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TABLE OF CONTENTS

THE CONTINENT OF KRAYN.................................................................3 Table 4.2 The Thief...........................................................................32


INTRODUCTION ........................................................................................ 4 THE OUTLANDER....................................................................................................34
KRYNAS – A STRICKEN WORLD................................................................ 4 Table 4.3 The Outlander .............................................................35
KRAYN – A BEACON OF HOPE................................................................... 5 THE SCHOLAR...........................................................................................................37
HOW TO USE THIS BOOK.................................................................................. 5 Table 4.4 The Scholar.....................................................................38
WHAT’S NEW?............................................................................................................... 6 THE DEVOUT................................................................................................................. 41
ATMOSPHERE................................................................................................................ 6 Table 4.5 The Devout....................................................................... 41
CHAPTER-BY-CHAPTER.................................................................................... 6 THE DESTINED ............................................................................................................44
KNOWN HISTORY....................................................................................7 Table 4.6 The Destined..................................................................45
BEFORE THE SHATTERING................................................................................ 7 Table 4.7 Sorcery Spells per Day...........................................47
THE TRAGEDY OF DREYMOR........................................................................ 7 MAGIC ON KRYNAS............................................................................................48
THE ENDLESS NIGHT............................................................................................... 7 CELESTIAL MAGIC...........................................................................48
BA’NAJUUN AND THE TRUE HAND ....................................................... 8 Fig 4.1 Diagram of Planar Structure.....................................49
MAGIC, AND THE RISE OF MALLADIN................................................. 8 DRAGONMAGIC ...............................................................................49
NETH AND THE DARK LORD.......................................................................... 9 EARTHMAGIC.......................................................................................49
THE KINGDOM OF DÜRMANIA................................................................... 9 INFERNAL MAGIC ............................................................................50
RISE OF THE FREE CITIES...................................................................................... 9 SHADOWMAGIC............................................................................... 51
THE KINGDOM OF BREND.............................................................................. 10 ADDING SPELLS TO THE LISTS............................................... 51
THE MYSTERIOUS EAST...................................................................................... 10 ETHOS.................................................................................................................................52
REGIONS OF KRAYN.............................................................................11 CHAMPION VOWS..........................................................................52
INTRODUCTION..........................................................................................................11 DEVIL WORSHIP.................................................................................52
KRAYNA .......................................................................................................11 DEMON WORSHIP............................................................................52
GLAIVE ......................................................................................................... 12 DRUIDISM..................................................................................................53
THE SPIRE..................................................................................................... 12 MALLADIN WORSHIP..................................................................53
ALDÂNE ...................................................................................................... 12 SAINT WORSHIP.................................................................................53
FREE CITIES................................................................................................ 13 THE TRUE PATH....................................................................................53
NETH................................................................................................................ 14 SKILLS, FEATS AND EQUIPMENT.............................................. 54
DÜRMANIA .............................................................................................. 14 INTRODUCTION.......................................................................................................54
GUIDED TERRETORIES................................................................... 15 SKILLS.................................................................................................................................54
FAR ISLANDS .......................................................................................... 15 CRAFT............................................................................................................54
BREND............................................................................................................ 15 FIGHTING TECHNIQUE................................................................54
DARKWOOD.......................................................................................... 16 Table 5.1 Skills by Class .....................................................................55
ASHOLM...................................................................................................... 16 KNOWLEDGE........................................................................................56
KINGDOMS OF SPICE...................................................................... 17 RESEARCH................................................................................................56
MARA N’OG ............................................................................................. 17 Table 5.2 Information Type and Research Difficulty57
LOST CORNER ....................................................................................... 17 RESOLVE.................................................................................................... 57
BARRENS .................................................................................................... 17 FIGHTING TECHNIQUES................................................................................... 57
BLACK ISLE.............................................................................................. 18 BASSAL ....................................................................................................... 57
BATTLEGROUNDS............................................................................. 18 Table 5.3 Bassal Stance Feats................................................... 58
RACES................................................................................................................19 Table 5.4 Bassal Manoeuvres................................................... 58
INTRODUCTION........................................................................................................ 19 RENTAGNE............................................................................................... 58
Table 3.1 Races and Sub-races................................................20 Table 5.5 Rentagne Stance Feats...........................................59
HUMANS ....................................................................................................20 Table 5.6 Rentagne Manoeuvres...........................................59
DWARVES.................................................................................................23 SAMUELS ...................................................................................................59
GNOMES.....................................................................................................24 Table 5.7 Samuels Stance Feats...............................................60
HALF-ELVES...........................................................................................24 Table 5.8 Samuels Manoeuvres...............................................60
HALFLINGS..............................................................................................24 SCARAMIL................................................................................................60
HALF-ORCS............................................................................................25 Table 5.9 Scaramil Stance Feats.............................................. 61
MARA ELVES..........................................................................................25 Table 5.10 Scaramil Manoeuvres ............................................ 61
TRUE ELVES .............................................................................................26 THE HARMONIOUS WAY.......................................................... 61
BASIC CLASSES ...................................................................................... 28 Table 5.11 The Harmonious Way Stance Feats.............62
INTRODUCTION.......................................................................................................28 Table 5.12 The Harmonious Way Manoeuvres............62
THE WARRIOR...........................................................................................................29 FEATS...................................................................................................................................62
Table 4.1 The Warrior .....................................................................30 IMPROVED DAMAGE THRESHOLD................................62
THE THIEF.........................................................................................................................32 SHADOWMAGIC PURGE..........................................................63
EQUIPMENT ..................................................................................................................63

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GUNPOWDER WEAPONS ........................................................63 INITIATE OF THE TRUE HAND.....................................................................74
Table 5.13 Gunpowder Weapons ..........................................63 Table 4.10 The Initiate of the True Hand..........................74
OTHER NEW WEAPONS.............................................................63 DEFENDER...................................................................................................................... 75
Table 5.15 New Melee Weapons............................................64 Table 4.11 The Defender................................................................ 75
CAREER CLASSES................................................................................. 65 NOVICE SORCERER.............................................................................................76
INTRODUCTION.......................................................................................................65 Table 4.12 The Novice Sorcerer...............................................76
BERSERKER...................................................................................................................65 NEW SYSTEMS ...........................................................................................77
Table 4.1 The Berserker.................................................................66 INTRODUCTION....................................................................................................... 77
MERCENARY...............................................................................................................66 ADVANTAGES........................................................................................................... 77
Table 4.2 The Mercenary.............................................................67 USING ADVANTAGES.................................................................. 77
BURGLAR .......................................................................................................................67 Table 7.1 Advantage Player Activation Costs............. 77
Table 4.3 The Burglar ....................................................................68 CHOOSING YOUR ADVANTAGES ................................. 78
TYRO-ASSASSIN......................................................................................................68 WHAT THE RANKS MEAN ........................................................ 78
Table 44 The Tyro-Assassin.......................................................69 GAINING ADVANTAGES..........................................................79
ARCHER ...........................................................................................................................69 Table 7.2 Advantages progression by level...................79
Table 4.5 The Archer......................................................................69 ACTION POINTS..................................................................................79
SCOUT................................................................................................................................70 Table 7.3 Action Dice Rolled by Character Level...79
Table 4.6 The Scout........................................................................... 71 COMBAT SYSTEMS................................................................................................79
SAGE ..................................................................................................................................... 71 SUBDUAL/NON-LETHAL DAMAGE............................79
Table 4.7 The Sage............................................................................. 71 MASSIVE DAMAGE ......................................................................... 80
WIZARD’S APPRENTICE....................................................................................72 Table 7.4 Massive Damage Save Results ......................... 80
Table 4.8 The Wizard’s Apprentice......................................72 GAMESMASTERING AND DESIGNERS’ NOTES.......................... 80
CULTIST.............................................................................................................................73 RUNNING A DARKLORE CAMPAIGN.......................... 80
Table 4.9 The Cultist.......................................................................74 DESIGNERS’ NOTES.......................................................................... 80

DarkLore Campaign Primer


Copyright 2003 Ben Redmond and Nigel McClelland
Written and designed by Ben Redmond and Nigel McClelland

Layout and Art Direction by Ben Redmond


Cover Art by Ben Redmond
Cartography by Clayton Bunce
Interior Artwork by Phil Morris, Andrew A. Bieler, Jason Walton and Ash Jackson
Playtesters: Matt Finn, Mark Fair, Beattie Walsh, Annmarie Ingram, Rob Challinor, Bob Smith, Paul Johnson, Matt Sims, Ben Redmond, Nigel McClelland, Phil Morris.
Additional Thanks to Matt Sims for coming up with the name ‘DarkLore’ and to the members of EN World who responded to my thread about whether to produce a D20
Modern inspired dark fantasy game, in particular Jason ‘Hellhound’ Parent.

Legal notices: VI, Kingdoms of Spice , Knights of the White Rose, Knights Reaver, Koven,
Artwork by Phil Morris is Copyright 2002 Phil Morris Krayn, Krayna, Kraynan, Krynas, Lowdyn , Lower Glaive, Maelstrom, Mage
Artwork by Jason Walton and Ash Jackson is copyright Louis Porter, Jr. Lords’ Domains, Malladin, Malladin the Black, Manfreck the Great, Mara,
Design and is used with permission. Mara N’Og, Me’Kahh, Moiranna Guuber, Morilth, Muncaster Bridge,
Artwork by Andrew A. Bieler is copyright Andrew A Bieler and Mad Kaiser Najuunite, Najuunites, Narrish, Neihra, Nereth, Neth, Nethite, Nethites,
Games. Nihil, Nihil Islands, Novus del Mer, Nurish, Order of Hadrigon, Order of the
Dungeons and Dragons®, D20 Modern TM and Wizards of the Coast ® are True Hand, Perse, Rentagne, Rilano, River Reyne, Road Knights, Run,
registered trademarks of Wizards of the Coast and are used with permission. Sardonay, Scaramil, Servants of the Brotherhood, Shattered Sea, St. Hektor,
St. John the Protector, Sunfire, The Barrens, The Battlegrounds, The Chosen,
Designation of Open Game Content and Product Identity: The Endless Night, The Glaive, The Island of Truth, The Lost Corner, The Old
The following chapters are designated as open game content: Chapter 4 Imperial Wall, The Remembered, The Shattering, The Spire, The von
(excluding the names of product identity races and sub-races that are detailed Manfreck dynasty, Tzu Qan, Ulu, Upper Glaive, Vale du Aldâne, Valmarr,
below), chapter 5, chapter 6 and chapter 7 (excluding Games Master and Varr-Neth, Wayfinders, Waystations, Weinholm, Wilfrane, the Duke of
Designers’ Notes section on page 80 Chapters 1, 2 and 3 are designated Hrann, William IV of Brend, Yranik.
product identity. All artwork and fiction is close content and is copyright according to
The following names are also designated product identity: Aermaran, legal notices above.
Akragok, Arak, Asholm, Asholmian, Ba’Najuun, Bergennschloss, Bermon, Ben Redmond, Nigel McClelland and Malladin’s Gate Press hereby
Borderers, Brend, Brendish , Brendish Spice Company, Brenfoot Mooney, grant other OGL publishers a non-exclusive, irrevocable, royalty free
Burhasce, Caeldar, Calewick, Church of Malladin, Coutu Mara, Daria Jusinius, limited licence to make reference to this product, using the Product Identity
DarkLore, DarkLore Darkwood, Dreymor, Dreyview, Dürmania, Eiswarden, name “DarkLore Campaign Primer”. Any publication making use of this
Elected Council of Brend, Empire of Great Krayn, Far Isles, Fort Halfway, licence must bear a legal notice that 1) this name is reserved product
Frederick the Stupid, Free Cities, Furthaven, Glav, Glavian, Godswar, Gramilth identity, not open game content, and 2) DarkLore Campaign Primer is
IX, Guided Territories, Guild of Slavers, Guilds’ Alliance, House Armand, copyright 2003, Ben Redmond and Nigel McClelland and is published by
House Draconis, House Erebae, House Pertuce, House Zanoth, Humarrad, Malladin’s Gate Press.
Icynfang, Innsburg, James III of Brend, Jarek Neth, Jaycaster, Kennt, King Otto

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THE CONTINENT OF KRAYN

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DarkLore
INTRODUCTION

KRYNAS – A STRICKEN WORLD although are divided on whether it was the power used or the
destruction itself that sundered the earth and skies. There are
The world of Krynas is a dark place. It is a world of blasted
even a few who claim the downfall of the gods was of human
heath, murky bogs and desolate moors. Thick clouds cover the
origin. They believe a powerful wizard or heroic warrior, or
sky and little light gets through. Rain and storms govern the
more likely a group of mighty heroes, mastered strange
people more than any laws imposed by petty rulers. This is a
powers to banish the Gods.
world engulfed by darkness and wracked by powerful winds
and strange multi-coloured lightning. It is a strange, hostile
However they went, the Gods left a legacy. A world wracked
world where the forces of nature have been spun out of control,
by strange magical storms. A world where the sun never
disrupted by magical forces. Dark magics are encroaching and
breaks through the thick cloud cover and the brightest light is
there is a feeling of impending doom.
akin to what you or I may understand as twilight. This has
become known as the Cloak of Acheron, a darkness that
In the past, mere centuries ago, the petty Gods of Krynas made
engulfs the land, making it barren and unable to produce
war upon each other and took the lands of man and kith as their
enough food for its people. More darkness has come with this
battlefields. The Gods raised great armies of men to fight their
enshrouding darkness. The lands have become plagued with
enemies. They melded their divine powers into destructive
the walking dead. New magicians - wizards - have arisen, and
forces to smite their foes, and the cities of their enemies. And
are being slowly driven mad by their failure to control the
caught in the middle of this war was the men and kith of Krynas,
forces of magic. In jealousy, they hunt down sorcerers, the
suffering the vanity of the gods. The time following this war is
inheritors of the True Magic. The Cloak of Acheron has
known as the Shattering. The world seemed to have been torn
become used to describe all malign forces that are growing in
apart by the power of the magic unleashed by the Gods and
power as the world seemingly approaches its end.
their followers. Even now, approaching half a millennium after
the wars, the world is still battered by the aftershock.
But worst of all is the Maelstrom. When the Maelstrom forms,
the sky turns dark black and purple lightning flickers across
No one knows why the Godswar ended. One day the skies
the base of the clouds. Slowly, a hole opens in the clouds to
turned black at noon, and ripped with fire and ice. The earth
reveal the black and purple swirling Maelstrom. The
shook violently and many cities were rained with rocks and
Maelstrom rips a hole through the clouds and thunders to the
reduced to rubble. Some claim a greater, older, power rose up
ground, crackling with magical energy. It twists and forms a
and unleashed hell to destroy the Gods so that kith and man
powerful magical whirlwind. No sage, no matter how wise,
may live on their world as it was made for them. Some claim this
understands the nature of this power. The villagers in the
was the creator returned from the stars. Druids claim it was
regions where it strikes most readily say it feeds on man and
mother earth, awakening to destroy her infection. Some say
kith, often changing direction to avoid a house or animal
there was a final battle, and the Gods destroyed each other,
where it can instead pick a human.

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The clerics of the old Gods still roam the world. Many are hated Here on Krayn the fight for survival is still with us, but is much
or feared as they preach of their God’s return. They are left less ferocious.
devoid of magic and powers, but passionate in their beliefs. Some
say their God was banished by another, evil, God and when they Conflicts are still present, and rule the way of life. However, it
have built up their power they will return to the world. Others rarely comes down to desperate measures. Hence
say that their Gods were the victors in the final battle, and left communities, cultures, kingdoms and technologies have been
the world to its fate without their guiding hand. They claim that able to develop. The need for tools of war has fuelled new
the people deserted their God in His time of need and he will technologies and organisations. Magic has become a deadly
return when the people have repented and will bring back the weapon of war, with many schools training Wizards for the
sun. Whether they use the carrot or the stick there are two things battlefield. Cannons and muskets have begun to appear in
that they say in common: that the gods will return, and that it is some quarters. War has become a very bloody and costly
the fault of the people that the world is in the state it is in today. affair. Many rulers don’t have the resources to wage regular
New gods have arisen, too. The people have begun to worship war, and political intrigue has become the mainstay of the
the servants of their fallen gods, the angels and demons of the larger courts of the land. And this is a game that the societies
heavens and hells. There are thousands of cults in the world. can compete in on an equal footing with the largest Kingdoms.
Each with its own patron creature, granting limited magical
powers to their few followers. The political world is changing before the eyes of the people
of Krayn. The balance of power is shifting. The ordinary man
The world has changed much since the time before the is gaining influence and respect as simple crafts and goods
Shattering and the Godswar. Mighty empires once ruled across become as important as gold and steel. The rulers of Krayn
continents, but now many of the greatest of the world’s cities are need to grow in savvy and cunning, as subjects become citizens.
left as rubble for treasure hunters or sunken below the frothing Merchants and thieves are growing in power, as they no longer
seas. Once, Krynas was a place of trade and bold sea travel that require huge armies to carve out their empires. There are
circumnavigated the globe. Now the oceans are too treacherous many scrambling for the spoils as old powers begin to die out
to travel, and with no sun or stars to navigate by only a fool and new ones rise from the dregs.
would try. The Krynas of today is a land of small kingdoms and
independent city-states. Many rulers are petty, grasping at Krayn is also rife with monsters. The tracks between the cities
what little power they can hold on to. Wars between neighbours are preyed on be many bands of raiding parties; Orcs and
are common in all levels of society. Resources are scarce and Goblins are common. More sinister enemies lurk in the night:
there is much competition to claim a sizeable portion of what is a evil undead monsters secretly move amongst men and kith,
small pie. The world is one of conflict and adversity. Where forming their dark plans and growing in dark power. For more
nature does not destroy, the armies of man will surely follow. experienced characters, there are the demons and devils that
remain, uncontrolled by any evil Gods they seek
KRAYN – A BEACON OF HOPE
On the continent of Krayn, the remnants of the empire from HOW TO USE THIS BOOK
which it takes its name still exist. There are societies and factions This book introduces you to the world of Krynas and the
that have remained to this day, travelling across the wilderness DarkLore campaign setting. It provides you with all the basics
and keeping lines of communication open at all costs. Many to begin adventuring. Within you will find details of the
such groups maintain guilds and Waystations in the cities and player character races, basic classes and a beginning selection
villages of Krayn. Some groups are open about their comings of career classes. There are new systems for skills, combat and
and goings, but others are more secretive. In the cities, rumours to represent your character’s growing political influence. The
are rife about secret societies. For every rumour you hear expect world of DarkLore is introduced, and you are provided with
at least half to be unfounded paranoia. brief introduction to the lands, peoples and powers of the
world. Combined, this information should give you the bare
Krayn has suffered less than other continents. Its vast size has minimum to begin adventuring in our world. Further
meant that there are prairie lands sheltered from many of the supplements will cover the different areas of the continent of
rainstorms. The cloud cover is much less thick, enabling a Krayn in greater detail, providing new classes and other game
passable crop to be grown. The merchants’ networks are well material alongside details of the major players and important
established and the trade between nations is fast and organised. locations of region. We will also unveil the story arc of the
Alliances and minor empires have been forged here, and it campaign, as the Cloak of Acheron descends upon the world.
provides some semblance of civilization in a barbarous time. You will have the chance to play out the roles of the chosen
Here on Krayn, the fight for survival is still with us, but is much heroes of your own fantasy novel, customising and shifting the
less ferocious. The cloud cover is much less thick, enabling a story arc and moulding it to meet the needs of your own game.
passable crop to be grown. The merchants’ networks are well Look out for the forthcoming supplements for The DarkLore
established and the trade between nations is fast and organised. World from Malladin’s Gate Press and expand the Campaign
Alliances and minor empires have been forged here, and it Primer into a whole new game experience as you explore this
provides some semblance of civilization in a barbarous time. dark fantasy world, and save Krynas from the encroaching
Cloak of Acheron.

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Chapter one, Known History, provides you with a summary of
WHAT’S NEW? the known history of the world, covering all major events on
the continent of Krayn since the sundering. You will also find
The DarkLore game is an entirely new concept in D20 Role-
a timeline for quick reference.
playing. The system is a based more closely on D20 modern than
the original D20 fantasy rules. Generic base classes are used,
Chapter two provides you with a brief insight into the
which can be freely multiclassed, and combined with a wide
different regions of the DarkLore world, each one providing
selection of Career classes to boost your expertise. Combat is
you numerous gaming opportunities of intrigue and
deadly, and parties must combine their abilities to survive.
adventure.
Threats come from more than just rampaging monsters, with
many political factions vying for power. One wrong step can
Chapter three, Races, details the possible player character
make you a very powerful enemy. There is little magic in the
races, covering new rules for Elves, Dwarfs and human
world, and fewer magic items. Wizards are driven mad trying to
subraces. Here you will also find information on the cultures of
control dark arcane forces, whereas sorcerers are hunted down
each region.
and becoming a dying breed. This creates a darker, lower-
powered game world, where your characters struggle against
Chapter four explores the new character class system for the
powerful enemies with limited magical powers and items.
DarkLore game, detailing new six new base classes - Warrior,
Instead you must rely on your wits, and your ability to play the
Thief, Outlander, Scholar, Devout and Destined. Each is
game of intrigue.
linked to an ability score and select their class features from a
range of feats, talents and advantages. These are similar to the
ATMOSPHERE basic classes of D20 Modern.
The atmosphere of the DarkLore game is one of hardship and
struggling against overwhelming odds. The borders between Chapter five looks at the new skills, feats and equipment
good and evil aren’t as clearly defined as in other fantasy worlds. required to begin playing in the DarkLore world. There is a
Intrigue, by its nature, encourages a softening of morals. selection of new renaissance technology weapons and some
Chivalry is becoming a forgotten practice. Characters in the feats taken from D20 Modern that are required to make best
DarkLore World don’t merely need to worry about the evil use out of some of the borrowed game mechanics. You will
sorcerer and his Orc horde, as they will have just as deadly also find a selection of fighting techniques to develop your
enemies to contend with in the market place or the court. own specialist swordmen.

The main theme is conflict. Nearly everywhere the characters In chapter six, career classes are introduced. These are short
travel they will find some form of battle. From a simple border three-level classes that provide the character with a few
dispute between farmers that turns ugly, to the ten thousand- tailored abilities that they learn by following a specific
strong armies of the Mage Lords uniting to march on the training path or profession. Typically these classes have a few
Dürmanian upstarts. However, this is also a time for heroes. entry requirements that can normally be met by second or
There is tyranny everywhere, and much opportunity to fight for third character level.
good. There are greater plots afoot behind the petty wars and
squabbles, and it can be down to a small few to save the world In chapter eight, New Systems, you will find the rules for
from the impending doom of The Cloak of Acheron. advantages and tweaks to the standard D20 combat system
that we have made to enhance the dark atmosphere of the
There is also a large degree of paranoia for the characters to get DarkLore game setting. If you’ve not yet read D20 Modern,
to grips with. How do they know that they aren’t secretly being don’t worry, we have included any additional systems needed.
manipulated into defeating one evil baron, only to the benefit of You will also find new skills for your characters to develop
a much greater power? There are wheels within wheels in the and master. In addition there is a selection of new equipment,
DarkLore world, and secrets within secrets. As the game designed to cover the slightly advanced technologies
develops and story arc develop through future supplements, the available in some regions of Krayn. There are also the new
characters will uncover more and more of the secrets of the spell lists for the DarkLore world.
world. This discovery will move the game forward. There are
large changes imminent to the political landscape of the Whilst this book is short in many regards, we are constrained
continent, if not the entire world, and your characters can play a by the limits of the PDF format. We believe that producing
large part in deciding the outcome… if unknowingly. this free primer will enable you to begin exploring our world
and encourage you to seek out further expansions to continue
your campaign. This format, of multiple smaller books, allows
CHAPTER-BY-CHAPTER us to produce our game world in chunks of a size manageable
This book covers a wide range of material required to enable you by our resources and your modem alike.
to begin adventuring in the world of DarkLore.

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Chapter One
KNOWN HISTORY

BEFORE THE SHATTERING believed by historians to have been significant in preventing


the slide into disorder reported from other empires.
Little is known of the time before the Shattering, and even less
about the actual Gods war itself. The founding of the Empire of
Great Krayn is lost to memory. It was a monarchic empire forged THE TRAGEDY OF DREYMOR
by conquest. Those of the royal bloodline were largely The Shattering ripped apart the world, changing the shape of
charismatic leaders who, legends tell, were revered by their many of the continents. On Krayn, the most tragic event of the
subjects. There is a strong connection of Sorcerous blood in the Shattering took place in the area that is now the Dreymor Sea.
royal family, and it is possible, if the Dragon-kin theory of According to Gnomic legend and numerous historical texts,
sorcery is true, that the royal family were of draconic lineage, Dreymor was once a huge Gnome city under a great mountain.
and hence claimed a natural superiority as their right to rule. When the Shattering hit, the mountain was flattened and
flooded. By most reports, the city was the largest on Krayn,
Before the Godswar, it seems that there were a number of with more than seven million gnomes calling it their home.
chivalric orders that dispersed throughout the empire, bringing Gnomes were probably once a very common race in Krayn,
the law of the Empire to the far of reaches of the continent. The but now they are uncommon wanderers without a community
remnants of some of these groups live on today: the Knights of their own. It appears that the Shattering took place during
Reaver, Road Knights and the Knights of the White Rose trace a highly significant gnomish pilgrimage and holy festival.
back their founding to before the Shattering. This has presumably led to a much greater number meeting
their death during the Shattering. Some believe that the
Another possible remnant of the times before the Shattering is Gnomes were once a deeply religious race and this was
the society known as the Wayfinders. This group of guides and somehow the reason for the destruction of Dreymor, as the
couriers travel the highways and wildernesses of Krayn, keeping Gods were banished from the world.
lines of communication open throughout the old empire. The
nature of their work, and the widespread networks of THE ENDLESS NIGHT
Waystations, their ‘safe houses’ in the wilderness, give a lot of
After the Shattering the sky turned black. No light entered
credence to these claims, as they seem to have been formed in
the world. Exactly how long this period lasted is difficult to
more affluent, peaceful times. However there is no evidence that
say. Standard methods for recording time were lost. There was
the Wayfinders were set up in the times of the Old Empire. It is
no cycle of the sun to determine days, no moon to indicate
possible that the Waystations belong to another pre-Shattering
months, no passage of the starts to show how the years and
group and have been taken up by the Wayfinders since. The
seasons passed. All records count this period as being one long
activities of the Wayfinders appear to have been crucial to the
night. Therefore when we calculate calendars from the time of
continent avoiding being slung into complete chaos by the
the Shattering, we are really calculating from the end of the
Shattering. The way in which lines of communication and trade
Endless Night. When we say we are living a millennium after
were able to stay open immediately following the Shattering is
the Shattering, we could actually be a number of years or

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decade after this. Recent research into genealogies has
uncovered that the period seems to have lasted for two to three
generations. Whilst this is a far from accurate measuring system,
it is estimated currently that the endless night lasted for fifty
years.

It was during this time that the dead began to walk. Foul
undead creatures, never before seen on Krynas, started to
terrorise the lands. The Elves were the worst affected. The Great
Forest that the Elves called home became a hotbed of undead
activity. The trees were dying all around them, and refugees
were flooding into the cities in the centre of what was the Great
Forest. Ghouls and wraiths were preying upon their number, as
they could not properly defend themselves.

The Elf King, Gramilth IX, took a brave decision. He said the
Forest was lost and led his people to freedom on the plains.
However, many of the ruling families of the Elves were opposed
to abandoning their traditional home, and many stayed behind
to learn the power of Necromancy and defeat the undead.

The Dwarves cut themselves off from the rest of the world. As
they could see in the dark, they were not suffering as the other
races suffered in the darkness. The other races, out of fear and
jealousy, persecuted them. They isolated themselves from the
land above their mines and only rare outcasts have been seen
since.
towns also paid tribute to Ba’Najuun, and the True Hand in
turn offered their protection. These lands are now known as
BA’NAJUUN AND THE TRUE the Guided Territories; as, if you ask any monk of the order, the
HAND Hand is offered in friendship and guidance, not as a fist or an
order of rule. The people today are a very spiritual race. There
The City of Ba’Najuun was once the biggest seaport in the
seems to be little dissention or war amongst the separate towns
Empire. The second city of the empire, it sat on the south-eastern
in the region. However there are many strict laws that
coast. Its position and natural harbour made it the ideal place
outsiders can often find strange, and many a visitor has
for trade from other continents to come through. However, when
suffered punishment in the monks gaol.
the Shattering struck it was raised above the sea, becoming land
locked, hundreds of miles inland.
MAGIC, AND THE RISE OF
The people of Ba’Najuun were stranded. The lands to the north, MALLADIN
the Glaive were never greatly populated and they had relied on
The old Empire of Krayn was founded on Magic. The Imperial
the sea for all they needed. They would have soon perished had
family had Sorcery running through its veins and much of its
it not been for the True Hand.
power was founded in this magic. After the Shattering, many
Sorcerers mysteriously disappeared. Wizards also started to
In the city there was a beacon of hope. An order of monks from a
emerge. Before the Shattering, Magic had been a truly blood
continent whose name is now lost to history had established a
related ability, with only Elves, a few nobles and oddities from
monastery in the city. There were a large number of traders and
other races being able to master its powers. However after the
other craftsmen who had set up in Ba’Najuun from their home
Shattering, scholars started to learn how to cast spells through
continent, and the monastery was seen as the seat of their
rituals and incantations. This practice soon spread, and the
religion. The order was known as the True Hand.
wealthy were spending money in getting their children
schooled in Magic.
During the Endless Night, the monks went throughout the town,
tending the sick, and offering food and shelter to the needy.
Two centuries after the Shattering, the understanding of magic
They also managed to rebuild the city’s economy, changing the
had reached its height. In the west of the continent, a group of
focus fishing and sea going trade to camel trains and high
powerful Wizards joined forces to re-establish the Empire.
quality craftworks, which they traded to the surrounding area.
They forged themselves mighty armies of man, kith and
magical creations and set out to restore order to the world.
It was not long before the monks had become the established
religion and government of the city. Many of the surrounding

-8-
The Wizards formed themselves an empire that spanned much of Varr-Neth became unparalleled in power, and the other
the continent, and for a time they brought peace and civilization Wizards of Malladin joined forces to defeat him. Reports were
back to Krayn. They rebuilt Krayna, the old Imperial capital that the two great armies of thousands of men were travelling
and formed a new church honouring themselves as saviours and to an area known as the Battlegrounds, a natural border
new Gods. The church of Malladin, named after the movement’s region between the areas that are now the Mage Lords’
leader, grew into a strong bastion of order in the continent. Domains, the Darkwood, the Free cities and Dürmania. The
battlegrounds have been a natural meeting point for armies
However the curse of Krynas struck before peace could truly across the continent. All major conflicts that have created a
become a way of life: a Maelstrom that swept through Krayna shift in the balance of power have been won or lost over the
swallowed up the Wizard’s inspirational leader, Malladin the battlegrounds. However, Varr-Neth and his forces never
Black. The New Empire soon crumbled and infighting broke out reached the Battlegrounds. His army mysteriously
amongst the different factions of the new empire. The most disappeared en route. The Armies of the Mage Lords marched
powerful Wizards fought amongst themselves, building on towards Neth, but on hearing events the Free Cities
strongholds in the different regions and cities. They cast declared independence from Neth and quickly built on their
powerful spells and sent mighty armies to destroy each other’s garrisons and fortifications to meet the oncoming armies. If the
territory. Mage Lords had accepted the freedom of these cities they
might have marched on Neth successfully and destroyed the
NETH AND THE DARK LORD evil heart of the empire, however they chose to attack the Free
Cities and were eventually defeated, after many months of
The power base of Malladin’s Wizards at this time was in the
siege.
west and north of the continent. The Lands of the southeast,
where the Elves and barbarian tribes lived, were unconquered
by the Wizards. One of the most powerful of Malladin’s THE KINGDOM OF DÜRMANIA
followers, an evil wizard known as Varr-Neth, who openly used After nearly a century of fighting a truce was agreed and the
infernal magic and summoned demons to lead his armies, remaining Wizards each took a major city of the region and
controlled the far north-eastern corner of their empire. made it their kingdom. The region to the west of the
battlegrounds is
now known as the Mage Lords’ domains. It is essentially a
collection of independent city-states. The Wizards of
Malladin became known as the Mage Lords, and rule with
tyranny to this day. They use their magic to thwart the aging
process and have gained immortality. They were all part of
Malladin’s original alliance, and have lived for nearly four
hundred years.

The area that is now Dürmania was once the domain of a


powerful and despotic Mage Lord named Lowdyn who ruled
over a number of small cities from the large port city of
Bermon. Over five hundred years ago, the slaves in Bermon
revolted against his rule and he was overthrown. A new King
was appointed, Manfreck the Great, a famous gladiator, and
the leader of the revolt.

The von Manfreck dynasty ruled for nearly four centuries


before King Otto VI, died leaving behind only his son,
Frederick the Stupid, who many of the nobles feared would be
a weak king. However, Otto was a renowned ladies’ man, and
had many bastards throughout the kingdom. The various
factions of nobles seized upon these bastards as potential heirs
and a civil war ensued that is still ongoing to this day. There
have been kings on the throne, but none last for any significant
period, and no dynasty has complete control. Power shifts
back and forth as different bloodlines take control.

RISE OF THE FREE CITIES


When Gramilth IX led his kindred from the forests, they took
to the plains of the Mara. These were a wild and inhospitable,
overrun by monsters. The battle was hard fought, and the elves

-9-
dropped dramatically in numbers, losing many of their old
traditions and adopting new ways in order to survive. THE MYSTERIOUS EAST
Eventually the elves won the Mara, and thus clearing the way
For many years, the eastern coast of Krayn has been
for merchant caravans to travel between the Free Cities and the
uncharted. The old Imperial Wall has successfully kept the
Guided Territories. This created not only a great boon in trade,
raiding Orcs, Goblins and Ogres of the Barrens out of the
but also enabled the Glaive to become readily cultivated with
Upper Glaive, and the mountains of the Coutu Mara remain
the assistance of Free Cities merchants willing to carry the crop
impassable. However, the Eastern passage has recently been
to markets far and wide. From the Guided Territories, the Free
opened up by the Free Cities Merchants and has revealed two
Cities Guilds have been able to set up trading posts along the
mysterious cultures nestled into the regions east of the Coutu
southern coast of Krayn and have opened up new markets. This
Mara. Asholm is a strange place. Their people believe that
propelled the Free Cities into a period of political dominance.
they have found a true god, who has delivered them a shaft of
As the Mage Lords’ power dwindled, the Free Cities wealth
golden sunlight in which to bathe and prosper. They leave a
began to blossom, and with it their power.
largely peaceful life in the sun, growing fine fruits that fetch a
high price in any western market. However, they have shown
THE KINGDOM OF BREND themselves to be fierce fighters and reject any foreign contact.
At the outbreak of civil war in Dürmania, Wilfrane, the Duke of The Free Cities have established a fort just beyond their reach
Hrann, a son of one of Mage Lord of Rentagne and powerful and try their best to bypass this strange country. The Lost
wizard in his own right, built up a private army and sailed to the Corner, on the other hand, has revealed a primitive Gnomish
archipelago of Brend, off the north coast of the Mage Lords’ culture. These savages have been largely pacified by the force
Domains. He took with him a private army and conquered the of Free Cities Muskets and have provided new revenues for
backward people of the isles. He established his own Kingdom the Guilds whilst providing them with a much faster route
that, although small, has grown in power in recent years. His south.
hubris was greeted with anger by his father, who joined with
several other Mage Lords to curse the islands of Brend and
render them magically infertile ever since. No one born on
Brend can learn to master magics. In more recent history, the
Kingdom of Brend was struck by a Civil war. King James II was
a decadent and atheist aristocrat who taxed his land owners to
the point where they rose up in rebellion against him. This
rebellion was led by John Oliver, a devout follower of St. John
the Protector. When the landowners, supported by the Elected
Council, won the war, John Oliver instigated some quite penal
and puritan laws based on St. John’s doctrines. Many of the
Council objected, but Oliver’s power was such that it was not
until his death, which many believe to have been a secret poison
plot, that his laws could be overthrown and the country rebuilt.
In order to achieve this the Elected Council reinstated the
monarchy, bringing back the exiled son of James II, William, and
crowned him William IV. However, William was not crowned
an absolute monarch, and the Elected Council retained the
rulership of the country, allowing William to play the role of
King and to help unite the people. The current king, James III,
William’s son, has been a strong advocate of the advancement of
science and knowledge. He has opened many Universities and
military academies. Many groundbreaking new technologies
have been founded. The Brends have mastered firearms
technologies, and can use cannons and muskets as effectively on
the field of battle as their rivals in the Mage Lords’ Domains can
use magic. They have consolidated their defensible position in
the seas and built a strong navy. The leadership of the Elected
Council is devoted to trade and expanding the influence of
Brend in the marketplace. This is a tactic that also lines their
own pockets with the riches of trade. Brend is currently
contesting many issues of trade and territory in the Spice Islands
with the Free Cities traders. The Crown sanctions privateers and
trading companies, giving them monopolies and tax concessions.
This leaves many of the merchant guilds in the Free Cities green
with envy, and friction between the two is rife.

- 10 -
Chapter Two
REGIONS OF KRAYN

INTRODUCTION have to weave their way around these alien obstacles.


This chapter covers the different regions of the continent of
Politics: The four cities of Krayna are ruled with an iron fist
Krayn, detailing the geographical and political landscapes and by its tyrannical Mage Lords. Unlike Aldane, the northern
providing information on significant figures and organisations half of the Mage Lords’ Domains, there is no sharing of power
active within the region. Each Section is divided into three with a traditional aristocracy. The poverty and struggle for
sections: Geography, Politics and Organisation survival means that unrest is high, and the Mage Lords seek to
control their unruly populace by fear, enforced with murder
and torture. The power of the Church of Malladin has grown
KRAYNA so strong in the region, its most powerful patriarchs rival the
Geography: The region that forms the southern half of the Mage Lords themselves and are constantly scheming their
Mage Lords’ Domains is known as Krayna, housing the rebuild own plots. Gladiator Pits are common in this region, and well
Imperial Capital. This region is believed to be the centre of the liked by a bloodthirsty population. Gladiators, whilst
empire during the time before the Shattering, but its landscape technically slaves, can often transcend their status to a
has changed much since those days. The lands to the east of the position where the Mage Lords are forced to pay them some
Aplana Mountains have been completely submerged since the acknowledgement in order to maintain their power and
Sundering, but those to the west have risen out of the old western prevent a popular uprising.
ocean. In the Organisation - The Church of Malladin: The most powerful
initial period, organisation within this region is the Church of Malladin. The
these lands church was established shortly following the disappearance of
proved fertile, rich Malladin in order to further his teachings and to unite the
with minerals power of the new Empire. However, power politics and the
from the sea bed. general corruption that ensued over the following centuries
However, as the has hurt the Church most. The Mage Lords began to use the
fine sand was church to further their own right to rule their cities
washed away it independently, paying off the patriarchs of their city and
was replaced by a killing those who would not support their claims. When Varr-
bleak rock, Neth began his rise to power, the Mage Lords were so paranoid
unworkable and over possible infernalist cults within their cities that they used
barren. A typical the Church to form inquisitions and route out those who had
Kraynan trucked with devils. These Inquisitions have since united their
landscape is causes and now operate as a secret police force, consolidating
dominated by their own power and influence both within the Church and
black-grey over the Mage Lords themselves. The Church of Malladin is as
jagged rocks. evil and corrupt an institution as you are likely to find within
Roads are few and the DarkLore world, but its Lawful Neutral origins mean that

- 11 -
occasionally one finds a priest who is dedicated to Malladin’s THE SPIRE
teachings and withholds the true purpose of the church, Geography: The spire is a large glacial mountain range that
however, such characters will never progress far within the ranks
sticks out at the north of the Dreyview peninsular. Its peaks,
of so corrupt an institution. fjords and tiny islands create an area of great natural beauty.
However, this region remains largely unpopulated. Its snow-
GLAIVE capped peaks are a
Geography: The hostile
glaive is large flat environment for
expanse that survival, and the
provides some of the Dwarves who live
best agricultural beneath the range
land on Krayn. The do not take kindly
cloud cover is much to intruders onto
less thick here and their territory.
it provides a good Politics: The Spire
growing light that is houses the
unmatched kingdom of the
elsewhere. This Dwarves. Very
leads to a collection little information is
of dispersed available on the
agricultural political structure
communities of the dwarven kingdom. The Dwarves have isolated
springing up far and themselves within their caverns ever since the sundering.
wide, linked They treat their underground domain as a Garden of Eden,
together by market with the punishment of Exile from its halls reserved for their
towns that are connected to the Free Cities trade routes. most reviled criminals. The dwarves are ruled by a figure
Macarae is the largest of these market towns, and has become known as the Godslayer, who claims, it appears, to have been
the unofficial capital of the region. It’s impressive location at the personally responsible for defeating at least one God during
foot of the waterfalls that mark the navigable head of the River the Godswar and has used his status to elevate himself to a
Rae make it an ideal central point for all trade to come through, position of power. How much truth can be attributed to this is
adding to the prosperity of the south. There is a difference in the unknown – he may be a descendant of such a figure or a
region between the southern and northern Glaive. The southern complete fraud.
glaive is characterised by a gentle rolling of the land and Organisation - The Order of Hadrigon: The only dwarven
hedgerows that teem with wildlife. Here they concentrate on organisation we on the surface are aware of is known as The
growing high value vegetables and meat animals. The northern Order of Hadrigon. These are a rebellious faction who seek to
regions, with its ultra-flat plains interspersed with rocky overthrow the Godslayer. Although Dwarves are naturally
outcroppings, are where the cereal crops are grown. The unmagical, the Order has discovered techniques that enable
proximity of Neth and the Barrens makes this land a ready their kindred to master some control over arcane forces. This
target for raiders. order is very secretive, but is known to have contacts within
Politics: Each town in the Glaive has its own political system. the Academy of Wizardry on the Black Isle.
Some may have elected leaders or a council, others may have a
hereditary title. For example, Macarae has it’s own Duke, who ALDÂNE
rules the town in a typical medieval manner whilst Eagley has a
council who largely pander to the whims of the merchants of the
Geography: Aldane forms the region of the Mage Lords’
Domains to the north of the river Reyne. The lands are largely
Free Cities. These traders are the lifeblood of the region, and
undulating plains, interspersed with occasional rocky outcrops
they have a great say in the politics of the region. However
and small ranges of hills. This has created an environment
mixed and varied this may appear, the superstitious agricultural
where agriculture is possible, if not entirely successful. The
communities all pay homage to druidic ideals. Hence the most
region’s fields do, however, provide a reasonable standard of
influential power block in the region is the Ears of the Earth, a
subsistence-level agriculture. The region is dominated by the
formal collection of druids who have an organised hierarchy
great river, Reyne. This river and its northern tributaries
with titles similar to those within monasteries.
provide a flow of water throughout the Aldane region that
Organisation – Gypsies: The gypsies are a strange secretive irrigates the region’s fields. However, the sky is perhaps
race. They claim to have descended from royal stock and have a blacker in Aldane than anywhere else on the continent. Dark
tendency for sorcerery that somewhat backs up this claim. They clouds enshroud the land, making crops slow to grow and those
know many secret truths of the Cloak of Acheron, but are feared that make it to harvest probably would have been scrapped
and despised by the superstitious people of the region. elsewhere.

- 12 -
bays make excellent harbours. Rocky outcroppings into the
water have become the focal point for the cities that have
grown up in this region. The people of the Free Cities have
taken these natural harbours and fortified them into the most
powerful mercantile cities in the world. Outside of the cities
there is little to be seen along the coastline. The sheer cliffs
differ only slightly in height and there are only a few rocky
beaches to tell of. The Free Cities now get more than enough
food from the Glaive farmers and so the small outlying
communities have become little more than stop-off points
with a booming service industry. This is where you will find
Politics: Whilst the same system of independent Mage Lords’ the best blacksmiths and Inns in the whole of Krayn.
city states backed up by the power of the church is active here as
in Krayna, there are a number of crucial differences. The
agricultural lands that are found between the cities, and provide
the region with what little wealth it can, are owned by a
collection of noble families. These families have carved a
political niche for themselves out of Aldane’s strange climate.
The Mage Lords would dearly like to subjugate these families
and confiscate their lands, but a solidarity has built up between
these families that is difficult for even the power of the Mage
Lords to break. The Church in Aldane is much less rampant than
it is in the southern half of the Domains. They have little
authority outside of the cities and are kept in check by stronger
Mage Lords than their southern counterparts. As such, the Mage
Lords of the Aldane region rule with a slightly different tone of
despotism. The Nobility are used to induce an understanding of
a natural right of rulership that becomes difficult to question
and keeps the populace happy in the knowledge that they are Politics: Money is power in the free cities, and the money lies
maintained by a principal of Noblesque Obligé. They are less firmly in the hands of the Guilds Alliance. Each city possesses
overtly cruel, seeking instead to root out secret rebels rather a civilian administration, based upon the old administrative
than ruling by fear. They let their populace admire the nobility system of Malladin’s empire but modified to incorporate the
as they silently crush anything that might oppose their power. needs of independent city states, to handle day to day affairs.
Organisation - The Alliance: Throughout the Mage Lords All politicians are, however, directly or indirectly under
domains, a secret organisation known as the Alliance is control of the Guild Alliance, indeed many administrators are
operating in a covert manner to undermine the authority and themselves senior guildsmen. Each city is also an independent
power base of the Mage Lords and the Church of Malladin. state with its own traditions and organisation. This, along with
Whilst they are struggling to succeed in the brutal and harsh extensive corruption and inter-guild and city rivalries,
conditions of Krayna, the sneakier Aldane Mage Lords make a hampers effective government. However, trade and profit are
more promising target. The Mage Lords and the Church of central to the Guild Alliance’s power and so it ensures that
Malladin are notorious for hunting down and killing those of trade and travel is safe within and between the states and that
Sorcerous blood. These natural magicians pose an obvious threat those with business in the cities are safe and catered for.
to rulers who claim a right to lead based on their own magical Private guards and civic militia, paid for by a levy raised by
power. The Alliance has become a secret underground for the Guild Alliance enforce the law, usually in the favour of
sorcerers in the region. Originally it operated merely to get the guilds. In such an environment intrigue and conspiracy are
young sorcerers out of the region, but over the years its success rife, although without the outright hostility and bloodshed of
has led to many sorcerers returning to the region fight for their other regions such as Krayna
freedom. The Alliance operates a secret game of espionage and Organisation-The Guilds’ Alliance: Wealth power and
intrigue throughout the Aldane region, not only within the status drive for its members drive the workings of the Guild
cities, but also in the courts of the nobility throughout the Alliance. Even its lowliest members gain protection and
countryside. respect as part of its all encompassing structure. Its most
successful members are some of the wealthiest and most
FREE CITIES influential individuals in the world. Like any organisation
there are guilds and individuals who possess greater and lesser
Geography: The broken shoreline of the Dreymor sea
influence over the organisation as a whole and it is
highlights the sheer force of the Shattering. This coastline
consequently a highly political organisation with
appears to have been cut straight out of the rock. This makes the
advancement depending on acumen as well as ability. A
land ideal for building large seaports, as their naturally deep
grand council consisting of the individual guild leaders meets

- 13 -
regularly to guide policy. Guild Alliance influence stretches has become a favoured destination of many refugees from
well beyond the Free cities due to the organisations control of around the continent. Combined with the disjointed and
land-bound trade, especially the Glaive’s foodstuffs, throughout dysfunctional government, it has become overpopulated.
the continent. The rise of Brend as a mercantile power and its There are more large towns and small cities in this region than
ongoing trade war with the Guild Alliance is a serious problem any other, and there is little food to go around. However, it
for the organisation and recent years has seen its resources was not such a long time ago that Dürmania found itself in a
applied with ruthless efficiency against Brendish mercantile golden age and there are many pieces of fine architecture to
interests. be found, but they are beginning to decay into piles of rubble
and rotten timber. The land is also ravaged by demonic fiends
NETH and the found undead, leading may of the population to seek
Geography: The region solace in the teachings of the Saints, such as St. Hektor the
to the north of the Purge and St. John the Protector.
Dreymor Sea is formed
from glacial mountain Politics: Dürmania is a politically shattered land. Its original
ranges, fjords and small, ruling class are gone and individual nobles rule what lands
close-packed islands. they can claim and hold. These rulers range from benevolent
Whilst the peninsular to lords who seek to rebuild a greater Dürmania to vile despots
the west holds the who rule through fear and intimidation. As can be imagined
dwarven kingdom of the the lot of the common man is a varied one. Co-operation
Spire, the islands and between rulers is limited to trade necessary to keep the
eastern spur are home to kingdom intact, military operations for the same purpose and
the fractious remains of in support of the numerous changing political and military
the heartland of Varr- alliances that rulers make to extend their influence and
Neth’s empire. This agenda. Only a strong sense of national pride and identity
region is perhaps one of built in contrast to the surrounding lands holds Dürmania
the most beautiful in together as a single nation, however divided, in the face of
Krayn, and the clouds of the Cloak of Acheron rest naturally in poor resources and divisive rulership. It is this strength of
the barren majesty of the landscape. The water provides the character that defines Dürmania as a nation to outside and
Nethites with a steady fish diet and seafaring has become a drives many to seek a better and more stable political future
strong character of all Nethite culture. for the nation before chaos and instability consume it.
Politics: The lands of Neth are fractious and barbarous. They Organisation – The Dragon Knights: The Dragon Knights
are dominated by chieftains of small villages who all lay claim are the only force standing between Dürmania and forces of
to the imperial title. Battles are frequent between different chaos, famine and war. They maintain an unsteady peace
warbands, and many men die young. The politics of the region is between the warring Barons. The Dragon has become the
dominated by the worship of demon-gods who demand their symbol of Dürmanian society and many worship at the
own individual followers to die for them in battle. The cultists of Knights’ chapter houses. The Dragon Knights, whilst separate
Neth are much less well organised than in other regions, but organisations, have much in common. They all operate within
command the fear and respect of the people. Life in Neth is hard a broad region and train the best warriors to fight in their
for the humble peasant, they must show loyalty to their chieftain orders. They also follow a religious doctrine, worshipping their
and demon-god and learn to fight better than the next man to draconic founder as a god or saint and building churches and
survive adulthood. cathedrals to
Organisation – The Servants of the Brotherhood: This their
organisation is very secretive. They are a shadowy group who worship.
work both within Neth and the surrounding regions to further There are
the worship of a brotherhood of demons. They have secret cults rumours of
in cities around the world, but work within Neth to unite the war brewing
villages under a single banner in order to return Varr-Neth and and the
his empire to the world. They are largely unsuccessful due to the Dragon
constant infighting of the region, but as the darkness encroaches, Knights have
they grow in power. been
particularly
active of late,
DÜRMANIA perhaps they
Geography: If there ever was a region of Krayn that captured are entrusted
the true feel of the Cloak of Acheron it would be Dürmania. The with some
rolling hills, dark forests and craggy mountains of the region are secret…
enshrouded in thick cloud and little light breaks through. As a
symbol of freedom from the Mage Lords’ oppression, Dürmania

- 14 -
GUIDED TERRETORIES levels its leaders leave monastic existences free to achieve
Geography: The Guided Territories are a relatively pleasant spiritual enlightenment and spread the benefit of their
land. In the north they benefit from the same thinning of cloud knowledge to all people through the order and its guidance of
that accompanies the Glaive and Mara N’Og. This allows them society. Yet some look to the shadows that have grown over
to produce a reasonable subsistence level of agriculture. The the Guided Territories over time and wonder what paths to
strange architecture and technologies of the True Hand enlightenment are taken within monasteries closed to those
characterise this region. Buildings are nearly all single story without the understanding deemed by the elders as necessary
with red tile roofs. Beautiful wooden arched bridges span the for entry.
wide slow running rivers. The mountains in the north provide the
region with its core farming. The Hand’s influence can be seen FAR ISLANDS
here, too, with terraces lining up the mountain side to make the Geography: Far away from the world of civilisation, and
most out of the limited sunlight. trapped within the icepacks during winter, the Far Islands are
a barren and hostile place. The islands themselves have a
strange geography and are perhaps most similar to the
volcanic islands of the Kingdoms of Spice. However, no active
volcano has been recorded on the islands for some time.
Politics: The Far islands are populated by a barbarous people
who seem to worship an ancient white dragon known as
Icynfang. On a cold winter they will come marauding across
the pack ice and attack the Nethites, but they lack the
organisation or seamanship to take on the merchant vessels of
the Free Cities that pass by. They are led by a powerful cult
who maintain a strict code of secrecy and follow the laws as set
down by Icynfang. These involve many cruel punishments and
rites of torture over offenders. Rule is enforced by bloody
violence and fear tactics by a powerful and secretive clergy.
An explorer from the free cities believes that the priests have
secret day lives within the villages in order to watch out for
potential rebellions against their cruel rule.
Politics: The Guided Territories are ruled by the monastic Order Organisation – the cult of Icynfang: This secret cult is
of the True Hand and its spiritual leaders. A civilian
actually a lot more prevalent than many are aware. They
administration carries out the orders dictates but all decisions
have secret meetings in most cities of the world and spend
and judgements are carried out by Hand elders. Society and its
their time recruiting mercenaries and forming their own
laws stress order, obedience, duty, community and development
private armies. No one knows their true purpose for this, but
of the self within an individuals given place in society. Laws and
most cities take a very dim view of it and have made
living structured are all codified and the spiritual wisdom of the
membership of this cult highly illegal.
Order of the True Hand grants guidance for its implementation.
The structures and laws of the Guided territories have created a
safe and productive society that encompasses all its citazenry, BREND
even the humblest have a place in the celestial order although Geography: The three main islands of Brend have very
those who tresspass against society are dealt with harshly. different landscapes. Brend itself is flat, with only small wolds
Codes of conduct and laws are designed to promote practical where the rivers rise. This makes for good farming land, and
living systems that create an ordered and efficient society. they have managed to grow a good crop of root vegetables
People in the guided territory are among the most content, have that do not rely on strong light. This, tied with the nation’s
an enviable standard of living and embrace the True Hand’s mercantile power, makes it a rich land with its major cities the
philosophy willingly. Order and knowing one’s social place and hub of Brendish life. Outer Brend is hilly and populated by
role have built a harmonious society so few have reason to doubt small hamlets who breed sheep and cattle in the hills and
such a ways validity. mountains. Caledar is a hostile place, more closely related to
Organisation-The Order of the True Hand: Originating on Neth or the Spire. Most of the island is populated by remote
another continent, the order has grown from its missionary and isolated villages of crofters, but its two cities are built on a
monastery in Najuune. Local concepts and beliefs have natural fault and make god use of the rich, flat land for
integrated the orders philosophical beliefs, beliefs that have in growing their own crops.
turn created a new society in the Guided Territories that Politics: The political landscape of Brend has changed
incorporates all the lands citizens. Monks of the order are a drastically in the last hundred years. First there was the civil
separate social group with powers within and responsibilities to war, where the Elected Council rose up against a decadent
society as a whole, which vary by the monks rank. king, James II. After the Council failed to rule on its own due
Advancement within the order is based upon service, spiritual to an obstructive aristocracy, William, the exiled son of James
understanding and devotion to its tenants. At the orders highest II was reinstated as monarch, but with the true power still

- 15 -
fortresses of magic that protect each House from each others
dark machinations.
Politics: If money rules the Free Cities then blood rules the
Darkwood. It is the great houses of Elvenkind that rule the
land with complete authority and none defy their will, for in
the Darkwood there are many worse punishments than death.
Within its holdings each house is a law unto itself, however
only if a house can protect itself can it carry on as it would
wish. Although the Conclave of Houses technically
represents all the houses, only a few Houses effectively have
any say and so control society. Most lesser houses seek the
patronage and protection of a greater house and follow its line
within the Conclave. By any standard political rivalry within
the houses is complex, vicious and deadly. The decadence and
degeneracy of the True Elf race is represented is represented
in every aspect of its culture and politics is no exception. Yet
society is strong for only the strong and powerful survive in the
political arena and such True Elves are usually possessed of
purpose, requiring a society’s resources to implement their
plans, however obscure or repulsive they may be to other races
or even their own kind.
Organisation – The Knights of the White Rose: This
ancient order of knights is prevalent throughout the world,
and led by an unknown master believed to be based in
Aldâne. The Knights are a secretive society dedicated to
remaining with the Elected Council. Now James III is king and ridding the world of evil and tyranny. Most importantly they
has pushed for many advances in science and advancement of are concerned with the corrupting effect of wizardly magic.
the navy, and his is largely responsible for making Brend into They have infiltrated many echelons of society, but are now
the power it is today. Brend is a relatively happy kingdom, with concentrating their efforts on the Darkwood for unknown
only the Caledar nobility angry over their enforced reasons.
subservience to an elected body.
Organisation – The Talebearers: A secretive thieves guild
based in Lorin has expanded out into the rest of the world and ASHOLM
have become the worlds foremost spies. They seek only to Geography: Asholm
gatherinformation and are privy to many of the world’s darkest is the one true Eden of
secrets. They trade their information for profit and safety, and the DarkLore world.
are tolerated in most places. Only the Free Cities, who see them Akron, a true deity,
inaccurately as an instrument of the Brendish government, are has returned to the
vehemently opposed to their continued presence in the world. people of Asholm and
has pushed back the
DARKWOOD clouds and provided
all for his chosen
Geography: The people. The lands are
true name of the
warm, sunny and beautiful. Gentle, unintimidating forests,
Darkwood has
babbling brooks and rolling hills surround the glorious bay.
been lost to all but
The people of Asholm have no need to farm crops or livestock
the Elves
as they can gather all they need from the land and the animals
themselves. This
are so plentiful and docile it is little effort to hunt them. Life is
land is a dark and
good and the people simply pass the time of day in what ever
twisted unnatural
manner they please. They sing and dance and enjoy each
forest. It is
other’s company.
ravaged by the
attacks of the Politics: In a land this uncomplicated there is usually
undead, and even something sinister behind it. In Asholm it is the rulings of
many of the trees Akron, as told to his chosen Prophet. Every ten years a new
are rotten and undead themselves. No light makes it through to prophet is chosen in a ceremony attended only by those of age.
the forest floor and the air feels almost poisonous to breath. The The old prophet then leads those who were there at his
gleaming silver towers of legend have been replaced by black Becoming to the Promised Land of Akron. This means that
there is no-one over the age of twenty eight to be found in the

- 16 -
land of Asholm, making it a very strange place indeed. Many Exiled have
refugees from Asholm believe that this is actually a simple conquered its
slaughter to feed the blood lusts of a vicious god. However, the monsters and made it
willingness of the Prophet to go with the elders every journey their home. The flat
would suggest that the prophets at least believe their god’s plains were once
orders are true. home to a host of
Organisation – The Chosen: The Chosen are coming out of unnatural predators
Asholm, seeking to convert all to the worship of Akron. They that hunted the herds
arrive at a village in large numbers and convert as many as are of Bison that live on
willing. Those unwilling are taken away to the Promised Land to the plain. Now the
witness for themselves the truth of Akron. When they don’t tribes of the Mara
return with their Guides the remaining people are told that they live a simple and nomadic existence following these herds.
did not wish to leave Paradise. Politics: The Clans of the Mara are fractious and rarely meet
under favourable conditions. Each tribe is descended from one
KINGDOMS OF SPICE of the great houses of Elvenkind who fled the Darkwood and is
Geography: led by a Patriarch. Some Elves have left their tribes to become
Scaramil, an undead hunter. These rangers patrol the edges of
The Kingdoms of
Spice are the Darkwood, protecting all clans from a possible invasion by
situated on a the undead. As such they are respected by all clans
large Organisation – The Wayrunners: The Wayrunners are a
archipelago of society of couriers who have kept the old lines of
volcanic islands. communication open since the Shattering. They operate a
This leads to collection of Waytations across the land as places where they
steep mountain can stop off on the road. They are also supported by their own
sides scattered Road Knights, a martial order dedicated to keeping the
with trees and Wayrunner roads free from bandits and rampaging monsters.
people living in They have no true base of operations, but do have some
small semblance of a command hierarchy. Their current leader is a
settlements Mara Elf Scaramil and Road Knight called Aermaran.
close to the
water. The spices which grow there are the islanders primary LOST CORNER
source of income from trade. Geography: This dark land is populated only by a primitive
Politics: The warming of the lava beneath the soil and the race of Gnomes. They are simple hunter-gatherers and eek
nutrients from the volcanic rock allow for rare and powerful out their subsistence living from the clumps of vegetation
magical spices to be grown here and only here – and they are dotted around this otherwise rocky landscape.
highly desired throughout the world. This has led to the islands Politics: Little is known of the Gnomish society. The Free
becoming the prime cause of friction between Brend and The Cities merchants have founded a fort on the coast as a stop of
Free Cities. The numerous small kingdoms of the region have point between Fort Halfway and the civilisations of the
been bought or cajoled into the service of one or the other and Shatter Sea. This fort has grown in significance in the last ten
these legitimated pirates prey on each other with bloody years as they have started trading with the gnomes. The
enthusiasm. The Kings have become the puppets of the Gnomes have a system of slavery in place and were very keen
northerners. This is much to the annoyance of the priests of the to offer their slaves to the Free Cities merchants in exchange
Spice Islander’s religion, known as Imams. They follow the for their metalwork items. As such the Fort has become a
teachings of the Nihil prophet, Humarrad, who specifies a strict trading post for a newly legitimated slave trade. Its location is
dogma of prayer and fasting. kept a secret by the merchants as the Gnomes make excellent
Organisation – The Brendish Spice Company: This workers, being born to a life of slavery.
organisation merchants has been branded as pirates by the Free Organisation – The Guild of Slavers: This new guild has
Cities, but they strive to fight off the Free Cities influence in the been formed based on the slave trade and is growing in power
region and have succeeded in breaking their spice monopoly. within the Guilds Alliance. It’s power is such that it operates
As such they have become a powerful force within the Brendish independently and often in opposition to the Council’s rulings.
nation, and also within the Mage Lords’ domains, as they can They have become allied with the Mage Lords who have
provide the spices required for spell components. operated a slavery system for centuries and are very much
developing their own agendas.
MARA N’OG
Geography: Mara is an Elven word for the Plains. As the plains BARRENS
were seen as a foreboding place it is also their world for a bad Geography: The Barrens are a dark and broken land. It is the
area or person. However, this term has become displaced as the place where the Monsters are kept at bay, penned in behind

- 17 -
the Old Imperial Wall. The land is barren and rocky, with only the Glaive and has been the place of many great battles of
weak grasses and mosses covering the rocks. history. In itself, the region is fairly nondescript. It is quite flat,
Politics: The different humanoid tribes and factions are with a few small river valleys and low rolling hills providing
constantly warring and bickering amongst themselves and any shelter for the region’s populace.
human or kith to travel hear will likely end up eaten.
Organisation – The Remembered: This strange organisation
is found both in the Barrens and amongst the Ogrons of the
Mage Lords’ Domains. It appears that those of Ogre blood,
including Orcs and Bugbears, are a corrupted form of some
higher species, perhaps even a Kith race. For some reason some
racial memories have been awoken in a small number these
creatures and they have become skilled craftsmen and scientists
beyond the par of the best of Brend. The Remembered band
together in small communities, isolating themselves as much as
possible from the rest of civilisation. They build ramshackle
settlements and have methods for communicating between cells
and powerful weapons to defend themselves with.

BLACK ISLE
Geography: The Politics: The people live in small communities nestled in
Black Isle is shallow valleys and have a clan-based political structure.
named for the Family heads look after each small territory of land and
colour of its rock. occasional feuds between clans can spill over into violence
Its entire and bloodshed. Most prevalent among the clans are the
coastline is sheer Borderers, those who hold land on the edge of other territories.
cliff faces of a These clans are astute bandits who have gathered much power
dark black rock. and wealth exploiting their lawless status and geographical
This Rock is position and rival the Mara Elves as cavalry raiders.
incredibly tough Organisation – The Knights Reaver: The Knights Reaver
and is used in are thought to be an order of imperial knights from a time
forging before the Shattering. They believe that laws and orderly
Adamantine, a living bring about the greater good, and as such attract many
secret known only to the Nihils. The island above these cliffs is paladins to their banner. They operate in all regions where
largely a plateau, with an undulating landscape covered with laws are scarce and impose their own laws on these anarchic
alien trees and other flora. societies. As such they are found in Krayna, the Glaive and
Politics: This island is home to the Nihils, a tall, slender, black the Battlegrounds, but have not received the same dominance
skinned people who number many powerful magicians amongst over society as they have in the Battlegrounds. Here they vie
their population. The Island is populated only within the City of against the traditional way of life of the clans, especially the
Koven. The Nihils here are nearly all magicians and followers of schemes of the borderers imposing their own strict laws and
their Prophet Humarrad. Koven is home to the Academy of the peace that it brings.
Wizardry, sheltered in a secret valley above the city. This is a
human institute where people may come to study the magic of
Wizardry. The Nighils remain above it all and seem to have no
hierarchical structure of government.
Organisation – The Secret Academy: This secret society,
belived to have been founded by Malladin himself, is dedicated
to the advancement of Wizardry magic. However, they have a
particular concern with the corruptive nature of magic and seek
to find ways around this problem. They operate secret cells of
powerful wizards around the continent, but their leaders are
based in the Academy of Wizardry.

BATTLEGROUNDS
Geography: The Battlegrounds is a small region that is found at
the heart of the continent of Krayn. It forms a natural meeting
point between all the major regions of the continent. It borders
Krayna, Aldâne, the Darkwood, Dürmania, the Free Cities and

- 18 -
Chapter THREE
RACES

INTRODUCTION DarkLore game setting, no race has a favoured class. In the


DarkLore world, humans, while prolific, are only slightly more
Each of the standard D20 fantasy races finds a niche in the
adaptable than the elder races and generally weaker in
Darklore world. However, social, environmental and cultural
comparison to them. Sub-races give the character a special
factors mean each of these races possesses unique aspects in
ability modifier, which is additional to the basic modifier for
relation to the world of Krynas. Indeed, nationality often plays
the race, and a sub-racial skill, which always counts as a class
as much of a factor as race in determining how someone views
skill for characters of the sub-race. If a character selects a
himself or herself and is viewed by others. Among the diverse
class that already receives the sub-racial skill as a class skill,
and often isolated people of Krayn identity and race are
they gain a +1 competence bonus to skill checks using the
defining factors. This chapter explores the races of Krayn and
relevant skill. Races without sub-races, still receive similar
provides information on creating character’s that represent their
bonuses to represent their unique development within the
unique natures and abilities.
Darklore world. These racial abilities function exactly as their
sub-racial equivalents and are added to the basic PHB
In game terms, players initially use the basic racial information
information in the same way. While these features make
contained in Core Rulebook 1 when creating a character, with
characters more powerful than standard, the Darklore world is
the following exception and where noted. The bonus skill point
a harsh place where strength is needed to survive and races
at first and subsequent levels, and the bonus beginning feat, that
have evolved quickly in response to their environment. Also,
are normally only granted to human characters is applied to all
Darklore is a setting where individual ability in relation to
starting characters, unless otherwise stated. Only humans, half-
adversity is a central feature of theme and tone and sub-racial
elves and half-ors may select any feat with this bonus, other
abilities emphasise this concept. Further, not all the sub-
races must select a feat from the starting feats list for each race.
races of Krayn are of equal power. In order to allow player
In addition, given the free multiclassing allowed in the
choice, and avoid the

Calewick South Bank, showing the Muncaster Bridge.

- 19 -
Table 3.1 Races and Sub-races
Race Sub-Races Ability Score Modifiers Sub-Racial Skill Availability
Human None
Aldâne +1 Int, +1 Cha Diplomacy Normal
Asholmian +1 Dex Perform Normal
Brendish +1 Int, +1 Wis Balance Normal
Caeldar +1 Str Intimidate Normal
Dürmanian +1 Con, +1 Cha Knowledge (Supernatural Phil.) Normal
Glav +1 Con, +1 Wis Wilderness Lore Normal
Gypsy +2 Cha, +1 Wis Bluff and Knowledge (Arcana) Uncommon
Kraynan +1 Wis, +1 Cha Sense Motive Normal
Najuunite +2 Wis Knowledge (Religion) Normal
Nethite +1 Dex Diplomacy or Knowledge (Religion) Normal
Dwarf +4 Con, -2 Cha
Arak None Profession Uncommon
Neihra +2 Cha Knowledge (Civics) Rare
Ulu +1 Str Intimidate Rare
Gnome +2 Con, +2 Wis, -2 Str
Wanderer +2 Int Knowledge (Any) Uncommon
Half Elf None
As Human As Human As Human As Human
Halfling +2 Dex, -2 Str
Glavian +1 Con, +1Wis Wilderness Lore Normal
Shirelander +1 Int, +1 Cha Diplomacy Normal
Half Orc +2 Str, +2 Con, -2 Int, -2 Cha
As Human As Human As Human As Human
Mara Elf +2 Dex, +2 Wis, -2 Con
Dragon Clan +2 Cha, +1 Wis Diplomacy Rare
Eagle Clan +1 Dex Ride Uncommon
Griffon Clan +2 Wis Spot Uncommon
Scorpion Clan +1 Int, +1 Wis Gather Information Uncommon
Wolf Clan +Str Wilderness Lore Uncommon
True Elf +2 Dex, +2 Int, -2 Con, -2 Cha
Armand +2 Cha Diplomacy Rare
Draconis +2 Int Knowledge (Arcana) Rare
Erebae +2 Wis Knowledge (Nature) Rare
Pertuce +2 Int Spellcraft Rare
Zanoth +1 Str Knowledge (Supernatural Phil.) Rare

complications of equivalent power levels for characters of practitioners’ well supported throughout the land. The Mage
differing races, each race and sub-race has an availability Lord cities in the region emphasise wondrous and highly
rating. Normal rating means players may select characters of decorative architecture. In combat, light weapons and little or
that race without penalty. In order to create characters of no armour are favoured, and are seen to grant flexibility to a
uncommon or rare availability players must sacrifice one or two warrior. Aldâne attitudes to magic differ greatly from their
of their starting advantages respectively (see chapter eight for southern counterparts, magic is seen as a blessing and Wizards
details on advantages). and magic academies are found in most large cities. The
church of Malladin is less overtly tyrannical and so is
respected by the people. However, the Mage Lords of Aldâne
HUMANS often vie for power with the church and so sordid and
Humans are by far the most common race of Kraynas, and the dangerous intrigue constantly bubbles beneath the surface of
most racially diverse due to their broad range geographical and everyday life. Individuality is tempered by civility among the
cultural variety. Aldâne, but most people still expect trouble when an Aldâne
is presented with an order or situation they feel offend their
Aldâne honour, and many Aldâne nobles and adventurers posses
duelling skills to back up any such affront.
The northern half of the remaining Mage Lord’s Domains is home
to the Aldâne people. They are tall and pale skinned with Sub-racial abilities: +1 Cha, +1 Int
brown hair and eyes as their dominant colouring. Culturally, Sub-racial skill: Diplomacy
they value beauty and sophistication with the arts and their Availability: Normal

- 20 -
Asholmian Brendish and Caeldar
The people of Asholm are the chosen of Akron. Physically they A shared political identity makes the Brendish Kingdom and
are slender and lithe with average height for the respective its mixed races the closet thing to a true nation in the world of
genders. Technologically they lag behind the rest of the DarkLore. The Brendish are a hardy people. They are plain in
continent, even the agrarian simplicity of the Glaive. This is due stature and dress. Hair tends towards sandy with a mixture of
to both their geographic isolation and the influence of Akron’s brown and blue eyes being prevalent. Simple practical
church. Asholm is ruled heavy-handedly by the priesthood and clothing made of plain cloths is the norm, with wealthy
ultimately the Turrach, an immortal high priest through whom individuals favouring better quality cloths and cuts rather
Akron speaks directly. Asholmians are a gregarious people who than more flamboyant styling. Brendish personality traits
favour and practice many forms of creative expression, despite share many of the characteristics evidenced in the nations
the church’s efforts to subjugate such practices. Fashion in fashion choices. A long seafaring tradition, necessary for
Asholm are unique and individualistic favouring light materials defence, makes the Brendish the finest sailors in the world and
and revealing outfits, although the quickly adapt to the harsher their naval dominance and the development of a mercantile
climates outside of Asholm. Hair and skin dyed in unique fleet makes Brend a power much larger than its size would
colours and patterns is also common. To a large degree suggest. Without magic, the Brendish have become an
Asholmians are a nation of artisans, although of a varying inventive and industrious people, the development of black
degree of skill. Flamboyance and difference are the traits others powder weapons representing a pinnacle in Brendish
associate with Asholmians along with a suspicion of the church achievement. Many admire Brendish achievement and power
of Akron and the eldritch powers seen among his people. but wonder whether the nations’ ambition and pragmatic
Sub-racial abilities: +1 Dex determination will influence their lives for better or worse.
Sub-racial skill: Perform (Any) Sub-racial abilities: +1 Int, +1 Wis
Availability: Normal Sub-racial skill: Balance
Availability: Normal

The Caeldar are a fierce and proud barbarian people. Men


and women of this sub-race are tall and powerfully built.
Strength, honour, bravery and family decide a person’s worth
in Caeldar society, and define behaviour and attitude among
the Caeldar. Dress commonly includes jewellery of clan
animal markings and runes decorating the traditional tartan
dress of heavy linen kilts. Tattoos are also a favoured by the
Caeldar as symbol of individuality and to mark status and
achievements. Caeldar is ruled by the Brendish, with quiet
sufferance among the people. Its natural resources fuel the
Brendish economy and Caeldar gains the benefits of Brendish
power and invention. Clan chieftains have grown wealthy
from this arrangement and the Brendish have integrated into
Caeldar life. Die-hard supporters of the old ways
occasionally stir up trouble but this has never escalated into a
full-blown rebellion. Many view the Caeldar as savages and
inferiors of the Brendish, an opinion the Caeldar soon change,
one way or another.
Sub-racial abilities: +1 Str
Sub-racial skill: Intimidate
Availability: Normal

Dürmanian
The Dürmanian people and are tough and determined, they
have to be in order to survive in their war torn, monster
infested land where the effects of the darkened skies remain
strong. Physically, they are of normal height but stocky build.
Dark hair and eyes contrast with pale skin. Generally, they
have a melancholy outlook on life but are not vociferous
complainers, viewing acceptance and resolve in regard to the
world as valuable traits. Petty rulers divide the land between
The Archduke’s Castle, Maca Point, overlooking Macarae. themselves and life is harsh for the peasantry. Monastic orders
find many followers in Dürmania and the nation has a strong
militant tradition. Clothing shares many traits with the

- 21 -
Brendish, although Dürmanian materials and styles are heavier
and adapted to colder conditions. While most view Dürmanians Gypsies
as dour and somewhat pessimistic, many value their resolve and Itinerant and nationless, the Gypsies ironically have one of the
tenacity when seeking companions and all acknowledge the strongest cultures in Krayn. They claim descent from the old
fierce pride and nobility that drives each Dürmanian. imperial families. Sorcerers and true bards appear relatively
Sub-racial abilities: +1Con,+1 Cha frequently among the gypsies, lending credence to this claim.
Sub-racial skill: Knowledge (Supernatural Philosophy) However, evidence exists to suggest a wandering Gypsy
Availability: Normal people existing in the time of the gods. Rejected and
disdained by others, the gypsies’ posses unique attitudes and
Glav beliefs formed in secret and in defiance of prejudice. Stealth
People from the Glaive are simple and uncomplicated. Their and cunning are admired in Gypsy society, being vital to
simple agrarian lifestyle and long established traditions make survival in the harsh world of DarkLore, especially among
the Glav appear primitive, but their ways have sustained them those who rely upon themselves. Fashions are practical and
through the dark ages better than many other peoples. They are flamboyant; Gypsies like to express their uniqueness. Over
very straight and dark in their features with a kind of grey the centuries the Gypsy people have incorporated many
complexion to their skin, from exposure to the elements, which different races and have no set racial features, although life on
can sometimes make them look paler than even Dürmanians. the road gives them weather beaten look. Mysticism and
Clothing is simple, practical and usually home made. Lacking magic are an important part of the Gypsy life as they have
any nobility as people there is no fashion in Glav clothing, only discovered many of the world’s secrets in their travels. Often
the ceremonial robes of the Druids who guide the nation show treated with suspicion and disdain each Gypsy takes pride in
decoration and styling. The Glav people are superstitious and him or herself, and is likely to possess unique talents that
revere nature as a provider and an ally. Other races often view others need - a fact not lost upon the wise.
the Glav as simple and colloquial but it is foolish to Sub-racial abilities: +2 Cha, +1 Wis
underestimate the effectiveness of their natural and clear Sub-racial skill: Bluff and Knowledge (Arcana)
approach to the world. Availability: Uncommon
Sub-racial attributes: +1 Con, +1 Wis
Sub-racial skill: Wilderness Lore Kraynan
Availability: Normal The southern half of the Mage Lords domain encompasses the
people and lands of the old empire. The tyrannical reign of the
Mage Lords and the Church of Malladin mean the people are
cautious and precise in everything they do. Melancholy and
fear are rife with the ruins of the past a permanent reminder of
the fate that awaits all kingdoms. Life is cheap in Krayn itself,
and violence offers a route to betterment on the streets and
within society, creating a highly militaristic and dangerous
people. Blood sports and slaves provide a relief for the people
and further reduce the value of life in peoples’ eyes. Only the
elite cultivates a veneer of high culture and sophistication to
counter their dark desires. Physically the Kraynan are similar
to the Aldâne, although hardier due to the mountainous
terrain and harsh conditions of their homeland. Clothing
ranges from rags among the poorest to high fashion, based
upon old imperial designs, among the elite. Outsiders either
fear or pity Kraynans depending upon their perceived social
position and the traits they must posses to have reached that
level within Krayn’s cut-throat society. However, many
Kraynans struggle against their oppression and posses
incredible reserves of courage and the ability to reach out to
others that suffer.
Sub-racial abilities: +1 Cha and Wis
Sub-racial skill: Sense Motive
Availability: Normal

Najuunite
The people of the Guided Lands posses a cultural and
biological heritage that spans two of Krynas’ continents,
creating a unique people. Physically, their features are a mix
The Basilica of Malladin, Krayna City of their two ancestral peoples. Najuunites are smaller and

- 22 -
slighter than the average human. Their skin has a red hue and
narrow eyes; traits from their foreign ancestors. Najuunite
society is highly structured with caste, honour and duty defining
most relationships and undertakings within the kingdom. The
teachings of the ruling monk cast permeate the entire society
and encourage lawful and disciplined behaviour among the
people. Clothing consists of robes and simple trousers and skirts,
although many differing materials and colours are used,
dependent upon the wearer’s status and wealth. Affectations
include the shaving of body hair and personal meditative
focuses. Physical and spiritual harmony is an important
principle to the Najuunites and martial training is common
among them. Others view the Najuunites as wise and civilised
but ultimately somewhat alien to their way of thinking.
Sub-racial abilities: +2 Wis
Sub-racial skill: Knowledge (Religion)
Availability: Normal

Nethite
Nethites include the citizens of Neth and the Free Cities. Both The Bergennscholss, Dürmania
groups are tall and slim with predominantly blond hair and blue
eyes. Both groups also posses a dark side. Those of the free cities Starting Feats: Armour Proficiency (Any), Endurance, Great
use commerce and skill to build wealth and power. They affect Fortitude, Martial Weapon Proficiency (Any axe, crossbow,
all the trappings of civilisation favouring fashion and art from hammer or racial weapon), Point Blank Shot, Power Attack,
across the continent and endeavour to appear cultured and Skill Focus (Any craft, profession or Cha based skill), Shield
knowledge. Yet greed and excess are common among the Proficiency, Sunder, Weapon Focus (Any axe, crossbow,
wealthy, and crime and murder among the poor. Opportunity is hammer or racial weapon),
the god of the Free Cities. In Neth, the demon worshipping Note: Dwarves replace the racial ability modifiers granted in
fallen Mage Lord Varr Neth is god. Fear and envy drive these Core Rulebook 1 with the following modifiers: +4 Con, -2 Cha.
Nethites and all manner of unspeakable rites are part of life, In addition, all dwarves receive an Acid Resistance equal to
along with the not infrequent sighting of evil outsiders on the their Constitution modifier due to their spiritual closeness to
streets. Piracy and conquest enrich the land of Neth and its elemental earth. They receive all of the other usual racial
people are violent and dangerous; their culture and material traits of the Dwarf race.
goods emphasising warfare and practicality. Whether
merchants or raiders, the Nethites are a people who others view DWARVES
with caution. However, the wealth and mercantile power of the Never common to Krayn the dwarves withdrew to their
Free Cities gains these Nethites many allies. underground strongholds during the end days, and there they
Sub-racial abilities: +1 Dex have remained. Order and efficiency dominate their rigidly
Sub-racial skill: Diplomacy (Free Cities) or Knowledge enforced caste based society. Indeed each caste has, over the
(Religion) (Neth) centuries, been bred to best serve their function and only the
Availability: Normal aristocracy possess true free will and individual thought.
Only renegades, usually fleeing some crime of non-
conformity, are found on the surface world in this age. Each
cast has its own dress codes that donate rank and function,
ranging from the utilitarian work suits of the workers, through
the super-heavy armour of the warriors to the magically
wrought gem and precious metal ceremonial vestments of the
elite. Physically each caste conforms to the standard for the
race but with their most useful traits emphasised, workers are
stocky and breed for endurance, warriors are physically
powerful as they are bred for war and the aristocracy carry the
refined extremes of dwarven physiology. Few have opinions
on dwarves for few have seen one and none have invaded their
subterranean realms and returned to tell the tale.

Arak
This worker cast has little real free will. They keep dwarven
View from the base of the Guilds’ Tower, Valmarr society functioning with precision and efficiency, undertaking

- 23 -
all the roles necessary to make a society function. In traditional They receive all of the other usual racial traits of the Gnome
society, they are required to cut their beards short, as a sign of race.
servitude, but those exiles found in the wilds often betray this
law and grow their beards and hair freely. Wanderer
Sub-racial abilities: None There is only one Gnomish sub-race available to player
Sub-racial skill: Profession (Any) characters, the wanderers. These Gnomes wander the lands
Availability: Uncommon finding work and adventures where they can.
Sub-racial abilities: +2 Int
Neihra Sub-racial skill: Knowledge (Any)
The aristocratic ruling caste of dwarven society. These are Availability: Uncommon
dwarves whose efficiency is matched only by their ruthlessness.
Every aspect of society is controlled and directed to the goals of
this caste. The privilege of a long beard is one of the Neihra’s HALF-ELVES
many social boons, they often emphasise their individuality and Half-elves are quite common in the Darklore world, given the
status by having their beards heavily styled and woven with break up of the old elven kingdom and the movement of elves
gems and threads of precious metals. across the lands. Rejected by both societies in many cases, half
Sub-racial abilities: +2 Cha elves have a culture that mixes the needs of survival with the
Sub-racial skill: Knowledge (Civics) aspects of their parents’ cultures and ideas they encounter
Availability: Rare which they like. Camaraderie is strong between half-elves
and many form communities or travelling bands of their own
Ulu kind. Clothing tends towards practical and for use in
The warrior caste of dwarven society. Fearless, highly focused travelling and survival. Physically there is as much variation
and trained to fight with devastating precision and co- in appearance among half-elves as there is among their
ordination the warrior caste protect society against the many human parents.
terrors of the underworld. Ulu have been bred apart for many
generations and have been subjected to numerous drugs and Sub-races
magical experiments to make them hardier and more powerful. Half elves select one human sub-race and apply the
As such, they have no hair growing on their entire body and so appropriate modifiers. For cultural details, please see the
often adorn their heads and chins with tattoos. details of the sub-races as described under the Human racial
Sub-racial abilities: +1 Str description.
Sub-racial Skill: Intimidation Sub-racial abilities: Select one human sub-race and apply its
Availability: Rare bonuses
Sub-racial skill: As selected human sub-race
Availability: As selected human sub-race
GNOMES
The gnomes of the DarkLore world are a people without a home
and dwindling in numbers. The destruction of their Kingdom has HALFLINGS
meant the race has suffered heavily, and the descendants of the Lacking a nation of their own, Halflings have found a niche for
survivors have had to become adept at survival. The race makes themselves in the lands of others. Their natural gregariousness
excellent tinkers and sages as the race has acquired numerous and physical un-obtrusivenes have allowed them to get along
practical skills and knowledge during its wanderings. Gnomes well with others, and their community spirit has benefited the
have also embraced wizardly magic as an equaliser for their communities they have become a part of. halfling dress sense
disadvantages in life and have found illusion particularly suits and habits tend to reflect the ideals of the community in which
their lifestyle and needs. However, the race has a reputation for they live, although from a halfling perspective. Lack of an
instability and dangerous ideas and there does appear to be a ability to cross breed and Halflings sometimes confusing
certain dark edge to the insight and thinking of gnome scholars. morals mean those of this race tend to live in self contained
Clothing tends towards the practical with customisation communities, co-existing alongside their larger neighbours.
depending upon the gnomes’ interests and location. Gnomes Brend and the Glaive posses the continents largest
were traditionally a devout race, and many were the servants of concentrations of halfling settlements. Most view the
the Gods before the Shattering. As such they benefit from a Halflings with a mixture of acceptance and caution, a fact
wisdom bonus. most Halflings know how to take advantage
Starting Feats: Dodge, Combat Casting, Endurance, Exotic Starting Feats: Alertness, Dodge, Endurance, Expertise, Far
Weapon Proficiency, Silent Spell, Skill Focus (Any), Spell Focus Shot, Mobility, Point Blank Shot, Precise Shot, Run, Track.
(Any), Still Spell, Toughness, Track.
Note: Gnomes replace the racial ability modifiers granted in
Glavian:
Core Rulebook 1 with the following modifiers: +2 Con, -2 Wis, -
More rural and simple than their Brendish cousins, Glavian
2 Con. Due to their strong racial ties to the old gods, Gnomes
Halflings are hardy and full of earthy cheer. The outdoor
may not develop spellcasting from the Earthmagic spell list.

- 24 -
nature of existence leads to them being darker and more details of the sub-races as described under the Human racial
weathered than Shirelanders. description.
Sub-racial ability: ++1 Con, 1 Cha Sub-racial abilities: Select one human sub-race and apply its
Sub-racial skill: Wilderness Lore bonuses
Availability: Normal Sub-racial skill: As selected human sub-race
Availability: As selected human sub-race
Shirelander
Living in the Shire of Brend, a large agricultural and merchant
community, these Halflings share much of the intelligence, drive MARA ELVES
and ambition of the nation’s humans, as well as their social and
The Mara elves are descended from the True elves that
political structures. This sub-race tends to be more urbane and
shunned their forest home and the dark energies corrupting it.
educated than their cousins, but are physically weaker due to
As they were one with the forest so they found a harmonious
their peaceful existence.
co-existence with their new plainsland home. They are a
Sub-racial ability: +1 Cha and Int
nomadic, hunter-gatherer people whom posses formidable
Sub-racial skill: Diplomacy
mounted skills having developed a close bond with the wild
Availability: Normal
horses that roam the Mara Nog. Tan skin and dark hair and
eyes characterise the appearance of the Mara elves, with hair
HALF-ORCS worn long and platted by both males and females. Clothing
Half-orcs, like half-elves, race that has proliferated since the and jewellery is made from animal skills and the natural
Shattering, and the rise of orcish activity during the darkest resources of the plains. Families, tribes and clans, based upon
years. The strength and power of half-orcs is a valuable asset to the old elven houses, structure society with each tribe taking a
survival, and this finds them acceptance in human rural totem animal to represent their new homes and duties. While
settlements, although they still face discrimination in more there can be some infighting within and between clans, the
urban environments. Those half-orcs that are accepted take on Mara are united against the dangers of the wild and outsiders.
many of their family’s ways, and are influenced by the nature of All Mara elves despise the undead and the race has
their human progenitors. Many share a similar attitude and developed numerous techniques for fighting this ancient foe.
practices to the generally more isolated half-elves and there is Good relations exist between the Mara elves and their
respect, if not friendliness, between the two groups. neighbours, although all know better than to intrude upon
Note: Half orcs replace the racial ability modifiers granted in their lands.
Core Rulebook 1 with the following modifiers: +2 Str, +2 Con, - Starting Feats: Alertness, Improved Initiative, Mounted
2 Int, -2 Cha. They receive all of the other usual racial traits of Archery, Mounted Combat, Point Blank Shot, Rapid Shot,
the half orc race. Track, Weapon Finesse (Any), Weapon Focus (Short bow or
Any spear)
Sub-races
Half orcs, like half elves select one human sub-race and apply
the appropriate modifiers. For cultural details, please see the

The Old Imperial Wall, protecting civilisation from the humanoids of the Barrens
- 25 -
Note: Mara elves replace the elven racial abilities granted in Scorpion Clan
Core Rulebook 1 with the following modifiers: +2 Dex, +2 Wis, - The darker side of the Mara elves, this clan descends from the
2 Con. They receive all of the other usual racial traits of the Elf old royal intelligence services. Now they are the guerrilla
race. warfare experts of their people and often the eyes and ears of
the Mara elves among other races and the camps of their
Dragon Clan enemies.
Descended from the true kings of elven kind, the Dragon clan Sub-racial abilities: +1 Int, +1 Wis
are the spiritual and political leaders of the Mara clans. Their Sub-racial skill: Gather Information
druids are noted for their wisdom and their warriors for their Availability: Uncommon
spirit.
Sub-racial abilities: +2 Cha, +1 Wis Wolf Clan
Sub-racial skill: Diplomacy Always warriors, the Wolf clan has embraced the feral nature
Availability: Rare of the plains’ beasts most fully. Their wildness in combat is
matched only by their loyalty to the clans and their
Eagle Clan devastating group tactics
It is said that the eagle clan do not ride their horses but fly upon Sub-racial ability: +1 Str
their backs. They are the devastating light cavalry and horse Sub-racial skill: Wilderness Lore
archers that the Mara elves are famous for and are much Availability: Uncommon
respected for their protection of the people as a whole.
Sub-racial abilities: +1 Dex
Sub-racial skill: Ride TRUE ELVES
Availability: Uncommon The original elven race of Krayn, their centuries of exposure to
the necromantic energies of the Darkwood have altered them
Griffon Clan as much as their Mara cousins. The True elves are thin and
Like their totem animal, these Mara elves are fearsome hunters pale, rarely leaving their shadowed home. Always aloof, they
who can spot prey at a great distance and swoop upon it with now posses a coldness and distance from others that is
deadly precision. They are the scouts and skirmishers of the unnerving. Insanity and evil are rife among the race, an
clans and are respected for their wits and skill. inevitable price for the tremendous arcane knowledge and
Sub-racial abilities: +2 Wis power the race wields. Even the races warriors posses unusual
Sub-racial skill: Spot necromantic abilities and powers. The old elven houses still
Availability: Uncommon rule the land, Through the Conclave of Houses, although only
a few hold real power and all have become twisted from their
original nature. Politics and power plays are rampant and
deadly within True elf society. Only, a few still struggle to
understand the dark force of necromancy and return their
home to its former splendour. Such individuals are inevitably
renegades who must seek safety and allies in the wider world.
True elven fashions are elegant but decadent, with dark
colours and death motifs popular. True elves are universally
feared and distrusted, with good reason in most cases.

Starting Feats: Combat Casting, Enlarge Spell, Extend Spell,


Iron Will, Martial Weapon Proficiency; Scythe, Skill Focus
(Knowledge: Arcana, Knowledge: Undead orSpellcraft), Spell
Focus (Necromancy), Spell Penetration (Necromancy),
Weapon Finesse (Any).

Note: True elves replace the elven racial abilities granted in


Core Rulebook 1 with the following ability modifiers: +2 Dex,
+2 Int, -2 Cha -2 Con. Any True Elf who gains the Prepare
Cantrips talent can select the Specialist talent for free,
provided they choose the school of Necromancy. True Elves
with Intelligence scores of 10 or higher may cast the spells,
Disrupt Undead, Cause Fear, Detect Undead and Ray of
Enfeeblement, each once per day. These are arcane spells.
Treat the character as a level 0 spellcaster for all spell effects
dependent on level.
The temporary Yurts of a Mara Elf camp.

- 26 -
House Armand
The main opponents of the old royal family before the elven race
split. It was this houses who proposed the use necromancy to
save the Darkwood to the Conclave and their status and ruthless
political acumen mean they lead the Conclave of Houses that
rules the nation.
Sub-racial attributes: +2 Cha
Sub-racial skill: Diplomacy
Availability: Rare

House Draconis
Once the royal house, Draconis is now a small and mainly
insignificant voice in the conclave. They nevertheless maintain
a great scholastic tradition and their research gains them the
protection of House Pertuce.
Sub-racial abilities: +2 Int
Sub-racial skill: Knowledge (Arcana)
Availability: Rare

House Erabae
Stout traditionalists and defenders of the forest’s, and possess an
inherent link to nature. Their conservatism has weakened their
position and they are unable to stifle the spread of madness and
evil among their race. Their own attunement to the natural
world has warped them as the dark energies have warped the
forest.
Sub-racial abilities: +2 Wis
Sub-racial skill: Knowledge (Nature)
Availability: Rare

House Pertuce
A minor house until the emergence of wizardry, a form of magic
the house discovered an affinity for. Arcane might secured the
house’s rise to power - it was House Pertuce that suggested
necromancy to House Armand as a solution to the race’s
problems. House Pertuce are arguably the most powerful but
allow House Armand to lead openly, influencing from the
shadows.
Sub-racial abilities: +2 Int
Sub-racial skill: Spellcraft
Availability: Rare

House Zanoth
Like the Erabae, House Zanoth are staunch defenders of the
Darkwood, and represent the True Elves’ military power.
Necromancy is fully integrated into the house, granting its
warriors unnatural abilities and control over undead legions.
Their role and acceptance of necromancy makes them a minor, The lost glory of the Elven civilisation lies in ruins, buried deep
but influential voice in the Conclave. within the Darkwood
Sub-racial modifier: +1 Str
Sub-racial skill: Knowledge (Supernatural Philosophy)
Availability: Rare

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Chapter Four
BASIC CLASSES

INTRODUCTION learned the skills of surviving on the streets. Level of this class
provide you character with the stealth and guile to survive the
The DarkLore game setting is a dark fantasy world, where your
mean streets, whether by way of you wits, skill or a knife in
characters must struggle for their very survival against harsh
your enemy’s back. This class is associated with the Dexterity
conditions of nature and the rapidly approaching end of the
ability score.
world. To heighten this atmosphere, characters in the DarkLore
game setting are typically weaker than those who have taken
levels of a standard character class. Characters on Krynas are Outlander: Those who eschew the cities and live in the
defined by what they do, rather than any heroic stereotyping. hostile wilderness are tough and highly skilled. The
As such, your character selects a number of different small Outlander class represents these characters, who live alone
career classes as they progress. These are added to your core and survive off the land. Levels in this class provide you with
character which is defined by one of six generic basic classes. skill with the bow and at surviving the wilds. This class is
Like the character classes in D20 Modern, these classes are each associated with the Constitution ability score.
associated with one of the six ability scores. However, unlike
D20 Modern, these classes have been designed with an Scholar: Those privileged in live will often place learning
appreciation of the roles of characters in a fantasy campaign and before the need for skill at arms or the ability to survive the
the way in which they approach life. Despite the relative power streets or wilderness. This class represents those characters
of a DarkLore character to other standard character classes, they who seek knowledge and, often, the power it can provide.
are still a cut above those characters that do not follow an Those who take levels in this class can master magical forces
adventuring life. They have talents above those of the masses and develop a great knowledge. This class is associated with
and are capable of achieving heroic feats. This creates a the Intelligence ability score.
situation where the characters feel that they are not up to the
challenges that face them, but are the only ones capable of even Devout: Despite the lack of gods in the DarkLore game
attempting to meet them. world, there are those who devote their lives to a spiritual path
of some description, this class represents those characters.
The six basic classes in the DarkLore World are as follows: Levels in this class allow you to develop spiritual powers, such
as nature magics and understanding the power of the Ki. This
Warrior: In the harsh world of the Cloak of Acheron, many will class is associated with the Wisdom ability score.
find the need to fight, whether to protect or to take what they
desire. Warriors are the class for characters who want to be good Destined: Those who are touched by destiny have been
in melee combat and skilled with weapons and armour. This chosen for a specific purpose. This class equips characters with
class is associated with the Strength ability score. the special talents that make them stand out from others.
Levels in this class can provide a wide range of powers, such as
Thief: There are many large cities, teeming with life and crime. the magic of a draconic heritage or the being a chosen
Many characters will come from this background and have Champion of Good. This class is associated with the Charisma
ability score.

- 28 -
CAREER CLASSES swashbuckling rapier fighters are all good examples of the
There are two other types of classes that your characters can types of classes that can be created using the Warrior class.
choose to develop. Career classes represent the different ‘job’
options available to your character, enabling them to develop GAME RULE INFORMATION
their skills and abilities. These classes are always only three The warrior class has the following game statistics:
levels and can usually be progressed into from as little as second
character level. Heroic classes are the equivalent of prestige Ability: Strength is the primary ability score of the Warrior.
classes, and can be readily used in any standard D20 system However, a high Dexterity and Constitution adds to their
game. These classes represent those characters who have combat prowess, and swashbuckling warriors will also favour
achieved heroism and can achieve the feats that legends are Intelligence and Charisma.
written about.
Hit Dice: d8
MULTICLASSING
DarkLore characters are free to multiclass between any of these Action Points: 2 + ¼ character level (rounded down)
basic classes and the career and advanced career classes
presented below. Players are not only encouraged to develop Class Skills: The following skills (and their key ability score)
their character through adding career classes and heroic classes are class skills of the Warrior class: Bluff (Cha), Climb (Str),
to their starting basic class, but to mix levels of a variety of basic Craft (Structural) (Int), Handle Animal (Cha), Intimidate
classes. For example, a typical Bard character can be created by (Cha), Jump (Str), Knowledge (current events, tactics) (Int),
taking levels of Thief, Scholar and Destined without having to Profession (Wis), Ride (Dex), Sense Motive (Wis), Tumble (Dex)
take a career class at all. and Swim (Str).

CLASS DESCRIPTIONS Skill points at first level: (3+Int Modifier) x 4


The class descriptions that follow detail the six basic classes and Skill points at Each Additional Level: 3+Int Modifier
twelve example career classes. More career classes and heroic
classes will be detailed in forthcoming DarkLore supplements.
CLASS FEATURES
Most of the class description will be easily recognisable; however
The following are the class features of the Warrior class:
the action points may be strange to those of you who are not
already familiar with D20 Modern. The uses of Action Points
are described fully in chapter five. Please note also that the
Weapons and Armour Proficiencies: The Warrior is
number of skill points given include the standard +1 for humans. proficient with all simple and martial weapons, with light and
medium armours and with shields. Note that armour check
Other races that do not have this ability are noted in chapter
penalties for armour heavier than leather apply to the skills
three as having one less skill point per level. As most races do
provide this additional skill point, we hope this will not cause too Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Sleight of Hand and Tumble. Also, Swim checks suffer a -1
much confusion.
penalty for every 5 pounds of armour and equipment carried.
SPELLCASTER CLASSES AND LEVEL
There are a number of talents that increase your spellcaster level
Defence bonus: As the Warrior progresses they learn to best
position themselves to avoid being hit by their enemies’
and develop your spellcasting ability. These talents provide you
attacks. As such their AC increases as they progress levels by
with a different spellcaster class for each basic class. Spellcaster
the defensive bonus listed in table 1. At second level the
levels are not interchangeable between classes.
Warrior gains a +1 to their AC, at fifth level this is increased to
+2, +3 at seventh level and at tenth level this is improved
again to +4.
THE WARRIOR
The warrior learns, above all, to fight. They are expert with Bonus Feats: At first, second, fourth, sixth, eighth and tenth
weapons and armour and have a great deal of skill at arms. They level, the warrior gains a bonus feat. This can be chosen from
are trained in the arts of war and melee combat. These the following list:
characters are experts with weapons and with their fists. They Blind-Fight, Exotic Weapon Proficiency, Combat Expertise (Improved
can be fierce berserkers or foppish swashbucklers. This training Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Dodge
(Mobility, Spring Attack), Heavy Armour Proficiency, Improved Critical,
makes them powerful men and women with great athletic power Improved Unarmed Strike (Improved Grapple, Deflect Arrows, Snatch
and stamina. Arrows, Stunning Fist), Mounted Combat (Trample, Ride-By Attack,
Spirited Charge), Power Attack (Cleave, Improved Bull Rush, Improved
Example Warriors Sunder, Improved Overrun, Great Cleave), Weapon Finesse and Weapon
Focus.
Mercenaries and other professional soldiers, berserkers from the
wild lands of Neth or Caeldar, pit fighters from the Kraynan The character must meet the usual requirements for the feat.
gladiator pits, nobles trained in combat, pirates or

- 29 -
Talents: At first, third, sixth and ninth level the Warrior gains
a class talent. These talents must be selected from one of the
following talent trees. Some trees have a set order, whilst
others provide a list that can be chosen from. As long as your
character meets the requirements of the individual talent, you
can select your talent from any of the trees.

Beginning Talents: A level 1 Warrior can choose from


Brawler, Extreme Effort, Fighting Technique, Rage 1/day or
Weapon Specialist.

EXTREME EFFORT TALENT TREE


Warriors’ focus on strength allows them to perform great feats,
pushing their body to its limits of physical power. This tree
represents the ability of a warrior to draw upon their inner
might to achieve a single feat of strength. This is called an
Extreme Effort, and can be made whenever the character is
attempting a Strength ability check or a Strength-based skill
check. You must state that you are using this ability before
making the check. All extreme effort attempts require a full
round action and is an extraordinary ability.
Extreme Effort: The extreme effort provides the character
with a +2 bonus to the chosen Strength ability check or
Strength-based skill check.
Improved Extreme Effort: The extreme effort provides the
character with an additional cumulative +2 bonus (+4 in
total) to the chosen Strength ability check or Strength-based
skill check.
Prerequisites: Extreme Effort

Advanced Extreme Effort: The extreme effort provides the


character with an additional cumulative +2 bonus (+6 in
total) to the chosen Strength ability check or Strength-based
skill check.
Prerequisites: Extreme Effort, Improved Extreme Effort

FIGHTING TECHNIQUE TALENT TREE


Those warriors who come from a noble lineage are often
trained in formal fighting arts. This talent tree allows these
characters to develop specific fighting styles through their
skill points.
Fighting Technique: The character with this talent selects
one fighting technique (see Unearthed Adventurers for more
details of fighting techniques), this skill is now classes as a class
Tzu Qan Najuunite Half Orc Warrior
skill for
Table 4.1 The Warrior
Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +1 +1 +0 +0 +0 Bonus Feat, Talent
2 +2 +2 +0 +0 +1 Bonus Feat
3 +3 +2 +1 +1 +1 Talent
4 +4 +3 +1 +1 +1 Bonus Feat
5 +5 +3 +1 +1 +2
6 +6 +3 +2 +2 +2 Bonus Feat, Talent
7 +7 +4 +2 +2 +3
8 +8 +4 +2 +2 +3 Bonus Feat
9 +9 +5 +3 +3 +3 Talent
10 +10 +5 +3 +3 +4 Bonus Feat

- 30 -
any levels the character takes in Warrior. This talent can be Prerequisites: Rage 1/day, Rage 2/day, Rage 3/day
taken multiple times, each time selecting a new Fighting
Technique skill. UNARMED DAMAGE TREE
Prerequisite: Although not technically a true prerequisite for Many Warriors are simple brawlers who fight in the taverns
this talent, all fighting technique skills have a feat requirement and streets of the cities. Others are highly trained professional
before you can buy any ranks in that skill. Hence this talent can boxers or fist-fighters. All of these characters are capable of
be taken if the character does not have the required feat, but delivering powerful strikes with their hands alone.
will not be able to take any ranks in the skill, and therefore use Brawler: The character with this talent does 1d4 of either
the skill until they have gained the required feat. subdual or bludgeoning damage with their unarmed attacks.
Defensive Stance: The character with this ability becomes Small characters deal 1d3 bludgeoning damage instead. This
skilled at defending themselves when in their fighting is an extraordinary ability.
technique’s stance. Whilst they are in the Stance, they receive a Flurry of Blows I: Characters with this talent are skilled at
bonus to their AC equal to their Intelligence modifier. The delivering a fast and furious attack of accurately placed
defensive stance can be broken by any character who takes a unarmed attacks. As a full attack action, they may make one
move equivalent action and makes a Sense Motive check, extra attack in the round at their highest attack modifier.
contested by the warrior’s Bluff skill. If successful the warrior is However, all attacks are at an additional -2 penalty to hit. For
forced out of their defensive stance and must spend a move example, at sixth level, Boris has to attacks at +8 and +3. He
equivalent action to re-enter it. This talent need only be may instead make three attacks at +6, +6 and +1. The
selected once to apply to all fighting techniques the character damage for the offhand attack is not reduced. If the character
knows. This is an extraordinary ability. wishes to make an offhand attack with a melee weapon, or
Prerequisites: Fighting Technique attack with a melee weapon and make an offhand unarmed
Master Swordsman: Those who have mastered multiple strike, they cannot use flurry of blows and must apply the
swordsman arts become versatile fighters able to switch between usual penalties for two-weapon fighting. This is an
stances and maximise the potential of their fighting styles. extraordinary ability.
However, this puts a demand on the characters skill points Prerequisites: Brawler
beyond what the Warrior class can provide. This talent allows Flurry of Blows II: As Flurry of Blows I except the penalty to
the character to spend 5 + Int modifier skill points for each level all attacks made during the flurry is reduced to – 1.
of warrior they take. Prerequisites: Brawler , Flurry of Blows I
Prerequisites: Any two Fighting Techniques. Flurry of Blows III: As Flurry of Blows I except there is no
penalty to the attacks when using this talent.
RAGE TALENT TREE Prerequisites: Brawler , Flurry of Blows I, Flurry of Blows II
The wild warriors of the north and the orcish raiding parties Street Fighter: The Warrior’s unarmed damage is increased
often fight in a frenzied berserk state. This talent allows the by one dice class. Medium sized characters can now cause 1d6
character to become a wild raging barbarian warrior, causing damage and small characters 1d4. This is an extraordinary
terror and devastation in the wake of their charge. During their ability.
rage the character gains a temporary +4 bonus to their Strength Prerequisites: Brawler
and Constitution and a +2 morale bonus to all Will saves, but Pugilist: The character with this talent is the master of their
suffers a -2 Penalty to AC. This increases the characters hit unarmed attacks. The Warrior’s unarmed damage is increased
points by 2points per character level, but these hit points are lost by one more dice class. Medium sized characters can now
when the rage subsides. As such these points are not lost first in cause 1d8 damage and small characters 1d6. This is an
the normal manner for temporary hit points. While in their rage, extraordinary ability.
the Warrior cannot use skills or abilities that require patience Prerequisites: Brawler, Flurry of Blows I, Street Fighter.
and concentration. This includes spell casting, maintaining a
fighting technique stance and using skill such as Craft,
WEAPON SPECIALISATION TALENT TREE
Knowledge and Handle Animal. This is an extraordinary
A Warrior is, above anything else, a master of arms.
ability.
Characters who develop this talent tree enhance their prowess
Rage 1/day: The character can go into rage once per day. with a chosen weapon. Each level of this tree can be
Rage 2/day: The character can go into rage twice per day. purchased multiple times, each time selecting a different
Prerequisites: Rage 1/day weapon.
Rage 3/day: The character can go into rage three times per Weapon Specialist: Gain +1 to hit and damage with the
day. selected weapon. This is an extraordinary ability.
Prerequisites: Rage 1/day, Rage 2/day Weapon Expert: Gain an additional +1 to hit and damage
Rage 4day: The character can go into rage four times per day. with the selected weapon. A character with this talent will
Prerequisites: Rage 1/day, Rage 2/day, Rage 3/day therefore have +2 to hit and damage with their chosen
Greater Rage: The Warrior with this talent increases the bonus weapon. This is an extraordinary ability.
from their rage to +6 to strength and Constitution and +3 Prerequisites: Weapon Specialist
morale bonus to will saves.

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Weapon Master: Gain an additional +1 to hit and damage
with the selected weapon. A character with this talent will
therefore have +3 to hit and damage with their chosen
weapon. This is an extraordinary ability.
Prerequisites: Weapon Specialist, Weapon Expert.

THE THIEF
The Thief has grown up on the mean streets of Krayn. They are
quick, stealthy and often deadly. Thieves have graduated
from the University of Life and have become experts at taking
what they need. Amongst their motley crew they number
thieves, bandits, murderers and assassins. They are the detritus
at the bottom of civilisation’s barrel. However, this does not
exclude them from following a moral code, and many Thieves
can be seen as the true heroes, fighting tyranny and
oppression. The Thief is very much the typical character of the
DarkLore World, embodying the truly downtrodden life that
all heroes are striving to overcome.

Example Thieves: Highwaymen, street urchins, freedom


fighters, burglars, merchants, grave robbers, assassins or
smugglers are all good examples of the Thief class.

GAME RULE INFORMATION


The Thief class has the following game statistics:

Ability: The Thief’s key ability score is Dexterity. More


combat-minded Thieves will benefit from a high strength,
whilst others will find Intelligence and Charisma or Wisdom
useful. Life on the streets will invariably beat a hardy
Constitution into most Thieves.

Hit Dice: d6

Action Points: 2 + ¼ character level (rounded down)

Class Skills: The following skills (and their key ability score)
are class skills of the Thief class: Balance (Dex) Bluff (Cha),
Climb (Str), Craft (Mechanical) (Int), Disable Device (Int),
Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather
Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str),
Knowledge (current events, folklore) (Int), Listen (Wis), Move
Brenfoot Mooney, Shirelander Halfling Thief Silently (Dex),

Table 4.2 The Thief


Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +0 +0 +1 +0 +1 Talent
2 +1 +0 +2 +0 +2 Bonus Feat
3 +2 +1 +2 +1 +2 Talent
4 +3 +1 +3 +1 +3 Talent
5 +3 +1 +3 +1 +3 Bonus Feat
6 +4 +2 +3 +2 +4 Bonus Advantage, Talent
7 +5 +2 +4 +2 +4 Talent
8 +6 +2 +4 +2 +5 Bonus Feat
9 +6 +3 +5 +3 +5 Talent
10 +7 +3 +5 +3 +6 Talent

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Open Locks (Dex), Search (Int), Sense Motive (Wis), Sleight of the Thief is wearing light or no armour. This is an extraordinary
Hand (Dex), Spot (Wis), Tumble (Dex) and Use Rope (Dex). ability.

Skill points at first level: (7+Int Modifier) x 4 Uncanny Dodge I: The Thief with this talent can add their
Skill points at Each Additional Level: 7+Int Modifier Dexterity modifier to their AC regardless of being caught flat
footed or being struck by a concealed attacker. The Thief still
CLASS FEATURES loses their Dexterity bonus when immobilised. This is an
The following are the class features of the Thief class: extraordinary ability.
Weapons and Armour Proficiencies: The Thief is proficient Prerequisites: Evasion
with all simple weapons and with light armours. Note that Uncanny Dodge II: This ability allows the Thief to react to
armour check penalties for armour heavier than leather apply to opponents equally well when surrounded. The character can
the skills Balance, Climb, Escape Artist, Hide, Jump, Move no longer be flanked by opponents on opposite sides. This is an
Silently, Sleight of Hand and Tumble. Also, Swim checks suffer a extraordinary ability.
-1 penalty for every 5 pounds of armour and equipment carried. Prerequisites: Evasion, Uncanny Dodge I.
Defensive Roll: The Thief’s swift reactions allow them to
Defence bonus: As the Thief progresses they learn to best avoid potentially life threatening attacks. When they are hit
position themselves to avoid being hit by their enemies’ attacks. for damage that would reduce them below zero hit points
As such their AC increases as they progress levels by the during combat, they can attempt to roll with the attack and
defensive bonus listed in table 2. At first level the Thief gains a reduce the damage it may cause. The Thief is allowed to make
+1 to their AC, at second level this is increased to +2, and at a Reflex saving throw at a DC equal to the damage dealt. If
fourth level this is improved again to +3, at sixth level the bonus they pass this saving throw the damage caused is halved. This
becomes +4, it grows to +5 at eighth level and by tenth level the ability may be attempted once per day and cannot be used if
Thief has a +6 bonus to their AC. the character is immobilised. As this is a special use of the
Reflex saving throw it cannot be used in conjunction with
Bonus Feats: At second, fifth and eighth level, the Thief gains a Evasion or other similar abilities unless the specifically state
bonus feat. This can be chosen from the following list: that they can be used with Defensive Roll. This is an
Alertness,, Blind-Fight, Combat Expertise (Improved Disarm, Improved Feint, extraordinary ability.
Improved Trip, Whirlwind Attack), Combat Reflexes, Deceitful, deft hands, Prerequisites: Evasion, Uncanny Dodge I, Uncanny Dodge II.
Dodge (Mobility, Spring Attack), Improved Critical, Improved Initiative, Iron Slippery Mind: The Thief is equally capable of avoiding the
Will, Lightning Reflexes, Nimble Fingers, Quick Draw, Run, Skill Focus,
Stealthy, Two-Weapon Fighting (Improved Two-Weapon Fighting, Greater effects of mind affecting powers as they are physical damage.
Two-Weapon Fighting) and Weapon Finesse. The character with this ability is able to wriggle free of spell or
The character must meet the usual requirements for the feat. other magical affects that would compel them to perform an
action, or any other form of controlling effect. If they fail a
Bonus Advantages: At sixth level the Thief receives a bonus Will save to avoid affects such as these, the Thief is able to
Advantage. This may be selected from the following make a second attempt to break free from the spell, or effect,
Advantages: Guild Status or Secret Society Status. one round later. This bonus saving throw can only be
attempted once. This is an extraordinary ability.
Talents: At first, third, fourth, sixth, seventh, ninth and tenth
level the Thief gains a class talent. These talents must be INCREASED SPEED TALENT TREE
selected from one of the following talent trees. Some trees have Many Thieves are super-quick and light on their feet. This
a set order, whilst others provide a list that can be chosen from. talent tree allows them to increase their base movement. This
As long as your character meets the requirements of the is an extraordinary ability. Dwarf characters count as small
individual talent, you can select your talent from any of the creatures for determining the effects of this talent.
trees. Increased Speed: The Thief’s base speed is increased by 10 ft.
Beginning Talent: A level 1 Thief can choose from Evasion, Small characters’ base speed is increased by 5 ft.
Increased Speed, Sneak Attack +1d6 or Trapfinding. Improved Increased Speed: The Thief’s base speed is
increased by an additional 10 ft, whether they are small or
DEFENSIVE TALENT TREE medium sized. Medium characters will now have an
The Thief’s life leads them to develop the ability to avoid danger. additional 20ft movement, whereas Small characters will
This talent tree allows the Thief to develop extraordinary have an additional 15 ft.
abilities for avoiding danger. Prerequisites: Increased Speed.
Evasion: The Thief is capable of quickly ducking out of the way Advanced Increased Speed: The Thief’s base speed is
or dodging for cover. If they are exposed to any effect that increased by an additional 10 ft. Small characters’ base speed
would normally allow them to make a Reflex saving throw for is increased by 5 ft. Medium characters will now have an
half damage (such as many damaging spells) the Thief takes no additional 30ft movement, whereas Small characters will
damage if they pass the saving throw. If they fail the save, they have an additional 20 ft.
take the full damage as usual. This ability can only be used if Prerequisites: Increased Speed, Improved Increased Speed.

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Trap Sense II: This talent provides an additional +1 (+2 total)
STEALTHY ATTACK TALENT TREE to the Reflex saves and AC versus traps.
Thieves with this talent tree often become assassins or footpads, Prerequisites: Trapfinding, Trap Sense.
stalking their victims and striking before their presence is Trap Sense III: This talent provides an additional +1 (+3 total)
detected. to the Reflex saves and AC versus traps.
Sneak Attack: The Thief with this talent is able to strike Prerequisites: Trapfinding, Trap Sense I, Trap Sense II.
quickly and effectively against opponents who cannot properly Trap Sense IV: This talent provides an additional +1 (+4 total)
defend themselves. This ability functions in the same manner as to the Reflex saves and AC versus traps.
the Rogue ability of the same name. See Core Rulebook I for Prerequisites: Trapfinding, Trap Sense I, Trap Sense II, Trap
more details. When the Thief successfully hits with a sneak Sense III.
attack, it deals an additional 1d6 damage. This is an Trap Sense V: This talent provides an additional +1 (+5 total)
extraordinary ability. to the Reflex saves and AC versus traps.
Improved Sneak Attack: The Thief with this talent increases Prerequisites: Trapfinding, Trap Sense I, Trap Sense II, Trap
the damage caused by a sneak attack by an additional 1d6 (total Sense III, Trap Sense IV.
2d6 additional damage). Trap Sense VI: This talent provides an additional +1 (+6 total)
Prerequisites: Sneak Attack. to the Reflex saves and AC versus traps.
Advanced Sneak Attack: The Thief with this talent increases Prerequisites: Trapfinding, Trap Sense I, Trap Sense II, Trap
the damage caused by a sneak attack by an additional 1d6 (total Sense III, Trap Sense IV, Trap Sense V.
3d6 additional damage).
Prerequisites: Sneak Attack, Improved Sneak Attack.
Opportunist: The character with this ability can spot openings THE OUTLANDER
in a character’s defence that invariable occur when someone has
Outlanders are tough wilderness men and women. They live
been hit. Once per round the Thief may make an attack of outside the ranges of settlements of all sizes and are skilled
opportunity against a character that has just been struck by a
with bows and other ranged weapons. Their life in the wilds is
melee attack. This attack counts against the Thief’s attacks of
often a lonely one, and many seek companionship with
opportunity for the round, but can only be made once per round
adventuring parties, guiding them across the dangerous
even if the character has multiple attacks of opportunity. This is
terrain.
an extraordinary ability.
Prerequisites: Sneak Attack, Improved Sneak Attack.
Example Outlanders: Woodsmen, guides, scouts, outriders
Crippling Strike: The Thief with this talent is capable of a and bandits are all good examples of the Outlander class.
devastating sneak attack. They can strike someone with such a
crippling blow that they are actually weakened by the attack.
When the character makes a successful sneak attack, the target
GAME RULE INFORMATION
The Outlander class has the following game statistics:
character also suffers two points of strength ability damage. This
is recovered at a rate of one point per hour. This is an
extraordinary ability. Ability: The Outlander’s key ability score is Constitution.
Prerequisites: Sneak Attack, Improved Sneak Attack, Life in the wilderness is always tough. Their familiarity with
Advanced Sneak Attack. nature and mastery of survival techniques makes Wisdom a
very useful ability score. Dexterity is required to enhance
their ability with ranged weapons and Strength will be useful
TRAPS SPECIALIST TREE
in most combat situations.
This talent tree provides the Thief with excellent skills at
disarming traps and an ability to keep out of the reach of a
triggered device. Hit Dice: d10
Trapfinding: Characters with this ability can use their Search
skill to find traps when the DC of the check is greater than 20. Action Points: 2 + ¼ character level (rounded down)
All other characters can only attempt to find traps if the DC is
20 or lower. In addition, the Thief with this talent can attempt to Class Skills: The following skills (and their key ability score)
disable magical traps with the Disable Device skill. Only are class skills of the Outlander class: Climb (Str),
characters with this talent are capable of disabling such magical Concentration (Con), Craft (mechanical, structural) (Int),
traps. This is an extraordinary use of the Disable Device skill. Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str),
Trap Sense: The Thief with this ability has learned to dive for Knowledge (current events, nature) (Int), Listen (Wis), Move
cover the instant they hear the telltale click of a triggered trap Silently (Dex), Profession (Wis), Resolve (Cha), Ride (Dex),
mechanism. The character gains a +1 bonus to all reflex saving Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use
throws to avoid the effects of traps and a +1 AC bonus against Rope (Dex).
attacks made by any type of trap.
Prerequisites: Trapfinding Skill points at first level: (5+Int Modifier) x 4
Skill points at Each Additional Level: 5+Int Modifier

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CLASS FEATURES
The following are the class features of the Outlander class:

Weapons and Armour Proficiencies: The Outlander is


proficient with all simple weapons and martial weapons and
with light armours. Note that armour check penalties for armour
heavier than leather apply to the skills Balance, Climb, Escape
Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble.
Also, Swim checks suffer a -1 penalty for every 5 pounds of
armour and equipment carried.

Defence bonus: As the Outlander progresses they learn to best


position themselves to avoid being hit by their enemies’ attacks.
As such their AC increases as they progress levels by the
defensive bonus listed in table 2. At third level the Outlander
gains a +1 to their AC, at fifth level this is increased to +2, +3 at
seventh level and at tenth level this is improved again to +4.

Bonus Feats: At second, fifth and eighth level, the Outlander


gains a bonus feat. This can be chosen from the following list:
Alertness, Animal Affinity, Athletic, Combat Expertise (Improved Disarm,
Improved Trip, Whirlwind Attack), Dodge (Mobility, Spring Attack),
Endurance (Die Hard), Great Fortitude, Improved Damage Threshold, Iron
Will, Lightning Reflexes, Mounted Combat (Mounted Archery), Point Blank
Shot (Far Shot, Improved Precise Shot, Precise Shot, Rapid Shot, Manyshot, Shot
on the Run), Run, Self Sufficient, Skill Focus, Toughness and Track.
The character must meet the usual requirements for the feat.

Talents: At first, third, fourth, sixth, seventh, ninth and tenth


level the Outlander gains a class talent. These talents must be
selected from one of the following talent trees. . As long as your
character meets the requirements of the individual talent, you
can select your talent from any of the trees.
Beginning Talent: A level 1 Outlander can choose from
Accuracy, Aimed Shot, Elemental Resistance, Favoured Enemy,
Favoured Terrain or Nature Sense.

ACCURACY TALENT TREE


Outlanders are familiar with the lie of terrain and the manner in
which creatures move across it and where they are likely to hide.
This talent tree allows them to use this knowledge to the best of
their ability.

Morilth, Dragon Clan Mara Elf Outlander

Table 4.3 The Outlander


Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +0 +1 +1 +0 +0 Talent
2 +1 +2 +2 +0 +1 Bonus Feat
3 +2 +2 +2 +1 +1 Talent
4 +3 +3 +3 +1 +1 Talent
5 +3 +3 +3 +1 +2 Bonus Feat
6 +4 +3 +3 +2 +2 Talent
7 +5 +4 +4 +2 +3 Talent
8 +6 +4 +4 +2 +3 Bonus Feat
9 +6 +5 +5 +3 +3 Talent
10 +7 +5 +5 +3 +4 Talent

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Accuracy: The character with this talent gains a +1 to hit a DAMAGE REDUCTION TALENT TREE
chosen class of ranged weapon; Bows, Crossbows or Thrown This talent tree allows the outlander to shrug off blows due to
Weapons (including slings). This talent can be selected multiple their enhanced physical toughness. These talents are
times, each time a different weapon group must be selected. This supernatural abilities.
is an extraordinary ability. Elemental Resistance: The character gains an amount of
Improved Accuracy: This talent increases the bonus gained energy damage
from the Accuracy talent to +2. This must be selected for a resistance equal to their Constitution modifier. The Outlander
weapon group that the character has an existing Accuracy must select one type of elemental energy; acid, cold,
talent. This talent can be selected multiple times, each time a electricity, fire or sonic/concussion energy. This talent may be
different weapon group must be selected. This is an taken multiple times, each time the character must select a
extraordinary ability. different energy type.
Prerequisites: Accuracy Damage Reduction 1/-: When they are hit by ranged or
Advanced Accuracy: This talent increases the bonus gained melee weapons, the Outlander with this talent reduces this
from the Accuracy talent to +3. This must be selected for a damage by 1 (minimum 0).
weapon group that the character has an existing Accuracy Prerequisites: Elemental Resistance.
talent. This talent can be selected multiple times, each time a Damage Reduction 2/-: The Outlander’s damage
different weapon group must be selected. This is an reduction is increased by +1 (+2 in total)
extraordinary ability. Prerequisites: Damage Reduction 1/-, Elemental Resistance.
Prerequisites: Accuracy, Improved Accuracy. Damage Reduction 3/-: The Outlander’s damage
reduction is increased by an additional +1 (+3 in total)
AIMED SHOT TALENT TREE Prerequisites: Damage Reduction 1/-, Elemental Resistance.
This talent tree improves the Outlanders ability with ranged
weapons through practiced and concentrated aiming. FAVOURED ENEMY TALENT TREE
Aimed Shot: With this talent the character is able to take time Outlanders are often found protecting the fringes of
over their shot in order to shot precisely and accurately. The civilisation from the incursions of monsters of varying
Outlander takes a full round attack action with any ranged descriptions. This talent tree represents the ways in which
weapon and makes a Concentration skill check against a DC 20. these characters specialise with certain classes of creature.
Any AC modifiers for cover of the target are applied to this Favoured Enemy: The character chooses one favoured
check. If this check is successful, the character attacks with a +2 enemy, as described in Core Rulebook I under the ranger class
bonus to hit. If the roll fails the character does make the attack ability of the same name. They gain a +1 against this enemy
and effectively loses their action for that round. when making Bluff, Listen, Sense Motive, Spot and Wilderness
Improved Aimed Shot: This ability increases the bonus to hit Lore skill checks. They also gain this bonus to damage when
from an aimed shot by a further +2 (total +4). making melee or ranged attacks within 30 ft of the intended
Prerequisites: Aimed Shot target.
Advanced Aimed Shot: This ability increases the bonus to hit Improved Favoured Enemy: The Outlander either selects
from an aimed shot by a further +2 (total +6). another favoured enemy and gains a +1 bonus as described
Prerequisites: Aimed Shot, Improved Aimed Shot. above against that enemy or their bonus against their first
favoured enemy increases by an additional +1 (+2 in total).
ARCHERY TALENT TREE This ability may be selected multiple times.
This talent tree represents the abilities of Outlanders with the Prerequisites: Favoured Enemy
bow. This is particularly favoured by Outlanders from races that
favour the bow TERRAIN EXPERT TALENT TREE
Indirect Fire: The path of an arrow fired from a bow is naturally The Outlander is normally found patrolling a given region,
an arc. This ability makes good use of this, allowing the protecting it against incursions by monsters. This leads them to
character to target enemies who cannot be seen. They must become very familiar with a specific type of terrain.
know where the enemy is to attempt the shot, such as by having Favoured Terrain: The character chooses one favoured
their location revealed by an ally. They are at -4 to hit when terrain type; Aquatic, Desert, Forrest, Hills, Jungle, Mountains,
attempting to hit an enemy in this manner. Plains, Swamp or Underground. They gain a +1 when making
Prerequisites: Any one talent from the Accuracy or Aimed Shot Hide, Listen, Move Silently, Search, Spot and Survival skill
talent trees. checks when in their favoured terrain.
Zen Archery: The character with this ability can substitute Improved Favoured Terrain: The Outlander either selects a
their Dexterity modifier to hit for their Wisdom modifier when second favoured terrain and gains a +1 bonus as described
making an attack with any type of bow (excluding crossbows). above when in that terrain or their bonus in their first favoured
Prerequisites: Any one talent from the Accuracy or Aimed Shot terrain increases by an additional +1. This ability may be
talent trees. selected multiple times.
Prerequisites: Favoured Terrain.

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Swift Tracker: With this ability the Outlander can move at They seek knowledge, and are often found meddling with the
normal speed when tracking without suffering the normal –5 magical arts.
penalty. Further the penalty for making a double move while
tracking is reduced from –20 to –10. Example Scholars: Wizards, scribes, explorers and professors
Prerequisites: Favoured Terrain, Improved Favoured Terrain are excellent examples of the Scholar class.
Camouflage: The Outlander can use their Hide skill in any sort
of natural terrain even if the terrain doesn’t provide cover or GAME RULE INFORMATION
concealment The Scholar class has the following game statistics:
Prerequisites: Favoured Terrain, Improved Favoured Terrain,
Nature Sense Ability: The Scholar’s key ability score is Intelligence. They
Hide in Plain Sight: When in any sort of natural terrain the seek learning and knowledge where ever it may be found, and
character can use their Hide skill even when being observed can often find them selves in many life-threatening situations.
Prerequisites: Favoured Terrain, Improved Favoured Terrain, Constitution and Dexterity may just help to keep a scholar
Nature Sense. Camouflage alive a little longer. Their mental discipline often favours
Wisdom, as it builds the strength of will.
NATURE LORE TALENT TREE
The outlander who invests in talents from this tree has developed Hit Dice: d4
a great understanding of the wilds and understands its ways.
Nature Sense: The character with this talent can identify Action Points: 2 + ¼ character level (rounded down)
plants and animals (and therefore any special traits) with perfect
accuracy. They can also detect whether water is safe to drink or Class Skills: The following skills (and their key ability score)
dangerous to drink. are class skills of the Scholar class: Alchemy (Int), Appraise
Wild Empathy: An Outlander can use body language, (Int), Concentration (Con), Craft ( Mechanical, Smith-craft,
vocalisation and demeanour to improve the attitude of an Structural, Visual Art, Writing) (Int), Decipher Script (Int),
animal in the same way as Diplomacy, using is used in improving Diplomacy (Cha), Disable Device (Int), Disguise (Cha),
the attitude of people. The Outlander rolls 1d20 and adds their Forgery (Int), Gather Information (Cha), Knowledge (arcana,
Charisma attribute modifier for the skill check to use this ability. current events, folklore, nature, natural philosophy,
This takes 1 minute, or longer see Diplomacy. Typically domestic supernatural philosophy, religion, tactics) (Int), Open Lock
animals start as indifferent and wild animals as unfriendly. To (Dex), Perform (Cha), Profession (Wis), Research (Int), Resolve
use this ability the outlander must be within 30 ft of the animal (Cha), Scry (Int), Search (Int), Sense Motive (Wis), Speak
and have normal visibility. By accepting a –4 penalty to their Language (none), Spellcraft (Int) and Use Magical Device
check the Outlander may use this ability against magical beasts (Cha).
with an Intelligence score of 1 or 2.
Prerequisites: Nature Sense Skill points at first level: (9+Int Modifier) x 4
Animal Companion: The Outlander may select an animal Skill points at Each Additional Level: 9+Int Modifier
companion from the following list: badger, dire rat, dog, riding
dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small CLASS FEATURES
or Medium viper), or wolf. The animal is a loyal companion that The following are the class features of the Scholar class:
accompanies the Outlander on his adventures. The maximum
hit dice for the companion is half the Outlander’s level. Weapons and Armour Proficiencies: The Scholar is
Prerequisites: Nature Sense, Wild Empathy proficient with all simple weapons but not with any type of
Woodland Stride: The character with this talent may move armour. Note that armour check penalties for armour heavier
through terrains overgrown with natural plants that might be than leather apply to the skills Balance, Climb, Escape Artist,
damaging or impede their movement at their normal rate and Hide, Jump, Move Silently, Sleight of Hand and Tumble. Also,
without suffering any damage. This does not include magically Swim checks suffer a -1 penalty for every 5 pounds of armour
manipulated plants. and equipment carried.
Prerequisites: Nature Sense.
Trackless Step: The outlander with this talent can never be Defence bonus: As the Scholar progresses they slowly learn
tracked in natural surroundings. to best position themselves to avoid being hit by their enemies’
Prerequisites: Nature Sense, Woodland Stride. attacks. As such their AC increases as they progress levels by
the defensive bonus listed in table 4. At third level the
THE SCHOLAR Scholar gains a +1 to their AC, at sixth level this is increased to
Scholars are the least suited to the adventuring life. They are +2, and at ninth level this is improved again to +3.
often sickly bookworms who spend much of their time reading in
dusty libraries. However, in the fantasy world of DarkLore there Bonus Feats: At first, second, fifth and eighth level, the
are magical arts to be studies and secret powers to be discovered scholar gains a bonus feat. This can be chosen from the
in the lost ruins of Krayn. Scholars put learning before all else. following list:

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Brew Potion, Combat Casting, Combat Expertise, Diligent, Dodge, Empower
Spell, Enlarge Spell, Eschew Materials, Extend Spell, Forge Ring, Heighten
Spell, Improved Counterspell, Investigator, Iron Will, Leadership, Magical
Aptitude, Maximise Spell, Quicken Spell, Run, Scribe Scroll, Silent Spell,
Skill Focus, Spell Focus, Spell Penetration Still Spell and Track.
The character must meet the usual requirements for the feat.

Bonus Advantages: At sixth level the Scholar receives a


bonus Advantage rank. This may be selected from the
following Advantages: Church Rank, Guild Status, Heirloom,
Noble Title or Secret Society Status.

Talents: At every level the Scholar gains a new class talent.


These talents must be selected from one of the following talent
trees. Some trees have a set order, whilst others provide a list
that can be chosen from. As long as your character meets the
requirements of the individual talent, you can select your
talent from any of the trees.
Beginning Talent: A level 1 Scholar can choose from Prepare
Cantrips, Linguist or Savant.

ARCANE SECRET TALENT TREE


Those scholars who study ancient and mysterious magics have
the ability to unlock powerful magical secrets. This talent tree
includes a number of special abilities that can be taken when
you have developed your spellcasting ability.
Secret of Understanding: This talent allows the character to
gain an instant master of a new skill. They may choose a skill
with which they have no ranks and immediately gain four
ranks in that skill. This talent may be taken multiple times,
each time requiring to be taken for a new skill.
Prerequisites: Intelligence 11+, Prepare Cantrips, Prepare First
Level spells, Prepare Second Level Spells.
Secret of Health: The character has learned the secret of
good health and clean living and instantly gains 3 hit points.
This talent may be taken multiple times.
Prerequisites: Intelligence 13+, Prepare Cantrips, Prepare
First Level spells, Prepare Second Level Spells. Secret of
Inner Focus: This talent provides the character with an iron
will, giving them a +1 bonus to all Will saves.
Prerequisites: Intelligence 13+, Prepare Cantrips, Prepare
Daria Justinius, Kraynan Human Scholar First Level spells, Prepare Second Level Spells.

Table 4.4 The Scholar


Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +0 +0 +0 +1 +0 Talent
2 +1 +0 +0 +2 +0 Bonus Feat, Talent
3 +1 +1 +1 +2 +1 Talent
4 +2 +1 +1 +3 +1 Talent
5 +2 +1 +1 +3 +1 Bonus Feat, Talent
6 +3 +2 +2 +3 +2 Bonus Advantage, Talent
7 +3 +2 +2 +4 +2 Talent
8 +4 +2 +2 +4 +2 Bonus Feat, Talent
9 +4 +3 +3 +5 +3 Talent
10 +5 +3 +3 +5 +3 Talent

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Secret of Mystical Resistance: The character with this talent that if you select a knowledge skill you may choose two
develops a great resistance to poisons, diseases, magical attacks different skills and apply the bonus to any checks on both
and other effects. This gives them a +1 bonus to all Fortitude skills.
saves.
Prerequisites: Intelligence 13+, Prepare Cantrips, Prepare First Linguist: The scholar with this talent tree is a master linguist,
Level spells, Prepare Second Level Spells. capable of speaking many languages and being able to
Secret of Expedious Avoidance: This talent provides the translate new languages after a short time of study. Whenever
character with lightning reflexes, giving them a +1 bonus to all a character with this talent encounters a new language, they
Reflex saves. can make an intelligence check to see if they can understand
Prerequisites: Intelligence 13+, Prepare Cantrips, Prepare First it. The character’s class level is applied as a bonus to this
Level spells, Prepare Second Level Spells. ability. For a written language, this bonus applies to the
Secret Attack Kata: The character with this talent has character’s decipher script skill check instead. The DC of this
mastered a special combat kata that makes it very difficult for check is based on the number of steps the language is away
their opponents to avoid their attacks. They gain a +1 bonus to from the another language that the character knows on the
all Attack rolls. language web. The base DC is 10, with 5 added for each node
Prerequisites: Intelligence 15+, Prepare Cantrips, Prepare First on the language web that must be crossed to reach the
Level spells, Prepare Second Level Spells, Prepare Third Level language. See the New Systems chapter for more details and
Spells. the language web for Krayn.
Secret Defence Kata: The character with this talent has
mastered a special combat kata that makes it very difficult for SPELL PREPARATION TALENT TREE
their opponents to hot them in combat. They gain a +1 dodge This talent tree allows the character to develop their magical
bonus to their total defence. knowledge by learning to prepare magical spells.
Prerequisites: Intelligence 15+, Prepare Cantrips, Prepare First Spell books: Each of the talents listed below provides the
Level spells, Prepare Second Level Spells, Prepare Third Level character with a number of additional scrolls. If the character
Spells. has the Scribe Scroll feat these spells are considered to have
Secret of Unearthed Lore: This talent provides the character been automatically scribed into their spell book at no
with additional spells per day and added to their spell book. additional cost. If the character does not possess this feat they
They gain an additional level 1 and 2 spell per day and a must make a Use Magical Device check at a DC equal to 10 +
number of new scrolls for their spell book equal to double their the spell level whenever they attempt to prepare a spell. If
intelligence modifier. These scrolls may be of level 1 or 2. They they fail, the spell is still memorised, but the scroll is used up
do not increase their spellcaster level. by the preparation. That spell may be cast as normal that day,
Prerequisites: Intelligence 17+, Prepare Cantrips, Prepare First but cannot be cast again until another scroll of that spell is
Level spells, Prepare Second Level Spells, Prepare Third Level acquired.
Spells, Prepare Third Level Spells, Any one other talent from the Prepare Cantrips: This talent allows the character to
Arcane Secrets talent tree, Scribe Scroll. prepare a number of level 0 spells (cantrips) equal to their
Intelligence modifier. These spells must be selected from the
SAGACIOUS TALENTTREE Shadowmagic spell list (see below for more information on the
Scholars are often found amongst the ranks of sages and wise different types of magic in the DarkLore campaign setting).
men across the continent. This talent tree provides abilities for The character also gains a scroll for every listed level 0 spell
characters to develop their knowledge and learning. on their list. The Scholar with this talent counts as a spell
Savant: Select one of the following skills: Alchemy, Appraise, caster for caster level checks and feat requirements, but has a
Craft (Mechanical, Smith-craft, Structural, Visual Art, Writing), caster level of zero.
Decipher Script, Disable Device, Forgery (Int), Knowledge (any Prerequisites: Intelligence 10+.
two skills), Research, Scry, Search and Spellcraft. The scholar
can add a bonus equal to their class level when making skill
checks with their chosen skill. This talent may be taken multiple DESIGNER’S NOTE:
times, each time the character must select a different skill. Note If you wish to use these base classes to construct your own
campaign world you do not have to restrict your character’s
spell selection to those on the Shadowmagic list. This list is a
DESIGNER’S NOTE: slightly modified version of the Wizard/Sorcerer list, and any
The Bardic Knowledge character trait can be reproduced with a changes have been made for purposes of setting flavour.
Savant talent for Knowledge (current events) and Knowledge
(Folklore). Any classes that require the character to have the
Bardic Knowledge ability are qualified for if the character has Prepare First Level Spells: This talent allows the character
the Savant ability for these two skills, even if it is held over to prepare one level 1 spell per day. The character gains a
multiple Savant abilities. number of scrolls of first level spells equal to their Intelligence
modifier. This talent may be selected a number of times equal
to the Scholar’s intelligence modifier. There is no restriction as
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to the selection of spells that may be taken when the character STRATEGY TALENT TREE
gains this talent for a second or subsequent time. The scholar is not only a character of learning and study, they
The character’s spell caster level increases by one each time they are also known for their intelligence and ability to solve
purchase this talent. problems and develop strategies. These talents represent
Prerequisites: Intelligence 11+, Prepare Cantrips. ways in which these abilities can manifest.
Prepare Second Level Spells: This talent allows the character Exploit Weakness: After one round of combat the character
to prepare one level 2 spell per day. The character gains two can attempt to find a weakness in their opponent. They must
scrolls of second level spells. This talent may be selected a select one opponent, take a move equivalent action make an
number of times equal to the Scholar’s intelligence modifier. Intelligence ability check against a DC of 15. The scholar’s
There is no restriction as to the selection of spells that may be character level applies as a modifier to this check. If
taken when the character gains this talent for a second or successful, the character can use their intelligence modifier
subsequent time. The character’s spell caster level increases by instead of their Strength or Dexterity modifier for any attack
one each time they purchase this talent. rolls against the selected opponent for the remainder of the
Prerequisites: Intelligence 12+, Prepare Cantrips, Prepare First combat.
Level Spells, Caster level 2+. Prerequisite: One talent from the Sagacious talent tree.
Prepare Third Level Spells: This talent allows the character to Plan: The character is skilled at making detailed plans that
prepare one level 3 spell per day. The character gains two allow them to remain in control of a situation. They can only
scrolls of third level spells. This talent may be selected a number use this ability when they have had time to plan for a situation
of times equal to the Scholar’s intelligence modifier. There is no and cannot use it, for example, if ambushed. It will take at
restriction as to the selection of spells that may be taken when least ten minutes to devise a plan, but the GM may increase
the character gains this talent for a second or subsequent time. this for more complex situations. The character makes an
The character’s spell caster level increases by one each time they intelligence ability check, adding their scholar class level
purchase this talent. against a DC of 10. If successful they gain a plan bonus of +1.
Prerequisites: Intelligence 13+, Prepare Cantrips, Prepare First For every five points that they beat the target number by this
Level Spells, Prepare Second Level Spells, Caster level 4+. bonus increases by +1, to a maximum of +3. The plan bonus is
Prepare Fourth Level Spells: This talent allows the character applied to all skill checks and attack rolls that are related to
to prepare one level 4 spell per day. The character gains two the situation that has been planned for. This bonus applies for
scrolls of fourth level spells. This talent may be selected a the first three rounds, after which it is reduced by 1 every
number of times equal to the Scholar’s intelligence modifier. round until it is lost (when it is reduced to zero).
There is no restriction as to the selection of spells that may be Prerequisite: One talent from the Sagacious talent tree.
taken when the character gains this talent for a second or Trick: The character can confuse their opponents with a
subsequent time. The character’s spell caster level increases by cunning ploy or deception. The target must have an
one each time they purchase this talent. intelligence score of 3 or higher to be affected by this ability,
Prerequisites: Intelligence 14+, Prepare Cantrips, Prepare First must be within 30 ft and must be able to hear and understand
Level Spells, Prepare Second Level Spells, Prepare Third Level the scholar. A trick takes a full round action, during which the
Spells, Caster level 6+. character makes an intelligence ability check, adding their
Prepare Fifth Level Spells: This talent allows the character to class level, against a DC of 15. The target character becomes
prepare one level 5 spell per day. The character gains two Dazed for one round, but may make a Reflex save (DC 10 +
scrolls of fifth level spells. This talent may be selected a number scholar’s class level) to avoid the trick.
of times equal to the Scholar’s intelligence modifier. There is no Prerequisite: One talent from the Sagacious talent tree.
restriction as to the selection of spells that may be taken when
the character gains this talent for a second or subsequent time. WIZARDRY TALENT TREE
The character’s spell caster level increases by one each time they This talent tree provides the character with a number of
purchase this talent. additional magical talents that focus and characterise the
Prerequisites: Intelligence 15+, Prepare Cantrips, Prepare First Scholar’s spell casting abilities.
Level Spells, Prepare Second Level Spells, Prepare Third Level Specialist Wizard: This talent allows the Scholar to become
Spells, Prepare Fourth Level Spells, Caster level 8+. a specialist wizard, selecting one school of magic with which
they wish to specialise and choosing a corresponding number
of disallowed schools. The rules for selecting a school of
SPELL PREPARATION TREE AND YOUR INT MODIFIER: specialisation are described in Core Rulebook I. The character
Your intelligence modifier functions in the normal manner for with this talent can prepare an additional spell per day of
gaining bonus spells. You must be able to cast spells of the level every level that they are able to cast. However, this spell must
listed to be able to also cast the bonus spell you may have be selected from their specialist school of magic.
gained due to your high Intelligence score. Spell saving throw Prerequisites: Prepare Cantrips
DCs are also calculated based on your intelligence score in the Spell Mastery: The wizard scholar with this talent gains the
usual manner. Spell Mastery feat.

Moiranna Gruuber, Wanderer Gnome Devout


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Prerequisites: Prepare Cantrips,
Prepare First Level Spells, Prepare
Second Level Spells, Prepare Third
Level spells, Scribe Scroll. See Core
Rulebook I for more details on this feat.
Summon Familiar: The scholar with
this talent can summon a magical
familiar to embody an aspect of their
study and provide them with enhanced
powers. Details of familiars and their
powers can be found in Core Rulebook
I.
Prerequisites: Prepare Cantrips

THE DEVOUT
Devout characters of the DarkLore
world make up the ranks of the cults,
the covens of druids and the monks of
the Order of the True Hand. These
characters are characterised by a focus
and belief that drives them onwards
and ever forwards. This passion can
lead to clashes with others of differing
mind sets, but many believe in
tolerance and compassion and are
ready to forgive or work with those
whose philosophies they distrust or
despise. In the differing areas of
Krayna there are many who have
forged a devout and pure life, whatever
the nature of their belief. strength of will and sense of purpose. Charisma is also highly
useful to a Devout character, as many of their talents are
Example Devouts: Devout characters are often Druids (with enhanced by a strong personality. Constitution and Dexterity
some levels of Outlander), worshipping the creator or mother may just help to keep a scholar alive a little longer. Strength
earth, others are monks, undead or demon hunters, cultists of may be important to characters with a martial focus, whereas
demons or saints or even priests of the Church of Malladin. others may prefer Intelligence to bolster their skills allowance.

GAME RULE INFORMATION Hit Dice: d8


The Devout class has the following game statistics: Action Points: 2 + ¼ character level (rounded down)
Ability: The Devout’s key ability score is Wisdom. They follow Class Skills: The following skills (and their key ability score)
a driving belief, and find that Wisdom is the source of their

Table 4.5 The Devout


Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +0 +1 +0 +1 +0 Talent
2 +1 +2 +0 +2 +0 Bonus Feat
3 +1 +2 +1 +2 +1 Bonus Advantage, Talent
4 +2 +3 +1 +3 +1 Talent
5 +2 +3 +1 +3 +1 Bonus Feat
6 +3 +3 +2 +3 +2 Talent
7 +3 +4 +2 +4 +2 Talent
8 +4 +4 +2 +4 +2 Bonus Advantage, Bonus Feat
9 +4 +5 +3 +5 +3 Talent
10 +5 +5 +3 +5 +3 Talent

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are class skills of the Devout class: Alchemy (Int), Bluff (Cha), becomes able to perform physical feats without thinking. This
Concentration (Con), Craft (Visual Art, Writing) (Int), allows them to move their bodies with lightning speed and
Diplomacy (Cha), Gather Information (Cha), Heal (Wis), react unnaturally quickly. Talents from this tree need to be
Knowledge (arcana, current events, folklore, nature, tied in with an appropriate ethos. If the chosen code of
supernatural philosophy, religion) (Int), Perform (Cha), Profession conduct is broken, the character will lose the benefit of all
(Wis), Scry (Int), Sense Motive (Wis), Speak Language (none), talents from this tree.
Spellcraft (Int), Survival(Wis) and Use Magical Device (Cha). Foresight Dodge: With this talent the character can add
their Wisdom bonus to their AC as a foresight bonus. This
Skill points at first level: (3+Int Modifier) x 4 bonus applies even if the character is flat footed or otherwise
Skill points at Each Additional Level: 3+Int Modifier denied their Dexterity bonus to AC, but not if they are
immobilised. This ability can only be used if the character is
CLASS FEATURES wearing no armour.
The following are the class features of the Devout class: Improved Foresight Dodge: This talent increases the bonus
from Foresight dodge by +1.
Weapons and Armour Proficiencies: The Devout is proficient Prerequisites: Foresight Dodge.
with all simple weapons and with light and medium armours Advanced Foresight Dodge: This talent increases the bonus
and with shields. Note that armour check penalties for armour from Foresight dodge by and additional +1 (total +2).
heavier than leather apply to the skills Balance, Climb, Escape Prerequisites: Foresight Dodge, Improved Foresight Dodge.
Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble. Slow Fall: With this ability the character is capable of
Also, Swim checks suffer a -1 penalty for every 5 pounds of slowing their descent when falling. Any damage received
armour and equipment carried. from falling is reduced by a distance of 20 ft.
Improved Slow Fall: The damage from falling is now reduced
Defence bonus: As the Devout progresses they slowly learn to by an additional 10 ft (total 30 ft).
best position themselves to avoid being hit by their enemies’ Prerequisites: Slow Fall
attacks. As such their AC increases as they progress levels by Advanced Slow Fall: The damage from falling is now
the defensive bonus listed in table 5. At third level the Devout reduced by an additional 10 ft (total 40 ft).
gains a +1 to their AC, at sixth level this is increased to +2, and Prerequisites: Slow Fall, Improved Slow Fall.
at ninth level this is improved again to +3.

Bonus Feats: At first, second, fifth and eighth level, the scholar PHYSICAL PURITY TALENT TREE
gains a bonus feat. This can be chosen from the following list: This talent tree emphasises a mystical purity of body that can
Acrobatic, Animal Affinity, Armour Proficiency (Heavy), Brew Potion, lead to a high level of control of your body and vastly
Combat Casting, Combat Expertise (Improved Disarm, Improved Trip), Dodge,
Extra Turning, Exotic Weapon Proficiency, Great Fortitude, Improved Turning, improved physical health. As with other divine talents, talents
Improved Unarmed Strike (Improved Grapple, Deflect Arrows, Snatch Arrows, from this tree need to be tied in with an appropriate ethos. If
Stunning Fist), Iron Will, Leadership, Power Attack, Spell Penetration, the chosen code of conduct is broken, the character will lose
Toughness and Track. the benefit of all talents from this tree.
The character must meet the usual requirements for the feat. Purity of Body: The character with this talent gains
immunity to all diseases except for magical diseases.
Bonus Advantages: At third and eighth level the Devout Divine Health: This talent improves the character’s physical
receives a bonus Advantage rank. This may be selected from the purity to include any magical diseases.
following Advantages: Church Rank, Noble Title or Secret Prerequisites: Purity of Body.
Society Status Wholeness of Body: With this talent, a character can cure
her own wounds. She can cure up to twice her current level in
Talents: At first, third, fourth, sixth, seventh, ninth and tenth hit points each day, and she can spread this healing out among
level the Devout gains a class talent. These talents must be several uses. Wholeness of body is a supernatural ability.
selected from one of the following talent trees. Some trees have Prerequisites: Purity of Body, Divine Health.
a set order, whilst others provide a list that can be chosen from. Diamond Body: With this talent, the character gains
As long as your character meets the requirements of the immunity to poison of all kinds. Diamond body is a
individual talent, you can select your talent from any of the supernatural ability.
trees. Prerequisites: Purity of Body, Divine Health, Wholeness of
Body.
Beginning Talent: A level 1 Devout can choose from Foresight
Dodge, Pray for Orisons, Purity of Body, Slow Fall, Turn/Rebuke PRAY FOR SPELLS TALENT TREE
Undead and Unarmed Attacks I. This talent tree allows the character to develop divine
spellcasting abilities. A character with this talent tree must
DIVINE BALANCE TALENT TREE choose a specific patron power to follow. They must adhere to
Through a focus on the balance of mind and body, the Devout the restrictions of their patron’s ethos. If they break this they

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will loose the ability to use all of the talents from this tree. Prerequisites: Wisdom 11+, Prepare Orisons Prepare First
Available patrons and the details of their ethos can be found in Level Spells, Prepare Second Level Spells, Prepare Third Level
the Campaign Primer. Spells, Prepare Fourth Level Spells, Spellcaster level 8+.
Pray for Orisons: This talent allows the character to pray for a
number of level 0 spells (orisons) equal to their Wisdom modifier.
These spells must be selected from one of the following spell lists PRAY FOR SPELLS TREE AND YOUR WISDOM
Celestial Magic, Infernal Magic or Earthmagic (see below for MODIFIER:
more information on the different types of magic in the Your Wisdom modifier functions in the normal manner for
DarkLore campaign setting). The Scholar with this talent counts gaining bonus spells. You must be able to cast spells of the
as a spell caster for caster level checks and feat requirements, level listed to be able to also cast the bonus spell you may
but has a caster level of zero. have gained due to your high Wisdom score. Spell saving
Prerequisites: Wisdom 10+. throw DCs are also calculated based on your Wisdom score in
the usual manner.

DESIGNER’S NOTE:
If you wish to use these base classes to construct your own PURE MATERIAL CHANNELLING TALENT TREE
campaign world you do not have to restrict your character’s spell Natural Philosophers of the DarkLore world believe that
selection to those on the Celestial, Infernal or Earthmagic lists. there are four pure forms from which all things are crafted;
These represent the unique planar structure of the DarkLore positive and negative forms of matter and energy. A potent
world and how this affects the nature of magic. Alternatively strength of purpose and fervent belief allows characters to
you can use the Cleric list in place of Celestial or Infernal magic channel raw power from the positive or negative material
and the Druid list in place of the earth magic list. planes with the strength of their mind alone. Whilst this is not
entirely the most readily manipulated of magics, there are
certain creatures, namely undead, that have a vulnerability to
Pray for First Level Spells: This talent allows the character to its ravages.
prepare one level 1 spell per day. This talent may be selected a Turn/Rebuke Undead: With this ability the character is
number of times equal to the Devout’s wisdom modifier. The capable of using their powers to force undead to cower and
character’s spell caster level increases by one each time they flee. For rules on turning and rebuking undead, see Core
purchase this talent. Rulebook I. The character can turn or rebuke undead at a
Prerequisites: Wisdom 11+, Prepare Orisons. level equivalent to a cleric of level equal to the number of
Pray for Second Level Spells: This talent allows the character class levels they have had this talent for. For example, a
to prepare one level 2 spell per day. This talent may be selected seventh level Devout who took this talent at level three turns
a number of times equal to the Devout’s wisdom modifier. The undead as a fourth level cleric. Your alignment determines
character’s spell caster level increases by one each time they whether you turn or rebuke undead in the same way as it does
purchase this talent. for clerics.
Prerequisites: Wisdom 11+, Prepare Orisons, Prepare First Level Abort to Cure/Cause Wounds: The character with this
Spells, Spellcaster level 2+. talent may abort any divine spells prepared for the day to a
Pray for Third Level Spells: This talent allows the character to Cure Wounds or Cause Wounds spell of equal level. Your
prepare one level 3 spell per day. This talent may be selected a alignment determines whether you abort to cure or cause
number of times equal to the Devout’s wisdom modifier. The wounds spells in the same way as it does for clerics.
character’s spell caster level increases by one each time they Prerequisites: Turn/Rebuke Undead, Pray for Orisons, Pray
purchase this talent. for First Level Spells.
Prerequisites: Wisdom 11+, Prepare Orisons Prepare First Level Divine Smite: This power allows the character to smite an
Spells, Prepare Second Level Spells, Spellcaster level 4+. opposed alignment, either Evil, Chaos, Good or Law. This
Pray for Fourth Level Spells: This talent allows the character ability functions in the same manner as the Paladin Smite Evil
to prepare one level 4 spell per day. This talent may be selected ability, except that you may choose alternative alignments to
a number of times equal to the Devout’s wisdom modifier. The smite. When purchased, the character must choose one
character’s spell caster level increases by one each time they Alignment to smite. They have an alignment that is opposed
purchase this talent. to the chosen alignment. For Example, a Chaotic Neutral
Prerequisites: Wisdom 11+, Prepare Orisons Prepare First Level character cannot choose Smite Good or Smite Evil, but can
Spells, Prepare Second Level Spells, Prepare Third Level Spells, choose Smite Law.
Spellcaster level 6+. Prerequisites: Turn/Rebuke Undead.
Pray for Fifth Level Spells: This talent allows the character to
prepare one level 5 spell per day. This talent may be selected a SPELL DOMAIN TALENTTREE
number of times equal to the Devout’s wisdom modifier. The This talent tree allows the character to cast spells from a
character’s spell caster level increases by one each time they selected Domain list. Patron powers and their associated
purchase this talent.

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domains can be found in the Campaign Primer. A domain can opportunities unless they take the Improved Unarmed Strike
only be selected if it fits with the character’s Patron or ethos. feat.
Primary Domain: This power allows the character to cast one Unarmed Attacks II: As Unarmed Attacks except the
domain spell of every level up to one level higher than they can penalty to all attacks made during the flurry is reduced to – 1.
currently cast divine spells. There are no level 0 domain spells. Prerequisites: Unarmed Attacks
They select one domain list only when choosing this talent. This Unarmed Attacks III: As Unarmed Attacks except there is
domain spell must be prayed for in the same manner as cleric no penalty to the attacks when using this talent.
spells. For example, a character who has the Pray for Orisons Prerequisites: Unarmed Attacks, Unarmed Attacks II
talent only can cast one level 1 spell from their domain, whereas Greater Flurry: With this ability the character gains two
a character who can cast spells of up to third level can cast one additional strikes at their highest bonus when using the flurry
spell from their domain for each level up to level 4. The of blows ability.
character’s spell caster level increases by one when they Prerequisites: Improved Unarmed Damage, Unarmed
purchase this talent. The character must have sufficient Wisdom Attacks, Unarmed Attacks II, Unarmed Attacks III.
to cast a spell of the given level. Improved Unarmed Damage: The character with this talent
Prerequisites: Wisdom 11+, Prepare Orisons. is capable of dealing 1d8 damage (1d6 for small characters)
Additional Domain: This talent allows the character to choose with their unarmed blows.
their domain spell for their Primary Domain from an additional Prerequisites: Unarmed Attacks, Base Attack Bonus +2
domain. This talent may be selected a number of times equal to Advanced Unarmed Damage: The character with this
the Devout’s wisdom modifier. The character’s spell caster level talent is capable of dealing 1d10 damage (1d8 for small
does not increase when they purchase this talent. characters) with their unarmed blows.
Prerequisites: Wisdom 11+, Prepare Orisons, Primary Domain. Prerequisites: Unarmed Attacks, Improved Unarmed Attacks,
Secondary Domain: This talent allows the character to Base Attack Bonus +4
prepare an additional domain spell per day of every level up to Ki Strike : This talent allows the characters unarmed attacks
one level lower than they can normally cast from their main to function as if they were from a magical weapon for the
spell list. There are no level 0 domain spells. This domain spell purposes of damage reduction.
must be prayed for in the same manner as cleric spells. The Prerequisites: Unarmed Attacks, Base Attack Bonus +4
character’s spell caster level increases by one when they
Unarmed Combat Feat: This talent allows the character to
purchase this talent.
select a bonus feat from the following list: Deflect Arrows, Exotic
Prerequisites: Wisdom 11+, Prepare Orisons, Pray for First Level Weapon Proficiency (with any specialist monk weapon), Improved Trip,
Spells, Pray for Second Level Spells, Primary Domain. Improved Unarmed Strike and Snatch Arrows Stunning Fist. When
Tertiary Domain: This talent allows the character to prepare purchasing these feats they can ignore any requirements for
an additional domain spell per day of every level up to three the feat. However, these feats can only be used of the
levels lower than they can normally cast from their main spell character is not wearing any armour.
list. There are no level 0 domain spells. This domain spell must Prerequisites: Unarmed Attacks.
be prayed for in the same manner as cleric spells. The character’s
spell caster level increases by one when they purchase this
talent.
Prerequisites: Wisdom 11+, Prepare Orisons, Pray for First Level THE DESTINED
Spells, Pray for Second Level Spells, Pray for Third Level Spells, Destined characters have been touched by fate in many
Pray for Fourth Level Spells, Primary Domain, Secondary varied and mysterious ways. As such it is difficult to define
Domain. them as any one individual type of character. Some are
sorcerers, gifted with a draconic heritage, others are chosen by
UNARMED COMBAT TALENT TREE a patron power, the creator or fate itself for a special quest or
The monks of the Order of the True Hand are known for their to become the champion of their cause. Fate plays a critical
deadly fighting styles. This talent tree represents the disciplines role in the DarkLore game and taking levels in this class
that this path masters. The secret behind this path involves a makes sure you make the most of your character’s destiny.
level of focus and discipline that can only be achieved by those
of a devout mind. As with other divine talents, talents from this Example Destined: Champions of good and sorcerers are
tree need to be tied in with an appropriate ethos. If the chosen good examples of the Destined class, as are any heroes who
code of conduct is broken, the character will lose the benefit of happen to find themselves drawn into unnecessary adventures
all talents from this tree. None of these talents can be used if the or quests.
character wears any armour.
Unarmed Attacks I: This talent provides the character with GAME RULE INFORMATION
the basic ability to fight effectively with their unarmed attacks. The Destined class has the following game statistics:
They gain the ability to do 1d6 damage (1d4 for small
characters) of either bashing or subdual damage with their Ability: The Destined’s key ability score is Charisma. Fate is
unarmed attacks and can use the flurry of blows attacks (see fickle, and it is always those with a natural heroism or strength
Warrior). However, the devout will still provoke attacks of of character that are chosen. The paths of the destined are

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varied and littered with many challenges. All other ability
scores are in some way useful to the destined character.

Hit Dice: d6

Action Points: 2 + ¼ character level (rounded down)

Class Skills: The following skills (and their key ability score)
are class skills of the Destined class: Alchemy (Int), Bluff (Cha),
Concentration (Con), Craft ( Mechanical, Smith-craft,
Structural, Visual Art, Writing) (Int), Diplomacy (Cha), Gather
Information (Cha), Handle Animal (Cha), Knowledge (arcana,
current events, folklore, supernatural philosophy) (Int), Listen
(Wis), Perform (Cha), Profession (Wis), Resolve (Cha), Ride (Dex),
Scry (Int), Sense Motive (Wis), Speak Language (none), Spellcraft
(Int), Spot (Wis) and Use Magical Device (Cha).

Skill points at first level: (5+Int Modifier) x 4


Skill points at Each Additional Level: 5+Int Modifier

CLASS FEATURES
The following are the class features of the Destined class:

Weapons and Armour Proficiencies: The Destined is


proficient with all simple weapons but not with any type of
armour. Note that armour check penalties for armour heavier
than leather apply to the skills Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Sleight of Hand and Tumble. Also,
Swim checks suffer a -1 penalty for every 5 pounds of armour
and equipment carried.

folklore, supernatural philosophy) (Int), Listen (Wis), Perform


(Cha), Profession (Wis), Resolve (Cha), Ride (Dex), Scry (Int),
Sense Motive (Wis), Speak Language (none), Spellcraft (Int), Spot
(Wis) and Use Magical Device (Cha).

Skill points at first level: (5+Int Modifier) x 4


Skill points at Each Additional Level: 5+Int Modifier

CLASS FEATURES
The following are the class features of the Destined class:
Sunfire, Asholmian Human Destined

Table 4.6 The Destined


Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +0 +0 +1 +1 +0 Bonus Advantage, Talent
2 +1 +0 +2 +2 +1
3 +2 +1 +2 +2 +1 Bonus Advantage, Talent
4 +3 +1 +3 +3 +1 Talent
5 +3 +1 +3 +3 +2
6 +4 +2 +3 +3 +2 Talent
7 +5 +2 +4 +4 +3 Talent
8 +6 +2 +4 +4 +3 Bonus Advantage
9 +6 +3 +5 +5 +3 Talent
10 +7 +3 +5 +5 +4 Talent

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Weapons and Armour Proficiencies: The Destined is Lay on Hands: This ability functions in exactly the same way
proficient with all simple weapons but not with any type of as the paladin ability of the same name.
armour. Note that armour check penalties for armour heavier Cure Disease: The character may cast the Cure Disease spell
than leather apply to the skills Balance, Climb, Escape Artist, as a spell like ability once per week. This talent may be
Hide, Jump, Move Silently, Sleight of Hand and Tumble. Also, bought a number of times equal to the character’s Charisma
Swim checks suffer a -1 penalty for every 5 pounds of armour modifier.
and equipment carried. Prerequisites: Lay on Hands

Defence bonus: As the Destined progresses they learn to best FATED CHAMPION TALENT TREE
position themselves to avoid being hit by their enemies’ attacks. This talent tree represents those destined characters who have
As such their AC increases as they progress levels by the taken vows to fight for a cause and have been granted gifts by
defensive bonus listed in table 6. At third level the Destined fate to help them succeed.
gains a +1 to their AC, at fifth level this is increased to +2, +3 at Champion of the Cause: The character with this talent
seventh level and at tenth level this is improved again to +4. receives a +1 bonus to their Base Attack score and is proficient
with a single chosen martial weapon.
Bonus Advantages: At first, third and eighth level the Divine Grace: The character is protected by their patron or
Destined receives a bonus Advantage rank (see the chapter the righteous power of their cause. They can add their
three for details on advantages). This may be selected from the Charisma modifier to all of their saving throws.
following Advantages: Destiny, Heirloom, Noble Title or Secret Prerequisites: Champion of the Cause.
Society Status. Detect Enemies: The character can select one type of enemy,
either a specific alignment or undead. They can cast the
Talents: At first, third, fourth, sixth, seventh, ninth and tenth associated Detect spell at will. This is a spell like ability.
level the Destined gains a class talent. These talents must be Prerequisites: Champion of the Cause.
selected from one of the following talent trees. Some trees have Special Mount: The character’s patron has provided them
a set order, whilst others provide a list that can be chosen from. with a special mount to aid them in their quests. This functions
As long as your character meets the requirements of the as a Paladin’s mount. To determine the special abilities and
individual talent, you can select your talent from any of the attributes of the mount, calculate the character’s paladin level
trees. as being equal to the number of levels since taking this talent,
Beginning Talent: A level 1 Destined can choose from plus five. Therefore a ninth level destined character who takes
Champion of the Cause, Inspire Courage, Lay on Hands, Minor this talent at seventh level is considered a 7th level paladin for
Arcane Gift or Sorcerous Heritage. determining the abilities of their mount.
Prerequisites: Champion of the Cause, Divine Grace,
ARCANE GIFTS TALENT TREE Destined level 7.
The character with this talent tree has been granted an arcane
gift; a special magical ability to help them fulfil their destiny. MYSTIC MUSIC TALENT TREE
Minor Arcane Gift: The character has a spell ability that This talent tree allows the character to develop a magical
maybe used a number of times per day equal to their charisma ability through their performance. They can use their songs,
modifier. This can be any spell form any Sorcery path, provided stories, rallying speeches or other performances to channel
it is of level 0. magical power.
Lesser Arcane Gift: The character has a spell ability that Inspire Courage: The character with this talent can to inspire
maybe used a number of times per day equal to their charisma courage in his or her allies. To be affected, an ally must hear
modifier. This can be any spell form any Sorcery path, provided the character sing or other wise perform for a full round. The
it is of level 1. effect lasts as long as the character maintains the performance
Prerequisites: Destined level 3 and for 5 rounds after they have stopped (or 5 rounds after the
Greater Arcane Gift: The character has a spell ability that ally can no longer hear the character). While performing, the
maybe used once per day equal to their charisma modifier. This bard can fight but cannot cast spells, activate magic items by
can be any spell form any Sorcery path, provided it is of level 2. spell completion (such as scrolls), or activate magic items by
Prerequisites: Destined level 6 magic word (such as wands). Affected allies receive a +2
Major Arcane Gift: The character has a spell ability that morale bonus to saving throws against charm and fear effects
maybe used once per day. This can be any spell form any and a +1 morale bonus to attack and weapon damage rolls.
Sorcery path, provided it is of level 3. Inspire courage is a supernatural, mind-affecting ability.
Prerequisites: Destined level 9 Prerequisites: Perform 3 Ranks.
Countersong: This talent allows the character to counter
COMPAISSIONATE HEALING TALENTTREE magical effects that depend on sound (but not spells that
This talent tree is used by the pure of heart who have learned to simply have verbal components). As with inspire courage, a
channel the magical force of positive material and use it to heal. destined character may sing, play, or recite a countersong
while taking other mundane actions, but not magical actions.

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Suggestion: This talent allows the character to make a
suggestion (as the spell) to a creature that he has already
fascinated (see above). A Will saving throw (DC 13 + the
character's Charisma modifier) negates the effect. Suggestion
is a spell-like, mind-affecting charm ability.
Prerequisites: Inspire Courage, Fascinate, Perform 9 Ranks.
Inspire Greatness: To inspire greatness, the character must
sing, or make an other type of performance, and the creature
must hear them for a full round, as with inspire courage. The
creature must also be within 30 feet. A creature inspired with
greatness gains temporary Hit Dice, attack bonuses, and
saving throw bonuses as long as he or she hears the bard
continue to sing and for 5 rounds thereafter. All these bonuses
are competence bonuses. The target gains the following
Each round of the countersong, the character makes a Perform boosts: +2 Hit Dice (d10s that grant temporary hit points), +2
check. Any creature within 30 feet (including the character) competence bonus on attacks, and +1 competence bonus on
who is affected by a sonic or language-dependent magical Fortitude saves. Apply the target's Constitution modifier, if
attack may use the character’s Perform check result in place of any, to each bonus Hit Die. These extra Hit Dice count as
his saving throw if, after rolling the saving throw, the Perform regular Hit Dice for determining effects such as the sleep spell.
check result proves to be better. The character may keep up the The character may inspire greatness in only one character at a
countersong for 10 rounds. Countersong is a supernatural ability. time. Inspire greatness is a supernatural, mind-affecting
Prerequisites: Inspire Courage, Perform 3 Ranks. enchantment ability.
Fascinate: This talent allows the character to fascinate other Prerequisites: Inspire Courage, Inspire Competence, Perform
12 Ranks.
creatures with their music, wit or other form of performance. The
creature to be fascinated must be able to see and hear the
character and must be within 90 feet. The character must also SORCERY TALENT TREE
be able to see the creature. The creature must be able to pay This talent tree represents those who have the true blood of
attention to the character. The distraction of a nearby combat or dragons and have awakened their magical power. This allows
other dangers prevents the ability from working. The destined you to develop your spellcasting ability. As you develop your
character makes a Perform check and the target can negate the sorcery talents your spellcaster level increases and you
effect with a Will saving throw equal to or greater than the develop new spells known. Your spellcaster level determines
character's check result. If the saving throw succeeds, the the number of spells that you can cast each day, as shown in
destined cannot attempt to fascinate that creature again for 24 Table 4.7.
hours. If the saving throw fails, the creature sits quietly and
listens to the performance for up to 1 round per class level. While Table 4.7 Sorcery Spells per Day
fascinated, the target's Spot and Listen checks suffer a –4 Spellcaster Spells Per Day
penalty. Any potential threat (such as an ally of the character Level 0 1 2 3 4
moving behind the fascinated creature) allows the fascinated 0 2 - - - -
creature a second saving throw against a new Perform check 1 3 0 - - -
result. Any obvious threat, such as casting a spell, drawing a 2 3 1 - - -
sword, or aiming, automatically breaks the effect. While 3 3 2 0 - -
fascinating (or attempting to fascinate) a creature, the character 4 3 2 1 - -
must concentrate, as if casting or maintaining a spell. Fascinate 5 3 3 2 - -
is a spell-like, mind- affecting charm ability. 6 3 3 2 0 -
Prerequisites: Inspire Courage, Perform 3 Ranks. 7 3 3 3 1 -
Inspire Competence: The character with this talent can help an 8 3 3 3 2 -
ally succeed at a task. The ally must be able to see and hear 9 4 3 3 2 0
them, and must be within 30 feet. The destined character must This is not a complete table, but covers all possible spellcaster levels
available to the Destined Class. An expanded table will be included in the
also see the creature. The ally gets a +2 competence bonus on DarkLore Atlas
his skill checks with a particular skill as long as he or she
continues to hear the performance. The GM may rule that Sorcerous Heritage: The character with this talent has
certain uses of this ability are infeasible. The character can developed their first initial signs of sorcerous blood. They any
maintain the effect for 2 minutes (long enough for the ally to know two cantrips (level 0 spells) chosen from any sorcery
take 20). Inspire competence is a supernatural, mind-affecting path. The character with this feat counts as a spell caster, but
ability. with a caster level of 0.
Prerequisites: Inspire Courage, Perform 6 Ranks.
Sorcerous Path: The character with this talent has developed
their sorcery ability by focusing on a specific path of sorcery.

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They choose one of the sorcery spell paths (below for details of MAGIC ON KRYNAS
the spell lists available) and now know the level 0 and level 1
spell from that list. The character’s Spellcaster level increases by
The DarkLore game has a very different planar structure to
one when they take this talent. If the character already knows
traditional fantasy role-playing worlds. This has a significant
selected the level 0 spell from the path they may select any
effect on the magic of the world. There are four major
other spell from another sorcery path.
elements, as there are in natural philosophy of the standard
Prerequisites: Sorcerous Heritage.
Greek-influenced game setting. However, in DarkLore the
elements are not considered raw components from which all
things are made. Instead, all matter and energy is seen as
DESIGNER’S NOTE: being in an interchangeable flux between its varying different
If you wish to use these base classes to construct your own forms. The elements represent the purest forms within the
campaign world you do not have to restrict your character’s spell Greater Flux that makes up the universe. These elements are
selection to those on the sorcerous path lists. These represent the Blood, Lightning, Metal and Shadow. The elemental energy
unique planar structure of the DarkLore world and how this types for attacks have not been changed, and are associated
affects the nature of magic. However, the sorcery talent tree is with these new elemental types as follows: Blood is linked to
designed to work with specific paths of sorcerous magic, you can Fire, Lightning to Electricity, Metals to Acid and Shadow is
simply create you own paths, either based on your own world linked to Cold attacks. There are also four outer planes which
concepts or simply based on your players’ concepts for their are connected to two each of the elemental planes. The
sorcerous characters. If you wish to Dragonlands are between Blood and Metal, the Heavens fall
between Blood and Lightning, the Hell dimensions connect to
Improved Sorcerous Path: The character with this talent has Lightning and Shadow and the Halls of the Dead are joined
developed their sorcery ability by focusing further on a specific with Metals and Shadow. Each of these outer planes is the
path of sorcery. They choose one of the sorcery spell paths (see source of magic within the world. The Dragonlands are the
the magic section in the Campaign Primer) and now know the source of sorcerous magic, known as Dragonmagic, the Halls of
level 2 spell from that list. The character’s Spellcaster level the Dead are linked with Wizardly magic, known as
increases by one when they take this talent. Shadowmagic. Both of these types of magic are considered
Prerequisites: Sorcerous Heritage, Sorcerous Path, Spellcaster Arcane. Divine magic is divided between Infernal and
level 3+. Celestial lists, associated with the Hell Dimensions and the
Advanced Sorcerous Path: The character with this talent has a Heavens respectively. The third kind of divine magic,
mighty level of power on a given path of sorcery. They choose Earthmagic, comes from the power of the prime material plane
one of the sorcery spell paths (see chapter six) and now know the and can be tapped by those who respect and worship the land
level 3 spell from that list. The character’s Spellcaster level itself.
increases by one when they take this talent.
Prerequisites: Sorcerous Heritage, Sorcerous Path, Improved The spell lists available to characters who can wield the given
Sorcerous Path, Spellcaster level 6+. types of magic are described below. No Spells are available
beyond level 5, and Dragonmagic is only available up to
Superior Sorcerous Path: The character with this talent has fourth level.
reached the pinnacle of their power on a given path of sorcery.
They choose one of the sorcery spell paths (see below) and now
know the level 4 spell from that list. The character’s Spellcaster
CELESTIAL MAGIC
level increases by one when they take this talent. Celestial magic is granted by the powers of the saints to those
pure of heart and conscience.
Prerequisites: Sorcerous Heritage, Sorcerous Path, Improved
Sorcerous Path, Advanced Sorcerous Path, Spellcaster level 9+.
Alignment: Any non-Evil
Ethos: Saint Worship or Champion Vows.
SORCERY TREE AND YOUR CHARISMA MODIFIER:
Your Charisma modifier functions in the normal manner for Spell Lists:
gaining bonus spells. You must be able to cast spells of the level Level 0 Spells:
Cure Minor Wounds, Guidance, Light, Mending, Purify Food and Drink,
listed to be able to also cast the bonus spell you may have Read Magic, Resistance, Virtue.
gained due to your high Charisma score. If number of spells
listed is 0, you can apply your bonus spell, where appropriate, Level 1 Spells:
but not where the table shows a hyphen. Spell saving throw DCs Create Water, Bless, Comprehend Languages, Cure Light Wounds,
are also calculated based on your Charisma score in the usual Deathwatch, Detect Chaos/Law/Evil, Divine Favour, Protection from Evil,
manner. Remove Fear, Sanctuary, Shield of Faith, Summon Monster I.

Level 2 Spells:
Aid, Augury, Calm Emotions, Consecrate, Cure Moderate Wounds, Delay
Poison, Gentle Repose, Hold Person, Lesser Restoration, Make Whole,
Remove Paralysis, Shield Other, Summon Monster II, Zone of Truth.

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Fig 4.1 Diagram of Planar Structure Path of Elemental Blood and Fire:
0: Flare, 1: Endure Elements, 2: Burning Hands, 3: Flaming Sphere, 4: Fireball.

Path of Elemental Ice and Shadow


0: Resistance, 1: Ray of Frost, 2: Darkness, 3: Sleet Storm, 4: Black Tentacles.

Path of Elemental Lightning


0: Flare, 1: Shield, 2: Shocking Grasp, 3: Protection from Elements, 4:
Lightning Bolt.

Path of Elemental Metal and Acid


0: Mending, 1: Mage Armour, 2: Glitterdust, 3: Acid Arrow, 4: Stoneskin

Path of Enchantment
0: Daze, 1: Sleep, 2: Hideous Laughter, 3: Suggestion, 4: Charm Monster.

Path of Illusion
0: Ghost Sound, 1: Silent Image, 2: Minor Image, 3: Major Image, 4: Shadow
Conjuration.

Path of Magic
0: Detect Magic, 1: Detect Undead, 2: Arcane Lock, 3: Dispel Magic, 4: Minor
Creation.

Level 3 Spells: Path of the Night


Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, 0: Open/Close, 1: Change Self, 2: Darkness, 3: Invisibility, 4: Phantasmal
Glyph of Warding, Locate Object, Magic Circle against Evil, Magic Vestment, Killer.
Negative Energy Protection, Obscure Object, Prayer, Remove
Blindnes/Deafness, Remove Curse, Speak with Dead, Sound Burst, Spiritual Path of the Scribe
Weapon, Summon Monster III. 0: Read Magic, 1: Erase, 2: Whispering Wind, 3: Sepia Snake Sigil, 4:
Explosive Runes.
Level 4 Spells:
Cure Critical Wounds, Discern Lies, Dispel Magic, Divination, Imbue with Path of the Spider
Spell Ability, Invisibility Purge, Lesser Planar Ally, Neutralise Poison, 0: Detect Poison, 1: Spider Climb, 2: Web, 3: Suggestion, 4: Contagion.
Restoration, Searing Light, Sending, Status, Summon Monster IV, Tongues.
Path of Summoning
Level 5 Spells: 0: Arcane Mark, 1: Summon Monster I, 2: Summon Monster II, 3: Summon
Atonement, Break Enchantment, Commune, Dimensional Anchor, Dismissal, Monster III, 4: Summon Monster IV.
Dispel Evil, Divine Power, Ethereal Jaunt, Flame Strike, Hallow, Healing
Circle, Mark of Justice, Spell Immunity, Spell Resistance, Summon Monster V,
True Seeing. NOTE:
This is not an exclusive list, and you will find new sorcerous
paths in our forthcoming DarkLore supplements.
DRAGONMAGIC
Dragon magic is the magic of life and thought. It is the natural
blessing of power gifted by the creator on those who have a
great destiny to fulfil. Dragons are the guardians of magic and it EARTHMAGIC
is their blood that carries the blessing. Earthmagic is the magic of the land and is frequently used by
the Druids of the Glaive, known as Ears of the Earth, or
Alignment: Any, but chaotic and good aligned sorcerers are Listeners.
more common.
Ethos: No ethos is required to use this magic. Alignment: Any Neutral
Ethos: Druidism or The True Path.
Spell Lists:
There are a number of paths of sorcery, each has one spell of Spell List:
levels zero to four. Level 0 Spells:
Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know
Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance,
Path of the Blade Virtue.
0: Light, 1: True Strike, 2: Keen Edge, 3: Greater Magic Weapon, 4: Haste.
Level 1 Spells:
Path of Confusion Animal Friendship, Calm Animals, Create Water, Cure light Wounds,
0: Daze, 1: Hypnotism, 2: Misdirection, 3: Displacement, 4: Confusion. Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Faerie

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Fire, Goodberry, Invisibility to Animals, Obscuring Mist, Pass without Trace,
Summon Nature’s Ally I.

Level 2 Spells:
Animal Messenger, Animal Trance, Barkskin, Charm Person or Animal,
Chill Metal, Cure Moderate Wounds, Delay Poison, Entangle, Heat Metal,
Hold Animal, Lesser Restoration, Magic Fang, Resist Elements, Shillelagh,
Soften Earth and Stone, Speak with Animals, Summon Nature’s Ally II,
Summon Swarm, Tree Shape, Warp Wood, Wood Shape.

Level 3 Spells:
Cure Serious Wounds, Diminish Plants, Dominate Animal, Fire Trap,
Produce Flame, Meld into Stone, Neutralise Poison, Plant Growth, Protection
from Elements, Remove Disease, Snare, Speak with Plants, Spike Growth,
Stone Shape, Summon Nature’s Ally III, Water Breathing.

Level 4 Spells:
Antiplant Shell, Call Lightning, Contagion, Control Plants, Cure Critical
Wounds, Freedom of Movement, Giant Vermin, Greater Magic Fang, Poison,
Quench, Repel Vermin, Rusting Grasp, Scrying, Sleet Storm, Spike Stones,
Summon Nature’s Ally IV.

Level 5 Spells:
Animal Growth, Atonement, Awaken, Commune with Nature, Control
Winds, Death Ward, Dispel Magic, Ethereal Jaunt, Hallow, Healing Circle,
Insect Plague, Summon Nature’s Ally V, Transmute Rock to Mud, Transmute
Mud to Rock, Tree Stride, Wall of Thorns.

INFERNAL MAGIC
Whilst Infernal Magic comes from the Hell Dimensions, an evil
place populated by Demons and Devils, it is not necessarily a
force of pure evil. The Church of Malladin uses magical
techniques to tap the energy from this plane and has
successfully used to fuel a neutral-aligned priesthood.

Alignment: Any non-Good


Ethos: Church of Malladin, Devil Worship, Demon Worship.

Spell List:
Level 0 Spells:
Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Read Magic,
Resistance, Virtue.

Level 1 Spells:
Bane, Cause Fear, Command, Curse Water, Deathwatch, Detect
Chaos/Good/Law, Detect Undead, Divine Favour, Doom, Endure Elements,
Enropic Shield, Inflict Light Wounds, Random Action, Shield of Faith,
Summon Monster I.

Level 2 Spells:
Aid, Augury, Bull’s Strength, Darkness, Death Knell, Desecrate, Endurance,
Enthral, Hold Person, Inflict Moderate Wounds, Magic Stones, Resist
Elements, Shatter, Silence, Sound Burst, Summon Monster II, Undetectable
Alignment.

Level 3 Spells:
Bestow Curse, Blindness/Deafness, Contagion, Deeper Darkness, Glyph of
Warding, Inflict Serious Wounds, Locate Object, Magic Circle against
Good, Magic Vestment, Obscure Object, Prayer, Protection from Elements,
Summon Monster III.

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Level 4 Spells: Level 5 Spells:
Animate Dead, Death Ward, Dispel Magic, Divination, Divine Power, Giant Animate Dead, Bigby’s Interposing Hand, Cloudkill, Contact Other Plane,
Vermin, Inflict Critical Wounds, Lesser Planar Ally, Sending, Spell Immunity, Dimensional Anchor, Dismissal, Dominate Person, Dream, Fabrictae,
Summon Monster IV. Faithful Hound, False Vision, Feeblemind, Greater Shadow Conjuration,
Hold Monster, Improved Invisibility, Lesser Planar Binding, Magic Jar,
Level 5 Spells: Major Creation, Mind Fog, Mirage Arcana, Nightmare, Passwall, Persistent
Break Enchantment, Circle of Doom, Dimensional Anchor, Dismissal, Dispel Image, Phantasmal Killer, Prying Eyes, Secret Chest, Seeming, Sending,
Good, Ethereal Jaunt, Flame Strike, Greater Command, Insect Plague, Mark of Shadow Evocation, Summon Monster V, Telekinesis, Telepathic Bond,
Justice, Poison, Righteous Might, Slay Living, Spell Resistance, Summon Teleport, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Force,
Monster V, Unhallow. Wall of Iron.

The Curse of the Wizarding Madness


Many wizards have been driven insane by the unnatural
SHADOWMAGIC channelling of Shadowmagic. They have been forced to
Shadowmagic is the magic of Wizards. This type of magic was succumb to their foul and depraved base desires as the shadow
only available to the Nihil race until after the Shattering, and of the Halls of the Dead eats away at their soul. The following
it’s presence in the world is somewhat of a mystery. What is system can be used to represent the Wizarding Madness in a
known is that many magicians have been driven to insanity or DarkLore game. Whenever a player casts a spell under
depravity through the use of this magic. pressure there is a chance that they will slip on the gradual
decline into insanity. Whenever a character fails a
Alignment: Any, but lawful and evil alignments are most concentration check whilst casting a Shadowmagic spell they
common. must make a Will save at a DC equal to the standard save DC
Ethos: None required. of the spell being cast. If they fail they receive a Curse Point.
These points may be spent by the GM at any time to prevent
Spell list the player gaining any benefit from using an action point, or to
Level 0 Spells: force the activation of an existing derangement. When the
Arcane Mark, Dancing Lights, Daze, Light, Detect Magic, Detect Poison, player has accumulated ten Curse Points they are removed
Disrupt Undead, Ghost Sound, Mage Hand, Mending, Open/Close,
Prestidigitation, Read Magic, Resistance. and either the character’s alignment is shifted one step
towards Chaotic Evil or they gain a permanent derangement,
Level 1 Spells: such as a severe phobia, megalomania or delusions of
Alarm, Animate Rope, Cause Fear, Change Self, Charm Person, Chill Touch, grandeur. Descriptions of the range of derangements to use
Colour Spray, Comprehend Languages, Detect Secret Doors, Detect Undead, and ideas on how to implement them in the game can be found
Endure Elements, Enlarge, Erase, Expedious Retreat, Feather Fall, Floating in future supplements. The GM chooses what exactly happens
Disc, Grease, Hold Portal, Hypnotism, Identify, Jump, Mage Armour, , Message, to the character.
Mount, Mystical Aura, Protection from Chaos/Evil/Good/Law, Ray of
Enfeeblement, Reduce, Shield, Silent Image, Spider Climb, Summon Monster I,
True Strike, Undetectable Aura, Unseen Servant, Ventriloquism.

Level 2 Spells: ADDING SPELLS TO THE LISTS


Alter Self, Arcane Lock, Blindness/Deafness, Blur, Bull’s Strength, Cat’s
Grace, Continual Flame, Darkness, Darkvision, Daylight, Detect Thoughts, Given that the selection of spells here is taken from the PHB
Endurance, Flaming Sphere, Ghoul Touch, Glitterdust, Hideous Laughter, only, you may feel that there are other spells from other
Hypnotic Pattern, Knock, Levitate, Locate Object, Magic Mouth, Magic supplements you wish to add. This is not a problem. However,
Weapon Minor Image, Mirror Image, Misdirection, Obscure Object, Protection you should adjust the level of the spell according to the
from Arrows, Resist Elements, Rope Trick, Scare, See Invisibility, Shatter, Sleep, following rules.
Spectral Hand, Summon Monster II, Summon Swarm, Trap, Web.

Level 3 Spells: Spell Level Adjustments:


Blink, Clairaudience/Clairvoyance, Dispel Magic, Displacement, Explosive Direct damage spells should be rarer and should be placed
Runes, Fly, Gaseous Form, Gentle Repose, Halt Undead, Hold Person, Illusory one level higher. This includes Drain spells, such as Poison.
Script, Invisibility, Keen Edge, Magic Circle against Chaos/Evil/Good/Law, You should also decide whether a spell is likely to be a ‘must
Magic Missile, Major Image, Nondetection, Phantom Steed, Secret Page, Sepia have’ for a given level. If this is the case then it must also be
Snake Sigil, Shrink Item, Suggestion, Summon Monster III, Tiny Hut, Tongues,
Vampiric Touch, Water Breathing. increased up a level. These two effects are cumulative; Magic
Missile, for example, is both a ‘must have’ and a direct damage
Level 4 Spells: spell, and so is found two levels higher than usual at level 3.
Arcane Eye, Bestow Curse, Black Tentacles, Charm Monster, Confusion, Whilst these changes are designed to ‘reign in’ the power level
Contagion, Detect Scrying, Dimension Door, Emotion, Enervation, Fear, and make it more appropriate for a dark fantasy setting, there
Greater Magic Weapon, Hallucinatory Terrain, Illusory Wall, Invisibility are also restrictions and allowances based on the flavour of the
Sphere, Lesser Geas, Minor Creation, Minor Globe of Invulnerability,
Mnemonic Enhancer, Polymorph Other, Polymorph Self, Rainbow Pattern, DarkLore game setting. These rules should be applied if you
Remove Curse, Resilient Sphere, Secure Shelter, Shadow Conjuration, Shout, are choosing to use the mechanics here to run your own dark
Stoneskin, Summon Monster IV. fantasy game outside of the DarkLore setting.

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DarkLore Specific Adjustments value their task above themselves. This will involve fighting
The modifications below are designed with the specific flavour enemies of their cause and refusing to deal with those who
of magic on Krynas in mind. Shadowmagic is closely tied to the might attempt to detract from the cause.
halls of the Dead, and as such Necromancy spells on the
Shadowmagic list are not affected by these rules. Hence DEVIL WORSHIP
Enervation is not changed in level. However, Elemental energy With the fall of the gods during the shattering many beings of
effects are the domain of Dragonmagic, and as such there are no the outer realms sought to gain power through the worship of
elemental-type spells to be found on the Shadowmagic list. In a mortals. Ever the corrupters, many devils sought to exploit the
similar manner there are no Necromancy spells on the fears of mortals in a strange and dangerous new world to gain
Dragonmagic list. It is also important to note that Druids, using personal power. Many desperate and needy beings turned to
the Earthmgic list, are now comparable healers to clerics, getting these entities little realising the danger to their own souls.
access to ‘Cure’ spells at the same level as the Celestial list. The Although heavily damaged during the purges of Malladin’s
Celestial and Infernal lists are basically cut down versions of the empire, devil worshippers, like their masters, were generally
Cleric list, and so new spells for the Cleric can be added to these smarter and craftier than their demonic counterparts and
lists. However, you must be careful when deciding whether a many cults still lurk at the heart of civilisation seeking to
spell should be applied to either or both of these lists. As a corrupt it from within.
guiding principal, you should decide whether the spell is likely
to be used to majority of the time in an aggressive capacity or a Tenets: Devil worshippers are secretive and must, above all,
benevolent capacity or neither. Aggressive spells are only found maintain the secrecy of their sect. Their masters will usually
on the Infernal list whilst benevolent ones are likewise restricted require some sacrifices to be made to them, but this will
to the Celestial list. normally involve power or money rather than blood and
destruction. They must seek out new members in influential
ETHOS positions and corrupt them into willing or unwilling service to
It is the nature of mortal beings to seek guidance as to their role the cult. They are allowed a good degree of self service, and
in the world from higher beings. Usually the gods are only too will rarely be asked to lay down their lives and will usually be
willing to exchange guidance for worship. In the world of required to develop their own personal power and influence.
DarkLore the gods are long since gone but the need for meaning Only in defending the secrecy of the sect will a member be
to mortal existence has grown, as the world became a darker, required to sacrifice their lives. Their devil master will value
more chaotic place. To replace the worship of the gods many powerful servants who can fight another day as opposed to
ethical paths have developed. Some are delivered by lesser mindless drones who merely crave destruction.
divinities to the faithful, much as the gods did. Others are codes
of behaviour, spiritual beliefs untied to divine beings or DEMON WORSHIP
philosophies developed in response to the world in which Like their devil brethren, the demons of Krayna saw the
mortals dwell. This section examines some of the codes that exist Shattering as an opportunity to spread their influence. Unlike
within the DarkLore world and are required by certain talents their kin relied upon intimidation and threat of physical force
to maintain their power. Each ethos is described in terms of its to coerce worship. They also found many who were too weak
nature and origins alongside the tenets the have to be obeyed in to survive upon their own freely followed the demons for
order for believers to draw power from its codes. power over others. Although heavily damaged during
Malladin’s purges, demon worship is the religion of the
CHAMPION VOWS Nethites of the northern islands who once followed Malladin’s
Krayna is a world of darkness and despair, yet the mortal spirit General, Varr Neth, and is a testament to the power demons
possesses infinite capacity. Throughout the centuries since the hold in the world of Krayna. Demon worshippers seek power
shattering champions, such as Malladin, have arisen to fight and control of others as well as the destruction of all that
against the consuming tide of darkness that washed over the opposes them, including worshippers of rival demons.
world. Champion codes vary between the orders and
organisations, such as Knights Reaver and Road Knights, that Tenets: The Demon cults are violent and brutal. Members
form around them. Indeed, a champion’s ethos may be defined must sacrifice their total devotion to the whims of their master.
by a single man who struggles against destruction and despair. They are required to perform blood sacrifices and to cause
What links these codes is the belief in aiding fellow mortals, disruption and chaos as a tool to meeting their goals. Failure is
defying evil and the certainty in the power of mortals to not an option for the servants of a demon master, and a painful
overcome adversity no matter its source or power. death will normally await one who fails to accomplish their
duties. In the lands of Neth, where Demon worship is the order
Tenets: All champions must choose a task or quest that they of the day, they demand overt worship and to promote
follow. This can vary from defending the weak to protecting a servitude in the general populace by instilling fear through
nation or fighting for the freedom of the oppressed. Champions torture and cruelty. However, their masters have learned that
must prove resolute and determined to their cause. They must secrecy and personal influence are required if they are to gain
not take actions that deviate greatly from their quest and must a foothold outside of their traditional heartlands, and so allow

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their servants to bide their time waiting for their time to come use the power this grants them in their eternal struggle with
when they gain control and so can act in the open. their evil counterparts. Generally, saint cults are benevolent
and caring, a welcome change from the normal way of the
DRUIDISM world, but face the practicalities of the world and can be strict
Centred in the Glaive, druidism is the largest single religion in and uncompromising in their attitudes.
Krayna. Given the effects of the Shattering upon the land it is
little wonder that many turned to the Druids for help in restoring Tenets: Saints often require traditional vows of servitude from
the earth and to provide safety and sustenance. The restoration their followers. They require that their followers should lend
of the Glaive and its good relations with the Mara elves has aid to the needy and to protect the weak and suffering. They
much to do with the influence of the Druids in this traditional also seek to rid the world of evil forces, such as the Undead,
region of power for them. Simple values, harmony with nature Demons and Devils.
and stoic practicality in the face of a hostile environment are the
hallmarks of Druidic belief. Druids incorporate both the THE TRUE PATH
nurturing and destructive elements of nature and are a powerful Brought to Krayna by the Monks of the True Hand, the True
force in the world with unique beliefs and powers. Path seeks to provide both a spiritual and practical way of
ordering society to the benefit of all. This philosophy guided
Tenets: The druids of the world often share little theology but the survival and development of what is now the Guided
much philosophy. Whilst some worship a Mother Earth, others Territories and forms the basis of belief throughout that region.
worship a masculine Creator. Some still choose to worship a Only monks of the True Hand fully appreciate, follow and
sexless nature or a collection of spirits of the land. The Druidism benefit from adherence to the True Path but its tenets guide
ethos demands a respect for nature and rejection of technology. the behaviour and laws that govern all in the Guided
They choose to forgo the use of metal items, save for a few ritual Territories. Order, discipline, duty and development of the self
items such as a sickle or a scimitar. They must respect the land, within your allotted role define this belief system.
animals and plants and only take what they need. They may not
use Shadowmagic or worship any other master, such as a Saint or Tenets: The True Path demands spiritual focus and orderly
a Demon. behaviour. The monks of the True Hand s harmony between
MALLADIN WORSHIP nature and the heavens and so must revere nature and follow
As the single most significant figure in post Shattering history the traditions of the Order. They may not wear metal armour
Malladin has become more than a simple man. The laws and and must only use the weapons of their culture.
codes he established for his empire have become the tenets of
the religion that takes his name. In the former heart lands of his
empire the Church of Malladin is a powerful and influential
force. The churches, harsh and penal as they are, provide the
only hope and comfort for many souls who have little else to give
their lives meaning. In addition Malladin was a warrior and in
his name many powerful warriors take up arms for causes both
good and ill

Tenets: The Church of Malladin seeks to maintain order and the


balance of power at any cost. They believe that the Mage Lords
are the rightful rulers of the world and seek to maintain and
advance the legacy of Malladin. They have little other guiding
ethos about what is good or evil, and as such many are attracted
to the chance to gain power and influence through the church.
Malladin’s priesthood must guard against the insurgence
‘enemies of the order’ in their realm. This description includes
the cults of devils and demons, along with other secret societies,
sorcerers and even in some rare cases, Saint Cults.

SAINT WORSHIP
Divine beings of good, as well as evil, sought to influence the post
Shattering world of Krayna, these beings are commonly referred
to as Saints. In a world overcome by darkness and preyed upon
by evil they offered a bastion of hope to beleaguered mortals
and many groups owe their survival to the guidance and
intervention of these beings. Formerly minor figures of the gods’
religions these beings now attract worship unto themselves and

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Chapter FIVE
SKILLS, FEATS AND EQUIPMENT

INTRODUCTION Visual Arts: creation of drawings, paintings or other work of


visual art
This chapter presents the new skills and variations on existing
Writing: creation of written material for communication or
skills that apply to the DarkLore world. You will also find
entertainment
details of new feats required to handle some new game
mechanics and new equipment to capture the slight differences
in technology available in the DarkLore world. FIGHTING TECHNIQUE
(Various ability scores, trained only, Check Penalty)
This skill represents a character’s mastery of a formalised
combat style. Each separate fighting style counts as an
SKILLS individual skill in the same manner as Knowledge and
This section considers new and modified skills in the DarkLore Profession. However, unlike these skills, each fighting
game. Little has been modified beyond the typical 3.5 edition technique is linked to its own ability score, with which it gains
D20 System rules, but the Craft and Knowledge skills have been the usual bonuses to any skill checks made. The general rules
restricted to a number of different sub-types, rather than the for each of these skills is described below whereas the specific
unlimited number available to typical characters. Research is a fighting techniques are described in later in this chapter. In
new skill which has been taken from D20 Modern. A new skill, order to acquire a fighting technique the character must have
Resolve has been introduced. This provides an alternative taken the fighting techniques talent, must possess the entry
mechanic for social interaction skills, such as Diplomacy and feat listed under the style and have spent skill points on the
Intimidate. Finally we have reprinted the rules for Fighting specific style(s) the character wishes to use. There are two
Techniques that were given in Unearthed Adventurers. major benefits available to those with this skill: Stance and
Manoeuvres.
CRAFT
(Intelligence) Stance:
These skills represent training in a craft, trade or art. Each listed Fighting techniques require the character to assume a specific
area of expertise is actually a separate skill with its own ranks; fighting stance to be able to use their abilities. Each stance
ranks in one craft skill do not transfer to other craft checks. The provides the character with a number of feats, based on their
following list encompasses all the craft skills available in ranks with the specific skill, that they can use only when they
DarkLore. are within the Stance of the given Fighting Technique. Each
Mechanical: construction and maintenance of mechanical Fighting Technique provides the character with a feat that
devices can be used within the stance at 2 ranks, 5 ranks, 8 ranks, 11
Smith-Craft: construction and maintenance of metal items and ranks, 14 ranks, 17 ranks, 20 ranks and 23 ranks. A character
objects must have the given number of ranks in the skill to be able to
Structural: construction and maintenance of wooden, stone and use the feat when within the stance. To use a stance feat a
metal structures character does not have to meet any of the usual requirements

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Table 5.1 Skills by Class
Armour
Skill War Thf Out Sch Dev Des Untrained? Key Ability Penalty
Alchemy y y y z z z No Int No
Appraise y y y z y y Yes Int No
Balance y z y y y y Yes Dex Yes
Bluff z z y y z y Yes Cha No
Climb z z z y y y Yes Str Yes
Concentration y y z z y z Yes Con No
Craft (mechanical) y z z z y z Yes Int No
Craft (smith-craft) y y y z y z Yes Int No
Craft (structural) z y z z y z Yes Int No
Craft (visual art) y y y z z z Yes Int No
Craft (writing) y y y z z z Yes Int No
Decipher Script x x x z x x No Int No
Diplomacy y y y z z z Yes Cha No
Disable Device y z y z y y No Int No
Disguise y z y z y y Yes Cha No
Escape Artist y z y y y y Yes Dex Yes
Forgery y z y z y y Yes Int No
Fighting Technique Ë y y y y y No Varies Yes
Gather Information y z y z z z Yes Cha No
Handle Animal z y z y y z No Cha No
Heal y y z y z y Yes Wis No
Hide y z z y y y Yes Dex Yes
Intimidate z z y y y y Yes Cha No
Jump z z z y y y Yes Str Yes
Knowledge (arcana) y y y z z z No Int No
Knowledge (current events) z z z z z z No Int No
Knowledge (folklore) y z z z z z No Int No
Knowledge (natural philosophy) y y y z y y No Int No
Knowledge (nature) y y z z z y No Int No
Knowledge (religion) y y y z z y No Int No
Knowledge (supernatural philosophy) y y y z z z No Int No
Knowledge (tactics) z y y z y y No Int No
Listen y z y y y z Yes Wis No
Move Silently y z z y y y Yes Dex Yes
Open Locks y z y z y y No Dex No
Perform y y y z z z Yes Cha No
Profession z y z z z z No Wis No
Research y y y z y y Yes Int No
Resolve y y z z y z Yes Cha No
Ride z y z y y z Yes Dex No
Scry x x x z z z Yes Int No
Search y z z z y y Yes Int No
Sense Motive z z y z z z Yes Wis No
Sleight of Hand y z y y y y No Dex Yes
Speak Language y y y z z z No None No
Spellcraft y y y z z z No Int No
Spot y z z y y z Yes Wis No
Survival y y z y z y Yes Wis No
Swim z y z y y y Yes Str Special
Tumble z z y y y y No Dex Yes
Use Magical Device x x x z z z No Cha No
Use Rope y z z y y y Yes Dex No

z Class skill y Cross-Class skill


x Exclusive Skill ËAvailable as a class skill with associated talent, otherwise purchase as a cross-class skill

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to use the feat, such as ability score modifiers or prerequisite varies between Techniques. However, each synergy applies to
feats any Manoeuvre checks of the Fighting Technique and to any
checks made against the skill itself whilst the character is
Entering a stance: A character can only be in one Stance at a within the given Stance. Five ranks in either skill provides a +
time, and it takes a move equivalent action to enter a stance. 2 synergy bonus to its counterpart.
Each stance also imposes restrictions to the armour, weapons and
movement actions that the character may utilise whilst within KNOWLEDGE
the stance. It does not cost an action of any kind to drop out of a (Intelligence, Trained Only)
given stance, and indeed characters may find that they
These skills represent expertise in a specific area of
involuntarily drop out of a Stance by breaking with some of the knowledge. Each listed area of expertise is actually a separate
Stance requirements, most notably the movement restrictions. To skill with its own ranks; ranks in one craft skill do not transfer
enter a Stance a character must meet the weapon and armour
to other craft checks. The following list encompasses all the
requirements of the Stance. For example, Samuels, a musket craft skills available in Darklore. This list is kept purposefully
fighting style requires the character to be armed with a musket finite to enhance the flow of gameplay. When determining
and bayonet and to be wearing no heavier than leather armour. the appropriate Knowledge skill that applies to a particular
If the character does not meet these requirements they may not question or field of expertise use broad interpretations of the
enter the stance. The movement restrictions must be met every
listed categories.
round after the character has entered the Stance, otherwise the Arcana: magical and occult histories, methods, practitioners,
character will drop out of the Stance and loose access to all its organisations, traditions and similar topics
feats. Current Events: cultural, political social and underworld
events and personalities
Dropping out of the stance: If at any point their armour or Folklore: cultural traditions, folk events and traditions,
weapon selection changes they also immediately drop out of the superstitions and similar homespun knowledge
stance. For example, if a character in the Samuels Stance was Nature: identification, prediction and understanding of the
disarmed they would immediately drop out of the stance and animal and plant kingdoms and natural phenomenon such as
lose the benefit of all feats that they were using. In this example weather and the seasons
one such feat is Combat Expertise, if they drop out of the stance
Natural Philosophy: application and understanding natural
they will immediately lose any bonuses to AC for any further sciences, astronomy, chemistry, mathematics, physics,
attacks until they can re-establish another stance that provides engineering and the processes of the material world
them with access to the Combat Expertise feat. If, however the
Religion: beliefs, practices and traditions of belief systems,
character has access to a feat outside of the Stance (that is, they organised religions and philosophical schools
have purchased it with one of their character feats) they will not
Supernatural Philosophy: application and understanding of
lose the benefit of the feat. supernatural creatures and phenomenon and their
interactions with the material world
Concentration checks: A character who suffers a large amount of
damage when in a Stance must make a concentration roll to
avoid dropping out of the stance. If the character suffers an RESEARCH
amount of damage from a single attack that is in excess of their (Inteligence)
constitution score they must make a concentration check at DC Used in gathering information from written or other non-
25. If the damage from a single attack is in excess of the verbal information sources. Research allows you to navigate a
characters’ massive damage threshold, as well as making the library, scholar’s notes or other archive of information with
usual massive damage saves, the DC for the concentration check productive results. It does not include talking to people which
is 40. is handled by Gather Information or roleplaying encounters.

Manoeuvres: Check: Research takes time, skill and luck. GMs determine
Each Fighting Technique provides the character with a number the obscurity of a given topic (determining the research DC)
of Manoeuvres which can be made whilst within the stance of and what kind of information is available depending upon
the feat. Typically, each Fighting Technique has a different where youare conducting your research.
manoeuvre for DC 20, 25, 30, 35 and 40. Each manoeuvre has Restricted/protected information is only accessible if the
it’s own rules and description. They can be made at a variety of character has access to an appropriate information source. The
times and require a variety of action types to activate. There is higher the check result the better and more complete the
also even a variety of possible outcomes on a failed skill check. information is that the character receives.
For more details see the descriptions of each Fighting Technique.
Retry: Yes
Synergy: Special: Characters may take a 10 or 20 on research checks
Each Fighting Technique also provides and receives a synergy Time: A research check takes 1d4 hours
bonus with other skills when within its Stance. The skill itself

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Table 5.2 Information Type and Research Difficulty
Type of Information DC
General 10
Location of major guildhouse in a city
Specific 15
Meaning of an obscure arcane symbol
Restricted 20
Military units assigned to anti thieves guild operations
Protected 25
Identity of city guard informant

RESOLVE
(Charisma)
This skill represents the ability of individuals with strong spirits
and/or sense of purpose to defy the machinations of others. Such
individuals have a full understanding of their own minds and
arenot easily persuaded against their better judgement.

Check: This skill can be use to resist any Charisma checks that
attempt to persuade the character into a course of action.
Typically this will involve Bluff, Diplomacy or Intimidate skills
being used. This skill is used in place of any other DC for the
character listed in the relevant skill description for the skill
being used upon the character. If the character’s result beats the
appropriate DC the attempted social attack fails.

Retry: This skill check cannot be retried unless the opponent


targeting the character retries the skill check, their ability to do
this is dependent upon the skill being used.

FIGHTING TECHNIQUES
This following section describes a range of fighting techniques
found in the Darklore world in detail. Each fighting technique is
a skill that is linked to the ability score in parentheses following
the technique name. These techniques are described under the Manoeuvres: Each technique provides a number of
following headings: manoeuvres which can be attempted whilst within the
techniques stance. A summery table of these manoeuvres is
Entry Feat: also provided.
A character must possess the listed feat before they are allowed
to select the relevant fighting technique skill BASSAL
(Intelligence)
Stance restrictions: While the skill of individuals can turn the course of any
Each stance has restrictions that must be adhered to for the conflict, more often than not it is the mass formations of soldiers
character to gain the benefits of the stance. There are three that determine the outcome of most battles. Although many
different types of restrictions: armour, movement and weapons. rulers rely on large formations of peasant levies, professional
soldiers can make the difference between victory and defeat.
Skill Synergy: Bassal is the fighting style used by professional pole-arm
The skill with which the stance provides a synergy. companies. It trains its users to use a pole-arm as part of a mass
formation of troops. In addition, an understanding is
Stance Feats: developed of the full capabilities of a pole-arm, allowing the
The feats and the ranks required to access those feats are weapon to be utilised on and off the battlefield to its full
displayed in a table. potential. Bassal is a common style among Durmanian armies
who favour heavy weapons and formation fighting as the key
to battlefield success. As mercenary work funds the kingdoms
and schemes of many Durmanian nobles the style has spread

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throughout the continent and is especially noticeable in areas Impale Foe
that rely on mercenary soldiers such as the Free Cities. This attack uses the piercing power of a pole-arm to drive the
weapon’s tip into an opponent’s flesh. Once this is achieved
Entry Feat: Weapon Focus (pole-arm) the warrior holds his foe in place allowing other companions to
attack the target at a great advantage.
Stance Restrictions DC: 30
Armour: Any medium or heavy Benefit: On a critical strike the character may make a fighting
Movement: Character must move between a minimum of a 5 ft technique check. On a successful roll the character pins his
step and a maximum of a standard move action each round. opponent in place and neither character may move. Each
Weapon: Any pole-arm round they may make an opposed Strength check. If the
character wins he keeps his opponent impaled. If the
Skill Synergy: Profession (soldier) opponent succeeds he frees himself of the impaling weapon
but suffers 1d6 piercing damage in the process. While
Table 5.3 Bassal Stance Feats impaled the target of this attack is classed as flat-footed.
Skill Ranks Stance Feat
2 Power Attack Stand Fast
5 Combat Expertise On the battlefield a pole-arm formation can be devastatingly
8 Improved Bull Rush effective against cavalry units, especially when set against the
11 Improved Sunder charge. Those trained in the Bassal style are capable of
14 Weapon Specialisation (pole-arm) inflicting even more terrible wounds when receiving a charge
17 Cleave with a prepared weapon.
20 Improved Critical (pole-arm) DC: 35
23 Great Cleave Benefit: When setting their weapon against a charge, the
character may make a fighting technique check as a free
Table 5.4 Bassal Manoeuvres action. If he is successful and he makes an attack with the
weapon while it is set, the critical threat range and multiplier
Check DC Manoeuvre
are increased by 1 for that attack.
20 Haft Strike
25 Force Back
30 Impale Foe
Pierce Vitals
35 Stand Fast At this level of skill the warrior is capable of inflicting terrible
40 Pierce Vitals injuries to his foes that cause them terrible pain and suffering.
DC: 40
Benefit: On a successful critical hit the character can use a
Haft Strike
free action to make a fighting technique check. Should he
Pole-arm users are most vulnerable to opponents who work their
succeed he inflicts a terrible wound upon his opponent, which
way inside the weapons reach. This technique teaches the
in addition to the normal effects of a critical cause the target
warrior to use the haft of their weapon against opponents inside
to be classed as exhausted until they are healed through
their reach.
magic or a Heal check at DC 25.
DC: 20
Benefit: As a free action the character may make a fighting
technique check if an opponent is within 5ft of the character. If
successful the character may use the pole-arms shaft to attack RENTAGNE
their opponent. When used in this way the weapon deals (Charisma)
1d6/x2 bludgeoning damage. (Pronounced RON-tayn). A quick wit and a quick blade
characterise the Rentagne fighting technique school. This
Force Back style finds much popularity among noblemen and courtiers
By using the concentrated force at a pole-arms tip a trained who value the sense of style and sophistication encapsulated
Bassal practitioner learns to drive his enemies back with their within the fighting technique. It is a fatal mistake to
blows. This allows the warrior to keep opponents at distance and underestimate the combat effectiveness of this style, however.
prevent them moving inside their reach. Not only does the style provide a swordsman with practical
DC: 25 and precise attack forms, an experienced Rentagne
Benefit: After successfully striking an opponent the character practitioner is also capable of inspiring his allies to great feats
may make a fighting technique check. On a successful check of courage through his own displays of bravado and daring.
their opponent is driven back-wards 5ft. If there is nowhere for Even among those of a less martial bent the Rentagne style
the opponent to move then they suffer additional damage equal finds popularity as a socially acceptable method of self-
to a normal hit from the weapon. defence. Given its obsession with the sophistication of its
culture, Aldâne produces the most practitioners of this style.
However, nobles of the continents more stable regions, such as

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Brend and The Free Cities can also be found among the styles Inspiring Display
adherants. Through the speed and daring of their style, Rentagne
practitioners can provide opportunities and examples that
Entry Feat: Weapon Finesse (rapier) inspire others to drive themselves to excel in combat.
DC: 30
Stance Restrictions Benefit: As a move equivalent action the character exposes
Armour: No armour the weaknesses and limitations of his enemies through a series
Movement: Character must move between a minimum of a 5 ft of comments and manoeuvres. Following this actions the
step and a maximum of a standard move action each round. character may make a fighting technique check. If success is
Weapon: Rapier achieved, the character and his allies gain an inspiration
bonus to initiative equal to the swordsman’s Charisma
Skill Synergy: Perform modifier for a number of rounds equal to the character’s
Charisma modifier.
Table 5.5 Rentagne Stance Feats
Skill Ranks Stance Feat Daunting Foe
2 Dodge Even in the midst of the most frenetic combat the Rentagne
5 Improved Disarm swordsman seems calm and collected, as though they didn’t
8 Improved Feint have a care in the world. Such calm can have a severely
11 Improved Initiative disconcerting effect upon the swordsman’s enemies.
14 Mobility DC: 35
17 Spring Attack Benefit: As a free action, when facing more than one opponent
20 Improved Critical (rapier) in melee, the character may make a fighting technique check.
23 Whirlwind Attack If successful the character may select one opponent they are
engaged in melee with who suffers a morale penalty to their
Table 5.6 Rentagne Manoeuvres AC equal to the character’s Charisma modifier against the
character’s attacks.
Check DC Manoeuvre
20 Embarrassing Taunt
25 Flashing Blade Devastating Thrust
30 Inspiring Display Because of their focus on a light weapon and flamboyant
manoeuvres, many enemies underestimate the ability of the
35 Daunting Foe
swordsman. Practitioners learn to exploit this perception and
40 Devastating Thrust
choose the perfect moment to deliver an attack that shatters
their opponent’s composure.
Embarrassing Taunt DC: 40
A Rentagne swordsman relies on wit as much as skill in the
Benefit: On a successful strike, against an opponent the
practice of this style. The taunts of these swordsmen are so
character has assigned their dodge feat to, the character may
effective that they can cause opponents to make poorly judged
make a fighting technique check as a free action. If this check
attacks against the swordsman in anger at their embarrassment.
is successful the opponent must make a Willpower saving
DC: 20 throw DC 15 + damage inflicted or suffer the effects of Fear.
Benefit: If an opponent misses an attack on the character by 5 or
more, the character can take a free action to make a fighting
technique check. If this check succeeds, the opponent’s next
attack against the character suffers a morale penalty equal to SAMUELS
the character’s Charisma modifier. (Dexterity)
For all their advantages, firearms remain slow to reload and
Flashing Blade prone to the ravages of weather. In a mass battle situation
When in combat, the Rentagne swordsman is an inspirational these can be fatal problems for an army that relies heavily on
example of style and grace to his allies. Such an example can such weapons. The introduction of the bayonet offsets some of
drive others, through admiration or jealousy to demonstrate this liability, allowing gunners to act as spearmen. However,
their own ability. without extensive training the gunner is usually at a great
DC: 25 disadvantage against troops equipped with dedicated melee
Benefit: As a standard action the character executes a series of weapons, especially pole-arms. Similarly, bows are capable of
impressive sword flourishes as a demonstration of their firing in conditions firearms cannot. Samuels is a style that has
consummate skills, making a fighting technique check. Should developed among the battlefield gunners and naval marines
this check succeed all the character’s allies gain a + 1 of Brend to counteract these disadvantages by making every
inspirational bonus to their AC, attack and damage rolls for a shot do maximum damage and utilising the bayonet to
number of rounds equal to the character’s Charisma modifier. maximum advantage. While not a particularly elegant style
Samuels has many practitioners in high social circles among
the military leaders of Brend, who understand that black
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powder technology is Brend’s greatest asset. Outside of Brend Bayonet Lunge
the style is extremely rare, like the black powder technology By applying their full force in a forward sweeping stab from
upon which it is based, and is normally associated with Brendish the hip the Samuels gunner can inflict a vicious wound. There
adventurers and the occasional Free Cities practitioner exists a danger however that such a manoeuvre can leave the
gunner exposed to attack.
Entry Feat: Point Blank Shot DC: 30
Benefit: On a successful strike with their bayonet, the
Stance Restrictions character has the option, as a free action, to make a fighting
Armour: Light or no armour technique roll. If this check succeeds the character may add
Movement: Character must move between a minimum of a 5 ft twice their Strength modifier to their damage. Should the roll
step and a maximum of a standard move action each round. fail then the character loses their Dexterity bonus to AC until
Weapon: Musket and bayonet their next action.

Skill Synergy: Spot Wounding Shot


Experienced marksmen know that a well placed round can
Table 5.7 Samuels Stance Feats greatly hamper an enemy, possibly killing them even if the
Skill Ranks Manoeuvre initial wound does not. Samuels gunners are proficient at
2 Precise Shot placing their shots to achieve this goal.
5 Weapon Focus (firearm) DC: 35
8 Far Shot Benefit: On a successful critical hit, the character may use a
11 Weapon Focus (bayonet) free action to make a fighting technique check. If this check
14 Power Attack succeeds then the target takes 1 point of bleeding damage
17 Improved Precise Shot each round until the character receives a healing spell or a
20 Cleave Heal check at DC 15. This ability does not work on opponents
23 Improved Critical (firearm) immune to critical hits.

Table 5.8 Samuels Manoeuvres Killing Shot


Check DC Manoeuvre In contrast to many other ranged attack techniques, a Samuels
20 Stab and Shoot gunner knows that it is the quality not quantity that
25 Butt Smash determines the effectiveness of their attacks. Veteran gunners
30 Bayonet Lunge can kill an enemy with a single shot.
35 Wounding Shot DC: 40
40 Killing Shot Benefit: By taking a full round action to make a single attack
the character is entitled to a fighting technique check. If this
fails then they resolve a normal attack. On a successful check
Stab and Shoot the characters attack is considered a Coup de Gras. Only
The development of the bayonet mount allows loaded weapons
enemies within the weapons first two range increments can be
to be used in melee. Against a single opponent Samuels gunners
affected with this ability, and it does not work on opponents
have developed a particularly deadly attack utilising this
immune to critical hits.
capability.
DC: 20
Benefit: On a successful strike with a bayonet attack, if the SCARAMIL
weapon is loaded, the character may make a fighting technique (Dexterity)
attack as a free action. If successful they may immediately make Scaramil is the style of mounted archery developed, and used
a free attack with their firearm against their opponent at their almost exclusively, by the Mara elves, especiaaly the rangers
highest attack bonus. who patrol the edges of the Darkwood. The horse was one of
the first creatures embraced by the Elves in their taming of the
Butt Smash Mara. These mounted archers are lightly armoured and relied
Even though it can damage the musket, the Samuels practitioner on speed and positioning, rather than power, to overwhelm
knows a sudden and hard strike with the butt of their weapon their foes. Their archery style likewise relies on speed and
can greatly disorientate an enemy. positioning, allowing groups of mounted archers to close range
DC: 25 on enemy units, unleash a barrage of missiles and withdraw
Benefit: The character may use the butt of their musket to strike before any counter-attack is possible. Such is the effectiveness
an opponent. If such a strike hits, the character can make a of this strategy that it has become a recognised, if not widely
fighting technique check as a free action. If this check succeeds practised, style and is frequently seen among adventuring
the target must make a Fortitude saving throw DC 10 + damage nomads.
inflicted or be dazed for two rounds.
Entry Feat: Mounted Combat

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Short Arc
Enemies of the Mara soon learn that their cover is little use
against Scaramil horse archers. These archers are trained to
fire their bows in high, short arcs that cause their arrows to
strike a target from above.
DC: 25
Benefit: When firing against an unmounted target within
their bows first range increment, who is benefiting from cover,
the archer can make, as a free action, a fighting technique
check. On achieving a success the targets cover bonuses are
negated.

Downwards Flight
This technique builds upon the principle of arcing shots to
strike downwards to negate the protection provided by
shields. While more difficult to perform than a short arc shot it
Stance Restrictions is also more versatile.
Armour: Light or no armour DC: 30
Movement: Character must be mounted and their mount must Benefit: If firing against an unmounted target within their
move at least 5’ every round. bows first range increment, who is benefiting from a shield
Weapon: Short Bow bonus, the archer may make a fighting technique check as a
free action. On achieving a success the targets shield bonuses
are negated.
Skill Synergy: Ride
Speeding Shaft
Table 5.9 Scaramil Stance Feats Speed of attack is the central theme to the Scaramil style. This
Skill Ranks Stance Feat philosophy is best demonstrated by the archer’s ability to
2 Mounted Archery harmonise themselves with their mount’s movement and use
5 Rapid Shot this rhythm to aid the reach of their shots
8 Point Blank Shot DC: 35
11 Weapon Focus (shortbow) Benefit: As part of a move action, the character is entitled to
14 Ride By Attack make a fighting technique check. Should this check succeed,
17 Many Shot the character may ignore the first two range increment
20 Far Shot penalties they suffer.
23 Improved Critical (shortbow)
Arrow’s Journey
Table 5.10 Scaramil Manoeuvres Unlike human archery, aiming has no place in the Scaramil
Check DC Manoeuvre archer’s philosophy. Each horse archer understands that an
20 Born in the Saddle arrow has its own journey to make and they merely enable
25 Short Arc that journey to begin.
30 Downwards Flight DC: 40
35 Speeding Shaft Benefit: Any time the character performs a full attack action
40 Arrow’s Journey they are eligible to make a fighting technique check. They
are not penalised if this roll fails, but if is successful the
Born in the Saddle character may make an additional attack at their highest
A Scaramil archer is trained to feel as natural in the saddle as bonus. This ability stacks with any feat, such as rapid shot, that
possible. They learn how to understand and react to every grants additional attacks and is subject to any attack bonus
nuance of their mounts movement and behaviour. As a result penalties the use of such a feat occurs.
the archer is able to fire from the saddle almost as well as a
normal archer on the ground. THE HARMONIOUS WAY
DC: 20
(Wisdom)
Benefit: Before making a ranged attack the character may
In the lands of the True Hand there are many paths of
make a fighting technique check as a free action. If successful
unarmed combat. The Harmonious Way is one of the most
they halve any penalties to their strike rolls from their mounts
spiritual of these styles. It focuses on the philosophy that
movement. This reduction is calculated after the character has
defensive combat is vastly more moral than offensive action.
reduced their penalties from the use of feats such as mounted
To this end practitioners of the style focus on avoiding attacks
archery.

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and then preventing their attackers from continuing to fight character has his AC bonus gained from their Dodge feat
without resorting to lethal force. Practitioners of the raised by their Wis modifier until they drop out of the stance.
Harmonious Way emphasise circular movements and use their This stacks with any other Wisdom based AC bonuses, such as
opponent’s force against them. While the ways of the Hand are that possessed by monks.
rarely practised outside of the Guided Territories many know to
be wary of the unusual combat techniques available to the Accept The Blow
warriors of that land. Even if a blow cannot be avoided, a student of The Harmonious
Way knows that a pure spirit and focused mind will deflect
Entry Feat: Improved Unarmed Strike much of the unnatural energies of aggression.
DC: 30
Stance Restrictions Benefit: Once per round, the character may make a fighting
Armour: No Armour technique check when they are struck in combat. If successful
Movement: May move a maximum of 5ft per round they may reduce the damage they receive by their Wis
Weapon: Unarmed modifier. The use of this ability is declared before the damage
is rolled.
Skill Synergy: Knowledge (religion)
Controlled Throw
Table 5.11 The Harmonious Way Stance Feats In the natural order of the world, the energies of peace can
Skill Ranks Manoeuvre control and direct the energy of violence so that it is controlled
2 Dodge and neutralised. This understanding allows the student of The
5 Combat Expertise Harmonious Way to control the actions of their attackers.
8 Improved Trip DC: 35
11 Improved Bull Rush Benefit: When performing a trip attack or bull rush the
14 Improved Grapple character is entitled to make a fighting technique check. If
17 Stunning Fist they succeed this check and their attack is successful, the
20 Improved Disarm character may place their opponent prone in any adjacent
23 Combat Reflexes square.

Table 5.12 The Harmonious Way Manoeuvres Calm Centre


Check DC Manoeuvre No force on earth can overcome one whose inner self is
20 Defensive Throw anchored in the energies of harmony. Practitioners of The
Harmonious Way can find this anchor within them and
25 Flow with the world
30 Accept the Blow become immovable forces, deflecting all hostile force.
35 Controlled Throw DC: 40
40 Calm Centre
Benefit: Any time the character is subject to an attack that
would cause them to alter their position, such as a bull rush,
they can take a free action to make a fighting technique
Defensive Throw check. Success at this check negates the effect causing them
At its core, The Harmonious Way teaches that as the harder one to move
attacks the weaker one becomes. Practitioners use their own
movements to avoid attacks and use the force an opponent
expected to deliver to the martial artist to overcome them.
DC: 20 FEATS
Benefit: Any time an opponent misses the character because of There are two new feats which manipulate the new game
the use of their dodge or combat expertise feats the warrior may systems
make a fighting technique check. On a successful check the
character may immediately perform a trip attack against the IMPROVED DAMAGE THRESHOLD
attacker as an attack of opportunity. The character with this feat is a lot harder to take down than
their peers.
Flow with The World
Acceptance, and not conflict, is the natural way of the world, Benefit: You increase your massive damage threshold by
and so it is the natural way of Harmonious Way students. By three points.
using their natural movements in harmony with the world
around them, practitioners of this style can easily avoid the Normal: A character’s massive damage threshold is usually
unnatural aggression of others. equal to their Constitution score.
DC: 25
Benefit: When they enter the stance of this technique, the Special: This feat maybe purchased multiple times, with its
character makes a Fighting Technique check. If successful the affects stacking each time.

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requiring a forge and skilled blacksmith, and the character
SHADOWMAGIC PURGE receives the standard damage of the gun multiplied by the
The character with this feat has purged their system of all signs misfire threat multiplier.
of the Wizarding Curse.
Discharging a live round
Requirements: Prepare level 1 Abjuration Shadowmagic spells Should the weapon misfire and you be left with a live round in
the barrel of your gun you have a number of options. Firstly,
Benefit: Your current Curse Point total is reduced to zero. you can choose to reload the firing plate and fire the round
again. This, however is risky. The character makes a move
equivalent action to reload the firing plate with gunpowder
and then shoots again. This time, however, the weapon is
EQUIPMENT automatically considered to have made a misfire roll and is
This chapter includes some new weapons. Firstly there are some treated as if making the second roll after a misfire threat has
rules for renaissance-level gunpowder weapons, as can be found occurred The second option is to carefully disarm the charge
in Brend and the Free cities. Following this are some new and reload to fire again. It is a full round action to remove the
weapons to emphasise this renaissance feel. charge carefully and then the gun must be reloaded to fire
again. If nothing is done, the charge is dangerous and may
GUNPOWDER WEAPONS explode at any time. Roll a d20 every round until the end of
Gun powder weapons have characteristics that are not included combat, if the character rolls within the gun’s critical threat
in the normal mechanics for weapons. We have designed two range it explodes with the usual results. The character is
new systems to cope with this: Penetration and Misfire. These assumed to clear the gun following combat ends, but if this is
systems are more linked to the technology of the firing weapon not the case make the roll for every minute outside of combat
of the gun than its particular size of shape. As such these two action.
new characteristics are listed by firing mechanism rather than
by the weapon class itself. Therefore each gunpowder weapon is Table 5.13 Gunpowder Weapons
defined as a combination of these two mechanisms; a matchlock Weapon Size Damage Range Critical Cost
pistol has the characteristics listed under matchlock and those Pistol M 2d4 30’ x4 250
listed under pistol. Musket L 2d6 100’ x4 500

Penetration
A gunpowder weapon is significantly stronger than usual missile Table 5.14 Gunpowder Weapon Firing Mechanisms
weapons, and has the ability to punch through armour. As such Firing
they receive a new characteristic; Penetration. A gunpowder Mechanism Misfire Penetration Cost
weapon ignores all armour bonuses to AC (including natural Fuse 1-4 x2 3 x½
armour) up to their penetration rating. For example, a Matchlock 1-3 x3 2 x1
matchlock weapon has a penetration of 2, if a matchlock is used Wheel-lock 1-2 x4 1 x1¼
to shoot someone in platemail, they will only receive an AC Flintlock X4 1 x1½
bonus of +2 from their armour. If they shoot at someone in
padded armour, however, they will receive the full +1 bonus to NOTES:
armour. This does not include any magical enchantment for the Size: Although gunpowder weapons are, in terms of physical
armour. size and weight, smaller than the size categories listed, they
have a strong retort, which can affect your ability to use the
Misfire weapon in one hand and other such restrictions, hence the size
Black powder weapons are notorious for either fizzling out category is increased.
harmlessly or, in some more fatal cases, exploding in the face of
the person using it. To represent this, each weapon has a Misfire Rifling: A weapon that has a rifled barrel counts as a
rating. This is listed in a similar manner to a critical rating of the masterwork item.
weapon. However, rather than being handled by high numbers,
the misfire system works of the low numbers rolled on the dice.
A roll of 1 is the default misfire roll, in the same way that a 20 is OTHER NEW WEAPONS
the default critical threat roll. Other weapons have an The renaissance period also brings about the dawn of a
increased misfire threat range. When you roll to hit, should the number of new melee weapons. These weapons take
dice result be within your misfire threat range you must roll advantage of the fact that your opponents are rarely clad in
again. If this second roll successfully hits your target, resolve the players of plate armour and are much lighter to use than their
hit as based on the original dice roll. If the roll misses the target predecessors. They allow their users a greater freedom of
a misfire has occurred and the barrel now contains a live round. movement and an ability to attack, defend and riposte with
If the roll is again within the misfire threat range of the weapon, lightning speed and deadly accuracy. These weapons,
the weapon explodes, rendering it useless until repaired, usually described below, are detailed in table 5.15.

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Small Sword Whichever type of bayonet you use in your campaign, it takes
This weapon, heavier than a short sword, is used by the Brendish a draw-weapon action to mount the bayonet. An early-
in preference to the more agile rapier used by the swordsmen of design bayonet must not be placed in a loaded weapon. If a
continental Europe. It is more a down-sizing of the broadsword character is stupid enough to do this, have the weapon
than completely new weapon designed for its swiftness. It takes automatically misfire when the character attacks and explode
a greater skill to learn the hidden agility of the weapon, and is if the attack roll is in the misfire threat range.
trained in the more practical swordsman academies, where
swiftness of the weapon transcribes directly into swiftness of
death. Although it counts as a small weapon, a small sword Pistol-Whips and Rifle-Butt attacks
counts as a medium-sized weapon if used by anyone who is The ‘wrong’ end of a gun is a fairly solid piece of wood, often
proficient with martial weapons. Thus it will not count as light reinforced with brass or steel. As such it makes a great melee
and qualify for the Weapon Finesse feat for medium sized weapon to attack with when caught short by a charging
characters and cannot be used in one hand by small characters. enemy before you’ve had change to draw your sword. To use a
However, as with the bastard sword, a character who possesses rifle-butt or pistol-whip attack use the game statistics
an Exotic Weapon Proficiency with the weapon may wield it indicated below.
normally.
It is important to remember that the early firearm is not as
Main Gauche sturdy an instrument as their modern-day equivalents. These
This long, slender dagger with a wide hilt is used extensively by kinds of attacks were rarely used in our own history as they
duellists. It frequently is offered in the off-hand as a parrying were likely to damage the weapon’s sensitive machinery. To
dagger, but can also be used as a deadly weapon in its own right. represent this, when you make such an attack the misfire
It is also commonly used by small-sized creatures in place of a threat range still affects the dice roll. Obviously there is no
rapier. The Main Gauche qualifies for the Weapon Finesse feat effect of a misfire, and an unloaded weapon cannot explode.
even if it is not a light weapon for the character in question, However, roll to check for explosion if you roll within the
provided the character is able to use the weapon in one hand. In threat range. If the weapon would normally explode, the
addition, for characters using the Off-Handed Parry feat (See firing mechanism has been damaged by the attack and it may
Unearthed Adventurers), the Main Gauche can be considered a not be fired again until it has been fixed by a Craft (gunsmith)
medium weapon. Thus the character can gain the additional check at a DC of 20.
parrying bonus to their AC and not suffer the penalty for not
using a light weapon in their off-hand. Optional Rule: Dropping Firearms
As it is a lengthy process to reload a firearm, many characters
Bayonet will wont to simply drop them to the ground and draw their
The bayonet is a small sharp blade that is attached to a musket next weapon. Whilst this is dramatic and in keeping with
or rifle to enable the bearer to fight in melee combat with their many fictional characters of the genre, it suffers the same
firearm. The bayonet has a rudimentary handle and can be used likelihood of damaging the weapon as using it as a club. As
in place of a dagger, however it is designed to attach to a long such, when you drop a firearm you should roll a d20 to check
arm, and its shape and weighting make it a less comfortable for misfire threat and if necessary roll again to see whether the
hand weapon than a dagger. If used unattached to a musket, it firing mechanism has been damaged. This works in exactly
counts as a small weapon which does 1d4 damage. If attached it the same way as above, except there is no attack involved, so
is a much more effective weapon, easily channelling the weight an roll is required just to see whether the gun has been
of the gun into a spear-like weapon. When attached, the damaged as it is dropped to the ground. If you wish you can
bayonet counts as a large weapon and does 1d6 points of apply modifiers for harder and softer surfaces onto which the
damage. The bayonet can be used in either fashion by anyone gun has been dropped.
proficient with simple weapons.
Table 5.15 New Melee Weapons
Early bayonets were simply screwed or rammed into the end of Weapon Size Damage Cost Critical Type
the gun barrel meaning that the gun was unable to be fired with Small Sword S 1d8 20 19-20 S
the bayonet installed. Later developments allowed the bayonet Main Gauche S 1d4 15 18-20 P
to be mounted either over or under the gun barrel, thus enabling Bayonet L 1d6 10 20 x2 P
the gun to be fired whilst the bayonet is in place. As GM you - unattached S 1d4 - 20 x2 P
must decide whether the later version of the weapon has been Pistol-whip M 1d4 - 20 x2 B
developed yet. Historically the bayonet mount rapidly takes Rifle-butt L 1d6 - 20 x2 B
over from the barrel-loaded bayonets, so it makes sense to have
either one or the other available to characters in your campaign.
If you want to have the mount as a new invention as it is just
coming into play in the world, make the new type a masterwork
item.

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Chapter SIX
CAREER CLASSES

INTRODUCTION to develop the other aspects of this class.


This chapter presents you with a collection of career classes to
develop your character. Career classes are always three level
Devout: The devout is a strange class, often defined more by
why they do things than by what or how they do it. There are
classes with some entry requirements. Overall, entry
three aspects that demand attention; the more traditional
requirements for a career class can vary greatly. Many classes
can be strung together into a career path that tracks their aspects of the druid, cleric and monk class. As such we have
one class that is an expert spellcaster and another that
developing advancement. As space is a premium for the
specialises in spiritual martial arts – the cultist and the initiate
Campaign Primer, we have provided you with twelve career
of the True Hand.
classes that are at the lower rung of different career paths. There
are two career classes linked to each of the basic classes
discussed in chapter three. As each class requires at least one Destined: Sorcerers are an obvious choice for the destined
class talent from these classes, there are unlikely to be any class, but the traditional paladin class also requires some
alternative routes into the class via other basic classes. The aspects of the destined class. The defender provides a first step
classes presented below can be entered from a minimum of on the road to being a holy warrior, a heroic champion of the
second or third level and represent a range of simple choices weak.
available to characters of the given class. Other less standard
career paths will be considered in the expanding DarkLore
World supplements. BERSERKER
Berserks are warriors who channel their anger into their
Warrior: The Warrior’s classes are the Mercenary and the fighting style. They rely upon the power and ferocity of their
Berserker, emphasising the most common roles of professional attacks to overcome enemies, giving little thought to their own
soldier and barbarian found amongst the warriors of the world. defence or safety. While undisciplined and lacking in
strategic skill, the ability of berserks to inflict damage upon
Thief: The roles of the thief are perhaps more varied than any others while ignoring their own wounds makes them
other class. Here we present a trainee assassin and a burglar formidable adversaries. The savages of The Far Islands,
class, designed to emphasise the most commonly chosen Highlanders of Caeldar and many monster races most often
character concepts and skill breakdowns. contain warriors of this type.

Outlander: The outlander’s two main themes are ranged GAME RULE INFORMATION
combat and survival. Hence you will find an archer class and a The Berserker career class has the following game statistics:
wilderness scout.
Requirements
Scholar: We could not avoid providing a wizard class for the Base Attack Bonus: + 1
scholar, but we have also added a sage class for those who wish Skills: Intimidate (4 ranks), Survival (1 rank)

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Table 4.1 The Berserker
Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +1 +1 +0 +0 +0 Aggressive Attack
2 +2 +2 +0 +0 +0 Rage 1/day
3 +3 +2 +1 +1 +1 Unyielding Fury

Talent: Rage 1/day Unyielding Fury (Ex): When gripped by the fury of battle
the Berserker is able to ignore damage being inflicted upon
Hit Dice: d10 him/her. While raging the character may elect to reduce the
duration of the rage by two turns in order to gain damage
Action Points: 2 + ¼ character level (round down) reduction 1/- for the remainder of the rage’s duration. This
damage reduction stacks with any existing damage reduction
Class Skills: The following skills (and their key ability scores) the character possesses.
are class skills for the Berserker class: Climb (Str), Craft
(structural) (Int), Handle Animal (Cha), Intimidate (Cha), Jump
(Str), Ride (Dex), Survival and Swim (Str). MERCENARY
There are many professional soldiers across the continent of
Skill Points: 3 + Int Modifier per level Krayn. They are largely found in free companies and the
private armies of powerful nobles and guilds. These warriors
Weapon and Armour Proficiency: The Berserker is proficient have much in common, from their choice of weapons to their
with all simple and martial weapons, but gains no additional practiced style of fighting. These mercenaries are a harsh but
armour proficiencies. Note that armour check penalties for highly skilled bunch. They are well drilled for military
armour heavier than leather apply to the skills Balance, Climb, warfare and are versatile soldiers. Mercenaries are found
Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and throughout the land, but are most common in the
Tumble. Also, Swim checks suffer a -1 penalty for every 5 Battlegrounds, Dürmania and areas contested by the Free
pounds of armour and equipment carried. Cities and Brend, such as the Kingdoms of Spice.

Defence bonus: As the berserker progresses they learn to best GAME RULE INFORMATION
position themselves to avoid being hit by their enemies’ attacks. The Mercenary class has the following game statistics:
As such their AC increases as they progress levels by the
defensive bonus listed in table 4.1. At third level the mercenary Requirements:
gains a +1 to their AC. Base Attack: +2
Skills: Profession (any military) (5 ranks)
Aggressive Attack: By sacrificing concentration on defensive Talents: Weapon Specialist (any)
manoeuvres, the Berserker is able to focus on delivering Feats: Weapon Focus (any), Shield Proficiency, Weapon
powerful blows to his foes. At the beginning of each round the Proficiency (Crossbow)
character may elect to suffer a – 2 competency AC penalty in
order to gain a + 2 competency bonus to damage. Hit Dice: d8
Rage 1/day: Berserkers are the masters of invoking fury in Action Points: 2 + ¼ character level (rounded down)
combat. At second level the character gains an additional use of
the Rage ability that stacks with any other sources of Rage the Class Skills: The following skills (and their key ability score)
character possesses. are class skills of the Warrior class: Bluff (Cha), Climb (Str),
Craft (Mechanical, Structural) (Int), Handle Animal (Cha),
Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex),
Knowledge (current events, tactics) (Int), Profession (Wis), Ride
(Dex), Sense Motive (Wis) and Swim (Str).

Skill points: 5+Int Modifier per level

CLASS FEATURES
The following are the class features of the mercenary class:

Weapons and Armour Proficiencies: The mercenary is


proficient with all simple and martial weapons, with light and
medium armours and with shields. Note that armour check

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Table 4.2 The Mercenary
Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +1 +1 +0 +0 +0 Formation Fighting
2 +2 +2 +0 +0 +1 Shield and Crossbow
3 +3 +2 +1 +1 +1 Professional Soldier

penalties for armour heavier than leather apply to the skills frequently active in the Free Cities and regional capitals, such
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, as Krayna, Perse, Ba’Najuun and Bermon.
Sleight of Hand and Tumble. Also, Swim checks suffer a -1
penalty for every 5 pounds of armour and equipment carried. GAME RULE INFORMATION
The burglar career class has the following game statistics:
Defence bonus: As the mercenary progresses they learn to best
position themselves to avoid being hit by their enemies’ attacks. Requirements
As such their AC increases as they progress levels by the Skills: Disable Device (4 ranks), Climb (4 Ranks), Open Locks
defensive bonus listed in table 4.2. At second level the (4 ranks) and Search (4 ranks).
mercenary gains a +1 to their AC. Talent: Trapfinder

Formation Fighting: The mercenary is skilled and disciplined Hit Dice: d6


at fighting in ranks of troops. They gain a great benefit when
fighting alongside companions. When fighting in formation, the Action Points: 2 + ¼ character level (round down)
character gains a +1 competence bonus top AC and attack rolls.
They may never be flanked when in formation. Formation counts Class Skills: The following skills (and their key ability scores)
as when the character has two other allied characters within 5 ft. are class skills for the Assassin class: Appraise (Int), Balance
If one of the other characters in formation also has this feat, the (Dex) Climb (Str), Craft (mechanical) (Int), Disable Device (Int),
bonus increases to +2. This extraordinary ability is gained at Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str),
first level. Knowledge (current events, folklore) (Int), Listen (Wis), Move
Silently (Dex), Open Locks (Dex), Read Lips (Int), Search (Int),
Shield and Crossbow: One of the primary tactics of the Sleight of Hand (Dex), Spot (Wis), Tumble (Dex) and Use Rope
mercenary companies of Krayn is to fire volleys of crossbow bolts (Dex).
whilst sheltered behind shields. This technique is difficult to
learn. At second level, the mercenary can fire their crossbow Skill Points: 9 + Int Modifier per level
whilst carrying a shield of up to large shield size. They must still
discard the shield, and therefore its AC bonus, when they reload Weapons and Armour Proficiencies: The tyro-assassin is
their crossbow. Mercenaries usually attack in two ranks, with proficient with all simple weapons and martial weapons, but
one moving forward to cover whilst the second row reloads to gains no new armour proficiencies. Note that armour check
compensate for this problem. This is an extraordinary ability. penalties for armour heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Professional Soldier: At third level the Mercenary has Sleight of Hand and Tumble. Also, Swim checks suffer a -1
progressed to a high degree of professionalism. As a move penalty for every 5 pounds of armour and equipment carried.
equivalent action the mercenary can make a skill check with
any military related Profession skill DC 20. If successful they Defence bonus: As the burglar progresses they learn to best
gain a +1 competence bonus attack and damage. Note that as position themselves to avoid being hit by their enemies’
this is a competence bonus, the attack bonus does not stack with attacks. As such their AC increases as they progress levels by
any bonuses gained from Formation Fighting. This is an the defensive bonus listed in table 4.3. At first level the
extraordinary ability. burglar gains a +1 to their AC and at second level this is
increased to +2.
BURGLAR
The cities of the world are populated with many people of Sizing the Joint: The burglar is proficient at planning out
wealth and many more without. Desperation and greed often their operations in great detail and leaving as little as possible
leads those without to steal from those with wealth. Often they to chance. As such, if they make an Appraise skill check and
resort to thuggery or pick-pocketing. However, there are those spend a day investigating and planning their particular task,
amongst the criminal fraternity who possess a great skill at they will receive a variable competence bonus to any Climb,
breaking into the homes of the rich and stealing their precious Craft (mechanical), Disable Device, Escape Artist, Forgery,
gold, jewels and other trinkets. Such characters are, thankfully Hide, knowledge (current events), Move Silently, Open Locks,
for the wealthy, restricted to the biggest cities where there are Search, Spot or Use Rope skill checks made during the
enough of the wealthy to feed their abilities. As such they are completion of the task. The bonus gained is determined by the
result of the Appraise check. If the check beats a DC of 20,

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Table 4.3 The Burglar
Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +0 +0 +1 +0 +1 Sizing the Joint
2 +1 +0 +2 +0 +2 Expert Climber
3 +1 +1 +2 +1 +2 Without a Trace

the bonus is +1, if it beats a DC of 30 the bonus is +2 and if it Action Points: 2 + ¼ character level (round down)
beats a DC of 40 they gain a +3 bonus. This is an extraordinary
ability and is gained at first level. This can be used for Class Skills: The following skills (and their key ability scores)
operations other than breaking into a rich person’s mansion, and are class skills for the Assassin class: Balance (Dex), Bluff
can even be used for combat situations (however, no combat (Cha), Climb (Str), Craft (structural), (Int), Disable Device (Int),
bonuses, such as to attack rolls or AC can ever be gained from Disguise (Cha), Escape Artist (Dex), Gather Information (Cha),
the use of this skill). The character must always spend a day Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current
studying the plan and must be able to study it. Hence they events) (Int), Listen (Wis), Move Silently (Dex), Open Locks
cannot use this ability when they have been ambushed. (Dex), Profession (Wis), Resolve (Cha), Search (Str), Sense
Motive (Wis), Spot (Wis), Survival (Wis) and Swim (Str).
Expert Climber: The Burglar is a highly skilled climber, able to
scale sheer cliffs and smooth walls with little space for finger Skill Points: 5 + Int Modifier per level
holds. As such they gain a number of benefits whilst climbing.
At second level, the burglar will only fall if they fail a climb skill Weapons and Armour Proficiencies: The tyro-assassin is
check by more than ten, rather than more than five. In addition, proficient with all simple weapons and martial weapons, but
any hide or move silently check modifiers incurred due to gains no new armour proficiencies. Note that armour check
moving at an increased rate, relative to their climbing speed, are penalties for armour heavier than leather apply to the skills
halved, rounding fractions down. For example, they can climb at Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
full speed whilst hiding at only -2 to their Hide skill checks. Sleight of Hand and Tumble. Also, Swim checks suffer a -1
penalty for every 5 pounds of armour and equipment carried.
Without a Trace: At third level, when a burglar uses any of the
following skills: Balance, Climb, Disable Device, Escape Artist, Defence bonus: As the tyro-assassin progresses they learn to
Hide, Move Silently, and Sleight of Hand, those using Listen, best position themselves to avoid being hit by their enemies’
Search, or Spot to detect the Burglar’s activity take a –2 penalty. attacks. As such their AC increases as they progress levels by
the defensive bonus listed in table 4.4. At second level the
tyro-assassin gains a +1 to their AC.
TYRO-ASSASSIN
Masters of the stealthy kill, assassins combine stealth and Poison Use: Assassins are masters of murder, and poison is one
combat ability to become a versatile and resourceful killer. of their most valuable tools. The character never risks
Tyro-assassins are the apprentices of the varying guilds and accidentally poisoning themselves when preparing or
secret societies of assassins, learning the deadly trade of killing.
They range in outlook from street level enforcers using surprise
and power to courtiers who kill discretely and inconspicuously.
Found throughout Krayn, these killers are particularly
prevalent in the Mage Lords’ Domains of Krayna and Aldâne
and the Free Cities. Whilst the assassins of the Free Cities rely
on stealth to get close to their victims, those of the Mage Lords
domains, particularly those from Aldane, are more often found
resorting to intrigue, cunning and guile to slay their targets.

GAME RULE INFORMATION


The tyro-assassin career class has the following game statistics:

Requirements
Base Attack: +1
Skills: Hide (5 ranks), Move Silently (5 ranks).
Talent: Sneak attack
Advantages: Guild Status or Secret Society Status, 1 rank.

Hit Dice: d6

- 68 -
Table 44 The Tyro-Assassin
Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +1 +0 +1 +0 +0 Poison Use
2 +2 +0 +2 +0 +1 Sneak Attack + 1d6
3 +3 +1 +2 +1 +1 Death Blow

applying poisons. This is an extraordinary ability and is gained


at first level. Requirements
Base Attack: +1
Sneak Attack +1d6: The ability to kill quickly is a necessity of Skills: Concentration (4 ranks), Spot (4 ranks)
the assassin’s career. At second level, the character gains + 1d6 Talent:: One talent from either Accuracy, Aimed Shot or
sneak attack damage. This is cumulative with any other sneak Archery
attack ability the character possesses and does not count Feats: Point Blank Shot, Weapon Focus (longbow or shortbow)
towards the maximum amount of sneak attack damage that the
character may gain through the Stealthy Attack talent tree. Hit Dice: d8
This is an extraordinary ability.
Action Points: 2 + ¼ character level (round down)
Death Blow (Ex): Against unsuspecting foes tyro-assassins are
able to deliver lethal attacks. If the character can study an Class Skills: The following skills (and their key ability scores)
opponent for three rounds without attacking or being hit, make are class skills for the Archer class: Climb (Str), Concentration
a successful attack against that opponent when they are flat- (Con), Craft (mechanical, structural), (Int), Hide (Dex), Jump
footed and deliver more damage than the targets Constitution (Str), Knowledge (current events, nature) (Int), Listen (Wis),
ability score, the target risks immediate death. The target must Move Silently (Dex), Open Locks (Dex), Search (Str), Sense
make a Fortitude saving throw DC 10 + character’s Int modifier Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex) and Use
+ ½ the character’s class level or die immediately. This can be Rope (Dex).
used on characters with no more hit dice than the tyro-assassin
has class levels. This is an extraordinary ability and is gained at Skill Points: 5 + Int Modifier per level
third level.
Weapon and Armour Proficiency: The Archer gains no
additional weapon or armour proficiencies. Note that armour
DESIGNER’S NOTE: check penalties for armour heavier than leather apply to the
other more advanced assassin career classes, that are designed to skills Balance, Climb, Escape Artist, Hide, Jump, Move
follow on from this class, will allow their class level to be added Silently, Sleight of Hand and Tumble. Also, Swim checks
to their tyro-assassin level when calculating the limits and suffer a -1 penalty for every 5 pounds of armour and
effectiveness of this ability. equipment carried.

Defence bonus: As the archer progresses they learn to best


position themselves to avoid being hit by their enemies’
ARCHER attacks. As such their AC increases as they progress levels by
Masters of ranged combat, archers rely upon concentration and the defensive bonus listed in table 4.5. At second level the
precision, rather than power and force, to defeat their enemies. archer gains a +1 to their AC.
Whether en masse in an army or individually as part of an army,
archers and their ability to deliver damage at great distances Long Range Accuracy: The first lesson an archer learns is to
are a vital asset in many situations. Both the elven races are make maximum use of their range advantage. From first level,
noted for their archers although they are common among all the character may use a full attack action to make a single
races. attack. When making this special attack, the character is
makes a Concentration skill check at a DC of 20 before
GAME RULE INFORMATION resolving the attack. If successful the character may ignore
The Archer career class has the following game statistics:

Table 4.5 The Archer


Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +0 +0 +1 +1 +0 Long Range Accuracy
2 +1 +0 +2 +2 +1 Fire at Will
3 +2 +1 +2 +2 +1 Deadly Accuracy

- 69 -
Morilth notched another arrow into his bow. This time he Class Skills: The following skills (and their key ability score)
wouldn’t miss. Time was short and his mistress had made it plain are class skills of the Outlander class: Climb (Str),
what he must do. He saw his target as a mere shape, calculated Concentration (Con), Craft (structural) (Int), Handle Animal
her movements and let fly with his arrow. And in that brief (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (current
instant there was a flutter of remorse as his sisters body fell to the events, nature) (Int), Listen (Wis), Move Silently (Dex),
ground, his arrow piercing her heart. Profession (Wis), Resolve (Cha), Ride (Dex), Search (Int), Spot
(Wis), Survival (Wis), Swim (Str) and Use Rope (Dex).

the first range penalty for firing beyond their weapons initial Skill points: 7+Int Modifier per level
range increment. Failure indicates the penalty is incurred as
normal. This is an extraordinary ability. CLASS FEATURES
The following are the class features of the Scout class:
Fire at Will: Archers know their life depends upon keeping
firing. When firing their bow while threatened, the character Weapons and Armour Proficiencies: The scout gains no
can elect to make a single attack as a full attack action. Before new weapon or armour proficiencies. Note that armour check
resolving this attack the character, as a free action, can make a penalties for armour heavier than leather apply to the skills
Concentration skill check DC 25. If unsuccessful the character Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
suffers the normal attack of opportunity. However, if the skill Sleight of Hand and Tumble. Also, Swim checks suffer a -1
check is successful, no attack of opportunity is created by the penalty for every 5 pounds of armour and equipment carried.
attack. This is an extraordinary ability and is gained at second
level. Defence bonus: As the scout progresses they learn to best
position themselves to avoid being hit by their enemies’
Deadly Accuracy: Each shot by the archer can be guided to hit attacks. As such their AC increases as they progress levels by
the vital areas of an adversary. The character uses a full attack the defensive bonus listed in table 4.6. At first level the scout
action to make a single attack. The character is then entitled to gains a +1 to their AC and at second level this is increased to
a make Concentration skill check at DC 30 as a free action +2.
before resolving the attack. Success at this check means the
weapon’s critical threat rating is increased by one for the attack. Sweep: A scout knows how to size up an area and get the lay
This ability will obviously have no effect on opponents who are of the land in a single sweep of their eyes. This sweep provides
normally immune to critical hits. a +2 circumstance bonus on Spot checks and covers an area
out to 30 ft away from the character in a 180 degree arc in
SCOUT front of the character. The scout can use this ability as a move
The scout represents a new breed of outlander. These wilderness action. Anything not concealed can be spotted in a sweep
men have typically come from an urban environment and work
for the guilds and military organisations as hired scouts. They
can often be found planning out a route for a caravan, or working
as an outrider with a military division. As city folk, they are
more familiar with modern weapons and equipment and have
become proficient with firearms – something that often draws
the ire of other more native outlanders. They are common in the
wild lands of the Glaive and Battlegrounds, but often hail from
Brend or the Free Cities. As such they can also be found on more
daring merchant ventures, such as to the Kingdoms of Spice or
Asholm and the Lost Corner.

GAME RULE INFORMATION


The scout career class has the following game statistics:

Requirements
Skills: Search (4 ranks), Spot (4 ranks), Survival (4 ranks),
Talent: Favoured Terrain (any)
Feats: Track

Hit Dice: d10

Action Points: 2 + ¼ character level (round down)

- 70 -
Table 4.6 The Scout
Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +0 +1 +1 +0 +1 Sweep
2 +1 +2 +2 +0 +2 Wilderness Expert
3 +1 +2 +2 +1 +2 Improved Favoured Terrain

with a successful check (DC 10). The DC for concealed or less Class Skills: The following skills (and their key ability scores)
obvious threats is equal to the Hide check result made to are class skills for the Sage class: Alchemy (Int), Appraise (Int),
obscure the item or person in question. This extraordinary Balance (Dex), Concentration (Con), Craft (mechanical,
ability is gained at first level. smith-craft, structural, visual art, writing) (Int), Decipher Script
(Int), Diplomacy (Cha), Gather Information (Cha), Knowledge
Wilderness expert: The scout is a master of the wilderness and (arcana, current events, folklore, nature, natural philosophy,
as such gains a +1 unnamed bonus to all Survival skill checks. supernatural philosophy, religion, tactics) (Int), Listen (Wis),
This bonus will stack with any other bonuses the character gains Open Locks (Dex), Profession (Wis), Research (Int), Resolve
to the skill. (Cha), Scry (Int), Search (Str), Sense Motive (Wis), Speak
Language (none), Spellcraft (Int) and Use Magical Device
Improved Favoured Terrain: The scout is often a specialist in (Cha).
one specified type of terrain. At third level, the scout’s bonus
gained from their first favoured terrain increases by +1. This does Skill Points: 9 + Int modifier per level
not affect the bonus for other favoured terrains the scout may
have. For example, a scout with two favoured terrains would Weapon and Armour Proficiency: The Sage gains no
have a +1 bonus with their first terrain and a +1 bonus with their additional weapon or armour proficiencies. Note that armour
second. When they gain this ability, their first favoured terrain check penalties for armour heavier than leather apply to the
bonus increases to +2, whilst their second favoured terrain skills Balance, Climb, Escape Artist, Hide, Jump, Move
remains at +1. When they gain another level of improved Silently, Sleight of Hand and Tumble. Also, Swim checks
favoured terrain they could increase their first favoured terrain suffer a -1 penalty for every 5 pounds of armour and
bonus to +3 or apply it to another terrain type.. equipment carried.

Defence bonus: As the sage progresses they learn to best


SAGE position themselves to avoid being hit by their enemies’
Experts and professionals in their chosen fields, sages posses a attacks. As such their AC increases as they progress levels by
level of ability and understanding in their chosen fields that is the defensive bonus listed in table 4.7. At third level the sage
hard to rival. Although their abilities have few combat gains a +1 to their AC.
applications, the information and insight they can bring to a
situation can be critical to the success of any endeavour. From Researcher: Sages know the value of research and
Brendish Engineers to Kraynan Arcanoscholars, sages are at the preparation in making a task easier. Prior to attempting a
forefront of the quest to rebuild the world and overcome the Decipher Script, Gather Information or Use Magical Device
problems created by The Cloak of Acheron. skill checks the character may make a Research check DC 20,
obeying all the normal rules and restrictions of the skill. For
GAME RULE INFORMATION every 5 points this check succeeds by the character gains a + 1
The Sage career class has the following game statistics: research bonus to the subsequent skill check.

Requirements Expert: Sages are the unrivalled masters of there chosen fields,
Skills: Any two Knowledge skills 5 ranks able to achieve complex results in their areas more quickly
Talent: Savant (any) than others. When taking a 10 or 20 on a Savant, skill the
Feats: Skill Focus (any Knowledge) character completes the task in three-quarters of the normal
time (see Core Rulebook 1).
Hit Dice: d4
Action Points: 2 + ¼ character level (round down)

Table 4.7 The Sage


Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +0 +0 +0 +1 +0 Researcher
2 +1 +0 +0 +2 +0 Expert
3 +1 +1 +1 +2 +1 Broad Knowledge Base

- 71 -
Broad Knowledge Base: By nature scholars acquire a broad
range of knowledge during their careers. Characters may make
untrained checks on any subject they do not posses the relevant
knowledge skill in. This roll uses only a 1d20 roll adding the
Sage’s Int modifier.

WIZARD’S APPRENTICE
Since the shattering there have been many wizards throughout
the world. The ability to control magical forces through study
alone has now been mastered beyond what the more noble-
blooded sorcerers can muster. However, this power comes at a
price. Many wizards have been driven insane by the arcane
forces of shadow magic that they control. This class represents
the first steps of a character on the path to arcane power. By
following this path, the character will learn the basics of
Spellcraft and magical study.

GAME RULE INFORMATION


The Wizard’s Apprentice career class has the following game
statistics:

Requirements
Skills: Concentration (4 ranks), Spellcraft (4 ranks) Defence bonus: As the wizard’s apprentice progresses they
Talent: Prepare Cantrips learn to best position themselves to avoid being hit by their
Feats: Scribe Scroll enemies’ attacks. As such their AC increases as they progress
levels by the defensive bonus listed in table 4.8. At third level
Hit Dice: d4 the sage gains a +1 to their AC.

Action Points: 2 + ¼character level (round down) Spellcaster Level: The true power of the wizard’s path is the
ability to harness greater amounts of magical energy and
Class Skills: The following skills (and their key ability scores) channel it into their spells. Each level of this class increases
are class skills for the wizard’s apprentice class: Alchemy (Int), the characters spellcaster level by 1 with the usual bonuses for
Concentration (Con), Craft (smith-craft, visual art, writing) (Int), the character (see chapter 3, Spell Preparation Talent Tree).
Decipher Script (Int), Knowledge (arcana, current events,
folklore, nature, natural philosophy, supernatural philosophy) Item Use: At second level the wizard’s apprentice gains the
(Int), Profession (Wis), Research (Int), Scry (Int), Speak Language ability to use appropriate magic items without having to make
(none), Spellcraft (Int) and Use Magical Device (Cha). checks with the Use Magical Device skill.

Skill Points: 3 + Int modifier Bonus spells per day: Through their study and practice of
magical spellcasting techniques, the secrets of rudimentary
Weapon and Armour Proficiency: The wizard’s apprentice magic can be mastered by the wizard’s apprentice. The
gains no additional weapon or armour proficiencies. Note that character gains bonus cantrips known at first and third level,
armour check penalties for armour heavier than leather apply to and a bonus first level spell at second level. These spells can be
the skills Balance, Climb, Escape Artist, Hide, Jump, Move taken from the Shadowmagic list as normal. These spells are
Silently, Sleight of Hand and Tumble. Also, Swim checks suffer a cast in addition to any maximum limits on spells per day.
-1 penalty for every 5 pounds of armour and equipment carried.
Summon familiar: Wizards are noted for their familiars,
through whom they can channel magical abilities and

Table 4.8 The Wizard’s Apprentice


Spells per day
Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special 0 1
1 +0 +0 +0 +1 +0 Spellcaster level 1 -
2 +1 +0 +0 +2 +0 Item use 1 1
3 +1 +1 +1 +2 +1 Summon familiar 2 1

- 72 -
enhance their own capabilities. Each familiar is representative
of the wizard’s personality, and there are many and varied types
of creature found in the service of wizards. At third level the
wizard gains the ability to summon a familiar as if they had
gained the Scholar talent of the same name. For more details of
the types of familiar available, see Core Rulebook I.

CULTIST
The world of Krynas is full of small cults and covens. Since the
death or departure of the gods, people have sought other
avenues for spiritual enlightenment or worship. Whilst some
find this in reverence of nature or an inner spiritual focus, there
are those who seek guidance from those beings of divine power
who have been left behind. The servants of the gods - angels,
demons and devils - are worshipped by many. These beings can
grant some spellcasting powers to a limited number of loyal
followers. Such characters are often leaders of small cults, or
those of a spiritual bent who devote their lives to the teachings
of their patrons. This class represents the first steps on the path of
following the cultist.

GAME RULE INFORMATION


The cultist career class has the following game statistics:

Requirements
Skills: Bluff (4 ranks), Diplomacy (4 ranks), Knowledge
(religion) (4 ranks)
Talent: Prepare Orisons the defensive bonus listed in table 4.9. At first level they gain
no bonus, but at third level the cultist gains a +1 bonus to their
Hit Dice: d4 AC.

Action Points: 2 + ¼ character level (rounded down) Spellcaster Level: The true power of the cultist’s path is the
devout focus that leads to a much greater level of spellcasting
Class Skills: The following skills (and their key ability score) are ability. Each level of this class increases the characters
class skills of the cultist class: Alchemy (Int), Bluff (Cha), spellcaster level by 1 with the usual bonuses for the character
Concentration (Con), Craft (Visual Art, Writing) (Int), (see chapter 3, Pray for Spells Talent Tree).
Diplomacy (Cha), Gather Information (Cha), Heal (Wis),
Knowledge (current events, folklore, religion) (Int), Perform Item Use: At second level the cultist gains the ability to use
(Cha), Profession (Wis), Scry (Int), Sense Motive (Wis), Speak clerical magic items without having to make checks with the
Language (none), Spellcraft (Int) and Use Magical Device (Cha). Use Magical Device skill.

Skill points: 3+Int Modifier Bonus spells per day: Through prayer and holy (or unholy)
living, the cultist gains a greater appreciation for the wishes of
CLASS FEATURES their patron and is rewarded with a greater spellcasting
The following are the class features of the cultist career class: ability. The character gains bonus cantrips known at first and
third level, and a bonus first level spell at second level. These
Weapons and Armour Proficiencies: The cultist gains no new spells can be taken from the Celestial or Infernal list as normal.
weapon or armour proficiencies. Note that armour check These spells are cast in addition to any maximum limits on
penalties for armour heavier than leather apply to the skills spells per day.
Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Sleight of Hand and Tumble. Also, Swim checks suffer a -1 Primary Domain: At third level, the cultist has become so
penalty for every 5 pounds of armour and equipment carried. empowered with the teachings of their patron that they gain
the ability to cast a domain spell per day. This functions in the
Defence bonus: As the cultist progresses they slowly learn to same manner as the Primary Domain talent of the Devout
best position themselves to avoid being hit by their enemies’ class. See chapter 3 for more details.
attacks. As such their AC increases as they progress levels by

- 73 -
Table 4.9 The Cultist
Spells per day
Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special 0 1
1 +0 +0 +0 +1 +0 Spellcaster level 1 -
2 +1 +0 +0 +2 +0 Item use 1 1
3 +1 +1 +1 +2 +1 Primary Domain 2 1

INITIATE OF THE TRUE HAND Sleight of Hand and Tumble. Also, Swim checks suffer a -1
penalty for every 5 pounds of armour and equipment carried.
Monks are individuals who follow a spiritual philosophy
designed to harmonise body and mind and so unlock their inner
spirit. Their combination of fighting skills and esoteric Defence bonus: As the initiate of the True Hand progresses
knowledge makes them a formidable asset to any group. Monks they learn to best position themselves to avoid being hit by
are found almost exclusively in the Guided Territories where the their enemies’ attacks. As such their AC increases as they
Order of the True Hand guide society and attract many to their progress levels by the defensive bonus listed in table 4.10. At
order and beliefs. Initiates into the order study the basics of this first level the initiate of the True Hand gains a +1 to their AC
spiritual and martial philosophy. Monks found outside this and at second level this is increased to +2.
kingdom are either exiles or those who follow them and the
divergent beliefs they develop free from the Hand’s influence. Primary Weapon (Unarmed): All initiates of the order know
The Initiate of the True Hand class can be used to represent that the self is the ultimate truth and develop their bodies to
monks loyal to the Order or otherwise. be their primary weapon, a process that prepares it to
accommodate their inner power as it is released. When using
GAME RULE INFORMATION unarmed attacks the character gains a + 2 strike bonus to all
The initiate of the True Hand career class has the following their attacks.
game statistics:
Extension of the Body: As they develop, initiates of the True
Requirements Hand become aware that they need an interface with the
Base Attack: +1 external world to impose their inner being upon it. By
Skills: Tumble (2 ranks), Jump (2 Ranks) mastering specially selected weapons as extensions of their
Talent: Unarmed Attacks body’s monks learn to harmonise their inner self and external
Feats: Improved Unarmed Strike world. The character may select any two of the following
weapons which the character may treat as unarmed attacks
Hit Dice: d8 and use apply relevant unarmed feats, class abilities or talents
to attacks with these weapons. The weapons are: dagger,
handaxe, kama, lion sword, nunchuku and quaterstaff.
Action Points: 2 + ¼ character level (round down)
Focused Strike: To the initiate of the True Hand, the external
Class Skills: The following skills (and their key ability scores) world is weaker than the inner spirit, and they learn to focus
are class skills for the initiate of the True Hand class: Climb (Str),
their inner strength to overcome the obstacles of the external
Concentration (Con), Craft (visual arts, writing) (Int), Diplomacy
world. If the character uses a full attack action to make a
(Cha), Jump (Str), Knowledge (arcana, religion), Profession (Wis),
single attack they are entitled to a Concentration skill check
Survival (Wis) and Tumble (Dex).
DC 25 as a free action prior to making the attack. Failure
indicates the attack proceeds as normal. Should the
Skill Points: 5 + Int modifier concentration check succeed, an opponent sees any armour
bonus they have reduced by 3. Similarly, if striking an object
Weapon and Armour Proficiency: The initiate of the True its hardness is reduced by 3 points.
Hand gains the following additional weapon proficiencies:
kama, lion sword (longsword) and nunchaku. Note that armour
check penalties for armour heavier than leather apply to the
skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,

Table 4.10 The Initiate of the True Hand


Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +0 +1 +1 +1 +1 Primary Weapon (Unarmed)
2 +1 +2 +2 +2 +2 Extension of the Body
3 +2 +2 +2 +2 +2 Focused Strike

- 74 -
DEFENDER
There are few more heroic than those who fight for the weak and
defend the oppressed. Defenders are warriors who have been
touched by fate and answered the call of their destiny to fight
for those in need. They are brave warriors who seek to protect
the weak from tyranny and overthrow oppressive rulers and
regimes. Unfortunately fate is a cruel master and many
defenders live short but effective lives. This class is favoured by
those who wish to follow the path of the paladin, but does not
specialise in mounted combat or lawful alignments – members of
the defender class are equally likely to be chaotic good, fighting
for freedom and liberty.

GAME RULE INFORMATION


The defender career class has the following game statistics:

Requirements
Alignment: Any Good
Skills: Heal (2 ranks)
Base Attack: +2
Talent: Champion of the cause
Advantage: Destiny (1 rank)
Smite Evil: Once per day, a defender may attempt to smite
Hit Dice: d8 evil with one normal melee attack. They add their Charisma
bonus to the attack roll and deals additional damage equal to
Action Points: 2 + ¼ character level (round down) their defender class level. If the character accidentally smites
a creature that is not evil, the smite has no effect, but the
ability is still used up for that day. This is a supernatural
Class Skills: The following skills (and their key ability scores)
ability.
are class skills for the defender class: Craft (Smith-craft,
Structural, Visual Art, Writing) (Int), Diplomacy (Cha), Gather
Information (Cha), Handle Animal (Cha),Knowledge (current
events, folklore, supernatural philosophy) (Int), Profession (Wis), DESIGNER’S NOTE:
Resolve (Cha), Ride (Dex), Sense Motive (Wis) Speak Language Other more advanced career classes, that are designed to
(none) and Survival (Wis).` follow on from the defender, will allow their class level to be
added to their defender level when calculating the damage
Skill Points: 3+ Int modifier caused by their smite evil ability.

Weapon and Armour Proficiency: The defender is proficient


with all simple and martial weapons, with light and medium Aura of Courage: From second level, the defender is immune
armours and with shields. Note that armour check penalties for to both magical and mundane fear. Each ally within 10 feet of
armour heavier than leather apply to the skills Balance, Climb, the character gains a +4 morale bonus on saving throws
Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and against fear effects. This ability functions while the defender is
Tumble. Also, Swim checks suffer a -1 penalty for every 5 conscious, but not if she is unconscious or dead. This is a
pounds of armour and equipment carried. supernatural ability.

Harm’s Way: Once per round, if the defender is adjacent to


Defence bonus: As the defender progresses they learn to best
an ally who is targeted by a direct melee or ranged attack (but
position themselves to avoid being hit by their enemies’ attacks.
not an area effect), the character can subject themselves to the
As such their AC increases as they progress levels by the
attack instead of their ally. If the attack hits the defender, he
defensive bonus listed in table 4.12. At second level the novice
or her takes damage normally. If it misses, it also misses the
sorcerer gains a +1 to their AC.
ally. The character must declare his or her intention to place
Table 4.11 The Defender
Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special
1 +0 +1 +0 +1 +0 Smite Evil
2 +1 +2 +0 +2 +1 Aura of Courage
3 +2 +2 +1 +2 +1 Harm’s Way

- 75 -
him or herself in harm’s way before the attack roll is made. The
defender selects the target character for this ability either prior
to combat or immediately after they makes his or her initiative
check. The defender cannot change the target ally for the
duration of the combat. This is an extraordinary ability.

NOVICE SORCERER
Few posses the gift of sorcery in the post-Shattering world of
Krynas and fewer still master its depths. Career sorcerers are
those who dedicate themselves to exploring the extent of their
eldritch powers. While they may lack the combat skills of
fighters and scholarly rigour of wizards, the sorcerer posses
unique magical capabilities and does not have to struggle with
the corrupting effect of wizardly magic. Only Asholme and the
Gypsy people still manifest sorcerous magic with any regularity,
although the blood of kings can appear in the most unexpected
places and a wise sorcerer remembers there are those who view
this gift as a threat to their own power.

GAME RULE INFORMATION Defence bonus: As the novice sorcerer progresses they learn
The Novice sorcerer career class has the following game to best position themselves to avoid being hit by their enemies’
statistics: attacks. As such their AC increases as they progress levels by
the defensive bonus listed in table 4.12. At third level the
Requirements novice sorcerer gains a +1 to their AC.
Skills: Knowledge (arcana) 4 ranks, Resolve, 4 ranks, Spellcraft 4
ranks Spellcaster Level: The true power of the sorcerer’s path is the
Talent: Sorcerous Heritage ability to harness greater amounts of magical energy and
channel it into the sorcerer’s spells. Each level of this class
Hit Dice: d4 increases the characters spellcaster level by 1 with the usual
bonuses for the character (see chapter X, Sorcery Talent Tree).
Action Points: 2 + ¼ character level (round down)
Item Use: At second level the novice sorcerer gains the
Class Skills: The following skills (and their key ability scores) ability to use appropriate magic items without having to make
are class skills for the Sorcerer class: Alchemy (Int), Bluff (Cha), checks with the Use Magical Device skill.
Concentration (Con), Craft (mechanical, smith-craft, structural,
visual art, writing) (Int), Diplomacy (Cha), Gather Information Bonus Spells: during their journey of self-discovery the
(Cha), Knowledge (arcana, current events, folklore, supernatural sorcerer unlocks the secrets of rudimentary magic. The
philosophy) (Int), Perform (Cha), Resolve (Cha), Scry (Int), and character gains bonus cantrips known at first and third level,
Sense Motive (Wis). and a bonus first level spell at second level. These spells can be
taken from any sorcerer spell path, whether or not the
Skill Points: 5+ Int modifier character has access to that tree or not. These spells are known
in addition to any maximum limits on spells known.
Weapon and Armour Proficiency: The novice sorcerer gains
no additional weapon or armour proficiencies. Note that armour Sorcerous Will: Sorcerers have an inherent bond to the
check penalties for armour heavier than leather apply to the magical energy they wield. The understanding of this bond
skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, acquired by the sorcerer makes it difficult to distract them
Sleight of Hand and Tumble. Also, Swim checks suffer a -1 from their spellcasting once it has begun. Characters with this
penalty for every 5 pounds of armour and equipment carried. ability add their Cha modifier to any Concentration checks to
avoid losing a spell due to distraction or movement.

Table 4.12 The Novice Sorcerer


Spells Known
Level Base Attack Bonus For Save Ref Save Will Save Defence Bonus Special 0 1
1 +0 +0 +0 +1 +0 Spellcaster level 1 -
2 +1 +0 +0 +2 +0 Item use 1 1
3 +1 +1 +1 +2 +1 Sorcerous Will 2 1

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Chapter Seven
NEW SYSTEMS

INTRODUCTION character in to a story thread that they want the character to


follow.
In this chapter you will find the collection of new game systems
that you will need to play a DarkLore game to its fullest. There
are new combat systems and new character features. At the end PLAYER ACTIVATED
of this chapter there are also notes for the Games Master on A player can spend action points to introduce a character into a
running a DarkLore campaign. storyline or an item, event or other story device that will change
events in the favour of the character. The actual use of the
advantage can vary drastically and does not have to be even
ADVANTAGES directly related to the character themselves, although it must be
DarkLore introduces the new system of advantages. Advantages somehow related to the advantage. This might be using Secret
represent character defining loyalties, status or belongings and Society Status to meet up with an informant, Guild Status to start
serve as role-playing hooks as well as giving a practical in game a riot in a market place or using Church Rank to suddenly find
effect. Although useable in game setting, advantages that you actually do have a vial of Holy Water in your pack after
particularly suit the DarkLore world where secret societies and all. The number of action points spent depends upon the amount
factions play a major role and magic and wealth are traits that set of story upheaval created by the requested use and how closely
men apart and greatly influence their ability to prosper. associated with their advantage. Your number of ranks in any
Advantages are essentially a story-telling tool that can be used given advantage determines how many action points you can
by both the player and the GM to create a more in depth story. spend with any one use of the advantage. Costs are detailed in
This is designed to capture the ‘Fantasy Novel’ feel of the table 7.1.
DarkLore world. In game terms, advantages are similar to skills,
in that you buy a number of ranks in each advantage. They are Table 7.1 Advantage Player Activation Costs
also similar to feats as they are limited in availability and the Upheaval/Association Cost
same advantage can be applied to different areas of relevance. Minor Upheaval 1
Advantages are rated from one to five, although most characters e.g. getting information from a character or finding a common item
will only ever reach four ranks. There is only ever one person in Moderate Upheaval 2
the world with a single advantage at level five. This normally e.g. introducing a companion or finding an important or rare item
represents the person in the world with the most political power. Major Upheaval 3
At the current time this is held by the Head of the Guild’s e.g. starting a riot or having the old king die of natural causes
Alliance. Close Association 0
e.g. A member of your own society
USING ADVANTAGES Reasonable Association 1
Advantages can be activated in one of two ways. Firstly they can e.g. an item related to the purpose of your organisation
be activated by a player. In this situation the player uses their Tenuous Association 2
advantage to introduce a character or item to help them. The e.g. starting a riot in the marketplace with Guild Status
other way an advantage can be used is by the GM to link a

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GAMES MASTER ACTIVATED Special: once per character per rank in destiny the player may
The GM can activate the characters advantage for them at any spend an action point to cause a hit that inflicts sufficient damage
time to draw the player into a given story line. They may use to kill their character to instead reduce the character to
Destiny to give them strange dreams, or Guild Status to have a stabilised status at -1 hp.
superior send them on a mission. The GM can also prevent the
player from activating their Advantage at any time they think GUILD STATUS
the use will detract from their storyline. When this occurs the Guilds operate throughout Krayn and are open in their practices
payer does not spend their action points. At anytime the GM and policies. While specific external influence varies between
activates or prevents the activation of a Player’s Advantage, the guilds, all guildsmen will find a common level of influence and
player receives an experience award. If the GM activated the respect based on their guild and its services wherever they travel.
advantage, the award is equal to the character’s level multiplied
by the number of ranks they have in the advantage and one HEIRLOOM
hundred. Thus a level eight character with two ranks in an Heirlooms are magical artefacts linked to individuals through
advantage will receive 1600 experience points. If the GM any number of routes, from inheritance to preordained discovery.
stopped the payer from activating an advantage, they receive a Each artefact is linked to its owner and has the potential to grow
number of experience points based on the intended action point in power with its owner, should the character wish to gain
expenditure rather than their total ranks in the advantage. additional ranks in the advantage.

CHOOSING YOUR ADVANTAGES NOBLE TITLE


A character may choose advantages taken from the following list: Each nation in DarkLore has an elite ruling caste, some are
¾ Church Rank traditional noble bloodlines while others are influential groups.
¾ Destiny In all cases this advantage represents unique legal rights and
¾ Guild Status privileges alongside influence within their specific nation and
¾ Heirloom some influence in friendly societies. This advantage can also
¾ Noble Title represent a noble heir who has little direct influence but will
¾ Secret Society Status eventually rise to importance.

CHURCH RANK SECRET SOCIETY STATUS


This represents a character’s position and influence within an Many secret societies influence life in the DarkLore world.
organised religion. Usually taken by clerics, the character’s Unlike guilds few people are aware of the existence of these
influence extends only as far as their particular church’s outside groups and so characters gain very little direct influence in the
of the organisation’s hierarchy. outside world. Depending upon the nature of the secret society
however, the character may be able to access information and
DESTINY apply influence indirectly in ways unavailable to others.
Destiny requires close co-operation in establishing its effect
between players and their GM. It serves to focus a character upon
a course of action or role-playing and allows GMs to aid
characters when facing difficulties while fulfilling their destiny. WHAT THE RANKS MEAN
Each advantage can be taken multiple times, either to increase
an existing advantage or apply the same benefit in an additional
area. For example, a character with guild status could choose,
when receiving a new advantage to increase their influence in
their existing guild or gain influence in another guild.

The number of ranks possessed in an advantage determines its


effect. There are five possible ranks, although rank five is never
available to player characters, which act as a guide to the
advantages relative benefit. This system has been designed with
flexibility and generality in mind. In this way GMs can apply the
system in a way that best suits the needs and style of their
campaigns. Players should be aware that it is GMs who have the
final say as to whether a rank or advantage is available or
appropriate for selection by a player and advantages should
always be taken in relation to the character’s actions and role in
the game. The following list acts as a guide to the effects of each
rank.

- 78 -
RANK 1 players to affect game play in significant ways. Caution must be
Simple membership or minor status. An heirloom would be a exercised in the use of these points however for characters posses
mastercraft item, firearm or an item made of rare materials. only a limited number of action points and these only replenish
when the character gains a new level. Action points may be
RANK 2 spent to
A minor rank or low-level lieutenant status. An heirloom would ¾ Alter a single d20 roll when making an attack, skill check,
be a minor magical item (+1 or equivalent). ability check, level check or saving throw
¾ Activate a special feature or ability the character possesses
RANK 3 (such as the destiny power presented in this book and others
This rank is only available to characters of 5th level or higher. that will appear in future supplements)
This is a significant rank or senior advisor status. An heirloom
would be a medium magic item (+2 to +3 bonus or equivalent). When an action point is spent to improve a d20 roll, add 1d6 to
your d20 roll in order to help meet the tasks DC. You can declare
RANK 4 the use of an action point to alter your result after the d20 roll is
This rank is only available to characters of 15th level or higher. made but before the GM declares the action’s outcome. Action
This rank represents leadership rank or an extremely high status. points may not be spent on a skill check or ability check when
An heirloom would be a powerful magic item (+5 or equivalent) you are taking a 10 or a 20.

The specific mechanics of using an action point to activate a


RANK 5
feature or ability will be given on a case by case basis and a roll
Unavailable to players. This represents the most powerful person
may or may not be required.
in the world. Heirlooms of this level are of artefact status.
Only one action point may be spent in any given round, so
GAINING ADVANTAGES characters could not alter a roll and activate a feature or ability
Characters gain two new advantages at first level and every five in the same round nor could alter a dice roll more than once.
levels thereafter (see table 7.2). Some classes also gain bonus
advantages (see chapter four) At higher levels characters can roll more than one d6 when
spending an action point and choose the best result (see table
Table 7.2 Advantages progression by level below). For example, when altering a d20 roll a 9th level
Level Advantages Max Advantage Rank character rolls two d6 and gets a 2 and a 4. The character can
1 1st, 2nd 2 therefore add +4 to the result of the original d20 roll.
2 - 2
3 - 2 Table 7.3 Action Dice Rolled by Character Level
4 - 2 Character Level Action Point Dice Rolled
5 3rd 3 1st-7th 1d6
6 - 3 8th-14th 2d6
7 - 3 15th-20th 3d6
8 - 3
9 - 3
10 4th 3
11 - 3 COMBAT SYSTEMS
12 - 3 There are a number of new combat systems that we have
13 - 3 integrated into the DarkLore game to enhance the low-powered,
14 - 3 dark fantasy flavour of the setting. These new systems cover
15 5th 4 damage and the way it is used in the game.
16 - 4
17 - 4 SUBDUAL/NON-LETHAL DAMAGE
18 - 4 Instead of taking subdual damage from unarmed attacks as in the
19 - 4 D20 System, you instead take non-lethal damage in the same
20 6th 4 way as in D20 Modern. Ay weapon that would normally cause
subdual damage will now be classed as a non-lethal. Non-lethal
ACTION POINTS attacks do not actually cause any hit-point loss, but can still
In the world of DarkLore, player character’s are the embodiment trigger a massive damage save (see below). You can choose to
of the spirit of hope and enlightenment that struggles to switch any attack between lethal and non-lethal damage as you
overcome the darkness, physical, spiritual and metaphysical, that choose, however you suffer a -4 penalty to hit when using a type
engulfs the world. Such heroes are able to call upon the forces of damage that does not come naturally to the weapon. For
that drive them when the need is most. Action points are the example, attacking with a Sap to cause lethal damage will be at -
mechanism through which this ability is represented and allows 4 to hit, but it will cause 1d6 lethal damage. Likewise a character

- 79 -
using a Longsword in a non-lethal attack will be at -4 to hit, but GAMESMASTERING AND
will roll 1d8 to determine damage effects.
DESIGNERS’ NOTES
MASSIVE DAMAGE Finally we come to the end of this DarkLore campaign Primer.
In the DarkLore game, life is much more fragile than a typical This following section will hopefully give you an insight into the
D20 System game. To represent this we have developed new DarkLore world and some hints and tip on how to run a DarkLore
massive damage rules based on the way D20 Modern handles campaign and expand the game with future supplements.
massive damage. However, this is a new system with some crucial
differences from the D20 Modern massive damage system. RUNNING A DARKLORE CAMPAIGN
The most important thing to remember when running a game
THRESHOLD using this book is that it has been designed to capture the mood of
The massive damage threshold in DarkLore is the same as it is in fantasy novels. Novels are often lower powered and darker in
D20 Modern: your Constitution score. When you take an amount tone than a typical fantasy role-playing game. The systems
of damage that exceeds your constitution score you must make a presented here, we believe, emphasise this mood. Therefore you
Fortitude save at a DC equal to the damage caused. Players who need to make sure you stay true to this ideal to get the best out of
are familiar with D20 Modern will note that this is not a flat DC DarkLore. This means that you need to carefully choose your
as this means that characters with a high Fortitude save will not antagonists, emphasising personal interaction and person-to-
become effectively immune to massive damage. The status of the person combats. Monsters are still valid in many situations,
character is dependent on the result of this check and the type of particularly the undead, but you need to be careful, due to the
attack. In this manner a single massive blow or the collaborative Massive Damage system, that you don’t choose creatures that can
effect of multiple small wounds are equally deadly to DarkLore do large amounts of damage are reserved for higher level
characters, no matter what their level. characters. Monsters that deal more than ten damage as a
minimum from a given attack should be made one challenge
SAVING THROW RESULTS rating higher. For every further five points of minimum damage
If a character passes the saving throw they simply take the hit an attack deals increase the challenge rating a further 1 level.
point loss as normal. If they fail they will either take a critical Magic items should NEVER be given out in a DarkLore game.
wound from lethal damage or be shaken (-2 on all attack rolls, The Heirloom advantage is designed to deal with the few rare
saving throws and skill checks) if hit by a non-lethal attack. If items that find their way into the stories of the world. In this way,
they fail the check by more than five they will be stunned for one magic items can become a powerful storytelling tool and a highly
round (they will drop anything they are carrying, lose their Dex valued item. Likewise you should not let a character easily lose
bonus to defence, suffer a -2 penalty to defence and be unable to their magic items. You should also make sure that they can go on
take any actions). If they were attacked by lethal damage they a quest to retrieve their item. This brings us nicely on to a
will also receive a critical wound. If they fail by more than ten discussion about Advantages. To gain the full benefit of
they will be Disabled by lethal damage or Unconscious from a DarkLore you need to make sure both the players and yourself
non-lethal attack. A character who is disabled is immediately understand the full potential of these new player abilities. If
reduced to zero hit points. If they also had any critical wounds players are not using them as much as they could, perhaps make
these are applied as additional damage, meaning that the suggestions. You could say that if they spent an action point
character could shift to Dying status. These results are detailed in you’d have a Guild member show up an help them out, for
table 7.4. example. As a final note, we’d just like to stress the importance of
the novel theme. We are intending to develop three separate
Table 7.4 Massive Damage Save Results novel-like adventure campaigns throughout our DarkLore
Attack Type expansion supplements. These stories will build up as you go
Saving throw… Non-Lethal Lethal along into a great world-changing story arc that will really make
Passes No effect No effect your players feel part of the DarkLore world.
Fails Shaken 1 critical wound
Fails by more than 5 Stunned Stunned and 1 DESIGNERS’ NOTES
critical wound DarkLore is a collection of work from the very early days of
Fails by more than 10 Unconscious Disabled or Dying Malladin’s Gate Press and from more recent influences. What is
now DarkLore started off as our own D20 system fantasy game
before we’d even started to think about writing for the D20
HEALING CRITICAL WOUNDS System. However, DarkLore is more recently influenced by the
Critical wounds are healed by healing magic at a rate of 1 per introduction of D20 Modern. We initially wanted to make some
level of spell used. For example, a character with three critical generic genre toolkits for running D20 Modern in different
wounds who receives a Cure Moderate Wounds spell will now genres. One such genre was a dark fantasy game. Most of the
only have one critical wound. A critical wound will take a week systems we created for this were integrated into the mechanics of
to heal naturally. this product. Hence you have two products in one; the DarkLore
setting and our generic D20 dark fantasy game system.

- 80 -
OPEN GAME LICENSE Version 1.0a Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison,
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Open game content from Unearthed Adventurers: Volume I Copyright 2002, Ben Redmond, Nigel
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