THE WORLD of GAILE

THE WORLD of GAILE Revision 3.5
by Chris Perkins

TABLE OF CONTENTS
Page 1 INTRODUCTION A BRIEF HISTORY First Historical Period Page 2 Second Historical Period Third Historical Period Page 3 CHARACTERS Ability Score Modifiers, by Race RACIAL DESCRIPTIONS Dwarves Elves Page 4 Elves Gnomes Half-Elves Page 20 Page 5 Half-Orcs Humans Page 21 Page 6 VITAL STATISTICS Age Chart Random Starting Ages Height and Weight Birth Rank LANGUAGES of GAILE ESTEGALLE’S CURRENCY GAILE’S CALENDAR Page 22 The Calendar The Lunar Calendar CHARACTER CLASSES Core Class Availability, by Culture & Race Core Class Ability Changes Variant Class Availability, by Culture & Race Page 8 NEW FEATS METAMAGIC FEATS THE LANDS of ESTEGALLE Regions of Estegalle Page 23-25 WEAPONS Weapon Categories Weapon Qualities Page 26 COMBAT MODIFIERS Cover Concealment VISION & LIGHT Darkvision Low-Light Vision Page 27-28 RELIGIONS OF ESTEGALLE The High Gathering Page 40 Generic Prestige Classes Page 41 CREATURES OF GAILE Creatures from Sourcebooks OPEN GAME LICENSE 1.0A Page 37 Knight of the Path Page 38 Knight of the Watch Page 39 Master Scout Page 35 Knight of the Crown Page 36 Knight of the Eastern March The Savage Lands Yssgelund Page 34 Hedge Wizard Page 12-13 The Four Kingdoms Mauridia Page 13-14 The Four Kingdoms Suttegarde Page 15-17 The Three Tribes of Vors Carmascia, Sarathia and Voruskai Page 17-18 The Savage Lands Narahim Page 19 The Savage Lands Vinnisklad Page 28 The Enlightened The Order of Geshidra Pagan Faiths Page 29-30 PRESTIGE CLASSES of ESTEGALLE Ankallibec Commander Page 30-31 Arcane Investigator Page 31 Artificer Page 32-33 Chosen of Geshidra Page 33 Elite Footman

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Page 9-10 The Four Kingdoms Caerleon Page 11 The Four Kingdoms Kashgar

THE WORLD of GAILE

INTRODUCTION
The World of Gaile is a Campaign Setting for Dungeons and Dragons that I have worked on for several years. This current incarnation is adapted for use with the Dungeons and Dragons 3.5 rules and incorporates supplementary materials I find suited to this setting. In developing this world, I borrowed heavily from the myths and legends of Europe, and from the rich fantasy worlds created by authors such as J.R.R. Tolkien and Fritz Leiber, in order to create a setting that would be familiar, yet intriguing, to my players. Most of the cultures in this world, particularly on the continent of Estegalle, are based upon European, Slavic and nomadic Asian cultures. The technology level of this campaign ranges th th from that of late 11 century among the Tribes of Vors through that of late 15 century Europe in the lands of Caerleon, Kashgar and Mauridia. Reading the descriptions of the Lands of Estegalle, you will notice that humans are the dominant race of Gaile; that their struggles and triumphs now resound th throughout the Lands of Estegalle. At this time, the 575 year of the Gaile Common Year, humans have driven their non-human neighbors into seclusion, to those lands that no man finds hospitable, or into lands shrouded from their eyes.

A BRIEF HISTORY
In the days following Gaile’s crafting of the world, the children of Jenia and Aluin were overwhelmed with its stark beauty. The great sphere of rock, named after the first daughter of Jenia and Aluin, was fashioned by the Ardillon according to their desires; just as their sires had fashioned the gods’ celestial dwelling in the days before they were thought into being. This making of the world has not been completed; for its ending will come with the end of all things. The gods’ shaping of things in time and the passing of events, both glorious and fell, are the stuff of history. Here are some events that make up the known history of Gaile and their estimated dates (Pre-Common Year):

First Historical Period: The Days of First Awakenings (Pre-Common Year)
30,000 PCY: The gods fashion the elder fey, such as treants, dryads, nymphs and fossergrim, and giants from the fabric of the world to serve as its stewards. Aluin breathes life into these beings and Gaile helps to nourish them under the guidance of Jenia. Tension crops up almost immediately between the immortal fey and the mortal, tempestuous races of giantkind. Conflicts over territorial control lead to bloodshed that, in turn, feeds the growing animosity between the gods of the fey (Faendre, Gerian and Naeril) and the patrons of giantkind (Moloth and Theros). Over time the majority of giants come to worship Moloth and the lesser god Baloth, who they revere as lords of battle. Only good and neutral-aligned giants hold to the worship of Theros, the Stormlord, and of Gaile. From the union of elder fey and godlings known as Silathae, or servitors, the mortal elven race is born. The first lines of elves awaken beneath the stars, on the shores of the Western Sea (Ulmar Avandai) and migrate northward to the great mountains of the west, Arn Illandir (Moongates), and eastward towards Arn Haldari (Sungates), settling in the forests and along the shore of Lake Naeril in central Gaile. Faeries and the mortal race of gnomes are created as guardian spirits and watchers of the forests by the gods of nature. Unlike the elder fey, elves, faeries and gnomes are not bound to a specific grove, spring, or forest and migrate throughout Gaile. Elves establish vast forest realms and settle along the coasts, laying the foundations for their great citadels at Asgiroth and Esgavule. The eldari of Asgiroth (Whitecliff) are corrupted through the machinations of the Silath Falgur, fell servants of rebellious gods bent on the domination of Gaile’s mortals. Narveg, Moloth and Illichor craft Illariun, a magnificent white opal, and present it as a gift to the eldari queen Aenori. This magnificent gem, set upon a mithril crown, is said to grant her great insight into, and influence over, the minds of her subjects. The realm of Aenori and her consort, Prince Kharec, prospers under their rule and, gradually, the Kingdom of the Asgiroth encroaches upon the Arvecir realm of Celindale. Niriel, daughter of King Halengir of Celindale, warns her people of the dark influence that has gripped the elves of Asgiroth and foretells of a great war between the elven kingdoms. The Sundering of the Elves results as the Eldari of Asgiroth begin annexing Arvecir lands and leads to a massive war between these two kingdoms of elves. The war is fought upon Ulmirdon (The Golden Sea), a vast field bordering the western expanse of Celindale. Aenori flees from her battle-ravaged kingdom and seeks the shelter of Narveg, Lord of Lies. As years of civil war threaten to destroy these two most powerful of elven houses, Narveg fathers the first of the race of dark elves with Aenori. The Silath Falgur use the magic of Illaruin and the first daughter of Aenori, Tiandra, to create the goblinoid races, breeding these mockeries of elves as warriors and slaves. Tiandra, raised to status of quasideity, is still revered as a mother-goddess by the goblinoid people. After years of warfare hundreds of goblins rise from Borukhel and slaughter the few high elves remaining to garrison the gates of Asgiroth and raze most of the city. Ulmirdon serves as the grave for over 20,000 elves, including the Forest King, and is renamed Olmad Nolgr (The Sea of Corpses). Moved by the suffering of the elven people the god Lucien frees the elves of Asgiroth from the fell influence of Narveg and Illariun. Driven mad with guilt and grief, Kharec refuses to call back his nearly decimated forces and continues his war against the Arvecir. In order to save the besieged city of Asgiroth and wrest control from his mad father, Osriel leads a revolt against him and is forced to slay him at Amryll’s Well. Osriel then petitions Niriel, Queen of the Arvecir, for peace. Osriel’s people are pardoned by Niriel and, finding their city nearly destroyed and overrun by goblins, begin their long march West to the shores of Ulmar Avandai. Illariun shatters from the dark magics used in the creation of the goblins, its darkened shards hidden away deep beneath the earth in shrines dedicated to the Dark Servants. The line of Osriel settles Esgavule (Whitegull). Goblins, in the meanwhile, gather in great numbers in the bowels of Borukhel and amid the ruins of Asgiroth. As Gerian created the treants in the earliest days of the world Moloth now creates trolls as protectors for the race of goblins and as elite warriors for the Silath Falgur. Dumador wars with Moloth over this bastardized creation in The Great Rending; a horrific war responsible for earthquakes and volcanoes throughout the western lands of Gaile. During this clash comes Dumador’s creation of the dwarves from the very stone from which trolls were formed. With armies of these dwarves under his command, Dumador drives Moloth into hiding and drives the race of trolls to near extinction. Dwarves begin their migration from central Gaile to all corners of the vast continent. The first meetings of elves and dwarves at Arn Ilandir and Arn Haldari leads to a series a small skirmishes, as the races argue their claims to these mountains. Outnumbered and disgusted, the dwarves embark upon their Trail of Sorrow, toward Asgiroth and Tol Gorog (Grim Peaks). 1

22,000 PCY:

18,000 PCY:

17,000 PCY: 16,500 PCY:

16,000 PCY:

THE WORLD of GAILE
15,750 PCY: 15,250 PCY: Dwarves drive goblins from Asgiroth and most of Tol Gorog under the leadership of Daroc Morudson and Baldrim Greybeard. The dwarves divide into ten clans and search for more territories to claim as their birthright. Illichor corrupts Duergrid Angreddin, head of clan Angreddin, with a shard of Illariun and its promise of power. Duergrid, paranoid and driven by greed, kills his clan of 200 with the aid of his 10 sons and an avatar of Illichor that has assumed dwarven form. Duergrid’s descendants are the progenitors of the dwarven subrace of duergar, while both Duergrid and his sons are doomed to become the first line of dragons, cursed to hoard wealth but never to enjoy its splendor and to always hunger without hope of succor. Baloth, planning to conquer the divided races of Gaile, brings The Wasting, a terrible blight, to the forests of Gaile. Treants and the elder fey suffer unrelenting agony and die in great numbers. Other forest dwellers suffer as the blight kills most sources of sustenance and causes pestilence to spread throughout Gaile. In Gaile’s mountains dwarves wage ceaseless war against hosts of troll and goblin armies. The gods, lamenting the fey, elven and dwarven races’ inexorable ties to the fate of the land and fearing their demise through unceasing, bloody battles against the foul creations of The Dark Servants, set out to create a new race. From the blood of slain godlings the “Child Race” of mankind is created. To this race is given the gifts of fertility, adaptability and ingenuity. Over the next millennium, the races of dwarves and elves guide the “Child Race,” teaching them much in the ways of craft and lore. Many battles are fought by the united forces of humans, dwarves and elves against the corrupted races of the Dark Servants. Borukhel erupts with thousands of goblins. Trolls, led by Moloth, and undead forces, under the command of Ulgren, assist in the bloody campaign. Nearly 100 years of fighting follow, involving all of the races of Gaile as well as the Silathae (Servitors). Widespread death and destruction makes central Gaile into a veritable wasteland. All races are driven to near extinction in The First Great War. Survivors of the war fall to the famine and pestilence that grips all of Gaile. The races of Gaile recover from the devastation of the Great War. This era is marked by great cooperation among the races of Gaile, with great exchanges of knowledge, culture and goods taking place. This period of time is called The Great Migration, a time when races of humans, elves and dwarves sought new frontiers and explored that far reaches of Gaile. Small wars erupt over disputed territorial claims, but these are minor compared to past wars. During the relative peace of this era, the pursuit of knowledge and the arts leads to great technological and social changes throughout the realms of Gaile. Cities grow mighty along the coasts, rivers and trade routes that link the realms of the three races. Theological and scientific studies lead to the study of Arcanology in the major cities of Gaile. Once shrouded in mystery, the manipulation of magic becomes accessible to those academics who immerse themselves into this burgeoning discipline. The use of magic leads to leaps of knowledge, productivity and creativity. Both construction and destruction are aided through its use, as magic is employed in all manner of craft and upon the field of battle. Over time, practitioners of magic, called Archons, are increasingly at odds with the priests of The High Gathering. Those whom the gods had granted powers consider wizards to be abominations, who seek to deify themselves through the use of magic. The Sect of Aethrude acts as intermediary between the Archons and priests of The High Gathering, trying desperately to quell the rising storm caused by this conflict. Seizing this opportunity, Moloth, Narveg and Illichor emerge from long years of hiding and send their avatars into the world to gather those hostile to The High Gathering. Desperate in their struggle against the majority of the gods, the Silath Falgur with the aid of Avellior, “the Mad God”, reach beyond the gulf of time and space in order to contact primordial powers known as The Sleeping Gods. Disciples of the Silath Falgur are charged with the task of creating gates to the “elseworlds” that are home to these powers in order to channel their power. To bring practitioners of magic into the dark gods’ service, The Tower of Sorcery is erected in the greatest city of Gaile, Tarn Hirrod. Its adherents, The Assembly of Sorcerers, spread their arcane knowledge, and their opposition to The High Gathering, throughout the lands. Over time, the influence of The Assembly of Sorcerers leads to religious upheaval and political turmoil, as the corruption of the Fell Gods turns the lands’ rulers against the Church and each other. Servants of The Tower of Sorcery establish gates to an alternate Prime Material Plane ruled by illithid servants of The Sleeping Gods. Meanwhile, the monstrous servants of the Silath Falgur renew their attacks upon the strongholds of their ancient enemies. The Great Wyrm, Chrysophyllax, terrorizes the Kingdom of Edanil and weakens its defenses against the waves of inhuman marauders that ceaselessly attack its northern borders. The Second Great War pits the priests of The High Gathering against The Sorcerers, kingdom against kingdom, and the unholy creations of Baloth, Moloth, and Narveg against the races of mankind, elf, and dwarf. Years of unremitting warfare follow, ending with a cataclysmic meteor strike that obliterated much of central Gaile, splitting Gaile into the continents of Avandunil (The Western Lands) and Estegalle (Eastern Gaile). The epicenter of this catastrophe is the city of Tarn Hirrod, which is located on the southeastern shore of Lake Naeril in what was central Gaile. The worst devastation fell upon the people of Eastern Gaile, while those of the westernmost lands were spared from the worst of the gods’ wrath.

13,500 PCY:

12,000 PCY:

11,500-10,000 PCY: 10,000-7,500 PCY:

7,500 PCY:

7,500-6,500 PCY:

6,000 PCY:

Second Historical Period: The Age of Darkness (Pre-Common Year)
6,000 PCY-2,000 PCY: Once again, the races of Gaile fight their way back from the brink of destruction. The Men of the West (Avadain) unite the peoples of Avandunil and rebuild great kingdoms out of the ashes of The Second Great War. In Estegalle, savagery and chaos reign over the lands, as starved and desperate tribes wage war over fertile lands and hunting grounds. Small clanholds are the only semblance of civilization during this period of time. As the kingdoms of Avandunil grow mighty, the people of Estegalle start to form petty kingdoms that are locked in constant war. In 1035 PCY, the Tribe of Maurid, followers of Shardan the Wise, establish the Kingdom of Mauridia in the banks of the River Sahavim, beyond the Sheltering Sea. The first waves of Avadain conquerors begin arriving in 12PCY.

2,000-1 PCY:

Third Historical Period: The Age of Resurgence (Gaile Common Year 1-575 GCY)
See each land’s description for the history of the Third Historical Period. The year 1 marks the year of the first permanent Avadain settlement on Estegalle, the fortress town of Caer Lyon or Lion’s Fort. 2

with black and red also used at times. Due to their short and stocky builds. High Elves High elves (Eldari) are sturdier. Elven men have no facial hair and elves. stubborn and moody. with black or reddish blond being rare. The clans elect their king. at which time a new king is elected. Not as fertile as humans. -2 CON +2 DEX. on the whole. as reflected above under Ability Score Modifiers. They tend to have large noses and feet for their size. The elven people also enjoy baked goods sweetened and preserved with honey. Likewise they make fearsome. Giant. Dwarven trade caravans are well guarded and take well-patrolled. Deep shades of blue or grey are common colors used. All dwarves tend to have wavy. have less body hair than humans. weapons and beautiful jewelry. Their skin tends to be ruddy and their eyes are usually black. Regional descriptions. Their homes are usually beneath mountainous or hilly lands. High Elves. Ability Score Modifiers. Dwarf merchants and artisans frequently enter human cities to trade. delicately seasoned and accompanied by well-aged wine or subtly sweet mead. paler of skin and darker haired than wood elves. dwarves are less nimble but heartier than other races. High elves tend to wear deep blue garments. who are guarded jealously within their cavernous halls. of the Eldari queen. gold. with leather bracers and girdles being common. coastal citadels found along the western shore of Caerleon and Suttegarde. Goblin. Their blood is thick and their oaths are honored until death. that runs from straight to wavy. The descriptions for each race are given below. Dwarves are a hearty people. At one time elves were great teachers to the race of man and an ally to the dwarves in the western lands of Estegalle. These citadels are ruled by Lord Stewards who act in the name. with lovingly detailed needlework being seen in all but the cheapest of elven garb. hidden island of Mir Thanduil or Isle of Resting. Most of Estegalle’s high elves live in one of three walled. Elves are fairer and more graceful than Men. Gnome. with silky black or dark brown hair. major trade routes whenever possible. and the characteristics of the humans of these regions.THE WORLD of GAILE CHARACTER RACES Player characters may choose to be of the following races: dwarf. gnome. by Race Race Dwarves Elves. though well made and durable. These elves are the builders and craftsmen of the elven folk. lovers of salted or smoked meat (goat being popular). coarse hair though northern clans tend to have lighter. • Automatic Languages: Common and Dwarven. who reigns from the great. so Gaian dwarves do not gain weapon familiarity. song and stout ale. dwarves can be the greatest of allies. and less than a third of their people are women. This island. The duergar of the Angreddin clan are not recognized as a legitimate clanhold and are considered vile enemies of the “true” dwarven people. Kilts or hooded cloaks are often the garb of choice. No racial weapons appear in this campaign. They are suspicious of outsiders and tend to be pugnacious. Elves As a race. is said to be the final destination of all of Gaile’s elves and exists on both the Prime Material and Faerie Planes. situated between the continents of Avandunil and Estegalle. Elves have discerning tastes in foods. staying briefly above ground before returning to their people. most skilled in the crafting of fine metalwork: armor. Men often wear braided beards. Fair hair is very rarely seen among the high elven people. and eyes of grey. dealing with neighboring humans and dwarves mostly for the purpose of trade while maintaining relations through perfunctory diplomatic exchanges. Eran Miranduil. By Race. Their clothing tends to be of light. -2 CON +2 DEX. are in found in The Lands of Estegalle section of this campaign setting. along with silver. straighter hair. Dwarves worship the gods of The High Gathering but have a special reverence for Dumador. Once trusted and befriended. Lord of the Forge and of Oaths. Smaller communities of Eldari exist upon islands in 3 . Terran and regional languages. The growing power of man and the waning of magic from the world have caused them to become increasingly isolationist. contributing to the great libraries of the Eldari citadels. black and pale grey. Bonus Languages: Elven. elf. as are campaign specific variations. possessive. brown or hazel. grey or blue. Dwarves have nine clanholds beneath the major mountain ranges and hilly regions of Estegalle that are united as a confederacy. The dwarves are superior craftsmen who love to mine the earth for precious gems and metals. or human. Clan Name Clan Leader Location Predominant Alignment Baradsrud Denevor Baradsrud Kashgar Lawful Neutral Carroc Dergal mab Carroc Caerleon Lawful Good Greybeard Maglor Greybeard Suttegarde Lawful Good Heimgard Andvar Heimgard Yssgelund Neutral Good Khadzul Broghur Khadzul Kashgar Lawful Good Ironshield Dain Ironshield Suttegarde Lawful Good Morudson Olaf Morudson Yssgelund Lawful Neutral Redbeard Kalec Redbeard Suttegarde Neutral Good Sturlisson Bragi Sturlisson Yssgelund Lawful Good Game Rule Information Dwarves in Estegalle are much like those described in The Player’s Handbook with the following exceptions. tenacious enemies whose wars against goblinoids and giantkind are legendary. favoring light meals of freshly caught fish and game. At the same time elves are slight of build and frailer than humans. Orudan. They favor warm woolen garments in solid colors or tartan patterns. Human characters should choose a culture that they belong to and region that they hail from in order to add depth to their character background. Hair coloration is usually shades of brown. half-elf. material and well tailored. having finer features and unmarred skin. and according to the wishes. Many Eldari are masters of lore and chroniclers of the ages. -2 DEX +2 INT. they have few children. with access to the surface for farming and raising livestock. -2 STR - RACIAL DESCRIPTIONS Dwarves Dwarves are stocky and broad-shouldered. half-orc. elves are taller and thinner than most humans. which they forge into weapons of strength and artifacts of beauty and power. who acts as High King over all of the clans until his death. Sylvan Gnomes Half-Elf Half-Orc Human Modifiers +2 CON.

Suttegarde and Yssgelund. Those raised among humans typically worship the gods of The High Gathering. short sword. Some major gnomish clans include those of: Cyrwith. green or violet. god of time and knowledge. Sylvan Elves isolate themselves deep within forests. The features of half-elves tend to be finer than those of humans and they possess some of the graceful beauty of the elves. at least. Goblin. Arvecir Realms (local name*) Monarch Location Predominant Alignment Celindale (Greatoak) Queen Hanil Goldenbough Caerleon Neutral Good Spiritwood (Camishiri) Queen Laurelin Andriel Narahim Neutral Good Silverbirch Forest (Birkewald) King Rilleth Silverleaf Suttegarde Chaotic Good Rimewood (Raurifholt) King Ossien Galidon Yssgelund Neutral *The local names for each forest are in the regional. Bonus Languages: Dwarven. Village elders preside over these meetings and provide counsel and settle disputes among their people. even other. though half-elves are met with more tolerance and. blue. Gimbel and Boggleston. and Gerian. Bonus Languages: Dwarven. with few half-elves being born to two half-elven parents. The following racial abilities are used in place of those listed in The Player’s Handbook. Music and dance are favored pastimes by the Arvecir. in Gaile. Goblin. Dwarven. Sylvan and regional languages. and Jenia. goddess of nature’s bounty. goddess of the harvest. Gnome.THE WORLD of GAILE Estegalle’s larger lakes or far out in the Western Sea or lie hidden within verdant river valleys and depths of ancient forests. Eldari Citadels Steward Location Predominant Alignment Pol Asgiroth (City of Whitecliff) Lady Osriel XI Caerleon Neutral Good Pol Esgavule (City of Whitegull) Lord Gildan Caerleon Lawful Good Pol Illandor (City of the Oracle) Lord Baloril Suttegarde Lawful Neutral Sylvan Elves Sylvan or wood elves (Arvecir) are shorter and slighter of build than their Eldari kin. Game Rule Information The gnomes of Gaile gain the racial abilities listed in The Player’s Handbook but have different ability score modifiers than standard gnomes (see Ability Score Modifiers. Half-elves of high elven blood hail from Caerleon and Suttegarde. but tend to worship the god most valued by the local people. Grumbel. with considerably longer lifespans than humans. though none owe fealty to a common sovereign. are guarded around strangers. with emphasis being placed on functionality. Lord of Heavens. Gnomes Gnomes. Most half-elves are raised in human communities and. High Elves worship the gods of The High Gathering. Half-elves tend to exhibit both human and elven traits and physical characteristics. with white hair being common among adult gnomes. Binkeldorry. with shrines to Gerian. grey or brown. They prefer clothes of forest green. often. Though each of these four realms has its own King or Queen individual villages are democratic. Vests and conical hats of bright colors often compliment these outfits. Gnomish clans have holdings in the lands beneath the forested hills of Caerleon and Suttegarde. Elven. Their small size and innately magical nature allows them to hide from larger folk and their mastery of illusions keeps their settlements safe from discovery. like those of the Sylvan Elves. Bonus languages: Draconic. Their skin tends to be ruddier than that of the Eldari. Fish farms are maintained in the streams and ponds near their homes. The following racial abilities are used in place of those listed in The Player’s Handbook. a particularly ambitious gnome politician "presides" over the community as mayor. Like dwarves. By Race above) and have no familiarity with racial weapons. elves and. • Automatic Languages: Gnome and Common. Giant. their hair is usually blond or light brown and their eyes are green or blue. • Automatic Languages: Common and one regional language or Elven. Their bright eyes are of light brown. Giant. human tongue Game Rule Information Both high elves and sylvan elves gain the racial abilities listed in The Player’s Handbook but have different ability score modifiers than standard elves (see Ability Score Modifiers. are typical in gnomish clanholds. Gnomish settlements are found in the forests and vales of Caerleon. a council of elders guides these communities. with village meetings of adult Arvecir being called to decide on matters of import. hazel. non-Sylvan. with a small degree of sympathy on account of what elves view as half-elves’ relatively short life spans. Giant. Occasionally. • Automatic Languages: Elven and Common. gnomes tend to have large noses and feet for their size. Gnome. Gnomes tend to be round bellied and ruddy cheeked. and Tendellius. which do not exist in Gaile. They reside within the ancient forests of Caerleon and Suttegarde. Half-Elves Half-elves are typically the offspring of humans and elves. Despite this. Narahim. the dense. Rather than receiving racial bonuses to diplomacy and gather information skill checks half-elves gain a bonus feat at first level. god of magic. Lord of The Hunt. particularly Aethrude. Sylvan and regional languages. with apiaries and foraging supplementing their crops. Sylvan elves have ranger as a favored class. at times. who are masters of the woods. Community meetings. just as the elves. However. Game Rule Information Half-elves are played as per The Player’s Handbook with one exception. It is rare for elves to accept humans into their communities. Vinniskillen. being most commonly found in gnomish communities. quite often. are estranged from their elven roots. distant cousins. Pale shades of blue or green are common colors used. gnomish clans are strongly allied with each other: gnomes view others of their kind as brethren or. Half-elves raised in elven communities tend to revere the deities that elves view as their patrons (see above). 4 . Gnomish crops are grown among the wildflowers of their forest domains. Sylvan elves most often worship Danevar. Gnomes worship the gods of The High Gathering. An elder or. • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for longsword. representatives for groups are sent to these meetings in lieu of all members. as such. Goblin. Their straight to slightly wavy hair is usually shades of pale gold and red. They favor warm woolen garments in solid colors. and in dealings with the area’s King or Queen. Elven. Sylvan elves are slow to trust outsiders. longbow and shortbow as bonus feats. living amid the trees or beneath the rolling hills in beautiful natural caverns. In larger communities. well appointed and masterfully camouflaged. Men often wear well-groomed beards and women wear their hair in braids. semi-tropical forests of Narahim and the frozen pine forests of Yssgelund. Cerullien. are small humanoids who reside in idyllic forests away from the noise and bustle of human settlements. There are over 50 separate clans throughout Estegalle. Suttegarde and Yssgelund. Gnomes’ alignments tend towards neutral good. dry cave complexes. Lady of the Hearth and mother-goddess. Sylvan and regional languages. By Race above). • Favored Class: High elves have wizard as a favored class. while those of sylvan elven blood come from Caerleon. They make their homes in warm. due to their human ancestry. this distrust is often hidden beneath a facade of mirth. with yellow and red also used at times.

Typical homelands for such characters include Carmascia. and Yssgelund. Elven. *Sarathians and Voruskaiad tribesmen tend towards neutrality while Carmascians lean towards chaotic neutral. +1 competence bonus to climb or swim checks □ and +1 Yssgelund and competence bonus to survival checks. In Suttegarde men of mixed Avadain and Yssgelundian heritage are quite common. +1 racial bonus to Will Neutral (chaotic) Yssgelundian Teug Suttegarde saves versus fear effects. all humans gain cultural bonuses to skills and/or saves that are based upon their cultural background. Giant. though there is something disquieting about their appearance that reveals the cruel nature of their goblinoid heritage. Game Rule Information All humans are played as described in The Player’s Handbook and gain the racial abilities listed therein. half-orcs have no special bonuses or penalties due to their size and have a base land speed of 30 feet. Their men may or may not wear beards and their eyes can be of various hues. Goblin and other regional languages. • Automatic Languages: Common and the regional language shown on the table above. Those raised in human communities are often isolated. Suttegarde. listen and spot Narahim Narahim Daegaru Neutral (good) checks. particularly near mountainous or coastal areas. Elven. with evil tendencies. but it is otherwise like normal sight.THE WORLD of GAILE Half-Orcs Orcs. Maelnach Suttegarde Elven +1 competence bonus to survival. with skin and hair varying in color from black to the lightest shades. who view the resulting children of such a union with abhorrence and loathing. Game Rule Information Half-orcs have the following abilities: • As Medium creatures. Giant. particularly Ulgren. the commingling of orcish and human blood is a subject of extreme distaste among most ordinary humans. his or her highest-level class does not count. jutting jaw lines and slightly pointed ears being common. Gaile’s half-orcs differ significantly from typical half-orcs. When determining whether a multiclass half-orc takes an experience point penalty. • Automatic Languages: Common and one regional language or Goblin. listen and spot checks. are synonymous with hobgoblins and hobgoblins are used in place of orcs in all instances. Such individuals receive a +1 racial bonus to Will saves versus fear effects and a +1competence bonus to survival checks. god of death and punishment. Bonus Languages: Dwarven. Baloth. tending towards shades of blue or brown. +2 competence bonus to appraise checks. physical characteristics. Chaotic Neutral +1 competence bonus to knowledge: nature. Humans Humans are the most diverse of all the races. read The Lands of Estegalle section below. though many humans in Caerleon and Suttegarde are of mixed bloodlines and cultural backgrounds. Some rare individuals even rise to positions of authority. +20% to starting Kashgari Kashgar Khalmiri Neutral wealth. longer of limb and with broader shoulders. They tend to be slightly taller than humans. broad. Orudan and regional languages. In addition. in Gaile. Their facial features have a slightly goblinoid caste to them. Goblin. Gnome. Darkvision is black and white only. are trained as scouts and spies to infiltrate human lands. Bonus Languages: Dwarven. In any event. Most half-orcs are raised in orcish communities where they are raised under the whip to a life of servitude or. Half-orcs are almost always born out of violence and subjugation. There are 8 cultural backgrounds for human characters in Estegalle to choose from. See each the regional descriptions in The Lands of Estegalle and The Player’s Handbook for more details about human characters. Half-orcs are usually encountered in the northern lands of Estegalle. Depending upon their homeland and upbringing. and to learn more about each of the cultures listed below. In Caerleon and Suttegarde many humans are of mixed Avadain and Maelnach blood and gain a +1 racial bonus to FORT saves versus natural diseases and a +1 competence bonus to survival rolls. Suttegarde and Mauridia Regional Languages Adanae Cultural Abilities Predominant Alignment +1 racial bonus to FORT saves versus natural diseases and to Lawful Neutral (good) WILL saves versus fear effects. Voruskai. Cultural Background Avadain Regions Caerleon. the offspring of hobgoblin masters and human slaves or the end result of rape following an orcish raid upon a human settlement. Half-orcs can sometimes pass for human. Chaotic Neutral (evil)* +2 competence bonus to survival checks. For detailed descriptions of each of the regions of Estegalle. hardened by their years of adversity. with thin-slit eyes and nostrils. Any skill that receives a cultural bonus may be used unskilled by a character of that culture. in those instances where their aptitude is noticed. Vinnisklad. • Goblin Blood: For all effects related to race. +1 racial bonus to FORT saves versus natural diseases and +2 Cirhedin Mauridia Adanae Lawful Neutral (evil) competence bonus to knowledge: religion or history checks. There you will find information on the names. half-orcs are considered as goblinoid. 5 . Gnoll. They only suffer a –2 Vinniskur Vinnisklad Terrilec Neutral penalty to balance checks and may move a ¾ speed on icy surfaces. half-orcs may worship the gods of their human communities or the dark gods of the goblins. • Favored Class: Any. Their canine teeth are somewhat larger than those of humans and their coloration tends to be ruddier than usual for men of their lands. character class notes and preferred weapons for the human inhabitants of each of the 10 regions of Estegalle. or Kharec the Vengeful. • Half-orcs have a +4 racial bonus to move silently checks. viewed with suspicion and disdain by the humans of their community. Tribesmen of Sarathia and Voruskai +2 competence bonus to ride checks and +1 competence bonus Neutral or Terrilec Vors or Carmascia to survival checks. • Darkvision: Half-orcs can see in the dark up to 60 feet. □ Yssgelundian mountain clansmen have a +1 competence bonus to climb checks while coastal clansmen gain this bonus to swim checks. god of slaughter. Gnoll. and half-orcs can function just fine with no light at all.

x(1d8) lb. X(2d4) lb. x(1d8) lb. Height and Weight Race Dwarves High Elves Sylvan Elves Gnomes Half-Elves Half-Orcs Humans* Men’s Height 4’+3d4” 5’4”+4d4” 5’2”+4d4” 2’4”+1d4” 5’+4d4” 5’+4d4” 4’8”+4d6” Men’s Base Weight 100 lb. X(2d4) lb. 80 lb. as they tend to be tall and willowy. or Sorcerer +3d6 +4d6 +4d6 +1d6 +1d6 +1d4 Bard. x(1d8) lb. the second result gives the total number of children in Bragi’s immediate family. Monk. Druid. or Wizard +7d6 +10d6 +8d6 +3d6 +3d6 +2d6 Middle-Age 150 years 500 years 200 years 75 years 60 years 40 years Old Age 250 years 750 years 325 years 100 years 80 years 60 years Venerable 350 years 1000 years 450 years 125 years 100 years 80 years Maximum Age +5d20 years +10d20 years +5d20 years +4d20 years +3d20 years +2d20 years Birth Rank D20 Roll 1 2-4 5-7 8-10 11-12 Birth Rank D20 Roll Only Child 13-14 st 1 Child 15-16 nd 2 Child 17-18 rd 3 Child 19 th 4 Child 20 * Twins are possible for all races (despite negative modifiers) on a natural roll of 20. Results less than or equal to the first Birth Rank roll indicate that your character is the last-born. Otherwise. the second number determines the total number of children. 24 lb. except dwarves. 90 lb. 90 lb. If Bragi’s second roll (with the negative modifier) yields this result (8) or less he is the 3 of 3 children. Ranger. Birth Rank th 5 Child th 6 Child th 7 Child th 8 Child Twins (roll again)* Racial Modifiers to Birth Rank Race Dwarves Elves Gnomes D20 Modifier -4 -8 -8 Race Half-Elves Half-Orcs Humans D20 Modifier -4 -4 - Number and Gender of Siblings To determine the total number of children. Weight Modifier x(2d4) lb. This indicates that he is the rd rd 3 child. x(1d8) lb. Weight Modifier x(2d4) lb. Then he subtracts 4 from the roll (because he is a dwarf) and winds up with an 8. only 1 in 6 children are females. 120 lb. or Swashbuckler +3d6 +6d6 +5d6 +2d6 +2d6 +1d6 Cleric.THE WORLD of GAILE VITAL STATISTICS Age Chart Race Dwarves Elves Gnomes Half-Elves Half-Orcs Humans Random Starting Ages Race Dwarves Elves Gnomes Half-Elves Half-Orcs Humans Adulthood 25 years 50 years 30 years 18 years 16 years 15 years Barbarian. Otherwise. 100 lb. Humans from Kashgar add 5% to their height but do not adjust their weight. x(2d4) lb. x(1d8) lb. x(2d4) lb. For Yssgelundian characters add 5% to the character’s height and weight. 100 lb. For all races. For Maelnach characters. x(1d8) lb. 80 lb. x(1) lb. Rogue. 80 lb. 20 lb. roll Birth Rank a second time and adjust for race. siblings have a 50/50 chance of being either male or female. It is for this reason that non-dwarves seldom see dwarven women. Fighter. Paladin. x(1) lb. subtract 5% from the character’s height and weight. 120 lb. 6 . * Humans of some cultures tend to be of smaller or larger than typical humans. For dwarves. Example: Bragi the Dwarf rolls a d20 and rolls a 12. 90 lb. Women’s Height 3’10”+3d4” 5’2”+4d4” 5’+4d4” 2’3”+1d4” 4’10”+4d4” 4’10”+4d4” 4’5”+4d6” Women’s Base Weight 85 lb.

by Region Core Class Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Swashbuckler Wizard ○ Preferred class Region Caerleon Carmascia Kashgar Mauridia Narahim Sarathia Suttegarde Vinnisklad Voruskai Yssgelund x ○ ○ ○ ○ ○ ○ x x ○ x ○ ○ x ○ x . 7 . Swashbuckler abilities that are subject to armor or encumbrance restrictions are lost if the swashbuckler employs any shield other than a buckler. th th Sorcerer Class Skills Class Features Variant Class Availability. rather than as a full-round action.Permitted class Variant Class Availability. and which are preferred. Sylvan Gnome x ○ ○ ○ ○ ○ x x .Permitted class x ○ ○ x ○ ○ ○ x ○ ○ ○ ○ x ○ ○ ○ ○ ○ ○ x Prohibited class x ○ ○ x ○ x - ○ ○ ○ x ○ ○ ○ ○ x x ○ x x x x x ○ ○ x x x ○ ○ ○ ○ x x - Core Class Availability for Dwarves. p195) as a Special Ability. 6+INT / level Swashbucklers gain the Shield Proficiency feat so that they may use bucklers. Sylvan Gnome Core Class Race Dwarf Elf. and which are preferred. Region Variant Class Bardic Sage Battle Sorcerer Cloistered Cleric Divine Bard Savage Bard Wilderness Rogue ○ Preferred class Caerleon Carmascia Kashgar Mauridia Narahim Sarathia Suttegarde Vinnisklad Voruskai Yssgelund ○ ○ x x x x - ○ ○ x ○ ○ x ○ x Prohibited class x - ○ x x x ○ ○ ○ ○ - x x x x - x x x - ○ x ○ ○ . High Elf. Half-Elves and Half-Orcs. Replace the class skill of bluff with use magic device. in each region of Estegalle. so long as they meet each feat’s prerequisites.THE WORLD of GAILE CHARACTER CLASSES The following chart shows what core classes are available. Elves and Gnomes Core Class Barbarian Bard Cleric Druid Fighter Monk ○ Preferred class Race Dwarf Elf. These prohibitions have no effect on later character advancement. Due to the use of Spontaneous Metamagic (see page 8) sorcerers may cast spells enhanced by metamagic as a standard action. from Complete Warrior. Core Class Availability for Humans.Permitted class x ○ ○ x x Paladin ○ Ranger Rogue Sorcerer Swashbuckler x Wizard x Prohibited class ○ x - ○ ○ - ○ ○ Core Class Ability Changes Fighters Bonus Feats: Rogue Special Abilities: Swashbuckler Hit Die Saving Throws Skill Points Class Features Fighters now have access to Supreme Weapon Focus at 14 level and Supreme Weapon Specialization (see New Feats th on page 8) at 16 level as bonus feats. High Elf. In addition. by Race The only racial restrictions on variant classes are that dwarves may not be wilderness rogues and that neither high elves nor gnomes may be savage bards. Rogues of 13 level or higher may choose Hide in Plain Sight (DMG. by Region The following chart shows what variant classes from Unearthed Arcana are available. are the only non-Player’s Handbook core class allowed in the Estegalle campaign setting. All sorcerers gain Eschew Material Component as a bonus feat at level 5. in each region of Estegalle. Class st prohibitions by region only effect characters native to those regions at 1 level. Swashbucklers. Class prohibitions by region or race st only effect characters of those regions or races during their 1 character level and have no effect upon later character advancement. d8 Good Fortitude and Reflex saves and a poor Will save. all swashbucklers lose the Grace class feature in exchange for a good Reflex save.

Prerequisites: Proficiency with selected weapon. If the result of this calculation is less than 0. Each time a character selects a metamagic feat. Each time you take the feat. including those from Weapon Specialization and Greater Weapon Specialization. while a 17th-level druid could heighten a 0. Its effects do not stack. it applies to a new type of weapon. Benefit: All knowledge skills are class skills for you. A 9th-level wizard could enlarge and empower any spell of 2nd level or lower (since his maximum spell level is 5th. he may use the feat six times per day rather than three. Greater Weapon Focus and Supreme Weapon Focus with selected weapon. This bonus stacks with other bonuses on damage rolls. If he chooses to apply his Silent Spell metamagic feat (which uses a spell slot one level higher than normal) to a spell. Its effects do not stack.or 1st-level spell to 2nd level. However. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level he is capable of casting (based on his level and ability scores). or even the same metamagic effect more than once (if allowed by the feat's description). If a feat may be applied more than once to the same spell (such as Empower Spell). Skill Focus (Knowledge: arcana). 1st-. Benefit: Speak language is a class skill for you. You get a +1 bonus with any two knowledge skills of your choice. or higher if it is well hidden. A magic trap generally has a DC of 25 + the level of the spell used to create it. For instance. LINGUIST [GENERAL] You have a natural talent for learning the tongues of others.THE WORLD of GAILE NEW FEATS EDUCATION [GENERAL] Some lands hold the pen in higher regard than the sword. SUPREME WEAPON SPECIALIZATION [GENERAL] Choose one type of weapon for which you have already selected Weapon Specialization and Greater Weapon Specialization. A fighter may select Supreme Weapon Focus as one of his fighter bonus feats. st Prerequisite: 1 level only. literacy. Investigator. each application counts as one of the caster's three daily uses. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. a character who selects a metamagic feat gains three daily uses of that feat that he can opt to use "on the fly" without previous preparation. fighter level 14th. You can use the disable device skill to disarm magic traps. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. the maximum level of spell that he can apply it to is equal to 3 minus 1. This bonus stacks with other bonuses on attack rolls. The character must decide when casting the spell if he wishes to apply the effect of one of his metamagic feats to the spell. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. and 3 minus 3 is 0). Skill Focus (Craft: trapmaking). For instance. add together all the spell level adjustments given for the various feats. Finding a nonmagical trap has a DC of at least 20. he gains three daily uses of that feat. SUPREME WEAPON FOCUS [GENERAL] Choose one type of weapon for which you have already selected Greater Weapon Focus. 8 . The spell is treated as a spell of that level for purpose of save DC and similar effects. A fighter must have Supreme Weapon Focus with a given weapon to gain the Supreme Weapon Specialization feat for that weapon. If he had the Maximize Spell feat. A fighter may select Supreme Weapon Specialization as one of his fighter bonus feats. the character can't apply the metamagic feat to any of his spells. but doesn't require a higher-level spell slot. he could apply it only to 0-level spells (since a maximized spell is normally cast as a spell three levels higher. increased spell level. to determine the maximum level of spell that can be so affected. minus the spell level adjustment of the metamagic feat. In this variant system. Prerequisites: Int 13. if a caster selects Empower Spell twice. since he couldn't even apply it to 0level spells. including those from Weapon Focus and Greater Weapon Focus. Weapon Focus and Greater Weapon Focus with selected weapon. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. For instance. Quicken Spell would be of no use to this wizard. you can more effectively search for the presence of traps and wards. This aptitude aids in both the learning of new tongues and in drawing meaning from the written characters of unknown tongues. A caster can apply more than one metamagic feat to a spell. METAMAGIC FEATS SPONTANEOUS METAMAGIC With this rule variant. Finding a magic trap has a DC of 25 + the level of the spell used to create it. a 3rd-level cleric could heighten a 0. and bypass it without disarming it. Each time you take the feat. a 5th-level wizard is normally capable of casting spells of up to 3rd level. Thus. or 2nd-level spells silent. If you beat a trap’s DC by 10 or more with a disable device check you can study that trap. fighter level 16th. Special: You can gain Supreme Weapon Focus multiple times. Special: You can gain Supreme Weapon Specialization multiple times. Normal: Rogues (and only rogues) can use the search skill to locate traps when the task has a Difficulty Class higher than 20 or use disable device to disarm magical traps. In your youth you received the benefit of several years of formal schooling. TRAPFINDING [GENERAL] Through the study of mechanical traps and magical incantations. or 2nd. and the total spell level adjustment for Empower Spell and Enlarge Spell is 3). Benefit: Your character can use the search skill to locate traps when the task has a Difficulty Class higher than 20. Prerequisites: Proficiency with selected weapon. Weapon Specialization and Greater Weapon Specialization with selected weapon. 1 level only.through 8th-level spell to 9th level. the Heighten Spell feat functions slightly differently from other metamagic feats. figure out how it works. it applies to a new type of weapon. provided you have at least 1 rank in that skill. he may make any other 0-. st Prerequisite: Int 13. Weapon Focus. Multiple selections of the same feat are cumulative. You may use the Heighten Spell feat to increase a spell's effective level (for purposes of such factors as save DCs and so on) up to the maximum spell level you are capable of casting. or extended casting time. You get a +2 competence bonus on decipher script skill checks.

Caerleon has begun. fair men of Yssgelund repeatedly sacked Caerleon’s fortress-cities and all-but-crushed the legions of Avadain forces sent against them. 9 . collectively called The Tribes of Vors. called the Ducal Assembly. acts as the elected Regent over the lands. the Overlord’s daughter returned the King’s head to Caerleon. including its rich soil. in northern Caerleon. With the weakened ties of the Voruskai tribes and the resulting reduction in their military might. The elves. Gueran’s post as Lord Regent makes him accountable to a body of representatives. principally. Shardan cursed the Avadain as pariahs and devotees of the dark gods who brought devastation to Gaile. To the extreme north and southeast are found Narahim. over the past decade. it was ordered that Caerleon would have no king or queen save Morikai of Vors. a united force of Caerleonic and Suttegardian troops took to the plains of the Voruskai in order exact vengeance upon the Overlord of the Voruskai. Of these.THE WORLD of GAILE THE LANDS OF ESTEGALLE Regions of Estegalle The continent of Estegalle is divided. Gueran Dennigal. In order to ensure their survival. after repeated and devastating raids upon the eastern marches of Caerleon and Suttegarde. Most in Caerleon came to bear little resemblance to the mighty Avadain who once landed on Estegalle’s shores so many years before. Morikai. These men. their elven allies and. their treasures brought into the sunlit world to be used by the conquerors of Caerleon. hid themselves from the Avadain and fortified their mighty citadels in order to hold their ancestral lands against the “Lions of the West. Dwarves of the Carroc clan. increasingly sought shelter in the wild lands of Estegalle rather than dwell in citadel “islands” surrounded by Caerleonic lands. representatives of each Duchy and their respective earldoms. the Tribes of Vors. faced with the growing might of men. the lords of Caerleon were forced to make truces with the northmen who harried their northern provinces. Mauridia and Kashgar are called the Four Kingdoms. Treaties made with the dwarves of the Carroc clan saw the return of dwarven strongholds to the dwarven people as the elves. Thirty years ago. To the north the tall. who had aided the Maelnach in their earliest days and who taught these men much lore and craft. Great cities grew along seacoasts and in fertile river valleys. In order to meet the challenge of reviving Caerleon. brought order and prosperity to the lands they did conquer. The moderate climate allows Caerleon’s farms to be the most productive in Estegalle. After several centuries of war and expansion the Avadain had claimed all of the Maelnach lands. becoming. Gueran has adopted measures that earlier Avadain rulers would have railed against. With the passage of time Yssgelundians had managed to reclaim much of the lands of northern Caerleon while bands of Yssgelundian raiders and southern nomads gradually took to the plains east of Caerleon. linking the growing cities of the Avadain people. to prosper. into ten regions ruled by humans. are entrusted to advise the Lord Regent on behalf of the landholders they represent and elect a new Lord Regent every 7 years. Having been warned against the arrival of the Men of the West by their Emperor.” Soon stonework fortresses lined the border territories of Caerleon and great roads spread out like a vast web. When. Faced by opposition from all sides the Avadain could not hope to conquer the whole of western Estegalle. The vast Plains of Algur are home to three semi-nomadic tribes. Yssgelund and Vinnisklad. To mollify the pride of the Avadain King Bael the Elder was given command of these forces and the rampant lion of Caerleon flew highest upon the lances of the standard bearers. Hirrel Tanissant. The Avadain mistrust of Mages and reliance on Patriarchal advisement made such a measure highly unorthodox. Secondly. To the south lay the domains of the proud and cruel Mauridians. men with ancestral ties to Avadain but who were set against their distant kin through the preaching of Shardan the Wise. and abundance of yew wood. All Avadain claims to the lands of Suttegarde were rescinded some 250 years ago and diplomatic relations with Mauridia were initiated soon afterward. Eventually Mauridia completely drove the Avadain forces out of their lands and crushed any chance for a united Estegalle under Avadain rule. forced to settle in the foothills and forests south and west of the Ostenberg Mountains or assimilated into Avadain society. First. the ranks of Caerleon’s Legions. The Maelnach were driven to the northeast. by a Mage. Carmascia. Duchies to the East are gradually reclaiming lost lands and trade routes are being reclaimed from Carmascian bandits and raiders. over time. Furthermore. who opposed the Avadain. This prosperity is aided by the Caerleon’s wealth of resources. The majority of Caerleon’s military might rests in its vast army of professional soldiers. Knights are the enforcers of the Assembly’s laws and are authorized to dispense justice in the name of the Regent. 4 months later. tin and copper. an annual tribute was exacted as reparations for the attack on Voruskaid lands and lands were ceded to the Carmascians of the western plain. Sarathia and Voruskai. from the western shores of Estegalle to the arid Plains of Algur.” The Four Kingdoms Realm Caerleon Kashgar Mauridia Suttegarde The Tribes of Vors Realm Carmascia Sarathia Voruskai Savage Lands Realm Narahim Vinnisklad Yssgelund Type of Government Feudal Republic Plutocratic City-States Theocratic Empire Constitutional Monarchy Ruler Lord Regent Gueran Dennigal King Tyrtaeus of Triphos Empress Correna Osriel King Geraint Henegar Predominant Alignment Lawful Neutral (good) Neutral Lawful Neutral (evil) Neutral Good Type of Government Autocracy Hegemony Hegemony Ruler Warlord Agillor Overlord Anthyrus Overlord Chernye of Vors Predominant Alignment Chaotic Neutral (evil) Neutral Neutral Type of Government Confederacy Clanholds Monarchy Ruler Various chieftains Various clan lords High King Grauvulf Aethelhere Predominant Alignment Neutral (good) Neutral Neutral (chaotic) The Four Kingdoms Caerleon Before the coming of the Avadain (Men of the West) this land was held by the Maelnach peoples. which are known to men of The Four Kingdoms as the “Savage Lands. by Yssgelundian clansmen. the rebuilding of a kingdom. as the self-proclaimed lords of Gaile. In border and coastal cities. mercenary orders of warriors have profited from the turmoil that has gripped these lands. breaking from the autocratic monarchies of his forefathers. its vineyards unsurpassed. Today Bael’s grandson. the arrival of Avadain forces upon Estegalle brought immediate and ceaseless warring with the Cirhedin of Mauridia. the lands of Caerleon. So it came to be that King Bael the Fair ruled a kingdom and people that were estranged from their former greatness. deposits of silver. Regardless of this the Avadain. Gueran is assisted in this urgent undertaking. saw several of their strongholds stormed. Suttegarde.

Alisander. Cloaks are commonly dyed blue. Jordan. Elanor. Arms and Armor The only “Exotic Weapons” available in Caerleon are the bastard sword. Luther. Stephen. Lothien. Black boots and gloves are also worn frequently. Tancred. 10 . bearing superstitions and folklore with ancient. Falgrim. Fighters The most common character class in Caerleon is the fighter. Leonelle. Gabriel. Cecille. Catherine. calling for the coronation of Gueran as King. Sibille. Liliane. Rogues Members of this class are usually found in cities or are encountered as highwaymen. Nidian. still has many great families of Avadain lineage. Teresa. Xavier Aelise. Agrellan. These folk are more festive and less reserved. Morgana.THE WORLD of GAILE The Men of Caerleon Caerleonic humans are of average height and build. Clerics Priests serve in communities throughout the realm. bloodlines tend to be slightly taller and broader of shoulder than other men of Caerleon. Aradan. Taron. Caerleon. knights in the service of the Lord Regent and professional soldiers. Clarise. Adane. Gaheris. Julia. Rianna. Sorcerers These rare individuals are rumored to be the descendents of the Great Sorcerers of the past and are often shunned by those who know of their power. Meleas. Corneus. but many come from wealthy families and while away the days drinking. the lower classes do not abide by the same social mores as their more nobly born countrymen. Galatine. Leather boots are commonly worn. The knights of this order are strong proponents of Caerleon’s monarchy. Achard. Mallor. Calaven. Saradoc. Agnes. Many act as wardens of the woods and protectors of shrines dedicated to nature gods such as Danevar. coastal cities of Caerleon. Baedon. They are darker haired and fairer of skin than typical Caerleonic men. lance. as are beards. Armitage. Claire. Sirannon. Julian. Eliand. Hair is worn short by most men. Perrendel. Viviane Abelard. Elenna. At court. Bors. Elianor. Bernard. Earendor. Valerie. Claudius. Tarcil. Druids Priests of this ancient order are not common in Caerleon. Tristam. Gervase. Regent Gueran has yet to accede to their wishes. Swashbucklers Swashbucklers are found in the southern. Eustance. Of course. wizards often are discreet in their use of magic. Ethan. The favored weapons of Caerleon are the dagger. Morgan. Gaidon. Paladins Paladins are typically knightly warriors in the service of The Church of the High Gathering. Miles. as the first conquered kingdom of the Avadain. Sara. Valerin. Thalleon Dennigal. Stephanie. Geoffrey. Aeron. In these dark times. mace (heavy). Brunam. More militant orders serve as knights or crusaders for the realm. Eladrim. Many serve as hirelings. Marie. decorated with fine tracery about the collar and wrists. Juliette. Capes and cloaks are commonly worn over tunics and leggings. Maurian. Morien. Celedan. Reynard. breeches and tunics. Berengar. Caradoc. whoring and fighting duels of honor. Annael. Rowenna. Elisa. Rangers Rangers sometimes act as military scouts or knights in frontier areas. Aethelhere (of Suttegarde) Female Royal Households Ducal Lines Regent’s Lines Permitted Character Classes Bards Bards function as poets and storytellers. Junius. Descendents of these. Gilborne. Domiere. particularly as Knights of the Scepter: This religious order serves the Regent and acts as protectors of the High Gathering. with wavy to straight hair that ranges from light brown to black and blue. Amante. Alberon. halberd. Mirabel. Margot. Avadain warriors display the heraldry of their lord and of their lineage upon their shields and surcoats. Garb usually consists of fine tunics of deep blue or white. Isendor. Peredor. Falstaff. Cale. Some serve on as mercenaries or guardsmen. Paladine. Jacqueline. They have medium complexions. when they are worn at all. Owain. neatly groomed and often haughty in their bearing. Marcus. Caraden. Clothing usually consists of cloaks. Carellia. Celephan. Adalard. Valien. Gerard. Kaherdine. Overall. Anna. the people of Caerleon are known for their civility and pride. established by Bael the Fair nearly 500 years ago. Maginus. Danain. Common Names Male Accolon. such as infantrymen and archers. The Knights of the Crown are the main knightly order of Caerleon. longsword and rapier. Berennor. Clairemonde. Geriant. Lenore. Ambrose. Lucas. green or grey eyes. Lucan. Joan. Eremere. Rogues often act as spies. In rural areas longer hair is more common and the influences of the Maelnach are more readily seen. often royal. the Avadain wear brooches that display their family crests. Gauffier. brown or black. Those who practice druidic rites are usually of Maelnach descent and/or from isolated areas. Alec. Armide. Alicia. In a land where magic is feared by most. Thomas. they serve the Patriarch above all others. Jared. with gloves or jewelry being worn by wealthier individuals. militia members. Elisabeth. as many people look to the church for solace. Galadhil. Urban dwellers have adopted the Avadain standards of courtesy and selfrestraint. Maelnach roots. Isengal. Wizards Mages are typically eccentric and solitary individuals immersed in the study of arcane lore. Gramille. Elessandra. Galerus. in a multitude of capacities. Cameron. scouts and assassins. longbow. Terence. net and whip. hazel. the ranks of Caerleon’s priesthood are swelling. Genevieve. recounting past glories and assuring nobles and commoners alike that the darkest days of their people are behind them. Arion. Gareth. As a religious order. Eagillen.

These plutarchs act as administrators and as the law-making body of their cities. Kashgari men usual are clean-shaven. Enforcement of the law and defense of each city-state is the responsibility of each city’s army. as miners and as house servants. The lands of the south are more forgiving. oracles or diplomats with other kingdoms. Nyssa. Artorius. Coraestes. Oraesius. mercantilist people who enjoy the wealthy status of their plutocratic republic. and are rarely part of an organized church. Kashgar employs slaves from other regions. They are hard-pressed to find believers in the Old Gods. its merchant and military fleet of ships grew. and level enough to accommodate the numerous roads that connct Kashgar’s coastal cities. Claudia. Cybele. Delphine. Arete. Eleanor. Vanidae. burglars and spies. Cassia. Kashgar is dominated by foothills and river valleys. Demetrius. Ellen. net and whip. Craeus. Boots. Arms and Armor The only “Exotic Weapons” available in Kashgar are the bastard sword. Like the vast plains to its north. Macellus. The north also became the proving grounds for Kashgar’s growing army. Cavalry units are present. Kyrillos. The Kashgari came to value the superior engineering. with stout soles to protect against the jagged stones that are found throughout the hills and grasslands of Kashgar. Spyridon. though only in southern Kashgar. a ruthless and peerless leader in matters of state and war. Leonidas. Elenia. northern Kashgar is semi-arid. Other warriors include mercenaries. Though much of their early history was lost in the great cataclysm. Menetor. Leda. studying within the great Kashgari universities. Lelia. Druids Druids are only found in rural areas. with Kashgari slaves being able to buy their freedom. northern communities thrived through the riches that their hills offered up. Irena. Damaris. Alliances and trade with the powerful land of Mauridia helped to shape the development of these cities and their culture. Study of arcane lore was also instituted. Rogues Members of this class are usually found in cities. 11 . olives and wheat. allowing Kashgari merchants to trade with all of the nations of Estegalle. as few roads or areas with level ground are to be found in Kashgar’s foothills. mercenaries. Today each city is a state onto itself. cutpurses. Lycurius. upon the seasons’ change and at other auspicious times. Mages who cast destructive magic face swift and harsh punishment for their misuse of magic. Cynthia. kukri. javelin. who are sought for wisdom and guidance. Sevidias. Tyrtaeus has. Archides. Aura. Melania. Skilled artisans from Mauridia and southern Kashgar traveled north. and sandals in outlying farmlands. Dorian. Sorcerers This class often finds employment in the same fields as wizards. Located at the foot of the great Forosmon mountain range. thugs and bandits. such as linen. Philip. and are regarded as wise men with knowledge of the world unseen. Selena. Adonia. focusing upon subtle magic that bring knowledge and wealth to the patrons of Kashgari universities. Saradan. In the meanwhile. Macchus. Paladins Increasingly rare in Kashgar. Altair. Andrius. light materials. involving slaves. Heraestis. Wealthier people have ornate clasps or robes of fine material. Leander. whose people they are distantly related to. Mages often serve as counselors. with sinewy muscle. delving into magic as a scientific discipline. Callia. Galadia. These cities are loosely allied under the rule of King Tyrtaeus of Triphos. eventually becoming vast walled cities of marble and granite that were kingdoms unto themselves. Dionna. Anaxigoris. using them primarily as laborers in cities and along roads. Gladiatorial sport. Oracles are still consulted for their wisdom. Constantine. paladins still believe in the Gods of Old and often serve the Order of Lucien. though the rational scholars of Kashgar saw magic as a science unto itself and spurned the Mauridian mingling of magic and theology. Stelios. Their skin ranges from tan to dark brown. Perrine. even within large cities. Vaeton Adara. are usually made of leather. mathematics and scientific knowledge of the Mauridians. Aegil. with hazel or brown being rare. seekers of glory and those desperate enough to enter the arena in search of coin. Swashbucklers These lightly armored finesse fighters are commonly sailors. Karena. Rangers Rangers are rarely found in Kashgar. Clerics Priests are usually oracles or sages. Celena. Tessa. Ambrosius. Arius. Perodus. Calidos. Pyraedas. Rural folk still worship the gods of Gaile. The Kashgari people are a logical. such as silk. with even the poorest of farmers owning some trinket to adorn themselves with. establishing the finest smithies of Estegalle in the well-fortified keeps of the north. ruled by a council of senators that represents powerful factions and families within each city. rich veins of ore and precious gems were found in abundance beneath the sparse foothills of the Forosmons.THE WORLD of GAILE The Four Kingdoms Kashgar Nestled between the Cloudspire Mountains and the Enyros River is the land of Kashgar. Callisa. Kyros. Myra. Calandra. in his 25-year rule. Cleodinas. short spear. wearing their hair extremely short or shaving their heads altogether. Titus. Zoe Female Permitted Character Classes Bards Bards often act as troubadours in wealthy villas or serve as historians. Kashgar’s army employs rogues as scouts. Alexandra. Aeschylus. honoring them upon full moons. Only the military Order of Lucien remains in Kashgar and has not abandoned their beliefs or shrines. Salaris. Dracon. Most who live within the cities shun religion of any kind. Brasidas. lance. Evania. Helena. incorporating these disciplines into their teachings and erecting universities within their larger cities. Alexander. Elena. Horses are practically useless. dagger. one’s best aid in travel is a sturdy pair of sandals that protect against the hard and jagged earth of the Kashgari hill-lands. Oraeon. As southern Kashgar grew into a mecca for trade and knowledge. which is commanded by an senate-appointed general. rapier and short sword. Agatha. Common Names Male Aeneus. Kashgari slaves are treated far more humanely than those of Mauridia. Clothes are usually of loose. Tanedus. Melissa. Kashgar’s coastal cities all maintain war fleets that are second only to those of Mauridia’s armada. They typically serve in rural areas as protectors of druids or as military scouts. Kashgari tend to be tall and thin. Jewelry and the use of perfumes are common to both men and women. Arrelia. mace. Like Mauridia. Delios. especially in Kashgari cities. likening it to idle superstition meant for the simple of mind. Caedon. Alcion. that are often worn beneath robes clasped at the shoulder. Erasmus. Amarande. Evangel. with rocky soil ill suited to farming or traveling. as itinerant preachers or shamans who follow the ancient traditions of their people. The favored weapons of Kashgar are composite bows. it only makes such practices distasteful and worthy of scorn. dyed with indigo or royal jelly. rakish youths or gladiatorial fighters seeking glory in the fighting pits of Kashgari cities. which was charged with the defense of the northern Kashgar’s great wealth. In the early days of Kashgar coastal communities grew mighty as centers of trade. Corine. it is speculated that the Kashgari people were from lands south of Narahim. Kashgari often have grey or black eyes. The Men of Kashgar The Kashgari people are said to have conquered this region long before the gods rained destruction upon Gaile. Traversing these lands is a feat for any man not accustomed to such rough terrain. is practiced in Kashgar’s larger cities. yielding crops such as dates. limited Mauridia’s influence in Kashgari politics and trade. though in less exalted positions. Fighters Kashgari warriors are typically professional soldiers that are part of Kashgar’s army. Korudon. and their black hair is wavy. This does not prevent urban Kashgari from calling upon the gods in times of trouble or holding onto superstitious beliefs. serving as assassins. Lydia. grapes. Damian. Wizards Mages are usually academics. Catalin.

Armide. Shardan. fighting desperately for food and land. With family and friends. enforcing the Laws of Shardan with its warrior-priests. The palaces of the Lord Stewards are mighty strongholds. grey and black. in shades of pale brown or white. Jordan. Camerard. Gravis. Ambrosius. though they have never had to fight invaders in the 1600 years since the city’s founding. of the line of Mauridoc. great cities began to grow about the temples raised in his honor and. Over many years. Mathematics. Luther. They are transported in ornate caravans. Eliand. Isendor. The lands of Mauridia are divided into three Provinces. the Mauridians are able to collect high tariffs at their ports and ensure that trade is restricted as best befits the coffers of Mauridia. Mallor. Mauridians are guarded around outsiders. filled with stores of wealth. often adopting stern or haughty airs around strangers. with the emperor. with delicate patterns embroidered into the edges of robes and tunics. The Empress is rarely seen by any except her Lord Stewards and her handpicked Guardians of the Phoenix. Achard. Gaidon. Berellor. a walled-fortress with towering spires and ancient architecture that could only be accomplished with the aid of magic. Calavus. they alone command the people of the surrounding lands and its troops. Characters raised among Mauridia’s desert-dwelling outcasts are of Avadain blood. and his inner council. Agrellan. Sandals are common footwear. saw the death of many Mauridians and the near-starvation of the Tribe of Maurid until. blue. The Men of Mauridia The people of Mauridia share a common heritage with the Avadain (Men of the West) and have kept their bloodline pure. save those who have been granted permission by Estelline’s Sarnhedin. Eladrim. Adanus. Gaheris. Viviane Mauridoc Cordellion. Arion. Sorcerer and servant of the Dark Gods. These troops are made up of the Ankallibec and of supporting levy forces. Isengal. Mauridians wear layered robes over tunics that protect against the sun and heat of their homeland. Shardan the Wise. Because of his laws. each ruled by one of the Empress’ personal advisors. Pilgrims from all of Mauridia come to pay homage to their divine ruler. Aradan. As a tribute to their deified ruler. Gabriel. Tarcis. cast into darkness and facing the plagues and upheaval of nature that wracked their lands. Gervase. under advisement of their King. who had ruled the Mauridians for nearly 300 years. Carellia. was as patient as he was old. theology and philosophy are taught at universities throughout Mauridia. Legions of Ankallibec guard this city. While the men of other lands waged near-constant war with each other. Meleas. Galadine. at last. Julian. situated at the mouth of the River Sahavim. Danaeus. The mighty Armada of Mauridia patrols the sea-lanes surrounding Mauridia. This portion of the city is awe-inspiring. Alexandra. Morien. Promising youths were sent into the service of the Sarnhedin to study the philosophies of Shardan the Old. “untainted” by that of “lesser men. Elisa. Valinus. Elessar. Counts are responsible for small regions. Slaves are typically branded with the marking of their owner. Erasmus. These Lord Stewards oversee the administration of the districts and cities within their Province. though boots are often worn in urban areas and by the wealthy. unity and peace to the deserving Mauridian people. Elanor. They are typically viewed with disdain and mistrust by native Mauridians. Lucas. which usually encompass 3 or 4 cities. Seeing how the undisciplined followers of the Sorcerers had brought down the gods’ fury. Galerus. Lothion. Alexander. Caterina. Among the Mauridian people. refuge was found along the fertile banks of the River Sahavim. Their long journey. particularly his priests. Claudia. Celephan. should be created as humans from other lands. Eustance. a bustling center of worship and trade. science. Alexis. Adalard. Silks are often dyed in rich shades of purple. a symbol of Shardan’s rebirth. Eriadoc. she has adopted Shardan’s symbol. which underlies most of the Empress’ power. Annael.THE WORLD of GAILE The Four Kingdoms Mauridia Mauridia is the oldest civilization in Estegalle and its people the first to thrive after the gods rent the great isle of Gaile into Estegalle and Avandunil. Keeper of Mauridia. as the years passed. Brunam. Maurian. the Sarnhedin “Seat of Wisdom”. Caradas. Lucilla. but are neither Cirhedin nor nomadic Avadain. Sacraeus. Paladine. Mirabel. Peredon. Celedan. with wealthier members wearing silks and jewelry instead of cotton or muslin garb. the Ankallibec. Shardan. Corneus. Nimrais. Margause. Cecillia. Shardan the Wise. Common Names Male Accolon. This council. provisioned by the surrounding farmlands and by endless streams of merchants who are granted special permission to trade in these Holy Fortresses. It is believed by most Mauridians that the current Empress is an Avatar of the god Shardan. honesty and respect for one’s elders and superiors are valued. Eliana. the Mauridians. as her own. Shardan. Shardan sought to educate his people. Those Eastern Men who survived found themselves struggling to survive in an inhospitable land. The Outer City is the largest city in Estegalle. Julia. Non-Cirhedin men are often slaves or descendents of foreigners. These citadels are cities unto themselves. Taros. bravery. the Phoenix. riding in vast. away from the warring of the Northmen and Maelnach. By subtly infusing these teachings with his own doctrines. Armande. Illaria Female Royal Lines Imperial Line Lord Stewards’ Lines 12 . rules in the name of Empress Correna Osriel. over the desert that would harbor them from the wars that gripped the northern lands. filling the Outer City within their numbers. temperance. Gerian. Rural garb and that of the Avadain is not dyed. attacking all hostile ships and protecting Mauridian and Kashgari merchants. Human characters that live in Mauridia. Liliana. Elite guards and eunuch servants serve the Lord Stewards. however. Elenna. In keeping with this belief. Alexis. Jaraedan. was revered as the great leader of his people and came to be worshipped as a near-god by his people. Juliette. Lucan. The Inner City is off limits to all. becoming the objects of worship. nearly all Mauridians are literate and learned in the history of their people. His laws and rule raised the Mauridians out of the chaos that the gods had visited upon them. Today the Sarnhedin rule the many cities of Mauridia. Alberon. the “old gods” became reviled. Shardan has united the Mauridians into a fiercely nationalistic people who despise the superstition of the “old gods” and the “savages” of Caerleon and Suttegarde who still worship them. While they only hold as much power as any other member of the Sarnhedin within the cities. is the Empress’ home and the capital city of Mauridia. Caradoc. Claudius. Xavius Aelise. The Holy City of Estelline (the Eastern Star). silk-covered palanquins that are guarded by an honor guard of Ankallibec. Marcus. Clarmond. Members of religious orders wear pale white robes and tunics in public. Cordellia. Clarise. Galadrius. Anna. Through this. Mauridians share their warmth and dry humor. who enjoy watching slaves fighting as gladiators in the large arenas of Mauridian cities. in conjunction with the various guilds of each city. Rianna. traveled south. Valerin. Junius. the virtues of reason. weapons and books of lore. disciplining or rewarding their inferiors as the Empress wills. Alicia. bringing prosperity. drawn from the most powerful members of the Ankallibec. districts.” for nearly two millennia. Nidian. Slaves from these foreign lands are kept by wealthier Mauridians and seen as sub-human by all Mauridians. the people of Mauridia called themselves the Children of Wisdom or Cirhedin.

Rogues This class is usually found in cities or is encountered as bandits and renegade warriors. Their lineage is traced from mother to son and each Maelnach holds their relations above all else. it is also common for tribes to raid Suttegardian lands for livestock and supplies. Arms and Armor The only “Exotic Weapons” available in Mauridia are the bastard sword. Because of their power. Sorcerers This class is commonly found among the religious orders of Mauridia and just as commonly found among rebellious groups hostile to the Empress. under the rule of Patriarch Rinhelg. These people are independent of the Empress and her forces. dagger. The favored weapons of Mauridia are composite bows. responsible for the gathering of taxes and maintaining order within the lands of their manors. the Suttegardian people tend to be pragmatic. Other examples of priests are slaves or members of the nomadic Avadain who worship the “old gods”. are difficult to monitor. sorcerers are independent of the universities and. his thegns and each thegndom’s religious leader address issues raised by at local meetings (shiremotes) between landholders and their reeves. aid rebels against the Empress. drinking and whoring their days away. Each year the Yssgelundians advanced further into northern Caerleon. Maelnach youths above the age of 12 are expected to defend their tribe and are trained in wilderness survival from early childhood. The forests that lie between the Ostenberg Mountains and the chain of mountains known as Moruds Anvil are frontier lands held by various independent tribes of men. trading in small towns and. Wizards Wizards make up the majority of Mauridia’s priests. lance. King Geraint maintains an uneasy truce with the Maelnach people. Outlaw paladins live among the Avadain. Levy forces. Bandits. of the Maelnach’s painted. sacking their northern towns and. With the coming of the Avadain. who serve as the elite forces of the Empress and guard the lands with religious zeal. Others are members of the Ankallibec. Some bards live as outlaws among the nomadic Avadain. the people of Suttegarde and Yssgelund are fiercely opposed to each other. In addition. each thegn acts as both governor and representative to his respective thegndom and as marshal to his land’s military might when so commanded. leaving his thegndom to the next in line (titles are usually passed down to the next eldest brother or sister of the former thegn and. mace (heavy). it is common for Maelnach tribes to assist Suttegardian forces as mercenaries. Despite their past differences. Some wizards are self-taught members of the lower class who. Faced with bitter cold winters. feral warrior bands that are made up of men. They are the sworn enemies of the Carmascians and will attack them on sight. privateers and gladiatorial slaves are other examples of Mauridian warriors. Suttegarde’s trade and wealth are strongly linked to its rich deposits of iron. depending the number of shires (districts) that comprise them. Fighters Mauridian warriors often serve as mercenaries in the employ of its cities’ guilds. The fact is. Weaponsmiths make use of Suttegarde’s wealth of iron ore and ash wood in the creation of well-crafted weapons. its line of border fortresses a shield against the raids of the Northmen. Druids Priests of nature gods are only found among slaves or living in the shifting sands of The Sheltering Sea among the Avadain. These tribes have formed a loose confederacy. javelin. Today King Geraint Henegar rules this land under a constitutional monarchy. Many have turned to the Church of the High Gathering for guidance and protection these dark days and.THE WORLD of GAILE Permitted Character Classes Bards These characters exist in these lands as troubadours and ministers of propaganda. Tales are often told. as such. Knights are charged with the task of preserving order. officially withdrawing all Caerleonic claim to these lands and putting an end to all hostilities between the two kingdoms 253 years ago. gradually. kukri. eventually overrunning its border defenses. They serve as advisors. as a result. aiding lost wanderers. rapier and scimitar. Suttegarde represented the northern frontier of the Avadain kingdom. each thegn votes. conquering the lands the Northmen called “The Southern Watch. also known as shire-reeves. for the Suttegardian people. Most are mercenaries or the children of aristocrats. the Maelnach were gradually driven into the forests and mountain passes of western Caerleon and Suttegarde. having studied the ways of magic and theology in the universities of Mauridia. made dangerous through arrogance and restlessness. the last remnants of a great race who ruled a great empire throughout western Estegalle in the years following the cataclysm. tin and gold. has grown in wealth and in military might as young warriors join military orders within the church. performing their duties to the Empress and their people. fall under the command of these reeves. are sadly mistaken individuals whose faith is misplaced. These meetings between the king. if they exist among the Ankallibec. presiding over parliamentary meetings with Suttegarde’s 16 thegns (a hereditary title held by the head of each of Suttegarde’s royal families) once per season. Suttegarde also produces some of the finest mead and ale in Estegalle. in “civilized” lands.” After over 75 years of bloody warfare Osgar Godwinsson was crowned the first High King of Suttegarde after King Cered the Pale of Caerleon signed the Treaty of Highgarden. upon the king’s death. scribes or scholars that serve the bureaucratic Sarnhedin or as warrior-priests in the ranks of the Ankallibec. In this manner. The Four Kingdoms Suttegarde Once a part of Caerleon. members of the Sarnhedin and as mercenaries. net and whip. occasionally. Many high-ranking priests and members of the Sarnhedin are wizards or multiclassed wizard/clerics. or lost their cultural identity as they intermarried with the conquering Avadain. The Maelnach are an ancient people. Rangers Rangers are often members of nomadic Avadain tribesmen who live in Mauridia’s Sheltering Sea. however. and are mustered in times of war or when defending their homelands from other calamities. Unfortunately. performing garrison duty. the church. Clerics Priests are usually clerks. Some serve as levy troop members. at times. bards and elite warriors. Each earldom can muster 4 to 6 Hundreds. women and children. Swashbucklers In the sun-drenched streets of Mauridia’s cities swashbucklers are commonly found fighting. They are also responsible for raising and outfitting levy troops during times of war. collectively known as the Maelnach. Reeves are local lords. slaughtering the stalwart Order of the Watch. engaging in animism and nature worship. In spite of the shared lineage of their kings. and enforcing and dispensing the King’s justice. repelling invaders. to the thegn’s eldest child). Paladins These characters. working to end the cruel reign of Empress Correna Osriel. This makes them a potential threat to the Empire’s order. Ealdormen or earls are subordinate to these thegns and command their earldom’s knights under the banner of their thegn and king. and work to resolve them equitably and efficiently. Those who hold these lands have held to their ancient customs and religious practices. with each being lead by a chieftain or prince and a council of judges comprised of druids. temperate. when no such relation lives. sailors. reserved and strong-willed by nature. regular incursions from Yssgelundian raiders in both spring and fall and occasional raids by Carmascian warhosts. their shires. or Hundreds. which thegn should ascend the throne at Highgarden. Military scouts and spies are often rogues. 13 . by patrolling the roads and outlying areas. as well as those that effect the prosperity of the kingdom. often unwittingly.

their glorious days are behind them and grim days lie ahead. Gertrude. Oswine. bravery and generosity are valuable traits among the Maelnach. The Maelnach have limited access to “Light” and “Medium Armor” other than padded. Brand. Rolf. leather. Dermaid. Oenghus. Rangers These characters sometimes act as military scouts or knights in frontier areas. Eaddith.” Thus. Cathal. Eadaoin. Luke. Wizards Wizards are typically eccentric and solitary individuals immersed in the study of arcane lore. Erin. for honor and trust are highly regarded. is kept. Liam. Walden Agallamh. Maelnach warriors are usually hunters or oath-sworn retainers who serve their laird in return for lands. Common Names Male Suttegardian Maelnach Adalbert. The Maelnach Maelnach are shorter than most humans with slight. Niall. Una. Berta. as many people look to the church for solace. Albert. Margaret. Walter. Suits of plundered chain armor or breastplates are worth double their usual value. over woolen tunics and leggings. Aileen. Morkere. Druids Priests of nature are prevalent in these lands. Aelric. Hereford. Gerta. and signifies their lineage. Branwen. They wear cloaks. longsword and short sword. Gelaidhe. Anne. Caedmon. Ailech. Carl. Household warriors of lairds. The Maelnach are rarely wizards but have had some sorcerers of renown. As a result many Suttegardians are guarded and not given to excesses. Many act as wardens of the woods and serve as the protectors of the priests and shrines dedicated to nature gods such as Danevar. Kentwick. Maire. Caite. for sorcerers are rumored to be the descendents of the Great Sorcerers of the past. broached upon the right shoulder. Lothair. Honesty. Tuathal. They are of medium to tanned complexion. Daona. wizards often are discreet in their use of magic. Loren. Maglor. Aeddan. Sadhbh. who constantly thirsted for battle and glory. Elspeth. Raon. Alfred. Comhlann. Oona. studded leather and hide armor. Cairbren. The only “Exotic Weapons” available in Suttegarde are the bastard sword.THE WORLD of GAILE The Men of Suttegarde Suttegardians are slightly taller than most humans. though of coarser materials and simpler fashion. In a land where magic is feared by most. Osric. Bragwaine. Velda. Harold. the elite warriors of a chieftain name Aonghus would be called Aonghus’s Hand. Adelinde. having Yssgelundian blood within them. with straight hair that ranges from dark brown to red or blond. Rogues This class is usually found in cities as cutthroats. Cearnait. While they were once a brutal and warlike folk. Godwin. Cathach. Ceallach. Dorset. Ollaibh Female Suttegardian Maelnach Royal Households Suttegardian Maelnach Permitted Character Classes Bards Bards function as poets and storytellers for the people of Suttegarde and are viewed with reverence by the Maelnach. Many serve as hirelings. Idelle. Dunstan. Edgar. typically sailors. Bard. especially among the Maelnach tribes to the east. They have fair complexions. Hildegarde. lance. Judith. Bedwin. longsword. Teudric. Ida. Uther. Brandt. militia members. Connacht. Idaine. Luther. Conall. diviners. Meath. Coel. Native swashbucklers are students of southmen tutors or self-taught finesse fighters. Eanna. green or brown eyes. whose tales and songs are a link to the Maelnach’s former greatness. Conarn. Raeghan. Ultain Ada. Theodric. Mercer. who equally value an individual’s athleticism and skill at arms. Charlene. Bertram. the ranks of Suttegarde’s priesthood are swelling. Jude. who shun the use of heavier armors. net and whip. or encountered as highwaymen and brigands along the roadways of Suttegarde. Hildegard. Berkeham. who are found in the coastal cities of western Suttegarde. Swashbucklers Most Suttegardian swashbucklers are foreigners from Caerleon or Kashgari. Guiare. Fearghus. Ursula. Oswulf. Both the Suttegardian and Maelnach people have sorcerers among them. Their clothes are similar to those of their Suttegardian neighbors. They are commonly champions of the Maelnach people. Emma. Nease. cutpurses or spies. Halliard. Aonghus. Liogach. The military forces of Suttegarde use rogues as scouts and as spies. Clerics Priests serve in communities throughout the realm. green or grey eyes. Sinn Aegrim. Knotwork adorns their woolen cloaks and tunics. William. Arthur. short bow and short spear. Brunhilde. Egbert. once given. The favored weapons of the Maelnach are the longbow. Loarn. Lochlan. Olga. Brian. Gwenn. Leg bindings are often worn to protect them from wear and to provide the wearer protection from mud and cold weather. Rhiannon. Fighters This is the most common character class in Suttegarde. Dennings. Terence. Eoghan. as well as givers of wisdom and judges of men. Anara. flails. Aelfwald. Frederick. Helga. The favored weapons of Suttegarde are the crossbow (heavy). Rittenwald. Arms and Armor 14 . and blue. Eachlach. Freida. Ian. Agnes. knights in the service of the King and men of the Hundreds. Gunther. The Maelnach are known for their wild revelries and ferocity in battle. hazel. Edwin. More militant orders serve as knights or crusaders for the realm. Cormac. Geoffred. long spear. Sigmund. Lorelei. Bede. Jon. Mark. Paladins Paladins are typically knightly warriors in the service of The Church of the High Gathering. with wavy hair of brown or black and blue. Aethelwulf. Coeth. Oisin. Winnefred. Sean. Drebhain. Sorcerers These rare individuals are usually shunned by those who know of their power. princes or chieftains are usually close kinsmen to their liege lord and called their “hand. Hereward. Eadda. Halbard. Aillin. Brighid. Seamus. Caer. Cnute. Oswald. In these lands druids are revered as bringers of luck. Aethelred. in a multitude of capacities. Henegar. Niam. Erachlaigh. Their word. and intermediaries for the gods. Aethan. In these dark times. Conrad. Rings of are often worn in their braided hair and knotwork patterns are often tattooed onto the arms or torso. sinewy builds. Fiachra.

Each squad is highly disciplined. they are without Anthyrus’ sanction. communities have developed along Sarathia’s southern border and along rivers. Gradually the seat of power shifted to the northeast. depend primarily on the bow. who are often base-born warriors. Chernye of Vors. Whenever riders find that opponent’s armor affords effective protection against their arrows. Anthyrus’ detractors say he has fallen under the sway of Mauridia’s Empress and that Sorcerers now ride among the Sarathian war host. Anthyrus rose to power by rallying local princes of this region against the garrison forces of Overlord Chernye and by calling for Sarathian independence. The Sarathian tribes of the Southern Tribe are lead by Overlord Anthyrus. All warriors are expected to shoot with great accuracy while riding at a fast pace and can even shoot accurately backward at pursuers. Though the plains riders’ overall discipline is as great as that of western knights. and divisions of 10. could not threaten his authority. directing troops as he sees fit. Kashgari hillmen and Yssgelundian raiders. or so it is said. Anthyrus has ensured the prosperity of his tribe through peaceful negotiations and trade with both Kashgar and Mauridia. While the Overlord still acts as a warrior-leader and is the highest authority in these lands. their formations are looser in appearance. new military methods and equipment became a part of this war-machine. manned by Voruskai troops on a rotating basis. thundering over the land and raining down torrents of arrows upon those who oppose them. affecting a false flight from battle and then ambushing those who follow. who campaigned thousands of miles from home against opponents who outnumbered them. troops are assigned to the Northern Watch on a rotating basis. for whom victory is all that matters. so that the foot soldiers and horsemen cannot see each other as plainsmen lancers and archers fall upon the knights. settled in towns that started as outposts along the rivers and arable lands of the plains. large cities became garrison towns. Grudgingly Chernye of Vors granted these lands to the followers of Agillor. Today Warlord Agillor rules the Western Tribe of the Carmascians. upon its mounted lancemen and archers. Voruskaiad warriors are now semi-nomadic protectors of their lands and serve as household warriors to the governors that Chernye appoints to rule the outlying communities of Voruskai. This logical approach was first developed by the Vors tribe. With Agillor’s rise came much treachery against those lords who supported him against the Sarathians. trained to obey silent command signals given by flag bearers and faced with the death of the entire squad if a man is left behind for capture. at first. prosperous towns that bear increasing resemblance to the cities of Mauridia and Kashgar. companies of one thousand. it does not serve the plainsmen. Because of this internal strife. Over the past four years. engulfing all in their path. many lords have died at Agillor’s bidding. Sarathia and Voruskai These lands have been the home to fearsome. in contrast to knights. but the mounted warriors of The Plains of Algur. the Voruskai and the Carmascians.THE WORLD of GAILE The Tribes of Vors Carmascia. The Overlord Chernye rules the Voruskai and its vast horde of riders. A common tactic. who uses speed. from their occupation of Kashgar came access to fine steel for weapons and armor. There is often tension between the governors appointed by Chernye. the descendents of Narahim nomads. lesser nobles such as princes or barons hold vast expanses of ancestral lands and are served by troops of personal retainers. Protection lies in speed and maneuverability. as Ceordan sought to distance himself from hostile lands. troops of 100. Thus united. the vast Plains of Algur and the steppe land to the north were the hunting grounds and pasture for dozens of migratory tribes from the surrounding lands. As lands were conquered. Other tricks include the use of smoke. collectively known as the Carmascians. Agillor asked only for those lands he had rested from the Sarathians. drifted across the battlefield between the infantry and the knights who charge ahead. Agillor seized the opportunity before him and warred with “the rebel princes” of Sarathia on behalf of his liege lord. the verdant basin that lie between the Cloudspire Mountains of northern Kashgar and the forests of eastern Caerleon. making it difficult for opposing armies to accurately gauge their numbers. where they could not afford to lose either men or battles. The once completely nomadic people of the Plains of Algur have. more likely. 15 . All warriors from these lands. As lands were conquered to the south and west and foreigners were assimilated into Voruskai society. This tactic draws mounted units away from their infantry and breaks up formations of knights. garbed in the pale brown and yellow of their plains. and the nobly born princes of Voruskai as each vie for the right to rule the lands of Vors. finesse and deception to herd his prey where he will. with the least cost to themselves. After alternating periods of bloodshed and relative peace. and from all came new tactics that advanced the Voruskaiad goal of conquering of the known world. then kill it with as little risk to himself as possible. avoiding close-quarters combat on horseback. In return for his loyalty. watchtowers against the hostile riders of Voruskai and Carmascia. Due to the rapid growth of the Voruskaiad empire and to due the fact that occupied cities started to gain cultural and economic independence from the Overlord Ceordan. Agillor still pays annual tribute to the Voruskaiad ruler. Agillor has granted lands and the title of military governor to those he trusted would or. who run them down with lance or saber with little danger to themselves. utilized by all of the tribes. As a demonstration of his loyalty to the Overlord. The main Voruskai force remained. Those who have witnessed Sarathian raids have described their war hosts as appearing as being of the earth itself. quite unlike the leaders of Caerleonic or Suttegardian knights who fight alongside their men and are easily identified. and to ensure his future support. These tactics resemble those of a hunter. for over 500 years. the united Empire of Vors fragmented into three tribes: the Sarathians. is one of attacking. In the past 5 years. The dismounted knights are then easy prey for the Voruskai cavalrymen. Each warrior carries 60 arrows and often carries more than one bow. their approach is to kill or defeat the enemy as efficiently as possible—that is. whether they are Carmascian. mobile. the Voruskai built an invincible war-machine based. At first. and remains to this day. While the Western standard of leadership by example makes a certain amount of sense in battles where the object of the contest is honor as well as victory. who held the northwestern plains as their own. Following Sarathia’s coup against Voruskai’s Overlord. In order to secure his supremacy over the tribes of Carmascia. not in armor. Consequently. Mightiest of these were the Vors. As with most garrisons. Commanders might be anywhere in his formation. into the steppe lands. to the richest seasonal pastureland. seven tribes came to dominate this region. Sarathian or Voruskai. are organized into mounted squads of 10. While small skirmishes into these lands still occur. During the reign of the Overlord Ceordan the seven tribes of the plains united under the banner of the Vors tribe and became collectively known as the Voruskai. their lands being seized by Agillor and his trusted generals. The forts of Sarathia line the northern plains of Sarathia. Tribal armies are made up entirely of cavalry. Through the expertise of captured engineers came the use of siege engines to sack cities. over many years. and warriors of the plain often wear no armor aside from an open metal helmet with a leather drop behind the neck and a silk shirt under hide coat that follows an arrowhead into a wound and allows it to be withdrawn without tearing the flesh (granting a +2 circumstance modifier to heal checks). has pledged military support for Chernye and has taken the lesser title of Warlord for himself. a lamination of wood. they simply shoot their horses. nomadic warriors. The preferred bow of the Voruskaiad riders is a recurved composite bow. Even the Overlord’s residence moved with the change of seasons.000. horn and sinew that can cast an arrow more than 300 yards. the lands of Caerleon and Mauridia have had a slight reprieve from raiding Carmascians.

outposts against Voruskai and Carmascian raids. they have begun to adopt cultural similarities to their neighbors and the people of Mauridia. woolen leggings. woolen leggings. with sturdy frames made strong through years of training. though the influence of many peoples has found its way into the art and architecture of these people. though they seldom ride with war bands.THE WORLD of GAILE The Voruskai ride ponies that are considerably smaller than the war chargers of the Western armies. all warriors wear robes of earth tones over hide armor. revealing their strong Yssgelundian heritage. The religion of Sarathia is. Clothes are typically cotton or wool tunics that hang to the calf and coarse. have superb endurance and survive by grazing in the wild. Jewelry is usually in the form of rings or necklaces (torques). Tribesmen towns. Most Sarathians are still a migratory people. Like the Carmascians. These smaller mounts. though only in short range border skirmishes. Likewise. Practitioners of ancestor worship. Those men with Yssgelundian bloodlines sometimes wear beards. Clothing is usually undyed. are built around a vast town square and protected by ramparts and palisades. of black or grey-blue. Occasionally war parties from Carmascia or Sarathia employ heavier mounts. 16 . usually burying families in multi-chambered vaults beneath burial mounds that rise from the grassy plains of their homelands. with rings. Clerics are less common than bloodyhanded druidic shamans and their arcane casters are almost always sorcerers. Carmascians keep herds of horses. While the Voruskai have remained the largely nomadic. and along the borders of these lands. surrounded by the tents of warriors and merchants. with shades of brown and white being preferred. and prominent cheekbones of the Narahim. Rings often worn through the nostril and the eyebrow. From their Narahim and Yssgelundian descendants. the Voruskai revere their dead and worship the spirits of their lost leaders. typically Mauridian or Western chargers. As farming and trade with other lands has become more a part of Sarathian life. with rounded toes. accounting for their wavy hair and dark features. with daughters of noble families riding among (and sometimes leading) Sarathian war hosts. Carmascian artisans make ornate tapestries and other items of art. The dead are often cremated atop funeral pyres erected upon the steppe. circlets and necklaces being worn. not the captured forts and encampments that line enemy borders. Clothes are typically cotton or wool tunics that hang to the knee. having voracious appetites for all of life’s pleasures. That practice allows the Voruskaiad armies to travel 50 or even 60 miles in a day. Golden jewelry is common for men and women. several times the distance that a Western army can travel. Most clothing is dyed in shades of red and brown with knotwork adorning the clothes and jewelry of wealthier men and women. divided into districts and ruled by nobles or appointed governors. White silk is worn beneath a warrior’s armor to protect against imbedded arrows and to facilitate healers in locating and treating wounds. when worn. in hill-mound tombs. grey or hazel and they are olive-skinned. in conjunction with guilds comprised of influential merchants and craftsmen. and their eyes are said to betray their cunning. the Sarathians consider their females to be almost of equal status. worn over coarse. Their facial features lack the delicacy of their Narahim forebears. The Men of the Three Tribes The Carmascians are primarily of mixed Yssgelundian and Kashgari blood. It also gives them the edge in speed on the battlefield. harvesting seasonal crops and following game herds. As with all towns that have developed in these lands. strapped about the calf. cattle and sheep. Sarathians build elaborate tombs for their glorious dead. capes and tunics. Their “hero-gods” are primarily gods of war and nature. however. Unlike the other riders of these lands. town business and law fall under the control of guild councils and their hired soldiers. Carmascians bury their dead. Sarathians are of average height and slight of build. though younger Sarathians have adopted the civilized ways of Mauridia and scoff at the superstitions of their elders. and their interbreeding with the Vinnisklad to their north. Both Narahim and Kashgari blood runs strong in these people. Garrison-towns grow along the northern and western borders to Sarathia’s lands. Here warriors indulge their pleasures with slaves and in dens dealing in opiates and other vices. the Voruskai have straight dark hair that they wear in long braids or. three or even four ponies so that he can ride each of them on a march and save them from exhaustion. Warriors are buried in tombs that reflect their renown. Clothes are of lighter materials than those of their estranged kin. animism. though all races of man have interbred with this western tribe. Many young warriors seek employ in the armies of Mauridia or in the city-states of Kashgar. with dark hair (usually black) worn long and braided. Their deep-set eyes are usually brown. Carmascians enjoy mead and smoke hemp in excess. Wealthier persons have intricate embroidery upon their cloaks. Animal pelts and heavy cloaks are worn in colder months and are often worn over the hide armor of warriors. taking with them great hoards of wealth. Smiths from these lands are renowned for their fine weapons and for their intricate golden items. children and elderly or infirm men protect the temporary homesteads of their people while war parties are on campaigns. From their years in northern climes. Women are trained to fight and ride. Carmascians are grim warriors. Boots are often dyed black. they are primarily mighty fortresses of wood. shave completely before battle. primarily. Men have wavy to curly brown hair and thick beards that are usually trimmed neatly and worn without mustaches. live in tent-covered wagons and are known for their fine metalwork. Towns are usually ruled by regional governors (with various titles) or princes. other young Sarathians have left their homes to study in the fabled cities of Mauridia. occasionally. They have the almond eyes. Sarathian towns have risen along rivers running into the lands of Kashgar and Narahim. Most clothing is undyed. with varied names and practices. Boots are often dyed black. with an up-swept toe and slight heel. trade routes and along the coastal lands to the north. The Voruskai are of average height and are often of broad-shouldered. large towns and several cities have grown along rivers. is kept as a neatly trimmed goatee without a mustache. such as sable or ermine to show their status. wearing finer furs. with great warriors often being buried with their horses and wives. Though towns fall under the protection of local princes. Each soldier has two. both men and women. Their skin runs from olive to deeply tanned and their almond eyes are black or brown. The Carmascian men are slightly taller than average. Some Carmascians have paler skin and reddish hair. Animal pelts and heavy cloaks are worn in colder months and are often incorporated into the hide armor of warriors. The wooden structures that comprise these towns are much like the great halls of Yssgelund. It is said that a Carmascian’s trust is hard to gain and the oath of a Carmascian to a foreigner is seldom kept. Carmascian towns are little more than forts and crossroad towns. with men and women of higher status wearing purple or black robes over their white tunics and leggings. with an up-swept toe and slight heel. Facial hair. incorporating Mauridian silks and cotton from their lands. the Voruskai have pale golden skin. stout of heart and quick to anger. They worship their dead heroes and are quick to link themselves with fallen leaders of their kind. Typically women. Their boots are of soft skins. In combat.

Raisha. Avda. the intention being to disrupt nature as little as possible. without doubt. Azarii. Nadzha. Rogues This class is usually found in cities or is encountered as bandits. Borovin. Each clan is lead by a chief elder. kukri. Morgun. Life within these communities is highly organized. Dalemir. Balemila. Arms and Armor The only “Exotic Weapons” available are the bastard sword. Of all of Gaile’s people the Narahim are the least effected by the dealings of their neighbors. Katalena. as well as captured banded and half-plate armors. Ladimir. for conducting raids against enemy clans and for leading successful hunting expeditions. Belofost. Gerta. Igor. Garynia. Elizar. and their isolated location. Kerdei. Through extraordinary service a person may rise above their caste. Katya. but may be warrior-priests who worship the legendary Warlords of the past. Izmize. Branislava. Drugan. Helga. Nadzha. Cirad. Abakum. Nastka. Siudzin. Dimut. Iurii. Fedia. Ardalion. particularly when wielding bows from the saddle. engineers and the learned make up the next caste. Kira. who traces their lineage to the High Lord. these structures are separate from the village. Those who are encountered among the Voruskai and Sarathians are usually the descendants of a long line of paladins. Hobart. though the names of one tribe often are passed on to the children of another. Laila. Baatyr. Levent. scouts. with powerful warlords sporadically imposing temporary truces in this region. The people of Narahim are organized into 27 clanholds. are incorporated into the natural terrain. Kaspar. Adviga. Dragon. Belimir. The Narahim longboats are fine hunting craft. Ekaterina. Denogard. Sorcerers Sorcerers are valued as advisors and seers. Gizdava. of quasi-divine status. Dmitrii. All shields are available. Kassion. wizards. Demian. under the command of the a warlord known as The Master of the Hunt. Falon. the secretive and exotic Narahim. Gustov. the most beautiful land in Gaile. Kaleka. Aleksei. Siunbek Male Female Permitted Character Classes Barbarians Only the brutal Carmascians have barbarians among their ranks. Korotai. the deranged. Mina. Katai. Falimir. with a caste system dictating individuals’ roles in the community. Their buildings. Arian. Skorikov. Carmascian bards are extremely rare. Dargorad. Mira. Agna. scimitar and short spear. Olga. Though most villages have smithies. Kolmogor. In accordance with this. Budai. Anya. Khotei. Siroslav. Mirognev. Dinara. At the top of this hierarchy are the chief elder and his advisory council. and are usually of Mauridian descent or training. Worship of Geshidra is mingled with animism. Chegodai. Hunter-warriors. Elena. Ogarev.THE WORLD of GAILE Common Names Typical Carmascian names are in bold type and Sarathian names are in italics. Bards Bards are usually storytellers that travel from town to town. renegade warriors. locked gauntlets and armor spikes cost anywhere from 250-400% their usual market value. or as noble retainers. Domabor. Nadezhda. All “Light” and “Medium” armor types are available in the markets of Algur Plain. Hereban. with limited trade with the Kashgari and Sarathians being their chief source of interaction with their neighboring lands. Riakyo. maintaining footpaths within the forests. Paladins Paladins are exceedingly rare upon the Plains of Algur. Boiomir. Boris. Agarok. Ingelot. Chernye. This. Ivor. Mileva. away from villages and roads. Vorus Adalinda. Genka. Korina. Bozhida. Anagast. Wizards Wizards are rarely found among the Sarathians. Feodor. Britva. Branimir. The next lower caste is comprised of warriors and minor priests. Vanin. Ingvar. The favored armor of the tribes is hide. lance. mercenaries. in actuality. Bolemila. yet unsuitable for long ocean voyages. Cheslava. limited to splintmail. first ruler of the Narahim and son of Geshidra (Gaile). or near the seacoast. Many serve as squad members. Fighters This is the most common character class in all of the tribes. along streams and lakes. Rangers These characters exist. Daria. Milesa. Artisans. Kanabei. Slaves. and are shown respect among the Three Tribes. They are rarely found in the military camps of the Voruskai and Sarathian hordes. tanners and mines. Riakyo. Dalabor. Irina. designed for speed and stability. is the godling Danevar. Bleg. The Savage Lands Narahim Narahim is. bamboo. with temples being constructed in places of great beauty. Mordas. which is made up of druids. Avanasia. Khamir. Marden. Kazarin. Evangel. This has led the Narahim to war amongst themselves throughout their history. 17 . Beleka. Narahim villages are typically located in forests. Baroch. all of whom are subordinate to the chief elder. and the landless and masterless poor hold no status within the community. Domarod. Lala. straw and paper. Faina. Badach. Dragorad. Vasilii. are responsible for his community’s defense against rival clans. Silathae of the Hunt and the protector of the Narahim. Biata. constructing new buildings and serving those of higher status. Carmascians are fond of axes as well. Adleida. Larger communities may have several such Masters. Gnilitsa. leather or studded leather. “Heavy Armor” is exceedingly rare. Doman. usually downstream from all habitations and heavily guarded. The elderly are revered and are considered as being among the learned. Olav. military scouts and spies. Kalisa. Inkena. Evagrii. Bedogost. Sinogor. Garov. just as the dishonored or incompetent may be demoted to a lower caste. Ondronik. Druids Priests of nature gods are found among all Three Tribes. Banika. often being called upon for their wisdom and their powers of divination. a veritable paradise that yields its bounty up to its keepers. Raida. Naidun. Ieraks. spreading the legends of their people. The favored weapons of the Plainsmen are the composite bow. Balaban. Kirei. has shielded the Narahim from outside influence. with serfs serving all above them and performing most of the menial labor in the village. and couriers. Vlad. Most within the village are responsible for gathering food from their surroundings. except that breastplates cost 400gp. Clerics Priests are usually druids in these lands. of intricately carved wood. “Heavy” armor. net and whip. They are well suited to the plainsmen’s’ battle strategies. Ogar. Bmilosh. Ivan. Deva. Chebotai. the Narahim are exceptional hunters and farmers. Mach. Ianetor. Irodion. Anna. retaining customs and religious beliefs that began before the cataclysm that wracked Gaile long ago. Mechlaus. Abetur. Mana. typically serving as outriders. sorcerers and the Master(s) of the Hunt.

Narahim glaives are similar to naginatas and their bastard swords are much like katanas. Monks Narahim is the only land that has orders of martial artist monks. Denghai. Swashbucklers Narahim swashbucklers are lightly armored finesse fighters who often seek to become kensai through years of training. Jewelry of pearl. Begudin. for the wealthy. Ebessei. Borudai. Arms and Armor 18 . Ardaon. Garoben. Kirai. Iriakyu. Gurikaneu. Druids Druids are solitary individuals who avoid the social order of caste systems that most priests rely on. Deiba. Tirondarai Anegorhu. Clothing is light tunics or linen or. Morugen. revered by their people and served by numerous serfs. Fighters To the Narahim. Biata. as is faith in the natural order and in one’s ancestors. Darigor. Paladins Narahim paladins usually belong to ancient. with delicate features and graceful movements. Higher-level fighters are leaders of men. as are elaborate ceremonial headdresses and costumes. longbow. Kaseuge. Khadei. javelin. Sobegai. kukri. Nenieska. fighters are both huntsmen and protectors of the people. Ceraben. Rangers Rangers are the elite fighters among the Narahim. Rashenei. Bregudai. distinguished families and are renowned for their honor and self-sacrifice. Koremineu. Sorcerers These gifted spellcasters are rare in the lands of Narahim. Carugen.THE WORLD of GAILE The People of Narahim Narahim men are of average height and athletic build. Ebedei. kama. agate and turquoise is common. Bodily and facial hair is sparse. Reverence for one’s elders and superiors is ingrained from childhood. Rogues This class is less common in Narahim than in most regions. silk that hangs just below the knee. usually far inland or in the southern reaches of Narahim. Wizards Wizards are rare practioners of the arcane arts who often focus on elemental magics. All “Light” and “Medium” armor types are available in the markets of Narahim. Ganebek. Einugen. Banika. Clerics Priests usually serve as sages. huntsmen and protectors of their lands. When encountered. Ryadan. with deep brown skin. secretive people who disdain open displays of emotion and value subtlety. Low-level fighters serve more powerful lords and live in the home of their superior. Bharod. grace and calm greatly. sorcerers often hold positions as advisors or elders. Magedareu. Asgorak. The Narahim are a quiet. ivory. spear and bastard sword. Baridei. Kerodin. Gonamei. “Heavy” armors are not available. Aiuban. Coroseu. Ugremmak Female Clan Names Permitted Character Classes Barbarians Barbarians are found in isolated territories. Chegidai. serving as scouts. Others serve in militant orders of warrior-priests. Farinbei. Chenodan. Goreda. Korucai. Moridak. temple guards and military commanders. Siudeben Abirie. They are valued as household warriors. Irodin. net and whip. almond eyes of hazel or gold and straight black hair that is worn long. Kanibei. Eniuda. As a people. diviners and scholars. They may freely multiclass as clerics or druids. Sunibe. Sesheuido. Ghedai. Ageida. Tanudai. Coroban. and only elderly men keep beards. They sometimes venture north in search of glory. Ebonigai. The only “Exotic Weapons” available are the bastard sword. Rogues may be bandits. Robes of light material are worn over these tunics and sandals are strapped about the feet and legs of the Narahim. Canidei. healers. Narahim fighters favor the use of stealth and light armor over face-to-face combat. Common Names Male Agarok. Canaeda. Waist sashes hold the tunic in place and natural dyes are used in the clothing of the Narahim. Many rangers come from royal lines or serve as the heads of clans. the Narahim are comely. The Order of Geshidra is made up of druids who live in isolated communities. The favored weapons of the Narahim are the glaive. Aramak. assassins or military scouts. Bards Bards exist as poets and singers of legendary tales in the courts of overlords and other nobles.

Alugin. Thal. Bows are only found in southern Vinnisklad. The Vinniskur are a grim. Other garments are usually of plant dyed wool. Mariling. Bodily and facial hair is sparse. musk oxen. Alliok. Homes are made of stone. Common Names Male Aimo. weathered skin. Valisa. peat and mud. rapier. Godag. Those Vinniskur who interact with the frontiersmen of the Voruskai have access to arms and equipment found in that region. Like those who drove them northward. praying to the sky and sea and all of their bounty. and straight black hair that is worn long. wool. glaives. revering the sky. longsword. Horge. Hara. guisarme. Ravna. composite bow (short) and spears. with the northernmost tribes using the snow itself for their homes. Rangers Rangers are found throughout these inhospitable lands and are much valued by their clans. seals and whales. Bidawar. Saral. polar bears. Religion in Vinnisklad is animistic. Saligast. sling and spiked gauntlet Simple Weapons Martial Weapons Falchion. All non-metal “Light” armor types and Hide armor are available in Vinnisklad. Most have the straight black hair of the Narahim. halberd. grey or yellow. The favored weapons of the Vinniskur are axes. ocean and those animals vital to their survival: bears. flails. Janke. Clothing consists of skins taken from caribou. maces. Bergin. Horwulf. Kolma. warlike people who value strength. Gast. ranseur. The People of Vinnisklad Vinniskur men are of average height and powerful build. Vinnisklad’s lands begin within vast pine forests that mark Voruskai’s northern frontier and incorporate the taiga. Andagast. Alurgod. short sword and trident Nets are the only exotic weapons found in Vinniskur. Unwod. Glaugir. Druids The priests of Vinnisklad are nature priests. musk oxen and whales. Sorcerers These gifted spellcasters are exceedingly rare in Vinnisklad and viewed with both awe and dread. Iana. Viena Female Permitted Character Classes Barbarians Barbaric warriors are common in these brutal lands. Long ago. Bera. Arms and Armor 19 . almond eyes of blue. angular faces. Erila. punching dagger. locked gauntlets and armor spikes are not available. with broad shoulders and strong. Frawerod. Most Vinniskur fighters are skilled boatmen. Hagirad. great sword. Chiefs gain their titles by defeating all rivals for their posts and rule the various tribes of this land. so Vinnisklad is this world’s frozen hell. the people of Vinnisklad share Yssgelundian and Narahim bloodlines and still retain some of these peoples’ customs and physical characteristics. Druidic advisors and a group of elite hunterwarriors serve their clan chiefs. Eye color may be blue. often padded with dried moss for added warmth. Reverence for one’s elders and superiors is ingrained from childhood. Shields (steel). Hothwulf. Garrel. Druids may lead hunting parties and act as warriors. Ivory and bone jewelry and weapons are common. frost-seared tundra and artic wastelands that lie progressively northward of these forbidding forests. They are often found in the service of powerful chieftains or as champions of their clan. worn in long braids. Armod. The Vinniskur are a fearless. superstitious people who respect nature’s fury and bounty. Idring. Aina. Ran. except: Crossbows. lance. The Vinnisklad are of average height. Elite warriors may serve the clan chieftain. tower shields. Yaith Agil. Haukoth. seals. with pale. Ingad. Tilarid. honesty and skill at hunting above all. whale oil and ivory for such goods. its value is quadrupled in Vinniskur markets. Tarina. Held. Kunimund. Aluko. Widgast. Alimond. sickle. trading furs. caribou. Ais. as is faith in the natural order and in one’s ancestors. Hagustad. Arina. Karisto. Bran. Rasmus. the Tribe of Vors drove the people of these lands out of the Plains of Algur into these inhospitable lands. grey or gold. All “Simple Weapons” and “Martial Weapons” are found in these lands. Vinniskur people have little body hair and men rarely have facial hair. Chain armor is rarely found. Fighters Vinniskur fighters are almost always hunters for their clan. Famke. Leugar. Mattis.THE WORLD of GAILE The Savage Lands Vinnisklad As Narahim is likened to a worldly paradise.

powerfully built people. hunters who aid in the survival of their people. Spells learned are usually subtle in nature. Grimhilde. Theoden. Finn. Oswulf. Such rogues would have limited access to mechanical locks and traps. Eomer. Sigemund. Grimhelm. when many Yssgelundians meet at Sigestad. Gerda. Clerics with the Strength or War domain are expected to fight as warriors for their people. Saeferth. Arms and Armor The only “Exotic Weapons” available are the bastard sword and net. the High King’s summer court on the southern coast of Yssgelund. The clans along the coast live off of the sea. retainers to those karls who reward them richly and heap great honors upon them. Most priests are either warrior-priests or diviners. Egil. except that breastplates cost 400gp. Theodric. Prince Froedric and Lady Hafge. They hold rams. Swanhild. Landless men and women (thralls) have no voice in matters of politics but may appeal to their karls to settle disputes with others of their status. with divination specialists being most common. Wyrmdread Aesa. braided beards and hair. Leif. Helga. spears. make their home within the Eidonheim Mountains. Ingeld. relying on fishing and the plunder of raiding parties to survive. Gudmund. Ashhere. “Heavy armor” is not available. Theoden Aethelhere. All “Light” and “Medium” armor types are available in Yssgelund. Hareth. who are chosen from among the finest of the clans’ fyrds (levy forces) and household retainers (huskarls). function as poets. Grauvulf Aethelhere and his heirs. hearthwardens. are often petitioned through sacrifices. Caedwel. the longsword. animism and polytheism. They are exceptional mountaineers. The remaining 6 clans. or jarls. Bragi. Ohthere. Rendwulf. Aethelred. Of the 16 clanholds within Yssgelund. Rolf. Scyldane. These jarls speak for their people and are entrusted by all landholders (karls) of their clan to petition or support the High King. Aedha. Caedwella. The clans within the mountains have established numerous towns among the mountain valleys and tarns within the range. Hafgrim. The average height of men is 6’1” and the average weight is 200 lbs. seeing them as ideal beasts of strength. Germund. Elga. have ruled Yssgelund for hundreds of years. Bodwyn. A hirsute people. Grimwulf. Hengest. Yssgelund’s people have all adapted to survive in the mountains and frigid climate of this inhospitable region. As such. Yrsa. Bards often have noble patrons and some have the additional task of recording the daily transactions of their liege in ledgers. Beorn. Essa. Alfhere. Heorogar. their men often wear long. Lynde. Sigurd. the High King. Yssgelundian worship mixes ancestor worship. Heoden.THE WORLD of GAILE The Savage Lands Yssgelund Clan leaders. Eofor. Freotheric. Gefwulf. Ottar. Wulfgar. Thorir. Rangers These characters often leaders of Yssgelundian explorers. representing them in totems and other religious icons. Bards Bards. Hrethel. Caewlin. their power comes not from runes. Edgelaf. Heordred. Some act as advisors to huskarls. 10 are situated along the southern and western coastland. Thorfinn. Edda. Coelbeorn. Skirnir. They often are valued as judges. They also act as healers and protectors of their people. The title of godsmen is passed down through the bloodline. including the Aethelhere clan. The People of Yssgelund Yssgelundians are a tall. jarls or members of the royal family. the short sword and the warhammer. These men have attacked as far south as northern Caerleon. or slayers of giants and other enemies to the Men of the North. Eanmund. They rarely live long enough to serve as huskarls. They are commonly seen as berserkers in the ranks of raiding parties and war bands. Oethar. Spirits of nature. Saemund. Saeglaf Female Clan Names Mountain Clans Coastal Clans High King’s Lines Permitted Character Classes Barbarians The most common character class in the northern lands of Yssgelund. jarl or the High King. Ivar. particularly of the weather or the harvest. They are fair-skinned. Healfdene. Guthwulf. Most are levy soldiers. 20 . barbarians are found throughout the clans of the Northmen. karls. Bjorn. Waeldread Gergrim. Olga. Brecca. but from within. Rogues These characters are be rare in Yssgelund. Druids Priests of nature gods are common in these lands. Freoder. Helmstad. Weodan. Unwen. obligated to fight for their karls. Caewulf. with straight to wavy blonde or red hair and blue eyes. Hrothgar. recounting the deeds of their forefathers with great fervor and deifying the greatest of their heroes. for druids are best able to understand and appease the spirits of nature. They meet in seasonal assemblies before their leader. wolves. soothsayers or clan elders. but make valuable. Eric. Widsith. Halgar. Eadhild. Sigrid. they are said to be the descendants of the elves or giants. being blessed with the knowledge of magic by the gods. Elite warriors often serve on longships. Brynhilde. Fighters Fighters are the most common character class in southern Yssgelund. Edrie. Unferth. bringing curses upon the enemies of their clan. in the employ of a karl. Freaja. Olaf. or professional warriors. though unreliable. Lars. Beastan. Cuthwulf. poets and rulers. Fjorden. at harvest-time. Eardric. Beornwald. Osric. Kara. Gunnar. Oslaf. in battle and whenever fortune’s favor is sought. Ingerd. Wulf. Vaetild. as elite raiders or patrolmen. These men. Eowyn. Paladins Paladins are exceedingly rare in these lands of grim and barbarous warriors. Godsmen are expected to pray for good luck at sailing. summer and fall. Lagwulf. Froeda. Common Names Male Aelfric. All shields are available. Sorcerers The northmen views sorcerers with both awe and suspicion. guile and valor above most. Grimheld. While they are gifted with the knowledge of magic. The spring assembly is a time of sport and festivities. The favored weapons of Yssgelund are axes. Clerics The people of Yssgelund call clerics godsmen. called skalds by northmen. sailors and swimmers who have adapted to survival in the inhospitable climes of this land. Fafnir. Yssgelundians merit personal qualities such as strength. Heordred. All Yssgelundians revere and pray to their ancestors. descend out of the mountains and quickly strike communities in the foothills of Suttegarde’s Ostenberg Mountains in search of goods. Saeglaf. During the summer raiding parties of sailors are sent to harangue neighboring territories while land campaigns are waged by the High King’s elite companions throughout the spring. boars and bears in high regard. To have your deeds recounted by a great bard is to have them immortalized. or as the huskarls to powerful nobles. keepers of lore and storytellers. Ingdan. Wizards Such characters are rare. wealth and slaves. Ostland. Aldheim. Hilde. Druids are also called godsmen in their communities and little distinction is made between clerics and druids. Hunlaf.

Godsday (Hirendi). Each season lasts 91 days. Elves. Silver. Baloth and Narveg Water-based creatures Air-based creatures The silathae and their servants Dragons and wizards The ancient tongue of the Avadain. this language is still the primary tongue of fey creatures Earth-based creatures Estegalle’s Currency Each of the Four Kingdoms of Estegalle mints its own coins of the following metals: Copper. The calendar of Mauridia rejects the Avadain use of the Gaile Common Year and bases their year. Common is spoken in all regions but is not indigenous to any region Daegaru Narahim Khalmiri Kashgar Terillec Voruskai. with a 10% exchange fee. Suttegarde and Mauridia Common None. totaling 364 days in a year. Vinnisklad & Yssgelund Squirrel Hawk Raven Boar Elk Salmon Hare Wolf Goose Bear Fox Hart Snake Seasons Months Month 1 2 3 4 5 6 7 8 9 10 11 12 13 Days Mid-Summer Late Summer / Early Fall Fall Fall Late Fall / Early Winter Winter Mid-Winter Late Winter Spring Mid-Spring Spring Late Spring / Early Summer Summer The seven days in each week are: Moonday (Illandi). before the cataclysm of 6. Conversion rates Equivalent in Type of Coin Copper Silver Gold Platinum Copper 1 10 100 1000 Silver 1/10 1 10 100 Gold 1/100 1/10 1 10 Platinum 1/1000 1/100 1/10 1 Gaile’s Calendar Calendar There are 13 months of 28 days. There are four seasons in each year. Each dialect counts as a separate language. 7-day weeks. Elves. Skyday (Faenedi). Sarathia & Voruskai Dragon Crane Tiger Mouse Dog Owl Hare Wolf Goose Horse Sheep Rooster Snake Carmascia. upon the foundation of Estelline in 1035 Pre-Common Year. The year begins in Midsummer with a new moon. The months and their corresponding seasons are: Caerleon. goblinoids and ogres Native Regions. 1610. Waterday (Naredi). Dwarves & Gnomes Haelond Illanond Vitiand Gailond Aluind Thandelond Muercond Gerinond Therond Faendrelond Luciend Danevrond Mirallond Kashgar & Mauridia Highmarket Fruitfall Lateharvest Turnfield Deepnight Barrenearth Hearthward Windswrath Furrowfield Petalsbloom Stormsend Longday Goldensun Narahim. or Order Servants of Maloth. Suttegarde. Each Kingdom determines the value of its neighbors’ coins by weight. Each month begins with a new moon and consists of 4.THE WORLD of GAILE Languages of Estegalle Aside from the non-human languages.000 PCY Fire-based creatures Servants of Kharec. Carmascia. goblinoids. half-elves and the Maelnach clans of Suttegarde Giants. Regional Languages Native Regions Adanae Caerleon. ogres and trolls Gnolls Gnomes Trolls. dwarves and gnomes use the month-names of Caerleon and Suttegarde while most evil humanoids and giants use the month-names of Carmascia. Earthday (Galidi). Starday (Ceruldi) and Sunday (Haeledi) 21 . Race. Sarathia and Vinnisklad Teug Yssgelund and Suttegarde Nonhuman Languages Dwarven Elven Giant Gnoll Gnome Orudan (The Dark Tongue) Ancient Languages Abyssal Aquan Auran Celestial Draconic Etanir Ignan Infernal Sylvan Terran Races Dwarves Elves. This campaign begins in the Gaile Common Year of 575. Shardan and Ulgren The ancient tongue of the elves. Gold and Platinum. there are five regional dialects and one trade language in Estegalle.

st begins with a new moon (which marks the beginning of the 1 lunar phase). Winter falls on Aluind the 22 . on Danevrond the 8 . Spring begins on st th the 1 of Therond and summer begins with the waxing half moon.THE WORLD of GAILE Gaile’s Lunar Calendar The following calendar uses the month-names predominantly used by player characters. beneath the darkness of the new moon. Each 28-day month. The following chart shows the lunar calendar and a running total of the days th nd of the year. Gaile’s year begins at midnight of Midsummer. in turn. Faendrelond Thandelond Muercond Mirallond Gerinond Danevrond Therond Haelond Luciend Illanond Gailond Vitiand Aluind Date 1 2 3 4 5 6 7 8 9 st nd rd th th th th th th th th th th th th th th th th th st nd rd th th th th th First Lunar Quarter Second Lunar Quarter Third Lunar Quarter Fourth Lunar Quarter 2 3 4 5 6 7 30 31 32 33 34 35 58 59 60 61 62 63 86 87 88 89 90 91 114 115 116 117 118 119 142 143 144 145 146 147 170 171 172 173 174 175 198 199 200 201 202 203 226 227 228 229 230 231 254 255 256 257 258 259 282 283 284 285 286 287 310 311 312 313 314 315 338 339 340 341 342 343 9 10 11 12 13 14 37 38 39 40 41 42 65 66 67 68 69 70 93 94 95 96 97 98 121 122 123 124 125 126 149 150 151 152 153 154 177 178 179 180 181 182 205 206 207 208 209 210 233 234 235 236 237 238 261 262 263 264 265 266 289 290 291 292 293 294 317 318 319 320 321 322 345 346 347 348 349 350 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 16 17 18 19 20 21 44 45 46 47 48 49 72 73 74 75 76 77 100 101 102 103 104 105 128 129 130 131 132 133 156 157 158 159 160 161 184 185 186 187 188 189 212 213 214 215 216 217 240 241 242 243 244 245 268 269 270 271 272 273 296 297 298 299 300 301 324 325 326 327 328 329 352 353 354 355 356 357 23 24 25 26 27 28 51 52 53 54 55 56 79 80 81 82 83 84 107 108 109 110 111 112 135 136 137 138 139 140 163 164 165 166 167 168 191 192 193 194 195 196 219 220 221 222 223 224 247 248 249 250 251 252 275 276 277 278 279 280 303 304 305 306 307 308 331 332 333 334 335 336 359 360 361 362 363 364 22 . those that incorporate the gods of The High st Gathering. on the night of the waning half moon. Fall begins on Illanond the 15 . on the 1 of Haelond. with the full moon.

Unarmed Tiny Dagger Dagger. If a one-handed melee weapon is used two-handed. Tiny. 6 lb. There is no special bonus when using such a weapon in two hands. the character suffers a -4 penalty on attack rolls. crossbow (10) Dart Sling Bullets. 2 lb. spiked Small Mace.THE WORLD of GAILE WEAPONS Weapon Categories Weapons are grouped into several interlocking sets of categories. Melee and Ranged Weapons Melee weapons are used for making melee attacks. then the weapon is one-handed for that character. 2 lb. These categories pertain to what skill is needed to be proficient in their use (simple. 1 lb. 6 lb. 9 lb. add one and a half times the character's Strength bonus to damage (provided the character has a bonus). and they can be used while grappling. and exotic). apply one and a half times the character's Strength bonus to damage (provided the character has a bonus). ½ lb. then the weapon is light for that character. Thrown weapons can only be thrown one-handed. A light weapon can be used in one hand. A character can throw a thrown weapon with one hand even if it would be twohanded for you due to the character's size. the weapon is too large for the character to use. 4 lb. and Large). One-Handed If the weapon's size category is the same as a character's. Medium-size. or too large to use. sling (10) Medium Crossbow. 1-handed. 1 lb. Simple Weapons-Melee Weapon Unarmed Attacks Gauntlet Strike. which includes both thrown and projectile). and a character's Strength bonus is added to the damage. light Bolts. crossbow (10) Javelin Cost 2 gp 2 gp 2 gp 5 gp 5 gp 6 gp 12 gp 8 gp 1 gp 5 gp 2 gp Damage * 1d3S 1d4 1d4 1d4 1d6 1d6 1d6 1d8 1d8 1d6 1d8 1d6/1d6 1d8 Critical * x2 19-20/x2 x3 x2 x2 x2 x2 x2 x2 x2 x3 x2 x3 Reach 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 10’ 5’ 5’ Range Increment 10’ 10’ 20’ 20’ Weight 2 lb. Light weapons are easier to use in the off hand. and weapon size (Tiny. If the character has a penalty for low Strength. then the weapon is two-handed for that character. Thrown weapons can only be thrown one-handed. A two-handed melee weapon can be used effectively in two hands. Light If the weapon's size category is smaller than the character's. Add the character's Strength bonus to damage. Two-Handed If the weapon's size category is one step larger than a character's. usefulness in close combat (melee) or at a distance (ranged. 8 lb. light Sickle Medium Club Mace. 2-handed. martial. heavy Bolts. A character can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If a character uses a weapon with which the character is not proficient. 4 lb. and Large Weapons The size of a weapon compared to a character's size determines whether for the character the weapon is light. Type Piercing Piercing Bludgeoning Piercing Piercing 23 . heavy Morningstar Shortspear Large Longspear Quarterstaff Spear Simple Weapons-Ranged Weapon Small Crossbow. Unarmed Strikes An unarmed strike is two size categories smaller than the character using it. 8 lb. Too Large to Use If the weapon's size category is two or more steps larger than a character's own. 1 lb. Medium-Size. 1 lb. 5 lb. but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. Apply a character's Strength bonus to damage dealt by thrown weapons but not to damage dealt by projectile weapons (except for composite shortbows or longbows with a high Strength rating). Small. 3 lb. though some of them can be thrown as well. punching Gauntlet. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. 1 lb. Add no Strength bonus to damage with a projectile weapon unless the weapon is a composite shortbow or longbow with a high Strength rating. 3 lb. Type Bludgeoning Bludgeoning Piercing or slashing Piercing Piercing Bludgeoning Slashing Bludgeoning Bludgeoning Bludgeoning and piercing Piercing Piercing Bludgeoning Piercing Cost 35 gp 1 gp 5 sp 1 sp 50 gp 1 gp 1 gp Damage 1d8 1d4 1d4 1d4 1d10 1d6 Critical 19-20/x2 x2 x2 19-20/x2 x2 Reach - Range Increment 80’ 20’ 50’ 120’ 30’ Weight 4 lb. apply it to damage rolls when you use a bow or a sling. Small. and when damage is dealt with it.

8 lb. light Handaxe Kukri Pick. 2 lb. 3 lb. 8 lb. special special 4 lb. 6 lb. 10 lb. 1 lb. 12 lb. short Medium Battleaxe Flail. 6 lb. Type Piercing Piercing Bludgeoning 24 . Type Slashing Bludgeoning Bludgeoning Piercing Slashing Slashing Cost 1 gp 1 gp 1 gp 5 gp Damage 1d2 1 1d4S Critical x2 x2 x2 Reach - Range Increment 10’ 10’ 10’ Weight ½ lb. 2 lb. 10 lb. 10 lb. 12 lb. 3 lb. throwing Hammer. 3 lb. 3 lb. Type Piercing Piercing Piercing Piercing - Cost 2 gp 2 gp 1 gp 3 gp 35 gp 1 gp Damage 1d6 1d6 1d4 1d6 1d10 1d3S● Critical x2 x2 x2 x2 19-20/x2 x2 Reach 5’ 5’ 5’ 5’ 5’ 10’ Range Increment 10’ - Weight 2 lb. (20) Bola Cost 8 gp 6 gp 6 gp 8 gp 4 gp 1 gp special special special 10 gp 10 gp 8 gp 15 gp 8 gp 20 gp 15 gp special special 15 gp 12 gp 75 gp 15 gp 8 gp 20 gp 5 gp 50 gp 9 gp 10 gp 10 gp 10 gp 18 gp Damage 1d6 1d4 1d6 1d4 1d4 1d6S 1d3 1d6 1d4 1d6 1d8 1d8 1d8 1d6 1d6 1d6 1d4 1d6 1d8 1d8 2d4 1d10 1d10 1d12 1d10 2d6 2d4 1d10 1d8 2d4 2d4 Critical x2 x2 x3 18-20/x2 x4 x2 x2 x2 x2 19-20/x2 x3 x2 19-20/x2 x4 18-20/x2 18-20/x2 x2 x2 x2 x3 18-20/x2 19-20/x2 x3 x3 x2 19-20/x2 x3 x3 x3 x3 x4 Reach 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 5’ 10’ 5’ 5’ 5’ 10’ 5’ 10’ 10’ 5’ Range Increment 10’ 20’ 10’ - Weight 2 lb. light Longsword Pick. 5 lb. 2 lb. 3 lb. special special special 2 lb. 10 lb. 3 lb. * 2 lb.THE WORLD of GAILE Martial Weapons-Melee Weapon Small Axe. composite Arrows (20) Exotic Weapons-Melee Weapon Small Kama Nunchaku Sai Siangham Medium Sword. 4 lb. 1 lb. 3 lb. 2 lb. 2 lb. 12 lb. 12 lb. heavy Glaive Greataxe Greatclub Greatsword Guisarme Halberd Lance Ranseur Scythe Martial Weapons-Ranged Weapon Medium Shortbow Arrows (20) Shortbow. 3 lb. light Spiked armor Spiked shield. 6 lb. 2 lb. 5 lb. Type Slashing Bludgeoning Slashing Slashing Piercing Bludgeoning Bludgeoning Piercing Piercing Piercing Slashing Bludgeoning Slashing Piercing Piercing or slashing Slashing Bludgeoning Piercing Piercing Bludgeoning Slashing Bludgeoning Slashing Slashing Bludgeoning Slashing Slashing Piercing or slashing Piercing Piercing Piercing or slashing Cost 30 gp 1 gp 75 gp 1 gp 75 gp 1 gp 100 gp 1 gp Damage 1d6 1d6 1d8 1d8 - Critical x3 x3 x3 x3 - Reach - Range Increment 60’ 70’ 100’ 110’ - Weight 2 lb. 2 lb. composite Arrows (20) Large Longbow Arrows (20) Longbow. light Sap Shield. light Sword. 3 lb. heavy Trident Warhammer Large Falchion Flail. 4 lb. 8 lb. bastard Whip Exotic Weapons-Ranged Weapon Tiny Shuriken (5) Small Blowgun Needles. heavy Spiked shield. heavy Rapier Scimitar Shield.

See the weapon descriptions. and the full attack full-round action can be used to make one extra attack when using this weapon. a creature would have to be immune to both types of damage to have damage dealt by this weapon be ignored. Critical Result x2 The weapon deals double damage on a critical hit. 19. or four times. to damage. A melee weapon with reach of 10 feet weapon cannot be used against an adjacent foe (except the whip. A weapon reduced in size so that it does less than 1 point of damage is useless. Special Some weapons have special features. such as from a sneak attack or a flaming sword. three. Weapon Size and Damage As a weapon gets larger or smaller. is not multiplied when a critical hit is scored. then the weapon is a double weapon. although the Strength bonus does apply when resolving trip attacks. Exception Bonus damage represented as extra dice. such as a scabbard for a sword or a quiver for arrows. can shoot up to ten increments. and slashing. 12 lb. then the weapon deals subdual damage rather than normal damage. Range Increment Any attack at less than this distance is not penalized for range. a Large version of a longsword does 2d6 points of damage (up from 1d8) and a Huge version of a longsword does 2d8 points of damage (increasing each d6 to a d8). which may be employed against foes in adjacent squares and within 10 feet). Their size and the damage they deal have to be adjudicated by the DM. each full range increment causes a cumulative -2 penalty to the attack roll. Reach Most melee weapons have a reach of 5 feet. The cost includes miscellaneous gear that goes with the weapon.THE WORLD of GAILE Exotic Weapons-Ranged (continued) Weapon Cost Damage Critical Medium Crossbow. and add all the results together. The weapon scores a threat on a natural 19 or 20 and deals 19-20/x2 double damage on a critical hit. If the damage is designated "S". Use the second damage figure given for the extra attack. 25 . However. repeating 400 gp 1d10 19-20/x2 heavy Bolts (5) *No weight worth noting. The weapon scores a threat on a natural 18. all characters who use improvised thrown weapons are treated as not proficient with them and suffer a -4 penalty on their attack rolls. If two damage ranges are given. the damage it deals changes according to the following progression: One Size Smaller Original Size One Size Larger 1 1d2 1d3 1d2 1d3 1d4 1d3 1d4 1d6 1d4 1d6 1d8 1d6 1d8 2d6 1d8 1d10 2d6 1d10 1d12 2d8 For an even larger version of a weapon that does 2 or more dice of damage. Improvised Thrown Weapons Sometimes objects not crafted to be weapons get thrown. as indicated by its critical multiplier. When a critical hit is scored. such as throwing axes. Improvised thrown weapons have a range increment of 10 feet. roll the damage with all modifiers two. If a weapon is of two types. Type Piercing Piercing 1 lb. 6 lb. x3 The weapon deals triple damage on a critical hit. such as reach. For instance. piercing. allowing them to be employed against a foe in any adjacent square. such as bows. Thrown weapons. or 20 and 18-20/x2 deals double damage on a critical hit. have a maximum range of five range increments. Projectile weapons. Weight This column gives the weapon's weight. as per the two-weapon rules. Because they are not designed for this use. Damage The Damage column gives the damage dealt with a weapon when a hit is scored. repeating 250 gp 1d8 19-20/x2 light Bolts (5) Net 20 gp Large Crossbow. 1 lb. convert each die to the next larger category. Weapon Qualities Cost This is the weapon's cost in gold pieces (gp) or silver pieces (sp). Critical The entry in this column notes how the weapon is used with the rules for critical hits. ● Whips do not receive a Strength bonus Reach Range Increment 80’ 10’ 120’ Weight 6 lb. x4 The weapon deals quadruple damage on a critical hit. Type Weapons are classified according to types: bludgeoning.

however. The DM determines the value of cover. Concealment always depends on the point of view of the attacker. another character standing between the attacker and the target provides cover to the target. such as beneath a moonlit sky or in a dimly lit tavern. Furthermore. 50% Concealment is subjectively measured as to how well concealed the defender is. the bigger the bonus. Concealment Concealment includes all circumstances where nothing physically blocks a blow or shot but where something interferes with an attacker's accuracy. These bonuses. Cover and Reach Weapons If a character is using a reach weapon. a character with low-light vision can see as well as if bright lighting conditions existed. A creature can’t hide within 30 feet of a character with darkvision unless it is invisible or has cover. From 30’ to 60’ a character with darkvision sees into the darkness as if shadowy illumination existed. When determining the distance that such a character can see. Low-Light Vision Characters (elves. a character may gain bonuses or suffer penalties due to cover. If the attacker hits. the one furthest from the attacker has one-half cover (+4 AC). the defender must make a miss chance percentile roll to avoid being struck. only apply to attacks that originate or spread out from a point on the other side of the cover. When multiple concealment conditions apply to a defender. an elf carrying a torch into darkness can see as if bright light existed to 30’ rather than the usual 20’. Concealment Miss Chance Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment. Degree of Cover Cover AC Bonus Cover Reflex Save Bonus 1/4 +2 +1 1/2 +4 +2 3/4 +7 +3 9/10 +10 +4* Total *Half damage if save is failed. The more cover a character has. gnomes or half-elves) and other creatures with low-light vision can see further off into the prevailing darkness than those without the benefits of enhanced sight. use the one that would produce the highest miss chance. Normal Vision Humans and others with normal vision cannot see in total darkness without a light source. so long as a light source is at hand. as if shadowy illumination existed to 60’ rather than the usual 40’ and as if near total darkness existed from 90’ instead of the usual 60’. Generally. in areas of non-magically induced shadowy illumination. as if shadowy illumination were present until up to double the listed radius of illumination (40’ for torches) and as if near total darkness were present at up to three times the listed radius of illumination (60’ for torches). Degree of Cover Cover is assessed in subjective measurements of how much protection it offers a character. In the deeper shadows of the night or in other conditions of near total darkness a character with low-light vision can see up to 30’ away as if shadowy illumination existed. dense fog at 10 ft. Concealment Example Miss Chance 1/4 Light fog or light foliage 10% 1/2 Dense fog at 5ft. increase the effective radius of bright light. Cover Reflex Save Bonus Add this bonus to Reflex saves against attacks that affect an area. shadowy illumination and near total darkness by 50% for the given light source. Cover and Attacks of Opportunity An attacker can't execute an attack of opportunity against a character with one-half or better cover. With a light source such characters can see as if bright light were present to the listed radius of illumination (20’ for torches). Cover Cover provides a bonus to a character's AC. Bright light within 30’ of a character with darkvision prevents the use of darkvision. total darkness. Do not add the miss chances together. VISION & LIGHT All characters can see with a varying degree on clarity depending on the prevailing light conditions and their type of vision. In total darkness a character with low-light vision cannot see. 26 . From 60’ to 90’ the character sees as if near darkness existed. a character also effectively has improved evasion. total darkness as if it were brightly lit. The DM judges what bonuses and penalties apply. The following 4 degrees of visibility will be used for all characters: Bright Light Shadowy Illumination Near Total Darkness Darkness Concealment None 1/2 9/10 Total Darkvision Characters (dwarves or half-orcs) and other creatures with darkvision can see 30’ into natural. shadowy illumination 20% 3/4 Dense foliage 30% 9/10 Near total darkness 40% Total Attacker blind. if both of the other characters are the same size. no damage if successful. As such. For nine-tenths cover. target invisible.THE WORLD of GAILE COMBAT MODIFIERS Cover and Concealment Depending on the situation.

to effectively rule. Kashgar. Their role is that of regional organizer and overseer to the area’s adepts. the newly married and upon the dead. Furthermore.THE WORLD of GAILE THE RELIGIONS OF ESTEGALLE The major religions of Gaile are The High Gathering. or minister and have authority over lower clergy members. Illandra. Prelates th th 13 through 20 level clerics. mother. sister or attendant and are responsible for clerical duties and menial labor throughout the church. The Enlightened and various animistic or totemic religions. They are the predecessors of the second race of gods. Churches in Estegalle are typically erected in honor of Aluin and Jenia. The Ardillon include Gaile. Oredus. Theros. depending on what gods are petitioned most by the community. Each duchy or county has 1 or 2 prelates assigned to it. They ordain adepts and elect the Kingdom’s patriarch or matriarch. Dumador. Their ranks include the remainder of the gods and goddesses of Gaile. The chart below shows where each religion of Estegalle is prevalent. This race. As they worked to form the worlds and fill the heavens with their light. They are called servitors. The often act as emissaries with government officials and other church branches. The last race of gods came with the creation of life upon Gaile. Moloth and Gerian. Sarathia and Voruskai Religion Animism and ancestor worship Symbol Human or equine totems Ruling Body Shamans (druids) Chief Deities None The High Gathering The High Gathering is the religion of the Avadain and of the mixed people of Caerleon. is responsible for those that live upon Gaile and were to act as their teachers and protectors. In some communities this arrangement varies. Narveg and Baloth. Additionally. the Silathae (servitors). as farmers. Servitors assist in many capacities. Lucien. with a Ruling Body The Patriarchs Druids and bards The Sarnhedin Chief Deities Aluin and Jenia Clan founders and heroes. In smaller communities initiates perform masses and administer the blessings of Aluin to newborns. The Cirhedin of Mauridia revile the gods of the High Gathering. Ranks of Priesthood Acolytes st nd 1 through 2 level clerics. Tendellius and Aethrude. Patriarchs or Matriarchs th 17 level clerics and higher. They are circular in shape. They are called highfather or mother. Their duties include serving the community through guidance and labor. Illichor. Naeril. Only 8 percent of the church body consists of adepts. with the dominant. They perform all religious services in most parishes and have the power to ordain new acolytes into the clergy. Initiates rd th 3 through 7 level clerics. carpenters. The servitors of evil powers are often called the Silath Falgur (Fell Servants) or The Falgur (Tainted) and include Ulgren. 27 . Those priests of 17 level and higher who are not elected patriarch remain prelates. counselors and protectors. one patriarch rules the priesthood throughout each realm and has the final say in all religious matters. Two percent of the clergy are prelates. Around this are situated smaller chapels dedicated to the Ardillon and Ciriod. central cathedral being the main place of worship. Faendre. 30 percent of a parish’s priests are initiates. as well as the sun and stars. 60 percent of a parish’s clerics are acolytes. These gods fashioned the surface of Gaile. Cerullian. or overseer and have authority over a group of parishes in a kingdom. include Haeleth. Thandor. In Suttegarde and Caerleon. These th leaders. They also assist servitors working in the community. the Ardillon (makers). Their progeny. must meet with the approval of the patriarch. nature Shardan the Wise An oak tree with 12 branches The Phoenix The Savage Lands Lands Narahim Yssgelund Vinnisklad Religion The Order of Geshidra Animism & ancestor worship Pagan: Nature worship Symbol Crystal Sphere or arrowhead carved of jet Totem animals Ivory totems Ruling Body an Elders Godsmen (clerics) Shamans (druids) Chief Deities Gaile and Danevar Great heroes or ancestors The ocean and sky The Tribes of Vors Lands Carmascia. Suttegarde and The Avadain of Mauridia The Maelnach of Suttegarde Mauridia Religion The High Gathering Animism & ancestor worship The Enlightened Symbol Eight pointed crown within star. In larger communities two or more churches are often needed to accommodate parishioners’ needs. adepts provide religious counseling and act as the political body of the church. Adepts th th 8 through 12 level clerics. Aluin and Jenia are the principle deities or Paderon (parents) of this pantheon. The high priest of Caerleon and Suttegarde holds the post of patriarch or matriarch. physicians. They are called brother. the patriarch of each Kingdom has the duty of blessing the new king or queen upon their ascension to the throne. teachers. the Ciriod (children). The Four Kingdoms Lands or People Caerleon. They are called father. the children of The Makers came to be. Vitian.

each district has 2 prelates assigned to it. Healing. Members of the Sarnhedin are usually adepts. Travel Earth. Farming: 10 The Sun & Arts. Luck. Freedom: 2 Intermediate Deities – The Ardillon Lesser Deities – The Ciriod Demigods – The Silathae The Enlightened Worshippers of this faith. Law. Rest: 12 Time. and the lone patriarch is called Transcendent Master. Nevertheless clerics of this Order may base their alignment and domains on that of either deity of The High Gathering. Likewise. Purification Knowledge. Inspiration: 10 Nighttime. Madness: 5 Battle. The religious symbols and church hierarchy for the Order of Geshidra parallel those of The High Gathering. Pact. the Hierarchy of The Enlightened mirrors that of the High Gathering exactly. Lawful neutral clerics and druids of this order may multiclass freely as monks. are never used. adepts are called masters. Destruction. aboleths and beholders) in Gaile. Protection Community. Purification. their ability manifests when enemies of Shardan. Druidic and shamanistic (cleric) practitioners among these groups hold that the gods of The High Gathering are merely the powerful progenitors of the Avadain and Cirhedin people.” led toward damnation or death. The Home: 19 Portfolio: Rank of Divine Power Magic: 15 The Heavens. Knowledge. Celerity. it is his to manipulate. father and patriarch. Water: 9 Storms. Purity: 15 Darkness. Sovereignty: 20 Motherhood. be “brought to the Wisdom of Shardan. Trickery Law. though the following titles are used: acolytes are called pupils. The clerics of Shardan use the following guidelines: Favored Name Gender Alignment Symbol Domains Portfolio: Rank of Divine Power Weapon Shardan Male Lawful Evil Pheonix Scimitar Domination. Winter: 7 Portfolio: Rank of Divine Power Entropy. Knowledge. Manipulation: 4 Law. Evil. Pact Air. Healing Luck. The Order of Geshidra This faith combines animism with the worship of the earth goddess Geshidra. Infinity. Mind. Trickery Destruction. Stars: 14 The World.The Paderon Name Aluin Jenia Name Aethrude Cerullien Gaile Lucien Oredus Thandor Tendellius Vitian Name Dumador Faendre Gerian Haeleth Illandra Moloth Naeril Theros Name Avellior Baloth Danevar Illichor Kharec Maredon Miraduin Mircueran Narveg Teunral Ulgren Xandemoc Gender Male Female Gender Neither Either Female Male Male Male Male Male Gender Male Female Female Either Female Male Male Male Gender Neither Male Male Male Male Male Either Male Male Male Male Male Alignment Lawful Neutral Neutral Good Alignment Lawful Neutral Neutral Good Neutral Neutral Good Neutral Evil Lawful Neutral Lawful Neutral Chaotic Good Alignment Lawful Neutral Neutral Neutral Good Chaotic Good Neutral Chaotic Evil Neutral Chaotic Neutral Alignment Chaotic Neutral Chaotic Evil Neutral Good Neutral Evil Neutral Evil Lawful Neutral Chaotic Good Neutral Chaotic Evil Lawful Good Lawful Evil Chaotic Neutral Symbol Scepter Chalice Symbol Prism Star Sphere Silver Disk Onyx Serpent Raven Hourglass Circlet Symbol Anvil Eagle Acorn Sun Moon Salamander Dolphin Lightning Bolt Symbol Chaos Symbol War horn Arrowhead Dragon Fist Hawk Rose Coin None Scales Eye Wheel Favored Weapon Heavy Mace Light Mace Favored Weapon Quarterstaff Morningstar Heavy Flail Longsword Short sword Scythe Longsword Longbow Favored Weapon Warhammer Longbow Light Flail Javelin Sickle Scimitar Trident Spear Favored Weapon Quarterstaff Heavy Flail Longbow Longsword Scimitar Battle Axe Shortbow Quarterstaff Shortsword Longsword Whip Shortsword Domains Law. Hospitality: 2 Deception. Chance. Law. Sorcery: 10 Due to deceptive nature of Shardan. Wrath: 1 War. Instead. Though revered as the first of their High Lords. Shelter. in reality. Paladins who worship Shardan find that they are unable to detect evil at will. War Community. Fire Luck. Beauty. Pagan Faiths Animistic faiths are typical in the lands of Yssgelund. Protection Death. Voruskai. Plant. Punishment: 5 Luck. have come to worship their first ruler as their savior. Oracle Chaos. Destruction: 5 Hunting. Hatred: 3 Vengeance. prelates are called elders. Knowledge. Law Liberation. are servants to The Sleeping Gods and their agents (mind flayers. Magic Oracle. initiates are called brothers or sisters. Cold. Water Air. Trickery Portfolio: Rank of Divine Power Fatherhood. Conquest: 4 Love. These characters will be closely watched by their superiors and will. The Enlightened. though major cities often have a prelate within the council. Wealth. Oaths: 10 The Sky. Carmascia. Because Shardan grants this power. Strength. Protection Domains Force. Evil. Law Competition. except that the familial titles. Pestilence. Inquisition. Trickery Deception. The worship of Shardan and the acceptance of his teachings has lead the Mauridian people to demonize the gods of the High Gathering as the “Enemies of Man” and as “Bringers of the Apocalypse. pagans see the religious practices of The High Gathering as nothing more than glorified ancestor worship. the state religion of Mauridia. Good. Tranquility: 2 Travel. Strength Domains Earth. Sun Community. the Unknown: 15 Death. Envy. The Horizon: 8 Plantlife. Strength Destruction.THE WORLD of GAILE The Gods of The High Gathering Greater Deities . Health: 11 Portfolio: Rank of Divine Power Stone & metalwork. As such. Travel Glory. lawful good clerics and members of the paladin class may worship him. Protection. Justice. the Wilderness: 4 Avarice. Volcanoes: 6 The Ocean. such as brother. Trickery Law. Dreams: 6 Fire. Protection Celerity. Knowledge. Magic. Travel. Travel. Mind. are nearby. Protection. Domination. Travel Competition. Honor: 2 Death. Madness Destruction. usually of good alignment. Sarathia. while her son Riakyo (Danevar) acts as intermediary between her and the Narahim. Sun Dream. Healing.” Despite their revulsion to the High Gathering. Longevity: 12 Life. Knowledge. War Animal. Travel Domination. eventually. Weather Domains Chaos. while the lord stewards assigned to each of the three provinces of Mauridia are actually equivalent to patriarchs. 28 . Geshidra (Gaile) is revered as the supreme Earth Goddess. paladins’ smite evil abilities are corrupted to work only against good-aligned creatures. Vinnisklad and among the Maelnach of Suttegarde. Weather Creation. Earth. Within the lands of Mauridia. Land: 13 Light. Riakyo is not worshipped as a true god but is seen as a servant of his mother.

move silently. climb. Knowledge (arcana). allowing Commanders to add their class level to all intimidate checks. Ankallibec members are commonly clerics who serve their diabolical Empress with unswerving devotion and zeal. Listen (Wis). Lawful evil d8 Requirements Race Base Attack Bonus Knowledge (arcana) Knowledge (religion) Knowledge (the planes) Spot Feats Spells Special Human (Cirhedin blood) +4 6 ranks 6 ranks 4 ranks 4 ranks Iron Will rd Ability to cast divine spells of 3 level or higher The character must be a follower of Shardan and be in good standing with The Enlightened. he must decide to which class he adds the new level for purposes of determining spells per day. a member of the Ankallibec must undertake a geas or quest on behalf of the church and succeed. hide. Skill Points at Each Level: 2 + Int modifier. The Ankallibec Commanders’ servitude to their dark master. Intimidate (Cha). nd Beginning at 2 level Ankallibec Commanders gain the extraordinary ability of immunity to fear (magical or otherwise). sleight of hands and tumble. As with all of Mauridia’s priests. Foes must make a Will save (DC 10+class level+Cha bonus) or be affected as if by a fear spell. They are commonly employed as secret police. Sense Motive (Wis). history and requirements. all types of armor and all shields. Ankallibec Commanders are a fearsome lot whose dark allegiances taint their very being. At 3 level the character gains speak language (Infernal) and one of the following abilities: 29 Class Skills Class Features Weapon and Armor Proficiencies Spells Per Day Resolute Aura (Ex) Aura of Courage (Ex/Su) Fear Aura (Su) Wisdom’s Lesson (Special) . He does not. Diplomacy (Cha). At every even-numbered class level the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. Each provides a brief description as to their function. has imparted upon them rd knowledge beyond the ken of mortal men. Others tend to fear and obey them. jump. Ankallibec Commanders are usually gifted with great Strength and Wisdom. escape artist. Note that armor check penalties for armor heavier than leather apply to the skills balance. Shardan the Wise. Ankallibec Commanders may continue to advance in spellcasting ability. gain any other benefit a character of that class would have gained (feats. Ankallibec Commanders gain the feat of martial weapon: scimitar and are proficient with all simple weapons. Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Resolute Aura Aura of Courage Wisdom’s Lesson I Fear Aura Wisdom’s Lesson II Voice of Doom Wisdom’s Lesson III Dark Enlightenment Spells Per Day +1 level +1 level +1 level +1 level +1 level Game Rule Information Abilities Alignment Hit Die As leaders of the warrior-priests of Shardan. however. except for an increased effective level of spellcasting. spies and assassins. Charisma and Constitution are also highly valued attributes. Once per day Ankallibec Commanders can project an aura of fear to a radius of 20 feet for 1 round per prestige class level.THE WORLD of GAILE PRESTIGE CLASSES of ESTEGALLE The following prestige classes are specifically designed for use in the Estegalle campaign. The Ankallibec Commander’s class skills (and the key ability for each skill) are Concentration (Con). The guardians of Estelline’s Inner City and bodyguards of The Sarnhedin are nearly always Ankallibec Commanders or Blackguards. Profession (Wis). hit points). allies within 10 feet of them gain a +4 morale bonus on saving throws against fear effects. Ankallibec Commander The Ankallibec Commanders are the elite warrior-priests of Shardan’s hell-spawned faith. If the character had more than one spellcasting class before becoming an Ankallibec Commander. All of the following are class features of the Ankallibec Commander prestige class. Furthermore. Spot (Wis) and Spellcraft (Int). Knowledge (religion). The granting of a morale bonus to allies is a supernatural ability. Heal (Wis). Craft (Int). Before rising to the rank of Commander.

Concentration (Con). Skill Points at Each Level: 4 + Int modifier. d4 4 ranks 4 ranks 6 ranks 4 ranks Investigator. He does not. the Ankallibec Commander receives his eternal reward for years of servitude to the diabolical agents of Shardan the Deceiver. If he had uncanny dodge from a previous class. Skill Focus (Craft: trapmaking) rd Ability to cast Divination spells of 3 level or higher The arcane investigator’s class skills (and the key ability for each skill) are Appraise (Int). When an arcane investigator level is gained. Search (Int). Decipher Script (Int). combining their magical and mundane skills to delve into the unknown. Voice of Doom (Sp) Dark Enlightenment (Su) The unholy nature of the Ankallibec Commander’s service is so powerful that. Spellcraft (Int) and Spot (Wis). Arcane Investigators may use the search skill to locate traps as a per the rogue ability. As such. the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. at 7 level. Intimidate (Cha). with sorcerers and bards sometimes taking up the mantle of the arcane investigator. one of the three aforementioned attributes would be more highly valued than the others. once per day. Knowledge (Int). he may cast prayer. Craft (Int). Most arcane investigators are wizards. rd At 3 level. Strength of Will (Ex) +1 to Will Saves Tongues (Sp) Tongues. Rogue/wizards are particularly effective arcane investigators. gain any other benefit a character of that class would have gained (feats. Each lesson may be learned once. nd Arcane investigators of 2 level or higher gain a +2 insight bonus to all saves versus illusions. th At 5 level. All of the following are class features of the arcane investigator prestige class. Gather Information (Cha). By succeeding at a gather 30 Class Features Weapon and Armor Proficiencies Spells per Day Trapfinding (Ex) Resist Illusion (Ex) Uncanny Dodge (Ex) Trap Sense (Ex) Leap of Logic (Sp) . they are often sought for their talents and charged with the unraveling of mysterious occurrences and the finding of lost items or people. Use class level as the caster level. except for an increased effective level of spellcasting. Use class level as the caster level. Arcane investigators gain no additional proficiency in any weapon or armor. bringing their keen senses. Wisdom. Any. If the character had more than one spellcasting class before becoming an arcane investigator. Dexterity is important because arcane investigators tend to wear light or no armor. Listen (Wis). True Seeing Spells Per Day +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level Game Rule Information Abilities Alignment Hit Die Requirements Craft (Trapmaking) Gather Information Search Sense Motive Feats Spells Class Skills Intelligence. he automatically gains improved uncanny dodge instead. Sense Motive (Wis).THE WORLD of GAILE Lesson Effect Avoidance (Ex) +1 to Reflex Saves Pierce Darkness (Sp) Darkvision. hit points). Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Trapfinding Resist Illusion Uncanny Dodge Trap Sense +1 Leap of Logic 1/week Unveil Trap Sense +2 Leap of Logic 2/week Discern Lies Trap Sense +3. the arcane investigator retains his dexterity bonus to AC (if any) regardless of being caught flatfooted or struck by an invisible attacker. He is forevermore treated as an outsider rather than humanoid for the purposes of spells and magical effects. an arcane investigator may use their powers of deductive and inductive reasoning to glean important information from seemingly insignificant or unrelated clues and events. however. Furthermore he gains damage reduction 10/magic. and Charisma are important due to the skills that rely upon these stats. This ability functions exactly as the rogue ability of the same name and stacks with other Trap Sense bonuses. Diplomacy (Cha). Depending on what type of spellcaster the arcane investigator is. once per day. th Arcane Investigator Arcane investigators are the preeminent sleuths. powers of deduction and divinations to bear in solving cases or thwarting the plans of villains. he must decide to which class he adds the new level when determining spells per day. particularly diviners. Profession (Wis). th At 10 level. as the spell. Unfailing Health (Ex) +1 to Fortitude Saves Vigilance (Ex) +1 competence bonus to spot and listen checks th th At 6 and 9 levels the character gains another lesson. up to three times per day.

If the character had more than one spellcasting class before becoming an artificer. th At 6 level. however. When commissioned to craft a magic item. The Artificer’s class skills (and the key ability for each skill) are Appraise (Int). He does not. When an artificer level is gained. on any magical item or device. the character must be able to cast 3 level spells. Concentration (Con). Craft (Int). This decision cannot be made under duress or under the influence of mind-controlling spells… the XP donor must voluntarily do so. taken separately) (Int). Artificers gain no additional weapon or armor proficiencies. the illusion is immediately dispelled. the warded creature. If an artificer handles a cursed item. This ability does not remove the curse from the item. Both arcane and divine spellcasters are found amongst the ranks of artificers. he must decide to which class he adds the new level for purposes of determining spells per day. as it is craft’s key ability. in raw materials and creation time. If he succeeds at this check. The artificer gains bonus item creation feats as he progresses in level. Use of the ability requires the artificer to examine the item for 1d4x10 minutes. The artificer’s level stacks with his spellcaster level for the purpose of meeting level prerequisites for item creation feats. The arcane investigator must touch the illusion. The DC for this save is 10+the level of the item’s creator. th At 9 level. Any d4 10 ranks 10 ranks. with wizards and clerics most often taking this prestige class. th At 10 level the arcane investigator may use true seeing as a spell-like ability once per day. Arcane investigators gain a +2 competence bonus to this counterspell roll and a +4 competence bonus on spot checks against the disguise skill. Skill Points at Each Level: 2 + Int modifier. who value these artisans and the treasures their arts create. If the character had more than one spellcasting class before becoming an artificer. Thus. except for an increased effective level of spellcasting. or the creature shrouded in illusion (such as a disguise self spell). Unveil (Su) Discern Lies (Sp) True Seeing (Sp) Artificer Artificers are magical craftsmen of unparalleled skill and knowledge. th An arcane investigator of 9 level can use discern lies as a spell-like ability once per day. for an item’s creation. All of the following are class features of the Artificer prestige class. the artificer may cast legend lore. the arcane investigator gains benefits that mirror the effects of a divination spell. which may be in any number of different craft skills Any two item creation feats and skill focus: craft (any) rd To become an artificer. Profession (Wis). Bards. Knowledge (each skill. gain any other benefit a character of that class would have gained (feats. a character with Gift of Artifice IV subtracts 20% from the cost and time required to create a magic item. Spellcraft (Int) and Use Magical Device (Cha). the arcane investigator gains the supernatural ability to penetrate illusions. The artificer is well versed in the arts of crafting and analyzing magical items. are well suited for this class as well. with their uncanny knowledge of lore and their knowledge of arcane magic. hit points). he must decide which class his artificer levels stack with. Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Gift of Artifice I Bonus Feat Avoid Curse Gift of Artifice II Bonus Feat Shared Burden Gift of Artifice III Bonus Feat Legend Lore Gift of Artifice IV Spells Per Day +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level Game Rule Information Abilities Alignment Hit Die Requirements Knowledge (Arcana) Craft (Any) Feats Spells Class Skills Intelligence is the most important ability. the artificer may ask that item’s future owner to share the XP burden of that item’s creation.THE WORLD of GAILE information check (DC 20). once per day. with each person paying 50% of the item’s XP cost. Class Features Weapon and Armor Proficiencies Spells per Day Item Creation Level Prerequisites Gift of Artifice (Ex) Bonus Feat (Ex) Avoid Curse (Ex) Shared Burden (Su) Legend Lore (Sp) 31 . the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. he may make a WILL save in order to immediately discard the item. When determining the cost. th th This ability may be attempted once per week at 5 level and twice per week at 8 level. The arcane investigator then makes a caster level check as if casting dispel magic against the illusion effect. subtract 5% per level of Gift of Artifice from the total cost and time required. nondetection spells. They are found among all of Estegalle’s civilized races. and disguises at will.

The Chosen gains the earth elemental’s special attacks of earth mastery and push that stack with his strength of stone abilities. This ability prevents the character from moving and effectively increases the character’s size category by one for the purpose of resisting grapple. he is limited to the form of an earth elemental. If the character had more than one spellcasting class before becoming a Chosen of Geshidra. Additionally. When Chosen of Geshidra levels 2. leaving behind their frail humanity and striving to become elemental creatures in Geshidra’s service. overrun and trip attacks. acid resistance increases to 15 and the character becomes immune to stunning attacks. who set upon the journey of becoming one with the earth. Chosen levels stack with monk levels when determining his unarmed damage and ability to overcome opponents’ damage reduction. At 1 level the character gains the ability to speak Terran. Profession (Wis). the character receives a +2 32 Class Features Weapon and Armor Proficiencies Spells per Day Wild Shape (Sp) Strength of Stone (Ex) Blessed Path (Ex) Fast Movement (Ex) Earth’s Embrace . The Chosen gradually begins to transcend his mortal form on the path toward becoming a minor earth st elemental. Climb (Str). the character undergoes minor physical changes that reflect his transcendence. the Chosen of Geshidra becomes an elemental creature of earth. He does not. Knowledge (religion). darkvision 60’ and the ability to firmly root himself to the ground as a standard action. Levels as a Chosen stack with druid levels when determining if Chosen may use the wild shape ability and what forms the Chosen may adopt and how th nd many times per day the ability may be used. earth goddess of the Narahim. The natural armor bonus increases to +2 and the acid resistance increases to 10 at level 4. Survival (Wis) and Tumble (Dex). Areas enchanted to hinder movement still effect The Chosen normally. except for an increased effective level of spellcasting. The Chosen of Geshidra are warrior-priests. All of the following are class features of The Chosen of Geshidra. Concentration (Con). Lawful neutral d8 +4 6 ranks 8 ranks Improved Unarmed Strike Must have access to stone shape as a divine spell The Chosen of Geshidra’s class skills (and the key ability for each skill) are Balance (Dex). he is immune to acid.THE WORLD of GAILE Chosen of Geshidra Clerics and druids. he must decide to which class he adds the new level for purposes of determining spells per day. At level 7 the natural armor bonus increases to +3. 6. Those who violate this holy order lose all of their class abilities for 24 hours. as well as rangers and monks serve Geshidra. Craft (Int). th At 10 level. Strength of Stone I (magic) Blessed Path Fast Movement +10 Strength of Stone II Fast Movement +20 Strength of Stone III (axiomatic) Fast Movement +30 Earth’s Embrace Spells Per Day +1 level +1 level +1 level +1 level +1 level +1 level - Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Concentration Knowledge (nature) Feats Special Class Skills Wisdom and Dexterity are important due the Chosen’s use of divine magic and reliance on martial arts skills in combat. and loose earth as if it were solid earth. when the character also gains immunity to paralysis. Swim (Str). nd At 2 level. rd At 3 level the Chosen gains an enhancement bonus to his speed with unarmored and no more than lightly encumbered. The Chosen of Geshidra may use the druidic wild shape ability. quicksand. 5. a +1 natural armor bonus and acid resistance 5. poison and paralysis. They may not wear armor or wield weapons. hit points). Spells that specifically target humanoids no longer effect the character. Dexterity is important because Geshidra’s Chosen may not wear armor. Escape Artist (Dex). If he doesn’t have monk levels prior to becoming a Chosen of Geshidra. Spot (Wis). Spellcraft (Int). Upon achieving this state. Knowledge (nature) (Int). gain any other benefit that a character of that class would have gained (feats. 3. Skill Points at Each Level: 4 + Int modifier. The Chosen of Geshidra gain no additional proficiency in any weapon or armor. treat him as a monk of the same class level as his Chosen class level for determining his unarmed damage and ability to overcome opponents’ damage reduction. Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Wild Shape. Jump (Str). Due to these marks of transcendence. Listen (Wis). Handle Animals (Cha). Heal (Wis). the character becomes immune to magical sleep effects. 8 and 9 are gained. a 5 level druid/2 level Chosen of Geshidra would have th the wild shape ability of a 7 level druid. and is no longer subject to critical hits or flanking. Thus. Diplomacy (Cha). typically multiclassed monk/druids. the Chosen may move over the surface of muddy bogs. the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. however. When the Chosen of Geshidra gains the ability to assume elemental forms.

Jump (Str). Handle Animals (Cha). Skill Points at Each Level: 2 + Int modifier. Profession (Wis). Furthermore. A successful save versus an electrical attack results in that character taking full. The elite footman represents this brand of warrior. Knowledge (history) (Int). however. Characters that fail to follow the tenets of their faith and lose the favor of Geshidra lose all spells and class features and cannot gain levels as a Chosen of Geshidra (or as a cleric or druid of Geshidra) until he atones. the Chosen of Geshidra no longer suffers ability penalties for aging and is not subject to magical aging. content to lead their small squad of men rather than seek glory through a higher command position. and Mauridia’s mighty legions are hardened veterans who have learned that soldiery is as much about group morale and coordination as it is about the tactical acumen of a general or the prowess at arms of one’s forces. Heal (Wis). Finally. Class Level st 1 nd 2 rd 3 th 4 th 5 Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Knowledge (war) Profession (soldier) Feats Special Class Skills Base Attack Bonus +1 +2 +3 +4 +5 Fort Save +2 +3 +3 +4 +4 Ref Save +0 +0 +1 +1 +1 Will Save +0 +0 +1 +1 +1 Special Phalanx Fighting Diehard Rally Inspire Mantle of Glory Strength and Constitution are key for these warriors. as well as the allies of a fallen footman. Craft (Int). the renown of the elite footman is so great that his presence on the battlefield can turn the tide of battle. where they meet great and terrible fates. granting bonuses to the footman’s enemies and penalties to his former allies. st At 1 level the elite footman gains this feat. move silently. Should the elite footman perish the effects of this prayer are reversed. The elite footman’s class skills (and the key ability for each skill) are Climb (Str). All of the following are class features of the elite footman prestige class. hide. with a +1 morale bonus per class level of the elite footman. not double. Knowledge (war) (Int). nd At 2 level the elite footman gains this feat. Elite Footman Among the ranks of Caerleon. Allies within 60’ who are suffering from any fear effects and who can hear the elite footman are allowed an immediate Will save against the DC of the effect. jump. An elite footman who is not suffering from a fear effect can rally his allies as a full-round action. th At 4 level. Note that armor check penalties for armor heavier than leather apply to the skills balance. Class Features Weapon and Armor Proficiencies Phalanx Fighting Diehard Rally (Ex) Inspire (Su) Mantle of Glory (Su) 33 . th At 5 level. though any aging penalties he may already have suffered remain in place. The benefits of this ability end if the elite footman is held. escape artist. sleight of hands and tumble. Diplomacy (Cha). Bonuses still accrue and the Chosen of Geshidra still dies of old age when his time is up. This ability may be used once per day and lasts for 1 minute plus a number of rounds equal to the character’s Charisma bonus x 5. and in the use of all armor and shields. knocked unconscious or otherwise rendered helpless. as several of their abilities are based on this ability score. When this ability is used all enemies and allies within 60’ are affected as if under the effect of a prayer spell.THE WORLD of GAILE circumstance modifier on all Charisma-based skill and ability checks when interacting with followers of Geshidra. Endurance The elite footman must have served as part of an infantry unit for at least one year. Ride (Dex) and Swim (Str). The elite footman and all allies within 10’ gain a +4 morale bonus versus fear effects and to Constitution checks required for extended exertion. Elite footmen should strive for a high Charisma as well. damage. gain a Will save (DC of 15 + Charisma bonus) against this effect. These veterans often rise quickly through the ranks to lead masses of men in battle. All opponents. the elite footman’s drive and presence are enough to inspire the footman and his allies to push themselves to their limits. the Embraced character can be hedged out by a magic circle against his alignment and suffers double damage from electrical attacks as a result of his elemental nature. Any lawful d10 +5 4 ranks 4 ranks Combat Reflexes. choose to remain with the brothersin-arms that they fought beside for months or years. Elite footmen are skilled in the use of all simple and martial weapons. Kashgar. Some. Multiclass Notes Ex-Chosen of Geshidra Characters A monk who advances as a Chosen of Geshidra may take further monk levels without penalty. climb.

the Hedge Wizard gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not. If the character had more than one spellcasting class before becoming a Hedge Wizard. as hedge wizards tend to be unarmored. Heal (Wis). th At 8 level the hedge wizard gains immunity to all natural poisons. By tapping into this magical stream the hedge wizard learns both of arcane lore and nature’s blessings. briars. Spot (Wis). To the hedge wizard. Survival (Wis) and Swim (Str). Spellcraft (Int). he must decide to which class he adds the new level for purposes of determining spells per day. Bonuses still accrue and the hedge wizard still dies of old age when his time is up. All levels in classes that can have a familiar stack with hedge wizard levels when determining the familiar’s abilities. Must have the nature sense ability. a deeper knowledge of nature and of its inner workings helps to reveal the mystic link between all things. At each level. Any d4 8 8 6 Eschew Masterials nd st Must be able to cast 2 level arcane and 1 level divine spells. A hedge wizard may summon a familiar. Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Summon Familiar Brew Potion Woodland Stride Trackless Step Venom Immunity Timeless Body Spells Per Day +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level Game Rule Information Abilities Alignment Hit Die Requirements Knowledge (arcana) Knowledge (nature) Profession (herbalist) Feats Spells Special Wisdom and Charisma or Intelligence are important to a hedge wizard due to the spell abilities they gain from their core classes. Handle Animal (Cha). hit points). under the tutelage of a mentor. though any aging penalties he may already have suffered remain in place. th At 4 level the hedge wizard may move through natural thorns. Listen (Wis).THE WORLD of GAILE Hedge Wizard Wizards learn magic through years of formal and intensive training. except for an increased effective level of spellcasting. Craft (Int). the hedge wizard no longer suffers ability penalties for aging and is not subject to magical aging. Hedge wizards’ class skills (and the key ability for each) are Concentration (Con). Knowledge (arcana) (Int). For sorcerers magic is an innate ability gained through their blessed (some would say cursed) bloodline. nd At 2 level the hedge wizard gains the brew potion feat if he does not already have it. Skill Points at Each Level: 4+INT modifier Hedge wizards gain no proficiencies in armor or weapons. Profession (Wis). Class Skills Class Features Weapon and Armor Proficiencies Spells per Day Summon Familiar Brew Potion Woodland Stride (Ex) Trackless Step (Su) Venom Immunity (Ex) Timeless Body (Ex) 34 . however. th At 6 level the hedge wizard leaves no trail in natural surroundings and cannot be tracked. gain any other benefit that a character of that class would have gained (feats. Dexterity is important. Knowledge (nature) (Int). th At 10 level. overgrown areas and similar terrain at his normal speed and without suffering damage or other impairment. just as a wizard or sorcerer does.

pg106). all allies of these knights gain a +4 morale bonus on saves versus fear effects when they stand within 10 feet of the Knight. Shining Beacon Ride-By Attack Bael’s Shield. Knowledge (history) (Int). Class Skills Class Features Weapon and Armor Proficiencies Courtly Knowledge (Ex) Ride Bonus Shining Beacon (Su) Ride-By Attack Bael’s Shield (Su) Leadership Bonus Spirited Charge Bael’s Radiance (Su) 35 . 7 . despite the Regent’s refusal. If the Knight is held. High King of Caerleon. jump. The Knight gains the listed competence bonus to any ride checks he makes. Skill Points at Each Level: 2 + Int modifier All of the following are class features of The Knights of the Crown. th The Knight of the Crown gains this feat at 6 level. For one round per Knight of the Crown level. Knowledge (nobility and royalty) (Int). to aid in their defense. or otherwise rendered helpless. rd At 3 level Knights of the Crown may invoke the name of Caerleon’s last king. hope to reinstate the monarchy in their beloved land. hide. Additionally. This th th th ability improves at 5 . Weapon Focus (lance) Must pledge loyalty to the order and support it in its call for the return of Caerleon’s monarchy. Ride Bonus +6 Bael’s Radiance Leadership Bonus +4 Ride Bonus +8 Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Diplomacy Knowledge (nobility) Ride Feats Special Strength and Constitution are key for members of this order of knights. climb. and in the use of all armor and shields. the character can call draw upon the glory of Bael the Fair. Once per day. the character’s heavy shield grants a +2 cover bonus to armor class and +1 cover bonus to reflex saves in addition to its usual shield bonus to armor class. Ride Bonus +2. The Knight may use this ability once per day. as a standard action. Cohorts and followers gained through the Knight of the Crown’s Leadership feat must swear their allegiance and obedience to the Order and may be ordered by the Order’s Knight Commander to perform tasks on behalf of the Order. Lawful neutral and lawful good d10 +6 6 ranks 4 ranks 6 ranks Leadership. A high Charisma is also desirable due to the etiquette skills required by. Gueran Dennigal. As such. enabling them to attract more powerful cohorts and followers when they use the leadership feat upon gaining a new level. The Knights of the Crown are skilled in the use of all simple and martial weapons. this order’s knights. escape artist.THE WORLD of GAILE Knight of the Crown This order was founded over 500 years ago by Bael the Fair. A knight bathed in glory gains the effects of a blur spell for one round per Knight of the Crown level. rd At 3 level a Knight of the Crown gains a +1 bonus to their leadership score (DMG. they are loyal servants to the royal line of their fallen king and believe that Caerleon’s greatness can best be restored through the coronation and beneficent rule of Bael’s rightful heir. the brilliant light of glory acts as a daylight spell while Bael’s Radiance is in effect. Knights of this esteemed order are paragons of virtue and a reminder of Caerleon’s past glory. Leadership Bonus +1 Ride Bonus+4 Leadership Bonus +2 Spirited Charge Leadership Bonus +3. This ability does not work with a buckler. Diplomacy (Chr). Use of this ability requires a standard action. founder of the Knights of the Crown. Profession (Wis) and Ride (Dex). Bael the Elder. Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Courtly Knowledge. and political aspirations of. To this day. Handle Animal (Cha). light or tower shield. The Knights of the Crowns’ class skills (and the key ability for each skill) are Craft (Int). and 9 levels. Note that armor check penalties for armor heavier than leather apply to the skills balance. They are fierce monarchists who. move silently. Mounted Combat. his allies lose this bonus. unconscious. nd At 2 level Knights of the Crown gain this feat. Knights of the Crown add their class level to Knowledge (nobility and royalty) checks as a competence bonus. sleight of hands and tumble. Intimidate (Chr).

When running or charging on his Special Mount. Survival (Wis). the Knights of the Eastern March make use of false retreats and other diversionary tactics in order to control the field of battle and insure their victory. Profession (Wis). as long as the mount is not carrying a heavy load or wearing medium or heavy barding. Like their adversaries. sleight of hands. The knight gains the listed competence bonus to any ride checks he makes. lawful neutral. light warhorses and ranged combat. climb. whether the mount is taking a double move or running. Due to the tactics employed by the mounted plainsmen of the east. these knights favor the use of lighter armor. and Swim (Str). Class Features Weapon and Armor Proficiencies Ride Bonus Mounted Weapon Bonus (Ex) Improved Mounted Archery Double Back (Ex) Full Mounted Attack Superior Mounted Archery 36 . and tumble. move silently.THE WORLD of GAILE Knight of the Eastern March These fierce knights are Caerleon and Suttegarde’s primary defense against the growing threat of the Carmascian horde. the Knight of the Eastern March suffers no penalties with ranged weapons when firing from horseback. Knowledge (local). escape artist. hide. th At 6 level the Knight of the Eastern March may take a full-attack action when his mount moves more than 5 feet (assuming an opponent exists to be attacked). and Constitution are key for members of this order of knights. Ride (Dex). the Knight of the Eastern March may make a single direction change of 90 degrees or less. Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Ride Bonus +2 Mounted Weapon Bonus (bow) +1 Mounted Weapon Bonus (lance) +1 Ride Bonus +4 Double Back. and in the use of all armor and shields. Mounted Weapon Bonus (bow) +2 Mounted Weapon Bonus (lance) +2 Superior Mounted Archery Ride Bonus +8 Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Ride Survival Feats Weapon Proficiencies Class Skills Dexterity. Skill Points at Each Level: 2 + Int modifier. and -2 instead of -4 if his mount is running. Mounted Combat. The Knights of the Eastern March are skilled in the use of all simple and martial weapons. neutral good and neutral d10 +6 8 ranks 4 ranks Mounted Archery. Lawful good. Note that armor check penalties for armor heavier than leather apply to the skills balance. When using the indicated weapon in mounted combat. Jump (Str). Improved Mounted Archery Full Mounted Attack Ride Bonus +6. Handle Animal (Cha). th At 5 level Knights of the Eastern March reduce their ranged weapon penalties by half when firing from horseback: -1 instead of -2 if his mount is taking a double move. Intimidate (Chr). th At 9 level. All of the following are class features of The Knights of the Eastern March. Strength. the character gains the listed competence bonus to his attack rolls. jump. Weapon Focus (Composite Longbow) Composite Longbow and Lance The Knights of the Eastern March’s class skills (and the key ability for each skill) are Climb (Str). Craft (Int).

Perform (Chr). this store of knowledge. move silently. neutral and chaotic neutral d10 +4 4 ranks 4 ranks 4 ranks 4 ranks 4 ranks Mounted Combat Must pledge loyalty to the order and must pay homage to Xandemoc or Mircueran. as detailed in The Player’s Handbook. Negotiator. Ride Bonus +2. Knights of the Path gain the bardic knowledge ability. hide. nd At 2 level the Knight of the Path may choose one of the following feats as a bonus feat. this legendary status counts as “great prestige” for purposes of acquiring cohorts and followers with the leadership feat. Knights of the Path add their prestige class level as a competence bonus to gather information and knowledge: local checks. The Knights of the Path are skilled in the use of all simple and martial weapons. Ride Bonus +4 Legend Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Diplomacy Knowledge (geography) Knowledge (local) Ride Survival Feats Special Class Skills Strength and Constitution are key for members of this order of knights. The length of any overland journey is reduced by their Direct Route percentage. fighters. The knight gains the listed competence bonus to any ride checks he makes. The Knights of the Path are accustomed to traveling the lands in search of adventure and gainful employ. Knights of the Path gain a cumulative +2 competence bonus to survival rolls made to determine direction at levels 2 and 4. even if it’s worse than the original roll. Knights of the Path have a knack for getting themselves into tight spots. All knights of this order are well traveled and well versed in the stories of their countrymen and realize the value in sharing. Quick Draw. Craft (Int). Trample. The Knights of the Path rely as much upon their reputation and rapport with the people of their lands as they do their skill at arms. provided their mounts are able to match the pace and stamina of the knight’s mount. Note that armor check penalties for armor heavier than leather apply to the skills balance. Class Features Weapon and Armor Proficiencies Bardic Knowledge (Ex) Streetwise Ride Bonus Bonus Feat* Direct Route (Ex) Incredible Luck (Ex) Legend (Su) 37 . He must take the result of the reroll. Intimidate (Chr). They act as their own heralds and sing their own praises as they journey throughout the lands. Lightning Reflexes. Profession (Wis). Furthermore. Skill Points at Each Level: 4 + Int modifier. Mounted Archery. The Knights of the Paths’ class skills (and the key ability for each skill) are Bluff (Chr). To reflect this. This ability is usable once per day and stacks with the Luck domain’s granted power. Combat Expertise (and related feats). knowledge and glory through their acts of heroism.THE WORLD of GAILE Knight of the Path The Knights of the Path are mercenary knights who are known for their exploits and ability to weave tales of glory. Fortunately they are also blessed with exceptional luck by the gods of luck. Furthermore. th At 5 level. Knights of the Path know their way about the many towns of their lands and interact with people from all walks of life. Many also have a high Charisma score. as are clerics of the gods Xandemoc and Mircueran. climb. and in the use of all armor and shields. Anyone traveling with a knight of this order can benefit from this ability. and learning from. In their travels they have learned how to best make their way from one town to the next. All of the following are class features of The Knights of the Path. Ride-by Attack. travel and adventure. Weapon Finesse or Weapon Focus. Gather Information (Cha). Combat Reflexes. As such. Mircueran and Xandemoc. Class Level st 1 nd 2 rd 3 th 4 th 5 Base Attack Bonus +1 +2 +3 +4 +5 Fort Save +2 +3 +3 +4 +4 Ref Save +0 +0 +1 +1 +1 Will Save +0 +0 +1 +1 +1 Special Bardic Knowledge. This ability allows the Knight to reroll one roll that he has just made. Direct Route 20% Incredible Luck Direct Route 25%. Alertness. Ride (Dex) and Survival (Wis). Streetwise Bonus Feat*. This bonus only applies when he is openly interacting with others who know of his reputation and who are not initially hostile or unfriendly to the knight. sleight of hands and tumble. the Knight of the Path’s reputation grants him a +4 competence bonus on diplomacy checks. as the muses and patron deities of their organization. Bard and Knight of the Path levels stack when determining the level bonus for bardic knowledge checks. While they are not a religious order they do honor the gods of the road and adventure. which is the key ability for many of this order’s class skills. Dodge (and related feats). provided they meet the feat’s pre-requisites: Agile. Diplomacy (Chr). Rogues. Neutral good. Leadership. This has imparted upon them the ability to deal with strangers and glean information from all manner of men. Blind-fight. jump. Persuasive. escape artist. Knowledge (geography) (Int). Many are bardic warriors who seek adventure. Track. rangers and bards are commonly found amidst the ranks of The Knights of the Path.

Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +2 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +2 +3 Special Alertness Immune to Fear Diehard Damage reduction 1/No Mercy +1 Damage reduction 2/Ferocity Damage reduction 3/No Mercy +2 Damage reduction 4/- Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Listen Ride Spot Survival Feats Class Skills Strength. If ordered. it is these knights who hold the line against the northmen’s seasonal raids and against the depredations of goblins and giants. st The Knights of The Watch gain the Alertness feat at 1 level. Ride (Dex). Class Features Weapon and Armor Proficiencies Alertness (Ex) Immune to Fear (Ex) Diehard Damage Reduction (Ex) No Mercy Ferocity (Ex) 38 . Search (Int). Subtract the damage reduction number from the damage the knight takes each time he is dealt damage. Spot (Wis). nd At 2 level members of The Order of The Watch gain immunity to all fear spells and effects. Swim (Str) and Survival (Wis). rd At 3 level the Knights of The Watch gain the diehard feat.THE WORLD of GAILE Knight of the Watch Grim guardians of Suttegarde’s northern frontier. Constitution. th By 7 level. Skill Points at Each Level: 2+INT modifier All of the following are class features of The Knights of the Watch. The Order of The Watch is renowned and feared for its members’ ferocity in battle. Jump (Str). it is said. th Starting at 4 level Knights of The Watch have the ability to shrug off some amount of injury from each blow or attack. and with all simple and martial weapons. and Dexterity are all vital to these warriors. Stationed in wind-blasted fortresses amid the pine forests and foothills of The Ostenberg Mountains. Lawful good and lawful neutral d10 +6 4 ranks 4 ranks 4 ranks 4 ranks Endurance and Iron Will The class skills (and the key ability for each) for members of The Order of The Watch are Climb (Str). Listen (Wis). Knights of The Watch would march into hell to defend their lands and people. Profession (Wis). Handle Animal (Cha). Members of The Order of The Watch are proficient with all armor and shields. Craft (Int). The character still dies at –10 hit points. th At 5 level Knights of The Watch gain the ability to make extra attacks of opportunity. knights of The Watch are so battle-hardened that they may continue fighting without penalty even when disabled or dying. The knight may make a number of extra attacks equal to the number of the bonus and use the knight’s full attack bonus.

He only takes a –10 penalty when moving up to twice his normal speed. th At 10 level the master scout can use the hide skill in any sort of natural terrain. combining the combat abilities of fighters with the knowledge of subterfuge and survival common to rangers. If the master scout has uncanny dodge from a second class. Intelligence and Wisdom are important due to their reliance on skills based upon these stats. Hide (Dex). Profession (Wis). If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. Jump (Str). nd At 2 level the master scout retains his dexterity bonus to armor class (if any) regardless of being caught flatfooted or struck by an invisible attacker. the class levels in these classes stack when determining the minimum rogue level required to sneak attack the master scout. Run and Track The master scout’s class skills (and the key ability for each) are Balance (Dex). This ability works like evasion. he automatically gains improved uncanny dodge instead. he takes no damage instead. Master scouts are trained to avoid ambushes and traps. except that while the master scout still takes no damage on a successful Reflex saving throw. light armor & shield proficiencies. Trap Sense +3 Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Hide Move Silently Spot Survival Feats Class Skills Dexterity is important to a master scout because master scouts tend to wear light armor and rely on Dexterityrelated skills. th At 5 level the master scout no longer suffers a –5 penalty on survival checks for tracking while moving at normal speed. even if the terrain does not normally grant cover or concealment. Strength is important for melee combat and a few of their class skills. If he had uncanny dodge from a previous class. Any d8 +4 6 ranks 6 ranks 6 ranks 4 ranks Alertness. Skill Points at Each Level: 6+INT modifier All of the following are class features of master scouts. Listen (Wis). Swim (Str). th A master scout of 7 level or higher can no longer be flanked. This defense denies rogues the ability to sneak attack the character by flanking him. Class Features Weapon and Armor Proficiencies Trapfinding (Ex) Uncanny Dodge (Ex) Trap Sense (Ex) Evasion (Ex) Swift Tracker (Ex) Improved Uncanny Dodge (Ex) Hunter’s Step (Ex) Improved Evasion (Ex) Camouflage (Ex) 39 .THE WORLD of GAILE Master Scout Master scouts are ideal wilderness guides. Move Silently (Dex). tribal warriors and military scouts. unless the attacking rogue has at least four more rogue levels than the target’s class level. Master scouts gain all simple and martial. rd At 3 level the master scout gains an intuitive sense that alerts him to danger from traps. highwaymen. giving him a +1 bonus th on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by these traps. Spot (Wis). and are often relied upon to find and infiltrate enemy encampments. he now takes only half damage on a failed save. Finally. Craft (Int). The master scout can move silently and balance at his normal speed without suffering penalties to those skills. At 6 th level this bonus increases to +2 and at 9 level this bonus increases to +3. Climb (Str). Because of their training master scouts must have acute senses and be nimble of foot. Ride (Dex). Tumble (Dex) and Use Rope (Dex). Survival (Wis). Knowledge (geography). Trap sense bonuses gained from multiple classes stack. Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +2 +3 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +2 +3 Special Trapfinding Uncanny Dodge Trap Sense +1 Evasion Swift Tracker Trap Sense +2 Improved Uncanny Dodge Hunter’s Step Improved Evasion Camouflage. Master scouts may use the search skill to locate traps as a per the rogue ability. Search (Int). th At 4 level the master scout can avoid even magical and unusual attacks with great agility.

Warpriest Complete Warrior Bear Warrior Bladesinger Cavalier Dark Hunter Darkwood Stalker Dervish Exotic Weapon Master Frenzied Berserker Gnome Giant-Slayer Hunter of the Dead Invisible Blade Justiciar Kensai Knight of the Chalice Knight Protector Master Thrower Master of the Unseen Hand Mindspy Nature’s Warrior Occult Slayer Order of the Bow Initiate Purple Dragon Knight Rage Mage Ravager Reaping Mauler Spellsword Stonelord Tattooed Monk War Chanter War Shaper This order exists in Caerleon. the prestige classes are listed by sourcebook. 40 . Church Inquisitor Consecrated Harrier Contemplative Divine Crusader Divine Oracle Entropomancer: These priests commonly worship Avellior. Temple Raider of Olidimmara Void Disciple: These priests commonly worship Tendellius. Master Transmogrifist Mindbender Seeker of the Song Sublime Chord Wayfarer Guide Wild Mage Prestige Class Complete Divine Black Flame Zealot: These followers of Kharec wield scimitars in place of kukri. Evangelist Holy Liberator Ex-Hospitalers Pious Templar Radiant Servant of Pelor: Replace Pelor with Lucien.e. Sacred Exorcist Sacred Fist Shining Blade of Hieroneous: Replace Hieroneous with Teunral Stormlord: These priests commonly worship Theros. For convenience. those from official sourcebooks) are available and which are slightly altered for use in this campaign setting. Prestige Class Availability and Notes Prestige Class Dungeon Master’s Guide Arcane Archer Arcane Trickster Archmage Assassin Blackguard Duelist Eldritch Knight Hierophant Horizon Walker Loremaster Mystic Theurge Shadowdancer Thaumaturgist Complete Adventurer Animal Lord Beastmaster Bloodhound Daggerspell Mage Daggerspell Shaper Dread Pirate Dungeon Delver Exemplar Fochlucan Lyrist Ghost-Faced Killer Highland Stalker Maester Master of Many Forms Nightsong Enforcer Nightsong Infiltrator Ollam Shadowbane Inquisitor Shadowbane Stalker Shadowmind Spymaster Streetfighter Tempest Thief-Acrobat Vigilante Virtuoso Wild Plains Outrider Complete Arcane Argent Savant Blood Magus Elemental Savant Enlightened Fist Fatespinner Geometer Initiate of the Sevenfold Veil Mage of the Arcane Order: Kashgar and Suttegarde.THE WORLD of GAILE GENERIC PRESTIGE CLASSES The following chart shows what generic prestige classes (i.

12. thematic elements. 11. improvement. and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity. The Balor are direct servants of Moloth. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. Use hobgoblins in place of orcs in all encounters. creatures.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying. title and interest in and to that Product Identity. 9. and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 2. All Rights Reserved. Goblins are commonly referred to as lesser orcs. procedures. Most dragons are red dragons. god of lies. 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