraptor51
QURUBUTI Rob Wyssbrod Russell Hefner schont nicolas
RS Robert Jameson Russell Hoyle schont nicolas
R.G. Robert Joničić Russell Johnson Schubacca
Rachel Lindley Robert M. Russell Ventimeglia Sciboz
Rachele Ravanini Robert McCue Russell white Scott
RadiationBurn Robert Paine Ryan Scott Harris
Raeann Gonzalez Robert Phillips Ryan C Gordon Scott Johnson
RAFI Robert Russell Ryan Kent Scott Test
RainHaven Robert Slevin Ryan McCabe Scott Underwood
329
Backer List
Scott Vowles Simon Jennings Stephen Thomas
scr1p4ch Simon York Stephen Gossman Thomas Aurel
Scruffy Simon Zigmund Stefan Stephen Orr Thomas Capacci
Sean Simone Sterz Sebastian Thomas Challen
Sean Birge Simone Bencivenni Steven Bakker Thomas Lee Bunting
Sean DeMontigny Simone Cannelonga Steven Bauling Thomas Micheli
Sean Glasheen Simone Carlucci Steven Brown Thomas Munier
Sean Holland Simone Cimarelli Steven Cole Whitley Thomas Pontette
Sean Jenkins Simone de Paolis Steven Lord Thomas R.
sean stockton Simone Fabbri Steven Smith Thomas Smith
Sebastiaan Bonnarens Simone Giani Steven Thesken thomas tramantano
Sebastian Agoston Simone Lelli Stronghumankind thomas vernay
Sebastian Pirling Simone Maccapani Stuart Thomas Walsh
Sebastian Ramsauer Simone Tamanti surelyo Thomas Watchorn
Sebastiano Indorato Simone Tammetta Susanna Danae Grasselli Thor Biafore
Sebastiano Rosa Siobhan Tate Suzerain Thresherinc
Sébastien Célerin Skandranon Sybil ThynameisGeorge
Sébastien J. Skratch Hyena Sylvain B. Tiberius
Secespitus Slime Dude Szymon Szweda Tie_Pie
Seda Sloan Taco Tillambda
Sehkmy Soendrev Tadd Layton tim
Sergio LP SOLIDToM Tailswisher Tim Hall
Sergio Yuste Solto Tamara Morris Tim Jensen
SerPe Sonjah Tanja Claridge Tim Rousselle
Seth H SoulEmber Tanja Neubacher Tim Voves
Seth White Spectre Nova Tanukky Timothy Alcorn
Seweryn Bajer-Borstyn Spencer Jones Tao Sun Provaroni Timothy Currier
Shaelynn Bingham Stacy Lovage targaff Timothy G Smith
Shane Bradley Stef Kiryan Tarik Taylor Timothy James Ferguson
Shane Klasens Stefan Holmström Tartaise Philippe Timothy McFadden
Shane S Stefan Koeberl Tasha Anderson Tiziano Batou Meneghetti
Shane Wood Stefan Steenberg Taylor Espy Toby Stewart
Shannon Newton Stefanie Paeg Taylor Inesta Todd
Shannon Williams Stefano Taylor Schmidt Todd Branch
Shaun Beckett Stefano Biffi Taylor Vik Todd Stephens
Shawn Hanf Stefano De Agostini Ted Prost Tom
Shawn Hurst Stefano Ganassi Tereus Tom Burdak
Shawn Jones Stefano Giulio Veronesi Terry Osborn Tom Huber
Shayne Li Stefano Morero TerryGhast Tom Shen
Shiro Ono Stefano Padelli Testi tommaso Tom Vincent
SIEGE Stefano Pisani Thalji Tom Walton
Silas Christoffer Petersen stefano sartori Thanske Tommaso
Silas McDermott Stefano Sibilia The Balrog Tommaso De Benetti
Silcrist Stefano Stradaioli The Blind One 17 Tommaso Sofi
Silenthowl StefanoDiNardo The Creative Fund by BackerKit Tommaso Vezzali
Silvano Iorizzo Stefnir Thorsson The Weird Warehouse Tommy Brown
Silvano Spagnolo Stephan Szabo TheNightManager Tommy Lee
Simon Bouvier Stéphane Theresa Davis Tony Gonzales
SIMON David Stephane Gelgoot Thien Duc “Hazenaizel“ Tien Tony Horne
330
Tony Stevens Vesala Yari
Tracey Willis Vesper Yasashii Kyojin Studio
HIGH GOVERNOR
The backers that designed a charac-
Travis vic meakin Yassin El Anba
ter with us are:
Travis Thoth Victoria Vaught Yoann
Trenchino Viktor Klasson Young-hoon Lee
Collin Lowder
Trent Y Viliam Chrenka Yu Casadei
Emanuele Montorfano
Trevor D. Perry Ville Salminen Yukiko San
Francesco ‘Frankino’ Lupo
Trevor Preston Vincent yulfi
Jacopo Canevari
Tristan Vincent DUCROCQ Yuri
Jonathan Kuhfus
Tristan Merrick Vincent Lachapelle Zach
Massimo Failoni
Tristan Miller Vincenzo Zach Miller
Troy George Vincenzo Zachary
Troy Richards Virginia Zachary McMillan
Tubstout Vittorio Guerriero Zachary Morris
Ture Westlund Vlad Giulvezan Zak Kanoff
Twentydollarnosebld Vladislav Yaroslavtsev zak ralston
Twila Price Flightdymyr Revenok ZardoZ
Twist Waker Wade Cottell Zerdiron
Tyler Walter Anfang Zero Caige
Tyler Flickinger Washington Pearce Zettwoog Stéphane
Tyler Mascia Wawarr ziky_
Tyler Matthews Wayne Renaud ZincAwesome
Typhon78 werewolf6742@gmail.com Zoeth
tytonthedruid@gmail.com Weronika Dudek Zoro58
Übersuß Zitrone Werther Zulpgord
Ubuk White Fang
Ugo Leonetti WildDogUtunu
Ulrich Drees Will Church
Umberto Longhi Will Spooner-Adey, Michael
unknhawk Cowles
Uno Critico Will Thomas
uriel shashua Willhameena power
Vadis William
Valentina William Arnone
Valentina Minniti William Bidlack
Valeria William Caldwell
valeria bignami William Cosgrove
Valeria Zagami William Craven
Valerio Canu William Doetsch
Valerio Kientz William Jackson
Valerio Zanghi William Lee
Valeriodambrosio Willy Guasti
ValerioLuigi Montervino Wolf
Valle Mirko WolfCommander40K
Vanilor Wolfy Wet Furr
Vanja Mattias Worlds’ End
VanVought Xaryo
Vench Xavier Chung Minh
Vermeersch Simon Yannick Meyer
331
Backer List
Index
A E
Brown Bears 90
Buccio from Gloricanta 297
Buchebuie 41
Additional Rules
Adelaide da Rossariva
252
272
C Eagles 109
Earning Fame 205
Adventures 256 Ebenezio Forsuolo 301
Adversity 258 Caio Lupaccio 298 Edenta Familia 58
Agata Galerici 293 Canide Familia 54 Edenti 58
Alchemic Cycles 129 Canidi 54 Elaine Duval-Von Rott 302
Alchemist’s Doctor of Science 126 Career, Creating a 239 Emissaries of the Khan, Fazione 216
Alchimist, Profession 122 Careers 228 Enchanter, Opponent 259
Alcibiade 273 Carolino the Sage 278 Enlightenment, Venture 195
Alistaire, First Consul 274 Cartographer, Career 231 Equipment 241
Allies 190 Cats 67 Eschilo Dellarocca 303
Amedeo van der Meer 294 Cecilia De Furi 279 Espera 48
Ancestors 31 Chancellor of the Academy 314 Eulipa Familia 62
Anita the Sweet 295 Chickens 113 Eulipi 62
Ansera Familia 95 Church of Bones 31 Explorer, Venturer 186
F
Anseri 95 Church of Bones, Faction 210
Anteaters 59 Circle of Whispers, Faction 212
Antonio Coracellis 296 Coinage 202
Apopi of Whispers 275 Collector of Rarities, Merchant 155
Armadillos 59 Confederation 20
Armiger, Profession 130 Conflict 256
Armiger’s War Archetype 132 Confraternity of the Mortified, Faction, Common Structure 207
Armors 242 Faction 212 Faction, Creating a 226
Art, Venture 191 Contacts, Factions 206 Factions 206
Artisan, Career 229 Corbea Familia 98 Falcons 110
Artist, Career 230 Corbei 98 Fame 203
Ascetic, Flagellant 138 Coyotes 70 Fanatico, Mortificato 172
Attacker, Opponent 259 Cranes 102 Felide Familia 66
Avian Armors 248 Crows 99 Felidi 66
D
Avian Islands 43 Fellowship of the Compass,
Avian Shields 248 Faction 218
Avian Weapons 248 Femore III 281
Avians 94 Fight 253
B
Filippo Scolari 304
Firearms 249
Damaso Torre 299 Flagellant, Profession 135
Death 253 Flagellant’s Philosophies 171
Deers 83 Followers, Factions 206
Desmond de Boule-Terrière 280 Forte Lacustre 32
Badgers 73 Destiny, Venture 192 Foxes 70
Barn Owls 117 Devotion, Venture 193 Friar Wiligelm 305
Bats 92 Discovery, Venture 194 Furio Galeazzo De Furi 306
Baudolino Ceffolongo 276 Doctor, Scholar 174
Beavers 78 Dogos 55
Bjorn, the Stranger 277 Domesti 55
Black Bears 89 Don Rodrigo Valenti 300
Boars 86 Ducks 96
Bovinae 82
Brethen of Worms, Faction 208
G K O
Keeper of Bones 281
L
Gangs, Opponents 260 Odo 283
Geese 96 Official, Career 234
Gladiator, Armiger 133 Opponents 259
Goats 84 Orders 52
Grarcona Familia 101 Ordo Artis Occulta, Faction 224
Grarconi 101 Ossarium 41
Green Pit 35 Laszlo the Landless 307 Otters 74
Grenadier, Sapper 167 Leporidae 78 Outlaw, Career 235
Guardian, Opponent 260 Levri 57 Owls 118
H P
Licae Familia 69
Licai 69
Little Owls 118
Lodovico 308
Lorella dei Santi 309
Lorenzo Padarvei 310
Healer, Priest 160 Losing Fame 205 Paddath, Mayor of Salso Nero 284
Healing 255 Lynx 67 Paladin, Armiger 133
M
Healing Spells 255 Pangolins 61
Hedgehogs 63 Peacocks 114
Herman von Rott 291 Pelicans 97
Heroes of Historia 272 People’s Army, Faction 220
Herons 102 Pheasants 115
Herutage, Venture 196 Philosopher, Alchemist 127
Higher Profiles Opponents 260 Magpies 100 Pici 105
Historian, Career 232 Magus, Profession 141 Picia Familia 105
Hitman, Scoundrel 178 Magus’s Secrets 144 Pigs 87
Holy Guide, Flagellant 140 Margherita I dell’Arpa-Patris 311 Pitched Battles 264
Holy Kingdom 27 Maria Grazia Correr-Dalmare 312 Plautilla 286
Hounds 56 Martens 73 Politician, Scholar 175
I
Martyr’s Brilliant Blood, Spell 140 Porcupines 80
Mentor, Career 233 Priest, Profession 158
Merchant, Profession 152 Priest’s Divine Ways 160
Merchant’s Commercial Style 165 Primoi 57
Mice 79 Professions 121
Moles 63 Prometheus De Jong 314
Iatro, Alchemist 126 Montetorto 26 Prominence 190
Ibises 103 Montetorto Academy of Alchemy 26 Prophet, Priest 163
Indicant Heresy 24 Moose 84 Prudenzio 315
Influence 201 Mustacea Familia 72 Pug Heresy, Faction 218
Inquisitor, Priest 162 Mustacei 72 Pumas 68
N Q
Inspiration 252
Instinct 53
Inventor, Scholar 174
Investing in Fame 205
Nidialti 48
Journey of the Venturer 184 Nightingales 109
Nochemburg 33
Non Player Characters 293
Nova Marina 25
R V
Secret of Earth 148
Secret of Fire 146
Secret of the Body 144
Secret of the Light 150
Secret of the Mind 155
Secret of the Shadow 151
Raccoons 75 Secret of Water 147 Vampires 93
Ranieri de’ Porchis 287 Sequence 257 Venceslao from Mira 317
Rank, Factions 206 Sheeps 85 Venture 190
Rapax 108 Shields 244 Venturer, Profession 181
Rapax Familia 108 Shrews 64 Vespertile Familia 91
Ravens 100 Sigfrido the Arcimagus 289 Vespertili 91
Resources, Factions 207 Skunks 75 Vesteria 16
Rest 255 Sloths 61 Vitalist, Alchemist 128
Resurrection 255 Smuggler, Merchant 156 Void, Venture 199
Revenge, Venture 197 Soldier, Career 237 Vultures 112
W
Revolution, Venture 198 Sparrow 107
Rewards 258 Specialist, Opponent 260
Rifleman, Sapper 168 Spy, Scoundrel 179
Rivals 206 Squirrels 81
Robins 106 Storks 104
Rodelian Armors 243 Storyteller, Venturer 187
Rodenti 77 Striga Familia 116 Warlord, Armiger 134
Rodentia Familia 77 Strigi 116 Wealth 201
Rolando from Acquascura 288 Swans 97 Weapons 245
T
Rossariva 41 Wind Town 24
Rossetti 92 Wolfgang Gabrinus 292
Ruminsa Familia 81 Wolverines 76
Ruminsi 81 Wolves 71
Ruspea Familia 112 Woodpecker 108
Ruspei 112 Worm’s Den 34
S
Tanafonda 40 Wounds 253
Tawny Owls 119 Wounds, Table 254
Technician, Sapper 169
Tempest 316
The Powerful 312
Theri 52
Sailor, Career 236 Thief, Scoundrel 180
Salso Nero 39 Torquato from Tanafonda 290
San Mastino 33 Trapper, Venturer 184
Sapper Specializations 167 Traumas 255
Sapper, Profession 145 Tycoon, Merchant 157
U
Sapper’s Improvements 169
Sauta Familia 86
Sauti 86
Saving Throws Against Death 254
Scholar, Profession 171
Scholar’s Field of Study 174
Scoundrel Archetypes 178 Urcida Familia 88
Scoundrel, Profession 176 Urcidi 88
Secret of Air 148
EXP.
PROF.
Acrobatics (Dex)
Animal Handling (Wis)
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
Historia Copyright © Mana Project Studio S.r.l., 2021 - 5th Edition Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
OPEN GAME LICENSE VERSION 1.0A 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
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Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
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