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By Ben Mowbray
Requires the use of the Dungeons & Dragons® Player’s Handbook, Third Edition,
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Editor: Callie Jönsson-Mowbray
Special thanks to: Daniel “Master of the Universe” DeNardo
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Ultramyth - Worlds Within Worlds
Table of Contents
DICE AND DRAMATICS .................................................................... 1 LIZARDFOLK ......................................................................................31
TABLE OF CONTENTS........................................................................ 2 MINOTAURS .......................................................................................32
INTRODUCTION.................................................................................. 3 ORCS...................................................................................................32
TROGLODYTES ...................................................................................33
CHAPTER 1: KNOW THYSELF TEMPLATE RACES .............................................................................34
KNOW THYSELF .................................................................................. 5 ASIMAR ..............................................................................................34
KNOW YOUR RACE ............................................................................ 6 HALF-CELESTIALS .............................................................................34
KNOW YOUR CLASS ........................................................................... 6 HALF-DRAGONS................................................................................35
KNOW YOUR SKILLS ........................................................................... 7 HALF-FIENDS.....................................................................................35
KNOW YOUR FEATS............................................................................ 8 LYCANTHROPES.................................................................................35
KNOW YOUR ALIGNMENT ................................................................. 8 TIEFLINGS...........................................................................................36
FLESHING OUT YOUR CHARACTER............................................. 8 VAMPIRES ..........................................................................................37
RELIGION............................................................................................. 8
VITAL STATISTICS ............................................................................... 9 CHAPTER 4: NEW SPELLS AND EQUIPMENT
LOOKS................................................................................................ 10 EQUIPMENT ........................................................................................39
PERSONALITY .................................................................................... 10 ARMOUR ............................................................................................40
BACKGROUND .................................................................................. 11 CLOTHING .........................................................................................40
MAGICAL ITEMS ................................................................................45
CHAPTER 2: ROLE-PLAYING IN-GAME RINGS .................................................................................................45
ROLE-PLAYING.................................................................................. 13 WONDROUS ITEMS ............................................................................45
KNOW THE RULES ............................................................................ 14 SPELLS ...................................................................................................47
GAME ETIQUETTE ............................................................................. 14
PORTRAYING YOUR CHARACTER ..................................................... 14 CHAPTER 5: ROLE-PLAYING AS DM
DM TIP .............................................................................................. 15 ENCOURAGING ROLE-PLAYING..................................................51
USING YOUR SENSES ........................................................................ 15 KNOW YOUR PLAYERS ......................................................................52
MAKING SKILL CHECKS ................................................................... 16 KNOW YOUR PCS ..............................................................................52
MAKING CHOICES ............................................................................ 17 KNOW YOUR DM METHODS ...........................................................52
BEING INFLUENCED BY A SPELL ...................................................... 18 ENTICE PLAYERS WITH REWARDS ...................................................53
USING MAGIC ................................................................................... 18 ENHANCING YOUR GAME ATMOSPHERE ...............................53
OTHER THINGS TO ROLE-PLAY ....................................................... 20 GETTING PLAYERS IN THE MOOD ...................................................53
PROPS .................................................................................................53
CHAPTER 3: NON-HUMAN RACES VOICES ...............................................................................................53
NON-HUMAN CHARACTERS ....................................................... 21 CUT SCENES .......................................................................................54
READING THE ENTRIES .................................................................... 21 CINEMATIC PLAY ..............................................................................55
CIVILISED RACES .............................................................................. 22 ROLE-PLAYING TIPS FOR THE DM...............................................55
DWARVES .......................................................................................... 22 PORTRAYING VILLAINS.....................................................................55
ELVES ................................................................................................. 23 PORTRAYING HENCHMEN ................................................................56
GNOMES ............................................................................................ 25 PORTRAYING MONSTERS ..................................................................56
HALF-ELVES...................................................................................... 26 PORTRAYING COHORTS ....................................................................56
HALF-ORCS ....................................................................................... 27 PORTRAYING COMMONERS ..............................................................56
HALFLINGS ....................................................................................... 27 PORTRAYING ARISTOCRATS .............................................................57
SAVAGE RACES ................................................................................. 28 PORTRAYING EXPERTS ......................................................................57
CENTAURS ......................................................................................... 28 PORTRAYING ADEPTS .......................................................................57
GNOLLS ............................................................................................. 29 PORTRAYING WARRIORS ..................................................................58
GOBLINOIDS ...................................................................................... 29 OPEN GAME LICENSE VERSION 1.0A..........................................59
KOBOLDS ........................................................................................... 30
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In-Character: When you are actively Many of the issues discussed in this work may
pretending to be your character while at the seem simple and even obvious to some, but
game table. often they are so much so that they are easily
overlooked or forgotten. I’ve tried to make the
In-Game: Refers to how you act and behave guide as simple as possible without going
while playing the game. overboard.
Meta-Thinking/Gaming: Meta-thinking is You won’t find any complex new rules, feats
when you as a player make decisions or or classes in this work, however, there is a
assumptions based on knowing the game section on equipment, spells and magical
mechanics of the system you are playing. items that are designed to be interesting and
NPC: A non-player character, usually practical more so than powerful.
controlled by the DM or GM. I hope you enjoy reading this guide and that
PC: Player character – an imaginary fantasy there is something in it for everyone.
character being role-played and controlled by
a human player.
Ben Mowbray
Additional Notes
Throughout this work, players, DMs and for
the most part, characters are referred to in the
feminine. This is for simplicities sake and
nothing else – none of the subjects of this work
are limited by sex.
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Natural skills tend to be those that receive a good or lawful neutral in alignment. Lawful
large bonus related to your character’s high evil characters follow the rules to a ruthless
ability scores. fault.
Instead of choosing skills that will help you Chaos: Chaos is the opposite of law, a state in
most in combat or while adventuring, consider which things are disorderly. Nature is often a
what type of person you want your character chaotic force, and chaotic people might be
to be and base your skills not on what will thought of as being more selfish than others.
make the gaming experience easier for you, Chaotic characters are more focused on
but rather what fits your character’s profile. themselves, and do not like to be constrained
by rules and laws.
KNOW YOUR FEATS
Feats, as extraordinary as they may be, must Neutrality: Neutral characters don’t like to
be learned somewhere, or inspired from pick sides. They walk the line in between
somewhere. Have a good think about how chaos and law. Their view on life is much
your character has gained the feats that she more grey than other alignments.
has. How do they relate to or reflect your Good: Good characters are moral in
character’s personality. alignment. They hold life, fairness and justice
Read carefully each feat’s description and in high regard, and act accordingly.
imagine what your character looks like while Evil: Evil characters hold little value in any life
using it. From a gaming point of view, it’s aside from themselves. They have no use for
important to know how your feats work and morals, and so often indulge in habits that
when to use them. Feats help diversify good characters would find abhorring. Evil
character classes so that each character is characters are potentially capable of anything.
unique.
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it’s common knowledge that the gods are out TABLE 2-1: HAIR LENGTH
there somewhere. d% Length
01-06 Shaved (no style)
Depending on your race, class or alignment,
07-15 Short, crew cut (no style)
you should select your deity carefully. Decide 16-32 Short, clipped
whether or not your character is a strict 33-56 Short, neck length
member of her faith or is lax about her 57-84 Long, shoulder length
devotion to her god or gods. 85-93 Long, shoulder blades
94-97 Very long, waist length
Praying to the gods in time of need is
98-00 Very long, to legs
commonplace, just as it is in reality. In times of
need, people turn to their faith. Fantasy TABLE 2-2: HAIR CONSISTENCY
characters should be no different. d% Consistency
01-12 Fine
VITAL STATISTICS
13-23 Thin
Vital statistics simply describe your physical
24-76 Average
qualities – the colour of your eyes, skin and 77-88 Thick
hair, your height and weight and your age. 89-00 Oily
However, what is provided in the Player’s
TABLE 2-3: HAIR STYLE
Handbook is merely a way to randomly
d% Hair Style
generate statistics for the core races.
01-08 Braids, thick
HAIR 09-16 Braids, thin
In addition to hair colour, you might also 17-24 Curls, large
consider the way in which your character’s 25-32 Curls, tiny
hair is kept and worn. Below are three tables 33-40 Long fringe
for generating random hair lengths, styles and 41-48 Mullet, fringe
consistency or for you to manually choose. 49-56 Mullet, spiked
57-64 Spiked
65-76 Strait
77-84 Tied back
85-92 Unkept
93-00 Wild
HUMANOID PHYSIQUES
Height is a strait forward physical attribute
that speaks for itself, though weight is a little
more of a grey area. Build cannot necessarily
be derived from weight alone – one character
might be short and fat, another tall and
muscular, yet they both weigh the same.
There are three basic body types or physiques
that humanoid player characters are likely to
have.
Ectomorph
Ectomorphs are usually tall and always thin,
with delicate frames and sometime
disproportionately large heads. Short
ectomorphic women have a petite body. Most
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elves and halflings fit into this category, as do physical attractiveness is measured partially
other creatures with high dexterity. by charisma. However, charisma is really
based on personality, and more reflects your
Endomorph
character’s personal magnetism rather than
Endomorphs have evenly distributed weight,
her looks.
and so are average in their proportion. Female
adult endomorphs usually have less Consider your character’s physical abilities
developed bodies than other body types, when deciding how she looks – a creature
having more of a boyish figure than a feminine with a good body can be found attractive for
one. Dwarves and gnomes fill this category, as that aspect, rather than personality.
do creatures with high constitution.
Make other considerations when describing
Mesomorph your character’s look. Perhaps a defining
Mesomorphs are athletic and muscular, often moment in her life has left her with a
with broad shoulders and thicker necks. prominent scar, or she was born with an
Female mesomorphs have lesser hips and unusual birthmark. He class might shape the
more of a muscular build to than other body way she dresses or wears he hair.
types. Half-orcs and strong creatures belong to
this category. PERSONALITY
Personality means a lot when role-playing.
WEIGHT MODIFIERS Without it, your character is lifeless and two-
As it stands, the weight system presented in dimensional. Personality affects how your
the Player’s Handbook is rather generic. In the character interacts, and how you portray her.
core rules, your character’s abilities are not
faithfully represented in your weight. In Just like in real life, each character should have
general, stronger and endurable creatures tend their own personalities, their own grievances,
to be more bulky than those with a high likes, dislikes, character flaws and, well,
dexterity. Table 2-4 below presents some character!
optional modifiers to add to your character’s Think about what sort of person your
weight based on their physical abilities. character is. Is she the strong and silent type,
or a chatterbox gossip? Is she calm and patient
LOOKS
or a pernickety fusspot?
Race is always a starting point for the way
your character looks. Knowing what your PERSONAL TRAITS
character looks like helps you visualise who In Table 2-5 below fifty different possible traits
you are role-playing better. are presented to help you flesh out your
character’s personality, however, these are but
As mentioned in the Player’s Handbook,
TABLE 2-4: WEIGHT BY STR, CON & DEX MODIFIERS
Weight Weight CON Weight Weight Weight Weight
STR Mod (small) (medium) Mod (small) (medium) DEX Mod (small) (medium)
-3 -15 lb. -30 lb. -3 -7.5 lb. -15 lb. -3 +7.5 lb. +15 lb.
-2 -10 lb. -20 lb. -2 -5 lb. -10 lb. -2 +5 lb. +10 lb.
-1 -5 lb. -10 lb. -1 -2.5 lb. -5 lb. -1 +2.5 lb. +5 lb.
+0 +0 lb. +0 lb. +0 +0 lb. +0 lb. +0 +0 lb. +0 lb.
+1 +5 lb. +10 lb. +1 +2.5 lb. +5 lb. +1 -2.5 lb. -5 lb.
+2 +10 lb. +20 lb. +2 +5 lb. +10 lb. +2 -5 lb. -10 lb.
+3 +15 lb. +30 lb. +3 +7.5 lb. +15 lb. +3 -7.5 lb. -15 lb.
+4 +20 lb. +40 lb. +4 +10 lb. +20 lb. +4 -10 lb. -20 lb.
+5 +25 lb. +50 lb. +5 +12.5 lb. +25 lb. +5 -12.5 lb. -25 lb.
Add. +1 +5 lb. +10 lb. Add. +1 +2.5 lb. +5 lb. Add. +1 -2.5 lb. -5 lb.
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a small sampling of the way that your This section will not cover the few questions
character might act or behave socially, presented in the Player’s Handbook however
especially if you are playing a subrace such as there are a handful of new questions and
a Drow, or a savage species. considerations to think about. After reading
this, close your eyes and imagine your
BACKGROUND character.
Your character’s past and personal history are
as much of what makes your character as your Birth
race, class, skills, feats and alignment. It is also When and where was your character born?
a great resource for the DM to derive plot Who are or was her parents? Were both
hooks that really involve the player. The present during childhood? Is she an orphan? If
arrival on the scene of a hated nemesis or an so, did she grow up in an orphanage, alone or
encounter with an old flame can make a great with foster parents? What was it like growing
and engaging story. up? Did your character grow up amongst her
own kind? If not, did she have to deal with
The Player’s Handbook discusses in brief
racial prejudice? Did she have any childhood
some questions to ask yourself when creating
friends of note?
your character’s background, however, this is
a very skeletal and sketchy representation of Upbringing
the person your character is. Was your character upbringing easy or was it
difficult? When did she first encounter another
TABLE 2-5: PERSONALITY TRAITS
of her chosen class? What inspired her to make
d% Trait d% Trait
the decision to become an adventurer? What
01-02 Absent-minded 51-52 Lady killer
inspired her to become a member of her
03-04 Aggressive 53-54 Moody
05-06 Anxious 55-56 Open-minded chosen profession? Was there anyone in
07-08 Arrogant 57-58 Overconfident particular that she got along especially well
09-10 Attentive 59-60 Passionate with? Did she make any enemies?
11-12 Bitter 61-62 Patient
Hometown
13-14 Brave 63-64 Peaceful
If possible, especially if you’re playing in an
15-16 Brutal 65-66 Playful
17-18 Caring 67-68 Promiscuous
established campaign setting, describe the
19-20 Charming 69-70 Reliable country, state, region and town that your
21-22 Chivalric 71-72 Seedy character comes from. This is not necessarily
23-24 Compulsive liar 73-74 Selfless the town that she was born in, but where she
25-26 Cowardly 75-76 Sly grew up. If adventuring ever takes your group
27-28 Dedicated 77-78 Spiteful back to that place, your character is bound to
29-30 Devious 79-80 Superficial run into people she knows. This can be a great
31-32 Dishonest 81-82 Superstitious plot device for DMs to use.
33-34 Doubtful 83-84 Suspicious
35-36 Egotist 85-86 Tease Family
37-38 Enigmatic 87-88 Thrifty Are your character’s parents still alive? Does
39-40 Greedy 89-90 Trickster she have any siblings or is she an only child?
41-42 Honest 91-92 Unreliable Does she have any other relatives, such as
43-44 Hot tempered 93-94 Violent aunts, uncles, cousins and grandparents? Were
45-46 Ignorant 95-96 Whiner
any of her relatives close to her as she grew
47-48 Impatient 97-98 Wilful
up? Did another relative other than her
49-50 Jealous 99-00 Withdrawn
parents take care of her as she grew up? Does
It is recommended that the DM take part in she have any non-blood family, such as foster
the creation of a character’s background, as it parents? If so, are they of the same race? Did
can be an excellent source of campaign ideas.
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first person point of view, the game world • Do not chat out of character during the
takes on an entirely different light. Often game, unless the DM has specifically said
players will overlook an important plot device you can.
simply because they forget to look. Remember,
• Turn off your mobile phones. This one gets
your character usually has at least five senses,
annoying. Pretend you’re in a cinema for
just like you do, which can all be employed in
the duration of your gaming.
game to enrich your role-playing experience.
• Remember you are playing a game.
As you role-play your character in various
circumstances, consider the following: These are but a few simple instructions to
follow. Of course, DMs should take their
KNOW THE RULES players into consideration as well, but the
It would be a mistake to think that in focusing toughest job is most certainly the DM’s.
more on role-playing that you should not need
to use the rules as much. However, constantly PORTRAYING YOUR CHARACTER
referring to or dictating rules can detract from, How to flesh out and familiarise yourself with
if not break entirely, the game atmosphere. your character has been covered in the
previous chapter, however, it has not been
Knowing the rules not only speeds up the
discussed how to bring them to life. Ultimately
game, it lets you enjoy it more, and to focus
it is the portrayal of your character that gives a
more on what your character can do. If you
two-dimensional character that additional
know the rules, you can optimise your
dimension.
character to be the best she can be.
ACTING IN CHARACTER
GAME ETIQUETTE When you sit down for a game session, you
Following a few common sense rules will help are taking on the role of someone else in
your game. Most DMs declare what the rules another world full of magic and fantastic
are to begin with, but too often these easy asks creatures. That other person might not even be
are ignored by gamers. human, and they are probably capable of far
• Listen to the DM. Always listen. You may more than any regular person. For the
miss some vital clue if you do not. Just as it duration of the session, you are filling that
is a player’s duty to listen, the DM should character’s shoes.
talk carefully and clearly, and not too fast. Acting in character means that you have put
• Do not interrupt while the DM is talking. aside your regular identity for a time and
Firstly it’s rude to interrupt, and secondly, instead are thinking and acting ‘in character’,
you’ll probably miss something she said. referring to yourself in-game as your character
in the first person.
• It takes an incredible amount of
preparation to run a game, so respect your You should be sensible while doing this. In
DM. Remember, this is her game, not reality, you should be limiting your acting
yours, you as a player, have been invited skills to a seated position at the gaming table,
into her game and you should remember unless your DM asks you to do otherwise, and
this fact while playing. limit violence to abstraction via the rules, as is
intended.
• The DM is god. What she says goes, within
reason. There are disagreeable DMs, but Endeavour to learn the character names of
disagreeable players mostly cause this your fellow players. Doing so increases the
behaviour in the first place. believability and depth of your game.
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Dice and Dramatics
However, voices aren’t for everyone, and not Several hundred years ago, perfume was a
everyone is good at it. The best thing to do must for noblemen and anyone else who could
regarding voices is to get feedback from other afford it. It was the practice on the streets of
players about your voices. Sometimes you Paris two hundred years ago to perfume one’s
companions might find the use of voices off- sleave. When walking through the repulsive
putting, especially if the authenticity of an parts of town, the elite would clutch their
accent is questionable or poor. If you can’t do sleaves to their noses to drown out the stench
voices, don’t feel obliged to. with their perfume.
Consider how thick and stuffy the air might be
USING YOUR SENSES
It is amazing how often the use of the senses underground, near lava, or in a dungeon.
escapes the mind of even the veteran player. Creatures have a distinctive smell that with
While visualising the whole scene, players too time can be learned and as a result, provide a
clue as to the nature of the beast whose lair the
adventurers are exploring in its absence.
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Dice and Dramatics
specialist tools to use. Many simple items take search skill, you look carefully about the area
days to create. about you in detail, which allows you to
discover anything of interest that is not
blatantly obvious.
MAKING CHOICES
At times your character is going to have to
make choices – should she pursue the escaping
evil wizard or loot his lair before the dungeon
collapses in?
Often players make the mistake of doing what
they want to do, and not what their character
wants to do. Consider your character’s
motivations when making a decision.
MOTIVATION
Motivation is the ‘why’ of a decision.
When your character is travelling, it takes Instinctively players do not like to place their
three times as long to create an item as usual, characters in mortal danger. However,
as she can only work on them of an evening by sometimes to do this is to overlook how the
the campfire or when she is not travelling. character, rather than the player, feels about
things.
Optional Rule
In books or movies, often the hero decides to
When using the Craft skill, additional items
make a stand or sacrifice themselves for the
can be worked on at the same time, lowering
greater good, even if their life is at risk. If it is
the time taken to craft (but not the cost). For
in your character’s nature to behave this way,
each item beyond the first, decrease the
then by all means, role-play.
amount of time needed to create them by 1/3
incrementally for each item, to a maximum Conversely it might be more appropriate for
number of items equal to the crafter’s skill your character to flee if she is especially
ranks. cowardly, fearful or a self-preservationist.
For example, say an item takes 3 days to The first thing you should ask yourself is,
create. To create two of the same item will take ‘what motivation does my character have for
an additional 2 days, while a third will take an making this choice?’
additional 1 day, and a fourth an additional ½
EMOTIONS
day, so for 4 items of the same kind, they may How often are real-life decisions influenced by
be crafted in 6½ days instead if 12 days as emotion? The presence of, or absence of
individual items. emotions can affect your character’s decisions.
This ability should not be used for untrained Emotion can get in the way of logic, especially
craft checks. when a situation involves a threat to a loved
one. Consider how your character feels about
Search
situations emotionally.
Some might argue that Search should be
amongst the automatic skills, however, it is FAITH
not because you cannot ‘find’ something Especially for the Paladin and Cleric, faith is a
(except perhaps by chance) if you are not driving force behind decisions. These
actively looking for it. Using your character’s characters, and to a lesser degree, Druids and
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Dice and Dramatics
inflict damage upon a much wider array of or rule can be a real distraction and detraction
foes at once. from the game.
THE NATURE OF MAGIC CASTING SPELLS IN-CHARACTER
Magic does add an additional level of When role-playing the casting of spells, you
complexity to the game, and it is important for can heighten the atmosphere by doing a bit of
players of magic classes to know how and simple acting. This may be as simple as
when to use their spells. Part of this finding ways to express the sort of spell it is by
knowledge is an understanding of the acting out some components.
difference between each distinct type of magic.
Somatic Components
Divine Magic Somatic components really are only just
Divine magic is derived from a power greater movements of the hands and body. You
than the caster. Clerics, druids, paladins and should only express with your upper body, as
rangers all use divine magic. Often the magic you will likely be seated during play. Somatic
comes from a patron deity, or nature itself. components might be like a sign-language
Magic of this type requires less discipline to version of verbal components, or they may be
learn, but requires rigorous prayer and the physical action for loosing a spell, for
entreaty to the gods from which the power example, see Burning Hands in the Player’s
comes. Handbook.
Arcane Magic Verbal Components
Arcane magic is the largest and most A simple muttering of gibberish under one’s
specialised type of magic. It comes from the breath, perhaps with your eyes closed part of
self. Sorcerers have a natural aptitude for this the time should be sufficient enough to make
magic, while wizards learn it through convincing use of a verbal component. Verbal
discipline. components are arcane words of power. They
need to be spoken out loud, but they don’t
Unlike divine magic, there are eight
need to be screamed or shouted.
disciplines of arcane magic, commonly
referred to as schools. Each school governs a Material Spell Components
certain type of magic, for example, Divination As it stands in the official rules, many spells
governs foresight and glimpsing the future, require material components, often-trivial
while Necromancy governs magic related to things, but sometimes items of value. You
the dead. should plan ahead what you are going to need
in advance, and consider role-playing to the
KNOWING YOUR SPELLS
fullest the acquisition of rare spell
It is important to know all about your spells
components.
when role-playing, because the more rules you
enforce, the more complex magic, and its use The need for components is a good reason to
gets. backtrack to town, or seek out some obscure
plant in the nearby forest.
While not always appropriate for clerics, for
wizards, and especially sorcerers, knowing the However, as far as acting out your spell-
spells at your disposal well is an important casting goes, you might consider using a prop,
part of the game. As a magic user, you should or using an imaginary prop as part of your
expect to use your powers often. spellcasting act.
Learn your spells well, for in matters of role- Spell Foci
playing, stopping the game to look up a spell The best thing for role-playing spell foci is to
find a prop resembling the required focus. If
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none is available, an imaginary focus will do. and things break, especially when they are
The inclusion of foci in your spellcasting act is pushed to the limits. Wear and tear can be
not necessary, and this is a relatively minor used as a plot device also.
inclusion. However, as far as spell components
• Everyday life – you can’t wear your
go, it can be rather important.
armour all the time. Maybe you develop a
PREPARING YOUR SPELLS chafe, or can’t stand to wear it any longer.
Each spellcasting class at the end of the day, You have to eat also – where do you get
with few exceptions, must prepare their spells your food from, and how do you cook it?
for the next day.
• Travel – how do you get from place to
Bards and Sorcerers place? Do you walk? Ride? Do you need
Bards and sorcerers receive their power from find passage by coach or ship? Where are
within. Their magical advantage is that they you going to find a ship to take you where
need not memorise their spells, but it is you want? Do you have to charter a vessel?
limited by their spell knowledge.
Divine Spellcasters
Those classes with divine magic must pray for
their spells at a designated time of the day.
This may be at a relevant time to their patron
deity or a time of their choosing. They must
pray at this time, or as soon as possible if they
are prevented.
Wizards
Wizards must of an evening or before they
rest, pour over their spellbook to memorise the
morning’s spell. This process takes an hour if
all spells are to be memorised, however, it is
necessary only to replace spent spells.
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Dice and Dramatics
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Role-Playing Tips: Provides handy role- Mountain dwarves are identified with their
playing pointers for acting out a character of lightness of skin and lighter hair than Hill
the race. dwarves.
Personalities: Dwarves tend to be stubborn
Civilised Races and greedy, but strait forward and truthful.
The civilised races represent the most Cheerful dwarves are usually only be found
sophisticated societies in a fantasy setting. drunk – often they appear grumpy, moody
They are learned, have structured societies and temperamental. Seldom will they be
and kingdoms, and laws that govern the anything but serious, laughing and enjoying
people, be they restrictive or very lax. life only in the company of their most trusted
companions.
They also have a much higher technology than
savage races or monsters, with craftsmen Many dwarves are judging and very
producing many different kinds of good that comparative to a point where they might seem
make the various aspects of life more annoying or haughty to other races. Wronged
endurable than they otherwise would have dwarves are vengeful.
been.
Their long lifespan leaves them slower to trust
DWARVES and make friends than most, and most
The dwarf family is made up of four different suspicious of non-dwarven races, however in
subspecies; hill, deep, duergar and mountain time they can make the most dedicated of
dwarves. Each race has their own unique companions.
distinguishing features that separate them Dwarven respect is often given grudgingly,
from one another. The stereotypical details of especially to members of races that are
a dwarf are presented below. traditionally disliked or hated by them.
Appearances: All dwarves are short, standing However, there sense of honour overrides
a foot or more shorter than humans on their stubbornness when appropriate
average, but their bone structure is broad and admiration is due.
powerful. Deep dwarves are antisocial, especially when
With the exception of the duergar, who are dealing with non-dwarven races. They prefer
bald and have no body hair, dwarves’ bodies to deal with their own kind, or not at all.
are covered in thick hair and they sport facial Duergar are as monotonous and drab as their
growth from a young age. Dwarves pride appearance, and tend to be of a more
themselves on the condition of their beards, malignant alignment.
and some dwarven women too can grow
them. Due to this fact, it can be difficult to tell Morals: Of great importance to the dwarves is
dwarven men from women, at least from a the concept of family. Dwarven society is
distance. made up of clans, each one being nothing but
a large family of extended relatives. Honesty
Hill dwarves are characterised for their and honour are high-held morals. They believe
brownish skin shades, black hair and bright strongly in justice, but vengeance is not
eyes. beyond them.
Deep dwarves are slighter of frame to than ‘Slow and steady’ would perhaps be a
their cousins, with reddish-tinged skin pallor dwarven motto, for they are careful and
and dull blue eyes. Their hair tends to be from tenacious by nature.
a bright red to straw blonde.
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Dice and Dramatics
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black to dark blue colour, their hair often Elves are patient and focused, a deadly
white or other very pale colours. combination – elves are relentless in pursuing
their goals.
Grey elves tower over their brethren, almost as
tall as humans. They carry themselves with a Morals: For the most part, elves share the
regal bearing, but are still slender and delicate. common morality, holding life, fairness and
Their hair tends to be silvery or pale gold and justice in high regard. However, they prefer
their eyes either a deep amber or violet. freedom and individuality to than the
structured civilization of humans.
Wild elves are characterised by their black hair
and dark brown skin. They are as short as Again the exception is the drow. Drow have a
their cousins, but are far more solidly built. totally different viewpoint on life. They have
little respect for anything and their motto
Wood elves, better known as Sylvan elves are
might as well be ‘only the strongest should
deep forest dwellers. They are more muscular
survive’. They are a matriarchal society, and
than their cousins, and without the same
they treat each other like dirt. Men are treated
grace. They tend to have blonde or red hair
poorly and are expected to always submit to
and blue eyes.
their mistresses. Life is cheap for the drow,
Personalities: Elves tend to be polite, especially non-drow lives, and so murder,
hospitable and gracious, even to those whom assassination and slavery are all permitted,
they feel are beneath their standards and are in fact to be expected.
(essentially anyone who isn’t an elf), and they
Thoughtfulness, subtlety and patience are the
are very tolerant in general.
elven moral disciplines.
The noticeable exception is the drow, who
Likes: Elves are lovers of the beautiful. They
view themselves as superior to all races,
take great care with personal grooming,
including their own cousins. They have little
fashion and what they eat. Many elven women
tolerance for even their own people yet alone
are very petite, an attribute that augments
others. Men are especially treated with
their physical attractiveness to other races.
intolerance amongst the drow.
Elves love art, dance, music and crafts, they
While dwarves are known for their tempers, also have a talent for the Longsword, and all
elves are known for their coolness, even under manners of drawn bows.
immense pressure. However their lifespan
Elves also have great talent and passion for
tends to give them a detached and broad
magic in all its forms.
outlook on life. They can be aloof and distant,
but have a great zest for life and they take Dislikes: Elves dislike creatures that are
pleasure from the simplest of things, especially unnatural, or that defile nature. They find
those things that occur naturally in nature. undead particularly foul.
Elves are down to earth, and love the arts, Upbringing: Elves spend more than their first
including art, craft, dance and song. century simply maturing to adulthood. After a
pregnancy lasting 18 months, a newborn elf is
Elves often have a very tonal voice and they
brought into the world.
express themselves with their whole bodies.
Elven is a very melodic language and is often Elven parents are very loving, and until a child
used by non-elven bards to compose ballads can walk and talk (around 1½-2 years), they
and songs. are very dedicated and attentive to their child.
Once the child is old enough to begin doing
things for itself however, the elven
childrearing doctrine is to give the child as
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Dice and Dramatics
much freedom as possible. Elves never punish Drow families are matriarchal with the mother
their children in severe manners, and in their being the leader of the household, or her
first few decades, young elves are very mother if she is still alive. Even amongst
mischievous and unruly. By the time they family members, backstabbing and treachery
reach their 30’s to 40’s, however, they are well is to be expected. Drow children seldom
settled, well behaved, patient and dedicated to survive to maturity if they are unable to
their studies. compete with their peers.
Elves enter puberty at around the age of 70-80 Role-Playing Tips: When role-playing an
years and reach full maturity by about the age elven character, consider acting in the
of 115. They are usually physically mature following way:
enough to reproduce by the age of 80, but an
• Constantly be either late or early – time for
elven girl choosing to give birth at this age is
elves is more abstract than other races.
extremely rare.
• Be slightly arrogant, but not so much as in
Elves live a semi-nomadic lifestyle. Elven
an obvious way. Elves are subtle when it
communities move from place to place every
comes to hints.
few years to avoid exhausting the natural
environment around them. This low-impact • Be thoughtful about puzzles, and use
style of living highlights the inherent respect especially your listen, spot and search
elves have for the land off which they live. skills.
Elven dwellings often bend in with their • Do not speak unless you have something
surroundings, hidden away in remote to say.
mountains, forests and woodlands. Growing • Keep your facial expressions minimal.
up with nature is a part of elven life.
GNOMES
Drow communities differ greatly. Drow
There are three racial sub-groups of the
children learn discipline the hard way,
gnomish race: rock, forest and svirfneblin
through harsh punishment. Drow tend to
gnomes. Below are the details for a
settle permanently in great subterranean cities.
stereotypical gnomish character.
These places are hash to live in, but far worse
for outsiders. Slavery and domination is Appearances: Gnomes stand at around half
common, and life is cheap. It is expected that a the height of a human, and have large,
drow woman’s daughter will likely one day oversized eyes. Gnomish men can grow
assassinate her to take her place as head of the beards, and often do.
family. Rock gnomes have a brownish tinged skin and
Family: Family is an open concept to elves, their fair hair.
being far different to humans. Their concept of Svirfneblin are comparatively different, with
a free and open upbringing is taken to the rock-coloured flesh from a medium-brown to
extreme, with a child choosing not only her a stony-grey. Males are bald, but can still grow
own name, but also to which family she will beards, while females have stringy grey hair.
belong. Until a child chooses her name and
Forest gnomes have the most different
family, she is considered a part of her mother’s
appearance, with moss-coloured to barky skin,
family.
dark hair and woody-brown, green or pale
Regardless, elves treat each other with love blue eyes. They also stand much shorter than
and respect and in this sense, an elven other gnomes.
community is in many ways one large family.
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Personalities: Rock gnomes are renowned for are slightly more family-oriented. Gnomes are
their love of animals, appreciation of precious long-lived, with a lifespan similar to dwarves.
materials, and sense of humour. Gnomes are Gnomes spend a good part of their life with
witty and practical jokers – they love to play their family as they grow up, and there’s
games, and tricks are certainly not beneath always someone around. There is no such
them. thing as an orphan gnome – there are always
relatives waiting to take care of those in need.
They are also brilliant and innovative
geniuses, constantly inventing strange Family: Gnomish families are usually
contraptions and devices that marvel the excessively large, not in the sense that a
human world. They are inquisitive sometimes gnomish couple will have many children, but
to a fault. rather that gnomes regard their 2nd, 3rd, 4th and
possibly 5th cousins even as close family.
Svirfneblin are a little more cautious and
Suffice to say, gnomish families on the whole
secretive, surviving underground requires that
are large.
their societies and settlements remain
unknown to the savage subterranean hordes. Role-Playing Tips: When role-playing a
gnomish character, consider acting in the
Morals: In general, gnomes believe in those
following ways:
ideals that would be considered good. They
have their own laws and moral systems that • Play practical jokes on other characters. Do
reflect those of human civilisation, though not over do it, but the occasional prank
they are more lax with their laws. Gnomes won’t go astray.
never are likely to feel above playing tricks
• Show enthusiasm when around machines
and practical jokes, and this can be the nastier
of any kind.
side of moral ethics.
• Role-play your character’s curiosity –
Likes: Gnomes love technology. They are
investigate everything, you never know
natural tinkers and inventors, and often have a
what you might find.
broad knowledge of engineering and alchemy.
They love precious objects, and so get along • Find ways to bring up your relatives in
well with dwarves who are like-minded. conversation. You have at least one relative
for every situation. This mentioning may
Gnomes also like halflings who can appreciate
or may not be followed up by a story, if so,
a good joke.
it should be wild and unbelievable.
Gnomes usually live underground, but they
• Make a habit of exaggerating.
love nature and animals, and spend a great
deal of time above ground. • Make a list of names and titles you call
yourself. Gnomes love names and usually
Gnomes also have a natural aptitude for
have half a dozen or so that they go by.
magic.
Dislikes: Gnomes are suspicious of taller
HALF-ELVES
Half-elves are the product of a union between
races, but can grow to trust. They loathe the
a human and an elf. They have the misfortune
goblinoid races, giants and kobolds – their
of being longer lived than humans, but far
natural enemies. Svirfneblin especially are
shorter lived than elves, leaving them fitting in
suspicious of drow and duergar.
with neither society.
Upbringing: In many ways, gnomes have a
They have a tendency to adopt the culture of
similar upbringing to Dwarves. They share a
one of their parents, so for the purposes of
clan-based family orientation, however, they
formulating your character’s background
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Dice and Dramatics
based on race, base it off either the human or Perhaps you feel a need to make friends to
the elf. make up for this, or you growl at them in
spite of their hatred and fear.
Half-elves never truly fit in, and are in the best
company only with those in the same • Racism is something you fight everyday.
situation. They get along well with other half- Not all of it will come in spoken form. In
elves and surprisingly, half-orcs, as they are in fact, your imposing stature and arms will
a similar situation. usually limit your experiences of it to
fearful and distrusting gazes. Some store
Role-Playing Tips: When role-playing a half-
owners may refuse you service.
elf character, consider performing in the
following ways. HALFLINGS
• You may reject one side of your heritage. Lightfoot, deep and tallfellow halflings
Perhaps you dislike elves, and elven compose the family of halfling subraces.
temperaments because you grew up in Below are the details pertaining to a
human civilisation. Or vice versa. stereotypical halfling character.
• In turn, humans may view you with Appearances: Halflings stand on similar par to
suspicion, while you find elves to be too gnomes, being approximately half the size of
slow for your liking. You never feel like an adult human, with Tallfellow halflings
you fit in, unless it is amongst others of being slightly taller than their cousins.
your kind. Lightfoot halflings have brown hair with thick
curly locks and brown or black eyes.
HALF-ORCS
The outcome of a union between human and Tallfellow halflings have golden curls and
orc, usually by force, half-orcs are the fairer skin then their lightfoot cousins. They
misfortunate children of rape and pillage. also have a slimmer appearance, and a body
Generally, they adopt their mother’s culture, shape more like an elf to a miniature man.
but they are outcasts in human society.
Deep halflings are ruddy of skin, with strait
Half-orcs are known for their brute strength, and black hair and black eyes.
and lack of intelligence and sheer ugliness.
Halfling men can grow some facial hair,
However, some become great and noble
however, this is usually in the form of long
heroes in a bid to justify themselves to their
sideburns. Moustaches and beards are almost
peers, making up for their debauched heritage
completely unheard of.
in the eyes of human civilisation.
Personalities: Halflings love to get along with
Role-Playing Tips: Half-orcs should be
people of all races. They are emotional,
relatively unchallenging to play, as they are
cheerful, and often good-natured. Curiosity
extremely simple of mind. Their tactics are
however is their notoriety, as they are
strait forward and crude.
infamous for their inquisitiveness.
• Take things other characters say quite
Often they get themselves into trouble
literally, even when it is otherwise
pursuing their curiosities. This coupled with
obviously sarcasm.
their carefree attitude makes of them
• Scratch your head a lot in confusion when daredevils not easily matched by any race.
NPCs or player characters are talking They have a remarkable ability to survive even
above your comprehension level. the direst situation and uncanny if not dumb
luck seems to follow them in their escapades.
• You will encounter many people who are
frightened of you, especially children.
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• Role-play your character’s inherent Morals: Centaurs believe in nature, and live a
curiosity to a fault. tribal life working off the land in a manner
similar to elves. They have temperance for life
• Try to go out of your way to get along with uncommon amongst the savage races.
everyone in the group.
Likes: Centaurs are lovers of the land. They
• Be upfront and cheerful, and keep a appreciate rangers, druids and bards, likening
playful attitude towards most things. those professions to the ideals that most please
• Spend your coin as soon as you can. their kind. They are lovers of nature especially,
and are excellent horticulturists.
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Dice and Dramatics
While they shun humans, they have a liking of their stomachs, and are slow of wit and do not
elves, who show the same respect for the land grasp so many civilised concepts.
as they.
Morals: None to speak of.
Dislikes: Centaurs are extremely suspicious of
Likes: A gnoll’s favourite thing is food. Knolls
strangers, and guard their territory carefully.
are known for thinking with their stomachs.
They always carry a bow and weapons, even
Amazingly, just about any meat of any
when only scouting their own territory. They
creature will do to satisfy them.
are not a race quick to trust, especially
humans. Dislikes: Gnolls dislike giants especially, but
also other humanoids. They are a lazy race,
Upbringing: Centaurs live a tribal life, their
and have distaste for manual labour.
communities usually being headed by a druid
of their kind. Aside from the obvious racial Upbringing: Gnolls are born in a litter of three
differences, centaurs have a similar to twelve pups. They mature to adulthood
upbringing to barbarian tribes found amongst over the course of seven to ten years, but begin
humans and other civilised races. hunting and doing adult activities from
around the age of five or six.
Family: Centaur families are relatively small,
and supportive, and they share similar Family: Gnolls don’t have a concept of family
functions to human families. as such, but rather, they have a pack identity,
much like the animals for which they are
Role-Playing Tips: The following tips apply to
known.
characters portraying a centaur character.
Role-Playing Tips: Use the following tips
• Play a distant and suspicious character.
when role-playing a gnoll character.
• You will get a great deal of looks from
• Think with your stomach all the time, even
civilised races, especially in their
if it is going to get you into trouble.
settlements. A centaur is a rare sight, even
amongst elves, with whom they trade. • Think simplistically. Your character can’t
grasp as complex ideas as the workings of
• Expect lots of horse jokes.
magic, or how a catapult works.
• Play the strong, silent type, talking rarely
• Speak with a deep raspy voice from the
unless you have something to say.
bottom of your stomach. Speak in simple
• Centaurs role-play similarly to an elf in language, perhaps with incorrect
many ways. grammar.
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Appearances: The goblinoid family is diverse, are familiar with underground caverns and
with each subrace varying a great deal. other subterranean locations in which they
often settle.
Bugbears are much taller, stronger and hairier
versions of their cousins. They are muscular, Dislikes: Goblinoids have a tendency to hate
standing a foot on average taller than humans, everyone and everything, including their own
and are distinguished by sharp fangs and a kind. They are incredibly self-centred, and this
bear-like nose from which they derive their reflects in their personalities.
names.
Upbringing: Goblinoids have no concept of
Goblins are a little bigger than a halfling, with family as such. They are a brood species,
a flat face, broad nose and pointed ears. They breeding and perpetuating with any of their
have wide mouths filled with tiny pointed kind, but usually within the tribe. By this
teeth and larger, sharp fangs. Goblins have the means, incest and inbreeding in general are
proportions of a primate, with arms reaching common, as is physical abuse. Only the most
almost to the ground. Their skin can range crafty or strongest goblinoids will make it well
from yellow through orange to red, with tribal into maturity.
consistency.
Family: As previously mentioned, goblinoids
Personalities: Goblinoids are more instinctual have no concept of family. There is only the
than intelligent, though they are capable of as tribe or the horde. They sleep communally and
complex thought as civilised races are. do not partner off with others of their kind.
Bugbears are usually bullies, using their brute Role-Playing Tips: Use the following acting
strength to boss other creatures around. tips when role-playing a goblinoid character.
Goblins are devious and ingenious when it • Use your strengths wherever possible. As a
comes to tricks, traps and ambushes, however bugbear, be sure to bully those around you
they are poor tacticians. They have no concept who are weaker.
of a fair fight – anything goes that will give
• Speak with a harsh, raspy voice.
them an advantage. They are extremely
adaptable to almost any environment or • As a goblin, use guile and cunning to
situation. However, goblins are flawed by defeat your foes. Run away when you are
cowardice, especially when lacking in confronted with overwhelming odds.
numbers or allies. • Hobgoblins should be quick to temper,
Hobgoblins on the other hand are of a more and start fights often for ridiculous
disciplined mind. They are very competitive, reasons.
violent and ill tempered, prepared to fight • Fight in with the group, not alone.
over even the smallest of grievances.
• Eat ravenously just about anything put in
All goblinoids will eat anything – any creature front of you, so long as it’s meat.
is legitimate food.
KOBOLDS
Morals: In general, goblinoids are malicious
Kobolds are very distant relatives of dragons
and cruel, with little value of anything, yet
and other reptilians. Below is presented the
alone life. They are not beneath treachery
typical kobold for play.
either. They hold little sacred save their dark
and twisted gods. Appearances: Kobolds stand about the same
size as a halfling, gnome or goblin. They have
Likes: Goblinoids prefer to clothe themselves
scaly hide, a naked tail, and a head that seems
in drab natural materials, such as leather. They
30
Dice and Dramatics
to be a bizarre cross between a crocodile and a are taller than humans, and much heavier of
dog with short horns. bulk. Their scaled skin is usually a shade of
green with a yellowed underbelly.
The kobold’s eyes are red and amplify light,
giving them a slight glow in low light. Their Personalities: Lizardfolk have quite alien in
skin ranges from a rusty brownish to black. comparison to even the savage races as far as
thinking goes. Survival is what drives their
Personalities: Kobolds are cowardly like
logic, and human emotions and thoughts seem
goblins, but with a more sadistic twist. They
as alien to them as their own are to humans.
are usually hateful and self-centred, and
believe themselves better than other races. In combat they are disorganised and fight
individually. Their lack of tactics probably is
Morals: None to speak of.
spawned from simple minds, though they are
Likes: Kobolds build their lairs underground, more intelligent than a gnoll, but less than a
and they are accomplished miners. They like goblinoid.
each other, but that’s about it.
Morals: None to speak of. Lizardfolk are
Dislikes: Kobolds by nature, dislike capable of anything, especially when it comes
everything. One might even go as far as to say to survival.
they hate everything, especially other
Likes: Lizardfolk like the water, and they are
humanoids and fey.
to some degree amphibious, able to hold their
Upbringing: Kobolds are hatched from breaths for a longer time than civilised races
communal eggs, never knowing who it was while submerged.
that laid them. They grow up in the fortified
Dislikes: Lizardfolk dislike anything that
kobold settlements underground, and mature
threatens their survival, and so will go to any
quickly to adulthood.
length to ensure continued existence.
Family: Kobolds have no concept of family,
Upbringing: Lizardfolk are raised in a
only tribes.
communal setting. They hatch from eggs, and
Role-Playing Tips: The following are several mature over a 10-12 year period to adulthood.
points for role-playing a Kobold. This communal life is relatively pleasant, but
• When you speak, think of a yipping lap monotonous and little distinction is given
dog, with a high-pitched bark. between one Lizardfolk to the next.
• Expect to be refused service and encounter Family: Lizardfolk have no concept of family.
a lot of racism. It is not easy to get by when They hatch from eggs kept anonymously
you are so small. together.
• Creatures will probably overlook you in Role-Playing Tips: The following tips apply to
conversation, or glare at you repulsively. the role-playing of Lizardfolk.
• Speak with a hiss, drawing out or
LIZARDFOLK
repeating especially ‘s’ in your
Lizardfolk are dangerous reptilian humanoids
conversations.
that live in swamps and occasionally flooded
subterranean caves. The following is a • Have difficulty grasping human concepts.
stereotypical description of Lizardfolk.
• Act without morals, despite your
Appearances: Lizardfolk are a cross between a alignment, as far as it concerns your
lizard and a powerfully built humanoid. They survival.
have reptilian scales all over their body, a
long, crocodile-like tail and sharp claws. They
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• When looking at other characters, gaze at As soon as a young minotaur can fend for
them with a hypnotic stare – wide eyes, himself, he goes off on his own.
unblinking, and tilting your head back and
Role-Playing Tips: The following is useful
fourth as you listen.
when portraying a Minotaur character.
• Expect strange looks and stares, but ignore
• Unless your Minotaur was brought up by
them. They are irrelevant.
human society, or is extremely intelligent,
MINOTAURS they will be able to speak and understand
Half-man, half-beast, the Minotaur is a only Giant.
creature with the body of a man and the head • Minotaurs that can speak should do so
of a bull. The following describes the typical with very broken, very simple speech.
Minotaur. They may only have a 20-30-word
Appearances: Minotaurs stand about seven vocabulary. They can understand
feet in height and are upwards of 700 pounds approximately three times as much.
of meat and raw muscle. Their bodies are • Get frustrated in conversation when you
covered in shaggy brown fur, and the head of don’t understand.
a bull or powerful oxen crowns their otherwise
humanoid body. They have clawed hands, • When you get frustrated, you get angry,
hoofed feet and a short bovine tail. and may randomly break things with your
great strength.
Personalities: Minotaurs are possessive, and
quick to tempter. In the wild, they are • Expect many strange looks and stares,
territorial. Minotaurs are not very intelligent though not many people would be stupid
creatures, and they easily get frustrated and enough to refuse you service without
therefore enraged when confronted with expecting a fight.
situations that they fail to understand. ORCS
Morals: None to speak of. Minotaurs do not Orcs are primitive humanoids that like to
have a society of any kind, so they do not have wreak havoc and destruction. The following
morals. summarises the stereotypical orc.
Dislikes: Minotaurs don’t like what they don’t Personalities: Orcs are temperamental, and
understand, so they can be and get quite have little patience or tolerance. They are
temperamental when frustrated by things they naturally violent and quick to anger. Orcs are
fail to comprehend. simple of mind, with low intelligence. Some
concepts may be outside their grasp. They are
Upbringing: As soon as Minotaurs can fend
often also self-centred, and have been known
for themselves, they go off on their own, or
to think with their stomachs.
with other like-minded individuals, learning
to survive on their own by instinct. Morals: Orcs believe they have their own code
of morals, but it is considered unscrupulous
Family: Little is known about Minotaur family
by the moral systems of civilisation. They live
or upbringing. Minotaurs have very small
a violent way of life which reflects on their
families and they do not stay together for long.
belief system.
32
Dice and Dramatics
TROGLODYTES
Troglodytes are reptilian humanoids
somewhat akin to Lizardfolk. Below is a
typical troglodyte.
Likes: Orcs love combat and fighting, they are Appearances: Troglodytes are shorter than
natural fighters, but thankfully not as humans, and have beady black eyes. They
intelligent as the civilised races. Like gnolls have an upright lizard form that gives them a
and minotaurs, though to a lesser extent, food basic humanoid shape, a long tail and long but
is a passion for orcs. muscled limbs. Their heads are that of a lizard,
Dislikes: Orcs hate both dwarves and elves. with a frill about the neck.
Their belief in survival through conquest puts Troglodytes have a chameleon-like ability to
them at odds with all intelligent creatures, and alter the colour of their skin to blend in with
leads to a great animosity between them. This their surroundings.
dislike may extend between different orc
Personalities: Troglodytes are not very
tribes, who are not beneath squabbling with
intelligent, but they are ferocious and
each other.
fearsome, and they reach of a foul stench. They
Upbringing: Orc upbringing is tribal. Orc are defensive and evil-minded. They see any
children are taught combat from an early age, enemy as food.
and their masculine society heavily favours
Morals: None to speak of.
male children over female. Female orcs are
seen at best as possessions. Likes: Troglodytes like a warm environment.
They are a warlike species, and revel in the
Family: Orcs have families led by a male, and
defeat of their enemies by devouring their
sons are favoured heavily. Daughters are seen
flesh.
only as potential breeders, and monogamy is
unheard of. Polygamy is rife, and an orcish They prize steel above all else, and will try to
appropriate it wherever possible.
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Role-Playing Tips: The following tips apply Not all are this way, and those who are not
when role-playing a troglodyte. blend in well to regular society.
• Your character’s natural body odour could Role-Playing Tips: The following tips apply to
cause some interesting problems while role-playing an asimar character.
adventuring, especially when frightened or • Consider paladin-hood as an option.
angry.
• Get along well with paladins and monks,
• Expect to be treated with suspicion in and clerics of lawful good alignments.
human or other civilised societies.
• Expect people to come to you for help
• Speak with broken, serpent-like speech, before others about you. This may become
like a Lizardfolk. an annoyance, especially if you are a
• Do not look, stare. Do not move your eyes, neutral, evil or non-lawful asimar.
move your head. • Play your charisma more than ordinary.
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Dice and Dramatics
Role-Playing Tips: The following tips apply to they have dominant fiendish features and are
role-playing a half-celestial character. hideous to behold, sporting horns, glowing
red eyes, dark, scaled flesh and large, bat-like
• Consider paladin-hood as an option.
wings.
• Get along well with paladins and monks,
Half-fiends are usually evil, taking from the
and clerics of lawful good alignments.
dominant demonic genes in their blood.
• Expect people to come to you for help However, this is not strictly the case, and some
before others about you. See this as an half-fiends are of good or neutral alignment.
opportunity to justify your higher heritage,
No matter what their alignment, half-fiends in
and do not refuse to help the innocent and
mortal society will probably have a hard time
the needy.
fitting in, if not being downright rejected by
• Lecture other characters for immoral their communities.
behaviours. Perhaps behave zealous
Role-Playing Tips: The following tips apply to
regarding your faith also.
role-playing a half-fiend character.
HALF-DRAGONS • You will be treated with fear and disgust
A half-dragon is the dead-giveaway result of a
amongst your mortal parent’s race, and
union between a dragon and another creature.
will never feel like you fit in. You may be
The half-dragon born has distinct reptilian and
bitter about this, or it may not bother you
dragon-like qualities, usually being born with
at all. It may lead to a hatred of those of
scaly skin, elongated features, larger teeth and
your mortal race.
claws, and serpentine eyes. If they are large
creatures, they usually also have wings. • Use your natural weapons in combat, as
well as your spells. On the other hand, a
Half-dragon protagonists will be met with
reluctant or good aligned half-fiend might
suspicion. Their unique features can leave
avoid using her powers in an attempt to
them mistaken for some sort of demon or
suppress her demonic side.
fiend. However, they are also likely to be
respected through fear. • Good half-fiends may wish to atone their
nature by doing as much good as possible.
Role-Playing Tips: The following tips apply to
role-playing a half-dragon character. • Evil half-fiends may wish to do as much
evil as possible to impress their fiendish
• Use your inherited powers wherever
parent.
possible – you like to show how powerful
you are to other creatures. You may be a LYCANTHROPES
show off in this respect. Lycanthropes are creatures that are infected or
were born with, a disease that affects them by
• Adapt the same viewpoints as your dragon
the cycles of the moon or otherwise. Under
parent’s type.
certain circumstances, they transform into
• View yourself as superior to other races supernatural animals.
thanks to your dragon heritage.
Appearances: Infected lycanthropes often
• Perhaps act self-confident, cocky or simply develop slightly feral features compared to
haughty. their original appearances. This however,
other than the witnessing of a transformation,
HALF-FIENDS
is the only hint as to their hidden nature.
Half-fiends are usually the spawn of fiendish
rape, and rarely of a willing participant. Part Personalities: The ‘beast within’ affects
their mother’s race, and part their father’s, Lycanthrope’s personalities to a point where
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Dice and Dramatics
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Dice and Dramatics
WEAPONS
Equipment Listed below are several weapons that you
The Player’s Handbook presents a variety of won’t find in the Player’s Handbook. Most of
weapons, armour and equipment for use in these weapons are actually utensils or tools, or
your average fantasy campaign. However, the are cleverly designed to be hidden or
selection is quite limited, and caters for only disguised arms.
items of interest.
Dagger, bodice: This dagger is so named for it
Presented here are some more mundane items is usually stored in the bodice between a
that are designed to enhance the believability woman’s breasts. The dagger also doubles as
of your campaign, or to customize the scissors. It has two blades usually 2-4 inches
appearance of your character, including long.
clothes and accessories, and more practical
Knife, boot: Designed to be a concealable
magical items and devices.
weapon, this blade doubles as an eating
utensil in the field.
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Dice and Dramatics
Hat, broadbrim: A stiffened hat with a much a tall cone that comes to a point, sometime
broader rim usually with a radius the width of brimmed, sometimes not.
the diameter of the crown of the hat.
Hat, sack: A sack hat is similar to the
Hat, flat: A usually brimmed hat with a soft chaperone, but the tippet was eliminated and
crown constructed as a circle pleated into a the shoulder cape was converted into a sack-
brim or knitted to shape. shaped crown.
Hat, iconographic: A decorative cone-shaped Hat, sugarloaf: A light hat of similar design as
hat with twisted roll brims, usually worn by the acorn hat but is much taller.
clerics and clergy.
Hat, stiffened: Hats of blocked felt, stiffened
Hat, pointed: The stereotypical ‘wizard’s hat’, or supported fabrics, or straw or other plant
fibres usually having brims; not classifiable as
TABLE 4-3: CLOTHING & ACCESSORIES an acorn hat, sugarloaf hat, or bonnet; and
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often worn over other types of headdress. Gloves, fur-lined: These are as regular gloves,
though their insides are lined with fur, often
Hat, stocking: A soft cone or truncated cone
cat skin, to give extra warmth.
shaped caps that covers the top half or two-
thirds of the hair-growing region of the head. Gloves, heavy: Usually made of leather, these
gloves allow little articulation, but protect the
Hat, top: A stiffened hat with a very short
wearer’s hand from harm and the elements.
brim and a high, cylindrical top.
Gloves, light: Common gloves worn that
Hood: A loose-fitting covering of the head and
provide good articulation while giving basic
shoulders with a face and sometimes a neck
protection to the hands from the elements.
opening.
Often worn as riding gloves.
Rondelle: A cloth circlet worn about the head
Gloves, opera: Long gloves, usually made of
on a diagonal angle from the back of the ears
fine materials such as satin or silk, which reach
to the forehead.
to the elbows or upper arms. The fingers are
Veil: A sheet of fabric worn about the head. fine and tight fitting, giving excellent
NECK articulation. Gloves of this kind are usually
Cape: A long piece of material, usually only worn by women.
stretching from the neck to the knees, covering BODY
the back of the wearer. Apron: An apron is worn over a dress or other
Cloak, hooded: As a cloak, with a hood clothing, usually as a prevention method for
stitched on. soiling ones clothes.
Cloak, light: Similar to a cape, only it reaches Bodice (female): The bodice is an external
to the ankles, and stretches to cover the front item of clothing worn solely by women (unless
of the body as well. your male character is a cross dresser) for
support. It wraps around the breasts and chest
Cloak, winter: The same as a light cloak only
and is laced up either at the front or the back.
made of heavier material, and with an
additional layer of material covering the Coat, heavy: The heavy coat is worn over the
shoulders and upper chest. whole body, except the head, and is the best
protection against the cold.
Cravat: A form of decorative necktie.
Coat, light: As the heavy coat, only made of
Drape: A stretch of cloth similar to a cape,
lighter and cooler material.
though worn unsecured draped over the
shoulders. Corset, full (female): Women for breast and
chest support wear the corset. This version
Mantle: A loose, sleeveless coat worn over the
covers both the breasts and the chest, and
body, similar to a cloak.
compacts the waist into an hourglass shape.
Scarf: A long rectangular stretch of material
Corset, half (female): As the full corset, only it
used to tie about the neck.
does not cover the breasts, it only supports
Shoal: A square blanket or rug usually knitted them.
or crocheted with tassels, which is worn
Doublet: The doublet is a quilted shirt, often
folded and draped over the shoulders. Only
worn as basic armour. The doublet is
women usually wear shoals.
effectively padded armour.
HANDS Doublet, arming: The arming doublet is the
Gloves, archery: Archery gloves are designed
same as above, only it is designed to be worn
for optimal use with the bow.
in conjunction with half-plate armour. It has
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Dice and Dramatics
special hooks for this reason, which enable the Robe, Bathing: This basic robe is made of
half-plate pieces to be better secured in place. thick, fluffy fabric designed to absorb water off
a wet body. As the name suggests, it is used
Wearing an arming doublet under half-plate
after bathing.
armour restores improves the flexibility of the
suit because the weight is better distributed, Robe, Monk's: The monk’s robe is simple,
and the wearer gains the same effective lightweight and does not offer much
maximum Dex bonus and armour check protection from the elements.
penalty as if she were wearing full-plate
Shirt, long sleaved: The long-sleaved shirt
armour.
covers the torso and all of the arms. It is a
However, in addition, the arcane spell failure basic item worn by most men.
chance increases to 45% and the wearer does
Shirt, short sleaved: The short sleaved shirt
not receive any additional armour bonus from
covers the torso and the upper arms of the
wearing the doublet.
wearer.
Dress: The dress is the common attire of
Shirt, undershirt: The undershirt is usually
women. It is long, covering the whole body.
worn by men in the winter time, underneath
Dry Coat: The dry coat is alchemically treated their other shirts.
to be waterproof. Water beads off its surface as
Smock: The smock functions similarly to the
if it were made of glass. The coat also provides
apron, only it covers more of the body.
a minor acid resistance, reducing acid damage
by one point per round. Otherwise the dry Surcoat, common: The surcoat is worn over
coat is similar to a light coat. the top of armour, and is usually worn by
knights bearing their coat of arms.
Gown: The gown is a more elaborate version
of the dress – its design varies greatly, but it is Surcoat, quilted: The same as above, but
the suitable attire of noble women and special functions as padded armour.
occasions. Toga: This is a loose-fitting outer garment
Jacket, common: The common jacket is worn worn over the top of a tunic.
an accessory for cold weather. It covers the Tunic: The tunic is similar to a shirt, except it
arms and torso. extends down to just above the knee. It is not
Jacket, quilted: As a common jacket, only necessary to wear leg wear while wearing a
made of quilted material. When worn with tunic.
quilted pants, the ensemble is effectively Vest: The best is an overgarment worn on top
padded armour. of a shirt. It covers only the upper torso.
Nightdress: The nightdress is bed wear for WAIST
women. It is worn at night while the wearer is Belt, buckled: This belt is as a leather belt,
sleeping. only it has a metal buckle instead of being tied.
Nightrobe: A robe worn over the top of a Belt, component: This belt is lined with small
nightdress or nightshirt. It is made of light pouches useful for storing spell components.
material, and is designed for moving about in
Belt, cord: This is a simple cord made of
the home before bed.
intricately tied knots. It is similar to a rope
Nightshirt: The nightshirt is bed wear for belt, but more elaborate.
men. It is worn at night while the wearer is
Belt, leather: This is a long strip of leather that
sleeping.
is tied in the centre of the waist.
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Belt, rope: The rope belt is just a length of rope usually worn in conjunction with stockings or
tied about the waist. leggings
Belt, sword and dagger: As a leather belt, but Leggings: A leg covering extending from the
includes sections for hanging two scabbards. ankle to the knee, commonly made of heavy
materials, such as leather or canvas.
Girdle: The girdle is a very wide leather belt
that has several buckles either at the front or Pantaloons: Elaborate and tightly tailored
the back. It covers a majority of the wearer’s pants worn by the gentlemanly.
stomach and provides good support,
Pants: A less elaborate version of the
especially for lifting heavy weights.
pantaloons. Pants are a garment covering the
Sash: The sash is a length of material that is legs and hips.
tied about the waist.
Skirt, long: A garment, hanging from the
FEET waist, worn by women. This version hangs
Boots, full leg: Full leg boots extend from the from the hips to the ankles.
base of the feet all the way up to the crotch.
Skirt, petticoat: An underskirt worn by
These boots are considered heavy.
women in colder climes, often made of
Boots, heavy: Heavy boots are made of thick decorative lace.
material and offer the best protection. They
Skirt, short: A shorter variation of the long
reach to the shins.
skirt, reaching from the waist to just above, or
Boots, knee high: These are longer heavy just below the knees.
boots that extend to just above the knee, hence
Stockings: A tight-fitting garment for the legs
their name. Often they can be worn folded
that reaches from the feet to the middle of the
down at the shins.
thighs.
Boots, light: These boots are made of leather,
Trousers: A garment for men loosely fitting
and are lightweight, while affording better
from hips to ankles.
comfort and protection to than shoes.
Quilted Pants: As a regular pants, only made
Shoes, buckled: These are shoes that use a
of quilted material. When worn with a quilted
buckle to secure them on the feet.
jacket, the ensemble is effectively padded
Shoes, drawstring: These shoes use a armour.
primitive lace to draw them together.
Slops: Short full trousers.
Shoes, laced: Same as drawstring shoes, only
ACCESSORIES
with a better lace that is more secure and tight-
Brooch: The brooch is a simple article of
fitting.
jewellery that serves to attach in place a cloak
Shoes, slippers: These shoes only fit the toes or apron, or similar garment.
and front of the feet. They are comfortable but
Cosmetic Kit: This simple kit is used to apply
not very wearable.
basic makeup. It can be used without penalty
Boots, waterproofing: Alchemical water- as the right tools for the disguise skill, but
proofing can be applied to shoes or boots to does not convey any bonus.
make them watertight up to their opening.
Handkerchief: A simple square of material
LEGS used to wipe ones nose.
Breeches: This garment is designed for men,
Monocle: As glasses, but only covers one eye.
and covers the thighs and the hips. They are
Usually attached to a small length of chain.
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Perfume: A scent in a bottle applicable to the items designed for every day use rather than
skin or clothing to give a pleasant aroma. specifically for adventurers.
Pouch, purse: This small leather pouch is RINGS
suitable for carrying a small amount of coin. Ring of Endure Elements: This simple ring
Spectacles: A pair of glasses used to help the when worn this ring affects the character as if
visually impaired see better. under the influence of an Endure Elements spell
as cast by a 1st level wizard.
Wig: False hair, used by the bald or by actors
as a part of a costume. Can be made to look Faint abjuration; CL 1st; Forge Ring, endure
real or otherwise. elements; Price 2,000 gp
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Faint transmutation; CL 1st; Craft Wondrous The belt is comfortable, waterproof, and
Item, aura of dryness; Price 2,000 gp; Weight 1 magically does not interfere with the wearer’s
lb. normal functions.
Belt of Dryness, Lesser: This belt functions the Faint evocation; CL 1st; Craft Wondrous Item,
same as the greater belt of dryness above, but bestow curse, magic missile; Cost 1,200 gp;
only works once a day instead of constantly, as Weight 2 lb.
a spell made by a 1st level caster.
Cloak of Temperance: This winter cloak
Faint transmutation; CL 1 ; Craft Wondrous
st appears indistinguishable from any other
Item, aura of dryness; Price 360 gp; Weight 1 lb. cloak though when worn, it protects the
wearer like a Ring of Endure Elements.
Belt of Wenching: This belt, devised by a
crafty womanizer can cast Charm Person 1/day Faint abjuration; CL 1st; Forge Ring, endure
and Enlarge Person 1/day. elements; Price 2,000 gp; Weight 3 lb.
Faint enchantment and faint transmutation; Goggles of Water Breathing: When worn,
CL 1st; Craft Wondrous Item, charm person, these goggles not only allow the wearer to see
enlarge person; Price 720 gp; Weight 1 lb. clearly in water, but they also let them to
breathe water as if it were air.
Bodice of Bust: This simple-looking leather
bodice when worn increases the cleavage of its Moderate transmutation; CL 9th; Craft
wearer. When worn by women, the wearer’s Wondrous Item, water breathing; Cost 24,000
breasts become several sizes larger. When gp; Weight 2 lb.
worn by men, they appear to have (all too
Icebox of Preservation: This 1½ x 2½ x 1½ ft.
often hairy) small breasts.
box has a lockable lid. Anything stored within
Faint transmutation; CL 1st; Craft Wondrous the box is affected as if under the influence of a
Item, enlarge person; Price 2,000 gp; Weight 2 Preservation spell until it is removed from the
lb. box. The box has been designed with freezing
food in mind for access to fresh fruit and
Broom of Cleaning: This object looks like a
vegetables during the cold winter months
common house broom, however, once per day
when they don’t grow.
on command it can animate and may be
commanded to clean a designated area. Faint transmutation; CL 1st; Craft Wondrous
Item, preservation; Cost 2,000 gp; Weight 15 lb.
Faint transmutation; CL 1st; Craft Wondrous
Item, animate household object; Price 360 gp; Locker of Good Food: This locker is about the
Weight 3 lb. size of a modern esky. Once a day this locker
can produce food and water as if by the spell
Chauncey’s Belt of Chastity: Devised by a
Create Food and Water as cast by a 4th level
paranoid sorcerer and father, this belt must be
cleric.
secured about its target. Once secured, it can
only be removed by the person who secured it Faint conjuration; CL 4th; Craft Wondrous
or by the target’s spouse upon their wedding Item, create food and water; Cost 2,400 gp;
night. Weight 15 lb.
When the wearer's maidenhood is threatened, Mantelpiece of Good Heating: This otherwise
this device activates, firing a Magic Missile (as ordinary looking mantelpiece can be installed
a 1st level sorcerer) targeting the assailant's in any fireplace. By command, it can activate a
genitales. modified continual flame that provides heat
that gently spreads around the room. The fire
is not hot enough to burn, and does not
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Dice and Dramatics
require fuel, but is warm enough to make any Wondrous Item, knock, arcane lock; Cost 24,000
room comfortable within 5 minutes. gp; Weight ½ lb.
Faint evocation; CL 3rd; Craft Wondrous Item, Skeleton Key, Lesser: This is minor version of
continual flame; Cost 5,000 gp; Weight 8 lb. the above. Knock on locked and Arcane Lock
on unlocked doors, chests and portals; 3rd
Perfume of Attraction: When applied, the
level wizard; 50 charges.
wearer affects those around them as if they
had cast Mass Charm Person as a 4th level Moderate transmutation; CL 5th; Craft
wizard. The perfume has 50 applications. Wondrous Item, knock, arcane lock; Cost 12,000
gp; Weight ½ lb.
Moderate enchantment; CL 4th; Craft
Wondrous Item, mass charm person; Cost 9,000 Spectacles of Magic Detection: Twice per day
gp; Weight 1 lb. while wearing these glasses, the wearer is able
to Detect Magic as a 1st level wizard.
Perfume of Fresh Air: When applied, the
wearer affects an area around them in a 15- Faint divination; CL 1st; Craft Wondrous Item,
foot radius as if she were the centre of a Lesser detect magic; Cost 770 gp; Weight 1 lb.
Zone of Sweet Air spell for two hours. The
Wig of Style: Once per day on command this
perfume has 50 applications.
wig can be altered in colour, length and style
Faint transmutation; CL 1st; Craft Wondrous as per the desire of the wearer. The effect is
Item, lesser zone of sweet air; Cost 1,000 gp; permanent unless changed by the owner.
Weight 1 lb.
Faint transmutation; CL 3rd; Craft Wondrous
Perfume of Personality: An application of this Item, alter self; Cost 2,000 gp; Weight 3 lb.
perfume temporarily boosts the wearer's
charisma as if an Eagle's Splendour spell had Spells
been cast by a 3rd level wizard. The perfume
The magic presented in the core rules is
contains 50 applications.
appropriate for your average adventurer, but
Faint transmutation; CL 3rd; Craft Wondrous what about more mundane applications for
Item, eagle’s splendour; Cost 2,250 gp; Weight 1 magic? Do you really think a wizard is willing
lb. to prepare his own food when the time spent
will get in the way of study? Of course they
Skeleton Key, Greater: This key decorated
aren’t. There are a variety of low-level spells
with turn in the fashion of a human skull with
designed for everyday use to ease the labours
ruby eyes can be used to open or lock any
of the day.
door, chest or portal as if using either a Knock
or an Arcane Lock spell as cast by a 3rd level These spells are all arcane in nature, as it is
wizard. against the principles of divine magic to pray
to your god to clean your room for example.
Moderate transmutation; CL 5th; Craft
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appropriate amount. This does not prevent the Targets: 10 lb. + 2 lb./level
gain of additional weight. Duration: 1 month/level
Saving Throw: None
This is a visual effect only, and does not affect
Spell Resistance: No
the target’s abilities.
While under the effects of this spell, the items
Focus: A doll depicting a thinner version of the
touched are effectively do not age.
target’s race.
Zone of Sweet Air, Lesser
Kalen’s Fantastic Toner
Transmutation
Transmutation
Level: Brd 1, Clr 1, Sor/Wiz 1
Level: Clr 2
Components: V, S, M
Components: V, S, F
Casting Time: 1 standard action
Casting Time: 5 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Range: Touch
Range: 30 ft. radius
Targets: Creature touched
Duration: 10 min./level
Duration: Instant
Saving Throw: None
Saving Throw: Fortitude negates
Spell Resistance: No
Spell Resistance: Yes (harmless)
This spell creates a radius of sweet-smelling
This vain use of magic instantly increases
air in the area designated by the caster. This
body tone and muscle sculpture by up to 5%
only alters the aroma of the area, and not any
per level to a maximum of 100%. This is a
effects in place. The spell can be used to
visual effect only, and does not affect the
disguise the smell of otherwise odorous spell
target’s abilities.
effects.
Focus: A doll depicting a well-muscled version
Material Component: A flower petal.
of the target’s race.
Zone of Sweet Air, Greater
Prepare Food
Abjuration
Transmutation
Level: Brd 4, Clr 4, Sor/Wiz 4
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, S, M
Components: V, S
Casting Time: 1 standard action
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Range: Touch
Range: 30 ft. radius
Targets: 5 lb. + 1 lb./level
Duration: 1 round/level
Duration: Instant
Saving Throw: None
Saving Throw: None
Spell Resistance: No
Spell Resistance: No
In addition to applying the effects of Lesser
This spell renders provided ingredients into a
Zone of Sweet Air, this spell creates a quantity
prepared meal to the user’s specifications. The
of pure, breathable air within the area of its
spell was designed by a lazy wizard who
effect.
couldn’t be bothered cooking and was too
cheap to hire help. All cloud and air effects (obscuring mist,
stinking cloud, etc.) within the selected area
Preservation
are dispelled. No other spells of this type may
Transmutation
be begun in the affected area while this
Level: Brd 1, Clr 1, Sor/Wiz 1
enchantment is in effect.
Components: V, S
Casting Time: 1 standard action Material Component: An application from a
Range: Touch bottle of exotic or better perfume.
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KNOW YOUR PLAYERS This method serves to bind the character more
Your players are the people you are firmly into an established identity in your
entertaining, taking part in the world you world.
create, be it from your own imagination or a However, if you instead create the PC’s
specific campaign setting. So never let them characters yourself, be sure to spend a great
forget that they are guests in your game. As deal of time writing a background for each
DM, you will soon be able to notice the trends character. In this instance, you are defining the
of your players. role, and if you want the player to fit it well,
You should choose your players wisely – some you have to explain well what sort of person
people can be immature and detrimental the role is.
toward the game. You are better off trying to • Always refer to your players by their
steer away from these sorts of attention character names while playing. This
seekers. encourages them to get into the roles
You could make a survey to ask what your better. You should ask your players to do
players look for in a game, but really, the the same when referring to one another.
telltale signs of what kinds of players they are • Try to develop subplots for each of your
reflect in their actions, especially during players once and a while. This helps them
encounters. develop better as characters, and as a
Once you know what your players look for, player increases their gaming satisfaction.
you can use that knowledge to lure them into
KNOW YOUR DM METHODS
role-playing. To those who are in it for the
In many ways, the manner in which you
rewards, entice them with experience bonuses
conduct your game gives a message to your
for good role-playing. For those who are in it
players how they may play in your campaign.
for the hack and slash, send them up against
As a DM, you must set the standards to begin
an impossible foe and force them to use guile
with, offering your players options to role-
and tactics over brawn.
play:
Use their likes to encourage those who you
• Make sure your players know what rules
can and bring the others up to spec by less
you have in place. Some of the more
respectable means. Remember, after all, DM is
complex rules of the d20 system, such as
god in your game. ;)
weight restrictions and magic components
KNOW YOUR PCS are not always enforced by DMs.
As mentioned in previous chapters, the best Alternatively, you may be enforcing
way to create characters is to go through the optional or custom ‘house rules’. Let your
creation process along with your player. You players know if this is the case, and which
are the master of your world, so ultimately, it’s rules this applies to.
your decision what you will allow, but going • When making encounters, create
through this process together, especially the alternative solutions to problems that
background information on the player, lets emphasise role-playing, through skill,
you both know the character better. It lets the dialogue or good thinking instead of
player recognise relatives when she sees them combat
in-game, and it allows you to plan ahead,
weaving the character’s own story into your • Keep the game dynamic instead of linear,
own plot hooks and adventures. giving the players freedom to do what
they want to do, even if it wasn’t what you
expected.
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• Keep a master list of reoccurring NPCs, experiences a player can have – short of
and make a note of what accent and tone watching a movie.
of voice you will use for each. It can’t be
• You can develop character theme songs for
stressed enough how important this is, as
each player in the group. This can be
it is very easy to loose track of which NPC
nostalgic, and certainly encourages better
has which voice.
role-playing.
• Try not to use the exact same voice twice.
• You can use atmospheric music for
• Do not use voices if your players find them background gaming, adventuring and the
distracting or too humorous to keep their like.
mouths shut. Giggling and laughing are
• Use suspenseful music for tense moments
telltale signs you should not use voices.
and encounters.
MUSIC
• Use set pieces for cut scenes, possibly even
Music can be one of the best campaign
planning the cut scene to fit the music.
enhancers you will ever use. It can require a
This can be extremely effective.
bit of discipline and technical know-how to
execute correctly, especially if composing mp3 ARTWORK
CDs for the purposes of gaming, but it can be Not everyone is gifted with a great
used to create an unparalleled atmosphere. imagination. Sometimes players can have a
hard time visualising people and places.
The advantages of music are obvious, but then
Worse still, some people mismatch names to
the question arises – when and where to use it.
faces, so to speak, and this is a problem in role-
There is no strait answer, because different playing.
groups have different preferences. Some
The use of artwork, as props can eliminate this
players find background music distracting to
problem. With pictures to go off, players can
their thoughts, while others find it aids them.
more easily identify a previously met
You as DM should find out which.
character by their image rather than their
Creating a soundtrack for your game will name.
probably require a bit of tinkering on your
Artwork can come from anywhere, and it
computer, unless you have several
doesn’t have to be your own – for the
soundtracks already that you feel are
purposes of private use, you won’t be
appropriate to your game. Shuffling CD
breaking any laws making a photocopy of an
players or play lists can get annoying and
image you think looks like an NPC dwarf you
detrimental to the game though, so if you can
wish to have the characters meet.
afford it, burning a CD with the tracks in order
of use for a planned session is best. • The Internet is an excellent resource for
finding pictures.
There are two basic ways you can do things.
The first is to play music for the entire session. • Use anything you think fits your
This usually just involves an appropriate campaign. Imagery is a powerful tool.
soundtrack set to loop, and sets only a general
CUT SCENES
theme.
This stylistic device is a brilliant way to begin
The second, and more time-consuming option or end a major encounter, or plot advance.
is to create a custom CD with music Basically it involves the description of a scene
appropriate to each ‘scene’ in your session. or action sequence as opposed to playing it.
Planning out a track to match a cut scene The players sit back, while you describe what
perfectly can be one of the most immersive goes on.
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• Evil does not commit evil without reason. However, for the more intelligent kind, there
There must be method to a villain’s will always be some sort of logic behind a
madness. Remember, there’s a fine line creatures decisions and actions. Orcs for
between genius and madness. example think with simple minds and
therefore have simple, direct tactics.
• Always have two escape plans. If there is
one thing a dishonourable villain knows PORTRAYING COHORTS
how to do, it’s to save his own skin. Cohorts are NPCs who for some reason are
• Villains should always have an achillis followers of the PCs. They could be
heel – a weakness that allows them to be mercenaries, dedicated fans, disciples or
defeated. This may not be apparent to admirers.
player characters, but it should be there. Motivations
Motivation for cohorts is broad. They could
PORTRAYING HENCHMEN
come from any walk of life, and may be there
The henchman is the backbone of evil.
for many different reasons. Most are attracted
Without henchmen, there can be no evil
by the use of the leadership feat.
empire. The henchman is usually a simple
kind of evil – just trying to make a living. Anything from coin to curiosity could be a
motivation for a cohort.
Motivations
Henchmen are always there for a reason, and Role-Playing Tips
seldom is it out of love for their master. Most • Cohorts usually admire their leader in
henchmen are paid in coin, or promised power some way, unless they are forced into
of some sort. This makes them somewhat more service, for example, via conscription,
negotiable than villains. order of a superior or by geas.
At the end of the day, when it comes to • Cohorts usually will follow their leader,
weighing up coin against living, they will but only to a point. At the end of the day, if
generally take living. they aren’t motivated, they probably won’t
follow orders.
Role-Playing Tips
• Henchmen are usually either cowards or PORTRAYING COMMONERS
too stupid to run when they should. Commoners are just trying to get along
• Henchmen are more open-minded than without getting killed. They are the peasants,
villains when it comes to negotiation. generally hard-working labourers, and the
Unless they fear their ‘boss’, they are likely backbone of society. Commoners are simple
to be open to bribes, or to switch sides if minded, and own only the most rudimentary
the price is right. of possessions.
• Henchman will attempt to do what they’re They do not bathe often, and their hygiene is
told, but may chicken out to save their in constant question by the nobility.
own skins. Motivations
Commoners are just trying to make a living.
PORTRAYING MONSTERS
They represent the otherwise unskilled
Seldom do monsters require very much role-
labourers and farmers of your fantasy world.
playing. Most creatures fitting under this
They lead simple lives, their only goal being to
category are mostly mindless killers. Most
get by, and if they’re lucky, have a little money
undead and animals fit in this group, along
to spare.
with a great deal of other magical creatures.
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Motivations
Adepts make their living servicing the
community. Some may work for very little,
while others may charge exuberant amounts
of money for their services rendered. Usually
they have a desire to heal, and know many
people in the community.
Role-Playing Tips
• These characters know a lot about the
community, especially the people in it.
• They probably have several ranks in the
Heal skill.
• Prepare spells according to the character’s
role in the community.
PORTRAYING WARRIORS
Warriors are the lesser cousins of the fighter.
They usually compose the militia or town
guard, your general cannon-fodder guardians
of a community.
Warriors may be conscripts, volunteers or
cheap mercenaries. Usually they are capable,
but not exceptionally great combatants, unlike
the fighter.
Motivations
Generally, warriors are protectors more than
aggressors. Usually they have a desire to serve
and protect. They enforce laws and keep the
streets safe, working shifts around the clock.
Some may like their work, others may not.
They have a lot slower lives than soldiers or
adventurers, and are also paid far less.
Sometimes this lack of coin makes them more
susceptible to bribes.
Role-Playing Tips
• Warriors are more susceptible to bribes
due to their low incomes.
• Warriors are brawny and see themselves
as the protectors of the peace.
• They don’t take hassle very well, especially
from adventurers.
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3.Offer and Acceptance: By Using the Open Game Content You 15 COPYRIGHT NOTICE: Open Game License v 1.0 Copyright
indicate Your acceptance of the terms of this License. 2000, Wizards of the Coast, Inc.
4. Grant and Consideration: In consideration for agreeing to use Dice and Dramatics Copyright 2003, 2004, Benjamin Mowbray
this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content.
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