You are on page 1of 336

Dark Fantasy Renaissance

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

In memory of Gabriele Giardina-Harding

Authors: Mirko Failoni, Michele Paroli, Matteo Pedroni


Editorial Supervisor: Ariel Vittori
Game Design: Davide Milano, Matteo Pedroni
Narrative Development: Mirko Failoni, Laura Guglielmo
Writing: Laura Guglielmo
Proofreading: Alex Valente, Enrico Emiliani, Gabriele Giardina-Harding, Richard Hart
Translation: Alex Valente, Jason Forbus
Graphic Design: Michele Paroli, Elena Giovannetti
Art Direction: Mirko Failoni
Cover Illustration: Mirko Failoni
Illustrations: Alberto Besi, Andrea Tentori Montalto, Angelo Peluso, Antonio De Luca, Daniela Giubellini, Daniele
Solimene, Domenico Cava, Edoardo Campagnolo, Federica Costantini, Giulio Perozziello, Imma Botti, Mauro Alocci,
Michele Esposito, Michele Parisi, Mirko Failoni, Piero Vianello, Riccardo Moscatello, Roman Kuteynikov
Maps: Fabio Porfidia
Title Calligraphy: Loris De Marco
Character Sheet: Laura Guglielmo
Playtester & Special Thanks: Matteo Frisone, Andrea Guglielmo, Stefano Padelli, Willy Guasti, Dario Berto, Filippo
Bosi, Andrea ‘Il Rosso’ Lucca, Alex Melluso, Fausto ‘Abyssoul’ Palumbo, Valerio ‘Korax’ Carbone,
Daniele ‘Danko’ Angelozzi, Marco Bucci, Attaccapanni Press, Codex Venator, La Locanda del Drago Rosso,
Andrea Felicioni, Riccardo ‘Musta’ Caverni, Roberto ‘Orsogufo’ Rossi, Chiara Musi, Matteo Moret, Cecilia Govi,
Luca Bianco, Sofia Magnani, Davide Di Maio, Alessandro Caridi, Giacomo Kuroda, Valentina Bruseghini

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.

Printed in Lithuania in 2021.

Historia is © Mana Project Studio & Mirko Failoni 2021


Reproduction of any material from this work without permission is prohibited.
Historia is a fictional product, any references to people, places and events similar to reality are purely coincidental.

2
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

In Historia, you play the part of a sentient anthropomor-


phic animal, and this chapter showcases the various animals
The first part of this chapter showcases the contents of the available to play. Familiae are what would be considered
Historia manual, breaking down the information within Races in the game, with Species replacing sub-races, though
and explaining how it can be used by both GMs and play- with more specific and unique characteristics for each. Theri
ers. The second part suggests further reading on the game’s and Avians are the predominant Familiae of Vesteria, and
structure and how best to make use of its framework: how the manual details the rules to play these two macro cat-
to roleplay the anthropomorphic animals in Vesteria, what egories, based respectively on our world’s mammals and
themes to tackle in a game, how to best set narrative bound- birds. Sauri and Lissames, our reptiles and amphibians,
aries according to the players’ needs and sensibilities, and are not discussed as they are Species present in other geo-
suggestions about Historia sessions. graphical areas and only encountered in Vesteria as travel-
ers or visitors. The list of Familiae offered in this chapter is
CHAPTER II - VESTERIA lengthy and varied, though not exhaustive, and covers the
most common and representative animals. GMs and play-
ers 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.

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

Historia is set in a heavily European Renaissance inspired


The fifth chapter showcases the characters’ ventures, the setting, meaning its items and traditions are a little different
motivations that urge them to risk their lives, face dangers, from traditional high fantasy. It also tries bridging the gap
adventures, plots, and pursue their own interests. Ventures between the suspension of disbelief of playing anthropo-
replace the background feature, too often relegated purely morphic animals and the research and detail of the world
to the moment of character creation, which here merges the itself. The best way of exploring this is through the use of
character’s past with future events; it adds a narrative element specific equipment, allowing any armiger Weasel to fend
to assist GMs and players in creating rich, compelling ses- for themselves in a duel with a parrying dagger as guard
sions, propelled by genuine motivation. while they take down opponents with a side-sword, shield-
ed by the thick layers of a gambeson; or a Felid to aim true
CHAPTER VI - WEALTH AND INFLUENCE with their musket behind a tavolaccio from the rear guard.
The chapter carefully details armor, weapons, firearms, item
properties and rules to make equipment a tool capable of
bringing players deeper into the world of Historia.

CHAPTER VIII - ADDITIONAL RULES


In the world of Historia wealth and influence are the most
important gauges for an individual’s personal success, allow-
ing them access to important resources, crucial contacts and
better living conditions. To best represent the correlation
between financial abilities and the possibilities of a charac-
ter, this chapter introduces coin, an abstraction represent- Historia bases its rules on the most played role-playing game
ing their wealth on a numeric scale, so that the meaning in the world, but also includes some modifications to better
of wealth and its consequences can be better explored nar- suit the themes, the setting, and the style of game it wants to
ratively without having to refer to a long list of items. To bring to the table. This chapter collects new rules or amend-
instead measure the influence that a character can gain, we ments to allow GMs and players to fully inhabit the gaming
introduce the concept of fame: a numeric value that allows experience: death is much more than a specter haunting the
to appraise and compare influence levels between characters. world of Vesteria, and the game ensures this is felt through an

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.

CULTURE AND TRADITIONS


The Confederation is, by its own nature, a plurality, making
it a dynamic country of cultural miscegenation. The large
cities are a forge of peoples, travel is commonly undertaken,
and only the most rural dwellers, the least wealthy, and those
forced by their position, have not visited at least one of the
upon its holder the overseeing of Parliament and the final major urban centers. Though as is often the case for birds of
check for the deciding and legislative powers, along with a feather do flock into small communities of shared kin, the
being the face of the Confederation in foreign negotiations. Confederation is cosmopolitan: Theri are prevalent, with
Those who hold actual power in Parliament are the regents most races represented; many Avians, though far from their
of each city: the already mentioned Nova Marina, Wind native islands, have settled on the coast and integrated well.
Town and Montetorto, historic rivals Liveccia and Albea, The busier ports even see the likes of Saurs and Lissames,
and the smaller Berga, Celside, and Gratigna. The role of on their way from distant lands for business or political en-
regent is held by the ‘leader’ of each city, be they a Mayor, voys. The population rarely discriminates against the other,
a Superintendent, a Governor, a Podestà or other title; said but is rather fascinated by new, exotic visitors - they do, on
leader is accompanied by a cadre of representatives propor- the other hand, hold internal grudges with impressive ded-
tionate to the population of their city, for a total of one ication: city rivalries are deeply rooted and seemingly un-
hundred Parliament seats. Each city democratically elects solvable, becoming the rule between towns, and inevitable
its own representatives, and the right to vote is accorded to between villages. Nova Marina and Liveccia have been ene-
all citizens of age (which varies depending on species) who mies since before the unification, and blood from both cities
pay regular taxes. Within the autonomy of their jurisdic- has been spilled innumerable times into the waters of the
tion, each city holds its traditional government structure: Bastion. Gratigna and Celside are rivals for their respective
Nova Marina and Liveccia, ancient rivals which only the farming excellence, and hold their own traditions in high
Confederation could unite - on the surface at least - are esteem; the former proud of its secular Princedom and its
led by a Mayor, as is Montetorto; Wind Town has always theatrical arts, the latter of the modernity of its Governor
had its Dukes; Berga has a Mayor ruling along a council of and musical Conservatory. Nova Marina and Albea have
notables; Gratigna boasts a Prince and would never yield its long fought on the seas, in the past by pitting ships and
noble affectation; Celside chooses its Governor among its crews against each other, now by claiming excellence in

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

The Holy Kingdom


28
BURIAL RITES
From the letters of Guidobaldo from Celside, addressed to his sister Leonora:

“My dear Leonora,

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.

Fare thee well,


thy loyal brother, Guidobaldo”

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

The Holy Kingdom


comprised of the Dukes or their delegate, but several Duchies
are currently represented by their Occipites (more often than
not the first born of the most prominent nobility, highlighting
where the power actually lies), who steer the Kingdom’s gov-
ernance towards a more advantageous future for the Church.

CULTURE AND TRADITIONS


The Holy Kingdom is neither cosmopolitan nor loving of
innovation: its population is predominantly Canid (other
Theri are present, of course, much less so in number), with
Avians a distant second along the southern coast, meaning
they are traditionally suspicious of what they do not know.
As the reader might infer, the cultural aspects of the Holy
Kingdom are significantly influenced by religion in ways
unlike anywhere else in Vesteria. Innumerable facets of dai-
ly life, be it for farmers living in poverty in Dachsenland,
the aristocrats of San Mastino, or even the Keeper of the
Bones himself, are heavily ritualized, and everything is run
according to traditions so old that they appear untouchable.
A perfect example is seen in how any merchant or trades-
person will never end a deal without saying ‘the right price
to me, and to santingrid the rest’. ‘Santingrid’ is no arcane
mystery, but rather a corruption of the name of Saint Ingrid
of Lovemberg, a humble merchant who despite her meager
income and wealth, donated most of her belonging to the
construction of the Nochemburg Temple, and kept donat-
ing every year - good or bad for business - until her death
on the 319th day (this number is of particular note to the
Church, as it is also the number of bones in a Canid) of the
fifty year long construction. The multiple miracles attribut-
more notorious families in the nation, and was still quashed ed to her in the times that followed still did not obfuscate
with blood, consolidating the power of Church over the region. the real reason for her sainthood and has come to symbolize
The Conspirators, almost all sentenced to the pyre once van- the devotion of all tradespeople.
quished, were the Dukes Friedrich Doberhauser (Doberland), Similarly, not even the most profane of mercenaries, if
Lionel de Boule-Dogue (Boule-Dogue), Siglinda Blaugarten native to the Kingdom, dares step onto a battlefield with-
(Lakeland), Rudolph von Behrmann (Nochenland), Katarina out first reciting the Four Verses while pressing their weap-
Keesheim (Grunewald), Guilbert de Vesterre (Vesterre), and on to their chest. This is the first ritual taught to recruits
Genevieve Beauceron-Legrand (Gardeciel). Their lands were of the Kingdom’s armies, both the secular one and the
redistributed among branches of families who had proven Church’s forces. There are many other examples to illus-
their loyalty to the Church or the new aristocracy, in most cas- trate the point, and all would highlight the same aspect: if
es appointing to the rank of Duke previous counts, marquis, there had ever been any cultural practices before the rise of
or military leaders of notable merit (a famous case is Duke the Church of Bones, no one remembers them. That said,
von Rott, a simple sergeant under Rudolph von Behrmann, it would be a mistake to consider the Kingdom devoid of
who remained loyal to the Church during the Conspiracy of any cultural endeavor and results: though the sacred is the
the Seven and was rewarded with Lakeland and its Fort). The predominant subject matter of all arts, that does not prevent
current situation, now nineteen years since the Conspiracy, sees the works from being sublime. Figurative arts have never
aged and tired Archduke Kurt von Behrmann in Nochemburg, been the first choice of the Kingdom’s artists, and unlike
holding the post which in theory should be assigned to the the Confederation, painting, drawing and sculpting are not
most powerful of the twelve after the death of the previous taught in any formal manner, bar in small artists’ workshops.
Archduke, but which has in fact become a hereditary title Writing, however, is held in high esteem, especially in San
devoid of any meaning. The Council of the Twelve should be Mastino (the city which rivals Nochemburg for the claim

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:

31

The Holy Kingdom


Faith in the Ancestors and in the Church, Their voice among FORTE LACUSTRE
the living; Obedience of its precepts; Respect for those who Two centuries ago, Fort Lacustre must have been one of the
came before, as the world as it exists today is only possible most imposing military structures in Vesteria, rising above
because of them. The other side of the coin sees four ma- plunging waterfalls. The blood-soaked battle which saw the
jor categories of infraction worthy of punishment, more or change of property from the Vandersee to the Blaugarten
less severe depending on the Church’s rule: insult towards caused extensive damage to the fortified citadel, but the
the Ancestors (such as lack of faith, heresy, blasphemy); in- reconstruction brought thicker walls and even stronger
sult towards the Church and its ministers (contempt towards defenses. Which makes the results, then, of Hermann von
all which is sacred); insult towards the family (seen as the Rott during the Conspiracy, who successfully infiltrated
essential core in the Ancestry system, where being childless and conquered the fort with a small handful of loyal sol-
can be deemed impure, unless one belongs to one of the var- diers, the more impressive. The story goes that Siglinda
ious holy orders, as the Church considers its own as ‘family’); Blaugarten, formidable if aged Duchess of Fort Lacustre,
insult towards one’s neighbor. The Church hierarchy reach- yielded to the invader only after making him swear upon
es widely, and includes ministers who preach and lead wor- the Cross of Bones that there would be no pillaging of the
ship, military orders (first above all the Paladins, though the town built just outside the Fort’s walls; the noble gesture
Inquisition is also infamously known) and minor orders, such towards her people brought von Rott to order that the lady
as the Brothers of the Sepulcher (who tend to burial rites of the Lakelands should not be burned on the pyre, but
and processes), the Mortifieds (once considered heretics), instead beheaded and buried according to the rites of the
and the wandering Preachers who proselytize for the Church Church. Fort Lacustre and its duchy are now in the hands
and other religious truths. Listed in the minister hierarchy, of von Rott himself, one of the newly appointed aristocratic
more specifically, we find the Tarsi (simple priests who tend families after the events of the Conspiracy of the Seven;
to and are responsible for the area around their own Temple), despite his impeccable track record, several of the counts
Costolari (who coordinate larger areas around cities, and to and marquis who report to him still eye him with disdain,
whom the Tarsi report to), Occipites (one per Duchy) and due to his humble origins and his less than refined behavior.
the Keeper of the Bones, voice of the Ancestors on earth. Whereas the Duke’s adoptive daughter, Elaine Duval-von

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

The Holy Kingdom


most feared orders of the Church of Bones, tasked with inves- situation radically changed with the Conspiracy of the
tigating and weeding out any and all possible heresies threat- Seven: the rebel Duke Rudolph von Behrmann called back
ening their dogma. San Mastino’s Occipites also happens to the garrison, at the time under the command of his son
be the older brother to the local Duke, and is known to be as Otto - who mysteriously disappeared in the night after
wealthy as he is unscrupulously ambitious. Keeping an eye on the message had been delivered. The now empty fortress
his ambition is one of the strictest Inquisitors, Venceslao from became the home of one of the raider groups put togeth-
Mira, loyal subject to the Keeper of the Bones and fully primed er for the fight; once the Conspiracy had been dealt with,
to act in case of treason. Nochemburg had starkly different opinions about the ar-
rangement. One of the most infamous mercenary groups
THE WORM’S DEN of the Green Pit was hired, as both armies of the Kingdom
Perched over the Vulture’s Pass, the Worm’s Den has had were still tending their wounds, and it was thanks to
this name for less than twenty years. It was previously the Worm Brethren and their incredible exploits that
known as Fort Blizzard, and going by the standards of the Fort Blizzard changed its name. The mercenaries, led by
Holy Kingdom of the time, it was an incredibly advanced Torquato from Tanafonda and guided by a local armswom-
structure, built only one century prior by the then Duke of an (an extremely rare occurrence in the Holy Kingdom, as
Nochenland Werner von Behrmann with the support of women are seldom seen in the military career, if not out of
Duke of Gardeciel Geoffroy Beauceron-Legrand, to func- necessity), known solely as Tempest, burrowed through the
tion as defense against the neverending incursions from galleries which connected an empty silver mine just east
barbarians of the White Desert. The Fort was considered of Gardeciel to the cisterns of the Fort. With the raiders
impregnable by all master strategists in the Holy Kingdom, taken care of, Torquato from Tanafonda settled with his
and housed a garrison of 250 fighters specialized in high mercenary Brethren - the best in all of Vesteria - in the
altitude warfare, responsible for the 70 years of peace that liberated fortress, and now stands against incursions from
finally took over the land after centuries of struggle. The the glacial lands to the East.

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

The Green Pit


36
own codes and morals. The type of settlement often influ- Pit and its confining states are historically tense: what else
ences the style of government and the lives of its denizens. can be expected from a location so rich in resources and op-
Three notable major types have been observed: city-mines, portunities, other than to tempt the greed of stronger and
village alliances, and municipalities. Mining towns are built better armed neighbors? It might then seem strange, if not
around the several veins across the Pit: their founders tend entirely surprising, how the Green Pit has never been con-
to be the owners of the land which is being mined, either quered in its entirety, and only small areas have been under
conquered through force or occupied when left vacant, and foreign military occupation. The first reason we have already
usually reside at the top of the hierarchy which governs the discussed above, and has to do with the difficulties of its ter-
settlement. The population lives and works in conditions akin rain and the logistical nightmare for any army to attempt a
to slavery, as the price for protection from the mine owners large scale invasion. Whereas the second has more to do with
- who have accumulated wealth through the extracted raw the local population: much like the landscape, denizens of
materials and therefore able to afford a mercenary guard - is the Green Pit are untamed and ready to fight, and no foreign
by far greater than that of their salary, and they are therefore occupier has ever lasted more than a couple of years before
unable to ever be enfranchised. Mine supervisors occupy the fleeing back home with their tail between their legs or find-
role of functionaries, spies, and helpers to the masters, and ing themselves at rest beneath the foliage of a quiet wooded
are the ones who directly (and forcefully) control the regular area. Episodes such as the Cimbra siege, the Coldirame mas-
and understandable riotous movements among the populace, sacre, the Seven Sorties, and the Long Night have contrib-
with the help of small groups of soldiers for hire. Life in these uted to the discouragement of any military action towards
underground cities is extremely hard, but to many it offers a the impregnable Pit. Recently, however, with the discovery
better chance of survival than an attempt at solo adventur- of the Ossarium, the Holy Kingdom has started fueling its
ing. The Green Pit, after all, claims the highest presence of own expansionist dreams: only time will tell whether they
raiders and pillaging in all of Vesteria: arrogant from the lack will ever be successful.
of enforcement and fueled by a mixture of survival instinct
and desire to overwhelm those seen as weaker, the Green CULTURE AND TRADITIONS
Pit’s bandits count among their number the likes of thieves, In all places where sadly the main concern is finding food,
smugglers, other nations’ deserters, dissatisfied mercenaries, shelter, and defending oneself from constant aggression -
assorted criminals, and simply unscrupulous individuals with for most of the population - cultural endeavors have a hard
a penchant for cruelty and greed, who would not hesitate to time to flourish. Illiteracy is the rule in the Green Pit, and
draw blood at the possibility of even the smallest loot. Faced being able to read and write is seen in equal measure with
with such a threat, many voluntarily opt to live underground, suspicion, disdain, and envy: suspicious as one can com-
while others start raising defenses around their villages and municate in a silent and indecipherable manner, meaning
contacting neighboring settlements to form rudimentary al- secrets can be passed along too easily; disdain as it is of-
liances. The few rural areas and zones under the control of ten seen as a weak point in foreigners (whoever has had
loggers and lumberjacks are filled with these alliances and the time to learn has not had to fight enough for their life,
leagues of small towns intent on maintaining their autono- clearly); envy as many realize the enormous potential of a
my by leaning on each other. Labor is still toilsome, threats means by which knowledge can travel, last through time,
no less frequent, but life is admittedly a little easier than in and be recorded beyond a single individual and their mem-
the mines in the Spine or the hills of Calcaterra. The next ory. Among all visual arts, the sole which has found a fertile
development phase from this type of settlement is the mu- ground in these lands is sculpture, especially woodcarving,
nicipality, usually independent cities which, strong off their in which many masters of the craft reach peaks thought
trade and crafts, have been able to set themselves apart from impossible by any who consider the Pit a gaggle of ignorant
the alliances of small villages and create their own military and violent bandits. The Cimbra area is rightly well known
presence, city walls, and impose a legal code. The municipali- for its mahogany workers, legendary across the lands as the
ties are very close in structure to the early versions of the city- only foreign workforce hired during the construction of the
states which make up the Confederation, and are among the de Goff Palace in Nochemburg. The level and intricacy of
few places where some form of order is maintained. Where their carving is exquisite and precise, impossible to repli-
fear for one’s life and belongings is not as strong, bureaucracy cate, and it has become fashionable for the Confederation’s
usually finds a way in: municipalities have a form of taxation, nouveaux riches to ride into Salso Nero to purchase luxury
which allows them to build short lengths of roads, bridges, furniture for their residences. High-end crafts are consid-
public utilities and even a rudimentary form of postal and ered the highest form of labor one can aspire to, and all
delivery services. International relations between the Green manual labor is respected more than intellectual pursuits.

37

The Green Pit


than the prospect of slavery and loss of freedom, especially
as this is an unfortunately frequent occurrence in the Pit.
It may not be called as such (the preferred and most used
term is ‘servant’, never ‘slave’), but a servant who will never
pay off the debt with their master is a slave nonetheless. The
Servant Auction is a frequent and common event for many
cities of the Pit, and the one in Salso Nero is famed for its
quantity and variety of creatures offered for employment
(the polite term under which sales of sentient beings are
made). The Green Pit is scattered with materialistic, cynical
beliefs, and for many the purchase of kin is a necessary evil
no worse than many others. Slavery has dropped its termi-
nology purely for trade with wealthy merchants from other
countries, out of fear that a negative moral judgment may
chase their coin from the Pit. This, of course, is not the sole
opinion on the matter, yet it is still the most rooted, effec-
tively over-ruling all others.

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

The Green Pit


web of alleys and canals. Any other location might have seen has been shaken by regular miner uprisings, none of which
such excess as too much to even be considered, but it was well particularly effective in making its demands heard and
accepted in Salso Nero and has quickly become one of the overthrowing its masters. Unlike the other underground
city’s symbols. Within the walls of the Pearl of the Known cities, which rarely attack each other, Tanafonda was an
Sea, anything can be bought, services can be hired, pleasures attempted object of conquest by Buchebuie, some thirty
unknown can be sampled; lineage means nothing here, rep- years ago, as the latter grew hungry for the resources lack-
utation is everything, and an assassin will cost less than a fist ing beneath the hills of the Calcaterra. The constable of
of nutmeg. Many of the trade routes which connect the Avian his hometown, Ermello from Buchebuie, led the invad-
Islands, Rodelia, Calìda, and several other eastern ports with ing forces, and proved himself one of the most formidable
the Confederation pass through Salso Nero, ignoring Vesterre commanders in the Green Pit. His biggest mistake, how-
and the Holy Kingdom, considered less than ideal for certain ever, was to allow slavers to capture several of the con-
deals. It is not just the black market, however, which flourish- quered young to be sold in Salso Nero and the Far Lands.
es in Salso Nero, as the latter has been able to bring together One of them would make him pay his debt many years
influences and cultures from all of the peoples who cross its later. Ermello remained as leader of Tanafonda after the
gates: in this impossible city alone will the reader find patri- conquest, and even in his despot rule showed more mercy
cian estates decorated with shell mosaics, painters capable of than the previous mine owners. Even after the return of
seeding jealousy among Wind Town masters, poets who can Torquato from Tanafonda, no longer a young rebel at the
declare in ten disparate languages, and the scent of spices un- head of a handful of fleeing slaves but now a mercenary
known elsewhere in Vesteria. fighter, and his reappropriation of the city, there were many
who missed Ermello’s rule. Well aware of the resentment
TANAFONDA of a homeland which he had hoped would welcome him
Tanafonda is one of the city-mines which change the as a savior, Torquato was unable to remain in Tanafonda,
heart of the Spine into a hive of activity. Founded around and reverted to the leadership of the Worm Brethren (a
a rich vein of iron and an even richer zinc one discovered nickname given to them after the Taking of Tanafonda
at a later stage, much like many settlements of its kind, it and its galleries filled with Black Powder) headed for Fort

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

The Green Pit


such a powerful, war-bent, crusading country? Rossariva archives the until now apocryphal writings of Mastodonte,
rises from the confluence of the Ruby River and the Vena, finding the location of the cave from the raving proph-
maintaining control over the valley beyond. Traveling up- etess, and sending its army to secure access to one of the
stream one will encounter a second confluence with the most unsettling discoveries of the modern age. The oc-
Rio Costa, which marks the route to follow to reach the cupation of Rossariva has never been peaceful, as no one
Calante, the easiest pass in all of the Spine range. This in the Green Pit is happy to see the arrival of a foreign
might already make it an important strategic objective, but army. There were negotiation attempts between general
again, it was not its position that drew the attention of Doberhauser and Lucinda Saltipieri, Mayor of Rossariva,
Nochemburg. Once the pass is crossed, the other side of which ended in a kerfuffle as Saltipieri deemed insulting
the Spine is steep and easily falls into rubble. The hard rain the amount offered to cede to the general the land between
and spring thaw often cause landslides: a young woman Calante pass and Rossariva itself. Unconfirmed rumors tell
from the Holy Kingdom, inspired by voices that only she of how the Mayor, known since youth to be a stubborn
could hear and a religious fervor that the Keeper of the kid, charged Doberhauser headfirst, denting his belly ar-
Bones himself would envy, ventured here after one of these mor. She was pierced on the spot by the general’s guards,
landslides, finding the opening to a natural cave which re- and her death lit the fuse of the bloody revolt that would
sulted on no existing map. One year later, the young wom- immediately follow. The Rossariva Massacre is a sad page
an - Plautilla - returned to her village after walking for in the tumultuous history of the Green Pit, and in the days
hundreds of miles while dragging a truly gargantuan bone that followed the city stayed true to its colors, not because
behind her. And so the Ossarium was discovered, and the of the iron redness of its banks, but because of the blood
Church of Bones wasted no time in recovering from its spilled by its citizens and invaders alike.

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.

CULTURE AND TRADITIONS


The Avian Islands’ traditions and cultural values present pe-
culiarities not usually encountered elsewhere in the known
world. The most obvious and controversial (though only
outside of the Islands themselves, where it is instead fairly
well accepted) is the class division based on the Familia of
birth, which dictates not only one’s social status but also the
careers available to an individual of a specific caste. There
are six recognizable classes: the First Class is comprised of
the nobility and public officials; the Second Class are war-
riors; Third Class includes the learned and the artists; in
Fourth Class we find merchants, craftspeople, sailors, farm-
ers, fishers; Fifth Class includes all non-specialized work-
ers and simple laborers. Those who labor underground and
within the Council is that of High Owl, which as the name never fly, those who conduct a life of crime or are forced to
might suggest is exclusively the remit of Strigides of no- live in servitude to pay off a debt is considered Filth, the
ble blood from the Espera line, the twilight city beyond sixth and lowest class, effectively disenfranchised in Avian
the Gryph Mountains, the only one to rival in power with society. Those belonging to the First Class have access to
Nidialti and its Eagles. The High Owl is somewhat of a First the occupations of each class below their own, but are usu-
Counselor and is the sole position which may be delegated ally judged for taking ‘too low’ a position. For example, it is
by the Crown to effect decisions on State matters. Many socially acceptable for the second offspring of a noble fam-
a time in the history of the Nidialti monarchy the throne ily of Falcons to pursue a military career, usually a Second
has been occupied by someone unquestionably unable to Class occupation; they would concern their family and
rule; on these occasions, the High Owl has always discreetly spread gossip among the servants if they chose academic
taken the reins of the kingdom. Only once did this happen studies, but they would still be tolerated (and perhaps even
in an explicit manner, to the point of boasting: during the praised in case of excellence); they would be repudiated
reign of Sigismund I, the Absent King (an epithet which and cast out should they choose to set off as a lowly sailor.
might tell the reader about his rule more in general), at the By contrast, anyone born in Second Class or lower cannot
hands of High Owl Cornelius Attanei, count of Espera, one ever access a higher post. The only manner through which
of the most lucid and opportunistic leaders that the Avian one’s caste might be ‘elevated’ - and this applies solely to
Islands have ever had. Attanei wanted to ensure that people individuals and their direct descendants - is by doing such
knew who was really behind the prosperity of the coun- a tremendous service to a higher ranking caste that they
try during those troubled twenty years, and when the time might receive a Token of Rebirth, a symbolic gift which
came for Sigismund’s daughter Lavinia to be crowned, he signifies how much said individual has transcended their
did all he could to maintain the power he had built. Lavinia cast by personal merit. If a descendant of someone who has

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.

• Canidi (Hounds, Dogo, Domesti, Levri Primoi)


• Edenti (Armadillos, Pangolins, Sloths, Anteaters)
• Eulipi (Hedgehogs, Moles, Shrews)
• Felidi (Lynx, Cats, Puma)
• Licai (Coyote, Wolves, Foxes)
• Mustacei (Wolverines, Otters, Martens, Raccoons,
Skunks, Badgers)
• Rodenti (Beavers, Porcupines, Leporids, Squirrels, Mice)
• Ruminsi (Moose, Bovines Goats, Deers, Sheep)
• Sauti (Boars, Pigs) Each player and GM can create their own personalized
• Urcidi (Brown Bears, Black Bears) general instincts that inspire them and which they believe
• Vespertili (Bats, Rossetti, Vampires) may be interesting to bring to the table. An important key
to creating new general instincts is to keep them as generic
AVIANS as possible.
They may not have agile and coordinated hands, but what It is recommended to choose a general instinct if you
use are hands when you have a beak, legs, and above all consider emphasizing the more general and broader aspects
wings? The Avians correspond to birds that populate our of the nature of your character.
world, and unlike the Theri have a highly hierarchical social
structure, pervaded by very stringent rituals and unwritten INSTINCTS OF FAMILIA 
rules. Their ruling caste is determined by the Familiae. This Each Familia has its own instinct that characterizes it in a
does not mean that the Avians are crude or backwards, on unique way among its different species. Familiae’s instincts
the contrary: many of them reach extreme peaks of refine- are described among the traits of each individual Familia.
ment. However, there are rumors that in the remote Avian It is recommended to choose a Familia’s instinct if consid-
Islands some particularly cruel and nostalgic Rapax still re- ered interesting enough to emphasize the unique aspects of
sort to predation as capital punishment. one’s character within their group.

• Anseri (Ducks, Swans, Geese, Pelicans) SPECIES INSTINCTS 


• Corbi (Ravens, Crows, Magpies) Each Species has its own instinct that characterizes and
• Grarconi (Herons, Storks, Ibises, Cranes) differentiates it from other species of the same Familia. The
• Pici (Sparrows, Robins, Woodpeckers, Nightingales) instincts of Species are described among the traits of each
• Rapax (Eagles, Vultures, Falcons) individual Species.
• Ruspi (Pheasants, Peacocks, Chickens) It is advisable to choose a Species instinct if you deem
• Strigi (Tawny Owls, Barn Owls, Little Owls, Owls) it interesting enough to emphasize specific aspects of your
character and their Species compared to the points shared
with the rest of the setting.
INSTINCT
Instincts are character features that on one hand summarize GUIDELINES
and on the other reinforce the identity of each Familiae and To introduce an instinct it is necessary to try to express its
Species. They are normally suppressed and mostly constitute concept as much as possible in an assertive way, so that by
a guide to help the player interpret the character. There are putting “I want / I can / I must in front of the sentence you
situations (in particular traumatic ones, both physically and get your ideal / bond / defect.
psychologically) that can cause them to take over, forcing
the character to abandon reason and follow their instincts. EXAMPLES:
Ideal: “I always want to fight ferociously to dominate others.”
GENERAL INSTINCTS  Bond: “I can always fight ferociously to dominate others.”
General instincts are the most common traits within the Defect: “I must fight ferociously to dominate others.”
primordial behavior of the animal and the way it feeds. The
general instincts are: So the player decides how to relate to the trait: they must
choose only one and use it as an ideal, bond or defect, of
Predator: “I fight with ferocity to dominate others”. their choice.
Prey: “I get what I want by avoiding confrontation”.
Omnivore: “I always know how to find mediation”.

53

Familiae & Species


Canidi Familia
he Canidi are spread densely throughout Trained nose. A Canid has proficiency in an ability of their
the continental Vesteria, particularly in choice between Investigate or Intuition.
the territories of the Holy Kingdom. Keen smell and hearing. You have advantage on Wisdom
Leaders, heads of state, great enter- (Perception) skill check that are based on smell and hearing.
tainers or luminaries with encyclopedic Darkvision, minor In dim light, you can see up to 30 feet as
knowledge, the members of this Familia if you were in bright light, and in darkness as if it was dim
often aspire, and ascend, to important light. You are unable to discern color when using darkvision,
roles. Rarely passive in nature (one and see only shades of grey.
might regret confusing the love for a comfortable life of a Domesti Fast learning. At the end of a long rest, you can spend an
with the lack of backbone, or worse, good judgment), the Canidi are hour practicing a particular activity. If they do so, you gain
social, enterprising and naturally inclined to guide others. proficiency in a skill related to that activity until your next
long rest.
Increase in Ability Scores. Your Wisdom score increases by Instinct of Familia, Alfa (Predator): “They are the guard to
2 and another ability score of your choice increases by 1. follow on every occasion”.
Age. A Canid reaches maturity around the age of 16 and is Species. In Vesteria there are five breeds of Canidi: Dogo,
immediately considered independent. They have an average Domesti, Hounds, Levri and Primoi.
life span of about 70 years.
Size. The size of a Canid varies according to the species,
along with their average build and weight.

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.

Increase in Ability Scores. Your Strength score increases by 1.


Speed. Your base walking speed is 30 feet.
Size. A Dogo can reach a height between 3 and 6 feet and
weigh between 100 lbs to 265 lbs. Your size is Medium.
Strong. You have proficiency in Athletics.
Brave. You have advantage on saving throws against fear.
Gnaw. 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.
Instinct of Species, Tenacity: “I am focused on my goal”.

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.

Increase in Ability Scores. Your Intelligence score increases by 1.


Speed. Your base walking speed is 30 feet and your
swimming speed is 20 feet.
Size. A Hound can reach a height between 3 feet and 5
1/2 feet and weigh between 80 lbs and 175 lbs. Your size
is Medium.
Helpful. You can use your bonus action to use
Increase in Ability Scores. Your Charisma score increases by 1. the Help action.
Speed. Your base walking speed is 25 feet. Wild Spirit. You have proficiency in the Survival skill.
Size. A Domesti can reach a maximum height of 4 feet Tracking. You have advantage in Wisdom (Survival)
and a weight of not more than 90 lbs. Your size is Small. checks when tracking.
Hobby. Thanks to your tendency to spend a lot of time in Instinct of Species, Curiosity: “If there is something
your home, you have proficiency in the History skill and in mysterious, I will reveal it “.
a craft tool of your choice.
Lucky. When you roll 1 on an attack roll, or a saving
throw, you can re-roll the dice. You mustuse the new result.
Tender look. A Domesti requesting help from creatures
larger than them, has advantage in Charisma checks
(Persuasion).
Instinct of Species, Sociality: “My place is among people,
far from loneliness”.

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.

Increase in Ability Scores. Your Dexterity score increases by 1.


Speed. Your base walking speed is 30 feet.
Size. A Levri can reach a height between 3 feet and 6 1/4 feet
and weigh between 75 lbs and 155 lbs. Your size is Medium.
Cautious. Always careful, attacks of opportunity made
against you have disadvantage.
Stage presence. Levri areis inclined towards theatricality
and art; you have proficiency with the Performance skill.
Sprinter. When a Levri uses the Dash action,
their speed increases by an additional 20 feet.
Instinct of Species, Self-Control: “I have an unshakable
belief in myself, no matter the situation”.

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.

Increase in Ability Scores. Your Constitution score increases


by 1. ven among the people of Vesteria, so
Speed. Your base walking speed is 30 feet. varied and full of wonder there can
Size. A Primoi can reach a height between 3 feet and 6 be found creatures out of the ordinary.
feet and weigh between 75 lbs and 220 lbs. Your size is Edenti are certainly part of this cate-
Medium. gory. Leathery plates, sticky tongues,
Adaptation to cold. You do not suffer the harsh climatic scales and even fur made toxic by al-
conditions of winter or the cold and do not consider snow- gae are are among the exotic weapons
covered terrain difficult. available to members of this Familia.
Gnaw. If you successfully grapple a creature, you can use Equally important are their stamina, caution and identity. There
your reaction to make a bite attack against that creature. are those who suffer from their own diversity, but the Edenti will
A bite attack is an unarmed strike that deals 1d4 piercing never be amongst them.
damage.
Wild spirit. You haveproficiency in the Survival skill. Increase in Ability Scores. Your Constitution score
Strong lungs. You do not suffer from the exhaustion levels increases by 2.
caused by a lack of rest due either to a long journey or a Age. An Edenti reaches maturity around the age of 14
prolonged endurance effort. and is immediately considered independent. They have an
Instinct of Species, Pack “I must take care of my loved ones average life span of 50 years.
and thrive with them “. Size. The size of an Edenti varies according to the species,

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.

Increase in Ability Scores. Your Dexterity score increases by 1.


Speed. Your base walking speed is 25 feet, your swimming
speed is 30 feet, and your burrowing speed is 5 feet.
Size. An Armadillo can reach a height of 4 feet and weigh
up to 130 lbs. Your size is Small.
Roll-up. You can curl up to better protect yourself with your
armor. To ball yourself up you must use a Bonus Action.
While you are rolled up, you have advantage on Constitution
saving throws and your opponents have disadvantage when
attacking you, and the only action you can take is to return to
a standing position. While you are rolled up, your speed is 0
and cannot be increased, and you cannot use your reaction.
Athletic. You have proficiency in the Athletics skill.
Jump. You can perform a jump of a distance equal to 1
foot, multiplied by twice their Strength bonus, instead of
the normal bonus.
Armored. The hard scales that cover the body of an Armadillo
give you a base AC of 17 (your Dexterity bonus does not
affect this number). Armor does not offer any additional
benefit, though bonuses from shields are applied normally.
Excellent Swimmer. You can hold your breath underwater for
a number of minutes equal to 5 + their Constitution modifier.
An Armadillo is always able to float or surface if they do not
carry a load heavier than themselves.
Wild spirit. You have proficiency with the Survival skill.
Instinct of Species, Fear: “I look for situations with the least
possible risk”.
PANGOLINS
Some fortunate creatures are born lucky, others are born ar-
mored. Naturally armored, they project this feeling of invul-
nerability in every situation of their lives, often risking their
neck even for trifles. These are the Pangolins. Scornful of
danger, adventurous and extremely active, they do not hold
back in any situation and tend to feel that they can meet
any challenger, especially those larger than them. Nothing
hurts or motivates them like an insinuation that something
is too difficult, and it is impossible for them to decline a
challenge or ignore a dare. They are absurdly competitive,
and this often leads Pangolins to be non-cooperative and
to prefer solitary deeds. For a Pangolin, others can only be
an obstacle, an opponent, or a goal, and it is very difficult
for this species to create genuine friendships or any other
lasting relationship that is not based on contrast. Free spir-
its who do not like social constraints, they often prefer the
isolation of life in the wild lands, from which they leave
only in search of new challenges.

Increase in Ability Scores. Your Charisma score increases by 1.


Speed. Your base walking speed is 25 feet, and your
digging speed is 5 feet.
Size. A Pangolin can reach a height of between 4 feet and
5 1/2 feet and weigh up to 175 lbs. Your size is Medium.
Roll-up. You can curl up to better protect yourself with
your armor. To ball yourself up you must use a Bonus SLOTHS
Action. While you are rolled up, you have advantage on Taking life slowly can be an attractive option for some and
Constitution saving throws and your opponents have a silly waste of time for others. For the sloths, it is the only
disadvantage when attacking you, and the only action you way. The members of this species are lovers of domesticity,
can take is to return to a standing position. While you are creatures of habit, constant in their views and little attracted
rolled up, your speed is 0 and cannot be increased, and you by innovation, towards which they tend to be rather stub-
cannot use your reaction. born. Getting a Sloth to change their mind is as difficult as
Claws. You can use your claws to make an unarmed strike, anything one might consider trying, and is something that
with which you have proficiency. the Sloth would not appreciate . This predisposition makes
This attack deals 1d4 slashing damage.Armored. The sloths traditionalist, posed, punctilious and immovable. It is
hard scales that cover the body of a Pangolin give you a not uncommon for jobs in these Edenti Familia to be passed
base AC of 17 (your Dexterity bonus does not affect this down from parent to child. If, on one hand, this practice al-
number). Armor does not offer any additional benefit, lows them to reach remarkable peaks of excellence derived
though bonuses from shields are applied normally. from the experience gained generation after generation, on
Natural stability. You have advantage when defending the other, it risks nullifying any aspirations that the younger
against a Shove attack. generation might have. The slowness that pervades the life
Wild spirit. You have proficiency with the Survival skill. of Sloths also extends to their metabolism, allowing them
Instinct of Species, Improvisation: “I often ignore plans, to resist privations for times impossible for other species.
but the unexpected is in my blood”. Not only that: the choice of a life taken calmly also limits

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…

Increase in Ability Scores. YourWisdom score increases by 1.


Speed. Your base walking speed is 25 feet.
Size. A Hedgehog can reach a maximum height of 3 feet
and a weight of no more than 55 lbs.
Discriminating Nose: You have advantage on Wisdom
(Perception) checks based on your sense of smell.
Quills. Your fur features sharp spines on your back, which
grant you a +1 bonus to your armor class.
In any round when you are physically attacking, or physically
attacked by, an opponent, that opponent takes 1 point of
piercing damage from your spines.
Natural Affinity. You may choose either the Survival or
Nature skill; you gain proficiency with that skill.
Roll up. You can curl up to better protect yourself with
your armor. To ball yourself up you must use a Bonus
Action. While you are rolled up, you have advantage on
Constitution saving throws and your opponents have
disadvantage when attacking you, and the only action you
can take is to return to a standing position. While you are
rolled up, your speed is 0 and cannot be increased, and you
cannot use your reaction.
Cushioned fall. You can ball yourself up while falling,
taking 1d6 less fall damage than normal.
Instinct of Species, Solitary: “I can be alone and keep others
at a distance”.

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…

Increase in Ability Scores. Your Charisma score increases by 1.


Speed. Your base speed on the ground is 30 feet..
Size. A Cat can reach a height of between 4 feet and 5
feet, and weigh between 65 lbs and 175 lbs.
Easy going. You have proficiency in the Persuasion skill.
Associative memory Your sensory and mnemonic abilities
allow you to always find your way back
to a familiar place, even after traveling some distance into
unknown territories.
Controlled fall. When you fall from a height of less
than 60 feet and are not incapacitated, you can make
a Dexterity saving throw with DC equal to the number
of feet divided by 3, and not suffer fall damage, or half that
damage if they fail. If you fall from more than 60 feet, you
can make a Dexterity saving throw with DC 18 +1 for
every 3 feet beyond the 60th to half the fall damage.
Instinct of Species, Me, myself and I: “The only one
who must always be respected is me”.

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”.

68
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.

69

Theri
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...

Increase in Ability Scores. Your Wisdom score increases by 2.


Speed. Your base ground speed 30 feet.
Size. A Coyote can reach a height of between 4 1/4 feet
and 5 1/2 feet, and weigh between 75 lbs and 145 lbs.
Mystical connection. You are very sensitive to mystical
presences, managing to perceive supernatural entities
through smell.
Herd Spirit. You can spend their reaction to gain
advantage on the attack roll against a creature that
is within 5 feet of your ally or perform a Help action to
assist an ally against an opponent 5 feet from you.
Musical Voice. You have advantage on Charisma
(Performance) checks relating to singing.
Instinct of Species, Duplicity “I mix fantasy
with the truth”.

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.

Increase in Ability Scores. Your Charisma score increases by 2.


Speed. Your base speed on the ground is 30 feet.
Size. A Fox can reach a height of between 4 feet and 5 1/2
feet, and weigh between 65 lbs and 120 lbs.
Born deceiver. You have expertise in the Deception skill
and have advantage in Wisdom (Intuition) checks
to determine if someone is trying to deceive you.
Run away. You have advantage in Dexterity (Stealth)
checks to hide from pursuers during an escape, at the cost
of gaining a level of exhaustion immediately afterwards.
Exploit. You can spend your reaction to redirect an attack
targeting you towards another ally within
5 feet. You can use this ability a number of times per day
equal to your Intelligence modifier.
Instinct of Species, Cunning: “I always defeat
my opponents with cunning”.

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”.

71

Theri
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.

73

Theri
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.

Increase in Ability Scores. Your Charisma score


increases by 1.
Speed. Your base speed is 25 feet, and your swimming
speed is 40 feet.
Size. An Otter can reach a height of between 4 feet to 5
1/4 feet, and weigh between 90 lbs and 100 lbs.
Adaptation to water. You can hold your breath underwater
for a number of minutes equal to 8 + your Constitution
modifier.
Skilled hands. You gain proficiency in the crafting tool of
your choice, and have expertise with that tool.
Adaptation to cold. You do not suffer from the harsh
climatic conditions of winter or cold places, and do not
consider snow-covered terrain to be difficult terrain.
Instinct of Species, Curiosity: “If there is something
mysterious, I will reveal it”
RACCOONS
When you learn to broaden your horizons, you find that
there are treasures hidden in the most unlikely of places. This
is what Raccoons think of when they contemplate the moun-
tains of garbage that they have meticulously accumulated
over the years. Raccoons never waste anything and are able
to find an alternative use for each of their treasures that came
from who knows where. If on one hand this is undoubtedly
the symptom of a great imagination, lateral thinking, thrift-
iness, and elasticity, very often it results in an obsessive at-
tachment to unnecessary things, which are given excessive
importance, and from which they cannot free themselves.
Moreover, these Mustacei love to collect objects not only for
their potential uses, but because material goods are their true
passion. Extremely attached to the home, as hedonists and
materialists many Raccoons crave wealth and the life of com-
fort that it guarantees, working hard to earn it.

Increase in Ability Scores. Your Intelligence score


increases by 1.
Speed. Your base speed on the ground is 30 feet.
Size. A Raccoon can reach a height of between 4 1/4 feet
and 5 1/2 feet, and weigh 90 lbs and 175 lbs
Skilled hands. You gain proficiency in the crafting tool of
your choice, and have expertise with that tool.
Extraordinary touch. You have a highly developed sense of
touch and can recognize the material properties
of an object simply by holding it in your hand. To do this,
you must pass an Intelligence (Nature) check with DC 12.
Instinct of Species, Hedonist: “I devour, consume and savor
everything I encounter”.

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.

Increase in Ability Scores. Your Strength score increases by 2.


Speed. Your base speed on the ground is 30 feet.
Size. A Wolverine can reach a height of between 4 feet
and 5 1/4 feet, and weigh between 65 lbs and 175 lbs.
Bite. You can use your bite as a natural weapon
to make an unarmed strike. It deals 1d4 +
your Strength modifier piercing damage.
Increase in Ability Scores. Your Wisdom score increases by 1. Fury. When in combat, you may enter a state of fury.
Speed. Your basic speed on the ground is 30 feet. While in this state, your bite attack deals 1d6 piercing
Size. A Skunk can reach a height of between 4 feet and 5 damage instead of the normal amount, and you
1/4 feet, and weigh between 65 lbs and 175 lbs. temporarily ignore the effects of any levels of exhaustion.
Disgusting. You have expertise in the Intimidate skill. This fury lasts for a number of rounds equal to your
Nauseating spray. A Skunk can use an action to emit Constitution modifier, and may only be used again
a fetid spray in a straight line for 10 feet.Each creature in following the completion of a long or short rest.
this line must make a Dexterity saving throw with DC 8 + Adaptation to cold. You do not suffer
your Constitution bonus + your proficiency bonus. If they from the harsh climatic conditions of winter or cold places,
fail this saving throw, a sprayed creature becomes poisoned and do not consider snow-covered terrain terrain to be
for one minute and a disgusting rotten smell persists on its difficult terrain.
body for up to a week, causing Instinct of Species, Violent: “I always use more strength
their presence to be smelled from up to 3250 feet in the than what is strictly necessary”.
right wind conditions.
Instinct of Species, Solitary: “I can be alone and keep others
at a distance”.

76
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.

77

Theri
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.

Increase in Ability Scores. Your Charisma score


increases by 1.
Speed. Your base speed on the ground is 25 feet, your
climbing speed is 20 feet, and your burrowing speed is 5 feet.
Size. A Mouse can reach a maximum height of 3 feet, and
weigh no more than 75 lbs. Your size is Small.
Agile. You maymove through the spaces of any larger
creature and pass through any crevice or space as long
as you can get your head through.
Innate stealth. You can attempt to hide even if you are only
obscured by a single creature, if the creature is at least one
size larger than you.
Delicate nose. You have advantage on Wisdom
(Perception) checks based on the sense of smell.
Internal compass. You never become lost, and can always
determine the direction of North.
Instinct of Species, Survival: “I become active
when the moment is the darkest”. 
PORCUPINES
When you have a back covered with quills as long as dag-
gers, it is only natural to keep your neighbors at a certain
distance, afraid of hurting those who do not deserve it.
Porcupines take this understandable trait to the extreme;
ever grumpy, they are aware of the danger they pose and
prefer being on their own. They have no difficulty keeping
secrets and do not like sharing their lives even with peo-
ple of proven trust. Their confidence is won by silence and
over time, and when this finally happens, this confidence is
shown more with deeds than with words. Porcupines, when
they have something or someone worthy of defending in
their eyes, become violently protective, and if cornered can
react disproportionately. In fact, these Rodenti do not bear
pressure well, and situations of tension often lead them to
act irrationally. Despite being robust, strong and apparently
quite intimidating, Porcupines are remarkably very anxious.

Increase in Ability Scores. Your Constitution score


increases by 1.
Speed. Your base speed on the ground is 25 feet.
Size. A Porcupine can reach a height of between 4 feet and
5 1/4 feet, and weight between 90 lbs and 175 lbs.
Your size is medium.
Quills. Your back is covered in sharp quills. These can be
used to perform an unarmed strike. This deals 1d4 + your
Strength modifier piercing damage, . Whenever a creature
begins its turn grappling or grappled by you, it takes 1d4
piercing damage.
Dangerous appearance. You gain proficiency
in the Intimidate skill.
Instinct of Species, Solitary: “I am solitary and keep others
at a distance”.
Ruminsi Familia
SQUIRRELS
What would happen if supplies ran out? What if famine
came? Or a catastrophe? What if I need that contraption
... yes, just the thing I thought I had stored precisely for
this eventuality? These and many more are the questions
that float through the mind of a Squirrel. These Rodenti are f balanced temperament, strength and
serial hoarders, often paranoid about the actual size of their solid principles, the Ruminsi are not
stocks, and eternally convinced that they are not sufficiently creatures that can be easily swayed.
prepared. They feel safe only if surrounded by everything They are extremely devoted to law,
and anything that even theoretically could help them over- order and justice. They can certainly
come any adversity in life. This also includes money and not to be considered creative or excit-
valuables, because a Squirrel does not even want to imag- able, but their reliability, determina-
ine what it means to go through difficult times. Completely tion and dedication to work are worth
unable to improvise but great hoarders and prudent busi- the respect of others. Few of them are interested in intellectual
nessmen, Squirrels only act if they have carefully planned activities and prefer life in the countryside rather than the chaos
their actions, considering each variable and often proving of the city.
themselves to be top-level strategists.
Increase in Ability Scores. Your Wisdom score increases by 2.
Increase in Ability Scores. Your Wisdom score increases by 1. Age. A Ruminsi reaches maturity around the age
Speed. Your base speed on the ground is 30 feet, and your of 14 and is immediately considered independent.
climbing speed is 30 feet. They have an average lifespan of around 80 years.
Size. A Squirrel can reach a maximum height of 3 feet and Size. Your size is Medium.
weigh no more than 75 lbs. Your size is Small. Height and average weight depend on the species.
Saboteur. You have advantage on skill checks made to Darkvision. In dim light, you can see up to 60 feet as
break an object. if you were in bright light, and in darkness as if it was
Large cheeks. You have particularly elastic cheeks which dim light. You are unable to discern color when using
you can expand and use to store food or other objects, up darkvision, and see only shades of grey.
to a maximum weight of 6 1/2 lbs. Horn attack. You may use your horns (if they have them) as
Skilled hands. You gain proficiency in the crafting tool of a natural weapon, to perform an unarmed strike. If it hits, it
your choice, and have expertise with that tool. inflicts 1d4 + your Strength modifier piercing damage.
Wild spirit. You have proficiency in the Survival skill. Charge. Immediately after performing a Dash Action
Arboreal life. You have in the Acrobatics skill and have and having traveled at least 20 feet, you can perform a
advantage on Dexterity-based saving throws. horn attack as a bonus action, or an unarmed attack if you
Instinct of Species, Foresight: “I only act if I have a well do not have one.
thought-out plan”. Instinct of Familia, Honorable (Prey): “I follow a code of
clearly defined rules”.
Species. In Vesteria there are four Species of Ruminsi:
Bovinae, Deer, Goats and Moose.

81

Theri
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.

Increase in Ability Scores. Your Charisma score increases by 1.


Speed. Your base speed on the ground is 40 feet.
Size. A Deer can reach a height of between 4 1/2 feet and
6 1/2 feet, and weigh between 90 lbs and 175 lbs.
Acute hearing. You have advantage over hearing checks on
Wisdom (Perception).
Jump. When calculating how far you may travel when
jumping, you may travel an additional 5 feet.
Large antlers. Male Deer boney structures on their head,
called antlers. Although they are not real horns, they
function as such. Given their large size,
you inflict 1d6 + your Strength modifier instead of the
normal damage when you make a horn attack, but they
create difficulties for you when attempting to hide and
gives you disadvantage to Stealth checks when attempting
to hide.
Genealogist. You have proficiency in the History skill.
Wild spirit. You have proficiency in the Survival skill.
Instinct of Species, Independence: “Only I decide my fate”.
GOATS
Goats are creatures not intimidated by failure. Indeed,
well convinced that their point of view or way of dealing
with a problem is the right one, they will bang their heads
(both metaphorically and literally) against an obstacle an
infinite number of times before accepting that they have
made a mistake. Stubborn, resourceful and courageous,
these Ruminsi love to test themselves, and try to overcome
adversity thanks to their unshakable determination. Goats
love being right, and there is nothing that hurts them more
than a well-placed “I told you so”; it will not be easy to be
forgiven after such an affront, as Goats do not easily for-
get the humiliations suffered which, in their eyes, can also
arise from apparently harmless situations. They are also cu-
rious, very agile and endowed with extraordinary coordina-
tion and balance, traits that make them excellent explorers,
guides along mountain paths and experienced climbers.

Increase in Ability Scores. Your Dexterity score increases by 1.


Speed. Your base speed on the ground is 30 feet.
Size. A Goat can reach a height of between 4 feet and 6
feet, and weigh between 65 lbs and 155 lbs.
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.
Climber. You are an excellent rock climber. On rocky walls
you gain a climbing speedis 20 feet, and you automatically
succeed on any climbing-based checks.
Careful. You have proficiency in the Perception skill.
Other creatures gain no advantage in attacking
you while hidden.
Explorer. Choose either the Nature or Survival skill. You
gain proficiency in that skill.
HeadbuttThe impact from headbutt is something that
nobody wants to experience. After an opponent has been
hit by your horn attack, they must make a Strength saving
throw (DC 8 + your Strength modifier + your proficiency
bonus). They fall prone if they fail this saving throw.
Instinct of Species, Obstinacy: “I always follow
an impossible goal”.

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.

Increase in Ability Scores. Your Strength score


increases by 2.
Speed. Your base speed on the ground is 30 feet.
Size. A Moose can reach a height of between 2 meters
and 6 1/2 feet and 8 1/4 feet, and weigh between 400 lbs
and 600 lbs.
Antlers. Male Moose have a bone structure on their head,
called antlers. Although they are not real horns, they are
similar in their function. Given their large size, you inflict
1d6 + your Strength modifier damage instead
of the normal damage of horn attackrns, but they create
difficulties for the you when attempting to hide
and give you disadvantage on Stealth checks when
attempting to hide. completely devoid of individuality and easily let themselves
Might. You are treated as if your size were Large when be influenced by common opinion, unable to form their
determining how much you can carry or move. own idea of the world. Paradoxically, however, they are very
Adaptation to cold. You do not suffer from the harsh climatic well-versed in making others change their minds: people
conditions of winter or cold places, and do not consider instinctively trust the Sheep, who being perceived as honest,
snow-covered terrain terrain to be difficult terrain. calm and harmless, enjoy the positive prejudice that they
Wild spirit. You have proficiency in the Survival skill. would never try to deceive others.
Instinct of Species, Cunning: “I always beat my opponents
on several aspects” Increase in Ability Scores. Your Constitution score
increases by 1.
SHEEP Speed. Your base speed on the ground is 30 feet.
Those who argue that the best defense is to attack should Size. A Sheep can reach a height of between 4 feet and 6
broaden their views and observe Sheep closely. Peaceful feet, and weight between 65 lbs and 155 lbs.
and patient, these Ruminsi resist adversity by taking their Fleece armor. Your thick fleece protects you
affronts stoically, supported by their strong sense of com- from the soften some blows, increasing your AC by 1.
munity, a balanced temperament and, in a very literal sense, Natural coat. Your fleece also ensures good thermal
by the thick and soft fleece that covers them and effective- insulation, granting you advantage on saving throws
ly protects them from injuries and bad weather. Although against cold conditions.
not exactly fearless, Sheep are courageous when they are Horned head. Only some male Sheep have horns, which
together and are able to react decisively if they see their create difficulties when attempting to hide and gives you
community under threat. The group is both their strong disadvantage on Stealth checks when attempting to hide.
and weak point: if on one hand the union provides them Nice. You have proficiency in the Persuasion skill.
with strength in numbers, on the other Sheep tend to be Instinct of Species, Herd: “I follow common opinion”.

85

Theri
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.

Increase in Ability Scores. Your Strength score increases by


2 and your Wisdom score increases by 1.
Speed. Your base speed on the ground is 30 feet.
Size. A Boar can reach a height of between 5 1/4 feet to 6
feet, and weigh between 130 lbs and 265 lbs.
Darkvision. In dim light, you can see up to 60 feet as
if you were in bright light, and in darkness as if it was
dim light. You are unable to discern color when using
darkvision, and see only shades of grey.
Charge. If you travel more than 20 feet and hit with a
melee attack that uses Strength, the target must pass a
your saving throw with DC 8 + character proficiency
bonus + character Strength bonus or fall prone.
Wild spirit. You have proficiency in the Survival skill.
Thick skin. You have anaturally thick, hard-to-penetrate
skin which gives you a +1 armor class bonus.
Tusks. You can use your tusksas a natural weapon
to make an unarmed strike. If it hits, it inflicts 1d4 +
your Strength modifier piercing damage, .
Instinct of Species, Direct: “I always use more strength than
is strictly necessary”.

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.

88
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.

Increase in Ability Scores. Your Constitution and Wisdom


score increase by 1.
Speed. Your base speed on the ground is 30 feet and your
Increase in Ability Scores. Your Dexterity climbing speed is 20 feet.
and Intelligence score increase by 1. Size. A Brown Bear can reach a height between 2.2 meters
Speed. Your base speed on the ground is 30 feet and your and 2.5 meters and weigh between 180 and 220 kg.
climbing speed is 20 feet. Darkvision. In dim light, you can see up to 60 feet as
Size. A Black Bear can reach a height of between 5 1/2 if you were in bright light, and in darkness as if it was
feet and 6 feet, and weigh between 265 lbs and 440 lbs. dim light. You are unable to discern color when using
Darkvision. In dim light, you can see up to 60 feet as darkvision, and see only shades of grey.
if you were in bright light, and in darkness as if it was Careful. You have expertise in the Perception skill. Other
dim light. You are unable to discern color when using creatures gain no advantage when making attack rolls
darkvision, and see only shades of grey. against a Brown Bear who is hidden.
Player. You gain proficiency in the game of your choice, Wrestler. You have advantage on Strength checks to move
and have expertise with that game. or grapple another creature.
Wrestler. You have advantage on Strength checks to move Instinct of Species, Fearless: “I confront and control my fears”.
or grapple creature.
Instinct of Species, Lethargic: “I avoid unpleasant
situations”.

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.

Increase in Ability Scores. Your Dexterity score


increases by 1.
Speed. Your base speed on the ground is 15 feet and your
flying speed is 30 feet.
Size. A Bat can reach a maximum height of 3 1/2 feet and
weigh no more than 65 lbs. Your size is Small.
Bad eyesight. You have disadvantage to sight-based
Wisdom (Perception) skill checks.
Echolocation. The innate ability to use ultrasound
to understand the surrounding area guarantees you perfect
vision in low light conditions. You can map
the surrounding physical space and the objects or creatures
that move inside it, up to 60 feet away. You are unable to
distinguish colors or textures, only shapes, and you cannot
see beyond physical objects and barriers. Other creatures
gain no advantage on attack rolls made against
you as a result of being hidden.
Maneuvers in Flight. You advantage on Dexterity
(Acrobatics) checks made while in flight and can make
a Dexterity saving throw instead of Constitution saving
throw to maintain Concentration while in flight.
Instinct of Species, Suspicious: “I doubt appearances
and prefer precise investigations”.

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.

Increase in Feature Scores. Your Strength score increases by 1.


Speed. Your base speed on the ground is 6 meters. Your
flight speed is 9 meters and the climbing speed 6 meters.
Size. You can reach a height of between 1.2 meters and 1.6
meters and weigh between 20 and 50 kg.
Your size is Medium.
Common appearances. A Rossetto has advantage in checks
with the camouflage kit to look like a Theri, a Canide
or a Licae.
Instinct of Species, Sociable: “I trust strangers”.
 
VAMPIRES
If Bats treat their reputation with indifference and the Size. You can reach a maximum height of 90 centimeters
Rossetti try to deny it at any cost, Vampires deeply ap- and a weight of no more than 25 kg.
preciate the power that a sinister reputation has to offer. Your size is Small.
After being the first to be accused of witchcraft, high trea- Bad eyesight. You have disadvantage to sight-based checks
son or other crimes, the Vampires decided to exploit their of Wisdom (Perception).
menacing appearance to their advantage, relying on their Immunitary defense. You are immune to disease.
intimidating aura to manipulate others. They tend to be Echolocation. The innate ability to use ultrasound
unemotional, reckless, calculating, reserved, eloquent and to understand the surrounding area guarantees you
charismatic, despite their small size. They have a dominant perfect vision in low light conditions. You can map the
nature, however, do not like being public figures, preferring surrounding physical space, objects or creatures
to pull strings from behind the scenes. The rare Vampires that move inside it, up to 18 meters away. You are unable
who are not animated by condemnable intentions, however, to distinguish colors nor textures, only shapes.
use all the weapons at their species disposal to command, Other creatures have no advantage in throws against
and often find themselves holding prestigious positions in you being hidden.
medical institutions (being naturally immune to diseases Vampiric bite. You can use your bite as a natural weapon
is an undoubted advantage), academic or political, fields to make an unarmed strike. If it hits it inflicts 1+ the
in which they excel thanks to their excellent memory and piercing damage Constitution modifier, unlike the normal
sharp intellect. bludgeoning damage of an unarmed strike. Additionally,
you recover an amount of hit points equal to the damage
Increase in Feature Scores. Your Constitution score done with the bite.
increases by 1. Spectral. You have proficiency in the Intimidate skill.
Speed. Your speed on the ground is 4.5 meters. Instinct of Species, Manipulator: “I try to divide others
Your flight speed is 9 meters. to better control them”.

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.

Pecking. You may use your beak to make unarmed attacks,


dealing piercing damage instead of bludgeoning damage.

Prehensile legs. You have developed prehensile hind legs that


you can use to grasp objects in a simple way; that is, you can
handle them, but are not treated as being proficient with any
weapon, tool, or action, that would require the use of two
legs simultaneously. An Avian needs at least one free leg to
be able to stand still on the ground or hang from something.
Anseri Familia
They are not graceful or majestic, but Speed. Your base speed on the ground is 15 feet, your flying
they will not allow themselves to be speed is 30 feet, and your swimming speed is 35 feet.
easily subdued, responding to any Clumsy. You have disadvantage on Dexterity (Stealth)
offense or aggression suffered with checks to move silently on dry land.
twice the strength. The Anseri do not Orientation. You always know which direction is North.
actively look for danger, but despite Fiery Spirit. If you are hit by an opponent, you can use
not being the most feared or respected your reaction to gain advantage on attacke rolls against
Avians they will always react with that opponent until the end of their next turn.
ardor to tense situations. Their webbed legs do not allow them to Webbed legs. You cannot use your legs to grasp objects, but
grasp objects or wield weapons, but they prove decisive in water, rather use your beak on your long, articulated neck
where the Anseri are more comfortable than on dry land. or their wings. On any turn that you take the Dash action
while swimming, you may double your movement.
Increase in Ability Scores. Your Constitution score Instinct of Familia, Migrator (Prey): “I am looking
increases by 1. for the best environment for me, I shy away from hostile
Age. An Anseri reaches maturity at around 12 years environments”.
of age and is immediately considered independent. Species. In Vesteria there are four species of Anseri:
They have an average lifespan of around 60 years. Ducks, Geese, Pelicans, and Swans.
Size. Your size is Medium. Height and average weight
depend on the species.

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.

Increase in Ability Scores. Your Intelligence score


increases by 2.
Size. A Duck can reach a height of between 4 feet and 4
1/2 feet, and weigh between 55 lbs and 90 lbs.
Imprinting. Choose any one skill. You gain proficiency
with that skill, linked
to a childhood memory.
Resolute. Once a day, you may re-roll a saving throw and
keep the second result.
Instinct of Species, Candid: “I say what I think frankly”.

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.

Increase in Ability Scores. Your Constitution score


increases by 2.
Size. A Pelican can reach a height of between 4 feet and 5
1/2 feet, and weigh between 65 lbs and 90 lbs.
Sack Beak. You can carry up to a third of your weight and a
third of their size in the pouch of your beak.
Sailor. You always understands the evolution
of the weather in maritime areas and have the ability to
find the best currents and the best time to venture to sea.
Instinct of Species, Defender: “I defend anyone who
is unable to defend themselves.”

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.”

99

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.

Increase in Ability Scores. Your Dexterity score


increases by 1.
Size. A Magpie can reach a height of between 1.1 meters
and 1.3 meters and weigh between 20 and 40 kg.
Speed. Your base speed on the ground is 20 feet, and your
flight speed is 30 feet.
Stealthy. You may choose either Stealth or Sleight of
Hand. You gain proficiency with that skill.
Elusive Flight. You do not trigger attacks of opportunity if
you use a Dash action to move away from an enemy.
Instinct of Species, Kleptomaniac: “I take what I like.”

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.

Increase in Ability Scores. Your Dexterity score


increases by 2.
Age. A Grarconi reaches maturity around the age of 14
and is immediately considered independent.
They have an average lifespan of around 60 years.
Size. Your size is Medium.
Height and average weight depend on the species.
Speed. The base speed on the ground is 25 feet, and your
flying speed is 30 feet.
Ravens do not become unbalanced, preferring to maintain Acute sight. You have advantage when making sight-based
superficial and convenient ties. Only with those who per- Wisdom (Perception).
severe in treating them with respect and kindness, show- Extended Flight. You can fly continuously for 12 hours
ing that they do not feel pity for them or with those who before starting to feel fatigued.
hold them in high esteem, will they accept to open up and Instinct of Familia, Aquatic (Predator): “I am as fluid
offer their rare friendship. as the water I love so much”:
Species. In Vesteria there are four Species of Grarconi:
Increase in Ability Scores. Your Constitution score Cranes, Herons, Ibises and Storks.
increases by 1.
Size. A Raven can reach a height of between 3 1/2 feet
and 4 1/2 feet, and weigh between 65 lbs and 90 lbs.
Speed. Your base speed on the ground is 20 feet, and your
flight speed is 30 feet.
Gourmet. You are always successful when attempting to
gather food thanks to your peculiarity of considering food
things that practically no one else would consider edible.
Opportunist. When making attacks of opportunity, you
gain advantage on those attack rolls.
Instinct of Species, Unfriendly: “I bestow my great
friendship only after a long, long time.”

101

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.

Increase in Ability Scores. Your Charisma score increases by 1


.Size. A Crane can reach a height of between 4 feet and 5
feet, and weigh between 55 lbs and 90 lbs.
Careful. You have proficiency in the Perception skill.
Other creatures gain no advantage when making attack
rolls against a Crane while hidden.
Dancer. Being a born dancer, you have proficiency in the
Performance skill, and dance as if you were a musical
instrument.
Instinct of Species, Loyal: “I always keep my word”.

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.

103

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.

Increase in Ability Scores. Your Wisdom score increases by 1.


Size. A Stork can reach a height of between 4 1/4 feet and
5 1/4 feet, and weigh between 65 lbs and 90 lbs.
Lucky. When you roll a 1 on an attack roll or saving throw,
they can repeat it but must use the new result.
Sense of Care. You have advantage when making Wisdom
(Intuition or Medicine) skill checks to determine
the physical state and mental health of a creature
who they can observe for at least 1 minute.
Instinct of Species, Pity: “I take care of the weak
and the sick”.
Pici Familia
t is difficult being the youngest in an Size. Your size is Small. Height and average weight
illustrious family, full of powerful depend on the species.
wings, cruel claws and sharp intel- Speed. Your base speed on the ground is 20 feet, and your
lects. Difficult, but not impossible. flight speed is 30 feet.
The Pici, although they are sometimes Agile. You may move through the spaces
taken lightly by larger creatures, of any larger creature.
have learned to use their considerable Social skills. You gain advantage when making rolls regarding
strengths to carve out a well-deserved social interactions with non-hostile sentient creatures.
place in the world and deny, or exploit, the prejudices directed at Maneuvers in flight. You have advantage on Dexterity
them. Very agile, determined and gifted with the most melodious (Aerobatics) checks made while in flight and can make
of voices, they are able to cope in any situation, from the most a Dexterity saving throw instead of a Constitution saving
opulent Grand Ball to the exploration of an inaccessible peak. throw to maintain Concentration while in flight.
Acute sight. You have advantage on Wisdom (Perception)
Increase in Ability Scores. Your Dexterity score sight-based checks.
increases by 2. Instinct of Familia, Harmless (Prey):
Age. A Pici reaches maturity around the age of 14 “I am often not taken seriously.”
and is immediately considered independent. They have Species. In Vesteria there are four Species of Pici:
an average lifespan of around 60 years. Nightingales, Robins, Sparrows, and Woodpeckers.

105

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.

Increase in Ability Scores. Your Charisma


score increases by 1.
Size. A Nightingale can reach a maximum height of 2 1/2
feet, and weigh no more than 45 lbs.
True singer. You have proficiency
in the Performance skill and in the use of your voice,
which is considered a musical instrument, and are
considered to have expertise with regards to any singing-
based skill checks.
Soave song. You can spend an action to produce a sweet
song that refreshes the soul and body of your companions.
Any ally within 50 feet that can hear you can ignore one
level of exhaustion for a minute. This ability can be used
again after finishing a short rest.
Instinct of Species, Perfectionist: “I look for the best result
in what I do”.

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.

Increase in Ability Scores. Your Strength score increases by 1.


Size. A Robin can reach a maximum height of 2 1/2 feet,
and weigh no more than 45 lbs.
Singer. You have expertise in the use of your voice which is
considered a musical instrument.
Courage. You are immune to the effects of fear.
Fiery Spirit. If struck by an opponent, you may spend your
reaction to gain advantage on the next attack against
that opponent by the end of your next round.
Instinct of Species, Competitive: “I always look
for an opponent to challenge and beat”.

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.

Increase in Ability Scores. Your Wisdom score increases by 1.


Size. A Sparrow can reach a maximum height of 3 feet,
and weigh no more than 45 lbs.
Singer. You have expertise in using their voice
which is considered to be a musical instrument.
Sociability. You have proficiency
in the Persuasion skill.
Wild spirit. You have expertise in the Survival skill.
Instinct of Species, Sociable: “I trust strangers”.
Rapax Familia
WOODPECKERS
Woodpeckers are the kind of creature that after being of-
fended not only sulk for months, but demands official apol-
ogies in writing, countersigned by at least two witnesses, a
gift of reconciliation and a visit to the offender’s own (often
remote) home in order to look the culprit of the affront t is no coincidence, habit or an ex-
in the eye while being apologized to. They are stubborn, aggeration that the Rapax consider
touchy, easily irritated and undoubtedly the least social themselves kings of the Avians, even
of all Pici. Nonetheless, they are not cold hearted, even if if only a few of them actually end up
they try not to show it. If a loved one suffers or needs sup- dedicating themselves to politics. Large,
port, they secretly work to get them what they need, large strong, threatening and regal, these
or small. Industrious, savers and moderate, however, they noble creatures inspire fear, a little due
are capable of great gestures of kindness, which is given in to their reputation, a little for the feral
the strictest confidence, and they are very sensitive to injus- reflection that flashes in their amber eyes. They are among the most
tices, to which they react more with deeds than with words. respected of warriors by both their comrades and opponents, and
Unique among the Pici, they do not possess the gift of sing- the few of them who decide to pursue a mercenary career often
ing, which they silently admire: music is their weak point, demand very rich payments.
and the only thing that generates genuine emotion in them.
Increase in Ability Scores. Your’s Charisma score
Increase in Ability Scores. Yourr’s Constitution score increases by 1.
increases by 1. Age. A Rapax reaches maturity around the age of 14
Size. A Woodpecker can reach a maximum height of 3 and is immediately considered independent. They have
feet, and weigh no more than 65 lbs. an average lifespan of around 60 years.
Peck. Your beak deals 1d4 points of damage instead of the Size. The size of a Rapax varies by species, as does
normal damage of an unarmed attack. their stature and average weight.
You may use your bonus action to make an attack with your Claws. While flying, you can use yourr claws as a natural
beak as if it were the second weapon of a two-weapon attack. weapon to make an unarmed strike.
Stubborn. You have advantage on Constitution saving They inflict 1d4 + your Strength modifier piercing damage,
throws against effects that would stun you. unlike the normal bludgeoning damage
Instinct of Species, Solitary: “I can be alone and keep others of an unarmed strike.
at a distance”. Peck. You can use your hooked beak as a natural weapon
to make an unarmed strike. It inflicts 1d4 + your Strength
modifier piercing damage.
Wild spirit. You have proficiency in the Survival skill.
Feared. You have proficiency in the Intimidate ability.
Acute sight. You have advantage on Wisdom (Perception)
sight-based checks.
Instinct of Familia, Distance (Predator): “I can analyze
situations while keeping at a distance”.
Species. In Vesteria there are three Species of Rapax:
Eagles, Falcons, and Vultures.

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.

Increase in Ability Scores. Your Dexterity score


increases by 2.
Size. A Falcon can reach a maximum height of 4 feet and
a weight of no more than 65 lbs.
Your size is Small.
Speed. Your base speed on the ground is 15 feet, and your
flight speed is 40 feet.
Elusive Attack. A Falcon does not make attacks of
opportunity when flying out of an enemy’s range after
a claw attack. They must travel at least 4.5 meters in flight
before making an attack.
Maneuvers in flight. You have advantage on Dexterity
(Aerobatics) checks made while in flight and can make a
Dexterity saving throw instead of a Constitution saving
throw to maintain Concentration while in flight.
Instinct of Species, Diving: “I throw myself into action,
danger cannot touch me.”
111

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.”

113

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.

Increase in Ability Scores. Your Charisma score


increases by 1.
Size. A Peacock can reach a height between 4 1/4 feet and
5 1/4 feet, and weigh between 65 lbs and 110 lbs.
Speed. Your base speed on the ground is 30 feet, and your
flight speed is 30 feet.
Narcissist. You have advantage on saving throws against
fear and avoiding being fascinated by creatures other than
Peacocks.
Fascinating. You can attempt to fascinate another creature
for 1 minute with the movement of your plumage using
an action, to avoid it, the target creature must pass a
Charisma saving throw with DC equal to 8 + your
proficiencyill bonus. The fascinated condition ends if the
are aggressive towards
the fascinated creature. This ability can be used again after
finishing a short rest.
Instinct of Species, Vain: “I always put myself
at the center of attention”.
PHEASANTS
Pheasants seem to live a double life. When they are away
from home and in the midst of other creatures they are
fearful, always on edge and ready to react to any threat,
real or imaginary that it may be; they seem to be in a hurry
to resolve their business as quickly as possible, and do not
trust the overwhelming majority of the people they have
to deal with they are unfriendly, suspicious and brusque.
Once they return to their home, however, they change
radically: friendly, affable, charismatic and confident, they
become jovial hosts and lovers of good living, able to bril-
liantly entertain tables of adoring guests. Pheasants are
greedy, materialistic, a little superficial and secretly ambi-
tious, but not evil. The social evenings organized by them
are well known for the delicacy of the food (the demand-
ing palate of these Ruspei is equally famous), the opulence
of the setting and the quality of the guests, generally all
highly visible individuals carefully selected by the hosts,
who love surrounding themselves with friends and ac-
quaintances of prestige and enjoy their fame.

Increase in Ability Scores. Your Wisdom score


increases by 1.
Size. A Pheasant can reach a height of between 3 1/2 feet
and 4 1/2 feet, and weigh between 65 lbs and 90 lbs
Speed. Your base speed on the ground is 25 feet, and your
flying speed is 30 feet.
Careful. You have proficiency in the Perception skill.
Other creatures gain no advantage to attack rolls against
you while they are hidden.
Wild spirit. You have proficiency in survival skills.
Acute hearing. You have advantage on hearing-based
Wisdom (Perception) checks.
Instinct of Species, Hedonist: “I devour, consume
and savor everything I encounter”.

115

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 ”.

117

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.

Increase in Feature Scores. Your Intelligence score


increases by 1.
Size. A Little Owl can reach a maximum height of 1 meter
and a weight not exceeding 30 kg. Your size is Small.
Brings bad luck. You have the reputation, throughout
Vesteria, to be a bearer of misfortune if sighted on the
battlefield. When an opponent rolls a natural 20
on an attack or saving throw, and you can see it, you can
use your reaction to turn that 20 into a 1. You can use this
ability again after finishing a short rest.
Reasoning. You have advantage on Intelligence-based
saving throws.
Instinct of Species, Truth: “I intervene when there is
something wrong”.

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.

Increase in Feature Scores. Your Strength score


increases by 1.
Size. An Owl can reach a height of between 1.2 meters
and 1.7 meters, and weigh between 30 and 50 kg.
Your size is Medium.
Expressive. You can make yourself understood and
communicate simple messages in an exceptional way, even
if only through your facial expressions.
Wise. You have proficiency in a skill chosen from Knowledge,
Nature and History.
Imposing pose. You can inflate the plumage of your body
and stretch your spine to gain several centimeters
in height. Thanks to this ability, you have advantage
in Charisma checks (Intimidate) towards creatures As for relationships with others, Tawny Owls are very em-
smaller than them. pathetic and easy to influence by those they are fond of,
Instinct of Species, Wisdom: “I can always give advice to all” and this tendency contributes to getting them into trouble
as much as to getting them out of it.
TAWNY OWLS
Being one with your environment has multiple advantag- Increase in Feature Scores. Your Constitution score
es. When you are the prey, it makes escaping easier even increases by 1.
if you are physically disadvantaged; when you are the Size. A Tawny Owl can reach a height between 1 meter
predator, it allows for the perfect ambush. Tawny Owls and 1.5 meters and weigh between 20 and 40 kg. Your size
are often found waiting, in hiding. This gift makes them is Medium.
highly sought after for all those jobs where discretion is Mimicry. When creating the character, you choose an area
fundamental. Indeed, their opportunism is an added value of origin between urban or wilderness.
and the quickness of their reflexes can make the difference You have advantage in Dexterity (Stealth) checks carried
between life and death. Despite having all the credentials out to hide within your chosen territory.
to excel in many fields, Tawny Owls often find themselves Opportunist. You have advantage on attack rolls made for
operating in the underworld as spies, thieves, pickpockets, an opportunity attack.
burglars and so on. Anything but naive, these Avians have Grasper. You have proficiency in the Sleight
the know how to face and complete any task and always of hand skill and have advantage in Grabbing checks
find a way out even when they are cornered: they always and opposing checks to maintain your grip.
have the right answer and it is very difficult to intimidate Instinct of Species, Listener: “I can listen to others
them, managing to keep cool and rational under pressure. and empathize with them”.

119

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.

PUTREFATIO CHEMISTRY ESSAY


• Nigredo, 1 act: creates a powerful contact poison. An alchemist is able, if given time, to prepare effective mix-
A ranged weapon hit that uses this poison deals an tures. Your essay collects processes for preparing potions.
additional 3d6 necrotic damage. You gain proficiency with herbalist tools. At the end of a
• Albedo, 2 acts: Poison damage increases to 5d6 and the short or long rest and with access to herbalist tools, you can
target must make a Constitution saving throw. In case prepare a common potion by spending 20 coins. You begin
of failure, they are poisoned for a minute. the treatise with the processes for the potion of healing and
• Citrinitas, 3 acts: poison damage increases to 8d6, and the potion of climbing.
while the target is subject to the poisoned condition, If you find a potion, you can spend a short or long rest
every time it suffers levels of exhaustion it suffers an to study it and add it to the alchemical processes they al-
additional one. ready know.
• Rubedo, 4 acts: poison damage increases to 15d6 and if At 10th level, you can prepare an uncommon potion by
the target reaches 0 hit points while it is poisoned, it spending 80 coins, adding processes for the potion of greater
dissolves into a pool of rotting sewage. healing and the potion of giant strength (21).
At 13th level, you can prepare a rare potion by spend-
DISTILLATIO ing 350 coins, adding the processes for the potion of superior
• Nigredo, 1 act: creates an elixir that, if imbibed healing and the potion of giant strength (25).
or administered, heals 2d8 hit points by spending
one hit die.
• Albedo, 2 acts: the healing rises to 4d8 and can remove
the poisoned condition.
• Citrinitas, 3 acts: the healing rises to 6d8 and removes
the conditions sick, poisoned, cursed or petrified.
• Rubedo, 4 acts: the healing rises to 10d8 and removes
up to three exhaustion levels.

124
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.

TREATISE ON GEOMETRY EXPERTISE


You can trace alchemical glyphs with great precision in or- At 6th level, you gain proficiency in Arcana and alchemist’s
der to awaken their mystical powers with a few gestures. supplies, and when performing related checks your profi-
You gain proficiency with calligrapher’s supplies and the ciency bonus is doubled.
ability to use any scroll you are able to write. At the end If you already have these skills, you gain a skill of their
of a short or long rest and with access to the calligrapher’s choice between those of an alchemist and proficiency in an-
supplies, you can prepare a common magic scroll by spend- other tool.
ing 20 coins. You begin the treatise with the effects of three
level 0 or 1st level spells. PHILOSOPHER’S STONE
If you a scroll or a book of rituals, you can spend a short At 20th level, you understand that the Elixir of Eternal Life,
or long rest to study it and add it to the alchemical processes the Red Tincture and the transformation of lead into gold
you already know. are one and the same secret, and you are thus able to tran-
At 10th level, you can prepare an uncommon scroll in scend mortal nature by obtaining the following benefits.
the same way by spending 80 coins, adding the knowledge • You stops aging.
of three 2nd or 3rd level spells. • You can be in two different places at the same time.
At 13th level, you can prepare a rare scroll in the same You can have two distinct bodies and you only die
way by spending 350 coins, adding the knowledge of three if both are killed. The two individuals, however, are
spells of 4th or 5th level. disturbed by the presence of their other self, and
after three days in which they are within seven
ABILITY SCORE IMPROVEMENTS leagues of each other are considered as having the
On reaching the 4th level and again at 8th, 12th, 16th and condition poisoned.
19th level, you can increase an ability score of your choice by • You can bring any person back to life and can cast the
2, or you can increase 2 ability scores by 1. As normal, you true resurrection spell. After casting the spell, you also
can’t increase an ability score above 20 using this feature. replaces a trait with an instinct, as if You had died and
returned to life together with the target.
DOCTOR OF SCIENCE • You remove any coinage limit, increasing your
At the 3rd level, you choose one of the alchemical disci- coinage by 15 and doubles any increase in coinage
plines between Philosopher, Iatro or Vitalist. Choosing a you may gain.
discipline will identify your course of study and special-
ization, giving you some features at the 3rd level and then
again at the 7th, 14th and 18th level.

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.

127

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.

MATERIAL REFINEMENT FORCE CAGE


Calcinatio - Putrefatio Sublimatio-Distillatio-Calcinatio
The two acts have no effect, but the targeted weapon and its The three acts do not have their normal effect, and the cycle
ammunition become more solid and prone to destroy the replicates the effects of the Force Cage spell.
opponent, acquiring a +2 bonus on attack and damage rolls.
FOUR ACTS CYCLES
AIR BODY
Putrefatio - Sublimatio WEIRD
The two acts have no effect, but the target’s body sometimes Sublimatio-Distillatio-Calcinatio-Putrefatio
becomes immaterial, falling under the effect of the spell The four acts do not have their normal effect, and the cycle
freedom of movement. replicates the effects of the Weird spell.

RESTORATIVE VAPORS OCCULT REPLICA


Sublimatio - Distillatio Calcinatio-Putrefatio-Putrefatio-Sublimatio
A 3-meter diameter cloud of vapor is created and replicates The creature on which calcinatio is used is duplicated by a
the effects of distillatio on all creatures inside it for a minute. liquid metal form that replicates its actions for one minute.
The effects of other two-act cycles can be applied, such as
THREE ACTS CYCLES Air and Body Refinement, if the alchemist knows them.

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.

• (a) a chain mail or (b) gambeson, a bent bow and 20 DUELING


arrows When you are wielding a melee weapon in one hand and
• (a) a martial weapon and a shield or (b) two martial no other weapons, you gain a +2 bonus to damage rolls with
weapons that weapon.
• (a) a light crossbow and 20 bolts or (b) two axes
• (a) an dungeoneer’s pack or (b) an explorer’s pack GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this benefit.

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.

WAR ARCHETYPE TASTE OF BLOOD


Starting from 3rd level, you chosean archetype that shows Starting at 3rd level, you find greater strength to fight at
how you fight and what techniques you adopt among those the sight of the blood of their enemies, as a sign that their
presented below. The archetype provides features at the 3rd strategies have been effective. Whenever you inflict or suf-
level and then again at the 7th, 10th, 15th and 18th level. fer a level of exhaustion, you also regain an action die. You
also gain proficiency in Performance. If they already have
ABILITY SCORE IMPROVEMENT one, they gain another skill of heir choice.
When you reach 4th level, and again at 6th, 8th, 12th, 14th,
16th, and 19th level, you can increase one ability score of WAITING FOR THE RIGHT MOMENT
your choice by 2, or you can increase two ability scores of Starting from 7th level, you how to chose the appropriate
your choice by 1. As normal, you can’t increase an ability moment to launch your attack. When you use the Dodge
score above 20 using this feature. action, you can make an attack with a weapon.

EXTRA ATTACK THIS IS NOT THE END


Beginning at 5th level, you can attack twice, instead of Starting at 10th level, you can briefly ignore the most seri-
once, whenever you take the Attack action on your turn. ous injuries. When you suffer exhaustion levels, the effects
The number of attacks increases to three when you reach are applied at the end of your next round.
20th level.
THE CROWD IN THE PALM OF YOUR HAND
RESILIENCE Starting at 15th level, you know how to get the maxi-
Starting at 9th level, as a reaction when a saving throw or an mum scenic effect from their actions. When you make a
ability check fails, you can spend an action die and add it to Performance check that involves violence of some kind, you
the roll result, potentially turning a failure into a success. double your proficiency bonus.
In addition, every time you roll a 1 on the d20 by making
ACTION SURGE an attack, you can use a bonus action to perform a Charisma
Starting at 2nd level, you can push yourself beyond your (Deception) check against the opponent’s Wisdom
normal limits for a moment. On your turn, you can take (Insight). If it succeeds, any result of 14 or less on the d20
one additional action. Once you use this feature, you must will count as a 15 for the next attack.
finish a short or long rest before you can use it again.
Starting at 17th level, you can use it twice before a rest, I WILL TAKE YOU WITH ME
but only once on the same turn. Starting from 18th level, you know how to find energy
when they are cornered. When you drop to 0 hit points,
you can take an extra turn, ignoring all the penalties of the
exhaustion levels.This ability can be used again after taking
a short rest.

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.

ON THE FRONT LINE


Starting from 15th level, when an ally benefits from Battle
Cry, Tactical Order or Strategic Preparation, they also gains
temporary hit points equal to your armiger’s levels.

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.

EQUIPMENT SELF-INFLICTED INJURIES


You begin with the following equipment, in addition to the At any time, you can inflict yourself a number of wounds
equipment provided by your venture: equal to your flagellant’s levels. Such damage ignores any
immunity and, if you wish, any resistance.
• (a) a pair of daggers or (b) any simple weapon
• (a) a flail or (b) any simple melee weapon FLAGELLANT PHILOSOPHY
• A studded tabard, an explorer’s pack, and a sackcloth At the 2nd level, you choose a flagellant philosophy, gaining
the corresponding benefits. You gain additional benefits at
5th level, then at 10th, 13th and 18th levels.

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.

RED TERROR SEETHING BLOOD


Starting at 10th level, you are a terrifying vision of blood At 13th level, when you are affected by Mortification and
and wounds. When you activate Mortification and when takes damage from an attack made by a creature within 5
you suffer a critical hit, you can spend a blood charge to feet, you can spend a blood charge to deal 4d10 radiant or
force any number of creatures within 30 feet to make a necrotic damage to the target (at your choice
Wisdom saving throw. Failing creatures are frightened until
the end of their next turn. Creatures that successfully make LOOK FOR PAIN
a saving throw are immune to this ability for 24 hours. At 18th level you become the very receptacle of the pain of
all the creatures that are close to you. When a creature with-
in 60 feet takes a critical hit, you can choose to become the
target of the effects of the critical hit using your reaction.

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.

SPELLS: MARTYR’S BRILLIANT BLOOD


HOLY GUIDE Invocation Cantrip
The followers of this philosophy gain an unmatched pow-
er from the shedding of their own blood, one that stokes Casting Time: 1 action
in others the same burning ardor. Crowds gathered to Range: 120 feet
acclaim the sermons and macabre shows of a Holy guide, Components: V, S
are conditioned by it, and can turn into an uncontrolla- Duration: Instant
ble devastating force capable of taking on reckless en-
terprises beyond all logic and self-respect. Blood is more A flame of crackling golden light flashes towards a crea-
powerful than words, but unity can become a cruel and ture within range. You make a ranged attack with this
devastating weapon. spell against the target. If hit, the target suffers 1d8 + your
Constitution modifier, which increases to 1d12 if you are in
SHOWY SCARS a state of mortification, radiant damages.
At 2nd level, your body has obvious scars, often prominently When you reach higher levels, the spell creates more
displayed: this is a hindrance in being able to go unnoticed, flames: two flames at 5th level, three flames at 11th lev-
but grants you advantage on Charisma (Intimidation) checks. el and four flames at 17th level. You can direct the flames
against the same target or against different targets by mak-
ing separate attack rolls for each flame.

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.

DC of the spell’s saving throw = 8 + your proficiency bonus


+ your Intelligence bonus

Spell attack modifier = your proficiency bonus


+ your Intelligence bonus

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.

WORK OF MAGNA ARS METAMAGIC


A magus is introduced to the mysteries of the Magna Ars Starting from 3rd level, you learn to modify the spells that
through the creation of artifacts of various kinds through you are able to cast, adapting them to your current needs,
magic, to demonstrate that they have finally become worthy. learning the metamagic options of a Secret you know. At
It represents their soul and how it is intrinsic to the magi- 10th and 15th levels, you get the metamagic options of an-
cal fabric of reality, revealing characteristics and peculiari- other Secret you know.
ties of the spirit and capabilities of the magus themselves.
Completing the Work allows you to learn one cantrip and ABILITY SCORE IMPROVEMENT
one 1st level spell of your choice that do not appear in the On reaching the 4th level and then at the 8th, 12th, 16th
Secret spell list of. Whenever you discover a new secret of and 19th level, you can increase an ability score of your
magic, your Work gains a trait connected to it. For example, choice by 2 or increase two abilities of your choice by 1. As
if a magus learns the Secret of Light, the Work emits a soft normal, you can’t increase an ability score above 20 using
brightness or a general diffused light; if instead they enter this feature.
the Secret of the Mind, the Work is somewhat hypnotic for
those observing it, and reflects colors related to the nature ARCANE TWIST
of the Magus’ thoughts. Refining the Work allows you to Starting at 5th level, you can increase the power of your
acquire new spells not present in the Secrets spell lists ; at spells beyond your level. To do this, you must spend 2
3rd level you learn a 2nd level spell of your choice, at 5th Enchantment Points for each additional level you want to
level one of 3rd level of your choice, at 7th level you learn add to the spell.
a 4th level spell and at 9th level you learn a 5th level spell.
If the Work is destroyed, you lose the spells learned MAJOR ARCANA
through it and a trait of your personality is replaced by an At 11th level, youcan choose a 6th level spell, at 13th level
instinct trait. Creating a new Work requires a whole day of you can choose a 7th level spell, at 15th level an 8th level
labor and you can choose new spells from those provided spell and at 17th level a 9th spell level. You will be able to
by the Work. cast each of these spells once but will have to take a long
rest to use them again.
SECRETS It is possible to replace one of these spells with one of
When you start your studies, you must choose which Secret the same level, when you gain a new magus level.
to devote themselves to. The Secret represents the sphere of
arcane knowledge in which the magus begins to increase PERSONAL SPELL
their ability in the Magna Ars. You learn a new Secret at At 18th level, you have learned to master a spell in such a
5th, 11th and 17th levels. If you chose the Secret of the refined way that you do not have to resort to their reserves
Body, you cannot choose the Secret of the Mind and vice to cast it. You choose a 3rd level spell you know and you
versa. This also applies to Water and Fire, Air and Earth, gain the ability to cast it at its lowest level, whit not metam-
Light and Shadow. Each Secret has its own Founding agic effects, without spending enchantment points. If you
Mysteries, spell list and metamagic options. want to cast it at a higher level or apply a metamagic effect
to it, the magus must spend enchantment points as usual.
MYSTERIES
At 2nd level, you begin to understand the mysteries behind
the form of reality, learning a Founding Mystery of a Secret
you know. On reaching the 7th level, you learn a major mys-
tery of a secret you know, at 13th level you learn a greater
mystery of a secret you know and at 20th level you learn a

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.

Cantrips: Friendship, Vicious Mockery METAMAGIC OF THE SECRET


1° level. Charm Person, Command When you reach 3rd level in this Secret, you became able to
2° level. Calm Emotions, Detect Thoughts modify the spells they can cast, adapting them to your cur-
3° level. Clairvoyance, Sending rent needs, and learns the following metamagic options.
4° level. Confusion, Arcane Eye
5° level. Dominate Person, Scrying Subtle Spell
When you cast a spell, you can spend 1 enchantment point
MYSTERIES to cast it without somatic or verbal components.
Founding Mystery: Telepathy
When you gain access to this founding mystery, youy Heightened Spell
learn to send and receive telepathic messages from a crea- When you cast a spell that forces a creature to make a sav-
ture who can understand you within 60 feet. By spending ing throw to resist its effects, you can spend 3 Enchantment
1 Enchantment Point, you can establish a telepathic bond Points to put that target at a disadvantage on the first saving
lasting 1 hour, with a creature capable of understanding you throw it makes against it.
within 60 feet, with whom you can share thoughts, feelings
and, using an action, vision too. You can cast spells on the
creature with whom you are connected telepathically as if it
were always within range.

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.

SECRET OF WATER METAMAGIC OF THE SECRET


Water nourishes, restores and soothes, and so this Secret When you reach 3rd level in this Secret, you became able to
has potential for protection and healing. But woe to those modify the spells they can cast, adapting them to your cur-
who forget that water can turn into ice, and that the bite of rent needs, and learns the following metamagic options.
frost is as fearsome as any flame.
Twinned Spell
KNOWN SPELLS When you cast a spell that targets a creature and does
When you choose this secret, you learn the Ray of Frost and not have the “caster” range, you can spend a number of
Chill Touch cantrips, and when you gain a new level in the Enchantment Points equal to the spell’s level to target
secret they learn the corresponding spells indicated in the a second creature within range with the same spell (1
following table: Enchantment Point if the spell is a cantrip). In order for a
spell to be usable, it must not be able to target more than
Cantrips: Ray of Frost, Chill Touch one creature at your current caster level.
1° level. Create or Destroy water, Fog Cloud
2° level. Mirror Image, Lesser Restoration Quickened Spell
3° level. Water Walk, Water Breathing When you cast a spell that has a casting time of 1 action,
4° level. Control Water, Blight you can spend 2 Enchantment points to change the casting
5° level. Conjure Elemental (Water), Greater Restoration time to 1 bonus action for that spell.

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.

Cantrips: Guidance, Blade Ward Extended Spell


1° level. Feather Fall, Longstrider When you cast a spell lasting 1 minute or longer, you can
2° level. Gust of Wind, Levitate spend 1 Enchantment Point to double its duration, up to a
3° level. Gaseous Form, Sleet Storm maximum of 24 hours.
4° level. Freedom of Movement, Ice Storm
5° level. Cone of Cold, Wall of Force SECRET OF THE EARTH
If the air allows a Magus to confuse opponents and avoid
MYSTERIES their blows, spellcasters who explore the Secret of the Earth
Founding Mystery: Grace of the Wind are not afraid to take blows because, just like the solid and
When you access to this founding mystery, you learn the patient element they master, they too can resist violence for
ability to make air dance around you as you choose. As a the sole purpose of returning it tenfold to their opponents.
bonus action you can activate the air dance, which remains
active for a minute, during which your AC increases by your KNOWN SPELLS
Intelligence modifier and moving away from a creature do When you choose this secret, you learn the Shillelagh and
not provoke attacks of opportunity. Resistance cantrips, and when they obtains a level in the
secret, you learn the corresponding spells indicated in the
Major Mystery: Windy Barrier following table:
When you obtain this major mystery, you learn how to
protect yourself from the air. By spending 1 Enchantment Cantrips: Shillelagh, Resistance
Point you can lift a whirlwind for 5 feet around you giving 1° level. Entangle, Thunderwave
those inside half the coverage from all outside attacks. 2° level. Shatter, Barkskin
3° level. Meld into Stone, Glyph of Warding
Greater Mystery: Whispers in the Breeze 4° level. Stoneskin, Stone Shape
When you gain access to this greater mystery, you can ask 5° level. Wall of Stone, Destructive Wave
the air to carry spells to their destination. As a bonus action,
you can spend 5 Enchantment Points to use the wind as MYSTERIES
channel for your spells, increasing the attack roll by 1d8 or Founding Mystery: Body of Stone
reducing the opponent’s saving throw by 1d8 for a spell cast When you obtain this founding mystery, you strengthen
in the same turn. your body as well as their spirit. If you suffer a critical hit,
you reduce the number of exhaustion levels by one.
Universal Mystery: Walking in the Clouds
When you gain access to this universal mystery, you gain Major Mystery: Earthquake
a flying speed of 30 feet or increase your flying speed by When you gain access to this major mystery, you know how
30 feet if you can already fly. Flying this way requires no to invoke the earth in your own defense. When a walking
concentration and you do not suffer fall damage. creature arrives at a distance of less than 5 feet, you can spend

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.

WATCH YOU BACK


GIVEN THE PROFESSION TO WHICH YOU HAVE
DEDICATED YOURSELF,
you know how to watch your back to prevent any compli-
cations. When you use your network of contacts, you get
precise information on who or at least how many people are
on your tracks.

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.

GREASE THE WHEELS


Yopu know exactly which hand to shake or how many coins
to put in a pocket for your own profit. When you use your
network of contacts, you can spend half of the coinage in
order to get a more important favor.

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.

Spell Saving Shrow DC = 8 + your proficiency bonus


+ your Wisdom modifier

Spell Attack Modifier = your proficiency bonus


+ your Wisdom modifier

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.

CHANNEL DIVINITY: PRESERVE LIFE


Starting at 2nd level, you can use Channel Divinity to heal
those who have been seriously injured.
With one action, you can wield their sacred symbol and
evoke a flow of healing energy that can restore a number of
hit points equal to five times your priest’s levels. You choose
any desired creatures if they are located within 30 feet from
you and divide this amount of hit points between them.
In this way, a creature can recover an amount of hit points
of no more than half of its maximum hit points. The GM
could restrict use of this ability on creatures that may not
be alive...

CHANNEL DIVINITY: GUIDE MY HAND


Starting at 2nd level, you can use Channel Divinity as an
action to add a +10 bonus to an attack roll or a saving throw LOVING CARE
in a minute. You can wait until after the dice roll before At 7th level, if the target of your Sermon receives healing,
deciding to use the this feature, but must decide before the all the dice rolled to determine the amount of hit points
DM says whether the roll succeeds or fails. healed are improved: the results lower than your Wisdom
modifier are considered equal to the latter.
HOLY SPELLS
Starting at 5th level, you add your Wisdom modifier to the ALWAYS FIND A WAY
damage can wait until after it rolls The D20 before deciding Starting at 11th level, you know how to be effective with
to use the Bardic Inspiration die, but must decide before your spells. Once per turn, if a spell with a single attack
the DM says whether the roll succeeds or fails. deal with roll misses or if the target creature is successful at resisting
any cantrip. a single-saving-throw spell, can wait until after it rolls The
When using a cantrip, can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but
D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds
must decide before the DM says whether the roll succeeds or fails. can cast another spell without spending additional
or fails. can allow a willing creature within 10 feet to spend spell slots.
a hit die to heal themselves. If the first spell was a cantrip, however, the second spell
can only be a cantrip.

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.

MAGIC OF THE INQUISITOR


Your magic comes from your determination. Every 6 lev-
els your spell slots increase in level: starting at 7th level
they are o2nd level slots, at 13th level they become 3rd
level and at 19th level they become 4th level. Likewise,
can wait until after it rolls The D20 before deciding to
use the Bardic Inspiration die, but must decide before
the DM says whether the roll succeeds or fails. increase
the maximum spell level can wait until after it rolls The
D20 before deciding to use the Bardic Inspiration die,
but must decide before the DM says whether the roll suc-
ceeds or fails. can cast.

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.

CHANNEL DIVINITY: INQUISITIVE GAZE


You know how to dig into the heart of an enemy by le-
veraging on feelings of guilt and weaknesses. As an action
you can force a creature within 30 feet to make a Wisdom
saving throw: if it fails, the creature is frightened by you for
a minute and its speed is reduced to 0.

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.

CHANNEL DIVINITY: THE SWORD IS MIGHTIER


At 15th level, whenever a creature subject to your Hex spell
that is within your weapons’ reach, forces you to make a sav-
in throw, you can use your reaction to attack that creature:
if the attack hits the saving throw is considered successful,
otherwise it is considered failed.
RITUALS
PROPHET You can cast a priest spell you know as a ritual without
The Prophet’s weapon is not the flail, the sword, the dagger, spending spell slots but increasing the casting time by 1
or the pike. It is the truth that their divinity has revealed to minute. The chosen spell must still have the ritual descriptor.
them in the sea of whispers crossing their mind, and there
is no higher their in his existence than to reveal this truth DICTATES
to all peoples. Often their desire to spread the divine words When you chose the way of the prophet you should also
leads them to travel far and wide, and it is not unusual to choose an ideal, similar to a personality trait, that defines
meet a wandering Prophet committed to preaching both what kind of advice the voices you hear give to you. This
in the poorest villages and in the squares of Nochemburg. should not be identical to your other ideal and helps you
define who stands against your faith and why.
MAGIC OF THE PROPHET
Your magic derives from your mystical vision and from CHANNELING DIVINITY:
the need to share it with the world. Each odd level your CASTING OUT THE HERETIC
slots increase in level: at 3rd level they are of 2nd level, at Starting at 2nd level, you can use Channel Divinity to chase
5th level they are of 3rd level, at 7th level they are of 4th away your enemies.
level and at 9th level they are of 5th level. Likewise, you With an action, you can wield your sacred symbol and
increases the maximum spell level you can know. speak a prayer of condemnation towards heretics and fools
who deviate from the truth. Any creature within 30 feet
who can see or hear you, and whom you consider to be an
enemy of your faith, must make a Wisdom saving throw. If

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.

CHANNEL DIVINITY: VOICE OF TRUTH


At 2nd level, you can use Channel Divinity to express a
sentence of pure truth. With an action, you can wield your
sacred symbol and every enemy of your faith within 30 feet
perceives you as a supernatural force. In addition, each hos-
tile creature within 30 feet must make a Constitution sav-
ing throw. If the creature fails, it takes 2d10 + your priest’s
levels level of thundering damage, while if it is successful it
takes only half that damage.
A deafened creature or one in an area of magical silence
still perceives your words and ignores immunity to thunder
damage.

POWERFUL SPELLS
Starting at 5th level, you add your Wisdom modifier to the
damage dealt with any spell.

CLOSE TO THE HEART


Starting at 7th level, the subject of your Sermon shares a
strong empathic bond with you, fruit of your unshakable
faith in the divine. Each of the two subjects is aware if the
other has been injured. In addition, as a reaction, both can
decide to take damage dealt to the other on themselves. After
one of the two subjects has used this ability, they cannot use it
again until they have completed a short or long rest.

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.

CHANNEL DIVINITY: FORESIGHT


At 15th level, you can use Channel Divinity to focus your vi-
sion with crystal clarity. For a minute you gain advantage on
all saving throws ignoring any disadvantages and all attacks
against you have disadvantage and ignore any advantages.
Sapper
Proficiency
Level Features
Bonus
1° +2 Custom Weapon, Explosive Craftmanship
2° +2 Artist’s Touch
3° +2 Sapper Specialization
4° +2 Ability Score Improvement
5° +3 Lethal Shooter (2)
6° +3 Under Enemy Fire
7° +3 Feature of the Sapper Specialization
8° +3 Ability Score Improvement
9° +4 Artist’s Touch
10° +4 Artist’s Signature
11° +4 Lethal Shooter (3)
12° +4 Ability Score Improvement
13° +5 Feature of the Sapper Specialization
14° +5 Barrier Fire
15° +5 Artist’s Touch
16° +5 Ability Score Improvement
17° +6 Lethal Shooter(4 )
18° +6 Feature of the Sapper Specialization
19° +6 Ability Score Improvement
20° +6 Eye of the Sniper, Lethal Shooter (5)

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.

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.

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.

EYE OF THE SNIPER


At 20th level, you have learned to modify their weapon
based on their ability and experience, making it precise and
infallible. This way, you also deal a critical hit with a 19 on
the die roll, as long as you are using your own customized preparing ammunition, you can also prepare a grenade or
firearm. other similar small explosive devices. As an action, the gre-
nade can be thrown within 60 feet and deals 4d8 fire dam-
age to all targets within 10 feet of the impact point. These
SAPPER SPECIALIZATION damages can be halved with a Dexterity saving throw (DC
= 8 + your proficiency bonus + your Intelligence modifier)
but are doubled against objects, ignoring resistances and
GRENADIER immunity.
When an architect contemplates a beautiful building, espe-
cially one built with new techniques, they are already men- EXPLOSIVE CHARGES
tally analyzing what it took to build it. When a grenadier At 7th level, you know how to analyze structures to find
scans a construction, they are wondering exactly how many weak points or architectural oddities that increase the de-
barrels of powder are needed to burn it to the ground. structive capacity of the explosives. You can add your pro-
These specialists of destruction have refined their knowl- ficiency bonus to all checks made to study or detect archi-
edge of black powder in order to create explosive devices to tectural features and if you already added it, you can double
open a road where there was a mountain, transform a siege it. Explosive Charges allows youto prepare two grenades
into an assault and reduce the opposing war machines to instead of one, increasing their damage to 6d8 each.
smoldering embers.
STRATEGIC EXPLOSIONS
BOMBER Starting at 13th level, your tactical preparation is un-
At 3rd level, you know how to build small bombs for matched. As a bonus action, you can communicate that you
strategic use, low in potential but highly effective. When have previously placed explosive charges within 60 feet of

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.

EXPECTING THE UNEXPECTED


A skilled sapper, focused on their rifle, is difficult to catch
unawares and accidents do not disturb their attention, even
during conflict. You cannot be taken by surprise and add
your Intelligence bonus to initiative rolls.

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.

AESTHETICS FIRST OF ALL


You developed an incomparable aesthetic sense and your
work, unmistakably beautiful and harmonious, is sublimat-
ed in your personalized weapon.
You receive 1 additional coin at each level, which sym-
bolizes the superior value of your work.

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.

COVERED COMBUSTION CHAMBER


This improvement prevents the black powder from getting
wet, thus avoiding a malfunction. However, maintenance
must be performed before it can be used again, typically
during a long rest.
Scholar
Proficiency
Level Features
Bonus
1° +2 Learning by Mistake, Wise Advice
2° +2 Factotum
3° +2 Field of Study
4° +2 Ability Score Improvement
5° +3 Soothing Words
6° +3 Ability Score Improvement
7° +3 Field of Study Feature
8° +3 Ability Score Improvement
9° +4 Prepared for Anything
10° +4 -
11° +4 Words of Hope
12° +4 Ability Score Improvement
13° +5 Keep Calm
14° +5 Field of Study Feature
15° +5 Holistic knowledge
16° +5 Ability Score Improvement
17° +6 Enlightening Words
18° +6 Knowledge Gives, Knowledge Takes
19° +6 Ability Score Improvement
20° +6 Supreme Erudition

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.

173

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.

RECEDING MIND DEBILITATING STRIKE


Starting at 14th level, you develop greater mental endur- At 13th level, you know how to outflank even the best de-
ance. When making a Wisdom saving throw, you can use fenses thanks to the effectiveness of your poisons. When
a reaction to add your proficiency bonus to the roll. If the you make a sneak attack for which you have advantage, you
result of the dice is a natural 20, the effect can be reflected can waive the bonus die. If you do, and you hit the target,
on who caused it. they is poisoned until the end of your next turn.

VANISH DEADLY PRECISION


Starting at 15th level, you can perceive the evolution of At 18th level, a you know how to hit victims’ vital organs
events and how to get away when the situation gets hot. with precision. If an attack benefiting from the sneak attack
Youel can use a bonus action to become invisible until the inflicts any exhaustion levels, it inflicts one additional level.
start of your next turn. This ability can be used again after
taking a short or long rest.

ALONE AGAINST ALL


At 20th level, if there are no any allies within 30 feet and
you are outnumbered by enemies, you always add Sneak
Attack damage to their attacks, and recovers the use of
their reaction at the start of every other turn in combat.

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.

READY FOR ADVENTURE


You know how to move in any situation. Each of your spedd
increases by 5 feet and, if you don’t have it yet, you gain
climbing and swimming speed equal to your walk speed.

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.

BIG GAME STRATEGIES


At 11th level, you getone of the following features:
Deadly Opening. When you hit for the first time a crea-
ture with a weapon attack, you roll damage twice and add
the results. If the attack is a critical hit, the target suffers
two additional exhaustion levels .
Nocking Three Arrows. You can attack three times in-
stead of two, each time you take the Attack action using
a Bow.
Swirling attack. You can use a melee attack action
against any number of creatures within 5 feet.

HIGHER DEFENSIVE STRATEGIES


At 15th level you get one of the following features:
Deviating contrast. When a hostile creature misses you-
with a melee attack, you can use a reaction to force that
creature to repeat the same attack against another creature
(excluding themselves) of your choice if it is possible to do
it within the attack’s requirements.
Elusion. When you are subject to an effect that allows
them a Dexterity saving throw to halve the damage, they IMPLACABLE
take no damage if they succeed the saving throw, and only At 15th level, you know how to use the heat of the battle
half the damage if they fail. to become relentless: you add your impetus to the damage
Exceptional Dodge. When a creature you can see, hits rolls when attacking;as long as you have 3 impetus you can
youe, you can use a reaction to halve the damage you would move with full speed and attack from behind without be-
suffer from the attack. ing discovered.

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.

COMPOSITION AND EXHIBITION


At 3rd level, when choosing this journey, you get proficien-
cy in Performance and Persuasion skills, as well as in two
musical instruments of your choice.
You may try to obtain temporary room and board from a
non-hostile sentient creature at a facility comparable to your
Coinage or below, by passing a Charisma (Performance) check.

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.

PROMINENCE: THE EYE OF THE WATCHER


You notice the aesthetics of those around you with just a
quick glance: you can spend inspiration to understand who
is in front of you, automatically sensing their ideal.

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.

Proficiency: chosen tool.


Coins: 10

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.

PROMINENCE: AGAINST ALL EXPECTATIONS


Your destiny is greatness and difficulties don’t affect you:
when you have less than half of your maximum hit points,
you can spend inspiration to make sure that your opponent
has a disadvantage on an attack against you.

ENDOWMENT
• A trinket, a relic or even a strange habit that
symbolizes your destiny.
• Common clothes, personal journal, calligrapher
supplies or artisan’s tools.

Proficiency: chosen tool.


Coinage: 10

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.

PROMINENCE: SPARK OF LIGHT


Your fervor is a beacon of hope for those around you: you
can spend inspiration to successfully resist a fear effect,
granting your allies within 3 meters with advantage against
resisting the same effect.

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.

Proficiency: chosen tool.


Coinage: 10

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?

Curiosity is a capricious mistress, sometimes capable of


pushing further from ambition or necessity, but also to
punish her followers with great harshness. It can push the
sedentary to challenge what is outside the front door, when
nothing else would have convinced them to do it, and at-
tempt daredevil to even more foolish enterprises. What is
beyond the horizon? What is hidden under the great seas,
in unexplored forests or in the mind of an arcanist? The an-
swer to all these questions is reserved to those who choose
the Discovery venture and decide to travel the world in
search of the new, the unusual and the exciting. Those who
dedicate themselves to this rootless life but full of stimu-
li and beauty, give great value to everything that transmits
knowledge. They love freedom and poorly tolerate the obli-
gations that keep them anchored to a place already known
for a lot of time. They are easily bored but it takes little to
reawaken their interest and enthusiasm, even a question to
which they do not know the solution.

PROMINENCE: WORLD FOREIGNER


Your inclination to see every corner of Vesteria makes you
aware and empathetic: you can spend inspiration to find
information, automatically knowing a significant news of
the recent period.

ENDOWMENT
• Incomplete maps but indicative of the places where
you travel.
• Common clothes, fine clothes, spices, cartographer or
calligrapher tools.

Proficiency: chosen tool.


Coinage: 15

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.

PROMINENCE: AT THE RIGHT PLACE,


AT THE RIGHT TIME
When your mission requires something from you, you al-
ways have the contacts or the knowledge to comply: you can
spend inspiration to get ready for your mission, introducing
a minor character who will assist in this preparation with an
unusual and refined tool or ingredient.

EQUIPMENT
• An object that will show everyone the reason for your
existence.
• Common clothes, compass, herbalist, or artisan’s tools.

Proficiency: chosen tool.


Coinage: 5

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.

PROMINENCE: LUCK DOES NOT EXIST


Many will think that your success is the result of random-
ness, but it is your dedication that drives you to respect your
heritage: you can spend inspiration by showing the greatness
of what lies on your shoulders to gain temporary hit points
equal to three times your proficiency bonus.

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.

Proficiency: chosen tool or weapon


Coinage: 15

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.

PROMINENCE: YOU WILL NOT SEE ME COMING


Revenge is a dish to be served unexpected: you can spend in-
spiration to act while you are hidden without being discovered.

EQUIPMENT
• A memory or scar that reminds you why you are
fighting.
• Common clothes, adequate change of clothes, tricks
for camouflage.

Proficiency: tricks for camouflage.


Coinage: 10

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.

PROMINENCE: NOSE FOR RESENTMENT


Your being against the powerful makes you sensitive to
their abuses: you can spend inspiration to understand who
is in front of you, automatically sensing their flaws.

ENDOWMENT
• A cameo with the image of the reason of your fight.
• Common clothes, an artisan’s tool of your choice.

Proficiency: chosen tool.


Coinage: 10

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.

PROMINENCE: THE ABYSS LOOKS INSIDE YOU


When others look at you, you can look inside them, you can
spend inspiration to resist intimidation and identify some-
one who can be convinced to come to your side.

EQUIPMENT
A stigma, which visually distinguishes you from others.
Common clothes, signet ring belonging to someone im-
portant, artisan’s tools or a game.

Proficiency: chosen instrument or game.


Coinage: 5

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

Wealth and Influence


Wealth and Influence
rom the palaces of the Holy Coinage is a value that ranges between 0 and 100.
Kingdom to the forests of the During an adventure, characters are supposed to have a
Green Pit and the ports of the specific amount of gold coins based on their Coinage value.
Confederation, everyone seeks out You can get an additional equal amount of coins by reduc-
their place in this world: as a crafts- ing their Coinage value by 1.
man, as a soldier, as a spy. The skills
of their trade are gradually being Gold pieces
refined, but their network of con- Coinage Lifestyle
available
tacts and the alliances they made do not always remain sol-
id. In Historia, the fickle nature of these ties is represented 0-10 Simple 50
with the mechanics of Fame.
Furthermore, by carrying out businesses and investing in
11-30 Good 200
one’s contacts, there are many possibilities to gather wealth
and climb the social ladder. For this reason, there is also a
mechanic dedicated to this type of ascent. From the hum- 31-60 Wealthy 800
blest slums to the high ranks of the institutions, the bench-
mark is always the same: the clinking sound of coins, or as 61-80 Aristocrat 2000
it is called in Historia, Coinage.

COINAGE 81-100 * Royalty 20000


Redemption, social climbing and acquisition of wealth are
important themes in Historia, and they play a role in the
game depending on the character’s wealth. You usually begin with a wealth value indicated by your for-
Characters have a specific value of Coinage that identi- tune, and there will be many opportunities along the way to
fies the amount of resources at their disposal during a chap- improve that value.
ter in the story. Coinage can be used to buy goods, bribe Generally, a successful adventure should reward you with
bureaucrats or persuade nobles. an increase in the value of Coinage equal to 1 or, more rare-
Coinage, however, does not represent a real quantity of ly, an increase in value of 2 if your group has found a way to
coins: it can be a small coffer containing precious stones, get paid well above average.
some gold bars or an extremely rare metal, even commercial Once you reach a Coinage value of 80, you will not be
agreements. It is essentially a set of resources to draw upon able to increase it further until you have obtained the top
for a character’s own purposes. Rank in a Faction or in a career. By doing so, you will in-
crease their possessions. Beware, though: holding such vast
economic power inevitably draws the attention of many
rivals. To stay well and alive, you will need to maintain a
network of reliable contacts to watch their back.

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

Wealth and Influence


204
EARNING FAME Fame earned in Faction or career activities can only be used
• Completing a dangerous task on behalf of someone to advance within the Faction or career with which that
with higher Fame, earns 1 Fame. particular Fame was earned. Having a high generic Fame
• Solving a city-wide problem earns 1 Fame. compared to Fame in a Faction or career activity is not,
• Resolving a problem at a regional level earns 3 Fame. however, useless: characters are considered to be of a higher
• Solving a problem nationwide earns 10 Fame. specific Fame Rank if they have at least one other activity in
• Accomplishing a great feat earns 3 Fame. which they have at least a higher Rank of Fame.
• Defeating an opponent with higher Fame earns 3 Fame.
• Entering a Faction earns 1 Fame. INVESTING IN FAME
• Successfully completing a mission assigned by a To progress in a Faction, in a career or to pursue certain
Faction involving a personal risk, earns 2 Fame. Objectives, you need to invest the Fame earned in the cho-
• Uncovering valuable information, retrieving a rare item sen activity. The total Fame collected by a character remains
or delivering an enemy to your Faction earns 1 Fame. an absolute value of its own and does not decrease when
• Faction tasks can be performed during downtime. Fame is invested.
Each time characters spend a number of days equal to A Fame point can only be invested in one activity, just as
10 times their Fame value in the Faction to perform Fame resulting from a specific activity can only be invested
the task, they earn 1 Fame. within that activity.
• Completing a career job on behalf of someone with For example, a Fame point earned for a Faction mis-
higher Fame, earns 1 Fame. sion cannot be invested to advance in a career, while Fame
• Establishing a city-recognized career excellence earns earned from accomplishing a generic feat or solving a prob-
you 1 Fame. lem can be invested at will.
• Establishing a regionally recognized career excellence
earns 3 Fame. LOSING FAME
• Establishing a nationally recognized career excellence Negative, underwhelming or particularly disastrous results
earns you 6 Fame. cause loss of Fame equivalent to what should have been
• Establishing a continentally recognized career earned in the same task. Loss of Fame can affect Fame
excellence earns 10 Fame. invested in a Faction or Career if characters go below
• During downtime, you can perform tasks to improve the Fame level necessary to have a Rank, thus losing that
your career. Each time you spend a number of days Rank’s privileges until they recover enough Fame to invest
equal to 5 times your Fame value in your career to in those activities.
perform the task, you earn 1 Fame. Characters can
gain fame in this way only while at Rank 0 or Rank 1
of their own Faction or career.

205

Wealth and Influence


Factions
n Vesteria, factions play a key role RIVALS
and are a fundamental piece of pol- Nobody can really please everyone. A rival is an NPC within
itics and the balance of influence your chosen Faction in direct competition with you. Rivals
among powers, always working can pose a “friendly” competition, or feel envy, wish ill or
tirelessly to bend the world to their even harbor a deep hatred. Rivals can be openly opposed to
needs and Objectives. you and your exploits or follow parallel experiences that will
Each Faction follows its own compare to those of Characters only in terms of results. The
principles, beliefs and modus ope- rival or rivals are tools in the hands of the GM to give more
randi, often generating long-lasting rivalries. In Historia, depth and create interesting narrative twists when playing
factions follow a reputation system that allows you to un- with a Faction. If GMs feel that a rival is not working, they
cover secrets and obtain unique rewards. can decide to set it aside or change it, add other rivals or
convert some of them into contacts. It is however recom-
RANK mended that there always be at least one rival per character
The faction structure is divided into ranks which represent and that the rival always be in a Rank apt to posing an in-
the different hierarchical positions within the faction. To teresting opposition rather than a situation that creates an
climb the ranks it is necessary to invest Fame in the rele- unequal and not very stimulating confrontation.
vant activity. It is eventually the GM who decides, discuss-
ing with the player, if and when it is possible to reach the FOLLOWERS
next Rank. Having a high Rank in a Faction also means having minions
In a Faction it is likely that a Rank is held only by a ready to follow your orders and perform chores. These are
limited number of individuals. In order for you to advance called followers. A follower is an NPC who uses the stats
to that Rank, one of those posts must first become vacant. of an opponent of their choice of rank equal to their Rank,
Another option is that a Faction might require a certain with an ideal and bond chosen by the GM or the character if
type of behavior and story from its followers in order to circumstances allow (the bond typically is “I faithfully serve
achieve a certain role. my Faction ”) and a flaw agreed with the GM. The profile
The basic requirement for obtaining a Rank in a Faction depends on the type of Faction to which the follower belongs
(except Rank 0) is to have reached the previous Rank, but and is also decided in agreement with the GM. The follower
often there are also other Requirements, narrative or linked can be used as a resource available to you but is played by
to rules, to be acquired in order to achieve a certain Rank. the GM in situations where doing so becomes necessary. A
follower can stop being a follower if treated in a way that
CONTACTS does not follow the principles of the Faction. For followers to
Joining and climbing the ranks of a Faction allows you to deliberately risk their lives for you or for their Faction is by
make contacts within it or in some way connected to it. You no means a given. A follower can only be replaced where the
will be able to make use of said contacts to obtain support, narrative and the willingness of the Faction to do so are pres-
resources, advice, or even to take on assignments and mis- ent. The character can request followers from their Faction
sions destined to the Faction. Continuing within the same or they can be assigned to them. The number, quality and
Faction gives you access to increasingly important and in- the rank of followers are at the discretion of the GM de-
fluential contacts at each new Rank. This does not mean pending on a character’s standing within the Faction and the
that characters cannot establish further bonds for narrative peculiarities of the Faction itself. Narrative control of a single
reasons, but rather that their invested interest in the Faction follower is usually left to the player, groups of followers may
should translate into acquiring as many contacts, allies and be handled by the GM instead.
friends as possible within the one group. Obtaining the su-
preme contact of a Faction means being in close relation-
ship with the top command of the Faction itself, if not even
the possibility of aspiring to that post...

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

Wealth and Influence


FACTION LOCATIONS
The headquarters of the Faction is Fort Blizzard, on the
eastern mountains that separate Vesteria from the Midlands
to the East, but there is at least one branch in each of the
great cities of Vesteria except Salso Nero. Over the years, the
valley hamlet under the Hole has become a thriving village
where the families of the Worms have moved.The Academy
of Military Engineers was opened here, where Ranieri is hard
at work: in addition to constantly working to improve the
Black Powder and its muskets, he is training new engineers
for the Worms, as well as a limited number of well sponsored
soldiers from all parts of the Continent. Rumors have it that
seats are booked for years and years to come.

WHO CAN JOIN THE FACTION

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.

Characters join the Brethren and receive a fixed salary as


well as rewards based on their achievements. After a train-
ing period, you begin to be called to participate in increas-
ingly dangerous (and profitable) missions, ranging from
protection and escort jobs, to presence on the battlefield.

Special, Well Armed. You have access to the Brethren’s ex-


traordinary arsenal and have no equipment issues. At Rank
1, you can obtain weapons and armor for yourself that does
not have the aristocratic property. At Rank 2, you can get
non-aristocratic weapons and arsenal with a +1 bonus, while
at Rank 3 you can request equipment with a +1 bonus of
your choice without ownership restrictions, including one
piece with a +2 bonus. Followers of Rank 1 or higher who
belong to the Brethren can also enjoy this privilege.

RANK 2 - NON-COMMISSIONED OFFICER


Fame earned in Faction to spend: 15
Requirements: Having survived a dangerous confrontation, RANK 3 - WAR COUNCIL
having shown tactical skills and effectiveness in war, having Fame earned in Faction to spend: 30
shown no fear and having remained faithful to orders, being Requirements: Having won the trust of one’s superiors, in-
successful in the assigned missions. cluding Ranieri and Torquato (or whoever may be in their
positions), has proven to be relentless on the battlefield and
You are nowhigh Ranking officers of the Brethren: you to have completed tasks that are almost impossible.
have many responsibilities and many underlings to attend
to, training to supervise, and risky missions to conduct. If Characters enter with full rights in the Small War Council
you are far from the Hole, you become commanders of a of the Brethren of Worms, where only a handful of brave
detachment, otherwise you begin to spend more and more fighters find themselves with Captain Torquato and
time in Fort Blizzard rather than in the village. You have Deputy Ranieri De Porcis to discuss the strategies of the
an excellent salary and, albeit without privileges, also en- greater conflicts in which the Worms are involved, as well
joy excellent support from the Brethren and its resources. as their political preferences: more than once they have
acted as guarantors of the governmental balances of the
continent, but other times they have been those who up-
set them in favor of a side with more gold on the plate.
Torquato, however, also looks at his own beliefs, and has
never accepted to work for Paddath of Salso Nero, hav-
ing been a slave himself, in the past... There are, however,
strong pressures for this to change.

209

Wealth and Influence


Church can be felt in the very air one breathes: each duchy
has its cathedral, a physical place of power administered by
its select representatives, called to manage the souls, financ-
es and armed forces of its paladins and inquisitors.

WHO CAN JOIN THE FACTION


The primary requirement for joining the Church is to be-
lieve. Being convinced to do it or simulating it by choice
are alternatives, but the dedication to be shown remains the
same: an iron will, relentless and uncompromising. Faith
and the Canon must guide every action of an adept, and
following the orders of the Church is as sacred a task as
spreading the Cult of the Ancestors in lands where it has
not yet taken root. Priests devote their lives to this mission
by undertaking an ecclesiastical career and aspiring to be-

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.

Special, Grow Like Bones. If you invest in the Church of


Bones without being a priest, you receive the standard bene-
fits of the Faction depending on the amount of Fame points
invested, corresponding to that Rank and not the Rank actu-
ally obtained, up to Rank 2. The Church has several branches,
such as the Order of Paladins and the Inquisition, where you
can prove yourself to be a true believer without necessarily
having to rise to power that is in itself spiritual and unattain-
able… or is it?

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

Wealth and Influence


FACTION LOCATIONS
The building of the Faction’s founder is located in the city of
Calìda, in the same place where her first shop was opened,
but any city with a large market and seats of power make for
a suitable location for a Circle of Whispers branch. In the
lands of Vesteria, the crucial location for the Faction remains
Salso Nero, where mayor Paddath is one of the most faithful
and loyal purveyor of whispers.

WHO CAN JOIN THE FACTION


Anyone shrewd enough, who understands the value of in-
formation and thinks it is possible to turn it into a job is an
ideal candidate for the Circle of Whispers. Discretion and
secrecy are the most important characteristics for an affiliate,
but attention to detail and constant vigilance are also neces-

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.

HOW TO JOIN THE FACTION


The best way to enter the ranks of the Circle of Whispers is
to discover its existence... and, right after, prove to be a poten-
tial asset to this Faction. Alternatively, there is the option of
The most precious of goods does not travel on wagons, and joining following a recommendation from a higher-ranking
even just the pocket of a waistcoat makes for plenty of space. member.
Intangible and invaluable, information can become one of
the most precious assets in the world if handled in the right MANAGING CHARACTERS IN THE FACTION
way. Indeed, the Circle of Whispers is a shining example of A character affiliated with the Circle will always be on the
this art. Its members know that a forked tongue is only useful lookout for valuable information. The use of this information
if it whispers the right words in the right ears and is capable will have to be made in the interests of the Faction if you are-
of picking out key information from even the most casual of to rise through its ranks. Unfortunately, every affiliate has at
conversations. Information can be a weapon so powerful as to least one very dangerous secret guarded by Apopi herself, and
make palaces and villages alike tremble in fear. In a ruthless must therefore be able to play the balancing game without
world like that of Vesteria, where competition between na- ever leaning openly in favor of, or in opposition to, any entity
tions, families and people has no bounds, everyone wants to about which the Circle has an interest.
know everything about everyone. The mission of the Faction
is therefore to profit from this demand for information, with RANK 0 - DISCIPLE
founder Apopi of Whispers sitting at the top of a dense net- Requirements: Discover the existence of the Circle or be in-
work of informants who are handsomely rewarded for every vited by a member.
whisper they are able to collect and treasure.
You learn about the basic mechanics of the Circle of
OBJECTIVES Whispers. Usually, they do not have relations with the other
The Circle of Whispers aims to weave a web of information members and are sent code messages containing indications
so dense that it is almost impossible for anyone to escape. on small and precise tasks to be performed. Disciples are then
Information is the most valuable commodity in this world, rewarded with money for completing the assigned task, with-
but only for those who know how to use it. Blackmail, pres- out ever knowing who delivers it to them.
sure, rumors and secrets to be kept at a high price are but a
few examples of the business conducted by the Circle.

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.

You becomes an effective agent of the Circle and are em-


ployed in more delicate and difficult tasks. You may be
introduced to other members, with whom you can commu-
nicate to carry out more complex assignments. You also learn
about the existence of a safe haven run by a Circle member,
usually a merchant’s shop outfitted with a secret hideout, and
can call for help if needed - even if the Circle is not known
for compassion and merciful cordiality towards low-ranking
members. Upon reaching this Rank within the Faction, you
will receive a mark that identifies you as a member, usually a
hidden tattoo, called a Sign.

RANK 2 - MASTER OF SECRETS


Fame earned in Faction to spend: 15
Requirements: Resolving an unpleasant situation for the Circle

You have become a master in the art of information and es-


pionage, and are responsible for a network of lower-ranking
informants and must deal with managing the information
of a specific area. You are entrusted with important secrets
within the Circle.

Special, Master of Secrets. You can spend inspiration to learn


an NPC’s secret, even one not directly known, as a result of
your underlings’ work, which the GM may decide to play RANK 3 - DARK CONFIDANT
as a flashback. The importance of the secret is determined Fame earned in Faction to spend: 30
by the result of an Intelligence (Investigation) or Charisma Requirements: To meet Apopi of Whispers and amaze her
(Persuasion) check subject to GM discretion. A low result with your results.
will reveal a minor secret, while a high result will reveal an
important or dangerous secret, depending on the NPC’s nar- You gain the good grace of the Apopi of Whispers, founder
rative or prominence. of the Circle and Supreme Master of Secrets, becoming their
confidant and personal agent Important resources are dedi-
cated to the you and your protection is seen by the Faction, as
you can rely on a large number of followers under their direct
command. The role, however, also entails great responsibili-
ties and expectations: while safe from the outside, the Faction
does not tolerate mistakes from its high-level members. If
you stand out in this Faction rank, you may ultimately com-
pete directly with Apopi over leadership of the Circle.

213

Wealth and Influence


FACTION LOCATIONS
The Confraternity does not have a truly central structure,
because it started as an autonomous movement. Now that
it has been recognized by the Church of Bones, it has its
main branch in Nochemburg where Odo Two Lives resides,
appointed as a Faction representative by the members of the
Temple themselves.

WHO CAN JOIN THE FACTION


Not all the Mortified feel obliged to actively participate in
the life and objectives of the Confraternity. Some see the
Church of Bones as nothing but a political power that can
only distance souls from the search for the Truth of Bones.
On the contrary, zealous Mortified are convinced that theirs
is a mission of personal salvation as well as a serious call of

Confraternity
evangelization. What better candidate than them to grow
the ranks of the Confraternity?

HOW TO JOIN THE FACTION

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.

RANK 1 - MORTIFIED BROTHER


Fame earned in the Faction to spend: 3
Requirements: Having shown dedication to the purposes of
the Confraternity; having worked hard for the Mortified
community to which you belong.

You are perfectly inserted in the mechanisms and life of the


Confraternity. You will be assigned tasks by the Church of
the Bones and the Confraternity in your role as an operative
agent, and participate in various Mortified functions as an
active member, even beginning to take novices under your
wing.

RANK 2 - MORTIFIED SUPERIOR


Fame earned in Faction to spend: 15
Requirements: Having demonstrated fortitude, solved
problems at the Confraternity or offered great service to
the Church of Bones, as well as showing great magical skill.

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

Wealth and Influence


OBJECTIVES
Serve and represent the Khanate, bring every possible bene-
fit to the Khan through political friendships and ties.

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.

WHO CAN JOIN THE FACTION


There are many ways to serve the Khan as an emissary and

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.

You are expected to perform simple duties as servants of a


higher rank Emissary. Your service to the Khan is not nec-
essarily public and can take the form of a minor bureaucrat,
observer, or servant to your superiors as you take care of the
most disparate but simple tasks. You do not enjoy direct
protection but can find refuge in their embassy of reference.

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.

You are a trusted agent in the Khan’s service, dealing with


political and often secret missions entrusted to them by a
higher rank Dignitary. You can delegate the Khan’s servants
to carry out these missions and can now find refuge and
assistance in every embassy.
On becoming an Emissary, you also begin your political ca-
reer in the Courts and Palaces, participating as a guest out
of friendship with the Khan.

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

Wealth and Influence


FACTION LOCATIONS
Nova Marina houses the magnificent headquarters of the
Fellowship of the Compass, a beautiful white marble build-
ing decorated in blue and gold which dominates a large
part of the merchant port of the city, including dedicated
docks and a rich commercial fleet. Every self-respecting
large port has a branch office of the Fellowship, though
they might also be present in strategic places in cities not
directly on the shore.

WHO CAN JOIN THE FACTION


The Fellowship needs arms and minds within its ranks.
Anyone who is ready for an adventure that does not exclude
profit, can be the right candidate for the Fellowship: mer-
chants, adventurers, scholars, but also scoundrels or war-

Fellowship
riors, can try their luck with this Faction, travelling by sea
and towards unknown lands.

HOW TO JOIN THE FACTION

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.

Novices begin working for the Fellowship of the Compass by


being assigned to an administrator. You will probably have to
board a ship with a very specific, albeit low-level, task.

RANK 1 – FELLOW OF THE COMPASS


Fame earned in the Faction to spend: 3
Requirements: Demonstrate the skills, competenc-
es, courage and entrepreneurship that are typical of the
Fellowship. Leadership and organization are highly
sought-after qualities.

You are now a low-ranking officer and recognized member


of the Fellowship of the Compass. You begin your career
within the Fellowship and may hold various leadership
roles on a ship or at a Compass post. Members who prove
themselves at this rank of the Fellowship could become
Boatswains or even take command of a minor ship in a fleet.

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.

You become part of the Compass Fellowship Command


with a rank equal to that of Commodore. Thanks to this
new position, you have the ability to manage the commer-
cial policies of the entire Fellowship together with the other
members of the Command. You receive a significant por-
tion of the glorious merchant fleet and direct income from
trade earnings.

219

Wealth and Influence


FACTION LOCATIONS
The People’s Army has hidden cells scattered throughout
the Holy Kingdom; in particular its headquarters are re-
portedly in San Mastino, while the Command is currently
located in Montetorto in the Confederation. The People’s
Army is always ready to “assist” poor people in destabiliz-
ing the Holy Kingdom. What the Confederation does not
realize is that the “People” are also questioning their meth-
ods and their rule, not so different from those of the Holy
Kingdom.
If Maria Grazia ‘The Powerful’ only knew about the se-
cret cell of Nova Marina...

WHO CAN JOIN THE FACTION


The People’s Army needs everyone. Its backbone are mer-

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.

HOW TO JOIN THE FACTION


Joining the ranks of the People’s Army is a voluntary act.
Outside the territories of the Holy Kingdom it is easier to
The name “People’s Army” comes from the initiative pro- get in touch with a representative group and join its ranks,
posed by its founder, Wolfgang Gabrinus, to establish a law while within the domains of the Church, only whispers and
in San Mastino that required half of the city army to be un- wit, combined with a good dose of discretion, can bring a
der the control of an elected People’s Court in order to op- character closer to a hidden cell that could surprisingly re-
pose the injustices perpetrated by the Church of Bones and veal itself behind any ordinary person.
the Aristocracy. After the arrest of Gabrinus, the merchants
and the people who supported him transformed his idea MANAGING CHARACTERS IN THE FACTION
into a secret but concrete rebellion to demand even more The Army can be served with small gestures, as its back-
justice. The wolf has been freed from the cage, and now the bone is made up of commoners who help as they can, acting
Confederation has taken command of this movement that as a network of information and offering shelter to spies
is growing day by day, driven by only one well established and exiles, or sometimes secretly moving goods. The actual
ideal: freedom! combatants of the Army are only waiting for the most pro-
However, it remains clear that the movement has many pitious occasion to strike a well-aimed blow to the estab-
detractors both in the Confederation and in the Holy lished order. All this must be handled with extreme care: in
Kingdom, who would gladly do without the presence of a addition to the lives of the brave few, there is also that of
subversive individual like Wolfgang. their families at stake. Dissidents who talk about democra-
cy make for a dangerous influence, and their children will
OBJECTIVES probably not be viewed much differently.
What the Army aims at is as conceptually simple as it is
almost impossible to achieve: the overthrow of the aristo-
cratic government of the Holy Kingdom in favor of a more
modern administration, where the people and the middle
class can be the makers of their own destiny.
For some it is a dream; for most it is nothing but madness.

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.

RANK 1 - SOLDIER OF THE PEOPLE


Fame earned in the Faction to spend: 3
Requirements: Showing faith in the cause by risking ones’
own safety and carrying out a risky task for the People’s Army.

You join the organization by becoming an active member.


You know the affiliates of your cell of reference and a direct
superior and may be called to action for dangerous missions
or invited to proselytize in favorable environments, all the
while maintaining your anonymity. Dissidents always help
a Soldier in case of need.

RANK 2 - LEADER OF THE GENTILES


Fame earned in Faction to spend: 15
Requirements: Having achieved great results for the People’s
Army and having revealed their involvement publicly to
win the hearts of new Dissidents, after having achieved an
important success. RANK 3 - COMMANDER OF THE PEOPLE
Fame earned in Faction to spend: 30
You are considered a Hero of the Army and one of its key Requirements: To forge ties of understanding with a power
figures, becoming increasingly more important within the hostile to the Holy Kingdom, to demonstrate great skills of
organization of the movement and acquiring direct con- command and strategy, as well as the ability to draw people.
trol of a group of People’s Soldiers. The forces in opposi-
tion to the aristocratic rule of the Holy Kingdom become At the moment there is no formal People’s Commander:
your supporters, who turn all your Fame into infamy for the Wolfgang Gabrinus, the Tribune of the Peoples, is con-
Holy Kingdom. sidered at the head of the movement but has not yet ob-
tained the necessary support from a power hostile to the
Special, Ignite the Soul. You are capable of instilling strong Holy Kingdom to be able to bring the People’s Army closer
emotions in people’s hearts and motivating them to take to achieving its next goal. People’s Commanders count as
what is rightfully theirs: freedom! Dissidents love the a political leader in the balance between nations, and for
People’s Courts and are willing to fight, if not die, to sup- this reason they are in a dangerous position albeit one of
port them if asked by one of them. When this happens, great strength. On reaching this status, it will become very
Rank 1 NPCs count up higher in the calculation of their hit difficult to distinguish enemies and friends: understanding
roll and damage, treating commoners’ improvised weapons whom to trust and the actual resources that can be mustered
as standard ones. are among the most difficult tasks for the Commanders of
the People, who must also dedicate their lives for the free-
dom of the people.

221

Wealth and Influence


FACTION LOCATIONS
The seat of the Simple Church is in Albea, in the
Confederation, where the Cathedral of Saint Catonice of
Twilight, the main temple of the Pug Heresy and place
where the relics of the Saint are kept along with the bones
of the small paw of Index IV. There are several other im-
portant sanctuaries, abbeys and monasteries that preach the
Simple Doctrine scattered across the Confederation and
rural areas of the Green Pit, but nothing comparable to the
churches of the Classical Doctrine.

WHO CAN JOIN THE FACTION


The Pug Heresy has a purely spiritual mission: it is not so
belligerent as to need armies, it is not so intolerant as to
have an Inquisition, it is not so extreme as to accept fanat-

Pug
ical deviations. For this reason, it is mainly composed of
priests and scholars who practice and discuss the Simple
Doctrine of Indicants.

HOW TO JOIN THE FACTION


Heresy
To serve the Simple Church it is necessary to undertake a
spiritual journey made of reflection and renunciation, charity
and service, and a good dose of duty and sacrifice against the
current that powerfully pulls you towards the glories of the
Classical Doctrine: resources, power, and the fear it inspires
The religion most followed in the cosmopolitan with its armed forces and inquisitors. To begin your career
Confederation, based on the teachings of the Order of within the Pug Heresy you need to take your vows in an
Indicants, opposes the traditional Church of Bones not affiliated order or sanctuary with the Stripping Ceremony, in
on a dogmatic level, but on the management of tempo- which you renounce all your material possessions.
ral power. Indicants believe that the Church should not
hold temporal power and swear an oath of renunciation MANAGING CHARACTERS IN THE FACTION
of material goods, stripping themselves ‘to the bone’ to re- The Pug Heresy would appear to be a cleaner and better
discover what is sacred in everyone. Lacking a strong cen- version of the Church of Bones, in which the main inter-
tral organization, it is run by a group of Occiput Heretics ests are to deal with spiritual problems and have a humble
who administer the souls of the major Confederate cities, standard of living, but maintaining a Church still holds a
whose most important representative is the Occiput of high cost. Corruption is always just around the corner and
Albea, currently occupying the position of antipope at the innocence is often confused with naivety in a young insti-
head of the Simple Church: Talus II. He is a pug, as was tution called to discuss ancient and timeless topics. Indeed,
Index IV, despite not being of the same family. This legacy not all its ecclesiastical members have converted from the
contributed to the affirmation of the derogatory nickname Classical Doctrine out of pure spiritual needs. Characters
of Pug Heresy. who choose to undertake the path of the Simple Doctrine
should explore these themes, eventually taking part in the
OBJECTIVES choices that will form the backbone of this new Church.
The Simple Church wants to organize itself to increasingly Characters who come from the Holy Kingdom and develop
oppose the Nochemburg Church, guiding a greater number an interest in the theses of Index IV and the Heresy will
of souls towards a just and measured life, without falling have to constantly look over their shoulders...
into the degenerate excesses that characterize its ancient
counterpart. The election of a true antipope and a strong RANK 0 - STRIPPED
evangelization in new territories are the current main pre- Requirements: Attend a Stripping Ceremony and take an
rogatives of the Pug Heresy. oath at the Simple Church.

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.

RANK 1 - SIMPLE TARSUS


Fame earned in the Faction to spend: 3
Requirements: Being a priest. Serving your community
with dedication and following the Simple Doctrine.

You become a leader of a small Indicant community. You


are in charge of children’s education and supporting activ-
ities, and must continually work for the community or the
Rank may be withdrawn.

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.

RANK 2 – SIMPLE COSTOLARE


Fame earned in Faction to spend: 15 basin dedicated to the Simple Church to the point of mak-
Requirements: Gaining the support of influential and ing it necessary to establish a new Occipitary, or alterna-
powerful resources for the sake of the Simple Church tively replace an Occiput after having proven to be a great
and acting in the interests of the community in the role Ribber by winning the support of a governor or an Occiput.
of Tarsus.
The Occipitary Council of the Simple Church is more flex-
You are now responsible for a group of small commu- ible than its counterpart of the Holy Kingdom, not being
nities or a city community that placed trust in you, and limited in number but rather in continuous development. At
on whom you can rely in case of need. The Cathedrals of the moment it is made up of only four members, each lead-
the Costolares are financed by wealthy faithful who be- ing the only communities large enough to justify an Occiput:
lieve that the salvation of the soul, and making a good Albea, Nova Marina, Wind Town and Liveccia. This council
impression on the community, count more than money. is the strategic fulcrum of the Simple Church and is directly
City administrations of the Indicant communities must supported by the Confederation and by enemies of the tra-
necessarily come to terms with the Simple Church, and ditional Church, relying on their numbers and resources. At
for the good of the community itself they have an interest the head of the council there is Talus II, Occiput of Albea.
in making it a fruitful collaboration for both parties. It is said that Talus II used to be an incredible and generous
figure for the Church, but that with the passing of years he
RANK 3 - SIMPLE OCCIPUT became hungry for fame and a little too attached to materi-
Fame earned in Faction to spend: 30 al goods and reliant on strong political support, which may
Requirements: Having transformed a Rib into a thriving have to with his easily malleable nature.

223

Wealth and Influence


time, and it is forbidden to actively participate in political
life, except as an advisor. Someone however, driven by mere
thirst for power or perhaps higher purposes, is endangering
this precarious balance.

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.

WHO CAN JOIN THE FACTION


Members of the Order must be interested in studying for
years until they reach an understanding of the very fabric of
Since the appearance of the first magic users, one thing reality, as well as unlocking the secrets of matter and of the
has been clear and evident: knowledge is power. And what mind. Members of the Ordo are convinced that power must
knowledge is higher than that of the Magi, discoverers of be regulated if there is an inability to do so independently,
Universal Secrets and holders of the Magna Ars, as well as and controlled by a group of bright and enlightened minds
guardians of the future of the world? None. to bring anyone back onto the right track. Alchemists and
But power has always frightened those who do not have Magi are arrogant at times, but this personality trait can be
it, just as things that are difficult to understand are feared, used in service of the Ordo if channeled in the right way.
and the Magi embody both these aspects. Thus, a circle of
illuminati met in the First Conclave and founded the Ordo HOW TO JOIN THE FACTION
Artis Occulta, whose purpose was to check that the fabric In order to join the Ordo Artis Occulta it is necessary to
of reality and the very integrity of the world were not af- be introduced by a Master of the Order. Aspiring mem-
fected by any of the Magi. The first decision of the Conclave bers need to have skills, acumen and understanding of its
was to establish the Arcane College of Montetorto, so as precepts as well as a great knowledge in the field of magic.
to carry on the legacy of the Ordo with new generations. For some time, the Ordo was also open to the most talented
Unfortunately, the Ordo was not far-sighted enough to alchemists, but very few from this category are taken into
foresee that someone from the inside could contravene consideration.
certain founding rules, placing too much trust in the Magi
themselves. This caused a terrible accident that upset the MANAGING CHARACTERS IN THE FACTION
balance of power of the world, revealing things that should Dedication to the Ordo is a conceptual and philosophical
never have been revealed. The culprit of this event, the choice based on believing in the need for a greater good.
actual consequences of which are still kept secret by the The Ordo has often nebulous plans for the populace as well
leaders of the Ordo, was obscured in damnatio memori- as for its lower-ranking adepts, sometimes so long term as
ae, erasing all traces from books and written sources. Since to appear random sequences of unrelated tasks; for those
that moment, the College has been dissolved in favor of far-sighted enough, these plots will prove to be the most
the Alchemical Academy, and two fundamental rules have complex canvases of events designed for years to come.
been established: a Magus can only have one student at a The more you climb the ranks of this Faction, the more

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.

Novices are introduced to the mysteries of the Ordo Artis


Occulta by a Master and take an oath of service to the
Order. The oath is magically bound by a ritual held by the
Masters and lasts for the whole life of the initiate. At a low
rank, the Ordo leaves a lot of freedom to its novices, assist-
ing them in their path of growth so that they can better
train and become precious resources for their purposes. The
tasks entrusted to the novices are truly just evaluation tests
or small actions apparently unrelated to each other: recover-
ing an object, advising the head of a village, listening to the You understand the aims of the Ordo and are now ready
report of a particular character. All pieces of a much larger to participate actively in the life of the Faction. You are
and more complex scheme. acknowledged to have developed and integrated into the
society and culture of the Magi, and participate in local
Special, Secret Eye. Each novice must swear allegiance to conclaves where your words are taken into consideration.
the Ordo through a particular ritual that connects all mem- The Faction now entrusts the you with more delicate tasks,
bers with a magical seal. This enchantment allows members and beside meeting important figures, you also gain basic
of the Ordo to communicate with each other. Through it, knowledge of the world and magic through access to the
you learn the message cantrip but can only target a crea- Ordo’s magnificent libraries.
ture that you know is marked with the Secret Eye, ignoring
distance restrictions. Those with the Secret Eye also learn RANK 2 - MAGISTER
detect magic which they can cast at will without consuming Fame earned in Faction to spend: 15
slots or enchantment points. Additionally, if you attempt to Requirements: Take a novice under your wing and demon-
reveal an Ordo secret whilst Rank 2 or lower you must pass strate that you can guide the future of newer generations of
an Intelligence saving throw (DC 15) lest the Conclave the Ordo.
learns it has been revealed.
You are recognized as Magisters while the protection and
RANK 1 - ORDAINED the eye of the Ordo also focus on their novices, even if it
Fame earnings in the Faction to spend: 3 is still up to the Magi to understand the right moment to
Requirements: Have shown that you understand the aims introduce their novices to the mysteries of the Faction. You
of the Ordo and that you are a suitable candidate for the may now participate in the Concilia Magistrorum, where
fulfilment of its plans. the masters of the Ordo gather to discuss the future of the

225

Wealth and Influence


Faction, the developments in the field of Magna Ars and
Alchemy, and the status of the world balance. Deeper se-
crets are revealed to the Magisters: from the composition of
Creating
a Faction
the world and how history is and should be guided, to the
obscure limits that must not be crossed and their possible
consequences.

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

Wealth and Influence


Careers
As with becoming members of a Faction, each character can
try to engage in a personal project, creating their own path
or career. Becoming the best sword wielder of Salso Nero,
being considered the best Storyteller in the Holy Kingdom
or becoming known as the Dark Hunter are all examples of
careers focused more on one’s personal glory rather than that
of the large number of members of a Faction. Nonetheless,
careers also make use of the Fame resource.
In terms of the game, characters can build their own spe-
cial Faction, a career, often closely related to the story and
personality of the character themselves, in which they can
invest Fame to represent their notoriety outside Factions.
What follows is a list of some careers ready to be played,
while the later part of the chapter provides instructions on
how to set up your own custom careers.

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.

Special, Adaptable Handicraft. The knowledge you have ac-


quired in the field of artisanship turns out to be useful in
lateral activities, even ones unconnected to your proficiency.
Once per session, when you spend inspiration to gain ad-
vantage on a roll, you can also apply youry craft knowledge
to a problem or situation not directly related to their field,
adding the proficiency bonus granted by their favorite item
to the roll - as long as they provide a roleplay explanation
that satisfies the GM. If you were already proficient in that
roll, you do not stack the two bonuses but have the oppor-
tunity to choose which bonus to apply.

229

Wealth and Influence


Artist
Art is an important part in the life of the inhabitants of RANK 2 - RECOGNIZED
Vesteria: whether sacred painters in the pay of the Church You are a sought-after and well-liked artist in any envi-
of Bones in the Holy Kingdom, the actors who tread the ronment where your art can be appreciated, and have an
stages in Salso Nero, or the favorites of the patrons of the advantage on social interaction checks with those belong-
Confederation, there is always great demand for talent ing to these circles and who are admirers of your work.
and desire to enjoy the fruits produced by the arts. An art- Additionally, you are considered a master of your discipline
ist has the choice of infinite fields in which to specialize, and can instruct apprentices.
from the traditional schools of painting and sculpture to
the virtuous stages of dance or music, as well as any oth- RANK 3 - FAMOUS
er discipline through which artistic sensitivity can convey You have reached the highest artistic peak in your field,
emotions to people. joining the ranks of artists who have gone down in history.
On reaching this level of experience, you are now able to
RANK 0 - APPRENTICE influence the judgment of the powerful and start new fash-
Requirements: Being introduced to the work of an artist by ions. Once per session, you can spend inspiration to change,
a master to become an apprentice. for a short period of time at the GM’s discretion, the com-
monly held idea about any element, item or thought in soci-
You embark on the desired artistic path and obtain profi- ety, making it a popular or particularly despised trend.
ciency in a musical instrument or in an artisan’s instrument
connected to it, guided by a master who advises and in-
structs you.

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.

Special, Impress with Art. Your artistic skill allows you to


create works that, in addition to guaranteeing an economic
income, help you to increase your Fame. Each time you per-
form or create a work of art, you can try to impress someone
present at that moment and with a higher Fame than yours
through a check related to your artistic field with difficul-
ty decided by the GM depending on the situation. If suc-
cessful, each time you acquire Fame with a specific activity
of your career, you gain additional Fame for each NPC of
higher fame who was present at that moment and whom
you were able to impress.

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.

Special, Art of Maps. You always have at hand the necessary


equipment to draw up a map of the surroundings and the
routes you take, even with makeshift means. This makes it
virtually impossible for you to lose their way, unless super-
natural circumstances occur...

231

Wealth and Influence


Historian
History is written by the winners, who shape it in their own RANK 2 - CRITIC
image and likeness, and it is the mirror of facts accounted You are recognized for your judgment on events and for
for by the pen of those who report them. Being a success- your great knowledge of how these are part of a cycle of
ful Historian in Vesteria means being a master of how the very specific causes and effects and are therefore sought
world will remember the events of yesterday and explain after as an advisor, listened to with great attention. You
the situation today. This delicate work is constantly caught are always well received in the higher circles and receive
in the balance between facts and opinions: an objective hospitality as welcome guests even in territories that are
history can never be presented but a reliable one, perhaps. hostile to your place of origin. You can use your History
Historians who set themselves the task of reporting facts skill to persuade someone on matters of political or stra-
will have to choose which truth to lean towards, and wheth- tegic advice.
er to let academic or personal interest prevail.
RANK 3 - CANTOR
RANK 0 - CHRONICLER When narrated by yourself, history rises to a poem appreci-
Requirements: Ability to read and write, proficiency in history. ated throughout the continent. Your role as an independent
authority is protected by treaties of immunity. Hosting you
You travel through the lands of Vesteria to keep track of the in one’s own estates is considered an honor and is disputed
most significant events that animate the continent. Whether among the greatest protagonists of power in the whole of
at the service of a noble, an institution or an intellectual free Vesteria.
from constraints, a chronicler is driven by the curiosity to
fully discover the wheels that move the great mechanism of
history. You gain proficiency in calligrapher’s tools.

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.

Special, Writing History. You are a skilled writer, capable of


telling historical events with passion, glorifying its protago-
nists. During a long rest, you can spend your time redacting
the records of events involving yourself, earning your com-
panions who have accumulated Fame since the last time
this task was taken up, an additional Fame point for each
career rank.

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.

Special, Understanding and Explaining. You have excel-


lent understanding and memory skills and are able to eas-
ily transfer knowledge. Once per session, when you spend
inspiration to gain advantage on a roll, you can choose to
use Intelligence or Wisdom as a reference trait, even if the

233

Wealth and Influence


Official
Since civilizations and societies have existed, power has al- a rank equal to that of the Official, and who has resources
ways had to be harnessed in well-coded schemes, laws and and skills to help the you within the limits deemed appro-
practices. Politics is the art of power management: paint- priate by the GM. This feature can function like the villain’s
ing alliances, sculpting edicts, singing praises and acting “Part of the Plan” ability, triggering a flashback scene.
with a mask. In Vesteria, where power is the most coveted
object, politics is a ferocious, violent, devious and strategic RANK 2 - ADMINISTRATOR
art, which requires finesse, wit and charm. Entering the Administrators are persons of great influence in their own
whirlwind race of politics is as intoxicating as it is danger- political environment of reference, where they have reached
ous, but it is a necessity that drives some to get involved: positions that make them important protagonists. You
after all, every puppet show needs a master puppeteer to have attracted the most diverse contacts from every walk of
pull the strings. life, each with interests that potentially rest in your hands.
Politicians always have many friends in the open and many
RANK 0 - MINION enemies in the shadows; they truly fear failure and can lose
Requirements: Gaining the trust of an official and being in- everything in the blink of an eye. Despite the risks associated
troduced to political office. with this career, the privileges they can win are unmatched.

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.

Special, Redeem Favors. In politics there is always a credit


to be collected, an eye to close, or a favor to redeem. Once
per session, you can spend inspiration to ask for a favor to
be “returned”: this causes the intervention of an NPC with

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.

You have chosen to continue on the path of crime after hav-


ing committed a crime. You begin to make contact with other
petty criminals and the like, hiding from the law, which earns
you proficiency in camouflage or disguise tricks.

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.

Special, I know a guy. You always know a representative of


some criminal gang who has the skills or resources neces-
sary to overcome an obstacle and be useful for some specific
job. Once per session, you can spend inspiration to treat a
number of NPCs equal to or lower than your Career Rank
as minions until the end of the task, in agreement with the
GM. The rank of these followers must be lower than the
career rank of the outlaw.

235

Wealth and Influence


Sailor
In a peninsular continent like that of Vesteria, with three RANK 2 - BOATSWAIN
sides bathed by the sea and the fourth closed by an impos- You have become one of the ship’s officers and have a role of
ing mountain range, navigation has always been of funda- great responsibility dealing with the management of crew-
mental importance for trade and travel. The call of the sea members and resources. Your name has traveled the seas as
has always attracted the inhabitants of both sky and land, much as the ship you sail, reaching ears near and far. You
pushing them towards the adventurous unknown with all have at least one contact in each port of Vesteria and gain a
of its risks and rewards: while sailing, many have found spyglass as a symbol of their status.
luck, but far more have lost everything. Sailors cannot re-
sist the call, driven as they are by their heart or by the mere RANK 3 - CAPTAIN
need to earn money. You have earned the right to command a vessel and your
Fame has crossed the sea, reaching even territories far from
RANK 0 – CABIN BOY the coasts where you usually set sail. Only the wealthiest
Requirements: To be accepted aboard a ship. can afford your services (unless yours have chosen... “alter-
native” approaches, such as piracy) and your exploits blend
You begin your adventure at sea by carrying out the hum- with legend in the stories told on the piers or inside harbor
blest tasks on the ship. In addition to working on or below inns: each time you gain Fame through feats performed at
deck, finding some sort of leisure while sailing is important sea, they gain 1 additional Fame point.
in order to lighten the time spent on sea. For this, you gain
proficiency in a game and, every time you win in that game
(whether cheating or not) they gain inspiration.

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.

Special, Fortune of the Sea. If you are at sea or on a ship,


when you roll a 1 on any die roll, you can roll again and keep
the second result. You can use this ability a number of times
per long rest equal to your career rank.

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.

You have joined


a military organization, whether it is a mercenary group
or a regular army. Your commitment and devotion lies with
the organization you have joined, in which you are deployed
among the reserves and trained in the art of war. You gain
proficiency in an artisan tool and in the Survival skill.

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.

Special, Warrior Life. You live to fight and fight to live.


Whenever you gain Fame through the use of weapons and
warfare skills, you gain 1 additional Fame point per career rank.

237

Wealth and Influence


238
Creating a Career
In Vesteria there may be the most varied careers imagin- RANK 2 - EXPERT
able. Players should feel free to suggest a career for their Characters are widely recognized in their sector, obtaining
character to get started in and develop. Some careers are social privileges that go beyond the boundaries of their pro-
deliberately open to very broad categories and are consid- fession. Their services are sought after, desired or employed
ered as generic examples, but more targeted specializations by the wealthiest classes. This helps them establish new
can also be created. Whether you want to explore the career contacts, and their new career rank also earns them subor-
of a Cook or that of a Spice Trader, below you will find the dinates and resources to manage.
outline to create personalized ranks and specialties.
RANK 3 - SUPREME
RANK 0 - AMATEUR Characters have reached the peak of their career. Their
Requirements: To access a career it is important that the Fame goes well beyond the concept of famed profession-
requirements dependent on the actions of the characters are als, putting them on the same level of the most important
met, so that the choice of which career to undertake is al- members of the high classes, allowing them to earn privi-
ways active, sought-after and simple for novice characters. leges and honors.

Characters have just entered the profession and have ev-


erything to learn. Their career does not produce wealth but
provides some advantages, such as the acquisition of a sim-
ple proficiency related to it. Usually the character is guided
by superiors.

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.

Special, Career Privilege. The career privilege is obtained at


Rank 1 and is the backbone of the career itself. It is a unique
ability that defines why the character has undertaken the
career and usually scales up along with the character’s ranks,
to reflect the progression of the character’s abilities and
growing influence.

239

Wealth and Influence


240
Chapter Seven - Equipment of Vesteria
istoria is set in a heavily European Renaissance inspired setting, meaning its items and traditions are a little
different from traditional high fantasy. It also tries bridging the gap between the suspension of disbelief of
playing anthropomorphic animals and the research and detail of the world itself. The best way of exploring this
is through the use of specific equipment, allowing any armiger Weasel to fend for themselves in a duel with a
parrying dagger as guard while they take down opponents with a side-sword, shielded by the thick layers of a
gambeson; or a Felid to aim true with their musket behind a tavolaccio from the rear guard. The chapter carefully details armor,
weapons, firearms, item properties and rules to make equipment a tool capable of bringing players deeper into the world of Historia.

241

Equipment of Vesteria
Armors
Name Cost AC Notes

Gambeson 10 gp 11 + Dex modifier Light

Studded tabard 5 gp 11 + Dex modifier Light, Special

Brigandine 45 gp 12 + Dex modifier Light, Concealable

Ring Mail 10 gp 12 + Dex modifier (max 2) Medium, Concealable

Chain Mail 50 gp 13 + Dex modifier (max 2) Average, Hindrance

Cuirass 150 gp 14 + Dex modifier (max 2) Average, Hindrance

Lamellar Armor 400 gp 14 + Dex modifier (max 2) Aristocratic, Medium

Aristocratic, Medium,
Half Plate 750 gp 15 + Dex modifier (max 2)
Hindrance

Padded Jack 40 gp 14 Heavy, Hindrance

Reinforced Hauberk 200 gp 16 Heavy, Hindrance

Aristocratic, Heavy,
Plate 1500 gp 18
Hindrance

ARMOR FEATURES • Hindrance: wearing this suit of armor encumbers


• Light, medium, heavy: they can be worn without checks on stealth and acrobatics. Avians cannot fly
problems by those with the necessary proficiency. while wearing armor with this property.
If worn without competency, characters suffer from • Concealable: this type of armor can be worn
disadvantage to hit rolls, ability checks and saving underneath civilian clothes that conceal its existence
throws and are unable to cast spells. at first glance.
• Aristocratic: weapons and armor with this property • Studded Tabard: the wearer of a tabard is regarded as
are indicative of a certain position in society or at least wearing no armor from a social point of view.
wealth. Wearing them implies a high social status, for
better or for worse.

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

Armored Fist 10 +1 Reinforced fist

Shield 10 +2 Parry

Targe 25 +3 Cumbersome, Parry

Pavise 25 +5 Cumbersome, Special

PROPRIETÀ DEGLI SCUDI • Cumbersome. Due to the considerable size of this


• Armored Fist. By holding this shield and a light shield, the speed of those who use it is reduced by
weapon or a weapon with finesse quality on the 1.5m and apply the effects of a Hindrance armor.
other hand, a character can use the shield to make a • Paviseo. The AC bonus granted by a pavise shield is
secondary hand attack as a bonus action, as if wielding only applicable against ranged attacks and cannot be
a simple weapon that inflicts 1d4 bludgeoning damage. added to AC bonuses from cover. A pavise is not held
• Parry. If characters wealing this shield take a critical but it has to placed with an action, and once placed it
hit, they can use their reaction to stop the hit with the is able to stand autonomously and facing in a specific
shield, reducing the critical hit to a normal successful direction, allowing the user to have both hands free.
attack but destroying the shield. To gain this bonus to AC, the user must remain
behind the kite shield as if it were a cover but without
enjoying its specific effects.

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)

SIMPLE RANGE WEAPONS


Name Cost Damage Notes

Blowgun 1 1 piercing Ammunition (short-ranged)

Bow 8 1d6 piercing Ammunition (long-ranged)

Light crowssbow 8 1d8 piercing Ammunition (long-ranged), Light Loading

Sling 1 1d4 bludgeoning Ammunition (medium-ranged)

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

RANGE WAR WEAPONS


Name Cost Damage Notes
Bent bow 16 1d8 piercing Ammunition (long-ranged)
Hand crossbow 20 1d6 piercing Ammunition (short-ranged), Reload
Heavy crossbow 16 1d10 piercing Ammunition (long-ranged), Reload

ARMOR FEATURES • Pair. When used as a secondary weapon, along with a


• Polearm. A weapon of this type can use the benefits light weapon or with the Finesse quality that does not
of the talents and traits specific of polearm weapons have Pair, it gives a +1 bonus to AC.
and, when using inspiration narratively exploiting the • Concealable. If the weapon is hidden, rolls to detect
characteristics of the weapon, the weapon’s Damage it have a disadvantage and the user can try to stay
rises to 2d6. hidden by performing a check with disadvantage.

246
Axe Coulter
Battle Axe
Morningstar

Flail
Cinquedea

Parryn Bastard Sword


Dagger
Saber
War Axe
Zweihander

Great sword

Triblade
Blade breaker
Side-sword

• Dagger/Stiletto. There are versions of these weapons, SUPERIOR QUALITY


sold at a high price, which hide their shape in • Flambard Weapons. A flambard weapon costs an
common objects such as jewelry, knick-knacks additional 250 coins, gains the aristocratic quality,
or common tools. If well-made, they will not be and while using it, the character’s AC increases
identified as such except with a check to study them by 1. Weapons that can become flambard are the
carried out with a disadvantage. Cinquedea, Left Hand, Bastard Sword, Great sword
• Blade Breaker. After being hit by a creature’s attack, on and Zwaihander.
the next turn the character has advantage on attacks • Rodelian Weapons. A weapon created in the manner of
and disarm checks made against the same creature. the refined Rodelian artisans costs 400 additional coins
• Triblade. After being missed by a creature’s attack, in and when used proviDex +1 to hit and damage rolls.
the next turn characters have an advantage on attacks • Some artisans may use rare sources of alchemical
and checks to disarm against the same creature power or ancient relics to give a weapon mysterious
• Zweinhander. If the character has advantage to hit, and supernatural.
Damage increases to 2d6.

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

AVIAN MELEE WAR WEAPONS


Name Cost Damage Note

Clawer 20 1d10 slashing Special

Feathersword 10 1d4 slashing Finesse, Light, Special

Peckaxe 16 1d8 slashing Special

Pecker 20 1d6 piercing Finesse, Special

Plumeblade 16 1d6 slashing Finesse, Special

Plumesword 20 1d8 slashing Special

Rapax 16 1d8 piercing 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

Falconet 150 4d8 bludgeoning Artillery, Ammunition (medium-ranged), Heavy

Musquet 50 2d12 piercing Two-handed, Ammunition (medium-ranged), Heavy

Pistol 40 2d8 piercing Ammunition (short-ranged), Handy

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.

• If characters suffer a critical shot from a firearm, in d20 Wound - Effect


addition to the normal damage of the attack they Losing a Hand or Arm. Characters can no longer use items
suffer 1d6 of weakening levels. that require both hands and can only hold one item at a time.
• If characters reach 0 hit points and suffer a critical hit, They also incur disadvantage to checks on Strength and
they suffer 1d6 weakening levels. 1
saving throws that require the use of two hands. Stabilizing
• Suffering a massive amount of damage, such as falling this wound requires a check with DC 15 on Wisdom
(Medicine), which is repeated every turn until stabilized.
from a great height or being caught up in explosive Failing the check causes one level of weakening. The loss of
disasters, can cause up to 1d6 levels of exhaustion at a limb cannot heal except through powerful magical effects.
the GM’s discretion. Losing a Leg. The speed of characters is halved. They
fall prone after using the Sprint action and incur dis-
The exhaustion levels then become the main cause of death for advantage on Dexterity saving throws to stay in balance.
a character and are transformed into the mirror of Historia’s Stabilizing this wound requires a check with DC 15 on
2
ruthless reality, removing the game from the practice which Wisdom (Medicine), which is repeated every turn until
stabilized. Failing the check causes one level of exhaus-
returns a character to full strength only thanks to the recov- tion. The loss of a limb cannot heal except through pow-
ery of a few hit points, even after being close to death. erful magical effects.
Losing an Eye. Characters incur disadvantage on sight-
These must be considered as serious wounds, with narrative, based Perception checks and attack rolls made with ranged
aesthetic or practical consequences for the character. weapons. If they lose both eyes, they will become Blinded
When characters suffer a critical hit or attack and go below permanently. Stabilizing this wound requires a check with
3
the 0-hit point threshold, they suffer a Wound. DC 15 on Wisdom (Medicine), which is repeated every
turn until stabilized. Failing the check causes one level of
To determine a Wound, the GM can roll a d20 and ap- exhaustion. The loss of an eye cannot heal except through
ply the corresponding effect of the following table. powerful magical effects.
Debilitating Wound. Depending on how the wound is
caused, the GM chooses between a saving throw or two
of your character’s Strength, Dexterity, or Constitution
skills in which you will have a disadvantage. Each turn
4
spent without this Wound being stabilized with a Wisdom
(Medicine) test with CD 15 causes one level of exhaustion.
Recovery from the consequences of a debilitating wound is
only possible with powerful magical effects.

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.

SEQUENCE • The player narrates the result of the roll, receiving


A sequence represents the telling of a specific event, taking information from the GM if applicable, and adds
place in both a specific time and space, concerning the char- a narrative hook that can be used by players that
acters. Exploring the Green Pit to look for shelter, armed follow. The GM makes note of successes (and failures)
conflict with the Salso Nero guards, a speedy retreat from towards reaching the objective.
the Brethren’s troops, attending the Spring Grand Ball, • Once all players have had a turn, a new round starts,
smuggling into the treasure vault without being spotted are and players can take another action.
all examples of events that can be planned into a sequence.
Sequences are typically of three kinds. The sequence ends if:
• One of the players has to make a check with 0 hit points;
FREE SEQUENCE • All the objectives have been successfully met;
Traditional roleplaying scenes, that should be used to de- • There are too many failures.
fuse the tension and ease the rhythm between two harsher
sequences. A chance to make ability checks or to employ Once the sequence ends, any incomplete objective is consid-
traits and privileges, if you choose to do so. ered failed, and players must face its related consequences.

NARRATIVE SEQUENCE SHARED NARRATIVE


These are sequences that tend to include exploration and This type of sequence lends itself to shared storytelling, in
interaction with surroundings, and are generally employed which the GM doesn’t actually know what the players will
to narrate movement in hostile terrain of some kind or to encounter. During their turn, each player will be in charge
highlight a string of problems that the party must solve of setting the difficulty they’ll have to face by creating a
with their skills and ingenuity. scene that will highlight characters’ traits, and deal with
Each sequence should have one or more objectives for how the party will have reached a certain point in the story.
which the GM will appoint a number of checks to pass, and This type of storytelling increases the players’ involvement,
consequences in case of failure. The number of checks for but some may find themselves out of their comfort zone: only
any sequence should be equal to the number of players. The employ this type of sequence if all players agree upon it.
structure to follow should be this:
CONFLICT SEQUENCES
• Each player describes an action they take and what A conflict sequence generally represents a clash, fight,
objective it is intended to solve, obtaining inspiration or combat. The mechanics are similar to those typical-
for skillful descriptions or by building on a previous ly used in 5e, but with some variations. As a rule, as the
player’s action. basis for a conflict sequence, there are five opponents,
• GM and player agree upon what the check should each possessing one of the four standard profiles (storm-
be. Usually, one chooses what ability it pertains to trooper, guardian, enchanter, specialist), a character flaw,
and the other what abilities are required to add a and a single rule taken from the family they belong to.
proficiency bonus. By spending adversity, you can add profiles to one or two
• The player spends 1 hit point and makes the check of these opponents, making the fight more challenging.
with DC 12. Remember: combat is also part of the narrative, and it is
advisable to describe individual situations so that you can
gain inspiration.

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.

NOTABLE CHARACTERS • Defensive. Opponents with this profile can increase


Some characters are more relevant in the story and deserve their AC by 2/3/4/5 (depending on their tier) against
a better customization, receiving more features and traits the next weapon attack roll.
upon creation. To create a notable character quickly: choose • Firearms. Opponents with this profile have a firearm.
one of the four profiles listed above; give them an appropri- When they use it, they roll an extra die of damage; in
ate tier; assign them 35 HP per tier; choose an ideal, a bond, case of a critical hit, they deal 1d6 levels of exhaustion.
and a flaw; assign them up to three special features. • Leader. Opponents with this profile can use a bonus
action to give 8/16/30/50 (depending on their tier)
USING ADVERSITIES temporary hit points to all allies.
The GM can spend adversities to adjust an encounter with • Magus. Opponents with this profile are magi: they
opponents with the following rules: know three spells of 2nd/5th/6th/9th (depending on
• Increase by 1 the tier of all taking part in combat (for their tier) max level, and can cast three spells every
tier 2 and higher adventures): all who take part in short or long rest.
combat add +2 to hit and ability checks, and double • Mortified. Opponents with this profile are mortifieds,
the number of damage dice. If they have hit points, and ignore the first damage they receive. When they
they are doubled. receive later damage, they increase their own damage
• Assign a higher profile to an opponent: the opponent die to 1d12, and have advantage on ability checks
increases their damage dice by 1, gains an additional instead of disadvantage.
25 HP and a special trait. • Poison. Weapons (except firearms) of opponents
• Assign a higher profile to an opponent (2 adversities): with this profile are coated with poison. When such
the opponent increases their damage dice by 1, weapons deal damage, the target of the attack must
gains an additional 50 HP, a special trait, 2 uses of make a Constitution saving throw, taking 12/14/16/18
Legendary Resistance and makes an extra action with (depending on their tier) poison damage and being
initiative 13. poisoned for 1 minute per tier on a failed save.
• Resilient. The first time opponents with this profile
SPECIAL TRAITS would get one level of exhaustion, they can choose to
Some opponents can receive special traits to better distin- ignore it instead.
guish themselves or make an encounter more challenging. • Special Equipment. Opponents with this profile have
The GM can create their unique special traits, or take a look equipment specific to their faction [or peculiar nature].
at the following examples: • Tactical. Opponents with this profile have advantage
• Alchemist. Opponents with this profile are on attack rolls against creatures within 5 feet of an ally
alchemists, and can perform basic alchemical [(and that ally isn’t incapacitated)].
processes/cycles of 2/cycles of 3/cycles of 4 or below
(depending on their tier).
• Deadly. A weapon deals one extra die of its damage
when opponents with this profile hit with it.

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.

• Check: melee or ranged hit blow, depending on the COUNTERMOVE


unit, or no evidence in case of a defenseless target. The action allows you to hinder the action of the opposing
If two units try to conquer a defenseless target, they side by placing yourself physically in the middle, through
will both have to make a melee hit: the goal will be means of setting up a barrage or through other special abil-
assigned to whoever achieves the highest result. ities of the character or unit. It is possible to make a single
• Effect: if the roll takes effect, the Momentum will countermove on an opposing action.
change by 1 in favor of the attacking unit and the
attacked unit suffers a weakening level. If the target • Check: none.
is a defenseless target, the target is conquered. If the • Effect: the roll required to perform the check has a
target is a character without a unit, they will suffer disadvantage.
1d4 weakening levels or be captured. • Special: if the check is supported by a Help, the Help
• Special: Riflemen or gunner units inflict a level of and Countermove actions are canceled before giving
weakening even on the character positioned with advantage or disadvantage.
the unit.
DETACHMENT
The action allows the character to separate from their unit,
entrusting the command to someone else, to then perform
an independent action in order to fully exploit their skills
while putting themselves at serious risk.

• Check: Charisma (Persuasion)


• Effect: If the check is not carried out successfully, the
morale of the troop drops, moving the Momentum by
2 in the opposite way.

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.

Bond: Salso Nero is and always will be my city - no


matter the cost.
Ideal: My city will be the wealthiest in all of Vesteria.
Flaw: I never expose myself. Not in public.

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.

Bond: Paddath gave me what I wanted, I will give


him what he wants.
Ideal: I will uncover every mystery of the Magna Ars.
Flaw: I never understand how Theri and Avians think.

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.

Bond: I can always be patient before acting to achieve my goals.


Ideal: I will decipher the last mystery of my Ars and complete
my Opus, so I may see what lies Beyond.
Flaw: I must prove my worth, even if it means burning down
all I find on my path.

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

HERMANN VON ROTT


Medium humanoid (canide dogo)
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
Armor class 18 (plate armor)
Hit points 71 (10d10+16)
Speed 30ft.
Saving throws Str +8, Con +6
Skill Investigation +4, Intimidation +6, Perception +5
Senses Passive Perception 20, darkvision 30ft.
Challenge 7 (2900 XP)
Untamed Courage. Hermann has advantage on saving throws
against any effect that would make him frightened.
Spirit of Action. As long as Hermann has over half of his hit points,
he adds 1d8 to attack rolls, ability checks and saving throws.
VON ROTT ACTIONS
Hermann von Rott is recognised as one of the most im-
Multiattack. Hermann makes two attacks with his halberd.
portant and most talked about figures of the Conspiracy Halberd. Melee weapon attack: +8 to hit, reach 10ft, one target. Hit:
of the Seven, the bloody civil war which cut through the 9 (1d10+4) slashing damage.
Holy Kingdom for several years. His origins were incredibly
BONUS ACTIONS
humble, and he proved his worth through heroism and tac-
Battle Cry. Hermann launches a rallying cry; he recovers 15 hit
tics during the taking of Fort Lakeland to the point of be-
points, and all his allies within hearing range gain 10 temporary hit
ing appointed to the Fort itself and its Duchy once the dust points and can use their reaction to make a Melee attack. Hermann
settled. The new Duke von Rott leads a fairly reclusive life can only use this ability once per short or long rest.
along with his adoptive daughter, Elaine Duval-von Rott:
few know how she has been the one to teach her father how
to read and write when he ashamedly realized how the role
of Duke would demand skills quite different from those of
a soldier. With much more patience than expected of her
age, Elaine thus forced Hermann to read out loud every day,
choosing military strategy essays to ensure he would not get
too bored in his task.

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.

Bond: I am thankful to my family for what I have received.


Ideal: I will build something eternal and indestructible.
Flaw: I cannot focus on one thing for too long.

Tier: 2

AMEDEO VAN DER MEER


Medium humanoid (rodenta beaver)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 17 (+3) 8 (-1) 14 (+2)
Armor class 12
Hit points 54 (12d8)
Speed 25ft., swim 30ft.
Saving throws Dex +6, Int +7
AMEDEO VAN DER MEER Skill Arcana +7, Persuasion +6
Senses Passive Perception 9, darkvision 60ft.
The general public’s favorite stories are about a smart Challenge 5 (1800 XP)
young underdog succeeding thanks to their mind, smarts
Jack of All Trades. Amedeo adds +3 to any ability check that
and charm, rising through the ranks to find their place next doesn’t already include his proficiency bonus.
to the rich and powerful. Amedeo van der Meer, alas, only Resolve (1/day). If Amedeo fails a saving throw, he can
fulfils half of this equation, as he is indeed smarter than immediately re-roll.
probably anyone before him. The other half of the sto- Take Advantage. When Amedeo makes an ability check with
ry cannot apply, due to the outrageous wealth of the van advantage, he can re-roll one of the two dice and choose the result
he prefers.
der Meer family, among the topmost celebrated windmill
builders in Wind Town, active since the city still bore the ACTIONS
name of Windstad. Amedeo’s Special Arquebus. Ranged weapon attack: +8 to hit, short
Amedeo grew up between a library filled with family range, one target. Hit: 24 (4d10+2) piercing damage and 2 piercing
knowledge and construction workshops, where his father damage to all targets in the line of attack. Reloading the weapon
while moving and failing the attack role makes the weapon
would let him play among woodchips and gear models. explode, dealing 24 damage to Amedeo.
Unfounded rumors tell of how, at the age of 5 and without
using any tool, he built a working replica of the histor-
ic First Mill after a single visit. His enemies think it a
flat out lie, but even they cannot deny the truth: Amedeo
was admitted to the Schola Ducale at the age of 11, after
presenting an optimized version of his father’s windmill

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.

Bond: Feigning ignorance opens you a lot of doors.


Ideal: I always want to be surrounded by interesting people.
Flaw: I cannot resist the Black Master’s charms.

Tier: 1

ANITA THE SWEET


Medium humanoid (canide domesti)
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 13 (+1) 16 (+3) 11 (+0)
Armor class 13
ANITA THE SWEET Hit points 18 (4d8)
Speed 30ft.
The Black Master has many spies under his command, but
it would be inexact to claim he has no favorites. His Dames Skill Acrobatics +7, Deception +2, Perception +7, Sleight of Hand +7
are the elusive Adelaide from Rossariva and the unsus- Senses Passive Perception 22, darkvision 30ft.
Challenge 3 (700 XP)
pecting Anita the Sweet. Anita is the fourth daughter of
a washerwoman and a carpenter, who grew up in a simple, Fake Persona. Anita pretends to be a naive young woman. Trying
to uncover the person behind the mask is impossible through
humble environment. When she was sent, barely a teenager, normal means.
to work in Cimbra as a maid for a wealthy coinchanger, Unmasking. Anita can reveal her true identity and surprise everyone.
she quickly learned of the advantages of appearing dumb. A During the same turn, any target taking damage from Anita is
servant who, when not silent and unseen, only makes naive considered vulnerable to her attacks.
and out of place comments is quickly forgotten. She started ACTIONS
eavesdropping on conversations between the wealthy guests Stiletto. Melee weapon attack: +5 to hit, reach 5ft, one target. Hit:
of the house as a pastime, as it is much easier to spend an 10 (2d6+3) piercing damage and 7 (2d6) poison damage.
afternoon scrubbing tiles if one is also rolling one’s eyes at Hand Crossbow. Ranged weapon attack: +5 to hit, short range, one
the affairs of the higher ups. target. Hit: 10 (2d6+3) piercing damage and 7 (2d6) poison damage.
Anita was then noticed (surprising her, as she was so
used to being ignored) by a one-eyed Cat who offered her
a significant sum to report back a detail of one of her mas-
ter’s transactions; when Anita did so without question and

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

ANTONIO COR ACELLIS


Medium humanoid (corbea crow)
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 17 (+3) 10 (+0) 9 (-1)
Armor class 10
Hit points 44 (8d8+8)
Speed 20ft., flight 30ft.
Skill Arcana +6, Investigation +6, Deception +2, Perception +3,
ANTONIO CORACELLIS History +6
Senses Passive Perception 13
When Antonio Coracellis came into the world there may Challenge 2 (450 XP)
not have been a lucky star above him, but the skies were
Trial and Error. When Antonio fails an ability check, a saving
definitely auspicious: the second born of a middle-class throw or an attack roll, he can choose his next ability check, saving
family of artisans and functionaries, he came to be in the throw or attack roll to be an automatic 17.
shadow of Wind Town’s windmills, in a protective envi- Encyclopedic Knowledge. If Antonio makes an ability check and his
ronment which nurtured his aspirations. His tutor from a final modifier would be below +2, the final modifier is now +2.
young age was doctor Alban Visser, and he graduated from ACTIONS
the Schola Ducale with full honors. When wealthy patrons Peck. Melee weapon attack: +3 to hit, reach 5ft, one target. Hit: 2
started commissioning him new inventions and his fame (1d4) piercing damage.
spread, Antonio convinced himself of having forged his Important Lesson. A creature who is within 30ft and is able to hear
own fortune alone, unable to see how little he had had to Antonio’s words can spend two hit dice to regain hit points and
toil for his success. adds 1d4 to all ability checks for the next minute.
His pride, also fueled by the secret resentment of never
having been able to take advantage of the higher caste priv-
ileges of having been born in the Avian Islands, was mor-
tally wounded at the apex of his career. He was invited to
the Solcalante School in Espera for a keynote lecture, and
saw his talk being eclipsed by the speaker who immediately
followed him. A young, outgoing, arrogant and incredibly
charismatic Beaver by the name of Amedeo van der Meer

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.

Bond: Tanafonda is the place I can call home.


Ideal: I wish to return onto the field with Ranieri, my brother
in arms.
Flaw: I need to be back in action, almost to the point of recklessness.

Tier: 1

BUCCIO FROM GLORICANTA


Medium humanoid (canide dogo)
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 14 (+2) 9 (-1)
Armor class 16 (rodelian cuirass)
BUCCIO FROM GLORICANTA Hit points 59 (7d10+21)
Speed 30ft.
As one can easily surmise, Buccio is not from Tanafonda, but
is still strongly linked to the contended city; during the first Saving throws Str +3, Dex +7
taking of Tanafonda in 1498, he was trapped in the city under Skill Acrobatics +7, Perception +5
Senses Passive Perception 20, darkvision 30ft.
attack. His parents chased away or killed in battle, and he, still Challenge 3 (700 XP)
a pup, was captured as he tried fleeing and thrown into cages
Perfect Aim (3/day). Buccio adds 1d10 to all damage dealt with
with the many others sold as slaves in Salso Nero. Here he met a firearm.
a young and raging Torquato, and was infected by his desire for
revenge, though they never really became friends. ACTIONS
After many a campaign at the Badger’s side, and when Multiattack. Buccio makes two attacks with his side sword.
the opportunity arose to take back Tanafonda, Buccio was so Side Sowrd. Melee weapon attack: +7 to hit, reach 5ft, one target.
Hit: 9 (1d8+4) slashing damage.
involved in Torquato’s revenge that the city-mine became a Gun. Ranged weapon attack: +7 to hit, medium range, one target.
second home. The joy of seeing the city back in their hands Hit: 13 (2d8+4) piercing damage. Reloading the weapon while
was as great as the disappointment at seeing Torquato give moving and failing the attack role makes the weapon explode,
in and leave shortly after: Buccio decided to stay, and to dealing 13 damage to Buccio.
keep working in his post as bailiff, now loyal to a city which
had taken up his entire horizon for a lifetime and so incapa-
ble of leaving. The farewell to Ranieri was particularly bitter,

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.

Bond: I will ensure my commander is avenged.


Ideal: I want to see Buchebuie ruled once more with wisdom
and integrity.
Flaw: I am convinced and will believe that my wife and
daughter are still alive.

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.

Bond: The Celeste crew is my family - and you do not aban-


don family.
Ideal: I will be remembered as the greatest sea captain.
Flaw: Formal occasions unavoidably bring out my clumsiness.

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

299

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.

Bond: Money buys everything.


Ideal: I will own the best of everything in this world.
Flaw: I alone deserve respect, others will follow my judgement.

Tier: 2

DON RODRIGO VALENTI


Medium humanoid (felide cat)
STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 17 (+3) 12 (+1) 14 (+2) 18 (+4)
Armor class 10
Hit points 60 (8d8+24)
Speed 30ft.
Skill Acrobatics +3, Stealth +3, Intimidation +7, Perception +5,
History +5
DON RODRIGO VALENTI Senses Passive Perception 16, darkvision 60ft.
Challenge 6 (2300 XP)
The penchant for excesses of the Mayor of Nova Marina is
Lightfoot. When Rodrigo makes a Dexterity (Stealth) check
reflected in all aspects of his public image: well-fed, fancy without disadvantage, he rolls with advantage; if he falls and is not
clothes, owner of one of the city’s most beautiful palaces and incapacitated, he ignores the first 30ft when calculating damage.
half of the shipyards, accompanied by an adoring sycophantic Opulent Wealth. Rodrigo has access to a vast array of resources,
entourage who both fear him and hope for his favor. Don which allows him to gather enough coin to buy anything he desires
Rodrigo is also the biggest art collector in the Confederation, within a couple of months.
Faithful Servants. Rodrigo has a group of servants specialised in
and his private collection is only open to the public five days gathering information about art and his defense. As long as he is
a year, during which students, experts, artists, and laypeople accompanied by her servants, he is resistant to all damage.
crowd the halls of Palazzo Valenti, admiring the incredible
ACTIONS
and seemingly infinite collection. An individual such as he
is capable of buying anything that catches his fancy, so it is Sword. Melee weapon attack: +5 to hit, reach 5ft, one target. Hit: 10
(2d8+1) slashing damage.
not hard to believe how much of a personal slight he takes Incite. Rodrigo incites up to three faithful servants allowing them to
the lack of one specific treasure: a wife worthy (according to make a Melee attack if they still have a reaction.
him) of his position, meaning - without too many allusions -
Maria Grazia Correr-Dalmare.
His wooing attempts have taken all possible routes and
forms (the people of Nova Marina still remember the time
when Don Rodrigo ordered his shipyards to decorate all
new ships’ figureheads to sport an image of the two in a
passionate embrace, which obviously only irritated the

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.

Bond: Saving in the present is the only way to think about


the future.
Ideal: I want the approval, finally, of my mother Prusinilda.
Flaw: SWhatever decision de Furi makes, it will be nonsense,
I’m sure.

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)

301

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.

Bond: Hermann, my father, is my guide and his decisions are


important to me.
Ideal: Desmond lives in my heart; I wish to live in his in the
same way.
Flaw: I do not listen to the advice of others, no matter how wise.

Tier: 1

ELAINE DUVAL-VON ROTT


Elaine Duval-von Rott is undoubtedly the most sought ELAINE DUVAL-VON ROTT
after single young woman of the entire Holy Kingdom. Medium humanoid (canide dogo)
The Duval family boasts one of the most prestigious gene-
alogies of all of Vesteria, sullied by three later generations STR DEX CON INT WIS CHA
of degenerate heirs who, after the fall of the Vandersee (to 11 (+0) 12 (+1) 11 (+0) 12 (+) 14 (+2) 16 (+3)
whom they had been vassals), squandered the family for- Armor class 11
tune through gambling and other foolish expenses. Hit points 13 (3d8)
Elaine grew up in relative poverty in a town close to the Speed 30ft.
border between Grunewald and Lakeland, raised by her Skill Performance +5, Insight +3, Persuasion +5
aunt and uncle. Hermann von Rott met her as he stayed in Senses Passive Perception 12, darkvision 30ft.ft.
Challenge ⅛ (25 XP)
the farmhouse where she lived, during his march towards
Fort Lakeland. He was struck by the kindness and noble ACTIONS
manners of that humble-clothed child, who tended to him Stiletto. Melee weapon attack: +3 to hit, reach 5ft, one target. Hit: 3
as though he were king, despite him being but a captain (1d4+1) piercing damage.

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.

Bond: If you are born a Heron, you cannot become an Owl.


And I was born an Owl.
Ideal: I wish to give the right advice to the right ruler.
Flaw: I am not judging your actions, I am judging you. And I
will not cease.

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.

Bond: My dearest partner is the center of my heart.


Ideal: I will bring justice and peace to Montetorto.
Flaw: I always yield to wisdom and eloquence.

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.

Bond: I am one to choose mediation and finding the most rea-


sonable solution.
Ideal: I will uncover the mysteries of the Ossarium.
Flaw: Mysteries must not remain such, they must always
be divulged.

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.’

Bond: I am willing to do anything for my home, the place I


own and command.
Ideal: I will succeed where Ermello has failed.
Flaw: I believe I have all my flaws in check.

Tier: 2

FURIO GALEAZZO DE FURI


Medium humanoid (mustacea marten)
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 15 (+2)
Armor class 15 (gambeson and shield)
Hit points 65 (10d8+20)
Speed 30ft.
FURIO GALEAZZO DE FURI Saving throws Dex +4, Cha +5
Those who are born among the masters are unlikely to sud- Skill Deception +5, Intimidation +5, History +4
Damage Resistance Poison
denly side with the servants, and the thought has never once Senses Passive Perception 10, darkvision 60ft.
crossed, not even by mistake, the mind of Furio Galeazzo Challenge 5 (1800 XP)
de Furi. Ambitious, unscrupulous, and insensitive, de Furi Lethal. Furio’s attacks are extremely insidious and deal an extra die
has always acted to consolidate his hold upon Buchebuie – of damage (already included below).
through more or less violent exploits in his youth, by sitting Keen Smell. Furio has advantage on Wisdom (Perception) checks
on the city Council later; he has never chaired the latter only based on smell and can leave a traceable smell recognisable by
out of his notorious disgust for bureaucracy, even the hap- those with similar skills.
Relentless Endurance (recharge 6). When Furio is reduced to 0 hit
hazard one of the Green Pit. He has always seen the law not points, he instead drops to 1 hit point.
as something which protects but rather a tool to deploy; he
has always given orders from the height of his position, and ACTIONS
would never get used to any subaltern position should he fall Rodelian Bastard Sword. Melee weapon attack: +8 to hit, reach 5ft,
unto it. He never had any notable relationships nor did he one target. Hit: 14 (2d8+5) slashing damage or 16 (2d10+5) if used
with two hands.
ever marry. The only wedding he attended was the one of his Crossbow. Ranged weapon attack: +4 to hit, medium range, one
brother Cosma’s daughter, where he showed no smiles nor target. Hit: 10 (2d8+1) piercing damage.
congratulations. Handing over his niece Cecilia to Ermello
REACTIONS
was a personal defeat, despite Furio having been the organiz-
Raise the Shield. When Furio receives a critical hit, he can raise his
er of it all: Ermello’s family was extremely poor, and the idea
shield to intercept the attack, destroying the shield and turning the
of having elevated socially a miner’s son never sat well with attack into a normal hit.

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.

Bond: Bjorn is my brother in arms, my mentor, my friend.


Ideal: I want to be surrounded by loved ones whom I can take
care of.
Flaw: My dreams are haunted by the beautiful face of Arjuna.

Tier: 1

LASZLO THE LANDLESS


Medium humanoid (canide primoe)
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
Armor class 15 (brigandine)
LASZLO THE LANDLESS Hit points 45 (6d10+12)
Speed 40ft.
Laszlo was born in the mountains between the White
Desert and the San Mastino Duchy, from a mother native Skill Atletics +7, Stealth +6, Intimidation +4,
to the desert and a father belonging to the military. As he Perception +4, Survival +4
Damage Resistance Cold
came of age, he followed the latter’s path and served under Senses Passive Perception 14, darkvision 30ft.
general Doberhauser. Laszlo fought in Rossariva in 1521 Challenge 4 (1100 XP)
and the horror marked him so that he refused to ever wear a Improvisation. Once per turn, when Laszlo makes an attack and
uniform again. He deserted, never looking back, and crossed misses, he can immediately make the same attack again.
the entire width of the Holy Kingdom through its wilder- Natural Affinity. In arctic and wooded environments, Laszlo
ness to avoid the fate reserved to those who abandon the ignores disadvantage from difficult terrain and is aware of natural
ranks. The experience taught him many skills: tracking on threats and remedies.
Attack with Impetus. If Laszlo makes a successful attack roll,
any terrain, surviving off the meagre offerings of the land, ability check, or saving throw without using this ability, his next
finding his way in the fog, in darkness, in the woods. Most attack roll, ability check, or saving throw has advantage.
of all, it taught him to adapt, and never to refuse unexpect-
ACTIONS
ed aid: the first example came as he was still in the Green
Pit, in the form of a silent Elk who taught him through Multiattack. Laszlo makes two attacks with his battleaxe, or two
attack with his bent bow.
his own actions how to cover his tracks; the second came War Axe. Melee weapon attack: +7 to hit, reach 10ft, one target. Hit:
from a giant stranger who helped him cross the border be- 10 (1d12+4) slashing damage.
tween Holy Kingdom and White Desert without raising Bent Bow. Ranged weapon attack: +6 to hit, long range, one target.
any alarms with patrols. Laszlo offered his services to the Hit: 8 (1d8+3) piercing damage.

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

Bond: I do my best to make my mother and Baudolino happy,


as they did with me.
Ideal: I will bring peace to this war-torn land.
Flaw: I cannot refuse the call to adventure.

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.’

Bond: I win by playing where my opponent does not suspect.


Ideal: I want to be free, shrouded in my faith in the Bones.
Flaw: I never retreat, not even when I should.

Tier: 1

LORELLA DEI SANTI


Medium humanoid (licai fox)
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
Armor class 17 (reinforced hauberk)
Hit points 45 (6d10+12)
LORELLA DEI SANTI Speed 30ft.
Aurelio dei Santi, an ebony worker from Cimbra, was ex- Skill Atletics +7, Investigation +3, Deception +4, Religion +3,
tremely proud of the relationship he had nurtured with his History +3
Senses Passive Perception 11, darkvision 60ft.
best customers, the Peters of Spitzpinscher, and was even Challenge 3 (700 XP)
prouder when they offered their eldest daughter to him in
Heroic Action. As long as Lorella has over half her total hit points,
marriage. Their union, which turned out to be incredibly she can add 4 (1d8) to all ability checks and damage rolls.
lucky, bore three wonderful pups. One more promising than Alert. Opportunity attacks against Lorella have disadvantage.
the other, the three seemed to have come into the world to Punish the Infidel. Until Lorella yields to her flaw, she adds 3 (1d6)
ensure a future to their father’s business and a serene old radiant damage to all Melee attacks and all saving throws.
age to both their parents: the eldest, Paolo, had inherited ACTIONS
his father’s skills; the second, Werner, had proved himself a Multiattack. Lorella makes two attacks with her bastard sword.
savvy business administrator like his mother; the youngest Bastard Sword. Melee weapon attack: +7 to hit, reach 5ft, one target.
daughter, Lorella, was charming and intelligent, and would Hit: 9 (1d10+4) slashing damage.
undoubtedly earn them a favorable marriage. It was with REACTIONS
surprise to the entire family when they found an empty
Exploit (1/day). Lorella can redirect an attack aimed at her towards
room the day after announcing that Lorella would be mar- a non-incapacitated ally within 5ft.
rying a local nobleman. Lorella, always so meek and obe-
dient, has disappeared with no trace. Their shock only grew
when, 15 years later, they discovered her to be an abbess
during a pilgrimage to the holy places of Lovemberg. The

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.

Bond: The center stage is my lifestyle.


Ideal: The Pavardei family’s splendor will be my doing.
Flaw: I never waste an occasion to let my anger subside.

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.’

Bond: The law is what makes us superior to ignoble raiders.


Ideal: I want to soar higher, higher than common people, higher
than my mother.
Flaw: The comparison with my mother is always for the nega-
tive, and it weighs upon me.

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

311

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

MARIA GRAZIA CORRER-DALMARE


Medium humanoid (felide cat)
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 20 (+5) 14 (+2) 18 (+4)
Armor class 13
Hit points 79 (14d8+16)
MARIA GRAZIA ‘THE POWERFUL’ Speed 30ft.
CORRER-DALMARE Saving throws Int +10, Cha +9
Smart, beautiful, powerful, wealthy: the Ancestors appear to Skill Acrobatics +8, Stealth +8, Insight +7, Perception +12,
Persuasion +14, History +10
have blessed Maria Grazia with all the gifts which an heir- Senses Passive Perception 22, darkvision 60ft.
ess could ever wish for or deserve. The 12th Confederate Challenge 13 (10.000 XP)
Governor is the sole heir of a dynasty whose prestige is Lightfoot. When Maria Grazia makes a Dexterity (Stealth)
closely linked to the success of not only Nova Marina but check without disadvantage, she rolls with advantage; if she
the entire Confederation, as the holders of the monopoly of falls and is not incapacitated, she ignores the first 30ft when
cinnamon trade for the past four centuries. The top of the calculating damage.
tower, however, is a lonely place, as Maria Grazia learned Faithful Servants. Maria Grazia has a group of servants specialised
in the most disparate skills. As long as she is accompanied by her
at a young age: she was only 17 when her mother – Regent servants, she is resistant to all damage.
of Nova Marina at the time – was murdered by Gherardo Contact Network. Maria Grazia’s contacts are very influential,
of the Seven Knives, an infamous assassin believed to have and they allow her to gather information on anyone conspiring
died during a thwarted conspiracy; he had, in fact, taken ad- against her.
vantage of the rumors to disappear and start working for an ACTIONS
unknown rival family. Her father lost his mind and started Duelling sword. Melee weapon attack: +8 to hit, reach 5ft, one
seeing threats and plots everywhere, and eventually disap- target. Hit: 21 (4d8+3) piercing damage.
peared one night without warning. Grace of the Powerful. Maria Grazia can grant her blessing upon
Maria Grazia had the alacrity to take the reins of her an ally, soothing their soul, and allowing them to spend up to
family and the city before someone else, perhaps even the three hit dice to regain hit points and adding an extra 1d4 to all
Intimidation and Persuasion checks in which her name might
family who had sent the assassin, could take them from her; carry some weight.
since then, and admittedly perhaps even sooner, she has
been keeping up an extremely high guard made of political

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.

Bond: I always put on a perfect demeanor.


Ideal: To bear the glory of the Kingdom, now bore by Femore III.
Flaw: I fear Venceslao - and I fear I have much reason to do so.

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

313

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.

Bond: My life is like my studies: methodical, ordered, and


thought through thoroughly.
Ideal: I want more time to spend on my research.
Flaw: I yearn so much to speak with a sharp mind that, when it
happens, my tongue gets a little too loose.

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)

PRUDENZIO Alchemical Practices. Prudenzio can make use of alchemical


practices of the first act, nigredo, and of the second act, albedo, at
When Hermann von Rott took Fort Lakeland, the Duchess will; he can make use of two practices of the third act, citrinitas,
Siglinda Blaugarten made him swear that there would be every short or long rest. The saving throw DC is 15.
no retaliation upon the civilian population. Von Rott kept ACTIONS
his word, to the point of asking Master Prudenzio – ancient
Dagger. Melee weapon attack: +3 to hit, reach 5ft, one target. Hit: 2
alchemist at the Duchess’ service – to stay at court and be- (1d4) piercing damage.
come tutor to his daughter Elaine. Prudenzio, well aware of Calcinatio. Add +3 to the AC of a target within 30ft. Albedo: the
how hard it would be to place himself in a position of priv- target gains 10 temporary hit points. Citrinitas: the target also
ilege after many years in the entourage of a traitor, readily gains resistance to bludgeoning, piercing, and slashing damage.
accepted. The young woman proved herself very smart, but Putrefatio. Ranged spell attack: +7 to hit, short range, one target.
Hit: 10 (3d6) poison damage. Albedo: the damage increases to
more drawn to literature than alchemy, something which did 17 (5d6) and the target is poisoned until the end of its turn.
not surprise Prudenzio: it is unlikely for a damsel raised on Citrinitas: the damage increases to 28 (8d6) and if the target
bread and courtly love to become interested in the fine de- would gain a level of exhaustion while poisoned, it gains an extra
tails of the Philosopher’s studies of inert matter. Prudenzio level of exhaustion.
talks about the latter at length in his correspondence with Distillatio. A target within 5ft can spend a hit die to regain 9
(2d8) hit points. Albedo: The target regains 18 (4d8) hit points and
his old friend and compatriot Homar, the treasurer to the is cured of the poisoned condition. Citrinitas: The target regains 27
Keeper of Bones, almost single-handedly keeping the co- (6d8) hit points and is cured of any disease and of the conditions
lossal Church alive from his desk in Nochemburg, one loan poisoned, cursed, or petrified.
at a time. Tortoises are often considered as slow of mind as Sublimatio. Creates a dark area with a 10ft radius within 20ft.
they are in everything else, and the two often joke about Albedo: Prudenzio can see through the darkness created or can
choose to not create darkness and instead copy the effects of
this Vesterian prejudice: Homar knows that Prudenzio another practice from a single act on 4 target creatures. Citrinitas:
has survived a bloody civil war through his wits alone, and all creatures within range must make a Strength saving throw or
Prudenzio knows that Homar has held his ground against be knocked prone.
Femore III himself, earning a prestigious position so envi-
able to have built, at the same time, a formidable armor for

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.

Bond: The Bone Canon is my role model.


Ideal: To become an example of faith, a role model, remembered
for the grace of my actions.
Flaw: I will never again be associated with those who fly so low.

Tier: 2

VENCESLAO FROM MIR A


Medium humanoid (ansera swan)
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 10 (+0) 16 (+3) 14 (+2)
Armor class 18 (rodelian plate armor)
Hit points 65 (11d8+16)
Speed 15ft., flight 30ft., swimming 40ft.
Saving throws Wis +7, Cha +6
VENCESLAO FROM MIRA Skill Intimidation +6, Religion +4
Senses Passive Perception 13
Mira is a neighborhood in Vesterre and one of the major Challenge 7 (2900 XP)
naval ports of the Holy Kingdom, overlooking the Known
Spellcasting. Venceslao is a 3rd-level spellcaster. His spellcasting
Sea and a stone’s throw from the Avian Islands. If we were ability is Wisdom (spell save DC 15, +7 to hit with spell attacks)
to combine the knowledge of the traditional use of docks and he adds his Wisdom modifier to all damage from his spells.
and the world-renowned Swan courtesans, it is easy to sur- He has the following spells prepared:
mise the type of environment in which one of the eventu- Cantrips (at will): Chill Touch, Guidance, Mage Hand
ally strictest and most influential individuals of the Church Prepared spells (3 slots for 2nd level): Command, Cure Wounds,
Hunter’s Mark, Lesser Restoration, Protection from Poison
of Bones was raised. Venceslao spent his childhood in the Punish the Infidel. Once a day, for 1 minute, Venceslao adds +3 to
brothel where his mother Selene worked and where his egg his attack rolls and damage.
was hatched, looked after in shifts by the women of the Divine Fury. Venceslao adds 1d6 damage to each of his attacks,
house, who had all insisted with the madame not to cast it already included below.
from a dock but rather raise the chick. He had a happy child- Resolute. Once a day, ifVenceslao fails a saving throw, he can
immediately re-roll.
hood, pampered by Selene and her colleagues, until he came
to realise their profession from the venomous words of other ACTIONS
children at the docks. For the first time, he shut himself into Multiattack. Venceslao makes two attacks with his Foot Claws.
silence and stopped talking to his mother. As soon as the Plumesword. Melee weapon attack: +8 to hit, reach 5ft, one target.
brothel saw the visit of Norberto, an old Tarsus who helped Hit: 14 (3d6+3) slashing damage.
Inquisitorial Gaze. Venceslao can look within a creature’s soul and
the book-keeper with her task and would try preaching to force them to make a Wisdom saving throw: if the creature fails it
the women, Venceslao begged him to take him away. Selene is now frightened by Venceslao, its speed drops to 0 and a trait of
agreed, hurt in a way she would never be able to express at her their personality becomes known to Venceslao.
son’s sudden change, and the boy changed life.
In a few months, he was able to read and write perfect-
ly, he studied the Bone Canon with fervor, and when the

317

Characters of Historia
318
Backer List

319

Backer List
Backer List
A Coursol Alejandra Alex Milgrom Andrea Bogani
A Swoboda Alejandro Sanchis Alex Minge Andrea Campanella
Aaron Alejandro_V Alex Pagán Andrea Catellani
Aaron Andersen Alessandra Berti Alex Torres Andrea Corradini
Aaron Cram Alessandra Tognoni Alexander Andrea Debiaggi
Aaron Franz Alessandro Alexander Deuterand Andrea Denti
Aaron Hunter Alessandro Aleister Marzocchi Alexander Herold Andrea Di Meo
Aaron Pothecary Alessandro Babbi Alexander Koshkin Andrea Fabbri
Aaron Rohrdanz Alessandro Caridi Alexander Lohr Andrea Facoetti
Aaron Underwood Alessandro Cerri Alexandra Wright Andrea Fioravanti
Aaron V Alessandro Cutuli Alexandre Andrea Guido Feraboli
Aaron VanderWoude Alessandro Ferrarese Alexandros Katsaras Andrea Lucca
Abel Helt Lyngklip Alessandro Fofi Alexandru Balotescu Andrea Mariani
Aberrator Alessandro Fulvio Alexandru Dima Andrea Maricelli
Accomo Kevin Alessandro Iero alexfadeev Andrea Marino Gaboardi
Achille Langella Alessandro Kaiser Autunno Alfredo Tarancón Andrea Marovelli
Achint Singh Alessandro Leonardi Alice Donzelli Andrea Micozzi
Adam Alessandro Maggiorotto Alice Mecchia Andrea Nastasi
Adam Caverly alessandro mala Allan Wakefield Andrea Neri
Adam Rossi Alessandro Mamusa Allison Smith Andrea Nitti
Adrian Czajkowski Alessandro Memmo Ally Andrea Orvandor Gatta
Adrián Martínez Salazar Alessandro Morandini Alun Edwards Andrea Paroli
Adrian Rosu Alessandro Pierazzo Alvari Andrea Paron
Adriano Furian Alessandro Poziello Álvaro Pombo Bernad Andrea Pomatto
Adrien Gilles Alessandro Ruzza Ama90 Andrea Prosperi
Aidan Bradley Alessandro Salemme Amanda Andrea Rossi
Aimee Dundon Alessandro Savino Amanda Monschein Andrea Saliani
AJ Alessandro Soro Amber Danine Balog Andrea Tobias Macias
Akhmur Alessandro Togni Ambra Andrea Tomasini
Alan Lemonade May Alessia Ambrogio Calzavara Andrea Zannoni
Alan Pelletier Alessio Ambrogio Grossi Andreas
Alberoni Luca Alessio Bonsignori Amy Lu Andreas Foteas
Albert McCarthy Alessio Lonni Amy Nguyen Andreas Walters
Alberto Alessio Passerini Amy Sager Andres Restrepo
Alberto Aresu Alessio Rossi Analog Games Andres Vega
Alberto Crocini Alessio Tirapelle Anders Enden Andres Zanzani
Alberto Nao Alex Bocchetto AndF Andrew
Alberto Oliveira Alex Briere-paul Andre selent Andrew Alsberge
Alberto Toro Alex Cockburn Andrea Andrew Broxham
Alberto Zanini Alex D’Antuono Andrea Andreo Alemanno Andrew Burt
alcethenecromancer Alex Doub Andrea Armani Andrew Colson
Ale draci Alex Hunter Andrea Back Andrew Crouch
Ale&Edo Alex Iptok Melluso Andrea Bergamelli Andrew Harrison
Alec Alex Kammer Andrea Biasone Andrew Johnston

320
Andrew Kleeves Aqua Ben Provinciael Briana R
Andrew Lotton Aranel Benjamin D. Resnick Brice_T
Andrew Mathisen Arden XIII Benjamin Härmstädt Briscoe
Andrew Nicholson Ardent Drops Benjamin Kapron Brokosel
Andrew R ArfAxel Benjamin Messer Brooks Wilkerson
Andrew Rawlings Arianna Cozza Benjamin Soumare Bruce Dude
Andrew Turbott Arim Benjamin Strack-Zimmermann Bruno Grimaldi
Andros Arkhane Asylum Publishing Benjamin Widmer Bruno Pann
Andrzej Krakowian Armand B Bennett Mace Burnel C
Andy Arnulphe de Lisieux Bernard By Night Studios
Ange Théo Aron Smith Bernard Frick C. Cooper
AngelLuxifer Arthur Rodrigues Beth Moorhead C4Burgers
Angelo Allegra Arvid Bianca Camilla Gambrioli Caitlin Crowley
Angelo de Stephano Ashardalon89 Big Gulp Caitlin Parish
Angelo Illness Cione Asher Bill Sroufe callithrix
Angelo Peluso Ashley Gee Billie Calvert Glidden
Angus Abranson / Chronicle City Ashuan21 Billy Biffel Calyx Edmondson
Anima Libera Askorn Birdy Camaren
Anna Dilva Pagni Asoka Bissol Kenny Cameron Baldi
Anna Nim Astinus Bizouarn Cameron J Thrower
Annamaria Dassori Attanasio Gioacchino Blair IV Cameron Lundgreen
Anpumes Un’Nefer Aurelio the Bear Knight Blake Taylor Camilla Broggi
Anthony Aurora Scaioni Blaster Canezar
Anthony Barclay Aurora Smith Bono Benjamin CanisL7
Anthony Bernal Aurore De Mesquita Boris Shadlovsky Cap17
Anthony Cordeiro Axel Gotteland Borys Wawrzkiewicz Capt. Infinity
Anthony Davis Axxex Boston Carbonne
Anthony Di Palma Ayesha Dumas Boyer Carlo Caminiti
Anthony J Dubois Azaah BoyOfTime Carmelo Lonero
Anthony M Medeiros Aziraphale Brad Lepp Carmine
Anthony Villa B.A. McLean Braedyn Blain Carmine Cassese
Antimo Buonanno Barbier Bruno Brandon Carmine Laudiero
Antoine Drouart Barry Brandon Benes carter lien
Antoine Robin Barry Chapman Brandon Fisher Casey Kelley
Anton Bart Stroobants Brandon Keiffer Cassandre Loiseau
Antoni Baceló Femenias Bartosz Brandon Lawrence Castagear083
Antoni Diaz Bastian Wyink Brandon Little Castreek
Antonia Geiger Bastiano Baldassarre Bucci Brandon Murphy Cathi Gertz
Antonino Liconti Bastien Duchenne Brandon Theige Celio Ambrosi-Santamaria
Antonio Carlucci BatDace Brandon Thornton Cesar
Antonio Castro Battlefield Press, Inc. Brendan Cesare Costantini
Antonio Esposito BButterfly Brennan Sheremeto Cesare Patarca
Antonio Montagnese Beachfox Brent CF
Antonio Olimpi Beata Brent Dotson Chad
Antonio Pisanò Beau Bureau Brent Sims Charbonnier Julien
Antonio Tollis Behixene Brett Dever Charles Carver
Antony Belinda Messenger Brian & Lauren King Charles Hammond
Apaphous Ben Brian Chafin Charles Yordy
Apostol Apostolov Ben Hall Brian Wilkins Charlie Goemaere

321

Backer List
Charriot Ciro Alessandro Sacco Dan Abrahmsen Dave Sokolowski
Chase Owens Claire Armstrong Dan Hess Daven Majere
Chelsea Smith Claire Rosser Dan Martin David
Cherrier Gilles Claudia daniel b trimble David anthony Vernola
Chevrot Claudio Daniel Baldwin David Eriksson
Chevy Josselyn Claudio Coby Cobello Daniel Bodino David F
Chiara Arioli Claudio Mainardi Daniel Dessibourg David Goodwin
Chiara Barozzi Claudio Psyco Marinelli Daniel Eldridge David Grifoni
Choppasama Clay Gardner Daniel Ericsson David Hazzard
Chris Babcock Clayton Liles Daniel Gregory David Hazzard
Chris Blanchard CMD Daniël Harmsen David Hendrix
Chris Charron Cody Daniel Laman David Hixon
Chris Fuchs Cody MacKay Daniel Leising David Jones
Chris Morgan Cody Swatek Daniel Malzahn David Lenk
Chris Nehring Cody Walsh-Gray Daniel Philpin David mahieu
Chris Patterson Cody Willson Daniel Serrano Robles David Murcutt
Chris Pitts Colin Wilson Daniel Wright David Paul Guzmán
Chris Robinson Collin Lowder Daniele David Pigo
Chris Volcheck Colyn79 Daniele Barioglio David Queen
Christen Hauenstein Commodore Erickson Daniele Bolis David Reichgeld
Christian Boege Connor Daniele Bollazza Bolis David Resetti
Christian Cooper Connor Joseph Amato Daniele Cappie Bruno David Richardson
Christian G. Panzer Contesse Daniele Carosi David Szafran
Christian Larsen Cordell C. Daniele Fusetto David Waynick
Christian Perron Cosimo Buzzigoli Daniele Ghi Davide
Christina David Costa Stéphane Daniele Luccaroni Davide Arcadio
Christina Hanks Couderc Daniele Magnone Davide Bascetta
Christina Markley Craig R Nelson Daniele Marazzi Davide Belotti
Christoph Lühr Craig Reveal Daniele Molinari Davide Bigiani
Christoph Wagner Cranio Creations Daniele Priore Davide Bortolo
Christophe Cudre-Mauroux Crasius Daniele Spertino Davide Castellana
Christophe Lapassouse Crevan Daniele Stocchi Davide Cester
Christopher Bundy Cristov Russell Daniele Toffanin Davide Chemello
Christopher Gustafson Cryoban Daniil Nikolaev Davide Covili
Christopher Harambe Tagliarini Cullen Petersen Danilo Marcotti Davide De Bellis
Christopher Harlan Curtis Harper Dannie Guldmann Davide Dellavedova
Christopher Irvin Cynapes Danny Awalt Jr. Davide Di Maio
Christopher J Jacklin Cyprien Danny Prescott Davide Mancini
Christopher Mifsud D.J. Cole Danny Santiago DAVIDE NANIA
Christopher Moore Daemn Dante Parker Davide Perego
Christopher Rodgers Dakota Gambler Cole Darcy Verevis Davide Peruzzi
christopher rowe Dalila Stella Dario “Uzedh“ Berto Davide Trifelli
Christopher Sparke Damian Pawlak Dario Battini DD (aka André)
Christopher Stuart Damiano Dario Dusio Deatheater
Christopher Thomas Lezer Damiano Vitali Dario G...eek Deborah
Christopher Wilkinson Damien Antérion Dario Mandarà Dekker
Chuanxin Damsse Dario Marin Delmer Bobby Eugene Fry
Chuck Taylor Dan Darren Delpher
Churchill Dan ‘Stickman’ Firth Darren Villeneuve Demandred

322
Dennis Drew Thompson Emanuele Dentis Fabio Zermani
Dennis Douthitt DrK Emanuele Montorfano Fabrice Carrega
Dennis Klinkenberg Dtlee31 Emanuele Rutali Fabrizio
Derek Burkeen Duncan Louca Emiliano Anichini Fabrizio Falcomer
Derek Carnell Duvacher Emiliano Marini Fabrizio Scaroni
Derek J. Bush Dylan Emiliano Rodríguez Fairdragoon
Derrick Rowe Dylan Carlson Emilio Fairpohnix
Descarpentrie Dylan Coyle Emily lewis Falavigna Istea
Desirae Newell DysOkami Emmo Feba_5
Destiny Riedhofer Eclez Enis Togni Federica Ciocci
Devbast Eddie Chew Enrico Federica Costantini
Deven Roshala Edna Rouse (DiscoKittie) Enrico Fortunato Corno Federico
Devin Edo C. Enrico Gabrielli Federico Albertengo
Devin Lambeth Edoardo Barba Enrico Goya Menozzi Federico Cavallaro
Devin Roll Edoardo Dolcicori Enrico Romeo Federico Costa
Dex Edouard Pellicci Enrico Valentini Federico Galimberti
Dheran Edouard Pellicci Eoin Dornan Federico Giglio
Diana Kimble Edward Chavers Epic Party Games Federico Maiorini
Diego Edward Himel Erasmus Federico Mancini
Diego Il Go Signori Effandy Erendil7294 Federico Mazza
Diego Magrini El Blanco Eric Berthebaud Federico Simola
Diego Puccini El Nolo Eric Canapini Federico Tafuni
Dimitri Eleanor Hingley Eric Daniels Federico Totti
Dimitri Boriosi Elgin Scott Eric Harms Felix Hofmann
Dimitri Lotti Elia Eric Tosi Felix Meyer zum Wischen
Dimitri Riddle Elia Schiavinato Erica Merlotti Felix Tegeler
Direlda - Kitsune of the Obsidian Order Elia Schiavinato Erik Fenrir
Divizia Riccardo Elijah Howard Erik Plonka Fenris
Doc Elin Wojciechowski Erin Dolan Fernando Enrique
DocGono ElioNagashi Ernest Fil Baldowski
Doglord Elisa Eros Lorenzin Filipe Passos Coelho
Dolten Fraser Elisa Francioni Erranterock Filippo Cerofolini
Dom Giacomantonio Elisa Merzetti Erwan Roudaut Filippo Colombo
Domenico Elisa Olivieri Ethan Chapell Filippo Franco
Domenico Iovino Elisabetta Giacobino Etienne Bourgeois Filippo Lorioli
Dominic Selwood Eliyahu Sandler Ettore Carli Filippo Milanoli Turlotte
Dominik Podlaski Elizabeth Hines Eugenio Nuzzo Finlay Reynolds
Dominique Suchaire Ellenore Stemp Evan Fiore
Donald Williamson Elliott Almanza Even Ytterli Tokle Flavio Celli
Donato Giardini Elsa Camous Everett Tang Floob
Donovan Couch Elvis Fabian Latinie Florence Blea Andrews
Donovan Lowell Elzo Benzaquen Fabian N. Florent LR
Dorian Wright EmaC_88 Fabien Delatour Flove
Doriano Carlini Emanuela Bernardi Fabio Forrestt
Doug DePrekel Emanuele Fabio Casini Francesca Arlotti
Dr. Jens Marx Emanuele “il Gazza“ Gazzani Fabio Giannace Francesca Caizzi
Dragonosz Emanuele Acquista Fabio Patricolo Francesca I. Pasquale
Dragoon Fighter Emanuele Bertoni Fabio Renzetti Francesco
Dreamford Emanuele Corradini Fabio Spaziani Francesco “Magjus“ Santoro

323

Backer List
Francesco Bedogni Gabriele Albertini Gianpi Gortan
Francesco Berni Gabriele Bagnoli Giddy Graar
Francesco Biglia Gabriele Camerati Giggi Suber Aversa Graham
Francesco Cambi Gabriele Fanchini Ginaul Graham mould
Francesco Caselunghe Gabriele Giacalone Gio Grant Cook
Francesco de Rugeriis Gabriele Vanella Gioele Grant Tillemans
Francesco Di Tullio Gael Henry Gioele Bertoldo Great Hall Studios
Francesco Falaschi Gage Long Gionny Armando Verrone Greg Ellis
Francesco Ferrari Gaia Piazza Giordano Pelucchi Greg McWhirter
Francesco Fogliani Gajoos Giorgio Abou mrad Greg Moss
Francesco Garreffa Galrai Giorgio Catenacci Greg Shaw
Francesco Lanza Ganoes Giorgio Coletti Grégoire Sagon
Francesco Lupo Gary Addison Giorgio Marchello Castellana Gregory A. Lusak
Francesco Mammetti Gary Bryant Giorgio Podagrosi Grégory Coste
Francesco Maria Iena Gary Dowell Giovanni GreyCat
Francesco Neri GateEight Giovanni Gobbi Griffin Whitaker
Francesco Panitti Gauthier D. Giovanni Mattarelli Grimbou
Francesco Panza GearGames Giovanni Melandri Grunciol
Francesco Rossi Gearran Giovanni Rizzo Grzegorz Tkacz
Francesco Sacchi Geo Holms Giovanni Trimarchi Guenay
Francesco Torrei George Giovanni Trimarchi Guglielmo Luigi Facchi
Francesco Zanette George Aspesi Giron Guido ‘Maicol’ Campanini
FrancescoBenedetti George Sullivan Giulia Bartolommeoni Guilhem Lambert
Francisco Pomales George Veerman Giulia Galbiati Guilherme Barreiros
Franck Andrieu George W Hanford Giulia Tonon Guillaume Clerfeuille
Franck Surlenet George Wielgosz Giuliana Lucia Di Fiore Guillemo
Franco Paroli Georgia Coburn Giuliano Gianfriglia Gunth
François Hercouet Gero Giuliano Iorio Guy Lévi-Bochi
François Lerenard Gheron Salisbury Giulio “Sigfridus“ Gwennaëlle Janssens
Francois Mersch Ghoster González Rodríguez Giulio Adelizzi Gwynn Rance-Shilbach
Frank Giacomo Giulio De Cicco Haley
Frank Ourednik Giacomo Gailli Giulio Garzoni Han_pollo
Frank Wimmer Giacomo Petrucci Giulio Grosso Hans Uhlig
Franklin d fort Giacomo Picchi Giulio Perozziello Harley Clark
Franz Janson Giammarco Giulio Tedeschi Harriet
Frazer Gault Giampiero Giulio Troli Harrison
Fred Stevens Gian Marco Puppo Giuseppe Hassan08
Frédéric Gianfranco Friggè Giuseppe Lipari Hazzmatt
Frederic Gueho Gianluca Giuseppe Losapio Heartsib
Frenzy Daze Gianluca Alvino Glen Taylor Heather Lamb
Fritz Reitz Gianluca Chieppa Glenn Howard HeavensRevenge
Furrybento Gianluca Manzo Glenn Tarpey Hector Heaviside
Futeko Gianluca Russo Gloria Comandini Heine Juhl Jensen
G_Q Gianluca Salvagni Gloria Martinelli Hendell
G3n.Zer0 Gianluca Santone Go Ner Henri Potvin
Gabe Gianluca Zenon Pusceddu Goldcladgod Henri Ronse
Gabriel Hristov Gianmario Marrelli Good Games Indianapolis Henry
Gabriel Sanchez Gianpaolo Pani Gooltare Heraldc
Gabriele Gianpaolo Pani Goratrix (Ghislain) Hiroki Shimizu

324
Hjalti Nönnuson Jacopo Gandini Jason Meyer John Bowlin
Honore Jacopo Mongiò Jason Quistorff John Calvin
Horrible Games Jacopo Rizzi Jason Tolley John D Kennedy
Horus Jacopo Violi Jason Trowbridge john e graham
HTTPaladin Jacques Lebo Jason Yang John Edmiston II
Hugh2192 Jade Birch Javier Lasunción John Eric Franklin
Hugo Nizzo Jade Venables Jay Becker John F
Hunter Pollock Jaime Rivera Jay Lazza Spraiterz John King
Huy Jake Iantosca Jean-François Burroughs John M. Atkinson
Ian Jake Nugent Jean-Louis Duong John Marron
Ian A. Richmond Jake Riffe jean-marc frereault John McManis
Ian Anderson Jake Terng Jean-Philippe Mouton-Mazerand John Simutis
Ian Hammock Jake Williams Jeep John Stodghill
Ian MacGillivray Jakidi Jeff Lee John V Aquilecchia
Ian Vincent Norris Jakiette Jeff miller Johnathen Lennax
Ideganshaman James Jeff Robinson Johnny Velociraptor Ivanovitch
Igor Wadowski James Candalino Jeffrey Campbell Jok
Ikki Mauri James Coulter Jeffrey Whitten Jon Boylan
Il Berto James Gramm Jen Jon E
Il Cane James Harpley Jennifer Braden-Robillard Jon Gutierrez
Impesio James Hatchett Jennine Cerra Jon Leitheusser
incandescens James Hicks Jeremy Hochhalter Jonah Stuart
Ingoe James Justice Jeremy Kear Jonas Johansson
InuD James Kwan Jérôme Regad Jonatan Sønderhousen
Irida Dushku James McAloon Jerry Jonathan
Isaac James Mitchell JerStart Jonathan Bagnani
Isaac Graff James Navarre Jesse Jonathan C. Dietrich
Isaac Wurmbrand James Stevenson Jesse R. Jonathan Felber
Isaac Ziegelaar jamie jesse-james paul Jonathan Harmon
Isaak Giefer Jamie JF Paradis Jonathan Layfield
Isidro Jamie Manley Jheanys Jonathan Michael Andrews
Ismael Thompson Jan Artoos Jhordan Tease Jonathan Sicard
Ivan “Gregaridog“ Sadzakov Jan Hendriks de Geweldenaar JHY93 Jonathan torres
Ivan Torres Jan Hulverscheidt Jieck Jonna Jarlsson
Ivano Franzini Jan Štercl Jim Dovey Jonnie Kelly
Ivano Zamburlin Jan Tangermann Jim Heston Jorah Kai
Ja Powers Janet Hollenbach Jim Stryker Jordan Byrne
Jack Bytheway Janusz Kamieński Jimmie Jordan Ze’ Lion Parker
Jack Elphinstone Jara Guarino Jimmy Nunns Jordi Rabionet Hernandez
Jack Norris Jared Carlson Jocelin Jörg Holder
Jack Purcell Jared Downing Jocelyn Dore Jorge Carrero
Jack Willmark JaredTheRedBeard Jody C. aka The Bunny of Doom Jorim Su
Jackson Brantley jarethellenin Joe Crase Jose A Hernandez Jr.
Jacob Bush Jaruk_Strider Joe Everett Jose D Ocampo
Jacob Cotton Jasmine Graham Joey Outten Jose D. Colon
Jacob Eardley-Dutton Jason Bean john Jose Lira
Jacob Whittington Jason Burnett John “johnkzin“ Rudd Jose Placeres
Jacopo Jason Hennigan John Adams Jose Ramos
Jacopo Esposito Jason M. Baker John Austin Josef

325

Backer List
Joseph Catrone Justin Wyatt Kirk Graves Leonardo Lucci
Joseph Doney JustinClub kirk tailor Leonardo Nencioni
Joseph Evenson JWN KIRMy Leonardo Pezzi
Joseph F. Collins, Jr. Kageve Gonswic Kisha Paiso Leonardo Romeo Borghi
Joseph Golden Kai Kit Krepel Leonardo Strillozzi
Joseph Jaskierny Kailey Kit Ulf Leslie
Joseph Rhodes Kallikanzaros KitthuLu leup
Joseph Stottmann Kalysto KLEIN Philippe Lewis Alexander Perry
Joseph T Broome Kamboya Luna Kleist Lewis Dillingham
Joseph Wagner Kamil Jędrasiak Kohei Lewis Edward Johnson
Josh Kappa76 Konrad Mrozik Lewis Warr
Josh H. Karen Ryan kopczynm Lexx
Joshua Berryman karl deckard Kor Lidio Granata
Joshua Diiorio Karl Rodriguez Kostadis Roussos LightSongFox
Joshua Dryk Karskil Krister Persson Lightwolf74
Joshua Fiehrer Katharine Johansson Kristian Steinli Lilavati
Joshua Kerns Katherine Franklin Kristin O. Lindsey Pfeiffer
Joshua Nicholas Aeria Katrina Matthews Krystian Gruszczyński Lison
Joshua Sandvig Katrina Matthews KTuohy littlekingsoul
Joshua Smith Kaytee Pappas Kyla Lloyd Moore
Joshua Wellman Kelley Strang Kyle Lluew Grey
Jourik Suy Kelly Clark Kyle Zhang Lo
Juan Kelly Mscichowski LaBarbe Logan Batty
Juan Carlos Santiago Kelvin Nakamura lamatche Logan Laren Liuzzo
Juan Delgado Kemmerlyn Lance Myxter Loic Lagarde
Juan Estévez Ken Stone Larrywaka LORANGE
Juan Gonzalez Kennedy Gerber Lars-Ove Nilsson Loren the GM
Juan Gutierrez Kenneth Phillips LaserFowl Lorenza De Lucia
Juan José López-Ayerbe Arroyo Kenneth Turner Lauchritter Lorenzo
Juan Manuel Gonzalez Paz Kenny Laura Grossi Lorenzo Acquafresca
Juan Martin Maanon Kevin Laura Katherine Damon Lorenzo Antognozzi
Juan Oliverez Kevin Merrill Laurence Walls Lorenzo Benci
Juanita Nesbitt Kevin Miner Laurent Bourgault Lorenzo Camusso
JuanJo Lofiego Kevin Ramdeo Laurenthius Umber Bazzolo Lorenzo Ciocchetti
Jude Corwin Kevin Schilling Lazar Stojkovic Lorenzo De Roia
Judith Steen Kevin Swikert LDF Lorenzo Gasparri
Judy Kevin Thompson LE FOLL Lorenzo Ghetti
Juergen barters Kevin Tompos Lee Hanley Lorenzo Liguori
Julian Kevin Tyner LEGER Damien Lorenzo Magalotti
Julie Shockman Khisanth Leif Isaacson Lorenzo Maria Procida
Julie Small Khorgar LeK00 Lorenzo Onofri
Julien Kiba Luca Mariano Lorenzo Tolomeo
Juri Loi KickApe Leó Páll Hrafnsson lorioux clement
Justin Kieran N LeoD. Loris Zanotto
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

J Nestore, the Orphan Prince


Ni-Shung 284
Nicholaus Wegener 313
282 Queen of the Avian Islands 311

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
portion of this License to include the exact text of the COPYRIGHT NOTICE
The following text is the property of Wizards of the Coast, Inc. and is Copyright of any Open Game Content You are copying, modifying or distributing, and
2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. You must add the title, the copyright date, and the copyright holder's name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners
who have contributed Open Game Content; (b)"Derivative Material" means 7. Use of Product Identity: You agree not to Use any Product Identity, including
copyrighted material including derivative works and translations (including into as an indication as to compatibility, except as expressly licensed in another, inde-
other computer languages), potation, modification, correction, addition, exten- pendent Agreement with the owner of each element of that Product Identity.
sion, upgrade, improvement, compilation, abridgment or other form in which You agree not to indicate compatibility or co adaptability with any Trademark
an existing work may be recast, transformed or adapted; (c) "Distribute" means or Registered Trademark in conjunction with a work containing Open Game
to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or Content except as expressly licensed in another, independent Agreement with
otherwise distribute; (d)"Open Game Content" means the game mechanic and the owner of such Trademark or Registered Trademark. The use of any Product
includes the methods, procedures, processes and routines to the extent such Identity in Open Game Content does not constitute a challenge to the owner-
content does not embody the Product Identity and is an enhancement over the ship of that Product Identity. The owner of any Product Identity used in Open
prior art and any additional content clearly identified as Open Game Content Game Content shall retain all rights, title and interest in and to that Product
by the Contributor, and means any work covered by this License, including Identity.
translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) "Product Identity" means product and product line names, 8. Identification: If you distribute Open Game Content You must clearly indicate
logos and identifying marks including trade dress; artifacts; creatures characters; which portions of the work that you are distributing are Open Game Content.
stories, storylines, plots, thematic elements, dialogue, incidents, language, art-
work, symbols, designs, depictions, likenesses, formats, poses, concepts, themes 9. Updating the License: Wizards or its designated Agents may publish updated
and graphic, photographic and other visual or audio representations; names and versions of this License. You may use any authorized version of this License
descriptions of characters, spells, enchantments, personalities, teams, personas, to copy, modify and distribute any Open Game Content originally distributed
likenesses and special abilities; places, locations, environments, creatures, equip- under any version of this License.
ment, magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly identified as 10. Copy of this License: You MUST include a copy of this License with every
Product identity by the owner of the Product Identity, and which specifically copy of the Open Game Content You Distribute.
excludes the Open Game Content; (f) "Trademark" means the logos, names,
mark, sign, motto, designs that are used by a Contributor to identify itself or 11. Use of Contributor Credits: You may not market or advertise the Open
its products or the associated products contributed to the Open Game License Game Content using the name of any Contributor unless You have written per-
by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, mission from the Contributor to do so.
copy, edit, format, modify, translate and otherwise create Derivative Material
of Open Game Content. (h) "You" or "Your" means the licensee in terms of this 12. Inability to Comply: If it is impossible for You to comply with any of the
agreement. terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any
2. The License: This License applies to any Open Game Content that contains a Open Game Material so affected.
notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content 13. Termination: This License will terminate automatically if You fail to comply
that you Use. No terms may be added to or subtracted from this License except with all terms herein and fail to cure such breach within 30 days of becoming
as described by the License itself. No other terms or conditions may be applied aware of the breach. All sublicenses shall survive the termination of this License.
to any Open Game Content distributed using this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
3. Offer and Acceptance: By Using the Open Game Content You indicate Your provision shall be reformed only to the extent necessary to make it enforceable.
acceptance of the terms of this License.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
4. Grant and Consideration: In consideration for agreeing to use this License, Wizards of the Coast, LLC.
the Contributors grant You a perpetual, worldwide, royalty free, non exclusive
license with the exact terms of this License to Use, the Open Game Content. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
5. Representation of Authority to Contribute: If You are contributing original Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
material as Open Game Content, You represent that Your Contributions are and Steve Townshend, based on original material by E. Gary Gygax and Dave
Your original creation and/or You have sufficient rights to grant the rights con- Arneson.
veyed by this License.
END OF LICENSE

You might also like