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DICE AND DRAMATICS

A d20 Guide to Better Role-Playing for Beginners and Veterans Alike

By Ben Mowbray

Requires the use of the Dungeons & Dragons® Player’s Handbook, Third Edition,
published by Wizards of the Coast, Inc.

ADDITIONAL CREDITS
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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DMs on the other hand are responsible for


Introduction portraying every other creature in their game
Welcome to Dice and Dramatics, a d20 guide world. This book can be especially useful to
to better role-playing. them, particularly regarding the generation of
detailed NPCs that your group is likely to
In the world of role-playing, most players can
encounter again and again.
be broken down into three basic categories of
gaming styles. What is in this book?
On the furthest extreme, we have roll-players This book details a number of different ways
– that is, players that are focused more on to enhance your role-playing experience, from
stats, dice rolling and the rules of the game simple tips to flesh out your character, to new
than faithfully portraying a role. This is spells and equipment of a simpler variety.
usually the category from where munchkin Chapter by chapter, this book contains the
players and rules lawyers will come. following:
On the opposite extreme we have true role- Chapter 1: Know Thyself: This chapter
players – those people who totally immerse focuses on getting to know your character and
themselves in their roles. True role-players fleshing her out, including several optional
focus almost solely on the experience, tables for randomly generating your
description and depth of play, and almost not character’s hair and style and her weight
at all upon the rules. Some groups might even based on her physique.
play a diceless game, rewarding description
Chapter 2: Role-Playing In-Game: Focuses on
and acting over dice rolling.
techniques, ideas and tips for role-playing
The third group are somewhere in between, your character during play sessions.
with some focus on the rules, but also on role-
Chapter 3: Non-Human Races: This section
playing.
goes into detail on the subject of non-human
Often each member of a role-playing group races, and gives some suggestions how
will likely have their own favoured style, mainstream civilised, savage and template
however, when it comes down to it, it is the creatures should be stereotypically played.
DM or GM who truly sets the standard for
Chapter 4: New Spells & Equipment:
play. Ultimately it is up to he or she to set the
Contains a collection of new equipment,
standards on which they will run their
magical items and spells of a more mundane
campaign.
use, including individual articles of clothing
This book caters for the later two categories of (instead of simple outfits), several new armour
players who wish to expand their role-playing types specifically for female characters, and a
ability and increase the enjoyment of the variety of useful everyday magical items for
game. those who can afford them.
Who should read this book? Chapter 5: Role-Playing as DM: This chapter
Both DMs and players will benefit from this contains information specifically geared
book. Players will learn techniques for fleshing towards the DM. It has a brief overview on
out their own characters, making them all the some techniques that can be used to make
more real and believable, and therefore your game more immersive, and some brief
enjoyable. Player characters are the most tips on role-playing NPCs.
important in the game, for they are the
protagonists, no matter what their alignment –
the story is about them.

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Definitions FROM THE AUTHOR


d%: Indicates the roll of a percentile dice; the This book was initially meant to be just a basic
rolling of two d10s to acquire a number guide to role-playing for a group of first-time
between one and a hundred. players in a horror campaign I was running.
DM: A common abbreviation for the game Quickly what began as just a few pages of
master or storyteller of d20 games. For hints and tips formed into a comprehensive
trademark reasons, the correct name will not guide detailing ways to flesh out characters
be presented here. Consult your Player’s and improve one’s role-playing skills.
Handbook for more information. It is my first published work as an author, the
GM: A generic term meaning game master, first completed project of many in the pipeline.
effectively the same as a DM. This work is geared towards those players
House Rules: Refers to a customisation of the who wish to become better at role-playing. It
system rules specific to your game or has been written with both new and veteran
campaign. These may be rules your DM is not players in mind, and should hopefully help
going to enforce, or new ones that she is. you as a player, or DM, to improve your game.

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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through the creation process together. While


Know Thyself this can be more time consuming, the end
The only way a player can truly role-play well result is a much more detailed PC and a much
is to know her character inside and out. The more content player.
easiest way to familiarise yourself with your
During this process, both DM and player
character is to pay careful attention at
should discuss the reasoning behind the
character creation time.
player’s choices. Ultimately, the DM holds
While some DMs take to creating the sway over what is permitted – after all, they
characters for their PCs to play, while a good are the one running the game.
technique for new players who don’t yet know
The basic methods of character creation leave
the rules, this can make things less
a lot of things open ended. Statistically, a
personalised for veteran players, and makes
character is little more than a few numbers,
role-playing the character harder to get into.
names and pieces of equipment. However, to
The optimal condition of creating PCs is for some degree, race, class, skills, feats, sex and
the DM and player to sit down, alone, and go

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alignment serve as a basis to flesh out the Barbarians


character. Barbarians hold freedom in high esteem, and
despise constraining laws. They love the
The objective of role-playing is to imagine
wilderness, and often fail to see the value of
yourself in the shoes of your character. In real
civilised pursuits. Barbarians are often of
life, you do not do anything without reason.
simpler mind, not necessarily because they are
However, this fact often escapes us, since
stupid, but rather due to their upbringing.
we’ve lived with ourselves since birth. In
They are usually less patient than other classes
creating a fictional fantasy character, we’re
and often mistrust things they don’t
essentially reverse engineering the life of an
understand, especially magic. They are often
adult.
quite superstitious. The Viking Berserker
Just like your own life, your character should warriors and Conan the Cimmerian are good
have made life choices with reasoning behind examples of stereotypical barbarians.
them. Perhaps a skill selected is related to the
Bards
traditional family business, or a class selected
Bards love to travel and to entertain. They love
for its personal appeal.
to be the centre of attention. Bards live for the
KNOW YOUR RACE passions of life, and often can afford
Race is probably the most defining attribute of eccentricities or quirks that serve to define
a character’s personality. Racial stereotypes, them as unique performers rather than
abilities and attitudes can affect the way your madmen. Liken bards to modern rock stars
character thinks and behaves in different and actors, who wish fame and fortune from
situations. their talents, or for a more archaic viewpoint,
potential jesters and travelling minstrels.
It is easy to forget just how alien even the core
races can be compared to humans. The fact Clerics
that there is no real-world comparison to Clerics are usually more withdrawn than other
having other sentient races makes this fact characters, as they often are used to spending
often elusive. A longer lifespan, magical large amounts of time cloistered in churches
ability, or heightened abilities affect the and temples devoting their time to their
outlook on life that non-human races take. patron god. Faith is everything to them, and
they are most likely to try and convert those
A guide to role-playing key non-player races is
they meet, as spreading the word is a part of
presented in Chapter 3: Playing Non-Human
their job description. This attitude can conflict
Races.
with other characters, especially those of
KNOW YOUR CLASS chaotic alignments.
Ask yourself why your character has chosen
Druids
their class - what in their life has led them to Druids have a great respect and zest for nature
pursue this particular career. A sorcerer might and life, which they often choose to champion.
dabble in magic out of a natural born talent, They feel constrained and disgusted by
while a wizard might pursue it purely out of civilisation, especially big cities where the
interest, or because their peers or relatives streets are covered in filth. Druids have a habit
expect it of them. of getting high and mighty about their ideals,
Class can affect a player character’s outlook on just as clerics can, however their focus on
life. nature likens them to modern environmental
extremists.

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Fighters first place is possessive and self-centred. Think


Fighters are defined by their martial of rogues as master thieves, pirates and
disciplines. They actively pursue violent swashbucklers. They often have seedy
careers as soldiers of fortune, mercenaries and personalities.
champions. While fighters most certainly can
Sorcerers
have noble intentions, they are seldom
Sorcerers usually view themselves as superior
reluctant to fight.
to others due to their natural mastery of
Monks magic. They are often arrogant, egocentric and
Monks are often the strong and silent type. overconfident. This can make them annoying
They often have a zeal that is tempered by to other players at time, and boastful.
their beliefs and discipline, and often they Sorcerers often have some sort of obscure
abstain from worldly pleasures as a part of heritage from which they derive their power,
this discipline. Monks tend to speak about which, in addition to their formidable
their faith in such a way that it is neutral and spellcasting ability, leave them under the
non-threatening. Real world examples include suspicion of other characters.
the monks from many 70’s Kung Fu movies, or
Wizards
the modern Shaolin monks.
Wizards spend a great deal of time in the
Paladins pursuit of knowledge, and often have a greater
The paladin is truly a cross between the cleric patience than other classes. They can
and the fighter. Of strict alignment, paladins sometimes develop the same superiority
are lawful good to a fault. Everything must be complex as sorcerers, but on the whole they
done the correct and lawful way. Paladins are more tempered individuals. Wizardry is a
firmly believe in their ways and the ways of far more disciplined pursuit than sorcery,
their faith, and are holy warriors for the cause requiring a great deal of dedication, research
of their gods. Paladins could almost be and persistence.
labelled as fanatics, were it not for their strict
alignment. The Paladins of Charlemagne are KNOW YOUR SKILLS
When selecting skills, take a moment to think
the inspiration for fantasy paladins. They are
about why your character has chosen a
likened to most pious crusaders.
particular skill, and how she has learned it.
Rangers Skills can be defining, as where they come
Rangers have much in common with fighters from can be related to your character’s
and druids, however, while they hold a dear background. A character with any craft or
respect and love for nature, they are not as profession skills for example might have
fanatical as druids about its protection. learned them from their parent’s trades. In a
Rangers are accomplished fighters, and get fantasy setting, trades often stay in the family
along well with fighters and barbarians. so many characters should have skills that
Strider from Lord of the Rings is an excellent they have learned from family members as
example of a typical ranger. they’ve grown up.
Rogues Remember, the first level represents all that
Rogues very seldom are of lawful alignment. your character has learned in life as they’ve
They love attention, but know how to avoid it grown to maturity.
when necessary. Life is often a game to them,
and the goal is to survive while making a As you select your skills, ask yourself, which
mint. Rogues are often more selfish than other are a part of your character’s professional
characters, as the very idea of stealing in the training, which are more of a hobby, and
which come naturally.

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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.

KNOW YOUR ALIGNMENT Fleshing Out Your


Although change is always a possibility, as all
people change with time, it’s important to
Character
understand your alignment. The nine main The Player’s Handbook has an entire chapter
alignments can be simplified into three devoted to describing your character, though
categories that basically define common it only really describes your looks, background
morality. While it often serves to make good and personality in brief. Religion and vital
and evil more black and white in the game, statistics are a little better described, and
morality truly changes with society. For hence are only represented here in token.
example, the Drow, who have little moral
RELIGION
value for life, may perceive someone that
Religion probably plays a far greater role in a
humans judge chaotic evil as being chaotic
fantasy world than in the real world. Almost
neutral instead.
all characters, no matter their class or race,
Below, the basic components of alignment are revere a deity or more in one shape or form.
broken down into five major groups. Just as in life, the strength of faith varies from
person to person. Some might be very lax
Law: Law is a state of order, where rules
about their religion, while others are as pious
govern how things are to be done. Morality
as they come.
stems from the law in most societies, which is
why the way alignments are viewed can Religion does not have to be something for
change with different races. Lawful characters clerics only. In a land of magic and monsters,
are often moral and honest, especially if lawful

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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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she learn any of her skills from a family trade


or business? Is there any family member that
your character doesn’t get along with? Does
her family have any traditional enemies? If so,
would they carry their animosity over to her?
Lovers
Was there ever someone special in your
character’s life? Was is a wonderful
relationship or just not meant to be? Is the ex-
lover living or dead? If dead, were they killed
or did they die of natural causes. Is an ex-lover
now a bitter rival? Was your character ever
married? If so, do they have children
somewhere? Do they see them?
Friends
Did your character have a best friend as she
was growing up? Is that person still around? If
so, are they still good friends? Does your
character have any other good friends? How
does your character know her friends? Are
they also adventurers, or are they more settled
people?
Enemies
Does your character have any nemesis? Are
they a threat, or merely someone your
character strongly dislikes? Is your character’s
enemy an ex-friend or lover? Why are they
enemies?
Purpose
Is your character’s purpose in adventuring the
same as when she started out? Or have things
changed from when she started her training?

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Dice and Dramatics

occurring throughout the game without


Role-Playing actually seeing it.
Sometimes it takes more than knowing your
Players and DMs communicate with each
character to immerse yourself in the role.
other throughout a session, as the DM directs
Because of the detached nature of the d20
the circumstances of the adventure while the
system, both players and DMs often can forget
Players decide what actions they will take
some of the simple things we take for granted
accordingly. However, the majority of players
in real life when role-playing.
think of these scenarios from an outside view,
We often forget our senses and think of things a top-down or chase camera perspective. This
from a withdrawn, outside perspective, almost viewpoint not only takes away from the role-
like an onlooker, rather than in the first person playing experience, but its logical and
where it really should be. detached approach causes you to meta-think if
not meta-game.
We each have preconceived thoughts about
what the various races look like – we use our However, if one can get past this way of
imaginations to paint a picture of what is thinking and instead think of things from a

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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

DM TIP often forget that they are only meant to be


seeing things from a single perspective. Often
Reward good role-players with small amounts
this ignorance of the basic senses can leave
of extra experience points. This gives good
player groups missing vital clues, simply
role-players an award for their efforts and
because they didn’t open their eyes, listen, or
encourages other players to role-play better
notice a strange smell.
next time by providing them incentive.
Few characters would ask many questions
USING PROPS about a 20 ft. by 20 ft. room when it comes to
Props can be a great game enhancement. They the senses. A particular smell might alert you
can come in the simplest most forms, such as a to the nearby presence of a troll, while a light
pendant that represents an heirloom of your breeze could indicate a draft coming from a
character’s, or as extravagant as coming to the nearby secret door or concealed exit.
game in full costume.
DM Tip
What is too extreme is for you and your DM
When describing areas and situations, utilise
and fellow players to decide.
your player’s senses to give them subtle clues.
USING VOICES It is usually best to warn your players of these
Using an altered voice for your character can tactics before you start using it in game, or
add an extra dimension that helps bring her to they are likely to miss the hints you leave.
life. However, voices require some degree of
talent and skill to be effective in game – if they When playing, ask yourself, and your DM:
are not done properly, they can be at best HOW DOES IT SMELL?
distracting, and at worst, extremely annoying. We take this sense for granted a lot of the time.
This skill is an important tool to DMs, as they Consider this; fantasy cities are often very
have to portray not a single character, but smelly places. Lacking the modern sewage we
rather every single creature in their campaign. have today, coupled with low hygiene
A different accent for each character is produces a very uncomfortable smell to those
optimal, and brings the world to life, giving not used to it. Half-Orc adventurers might
the players a more convincing role-playing think nothing of it, but an elf might find it
experience. positively repulsive.

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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HOW DOES IT TASTE? while DM control can eliminate meta-thinking


We are very fortunate to have all the varieties and promotes good role-playing while
of food on earth on our plates. Medieval sacrificing player freedom.
people were far less fortunate. Their relatively
For a better role-playing experience, DM
bland meals might have been at times as
control is recommended.
simple as bread and cheese, which might also
be several days or even weeks, stale. Just Automatic skills are Listen, Sense Motive and
because a piece of bread or cheese is mouldy is Spot.
no excuse for the adventurer to throw it away. MANUAL SKILLS
Sometimes food is scarce, and a character’s Manual skills are called as such because they
hunger can lead them to do crazy things in require the character to make a conscious
order to get the food she needs. choice to use them. For example, you will not
find an item hidden in a room unless you use
Taste can also be used to help identify potions
the Search skill to look for it.
and other liquids.
Manual skills are every other skill that is not
HOW DOES IT FEEL?
an automatic skill. They should be left under
Touch is probably the most ignored sense in
full control of the player.
role-playing. Touch is the driving sense of
most skills, but additionally, it can be used in Bluff and Diplomacy
subtle ways. Bluff is a very versatile skill. It can be used in
many ways, from telling a convincing lie, to
Sensing a light wind while underground can
seduction.
help indicate the direction of an exit, or is a
clue that perhaps a secret passage exists Diplomacy is closely related, being also a
nearby. social skill, albeit one that is used for etiquette,
mediation, negotiation and peacekeeping.
MAKING SKILL CHECKS
Using skills is of course a critical part of the By pure game mechanics, the use of these
non-combat mechanics for the system. Your skills should be a simple roll of a die, though
skills demonstrate your character’s abilities to many players and DMs feel that this is poor
interact with the world around them. There role-playing.
are roughly two categories that skills can be Rather than declaring that you are just going
broken down into – Automatic Skills and to use your diplomacy or bluff skill, consider
Manual Skills. how your character is gong to attempt it. The
DM will likely augment your roll with a
AUTOMATIC SKILLS
The automatic category encompasses only a synergy bonus if you can think of an inventive
handful of skills. These skills are grouped as or convincing approach to the use of these
such because their use is automatic, perhaps skills.
not as far as game mechanics go, but in a sense Craft
of how your character interacts with the world The craft skill is probably the most labour-
around her – she is always using her senses for intensive talent your character can possess.
example, so long as she is conscious. Creating an item of some kind using the Craft
These skills can be either used manually by the skill, be it alchemical goods or a weapon, takes
player, or rolled for them by the DM. Both time, tools and investment.
have their pros and cons – manual play allows These are commodities that your character will
the player greater control over her character, likely not have on the road, and require
but failed rolls can encourage meta-thinking,

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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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Rangers, who also use divine magic, are Suggestion


influenced by their gods. A cleric may You feel compelled to follow a suggestion if it
disagree with her god’s will, however, she is worded reasonably. You trust the
knows better than to question her god’s suggestion and feel like now is a great time to
judgement, for to do so is to loose faith. follow up on it.
ASSUMPTIONS Dominate Person
Does your barbarian character really know When your character is dominated, she looses
much about magic beyond superstition? Role- complete control of her body. She can do
play without assumed knowledge. Unless nothing but sit back and watch. The DM or
you’re a magic-user, you probably know little another player who has cast Dominate Person
if not nothing about magic. Don’t make on your characters should for its duration
assumptions in-character. Only act as your control your character.
character would act. This includes dealing
Demand
with foes with special resistances. If your Demand spells work as suggestion, but
character has never heard of, yet alone, remotely.
encountered a troll, she will not know that
their weakness is fire for example. AFTER THE SPELL IS BROKEN
Consider how your character feels after a spell
BEING INFLUENCED BY A SPELL has worn off. Is she ashamed of what she has
Some magic spells, especially those belonging done under its influence, does she feel used?
to the enchantment school, can lead your Perhaps she has reduced self-confidence
character to believe things she might not because of it. This can lead to distrust in
otherwise. For example, under the influence of magic, through bad experiences.
charm person, she might believe an enemy to
be a close friend. USING MAGIC
Magic is a major element of high fantasy.
Below are some recommendations for role- Many players will have characters that at some
playing your character while under the stage will be capable of casting spells.
influence of one of these spells.
Often spellcasting classes have different views
Charm Person to than the more mundane professions due to
You listen to and believe the words of the the perspective and power that comes with
caster as if he were a most trusted friend. You magic and its use.
do not automatically follow his suggestions,
but you weigh his words as you would a Sorcerers especially are cocky and
trusted friend or loved one. You act overconfident with their power. Wizards are
accordingly, and depending on your bond more tempered and disciplined, and clerics
towards your companions, you may favour and druids acknowledge that their power
the caster over your cohorts. comes not from themselves, but from above.

Hypnotism Magic certainly has its advantages over


Ideas can be suggested to you while the caster mundane martial arts. For example, if
fascinates you, though they are not as ambushed at night, a fighter may be rushing
compelling as the suggestion spell. You weigh for 1-5 minutes putting on his armour, while a
the suggestions as if a friend has sorcerer simply casts a single spell the first
recommended them to you. round and is protected instantly. Spells also
often have the ability to target more than one
creature at a time, allowing the spellcaster to

18
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.

OTHER THINGS TO ROLE-PLAY


These are just small things to consider when
role-playing that you may not have thought
about.
• Cleaning and maintaining your weapons
and armour – blades need to be sharpened,
and armour oiled for optimal use. They
also need to be cleaned and dried, and
possibly polished if one’s arms are a
matter of pride. This activity may be good
to do of an evening, especially for martial
types while their spellcasting companions
are preparing their spells.
• Wear and tear – occasionally your
character is going to need a new
bowstring, or a replacement pair of boots.
Adventuring is a demanding occupation,

20
Dice and Dramatics

Personalities: Details the sort of social traits a


Non-Human character of the race is likely to possess.
Characters Morals: Details a broad overview of the
Playing non-human characters can be fun, but morals that members of the race have
a challenge. The non-human mind works in established.
different ways, differing from species to Likes: Lists the most common appreciations of
species, but the differences are seldom subtle. the race, including their fondness for members
of other races.
READING THE ENTRIES
Each racial entry is organised in the following Dislikes: The races and activities that
way, describing the aspects of a typical members of the race find disagreeable.
character of that race. Upbringing: Details a typical upbringing for a
Appearances: Details the common physical member of the race.
look of the race and its subraces. Family: Details the constitution of family
within the race.

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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.

22
Dice and Dramatics

Dwarves have a less refined approach to Role-Playing Tips: When role-playing as a


etiquette to than humans and elves, and they dwarf, consider acting in the following ways:
tend to be messy eaters.
• When underground remark on the quality
Likes: Even the dowdy duergar dwarves to or lack thereof of the stonework.
some extent appreciate jewellery and
• Act gruff, annoyed and agitated when not
craftsmanship, though their lacklustre crafts
pursuing a worthy activity.
could only be seen in their private dwellings.
• At the start of a campaign, view other
However, the other dwarves are defined by
characters with suspicion and distrust.
their expert craftsmanship and lust for the
Over time, you may come to trust them
glitter of gold. They are also avid drinkers of
better.
ale and any other liquor able to get them
goodly drunk. • Allow your character to act greedily in
relation to gold, jewels, art objects and
They are also known for their great appetites –
magical items.
dwarves are lovers of food. They are also
known in battle for their love of heavy armour ELVES
and the comfort of an axe, the dwarven Six different subraces compose the family of
weapon of choice. elves. Each is distinct in their own way, more
so than the subraces of other creatures. These
Most dwarves get along fine with gnomes, and
subraces are aquatic, drow, gray, high, wild
are quite tolerant of Halflings and humans.
and wood elves. The stereotypical elf is
Dislikes: Orcs, goblinoids and giants are represented below.
hated enemies of dwarves. They also have a
Appearances: High elves stand a few inches
dislike of elven temperaments, finding them
shorter than humans, and are by far finer of
too unpredictable as well as indecisive and
feature. Their eyes are larger and slightly
undependable. Similarly, dwarves don’t get
slanted, and their ears longer and pointed.
along with humanoid personalities that have
They are of frail and delicate builds that grants
elven qualities.
them a graceful nimbleness but leaves their
Upbringing: Dwarves are usually brought up constitution lacking. They tend to have dark
in large underground cities and mines. hair, pale skin and green eyes. They are
Dwarves are as famous for their mining as known for their alluring and almost haunting
they are for their crafts and ache for gold. beauty. All elves have no body hair, and are
From childhood to adulthood lasts between 40 incapable of growing facial hair.
to 50 years, a time when their close-knit family
Aquatic elves have the same delicate build, but
carefully teaches them, the dwarven ways.
have a slight greenish-silver tinge to their pale
Family: Dwarven families are large and are skin. Their hair tends to be an emerald green,
considered very important. One great family and they have gills that allow them to breathe
composed of many smaller families, related underwater, but leave them lacking when on
through marriage and distant relations, makes the surface. Aquatic elves have partially
up a dwarven clan. A patriarch usually rules webbed fingers and toes that allow them to be
the clan, often a king, and rarely a queen. more competent swimmers.
A dwarven character is likely to have a lot of The Drow differ greatly from their other
relatives still surviving, unless for some reason cousins, being quite different in alignment and
she is the last surviving member of her clan. appearance. Life underground has stunted
Be this the case, then her main reason for their growth, and they are shorter than their
existence would be to seek vengeance. surfacer and aquatic cousins. Their skin is a jet

23
Ultramyth - Worlds Within Worlds

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

24
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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Ultramyth - Worlds Within Worlds

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

26
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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Ultramyth - Worlds Within Worlds

Morals: Halflings hold strong moral values,


the most prominent of which is equality. They Savage Races
are natural blenders, making themselves Beneath the civilised races are the savage races
welcome additions to communities of any – those races that lead a tribal, often lawless
civilised race by being helpful and valuable. life with primitive technology, usually at an
This adaptability also conforms to their moral iron-working stage at best. Characters from
sense – they usually adapt the morals of the these races are generally less intelligent and
new places they move too. rely on brute strength and muscle over brains
and intelligence.
Likes: Halflings appreciate wealth and
adventure, however, of wealth, they are However, as PCs, savage characters are often
spendthrift, and are the most effective slightly different from their brethren, being
dispensers of coin as soon as it is made somewhat more civilised and open to civilised
available. More than once, this bad habit has ideas and ideals.
left a spendthrift halfling bankrupt or in debt
to a shady character.
CENTAURS
Centaurs are part-humanoid-part-equine in
Dislikes: Halflings have little grievance with nature, sharing the upper body of a man or elf-
anyone or anything. Their need to please in like being with the lower body of a horse. The
fact limits their dislikes. following is a description of a stereotypical
Upbringing: Halflings have tight-knit centaur character.
communities. When they settle, they usually Appearances: Centaurs are large creatures,
do it en-mass, and will establish their own with the lower body of a horse and the torso
areas in a settlement where many halflings are and upper body of a humanoid where the
to be found. horses neck might have started.
The community helps out with the young Their hair is usually black or brown, and flows
halflings, and childhood is usually filled with in a mane over their shoulders and down the
many friends and extended family for length of their back. Their horse body differs
playmates. from their humanoid body in skin colour, and
Family: Family is very important to halflings, can range in any colour or shape to be found
and as such, they share a clan-based thinking amongst horses.
along with dwarves and gnomes. Halfling Personalities: Centaurs are antisocial
families are large, but not to the excesses of creatures, shunning even the presence of
gnomes. strangers yet alone their company. However,
Role-Playing Tips: The following tips advise they are mild-tempered, and agreeable if
the portrayal of a stereotypical halfling befriended. Towards friends, centaurs are
character. rowdy, boorish and somewhat aggressive.

• 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.

28
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.

GNOLLS • Growl when angry, howl when distressed


Gnolls are hyena-like humanoids that wander or upset.
in loose tribes. • Eat ravenously just about anything put in
Appearances: Gnolls are tall, hyena-headed front of you, so long as it’s meat.
creatures with greyish-red tinged fur all over • Act lazily. Gnolls hate manual labour.
their bodies. Their mouths are often open,
canines glaring, and a long and salivating GOBLINOIDS
tongue hanging as if in anticipation of food. The goblinoid family includes bugbears,
goblins and hobgoblins, all those races that
Personalities: Gnolls are nocturnal animals,
speak goblin. All are stealthy hunters and
with low intelligence, and as such, they
raiders. The stereotypical goblinoid
operate more on instincts than by thinking
protagonist is presented below.
logically. They have a tendency to think with

29
Ultramyth - Worlds Within Worlds

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.

Likes: Minotaurs tend to think instinctively, so Appearances: Orcs appear as savage


they think with their stomachs. More humanoids with well-muscled bodies, broad
intelligent minotaurs realise the value of coin limbs and greyish green skin. They have pig-
and what it might acquire. However, they like like faces, red eyes and tusks like a boar. Their
to keep things simple wherever possible. ears are pointed and their hair wild and black.

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.

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Dice and Dramatics

male prides himself on how many wives he


possesses.
Role-Playing Tips: The following tips should
be taken into consideration when role-playing
an Orc.
• Orcs don’t do well in sunlight. They are
dazed and confused.
• Orcs speak with a broken speech when
speaking common.
• Use your brute strength to give you an
advantage.
• Don’t think – just act.
• Demonstrate impatience and enthusiasm
for combat.
• Most societies will be especially hateful
towards your character.

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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Dislikes: Troglodytes dislike cold weather. ASIMAR


They also have no great love for trinkets or Asimar are usually the descendants of a half-
coin. Often they will discard treasure, unless it celestial. They still retain some of the abilities,
is made of steel. traits and powers of their ancestors, and their
Upbringing: Upbringing in troglodyte society divine heritage is apparent in their
is communal. Troglodytes are hatched in appearance. Often they are very fine of
communal caves, so there is no parental feature, and have a radiant aura about them.
identification, and their peers judge them by Asimar are well liked in general, for they tend
their actions rather than their heritage. to be decidedly good, and therefore popular,
Family: Troglodytes have no family to speak at least in common civilised areas. However,
of. They live in tribes lead by the strongest of they are often loners due to their own self-
their race. isolation from dedication to good and justice.

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.

Template Races HALF-CELESTIALS


Half-celestials are the product of a union
On rare occasions, an outsider mates with a between a celestial and any other race. They
mortal race, and a hybrid child is born. At
are a proud child, beaming with the golden
other times, characters are infected with radiance, wings and eyes of their divine
curses, such as lycanthropy and vampirism. outsider parent.
Characters with a template behave differently
to others of their race. Such unions are always made out of love, and
voluntarily. And so the child will have a
Often template characters are complex at their wonderful upbringing to good-aligned
simplest. They have a hard time fitting into
parents. They are pleasing to look at with
society, but they also have a considerable golden skin and eyes, and great white wings.
amount more power than common races.
However, half-celestials usually do not fit into
Template creatures can make for an interesting
society, their higher selves often appalled by
player character, however, some, like the the state of morals and actions of their own
vampire, are included here for use by DMs mortal blood kin. This usually leads them to
more than for players.
become loners, dissatisfied with all but the
most noble of people. They get along well with
paladins and lawful good clerics.

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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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often they begin displaying odd and


uncharacteristic behaviour that might more
easily be associated with their animal side.
Morals: Depending on the nature of their
transformation, the lycanthrope’s morals can
be severely altered. Usually this is the result of
an altered state of consciousness only present
when they have transformed and are
dominated by their beast side.
Likes: Unaffected.
Dislikes: Unaffected.
Upbringing: Especially true for inflicted
lycanthropes, lycanthropic characters should
have little in the way of training or
preparation for their new lives. Natural
lycanthropes grow up with it, so it becomes
natural to them, and this is why such beings
can transform at will.
Family: Unchanged.
Role-Playing Tips: The following tips apply to
role-playing a lycanthrope character.
• Struggle with the inner beast, especially if
genetic urges of their fiendish ancestry. Those
you were inflicted or you dislike what you
who wish to get along in civilisation keep a
are.
low profile and try to stay out of the spotlight.
• Let the beast nature overcome you on Known tieflings are often cast out of society
occasions, devour your food like an animal and become outlaws and exiles.
when hungry, give other subtle hints to
Role-Playing Tips: The following tips apply to
your hidden nature without revealing too
role-playing a tiefling character.
much.
• Keep a low profile, and don’t reveal your
• Use your senses more so than other
inherent nature unless necessary. This
characters, especially your sense of smell,
applies for Tieflings of all natures.
or another sense associated with the beast
you transform into. • You may wish to disguise those parts of
your body that give away your heritage.
TIEFLINGS Some tieflings even remove their horns.
Tieflings can trace their heritage back to a half-
• Lend a slight fiendish twist to your
fiend, and have the diluted blood of an evil
character’s personality. Act slyly. Perhaps
outsider. They appear to have an evil twist,
you are observant, and act in such a way
and usually have small horns protruding from
that when your ploys are executed, no one
their foreheads, pointed teeth, or perhaps
executes you.
cloven hoofs for feet, though no two are alike.
Tiefling characters are inherently pulled
towards acts of evil, though a few do resist the

36
Dice and Dramatics

VAMPIRES Often in a mixed society, a vampire can walk


The vampire is a template that can be applied amongst the common crowd without being
to any creature. Becoming a vampire is very noticed, however, in strict communities of
much a life-changing event, and no matter their own original race, they tend to stand out.
what the eventual form, most creatures going However, a simple application of common
through this change experience a very cosmetics can render their skin to a passable
different understanding of life. Below is shade, allowing them to move about
presented some thoughts to consider when undetected by the mundane eye.
role-playing a vampire character. Personalities: Often vampires maintain a
Appearances: Vampires are gaunter, paler somewhat twisted version of their prior
versions of their formal selves. Often their eyes personality. They with time develop an elf-like
have a supernatural depth that betrays their patience, and tend to be more analytical and
true age. Their bodies are frozen in time from observant than conversationalists, used to life
their death, though the transition into un-life at a distance. They seldom converse with
makes marked improvements – they become mortals, unless it is to lure them away.
leaner and more attractive than before, to Although vampires can suggest and dominate
become all the more appealing and attractive creatures, they prefer to do it the natural way,
to the prey they will lure in using deceit. preying on the vulnerable – those who are
unloved, feel unattractive, or are just simply
If damaged, vampire bodies return to the
naïve.
original condition they were in before they
were wounded, even hair if it is cut, will grow Morals: Vampires develop their own moral
back to its original length in a matter of code, twisted to fit their lifestyle. Not all of
minutes. them see themselves as evil, as preying on the
blood of humanoids is simply their natural
diet. However, few hold life in high regard,
and their intolerance to good holy symbols
leaves them little choice but to associate with
creatures of a more vile nature, if at all.
Likes: Blood is the obvious like of a vampire,
though occasionally one is made who loathes
what she is and the taste of blood. Vampires
have a specific taste, usually preferring the
blood of humanoids closest to their own races,
though they can feed if necessary on any
natural creature.
Vampires get along well with other evil
creatures who simply accept their nature.
Dislikes: Vampires tend to be annoyed with
‘good’ personalities, simply because they get
all high and mighty about the value of life,
which you take each night, just to get by.
A vampire trusts good characters as much as
they trust her, since she knows they will turn
against her the moment they get the chance.

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They are especially distrusting of clerics who


wield the power of the gods.
Upbringing: A vampire’s upbringing will of
course not change from the base creature,
though her initiation into darkness might be
considered her upbringing. Perhaps she was
raped of her mortality, as so often happens, or
perhaps she was selected by her master.
Family: A vampire’s family is her master, the
vampires he has created and the vampires she
might make. Just because they are related,
does not mean these vampires have to like
each other.
Role-Playing Tips: Too many DMs make the
mistake of role-playing buffy-style cannon-
fodder vampires. Vampires are immortal,
extremely powerful, intelligent and cunning
creatures, not to be underestimated or
underplayed. The following pointers should
help bring a vampire villain to life:
• Use patience and be diligent. You have
forever to get revenge or plan against your
foes, so get it right.
• Do not do anything rash or emotion
charged.
• Do not use your powers unless you have
to. Subtlety is the key to your existence.
You must live in the shadows, so behave
accordingly.
• Use your environment to your advantage.
Do not be afraid to retreat – what is the use
of regeneration if you don’t give yourself a
chance to heal?

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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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Knife, common: A common kitchen and CLOTHING


eating utensil can double as a weapon in times Clothing plays an important part in defining
of need. The blade is usually from 2-5 inches your PC’s character. A character can be
long. defined by what she wears, and you may wish
to customise your character’s costume beyond
ARMOUR
the outfits described in the Player’s Handbook.
For the most part, the armour of the Player’s
Handbook provides a more-or-less complete Clothing descriptions are sorted by their
assortment of protective gear designed location below.
specifically for a military fashion.
HEAD
Armoured Corset, Leather: This corset is Bonnet: The bonnet is a hat worn on the
constructed of reinforced hard-boiled leather, crown of the head, with short flaps on the side
providing a basic form of leather armour in and a geometric shape.
addition to female support.
Caul: A net or cloth cap consisting of fabric
Armoured Corset, Splinted: A corset gathered into a band to confine the hair and fit
reinforced with metal strips, not only the head opening closely.
supporting the wearer’s bust and defining her
Chaperone: A headdress that is a cross
figure, but also providing the protection of
somewhere between a hood and a Rondelle.
splint mail.
Chaplet: A circlet of metal imitating flowers
Belted Mage Armour: Designed for maximum
word around the head as a Rondelle.
dexterity and minimal magical hindrance,
belted mage armour consists of a network of Circlet: A metal band worn about the head,
leather belts that form a light form of very much like an oversized ring.
protection without creating additional spell Coif: A close-fitting cap that conforms to the
failure. shape of the head and covers most of the head
This kind of armour has the protection of excluding the face, but usually covering the
leather armour, but with a lower spell failure ears.
chance equivalent to padded armour. Crown: A more decorative and expensive
Note, the sorcerer illustrated in the Player’s variation of the circlet, less ring-like in shape.
Handbook for that class is seen wearing Hat, acorn: A light hat that fits the head
armour similar to this. closely, but does not cover as larger amount of
head that the coif covers.

TABLE 4-1: WEAPONS


Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Light Melee Weapons
Dagger, scissors 3 gp 1d3 1d4 19–20/x2 — 1 lb. Piercing or Slashing
Knife, boot 1 gp 1d2 1d3 19–20/x2 — 1 lb. Piercing or Slashing
Knife, common 8 sp 1d2 1d3 x2 — 1 lb. Slashing

TABLE 4-2: ARMOUR


Armour/ Shield Maximum Dex Armour Check Arcane Spell –––– Speed ––––
Armour Cost Bonus Bonus Penalty Failure Chance (30 ft.) (20 ft.) Weight
Light Armour
Armoured corset, leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 10 lb.
Belted mage armour 10 gp +2 +6 0 5% 30 ft. 20 ft. 15 lb.
Medium Armour
Armoured corset, splinted 150 gp +4 +3 -4 25% 20 ft. 15 ft. 30 lb.

40
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

Clothing Article Cost Clothing Article Cost Clothing Article Cost


Head Body Feet
Bonnet 5 cp Apron 3 cp Boots, full leg 2 gp
Caul 2 cp Bodice (female) 1 sp Boots, heavy 12 sp
Chaperone 3 cp Coat, heavy 15 sp Boots, knee-high 15 sp
Chaplet 2 cp Coat, light 12 sp Boots, light 1 gp
Circlet 1 gp Corset, full (female) 12 sp Shoes, buckled 8 sp
Coif 2 cp Corset, half (female) 8 sp Shoes, drawstring 4 sp
Crown 3 gp Doublet 5 gp Shoes, laced 5 sp
Hat, acorn 3 cp Doublet, arming 7 gp Shoes, slippers 3 sp
Hat, broadbrim 6 cp Dress 5 cp Boots, waterproofing* +1 gp
Hat, flat 8 cp Dry Coat* 15 gp
Hat, iconographic 6 cp Gown 5 sp Legs
Hat, pointed 6 cp Jacket, common 2 sp Breeches 16 cp
Hat, sack 4 cp Jacket, quilted 15 sp Leggings 12 cp
Hat, sugarloaf 4 cp Nightdress 13 cp Pantaloons 3 sp
Hat, stiffened 4 cp Nightrobe 15 cp Pants 14 cp
Hat, stocking 5 cp Nightshirt 12 cp Skirt, long 1 sp
Hat, top 1 sp Robe, Bathing 10 cp Skirt, petticoat 9 cp
Hood 3 cp Robe, Monk's 5 cp Skirt, short 7 cp
Rondelle 3 sp Shirt, long sleaved 9 cp Stockings 2 sp
Veil 2 cp Shirt, short sleaved 7 cp Trousers 2 sp
Shirt, undershirt 6 cp Quilted Pants 3 gp
Neck Smock 5 cp Slops 3 sp
Cape 8 cp Surcoat, common 5 sp
Cloak, hooded 4 sp Surcoat, quilted 2 gp Accessories
Cloak, light 2 sp Toga 5 cp Brooch, common 1 sp
Cloak, winter 6 sp Tunic 8 cp Brooch, expensive 1 gp
Cravat 3 cp Vest 5 cp Brooch, exquisite 15 gp
Drape 5 cp * Alchemically Treated Cosmetic Kit 2 gp
Mantle 9 cp Earring, common 1 sp
Scarf 3 cp Waist Handkerchief 2 cp
Shoal 5 cp Belt, buckled 3 sp Monocle 25 gp
Belt, component 8 sp Perfume, cheap 20 gp
Hands Belt, cord 1 sp Perfume, exotic 50 gp
Gloves, archery 2 gp Belt, leather 1 sp Perfume, expensive 80 gp
Gloves, fur-lined 15 sp Belt, rope 5 cp Perfume, exquisite 120 gp
Gloves, heavy 8 sp Belt, sword and dagger 5 sp Pouch, purse 5 cp
Gloves, light 5 sp Girdle 8 sp Spectacles 50 gp
Gloves, opera 15 sp Sash 5 cp Wig 2 gp

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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

42
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.

44
Dice and Dramatics

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

CLOTHING MATERIAL WONDROUS ITEMS


Clothing costs can increase dramatically Belt of Flotation: This resizable belt is
depending on the type of material used in its designed for children learning to swim. On
construction. Use the flowing table to figure command, this belt ensures that the wearer
out the cost of clothing for the neck, hands, stays afloat on the surface of the water by
body and legs by material. casting a Buoyancy spell upon them.
TABLE 4-4: MATERIALS Faint transmutation; CL 0; Craft Wondrous
Material Cost Multiplier Item, buoyancy; Price 360 gp; Weight 1 lb.
Canvas ×½
Cotton ×2½ Ballet Slippers: These unassuming slippers
Lace ×2 are enchanted in such a way that the wearer
Leather ×2 gains a +5 competence bonus to Perform
Linen ×1
Silk ×10
(dance) checks.
Velvet ×5 Faint transmutation; CL 5th; Craft Wondrous
Wool ×1½
Item; Cost 2,500 gp; Weight 1 lb.
QUALITY
Bathtub of Ever-clean Water: This cast-iron
The quality of an article of clothing may also
tub is capable of creating the perfect bath. On
affect its price. Below is a table representing
command, it runs a bath to the indicated depth
several different common price modifiers to be
and temperature and fills it with enchanted
found in a fantasy campaign settings.
water. The water never becomes dirty, and
Use the following table to calculate the cost of bathing in it cleanses the bather as an aura of
clothing made of various qualities. cleanliness spell. The water also neutralises the
TABLE 4-5: QUALITY effects of acid.
Quality Cost Multiplier The tub is large enough to comfortably fit
Poor ×½
Standard ×1
either one medium creature or two small
Good ×1½ creatures.
Fine ×2
Faint transmutation and faint conjuration; CL
High ×2½
Dwarven ×3 1st; Craft Wondrous Item, create water, aura of
Elven ×5 cleanliness; Price 2,160 gp; Weight 120 lb.
Extravagant +½
Belt of Dryness, Greater: When worn, this
Magical Items leather belt constantly affects the wearer and
the wearer’s gear as a permanent aura of
In theme with the rest of this chapter, this
dryness, and will keep them dry, even when
section details some more obscure magical
submerged completely in water.

45
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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

46
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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Ultramyth - Worlds Within Worlds

Animate Household Object Spell Resistance: No


Transmutation
This spell creates an instant vacuum that
Level: Brd 2, Sor/Wiz 1
magically sucks away all that the caster
Components: V, S
considers dirt and filth from either the person
Casting Time: 1 standard action
of a target creature, or from a designated area.
Range: Touch
This effectively can be used to clean an area or
Targets: One common household object
object as if it had been perfectly cleansed and
weighing up to 5 lb. + 1 lb./level
to the target creature effectively washes them
Duration: 10 minutes + 5 minutes/level
as if they had had a good bath.
Saving Throw: None
Spell Resistance: No Focus: A miniature silver broom worth 5 sp.

You can animate a nonliving everyday object, Aura of Dryness


such as a broom, rake or shovel. Transmutation
Level: Brd 1, Sor/Wiz 1
The object obeys a number of simple
Components: V, S
directions, related to how it is used as a tool.
Casting Time: 1 standard action
For example, a shovel responds to “dig here”
Range: Touch
while a broom would respond to “sweep this
Targets: Creature touched
room”.
Duration: 10 minutes + 5 minutes/level
The spell cannot be used to attack creatures, Saving Throw: None
just for what it is designed for. Spell Resistance: No
The object animated is not itself magical. This spell creates an invisible aura about the
target that causes all that it is wearing to
Aura of Cleanliness
remain dry, even when totally submerged in
Transmutation
water.
Level: Brd 1, Sor/Wiz 1
Components: V, S, F Buoyancy
Casting Time: 1 standard action Transmutation
Range: Close (25 ft. + 5 ft./2 levels) Level: Brd 0, Sor/Wiz 0
Targets: Creature or 20 sq. ft./level Components: S
Duration: Instant Casting Time: 1 standard action
Saving Throw: None Range: Touch
Targets: Creature touched
TABLE 4-6: SPELLS
Spell Name Level School Effect
Animate Household Object 1 Transmutation Animates an everyday object weighing up to 5 lb. + 1 lb./level
Aura of Cleanliness 1 Transmutation Cleanses everything on target or in area of effect
Aura of Dryness 1 Transmutation Keeps everything on target dry for duration
Buoyancy 0 Transmutation Makes target buoyant for the duration
Casanova's Love Petals 0 Illusion A shower of rose petals that lasts for 1d4 hours + 1 hour/level
Charm Person, Mass 3 Enchantment As charm person but all within 30 ft.
Ease Birth 1 Abjuration Allows a quick and easy birth.
Fetch 1 Transmutation Retrieves an object weighing 5 lb. + 1 lb./level
Kalen's Fantastic Fat Burner 2 Transmutation Reduces body fat by up to 5%/level
Kalen's Fantastic Toner 2 Transmutation Increases muscle definition by up to 5%/level
Prepare Food 0 Transmutation Turns raw ingredients into a prepared meal to taste.
Preservation 1 Transmutation Preserves 10 lb. + 2 lb./level for 1 month/level
Zone of Sweet Air, Greater 4 Abjuration As lesser only also dispels cloud and air effects
Zone of Sweet Air, Lesser 1 Transmutation Creates an area of sweet smelling air

48
Dice and Dramatics

Duration: 10 minutes + 5 minutes/level Casting Time: 1 standard action


Saving Throw: None Range: Touch
Spell Resistance: No Target: One pregnant target
Duration: 15 minutes – 1 min./level (to a
Once cast, this makes the target float while in
minimum of 1 minute)
water or any other substance of similar
Saving Throw: See below
composition. The target, regardless of weight
Spell Resistance: No
will float to the top of the water for the
duration of the spell. Ease Birth enables a pregnant target to make a
painless, bloodless and swift delivery and give
Casanova’s Love Petals
birth to an unharmed, healthy baby (provided
Illusion
there were no previous complications).
Level: Brd 0, Sor/Wiz 0
Components: V, S Afterwards, the mother feels refreshed and
Casting Time: 1 standard action fine, with no soreness or physical damage.
Range: Short (25 ft. + 2 ft./level)
Fetch
Targets: 10 sq. ft.
Transmutation
Duration: 1 hour/level
Level: Brd 1, Sor/Wiz 1
Saving Throw: None
Components: V, S
Spell Resistance: No
Casting Time: 1 standard action
Casanova’s Love Petals creates a shower of red Range: Close (25 ft. + 5 ft./2 levels)
rose petals that will settle on a surface, such as Target: One object weighing up to 5 lb. + 1
a bed. The petals remain for the duration of lb./level
the spell. Duration: Instantaneous
Saving Throw: See below
Charm Person, mass
Spell Resistance: No
Enchantment (Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3 You reach out your hand towards an object
Components: V, S and with an invisible force draw it towards
Casting Time: 1 standard action you. The object can only travel in a strait line
Range: Close (25 ft. + 5 ft./2 levels) and only to your outstretched hand. A
Targets: One or more creatures, no two of creature holding an object must succeed at a
which can be more than 30 ft. apart. grapple check equal to the caster’s Spell Save
Duration: 12 hours/level DC.
Saving Throw: Will negates
Kalen’s Fantastic Fat Burner
Spell Resistance: Yes
Transmutation
This spell functions like charm person except Level: Clr 2
that mass charm person affects a number of Components: V, S, F
creatures whose combined HD do not exceed Casting Time: 5 minutes
twice your level, or at least one humanoid Range: Touch
creature regardless of HD. If there are more Targets: Creature touched
potential targets than you can affect, you Duration: Instant
choose them one at a time until you choose a Saving Throw: Fortitude negates
humanoid creature with too many HD. Spell Resistance: Yes (harmless)
Ease Birth This vain use of magic instantly burns away
Abjuration up to 5% per level of the target’s body fat to a
Level: Clr 1 maximum of 100%. This will permanently
Components: V, S reduce the target’s body weight by the

49
Ultramyth - Worlds Within Worlds

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.

50
Dice and Dramatics

This chapter is specifically for DMs. It may be


read by players, as it contains no spoilers as Encouraging
such, however, it is totally geared towards
better role-playing for the DM.
Role-Playing
You will have to do more than role-play well
As DM, it is ultimately you who decides how yourself in your parts as DM. Naïve players
much role-playing will be in a campaign. might easily slay an NPC character you have
Good role-playing requires mood and spent a substantial amount of time planning,
atmosphere, and encouragement – some creating and detailing. Such is life for those
players might feel silly putting on a voice, or DMs who have players who see the game as
talking in first person as a fictional character. hack and slash, or kill for treasure and
If you can’t take role-playing seriously, don’t experience rewards alone.
expect it to appear in your campaign, no There are quite a number of players who enjoy
matter how good your players are – a game is this type of game, though the author is of the
only as good as its DM. opinion that any player, in time, can be turned
into a decent role-player.

51
Ultramyth - Worlds Within Worlds

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.

52
Dice and Dramatics

ENTICE PLAYERS WITH REWARDS PROPS


Ultimately, players look forward to the Props have been previously discussed, but
accumulation of treasure, experience and while they can make portraying a character
power. It can be easy in a player’s mind, to see more fun for a player, you as a DM can use
killing as the easiest and quickest way to them much more effectively. There’s nothing
achieve these goals – killing monsters yields quite as cool for a player as being handed a
experience and hopefully treasure, but there hand-written, wax-sealed letter that the King
are some clever ways you can instead has ordered them to take to his cousin the
encourage role-play: Duke.
• Reward puzzle and problem solving with Props are great especially for plot-related
bonus experience and/or treasure. items.
• Award good role-players modest amounts VOICES
of bonus experience based on their As DM, your voice is your tool. It is how you
performances at the end of each session – convey information to your players, and in
you should only award minor amounts, this respect, is the most important factor
but enough to show a noticeable difference contributing to your success as a DM.
in experience over several sessions However, common speech can get
between the good players and the less monotonous, especially after several hours.
adept ones. Differing your voice between narration and
character portrayals can make all the
Enhancing Your difference. So can the use of archaic dialogue
in said portrayals.
Game Atmosphere
ARCHAIC DIALOGUE
There are a number of options you may
Some groups enjoy the medieval atmosphere
employ to enhance atmosphere of your game.
of fantasy role-playing by using archaic or Old
Often all it takes is a few good props, a bit of
English. Often this enhancement is a hybrid
good acting and maybe some music to set up
form of language, not quite Elizabethan/
the right ambience.
Shakespearian English, but something in
GETTING PLAYERS IN THE MOOD between the language of that time and modern
Probably the most important thing when English.
going for better role-playing is to get your Of course, this is not always a favourite, and
players in the mood. Often they come in to relies heavily on the wishes of the group as a
your place of play, sit down with one another whole weather or not it should be used.
and start talking socially about what they have However, when used by you as DM, it can be
been up to in the last week. used to encourage role-playing.
Recounting the Last Session CHARACTER VOICES
It is especially important to recap on the Voices have been discussed in a previous
happenings of the last or last few sessions. chapter, however, it’s worth bringing the topic
Some players are forgetful, especially if it’s up again in regards as to how they should be
been a long time since last they played. used by DMs.
A recap will help refresh their memory and If you are good at impersonating accents,
remind them of what they were last doing and tones, and lisps and such, you will probably be
where to go from there. very successful at adding a plethora of NPC
voices to your campaign.

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Ultramyth - Worlds Within Worlds

• 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.

54
Dice and Dramatics

Not every player favours this, mostly because PORTRAYING NPCS


they aren’t in control, though you will The following is just a very loose guideline for
probably find that most role-players enjoy this portraying NPCs. It isn’t designed to give a
device, especially if it is true to their comprehensive tutorial on how to run your
characters. NPCs in game, just a presentation of a few
ideas and details you may wish to take into
• Make them short – set the scene, but don’t
consideration.
use cut scenes that involve intense
descriptions of more than a page, or that PORTRAYING VILLAINS
take place over more than a few minutes of A big mistake to make when creating and
relative game-time. portraying villains is to make them dumb. Evil
• This is a great way to start a new session. takes intelligence, wit and brains to pull off
without dire consequences. It also requires
CINEMATIC PLAY good leadership and management to keep it
This concept steps out of the rule, and together – after all, a whole bunch of chaotic
becomes dice-less play. Basically, the concept evil creatures are hard to mould into an
is this: effective team without someone with brains to
Instead of playing the game the usually way, direct them.
by the rules, description will be used entirely Villains, unless they work alone are likely to
in its place. Effectively, imagine the scene to be have a multitude of servants, bodyguards, and
like a movie, or a scene from a book. The DM of course, henchmen.
describes the encounter, and the player’s
Motivations
describe their actions. Ultimately, the DM
Often a villain’s motivation lies in the nature
decides what happens.
of his alignment. A lawful evil opponent may
It’s a pretty simple concept and can be loads of seek satisfaction in honourable conquest. This
fun. However, it’s not for everyone. sort of character takes the rules to the extreme.
Unlike other villainous types, he is likely to
Role-Playing Tips stand fast even to the end, and will not try to
escape.
for the DM
A neutral evil character is slightly
As DM, you can probably make good use of
unpredictable. He is a man of his word – but
the rest of this book. However, there are some
only when it suits him. He is a mercenary of
pointers that can be made focusing centrally
sorts, and is most likely to make deals in
on the DM and the playing of NPCs, both
exchange for his life. This character will stick
antagonists and protagonists.
around while there is something worth staying
DRAW INSPIRATION for, but once it is gone, he will try to flee.
Don’t concern yourself with plagiarism and a
The chaotic evil character is completely
need for original ideas. Your job is to entertain
unpredictable. They are to be feared just by the
as much as create, and drawing inspiration
inherent fact that they are capable of anything.
from books and movies is a great time saver,
and an effective way to improve your game. Role-Playing Tips
• Evil does not equal stupid. It takes some
Idea stealing is nothing new in role-playing.
intelligence to make it to the top. Evil
Go with what works – there’s always a way to
characters are frequent planners. No
take on an old idea with a new and exciting
respectable self-serving villain will not
twist.
have plans within plans.

55
Ultramyth - Worlds Within Worlds

• 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.

56
Dice and Dramatics

Role-Playing Tips • Aristocrats feel themselves elite, even to


• Commoners are simple people, and often heroes, unless the hero is of noble birth.
weak of character, at least in comparison to
• Try to be polite, though tact is an option.
the player characters.
• Speak in clear, proper English, while
• Commoners just want to get by. They
sitting or standing in an upright pose,
don’t want any trouble, especially if it isn’t
perhaps with the hands behind your hips.
worth anything to them.
• Commoners are generally poor and
PORTRAYING EXPERTS
Experts make up the bulk of skilled artisans
humble. However, this poverty can make
and tradesmen. They might also encompass
them easy to bribe.
traders and merchants. They are from the
• They aren’t particularly good at any middle class, well to do, but not rich, and
particular skill, perhaps with the exception respected in the community for their produce.
of Handle Animal or Profession (farmer).
Motivations
PORTRAYING ARISTOCRATS Experts are motivated by business. Trade is
Nobles of all sorts usually have set views their business, and so they aim for good sales
about the peasantry and the world. They of the produce they make to receive a decent
consider themselves the social elite, the rich income. For this reason, they’ll do almost
and the well to do, and therefore those who anything to sell their wares, although those
have greater rights than anyone else. producing exceptional quality produce usually
find that business comes to them rather then
Of course, there is room for honourable or
them needing to peddle their wares.
kind-hearted nobles, but often their strong
viewpoints, no doubt the result of fervent Role-Playing Tips
family influences of notion, get in the way of • Experts may have several points in bluff or
their generosity and caring. diplomacy skills – they need to be good
with their tongues to make more sales,
Motivations
especially if their produce is low-grade or
Aristocrats consider themselves the crème of
cheap.
society. Being in such a position of wealth,
prestige and power, they are well concerned • Speak with your body as well as your
with keeping their social position and titles if voice – swing your arms to indicate your
they have them. They are concerned with how wears.
they are perceived by other nobles, and spend
• Exaggerate.
a great deal of time trying to impress or outdo
their peers. PORTRAYING ADEPTS
Adepts are magic users that are not as devoted
Role-Playing Tips
to the arts as other spellcasters. They cast
• Nobles and Aristocrats are stereotypically
divine magic like a cleric, but are far less
‘above’ the common folk. They see
gifted.
themselves as superior due to their wealth
and position of power. These individuals are the shamans, wise
women, witches and healers of small
• They are often snooty and snobbish, and
communities and tribes. They know what they
very vain. They surround themselves with
do well, but their focus is usually less on
fineries and excesses that leave a stark
combat and more focused on healing the
contrast between them and the poor.
ailments of the community.

57
Ultramyth - Worlds Within Worlds

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.

58
Dice and Dramatics

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