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AZAMAR THE ROLE PLA YING GAME


CRE DITS
Wicked North Games Acknowledgements: Wayne Alderman, Brian Allen, Alisun Armstrong, Eric Brooks, John Carioto, Lisa Ertle, Julien Fraud, Brian Fitzpatrick, Mark Gedak, Benjamin Gerber, Alan Gunhouse, Ben Hall, VaNiesha Honani, Stephen A. Jarjoura, Martin Krebs, Marcos La Ferriere, Paige McKee, Joseph Mizerek, Marc Myslivy, Barb OConnell, Sarah Smith, Aaron Wong, Travis A. Wooten. Producers: Adrith Bicchieri, Joseph Bicchieri, Raymond Biondi, Garrett Ertle, Lara Keenan, Victor J. Pisinski, Andrew J. Rash, Jim Reader, Aaron Spiller, ?Stan. Created By Brett M. Pisinski Written by Brett M. Pisinski & J. Elliot Streeter Edited by Brett M. Pisinski, J. Elliot Streeter & Jenifer Dexter Graphic Design & Layout by Brett M. Pisinski, J. Elliot Streeter & Rich Woodall Art Director: Rich Woodall Azamar Cover Layout & Design: Rich Woodall Azamar Cover Art: Tyler Walpole Interior Artwork by Alexander Gustafson, Jared Tuveson, Joshua Andrew Belanger, Khairul Hisham, Nikki OShea, Rich Woodall & Shane Tyree Azamar Cartography: Herwin Wielink, & Joshua Bennett. Interior Border Artist: Nikki OShea Primary Game Testing by Brett M. Pisinski, J. Elliot Streeter, Jamey Barone, Jared King, Nikki OShea, Raymond Biondi, Richard Bean & J. Majik Preface:The AZAMAR setting is a developing universe created by Wicked North Games, L.L.C. for the Cinema6 RPG Framework. The ideas, characters and backgrounds contained within this document were developed and play tested. If you feel we should go ahead and make any modifications or changes, please go ahead and let us know! Thank you for taking the time to review this product, we hope you enjoy it and if you have any feedback you would like to leave us, we would be happy to hear from you. Contact us at http://aboutus.cinema6games.com - Wicked North Games, L.L.C. 2011 2009-2011, Azamar, the Cinema6 Role Playing Game Framework, c6, Cinema6 Games, and d6Unleashed, Wicked North Games, L.L.C., All Rights Reserved. 2
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DE DICATIONS
J. Elliot: This book is dedicated to my wonderful family, my wife and three children. Your love, enthusiasm, and support through this process are only some of the reasons the book of Azamar is a reality. Thank you to those who have given your ideas, time, and imaginations. We hope our love and passion for gaming reflects off this first book created by WNG. Thank you again to all of our pledgers on Kickstarter - without you this would have taken considerably longer. Also a special thank you to Eric Gibson, West End Games, and Purgatory Publishing for releasing the OpenD6 OGL and making all this possible. Thank you to all my friends who inspired me through the years to continue gaming, Reed Alex, Adrith and Joe Bicchieri, Ray Biondi, Brent Bourgoine, Ben Goodheart, Jason Grass, Phaedra Hall, Mike Hash, Vaniesha Honani, Matt Mayne, Matt Mayner, Paige McKee, Alyssa Morrison, Andre Morrow, Marc Myslivy, Tom Oakley, Rock Peterson, Brett M. Pisinski, Brain Ranzoni, Matt Ruszkowski, Darian Sale, Fay Smith, Mike Smullen, Aaron Spiller, Mark Spyrison, Salvador Sumaria, Jared Tuveson, Josh Valdez, Karen Vittek, and Alex Wong. Brett M. Pisinski: This body of work is dedicated to the memory of Jonathan P. Big Wyrm Leahy (1976-2007) R.I.P. man, you are missed down here and until our paths cross again Many thanks and blessings go out to those people in my life who continue to push my boundaries, skills and abilities as a human being, my parents, family and friends who support our mission and goals as a young company we cant do this without your support! Without that necessary foundation, this manifestation would not have been possible. I would especially like to personally thank each and every one of our Backers on Kickstarter for being so patient with us! Its because of you we are able to move forward. My main inspiration: West End Games thank you for keeping d6 alive! Those of you who pick up the dice and answer the call of adventure belong to a very special group of gamers. Keep on rolling, keep on imagining, and never forget to keep dreaming Anything is possible.

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TABLE OF CONTENTS
INTRODUCTION. ................................................. 8 Providence Beckons.................................................... 8 A Recorded History. ................................................. 10 First Millennia. ......................................................... 10 Second Millennia..................................................... 10 Third Millennia........................................................ 10 Fourth Millennia...................................................... 11 Fifth Millennia......................................................... 11 Exploring Azamar. .................................................... 11 The Axiom............................................................... 12 The New War........................................................... 12 THE GAME ...........................................................13 The Basics................................................................13 Game Play. ...............................................................13 Difficulty Ratings.....................................................14 The Wild Die...........................................................14 Cinema Points. .........................................................14 Earning Cinema Points............................................14 Spending Cinema Points..........................................15 ABOUT ATTRIBUTES . ....................................... 15 The Five Attributes................................................... 15 Dexterity Skills......................................................... 15 About Skills . ........................................................... 16 Skill Specializations.................................................. 16 Dexterity Skill Specializations. .................................. 16 Strength Skills Specializations................................... 17 Persona Skills Specializations.................................... 17 Intellect Skills Specializations................................... 18 Aptitude Skills Specializations.................................. 18 Dexterity Skill Definitions ...................................... 19 Strength Skill Definitions......................................... 19 Persona Skill Definitions ......................................... 21 Intellect Skill Definitions ........................................ 21 Aptitude Skill Definitions ....................................... 22 RACES................................................................... 23 The People of Azamar.............................................. 23 Enfri. ....................................................................... 24 Immyr..................................................................... 25 Treuoall.................................................................. 27 4
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Wyvine.................................................................... 28 Shrave..................................................................... 30 Humans (Full Blooded). .......................................... 31 Humans (Urbane)................................................... 33 Humans (BuCol).................................................... 34 A FLIGHT OF DRAGONS. ................................. 36 CHARACTERS..................................................... 37 The Basics............................................................... 37 The Blur Touched. ................................................... 38 Corruption Events. .................................................. 38 Character Development.......................................... 38 Random Backgrounds............................................. 39 Veteran Characters.................................................. 39 CHARACTER FEATURES................................... 40 Creation Only......................................................... 40 Magic Across Azamar.............................................. 59 .............................................................. 59 Tyro Spells. Journeyman Spells................................................... 62 Mastery Spells......................................................... 65 The Factions............................................................ 66 Path of the Asceromancers....................................... 66 The Elemental League............................................. 67 Crux of Zamaranth................................................. 68 The Tatuaxe............................................................. 69 Guild of Spell Weavers............................................ 72 Order of the Veil..................................................... 73 VALES END......................................................... 76 THE WORLD OF AZAMAR. .............................. The Pantheon.......................................................... Mo.......................................................................... Shilutozen............................................................... Sychorax. ................................................................. Xaraxamarath.......................................................... Xujof....................................................................... Ash Lord................................................................. Nooks and Crannies................................................ Syndia of the Cliffs.................................................. 77 77 77 78 78 79 79 80 81 81

Balmaricth. ................................................................ 83 Calendar .................................................................. 84 Holidays of Azamar................................................... 84 Nobility. .................................................................... 85 THE GEOGRAPHY OF AZAMAR........................ 85 Toponymies. .............................................................. 85 Abalos....................................................................... 86 Enfri. ......................................................................... 86 Clay.......................................................................... 87 Orb........................................................................... 87 Remell. ...................................................................... 88 Clay Lake.................................................................. 88 Orb Lake. .................................................................. 88 Enfri Lake................................................................. 89 Remell Lake.............................................................. 89 Azamar...................................................................... 90 Azamar City.............................................................. 91 Krane........................................................................ 91 Dorissit..................................................................... 94 Vor............................................................................ 94 Wild Lands............................................................... 94 The Forest of Azamar................................................ 95 Uncharted Territories................................................ 95 The Crag................................................................... 95 The Wastes................................................................ 95 The Wizards Bay....................................................... 96 Evercrow................................................................... 96 Adrya Orth............................................................... 97 Guradiin Ithural........................................................ 98 High Tundra............................................................. 98 Lake Loragaarn. ......................................................... 99 Sea of Black Water. .................................................. 102 Obsalos................................................................... 103 Grazen.................................................................... 103 Anathema. ............................................................... 103 Olm........................................................................ 104 Throng.................................................................... 105 Thiff........................................................................ 105 Keldor..................................................................... 105 Antern. .................................................................... 106 Krom...................................................................... 107 The Old Highway................................................... 108 Proving Grounds..................................................... 108 Hall of Memories.................................................... 108 Wyvine Grasslands.................................................. 108 The Dama Plains..................................................... 109 5
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The Olm Jungle. ...................................................... 109 Bay of the Kraken. ................................................... 109 Black Lake. .............................................................. 110 Inerth...................................................................... 110 Dragon Home......................................................... 110 Adrya Ampais. ......................................................... 111 The Northern Ocean............................................... 112 Sea of Olm.............................................................. 113 The Southern Ocean............................................... 113 Sea of Abalos........................................................... 113 Evercrow Ocean...................................................... 113 Sea of Obsalos......................................................... 114 Sea of Caverns......................................................... 114 Hoarfrost Strait....................................................... 114 BESTIARY............................................................. 115 Asazis...................................................................... 115 Bearsloth................................................................. 115 Choruan. ................................................................. 116 Foragers. .................................................................. 117 Frost Hulk. .............................................................. 117 Gaunt. ..................................................................... 118 Gyet........................................................................ 118 Harrier.................................................................... 119 Hazel. ...................................................................... 119 High Dragons......................................................... 120 Hydreans................................................................. 121 Kraken.................................................................... 122 Kongamato............................................................. 122 Korac...................................................................... 123 Lurker..................................................................... 123 Nauvowl. ................................................................. 124 Orcs........................................................................ 124 Sentinels. ................................................................. 126 Shangilar................................................................. 127 Slane Worms........................................................... 127 Spindlers................................................................. 128 Swinders. ................................................................. 128 Sycoveen................................................................. 129 Therian. ................................................................... 130 Troll........................................................................ 130 Uumul.................................................................... 131 Weth....................................................................... 131 Wind Stalkers.......................................................... 132 Zull......................................................................... 133 Zurn Warbler.......................................................... 134

FIENDS................................................................. 136 Agmai..................................................................... 136 Rakshai................................................................... 136 Revenants................................................................ 137 Saturians................................................................. 138 Syetans.................................................................... 139 Xur. ......................................................................... 140 COMBAT. ............................................................. 142 Initiative. ................................................................. 142 Initiative Leveraging................................................ 142 Taking Action. ......................................................... 143 Multiple Actions..................................................... 143 Movement............................................................... 143 Running.................................................................. 143 Sneaking. ................................................................. 143 Executions. .............................................................. 144 Damage & Healing................................................. 144 Natural Healing ..................................................... 144 Scale........................................................................ 145 Flexible Spell Casting.............................................. 145 PROPS................................................................... 146 Money. .................................................................... 146 Travel Provisions..................................................... 146 Baggage................................................................... 146 Climbing . .............................................................. 147 Portable Lighting. .................................................... 147 Sundries.................................................................. 148 Liquids . ................................................................. 148 Apparel. ................................................................... 149 Arms, Melee............................................................ 149 Arms, Ranged. ......................................................... 149 Magical Foci. ........................................................... 150 Amulets................................................................... 151 Rings....................................................................... 151 Wands..................................................................... 151 Staffs....................................................................... 151 Apparel & Armor.................................................... 151 Boots. ...................................................................... 152 Helms..................................................................... 152 Shields. .................................................................... 152 Robes...................................................................... 153 Mails....................................................................... 153 Flora. ....................................................................... 153 Vehicles................................................................... 155 6
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GAME MASTER CHARACTERS....................... 155 Zintar. .................................................................... 156 Zamaranth............................................................. 157 Lord Nickolas Bowen............................................. 158 Bowens Agents . .................................................... 159 Vraacch.................................................................. 159 The Witch.............................................................. 159 Divawd Edgot........................................................ 160 THE ROAD TO AZAMAR................................... 163 Introduction. ........................................................... 163 Quick Start Outline................................................ 163 Episode One: Audience With Vraacch..................... 163 Episode Two: The Investigation Begins.................... 164 Episode Three: Rescuing The Captive...................... 165 After The Battle....................................................... 166 Potential Story Arcs................................................. 166 Let Your Imagination Go Wild!............................... 167 GLOSSARY. .......................................................... 168 CHARACTER TEMPLATES ............................... 170 BuCol Priest BuCol SheaAhk Warrior Enfri Aeronaut Enfri Shadow Human Asceromancer Human Swashbuckler Human Wizard Immyr Fusilier Immyr Soldier Immyr War Priest Shrave Archer Shrave Dragoneer Shrave Monk Treuoall Archon Treuoall Defiler Treuoall Sword Chanter Urbane Assassin Urbane Noble Wyvine Strider Wyvine War Scholar BLANK CHARACTER SHEET . ......................... 190 D6 OGL LICENSE .............................................. 191

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INTRODUCTiON
The sting of defeat is never easy to swallow as it weighs heavy on the pride. Such is the fate of the once noble race of Treuoall who are now despised by the others. I watch, as I pray that one day a Champion will rise and unite their clans into one. Then, only then, will Azamar be at peace, and order will be restored to the Blur. - Torrace Holn Enfri, Master Elemental Are you joking?! Do those overgrown oafs even realize theyre sitting on a wealth of precious information that could help us all make Azamar a better place? - Vandar C. Scot, Human, Scholar/Historian (Reacting to his denied entrance of the Hall of Memories)

positions, the field explodes before them. Waves of heat throw the three companions onto their backs with tremendous force. Only Beren recovers quickly, crouching and posed to strike with his Wyvine Lance, a double-ended Trident. His eyes, piercing the smoke and dust, look for anything, something. Ho there! A small man standing across the field yells, waving an arm with an axe in his hand. Beren cautiously stands; Mogi and Dav also stand up, dusting off. Charred grass stains their faces, their ears ringing from the blast. Across the field, the small man approaches, hands still up in the air. Immyr. Beren states. Mogi and Davs faces seem assuming as the Immyr approaches. Immyr are shorter stout people who live primarily in the great underground; this Immyr is unusually tall. Sorry about that. You stumbled onto my proving grounds! The Immyr, still shouting even though close to Beren, gestures back at the large field with a massive crater in it, Guess I used too much? A pause of silence fills the air while Beren peers angrily at the Immyr. Their eyes meet a moment later and the Immyr apologizes more, realizing that Beren is a Wyvine; worse, an angry Wyvine. Berens anger subsides as the Immyr pulls some strong spirits out from his pack, and offers it for peace. Beren silently accepts the small barrel and puts it aside. What are you doing here, Immyr? Dav steps forward, less forgiving, with a weapon drawn. Garn. What? Dav replies. My name is Garn. Garn establishes. He pulls corks from his ears, now shouting only a little less. This brings a smile to Mogis face. Okay. What are you doing here, Garn? A little irritated, Dav restates himself. Mogi walks around the field a little to his left, looking carefully at the crater. Im testing, Garn suspiciously eyes Mogi, my new invention. It is a boom-barrel, it explodes when disturbed. I made it a little too sensitivious, I guess, since the wind set it off. 8

PROViDENCE BECKONS
A cool breeze brushed across the dew covered grass in waves; the scent of it hit Dav and he squeezed his eyes shut. Pulling on the reins to his horse with a left hand, he put his right in the air as a fist. Dav held a moment, his horse swaying gently on the old dirt road. Behind him were Mogi and Beren, his friends and traveling companions. They knew Dav well, stopping their mounts at seeing his fist. He brought his horse around to face his friends. Mogi wore very loose clothes to conceal a small bow and quarrel of arrows, as well as a sash to hide his pointed ears and Treuoall tattoos. Beren was a warrior scholar, adorned with practical armor and long white hair braided back, traditional for Wyvine travelers. Theres something wrong. Dav, an Asceromancer, a wizard dedicated to the protection of the defenseless, spoke softly on the wind, his blue-green robes whipping a little in the zephyr. His voice seemed to carry only his companions ears. They all dismounted and brought their horses back to a small cluster of trees. After tying off the horses, each walked back to the grassy field, the wind still whipping against the ground. There was a faint smell of smoke and rot on the wind; the three companions crouched as they entered the tall grass. They hid, sensing danger nearby. Just as they took

Demond Thompson (order #5095446)

Apparently. Mogi chimes in, sarcastically, but still intent nods his head at Mogi, as they trade glances. on the far edge of the clearing. Seeing Mogis hand, Beren drops the barrel on the ground, Garn glares spitefully at Mogi. Dav sheathes his sword. and rushes off to the field on the right and woods beyond. Beren gets up a new barrel of drink from his horse. Mogi The last they see of Beren is as he disappears into the trees, continues walking the perimeter, his bow drawn, an arrow drawing his lance. Dav draws his sword again, mumbling and scowling, crouches down and reaches for Garn to knocked. push his shoulder downward, too. He is Treuoall? Garn asks, gesturing with his bearded Garn goes to a knee, Whats going on? chin at Mogi. He is. Beren replies, his voice rough and brash, Orcs. Two or three. Dav whispers, We have a signal tapping the barrel bindings with thick fingers, Is this a we use. Mogis a war scout for the Council. Dav puts his blade in the dirt, whispers some words and the dirt problem? rises and falls to the ground around them. A shimmer No. Not at all. I mean, you do not see them much surrounds Garn and Dav. here. Treuoall do not get out much, is all. The Immyr steps backwards, slowly, from Beren. Intimidated by Youre a Wizard! Garn exclaims. the massive Wyvine, he averts his eyes glancing toward Yes. Stay silent. Dav, still kneeling, makes gestures with Mogi. his left hand, readying the sword in his right, Theyre What is it, Mogi? Dav calls over, Mogi begins crouching close. along the field and road. Dav watches Mogi intently, Garn turns around and pulls at the tethers holding his waiting and waiting. A gesture occurs as Mogi signals axe in place, loosening it into his hands. The axe drops with a hand on his back. Dav slaps Berens shoulder and

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soundlessly and Garn catches it. Without warning, he bursts forward shouting a war cry, rushing straight ahead across the field and consequently, the crater he created earlier. Dav tries to stop him unsuccessfully, pulls back and moves quietly towards Mogi who has not moved since earlier. The stench of rot haunts the wind where Dav joins Mogi, making them both cringe

Come, my friend. Providence beckons, speaks Mogi to Dav as they move together. As they move into the woods, Second Millennia [Era of Peaceful Songs] they go left along the grass line disappearing beneath the The Second Millennia brought peace to the land of forest canopy. Azamar. Dragons roamed freely throughout the land, and the Fabric held stable by the Order of Wizardry. All people throughout Azamar saw prosperity as all disputes Game Master Note settled and alliances established under the continued The records that exist within the Wyvines Hall of arbitration of the Order of Wizardry. Within the many Memories predate the commonly known and accepted realms, the Order of Wizardry established Lyceums, to history of the First Millennia, recorded by the Humans both dispatch Wizards to oversee disputes, as well as for quite some time. Not everyone has access to the recruit new magic users from the far-reaching lands. Hall of Memories; any Non-Wyvine visitors to the Hall must first prove themselves worthy to the Wyvine cause By way of a Lyceum established in the Northern realm of Evercrow, a promising young Treuoall enters service before receiving access. as a Wizard; his name is Zintar. Near the end of the Players adventuring in Azamar will be set either in the Second Millennia, this peace ends when Zintar emerges fourth of fifth millennia depending on the nature of as a powerful Defiler. His presence alone, tears the your campaign. Lord Nikolas Bowen at the height of very Fabric between Azamar and the Blur, allowing the his power, ruled the Kingdom of Azamar late into the Fiends to flood into Azamar. The Fiend invasion begins fourth, and at the beginning of the fifth millennia. He the Great War and ends the Second Millennia. is the current King of Azamar. Third Millennia A RECORDED HiSTORY The Order of Wizardry collapses into chaos, unprepared as the dreaded Fiends rise up to hunt the Dragons First Millennia of Azamar. Under Zintars influence and power, the Full-Blooded Humans once prevailed over much of the Fiends spread rapidly throughout the world, forcing world of Azamar. An order mostly comprised of Fullthe Dragons of Azamar to return to Dragon Home. Blooded Human Monks, first began recording history Through sheer force of magic and great numbers, the within their monastery located southwest of Dorissit, Dragons fend off the invading Fiends. Never again along its rocky shoreline. Travelers adventuring between do the Dragons trust the people of Azamar as they Krane and Dorissit stopped at the monastery for shelter once did, now betrayed by Zintar and the Fiends he and the Monks recorded the travelers fantastic stories. unleashed on the world. While many territorial skirmishes occurred throughout Azamar, most ended quickly through mediation by the The legendary Moonstaff, created for Zintar, near the Order of Wizardry. A great deal of research occurred beginning of the Third Millennia by a Fiend Lord, throughout this period on powerful Magic as the enables Zintar to unite the Fiends. Through this unified earliest magic users explored the source and limitations army of Fiends and the power of the Moonstaff, further of Magic. damage to the Fabric becomes inevitable. The Fiends 10
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It was also within the First Millennia when the Wyvine, at the height of their power, chose to attack the kingdom of Azamar with their naval fleet. The Order of Wizardry easily repelled the invasion and orchestrated a treaty. Accounts exist of the famous Wizard, Ofvgar, living during this millennium. Ofvgar was integral in the research directly connecting Dragons with the strength of Magic across Azamar. No account exists of Ofvgars death, but a legend discusses his disappearance through the Fabric without return.

wage the deadliest war Azamar has ever seen. Many people across Azamar begin to fear that Zintar is immortal and cannot die. However, during the Battle of Evercrow, Zintar finally meets his defeat thanks to the bravery of a young Wyvine warrior and the Alliances formed across the world, involving the Enfri, Human, Immyr, Shrave, Treuoall, and Wyvine nations. The details of Zintars defeat remain obscured by historical records. After the defeat of Zintar, the Fiends become despondent and easier to banish back to Blur. The rest of the Third Millennia traveling Wizards explore the world repairing tears in the Fabric, imprisoning Zintars disciples, and banishing loose Fiends. Fourth Millennia [Era of Infinite Sadness]

Fifth Millennia [Return of the Dragons] As the Order of Wizardry heals the Fabric, they also appeal to the Dragons who apprehensively return to Azamar, helping magic to slowly regain its potency. Lord Bowen tours the world hoping to ease tensions while the remaining Orc militants continue to pose a threat to established trade routes. The Wyvine and the Immyr unite in an effort to wage war against the remaining Orcs. The Enfri conscript their nation to aid the Order of Wizardry. The Shrave return to the surface, after Millennia away, to answer the call to fulfill their obligations to the Wyvine.

During this turmoil and unrest, the once powerful and proud Treuoall keep to themselves. Secret factions and With the Great War ended and the surviving Fiends cults, still fanatically devoted to Zintars teachings, do banished, the remnants of the Order of Wizardry not give up on their search and seek clues to resurrect continues repair of the damage done to the Fabric. their fallen leader. Amid mistrust and anger, the major races blame each other for the Great War and the near extinction of the The best lesson to learn is that the more we know, the more Full-Blooded Human race. Orcs, sensing the weakness we realize how little we do. and conflict, take advantage of an opportunity to return to the surface and begin a campaign across the surface - Pull Vhangratin, Human, Head Master, Academy of of Azamar. The war with the Orcs is enough to fracture Science and Sorcery the Order of Wizardry into factions, now each centered on different methods of using magic. EXpLORiNG AZaMaR In the midst of the Orcish War, a Full-Blooded Human Azamar is a world where many worlds touch and overlap arises to power, claiming nobility as a Prince of Azamar. through Magic. Under the Princes direction and leadership, the Orc Each world separated by a barrier the people of Azamar armies are defeated and scattered. call a Fabric. The Fabric is not something most people The Prince, Lord Nikolas Bowen, is crowned King can touch or understand. Most commonly used for of Azamar towards the end of the Fourth Millennia. referring to the Fabric between Azamar and the Blur, a The King is a strong, intelligent leader who is able to world overlapped with Azamar where the inhabitants are unite most of the nations across the breadth of Azamar. immensely powerful and deadly magical beings known as However, with a heavy disdain remaining towards the Fiends. The Fiends serve a council of some kind referred Treuoall, who endures most of the blame for the Great to as the Fiend Lords. At any given time, ten Fiend Lords War, because Zintar was once one of them, Lord Bowen direct and govern the other Fiends in the Blur. is unable to offer their kind protection. The King While the Fabric is not tangible, the Blur-Touched or establishes various Treuoall camps on the outskirts of those who can perceive Magic may concentrate and see Azamar territory to reduce interracial conflicts. where damage exists or holes are open. When damage Lord Bowen also re-establishes the Order of Wizardry comes to the Fabric, it reverberates and releases Magical under the royal seal, while most of the now fractured energies, if uncontrolled, have physical or otherwise Wizard factions refuse official membership; most of powerful repercussions capable of damaging the breadth them send emissaries to participate as a show of good of Azamar. Under controlled circumstances, some users faith to the crown. of Magic are capable of manipulating the Fabric and 11
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drawing upon released Magical energies to fuel their own spells. The next closest, over-lapping world to Azamar is the Slip Realm. The only known creatures natively living in the Slip Realm are vile, winged beasts known as Gaunts. They serve a greater master, known as the Ash Lord. Many old religions in Azamar depict the Ash Lord as an underworld God. Those few who are capable of stepping in and out of the Slip Realm do so cautiously, as Gaunts are powerful and unforgiving creatures not worth confronting.

play in the destiny of the world, but they feel powerless beneath the looming threats of the war. The only true hope lies with the Blur Touched, those who have realized their potential through the Axiom.

THE AXIOM

Becoming a magic user involves a realization. The realization is an understanding of the relationship between Azamar and the Blur, and their relationship with magic. This understanding known to magic users and Supernatural beings is the Axiom. The old myths A rarely visited world, Amonde, is a world essentially on discuss the Axiom with reserved reverence, noting that the opposite side of the Blur. Many people in Azamar this unifying truth is both a great boon to the people of believe Amonde is the world of the Gods, where they wait Azamar, as well as a curse. for those powerful enough to traverse the Blur to ascend among them. Regardless of the myths surrounding Amonde, no known Wizards returned from the Blur, so no solid information exists of Amonde beyond speculation. In Azamar, there are many divides to cross. Azamar is a world separated by oceans and lands, rivers and mountains. The people of Azamar live apart in fear of war; they live apart because of race and station. The intricacies of living in Azamar are delicate lines, and you may one day cross those lines, perhaps all of those that divide. For the tyro to the old hand of experience, Azamar offers natural wonders and unspeakable horrors to explore, learn, and overcome. The remaining Humans inhabiting the main continent of Azamar live in distinct groups known as the Urbane and the BuCol. The Urbane believe they are more refined and sophisticated than the BuCol, who live in the country in smaller, closer-knit villages and townships. Neither the Many seek to abuse the power that rises from knowledge of Urbane nor the BuCol are Full-Blooded Humans, now the Axiom for their own benefit and repress the people of divergent bloodlines who dispute their purity. Azamar. Conversely, others seek to ameliorate the lives of There are also several monasteries scattered around the all those on Azamar. This divide and disagreement in the world belonging to the Reticent Order of Ascetics, sworn way to use the Axiom long ago forced the earliest magic to silence, they observe the world waiting and watching users into a war. From the Great War, came powerful for the day when the Fiends return. No one understands magic now long since forgotten, though many seek to why the Ascetics wait, but the belief is that they are the uncover those ancient secrets. This ancient knowledge, army that will push the Fiends back across the Fabric called Anteprofidian, thought to represent the means to should they ever again invade Azamar. overcoming the opposing side. Despite the convenience of the large cities in Azamar, the Urbane are such sycophants that they believe they deserve sparing should the Fiends ever invade the whole of the world. The BuCol are less nave of the roles they 12
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THE NEW WAR


While the tide of the Great War fell with a victorious defeat over Zintar, his followers remained and dispersed.

The followers of Zintar suffered punishment across the breadth of Azamar. Persecuted and castigated anywhere they traveled, labeled as Derisians; many were tattooed and imprisoned. Over time, the prisons emptied and decayed due to abandonment. Zintar and the Derisians, eventually forgotten to time, as it became bad practice or bad luck in decorum to speak of them. The many prisons that housed these horrible offenders, left with little in the way of upkeep, slowly crumbled. Of Zintars followers, Zamaranth rose up from the ashes, swearing to avenge Zintars legacy and return him to Azamar in mind and body. For this, Zamaranth needed a plan.

How it works: Players roll dice when their Characters use Skills to accomplish something and there is a chance of failing. The Game Master, (GM), provides Players with the required Skill to roll; they roll some dice, add up the values and provide the sum to the GM. The sum of the rolled dice then compares against a Difficulty Rating, (DR). Each DR has a Target Number (TN). The TN provides the sum needed for a successful roll.

A player does not roll when doing an effortless task, such Over the centuries, Zamaranth grew in power. She as walking down the road. discovered the location of an Anteprofidian library, and used every resource to gain access. Unable to open Target Number Difficulty the library, in frustration, she exposed her presence to Rating a nearby Asceromancer Lyceum. A battle broke out, marking the beginning of the new war between good and 6 Easy evil across Azamar. Defeated in that battle, Zamaranth Moderate 13 retreated and hid. Ashamed of this defeat, she swore Difficult 21 vengeance, and started a conspiracy to return Zintar from Very Difficult 31 his imprisonment. The difficulty in this task was not in Heroic 46 releasing him. The difficulty lies in finding him. Zintars prison, woven of Anteprofidian magic, moves and is 60 Epic nearly impossible to locate. Zamaranth waits for her plan to unfold. Across Azamar, the various nations wait, as well. War threatening each day as news returns of the GaME PLaY dark endeavors that unfold. Bracing at the brink of this Great War, Azamar seems quieter now. As the divides Azamar uses game play that breaks up the role-playing between race and station distort, the people of Azamar experience into Seasons, Episodes, Settings, Scenes, and wait in the quiet before the storm. Rounds. Seasons are a group of Episodes, or Sessions. An Episode is a period where Players get together to play Azamar, typically four or more hours. A Setting is hE aME a specific environment or greater climate for a game; in Rules only matter when there is a need to describe the order this case, the setting is Azamar. Scenes are places where of the world around us. Its the best way for us to converse Characters are located currently within Azamar. A scene with the other people of the world. can involve watching other Characters in combat. If the - Pull Vhangratin, Human, Head Master, Academy of Characters enter Combat, they begin a Round, which is a measure of the sequences within a Combat Scene. Once Science and Sorcery in a Round, Characters may only take a specific number of actions due to the dangerous and extreme conditions ThE BaSiCS inherent to combat.

T G

Azamar uses the Cinema6 RPG Framework, (c6), for rules. C6 uses only standard, six-sided dice and a simple set of rules for adding up the dice to determine success or failure. 13
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DiFFiCULTY RaTiNGS
Easy: Most Characters can accomplish this action without significant difficulties, but can still fail. Moderate: Most Characters must concentrate and have some degree of natural talent or some training to accomplish this action successfully. Difficult: Characters must concentrate, exert significant effort, and experience training or practice in accomplishing this action successfully. Very Difficult: Characters must own a level of expertise, concentrate, and exert some effort in accomplishing this action successfully. Heroic: Characters must expend significant effort and concentration; have a modicum of luck, and a significant experiential background in accomplishing this action successfully. Epic: Characters must experience lots of luck, exert significant effort and concentration, and own complete mastery in an area to successfully accomplish this action.

results in a one to five (1-5), the failure is marginal, if the roll results in a six (6), the failure is significant. The GM determines the outcome of the failure.

CiNEMa POiNTS
As a Player plays through games, they earn Cinema Points to represent experience, perseverance, and personal growth. Cinema Points are the most important aspect of a Characters development and survival. Players spend Cinema Points during Game Sessions, as well as to improve every aspect of a Character between Episodes. Cinema Points provide the raw material for improving a Character.

Earning Cinema Points


During an Episode, a GM may reward a Cinema Point to a Player for a successful and dramatic Roll or just for thinking outside the box, solving a puzzle, or otherwise creative thinking. A GM may reward a Cinema Point to a Player for Role Playing extremely well during the Episode. Whenever a Character overcomes an enemy, a GM rewards Cinema Points based upon the Experience Value of the defeated opponent. The Experience Value of an opponent relates directly to the difficulty of prevailing over that Character in combat. After a defeat, a GM rewards Cinema Points to all Characters in the party. Below is a chart that assists in assigning Cinema Points for defeated opponents based on the methods used for defeat.

ThE WiLD DiE


An Optional Feature to c6 is the concept of the Wild Die. Using a Wild Die provides the potential for Cinema Point spending reduction during game play by creating an avenue for re-rolling. Using a Wild Die in game play dramatically changes the dice mechanic and game play experience. When choosing not to use the Wild Die, the GM should reward more Cinema Points during game play. The concept of a Wild Die derives from the basic principles of a Wild Card in a card game. Every time a roll occurs, select one die different from the others, differentiating it by size, design, and or color. This die is your Wild Die. How it works:

Whenever a Wild Die results in a six (6) on the first roll, the Player rolls again, as well as any following time a six At the end of every Episode, a GM rewards Cinema (6) occurs. Each six (6) adds to the total sum of a roll. Points to all Players for their progress in the story, staying in Character, teamwork, and generally for surviving. Whenever a Wild Die results in a one (1) on the first roll, The typical Cinema Point reward for an Episode is three this is a failed roll. The GM may ask for a second roll to eight (3 - 8) Cinema Points per Player; normally the to determine the degree of the failure. If the second roll number is a blanket amount unless one Player does 14
Demond Thompson (order #5095446)

Method of Defeat Killed (Slain) Outwitted (Deceived) Converted (Persuasion) Obviated (Tactics) Captured

Estimated Value x1 x2 x3 x2 x3

something extraordinary during an Episode. A GM Attributes. may also create special rewards for completing a group of An Average roll during game play revolves around a Episodes, as a Season, or for completing a major quest or Character succeeding with a three to four dice score (3d story premise. - 4d) in a given Skill. At no time should an Attribute roll occur absent of an attached Skill intent. For example, a Spending Cinema Points Player with three dice (3d) in Strength wants a Character If a Player chooses to spend a Cinema Point during an to Climb a wall, but has no dice score in the Climb Skill. Episode, they lose one (1) Cinema Point and one of two The GM instructs the Player to roll the three dice (3d) things can happen, you get to roll at least one (1d6, this is from Strength, since it is the parent Attribute however, always a Wild Die) die and add the result to the current the attached Skill intent is Climb. The Character Record roll, or activate a Character Feature. The bonus applied for Azamar uses dots to represent dice. If you need help by a Character Feature typically involves rolling two or with interpreting the dots on the Character Record, please more dice (2d6, at least one of the dice rolled is always a see the below chart. Wild Die). In some cases, activating a Character Feature provides a magical effect or a body weapon, and these have Dot Representation Number of Dice specific rules and guidelines associated with them. If a )! 1d or one die Player chooses to spend Cinema Points between Episodes, it is for Improving a Character. Improving a Character ! ! 2d or two dice involves increasing Skills & Attributes, buying new ! ! ! 3d or three dice Features, and modifying other stats. See the Characters Development Section for more information. ! ! ! ! 4d or four dice OppOSED ROLLS ! ! ! ! ! 5d or five dice When a Character takes action against another, both ! ! ! ! ! ! 6d or five dice Players make Opposed Rolls. The higher roll wins. A tie requires a re-roll. A GM may set Advantages for one of ThE FiVE ATTRibUTES the Players in the Opposed Roll given the context of the Dexterity situation as needed. This Attribute dictates your base Initiative, the speed of Opposing your physical prowess, including tasks that involve handSituation Modifier eye coordination, motor skills and situations that call for grace under pressure. Dexterity is the Parent Attribute Small Advantage +1d for the Skills: Initiative, Athletics, Brawl, Dodge, Heavy Good advantage +2d Weapons, Melee, Pick Pocket, Ranged, Riding, Sneak, Strong Advantage +3d and Throw.

AbOUT ATTRibUTES

Strength This Attribute dictates your Hit Points and Move. Whether you crash through a wall or square off against your arch nemesis, this is when Strength becomes vital to your longevity. Strength is the Parent Attribute for the Skills: Vitality, Climb, Grapple, Jump, Lift, Push-Pull, Stamina, and Swim. Persona This Attribute determines whether your Character is likeable, how one is received by others, if one is easily

Attributes are the core elements of how a Character interacts with a story. An Average Attribute is three dice (3d), a dice score below three dice (<3d) is a Below Average Attribute, a dice score above three dice (>3d) is an Above Average Attribute. Characters begin the game with one die (1d) in every Attribute and ten dice (10d) to distribute among the five (5) Attributes, which if distributed evenly creates an Average Character. Skills provide a more unique and detailed way to better customize each Character than 15
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trusted, (whether genuine or not), or whether an effective Vitality: Used to absorb and resist damage when hit. leader. Persona also determines how well a Character interacts on a Magical level. Persona is the Parent Attribute AbOUT SKiLLS for the Skills: Artisan, Command, Deception, Empathy, Gambling, Intimidation, Languages, Persuasion, and The list of Skills included with the basic Character in Willpower. Azamar is comprehensive and covers the breadth of Character actions available to players. Development Intellect of more general Skills with Azamar is intentional. The This Attribute measures the academic and mental capacity following Skills cover the majority of actions any Player of a Character. How well were they schooled? Do they may desire taking with a Character while in Azamar. have a sharp wit that allows survival? Intellect reflects how quickly a Characters mind processes information SKiLL SpECiaLiZaTiONS during critical moments of stress. Intellect is a Parent Many Skills have Skills Specializations representing a Attribute for the Skills: Academics, Business, Culture, focused area. Below is a quick list of Skills and possible Law, Medicine, Politics, Search, Streetwise, Survival, and Specializations. Tactics. Dexterity Skills Aptitude Athletics - Use to do complex physical maneuvers. This Attribute represents a knack in operating, understanding, and performing often more mechanical Specializations: Acrobatics, Balance, Finesse or technical tasks with technology and the surrounding world. Typically, a high score in Aptitude reflects that Brawl - Use it to kick, punch, and utilize some a Character comfortably and naturally understands what martial arts. others normally require training to understand. Aptitude is the Parent Attribute for the Skills: Communication, Specializations: Boxing, Martial Arts, Claws Demolitions, Engineering, First Aid, Navigation, Operate, Piloting, Security, and Vehicle Weapons. Dodge - Use for avoiding any attack. DERiVED STaTS Specializations: Feigning Arrows, Thrown Weapons, The derived stats for characters are Hit Points, Initiative, Fencing Move, and Vitality. Players should only calculate these four character stats at Character Creation. After Heavy Weapons - Use for ballistae, trebuchets and Character Creation Hit Points, Initiative, Move, and other heavy weapons. Vitality increase independent of any Attributes. Initiative and Vitality increase like Skills, Move increases like Skill Specializations: Ballista, Catapult, Scorpion Dart Specializations, and Hit Points increase using a constant Thrower cost. Derived Stats Hit Points: How much damage a Character may suffer before death. Initiative: How quickly you or your group react in combat. Move: The number of spaces a Character can move in a Round. 16
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Melee - Use for swinging or parrying with a weapon. Specializations: Axe, Dagger, Improvised Weapon, Long Sword, Two-Weapon Pick Pocket - Use for personal theft. Specializations: Bump and grab, Swipe and Run Ranged - Use for firing bows or other ranged

weapons. Specializations: Crossbow, Long Bow, Short Bow, Sniping Riding - Use for riding on flying, aquatic, or landbased mounts. Specializations: Azamarien Horse, Gyet, Weth Sneak - Use for avoiding detection by others. Specializations: Silence, Darkness, Holding Still Throw - Use for throwing any object Specializations: Dagger, Improvised Weapon, Short Sword Strength Skills Climb - Use to scale a vertical surface. Specializations: Cliffhanging, Ice, Rock Jump - Use to jump, horizontally, vertically or a combination of both. Specializations: Long Leaping, High Jumping Lift - Use to lift objects much heavier than is comfortable or normal. Specializations: Levers, Strapping Push-Pull - Use to push or pull an object and apply momentum and torque. Specializations: Improvised Wheels Grapple - Use for wrestling and subduing an opponent. Specializations: Restraint, Martial Art Stamina - Use to act longer, resist certain poisons or diseases, and increase tolerance to ales and wines. 17
Demond Thompson (order #5095446)

Specializations: Drinking, Hold Breath, Poison Swim - Use to swim through water. Specializations: Cold water, Deep water, Diving, Strong Current Persona Skills Artisan - Use to interpret ancient and modern artwork, or create art including acting, dance and music. Specializations: Acting, Dance, Drawing, Sculpting Command - Use to direct and inspire others through the tide of battle. Specializations: Inspire, Objective Deception - Use for coercing, lying, subterfuge, and trickery of others. Specializations: Forgery, Impersonation, Long Con Empathy - Use for identifying the motives of others. Specializations: Diplomacy, Mediation, Psychology Gambling - Use for games of chance. Specializations: Cards, Dice, Sword hand Intimidation - Use to appear menacing to others. Specializations: Frighten, Threaten Languages - How well one learns other languages and how many languages are already known. Specializations: Angwis (Dragon), Anteprofidian (Ancient), ChelEhtram (Ancient Treuoall), Enfri, Forleen (Wyvine), Immyrian, Infernox (Inferium Trade Language), Orchisian, Shrave, Traditional (Trade Language), Treuoall Persuasion - Use to charm or convince others to see a point of view.

Specializations: Pressure, Seduce Willpower - Use to activate for magic foci weapons and resist anothers will. Specializations: Amulet, Staff, Resist Fear, Resist Manipulation, Ring, Wand Intellect Skills Academics - Use for conducting research or recalling specific knowledge. Specializations: Alchemy, Ancient History, Logic, Mathematics History, Science Business - Use for bargaining and conducting business. Specializations: Appraisal, Bargain, Bartering Culture - Use for understanding other cultures. Specializations: Enfri, Immyr, Orc, Treuoall, Wyvine Law - Use for understanding local laws and customs. Specializations: Azamar City, Grazen, Throng Medicine - Use for applying advanced medicinal practices. Specializations: Herbalism, Triage, Surgery Politics - Use for understanding local politics. Specializations: Aristocracy, Autocracy, Democratics, Espionage Search - Use Search against Pick Pocket, Sneak, and generally when searching for anything. Specializations: Investigate, Listen, Spy, Tracking Streetwise - Use for interacting with criminals and navigating the underworld of crime. Specializations: Networking, Rogues Guild 18
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Survival - Use to change, adapt and live in the wilderness. Specializations: Desert, Forest, Mountain, Tundra Tactics - Use to identify bonuses against enemies in combat or understand the enemy better. Specializations: Close Quarters, Dungeoneering, Military, Mounted, Vehicle Aptitude Skills Communications - Use to communicate effectively at long range. Specializations: Hooded lantern, Smoke signal, Symbology Demolitions - Use for creating, placing, recognizing, and detonating explosives. Specializations: Arrange, Defuse, Manufacture Engineering - Use to design, manufacture, and repair complex devices or mechanisms with lots of moving parts. Specializations: Fix, Improvised Repair, Schematics, First Aid - Use for stabilizing someone in an emergency. Specializations: Bandaging, Stabilizing, Tourniquet, Triage Navigation - Use for applying and understanding charts and maps, identifying location, and determining routes. Specializations: Cartography, Orienteering Operate - Use to operate a device or complex machine without an understanding of its innards. Specializations: Enfri Gadgets, Magic Devices, Pulley Systems

Piloting - Use to drive just about anything that flies, floats, or moves on the ground, that is not a mount. Specializations: Air Ship, Galleon, Wagon, Wyvine Clipper Security - Use for understanding and applying security, and when avoiding sentries or similar countermeasures. Specializations: Escapism, Evasion, Lockpicking, Traps Vehicle Weapons - Use for firing weapons from a ship or vehicle. Specializations: Cannon, Mounted Ballista, Mounted Heavy Crossbow

From the ballista to the trebuchet, to more personal large weapons, all of them demand fast hands and hard work to maneuver, aim, and fire. Most Heavy Weapons are complex machines and may need quick repairs; familiarity with a Heavy Weapon will only help in this cause. Melee When you have run out of arrows and all you have on you is a trusty blade, or are creeping through the darkness only armed with a dagger, Melee is the skill to use. Melee covers attacks and parrying, as well as a range of handwielded weapons, simple, improvised, and complex. Pick Pocket Stealing, agree with it or not, sometimes we have to do it. However, it justifies the Pick Pocket skill that covers most actions involving any sleight of hand. Ranged Whether you prefer up close and personal, direct shots with a hand bow, or shooting your opponents from a distance with a longbow, your method of choice uses this skill.

DEXTERiTY SKiLLS
Initiative

This is how quickly you react, whether you are rolling for yourself or for a group, it is sometimes vital to go first in Riding order to survive potential casualties. Whether flying, aquatic, or land-based, the Riding skill dictates your control over riding creatures. No matter Athletics what the difficulty, sometimes the creatures will have Whether diving through the air with grace or are able to ideas of their own, and that is when the best Riders can pull off death-defying physical feats, then you are using maintain control. the skill of Athletics. Using Athletics will help your Character get in and escape from situations no ordinary Sneak person could conceive, do complex physical maneuvers, The art of stealth is essential to survival. Sneak allows you run at great speeds, and add a little flavor when swinging to move without detection or conceal an item so it remains a sword. hidden. This skill helps overall in avoiding detection by Brawl others.

The act of brawling covers a lot more than just punching; Throw it involves blocking, kicking and some martial arts. When The ability to throw an object uses this skill. Clever in a situation and unarmed it is time to put up your dukes throwing involves understanding how an object will and make sure you are the last one standing. bounce and where it will go afterwards, which is especially Dodge useful with explosives. You dive for cover! When the action gets intense this skill STRENGTh SKiLLS is critical in staying alive. Dodging an attempt to attack will help avoid harm. Vitality Heavy Weapons 19
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Used to determine how much damage, punishment, and

suffering a Character can absorb before losing Hit Points. As well, Vitality determines how long a Character can stay conscious due to pain, torture, or similar effects. Climb Used when your Character scales a vertical surface that requires a bit of skill or when under stress. Jump This determines the distance a Character can clear in a jump, horizontally, vertically or a combination of both. Whether you are jumping from vehicle to vehicle, rooftop to rooftop or sprinting through some hazardous terrain, Jump will often determine the difference between life, death, or serious bodily harm. Lift While brute strength alone is a good thing to have, the instinct that guides you through lifting an object so you will not hurt yourself is a better idea. This skill allows you to lift objects much heavier than is comfortable or normal. Push-Pull The raw skill behind pushing or pulling an object to get it moving, and understanding the basics behind momentum and torque to aid in this task allows you to push or pull a normally stationary object to some advantage, such as pushing open a door that is stuck. Grapple Being able to bring your opponent into a submissive hold can always help prevent an undesired action. Unlike brawling, the art of Grappling may come in handy when the situation calls for it. Stamina Your endurance is essential. A high stamina allows you to act longer as well as resist certain poisons or diseases, including an increased tolerance to ale and wine. Swim If you are battling a raging rapid or swimming a long distance, Swim determines how long the Character can survive before succumbing to fatigue or cramping.

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PERSONa SKiLLS
Artisan

Languages

Knowing more than one language can help especially on a large world like Azamar. Language barriers often An artistic flare or a well-trained eye can help interpret hinder encounters between people, but the well traveled ancient works of art as well as modern ones. This skill often know how to recognize mannerisms and dialects. governs artistic areas such as acting, dance and music. Languages, determines the number of fluent languages your Character understands. Everyone starts with at least Command one native language. Inspiring a legion of troops just before battle is no easy Persuasion feat; those gifted with Command seem to pull off amazing inspirational speeches. Whether it is a platoon of rag-tag When you wish to charm or convince someone to see a militiamen, or a squadron of experienced mercenaries, point of view, use Persuasion. those with Command can often influence the tide of Willpower battle. Resisting anothers will to dominate you or pressing yourself Deception to move on is a trait vital to survival. Exert supernatural The act of subterfuge or tricking those around you is a trait abilities, such as using Magic through Willpower. Under possessed by many. Those who make a living by deceiving strenuous conditions, the mind and physical body are at others to obtain information often find employment as risk of reaching a breaking point. Willpower is a measure mercenaries. Use Deception when a Character wishes of your ability to resist that breaking point. Use Willpower to conceal their own motives, lie to others, impersonate when resisting con, persuasion, and intimidation, or when another, blend into a crowd, or fast-talk their way out of using supernatural abilities. a situation. INTELLECT SKiLLS Empathy Academics The need to recognize the truth in others is imperative and any good interrogator will use it to navigate around A background rich in Academics will benefit any the Deceptions of others. Use Empathy when a Character Character. Did you attend school? How far did your wishes to reveal the truth from others, recognize emotional Character advance? Depending on a situation and the reactions, or just understand and identify small white resources and time at your disposal, the use of Academics lies. may act as a bonus to another skill. Gambling Betting a small fortune requires using the Gambling skill as well as a lot of luck. Those who whisper that fortune favors the bold may be onto something and taking risks can be rewarding or devastating. Whether professional, fun, or addictive, you use Gambling; role-playing during the scenario is encouraged. Intimidation Business The art of business and understanding the local economy uses this skill. Being able to decipher good Business decisions from bad and using your Business shrewdness, depends on your familiarity with the particular field. Culture

What is the difference between our cultures? Those with a high rating in Culture know what to look for to find those Sometimes in order to get your way you have to make differences. Culture indicates your awareness and study of those around you feel uncomfortable. Intimidation a cultures preference with art, etiquette, history, literature occurs when you wish to appear menacing to the point and religion. Culture may also aid you in negotiations where if the situation were sensitive, you would not want where it breaks the will of opponents. to offend your guest due to ignorance. 21
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Law

Communications

Styles of law enforcement vary from place to place. Using The ability to Communicate effectively is essential during Law, you know what to look out for and have a basic to hikes into the jungle or when venturing into dangerous mountains plagued by ogres. Long-range communications complex understanding of local laws. often involve smoke signals, hooded lanterns, or magic. Medicine Demolitions From applying medicinal herbs to performing surgery, the knowledge of Medicine and using it properly can spell the Knowing how to place explosives and time detonations is a craft not easily mastered but highly sought after. Regardless difference between life and death. of intent, those experts in the field of Demolitions have Politics little trouble finding employment. The better you are in Politics allows you knowledge of local people in office Demolitions, the more complex the explosives you can and key figures in more regionalized Politics. Politics can pull off. influence your dealings with local authority figures that Engineering are giving you a hard time or knowing the proper people A high skill rating in Engineering will allow a Character to to bribe when a situation gets sticky. perform basic maintenance and repairs to major overhauls Search to any device or mechanism with lots of moving parts. Use Search to counter Pick Pocket, Sneak, Deception, Having a team of engineers at your disposal will help (when used for impersonating others), and generally lower the overall difficulty. from when perceiving clues, identifying details, spotting First Aid danger, and observing changes. While Medicine covers the knowledge of drugs and surgery Streetwise techniques, First Aid covers the intense concentration and Criminals come in all shapes, sizes, and species. While the hand-eye coordination involved when carrying out the preferred methods vary, their upbringings typically the task of stabilizing someone in an emergency. start on the street. Tricks of the trade learned here come Navigation through their knowledge and networks. The more attuned the criminal the more informed they would become when The ability to get from Point A to Point B is not a feat for the word gets out. Rumors also emerge from every corner, the timid. The art of Navigation allows you an adequate and the chances of you hearing it first will be determined knowledge of charts and understanding of magnetic north. Depending on your Navigation, you are able to predict by Streetwise. the distance and time, and food consumption, and have Survival an understanding of what lies along the destined route. Deep down in every beings core is the essence of survival. Operate Survival is the ability to live in the harshest of terrains. Survival is the ability to change, adapt and live off your Sometimes you can just walk up and comfortably Operate a device or complex machine without an understanding of surroundings. its innards. You are using Operate to easily identify and Tactics control a machine without the worry of understanding Gaining the upper edge over your opponent is a trait every little aspect of how it works; from a simple pulley practiced by many, but mastered by few. Use Tactics system used to raise and lower a drawbridge, to a complex against your opponents to add a bonus to Initiative or machine created for producing light without fire. other Skills, as the GM deems appropriate. Piloting

ApTiTUDE SKiLLS
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Those gifted with a high Piloting skill are able to control a ship or vehicle as if it were an extension of their will.

Pilots can find employment easily everywhere and often love their chosen trade for the rush and the freedom of traveling. Piloting is the ability to drive just about anything that flies or moves on the ground. Those who wish to dodge enemy fire while Piloting a vehicle use their Piloting skill. If a ship or vehicle has a Maneuverability rating, that value augments the Pilots roll. Security The security of information, individuals and items is highly sought after everywhere. Security patrols and sentries are often found in every corner and can be dangerous. Yet they apply very different techniques in eliminating potential threats. Those understanding how security works are able to slip by undetected and possess unique talents. Use Security when a Character intends to avoid Sentry patrols or similar countermeasures.

ten course supper. They boast an open-minded nation where all are welcome, though their homes are smaller than is suitable for most guests. The Humans are a scattered race. The BuCol are of those Humans whose bloodlines directly involve Treuoall. The Urbane are of those Humans who believe they are FullBlooded, but truly know they are not. Full-Blooded Humans are rare, and can trace a long lineage back, as well as pass a magically executed test. FullBlooded Humans hold an especially strong connection with magic and the Blur.

The Immyr are a race of rugged, somewhat fool hearted folk, who dwell primarily in the Inferium, claiming birthrights to an especially large region beneath the surface. Their claims go unverified. The Shrave live in the molten depths of the Inferium, far below any other Vehicle Weapons race. Their kind remains elusive and ancient, directly Firing guns on a ship or vehicle takes a lot of coordination connected to and descended from the High Dragons. and training. Those proficient in using Vehicle Weapons are able to fire a vessels weapons accurately. A ships The Shrave population is massive and they outnumber weapons may contain a Fire Control rating which most other civilizations in Azamar by about three to one, but most prefer to remain in the safety and comfort of augments your Vehicle Weapons. their homes deep in the Inferium.

RaCES

It is in variety that Azamar knows true strength. If we do not recognize what each of us offers, we shall fall. - ZeeGet Wazzle, Enfri, Ambassador to Olm ThE PEOpLE OF AZaMaR

The Treuoall live dispersed by hate, more than any wars afflicting Azamars past. Their kind live in small communities far from most cities, and those that live in cities do so in groups or in special areas to segregate them from the rest of the population.

The Wyvine are a race of warriors and scholars, who above all else value courage, compassion, honor, humility, and Across the lands of Azamar live many creatures. Amongst tradition. The Wyvine society is seafaring at its heart, as these creatures are the Humanoid races. The various races their race has its roots on the Western coast of Olm. Many represent the thinking, peace-loving people who populate Wyvine travel great distances to experience the finest in most of Azamar. smoking weeds. These races include the Enfri, the Humans (who are divided into three groups: the BuCol, the Full Bloods, and the Urbane), the Immyr, the Shrave, the Treuoall, and the Wyvine. While Orcs are also humanoid, the other races do not consider them equals due to their territorial nature and inability to negotiate for peace when approached. The Enfri are a race of inventive, high appetite, short folk, who value adventure and experience as much as a good 23

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ENFRi

as such. Enfri prefer peaceful existences, avoiding politics and war. The Enfri enjoy the finest foods and beverages, savoring them with unusually large appetites. Most Enfri will go the extra mile in acquiring unique food and wines, especially those of the Treuoall or Wyvine, which they prize above all others. Each year, many Enfri make a pilgrimage to the Hall of Memories where they do research and on the archives of the experiences chronicled by the Wyvine across many centuries. Enfri apply their communal knowledge towards the development of innovative and new machines, as well as towards inventions to make daily living easier for all the people of Azamar. It is because of an Enfri invention that the Azamar capital city has running hot and cold water in the royal palace without the aid of Magic. The Enfri move all the races of Azamar forward in thinking, but there are misconceptions about their machines as Magical due to ignorance, so Enfri are cautious when introducing them.

Most Enfri make capable engineers and researchers, however, some have taken up becoming thieves, due to their knack with locks and complex devices. Enfri wear light clothes, made from wools and cottons, layered for colder climates and wearing less for warmer. They often use small pack animals as mounts, and do little traveling in cold weather, keeping their explorations and vacations to Homeland : Abalos warmer seasons. Enfri scarcely commit to a war, however Main Attribute : Aptitude when they have done so, they are extremely effective and Senescent Age : ~300 years proficient. Enfri have darker, black or brown, hair, gray or brown eyes, and darker shades of skin. They stand Restriction : Due to their small size, Sneak Attacks are DR on average from a third to a half of Human average Difficult, and Executions are DR Heroic. height and weigh-in near Human children. The Enfri Background : The Enfri are a peaceful race originating from export small traveling devices, Enfrin Stout Ale, and raw the continent of Abalos. Known for their love of festivals materials such as lumber and unrefined ores. and wacky inventions such as flying machines, steed less carriages, and weaponry, they are encouraged to explore Outlook: their imagination. Enfri choose to explore the world Full-Blooded Humans: While an endangered people, the around them, leaving home to seek wealth, fame and last of the Humans are the reason Azamar remains safe adventure. Farmers, Engineers, Scientists, and Archivists, today. It is by their sacrifice that we survive them. the Enfri people live carefree lives in and amongst the other races. They live in small townships, preferring them - Carridol Fenn, Enfri, Engineer to large cities, enjoying both the privacy and freedom. BuCol: These distant relatives to the Treuoall struggle Abalos, homeland of the Enfri, contains many rolling hills between the world of the Humans, the Urbane, and finding and small mountain ranges as well as lakes, rivers, and an identity among the Treuoall people. They cannot extensive caverns. The Enfri are non-judgmental towards embrace an identity until they embrace themselves. the other races on Azamar, and keep amiable relationships, 24
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- Heth Vinch, Enfri, Archivist and Researcher Urbane: I wouldnt trust an Urbane diplomat as far as I could throw em. And ya know its not too far, eh? - Filligree Risth, Smoke Weed Farmer Shrave: Yeah. I remember seeing one of them at some official estate ceremony a long time ago. Definitely got the Dragon in them. Its for certain. - Cullighan Wuld, Enfri, Diplomat Immyr: These guys build some really, really neat underground cities! Worth befriending, if you meet an Immyr within your travels. Just be sure that when they are grumpy, you remain within their good graces. - Uridoom Riltton, Enfri, Explorer Treuoall: Most of what is said about the Treuoall is not true. They are a noble race who have fallen under negative scrutiny only because Zintar was once one of them. I feel sorry for them and help out whenever I am able. - Dit Somdark, Enfri, Seamstress Wyvine: I met a Wyvine once. She was part of a heavily armed group of mercenaries who were traveling north through Krane on their way to Dorissit. She was a fantastic storyteller, who recounted many acts of heroic deeds in battle. Truly a fearless race. - Kraat Silvershaker, Enfri Wizard, Path of the Asceromancers

IMMYR

Homeland : Loragaarn Main Attribute : Strength Senescent Age : ~500 years Restriction : Immyr are just not quiet folk, they tend to speak when nervous, and they tend to channel their nerves through a war cry. All Sneaking difficulties are one higher than normal (DR +1). Background : Miners, Smiths, Soldiers, and Explorers, the Immyr [im-meer] Dwarves primarily work and live beneath the ground, rarely taking time to go to the surface. Hailing from the Inferium (the cavernous underground) the Immyr have major cities under every continent. The newest city, Traggart, is under construction below the North Eastern mountains on the continent of Azamar, just south of Dorissit. The Immyr are very secretive about Traggart since the main goal of this Immyr Stronghold is to rid the Wild Lands of the Orcish threat. The Immyr are a strong people known for their endurance, architecture, magical weapons,

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and strong ales. The Immyr live in parallel with the Blur, while they do not make good wizards, they are all capable of utilizing their closeness with Magic to infuse objects with Magical effects. The Immyr are a long-lived, extremely tough people, some of whom even remember the Fracturing. While the Immyr do not dispute the claims of the Humans about the Treuoall, the Immyr do not hold the entire race accountable for the event. Immyr rarely visit the mainland of Azamar, preferring to live beneath it in the Inferium. An old Immyr tradition is designing small, extremely complex puzzles for their children and then presenting them with these items when returning from long digs. In some cases these puzzles were ornate and magical and always held a prize. Immyr often wear fine jewelry and expensive clothes. Their civilization, despite its location in the Inferium, is rich, and they live lavishly with food, clothes, and other luxuries. Immyr prefer comfort to vanity, so when traveling they go with sensible options, wearing arms and armor in times of war or when performing guard duties. Immyr are about one-half to three-quarters the height of average Human, but similar in weight. They tend to be heartier than Humans and more rugged. Their eye and hair color ranges are just as diverse. Immyr speak an old dialect called Immyrian. Many of those who do not understand Immyrian call it Rock Biter, as spoken it sounds like a mouthful of gravel. Besides the export of jewels, ore, and stone from the mines, the Immyr also export their Ale, a highly intoxicating drink.

- Oberhon Hewn, Immyr, Prince to Crown of Loragaarn Shrave: These creatures lurk in the dark, in numbers by the thousands. They are dangerous and should only be attacked when we have numbers; else, they escape and return for vengeance in the night. - Kamehen Rockbiter, Immyr, Elemental Enfri: These little people have the biggest hearts in all of Azamar. Most can be trusted but do not take them for granted; only a handful are concerned about their own well-being. Keep in mind the Enfri can get into places most cannot. - Ragen Stoneshaper, Immyr, Stoneshaper Clan Treuoall: Thieves and liars, these cowards prefer to hide in their forests and refuse to accept responsibility for one of the greatest tragedies in Azamars history, the nearextinction of the human race. - Nerin Doomhammer, Immyr, Warrior Wyvine: (While intoxicated) Wyvines are a lot like us, a proud race of great warriors. Most are reasonable within a small group; a large number of Wyvine gathered together can often turn *hic!* chaotic without any warning. Often having trouble dealing with non-Wyvine, they seclude themselves back in their strongholds amongst their own kind after having complete their Urikuakwhatever they call It. - Rex Jewelcrusher, Immyr, Stonecutting Apprentice

Outlook:
Full Blooded Humans: These folk survive by little more than the hair on their chins. I do not look forward to the day there remains only one. - Kalhzar Renderalimb, Immyr, Ale Smith BuCol: They struggle for the very nature of their souls. I say we toast them to their struggle, and toast them again to ease the pain along the way. Ha! - Stern Stonefury, Immyr, Zurn Cutter Urbane: Liars and braggards, they play at foul games to survive the impending doom of the future while the true Humans go extinct, they do nothing. 26
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Treuoall live in harmony with all things, thus are closer to the Blur. Despite their spiritual closeness and long lives, the Treuoall are not trusted or considered wise. Treuoall often move in small to moderately-sized nomadic groups, rarely traveling en masse, fearing that Humans will one day attempt genocide on the Treuoall. They do find refuge in the Immyr lands of Loragaarn, the poverty stricken districts of various Human cities, and rumors even exist of a far away realm where the Treuoall still have a nation, though this was never confirmed. A Treuoall always hides magical talent of any kind due to the existing prejudices towards them as well as those who generally fear magic. Treuoall are pervasively excellent at hiding and remaining quiet while moving in the wilderness as most of them are at least sensitive to the vibrations of the Blur, which is always affected by any use of Magic. Even the youngest of the Treuoall can instinctually detect very powerful magical events at great distances. A Treuoall prefers lighter clothes and natural fabrics. While they wear clothes made from plant life, a handful there are some Treuoall metalworkers, considered the best at binding magic with metal. While though they rarely adorn their fare, they choose to sell it for high prices. A Treuoall tends to have skin shades similar to Humans, some bear tattoos. Most Treuoall have little body hair, primarily having hair for eyebrows and head hair which they grow long and often braid. They are similar in height to Humans, however Homeland : Nomadic much thinner on average. Treuoall normally have blue or Main Attribute : Persona green eyes. They rarely have silver or golden eyes, which is considered a great blessing for one of their kind since such Senescent Age : ~1,800 years a feature is considered magical in nature. Treuoall export Restriction : Treuoall are naturally empathetic beings, close Wine, Bowyer and Fletcher wares, as well as alchemical to nature, and close to animals. When a Corruption Event brews. occurs, or when many lives are taken at once, a Treuoall feels it and must survive the experience, Willpower DR Outlook: Moderate, or suffer Damage: 1d + 36. Full Blooded Human: Our long lost cousins do not see the Background : Considered primitives and untrustworthy by role they play in things to come. If the last of the Full Bloods other races, especially the full-blooded humans of Azamar, passes, so shall we all. the Treuoall bear the blame for starting the war against Zintar and his army of Fiends. Modern Treuoall possess - Fischelt Preysce, Treuoall, Swordchanter no main city, instead dwelling throughout the land of BuCol: They cling so hard to their roots, but do not Azamar amongst any race willing to tolerate them. Some understand that at one time we were all but a single people; live in the forests and establish small communities, but only we remember now. do not trust others, even their own cousins who choose to live in the cities. They view them as domesticated by - Nuern Pahl, Treuoall, Nauvowl Trainer and High the other races and therefore no longer true Treuoall. Archon Hunters, Scouts, Assassins, Thieves, and Mystics, the Urbane: It seems they wish they were something else, which 27

TREUOaLL

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they can never change; I pity their failed existence; they could do so much good, but fail to see their own potential. - Asna Qilles, Treuoall, Dragonrider (unconfirmed) Shrave: Their motives are unclear and their kindness brings trust, but they serve the heart of the ancient Dragons, and in that heart is nothing, but hate and fear and the suffering of magic. Their burden is not one I would choose to carry. - Elreen Leafthurn, Treuoall, Order of the Veil Enfri: However kind they may be, if you listen to them you will never have a turn to speak. Do not lend them all of your trust, but respect their views and the peaceful lives they have crafted for themselves amongst all this turmoil and unrest. - Blasdgig Krah, Treuoall, Weaver Immyr: I traveled with a group of seven Immyr mercenaries once. The quest took us all over Azamar. As warriors, they are fearsome in battle but as traveling companions, you will never meet a more loyal folk. I have the honor now of calling them friends. - Quadorrn Plexnoft, Treuoall, Priestess

WYViNE

Wyvine: A rather brutish lot. They dedicate themselves to war and battle is everything to them, as they obey a strict Homeland : Olm code of honor. Without this code, the set of rules they live by Main Attribute : Dexterity would cause the Wyvine society to dissolve into chaos. This is the only thing that separates them from the Orcs. Senescent Age : ~300 years - Aaranown Drevissit, Treuoall, Sword Chanter Restriction : Wyvine cannot innately use Magic; and must spend five (5) Cinema points at Character Creation to be Blur Touched; otherwise, the cost is forty (40) Cinema Points for becoming Blur Touched at a later point. Background : This proud race of warriors was once able to amass a large naval fleet and conquer new territories. At first they raided small coastal villages but then began expanding their borders beyond Olm. The massive Wyvine fleet set its sights on the kingdom of Azamar. The battle for Azamar was quick and in the end, the Wyvine fleet decimated. Since then, the Wyvine remained in Olm and its people have learned to be more cautious when planning military strategies instead of relying on sheer numbers. An entire wing within the Hall of Memories exists, dedicated to perfecting Wyvine Military Theory. Now the Wyvine send their young warriors to visit the land of Azamar when 28
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embarking on their Urikuarik. After this completion of the ritual of inner growth, the warrior returns to Olm, recording the lessons learned from their adventures within the Hall of Memories. Sailors, Warriors, and Explorers by trade, the Wyvine (near Human) people live a life governed by a constant state of turmoil and change. Their people are proud and loyal, believing in life debts and honor above all else. If a warrior disgraces him or herself, the warrior leaves in search of a life long journey to make amends for the disgracing action. The Wyvine nations have waged war consistently for the past five centuries, whether with other people or their own. They officially avoid the land of Azamar, at the least en masse, due to the massacre of their fleet. When each Wyvine journeys from their homeland on their Urikuarik, the inner exploration involved provides a means to selfdiscovery to expand both the inner person, as well as the knowledge of the Wyvine. Each Wyvine feels obligated to chronicle the journey in writing and return the tome to the great annals of the Wyvine. Most Wyvine use the best armor and weapons available to them. They often choose to don the armor and weapons created by the metals of the Dwarven land of Loragaarn, specifically those forged in the deep mine city of Guradiin Ithural. They tend to travel light yet use heavier armor and weapons when they expect battle. Wyvine have gray or red eyes, very pale skin, completely white or silver hair (which they tend to braid to stay combat ready), and typically stand one to two heads taller than do most Humans. Wyvine speak in a deep dialect called Forleen. Wyvine export arms and armor, mount barding, and sea going vessels of superior quality.

Urbane: Their words are sleek and bring warmth to the soul. They shall have a day in the light, but many years in the darkness. - Nihithal Brey, Wyvine, Emissary to Grazen Shrave: They kept their word for helping the great war. We keep our word now. Without honoring the trust given, we cannot honor ourselves. - Exavh Annik, Wyvine, Elemental Enfri: While they can talk a lot, there seems to be very little rhyme to their reasoning. Yes, they are capable of crafting many strange machines but for the most part the Enfri live undisciplined lives while avoiding focus. - Lillist Ocomptram, Wyvine, Scholar and protector of the Hall of Memories Immyr: Our brothers in arms, Immyr warriors are not to be underestimated. They are determined in battle and are quick to answer the call. They help provide our military with the strongest of weapons in all of Azamar and in return, we help them whenever possible. - Maxxard Traiton, Wyvine, Master Armorsmith Treuoall: The Treuoall I meet never live to tell their side of the story. - Zorrans Kelltar, Wyvine, Mercenary of the Crimson Scales

Outlook:
Full Blooded Human: Once they were a people who we could not conquer. Now they are a people struggling to keep their lives intact. We honor our oath to them, despite the few who remain. - Durhafrell Eastreader, Wyvine, Lance Prime BuCol: They are formidable warriors. Despite any other words of them, for this alone we honor their people, and respect their word. One cannot become a true warrior as they do without having honor in their blood. - Mitteran Slace, Wyvine, Old Highway Guardian 29
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ShRaVE

Homeland : Inferium Main Attribute : Intellect Senescent Age : ~1,200 years Restriction: Shrave cannot see well in bright light, and suffer blindness in sunlight, Search difficulties are extremely difficult in light (Search DR+1 in light, DR+2 in sunlight). Special: All Shrave have Claws that deal Strength + 1d (3) Damage through Brawl. They have small tusks but do not use them in combat.

tend to attack Shrave prematurely, mistaking their kind for Fiend servants or Orcs. Enfri have a similar alliance with the Shrave as the Wyvine, however many of the Enfri who remember the Shrave alliance have long since passed on. This leaves the remaining Enfri to their prejudices with the Shrave, which tend towards similar reactions as the Humans and Treuoall. The Shrave are an extremely communal race, using a strict caste system that provides political and social structure, somehow avoiding poverty and unfair treatment. Each Shrave attends local councils that send representatives who carry local decisions on larger matters to the central Shrave city of Mammon, where casting of each communal decision occurs. The Shrave population is massive, as most Shrave live two to three centuries, and their youth only takes place over two to three decades. Shrave are cold-blooded humanoids who share a great deal in common with reptilians. They tend to go without apparel due to the comfort and warmth of the molten depths, though they wear clothes when dealing with outsiders. Shrave appear a cross between an Orc, lizard, and Treuoall. Shrave don magical amulets to travel to the surface of Azamar to stay warm while away from the molten depths. They have a natural affinity with magic, like the Treuoall, but treat it with reverence and caution. Many Shrave have a strong relationship with wild animals, sharing the similarly instinctual bond that Orcish-kind still use. Shrave occasionally develop powerful immunities to very high temperatures, though this gift takes many decades of training. Shrave are patient and coarse, a trait they have in common with the Wyvine. Most Shrave speak the many Azamar surface languages. Shrave have ashen skin tones, though on closer examination their skin is a tight weave of small iridescent scales. Shrave have yellow, green, black, and blue eyes, a handful have eyes that glow in low light, (similar to many nocturnal animals). They have scaled brows and large ears.

Background : In the depths of the Inferium, the Shrave survived across centuries as the only race capable of feeling Full Blooded Human: This ancient and endangered race is at home near the molten depths. Seen as a threat by the the last hope in the final war. They gave their lives for our Immyr, the Shrave strictly avoided the upper Inferium brethren and ancestors, we will not forget though they may for centuries. In recent years, Shrave sought to reignite have. their ancient alliance formed with the Wyvine Millennia - Newnyen Ogra, Shrave, Warrior Caste ago. The Wyvine honored their alliance with the Shrave, allowing them to pass into Olm. Shrave travel safely, only BuCol: While they fear our kind, they intrigue us. They when accompanied by a Wyvine. Humans and Treuoall are perhaps the only other hope for the people above, though 30
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Outlook:

they must first pass the great trials ahead. - Toorch, Shrave, Wizard Caste Urbane: These people are confused about the reality about them and mistake it for the freedom they so desire through pure blood. Fools... - Hurn Ept, Shrave, Wyvine Emissary Enfri: They are a strange people who do not acknowledge normal limitations placed on the rules of magic. We are apprehensive about our alliance with them, but continue to honor our agreement. - Feth, Shrave, Warrior Caste Immyr: While we respect the Immyr for their resilience and desire to defeat the Orcs, they do not respect us. We give them wide berth at all costs to avoid a war that may lead to their demise. - Kalum, Shrave, Sentinel Caste Treuoall: These people are tied to the beginnings of the world, and to the end of it. Their fortune is tied to ours, and we seek an Alliance with these creatures. - Schimt, Shrave, Deep Song Priest Caste Wyvine: They honor us with ceremony and celebration, but are cautious to call us friend. While it is obvious, their own fate lies intertwined with the rest of Azamar, even though they fail to see it. - Cherrax, Shrave, Earth-Elemental Caste

HUMaNS, FULL BLOODED

Homeland : Azamar Main Attribute : Intellect Senescent Age : ~400 years Restriction : Humans have no specific restriction other than the fact that they are endangered. At the GMs discretion, only one (1) Full Blooded Human should exist per game, due to the extreme rarity of Full-Blooded Humans. Background : Before the Great War, the full-blooded humans of Azamar were plentiful, their culture rich and flourishing. They were a race that dedicated themselves and contributed to Azamars culture and development as a learning center. At one point, before the Fracturing, Humans represented the largest population of any race on Azamar. In fact, the University of Azamar, established in the second Millennia, went on to become one the most well known schools of thought for magical practice throughout the world. Towards the end of the Second Millennia when the threat of the Great War first started to gain momentum, the Humans aligned themselves with

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the Treuoall and took up arms to fight against Zintar and his legion of followers, the Derisians. Suddenly, the unthinkable happened and Zintar, aided by the Moonstaff, which was crafted for him by a powerful fiend lord, succeeded in wiping out most of the Full-Blooded Humans through the act of the Fracturing. Only a handful of survivors foresaw a prophecy unfolding before them and received warning to take what they could and flee far from the Great War. As they did, Zintars forces brutally hunted and slaughtered those they could find. The Full Blooded population today remains at near one hundred people, who remain scattered throughout the land. Some choose to remain close to the city of Azamar and its university, believing it a beacon of hope. The Lord of Azamar, Nikolas Bowen, is himself a Full Blooded Human and preaches unity and toleration for all the races. Speculation remains as to why the Fracturing took so many Human lives at once, but it is likely due to the closeness they possessed to magic. It was only through the curiosity and research of the Full Blooded Human civilization that Anteprofidian magic was discovered long ago, allowing the Order of Wizardry to effect true change across the world. Humans today try to appear as other races, avoiding attention to their heritage, and often altogether denying their bloodline in the face of political schemes and pandering by diplomats who seek the favor of the these rare descendants. Full Blooded Humans often possess rare and powerful magical talents that carry with them a great burden of destiny.

- Xvonne Lordischmidt, Human-Fullblood, Monk Shrave: They are mysterious beings that lurk in the shadows, spoken of only as legend. Nevertheless, I have witnessed a handful of Shrave warriors working alongside a group of Wyvine mercenaries. When approached, the Wyvine made no mention of their existence. - Sadie Rhizznor, Human-Fullblood, Wizard of The Order Enfri: They are a silly folk, but from such nonsense emerges fantastic inventions! Perhaps this is their greatest strength. This will forever perplex me. - Karande Stilton, Human-Fullblood, Mercenary Immyr: The only trait that matches their courage is their stubborn nature. These hardworking peoples do not get the credit they deserve for keeping Azamar safe. Within the walls of the Inferium, far from our eyes, they have been on the front lines fending off the threat of the Orcs for untold centuries. - Ryill Verot, Human-Fullblood, Apprentice Brewer Treuoall: The Treuoall was our strongest ally during the Great War. I have sworn an oath to protect them, as they once did for us. I have foreseen that one day, a Hero shall rise and repair the damage inflicted upon the Blur. Once the fabric has been restored, Azamar will move into a new age of prosperity. - Lord Nikolas Bowen, Human-Fullblood, King of Azamar Wyvine: Strength is not everything and even these brutish savages can see that. They have created themselves a strict code of honor and have perfected their fighting techniques over the centuries. They wage war like no other. Sadly, this is all they know. - Zimm Krhistor, Human-Fullblood, Harbor Master

Outlook:
BuCol: Good friends and allies to have on your side. However, despite their confidence being recently shaken by the departure of the Urbane, they stand unified and are one of the only species other than us who openly welcome the return of the Treuoall. It is imperative that the others learn from their example. - Sol Walker, Human-Fullblood, Keeper of the Wizards Bay Urbane: A curious, recent phenomenon whose true intentions are still unknown. Was it because they felt more human than Treuoall? Why did they suddenly choose to separate themselves from the BuCol? While they number only in the thousands, they must realize the actions these people took may have dire consequences. 32
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HUMaNS (URbaNE)

home and started practicing their Blood Magic in seclusion. Being that they reside within the upper levels of the Inferium, their presence has not gone entirely unnoticed, the Shrave continue to spy and keep a close eye on these new intruders to their world. The BuCol and Urbane are difficult to tell apart to the untrained eye. Your typical BuCol tend to have more Treuoall features while the Urbane bloodline appears more human. The only noticeable difference is the majority of true Urbane have a pale complexion and striking blue eyes. Even though their presence continues to create controversy, the Urbane who chose to remain in the kingdom of Azamar continue to practice their art of magic within the University of Azamars curriculum. There is a wing dedicated to spell structure, the understanding of the Blur and the rituals performed when concocting potions. Urbane are quick to pass judgment on the other people of Azamar, and are spiteful for the perception formed of their people. Most Urbane remain isolationists, avoiding the rest of the world while plotting to return to power by the blood of their ancestors. Urbane enjoy fine apparel, food, and wine, but will rarely deal with the producers of such fine sundries, instead choosing to use intermediary Urbane merchants who do all the dirty work of trade. Urbane merchants suffer the disgust and disgrace of the rest of the Urbane people, considered a lower class that deals with outside races. Most of the Urbane who become merchants are far more tolerable to the outside races, however they still possess prejudices as taught to them as children.

Homeland : Azamar Main Attribute : Persona Senescent Age : ~110 years Restriction : The Urbane may be resourceful and silvertongued, they are still not trusted. Whenever using Persona for social interactions, the difficulty is higher (Persona DR+1). Background : The wealthy and resourceful Urbane family broke off from the BuCol two centuries ago after a bitter dispute over territories and acceptance of their Treuoall heritage. Once they all were BuCol, but after the separation, the Urbane retreated and became isolationists as they constructed a fortress deep within Evercrow. Halfway between the center of the High Tundra and the Sea of Black Water, Urbane Scouts unearthed a series of chasms and decided it would be a great retreat to settle. Most of the Urbane moved from Azamar to their new 33
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Outlook:
Full Blooded Humans: What makes them better than us? A little blood if you ask anyone else. We are the same, but they refuse to accept our hands of assistance. They have our respect, but not our love. - Thraze Dulainguid, Urbane, Dorissit Captain of the Guard BuCol: These foul and dirty cousins accept the betrayal of the Treasehan fools who think the pure bloods can help them survive the coming war. At least they choose to live aloft in the wylds, away from where they can do us more harm. - Poom Foraswit, Urbane, Emissary at Krane Shrave: These beasts deserve no more respect or kindness

than the bile coughed up from the wastes and uncharted territories. What few I have seen, do any pleasure on the eyes. Avoid, or kill, any you may encounter. - Olef Erthicksson, Urbane, Weaver Enfri: About as useful as far as they can be thrown, which is actually pretty far... Even farther if you use one of their machines. Hehehehe - Trencge Obeouring, Urbane, Grazen Merchant Immyr: They make excellent ales, blades, and can hew stone like it was butter. Else they are louder than a Weth, and smellier the Shrave. Good for the occasional bodyguard - Werenthdhal Phraghis, Urbane, Diplomat to Loragaarn Treuoall: These dirt loving Sprytes ought to stay where they belong. Dead and in a hole. - Varren Bluegray, Urbane, Vor Captain of the Guard Wyvine: While they are dangerous opponents and demand respect while in their presence, we give them none behind their backs. These Shrave-loving, grass eating, Spryte huggers are the worst of all the people of Azamar. They demand respect and loyalty, and give nothing in return but words and the honor of fools. - Faeless Umquamadidi, Urbane, Fire-Elemental

HUMaNS (BUCOL)

Homeland : Azamar Main Attribute : Strength Senescent Age : ~100 years Restrictions : Since the BuCol are the products of interbreeding between the Treuoall and Full Blooded Humans they are in a constant struggle between their heritage and finding themselves. DR+3 when interacting with Treuoall and Full Blooded Humans. Background : The BuCol tend to resemble Treuoall more than Fullblooded humans with a slender to lean build. Depending on the BuCol, they may even have an olive colored skin tone. The BuCol are a reliable, passionate people who feel entitled to an enormous debt by the other races for the role they played in the Great War, something often regarded as arrogance. BuCol warriors earned a reputation, known for their cunning and contributions to many campaigns in the fight against Zintar and his army of Fiends. The BuCol align themselves with the remaining full-blooded humans and Treuoall even as they 34

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fall from grace. They refer to the Fullbloods as Father and the Treuoall as Mother. The BuCol live scattered across the world on just about every continent, except Dragon Home and some parts of Evercrow. They prefer to live in the wilderness, where they form small village communities that function independently from any major city state or particular nation. Some BuCol began living nomadically about a century ago, traveling around regions in search of food. There is a well-known group of BuCol warriors, who live in the Dama Plains of Olm, assisting the Wyvine council in eradicating the dangerous Harrier population that infest the region. Many BuCol work along the Old highway in Olm, serving as patrols to keep the region free of more dangerous creatures, such as Trolls and Therians. BuCol wear loose clothing, avoiding the harder types of armor for those using more organic materials, such as woods or leathers. A historic BuCol started the warrior art around a weapon called a SheaAhk, which is now the traditional weapon of the BuCol people. A blade and heavy ball on the ends of a long reaching chain, used for precise and powerful strikes. Many BuCol are recruited into various Wizard factions, as they learn magic quickly perhaps due to their close relationship with the Full Blooded Humans, and their acceptance of their Treuoall ancestry.

likely the servants of our Urbane cousins. - Isolina Keil, BuCol, Emissary at Azamar City Enfri: These Littlefolk create the most wondrous inventions. Their contributions to the world of Azamar largely go unnoticed by the others nations since they are more focused on waging war. Eoveen Flintburn, BuCol, Tatuaxe Immyr: While the Wyvine study the craft of warfare, the Immyr have perfected the deadly tools used in battle. They pride themselves on smithing the best of the best. While their skills are highly sought after, most fail to realize the Immyr are also a very caring and noble race. - Juhbair Thast, BuCol, Asceromancer Treuoall: Mother looks the other way as she is saddened by the treatment she received. It makes me angry because she does not deserve such ridicule. - Rilt Saind, BuCol, Priest Wyvine: A race bent on crafting War, they encompass all of its teachings while they study, initiate and wage it. They embody it as a spirit and as a culture. - Unsank Tenvleng, BuCol, Emissary to Olm

Outlook:
Full Blooded Human: To have been fathered by the Fullbloods is both an honor and privilege. While never forgetting our heritage, their true destiny will certainly affect ours. That is why we must continue to help them whenever possible. - Eamian Dade, BuCol, Order of the Veil Urbane: They actively chose to abandon us, our family and our way of life! For that act of treachery, they have since vanished and choose to practice their dark arts in secret. What are they so afraid of? - Mireah Tremast, BuCol, SheaAhk High Warrior Shrave: What are you talking about? You cannot be serious! Yes, the Inferium hides many secrets but you seem to be fond of spinning tall tales. If they do exist they are 35
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A FLiGhT OF DRaGONS

Wyvine war scholars, stood before the council, summoned with his companions. The task given the group was in Beren stepped carefully twenty paces ahead as Dav and seeking the help of the Dragons and the Dragon Riders, an Mogi crept quietly along. Garn rode a small mule far ancient group possessing the gift to speak with Dragons. behind the others, drinking from a mug and tearing bits This assistance has come at a dire time for Olm, where the of meat from a leg of some fowl. North lies besieged by Therians working for a powerful Derisian Defiler, called Seibrin. They moved through the woods, approaching a crest on one side of a large valley. Beyond the valley lies a massive Agreeing to the charge, the small group was to follow the mountain range which the Keep of Aetern sits atop. The path of another Wyvine who had recorded a journal and Keep is an uninhabited prison once used for holding brought it to the Hall of Memories long ago. Following the Derisians. Within the Keep is a fabled treasure called the same path as he, the party journeyed to Evercrow to seek Feldspar: a powerful relic rumored to possess the power to several scrolls and books from the remnants of an ancient transport people to and from the abandoned city of Adrya Lyceum. Within the tomes were clues to the entrance to Adrya Ampais, as long ago the Keep was intended as a Ampais on Dragon Home. point of travel for the Enfri and several Wizard scholars. Their journey was not specific to the Keep, but was This path to Adrya Ampais was lost to the annals of time, actually a means to another end. The charge: to infiltrate until now. the inner sanctum of Adrya Ampais and secure the aid of the fabled Dragon Riders. Following ancient scrolls Beren walked from the woods, swearing under his breath and enclosed clues across the breadth of Azamar, the small as a small branch caught his cheek. Then something band journeyed in a race against time. Dav, most of all, caught his eye. knew the dire situation as it had been presented to them Down. Beren dropped as fast as the wind allowed months ago by the Wyvine Council. him. The massive council chamber room housed the hundreds Dav and Mogi stopped and held a signal for Garn, who of Wyvine council members who oversaw the governance fumbled for the reins of the mule to halt. The mule of Olm. Beren, who was from a long line of respected bucked, throwing Garn nearly on Davs heels. 36
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Damn mule! Garn spoke, and then was quickly hushed by his friends. Mogi gestured at them to remain and he stood, bent over, and rushed forward to kneel just behind Beren while remaining in the tree cover. Before them at the top of the hill, was a massive ironbark tree with the Keep looming in the distance. Along the horizon a troll visibly hurried along the opposite cliffside, moving as if fleeing from something. Then they noticed the strange flock of creatures flying towards Obsalos from the distant sea to the South East.

ChaRaCTERS
It is on the shoulders of the young the world rests. May the dragons look kindly upon them. - Fesper Dhal, Wyvine, Proving Grounds Trainer There are two main types of Characters in Azamar, beginning Characters, also called Tyros, and Veteran Characters. Some Characters in Azamar are Blur-Touched. The Blur-Touched represents a Characters ability to use magic, access supernatural powers, and how a Corruption Event affects the Character.

Where a troll hides, so should we. Beren spoke calmly to Mogi, who gestured for the others to move forward slowly. The taint of Obaslos was distant today on the hE aSiCS wind, replaced by a stranger scent, one of brimstone and ash, the smell of clothes after a night around the How it works: campfire. 1. Create the Characters Name, Race, Gender, Height, Dav pulled a spyglass from a pouch and assembled it, Weight, Trade, Level (Optional), Chronicle, and bringing it to his eye. He gasped audibly, shaking, he Description. handed it to Beren. They took turns looking through the glass at the spectacle, in turn awe and fear came over 2. Distribute ten dice (10d) to the five (5) Attributes them. As Garn finished looking through the spyglass, the (Dexterity, Strength, Persona, Intellect, and Aptitude). first of the Dragons were upon them. They stayed hidden An Attribute with three dice (3d) is an average for a time. Attribute score.

T B

There were so many Dragons, the four had no idea how 3. Calculate the Derived Stats: Hit Points, Initiative, to react, let alone do anything. No one had seen that Move, and Vitality. Distribute seven dice (7d) to the many Dragons at once in millennia and the vision of it Characters Skills. Each Skill inherits the score of the was beautiful and terrifying. Dragons were known for parent Attribute, thus if Dexterity is at four dice (4d), their impossibly long vision and also their keen sense of then all the Skills belonging to Dexterity begin at four hearing and smell. The four knew they were seen and dice (4d), so adding one die (1d) to Dodge increases likely smelled long before the Dragons were near and they the Dodge Skill to five dice (5d). awaited their fate. The Dragons just flew past. In a moment of awe, Beren and Mogi stood and walked to the great tree at the top of the hill in front of them, 5. Move equals Strength plus three, (Move = Strength staring at the magnificence of the Dragons. It was a good + 3). day to be there. The Flight of the Dragons had begun. 6. Vitality equals Strength, (Vitality = Strength). 7. Initiative equals Dexterity, (Initiative = Dexterity). 8. Save or spend the seven (7) starting Cinema Points for raising Skills or purchasing Character Features. 9. Get starting Equipment, Money, and Weapons. 37
Demond Thompson (order #5095446)

4. Hit Points equals The Number of Strength Dice multiplied by three, (Hit Points= Strength x3).

More and more people lately seem Blur Touched I think it is a sign of things to come. - Puhctek Der, Urbane-Human, Lord, Krane Defense Minister

Roll 1 2 3 4 5 6

ThE BLUR TOUChED


Some are born Blur Touched, others develop it later in life. Blur Touched Characters have many benefits, such as the emergence of supernatural abilities, access to using magic, and the ability to sense and interact with the Fabric between worlds. Characters may begin as Blur Touched at Character Creation for free, or the may choose to become Blur Touched later, by spending twenty (20) Cinema Points to activate the inner Emergence of becoming Blur Touched. Once a Character is Blur Touched, they can remove it permanently through the Purging: a painful day-long ritual. The Purging, aside from being painful and time-consuming to the Character, permanently reduces the Characters Total Hit Points by twelve (-12 Hit Points, if this drops below zero (0) Hit Points, the Character dies), and it requires the Character to remove all but one (1) Cinema Point. Those who are Blur Touched are subject to detrimental effects when near a Corruption Event.

Near (<50 distance) Take 1d+21 Vanish into the Blur Damage Take 1d+18 Lose 1d Persona (Min. 1d) Damage Take 1d+15 Lose 1d Persona (Min. 1d) Damage Take 1d+12 Lose 1d Intellect (Min. 1d) Damage Take 1d+9 Lose All Cinema Points Damage Take 1d+6 Take 1d+30 Damage Damage Close (<20 distance)

ChaRaCTER DEVELOpMENT
Everyone is different. Its why I started teaching long ago; to meet all the fine people of the world. - Pull Vhangratin, Human-FullBlood, Head Master of the Academy of Science and Sorcery Development of Characters is the process of customizing and improving the various Traits and Features. Traits are any part of a Character that are not Character Features. There are standard costs to Character Development for Traits, but Features vary widely. Features also often have prerequisites that effect cost, including possessing other Features or holding certain dice pools in specific Traits, specific Races, or specific Trades. How it works: Improving Traits costs the number of Cinema Points outlined below.

CORRUpTiON EVENTS
A Corruption Event is when the Fabric between Azamar and any other world is disrupted. This sends ripples through the World of Azamar and affects any Characters who are Blur-Touched and are more sensitive to changes in the Fabric. The long-term effects of a Corruption Event are localized and permanent damage to the Fabric that makes accessing Magic by most individuals completely impossible in the area of such a tear. The short-term effects of a Corruption Event is a disruptive force that can knock a Blur-Touched person out of Azamar and through the Fabric. As well, a Corruption Event can deal damage to those extremely close to the epicenter, permanently alter Attributes, and the very physical nature of the world. How it works: Each Blur-Touched Character rolls one die (1d) and compares to the following results.

Trait Attribute Skill, Initiative, or Vitality Skill Specialization Hit Points Move New Skill

Cost Current Rating x 10 Current Rating x 3 Current Rating 2 Current Rating 6

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New Skill Specialization

11 12 13 14 15 16 17

The world needs more Heroes. They keep jumping in the way of arrows to save other people. - Lord Ajran of Krane, Urbane-Human, Defense Minister

RaNDOM BaCKGROUNDS (OpTiONaL)


An optional method of adding some flavor to new Characters is by rolling for a random background. We produced a random background chart that really adds a bit more to a Character and gives them a little more uniqueness and personality. Take it or leave it, it is an excellent way to spice up any new Character! How it works: Roll three dice (3d), add them up, and compare to the chart below.

Roll 3 4 5 6 7 8 9 10

Background Born into extreme poverty, you struggled with finding basic needs and got good at saving for later: Multiply money by three (x3) You worked as an apprentice to learn to surpass others: +3 Cinema Points. Raised in a modest household, you dreamt of adventure and trained yourself into shape, Move +3. Adopted by a wealthy tycoon, you received superior academics throughout childhood: Academics+2d. You survived your family, persevering into a stronger person: Hit Points +12. Criminals carved out your childhood: Pickpocket +2d. A Rival forced you to fight whenever possible: Dodge +1d. Your early life was about saving everything: Multiply money by two (x2).

18

With the comfort of a stable family, you learned to get your way: Persuasion +2d. Raised by siblings, you learned the art of avoidance: Sneak +2d. Condemned and abused, you persisted despite the odds: Streetwise +2d. Raised by in the wilderness, you lived off the land: Survival +2d. Life in a monastery taught you to improve the self: Brawl +1d, Grapple +1d, Dodge +1d. Instructed in secret and given the tools for survival: Cinema Points +5. Rigorous military training and focused academics gave an edge: Any Skills +4d. Your master gave you everything, the rest is up to you; Any Attributes +2d, Any Skills +2d, Multiply money by two (x2).

VETERaN ChaRaCTERS
Sometimes, GMs create games specifically for more experienced Characters. These are Veteran Characters. Veteran Characters use the basic Character Creation process, but they receive an extra number of Cinema Points based on how the GM desires to distribute them. The following table provides guidance to distribute Cinema Points to Veteran Characters.

Echelon Journeyman Adept Professional Veteran Prime

Suggested Cinema Points 30 50 90 120 200

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ChaRaCTER FEaTURES
To assist in Character Development, Character Features provide options for Creation Only and Veteran Characters to spend Cinema Points for detailed Character Customization. The World of Azamar uses Character Feature types, Creation Only, General, and Magic, to provide improved Character Customization. Character Features that are Trade or Race Specific, are the cost specified, unless the Race and Trade does not match, then the cost is doubled (cost x2). If a Character Feature is Race or Trade Only, the named Trade or Race may take that Character Feature. When a Character Feature permanently increases Attributes or Skills, they may never exceed six dice (6d).

(Permanent, Replace Willpower for Search as desired) Adrenaline Junkie, Cost: 5, Creation Only. Description: Your Character enjoys being a dare devil and doing things that others would never try. Every time you spend at least one (1) Cinema Point, if you succeed in a roll with an Epic DR or better, you get one (1) Cinema Point back immediately. This is always a gamble, but an Adrenaline Junkie is always willing to take the risk. Once the spent Cinema Point returns, more Cinema Points cannot be gained in this manner. Adverflammian, Cost: 3, Creation Only, Race Only: Shrave. Description: The Character was born with a natural resistance against flames and fire, and the heat associated with them. (Armor +20 against Heat and Fire) Afflicted, Cost: 7, Creation Only. Description: Your family was in the line of fire on Evercrow, when the Fracturing occurred. Since then, each subsequent generation has carried the Affliction, a magical condition that manifests through physical changes, providing a boon and a curse simultaneously.

Creation Only
Abnormal Size, Cost: 5, Creation Only. Description: Your Character is either very large or very small for her species, lending to it the advantages of such. Being very small gives a bonus to do things involving Dexterity (+2d) to all Dexterity based rolls, however the Character is not nearly as strong and has difficulty with things involving Strength (Strength can never be increased above 2d). Being very large has the opposite effect, the Character can do things easily involving Strength (+2d) to all Strength based rolls, however the Character is not nearly as quick and has difficulty with things involving Dexterity (Dexterity can never be increased above 2d). The bonus temporarily provided Strength or Dexterity benefits is considered a surge in an Attribute, and is not permanent.

(Permanent, +5d distribute to any starting Attributes except Persona. Persona can never increase. Persona skills can never increase, including Willpower. Persona drops by 1d every decade of the Characters life until hitting 1d. If the Player chooses to begin at 2d and the Character is 20-29 years old, the Character actually begins with 1d in Persona. If the Player chooses to begin with 1d Persona, the Character is horribly disfigured from birth and is (+2d to Dexterity or Strength, 2d Max Attribute on likely cast out from normal society) Opposite Attribute Dexterity or Strength) Ambidextrous, Cost: 5, Creation Only. Achromatic, Cost: 3, Creation Only, Race Only: Shrave. Description: Your Character is Ambidextrous, and can Description: The Character was born with the ability to use both hands equally well. Ambidexterity keeps the camouflage through skin color changing. DR equal for the off-hand when using Dexterity rolls. Without this Special Ability, the DR increases by one. (Sneak +15 when not moving, Sneak +9 while moving, Activation: Immediate) (No DR change for offhand, without the DR level increases by one level) Acumen, Cost: 3, Creation Only, Race Only: Shrave. Ascendant, Cost 7, Creation Only, Blur-Touched. Description: The Character was born with the ability to perceive supernatural elements of nature, able to sight Description: The character ignores all detrimental details of Reality; you have a unique, Sixth Sense. corruption event effects, forever. 40
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(Permanent, Ignore Corruption Event Effects) Auroran, Cost: 7, Blur-Touched, Creation Only, Race Only: Full Blooded Human. Description: Aurorans are those Humans destined for greatness who have an innate and supernatural ability to influence and lead others, for better or worse. They appear to glow blue slightly in light and appear as a beacon of hope in the worst of times.

doors and ripping gates from mortar. (Push-Pull +12, Lift +12) Burst of Speed, Cost 3, Creation Only. Description: The character ignores obstacles and moves briefly at great speeds. (Athletics +12 to traverse over obstacles, DR based on terrain, if successful: Move +10, this does not provide extra actions)

(Permanent, The Character emanates an aura of power, inherently Magical in nature, Starting Persona +3d Bury, Cost: 3, Creation Only, Race Specific: Enfri. (Cannot exceed 6d), any allies within a fifteen (15) unit Description: With Bury, an Enfri can hide just about distance of this Character gain +1d on all rolls during any object out of view, particularly awkwardly, however Combat) difficult to spot. Avatar, Cost: 6, Blur-Touched, Creation Only, Race (+3d Sneak, Activation: Immediate) Specific: Humans. Cat Burglar, Cost 3, Creation Only. Description: A character who becomes an Avatar is a conduit of Anteprofidian Magic and can naturally tap Description: The character belongs to a long line of master into Magic regardless of location, inherently able to drawn thieves, raised amongst a syndicate, and taught the ways upon the true Source. of the criminal underground. (Permanent, Regardless of Corruption Events or issues in the Blur this Character can tap into and use Magic where others may not) Beast of Burden, Cost 2, Creation Only. Description: The character can carry a lot of stuff over long distances that would make others collapse in exhaustion. (Lift +12, Stamina +12) Blood Ties, Cost: 7, Creation Only, Race Only: Urbane. Description: Urbane have a long legacy behind a secret society, called the Glow. By digging deeper into the Characters history and uncovering old family records, the Character learns of belongings to the Glow. By taking the first step, the Character is now a member of the Glow, a secret society of assassins, bent on preventing another Fracturing, no matter the cost. (Security +9, Sneak +9, Athletics +9, Business: Appraisal +9, Streetwise +9) Chink in the Armor, Cost: 3, Creation Only, Race Specific: Enfri.

Description: Many Enfri learn technical affinities, making them able to quickly spot details, and can do so through concentration in combat to expose fatal flaws in an enemy. (With a successful Tactics, DR Moderate, an Enfri may immediately strike an enemy and deal Sneak Damage, Activation: Immediate) Chiromancer, Cost: 7, Creation Only.

Description: Your Character learned to fight in handto-hand combat from the earliest age possible, taught by the Reticent Order, the monks brought many lessons each day. While you have more to learn, your studying (Now highly trained in using Daggers, the Character gains provided a foundation for early mastery. +2d Throw, +2d Melee, with Daggers, and underwent the painful initiation rites of the Glow, (Permanent) +6 Hit (Permanent, +2d Athletics, +2d Brawl, +2d Grapple, +2d Melee, +2d Dodge) Points) Brute Force, Cost: 3, Creation Only. Description: The character is an expert at breaking down 41
Demond Thompson (order #5095446)

Chitonous, Cost: 3, Creation Only, Race Only: Shrave. Description: The Character was born with the ability to

harden areas of the skin and use it as Armor. (Armor +12, Activation: Immediate) Claws, Cost: 3, Blur-Touched, Creation Only.

new languages quickly. (Language +15) Destined, Cost: 6, Creation Only.

Description: Your Character produces large sharp claws Description: Your Character has a Destiny, you get to that deal excessive damage if used as a weapon. decide on how it turns out. (The Claws deal Damage Strength+9 on a successful (Once per Game Episode (or Session), Select any single Brawl attack, Retracting the Claws deals Damage 9 to the roll and gain a +12d (+36) bonus) Character using them, Activation: 1d Rounds, Duration: Devian, Cost: 3, Creation Only. As Desired) Description: With long established ties in the criminal Combat Medic, Cost 2, Creation Only. community, the Character may easily access just Description: The character does very well with first aid about every bit of information about anything illegal, under stressful conditions. underhanded, or subversive. (First Aid +15) Concentration, Cost: 5, Creation Only. Description: Your Character is better at putting effort behind things when concentrating. If you declare you are Concentrating ahead of time, after 1 round of Concentrating you receive a +4d on the next roll. This is especially helpful if a Character is waiting to ambush an enemy or has time to focus on a task. This bonus does not work during Combat, (after an Initiative roll). Crack Pilot, Cost 2, Creation Only. (Streetwise +12) Didactic, Cost: 5, Creation Only. Description: With your Characters tutelage, another Character learns more quickly and easily. (Academics, DR Difficult for 3d or less, Very Difficult for 4d-6d level Intellect Skill, lowers cost of increasing an Intellect Skill by one half the cost (rounded down) in Intellect Skills your Character is trained in, Duration: Immediate)

Dragonscendant, Cost: 4, Creation Only, Race Only: Description: The character is a crack pilot with all ships Shrave. and vehicles) Description: The Character was born with direct lineage (Piloting +15) to a Dragon, borne of magic, is able to produce a small breath weapon. Curiosity, Cost 2, Creation Only. (Permanent, Gain a directed breath weapon of the selected Description: The character has an unnatural ability to use type: Acid, Fire, Frost, Lightning, or Quintessence. completely unfamiliar mechanisms and devices. Range: 5/8/15, Damage: Willpower +21/+18/+15, the Characters glands re-charge after three (3) Rounds, (Operate +15) Duration: Immediate, Activation: 3 Rounds) Deftness, Cost: 5, Creation Only, Race Only: Enfri. Dragoon, Cost 2, Creation Only. Description: Using their smaller size to an advantage some Description: The character is an expert at directing and Enfri have heightened their reflexes and are exceptional at riding a mount. avoiding strikes. (Riding +15) (Permanent, +3d Dodge) Effigy, Cost: 4, Creation Only. Deriver, Cost 2, Creation Only. Description: Some people are capable of remaining Description: The character speaks, reads, and writes many ridiculously still, such that they are also ridiculously languages effortlessly, often able to understand completely 42
Demond Thompson (order #5095446)

your face, but might remember blurry details, like a rough age or height, male or female, color of clothes. The (+6d Sneak to stay hidden without moving, Activation: difficulty to remember any details about your Character Immediate) is Epic regardless of how recent the person made contact Enervation, Cost: 7, Blur-Touched, Creation Only, Race with you. Only: Full Blooded Human. (+4d Deception) Description: The very presence of the Character weakens Free Diver, Cost 3, Creation Only. and damages enemies. Description: The character can swim and stay under water (Permanent, The Character emanates an aura of resilience. while active on one breath for long periods. Any enemies within a twenty (20) unit distance of this Character takes Damage: Willpower at the beginning (Stamina +12, Swim +12) of each Round, Duration: During combat, Activation: Gifted, Cost 6, Creation Only. Instantaneous) Description: The character has a natural affinity with most Entrepreneur, Cost 2, Creation Only. fine motor skills. Description: The character was born to buy and sell for (Aptitude +9) profit. Healer, Cost 3, Creation Only. (Business +15) Description: The character is a natural healer. Faade, Cost: 3, Creation Only. (First Aid +12, Medicine +12) Description: The Character can almost perfectly mimic another person down to the very last detail including Inner Radiance, Cost: 6, Blur Touched, Creation Only. voice and mannerisms effortlessly. Description: Through the trials of childhood, your Character unknowingly drew on the Axiom for survival. (Deception +12 for impersonation and disguise) Your Character, as an adult, effortlessly uses it to shield Fawn, Cost: 4, Creation Only. you with supernatural tenacity. Description: Your Character is excellent at flattery and (Permanent, Willpower replaces Vitality for absorbing laying on praise in ways that lower others social barriers, Damage) making them feel more comfortable. Intrinsic, Cost: 6, Blur-Touched, Creation Only. (+3d Deception, Empathy, and Persuasion) Description: Born magical in nature, your Character Fifth Rite, Cost: 6, Blur-Touched, Creation-Only. innately formed the ability to shape shift shortly after Description: The Character sends forth a wave of lightning birth. An Intrinsic is able to later expand and improve in a massive burst which damages and stuns anyone the natural shape shifting abilities. nearby. (The Character is able to shape shift for limited periods, (Anyone within a ten (10) unit distance of the Character (including all personally held belongings and clothes), is immediately Stunned for 1d Rounds, and may suffer into a raven, domestic cat, catfish, or sewer rat, during this Damage: Willpower+6, Duration: Immediate, Activation: period the Character is able to communicate normally, when the period ends the Character immediately reverts Spontaneous) to normal form, Activation: Immediate, Duration: 1d Forgettable, Cost: 5, Blur-Touched, Creation Only, Minutes) Cannot take Fame. Leap of Faith, Cost 2, Creation Only. Description: Your Character is hard to remember. Most Characters have a difficult time remembering your name, Description: The character can leap with amazing distance. difficult to detect without some form of Magic. 43
Demond Thompson (order #5095446)

(Jump +15) Lightbeam, Cost: 4, Blur-Touched, Creation Only.

Blooded Human.

Description: The Character now belongs to a unique subrace of Humans, called the Nightbreed. They can Description: Your Character produces a directed beam of spontaneously discover this infusion late in life, and are light as desired, unconsciously capable of focusing magic capable of supernatural feats under the glow of the moons into a desired hand and emit the beam. of Azamar. (Permanent, The beam of light activates or deactivates as (Permanent, Under the glow of the moons, the Character desired, it will illuminate up to a five thousand (5,000) gains the following augments: +3d Strength, +3d Vitality, unit distance away, the light bright enough to temporarily +3d Dexterity, +3d Initiative, (Cannot exceed 6d), and the blind a target for 1d Rounds, but never permanently, Characters eyes glow blue-green with Magic when open, Activation: Immediate, Duration: As Desired) this power does not activate underground or indoors) Litigious, Cost 2, Creation Only. Nimble, Cost: 5, Creation Only. Description: The character interprets and understands the Description: Your Character has a unique gracefulness inner workings of laws. and ability to move smoothly, sometimes leaving visual echoes behind as a wake. (Law +15) Martyr, Cost: 7. Creation Only. Description: Born with the will to persevere, this Character is capable of focusing both passion and will in such a way that it makes them more capable of pushing through regardless of the outcome, like all great things it is not without sacrifice. (+2d Athletics, Sneak, and Persuasion) Noble, Cost 5, Creation Only. Description: The character belongs to a Noble family and was raised within it, and is heir to a noble position of authority and power.

(Politics: Noble +9, culture +9, law +9, language +9) (Permanent, The Player may at will take Damage and surrender one (1) Hit Point and in return get one (1) Observant, Cost: 5, Creation Only. Cinema Point) Description: Your Character has a keen sense of Perception, Masterworker, Cost 2, Creation Only. and is able to notice things more easily others just do not. Description: The character can create masterpieces effortlessly, including crafting of weapons and armor. (+4d Search) (Artisan +15) Mnemonics, Cost: 6, Blur-Touched, Creation Only. Oculis, Cost: 3, Creation Only, Race Only: Any but Shrave.

Description: Born with enhanced vision, the Character Description: Through intense training in youth, your can see perfectly in utter darkness, Character holds a complete memory of an Anteprofidian Codex. This knowledge makes the Character highly (Permanent, The Character can see clearly as other desirable as a Docent for the Hall of Memories. Humans do during the day in Low-Light and No-Light environments, but is partly blind in bright light, increase (Permanent, +3d Academics: Anteprofidian Knowledge, the difficulty of (+2 DR) Search in bright light. A common +3d Languages: Anteprofidian Linguistics) fix for this are Enfri Sun Goggles.) Natural Leader, Cost 2, Creation Only. Pathfinder, Cost: 3, Creation Only. Description: The character can inspire and raise the morale Description: The character is capable of always finding of allies in the worst of times. (Command +15) normally trafficked pathways through the wilderness, Nightbreed, Cost: 7, Blur-Touched, Race Only: Full despite their lack of exploration. 44
Demond Thompson (order #5095446)

(+3d Search for discovering hidden paths and roads, Description: The character has natural tendencies in Activation: Immediate) knowing how to properly create, use, and detonate explosives. Photographic Memory, Cost: 5, Creation Only. (Demolitions +15) Description: Your Character remembers everything seen. Scout, Cost 4, Creation Only. (+2d to Intellect to recall anything; previously viewed places, objects, etc. even details not previously noticed) Description: The character can traverse the wilderness easily, able to live off the land and survive for long Purse Snatch, Cost 3, Creation Only. periods. Description: The character has a natural talent for criminal (Communication +12, Navigation: Land +9, Survival pursuits. +9) (Pick Pocket +12, Streetwise +12) Serpent Tongue, Cost: 5, Creation Only. Pyromancer, Cost: 6, Blur-Touched, Creation Only. Description: Your Character is able to smooth talk others Description: Your Character can create fire from nothing by voice alone. You can decide on a phrase to plant into and manipulate its movement. another Characters mind, and the Character can attempt to resist. If they are able to resist, they are unaffected, if (The Character can produce a small flame, and direct any they are not, the target Character will hear your Characters flames, (as well as growing them ten times (10x) their voice in her head for 2-3 days. This ability manifests original size), a Distance of five (5) units per Rounds, mostly as an annoyance, however if a target Character Activation: Immediate, Duration, As Desired) decides to lose inhibitions through chemicals or otherwise Quiet, Cost: 7, Blur-Touched, Creation Only. the phrase may affect the target strongly. This is not a supernatural ability, simply practiced mentalism. Description: No sound occurs, regardless of what the Character does physically. (+5d Persuasion) (Permanent, The Character automatically succeeds when Shadow League Initiate, Cost: 3, Creation Only, Race Sneaking for sound alone, even clapping, sneezing, Specific: Enfri. coughing, etc., remains muffled completely for this Description: Enfri have a small, secret community made Character) up of those who uphold Enfri laws as well as provide Refined, Cost: 5, Creation Only. investigation into malicious crimes, particularly murder. A Shadow works with the expectation that sometimes Description: You have a natural grace to your movement, combat is inevitable. making physical feats look easy, you also blend in well with the social elite. (+2d Throw, Damage +6 with a thrown weapon) (Dexterity +6, Culture +6) Rite of Blood, Cost: 4, Blur-Touched, Creation Only. Shrill, Cost: 5, Creation Only. Description: The Character can hear sounds of various ranges as desired, including ultrasound and infrasound.

Description: a Fiend blessed Your Character at birth by a Rite of Blood, imbuing the Character with the ability to (Search +16 for listening or locating objects by sound) slip easily into the Blur across the Fabric. Siege Specialist, Cost 2, Creation Only. (Your Character moves into the Blur over a short period Description: The character can set, arm, and fire a siege or and does so without tearing the Fabric, stepping back heavy weapon effortlessly. (Heavy Weapons +15) into Azamar delivers Damage 9, Activation: 1d Rounds, Snuffler, Cost: 5, Creation Only. Duration: Permanent until the Character returns) Saboteur, Cost 2, Creation Only. 45
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Description: The Character has a nearly perfect sense of

smell and taste, better than many animals and can track Time Sense, Cost: 3, Creation Only. by scent alone. Description: Your Character knows what time it is, exactly, (Search +16 for Smell and Taste) all the time, and can sense alterations in space-time, such as getting when getting closer to heavy gravity objects like Spellborne, Cost: 7, Blur Touched, Creation Only. a star. Description: Raised by Wizards, your Character touched (Permanent, No roll required) the magical liquid, Spellfire, and survived. Through this joining of Magic and your Characters life energy, the Tumbler, Cost 1, Creation Only. Character learns exponentially faster. Description: The character is an expert at opening locks. (Permanent, add two (+2) all Cinema Points earned (Security: Lockpicking +15) forever) Ventrillo, Cost: 5, Blur-Touched, Creation Only, Race Spider Monkey, Cost 2, Creation Only. Specific: Urbane. Description: The character can climb as if born with Description: Through a little Magic and prestidigitation, hands for feet. the Character can perfectly throw a voice, mimicking any other voice, up to a rather long distance. (Climb +15) Steamworks, Cost: 6, Creation Only. (Deception +16, The Character can mimic and throw sounds and voices perfectly up to a one hundred (100) The Character has a strong understanding of Engineering unit distance) and is capable of applying technically advanced knowledge Well Traveled, Cost 4, Creation Only. in a constrained period. (+4d Engineering) Steel Will, Cost: 7, Creation Only. Description: The character was raised while traveling the world, as developed specific advantages in moving between cultures and societies.

Description: Your Character has a mental barrier that is (culture +9, law +9, politics +9, language +9) unbreakable, even by the most powerful of mental attacks. Your Character is immune to all mind-altering attacks or General telepathic abilities. Apprentice Sword Chanter, Cost: 5, Race Specific: (Permanent, Automatic success for any roll normally Treuoall. involving Willpower to resist) Description: With minor training and the beginnings Stones, Cost: 6, Blur-Touched, Creation Only. of understanding, an Apprentice Sword Chanter may Description: Your Character can innately levitate, move, effectually imbue a small amount of Magic into oneself to and manipulate rocks and stones. improve melee with a specifically bound sword. (The Character can levitate, move, and manipulate rocks (Choose a single sword and it is bound to the user and stones up to five(5) metric tons in weight, a distance Magically, Melee +3d, Damage +9 when using that single, of three (3) units per Round, Activation: Immediate, specific weapon) Duration: As Desired) Archon, Cost: 5, Race Only: Treuoall. Thurian, Cost: 4, Creation Only, Race Specific: Shrave. Description: As an Archon, the Treuoall gains distinct Description: The Character develops an affinity with advantages when using a Ranged Weapons. (Ranged beasts. +4d) (Persona +16 with creatures Intellect 2d or less) 46
Demond Thompson (order #5095446)

Ascendancy, Cost: 30, Blur-Touched, Race Only: Urbane.

Description: The Character may take a nearly incorporeal form, temporarily becoming a form of pure magic.

stress. (Heal 1d Hit Points) Bounce, Cost 5, Tether.

(Can Teleport to any location in Azamar, Initiative Description: The character forms a magical web with +9, Vitality +9, Duration: Immediate, Activation: other characters, providing them with an area of magical Spontaneous) force that allows them to bounce anyone or thing inside Aterum, Cost: 5, Shadow League Initiate. into the air. Description: Some of the Shadow League learned the (At least three blur-touched characters must activate this ability to manipulate darkness around them to conceal feature, when activated they create a field of invisible force them from sight, making them extremely difficult to see. that they use to throw any objects or people within that field into straight up the air up to 3d Units high, and then (+2d Sneak in daylight, +4d Sneak in shadows, Activation: drops them dealing Damage: 1d+9, a natural six (6) on Immediate, Duration: 1d Rounds) the damage roll stuns any living beings within the field Battle Intuition, Cost: 3, Creation Only, Race Specific: for one (1) Round, Duration: Immediate, Activation: Shrave. Instantaneous) Description: The Character was born with the ability to Boundless, Cost: 5, Race Specific: BuCol. excel in combat. Description: BuCol are born warriors and practice (Permanent, +3d to the selected Skill: Brawl, Dodge, a specific course of fighting as soon as they can lift a Grapple, Melee, Ranged. or Willpower, Cannot exceed SheaAhk (a BuCol weighted chain whip), their drive and raw technique is unmatched, and deserves respect. the 6d Maximum) Blade Novice , Cost: 5, Race Specific: BuCol. Description: BuCol are born warriors and practice a specific course of fighting as soon as they can lift a sword, their drive and raw technique is unmatched, and deserves respect. (Swords Only, Melee +6, Damage +3) Blade Warrior, Cost: 10, Blade Novice. Description: Now a seasoned and experienced combatant, the BuCol claims the status as Blade Warrior, now capable of incredible and unmatched assaults with a sword. (Swords Only, Melee +16, Damage +6 , these bonuses replace those of Blade Novice) Bloodlust, Cost: 25, Raze & Vociferate. (SheaAhks Only, Melee +6, Damage +3 ) Brutal, Cost: 5, Race Specific: Wyvine. Description: With Brutal, deal extra damage in a Melee or Brawling attack. (Brawl and Melee Damage +6) Capital, Cost: 5. Description: Your Character has come into a source of money, whether legal or illegal, which provides a source of continuous income. While this money is constant, the amount is variable. One thing is for certain, it is always more than you need to survive. Cardshark, Cost 5.

Description: Your Character has perfected the art of Description: With Bloodlust, the Wyvine gains advantages playing games of chance and skill. (+4d Gambling) to Movement, Damage, and Attack, for a short period. Cats Eye, Cost: 5, Race Only: All except Shrave. (Move +5, Damage +9, Melee or Brawl +9 for one (1) Description: Due to a long lineage and closeness with Round) Magical creatures, some characters are capable of seeing in Blurred, Cost: 10, Resilience. the dark similarly to that of cats, capable to see in darkness, even Magical darkness, where others simply cannot. Description: With Blurred, the character is capable of recuperating and healing minor wounds while not under 47
Demond Thompson (order #5095446)

(Can see in darkness without a light source, to adjust between bright and dark attempt a successful Search, DR Moderate) Changeling, Cost: 5, Race Only: Humans. Description: After a binding with a Changeling Spirit, the Character appears as a person very familiar to all others; only those who were previously familiar with the Character see the true identity. For whatever reason, Changeling Spirits only bind with Humans. (Permanent, Persona +2d with all strangers) Cleaver, Cost: 5. Description: With Cleaver, harness Axe weapons with distinct prowess and deftness of hand, better at striking with greater precision. (+2d Melee, Damage +3 with Axe weapons) Cleft, Cost: 10. Description: On a successful Melee, the character delivers a single, mighty swing with a perfect cut, dismembering the opponent in some cases. (Damage +6 with an Axe, an arm, leg, or head is cut clean off if the Wild Die is a natural six (6 on the initial roll), the second roll of the Wild Die determines the body part dismembered with this attack: Results: six or five (6-5): Head, four or three (4-3): Arm, and two or one (2-1): Leg) Cloak, Cost 5, Synergist, Blur-Touched. Description: The character forms a magical field which conceals themselves and anyone within it from view for a period. (At least three blur-touched characters must activate this feature, when activated they create a field that cloaks themselves and anyone between them from view by anyone of anything outside of the field for the duration, the field extends up to ten (10) units high and may at most be an area of fifty (50) square units, add one (1) unit of height and fifteen (15) units of area for each additional character activating Cloak, anyone inside the field is completing invisible from outside view, the field does not obscure sound, Duration: 1d Hours, Activation: Instantaneous) Combat Instincts, Cost 5, Prereqsuite: Race Specific: Wyvine. 48
Demond Thompson (order #5095446)

Description: Raised in a society where war is life, the Wyvine has learned sharpened instincts in Combat, reacting earlier than most opponents do. (Initiative +6) Confliction, Cost: 10, The Ties That Bind. Description: In a single devastating attack, a special technique focuses a strike on an opponent from a distance using a Sheaahk weapon with exceptional accuracy. (Permanent, This gives any Sheaahk weapon a Range: 5/10/15, Damage augmented: +9/6/3, but maintains the use of Melee for striking) Corruptor, Cost: 25. Description: Using arcane and evil rituals, any use of Magic Effects deals damage to any nearby life to fuel the Magic, Corruptors often employ Defilers as guards and soldiers. (Permanent, Willpower +9, within a ten (10) unit distance any plants wilt, any other life suffers Damage: Willpower, take this Feature up to five (5x) times, each time the bonuses and distance it affects stacks and increases) Creedulient, Cost: 15, Blood Ties. Description: The Character has sworn to the Creedulience, the sacred book of the secret society of the Glow. In doing so, the Character receives further training in the way of the assassins of the Glow and their ultimate goals. As well, the Character is now subject to selecting assignments from the Glow, instead of only taking orders. (Through further training in use of throwing weapons, the Character gains +2d Throw with any weapon, +1d Damage on a successful Thrown strike, (this stacks with Blood Ties when using Daggers), and again underwent another painful initiation rite of the Glow, (Permanent) +6 Hit Points) Crematory, Cost: 10. Description: Using an ancient rune, the character may strike an opponent with a chance of igniting the target in flames. (On a successful Melee attack, substitute Willpower for Strength in determining Damage, if the target suffers any damage it ignites into flames)

Demond Thompson (order #5095446)

Consumption, Cost: 5, Race Only: Immyr. Description: As a Guardian of the Immyr, Consumption provides the ability to completely absorb Magical Effects in progress, nullifying the outcome of damage or otherwise.

Dead-Aim, Cost: 5. Description: Through excessive practice, your Character can throw or fire a missile with deadly accuracy within a certain distance.

(Counters all Magical Effects in progress, must beat the (Apply Sneak Damage to a fired or thrown weapon, (using Ranged or Throw), within a five (5) unit distance Willpower roll of the Magic User) of a target, whether detected or not, only applicable to Correspondence, Cost 5, Synergist, Blur-Touched. weapons intended as missiles) Description: The character can form direct communication Defiance, Cost: 40, Warlock. links with other characters, controlling when they Description: Besides their Magical Aura from Warlock, communicate and when they do not. no true Magical Effects may occur within an area of the (At least two blur-touched characters must activate Wyvine, who now is capable of nullifying Magic through this feature, they may freely exchange thoughts and sheer will. ideas at any distance with one another, when activated, Correspondence, lasts for the duration, and then must (All Magical Effects negate or fail within a twenty (20) be re-activated, distance and location do not matter, unit distance of the character, there is no way to detect a recipient may freely refuse to use Correspondence, as Defiance once activated as it is an innate Wyvine ability) desired, no powers affecting mental influence may be used Defiler, Cost: 5, Apprentice Sword Chanter. to coerce another character through Correspondence, Duration: 1d Minutes, Activation: Instantaneous) Description: Using arcane and evil rituals, an Apprentice quickly gains powerful abilities and becomes cursed Criminal Contacts, Cost: 5. with possession, Defilers often seek employment with Description: Your Character has a number of discrete Corruptors. contacts in the Criminal Underworld and may call upon (Gains all the Sovereign Sword Chanter abilities except the them for information. character may not bind an Apprentice to a Sword, these (+3d Streetwise to contact Criminal Underworld) bonuses replace those of the Apprentice Sword Chanter, now highly susceptible to possession as a conduit, to resist Custodian, Cost: 15, Principal. requires a successful Willpower, DR Heroic) Description: Few Immyr reach the esteemed recognition Detect Magic, Cost: 3, Race Only: Treuoall. bestowed upon a Custodian, given highest authority in the Immyr world to keep order, investigate all matters of Description: With little effort, a Treuoall can feel and politics, and state as well as all others. They are masters of somewhat perceive the very Magic essence around them, wielding an Axe in combat, capable of imbuing Magical if any exists. essence into each strike. (Permanent, Search, DR Easy, the Treuoall can see a (+3d Melee, Damage +9 and additionally Damage +9 glow to Magical objects, wards, scripts, or otherwise, the as Elemental Effects with Axe weapons, these bonuses brighter the glow, the greater the Magical essence that replace those of Principal) exists) Danger Sense, Cost: 50. Description: The ability to avoid Sneak attacks and associated damage, surprises and Executions. Door, Cost 5, Synergist, Blur-Touched. Description: The character may instantly teleport beside the physical location of another character.

(Permanent, the Character never suffers Sneak damage, (At least two blur-touched characters must activate this always rolls Initiative, and is Immune to Sneak-related feature, when activated they may choose to instantly Executions) teleport to the location of the other for the duration and 50
Demond Thompson (order #5095446)

arrive within three (3) units of the destination character, there is no limitation on the distance, however the destination character must have enough room nearby to reasonable fit the other character or this fails, the nearby location does not guarantee safety, Duration: 1d Hours, Activation: Instantaneous) Dzhigitovka, Cost: 6.

Fame, Cost: 5, Cannot take Forgettable. Description: Your Character has either purchased or otherwise earned some kind of Fame. Known everywhere, some love you and some hate you. The Fame defines your Character and not by the actions committed unless publicized. Other Characters reactions will differ accordingly.

Description: You have trained thoroughly with horses, (+4d Persuasion when recognized) confident enough to perform tricks and stunts while on a Favor, Cost: 5. galloping horse. Description: Your Character has earned a single favor (+3d Ride, +3d Athletics and Dodge: While Riding) from someone; a favor that comes without any strings Eavesdrop, Cost: 5. or questions, and completes unconditionally, after that, it is gone. Use it wisely. This Favor manifests itself as Description: Through training and inherited senses, a something done by another Character, and is for use character can heighten and sharpen the ability to listen while Role Playing. A Favor is agreed upon by the GM for sounds. and Player before committing this Special Ability to a (Search +9 for listening only) Character. Empath, Cost: 10. Fearless, Cost: 5, Race Specific: Immyr. Description: The ability to sense the motives of other Description: A character is immune to Fear, and never people passively suffers penalties due to it. (+4d Empathy) Ersatz, Cost 5. (Never suffers penalties due to Fear Effects, Magical or otherwise)

Fearsome, Cost: 10, Brutal. Description: Your Character deceives others on a nearprofessional level. Description: With Fearsome, simply through presence, one can inspire allies and intimidate enemies, affecting (+3d Deception) how they fight. Evasion, Cost: 15, Race Specific: BuCol. (Allies gain a bonus of +6 to all Attack types, Damage, Description: As a highly trained BuCol warrior the and Dodge for the Duration, Duration: 1d Rounds) Character perfects the process of avoiding damage. Fellowship Member, Cost: 5. (Permanent, Dodge replaces Vitality for soaking Damage, Description: Your Character belongs to a fellowship demonstrating that the Character is so good at Dodging, of some kind, an organization with likeminded goals this essentially gives the Character a chance to Dodge the of the Character, and it provides things such as money, attack, and Dodge the damage) supplies, information, but their reach is limited. The GM Expose Fault, Cost: 5. determines the limitation of this organizations power and influence. A Character can quickly analyze an opponent and expose a weakness if any, to deal that opponent additional Flurry, Cost: 10, Blade Warrior. damage. Description: Through the use of a sword, a warrior is able (With a successful Tactics roll, DR Moderate and to attack in a combination of devastating swings. immediately following up with a successful attack, the (Initiative +9 and raises the limit for multiple actions in a Character deals +3d extra damage) round, by adding three (+3) actions per round) 51
Demond Thompson (order #5095446)

Description: Your Character has come into possession of an artifact that acts as a massive information store that is Description: Your Character can cause enemies to falter wildly vast. You get a bonus to any Intellect rolls made or flee simply through a loud and intimidating rush to when your Character has time to reference her information attack. store. This is not usable during combat. (Intimidation, DR Moderate, this compels enemies to (+4d Academics) resists, Willpower, DR Moderate, if successful they still take a step back, faltering, or if they fail, they run in fear, Interdiction, Cost: 5, Grounding. Duration: Immediate) Description: Capable of absorbing and dispersing both Magic and Elemental Effects, an Immyr of this ability Grounding, Cost: 10, Consumption. tends to hold a perception as unstoppable against Magic Description: Rather than completely absorbing all the Users. Magical essence of a Magical Effect, the Immyr channels the essence into the surrounding world to absorb and (Willpower +4d, Counters and Absorbs all Elemental and Magical Effects in progress, must beat the Willpower roll disperse the Magic. of the Magic User or Damage of the Elemental Effect) (Willpower +2d, Counters all Magical Effects in progress, Killing Blow, Cost: 20, Race Only: Wyvine. must beat the Willpower roll of the Magic User) Fulminate, Cost: 10. High Archon, Cost: 15, Warrior Archon. Description: With High Archon, gain the ability to use a Long Bow as a melee weapon. Description: With Killing Blow, each time a Wyvine deals a Killing Blow to a target, all effort exerted on the target reinvigorates the Wyvine.

(Permanent, any Cinema Points spent in the effort of (A Long Bow now works as a Melee Weapon using specifically attacking this target return to this Character if Ranged, dealing a base Melee Damage as Str +12, the the Wyvine Character delivers the final blow) Character may now nock up to two (2) arrows in a bow simultaneously without penalty, each arrow deals Laconic, Cost: 3. independent damage) Description: You have learned the Silent language, known only to the Reticent Order of Ascetics. Unlike Holes, Cost: 15, Blur-Touched, Pilfer. other languages, Laconic requires a special understanding Description: The Character imbues Magic into stealing of body language and the subtle changes in walk and by creating micro chasms of space where just about any movement. Those trained in this may both understand object may fit. and communicate nearly perfectly in silence as long as (Pick Pocket +6 (stacks with and works like Pilfer), Sneak they can see one another. +18 (for hiding stolen objects), while the stolen object (Permanent, perfect understanding and communication must simply fit into the opening of the personal storage with Laconic) location, there is no other requirement) Lance Adept, Cost: 15, Lance Reaper. Immolation, Cost: 20, Raze. Description: A Lance Adept represents the elite of the Description: Through extensive training, a Wyvine Wyvine Lancers, now understanding the Wyvine fighting discerns an opponents weakness and exploit it to deal form behind the Lancers called Thrax. extraordinary damage. (Melee and Ranged +9 (to Throw), Damage: +9, Double (Tactics, DR Difficult, gain +15 to distribute as desired (x2) the Throwing Distance with the Wyvine Lance, between Melee or Brawl and Damage to the following Range: 5/10/20, Melee: Str+42, Thrown: Str+36/33/30, attack) these bonuses replace those of Lance Reaper) Information Store, Cost: 5. Lance Inept, Cost: 5, Race Specific: Wyvine. 52
Demond Thompson (order #5095446)

Description: The character has joined the ranks of the Moderate the Immyr can Magically summon an Immyr Wyvine Lancers, a military regimen designed to bring War Mount as desired) about a strong affinity with the Wyvine Lance (a large Master Archon, Cost: 20, High Archon. trident-tipped, dual-ended weapon). Description: Through practice, time, and an affinity with (Melee +6 and Ranged +6 (to Throw) with the Wyvine a bow, a Master Archon is unequalled in the lethality, Lance, Range: 5/10/20, Melee: Str+42, Thrown: precision, and speed as an Archer. Str+36/33/30) (Ranged +16, Damage +16 with Ranged weapons, May Lance Prime, Cost: 20, Lance Adept. now nock up to three (3) arrows in a bow simultaneously Description: Lance Primes are feared and respected without penalty (each arrow deals independent damage), warriors, considered masters of Thrax, the Wyvine Lancer these bonuses stack with Archon and Warrior Archon) fighting form. Meditation, Cost: 5. (Melee and Ranged +16 (to Throw), Damage: +12, Description: The ability to put ones body into a state triple (x3) the throwing distance with the Wyvine Lance, of stasis and peace, able to live in extremely harsh Range: 5/10/20, Melee: Strength +42, Thrown: Strength environments for long periods without the aid of +36/33/30, these bonuses replace those of Lance Adept) equipment. Lance Reaper, Cost: 10, Lance Inept. (+4d Stamina) Description: A Lance Reaper undergoes significant Merge, Cost 5, Synergist, Blur-Touched, Trade Only: practice and training, capable of wielding the Wyvine Wizard. Lance with great precision and tremendous force. Description: The character briefly shares and uses the (Melee and Ranged +9 (to Throw), Damage +6 with the feature of another character with permission. Wyvine Lance, Range: 5/10/20, Melee: Str+42, Thrown: Str+36/33/30, these bonuses replace those of Lance (At least two blur-touched characters must activate this Inept) feature, where they may each share one (1) Feature with each other, for the duration, Duration: 1d Rounds, Leap, Cost: 3, Creation Only, Race Specific: Shrave. Activation: Instantaneous) Description: The Character was born with the ability to Missile Catch, Cost: 10, Weapon Catch. jump; very far. Description: The Character may catch fired missiles as an (Jump +12, Able to jump double (2x) the characters alternative to dodging. Move, Activation: Immediate) (Use Throw as an alternative to Dodge for missile weapons Magic Affinity, Cost: 5, Race Specific: Treuoall, Blursuch as arrows) Touched. Natural, Cost: 10, Note: Available one time, affects one Description: With Magic Affinity, the character is very Skill. good with using a specific Magic.(Willpower +6) Description: A Character maintains a natural affinity for Manifestation, Cost: 20, Obelisk, Custodian, and the selected Skill. Interdiction, Race Specific: Immyr. (Permanent, Half the cost to raise a Skill forever) Description: Through the ages, few have become a Manifestation, inheriting the abilities and powers of an Oath of Embers, Cost: 30, Creedulient. Immyr Champion from another life. Description: The Character is now an officer of the Glow, (Permanent, Add four Attribute Dice (+4d) to any taking the Oath of Embers and swearing oneself to the Attributes in any manner, add four Skill Dice (+4d) to entirety of the cause behind the Glow. By taking the any Skills in any manner, on a successful Willpower, DR oath, the Character is given complete training in the ways 53
Demond Thompson (order #5095446)

of the Glow assassins. (The Character now understands every intricacy in attacking a target, gaining an additional +2d Throw, +2d Melee with any weapon, and additional Damage: +3, all successful strikes now automatically bypass armor, and now went through the final rite of the Glow, (Permanent) +12 Hit Points) Obelisk, Cost: 15, Blurred.

with not only great honor and respect, but also the most coveted magical ritual the BuCol utilize. (Permanent, The Character gains the following from the Paramount magical ritual: Vitality +3d , +24 Hit Points, Move +3, Initiative +1d , Damage +6 to any successful strikes on an opponent) Phalanx, Cost 5, Synergist.

Description: Characters in close proximity provide Description, With Obelisk, resisting poison, sickness, extra armor and protection for one another to increase toxins, and Magical Effects are increased. survivability. (+3d Willpower or Stamina, as needed) (At least two characters must activate this feature, and while in adjacent spaces and bracing to absorb an attack Old Hand, Cost: 30, Blade Warrior. together using Phalanx, they each successfully gain a Description: After years and years of fighting, a Blade bonus in Armor: +8 per character, any choosing to Dodge Warrior earns a place amongst the most honored of the attack lose this bonus, if only two characters are in sword-wielding fighters, now considered an honorary the Phalanx and one of them Dodges, the other loses the Sword Chanter. The Blade Warrior learns a devastating bonus as well) series of techniques from the secret Sword Chantry and Pilfer, Cost: 5. may employ them at will. Description: Through trial and error, arrest and avoidance, (Sword Only, Melee +18, Damage +9 , these bonuses conviction and dismissal, the Character has perfected the replace those of Blade Warrior) art of stealing from others by hand, but can only grab Onslaught, Cost: 5, Race Only: Wyvine. things that will easily fit into personal pockets. Description: The Wyvine can cross a great distance to (Pick Pocket +16, +Sneak +6 (for hiding stolen objects), slam into an opponent with great force. the object taken is never chosen, instead this means of Pick Pocketing is untargeted and used for taking objects (Move up to four times normal (x4), Slamming into a at random from others) target deals Damage: Strength +6, the target is immediately Stunned for 1d Rounds, No other actions are possible Pivot, Cost: 5, Race Only: Enfri and Immyr. while using Onslaught) Description: With Pivot, using small height as an Organization Leader, Cost: 20, Fellowship Member. advantage with a lower center of gravity, extra damage is committed when using a two handed melee weapons or Description: Your Character now considered a leader or pole arms. the leader within the Fellowship organization receives many privileges, such as requesting financial, militaristic, (Damage +9, only for use with two handed melee weapons or other support from the organization that you previously or pole arms) did not rank high enough to receive. It is possible to, Pluck and Tuck, Cost: 5. (temporarily), lose your status for major mistakes however, through this Special Ability you will always regain your Description: Your Character has practiced larceny to a status. point of making it an art form. Paramount, Cost: 75, Old Hand and Severance. (+2d Pick Pocket, Sneak) Description: Through hardships and practice, lots Pospeshnos, Cost: 7, Race Only: Wyvine. of practice, the Character holds recognition as the Description: Wyvine can train to fight not only with great Paramount, a leader among the BuCol people, bestowed strength and ferocity, but also with great speed. 54
Demond Thompson (order #5095446)

(Permanent, No die loss for second combat action in a round, all subsequent actions incur the normal die loss) Principal, Cost: 5, Cleaver, Race Specific: Immyr. Description: Acknowledged as a true warrior, a Principal has refined skills in combat, specifically with the use of Axes. (+3d Melee, Damage +6 with Axe weapons, these bonuses replace those of Cleaver) Quick Draw, Cost: 5. Description: Your Character has practiced and practiced and finally can draw a weapon so fast it takes no time to do so. Draw the weapon before Combat Initiative to counteract an attack on you before Combat Initiative. (+2d Melee, May freely exchange Melee Weapons as a free action once a Round) Rally, Cost: 5. Description: With Rally, nearby allies utilize specialized tactics under the characters commands. (+2d to Attacks, Damage +3, to all Allies within five (5) unit distance, one (1) round) Raze, Cost: 15, Fearsome. Description: With Raze, a successful melee or brawl attack ignores an opponents armor. (Ignores enemy armor for damage from an attack, melee or brawl only) Reflection, Cost: 5, Race Specific: Wyvine. Description: With a deep meditative state, a character remains aware of surroundings and achieves greater restfulness than sleeping. (Each one (1) hour spent in Reflection counts as four (4) hours of normal sleep in calculating healing, as well, while a character is in Reflection, they remain very aware and notice changes and sounds around them easily on a successful Search, DR Easy) Reputation, Cost: 10.

may be good or bad, you decide where your alliances reside. Chances are good a Reputation will make you friends and enemies. (+4d Persuasion with allies) Resilience, Cost: 5, Race Specific: Immyr. Description: With Resilience, tougher than most, the characters suffers less damage. (Armor +8) Rite of Blending, Cost: 5, Rite of Stone. Description: Each Immyr may go through a Rite of Blending, where they fuse an Immyr metal-woven lattice to their skin, discretely providing additional protection. (Permanent, +2d Armor) Rite of Force, Cost: 10, Race Only: Immyr. Description: Each Immyr may go through the Rite of Force, where an ancient Magical spirit provides enhanced Magical protection and abilities. An Immyr who undergoes the Rite of Force, now radiates a pulsing, deep blue glow. (Permanent, +3d Magical Armor; once a day, (1/day), on a successful Willpower, DR Moderate the Immyr can evoke a magical wave of force in all directions, Range: 15/30/60, dealing Damage : Willpower+24) Rite of Stone, Cost: 5, Race Only: Immyr. Description: Each Immyr may go through a Rite of Stone, which forms the bone structure into a hard-asstone substance, allowing the Immyr a one-time increase to the amount of Damage they can suffer. (Permanent, +12 Maximum Hit Points) Rite of the Mountain, Cost: 5, Rite of Stone. Description: Each Immyr may go through a Rite of Zenith, which bonds an Immyr life force to a small stone, allowing them to inherit the strength of stone, however when they die, the Immyr soul enters the small stone, and the Immyr cannot be resurrected or revived via any method.

Description: Similar to Fame, your Character has (Permanent, +1D Strength, NOTE: this does not provide earned respect and recognition, but unlike Fame is not a bonus beyond the 6d Attribute Maximum, once dead well recognized everywhere. Your Characters name is the Character cannot be resurrected by any means) recognizable within certain circles, and the Reputation 55
Demond Thompson (order #5095446)

Scholar of Zurn, Cost: 30, Avatar. Description: The Character has studied the Zurn stones and the relationship between them and the flow of time. Now after all that time, the work has paid off and the Character is able to use the Zurn stones to manipulate time momentarily to an advantage.

it for a cloak of darkness. (Throw Shadow Blades, Range Str+9/+6/+3, Shadow Armor +3d) 4/6/8, Damage:

Sovereign Sword Chanter, Cost: 15, Sword Chanter. Description: The Character is now recognized as a master and capable of teaching Apprentice Sword Chanters as well as binding them to a sword of their choosing.

(Willpower, DR Moderate, The Character is able to personally step out of and rewind time up to 3d Minutes and retain a memory of the previously future (Must use bound Magically bound sword, Melee +12, Damage +16 when using that single specific weapon, experiences) these bonuses replace those of Sword Chanter, May bind Scout, Cost: 10. an Apprentice to a Sword on a successful Willpower, DR Description: Scouts are trained in tracking in hunting Moderate) prey for hundreds of miles. Squint, Cost: 3, Creation Only, Race Only: Shrave. (Search +12 and Survival +6 for tracking and hunting a Description: The Character was born with the ability to target) see normally in bright light. Seafarer, Cost: 5, Race Only: Wyvine. (Permanent, in sudden, bright light this Character instantly Description: Through natural affinity and experience, the shifts vision to remain seeing, without the Character must Wyvine are unmatched in the skills needed for traveling wear protective hoods or Enfri Eye lenses to see normally in bright light or suffer penalties) the open seas. (Navigation +12, Vehicle Weapons +12) Severance, Cost: 50, Unfettered. Surgeon, Cost 5. Description: The character has developed expert skills in healing.

Description: A master of the Sheaahk reaches a point where they are hailed as a champion of the BuCol, and (First Aid +12, Medicine +12, these bonuses stack with they must make a journey to protect and guide their the features: Healer or Combat Medic) civilizations into a new era. Sustained, Cost 5, Synergist, Blur-Touched. (Sheaahk Only, Melee +12, Damage +15 , these bonuses Description: The character forms a bond with other replace those of Unfettered) characters, providing them with a sustaining life force. Shadow League Agent, Cost: 10, Shadow League (At least two characters must activate this feature, they Initiate. may activate Sustained and create a link that heals damage Description: Now a recognized Shadow League Agent, based on a pool of points, determine the number of points provided with credentials of authority, and extra training upon activation of Sustained as 2d points per character, once activated any character may use the points in the pool to perfect their skills. in any number desired to heal themselves until the pool (+2d Intimidation, +3d Throw, +3d Damage with a of points becomes exhausted, at which point Sustained thrown weapon, these bonuses replace those of Shadow ends and must be restarted, if Sustained still has points League Initiate) in the pool when the duration expires any characters with Shadow League Magister, Cost: 15, Aterum, Shadow wounds automatically heals the number of remaining points in the pool, unless deceased, Duration: 1d Hours, League Agent. Activation: Instantaneous) Description: The Shadow Magister is enabled the ability to use Shadows as weapons and armor in addition to using Sweep, Cost: 5, Race Specific: Wyvine. 56
Demond Thompson (order #5095446)

Description: The Wyvine uses a Sweeping maneuver that (At least two blur-touched characters must activate this both outflanks and trips an opponent, rendering them feature, they may activate Tether and prevent sudden falls stunned. through the magical force that binds them into safety, so long as they are within a twenty (20) unit distance of one (On a successful Melee attack, regardless of damage dealt, another, this will prevent accidents such as falling into pits, the Wyvine trips and stuns a target for the following losing a handhold while climbing, etc., and does not cause round) the other characters using tether to experience any issues, Sword Chanter, Cost: 10, Apprentice Sword Chanter. instead it simply uses the magical tether to keep the fallen character suspended in mid-air until the duration ends, Description: Conscripted as a Sword Chanter and now another character can pull the character to safety or if the comfortable with the Magical binding of the sword, a character can reach a handhold, they can move themselves. Sword Chanter gains significant bonuses when using their Unconscious characters may be tethered, however both designated weapon. characters must spend the Cinema Point to activate. (Must use a Magically bound sword, replace Dodge with Duration: 1d Hours, Activation: Instantaneous) Melee when wielding this sword to avoid hits, Melee +9, The Ties That Bind, Cost: 10, Boundless. Damage +12 when using that single specific weapon, these bonuses replace those of Apprentice Sword Chanter) Description: In time a BuCol has become a true warrior with the sheahk, learning and adapting the weapon to Synchronized Attack, Cost 5, Synergist. nearly every type of combat situation. Description: The character coordinates an attack with (SheaAhks Only, Melee +12, Damage +6, , these bonuses other characters with devastating results and increases in replace those of Boundless) damage. Thorn, Cost: 30, Sovereign Sword Chanter, Master (At least two characters must activate this feature, and Archon, Transference, Cats Eye, Detect Magic, and when attacking via brawl or melee together, using Magic Affinity. Synchronized Attack, if they all successfully hit they deal additional Damage: +9 per character) Description: In Treuoall society, Thorns are champions. Thorns command great power, having earned a place in Synergist, Cost 7. history, capable of defeating the most powerful of Fiends Description: The character may contribute any amount of and infamous of Corruptors. experience into a pool via a magical amulet. (+24 to any roll three times (3x) per day) (Permanent, The player may opt to deposit or withdraw Tracer, Cost: 6. any amount of Cinema Points from a pool, along with any other players who share this feature, making it possible for Description: Your Character learned to overcome any players to fund other players with Cinema Points) obstacle within the path of movement, able to move freely over normally prohibitive surfaces where others become Tempo Fighting, Cost: 20. stuck. Description: Your Character is capable of maintaining (+4d Climb, Jump, +2 Move over normal terrain) a rhythm while fighting in combat, instead getting the upper hand with each successful attack. Transference, Cost: 5, Race Only: Treuoall. (+2d to each Attack roll following a successful attack) Tether, Cost 5, Synergist, Blur-Touched. Description: With Transference, a Treuoall moves life force from oneself to another, for Healing the other person.

Description: The character forms a magical tether with (Heal another by touch, Hit Points 1d+6, Undead or other characters, preventing long falls and sudden drops Demonic creatures suffer Damage: 1d +6) through a magically binding force. Treasure Hunter, Cost: 3, Race Only: Enfri. 57
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Description: Many learn the ability to spot the most valuable trinkets in a pile of treasure, capable of discerning even amongst piles of gold and jewels. (+6d Search for finding the most valuable items amongst many items) Tributaries, Cost: 5, Blur Touched.

(Intimidate, DR Moderate, all Enemies within a fifteen (15) unit distance are stunned for the Duration, Duration: 1d Rounds, Activation: Instantaneous) Volley, Cost 5, Synergist. Description: The character coordinates a ranged attack with other characters raining down a volley of ranged attacks on a single target simultaneously.

Description: With Tributaries, a character can innately detect the smallest and most subtle Magical changes, and (At least two characters must activate this feature, and within a certain distance determine its source; at a greater when attacking via ranged, throw, or willpower (with a magic foci weapon) together, using Volley, if they all distance, only the direction of the source is discernible. successfully hit they deal additional Damage: +6 per (Permanent, Search, DR Easy, The character senses and character) identifies the source and strength of a Magical effect, (this cannot identify the Magical effect), through a sixth Warlock, Cost: 30, Bloodlust. sense within a three hundred (300) unit distance, outside Description: So experienced in battle and as a veteran of which only the direction is detected. of many wars, a Warlock is immune to Execution and other effects. Few Wyvine have established themselves as Unfettered, Cost: 30, The Ties That Bind. Warlocks, but those few remain feared and respected as Description: The BuCol has completely shed all champions. assumptions of the world, and found complete harmony in their traditions and the sheaahk chain weapons, which (Magical Aura (Armor +16), Immune to Execution, the BuCol invented thousands of years ago. Through Immune to mental and illusionary Effects, Immune to this understanding arrives a harmony allowing a BuCol fear) to effortlessly delivery a barrage of attacks on an enemy. Warrior Archon, Cost: 10, Archon. (Sheaahks Only, Melee +18, Damage +9, , these bonuses Description: With Warrior Archon, gain the ability to replace those of The Ties That Bind) deal more damage with Ranged Weapons. Vault, Cost: 10, Onslaught. (Damage +6 with Ranged weapons, stacks with Archon) Description: With Vault, it is possible to bound high over Weapon Affinity, Cost: 5. enemies, landing a short distance away, sometimes dealing The Character holds an affinity for using a specific weapon extra damage on impact. type such as Daggers, Bows, or Long Swords. (On a Jump, the character leaps up to the maximum Move, if the character lands on a target successfully, deals (+2d to Attack with any weapon of the specific type) Damage: Strength +6) Weapon Catch, Cost: 5. Victor, Cost: 50. The Character may catch thrown weapons as an alternative Description: Through trials and struggle, the Character to dodging. may succeed at what matters most. (Permanent, Use Throw as an alternative to Dodge for (Permanent, A Character automatically succeeds at a thrown weapons. This does not work for catching missile weapons such as arrows.) single attempt at anything, once per Episode) Vociferate, Cost: 15, Fearsome. Description: With Vociferate, the Wyvine roars so loudly The Character mastered the use of a specific weapon type that it can stun nearby enemies into submission. as such as Short Swords or Bows. 58
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Weapon Mastery, Cost: 15, Quick Draw, Weapon Affinity: Specific Weapon Type.

(+2d to Attack with any weapon of the specific type, stacks with Weapon Affinity and Quick Draw) Weapon Redirect, Cost: 10, Weapon Catch.

MaGiC ACROSS AZaMaR

Magic in Azamar draws from the interconnection of the world and the things just outside of the world, something The Character may now automatically redirect a thrown the users of Magic refer to as the Fabric. On the other weapon as a single smooth action, previously caught via side of the Fabric is the Blur, a place named as such due the Weapon Catch special ability. its arcane nature and confusing, maze-like affect on the mind. (Use Throw to catch and redirect a thrown weapon, requiring no secondary roll) When crossing the Fabric between Azamar and the Blur, Magic users can traverse, mentally and spiritually, as well Wrench Turner, Cost: 3, Race Only: Enfri. as physically. Physically crossing the Fabric between Description: An Enfri has the potential for greatness with Azamar and the Blur is dangerous, and often forbidden. building inventions, armor, weapons, or otherwise similar Those users of Magic powerful enough to physically Aptitudes. cross into the Blur, typically do so under very controlled circumstances, careful to not allow anything to cross back (Permanent, +3d with Demolitions or Engineering, May over behind them. Those whose minds and spirits cross not exceed 6d Maximum, May be taken multiple times to into the Blur are in as much danger as those who cross apply once to each Skill) over physically of dying, however there is significantly less risk in allowing a Fiend loose on Azamar. Wyldborne, Cost: 5. Description: With Wyldborne, never be lost or incapable Drawing Magical power from the connection to the Blur is a rare and powerful gift; as few ever realize their potential in of surviving in the Wilderness. harnessing the full extent of such connections. Moreover, (Survival +12, Search +6 for discerning direction) some forms of Magic are fueled by the life force of others, either draining them of life or using a significant amount Zeal, Cost: 20. of life force to fuel it all at once, often killing a subject to The ability to apply ones passion and zeal to overcome a cause dramatically powerful effects. situation or ignore pain (+2d to any roll, May be combined with any other bonus) Zenith, Cost: 50, Avatar.

Tyro Spells

Arrow, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character can emit an arrow, shaped Description: The Character calls upon the essence of of energy, which soars out seeking a target and striking Magic, appearing as a beam of energy that shoots into the with immense force, capable of piercing metal armor and sky, and then may direct it at any single target. shattering rocks and trees. (Willpower+18 to Hit, Range: 1000/3000/5000, Damage: (To Hit: Willpower +1d, Range: 10/20/30, Damage: Willpower+36/33/30) Willpower +6/+3/0, Duration: Immediate) Magic takes practice. Believing it can do anything is for fools; knowing it can do anything, also takes practice. - Ofvgar, Human, Anteprofidian Wizard, Governor of Adrya Ampais Blades, Cost: 5, Blur-Touched, Trade Specific: Wizard. Description: Your Character summons several magical blades and they impale a target with deadly force. (To Hit: Willpower, Range: 3/5/10, Damage: Willpower +18/15/12 Blast, Cost: 5, Arrow, Blur Touched, Trade Specific: Wizard. 59
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Description: Your Character is able to send forth a concussive force in any direction, which not only deals immense damage, but also bludgeons anything in its path. Blast can both stun and deafen nearby people, as it conjures magical forces to push with unchallenged force.

(Willpower, DR Moderate, Create a small campfire, up to three small tents, and a small meal for up to three people, Duration: 10 Hours, Activation: 2 Minutes) Conjure Element, Cost: 5, Blur Touched, Trade Specific: Wizard.

(To Hit: Willpower +5d, Range: 5/10/15, Damage: Description: Your Character can create something from Willpower +12/9/6, Duration: Immediate) nothing, water, earth, air, fire, or lightning, all come when Breach, Cost: 5, Blur Touched, Trade Specific: Wizard. called providing their elemental services as beckoned. While a practical display of power, the elements in Description: Your Character can bridge the divide question return to the Elemental realms within six rounds between realms and pluck a creature from another realm, after summoning, except the water element, which may bringing it to the present realm. The creature summoned be stored or consumed. is not Spellbound or controlled and may outright attack or otherwise when summoned. Most creatures do not (Willpower DR Easy, Creates 1 gallon of distilled water, take kindly to summoning. a small flame, a bucket of dirt, a spark of lightning, or a small bubble of air, Duration: 1d6 rounds, except water (Willpower DR Moderate, Summons a random creature, which is Permanent) Duration: Permanent) Elemental Union, Cost: 5, Blur Touched, Trade Specific: Camp, Cost: 5, Blur-Touched, Trade Specific: Wizard. Wizard. Description: Your Character can create a small camp via Description: Your Character can weave an elemental effect conjuration and summoning. 60
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(fire, water, earth, air, or lightning) into a magical effect, which either resists or deals damage based upon that elemental type. Assign this to a specific Magic effect and use with that single effect, such as Elemental Union only works as Lightning with Shield. Elemental Union may be taken multiple times to use it with multiple magical effects, i.e. once for Arrow, once for Shield, once for Spell Storm, etc. (Weave an elemental effect into a magical effect, Duration: Immediate) Garrulous, Cost: 5, Blur Touched, Trade Specific: Wizard. Description: A selected target is compelled to talk incessantly and pointlessly for a period, babbling incoherently at times. (Willpower, DR Targets Willpower, Range: Within a twenty (20) distance, Duration: 1d rounds) Heal, Cost: 5, Blur Touched, Trade Specific: Wizard. Description: The Character touches a willing target and heals wounds and pain, removes disease, poison, plague, and magical illness, and on rare occasions grow back severed limbs. (Willpower DR based on the following chart, Duration: Immediate, Activation: Instantaneous)

Inure, Cost: 5, Blur Touched, Trade Specific: Wizard. Description: This ability causes a selected target or group to become complacent, making it easier to Sneak near them. (Willpower, DR Moderate, +4d Sneak while outside a ten (10) unit distance of the target or group, Duration: 1d Minutes) Levitate, Cost: 5, Blur Touched, Trade Specific: Wizard. Description: Your Character is able to levitate and float or cause a target to levitate or float a significant distance above the ground. This is a good way to get over a tall wall or distract guards with a rock. (Willpower DR Easy, Levitate: Move Self or Target Up (up to 100kg) +15, Duration: 1 round) Ofvgars Crimson Glow, Cost: 5, Blur-Touched, Trade Specific: Wizard. Description: A red glow emanates without a distinguishable source, bathing anyone nearby with warmth and red light. (This provides the heat of a roaring campfire through a red glowing area which provides enough warmth to keep travelers warm despite below-freezing conditions, it also casts very little light and is only visible within a one hundred (100) unit distance, Activation: 1d Rounds, Duration: 4d Hours) Purify, Cost: 5, Blur Touched, Trade Specific: Wizard. Description: Your Character can both Purify a living being, removing any Spellbinding on another Character or creature, as well as Purify food and water to make it edible and free of disease. (Willpower DR Easy, Removes all Spellbinding, Purifies Food and Water, Duration: Immediate) Shield, Cost: 5, Blur Touched, Trade Specific: Wizard. Description: Your Character forms an impenetrable and invisible field around a small area, protecting the Character from missile weapon, such as Arrows. Shield does not protect against Melee attacks. (Willpower DR Easy, Armor +3d vs. Missile Weapons, Duration: 1d6 rounds)

Difficulty Easy Moderate Difficult Very Difficult Heroic Epic

Result +3 Hit Points +6 Hit Points, Cure Disease 1d+6 Hit Points, Remove Poison and Plague 2d+6 Hit Points, Cure Magical Illness +4d Hit Points, Regenerate body parts Resurrection

Illuminate, Cost: 5, Blur Touched, Trade Specific: Wizard. Description: Your Character can illuminate a darkened area despite the available light for a limited period.

(Willpower DR Easy, Causes light, 50m radius, Duration: 3d6 rounds) Speed, Cost: 5, Blur Touched, Trade Specific: Wizard. 61
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Description: Your Character, or a target, may take double the normal actions in a combat round. (Willpower DR Easy, Doubles Number of Actions, Duration: 1 round)

Journeyman Spells
Barrier, Cost: 10, Shield Blur Touched, Trade Specific: Wizard.

Description: Similar to the Shield magic, the Barrier allows Spell Expansion, Cost: 5, Blur Touched, Trade Specific: your Character to form a more formidable field, this time Wizard. shimmering with energy and force, capable of protecting from all damage types including elemental attacks and the Description: Your Character can expand a magic effect massive force of a weapon like a ballista. from 1 person or target up to 6 people or targets. This must be assigned to a specific Magic effect and can only be (Willpower DR Moderate, Armor +5d vs. All Damage, used with that single effect, such as Spell Expansion only Duration: 1d6 rounds) works with Blast. Spell Expansion may be taken multiple Chary, Cost: 10, Blur Touched, Trade Specific: Wizard. times to use it with multiple magical effects, i.e. once for levitation, once for fly, once for shield, etc. Description: With Chary active, the magic user instantly moves out of the way of danger one time. (Expands a single magical effect from one person up to 6 people, Duration: Immediate) (Willpower, DR Moderate, While Chary is active, the magic user may avoid falling into pits, getting hit by a trap, Spell Extension, Cost: 5, Blur Touched, Trade Specific: etc., for a single use, unless re-activated again, Duration: Wizard. 1d Hours) Description: Your Character can extend the length of Darken, Cost: 10, Illuminate, Blur Touched, Trade a magic effect by doubling the period. This must be Specific: Wizard. assigned to a specific Magic effect and can only be used with that single effect, such as Spell Extension only works Description: Your Character can darken the brightest of with Shield. Spell Extension may be taken multiple areas despite the even the sunlight for a limited period. times to use it with multiple magical effects, i.e. once for (Willpower DR Moderate, Causes darkness, 50m radius, Levitation, once for Fly, once for Spell Storm, etc. Duration: 3d6 rounds) (Doubles a single time period or duration of a magical Dilettante, Cost: 10, Blur Touched, Trade Specific: effect, Duration: Doubled) Wizard. Spell Triggering, Cost: 5, Blur Touched, Trade Specific: Description: Your Character can glean basic and superficial Wizard. knowledge of unknown topics easily. Description: Your Character can create a conditional (+3d to any Intellect Skill currently not trained or owned, trigger for a magic effect to occur that will stay in place if an Intellect Skill is known then this bonus does not for up to six days or until the Character removes it. This apply, even if only 1d) must be assigned to a specific Magic effect and can only be used with that single effect, such as Spell Trigger only Fly, Cost: 10, Levitate, Blur Touched, Trade Specific: works with Blast. Spell Triggering may be taken multiple Wizard. times to use it with multiple magical effects, i.e. once for Description: Your Character can fly or cause a target to arrow, once for blast, once for shield, etc. If not removed, fly in any direction at great speeds. This is the best way the Spell Trigger automatically releases the magic effect at to travel when trying to avoid roads and ambushes by an the end of the duration. enemy. (Creates a spell trigger for a single magical effect, Duration: (Willpower DR Moderate, Fly: Move Self or Target (up to Trigger lasts 1d6 days) 100kg) +50, Duration: 1d6 rounds) Hubrous, Cost: 10, Blur Touched, Trade Specific: 62
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Wizard.

Description: A selected target feels great confidence and arrogance on the battlefield, temporarily increasing their Side Step, Cost: 10, Blur Touched, Trade Specific: Wizard. fighting technique. (Willpower, DR Difficult, a single, willing target receives The Character can temporarily step out of Reality and +2d to 1 attack per round for the duration of the combat, into the Slip Realm for a short period. The Character cannot interact with Reality from the Slip Realm Duration: total length of combat) during this time, but during time in the Slip Realm, Mercurial, Cost: 10, Blur Touched, Trade Specific: the Characters Move is effectively increased. When a Wizard. Character enters the Slip Realm, they appear to disappear Description: You can bestow great awareness on a target, into ashes. When the Character returns to Reality, they are temporarily disoriented and must Search to reorient significantly increasing their reaction time in Combat. to the new location. (Willpower, DR Moderate, +4d Initiative to a single, (Willpower DR Easy, Instantly step into the Slip Realm willing target, Duration 1d Rounds) for 2d6 rounds, x2 Move while in Slip Realm, returning Mollify, Cost: 10, Blur Touched, Trade Specific: Wizard. to Reality forces a Search roll, DR Moderate to reorient or Description: Even in the most harsh or dramatic be stunned for a round) conditions, you can calm anyone nearby through a Slow, Cost: 10, Speed, Blur Touched, Trade Specific: magical aura. Wizard. (Willpower, DR Moderate, Any Characters within a ten Description: Your Character or a target may take half the (10) unit distance of the Character receive a +2d bonus to normal actions in a combat round. a single roll due to magic included calm they receive from Mollify, the magic user does not get this bonus, Duration: (Willpower DR Easy, Halves Number of Actions, Duration: 1 round) Immediate) Ofvgars Confoundabulator, Cost: 10, Blur-Touched, Spellbind, Cost: 10, Purify, Blur Touched, Trade Specific: Wizard. Trade Specific: Wizard. Description: Through an intensely bright and quickly Description: Your Character can enthrall and Spellbind a blinking light emanating from the eyes of magic user, target into service, causing that target to do the bidding onlookers may experience temporary bewilderment, of your Character as you see fit. sometimes resulting in short term memory loss. (Willpower DR Targets Resist, Inflicts a Spellbinding on a (A bright flashing light emanates from the magic users target, Targets Willpower to resist, Duration: Permanent eyes, any onlookers experience nausea, and are instantly until Purified) stunned for 1d Rounds, resisting this effect requires Stricken, Cost: 10, Heal, Blur Touched, Trade Specific: Willpower, DR Difficult, any onlookers who fail the resist Wizard. roll with a DR Easy or less experience memory loss of 1d Description: On a successful Brawl or Grapple, the hours, Activation: Immediate, Duration: 1 Round) Character inflicts pain and injuries, poison, disease, Rupture, Cost: 10, Breach, Blur Touched, Trade Specific: plague, or magical illness on a target. Wizard. (Willpower DR after touch, bypasses non-magical Armor Description: Your Character can open and keep open a (Brawl or Grapple): Effortless: +1 Damage, Easy: +3 gateway between realms for an indeterminate amount of Damage, Moderate: +1d6 Damage or Inflict a Disease, time. This magic is very old and powerful and attracts the Hard: +2d6 Damage or Inflict a Poison or Plague, Very attention of the most powerful of beings, careful when Difficult: +3d6 Damage or Inflict an Incurable or Magical using it. 63
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(Willpower DR Heroic, Rips open a gate to another realm, Duration: Permanent)

Illness, Epic: +4d6 Damage, Duration: Immediate) Summon, Cost: 10, Conjure Element, Blur Touched, Trade Specific: Wizard. Description: Your Character can bridge the divide between this realm and the Elemental realms, capable of bringing forth a powerful Elemental being whose very nature and incarnation is destructive and chaotic. An Elemental cannot be controlled by any means and is treated as a neutral character in combat, typically striking out at whoever is closest. The Elementals return to the Elemental realms within eighteen rounds after summoning, or if significantly damaged. See the Elementals in the Flora and Fauna section for stats. (Willpower DR Moderate, Summons an Elemental being, Duration: 3d6 rounds) Adept Spells Alchemical Conjuration, Cost: 15, Summon, Blur Touched, Trade Specific: Wizard. Description: Capable of focusing on conjuring water, and imbuing it with a magical effect, your Character can create potions for storing magical properties. This is a simple way to create large numbers of Healing potions, each Healing potion has the effect of the Healing roll made when creating the potion. Potions can become very complex quickly, sometimes imbuing archaic and amazing powers on a drinker.

(Willpower DR Difficult, +2d to all Allies rolls, 500m radius, Duration: 1d6 rounds) Reality Peak, Cost: 15, Side Step, Blur Touched, Trade Specific: Wizard. While a Character is in the Slip Realm, the Character may peer through into Reality before re-entering it, thus avoiding disorientation. (Permanent, With a successful Search roll, DR Difficult, the Character may effectively peak into Reality before reentry to avoid surprises) Repel, Cost: 15, Spellbind, Blur Touched, Trade Specific: Wizard. Description: Your Character can create a field that causes most creatures and undead to avoid the Character for a period. (Willpower DR Moderate, Repels most creatures and undead, 500m radius, Duration: 1d6 days) Sanguine, Cost: 15, Blur Touched, Trade Specific: Wizard. Description: A target or group of targets suddenly experience an uncontrollable sense of cheer and laughter, distracting them temporarily.

(Willpower, DR Very Difficult, 1d determines maximum targets, the targets are effectively sent into a temporary euphoria, requiring a Willpower, DR Difficult, to take (Willpower DR Difficult, Conjure a potion magically with any actions, including defending themselves or dodging, Duration: 1d Rounds) imbued effects, Duration: Permanent until consumed) Desiccate, Cost: 15, Blur Touched, Trade Specific: Wizard. Spell Bleed, Cost: 15, Blur Touched, Trade Specific: Wizard.

Description: This ability quickly dehydrates a target, Description: Your Character causes magic to bleed into the surrounding world, which causes random magical causing extreme pain in the process. effects to occur nearby the Character each time any (Willpower to Hit, Damage: Willpower + 15, Range: magical effect is used. If a Character can immediately Within a five (5) unit distance, after the initial attack, the capture that magical bleed, by making at least a Very target is completely dehydrated and has lost all water in Difficult DR roll as part of the desired magic effect, up to 2d Rounds, Duration: 2d Rounds or until the target exits one (1) Cinema Point returns to the Character following from the five (5) unit range) the initial magical effect. The random magical effect that Inspire, Cost: 15, Spellbind, Blur Touched, Trade Specific: follows, typically is blatant, such as every chair in a tavern Wizard. suddenly levitating except where the caster is sitting, etc. Description: Your Character can Inspire all allies in an area, providing a great advantage with a battle. 64
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(Spells cause a blatant aftereffect both drawing attention to and rejuvenating the caster, Duration: Permanent)

Traverse, Cost: 15, Fly, Blur Touched, Trade Specific: Description: Your Character can bridge the divide between realms, summon a creature to the present realm, Wizard. and instantly spellbind it in one foul swoop. The creature Description: Your Character can employ the most summoned is capable of resisting the Spellbinding after powerful of traveling magic, providing the capability to summoning. teleport vast distances in the blink of an eye. There is no greater luxury than teleporting from one place to the (Willpower DR Difficult, Summons and Spellbinds a random creature, Willpower DR Difficult to resist, next. , Duration: Summoning Permanent, Spellbinding (Willpower DR Difficult, Teleport: Limited to line of Permanent until Purified) sight of extremely familiar locations, Move Self or Target Dust Lord, Cost: 20, Reality Peak, Blur Touched, Trade (up to 100kg) +500,000, Duration: Immediate) Specific: Wizard. Vapidity, Cost: 15, Blur Touched, Trade Specific: While a Character is in the Slip Realm, the Character Wizard. can move with fantastic speed and strength, thus when Description: Through a tear in the Fabric, the Magic User they re-appear in Reality it appears they have crossed vast can slow time the passage of time and perception in a distances in the blink of an eye. small area for a period, causing the surrounding world to pass by more quickly. This is especially useful when little (Willpower DR Moderate, While in the Slip Realm: x10 Move, x5 Move for Climbing, Jumping, and Swimming) air is available, etc. (Willpower, DR Difficult, Time is slowed for a designated period by creating a slight tear in the Fabric. It lasts as long as the magic user desires however, the longer left open, the larger the tear grows. For each month the tear remains open, the tear grows by 2 (x2); in six months, the tear is large enough for most Fiends to come through it. Time passes at one-hundredth (1/100) the speed of time outside the bubble. Area of effect: ten by ten (10 x 10) unit distance, Duration: Immediate) Effusive, Cost: 45, Blur Touched, Trade Specific: Wizard. Description: A single target, will begin bleeding profusely, and without medical attention or immediate healing, will die. (Willpower, DR Heroic, Range: 100/200/300, the target begins bleeding, suffering 3d direct damage to Hit Points (no soak), each round until dead or Heal or Medicine is used, DR Very Difficult, to stop it, Duration: Immediate) Inimical, Cost: 40, Blur Touched, Trade Specific: Wizard.

Mastery Spells
Cogent, Cost: 30, Blur Touched, Trade Specific: Wizard.

Description: Through magic alone, a target or small group of targets, mental force imposes them to believe whatever Description: By devastating the Fabric locally around words spoken by the magic user, though it does not last a target, the disruption between Azamar and the Blur long. delivers immense damage. (Willpower to Hit, Tear Damage: Willpower+24/21/18, Tear Radius: 1/2/3, (Willpower, DR Very Difficult, 1d maximum number Range: 5/10/15, Duration: Immediate) of Targets, whatever the magic says for the duration is completely believed and acted upon, including self- Revulsion, Cost: 20, Inspire, Blur Touched, Trade injury, Willpower, DR Very Difficult to resist self-injury Specific: Wizard. or injuring others in the case where it would not normally Description: Your Character can cause all Allies in a given occur (close friends and family, etc.), Duration: 3d area to invoke fear in their enemies, making them appear Seconds) overwhelming and difficult opponents, dramatically Detain, Cost: 25, Breach & Spellbind, Blur Touched, affecting the morale of the enemy. Trade Specific: Wizard. (Willpower DR Difficult, +4d to all Allies Intimidation 65
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Skill, 500m radius, Duration: 1d6 rounds)

Spell Storm, Cost: 25, Blast & Summon, Blur Touched, The Asceromancers are a group of wizards dedicated to the Trade Specific: Wizard. art of maintaining peace and order throughout Azamar. Description: Your Character produces a whirlwind of The Asceromancers view themselves as keepers of good, magic that seeks out all nearby enemies and punishes and go to great lengths and endure significant hardships them with concussive forces, burning and biting at them, to counter forces they view as evil. trying to rip them apart. (Willpower DR Moderate, Hits all enemies in Range: 10/15/25, Damage: Willpower +9/+6/+3, Duration: 1 round) While mystery and reality come from the same source, magic is an understanding of how to stand between the two. - Kinrop Dul, Treuoall, High Wizard to the King of Azamar

Path of the Asceromancers

Asceromancer Features

Initiate, Cost: 5, Willpower Minimum (Attribute + Skill) of 4d, Trade Specific: Wizard. Description: Through the right of passing, an Initiate declares the right to the long held tradition of reclamation. In performing the ritual of reclamation, the Initiate begins on the path of the Asceromancers, Wizards who swear to defend the righteous using both Magic and their affinity with it in an effort to defend the helpless and survive the darkest of times, to hold to triumph in the face of empirical defeat, and the abilities attributed to the Asceromancers. (No bonuses for an Initiate, this opens the possibility of taking further Asceromancer Features) Purge, Cost: 10, Initiate. Description: Able to focus and meditate on edge of the Blur, an Asceromancer learns to draw directly from the Magical essences between worlds and utilize them to an advantage. (+12 Willpower) Requiem, Cost: 10, Initiate. Description: Learning to refocus Magic into fighting as an art form, the Asceromancer is able to perceive the smallest of changes in the Blur and react to them as if a master warrior. (Permanent, Willpower Skill replaces Melee, Brawl, Grapple, or Dodge Skill, May be taken multiple times, once for each Skill listed to replace with Willpower for rolling) Manifest, Cost: 10, Initiate. Description: Asceromancers are capable of exposing a moment in time and space where all nearby can perceive the Blur as they do, this typically causes most to stand and stare blankly at the Asceromancer, stunned temporarily in awe of the event. A rare few are unaffected and typically taken off guard by the effect it has on so many others. 66

ThE FaCTiONS
Choosing the Course The users of Magic in Azamar are versatile and expansive, but the ways they use Magic tend to fall into various categories, typically aligning themselves with groups to garner strength or avoid persecution. The largest of these groups include the Asceromancers, the Elementals, the Zamaranth, the Tatuaxe, the Weavers, and the Order. Each of these groups uses Magic in unique and potent ways, each of them powerful in their own right. The Asceromancers swear their lives to fighting evil through an affinity with Magic. The Elementals seek to push the bounds of the Fabric between Azamar and the Blur. The Zamaranth draw their power from the life force of others, making their magic both potent and devastating. The Tatuaxe use glyphs and markings to form connections with their Magic and the Blur. The Weavers master Magic through the weaving of sounds and words, seeming to call on the Blur itself, for power. The Order, the oldest and largest group of Magic users, works to maintain the stability between the Blur and Azamar, dedicated to bringing order in the chaos. Which course will you choose?

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(Once activated any other Characters, friend or foe, within Elemental Features a fifty (50) unit distance are stunned for two (2) rounds, Extinguish, Cost: 5, Trade Specific: Wizard. to resist requires a Willpower, DR Very Difficult) Description: The Elemental is capable of extinguishing a normal fire of any size, including massive structure or Description: Through a refocus of Magic into surrounding forest fires. world of Azamar, an Asceromancer can perform fantastic (Willpower, DR Moderate, Completely extinguishes a athletic feats. bonfire or smaller, Willpower, DR Difficult, Completely (Permanent, Willpower Skill replaces Acrobat, Climb, extinguishes a large fire, i.e. a single building fire, Jump, Lift, Push-Pull, or Swim, May be taken multiple Willpower, DR Very Difficult, Completely extinguishes times, once for each Skill listed to replace with Willpower a massive fire, i.e. a forest or multiple building fire, for rolling) Duration: Immediate) Asylum, Cost: 10, Initiate. Air Blast, Cost: 5, Trade Specific: Wizard. Description: An Asceromancer is physically capable of Description: The Elemental is capable of forcing a massive passing into the Blur and bringing others nearby for safety blast of wind, strong enough to knock large creatures or escape, the time spent on the other side of the Blur can down. be dangerous as powerful Fiends reside in the Blur. (Willpower, DR Moderate, This fires a massive blast of (With a successful Willpower, DR Moderate, the wind, with a Push-Pull equivalent to 10d, Range: 4/8/12, Asceromancer can travel into the Blur and bring up to Duration: Immediate) 1d companions along, the same roll must occur again to Change Water, Cost: 5, Trade Specific: Wizard. return to Azamar) One Foot In, Cost: 10, Initiate. Ephermal, Cost: 10, Initiate. Description: A rare Asceromancer masters the qualities of an Ephermal, capable of brilliant Magical feats other Wizards only dream of accomplishing; this is not without a cost. (Character loses half of total Hit Points, use any known Magical Effects and get +48 Willpower for one time.) Description: The Elemental can change the state of existing water through magic, either to gas, liquid, or solid form. (Willpower, DR Easy, Changes the state (Gas, Liquid, or Frozen) of up to one thousand (1,000) gallons of water, +1DR per additional thousand (+1,000) gallons of water, Duration: Permanent until the water naturally changes state due to environment) Obstruction, Cost: 5, Trade Specific: Wizard. Description: The Elemental can pull up the earth into a wall or mound large enough to provide direct and complete cover in a specific direction. (Willpower, DR Easy, A wall of stone or mound of sand The Elemental League or dirt ruptures upward and provides an Obstruction as wide and tall as the Elemental, providing as much The Elemental League is a powerful group of wizards protection as any natural Obstruction. +1DR for each formed together to perfect the art of wielding Magic to additional Obstruction erected simultaneously, Duration: bend the Fabric as far as possible, capable of commanding Permanent) awesome and devastating effects of nature such as controlling the base elements of fire, earth, air, and water. Density, Cost: 5, Trade Specific: Wizard. While they do not tear the Fabric, they tend to push the Description: The Elemental can cause the air to thicken limits of what Magic can do within Azamar, stretching before them, invisibly reducing the damage of projectiles the Elements well beyond the imagination. passing through the field. 67
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(Willpower, DR Moderate, A field surrounds the following round, target is unaware of the source of the Elemental, automatically reducing all projectile damage heat, Duration: Immediate or until outside range) by 3d, Duration: 1d rounds) Extract, Cost: 20, Trade Specific: Wizard. Golem, Cost: 5, Trade Specific: Wizard. Description: The Elemental is capable of ripping iron from Description: The Elemental can surround itself in an the surrounding ground and forming a metal, magnetic armor of dirt, sand, and rock, capable of using it also to barrier or shape with it. enhance Brawling damage. (Willpower, DR Moderate, An Elemental rips the iron (Willpower, DR Moderate, Vitality +20, +3d to Brawl out of the ground and nearby objects and forms them into an iron barrier, box, or other shelter. The barrier has 3d Damage, Duration: 1d Rounds) Armor and 48 Structure Points, providing concealment Crush Depth, Cost: 10, Trade Specific: Wizard. for the Elemental as desire, any metal objects that come Description: The Elemental can manipulate air or water within a four (4) unit distance most resist a Grapple+3d or pressure in an area, which can cause significant damage, as the object is pulled to and sticks to the magnetic barrier, well as impede the movement of anyone within the area. Duration: Permanent until destroyed) (Willpower, DR Moderate, A ten by ten by ten (10x10x10) unit volume of air or water can be made to sustain a significant force of density and weight on anyone caught inside, this deals Damage: Willpower+15 per round while in the field, and causes Move to half (1/2), resist with Strength, DR Moderate, Duration: 1d Rounds) Fire Burst, Cost: 10, Trade Specific: Wizard. Description: The Elemental emits a wave of hot blue flames along the ground in a specific direction. (Willpower to Hit, Range: 5/10/15, Damage: Willpower +12, the wave is three (3) units wide, two (2) units tall, Duration: Immediate) Archaminari, Cost: 25, Trade Specific: Wizard. Description: The Elemental points at a target and lightning ejects from the finger to the target dealing massive damage. (Willpower+1d to Hit, Range: 10/20/40, Damage: Willpower+21/18/15, Duration: Immediate)

Crux of Zamaranth

The Crux is an ancient and powerful faction of wizards, devoted to using Magic in the rawest forms possible, typically referred to as Crude Magic. The Crux is capable of drawing upon the very essence in those around them and using it to fuel violent and mordant effects. The Crux Stone Barrage, Cost: 10, Trade Specific: Wizard. is considered a secretive organization in which few of their Description: The Elemental pulls up nearby stones and members are outspoken and powerful enough to combat uses them as projectiles. entire groups of wizards alone. The few, feared members of the Crux publicly known for their shear ferocity and (Willpower roll determines number of stones pulled cruelty, live as vagrants. up, Willpower to Hit, Range: 10/20/30, Damage: Willpower+9/6/3 per stone, Duration: Immediate) Flay, Cost: 15, Trade Specific: Wizard.

Zamaranth Features

Corruption, Cost: 5, Ritual of Zamaranth , Trade Description: The Elemental may attack a target by focusing Specific: Wizard. intense heat; this is initially uncomfortable quickly Description: An acolyte of the Crux pulls the life force resulting in a single target burning from the inside out. from nearby plant life to fuel some Magic, funneling (Willpower, DR Moderate, A chosen target must remain the life force into a Crux Magic Conduit, a Zamaranth at a thirty (30) unit distance from the Elemental for Pendant. the heating process to continue, if the target exits this (Willpower, DR Easy, all the plant life within a ten (1) range it cools down, +1DR if the target is Moving, roll unit distance dies, add +2d to the Zamaranth Pendant Willpower for Damage in first round, Damage +3 each 68
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Conduit strength, Duration: Immediate)

Drain Life, Cost: 5, Ritual of Zamaranth, Trade Specific: (On a successful Brawl, Touch, or Grapple, an acolyte deals Wizard. Damage: Willpower +3 in addition to normal Damage, Description: An acolyte of the Crux uses a targets life bypassing magical and non-magical armor, Duration: force to fuel some Magic, funneling the life force into a Immediate) Crux Magic Conduit, a Zamaranth Pendant. Subsidy, Cost: 15, Ritual of Zamaranth, Trade Specific: (Willpower, DR targets Willpower roll, the target must Wizard. remain in a ten (10) unit distance, if successful deal Willpower+2d damage to the target, for every two (2) Hit Description: An acolyte is capable of creating a permanent Points in damage (after soak), add +1d to the Zamaranth link to a target to power the Zamaranth Pendant until the target dies. Pendant Conduit strength, Duration: Immediate) Disrupt, Cost: 5, Ritual of Zamaranth, Trade Specific: (Willpower, DR Very Difficult, a target must be asleep or stunned and touched directly, the acolyte creates a Wizard. permanent link to the worn conduit, draining 12 Hit Description: An acolyte of the Crux attempts to separate Points a day, adding +5d to the Zamaranth Pendant per the life force and spirit of a target from the physical body, day, until the target dies. This link can be broken only thus dealing extraneous damage. An emblazoned black through Magical Healing once established; multiple orb fires at the target to disrupt their spirit. targets can link to the Zamaranth Pendant, Duration: (Willpower to hit, Range: 5/10/20, Damage: Permanent until broken via Magic) Willpower+9/+6/+3, bypasses non-magical armor, Marionette, Cost: 20, Ritual of Zamaranth, Trade Duration: Immediate) Specific: Wizard. Haze, Cost: 5, Ritual of Zamaranth, Trade Specific: Description: An acolyte is capable of temporarily possessing Wizard. a target already linked to a Zamaranth Pendant through Description: An acolyte of the Crux is capable of placing Subsidy. The acolyte remains aware and in control of a target into a state of confusion making it easier to draw their own body while possessing the target. upon their life force. (Willpower, DR Targets Willpower roll, if successful gains (Willpower, DR targets Willpower roll, if successful, the complete control of targets body, speech, however none acolyte gains Willpower +2d for draining the targets life, of the targets innate abilities or otherwise, Duration: 1d minutes) Duration: 1d Rounds) Ritual of Zamaranth, Cost: 5, Ritual of Zamaranth, Grim, Cost: 25, Ritual of Zamaranth, Trade Specific: Wizard. Trade Specific: Wizard. Description: The acolyte undergoes the ritual of passage, binding their spirit to a Zamaranth Pendant, which must permanently remain on their neck. If removing the pendant, an acolyte dies instantly and the pendant explodes with all the Magic energy contained within. Description: An acolyte emits a massive wave of disruptive energy in all directions, disrupting anything it strikes. (Willpower, DR Very Difficult, Strikes all targets in range bypassing non-magical armor, Range: 10/20/30, Damage: Willpower+9/+6/+3, Duration: Immediate)

Description: An acolyte of the Crux, on an opponent, deals damage directly to the life force of the target.

(The acolyte now wears a Zamaranth Pendant, which has no maximum Magical limit for storing or expelling The Tatuaxe essence to fuel Willpower rolls, if removed it deals Damage The Tatuaxe are wizards who use imagery or markings 1d+36, ignoring all armor, Duration: Permanent) such as glyphs and tattoos, to fuel the connection for a Expunge, Cost: 10, Ritual of Zamaranth, Trade Specific: specific Magical effect. This renders their Magic often very powerful, though sometimes less permanent than Wizard. 69
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desired. Famous for using as a ward against Fiends where Keystone, Cost: 10, Trade Specific: Wizard. the Fabric between Azamar and the Blur is thin or weak, Description: A Keystone marking causes a temporary the Tatuaxe often heralded for their ability to use glyph magical barrier to appear in midair, blocking anyone who magic for healing. attempts passage.

Tatuaxe Features

Affliction of Stains, Cost: 5, Trade Specific: Wizard. Description: The Tatuaxe can mark an object, person, or location with this Glyph, only visible to other Tatuaxe, indicating someone or something involved in a betrayal or corruption. This marking provides warning for other Tatuaxe to avoid the marked thing. (Willpower, DR Easy, This places the magical mark on the target, Duration: Permanent) Fealty, Cost: 5, Trade Specific: Wizard. Description: With this mark, the Tatuaxe imbues trust and loyalty to a person, and this mark indicates this trust and loyalty to all other Tatuaxe who come upon marking. (Willpower, DR Easy, This places the magical mark on the target, Duration: Permanent) Polarize, Cost: 5, Trade Specific: Wizard. Description: A marking, placed on the ground and imbued with Magic, and left in waiting. Anyone who steps on the mark is stunned for a short duration, which causes the marking to disappear.

(Willpower, DR Moderate, This places the magical mark in place, the barrier that appears beside the marking stops all objects from passing through it, however magic can still traverse the barrier, the barrier will expand up to a five by five (5x5) unit distance in height and width, Duration: 1d rounds) Mark of the Nemesis, Cost: 10, Trade Specific: Wizard. Description: This places a mark on a target person, marking them as an enemy to all Tatuaxe, who will attack this person on sight. (Willpower, DR Moderate, This places the magical mark on the target person, Duration: Permanent) Rote of Binding, Cost: 10, Trade Specific: Wizard. Description: This places a mark on a target person, providing life long bond of magical essence, where the Tatuaxe and the target may freely draw upon one another for strength and healing. (Willpower, DR Difficult, This places the magical mark on the target person, the target and Tatuaxe are always aware of the others condition and healthy, and may choose to transfer 1d Hit Points to Heal the other, Duration: Permanent)

(Willpower, DR Moderate, This places the magical mark on the ground, anyone who steps on the mark is stunned Rote of Breathing, Cost: 10, Trade Specific: Wizard. for 1d Hours, Duration: 1d Days) Description: This places a mark on a target person, giving Shaper Tyro, Cost: 5, Trade Specific: Wizard. them the ability to breathe in a vacuum or under water effortlessly. Description: The Tatuaxe learn to use their glyphs as powerful weapons, imbuing allies and enemies with (Willpower, DR Difficult, This places the magical mark magical markings that evoke powerful results. on the target person, the target now may breathe with a complete absence of air comfortably, Duration: 1d days) (+3d Willpower for Tatuaxe Features) Rote of Cold, Cost: 10, Trade Specific: Wizard. Eviction, Cost: 10, Trade Specific: Wizard. Description: This places a mark on a target person, giving Description: The Tatuaxe can place a mark that deals them the ability to ignore the coldest of conditions. spiritual damage to a target until the mark fades. (Willpower, DR Difficult, This places the magical mark (Willpower, DR Moderate, This places the magical mark on the target person, the target now ignores the coldest on a target, the target suffers Damage 1d+15 each round of weather and conditions, as if at room temperature, the mark remains, Duration: 1d rounds) suffering now damage or other effects from the cold while 70
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the mark remains, Duration: 1d hours) Rote of Daggers, Cost: 10, Trade Specific: Wizard.

Description: This places a mark on a target person, (Willpower, DR Difficult, This places the magical mark allowing that person to suffer no Sneak damage. on a surface, a Fiend may not pass within a fifty (50) unit (Willpower, DR Difficult, This places the magical mark distance of the mark, Duration: Permanent) on the target person, the target now does not suffer Sneak Shaper Scholar, Cost: 10, Shaper Tyro. damage while the mark remains, Duration: 1d rounds) Description: Now more powerful, a Shaper is capable of Rote of Dust, Cost: 10, Trade Specific: Wizard. wielding Tatuaxe magic with ease, also now imbued with Description: This places a mark on a target person, a specialized marking that helps protect the Shaper. The Shaper now glows with a faint green aura. allowing that person to fall as if a speck of dust. (Willpower, DR Difficult, This places the magical mark on the target person, the target now has the wind resistance of a speck of dust, now not capable of being knocked back or falling at great speeds, the target can move easily however of their own power while the mark remains, Duration: 1d minutes) Rote of Flight, Cost: 10, Trade Specific: Wizard. (Permanent: Vitality +8, Non-Permanent: +4d Willpower for Tatuaxe Features, this benefit overrides that of Shaper Tyro) Hand of the Fiend, Cost: 15, Trade Specific: Wizard. Description: This places a distinct hand-like mark on a target, protecting the target completely from possession by a Fiend.

prevents any Fiend from passing nearby the ward. This is especially helpful at entrances and exits to confined areas, such as caves.

Description: This places a mark on a target person, (Willpower, DR Very Difficult, Immune to Fiend allowing them to fly for a period. Possession, Duration: Permanent) (Willpower, DR Difficult, This places the magical mark Shaper Adroit, Cost: 15, Shaper Scholar. on the target person, the target may now fly at will at Move x4 while the mark remains, Duration: 1d hours) Description: A Shaper with this level of experience and study is capable of very powerful rotes with the greatest Rote of Flames, Cost: 10, Trade Specific: Wizard. of ease. An additional specialized marking applies to the Description: This places a mark on a target person, Shaper, which provides additional ability. allowing them to ignore fire and heat completely. (Permanent: Vitality +4, Non-Permanent: +5d Willpower (Willpower, DR Difficult, This places the magical mark for Tatuaxe Features, this benefit overrides that of Shaper on the target person, the target now completely ignores Scholar) all damage and difficulties with heat and flames, as if at Shaper Majestic, Cost: 20, Shaper Adroit. room temperature, and suffers no ill effects as such while Description: A Shaper Majestic wields potent and the mark remains, Duration: 1d hours) powerful glyph making abilities, able to leverage powerful Rote of Healing, Cost: 10, Trade Specific: Wizard. and long lasting markings. Description: This places a mark on a target person, (Permanent: Vitality +4, Immune to Mind Affecting allowing them to heal quickly wounds. Magic, May now apply Permanency to Non-Permanent (Willpower, DR Difficult, This places the magical mark markings at +2DR or double the Duration or Effect for on the target person, the target now instantly heals up +1DR) to 3d Hit Points and the mark disappears, Duration: Maw of Ofvgar, Cost: 35, Trade Specific: Wizard. Immediate) Description: This places a powerful and ancient mark on Rote of Warding, Cost: 10, Trade Specific: Wizard. a target, temporarily providing protection from Damage. Description: This places a mark on a surface, which 71
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(Willpower, DR Very Difficult, This places the magical +3, Ignores non-magical armor, Duration: Immediate) mark on a target, the target is now immune to Damage, Slumber, Cost: 5, Trade Specific: Wizard. Duration: 2d rounds) Description: The Weaver creates a specific tune of words Guild of Spell Weavers and rhythm and cause a target to fall to sleep. For centuries, Magic was accessible through words, but the Guild of Spell Weavers perfected the art of using Magic through music and words. The Guilds Magic referred to as Bardic Magic, referring to the idea of the Bardic storytellers of the lands who use music and singing to tell stories, are these types of wizards. Spell Weavers typically utilize their Magic to augment their natural personalities, though many are particularly good at very quiet and subtle Spell Weaving. (Willpower to Hit, Range: 10/20/40, If struck the target must resist, Willpower, DR Moderate, or fall asleep for 1d rounds, Duration: Immediate) Contrast, Cost: 10, Trade Specific: Wizard. Description: A Weaver can influence a target to act outside their normal behavior, perhaps making them hurt a friend or themselves, way, when the contrasting act occurs the target immediately reverts to normal. (Willpower, DR Moderate, Persuasion +5d, Duration: Immediate) Incite, Cost: 10, Trade Specific: Wizard. Description: Weavers use this unique magic to cause others to act on already prevalent violent tendencies, typically useful for inciting riots or bar fights, where the presence of lessened Willpower makes this easier. (Willpower, DR Difficult, Causes random Characters in a crowd to attack one another)

Weaver Features
Fortification, Cost: 5, Trade Specific: Wizard. Description: With a few well placed sounds and phrases, the Weaver can create and wear a Magical form of Armor. (Willpower, DR Moderate, Vitality +16, Duration: 1d rounds) Influence, Cost: 5, Trade Specific: Wizard.

Description: With some pre-emption, a Weaver can Inspire, Cost: 10, Trade Specific: Wizard. cause others to believe their words, whether lying or Description: On the occasion that a Weaver is in amiable misleading, however cannot force them to act outside company, they can Inspire their allies with a few words, their Character. magically enhancing their fighting abilities. (Willpower, DR Moderate, +5d Persuasion, Duration: (Willpower, DR Moderate, +2d to Ally attacks and Immediate) dodges, Duration: 1d rounds) Phase Initiate, Cost: 5, Trade Specific: Wizard. Phase Bearer, Cost: 10, Phase Initiate. Description: Long ago, the Weavers discovered ways of Description: Trained in the ability to temporarily step changing the flow of Time, they called this inner faction away from time, a Phase Bearer begins to see the true the Phase Nadir. Over time the Phase Nadir trained new strength behind the Phase Nadir faction. Initiates into the faction, so they could too, learn the secrets of manipulating the flow of Time. (Willpower, DR Difficult, the Weaver steps out of time, which causes everything else to seem frozen, during this (Willpower, DR Moderate, Can slow time where the Phase time period the Weaver may take normal actions outside a Initiate receives double actions, Duration: 1 round) round, and return to normal time within the same round, Rupture, Cost: 5, Trade Specific: Wizard. Duration: Immediate) Description: The Weaver can utter a few words and cause Shatter, Cost: 10, Trade Specific: Wizard. a target immense pain and damage. Description: A Weaver exerts a specific pattern of words (Willpower to Hit, Range: 20/40/80, Damage: Willpower and whistles a shrill tone briefly. Nearby hardened objects 72
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become brittle and can easily shatter, such as metal or Interference, Cost: 20, Trade Specific: Wizard. wood. Description: A powerful mantra quietly spoken causes (Willpower, DR Moderate, affects one (1) object within a any nearby who wish the Weaver harm to fall writhing ten (10) unit distance, +1DR for each additional object, in pain. each object becomes extremely brittle and shatters upon (Willpower, DR Very Difficult, any who wish to attack striking for a period of time, Duration: 1d rounds) the Weaver within a twenty (20) unit distance suffer Damage: Willpower +3, if any Hit Points are lost to any Dilation, Cost: 15, Trade Specific: Wizard. target, they are immediately overtaken with searing pain Description: Many Weavers learn to impress changes in and remain Stunned for the duration, ignores magical and time, few can wield it well, for those not belonging to non-magical armor, Duration: 1d rounds) the Phase Nadir, and Dilation is their primary means of Resonance, Cost: 20, Trade Specific: Wizard. manipulating time. (Willpower, DR Moderate, +3d Initiative) Enthrall, Cost: 15, Trade Specific: Wizard. Description: A specific resonance focuses on a point and breaks apart anything at that point, causing it to explode with violence.

Description: Using words and sounds, a Weaver can instill (Willpower to Hit, Range: 50/100/200, Blast radius: a potent whisper to the subconscious of a target, making 5/10/20, Damage as the explosion: 1d+27/24/21, them loyal to a fault, willing to give their lives for the Duration: Immediate) Weaver. Phase Nadir, Cost: 20, Phase Harbinger. (Willpower, DR Very Difficult, Persuasion +6d, Duration: Description: The Phase Nadir tend to stay out of the thick Immediate) of things, but are capable of manipulating time in such Phase Harbinger, Cost: 15, Phase Bearer. extreme manners that they are unequalled in their prowess Description: As the primary force behind the majority of with an understanding of the flow between time and its the Phase Nadir, the Phase Harbingers train with a unique relationship with the Fabric, Azamar, and the Blur. and powerful understanding and ability to manipulate (Willpower, DR Heroic, a Weaver may step from time time. and move backward or forward as far as 1d days, bring (Willpower, DR Very Difficult, the Weaver can now 1d companions with them on this step through time, and stop, shift, and even slightly move backward, the flow of imbue 1d companions with the benefits they enjoy from time, this causes the Weaver the following benefits: +4d their training as a Phase Harbinger) Initiative, an additional two Actions per round where the Harbinger appears to be acting at the same time in each Order of the Veil action, the ability to perceive the events of a round, and The Order of the Veil is the largest organization of wizards, correct them during the same round with one of the other sworn to using Magic within a specific set of guidelines to two Actions taken, Duration: Immediate) protect from damaging or disrupting the Fabric between Azamar and the Blur. The Order focuses a great deal of Fissure, Cost: 20, Trade Specific: Wizard. effort around Magic centered in alchemy and using the Description: An ancient song combined with a short essence of the Blur in its free form, which manifests in the chant opens a fissure in the Fabric at the exact spot where form of blue and orange light emanating warmth on the an enemy stands, dealing tremendous pain and suffering Azamar-side of the Fabric. to the target. (Willpower to Hit, Range: 10/20/40, Damage: Willpower+18, ignores non-magical armor, Duration: Immediate) 73
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Order Features
Ablex Student, Cost: 5, Trade Specific: Wizard.

and the Blur, Duration: Immediate) The Fold, Cost: 5, Trade Specific: Wizard.

Description: A vicar of the Order realizes that the Description: A vicar of the Order may close minor tears interconnections of the Blur and Azamar present an in the Fabric, having begun on the path of Ablex. opportunity to fold the Fabric and cross vast distances, (Willpower, DR Easy, closes minor or small tears in the riding upon the folded Threads of magic, a vicar may appear to teleport. Fabric, Duration: Immediate) Blast Wave, Cost: 5, Trade Specific: Wizard. Description: A vicar of the Order emits a concussive force blast that explodes when it contacts a target. (Willpower to Hit, Range: 20/40/80, Blast Radius: 3/6/12, Damage as explosion: Willpower +9/+6/+3, Duration: Immediate) Dementia, Cost: 5, Trade Specific: Wizard. (Willpower, DR Moderate, the vicar may Move up to a thousand times (Move 1,000x) normal Move instantly, Duration: Immediate) Vigilance, Cost: 5, Trade Specific: Wizard. Description: A vicar of the Order may create a field, which delivers a lessened amount of damage whenever anyone strikes the vicar.

(Willpower, DR Moderate, any attackers within a ten Description: A vicar of the Order can confuse an opponent, (10) unit distance of the vicar that successfully strike the warping their perception of reality. vicar suffer half of any damage they deal (rounded down) (Willpower, DR Targets Willpower, Causes the target while in the field, Duration: 1d rounds) to see powerful and swaying illusions, often used for Ablex Tenant, Cost: 10, Ablex Student. interrogation of a subject, Duration: 1d hours) Description: A vicar of the Order may now close much Exploit, Cost: 5, Trade Specific: Wizard. larger tears in the Fabric, as well as maintain protection Description: A vicar of the Order may discern where the against possession by Fiends. Fabric is disturbed, disrupted, or torn. (Willpower, DR Moderate, closes moderate or medium (Willpower, DR Easy, The vicar can discern the closest tears in the Fabric and immune to Fiend Possession, tear or weak spot in the Fabric, knowing the exact distance Duration: Immediate) and direction, Duration: Immediate) Detonate, Cost: 10, Trade Specific: Wizard. Perceive, Cost: 5, Trade Specific: Wizard. Description: A vicar of the Order causes a large explosion Description: A vicar of the Order may see the threads at a distance without any visible projectile. connecting the Fabric to Azamar, as well as those (Willpower to Hit, Range: 50/100/200, Blast Radius: representative of existing Magical essence. 20/30/60, Damage as explosion: Willpower+15/+12/+9, (Willpower, DR Easy, The vicar can discern the Azamar Duration: Immediate) as if glowing threads composed everything, able to see the Fiend Binding, Cost: 10, Trade Specific: Wizard. interconnections between Azamar, the Fabric, and the Description: A vicar of the Order may temporarily Blur. paralyze even the most powerful of Fiends. Sever, Cost: 5, Trade Specific: Wizard. (Willpower, DR Moderate, paralyzes a Fiend up to a Description: A vicar of the Order may sever a thread fifty (50) unit distance for the duration, Duration: 2d interconnecting the Blur to Azamar from the Fabric rounds) through an ancient incantation. Frame, Cost: 10, Trade Specific: Wizard. (Willpower, DR Moderate, The vicar severs an existing thread between the something or someone in Azamar, Description: A vicar of the Order may create a magical 74
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frame, which protects them from melee strikes to some Description: A vicar of the Order can now banish and return Fiends to the Blur as well as repair massive holes degree. in the Fabric. (Willpower, DR Moderate, Vitality +16 versus Melee or (Willpower, DR Heroic, banishment of a Fiend occurs, Brawl attacks, Duration: 1d rounds) sending them back to the Blur while simultaneously Moniker, Cost: 10, Trade Specific: Wizard. closing the tear through which they entered Azamar, Description: A vicar of the Order may locate anyone by Duration: Immediate) name as long as the name is known. Conflagration, Cost: 20, Trade Specific: Wizard. (Willpower, DR Moderate, locates the exact distance and Description: A vicar of the Order can create and produce direction of a particular person, Duration: 1d rounds) a massive fire at a set point and up to a certain distance. Ablex Colleague, Cost: 15, Ablex Tenant. (Willpower, DR Heroic, the vicar creates a massive fire, Description: A vicar of the Order now retains protection blast radius: 10/15/30, damage of initial blaze: 10d/9d/8d, against possession all the time, as well as some other Duration: Immediate) magical tools with which to deal with Fiends. Disentanglement, Cost: 20, Trade Specific: Wizard. (Permanent, Immune to Fiend Possession, NonDescription: A vicar of the Order may disengage Azamar, Permanent, Flay Fiend, Range: 3/6/12, Damage: the Fabric, and the Blur in a small area, completely Willpower +12/+9/+6, bypasses Fiend armors, Can now nullifying all magical effects in that area until the area is close large tears in the Fabric, Duration: Immediate) entangled again. Inferno, Cost: 15, Trade Specific: Wizard. (Willpower, DR Heroic, the vicar disentangles Azamar, the Description: A vicar of the Order can invoke a massive Fabric, and the Blur in a fifty by fifty by fifty (50x50x50) flame from an existing fire, causing it streak out through unit volume region, magic no longer works at all in this the air at an intended target. The vicar cannot create the area until entangled again, Duration: Permanent) fire from nothing however. Divide, Cost: 20, Trade Specific: Wizard. (Willpower to direct an existing flame and Hit, Range: Description: A vicar of the Order may remove a Fiend 4/8/16, Damage: Willpower +9/+6/+3, Duration: from a Possessed body in Azamar, completely dividing it Immediate) from the mortal soul and returning it to the Blur. Macerate, Cost: 15, Trade Specific: Wizard. (Willpower, DR Heroic, the vicar removes the Fiend Description: A vicar of the Order may use magic to strike Possession from a single target, Duration: Immediate) opponents at a distance with their fists. Entanglement, Cost: 20, Trade Specific: Wizard. (Willpower to Hit, Range: 5/10/20, Damage: Willpower, Description: A vicar of the Order may choose to entangle Duration: 1d rounds) an area that has been disentangled, however this is only a temporary entanglement, the disentanglement process is Weighted Soul, Cost: 15, Trade Specific: Wizard. far too powerful and permanent. Description: A vicar of the Order is capable of preventing a Fiend from escaping the possession of another body, (Willpower, DR Heroic, the vicar entangles a disentangled weighting it into place until such time as its body can be area in Azamar, temporarily enabling magic in that area for the duration, Duration: 1d minutes) destroyed. (Willpower, DR Very Difficult, the Fiend is trapped in the target mortal body for the duration, Duration: 1d days) Ablex Master, Cost: 20, Ablex Colleague, Trade Specific: Wizard. 75
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VaLE END
The unlikely companions stood in a circle in silence. Atop a great hill, Dav placed the last of the stones on the burial place of his oldest friend, holding back tears. In the loss of one friend and ally, he gained many others amidst a struggle of survival, in the face of betrayal. For months Mogi secretly studied the path of the Defilers in reaction to the death of his family, who were brutally attacked and murdered by a mob of Humans in the city of Krane. Mogi, who was slowly turning to the darkness within himself, secretly devised a plan for claiming magical power for himself to seek revenge.

also holds the name Dragons Gate, as the door for Vale End is large enough to allow a Dragon through it. Dav, Mogi, Beren, and Garn came upon Vale End accidentally, crashing on an island following a storm while crossing the Sea of Abalos. They barely survived the storm, and when they awoke, they found themselves imprisoned by Orcs within the outer sanctum, able to see the great door of Vale End from a distance.

The four remained imprisoned for several days until another small band of adventurers intentionally arrived on Vale End. This other group included Azelea, a Treuoall Swordchanter, Medric, an Enfri Shadow, and Rahknur, a Shrave delegate and warrior, accompanied by a small infiltration force conscripted by the high King Bowen. Despite the path he traveled, his loyalty for Dav and These three held tasked with similarly seeking the aid of Beren was true, and he remained at their side until they the Dragon Riders for the Kingdom of Azamar, as Beren passed into the gates of Vale End, a massive entrance to was by the Wyvine Council of Olm. the Inferium under the control of the Orcs. Only after a great many years since the companions, including their With nothing greater than luck, Azelea and her companions Immyr friend, Garn, traveled around the world in search raided the Orc encampment, freeing the four prisoners. of safe passage to Adrya Ampais, did they stumble on Vale In this act, they formed an alliance of sorts to seek out the End. Vale End is a long lost entrance to the Inferium that council of the Dragon Riders for the greater good of all of Azamar. In crossing through Vale End, Mogi revealed the darkness he held within when he plotted to attack and unleash the power of the Defilers on Azelea and Medric while they slept. Dav discovered his friend and confronted him, where an argument and then battle followed. Dav, with years of experience in fighting Defilers, easily overcame Mogi, who defeated and disgraced took flight into the vast darkness of the Inferium. With apologies and sorrow, Dav and Azelea led their newly combined group through the Inferium. After weeks and as they ran short on supplies they were ambushed by a Fondich. A Fondich is an ancient and powerful creature, native to the depths of the Inferium, considered a myth by most of the people in Azamar. This Fondich attacked the party without remorse, leaving only Dav and Azalea to stand against it. Just as the Fondich was attacking again, Mogi appeared and flanked the beast. Run! Go now! shouted Mogi, striking at the Fondich with an arrow. This gave Dav and Azalea time to gather the party and 76
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flee. Dav hesitated and looked at his life long friend who do this, which is the main reason the Gods are Gods. looked back. The primary Gods of Azamar include Mo, Shilutozenon, Sychorax, Xaraxamarath, and Xujof. The Ash Lord was I am sorry. Forgive me. Now, run! Mogi apologized, once a member of the order of Gods, but was banished into just as the Fondich swung at him and he narrowly the Slip Realm, an oblivion-like world. A debate exists dodged. He ran in the opposite direction, deeper into the about whether Zintar was a God since he was obviously Inferium.When and Dav and Azalea stopped, they we at powerful enough to disrupt the Fabric completely, even the Crimson Gates, leading out onto Dragon Home. Dav into the world of the Gods, Amonde. dropped to his knees and began ruffling through a sack and finally came to an old charm and waved his hand over Benefits of Worship it. There was a cracking sound in the air like a whip, and Each deity in the Pantheon of Azamar provides benefits Mogis body appeared before them, war torn and bloody. to their worshippers. So long as the worshipper is He was barely recognizeable. faithful, and stays on a path of some kind, and is The great hill where Mogis remains lie, is in the outer generally within the bounds of actions prescribed by a reaches of Vale End, on the approach to Adrya Ampais. deity, then the benefits work. It is ultimately the GM, who decides whether a benefit correctly activates for This journey better come of something. Dav spoke, a Character when called. These work like Character placing his hand on the last stone of Mogis grave. Features, activated by a Cinema Point, but automatically It will. It must. Azalea bowed her head, standing beside exist for the faithful without a need of purchase. Dav, putting her arm over his shoulder. Come, my friend. Providence beckons. Azalea began walking forward down the hill. Dav stood there a moment longer, watching and smiling. Goodbye old friend. A whisper on the wind answered his farewell.

Mo

ThE WORLD OF AZaMaR


As I stand here atop this peak, I understand that of this world, I truly know nothing. - Ofvgar, Human, Anteprofidian Wizard, as collected from Ofvgars last journal

ThE PaNThEON
Understanding the Gods of Azamar is difficult since many early Anteprofidian Wizards declared themselves Gods or Demi-Gods. This outcropping of powerful beings confused many people in Azamar, but ultimately the Gods in Azamar are limited in number, and are powerful beyond imagination. There are legends and tales about other powerful beings also discussed here, as the Pantheon of Azamar includes many of the strange and powerful spirits that plague the world. The Gods are capable of crossing through the Fabric between worlds with general ease. Most beings cannot 77
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Mo is the deity of laughter, change, and trickery. Mo most rarely manifests, but does so normally in the form of a jester with a dazzling outfit of ever-changing colors. Mo rarely travels into Azamar, and never answers the few followers committed to practicing what they believe the path of Mo. Instead Mo randomly visits the world of Azamar, changes something, and leaves, making Mo the most unpredictable and difficult God in the lot. Disciple Benefits Illusions

Treuoall. Shilutozenon does make attempts to repair and restore the natural order of Azamar, but the damage dealt by the Fracturing is far too extensive, even for a God. Shilutozenon provides the followers of the path of nature, also called Auspians, with some limited abilities to bestow healing and other minor magical abilities, even when not Blur Touched. Shilutozenon is probably the most active God in the world of Azamar, often concerned with tasks of stopping another Fracturing. Disciple Benefits

Reparations Description: Surrounded by blurs and mirrored images to all onlookers, the character becomes incredibly difficult to Description: A targeted Character bathes in blue-green spot even in broad daylight. (Sneak +6) wisps of light, and receives instant minor healing. (Heal Anothers Hit Points +6) The Traveler Suffering Description: The character moves suddenly in a blur of speed. (Move +4) Description: The disciple feels invigorated briefly, able to with stand a little more pain or damage. (Vitality or Heal Hit Points +4) Shilutozen

Sychorax

Shilutozenon is the deity of nature and of the natural order. Shilutozenon manifests as an animated tree, typically visiting the largest center of followers, the 78
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Sychorax is the deity of beauty, compassion, desire, and persuasion. Sychorax manifests typically as a blazing ball of light, often misinterpreted as a Revenant Fiend; most who lay eyes upon Sychorax run in fear and ignorance. Sychorax is a particularly powerful, and misunderstood God, particularly in the area of misinterpretations of the path and following of passion and desire. Many large communities of followers formed in the Second Millennia who started a completely perverse religion; eventually turning to cannibalism as a way of demonstrating devotion. Sychorax avoids traveling to Azamar as a rule, and few fully understand the God or the path of achieving enlightenment provided as lessons by Sychorax ages ago. Disciple Benefits Brilliance

Conjurers, who devote themselves to understanding the magic of creation and destruction within Azamar. Xaraxamarath normally manifests as a dragon, a form that many believe is the original and true form of the God before ascending to the world of Amonde. While many myths surround Xaraxamarath, many believe the God had some part in the creation of Azamar as a home for the race of dragons. The followers of Xaraxamarath often receive powerful artifacts as gifts, though the artifacts always seem to have a limited time in Azamar, which only gives the powers of the artifact for a brief period to the wielder. Disciple Benefits Precipice Description: The disciple concentrates and creates some water from nothing. (Create 1 gallon of water)

Description: The disciple may sway the opinion of others Cascade to the favor of Sychorax. (Deception or Persuasion, +12) Description: The disciple concentrates and creates some fire from nothing. (Create enough sudden heat and flame Xaraxamarath to ignite a campfire)

Xujof

Xaraxamarath is the deity of creation and destruction. Xaraxamarath is a dangerous and potent God, often worshipped by a small faction of wizards known as 79
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Xujof is a deity also known as the grim, a deity of death, life, and the delicate balance between them, often referred to as the equilibrium. Xujof normally manifests as an elderly Human, typically wearing contemporary apparel, mingling quietly within the various societies of Azamar. While Xujof is a powerful being, it is not entirely clear whether the being is a God or simply a being of ancient power. Regardless, Xujof predates all the other Gods, where records exist at the Hall of memories, of various individuals interacting with the deity before the first Millennia. Where the deity is concerned, the followers of the path of the equilibrium receive minor abilities to heal and harm, as well as the ability to communicate briefly with the agents of the equilibrium, called the Collectors. The Collectors exist in Azamar as ethereal beings believed by the followers of the equilibrium to do the bidding of Xujof by collecting the souls of those who die, taking them to Amonde for the afterlife. Disciple Benefits Culling Description: This calls on a Collector, who may or may not answer, to briefly assist the disciple. (Collectors manifest on a roll of six (6) on 1d, where they work as direct agents of Xujof. For all intensive purposes, they may choose to enact the will of Xujof, whether death or life, on any nearby who have some relation, good or bad, with the disciple)

Ash Lord

The Ash Lord was once the deity of the elements, is now banished to the Slip Realm and considered the deity of deceit, vengeance, and false bargains. The Ash Lord, is also known as the Eater of Souls, sends dark beings who Disruption manifest as Humans, who make deals to grant the wishes of others, who soon bargain to relinquish their souls in Description: As if by command, the disciple can surround trade for these deals. In return the Ash Lord gathers and an Undead creatures in red and black wisps of light, harvests the souls of the people of Azamar, using them to causing it to suffer damage. gain enough power to escape the Slip Realm permanently, (A targeted Undead suffers 1d+21/21/21 Damage, Range: and return to Amonde where the Ash Lord seeks to wreak 3/6/9) vengeance on the other Gods. Fabrication Description: The disciple instantly returns to full health and purged of all poisons and disease. Disciple Benefits Contract

Description: The disciple binds a target, by agreement, (On a roll of six (6) on 1d, the disciple is completely and granting the targets wish. unequivocally healed, an attempt at this more than once (The target receives their wish, via a magically binding, a year by any one disciple irritates Xujof, and he may no written contract, where one year later a pack of Gaunts longer give favor if abused) harvests their soul by force, often painfully) 80
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Visage Description: The disciple temporarily possesses the abilities of a Gaunt. (All stats are raised, unless already higher, to those of a Gaunt. The disciple changes shape to briefly mimic that of a Gaunt, allowing flight. Lasts 1d hours)

to the Nooks and Crannies. Disciple Benefits Madness Description: By touching a target, a disciple incites insantiy in the target. (On a roll of six (6) using 1d a target must resist with Willpower, DR Moderate or sustain Madness. Madness: On all rolls involving Intellect or Persona, the target may roll no more than two dice (2d), until cured) Knowing when and where, is always more important than knowing where alone. If we do not concede to time, time is without impatience, it will wait, and it will win. - Erachis Finn, Treuoall, Guild of Spell Weavers, Founder of the Guild

Nooks and Crannies

Syndia of the Cliffs

Nooks and Crannies are powerful beings from another world who travel to Azamar through the Fabric. On the world of the Nooks and Crannies, they were a single people united in magic and reveling in the glory of their power. Then they went to war and in that war they almost wiped themselves out, dividing their unified people into two factions, the Nooks and the Crannies. Soon there were very few of their people left to continue the war, but the world was left devastated, and they used their vast magical powers to begin traveling to other worlds. In time they traveled to Azamar, and occasionally still do, As told by the Minstrel Marleo Inarus, wreaking havoc and posing as Gods, demanding sacrifices Lo you seek the blessing of the Mistress of the Cliffs, and other tributes, until they are defeated or banished. It but do you know her story? She is known many names; is a commonly held phrase in Azamar to lose something Syndia, Goddess of the Moon, the Shining Lady, the 81
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Enlightened one. But did you know that when the world was young, Syndia was a mortal, a mere human like you or I? She was the love of Archalos, the hero of Xaraxamarath. Archalos was charged with guarding the Ancestral Torc of the North Winds. Bestowed to man by Xaraxamarath, every generation the chosen of Xaraxamarath was revealed. It was foretold that the chosen would wield the Ancestral Torc in defense of mankind.

through the world. Xaraxamarath, angry with Archalos chained him to the cliffs to watch the fall of man. He sent griffin-vultures, as a punishment, to rend the flesh of the new god. Only Syndia was there to protect her love from the ravenous beaks of the griffin-vultures.

With nothing left, Archalos told Syndia how to use the Ancestral Torc and beseeched his love to endure where he had failed. As the Mephistopheles descended upon the last sanctuary of man, Syndia abandoned her But Archalos had more ambition than to be mere hero; lovers side. Archalos was left to his fate as the griffinhe wanted to become a god. He beseeched Xaraxamarath vultures descended upon him. Chained and defenseless, to reward his servant, but in the end he could not wait the griffin-vultures rent Archalos body into a thousand for his deitys blessing, and the Ash Lord was the one pieces and carried it to the abyss. who heard Archalos pleas. In his schemes, the Ash Lord found Mo by a fast flowing river, the Ash Lord inquired Syndia rushed to the Ancestral Torc of the North Winds as to what might happen if the hero Archalos received and used its power to withhold the torrential horde. his wish and became a God. Mo, knowing the Ash Lord But Syndia was never meant to wield the Ancestral could not be trusted, merely laughed and vanished Torc of the North Winds and she had not the favor of in the wind. But Mo did not dismiss the banished Xaraxamarath. As Syndia lay helpless, the last of her gods words, instead he pondered, and wondered, and divinity being leached out by the artifact, Mo appeared schemed himself. It would be great fun to play a trick and gloated over his masterful mischief. This too on Xaraxamarath, and thus appeared before Archalos to angered Xaraxamarath and he plucked Syndia from Mo and placed her on the Cliff where Archalos once stood. grant his wish. Xaraxamarath appointed Syndia as the protector of man, Archalos knew of Mos deceitfulness and crafted his deal for man could no longer be trusted to protect himself. with great care. Against her wishes, Archalos coerced Syndia to join him in the heavens. And because she only If you look up to the cliff as the moon rises, you can see wanted to be with her love, she accepted Mos offer. her silhouette against the moon. She is resolute in her Archalos granted them both their wish, but Mo tricked watching of man, but is constantly reminded of her loss. Syndia. He placed her in the heavens as she asked, but The children of the night feel the pain of their mistress not next to Archalos as she had hoped. Archalos was and howl on the nights when her sorrow is greatest to made the herald of the Sun, forever crossing the sky in help ease her pain. So be respectful when you seek her a flaming chariot, but he was bound from crossing into blessing, for she has loss much more than we. the night. In turn, Mo placed Syndia in the night sky, Syndia of the Cliffs forever chasing the Sun to be with her love. The moon goddess often appears as either a young And thus it went, Syndia endlessly chased Archalos across maiden with silvery white hair or as a larger white the heavens, until the day they could be together. And winter wolf. In either case, Syndia vigilantly protects her the Ash Lord plotted; He made a deal with Angaresh, a charges from other worldly threats. She pays no heed demon-lord of the slip. He convinced the Demon-lord to the politics of man, but will intervene if she finds to amass his forces and wait. The day came when Syndia that man has been influenced by outer being. She favors caught her love and they could finally be together. It was those that protect others selflessly, and grants boons to the day of the Midnight Sun, when the Moon and Sun those that knowingly risk themselves for others. were one in the sky. It was on this day that Angaresh assaulted the kingdom of man. Having been without his The moon goddess also recognized the Enlightened love, Archalos ignored his duty to his fellow man, and One. She believes that man can better protect himself without Archalos there, the Ancestral Torc of the North by learning, and thus she seeks to protect the institute of Winds could not be used; the hordes of Angaresh swept learning. Sages and Lore Keepers across Azamar use her 82
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symbol to ward off possible harm to written texts. She is known as the light in the darkness, and even thieves avoid stealing from places under her protection. Syndia thwarts Mos mischief whenever possible. She sees the trickster as a petty god that agitates the denizens of Azamar for his own amusement. She show great respect to Xaraxamarath, but is aloof from most of the other Gods. Her greatest adversary is the Ash Lord, who has brought this fate upon her. She toils endlessly to rid Azamar of his threat. Some say that she has bestowed gifts to the children of the moon to fight the Ashlords minions. Disciple Benefits Ambient Description: The disciple can see as if a full moon was high over head, despite any lighting conditions for a short period. (See in the dark for the disciple only, this is a magical effect, Duration: 1 hour) Moongates Description: Under the moonlight of the moon of Syndia, a disciple can pass between one of many fixed locations where moongates appear, known only to the disciples of Syndia. (On a successful Willpower, DR Moderate, a disciple can divine the location of the closest open moongate while it is active, which are invisible to non-disciples of Syndia. The disciple may pass through the moongate and choose the location of any other moongate location in Azamar. A disciple may bring up to 1d companions through the gate, despite their inability to see it) Penitence Description: The disciple is briefly protected by the light of Syndias glow. (Permanent, When the moon of Syndia is full each month, the disciple automatically gains a benefit to resist damage, Vitality +24)

Balmaricth

Balmaricth is the deity of truth behind illusion and crosses the Fabric whenever it feels that showing someone the truth might serve the greater Truth of the world at large. In its most common guise, it manifests to the warrior/hero who dreams of glory and wealth as the oneeyed and crippled veteran of far too many campaigns, Vankoln, his equipment and armor worn and patched, possessing nothing but the burning desire to go home and never venture forth again. To the blushing bride it manifests as the near-toothless crone Hanath, bent and gnarled from a lifetime of toil and child-rearing, dugs hanging low and empty upon her chest. To the greedy merchant it manifests as Marvanock the Miser, thin and wizened, lonely and miserable for all his wealth, just as Marvanock is depicted in the stories told to children. To the aspiring sorcerer, it appears as Naalateth, the magician whose deals with the spirits left her possessed and made to act as a puppet for forces beyond her imagining. To the eager and sly young rogue it manifests as Parkoxina, the one-handed thief, body covered with scars from whippings and brandings.

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Yet Balmaricth is revered by many, as it also shows itself Holidays of Azamar to encourage those who labor under the delusion they cannot succeed, and can grant its followers the ability to There are a number of holidays recognized across the world of Azamar, whether celebrated locally or not, most pierce illusions no matter how strong they might be. of the nations are sensitive to and remain aware of these Disciple Benefits various celebrations. Many of the shared holidays involve the specific events in ancient history where all the people Breadcrumbs of Azamar participated. Description: The disciple may perceive previously made footsteps as glowing prints anywhere a step was taken.

The Holidays in Order:

(On a Search, DR Moderate, the disciple sees footsteps on the ground that glow, showing the path the disciple walked. This is especially useful for finding the way back out of caverns and dungeons where there is little light) Corners Description: The disciple may briefly perceive reality in a wider view, preventing danger and sometimes finding clues. (Immune to Sneak Attack and Execution while active, Search +24, Duration: 1d Rounds) Prescience Description: A disciple can automatically know whether the spoken words are truth or falsehood. (On an Empathy, DR Easy, a disciple of Balmaricth automatically determines whether something spoken is the truth or falsehood, even when the speaker believes the words they speak, Duration: 1d Minutes)

Day of the Fracturing (Illium:21) Day of the Lance (Darvis:2) Merryworth (Darvis:17) Day of Ferell (Wench:20) Fall of Zintar (Effrem:27) High Dragons Day (Callofex:1) Dragon Rider Festival (Callofex:3) Day of Ofvgar (Callofex:24) Day of the Nooks (Adannis:2) All Wizards Day (Adannis:7) Amblas Eve (Adannis:28) Ambla Day (Ithirium:1) Wisperrain (Malloy:5) Day of the Crannies (Malloy:16) Relldelfeld (Sychorium:10) Evenstar (Sychorium:22) Day of Graven (Sychorium:27) High Mark (Parvis:3) Reckoning (Xujovium:25)

CaLENDaR
Each year in Azamar includes thirteen (13) Months, each twenty-eight (28) days long, equaling three hundred sixty four (364) days a year.

The Month Names in order:


Illium, Darvis, Wench, Ethrum, Effrem, Callofex, Adannis, Ithirium, Denjer, Malloy, Sychorium, Parvis, and Xujovium.

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To honor the blood of nobility is to honor the blood of ourselves. It is in nobles we see the best in what we see in ourselves, without them we may only to the absent Gods and their followers. - Orisin Frostburn, Human, Cartographer and Keeper of Lineage to the Crown

GEOGRaphY
Azamars surface is covered by oceans, lakes, rivers, and the six major continents; Abalos, Azamar, Evercrow, Obsalos, Olm, and Dragon Home. Each region of the world has unique features, from the High Tundra of Evercrow where large Ice Striders remain the dominant beast, to the Dama Plains of Olm where the Harriers seem the perfect predator. Without doubt, Azamar always seems infused with strange adventures and wild tales of lands and seas across its breadth. To best familiarize yourself with Azamar, we recommend spending several months there traveling around to see the sights. Azamars Inferium is a massive world of caverns, carved catacombs, and sculpted cities whose size is breathtaking. The Inferium is home to the Immyr, the Shrave, and the Orcish races, as well as many other creatures that prefer darkness over light. Regardless of the unique geology and residents of each place in Azamar, the Geography of Azamar serves to provide a rudimentary guide across the many lands and seas. There will always be more mysteries to uncover in a land filled with as much Magic as Azamar. When a place changes, so does its name. However, all these places will remain long after their names become forgotten. The wisdom is not in knowing its name, but in knowing all its names.. - Alcor Escade, Wyvine, Hall of Memories, Inferium Docent

NObiLiTY
The various Nobles throughout Azamar cling to their stations and titles. The people of Azmar have long used traditional titles to address and refer to people of various stations and nobility. King and Queen occurs primarily when speaking of the two nobles who sit at the throne of Azamar City. The Enfri and Wyvine people have Councils who directly interact with the King and Queen of Azamar. The Immyr sometimes refer to their ruler as King, but the official title they typically use is Attriarch. The Shrave do not claim any leadership, instead basing their government on council alone, but do not hold a dialogue with the King and Queen. Treuoall leaders hold the title Thorn, but they do not appear to answer to any one individual Thorn. The Urbane and BuCol use the common Human references for nobility and cling to no others. The nobles who govern smaller provinces and city-states are the Arune (male) and Arine (female) governors. Religious and spiritual leaders possess the title Issop, with a second who normally uses the title Holythe. The children or descendants who are heirs to inherit positions of nobility or religious status all use the title Dax (male) or Dane (female), those who are not in direct heir of a position, possess the title Rook (ambiguous between males and females). As we aim at the stars, we must keep our feet on the ground. So, you see... We must always make sure we look down, before we look up. - Terse Daan, Human, Elemental Emissary to the Crown, Founder of the Elemental Lyceum

Toponymies
The history of why places have names is as important as understanding what their names represent. Each location in Azamar includes a Toponymy section discussing the history of the names of each place. In some situations, the name a place holds never changes, though unusual. Anteprofidian Wizards believe that the true name of a thing gives them power over it. It is for that reason some of the true names of places have never changed since they were learned, in order to protect the Azamar from the darkness within. The great world of Azamar is vast and offers many opportunities to the wayward adventurer. It is a place of many wonders and explored regions, the map of Azamar, is but a single interpretation of this world, and only seeks

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to aid you on your explorations. The worst thing about Abalos is not being there. - Zathiter Ge Dumarm, Enfri, Emissary to Olm

the continent remains temperate. Few storms make the trip over the high mountains that wall most of the small continent, so the majority of the rain Abalos experiences is light and typically passes through at night. Orb Lake occasionally freezes, but Enfri assume this is due to magic and less due to weather. The majority of the animals that live on Abalos are harmless, though it is home to Gaunts and Choruans, two vicious families of creatures best avoided.

Toponymy
Abalos was originally the Eastern portion of a larger continent, once shared the similarly sized continent Obsalos. Before the continents separated due to the great fracturing, Abalos represented Eastern or Ab Alos. Alos changed hands many times, eventually landing in the hands of the Enfri. When the fracturing occurred, the majority of the Enfri population lived in Ab Alos, Obsalos is considered a dangerous place to venture and thus the Enfri people who survived on Obsalos traveled across the sea to their new home. Alos was originally a Southern peninsula of the major continent of Evercrow, and a kingdom of the ancient Treuoall. Before Alos broke from the main continent, the Treuoall allowed the Enfri to settle there in peace, and there they remain.

Enfri
The largest of the Enfri city-states and named after their people, Enfri is the only city built into a plateau. Surrounded by lush farmlands and rolling hills, the approach to the city of Enfri is a long one due to large winding roads and several checkpoints that provide information for a fee. A faster approach is available through a heavy toll, but it remains primarily in use for those of royalty or the guests of the Enfri Assemblage. Atop the plateau lie the convening chambers for the Enfri Assemblage, as well as a lookup from where any point in Abalos is visible. The city of Enfri boasts a four level market, specializing in the trade and exchange of Zurn stones and Enfrin Stout.

Abalos

Rich with deep green forests and fertile lowlands, Abalos is a small continent fortunate in almost every resource. It is the only place in Azamar where the coveted Zurn stone forms. Surrounded with massive plateaus and highland regions that loom against the lakes, rivers, rolling hills, and forests that make up the Abalos lowlands, it forms natural protection from major storms, as well as from sea faring raiders. Those who visit Abalos do so with respect to the picturesque setting, as the Enfri people who dwell Within Enfri lie three Lyceums, one for the Asceromancers, there are proud of the natural beauty that surrounds them another for the Elementals, and another for the Order of each day. the Veil. The three Lyceums serve as embassies to the Enfri people as well as training and recruitment centers Abalos enjoys fair weather almost year round; even in the for those magic users interested in association with the winter when snow dusts, the mountain peaks most of various factions. The city of Enfri is the only city-state 86
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on Abalos designed for comfortably accommodating Toponymy non-Enfri people in large numbers, as it regularly hosts emissaries from other nations. Clay is a city named after an Enfri war hero considered integral in the defeat of Zintar centuries ago. Before Toponymy Zintars defeat, Clay was named Frajorn, a name derived from the Treuoall-Enfri treaty established long ago. After Once a location exclusively used for central commerce, the Zintar overwhelmed the Treuoall Kingdom and defeated city-state of Enfri keeps the name given, since established, their military, the Frajorn became nullified, and it made centuries ago. Enfri is rich in heritage, but has a name yet sense to change the name. Before the city held the to change despite the change within. name of Frajorn, it was comprised of many small Enfri townships. The region of Abalos was primarily a series Clay of farming communities who occasionally produced wild The military center of the Enfri nation, Clay is a city-state and imaginative feats of engineering. The Enfri who live comprised almost entirely of Zurn stones. Considered rich in this area of Abalos apparently develop a strong knack by any standards, the Enfri military uses Clay as a training for devices and gadgetry. ground, as well as a location for conducting research and development on projects considered dangerous in nature. Orb At a distance, Clay is a large dome surrounded by a The small city-state of Orb is the magical center of Abalos. descending hill in every direction, seeming to continue It provides a large magic market as well as Lyceums for all the dome-shape a great distance. The road leading to the magical Factions, except the Crux of Zamaranth. Orb Clay winds around hills and rocks until it approaches is small in comparison to any other city-state in Abalos, the massive, foreboding gates. While usually left open, but many travelers believe that the city is magical unto Clay remains mostly inaccessible to outsiders, providing itself, appearing larger on the inside than the outside. bare minimums for trade and rations. Outsiders allowed Near the approachable, Eastern coast of Abalos, Orb is into a small courtyard area that provides stables, an inn, a visible from the sea on a clear day, though a fair ride of tavern, and a small provisions shop that focuses in the sale a ferry or along the riverside highway. Orb straddles the of sundries. The governing council at Clay permits two side of a mountain and the water line of Orb Lake where Lyceums nearby in the forest, along the road approaching it provides interesting access to the native wildlife in some the city. The Lyceums are for the Asceromancers and the safety. At a distance, it appears more a large tower with Elementals, who have proven their loyalties to the Enfri four rip spires well known as feats of Enfri engineering people repeatedly. mastery. While the smallest in size, Orb provides a lavish 87
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amount of recreation activities for those wish to briefly visit Abalos without traveling deeper into the continent yet still seeing the wonder of the continents natural geography.

is the basis for the current name of the city-state. For a short period, Remell was the Enfri capital city when their nation first established and inhabited the Ab Alos peninsula. Other names Remell held are Urm, Redrit, (the name held while it was the Enfri capital city), and Toponymy Upell. After Remell was involved in the failed diplomatic attempts at negotiating peace with the Derisian followers Orb has experienced a number of interesting name of Zintar, and subsequently ransacked, once recovered, changes throughout its existence. The list is long, as the the name changed to Remell in respect of its original and structure itself changed hands many times between various latest names, and all those who had fallen in service to magic Factions and political emissaries who seized it as peace. some kind of military stronghold. Notably, Orb was last named Carus and fell under the rule of some Zamaranth Clay Lake followers, who fell within the ensuing months by Wizards local to Abalos. The earliest name for Orb is Zurn, as Bustling with a submerged Enfri research and development the inner core of the structure consists of Zurn Stones. facility, Clay Lake is remarkably clean. The Enfri facility Consequently, Orb now dons a massive crystalline orb processes the water in the lake and intentionally processes on the roof, which produces an external light quite some it for cleaning purposes, as well as pumps the water to the distance when ignited magically. various townships and city-states. Polluted water returns as sewage from the various locations throughout Abalos Remell and the facility under Clay Lake does all of the cleaning to return the water cleaner than before. It is a deep lake, Serving as a diplomatic and ambassadorial inlet for Abalos, which runs down through interconnecting underwater Remell offers limited, but luxurious accommodations for caves and rivers, which all help to keep the lake full of those travelers passing to and from the city of Enfri. A water year round. The river fed by Clay Lake, aptly named nearby Zurn stone mine provides a rich wealth of Zurn Clay River, has a long run widen dramatically as it passes stones in the local markets, which surround the modestly through the center of Abalos. While some consider this sized city-state. A reasonable hike from shore, Remell also region, an extension of Clay Lake, the depth never falls provides hot air balloon rides, to reduce the travel time to below that of a large river and it demonstrates a strong Enfri, though few trust the engineering of these machines current. At the end of the widened region of the river, lies enough to use them commonly. Remell holds a large a series of massive cataracts that pour all that water down archive, which provides travelers excellent information into the rapids leading out to the sea. on the native wildlife, flora, agricultural, and geographic features of Abalos collected through the ages. Remell sits Toponymy against a river and offers convenient travel to the other side via a large bridge, capable of moving for sea-going Clay Lake has only held one other name, the Amotavan vessels traveling by way of the river father inland to Enfri. Lake. The name, Amotavan Lake, is still widely used Remell serves as the first in a series of river dike stations within the Enfri population, meaning a large, gaping yawn, that provide ship thoroughfare up and down the river. due the Lakes vast underground network of maze-like Despite all the technologies of Remell, it directs all magic tunnels and caverns, rumored to stretch out deep into the users to Orb to prevent visitors from assuming Remell uses Inferium. Clay Lake has, though largely interconnected magic to activate and operate their devices and machines, to the Inferium, experienced little invasive wildlife from thus no Lyceum was ever established there or nearby. the deep; likely the water makes it difficult to traverse the distance between the areas where the water is accessible in Toponymy the Inferium below and where it meets the surface. Some Enfri attempted to create craft capable of traversing the Remell is a city-state that played a strong role in depths into Clay Lake, but none ever returned. diplomatic struggles between the Treuoall, Enfri, and Wyvine throughout history. Its original name, Rem, 88
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Enfri Lake
Used a recreational body of water, Enfri Lake is patrolled by Enfri engineer and military to prevent unwelcome inhabitants, such as the amphibious creatures called Choruans. Enfri Lake is a large body of water that is the result of the series of dams and aqueducts placed by the Enfri, and until more recently did not exist. For all intensive purposes, the valley where Enfri Lake now sits was infertile grasslands where little more than a handful of villagers once inhabited. When the lake formed, the villagers that lived in the valley moved upward and now many of them own the property lakeside. Enfri Lake is shallow by normal standards; however, it does provide an excellent means for residents and visitors to enjoy the water well inland of the sea. Due to the shallow water, Enfri Lake stays quite warm and hospitable for swimming, where some industrious Enfri manufactured an Eastern shore line structure that includes a hot bath.

place, despite its magical foundation. The lake is the native home of the lightning bugs also known as Wisps, which create spectacular visuals against the water in the evenings. The Enfri nation sees Orb Lake as a treasure, but with cautionary reverence given its long history of magical inclinations. The lake, fed by several mountain streams, remains steadily deep almost year round.

Toponymy
Orb Lake carries a string of names, similar to the city-state Orb; however, when Orb started and went by Zurn, Orb Lake knew the name Portal Lake, indicative of the fact that the founders of the nearby city knew of the magical properties before establishing their home nearby. Orb Lake only carried the same name as Orb at one other time in history, when the Zamaranth followers overtook Orb and named it Carus; they also declared the name of the lake as Carus.

Toponymy
Enfri Lake has no discernable history in terms of nomenclature; however, the valley that preceded the lake, called Blauthaer Valley, was host to many battles and countless lives taken in the name of territory between two large Enfri families. To this day, some Enfri believe the lake haunted and the Fabric thin due to the bloodshed so many centuries again though no magical analysis done remains on record.

Remell Lake
Remell Lake is a historical landmark for the Enfri nation. The lake played a vital role in the early Enfri settlements of Abalos when it was just a peninsula of Evercrow, providing the settlers with water and food in relative safety. The lake, deeply entrenched as an Enfri cultural and historical site, and is protected and preserved, as few allow outsiders to approach it. At the height of the Great War, the Enfri established a large number of townships and villages that surround Remell Lake. This ring of townships and villages formed an alliance and trade dominion, establishing Remell Lake as the founding location for the now greater Enfri nation. The lake, now patrolled by guards, is where the Enfri constructed a large flotilla which acts as a refuge for the Enfri people in case another event like the Fracturing occurs. The flotilla within Remell Lake is capable of submersion as well as limited flight. Remell Lake also has several tramways they lead to the various city-states through Abalos in case of emergency evacuations.

Orb Lake
Infested with Gaunts, Orb Lake is constantly under surveillance by the Orb patrols to maintain that the ashen Gaunts living in and around the lake do not threaten any locals or visitors. Orb often activates a magical security system that indeed freezes the surface of the lake, causing the entirety of Orb Lake to freeze solid for several days on end. This precautionary measure ensures the safety of passing diplomats and avoids unneeded conflicts with the Gaunts who inhabit the depths of the lake. Orb Lake has historically had many problems as a doorway to the Slip Realm, from where the Gaunts originate. Orb Lake appears exclusively tied to the Slip Realm used by rogues and similarly aligned organizations, and it attracts those who can pass into and out of the Slip Realm like a moth to a flame. Orb Lake, most days, is a beautiful and peaceful 89
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Toponymy
Named after the city-state of Remell most recently, Remell Lake has only held one other name in Enfri history, Aclesia Lake. Before the Enfri inhabited the whole of the Abalos continent, the lake is a closely held secret as the small river it provides to the sea is difficult to follow and in places

falls beneath the surface. Tracking the river from the bay to Remell Lake serves as extremely difficult given these conditions. Before the Enfri lived on Ab Alos portion of the peninsula, the Treuoall called it Fasc Lake, after a once well-known Treuoall general. I know two things. One of them is that Azamar will shape the course of the world. The other is that I really do not know anything at all. - Tchoshur Vill, Enfri, Luminary and Elemental Wizard, Advisor to the Enfri Council

Azamar
The lands of the continent of Azamar, rich with beautiful forests, mountains, lakes and lush farmland, perfect for growing crops, is where modern civilization first began in the world over five millennia ago before the dawn of recorded history. The first settlers who arrived were comprised of traders, farmers and warriors who protected the small colony they established. Skirmishes between Orcs and the settlers led to border disputes between the Treuoall natives and the Orcs. While the Orcish threat was easily repelled, the Orcish leadership became frustrated with hiding in the Wild Lands, sent their scouts to explore the underworld. The Orc scouts discovered a series of caves within the upper tip of the Wild Lands and started constructing their own stronghold on the upper levels of the Inferium. After the threat of the Orcs diminished, Azamar entered a new era of prosperity and it was not until the start of the Great War when its people had to face real hardship. Home to the famed Order of Wizardry established by Ofvgar the Wise and the University of Azamar. Azamar taught tolerance to its citizens, of other races, and of magic, to better understand, know, and study the nature of the Blur. The nation of Azamar is one of the safest places to live because of a present and strong military and wizardry presence across the continent, keeping the more unpleasant creatures at bay.

Toponymy
The Treuoall view Azamar as their holy land, since it is where the earliest Treuoall tribes existed. They called Azamar by the name Ozamoora, a name handed down 90
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to them by their gods and a name the first foreign settlers had trouble pronouncing properly. As the Treuoall began losing more and more territory to the settlers, the name of the continent was first shortened to Ozamoor, then after the first great expansion and the Full-blooded Humans established the University, the continent was renamed Azamar. Sadly, most of the remaining Treuoall departed into the Wild Lands or fled to join their nation at Evercrow as their land usurped for farmland. The Treuoall people had already been at war against the Orcs for centuries and were quite familiar with Orc tactics. The warriors who protected the settlers and the early colony often employed the services of Treuoall warriors when the Orcish threat was at its worst. The modern Treuoall tribes occupy the Forests of Azamar in small communities. They view their cousins who settled in the cities as domesticated by the other races, so therefore no longer are they True Treuoall.

Azamar City, and remains viewed as a fun story to tell those travelers passing through the region.

Krane
The second largest city on the continent of Azamar borders the Uncharted Territories. Established shortly after a declaration of Azamar City as the capital, Krane first dealt with the nasty, nightmarish creatures that would regularly assault the region at night. The creatures would often attack swiftly, dragging their victims into the darkness, showing no mercy in their hunger. It was not until the Great Wall completed construction that the city finally began to flourish and find relief from attacks at night. The tents that most of its citizens lived in went down and many new buildings erected. The new quality of living finally allowed the population to relax and expand safely. Though every once in a great while, the people were reminded of the horrors the previous generations endured as twisted, vile creatures came from the darkness and attempted attacks on the Great Wall. To this day, no creatures or forces of darkness have penetrated the Great Wall. Modern Krane is a sprawling city of trade. Haggled goods often flow between Azamar and Dorissit and allow weary travelers a night (or two) of rest. Many races make up its population and even small groups of Treuoall thrive here as they pass their knowledge and services along to the people willing to pay the price. Every year, towards the end of summer the citizens of Krane throw a festival on the anniversary of the Fire that allowed them to rebuild their lives for the better. The festival, called GodenTesk or The Festival of New Beginnings. is a term derived from the Treuoall, Immyr, Enfri and Wyvine languages. It is a Festival that encourages survival through union.

Azamar City

Known as the Jewel or central hub of modern civilization, Azamar City is an elaborate kingdom and sprawling trade port that stakes its claim as the first settlement on the continent. Its docks always host a fury of activity as ships arrive to load and unload their cargo. All sorts of goods arrive from every corner of the world. Through open trading policies, many species arrive to trade, haggle, make a profit or even sightsee, further increasing the nation of Azamars economic stance in the world. The rulers of Azamar City always preached tolerance with everything to lay the foundation of a strong community. This practice works in theory, but many people hold strong opinions against the Treuoall and other races less familiar to the Urbane and Full-Blooded Humans, making tolerance Toponymy more of a catchphrase than an instituted practice. The city is diverse, despite its shortcomings, and boasts the Krane had the roughest start out of all the cities on the largest and most densely populated city in the world. continent of Azamar. Krane started out as a colony called Kranesstte, named after Dorsheen Kranesstte who Toponymy founded it, the very first Sword Chanter of the Treuoall. At first it was mostly made up of tents dotted by a few Azamar City settled originally as the first Human colony, standing structures, used mostly as a Sword Chanter originally named Xarguth, after the first Human explorer training ground. The city experienced the horrors of the who originally discovered the land mass. There is a belief Uncharted Territories most of the First Millennia and was that the earliest Human explorers and settlers originated burnt to the ground at the beginning of the second due in the land of Olm and that they are a divergent tribe to attacks by Orc Raiders. After the city rebuilt itself, from the main Wyvine people. Despite any myths and they erected the Great Wall, to better defend themselves rumors, there is no historical evidence to these claims in 91
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and protect the many new inhabitants who flocked to the region to learn the ways of Sword Chanting, an elusive art rarely taught to non-Treuoall. The ruling council wishing for a new beginning after the Great Wall completed, shortened the name of the city to Krane.

Vor was the first tower erected to look over the bay, but made far more massive than any other tower. The original structure stands almost as high as nearby mountains and has wide base that resides deep in the Inferium. Vor sits as an intricate set of many towers, each interconnected by retractable bridges, all with individually scoured moats and pits. The many towers that make up Vor vary in size, Dorissit but none as massive as the original watchtower. Vor has As the northern most cities on the continent, Dorissit many notable features, but the most prominent is the holds a long history as a trade port and is home to several Archon training ground permitting Treuoall and any Lyceums, leading to the worlds first Certamen, a series who dare undertake the Archon initiation rites, to train of matches between the various elected champions of in the oldest of the Treuoall warrior paths of archery. The the Lyceums. Aside from games of magic, the Certamen Treuoall people are the finest of archers on the surface eventually grew to include sailing contests and specific of Azamar, second in the world only to the Shrave, who types of weapon dueling. In time, Dorissit grew to rival mastered archery long before the Treuoall. Azamar City in acreage, but not in populace due to the difficult terrain. Dorissit sits atop a cliff side overlooking Toponymy the Northern Ocean, a stoic reminder to any ships that enter the waters nearby of the accomplishment Dorissit Known originally as Hargin Vor, a name given to it by and the many cities of the continent represent. Sitting the leading Enfri engineers commissioned to design and on stone, Dorissit made an excellent place for the early construct it, the tower and its many children towers are Elementals to establish an intricate network of catacombs, a magnificent sight at a distance, as many of them reach which stretch out in many directions as well as down high against the surrounding horizon, standing defiant to into the depths of the Inferium. The Prefects at Dorissit protect the future people of Azamar. In time, the Hargin regularly makes use of this network of passages since portion of the name, dropped off as far greater structures they remain hewed in the stone long after their creation erected around in the world, but the feat of engineering several Millennia ago. The city remains a fortress for the never went forgotten. At several points within the main continent and helps to protect the many citizens who tower of Vor, massive pendulums hang allowing the great rely on steadfastness of the King and the many governing height of the super structure and making it incredibly well Prefects. balanced even in the highest winds.

Toponymy
As the birth place of the first Sword Chanter, Dorsheen Kranesstte, Dorissit literally means that, Birthplace of Dor in Treuoall. The greatest of the Treuoall Sword Chanters gather each year to celebrate and honor Dorsheen in the catacombs of Dorissit. Aside from the historical importance of Dorissit to the Treuoall, it played a pivotal role in the defeat of Zintar during the Great War as a strategic location. While many died in Dorissit during the Fracturing, it remained as an important gap overlooked by Zintars forces, considered conquered and often went overlooked.

Wild Lands
The Wild Lands are the rough and mainly uninhabited region in the North of the continent of Azamar. While a few tribes of Treuoall have small villages on the edges of the heavily forested area, there are not paths and the terrain is difficult to cross without a scout or guide. The main creatures native to the Wild Lands are the reclusive Spindlers, Plant-based creatures, and an aggressive race of creatures called the Kongamato, a small dragon-like creature known as territorial. The Wild Lands also offer many highly coveted herbs and fruits used for medicinal cures and similar treatments, so while uninhabited it remains well traveled by apothecary owners and their hired guards. Two significant Orc tribes once resided in the Wild Lands, and many people believe that their descendants remain. Regardless of these rumors, there

Vor
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are no accounts of any people encountering Orcs in the stories of magical items misbehaving or just acting oddly. Creatures such as the dreaded Slane Worms thrive here. A region for at least a century. mysterious group of cannibals worship and practice their Toponymy Dark Arts within these lands and there are even recent accounts of Orcs using the Territories to move their war The Wild Lands once referred to a much larger region machines and equipment. on the continent, but slowly shrank due to the increase of the civilized populations. While still considered very Toponymy dangerous, people often venture into the Wild Lands without return. Folklore long surrounds the Wild Lands The Uncharted Territories have gone by many names, as a home to an ancient evil, whether the legends are true even before the first settlers arrived on the continent. The remains with the brave souls who venture deep within the native Treuoall referred to it as Klixxsikrux, which means region. The Accursed Land, of The Damned. Documentation exists within the Wyvine Hall of Memories that a group of The Forest of Azamar Wyvine explorers made landfall here after their ship made an emergency stop. The group of explorers remained The most prevalent Treuoall communities inhabit the stranded, pummeled by a mysterious storm. One week Forest of Azamar, where they follow long traditions after the storm, the weather finally broke allowing the and continue to ride the traditional Treuoall steed, the group to scavenge the land for the materials they needed to Nauvowl, also known as the riding rat. While the Nauvowl make repairs. The party suffered an attacked by something is native to the Forest of Azamar, there are non-native so deadly that only two survivors out of the original two creatures that entered into the region after Humans first hundred escaped, eventually rescued by Treuoall scouts. landed on the continent. The region, often frequented by caravans making the trip between Vor and Azamar City, The Crag contains many winding and narrow roads carved through the forest. While travel through the Forest of Azamar Nestled between the lake and the Sea of Olm, evidence is safe due to patrols by soldiers of the King, it is not suggests that the Crag was once an ancient road connecting unheard of for caravans to come under attack by bandits the Azamar City to where the settlers first landed their or Orcs looking to gather supplies or steal goods. ships. Within the mountains, several networked caves link together to form a complex maze that Smugglers use Toponymy to hide stolen goods. For the right price it is possible to hire a group of Scouts to navigate the Crag. Within caves The Forest of Azamar, once considered a region belonging of the Crag, rumors exist of an ancient entrance to the to the Wild Lands, has in recent centuries increased Inferium. population and the exploration by prospectors changed that. More clashes between Humans and the Treuoall Toponymy tribes are the result of an increase in the number of settlers with independent farms with hopes of encouraging trade The Crag received its name from the first wave of settlers in the region. who nicknamed the passage the Crawl. Its jagged features and chiseled rocky surfaces also give travelers the feeling of Uncharted Territories vulnerability. Especially since Orcish Marauders use the tactically advantageous features for ambushing travelers The origin of the strangeness in the Uncharted Territories seeking passage to Vor. remains an unsolved mystery. The Fabric somehow collapsed in the Uncharted Territories; rumors include its The Wastes destruction by a powerful Fiend Lord or a secret sect hid a piece of the legendary Moonstaff after Zintars demise. The vast emptiness of the wastes does little to inspire. Its Magic does not behave appropriately here as the Blur- terrain is barren and rocky and its surface is not flat and Touched find it exceedingly difficult to use. There are even almost impossible to cross on foot. During the day, the 95
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they constructed a series of Lookout Towers on the edge of the Forest of Azamar. It was here, towards the end of the First Millennia that lookouts spotted the approaching Wyvine armada. Channeling their energies, the Order of Wizardry gathered their concentrated powers together to meet this unexpected threat. The battle was short and in the end the Wyvine fleet lay decimated by the Wizards. A Toponymy young Wizard by the name of Ofvgar, who had participated The Wastes, always known as a vast, desolate corridor in the battle helped restore the area back to its natural best avoided when traveling, however many Wizards still beauty. After completing the task, the small group of visit the region in search of dragon bones. Thousands Wizards renamed the territory Wizards Bay. In modern of years before recorded history, a pair of dragons broke times the Towers remain actively used by the Kingdom of out into an all-out battle. The destruction unleashed by Azamar, the lookouts patiently wait, watching the seas for the warring pair of dragons is the source believed to have any signs of trouble. wreaked havoc on the region, also leaving behind their massive skeletons scattered throughout. temperature reaches excruciating levels and rarely, if ever do the Wastes have rain. At night, the temperature drops below freezing. All travelers avoid the wastes for these many reasons, despite the fact that it is the home of the Hazel, a creature known for speed and cunning.

The Wizards Bay

Toponymy

The beautiful pristine waters of The Wizards Bay, referred to as Sholkaholm by the native Treuoall, meaning, a gift from the gods, is some of the clearest water in the world. Young Apprentice Treuoall Sword Chanters often make a pilgrimage to its waters to perform a ritual to bless their weapons, bonding it to the Blur. The elder Treuoall believe that the waters connect to the Blur. The legend goes that Dorsheen Kranesstte, the first Sword Chanter unlocked the power of Sholkaholm after receiving a vision. This bonded his blade to the bay and allowed him to wield a great magic. Depending on the nature of the modern Treuoall, some still practice this ritual although most consider it antiquated or perform it in other bodies of water. A place filled by the accursed, only foolish travelers venture to this corrupt and poisoned land. Best avoid it all together. - Pic Datchel, (Speaking on Evercrow), Urbane Human, Master Scout in service to the Crown of Azamar

Evercrow
Evercrow was once the heart of the Treuoall nation, millions of people strong and with a large military, enough to rival the forces of the Wyvine nation at present. It was the center of world commerce in magic and wine, and the Treuoall boasted the massive city, crafted-magically by the Anteprofidians, Adrya Orth.

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by Zintar, who ripped open the Fabric. Evercrow was the epicenter of the Fracturing, when Zintar tore the Fabric, he simultaneously murdered millions of the Treuoall people. As well, massive waves tore across the ocean and enveloped much of the Azamar continent, killing millions of full-blooded Humans as well. This surge of magical energy ripped apart the continent of Evercrow, leaving it broken and crippled. Remnants of torn Fabric remain around Evercrow, which is still shifting geologically. The scattered shards of Evercrow are either poisoned and tainted by Fiend-magic or lurking with creatures twisted by the Fracturing, which turned them into beasts beyond imagination. Devastated each year by harsh winters and magical storms, the High Tundra of Evercrow is a barren waste fraught with danger.

Toponymy
Evercrows name has not changed since Zintar unraveled it. By exposing the name of that land, he forever shattered its power, and drew upon the magical energies held inside the very dirt. Before Evercrows name was exposed, it was Opulaan, the land of the Treuoall nation. Opulaan held that name for as far back as any record exists, though the Wyvine Hall of Memories may have information that predates Opulaan.

Adrya Orth
Adrya Orth is a husk of a once core city-state, created magically by the Order of Wizardry, hewed by magic and chisel, it was torn apart by the Fracturing. The ruins of the original city-state sit atop a mountain peak. Getting to these ruins is something of a feat, as the mountain upon which Adrya Orth sits, torn from its base during the Fracturing, and floats directly above, a fair distance from its original rocky cradle. The mountain also contains the Adrya Orth vaults and Order of Wizardrys archives, which contains a wealth of knowledge and treasures. Getting to these places within the mountain means scaling the face of this floating mountain, getting to the ruins of Adrya Orth on top, and finding a way inside the city-states catacomb network. No records exist of anyone successfully accomplishing this task. Whispers and rumors exist of other treasures and trinkets left behind by the conquered inhabitants still sitting in the ruins of Adrya Orth. To complicate the situation of 97
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pilfering from the floating mountain with a ruined city on top, Adrya Orth was once and likely remains a prison for a being called the Gray Lord. Little knowledge exists about the Gray Lords imprisonment. The ruins of Adrya Orth also provide a home to a High Dragon, who appears to have nested in the central towers

Toponymy
Adrya Orth, constructed in the Second Millennia and commissioned by the Treuoall nation, and before was simply the Orthag Mountain. The finest Immyr stone crafters carved Adrya Orth, working in unison with a committee of Anteprofidian Wizards elected by the Order hew the stone. The city-state of Adrya Orth was a work of quality whose existence cut short from within when Zintar deciphered the name of the continent, and consequently, discovered how to release the energy of that name across Azamar. Zintar used an ancient and powerful Anteprofidian crystal which protected the city from external attacks, but amplified the magic inside. Zintar infiltrated the city, seizing advantage over the city, and unleashing a Fiend Lord upon the Adrya Orths grounds. Together, Zintar and the Fiend Lord caused the Fracturing, a magical event never forgotten.

The surface capital of the Immyr, Guradiin Ithural is a work of stone crafting mastery. The entrance to the city, inlaid deep within the southern mountains of Evercrow, is a magnificent sight. The city gates sit at the top of several shelves of walls, which cross back and forth in approach to prevent direct assaults. Tactically, Guradiin Ithural is impenetrable, located at the back end of a trench cut into the mountainside, which funnels any approaching army considerably enough to cut them down effortlessly. Within the mountain, the city-state falls deep into the Inferium and rises within to the peak of the mountain from where an overlook provides visage of any approaching the city. Carved with massive chambers, Guradiin Ithural demonstrates mastery in carving where colossal effigies of famous Immyr hold up the roof of the mountain. Massive columns, archways, and buttresses ornament the outer approach to the city, also providing tactically useful locations for Immyr guards and lookouts. Unlike any other city-state in Azamar, the outer sanctum of the approach to Guradiin Ithural presents a moat of sorts, including a deep chasm, which glows from its depth with molten rock. A single, stone-inlaid bridge crosses the divide, dotted with several towers along its path for guard posts. The Immyr are paranoid, if not thorough.

Toponymy
Guradiin Ithural is an ancient city whose place in the Southern mountains of Evercrow dates long before the Treuoall nation ruled the continent. The Immyr built Guradiin as a place to establish commerce and trade with the people of Azamar who reside on the surface. As early as the construction of the Hall of Memories, records exist of the construction and carving of Guradiin Ithural. In that way, Guradiin Ithural has never changed names, as timeless as the stone in which it is set.

Guradiin Ithural

High Tundra
The High Tundra is the majority of the continent of Evercrow. The High Tundra exists in a state of constant change as magical storms ebb and flow across the frozen wastes, and the land itself remains barren. Despite the inclement conditions, the Crux of Zamaranth claims a seat in the middle of the wastes. Protected by destructive and chaotic magic, the Zamaranth Lyceum is visible from the Western coast of Evercrow. While seemingly approachable, few dare this journey due to the harsh 98
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weather and magical conditions, and the large creatures known only as Frost Hulks. Between the Frost Hulks, the Zamaranthian wizards, and the dangerous magical storms and below freezing weather conditions, the High Tundra has little comfort to offer.

an ample volume of regular and clean water. The Immyr patrol the shores of Lake Loragaarn regularly to prevent contamination by outsiders, and they attack first and ask questions later when anyone approaches. Lake Loragaarns primary water source involves several mountain streams and rivers, somehow remaining clean despite the taint left in many places across Evercrow by the Fracturing. The Immyr use Lake Loragaarn as a forward training ground for their military units and erected several forts about the region. Without permission, Lake Loragaarn is a place best avoided. Even though the Immyr keep a close eye on the lake, it does have some nearby native creatures, called Lurkers. Though these creatures are merely pests to the Immyr forces nearby, the mountains surrounding the lake are teaming with Trolls, a far more formidable creature that prospered after the Fracturing.

Toponymy
The High Tundra has kept the same name across the Fracturing, originally a safe traveling haven from thieves and rogues due to the long flat approaches, preventing most ambushes. While cold before the Fracturing, magic served to protect and warm travelers, which now as all but negated under the conditions of the magical storms, which quickly tear apart all but the most powerful of spell effects. The High Tundra exists on an expansive plateau of ice and snow, a fair elevation above sea level. When the Fracturing occurred, this massive sheet of ice and snow probably protected the land below from greater damage.

Lake Loragaarn

Toponymy

Lake Loragaarn carried the name Lake Orthag for several Lake Loragaarn is a massive body of water supplied by Millennia, however after the Fracturing the Immyr quickly and fed into the entirety of the Inferium. The Immyr claimed the surface around the Lake and changed the use Lake Loragaarn as a central causeway for feeding name after their nation in the Inferium. Before the lake supplies quickly between the surface and the Inferium. held the name Orthag, it was called Lake Opulaan, as the It also consequently supplies the molten deep of the only major fresh water source on the continent. The lake Inferium, inadvertently supplying the Shrave nation with name changed when the Treuoall established their nation 99
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on the continent and felt the name of should match the name of the mountain range that fed it.

Obsalos

Obsalos is a land with dangerous terrain and dangerous Sea of Black Water inhabitants. Many criminals and pirates take refuge in various townships throughout the rocky and mountainous The Sea of Black Water is a small body of water connected landscape. Obsalos also is home to several creatures, both to the oceans of Azamar through the fractured portion vicious and hungry. Few travelers, criminal or not, travel of Evercrow. All the water in the sea is tainted, and over the countryside of Obsalos at night without a great deal time the creatures were tainted as well. Sailing of any of military might. Obsalos is a home to illegal mining kind in the Sea of Black Water is treacherous at best. A of Zurn stone, used in manufacturing non-sanctioned massive creature lives in the sea, known as the great Creep, airships that often end up in the hands of pirates. it is a single massive being made of a thick, flat, viscous globule. The Creep is jet black in color, and large enough Obsalos native more aggressive and dangerous beings to consume any ship. The sea is considered a place riddled include Asazis, Therians, Trolls, and Zurn Warblers. with lost treasures and sunken ships that fell prey to the Obsalos offers many riches since the exodus of the Enfri Creep, which continues to attract more treasure hunters nation left behind many inventions and hidden townships in search of riches and wealth. Few return from the Sea still undiscovered by pillagers. While most of these of Black Water, none go back again. creatures existed with the Enfri nation, the Enfri people established strong defenses and took great measures to Toponymy prevent encounters. Therians, an especially dangerous race, are creatures capable of shape shifting into various Once the Bay of Opulaan, the Sea of Black Water, more forms making them difficult to spot. Rumors exist about recently named after the Creep, is a body of water now the Therians that speculates that the origin of the Therians tainted with horrible poisons and a strange gray sludge was in early failed Anteprofidian magic gone wrong. Now on the surface, making it nearly impossible to predict the remaining Therians appear mindless and apt to attack the location of the Creep.. The Sea of Black Water is an any who pass nearby. empty promise to those seeking wealth and riches, long The mountains and rocky hills that cover the majority of abandoned by those who once lived on its shores. Obsalos provide an appealing location for many of the A land of corruption and deceit, there is nothing good wizards factions to establish Lyceums. There are many remaining in the mountains of Obsalos. We abandoned it defensible locations throughout Obsalos and wizards for good reason. recently began exploring the coasts to establish forward - Ulien Merredor, Enfri, Captain of the Enfri Fleet, Reconnaissance Air Ship Dasherglem 102
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outposts. So far, the only factions with successful outposts are the Asceromancers and Tatuaxe. Zurn stone is also an attractive commodity to the wizards. Despite the criminal and pirate presence in Obsalos, various wizard factions remain persistent to establish further outposts and eventually full-fledged Lyceums.

Toponymy
Obsalos, previously known as Obs Alos, or Western Alos is a land filled with rich history. Before the Fracturing, Obsalos was home to the Enfri nation. When the peninsula separated from Evercrow and Abalos was clearly more fortified, the Enfri naturally migrated from Obsalos, leaving it mostly barren. This allowed a significant increase in the population of the more dangerous and aggressive creatures inhabiting the mountains. Never have I been to a place so busy outside of Grazen. The entire isle is riddled with merchants. It is a sight to behold. - Amvers Solch of Charn, Immyr, Merchant and Trade Commissioner for Guradiin Ithural

After the Fracturing, the remnants of Grazen were a flat land covered in short brush. With a mild climate and easily traveled terrain, Grazen quickly became a center for commerce between the Wyvine and Immyr, which soon extended to the other nations. Grazen remained as a center for commerce throughout, and now merchants guilds and other organizations readily cover the isle. While no official city-states or townships exist, most of the isle is a cityscape of buildings from one end to the other. A few tall towers dot the cityscape, as a handful of small Lyceums work to establish themselves under various wizards factions. Despite a handful of attempts on the part of some criminal groups to gain a foothold on Grazen, it remains a neutral ground between nations and many diplomatic negotiations occur in a central structure known as the Oculus. Aside from Grazen functioning as a trade and diplomatic center, it also serves as a home for some several thousand people who established permanent residence. Grazen has a regular militia that serves as a guard service to enact local laws and help enforce merchant and other trade agreements and treaties. As a neutral ground, law enforcement is difficult and often caters to those with more money.

Grazen

Toponymy
Previously Grazen was a much larger peninsula extending from North West Olm, but in the Fracturing, it separated and moved off the coast, much of it leveled and submerged. Grazens previous name was a word in Forleen, Shur-Shor, or hoof hook, addressing the shape of the peninsula, which Grazen now slightly represents. Grazen is not known to have other previous names, though many Wyvine still use Shur-Shor in reference to Graven. Anathema is sacred to the Northern Wyvine tribes. It is our rite of passage as warriors. A remaining wilderness untouched by magic and people, Wyvine children go there by boat and camp on the beaches at night. If they survive the night, they return the next day as warriors. - Feo Ojuran, Wyvine, Grasslands Perambulation Master

Anathema
A rugged and heavily forested island whose interior is unexplored, few people venture to Anathema willingly due to the creatures known as Shangilar, but the island presents a peaceful and beautiful picture to behold. 103
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Shangilar are ravenous creatures that live nocturnally, which the Wyvine who survive their childhood rite of passage on Anathema, describe as perfect predators. Anathema has a lush and green forest and a small mountain range, which dusts over with snow in the winter, as well as a coastline comprised mainly of sandy beaches. The Wyvine established Anathema as a wilderness sanctuary of Olm long ago, however rumors exist that the Derisians violated the established treaties and inhabited the island. While no formal investigation occurred, the Wyvine nation suspects the rumors true and appears ready to send hunting parties to Anathema and eliminate the Derisians who live deep within. Anathema functions as well, as a staging ground for Wyvine ships who moor to a rocky cliff along the Western coastline, where a small flotilla of rafts provides strategic repair and resupplying to ships journeying from the far South of Olm. The entirety of the beach coastline of Anathema holds large stone columns, which the Wyvine used to prevent usage within and protect the island from magic. This is the only sign of civilization on the beaches of Anathema aside from the campfire remnants from Wyvine rite of passages.

Olm
A massive continent, Olm is home to some of the most exotic and most dangerous creatures of Azamar. Olm is also home to the Wyvine Nation and hundreds of Wyvine tribes belonging to the greater nation. Olm has the longest river in Azamar, a massive jungle and the largest desert. The continent has expansive grasslands and the unique orb lands, as well as the longest road in Azamar, the Old Highway. Olm also boasts the Hall of Memories, the center of information and record keeping on Azamar, second to none. Olm has many unique creatures, such as the riding beasts used by the Wyvine, the Gyets, and the bizarre Harriers of the Dama Plains. In the Proving Grounds, there is an ancient race of flying creatures called Weth who the Wyvine occasionally use a flying mounts, though Weth are very aggressive and extremely carnivorous, making them a dangerous and difficult mount to tame. Despite all these hardships, Olm offers many treasures; the Dama Fruit, which causes invisibility on those who consume it, or Gloom Rock, which appears as a shadow, but is as hard as metal and as light as wood. Olm is a country of with a long history that demonstrates the tenacity of the Wyvine, as well as their tolerance and compassion. While brash, they are also thoughtful as a people, and the span of Olm reflects the Wyvine with undertones not fully understood. The whole of Olm remains in a military-state, where the Wyvine enforce a curfew within cities and patrols roam the countryside regularly for criminals. Traveling along the major roads means paying tolls and sticking to the designated paths and lanes; allowing Wyvine patrols to pass quickly on approach and giving way to larger merchant caravans. All the guidelines for traveling within Olm provide particularly safe travels on their major routes, where dangerous creatures only approach in the regions distant from cities.

Toponymy
Anathema was once called Olmvark, or little Olm. The earliest name used for Anathema appears associated with the Shangilar, as the Northern tribes called the island Shangilar Ebn, or island of the Shangilar. The Shangilars reputation is rich with historical references and many pictures exist in the Hall of Memories. A Shangilar is a brutal and violent creature. In pictures, the creatures depiction involves a large beast with the head of a wolf, large teeth and lower jaw tusks, a mix of quills and hair along its legs, neck, back, and tail. Its feet include large claws, with its belly and underside lined by some kind of armor, either scales or a soft-shell. It appears to have six eyes and two retractable large ears. Few but Wyvine can flourish in a land as Olm. This is why we live here and the great Shilutozenon gave to us this place. If we squander it, we deserve our foolishness. (Translated from Forleen) - Osrin Vurrel, Wyvine, Head Minister of the Wyvine Nation Ascendant Council

Toponymy

Olm held one other name in its long history, Deggoss. Before the Wyvine tribes united Millennia ago, they waged bloody wars. Deggoss was the name given to a battleground, and the name they associated with the land on which they fought. When the tribes finally joined, they designated their country as Olm, a word used to describe their tactical cohesion in war. Later, Olm became associated with the idea of how the collective 104

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tribes functioned cooperatively after the Great War.

Throng
The great capital city of Olm, Throng stands against the backdrop of the orb lands. The city towers high above the low lands, and matches the height of the greatest orbs on the horizon. The very tip of the capital citys highest tower is visible from the Western and Eastern coasts. Much of Throng involves large towers, where the bottom half of each tower is a thin column, making them akin to massive tree houses. Each tower in Throng connects to adjacent towers, where only a handful provides egress to the ground below via stairs or strange platforms involving ropes, chains, and wheels. The outer border of Throng involves a deep trench filled with large pikes; a tunnel crosses under the trench only where the major roads meet the city. Inside the trench, large Gloom Rock boulders form a wall, completely obscuring the view of the base of the city. Throngs floor is deceptive, in that the Wyvine erected a basement level below the ground where the majority of the military forces sleep, eat, and drill. Within this massive basement level are several buildings, mainly barracks, a feasting hall, and an armory. There is a few places where entrance to the surface level leads up and allows travelers to the pinnacles above. The Wyvine permit few outsiders to the main city-state of Throng, where the governing councils convene and many thousands of families live. An underground river feeds Throng from below, providing them with all they need to survive prolonged winters on Olm.

escorts to those seeking duty-free travel within the borders of Olm. Thiff is a city surrounded by sandy grasslands, at the edge of the Wyvine Grasslands and a peninsula; sandy and filled with wetlands and prone to flooding. The city sits atop a short, wide plateau of rock, many speculate as the largest single deposit of Zurn stone in existence. Despite the Zurn stone, the Wyvine forbid the use of magic within Thiff, and prosecute to the extent of their laws, normally involving eviction from Olm. Built from a plant called Reed Wood, Thiff is a city designed to function as a large flotilla should flooding ever persist to such heights. A ramp provides a single entry and exit point to Thiff, which is regularly closed, only open for those identified as welcome. Thiff also contends with the occasional Troll or Therian hunting party, who normally retreat north, realizing the mistake of entering Wyvine territory.

Toponymy
Thiff, like Throng is a newer city-state. The Wyvine did not, prior to the Great War, congregate in large numbers nor outwardly socialize with the other people of Azamar openly or acceptingly. Thiff, despite is nascent state, is a city that changed hands a few times before settling into place. After the Great War, the Therians established a foothold of the northern portion of Olm since many Wyvine warriors were far off at the end of the Great War. The Therians retreated hastily upon the open return of the Wyvine military, though in that time they named the city Cheld, and left a foul taint on the peninsula to the North. After the Wyvine forces returned, the council debated about keeping the region and the city under Wyvine control, and several slavers took refuge in the grasslands amid the disputes. During this period, Thiff became Blorhaal. This prompted the Wyvine nation to act harshly and eradicate the slavers from Wyvine territories, an act that prompted negative reactions from Azamar and the Immyr, who feel that some innocent slaves died in the process. Since then, Thiff resolved to enforce sanctions on the slave markets, and openly condemn the slave trade tolerated by the people inhabiting Obsalos.

Toponymy
Established as a unified capital after the Wyvine tribes unified under a single council, Throng did not did not previously exist. The region in the orb lands, once called Chulreturef, a region of Olm revered as sacred and a place no Wyvine would fight with another Wyvine. Subsequently this reason for sacrosanct observation made it the perfect location for Throngs founding and formation.

Thiff

The principal trade city for Olm, Thiff provides mercantile Keldor and raw goods to the Azamar, Loragaarn, and Abalos nations. Treaties in place make Thiff an excellent Wyvine- Originally, a fishing village, Keldor grew into the Wyvine distribution point for sharing goods with the merchants nations northern most city-states, invested in the naval who frequent Grazen, as well as for supplying military fleet and keeping the waters patrolled around Olm. Keldor 105
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remains a fishing community, centered on maintaining the vast Wyvine fleet; it also serves as harbor for the majority of those ships needing repair. The best seafaring Wyvine hail from Keldor, where for centuries they compete in the water through various nautical challenges, including competitions to improve ship design and nautical warfare, to techniques for Wyvine to sustain long periods at sea, such as basket gardening. Keldor grew quickly in the wake of the Great War, as the Wyvine moved quickly to reinforce their borders and more than ever, demonstrate their military might. Through Keldor, the Wyvine established new shipping lanes through the world of Azamar, leading to a foray of new routes and trading partners. Known for progressive seafaring knowledge, the Wyvine also created and constructed a nautical academy open to anyone in Azamar. It is renowned for its challenging and engaging curriculum, but it carries heavy fees and is prohibitively difficult to gain entry.

Toponymy
Keldor, once named Arjwarket, the Wyvine name for the wood used for most ships, has never seen conquest or pillaging. The city center rests inland slightly, and on high ground, from the sea and nearby bay, suffering little surprise from approach. The city, structured around several hills, link together with large bridges and scaffolding, leaving the city to look like it is always under a state of repair. Instead, the city-state sees continual and excited expansion over the past few centuries, which continues to date.

Antern
In the shadow of the Gloom Rock Mountains, Antern appears as if a mirage cityscape on the horizon. The citystate is small, when compared to the surrounding mountain range, but is still massive in size. Antern involves a series of traditional fortress walls that function as an outer sanctum to the city. The city center involves buildings all built with Gloom Room as exteriors, obscuring the city as a massive shadow against the mountains behind. Fires beset the walls and some obscured structures within the city, used for signaling and long distance argot between lookouts. Antern is a city-state the Wyvine use for antimagic and scout training. 106
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They also use it as a location to demonstrate their military might to outlanders, who might believe the Wyvine are unprepared for another war. The governing council marked Antern as the official military training ground, though graduates often travel to the Proving Grounds in the South to test their mettle. Antern connects to an ancient Immyr mine, now abandoned, which allows Wyvine to train in close quarters combat, scouting, and working against magical wards. Several wizard factions work with the Wyvine regularly supplying them with new wards and dilemmas to further train.

would otherwise see the tip of a lance without hesitation.

Toponymy

Krom, before its population boost, was long ago a small farming village center, whose crops revolved around specific strange vegetables and fruits the Wyvine use as a staple in daily eating. Most of the diets for Wyvine involve eating grain-based bread called Frargh, which is hard, tasteless, and not particularly palatable. However, a loaf of Frargh contains enough nutrients to maintain most individuals for a month. Aside from the unappetizing revulsion caused in the lack of flavor, most of the Wyvine in Olm Toponymy grow up eating very little else. Krom was consequently, Antern inherits its name from the Immyr mine, and once named Frargh, due to the high production of the stronghold, previously present there. After the Great War, crops needed to produce it. the Immyr agreed to abandon the mine and withdraw from Olm as part of an alliance with the Wyvine high council. The Old Highway In return, the Immyr enjoy many freedoms in Olm that other outlanders do not. Antern, consequently involves a great deal of Immyr architecture and framing upon which the Wyvine built to further enforce the military fortress.

Krom
Named for the sheen of light reflected by the low lands into the clouds, Krom is more of a settlement or large fort, than it is a true city-state. However, it attracted the attention of the Asceromancer faction, who established a route through the region and an alliance with the Wyvine council, allowing them to build a Lyceum in Krom. In this position, Krom attracted many Wyvine interested in wizardry, though few in number, it quickly grew in size and considered the magical center for Olm. The Wyvine funded a research facility and worked with the Asceromancers to build additional Lyceums for the Elementals and the Order of the Veil. Given the significant patronage towards magic in Krom, it is the safest city-state in Olm for magic use and for wizards to roam. Few other city-states tolerate any use of magic in Olm. Krom has a healthy population of Shrave who work with the Wyvine in developing various tactics. The Wyvine and Shrave often conduct combat practices together, where a great number of Shrave go toe-to-toe with Wyvine and hold their ground, weaponless. For this reason, the Shrave are highly respected in Wyvine society, despite their particular origin. Krom is the most diverse in population of all cities in Olm, welcoming those who 107
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The longest road, paved or otherwise, in Azamar, the Old Highway marks one of the great engineering achievements accomplished by the Wyvine nation. The Old Highway is a heavily patrolled road, wide enough for four wagons and often used as a central route for moving large military forces between Throng and Thiff. It boosted the Wyvine nations economy considerably in the last several centuries, and they maintain and continue to patrol the Old Highway regularly .

Toponymy
The Proving Grounds once held the namesake of Corb Zull, or the Zull Gate. The structure and city-state has changed little in the past few centuries, and formed by hollowing our portions of a large boulder, large enough to protect the inhabitants from wandering Zulls. As well, the large rock sits atop a large underground void that touched an underground river, not too deep in the Inferium. The Wyvine were able to tap into this river and use it as a well in a place where little water sits on the surface.

Toponymy
The Old Highway was a traditional route used by the ancient Wyvine tribes when traveling to the Grasslands, and was given the name Old Highway when it was conditioned and paved in sections, namely to commemorate their ancient traditions, but also to demonstrate its great length and width.

Hall of Memories
More ancient than almost any other location in Azamar, the Hall of Memories resides in the floor of the Olm Jungle. Resting partially in an underground maze, the ceiling of the Hall of Memories comprises of the roots and wood of the trees above. The Hall used those same trees to form the basis for the massive structure that forms it. The Hall of Memories separates by a massive chamber that falls five floors deep. Adjacent to the main chamber, hundreds of corridors lead to many other rooms and chambers. The structure extends out in many directions, and few people if any, are privy to the entire structure and layout of the Hall.

Proving Grounds

The Proving Grounds is more than just a city-state for the Wyvine. It is a region of Olm where warriors go after training to further their knowledge, patience, and humility with the world. The Proving Grounds provides a center for resting, studying, and interacting with other potentials who through selection, become eligible to enter into the sacred deserts east of the city-state, also considered part of Within the annals of the Hall of Memories, lie the Proving Grounds. innumerable sums of knowledge. A place is available for studying and learning more on any subject known The city-state is a sanctuary and oasis of sorts, giving safety to Azamar. Not only does the Hall of Memories hold and comfort for the days following to any initiates who the record of every Urikaurik, it also is the collectively seek to enter the Proving Grounds more deeply. Within knowledge of five Millennia of information gathered the sands of the desert, live large creatures called Zulls. from every corner of Azamar. Every treaty, alliance, or Zulls are massive lumbering beasts, armored from head to otherwise formed agreements and contracts remain in the toe in scales, almost as large as a Wyvine is tall. Hall of Memories. The task given to most Wyvine is to acquire one of these scales. In some cases, the Wyvines refuse, believing the Toponymy task below them or too simple. Zulls do not shed their The Hall of Memories remains holding the same name scales, and thus manual removal of a scale is required. Zulls since its inception. Few know its absolute location, and also are the largest creature in Azamar, about the length of even fewer have entered. four High Dragons, and the width of three. Zulls are as tall as the wall of Krane, and can burrow beneath the large Wyvine Grasslands sand dunes in the Proving Grounds. The task to acquire a scale is truly a pursuit accomplished by few, and seen as The Wyvine Grasslands is a long unchanged region of source of pride for those who undertake it, whether they Azamar. The Wyvine believe their people originated in succeed or not. the Grasslands, as early hunter tribes of the Treuoall, who learned greater strength and community, eventually 108
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becoming a distinct people. The Grasslands offer a solidarity to the Wyvine, and all Wyvine visit the Grassland early in life as part of understanding their lineage, and understanding their future. Aside from the long history of the Wyvine people, the Grasslands offer a lush vegetation, which for many centuries the Wyvine lived on exclusively.

The Olm Jungle


The Olm Jungle is home to some of the deadliest creatures in Azamar as well as the largest plants and trees. The jungle is vast and covers a massive landscape of hills and valleys, small streams and waterways wind through the forest in search of the ocean. The Olm Jungle grows in size each year by about one percent, and the Wyvine worry about it over taking much of the Southern portion of Olm. Many of the plants and animals in the Olm Jungle are highly aggressive, and the Wyvine tend to avoid most of the wild life native to the jungle. Few people in Azamar can successful navigate the Olm Jungle without getting lost, as the few paths are treacherous and seething with the life of the jungle. Despite these facts, or perhaps because of them, the Wyvine built the Hall of Memories in the Olm Jungle long ago. The jungle holds ancient secrets the Wyvine believe are the key to the very survival of every race on Azamar. Only time will tell.

Toponymy
The Grasslands always went by the given name, though under Forleen, the Grasslands was called Keatotetot.

The Dama Plains


The Dama Plains is a dangerous region of Olm. The land looks barren and empty, but is home to the Harriers, a dangerous and cunning predator, and the Dama Fruit, a fruit that grows on trees in the Dama Plains. Eating the fruit makes an individual invisible for a period; the Harriers ate the Dama Fruit, and learned to hunt invisible prey. For centuries, the Wyvine journeyed to the Dama Plains to endure a test of cunning and hunting, but the Harriers grew to such large numbers, the Dama Plains became too dangerous even for large war parties. The safest way to gather Dama Fruit is by teleportation, though few wizards attempt such an endeavor. Harriers are vicious beasts that live in small groups. Many travelers attempt to gather Dama Fruits each year, but few are successful.

Toponymy
The Olm Jungle was once nothing more than a small patch of forest, but it so quickly over grew the region, the Wyvine changed its name from Darch to Olm Jungle very early in their history. Of the native creatures in the jungle, the Uumul is amongst the most dangerous and venomous. The Uumul is a type of giant spider, as large as a person is and long lived, many Wyvine believe the Uumul live for centuries.

Toponymy
Before the Harriers overran the Dama Plains it was a more peaceful region the Wyvine called Weiprion, or sea breeze. In ancient times, the Wyvine gathered the Dama Fruit at harvest and used it for tactical warfare with one another. It defined their earliest rivalries, and they seem determined to reacquire the Dama Plains again.

Bay of the Kraken


The Bay of the Kraken is large trade region for the Wyvine nation and Southern Olm. The bay is home to a plethora of sea creatures, including a massive beast known as the Kraken. The Kraken surfaces once or twice a year,

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and appears on the surface as an enormous floating hill. From a simple perspective, the Kraken is giant shellfish, something along the lines of an oversized Clam. The Wyvine see the Kraken as a reverential beast, worthy of many ages of respect, a beast that outlives any Wyvine or other being on Azamar.

conjecture that Inerth is the region in the world anchoring the Fabric, and subsequently all other nearby realities, in close proximity to Azamar.

The land itself is readily unexplored and uncharted, as the isle is home to particularly dangerous beings. Many tales tell of the Grim, a being as old as Azamar, whose very presence strikes those nearby with an incurable disease, Toponymy ending in a gruesome and painful death. Other stories tell of other such beings, all ending in terrible and ghastly The Wyvine have watched and named the Bay since first deaths. Despite such cautionary tales, many who travel to recording encounters with the Kraken before the First Inerth return, though they report a sense of despair while Millennia. It remains unchanged in name. on the island. Many visitors of Inerth fall ill and die within weeks of returning. Regardless of the truth to rumors and Black Lake tales, many adventurers still hazard the journey to Inerth The Black Lake is fed from the Gloom Rock mountains, in search of famous treasures or rumored implements of where it gets its distinct coloration. While the water is power. Few return successfully. safe to drink, long-term exposure to the water will cause a person to undergo a transformation into a Shade, a person Toponymy perpetually stuck in shadow. Short-term exposure to the Inerth gets its name from the neutralizing nature of the water provides temporary supernatural effects from the island towards most magic users. The Treuoall originally Gloom Rock. The Black Lake appears as if a large void, named Inerth when they discovered that most magic did yet a void with substance. To those who visit the lake, few not operate correctly there, and soon departed in search are willing to trust the appearance, and most Wyvine give of less difficult locations. Inerth started with the name the lake and its water a wide berth. Inerth, but a time held the name, Inadrya, a word derived from the Anteprofidian movement, meaning against Toponymy magic. Ofvgar eventually disputed the name return to Bestowed with the effects of the Gloom Rock, the Inerth, since the Treuoall who discovered the islands Black Lake held the name Gloom Rock Lake for several properties should remain credited in naming. Millennia, eventually changing in name when the Wyvine Eventually, Inerth reverted in name, but remained the people formed a structured nation. same deadly place to travel. A great many people in Accursed is the isle of Inerth. There, lurk the foulest Azamar see Inerth as a portent to something sinister, but and darkest beings in Azamar. Only visit if you seek Ofvgar disputed that the island was a place of quiet where dismemberment, disemboweling, and eventually death. If the Gods could slip in and out of Azamar undetected you are lucky, it will be in the opposite order. by all the magic users in the world. His theory remains undisputed, since no one can refute his claims. - Arregett Urrcy, BuCol, Archivist at the Hall of Memories There are no Dragon Riders left in Azamar.Stay far from Inerth Dragon Home, unless you wish a short life. Magic does not work on Inerth like other places in - Tereb Rildresh, Human, Vice Council to the Order of Azamar. From the moment an individual steps onto Wizardry, Anteprofidian Researcher the beach until leaving, magic will not function. This makes Inerth an extremely dangerous place for magic Dragon Home users. The only magic that works properly on Inerth, Dragon Home is a magnificent sight and is visible from is Anteprofidian magic, likely because it does not draw the horizon, where the skies dance with dragons in on the Fabric. Inerth is a statically held place where the Fabric and Azamar tie together. Many scholars 110
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flight. Red, orange, and blue often illuminates the sky around Dragon Home, where the Dragons spew forth flame and magic, igniting the horizon. The large island is mountainous and rocky. Adrya Ampais sits abandoned

High Dragons and their Dragon Riders, who served as liaisons in brokering the treaty. Pyrrewn played a crucial role in the negotiations as well as the eventual founding of Adrya Ampais. Pyrrewn died in the Great War at the

on the South Western coast of Dragon Home, once a great city full of people, now an empty shell awaiting the return of peace in Azamar. Dragon Home is a simple place, a landscape of mountains where High Dragons live and play, a place that they use for safety and as a fortress. The caverns in which they live are vast and spread deep within the massive island, likely down into the Inferium and below in the Molten Deep.

hands of a Zamaranth.

Adrya Ampais

No city on Azamar is as vast and visually stunning as Adrya Ampais. The city accommodates the presence of people as well as High Dragons, so many buildings and roads are larger than normal, massive doorways and paths throughout the city evidence the strong ties the occupants held with the High Dragons. Constructed in magic, Adrya Toponymy Ampais runs deep into the side of the mountains of Dragon Dragon Home, originally named Pyrrewn after a Home, where the High Dragons gave open access to their Treuoall Princess recognized as the first Dragon Rider, inner sanctums to presiding wizards and city council eventually became Dragon Home in conjunction with a members. treaty established between the five major surface nations, Much of Adrya Ampais is made from a stone unique to Azamar, Abalos, Evercrow, Loragaarn, and Olm, and the Dragon Home, often referred to as Ash Stone, due the 111

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white color often associated with white-hot ashes. The city appears a bright reflective spot on the horizon compared to the rest of Dragon Home. The city-state comprises of four levels, as if a giant coliseum or arena, where the outer structures are the highest, the inner structures the lowest, some of them below the surface. The city-states shape is

The oceans of Azamar are vast and filled with adventure and peril. Little else in Azamar is as beautiful. - Ilya Medritros, Treuoall, Keeper of Knowledge and High Archon

a three quarter circle, jutting out from the mountainside in which it resides, where along the outer walls, massive effigies of dragons act as buttresses, holding up the tallest buildings, which tower as high as the mountain itself. The city emanates magic, giving it a slight bluish glow.

The Northern Ocean

More affected by the Fracturing than any other body of water in Azamar, the Northern Ocean presents a Toponymy perilous journey to any seafarers due to large icebergs and treacherous storms that seem to cling to the coast Adrya Ampais is a relatively new city in the scheme of Evercrow. Merchants who seek faster profits at the of time for Azamar, it was created and finished only a hazard of losing their lives often traverse much of the half century before the Fracturing, and was amiably Northern Ocean. On calm winter day, it is possible to abandoned by its inhabitants following guidance by the safely cross certain regions of the Northern Ocean on foot last of the Dragon Riders. No one has since resided in or horseback, but dangerous by any measure. Adrya Ampais, and its name never changed. 112
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Toponymy
The Northern Ocean was once the Bay of Evercrow, long ago when the island continents of Abalos and Obsalos were but a massive peninsula. It has been a long time since the Northern Ocean went by any other name.

for crossing to Dragon Home. Now no one goes to Dragon Home or the magically fashioned city of Adrya Ampais unless seeking death or worse.

Sea of Abalos
The largest ocean in Azamar, the Sea of Abalos boasts the largest fishing economy in the world. The Enfri Nation, Kingdom of Azamar, and Wyvine Nation all travel into the Sea of Abalos regularly for fishing and the commerce it produces. This also attracts the greatest fish in Azamar, the Cetacean, which are massive fish that sometimes grow to the size of a ship.

Sea of Olm
The most traveled body of water in Azamar, the Sea of Olm offers mainly safe travel between Olm and Azamar. While typically calm, it occasionally experiences storms that stray from the Northern Ocean. The Sea of Olm rarely sees cold weather so icebergs and snow rarely occur on the open sea. Aside from the milder climate in the Sea of Olm is home to some more aggressive sea creatures, specifically a race of creatures known as the Foragers. Foragers are rare and extremely dangerous, but attack in small raiding parties, brandishing weapons, they are amphibious and tactical in nature. Little remains known about the Foragers except the few killed and they always take their dead with them, so most information relies on survivor personal accounts.

Toponymy
Before the formation of the continent of Abalos the sea was called the Western Ocean, in relation to the continent of Azamar, though the Wyvine disputed the name as the Great Ocean. Because of the disputed name between nations, the Enfri negotiated that the ocean be renamed a to the Sea of Abalos as a sign of the peace between the various new sovereignties. This solution took time and effort, but eventually stuck as the agreed upon name for the massive body of water.

Toponymy
For many centuries, the Wyvine called the Sea of Olm, Emdrethiva, meaning the Great Void. When the Wyvine was comfortable with the oceans and attacking the many nations beyond, they realized that the oceans are no void, and revised their understanding of the world.

Evercrow Ocean
The Evercrow Ocean remains typically afflicted with arctic weather, though it sees some relief from this condition for a few short months each year. As the first of the two moons of Azamar comes to full shine, the ice and snow melt and the warmed ocean waters allow for strong tides to pound the Western coast of Evercrow and the Northern coast of Abalos. Many icebergs float off into the Northern Ocean as well during these few warmer months, making the traversing the North Ocean even more treacherous than normal. Few ships travel into the Evercrow Ocean unless they are intentionally trying to avoid detection on more official routes.

The Southern Ocean


The Southern Ocean is a frigid place, always wrapped in ice and snow and often treacherous to cross by ship or otherwise. The Wyvine and Enfri collaborated and devised a strange air and sea ship specifically for traveling around colder regions, used early on for crossing into the Southern Ocean. Aside from occasional dragon sightings, few creatures roam the Southern Ocean safely, most do not do so for long. There are not native creatures in the Southern Ocean apart from the dragon population at Dragon Home.

Toponymy
The Evercrow Ocean once belonged to the Western Ocean disputed between the Wyvine and Kingdom of Azamar, but as the continent of Abalos formed Millennia ago, it received the namesake of Evercrow, given the equally horrible weather conditions and apparent curses laid across the region.

Toponymy
For a short period in Third Millennia, the Southern Ocean held the name Adrya Alaze, considered the primary path

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Sea of Obsalos
While dangerous and sometimes frigid, the Sea of Obsalos is a common trade route for the Wyvine traveling to sell and buy goods with the Immyr. This area of Azamar is plagued with pirate ships, who typically avoid Wyvine vessels due to past-experiences in losing to ships completed sailed by Wyvine patrols. Aside from the danger of pirate attacks in these waters, raiding parties particularly enjoyed using siege weapons from the Obsalos shoreline, firing out into the ocean great distances to sink passing ships. This is also the home of a race of sea creatures known as Swinders, large fast moving, serpent-like creatures.

Hoarfrost Strait

Toponymy
Before the continent of Obsalos formed, the Wyvine considered this area of water a part of the Hoarfrost Strait, a long narrow channel between Evercrow and Olm. Despite the change, the under currents in the Sea of Obsalos remain some of the most dangerous in the world.

Sea of Caverns
The Sea of Caverns is an area of the ocean where hundreds of caverns are visible from the surface of the ocean leading down into the Inferium. Few nations have traveled this route into the Inferium, but many people believe that it is possible to reach almost any area in the Inferium from the Sea of Caverns. A few Enfri Nation submarines, given permission and Wyvine escorts, explore and begin mapping this extensive network of tunnels, though this process will likely take several decades of work. Several wizard factions have established Lyceums on the coastline of Olm to assist in the efforts and making the work safer for the explorers.

Toponymy
The Sea of Caverns has kept the same name since before the Great War, and there are no other recorded names in the records at the Hall of Memories predating this given name. It is likely that this region went unchanged for Millennia and the wonder of it appeals to even the oldest of people in Azamar.

The Hoarfrost Strait is a short and narrow sailing route between Olm and Evercrow where hundreds of ships pass through every month seeking to expand trade. The region is so heavily sailed that most pirates and some vile creatures shy away from the region since many ships frequently include military escorts.

Toponymy
The Hoarfrost Strait originally held a longer and more dangerous channel, stretching from the most Northern point of Olm to the most Southern point in Evercrow, now a small narrow channel only a shadow of the former waterway.

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BESTiaRY
The world of Azamar is full of creatures, and the bestiary touches on a handful of the more notable creatures more commonly encountered or seen throughout. Like many worlds, there are still many forms of life to discover, and Azamar is a vast world filled with many strange creatures. The bestiary provided, comes in alphabetical order for easier browsing. Please note that the creatures described in the bestiary are average creature templates, and deriving more finely tuned creatures from these templates is a simple process. As such, none of these creatures contained herein, hold skill stats. This makes it easier throw a blanket creature at a group and handle the rolling as a GM. As well, it allows for easier customization later.

them to rely on their natural dexterity and spiderinherited web spinning abilities. Hit Points: 36 Initiative: 4d Move: 6 Vitality: 3d (+4 Natural Armor) Cinema Points: 3 Experience Value: 2 Dexterity 4d, Strength 3d, Persona 1d, Intellect 2d, Aptitude 1d Features Web Slinger, Ranged to Hit, Range: 5/10/15, Damage: None, Stuns a target for one (1) Round

Read on for the summary guide to the bestiary of Asazi Toxic Bite, Brawl to Hit, Damage: Strength +6, Azamar. Target must make Stamina, DR Moderate or take additional 12 Damage per Round

Asazis

Bearsloth

The Asazis are an ancient and dangerous race of creatures, decidedly native to Azamar. They prefer The Bear Sloths are long range roaming creatures, warm and temperate environments and normally but typically a creature that frequents several forests travel in groups, spending a great deal of time of Azamar. The Bear Sloth tends to live solitarily, foraging for food by hunting smaller animals. Asazis only finding a mate once every ten years. They tend are aggressive, however intelligent, and will not to find a home in small caves or hollowed trees, attack travelers unless they believe they can succeed preferring to feed primarily on small prey, since in defeating them. The Asazis use guerilla tactics and they do not move especially quickly. Bear Sloths attack normally by surprise from multiple directions, are territorial and attack anyone entering into their taking flanking positions and coordinating attacks territory, while they will also not venture far from through ultrasonic chirps. While Asazis use their home. They tend to avoid humanoids since rudimentary tools, their appendages do not allow most Bear Sloths livelong lives and quickly learn that for complex manipulation of objects, instead forcing the people of Azamar are very dangerous. 115
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Hit Points: 100 Initiative: 1d Move: 9 Vitality: 6d (+1d Tough Hide) Cinema Points: 1 Experience Value: 2 Dexterity 1d, Strength 6d, Persona 1d, Intellect 1d, Aptitude 1d Features

Choruan
Choruans are primitive amphibious creatures who live in normally cold waters. They often find refuge in icy underwater caverns carved inside of icebergs. While unable to use anything more than primitive tools, they are an extremely dangerous and aggressive creature. They live in small family groups, attacking virtually any other creature whether they know it or not. They are competent swimmers and travel records indicate they will swim great distances for food in the extreme winter months.

Tracker, Permanent, +6d Search to find a scent and follow Hit Points: 60 it for food. Initiative: 3d Move: 8 Vitality: 5d

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Cinema Points: 2 Experience Value: 2 Dexterity 3d, Strength 5d, Persona 1d, Intellect 1d, Aptitude 1d Features

Dexterity 3d, Strength 4d, Persona 2d, Intellect 3d, Aptitude 3d Features

Furtive Ascent, the Forager quickly and quietly rises from and ejects from water as if jumping from a platform, +3d Aquatic Vision, Permanent, Choruans can see in water as Jump (from water) well as they can out of water. Gills, Permanent, Choruans can breathe comfortably in and out of water.

Frost Hulk

Foragers

Foragers are a race from the depths of oceans. Their race belongs to ancient civilization of deepsea life, which changed across millennia, eventually developing bipedal limbs and the ability to surface for short periods. Many accounts depict the Foragers as living in the depths of the Sea of Olm where they often attack seafarers who venture nearby. Little other information remains available about this unique and ancient race. Some wizards believe that the council should form an expedition to establish Hit Points: 96 trade and peaceful relations with these people, while Initiative: 3d many others oppose the idea altogether. Move: 9 Hit Points: 50 Vitality 5d (+16 Armor) Initiative: 3d Cinema Points: 10 Move: 7 (Swim: 10) Experience Value: 4 Vitality: 4d Cinema Points: 3 Dexterity 3d, Strength 5d, Persona 1d, Intellect 1d, Experience Value: 3 Aptitude 1d 117
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The Frost Hulk is native to the High Tundra. Once a large majestic beast, the entire race of Frost Hulks mutated and twisted due to the devastation in the wake of the Fracturing. No two Frost Hulks look alike, but they all have common features such as multiple mouths, a massive shell, a slug-like tail, and huge, hulking feet. Wizards typically avoid Frost Hulks as the creatures are attracted to and enjoy eating them over other people, probably because of the connection to the Fracturing and their strange mutations. While the creatures tend to move slowly and lumber, they can charge and quickly overtake most creatures effortlessly.

Initiative 3d, Vitality 5d, (+16 Armor), Move 9 Features Spitwad, Ranged to Hit, Range: 20/40/50, Damage: None, Immobilizes a target for 1d Rounds with a slime substance. Bitter Breath, Ranged to Hit +1d, Range: 3/6/10, Damage (Corrosive): 1d+12/9/6, Also stuns a target for one (1) Round with a foul smelling breath.

These beings are servants to the Ash Lord and enter into the world of Azamar primarily in the land of Enfri. Enslaved to abduct people from Azamar, Gaunts drag these people back to the Slip Realm where the Ash Lord changes them into Gaunts as well. Most people kill Gaunts on sight. Hit Points: 50 Initiative: 4d Move: 7 (Fly: 20) Vitality: 4d (Armor +8) Cinema Points: 5 Experience Value: 2

Summoning, a Frost Hulk emits a low growling whine that travels for miles, calling any other nearby Frost Hulks Dexterity 4d, Strength 4d, Persona 1d, Intellect 4d, to come running. This normally brings 1d other Frost Aptitude 4d Hulks running towards the Frost Hulk who called within three (3) Rounds. It is best to escape as soon as possible Features if this occurs.

Gaunt

Paralyzing Sting, on a Successful Brawl with the tail, the victim must succeed with Stamina, DR Moderate, or fall into a comatose state immediately for the duration, Duration: 1d Days, Activation: Immediate.

Gyet

Gyets are the faithful and sturdy riding steeds primarily used in Olm by the Wyvine people. While the Wyvine do have pack animals for pulling wagons and carts, the Wyvine only use Gyets for riding. They move in a hop with great agility, able to navigate easily in small mountain paths and dense jungles. They eat very little, but primarily enjoy grass and root plants that grow abundantly in the 118
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land of Olm. Hit Points: 48 Initiative: 5d Move: 14 Vitality: 4d Cinema Points: 2 Experience Value: 1 Dexterity 5d, Strength 4d, Persona 2d, Intellect 1d, Aptitude 1d Features Dash, Permanent, the Gyet Moves at 50 for one (1) Round.

importance, as they seek to eliminate these creatures from expanding further. Hit Points: 36 Move: 10 Initiative: 3d (Invisible +1d) Vitality: 3d Cinema Points: 5 Experience Value: 3 Dexterity 3d, Strength 3d, Persona 1d, Intellect 3d, Aptitude 1d Features Mangler, the Harrier leaps onto a prey, entangling them with tentacles while biting them multiple times to deal lots of damage, on a successful Brawl, Damage 1d+12.

Harrier

Hazel

Harriers are an aggressive and intelligent predator that infests the Dama Plains. After consistently hunting down and devouring anyone who ventured near the Dama Fruit trees, the Harriers discovered an advantage in eating the Dama Fruit lying on the ground with their prey. Dama Fruit makes those who eat it, invisible for several days. The majority of the Harriers in the Dama Plains regularly Hit Points: 24 eat of the Dama Fruit, maintaining the predator-prey Initiative: 5d advantage, making them nearly impossible to hunt for all Move: 5 (Fly: 15) practical purposes. The Wyvine council currently treats Vitality 2d (+4 Armored Shell) the Harrier infestation in the Dama Plains with great 119
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Hazels are bizarre and magical beasts that live in the wastes. They fly with great speed and travel in packs. While not particularly large, about half an Enfri, they use their quick reflexes and sharp teeth to overwhelm and swarm on prey. They are also somewhat clever in their attack, however they do not discriminate between creatures and will even attack far more powerful creatures without hesitation.

Home. They have interacted little with the many races of Azamar. There is much speculation as to why the Dragons remain distant from the other Dexterity 5d, Strength 2d, Persona 1d, Intellect 1d, races, but some believe they are waiting until the Aptitude 1d races of Azamar have resolved their issues before returning. Regardless, approaching any Dragons Features currently results in the High Dragons immediately attacking the encroaching pursuer. Most give the Shrill, a Hazel can emit a deafening shriek that sometimes High Dragons the wide berth they apparently desire. stuns prey, resist with a successful Stamina, DR Easy, or Only time will tell what the High Dragons intend, the target stands stunned for one (1) Round. but they magnificent and powerful creatures worthy of the reverence most give them. Without the High Dragons, many Wizards believe the war with the High Dragons Fiends was lost, and only through their blessing were High Dragons are the most revered and honored of the Fiends and Zintar defeated. all creatures on Azamar. Their lives span millennia, Hit Points: 200 and their memories run centuries. The High Initiative: 6d Dragons live on the South Western Move: 25 (Fly: 50) isles long ago dubbed as Dragon Vitality: 6d (+24 Armor, Immune to nonHome. Ancient Wizards magical attacks) established a treaty with Cinema Points: 50 the High Dragons, given Experience Value: 30 permission to establish the massive and magical Dexterity 6d, Strength 6d, city of Adrya Ampais. The Persona 6d, Intellect 6d, High Dragons purged the Aptitude 6d city of its populace when the betrayal of Zintar occurred; Features none since returned. The High Dragons spend only Breath Weapon, Ranged to twenty years as an adolescent Hit +6d, Range: 30/50/100, compared to the centuries Damage: 1d+48/45/42 they will spend as adults. In this way, the High Dragons (Dragons Choice: Erosion, remember every betrayal Flame, Ice, Lightning, and promise made by Wind, or Magic) the Wizards of Azamar. There are unique Dread Gaze, Permanent, differences between Invoke complete fear High Dragon families, on any who stare into mainly that each family the eyes of the Dragon, represents each major elemental force of Nature: Fire, Willpower, DR Epic to Ice, Lightning, Wind, Quintessence (Magic), and resist or flee as quickly as Erosion, (called Earth). The High Dragons prefer possible. privacy and do not involve themselves in Humanoid politics nor will they weigh in on disputes over land Stormwind, cast out a massive gale force of wind in all or sea. In recent years, the Dragons have returned directions, throwing any creatures nearby with a force to other continents, exploring again beyond Dragon equivalent to the Dragons Strength +36. 120 Cinema Points: 1 Experience Value 1
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Teleport, the Dragon can teleport instantly to any location in Azamar where it previously traveled, Duration: Instantaneous, Activation: Immediate. Beckoning, any Dragon can summon other Dragons to its aid, the beckoning magically summons 2d Dragons to itself, they appear by Teleport within 1d Rounds.

Hydreans

Of the strange creatures that roam the skies of Azamar, the Hydreans are the least understood and the most feared. They are a creature formed entirely of magic. Some elder magic users theorize that the Hydreans are Hit Points: 12 a breed of creature whose sole purpose is the repair Initiative: 1d of the Fabric. When the Hydrean pass through an Move: -- (Fly: 10) area, any tears in the Fabric are almost certainly and Vitality: 1d (Immune to non magical attacks) completely sealed and repaired. The Hydrean never Cinema Points: 1 move alone, though if one were separated from the Experience Value: 1 others they are similar looking to small, albeit flying, jellyfish. Most Hydrean are small creatures, never Dexterity 1d, Strength 1d, Persona 1d, Intellect 1d, much larger than a coin. They tend to have shifting Aptitude 1d iridescent and translucent bodies adorned by five or more tentacles. The largest Hydrean recorded Features was roughly the size of a small building and was solitary, though there are disputes to the account. Swarm Cloud, all Hydreans move as group, making their Touching a Hydrean is dangerous as like their sea- overwhelming numbers completely impossible to resist faring brethren, the jellyfish, they dispense a deadly if caught in them, such that anyone entering a cloud is poison by touch. Most Hydreans also emanate a dim instantly subject to Damage: 1d+120. light, which generates a fair amount of light at night. The Hydreans tend to move gently with the wind, though as a cloud, they appear to move as desired. They appear to feed on the magical tears in the Fabric to some degree, as the clouds often grow in size 121
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exponentially after their kind passes around a tear. They are also curious creatures and tend to approach living beings who venture to close. Aside from very powerful magic or well-sealed physical barriers, very little is able to protect an individual from touching a Hydrean in close proximity. Hydreans can suffer physical damage by attack, though doing so goes against recommendations. Many magic users believe that attacking and killing Hydreans upsets the balance of magic on Azamar. Fiends distinctly fear Hydreans, who will always aggressively swarm a nearby Fiend over any other creature. While Fiends appear immune to the affects of the Hydrean poison, they appear to suffer great damage from the Hydreans feeding on their Fiend life forces, consequently tied to the magical energies that are similar to the tears in the Fabric. The only Fiends who appear completely unaffected by the Hydreans are Revenants, who do not normally use physical forms in Azamar. Hydreans are extremely rare creatures to run across, considered lucky to encounter in the wilderness even at a distance. Wyvine treat the Hydreans with reverence, often taking that time to meditate in their presence. Whether a race honors or fears the Hydreans, they appear as an integral piece of the puzzle that is Azamar.

Kraken
While the Kraken lives in the Bay of the Kraken, this massive and ancient shellfish regularly stays surfaced, happy to expose itself to the world. There is no creature in all of Azamar as large as the Kraken, and no other Kraken exists, so far as anyone knows. The Kraken is a simple creature, peaceful and relatively quiet. No one has ever managed to get it angry to find out what it would do. Hit Points: 500 Initiative: 1d Move: -- (Swim: 30) Vitality: 6d (+48 Armor) Cinema Points: 100 Expierence Value: 75 Dexterity 1d, Strength 6d, Persona 1d, Intellect 6d, Aptitude 1d

Kongamato
Often mistaken for a small Dragon, the Kongamato is a creature that lives in the Wild Lands of the land of Azamar. The Kongamato is highly territorial however it tends to attack natural prey, and avoids most of the travelers who frequent the Wild Lands. The creature is large enough to swoop in and lift a wagon, however does not have the strength needed to lift it. In most recorded encounters, a Kongamato will take pack animals or food stores quietly in the night. Hit Points: 48 Initiative: 3d Move: 7 (Fly: 18) Vitality: 4d Cinema Points: 2 Experience Value: 3 Dexterity 3d, Strength 4d, Persona 1d, Intellect 2d, Aptitude 1d Features

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Impale, with a specialized thrust a Kongamato can impale a single victim, Brawl, Damage 1d+12 Experience Value: 8

Korac
The Korac is an extremely aggressive and dangerous sea creature, as well as one of the fastest swimming creatures in the seas of Azamar. They have attacked seafaring vessels, quickly emerging from the ocean and grabbing a hapless victim on deck, only to drag them underwater where it swallows them whole. The Koracs skin is coveted for the strength and nearly seamless runs between its scales. They are incredibly difficult to kill and those few who have bested a Korac take great pride in that success. Hit Points: 100 Initiative: 4d Move: -- (Swim: 40) Vitality: 5d (+24 Chitonous Armor) Cinema Points: 3

Dexterity 4d, Strength 5d, Persona 1d, Intellect 2d, Aptitude 1d Features Snatch, on a successful Grapple, it may swallow a humanoid victim (or smaller) whole without any further rolling.

Lurker

Lurkers are small creatures that emerged only after the Fracturing. They are reptilian in appearance, but are humanoid in shape and capable of using weapons and tools. Typically, they travel in small groups and seem drawn to living near Lake Loragaarn. While the Lurkers are a nuisance, the Immyr keep their kind 123

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in check for now. Lurkers communicate with clicks and pops, and previous encounters demonstrate their limited ability in organizing coordinated attacks. While they are a primitive race, the potential for them to become a greater threat for the people of Azamar looms in the future. The Immyr stay vigilant of this race of bizarre and dangerous creatures known as the Lurkers.

most difficult of terrain. Nauvowl, often referred to as riding rats by many of the people across Azamar, have magical roots that intertwine deeply with the Treuoall. From historical records, the Nauvowl underwent binding by Anteprofidian magic to the Treuoall people, several Millennia ago. This binding causes devout loyalty between the two, in some cases making it possible for a Treuoall to share senses with a Nauvowl.

Hit Points: 24 Initiative: 4d Move: 5 Vitality: 2d Cinema Points: 2 Experience Value: 1 Dexterity 4d, Strength 2d, Persona 2d, Intellect 2d, Aptitude 2d Features Animal Senses, Lurkers are extremely perceptive and difficult to sneak up on, Search +4d. Long Breath, a Lurker can hold its breath for 1d hours underwater. Shifty, Lurkers easily hide from sight, Sneak +1d

Hit Points: 48 Initiative 4d Move: 7 (Sprint: 15) Vitality: 4d Dexterity 4d, Strength 4d, Persona 2d, Intellect 2d, Aptitude 1d Features Danger Senses, Nauvowl can sense danger prematurely, they never suffer Sneak Damage and have a bonus to Search +3d Scratch, Nauvowl are ferocious fighters and gain Brawl +2d, Damage 1d+9 to all attacks

Nauvowl

Nauvowl are the loyal, fierce, and native riding Orcs are ugly monsters bred specifically for warfare animals of the Treuoall. An untamed Nauvowl is and are truly the stuff nightmares are made from. a cunning creature, capable of devastating attacks These humanoids thrive off hate and suffering and and moves swiftly when hunting through even the 124
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Orcs

have been the natural enemies of the Dwarven race for generations.

Hit Points: 50 Initiative: 3d Move: 7 Warriors Vitality: 4d Warriors are the fodder of Orc culture. Expendable, Cinema Points: 3 these ranks are continually replenished in Orc Experience Value: 4 infested strongholds. Dexterity 3d, Strength 4d, Persona 2d, Intellect 3d, Hit Points: 36 Aptitude: 4d Initiative: 3d Move: 7 Equipment: Armor (+12 Vitality), Long Sword (Str+18/ Vitality: 3d x2d), Broad Axe (Str+36/x2) Cinema Points: 2 Experience Value: 2 Shamans Dexterity 3d, Strength 3d, Persona 2d, Intellect 2d, Aptitude 4d Equipment: Armor (+6 Vitality), Short Sword (Str+12/ x2), Dagger (Str+6/x2). Shock Troopers Life expectancy for Orcs is rather low given the violent nature of their culture. Those Orcs that survive a number of successful campaigns go on to be trained as Shock Troopers by the Elders. These Orcs are rewarded with better equipment and are often in charge of protecting the Shaman in major battles. The Shaman are the Elders that serve the Circle of Detriment in Orc society. They have survived numerous campaigns and have grown old by Orc standards, which is a rare occurrence. They then are taught to hone their abilities and study the world of Magic, learning to manipulate it to serve the Gods of Orcish kind. Hit Points: 36 Initiative: 2d Move: 6 Vitality: 3d Cinema Points: 5 Experience Value: 4

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Dexterity 2d, Strength 3d, Persona 3d, Intellect 4d, Aptitude 4d Features Magic Dark Shield, the Shaman raises a shield of impenetrable darkness that moves with the Shaman, making them nearly impossible to hit with ranged attacks for the duration, providing Dodge +4d, Duration: 1d Rounds, Activation: Instantaneous Rite of Healing, when an Orc Shaman blood lets, the Shaman may heal anothers Hit Points +15, Duration: Immediate, Activation: Instantaneous Mauling Strike, at a distance an Orc Shaman may swing a weapon and project that swing at a target through Magic, Willpower replaces Melee to hit, Damage: Willpower+6, Duration: Immediate, Activation: Instantaneous Rite of Concession, an Orc Shaman may trade one (1) Hit Point for one (1) Cinema Point as desired, suffering Damage immediately

Sentinels
Sentinels are animated Skeletons who are placed in a strategic position and whos sole purpose is to guard either a location or items of magical importance. While only a select few Wizards understand the procedure of how to create Sentinels, the practice itself isnt sanctioned by the Order of Wizardry, most consider the practice cruel and evil. Sentinels can be created from any of the major races. It is preferred that the victim is still alive was the curse is performed. Hit Points: 34 Initiative: 2d Move: 6 Vitality: 3d Cinema Points: 2 Experience Value: 2 Dexterity 4d, Strength 3d, Persona 3d, Intellect 2d, Aptitude 3d

Attacks: (Primary) Bolt Rifle (Damage: 1d+21/+18/+15, Range: 25/50/100 Ammo Cartridge: 5 Conceal: Hard) (Secondary) Dagger (STR+12/x2,) Features Activation, A powerful curse Wizards that can place on both Humanoids and Creatures. Even a creature, long forgotten will still conduct their former Masters bidding. They will remain dormant for long periods of time, until careless adventurers who stumble into the trap reactivate them. In order to spot a Sentinel, players need to successfully Search, DR Moderate. If successful, the Sentinel is spotted by the player. Once the player gets within 15 squares of the Sentinel, it will reanimate and attack the players. Arrow of Corruption, The Sentinel can imbue a bolt

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with a curse, causing excruciating pain and suffering on Experience Value: 15 a target, Add extra Damage: +6, also, every new round until the Bolt is removed, the target suffers more Damage: Dexterity 6d, Strength 5d, Persona 1d, Intellect 3d, 1d+6. Aptitude 1d Doom Shell, The Sentinel can temporarily form an Features nearly impervious shell of magic, Immune to all nonmagical damage for Duration or until the Sentinel moves, Specialized Attacks Duration: 1d Rounds, Activation: Immediate Bite, (Brawl), Damage: Strength +48

Shangilar

Claw, (Brawl), Strength +24 Shadow Move, the Shangilar moves with intense speed while maintaining stealth, +6d Sneak Echolocation, the Shangilar can see with sounds and motion, +6d Search Seize, the Shangilar often grabs and pins a target before attacking them prone, +6d Grapple

Slane Worms
A Shangilar is a unique and ferocious creature that lives only on the island of Anathema. Few warriors face a Shangilar and survive to tell of it. The Shangilar employs an active camouflage, strategic distractions, and hunts by scent, motion, vision, and sound. Only a single Shangilar fell in defeat, bested by a renowned Wyvine warrior who went on to great accomplishments. Descriptions of Shangilars come in a variety of conditions, in most depictions they are a blurry image. The remains of the only defeated Shangilar lie in the Hall of Memories, where intense studies of it occurred before it fully decomposed. Its skeleton is still there on display to commemorate the accomplishments and successes of the Wyvine people as warriors. Hit Points: 80 Initiative: 6d Move 8 (Charge 20) Vitality: 5d (+36 Armor) Cinema Points: 25 These ancient and massive creatures and tunnel through all but the strongest of soil and rock, capable of sensing prey on the surface and surprising them with deadly accuracy. Hit Points: 60 Initiative: 4d Move: 10 Vitality 5d Cinema Points: 4 Experience Value: 5 Dexterity 4d, Strength 5d, Persona 1d, Intellect 3d, Aptitude 2d Features Specialized Attacks Brawl, Bite, Damage: Strength +9 Brawl, Horn, Damage: Strength +6 Brawl, Spiked Tail, Damage: Strength +3 Burrowing: Slane Worms are efficient burrowers and can 127

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insatiable with their only thought as hunger. They emit a sweet and bewildering scent, attracting nearby travelers, and snag them with tentacles barbed with poisonous thorns and spikes. It slowly devours paralyzed victims, relishing the fear and pain in their eyes with each excruciating bite it takes.

tunnel up to Move 30. Camouflage: In order to trick potential prey, Slane Worms can change their skin color to match its surroundings. While its primary color is green, Slane Worms encountered in the wild have turned brown, gray, orange and yellow. When appropriately camouflaged, a Slane Worm receives a Sneak +2d.

Hit Points: 60 Initiative: 3d Move: 3 Vitality: 4d Cinema Points: 5 Experience Value: 4 Dexterity 3d, Strength 4d, Persona 1d, Intellect 4d, Aptitude 1d Features Intoxication, through special smells, the Spindler lures in prey to where it wants them, Sneak +5d

Breath Weapon: Slane Worms have the ability to cough Petrifix, with a potent toxin, the Spindler paralyzes a up either Fire or in some isolated cases, an Acidic Spray, victim to allow it to slowly move to them before eating, Ranged to hit, Range: 15/15/30, Damage: 1d+24/21/18) Brawl to hit, on a successful hit, a target with a successful Stamina, DR Difficult, is able to resist the fast moving toxin and escape the Spindler

Spindlers

Spindlers are ancient, reclusive, and dangerous beings Swinders whose roots run deep with magic. The Spindlers were Swinders are the aquatic and distant relative to the once a benevolent race of creatures, the Fracturing Slane Worm, long ago both creatures was borne from twisted them into foul and corrupt beings, now the Northern Ocean. Eventually the beasts went 128
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different paths and the Swinders grew smaller and sleeker, making them more streamlined for moving quickly through water.

Hit Points: 60 Initiative: 4d Move: -- (Swim: 20) Vitality: 4d (+24 Armor) Cinema Points: 3 Experience Value: 1 Dexterity 4d, Strength 4d, Persona 1d, Intellect 1d, Aptitude 1d Features Despite their avoidance of regular soldiers for direct Mutilation, a biting attack that leaves behind teeth in a combat, Sycoveen serve as vicious and sometimes deadly victim, Brawl +3d, Damage: Strength +42 combatants. Most Sycoveen train in various weapons and many are excellent at using magic foci weapons. Sycoveen Sycoveen often employ advanced tactics when forced into direct combat, or when ordered, employing tactics like Sycoveen are minions of the Fiends, a race of creatures overwhelming numbers, flanking, and ambushes. whose live to serve the dark goals of the Fiend Lords. Most Sycoveen live in the darkest corners of Azamar, Hit Points: 36 preferring remote caverns or unused portions of the Initiative: 3d Inferium. Sycoveen hunt and kill Immyr, Orcs, and Move: 6 Shrave, specifically considering them impediments to the Vitality 3d (+6 Armor) goals of the Fiend Lords. Sycoveen innately use Magic, Cinema Points: 5 borne from a corruption ritual which twists the children Experience Value: 2 of Azamar into their own young. For this reason, they Dexterity 3d, Strength 3d, Persona 3d, Intellect 3d, must steal the infants of the people of Azamar, and so Aptitude 3d their regular contact occurs normally in remote regions where their presence either goes unnoticed or they can Features avoid major military patrols. Signal, Sycoveens can raise an alarm when surprised 129
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through a series of quick incantations, alerting nearby allies to their exact location, (including any Fiends), Duration: Immediate, Activation: Instantaneous. Infernal, Sycoveen can quickly produce and throw a small ball of fire with a particularly good range, Willpower +6 to hit, Range: 10/20/40, Damage: Willpower +15/12/9.

Features Shapeshift, a Therian may shapeshift into any of the last five (5) things it touched, from a bucket to a creature, and takes on all the physical properties of that object. If the object does not have eyes, then the Therian cannot see, etc., the Therians Attributes and Hit Points adjust to match those of the creature or object it is mimicking, Duration: Until changed again, Activation: 1 Round.

Therian

Troll

Originally a faction of Wizards, the Therians abused magic and eventually forgot their identities, trading long life and innate shape changing. Therians are feared as powerful magical beings, capable of taking the shape and size of any other creature they contact touch. The caveat to this rule, is that the Therians cannot mimic Dragons. For whatever reason, the Dragons naturally prevent the Therians corrupted powers, countering them completely. Therians will threaten and attack just about any other creature, and often employ tactics many argue as evidence that the Therians have not completely lost their identities. Regardless of the history or effectiveness in combat, the Therians are a dangerous race of magical beings, and anyone of sound mind should fear and avoid them at all costs. Hit Points: 72 Initiative: 4d Move: 10 Vitality: 4d Cinema Points: 10 Experience Value: 10 Dexterity 4d, Strength 4d, Persona 3d, Intellect 4d Aptitude 4d 130
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Trolls are an ancient race of giant creatures who for centuries lurked in forests and mountain caves. More recently, these giant creatures wander closer and closer to civilization, developing courage enough to steal people from bed in the still of night for food. Trolls are aggressive and long lived, as well as capable opponents in combat even against small brigades of soldiers. Most trolls stand three to four stories tall and use their massive arms to reach down and snag enemies. Hit Points: 100 Initiative: 4d Move: 12 Vitality 6d (Tough Hide +8) Cinema Points: 3 Experience Point Value: 8 Dexterity 3d, Strength 6d, Persona 1d, Intellect 2d, Aptitude 2d Features Growler, the troll rumbles a low guttural growl that makes the ground tremble, sending all riding animals into frenzies for the duration, Duration: 1d Rounds, Activation: Immediate. Heave, trolls can toss large boulders with deadly accuracy, Ranged +6d, Range: 20/40/60, Damage: 1d+48/45/42

and wait patiently for months on a new meal source. They are uncomplaining and move with lightning fast reflexes when they believe their next meal is at hand. While incredibly fast, they are not strong and must rely on sharp reflexes and fast acting venom to subdue their victims. Uumul use a series of web strings to the ground to alert them of anyone nearby who may disturb their nest. When large groups of travelers pass by they are cautious in attacking, often waiting for the last in a line, or will follow them carefully until they make camp. Hit Points: 36 Initiative: 5d Move: 10 Vitality: 3d Cinema Points: 3 Experience Value: 5 Dexterity 5d, Strength 3d, Persona 1d, Intellect 3d, Aptitude 1d Features Specialized Attack Venomous Bite, Brawl +3d, Damage: +9, with a successful Stamina, DR Difficult, a character may resist the venom, or become paralyzed for 1d Days.

Uumul

Weth
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Accustomed to high humidity and jungle Long used as the flying steed of the Wyvine, the environments, Uumuls make homes in the treetops Weth are a vicious creature originally introduced to

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the Wyvine by the Shrave, who also use the Weth as riding animals in the Inferium. Weth are excellent burrowers, as well as capable of long distance flight, though blind, they navigate using sound and do not distinguish well between friend or foe. Most Wyvine riders place bits or mouth guards on Weth when using them for riding, which somehow calms the creatures normally more erratic and aggressive behaviors. Hit Points: 55 Initiative: 4d Move: 8 (Fly: 30, Burrow: 20) Vitality 4d Cinema Points: 3 Experience Value: 2 Dexterity 3d, Strength 4d, Persona 1d, Intellect 1d, Aptitude 1d Features Tunneling, Weths enjoy tunneling and can do so with ease even with a mount in place. Echolocation, Weths use sound to find and see, Search +40

glide effortlessly on the wind higher up in the sky. A Wind Stalker rarely shares the sky with a Dragon, but recorded accounts note that Wind Stalkers move faster and with more grace. Wind Stalkers are the only known, natural predator to Hydreans, making them a revered and honored beast. Those whose accounts include touching a Wind Stalker note that its skin is a deep iridescent black similar to a whale. No accounts exist of anyone killing a Wind Stalker, though there are those whom tried. Some legends include vague references to an order that learned to

befriend and ride the Wind Stalkers, long before the Great War. Such knowledge remains lost to time. Hit Points: 144 Initiative: 6d Move: 30 (Fly), (Gliding: 15), (Dive: 90), (Swim: 20) Vitality: 6d Cinema Points: 12 Experience Value: 20 Dexterity 6d, Strength 6d, Persona 1d, Intellect 3d, Aptitude 1d Features: Regeneration: +36 Hit Points, (Instantly regenerates damage, Activation: Immediate)

Wind Stalkers
The largest creature to share the skies in Azamar with the Dragons is a Wind Stalker. These exotic and magical beasts have unknown origins. They follow the winds in the sky, and while they can fly without the wind, they appear to prefer it. Wind Stalkers are massive creatures, capable of moving in and out of water and the skies above with ease. To Humanoids, Wind Stalkers are passive creatures who tend to avoid most civilizations and populated areas. While extremely rare, many accounts of Wind Stalkers take place on the high seas between the continents and realms of Azamar.

Wind Stalkers are as long as three to four war ships, serpentine like when seen at a distance. They have six glowing green eyes, large forward wings and two large spinal fins for maneuvering. A Wind Stalkers tail is massive and flat, which they use to 132
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Zull
The largest known land creature in the world, myths surround these inconceivably mammoth beings since the earliest written records. They are slow moving and prefer the warm sand dunes of the Wyvine Proving Grounds, so they rarely venture elsewhere. They bare thick, rock like armor that grows in jagged and crystalline sheets. Some scholars speculate that Zulls are the source of the Zurn stone prevalent throughout the world of Azamar, as the Zull scales strongly resemble the Zurn stone. Aside from their fantastic size, the Zulls are relatively serene creatures unless disturbed. They have no known predators, and no records exist of anyone ever killing a Zull. The only creature on record larger than a Zull is the Kraken, itself a legend.

Hit Points: 200 Initiative: 6d Move: 20 Vitality: 6d (+96 Armor) Cinema Points: 100 Experience Value: 100 Dexterity 2d, Strength 6d, Persona 1d, Intellect 1d, Aptitude 1d Features Vibrations, a Zull can sense movement and the location of any movement on the ground nearby within a two hundred (200) unit distance, which it automatically considers a threat and will attack.

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Zurn Warbler

Damage: Strength +12) Flame Burst, the Zurn Warbler uses a fiery breath weapon, shooting a fireball-encased substance at a target,(Ranged to Hit, Damage: 1d+15, Range:12/8/4, Once struck the substance sticks to the target and stays lit for the duration or until immersed in water, Duration: 1d Rounds) Glow, the Zurn Warbler is capable of emitting a faint light from its feathers, enabling vision in darkness and to attract prey, (The glow produced has the following visible range: 100/75/50, at the shortest range the Zurn Warbler is identifiable in the darkness)

Zurn Warblers are native to Obsalos, so they were once rare on other landmasses. In recent decades, many pirates and smugglers and have set to capturing and selling these the Zurn Warblers as guard animals or for prize fighting, as they are extremely territorial with one another. They are brightly colored flightless birds that can spit flames and evoke some minor magical effects it uses for intimidating opponents. Hit Points: 40 Initiative: 3d Move: 5 (Sprint: 12) Vitality: 3d Cinema Point: 5 Experience Value: 1 Dexterity 3d, Strength 2d, Persona 1d, Intellect 1d, Aptitude 1d Features Specialized Attacks: Bite/Peck, (Brawl), Damage: Strength +6 Claw, (Brawl), Damage: Strength +3 Vorenter, the Zurn Warbler has a voracious appetite, and as such it quickly pecks, bites, and claws an opponent in a flurry of attacks, (Flurry of attacks all count as a single overwhelming attack, Brawl to Hit, 134
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FiENDS
Only through the greatest of sacrifice shall we know true victory against the Fiends. - Quirren Slace, Wyvine, Hall of Memories, Military and Tactical Docent, Former Wyvine General There are many Fiends that reside in the Blur, who wait for when they can rip through a tear in the Fabric and break into Azamar to wreak havoc and destruction. Of those many Fiends, a handful are more well known than others due to their determination in attempting to step into Azamar. It is believed that the Fiends wage a war among themselves, using the Blur as the magic users on Azamar do, a passage way and place from which to draw upon for magic. Unfortunately, the magic users of Azamar are not nearly as inherently natural at using the Blur as the Fiends, and as such often fall at their hands when they step out of the Blur. Among those known Fiends are the Agmai, the Rakshai, the Revenants, the Saturians, the Syetans, and the Xur. All Fiends are at Creature (Step 2) Scale for rules purposes, (Creatures gain +2d Strength versus Character, Characters gain +2d Dexterity versus Creature). Fiend Lords

insatiable appetites, eating rocks, plants, and meat; and they are large enough to devour a Human whole. Hit Points: 98 Initiative: 2d Move: 9 Cinema Points: 5 Experience Value: 6 Dexterity: 2d, Brawl: 4d, Dodge: 2d, Throw: 1d Intellect: 1d Strength: 6d, Grapple: 4d Aptitude: 1d Persona: 1d Features Squeeze, Grapple, DR beat opponents Grapple by 6, deal Strength+4d Damage to opponent, the Agmai can employ its massive size to squeeze and opponent to death while Grappling, Duration: Immediate. Excrete Acid Bile, Throw to Hit, Range: 3/6/9, Damage: 7d/6d/5d, deals same damage for the Duration, the Agmai vomits a massive wave of Bile at opponents in hopes of digesting them to make eating them easier, Duration: 1d rounds.

Fiend Lords come in many forms, possessing the ability Rakshai to shapeshift into any form they please. They surround themselves with Fiend servants to carry out such bidding The Rakshai are concise, meticulous, and paranoid as they so desire. Fiends, whose physical form is that of a large cat-

like creature. They brandish many weapons and are masters with all of them, often lying in wait for weeks The Agmai are a self-involved, arrogant, and clever type to ambush random travelers.

Agmai

of Fiend, capable of moving swiftly in Azamar. They have 136


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Features Scent trace, +3d Search, the Rakshai uses a keen sense of smell to locate a target, Duration: Immediate. Cats Eye, same as the Treuoall Character Feature, Duration: Immediate. Concealment, +2d Sneak, the Rakshai uses a supernatural cloak to hide itself in plain sight, Duration: 1d rounds.

Revenants

Hit Points: 48 Initiative: 4d Move: 5 Cinema Points: 5 Experience Value: 8 Dexterity: 4d, Archery: 5d, Brawl: 2d, Dodge: 3d, Melee: 5d, Throw: 5d The Revenants are patient, fierce, and considered the strongest and most violent of the Fiends. These beings Intellect: 3d, Search: 4d, Survival: 2d, Tactics: 2d take on whatever form they choose in Azamar, extremely Strength: 2d, Grapple: 1d intelligent and highly cunning, Revenants hold a reputation for deceiving those around them for years. Aptitude: 2d Persona: 2d, Intimidation: 4d, Willpower: 3d 137
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Hit Points: 120 Initiative: 4d Move: 12 Cinema Points: 10 Experience Value: 20

Damage:Willpower+3d/2d/1d, the Revenant magically rips apart a victim from a distance, dealing massive damage, Duration: Immediate. Doppler, By touch only, Willpower, DR Willpower of target, the Revenant appears and sounds like a victim of their choosing permanently, whose life instantly extinguishes in the process, Duration: Immediate.

Dexterity: 4d, Archery: 2d, Brawl: 4d, Dodge: 4d, Melee: Summoning, Willpower, DR Heroic, the Revenant is 4d, Sneak: 3d the only Fiend capable of actively tearing holes in the Fabric between Azamar and the Blur, specifically capable Intellect: 4d, Search: 3d of summoning 1d minion Fiends to fight for them, Strength: 4d, Grapple: 3d Duration: Immediate. Aptitude: 4d Persona: 5d, Con: 4d, Disguise: 4d, Intimidation: 5d, The Saturians use persuasion and the seduction of power Languages: 4d, Persuasion: 4d, Willpower: 4d to lure the people of Azamar to their side so they may Features control them and use them as soldiers for their purposes. Taint, Permanent and Passive, Any who strike a They can bestow great magic to a person, which always comes at a great price. Revenant must roll, Willpower, DR Moderate, or soak 6d Hit Points: 36 Damage, all Revenants are cursed and tainted beings who emanate a violent, dark force to any who lay hands upon Initiative: 3d or strike them, Duration: Immediate. Move: 6 Desecrate, Willpower, DR Heroic, the Revenant causes Cinema Points: 3 the very ground in Azamar to bleed a black fluid, the air to go rancid and fill with sulfur, and the plants to die, Experience Value: 5 any in the twenty by twenty by ten (20x20x10) high region (as designated by the Revenant), suffer Willpower Damage until they leave that area, Duration: 1d rounds. Shred, Willpower to Hit, Range: 2/3/6,

Saturians

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Dexterity: 3d, Sneak: 1d Intellect: 2d, Search: 3d Strength: 2d Aptitude: 1d Persona: 5d, Con: 3d, Gambling: 4d, Intimidation: 3d, Languages: 3d, Persuasion: 4d, Willpower: 1d Features Inveigle, +3d Persuasion, the Saturian can magically entice a target into doing things they may not otherwise do, Duration: Immediate. Scam, +3d Gambling, the Saturian can magically cheat while Gambling, able to winning hands without trying, Duration: Immediate. Hypnotize, Willpower, DR Targets Willpower, if successful the target is stunner, Duration: 1d rounds.

Persona: 1d, Artisan: 4d Features Observant, Search, DR Difficult, if successful, the Syetan gains +2d Archery to hit a target if detected, Duration: Immediate. Lure, Artisan, DR Moderate, if successful travelers will hear a distant flute playing and follow it to the Syetan, the music can be heard up to a one thousand (1,000) unit distance, Duration: 1d days. Statuette, the Syetan can change their form from flesh to Stone and vice versa as desired, they remain aware while in a Statuette-stone form, Duration: Immediate.

Syetans
The Syetans have a specific physical form in Azamar, always being half the height of Humans, with heads donned by horns, long white teeth, huge nails on the fingers, and huge powerful legs whose feet are hooves. Their skin is often deep ash in color, and they move in numbers, never coming through the Fabric without a squad of brethren to aid them. Hit Points: 24 Initiative: 2d Move: 5 Cinema Points: 2 Experience Value: 3 Dexterity: 3d, Archery: 4d, Dodge: 2d, Melee: 1d Intellect: 2d, Search: 3d, Tactics: 4d Strength: 2d Aptitude: 1d

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Xur
The Xur are massive creatures, good at destroying and devouring everything around them, they use a number of tentacles, arms, and legs, of various shapes and sizes to both move and grab things to put into the massive mouth on the top of its body. Considered mindless, though appearing to respond to the commands of other Fiends, the Xur are almost perfect soldiers

Persona: 1d Features Slog, on a successful Grapple, the Xur may automatically attempt to grab a target and throw it into its mouth, Mouth: Strength+2d Damage, Duration: Immediate. Groan, anyone within a twenty (20) unit distance of the Xur must succeed, Willpower, DR Moderate, or stand stunned for the Duration, the Xur emits low rumbling tones, which stun nearby enemies, Duration: 1d rounds.

Hit Points: 144 Initiative: 1d Move: 6 Cinema Points: 3 Experience Value: 8 Dexterity: 1d, Brawl: 4d, Throw: 4d Intellect: 1d Strength: 5d, Climb: 4d, Grapple: 4d, Lift: 4d Aptitude: 1d

Husk, Vitality +12, the Xur quickly retracts its body into a massive shell-like husk, protecting itself from attack, Duration: Immediate. Bombard, Throw to Hit, Range: 3/6/12, Damage: Strength+4d/3d/2d, the Xur ejects a barrage of quills at an enemy.

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COMbaT
Combat uses specific rules to provide order and encourage action-packed and cinematic experiences. The dice rolling involved with Combat is described in this section and outlines many options available for combat. The Combat section includes examples that draw upon cinematic scenes to help with visualization of the rules. Combat is when at least one Character wants to attack at least one other Character. Combat runs under the basic premise of a Round, which loosely represents about six (6) seconds of time. Combat normally uses a square grid to maintain a sense of scale and allow players to apply tactics. An integral part of Combat game play is in understanding that combat rolls are primarily Opposed Rolls.

INiTiaTiVE
Initiative is a tool for determining which Characters act more quickly in a Combat Round. There are two basic methods in determining Initiative. The first method is using Group Initiative, the Player with the highest Initiative rolls for the group of Characters, and the GM uses the highest Initiative of the Extras opposing the Characters. The second method is having each individual Initiative Leveraging Character roll Initiative independently, and sequence through the rolls in order of each Initiative roll, highest Initiative advantage leveraged against an opposing to lowest. The first method tends to be faster, the second Initiative in a successive round reduces rolling. If a GM method tends to be more comprehensive. or group of Players wins an Initiative roll, they may opt to leverage their last Initiative roll and not roll in the new How it works: round, keeping their last Initiative. Only the winner of 1. The Character with the highest Initiative in each an Initiative may leverage the roll to the next Round. opposing group rolls and adds them up like any other. How it works: The highest number wins the Initiative. A group of Players face Combat with a group of enemies 2. The group whose side won Initiative declares and takes and the GM, Fred, asks them to roll Group Initiative. actions first, with the choice to use or hold the actions Kyle rolls Initiative for his group of Player Characters, individually. including Alicia and Terry, as Kyle has the highest Initiative among the; a 3d. Fred rolls 2d for the enemy party. Kyles 3. The group whose side lost Initiative now declares and Initiative roll totals fifteen (15) and Freds Initiative roll takes their action. totals seven (7). All the Characters take their actions and get to the next Combat Round. Fred asks them to roll 4. The individuals who chose to hold their actions now Group Initiative again, and Kyle asks to leverage their last take their turn. Initiative roll total against the new Initiative and Fred concedes. This time Kyle does not roll, but Fred does. Freds new Initiative roll total is a nine (9), and Kyles last Initiative roll automatically wins the Initiative. 142
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again. The Goblin Captain also subtracts one die and rolls to parry. Derek beats the GMs roll so Ruk hits! Combat normally involves physically attacking (brawling, They add up the Damage, and the devastating blow drops grappling, hitting, spell casting, or shooting), dodging the Goblin Captain to the ground, dead. and moving, sneaking, and taking cover. Sometimes characters can use intimidation or other tactics to change If the Goblin Captain had not died in the attack, Derek the morale of enemies and overcome them without force, could subtract another die and attack again. This time he would have only three dice (3d) to use against his but this is more difficult. opponent. There are many options in Combat when Attacking. The three primary forms of Attacking are Brawl, Grapple, and Melee. The three primary forms of Attacking at a range MOVEMENT are Ranged, Throw, and Willpower (when using a Magic Understanding Character Move is very important in terms Weapon or Power). When using Willpower with a Magic of Combat. Each Character has a Move. A Move of four Focus Weapon, it works the same way as Ranged does (4) indicates the Character can Move four (4) Squares in with a Bow. any direction, during a Combat Round without rolling With combat, if a Character attacks and another is dodges or taking Multiple Actions. Climbing and Swimming and their rolls tie, the Character who dodges does so half the Characters Move. With a successful Sneak, DR successfully. If a Characters attacks and another defends Search of the opponent, Sneak is possible at a normal by parrying and their rolls tie, the Character who parries Move, otherwise it is half the Characters Move. does so successfully. If two Characters grapple and one attempts an aggressive move on the other and their rolls Running tie, the Character who was resisting does so successfully. Running multiplies the characters Move by two (Move The rule of thumb in Combat is, The tie goes to the x2), with a successful Athletics, DR Moderate. Running Defender. multiplies the characters Move by three (x3), with a successful Athletics, DR Difficult. On a successful Multiple Actions Stamina, DR Moderate, if a character chooses to continue running into the next Round. In a round, characters may take as many actions as they have dice in Initiative. If a Character has an Initiative of How it works: three dice (3d), no more than three (3) actions may occur Daryls character Niv is running across a jagged, hazardous in a Round. If a critical roll occurs, one (1) on the Wild terrain. To make matters worse for Niv a small band of Die followed by a six (6), no more actions may occur for mercenaries follow him on mounts. After dodging some that Character in the Round. ranged attacks, the GM makes Daryl roll Athletics, DR For each action during a round, a player subtracts one Difficult because of the terrain. Niv has an Athletics of die (-1d) for each following roll because of the previous 4d, (2d Dexterity + 2d Athletics). Nivs normal Move action(s) taken. Each following roll removes one die (-1d) is seven (7). Daryl rolls his dice and gets a fifteen (15), and so on. missing the DR Difficult. Daryl spends a Cinema Point, rolls a die and gets a six (6)! This brings his total to 21, How it works: and Niv moves fourteen (14) squares away towards more Derek is determined to end the existence of a Goblin cover from the mercenaries. In order to continue Niv Captain that has given his character Ruk a very difficult running another round, Daryl must succeed on a Stamina, time. With his broadsword ready, Derek declares that DR Moderate. Ruk will take Multiple Actions and Ruks Melee die pool is five dice (5d); (Dexterity 3d + Melee 2d). At the end SNEaKiNG of the action, Derek subtracts a die and rolls four dice (4d) to strike at the Goblin Captain with his broadsword, When Sneaking and attacking, if the roll is Moderate 143

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or better; a Melee Weapon does an additional amount a Character can counter with Dodge, Grapple, or Melee, of Sneak Damage based upon a melee weapons Sneak (if already holding a Melee weapon). multiplier. This multiplier is in the weapon chart for Weapon Grapples melee weapons; typically x2 or x3. A Sneak multiplier does not affect ranged weapons; as ranged weapon When Grappling, to gain control over a weapon, the damage is gauged on distance and that ranged weapons highest roll causes a Reversal and keeps the weapon. are typically more lethal at close range. The difficulty of While Grappling, to gain control over a weapon, if Sneaking depends on environment, lighting conditions, either roll exceeds another by twelve (12+), a Reversal and actions taken. and Execution may occur on the loser of the roll. To counter a Sneak roll, roll a higher Search roll. A tie Prone and Stunned Enemies means the Sneak fails. Enemies who are prone (unable to move), unconscious, or stunned, may not Dodge an attack. If an attack is DR EXECUTiONS Very Difficult or higher, the enemy is Executed. While Sneaking DaMaGE & HEaLiNG When Sneaking and attacking roll to hit a target. If the roll result is DR Very Difficult or better, an Execution There is always the threat of injury, pain, and the occurs. No Dodge roll occurs, as this is a Sneak attack. inevitability of death looming in Azamar. These threats come in many forms and eventually your Character will During normal combat take damage as a result. There are a few ways to heal If an attacker makes a non-ranged attack roll and an injury in Azamar. Healing is dependent primarily exceeds the defending roll by eighteen (18+), the attack on the availability of medical treatment. Characters are automatically causes an Execution. During any attack, still fragile creatures and die quickly from even minor injuries if untreated. When taking damage, a Character suffers mental and physical pain and injury, represented by losing Hit Points. Whenever taking damage a player rolls to Absorb damage by rolling Vitality and any additional protection provided by Armor or other Character Features. Damage through Combat usually occurs by a weapon. Falling Damage follows a basic rule of falling five (5) units deals a base Damage: 1d+5, adding five (Damage: +5) for each additional five (5) units fallen. Drowning or suffocation damage occurs after a failed Stamina roll, with the difficulty determined by the amount of time under water or otherwise asphyxiated, dealing a base Damage: 1d+24 per Round, (or roughly every six (6) seconds). Fire Damage deals a base Damage: 1d+14 the first Round, adding seven (Damage: +7) each following round until dead or extinguished.

Natural healing
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Characters healing naturally do so at a rate of one (1) Hit Point per hour while at rest. Characters healing naturally under the aid of a healer via First Aid or Medicine, do so at a rate of two (2) Hit Points per hour while at rest.

Very Difficult Heroic Epic

Magical Healing

2d+6 Hit Points, Cure Magical Illness +4d Hit Points, Regenerate body parts Resurrection

Not everything in Azamar is the same size, so we have developed a Scaling system. If a Character or ship is trying to hit or damage something across the Scale, then we add more dice to a roll. See the chart below on how to add dice to a roll when crossing different Scales.

SCaLE

Scale Small Character Large Very Large Dragon

Modifier for Character Damage +8 Dexterity +8 Dexterity +12 Dexterity +18 Dexterity +21

Modifier for Challenger Dexterity +8 Damage +8 Damage +12 Damage +18 Damage +21

FLEXibLESpELL CaSTiNG (OpTiONaL RULE)


Some GMs may want to employ flexible spell casting. To cast a spell, a Character in Azamar must possessBlurTouched and spend a Cinema Point. After that, the Player describes the intent and desiredeffect and the GMassigns a DR to the intended spell. A magic foci, (such as an amulet, ring, staff, or wand), may provide bonuses to casting spells, at the GMs discretion. The following table provides loose guidance:

Sometimes a Character has a magical ability to heal by touching another Character. This can range from simple injuries to curing diseases and otherwise incurable ailments. The basics of this are simple principals, and run off the Willpower Skill. How it Works: (Willpower DR based on the following chart, Duration: Immediate, Activation: Instantaneous)

Difficulty Easy Moderate Difficult

Result +3 Hit Points +6 Hit Points, Cure Disease 1d+6 Hit Points, Remove Poison and Plague

Example Spells Light orLevitateSmall Object Create Fire or Water Elemental Attack Teleport (sight distance) Teleport (anywhere) Resurrection
How It Works

DR Easy Moderate Difficult Very Difficult Heroic Epic

Dave wants his character, Remmy, to cast a spell and declares this, spending a Cinema Point. Dave explains 145

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that his character,Remmy, wants to conjure clean drinking water for the party into a large bucket. The GM, Michael, assigns DR Moderate to Daves spell. Dave rolls using Willpowerfor casting the spell, with five dice, (5d = 3d Intellect + 2d Willpower), resulting in a total of fifteen (15), making DR Moderate. Michael tells Dave that his character casts the spell successfully and the water appears in mid-air, sloshing and splashing into the bucket below dramatically.

Baggage
Backpack, Hemp, Cost: 20c Backpack, Leather, Cost: 30c Chest, Enfri Walking, Cost: 500c An Enfri Walking Chest is a miracle of modern technological innovation. Created by the Enfri, the only magical component behind the Walking Chest is the power source, which causes the chest to follow the holder of a specifically tuned crystal on its four rugged legs. The four legs of the walking chest can also neatly fold into the body of the chest making it compact and easy to store when not in use. Chest, Large Cost: 100c Chest, Medium, Cost: 60c Chest, Small Cost: 50c Satchel, Hemp, Cost: 3c Satchel, Leather, Cost: 5c Satchel, Enfri Waterproof, Cost: 12c Sack, Large, Hemp, Cost: 7c Sack, Large, Leather, Cost: 10c Sack, Small, Hemp, Cost: 13c

PROpS
MONEY
The people of Azamar use three major forms of currency, Commons, Jems, and Zurns. All coins bear the mark of the mint, whether forged or etched, the mark of the mint if only official and recognized producer of currency in the world of Azamar. Commons are metal coins, cast from a variety of indiscriminate metals, widely varying their weight. Jems, worth about 500 Commons (this varies by region and economy), are craft from various gemstones. Zurns, worth about 5,000 Commons (this varies wildly by region and economy), are craft from Zurn Stones, and volatile ore with roots in the very essence of magic. Only wizards and master stone shapers can craft a coin from Zurn Stone, so they are considered a highly rare and valuable form of currency.

Sack, Small, Leather, Cost: 16c Most prices on goods in Azamar are set in terms of Commons, typically annotated as 200c or 1,000c instead Saddlebag, Hemp, Cost: 25c of using the Jem or Zurn notations, such as 2j or 1z. Saddlebag, Leather, Cost: 40c

TRaVEL PROViSiONS

Liquid Containers Barrel, Cost: 50c Barrel, Large, Cost: 70c Bottle, Wine 6c Bucket, Large, Cost: 12c Bucket, Small, Cost: 6c Clay Jug, Cost: 15c Flask, Cost: 17c Glass Vial, Cost: 5c Glass Bottle, Cost: 10c 146

Azamarian Steed, Cost: 500c Bed Roll, Cost: 15c Firewood, Bundle, 40c Gyet, (Olm), Cost: 1000c Hammock, Cost: 50c Knife Sheath, Cost: 32c Sword Scabbard, Cost: 43c Tent, Small, Cost: 70c Tent, Medium, Cost: 100c Tent, Large, Cost: 140c
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Wood Jug, Cost: 30c Waterskin, Cost: 20c

Climbing
Rope, Hemp, per fifty (50) Unit, Cost: 50c Rope, Enfri, per fifty (50) Unit, Cost: 125c Rope, Magic, per fifty (50) Unit, Cost: 300c Enfri Harness, Cost: 35c Climbing Claw, Cost: 15c Enfri Carabiner, Cost: 5c Crampons, Cost: 30c

Enfri Carbide is a feat of modern science, as the Enfri invented a long, bright, slow burning material that is thick yet works great as a long-term fuel, often used in specialized torches and helmet lamps. Enfri Fire Starter, Cost: 5c An Enfri Fire Starter is a small canister that produces fire on the go, thousands of times before it expends its fuel. Any well-stocked Enfri merchant can trade an empty canister for a new one, with a slight offset in cost. Flint and Steel, Cost: 2c Lamp Oil, Cost: 4c Lantern, Oil, Cost: 10c Lantern, Hooded, Cost: 25c Light Orb, Cost: 600c These naturally occurring baubles are found deep within the Inferium, mined specifically for their unique light production, the Immyr sell them at premium prices. Torch, Cost: 8c 147

Portable Lighting
Candle, Cost: 2c Enfri Carbide, Cost: 9c Enfri Carbide Head Lamp, Cost: 20c Enfri Carbide Torch, Cost: 100c

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SUNDRiES
Foods Bread, Cost: 1c Butter, Cost: 2c Cheese, Cost: 2c Eggs, Cost: 1c Honey, Cost: 5c Meat, Cost: 5c Nuts, Assorted, Cost: 1c Rations, One Day, Cost: 15c Rations, Military, One Day, Cost: 30c Travelers Banquet, One Meal, Cost: 20c Rice, Cost: 2c Salt, Cost: 3c

Soup, Cost: 1c Spices, Cost: 20c

Liquids
Absynth, Urbane, Cost: 100c Ale, Common, Cost: 8c Ale, Immyr, Cost: 15cMead, Wyvine, Cost: 25c Cream, Cost: 2c Juice, Berry, Cost: 6c Milk, Cost: 2c Thurm Essence, Heals anything short of resurrection, restores full health, Cost: 1000c Water, Flasked, Cost: 3c Wine, Common, Cost: 12c Wine, Fine, Cost: 200c Wine, Treuoall, Cost: 500c

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Apparel
Belt, Cost: 3c Boots, Cost: 20c Clothes, Arid, Cost: 29c Cloak, Common, Cost: 8c Cloak, Enfri, Cost: 250c Clothes, Traveling, Cost: 20c Clothes, Winter, Cost: 27c Clothes, Jungle, Cost: 29c Coat, Winter, Cost: 50c Dress, Long, Cost: 30c Dress, Short, Cost: 22c Gloves, Cloth, Cost: 1c Gown, Cost: 75c Jacket, Dress, Cost: 200c Pants, Cost: 25c Robe, Cost: 23c Sandals, Cost: 13c Shirt, Cost: 37c Shoes, Cost: 26c Stockings, Cost: 4c Tunic, Cost: 16c Vest, Cost: 11c

Great Sword, Damage: Strength +45/x3, Cost: 500c TelVeth Blade (scimitar), Damage: Strength +42/ x2, Cost: 700c Description: Each TelVeth blade is specifically forged by a master sword smith for a specific Sword Chanter. No TelVeth blade is created without a specific person in mind. Each TelVeth blade is slightly different, but most are curved blades of varying lengths. SheaAhk (Chain Blade): Reach: 1/2/3, Damage: Strength +27/24/21/x2, Cost: 200c Description: The Shea-Ahk is the native weapon of the BuCol people. It is a chain whip, with a weight on one end and a deadly blade on another. A trained SheaAhk warrior is a fierce some and deadly foe. Flail, Damage: Strength +21/x2, Cost: 70c Mace, Damage: Strength +24/x2, Cost: 130c War Hammer, Damage: Strength +32/x2, Cost: 250c Morning star, Damage: Strength +35/x2, Cost: 325c Battle Axe, Damage: Strength +42/x2, Cost: 400c Great Axe, Damage: Strength +51/x2, Cost: 600c Staff, Damage: Strength +18/0, Cost: 40c Spear, Damage: Strength +21/x2, Cost: 50c Halberd, Reach: 1/2 Damage: Strength +39/x2, Cost: 300c Wyvine Lance, Damage: +48/x2, Thrown Range and Damage, Range: 5/10/20 Damage: 1d+24/21/18, Cost: 700c Description: A Wyvine Lance is a double-ended spear with three prongs on each end. They are specifically created for those trained in fighting with a Wyvine Lance, though they sometimes are found in various markets as souvenirs of old wars.

ARMS
Melee

Dagger, Damage: Strength +6/x2, Cost: 50c Combat Clawed Gauntlets, Damage Strength +12/ x3, Cost: 300c Short sword, Damage: Strength +15/x2, Cost: 150c Long sword, Damage: Strength +27/x2, Cost: 300c

Ranged
Throwing Dagger, Range: 2/4/8, Damage: Strength+6/3/1, Cost: 30c

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Throwing Axe, Range: 2/4/8, Damage: Strength +9/6/3, Cost: 50c Short Bow, Range: 50/100/135, Damage: 1d +24/21/18, Cost: 300c Long Bow, Range: 70/150/300, Damage: 1d +30/27/24, Cost: 500c Hand Crossbow, Range: 10/30/50, Damage: 1d +24/21/18, Cost: 300c Heavy Crossbow, Range: 30/60/120, Damage: 1d +33/30/27, Cost: 700c Enfri Quarreler, Range: 20/30/60, Damage: 1d +18/15/12, Fire Control: 2d/1d/0, Cost: 850c Description: An Enfri Quarreler is a medium size crossbow capable of throwing many bolts in a very short period before needing to reload. It uses a number of Enfri mechanical inventions, therefore a distinct knowledge of their engineering is needed to maintain and repair it if broken.

Magical Foci
Magical Foci provide a little help in focusing Magic, making it easier to access the channels between Azamar and the Blur. Most Magic Foci are assigned, though sometimes wizards make a business of fashioning and selling them. Typically, the cost of Magic Foci are cheap when compared with most other weaponry, since only a very select group can use them. When using a Magic Focus, a wizard simply activates a simply burst of magical energy through sheer will. By rolling Willpower, the Magic Focus fires this burst at a target. Without a Magic Focus, a wizard must spend a Cinema Point to fire a magical burst attack at a target, which has Range: 3/6/9, Damage: Willpower. There are four basic types of Magic Foci, Amulets, Rings, Wands, and Staffs. Amulets and Rings are considered portable and very concealable, but they do not pack as much of a punch. Wands are the standard Magic Focus, while Staffs are used for those wizards looking for all out

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combat.

Only one Magic Focus is usable at a single time, for instance accessing multiple rings at once will invoke a Corruption Event on a roll of one (1), otherwise the use Wands of multiple Magic Foci will overload and feedback the Wands are powerful conduits and easy to conceal, though total of the Willpower roll as damage to the wizard. they can be easily lost or broken. While most wands are made from wood, a rare few are made from the bones Amulets of powerful beings such as dragons, and lauded for their Amulets are semi-powerful conduits, capable of providing greater abilities. the needed help when desired. Amulets tend to be a merge of metal and crystals, and often the crystal variation can Makes determine varying degrees in ability as well as the metal.

Dragons Bone, Range: 9/12/15, Damage: Willpower +12/9/6, Cost: 300c

Makes
Common Metals, Range: 5/7/10, Damage: Willpower +3/2/1, Cost: 100c Eludanium, Range: 6/9/12 , Damage: Willpower +4/2/1, Cost: 200c Ithurine, Range: 7/10/15, Damage: Willpower +5/3/1, Cost: 300c Dragons Bone, Range: 10/15/20, Damage: Willpower +9/6/3 , Cost: 500c Azurite, Range 12/16/22, Damage: Willpower +12/9/6 , Cost: 600c Chimeranite, Range: 15/20/30, Damage: Willpower +9/6/3, Cost: 700c Zurn, Range: 15/20/30, Damage: Willpower +12/9/6, Cost: 800c

Common Wood, Range: 12/20/30, Damage: Willpower +12/9/6, Cost: 200c Stone Wood, Range: 15/30/40, Damage: Willpower +18/15/12, Cost: 300c Wizards Bone, Range: 20/40/60, Damage: Willpower +21/18/15, Cost: 500c Dragons Bone, Range: 40/80/120, Damage: Willpower +27/24/21, Cost: 700c

Staffs
Staffs are the most powerful of conduits, which also easily duel as weapons, though they tend to mark a Magic user as such. Staffs being large and difficult to construct, rarely are made of anything other than large pieces of wood, though those few made of rarer materials exert much greater capabilities.

Rings
Rings are the easiest to conceal, tiny, and typically great because you can have more than one at once, just in case. They are far more limited than wands in their ability, however.

Makes
Common Metal, Range: 3/6/9, Damage: Willpower +4/3/2, Cost: 50c Eludanium, Range: 5/7/10, Damage: Willpower +5/4/3, Cost: 100c Ithurine, Range: 6/9/12, Damage: Willpower +9/6/3, Cost: 200c

Common Wood, Range: 20/40/60, Damage: Willpower +18/15/12, Cost: 350c Stone Wood, Range: 40/60/100, Damage: Willpower +21/18/15, Cost: 500c Ithurine, Range 60/100/200, Damage: Willpower +27/24/21, Cost: 700c Dragons Bone, Range: 100/200/300, Damage: Willpower +33/30/27, Cost: 850c

AppaREL aND ARMOR


Bracers Makes Leather, Vitality +1, Cost: 10c 151

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Iron, Vitality +2, Cost: 30c Steel, Vitality +3, Cost: 100c Ithurine, Vitality +5, Cost: 200c Gauntlets Makes Iron, Vitality +1, Cost: 100c Steel, Vitality +2, Cost: 200c Ithurine, Vitality +4, Cost: 500c

Ithurine, Vitality +6, Cost: 400c

Helms
Wooden, Vitality +1, Cost: 50c Iron Vitality +2, Cost: 80c Steel, Vitality +3, Cost: 200c Ithurine, Vitality +6, Cost: 500c

Shields
Buckler, Wooden, Vitality +1, Cost: 40c Buckler, Steel, Vitality +2, Cost: 70c Buckler, Ithurine, Vitality +4, Cost: 200c Heater, Wooden, Vitality +2, Cost: 70c Heater, Steel, Vitality +3, Cost: 150c Heater, Ithurine, Vitality +6, Cost: 400c

Boots
Leather, Vitality +1, Cost: 25c Studded, Vitality +2, Cost: 40c Iron, Vitality +3, Cost: 60c Steel, Vitality +4, Cost: 150c

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Kite, Wooden, Vitality +3, Cost: 80c Kite, Steel, Vitality +4, Cost: 160c Kite, Ithurine, Vitality +7, Cost: 450c Scutum, Wooden, Vitality +5, Cost: 150c Scutum, Steel, Vitality +6, Cost: 400c Scutum, Ithurine, Vitality +10, Cost: 700c

Chain, Vitality +8, Cost: 400c Scale, Vitality +12, Cost: 750c Field, Vitality +16, Cost: 900c Plate, Vitality +20, Cost: 1250c Magic, Vitality +30, Cost: 2500c

Robes
Common, Vitality +1, Cost: 10c Illusionists Cloak, Vitality +2, Sneak +6, Cost: 35c Studded, Vitality +4, Cost: 40c Woven Ithurine, Vitality +8, Cost: 600c Magic, Vitality +10, Cost: 900c

FLORA
The flora of Azamar is wide and full of variety. A number of plants are sold in markets based on utility. Aurascar is a simple fruit that provides enough nutrients and sustenance in a single fruit to last the heartiest of warriors a full day. The only downside is the taste. Its horrible. Cost: 3c Dama fruit are sweet and delectable, but they are not sold for this quality. When an individual eats a Dama

Mails

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fruit, it causes the individual to emit a magical field that completely shrouds the individual in invisibility for a period. It is difficult to get due to some creatures called Harriers who prey on those who wander nearby the Dama Plains. Luckily, some seeds and a little magic allowed the farming of the Dama Fruit in small quantities under the supervision of the Wyvine Council.

holes, or when there is a need to entangle those who might cross it. The sap from Flinge makes a common wine. Strength DR Difficult, or crossing Flinge is a maximum of Move 2, Cost: 25c

Quepids are a volatile root plant that is not edible. When introducing a Quepid to salt water, it explodes violently. As hard as steel, the Quepid shell claimed many lives Invisibility Duration: 2d Hours, While invisible Sneak throughout the ages as a weapon used in ambushes. Those +21, Cost: 50c seeking to use Quepids as explosives must treat the plant Daggis Weed causes those who, willing to eat it, to levitate with caution, as even the slightest bit of salt water will slightly for a period. Those who eat the Daggis Weed cause the plant to explode, including sweat. leave no trace behind and no footsteps, however can move Explosion Range: 5/10/20, Damage: 1d+54/51/48, Cost: freely as if still on the ground. The phenomenon of the 60c Daggis Weed is still under research. Reed Wood is highly sought after for the ability to float Levitation Duration: 1d Hours, Cost: 20c regardless of time spent wet. Reed Wood comes from Flinge is a vine plant that grows very quickly, so quickly a tree that only grows on Obsalos, Northern Olm, and in fact that it often finds employment in setting traps over Eastern Evercrow, a region dangerous with vile creatures.

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Danger aside, many still make the journey to gather the Galleons are massive ships that ride on the wind designed super light wood for the many purposes it provides. for steady travel with large cargos and crew, capable of carrying two hundred passengers and operate with at least Cost: 15c fifty crew or more. Thurm is an exotic and difficult plant to grow, but highly Galleon, Cost: 100000c coveted for its healing abilities. Thurm produces a small amount of fluid per four to five plants, about a vials Frigates are dedicated war ships that ride on the wind and amount, that will cure any known disease or affliction, also use large oars for steady or fast travel, with moderate including magically produced diseases. It is a native plant cargos and crew, capable of carrying thirty passengers and to the Olm Jungle, and the difficulty in acquiring Thurm operate under at least twenty to thirty crew, at most. is very high as it is deep in unexplored areas within. Frigate, Cost: 150000c Thurm, eaten: Heal 50 Hit Points instantly, Cost: 300c

Vehicles

Air

Enfri Airships are a pinnacle of Enfri technology, capable of soaring anywhere in Azamar. These ships are massive, Ground as a large as Dragons and they cross the sky with ease. Carts are medium two wheeled vehicles pulled by one or They fly using mechanisms that push wind by, as well as two pack animals, made mainly of wood. with large wings that help produce draft and steer. Enfri Airships can carry five hundred passengers and operate Cart, Cost: 1000c under at least two hundred crew or more. Wagons are large four wheeled vehicles pulled by two Enfri Airship, Cost: 1000z to ten pack animals, made mainly of wood. A wagon sometimes includes extra features, such as a cover, which aME aSTER haRaCTERS increases the price.

Wagon, Cost: 4000c

Game Master Characters are all of those characters that make up all the big and small roles the Game Master must Enfri Steedless Wagons are a remarkable six wheeled fill to give a game world depth and interaction. Game vehicle that uses a series of pendulums and mechanisms Master Characters, sometimes referred to as GMCs, also for momentum, made mainly of wood. It can move as fill out the story a GM tells to players. Some GMCs go on fast as a standard wagon pulled by ten pack animals. to fill major roles as antagonists and protagonists, while Enfri Steedless Wagon, Cost: 10000c others may exist briefly to fill small roles as barkeeps, merchants, and tavern owners. Sleds vary in size and ability, but most are similar in size to wagons, only they made for carrying passengers and The bigger the role a GMC plays, the more a GM should supplies across ice and snow, pulled by four to ten pack take the time to add details about that character. Minor animals. Most sleds will float briefly if they break through characters do not need character sheets or lots of assigned ice, but the pack animals pulling them will not making it stats and background details. In this context, the creation a dangerous affair. of a character depends primarily on the importance of the role a GM wishes that character to play; the bigger the Sled, Cost: 4500c role, the more depth the character required in character creation. In this section are examples of major characters, Sea which possess long backgrounds and play pivotal roles in Sloofs are sleek and sheer wind riding ships designed for the world of Azamar. As minor characters play such small fast travel with little cargo and crew, capable of carrying roles, we opted to leave out character templates for such ten passengers and operate under only three to five crew. temporary characters from the Azamar core rules. Sloof, Cost: 10000c 155
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major races amassed the largest fighting force they could and set off to meet Zintar. This army consisted over every An accursed fire rages deep within the pit of a soul of all soldier capable of wielding a weapon and volunteers from Defilers. However, Zintars soul seemed to burn brighter, every race joined in on the march. The two armies met and spew forth a hatred that tore at the very fabric of and a ferocious battle raged for three days, the united races Azamar. How can one being have such an impact upon of Azamar fought bravely against Zintar and his seemingly their environment? Zintar, a promising Sword Chanter invincible army of Fiends. During the more intense showed much strength, courage and constantly impressed moments of fighting, the continent itself was cracked and his superiors at any challenge thrown his way. However, separated from the continental shelf. Witnesses whisper whether it was his secretive goal or happened by chance, that Zintar tapped into the full destructive power of his history has not recorded how Moonstaff. he fell from grace. All that Towards the end of the third day of fighting, under is known is that his elders an ominous blood-red sky that was turning into asked Zintar to perform a dusk, a young Wyvine warrior and a squadron task that would take him of foot-soldiers closed in on Zintars position. deep into the uncharted A dramatic series of events unfolded territory of Azamar. What which allowed the Wyvine warrior an happens next will change the opportunity for attack. It is said that course of history. on that moment, time stood still. The warriors double-sided lance hit Zintar Zintar emerges from his most and instantly killed the Warlord. Upon recent quest, a powerful Defiler, witnessing their leader fall, the ranks corrupted by a demon within among the Fiends quickly began to his very own soul. Because of his deteriorate as the allied armies pushed transformation, he has only one goal in them back. Victory was theirs. After mind: complete and total destruction of the fighting, the young Wyvine Azamar. Zintar begins to attract followers warrior who dealt the killing blow to while preaching openly about the crimes Zintar was never found, many of his elders and the evils of the Order of Wizardry. During these times, believe that warrior perished skirmishes break out and Zintars power in the aftermath. grows. This causes further damage to the Zintars presence over Azamar Blur and sensing no other option, can still be felt today. Cults the Dragons become involved in that worship his dark deeds the fight. Zintar waits for the have sprung up throughout the appropriate moment and just land. Although most were hunted as when it looks as if he will meet his down and either executed or imprisoned, a few still demise, he calls forth the very demon that stirs within operate under a veil of secrecy, plotting to resurrect their him. It emits a powerful energy, darker than any have fallen leader. seen. Some say the ground quaked as chasms opened up. Powerful, dark forms emerged from the darkness and the Character Type: Defiler Species: Treuoall, Male Fiends stepped into the battle.

ZiNTaR

The deadliest war Azamar had ever experienced reached its catalyst. Fueled by a sense of urgency, the races of Azamar pooled their resources together in a desperate attempt to locate Zintar and after a frantic search, the scouts tracked him and his army just north of Adrya Orth. Quickly the

Hit Points: 80 Initiative: 5d Move: 8 Vitality: 5d Cinema Points: 12

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Experience Value: 15 Dexterity: 3d Athletics, 6d, Brawl 6d, Dodge 6d, Melee 6d, Ranged 6d, Riding 6d, Sneak 6d, Throw 6d Persona: 3d Command 6d, Intimidation 6d, Languages 6d, Persuasion 6d, Willpower 6d Intellect: 2d Academics 6d, Cultures 6d, Healing 4d, Politics 6d, Search 4d, Survival 5d, Tactics 6d Strength: 5d Climb 6d, Jump 6d, Lift 6d, Grapple 6d, Push-Pull 6d, Stamina 6d, Swim 6d

she is erratic and unpredictable in behavior. She may be as willing to talk to an enemy as kill them outright. She typically weighs her decisions with negotiation heavily on her current mood, though she enjoys the company of Humans dearly since she was raised by two Humans. She despises Enfri and Immyr, normally killing them on sight. Her hair is a pearly white, her eyes are a striking gold and silver. She carries a wand carved from the bone of a High Dragon and soaked in Fiend, Human, Treuoall, Immyr, Enfri, and Wyvine blood. She typically wears a very loose cloak a little else beneath, typical of the Derisians who follow the Anteprofidian magic Zintar taught.

Zamaranth took the remnants of the Derisians, once Aptitude: 2d Armor Smithing 6d, Engineering 6d, First all-powerful wizards, now crippled by Anteprofidian restraints on their magic. Zamaranth saw an opportunity Aid 6d, Navigation 6d, Security 6d to see Zintars legacy come to pass, and she knew that Equipment: Moonstaff, Unique Two-Handed Sword the world would forget his true power and devastation (Str+24/x3), Unique set of Full Plate Armor (Vitality over the centuries. As the world forgets about Zintar, Zamaranth plotted for his return and sought out an army +30), Unique One Handed Hand-Axe (Str+18/x2). for power. She opened the Crux of Zamaranth Lyceum in Evercrow, and has since been recruiting any who come Character Features to her as servants. They are loyal until they die, which is Abilities: Apprentice Sword Chanter (5), Cats Eyes (5), normally sooner than later. Danger Sense (50), Detect Magic (5), Expose Fault (5), Magic Affinity (5), Martyr (5-Creation Only.), Quick Character Type: Anteprofidian Wizard Draw (5), Refined (15), Reputation (10), Sword Chanter Species: Treuoall, Female (10), Tempo Fighting (20), Tributaries (5), Weapon Age: 3,486 years Hit Points: 266 Affinity (5), Weapon Mastery (15), Wyldborne (5). Initiative: 5d Spells: Arrow (5), Barrier (10), Blast (10), Breach (5), Move: 9 Conjure Element (5), Detain (25), Dust Lord (20), Vitality: 6d Elemental Union (5), Heal (5), Inspire (15), Purify (5), Cinema Points: 48 Reality Peak (15), Revulsion (20), Rupture (10), Shield Experience Value: 30 (5), Side Step (10), Spellbind (10), Spell Expansion (5), Dexterity: 5d Acrobat 5d, Brawl 4d, Dodge 6d, Hide Stricken (10), 5d, Melee 2d, Riding 6d, Running 3d, Sneak 6d, Pick Pocket 6d, Throw 4d ZaMaRaNTh Zamaranth is a defiantly beautiful Treuoall who maintains her beauty through magic. Standing 56, weighing approximately 132 lbs, she draws on the life forces of her followers, aging them faster than normally, stealing their years for hers. The trade is that ability to draw upon Zamaranths Anteprofidian magic through the various amulets she distributes. She has adopted certain dementias over the long centuries she remained alive, so Strength: 6d Climb 3d, Jump 2d, Lift 3d, Grapple 4d, Push-Pull 2d, Stamina 3d, Swim 2d Persona: 6d Artisan 4d, Command 5d, Con 5d, Disguise 6d, Intimidation 6d, Languages 6d, Persuasion 6d, Willpower 4d, Intellect: 5d Academics 4d, Business 2d, Creatures

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3d, Culture 3d, Healing 6d, Politics 4d, Search 4d, Streetwise 2d, Survival 5d, Tactics 3d,

to hold, skepticism of Bowens true intent still runs amok. The threat of conflict occurs every day. In response, the Agents of Bowen have redoubled their efforts in holding Aptitude: 3d Argot 2d, Demolitions 3d, First Aid 5d, his rule together when Bowen is unable to be physically Navigation: 6d, Piloting: 3d Weapon Smithing 2d present. Bowen stands 58 tall and weighs roughly 200 lbs. He has a pale complexion, chiseled features, short, brown hair and wears a neatly kept five oclock shadow. The facial hair obscures a scar on the left side of his cheek. He has deep grey eyes that captivate those who look upon him. He prefers to wear an elegant, well-tailored shirt with collar. His breeches are half cloth, half animal hide and scream the notion rock star. He walks with a slight Equipment: limp so in order to correct this he uses the assistance of a walking cane. Rumor has it that the cane contains the Robe of Shadows (+3d (+9) Sneak, Permanent when worn), spirits of vanquished political foes. No one can confirm Ring of Conveyance (+2d (+6) Persuasion: Seduction, or deny the rumor, but then again, no one really wants to Permanent when worn), Amulet of Evercrow (Absorbs life find out. energy of followers, day by day, if this Amulet is removed all of Zamaranths followers will fall dead instantly Character Type: Ruler of Azamar delivering all their life energies to Zamaranth. She added Species: Human-Fullblood, Male this special touch to the Amulet in case someone attempts Hit Points: 35 to remove it. If this occurs, she temporarily gains +500 Initiative: 3d Hit Points and +5d (+15) to all Rolls, Duration of this Move: 5 Effect: 1d Hours) Vitality: 3d Cinema Points: 20 Armor: Ring of Stones (Vitality +20, Permanent when Experience Value: 12 worn) Character Features Languages: All All Elemental Features, (Was previously an Elemental) All Zamaranth Features Knows most Spells, Cannot use Ofvgars Spells No access to other Faction Features Weapons: Dexterity: 3d Brawl 5d, Dodge 6d, Melee 6d.

Persona: 4d Command 6d, Intimidation 5d, Languages Dragonbone Wand, Range: 250/500/1,000, Damage: 4d, Willpower 6d. Willpower+6d/7d/8d (18/21/24), All Damage is Elemental Lightning Intellect: 3d Academics 4d, Creatures 4d, Culture 3d, Healing 3d, Law 5d, Politics 5d, Search 4d, Survival 4d, Tactics 6d. LORD NiCKOLaS BOwEN Referred to as either Lord, or the Champion of Azamar by his subjects. Lord Nikolas Bowen is credited with establishing treaties that helped push the peace-process along. Alliances between the major races have been reestablished with the exception of the Treuoall who seclude themselves from active involvement. Among Bowens talents, he is a skilled warrior and a cunning leader often leading his troops to victory no matter what the odds. Strength: 3d Jump 2d, Lift 2d, Grapple 2d, Push-Pull 3d, Stamina 3d. Aptitude: 2d Weapon Smithing 3d. Equipment: Handcrafted Walking Cane (Str+18). Character Features

While the fragile treaties among the major races continue Abilities: Auroran (7-Creation Only), Empath (10), Quick 158
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Draw (5), Weapon Affinity (5), Weapon Mastery (15)

tribal style tattoos cover his left arm and he is always wearing black. He stands 6 5 and weighs close to 280 Spells: Arrow (5), Blast (10), Breach (5), Conjure Element pounds. He is a massive force to be reckoned with on (5), Detain (25), Purify (5), Rupture (10), Spellbind (10), the battlefield and his cold, calculating mind is always Spell Storm (35), Summon (10) analyzing the situation for the most efficient strategy. Character Type: Leader of the Agents Species: Human-Urbane, Male The Agents of Bowen act as enforcers to the Kingdoms Hit Points: 48 rule, they carry out Lord Bowens bidding when he is Initiative: 3d unable to. Most of these agents are loyal, but some do Move: 7 Vitality: 4d have their own hidden agendas. Cinema Points: 9 Experience Value: 8 VRAACCH

BOWENS AGENTS

Vraacch is the only Urbane who holds rank among Bowens agents. To the public, Vraacch is the newer face of Azamar, he does infrequently addresses the subjects only when the situation requires it, or when Bowen is touring Azamar keeping the treaties between the races alive. From his office within Bowens fortress, he assigns the missions to the Agents, keeps track of movement and reports his findings to Bowen. While not as charismatic as the Lord, Vraacch is well respected with the troops and the other agents know well enough not to refuse their assignments. Upon entering Vraacchs private quarters, most are taken back by the luxurious setting but those, who even posses the slightest bit of observation notice the presence of the woman only known as the Witch. She is a mysterious presence who only speaks when casting a spell and rumors of her true alignment with Vraacch run amok all over the city. Agents that report to Vraacch have reported strange occult and rituals performed on them just before setting out on assignment. The Witch has even demonstrated the ability to teleport Agents from Vraacchs office to their assigned locations. Although many dismiss these claims as ludicrous, as only told by drunken patrons at the local tavern fond of spinning tall tales. Whatever her motives may be, she appears to remain loyal to Vraacch and her powerful magics help aid the Agents in the field at all times.

Dexterity: 3d Acrobat 3d, Archery 3d, Brawl 5d, Dodge 4d, Hide 3d, Melee 6d, Riding 4d, Running 3d, Sneak 3d. Persona: 2d Command 6d, Con 4d, Disguise 4d, Intimidation 5d, Willpower 4d. Intellect: 3d Academics 3d, Creatures 4d, Law 3d, Search 5d, Streetwise 3d, Survival 2d, Tactics 4d. Strength: 4d Climb 2d, Jump 2d, Lift 2d, Grapple 3d, Push-Pull 2d, Stamina 4d, Swim 2d. Aptitude: 3d First Aid 3d, Sentry Evasion 3d, Weapon Smithing 3d. Equipment: Unique Two-Handed Sword (Str+30/x2), Dagger (Str+12/x2), Banded Leather Armor (Vitality +12) Character Features: Abilities: Blood Ties (7-Creation Only), Creedulient (15), Expose Fault (5), Quick Draw (5), Weapon Affinity (5), Weapon Mastery (15), Tempo Fighting (20).

Vraacch always makes his best effort to keep his body in ThE WiTCh its optimal shape. Most are quick to notice his chiseled She does her best to hide her true heritage being a Treuoall features, his neatly kept appearance and finally his noand does not wish to draw attention to herself. She stands nonsense approach to just about anything. Most say after at 5 4 tall with a medium build, she prefers to dress encountering him for the first time that the man is devoid in a variety of grays and keeps a dark green cloth tied of humor. Vraacch has an olive toned skin complexion, 159
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around her head to hide her ears. Her white hair is long, straight and her eye color is a shocking silver, which gives off a creepy impression to those who encounter her for the first time. What most beings fail to realize is that the Witch is actually much younger than she lets on due to her ability to disguise herself. She hardly ever speaks to anyone, this only enhances her mysterious presence. However, those fluent in secret languages may have a chance at communicating with her. Character Type: Enslaved magic-user Species: Treuoall, Female Hit Points: 24 Initiative: 2d Move: 5 Vitality: 2d Cinema Points: 9 Experience Value: 6 Dexterity: 2d Archery 3d, Dodge 2d, Melee 2d. Persona: 5d Artisan 3d, Disguise 3d, Intimidation 4d, Languages 4d, Persuasion 3d, Willpower 5d. Intellect: 4d Academics 3d, Creatures 3d, Cultures 4d, Healing 4d, Search 4d, Survival 2d. Strength: 2d Push-Pull 2d, Stamina 2d. Aptitude: 2d Engineering 2d, First Aid 3d. Equipment: Ceremonial Dagger (Str+6/x2), Old-Worn Robes, an assortment of magical spell books and components that are kept in Vraacchs quarters, and a shrunken head that dangles from her belt.

Character Features Abilities: Cats Eyes (5), Inner Radiance (6-Creation Only), Laconic (3) Spells: Arrow (5), Blast (5), Conjure Element (5), Darken (10), Elemental Union (5), Fly (10), Illuminate (5), Inure (5), Levitate (5), Ofvgars Crimson Glow (5), Spell Expansion (5), Traverse (15).

DiVawD EDGOT
A Wyvine War Scholar, who was long ago enslaved against his will by a Necromancer through transformation into an undead known as a Ghoul, so he could outlive his normal lifespan and be easier to control through magic, using him for centuries as a means to an end. On an attempt to get a powerful relic, the Wyvine slave came upon another relic in some ruins, an ancient and powerful Wyvine Lance. When touched, it broke the control over the Wyvine by the Wizard, freeing him from centuries of slavery and carrying out heinous acts. He also retrieved the relic he was sent to take, but instead of returning it, he threw it into the Sea of Olm while crossing the ocean to return. This is, some scholars speculate, the source of the race of people known as the Foragers. The ancient and powerful relic may sit at the bottom of the ocean, inspiring changes in life and inducing magic into it. When the Wyvine returned to the Wizard they waged an epic battle, and that Wyvine War Scholar became the first known act of Defiance, the Wyvine ability to nullify magic. It is believed that his enslavement gave him a unique perspective into the workings of magic, making it possible for him to not only learn Defiance, 160

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but also to activate and use it. The Wyvine unlives on curse and is considered Undead. The Undead cannot die to this day, having committed many great feats of valor, unless the brain is destroyed. seeking to redeem the wrongs that he carried out on behalf (Undead Characters are no longer under the Players of the foul Necromancer. control once the curse or infection completes, there are Centuries later, the Wyvine teaches the use of the Lance to no known natural cures. (Magic may cure the Undead other Wyvine and serves to protect the Hall of Memories, on a series of complex Healing checks, DR Heroic, GMs where he resides today, looking for knowledge of how to Discretion) end his curse.The council named him the Guardian of Olm several decades ago, a title bestowed on only one other at the Great War. It is through his service to the people of Azamar that he truly seeks forgiveness for acts long forgotten by all, but him. Character Type: War Scholar Species: Undead-Wyvine, Male Hit Points: 80 Initiative: 3d Move: 7 Vitality: 4d Cinema Points: 7 Experience Value: 5 Dexterity: 3d Athletics 3d, Brawl 5d, Dodge 5d, Melee 6d, Ranged 3d, Riding 3d, Sneak 3d, Throw 2d. Persona: 3d Command 4d, Deception 3d, Empathy 3d, Intimidation 3d, Languages 4d, Willpower 5d. Intellect: 3d Medicine 2d, Search 4d, Survival 4d, Tactics 3d. Strength: 4d Climb 2d, Jump 2d, Grapple 4d, Push-Pull 3d, Stamina 4d. Aptitude: 2d First Aid 2d, Piloting 2d, Security 5d. Equipment: Wyvine Lance (Damage: Str+48/x2, Thrown Range and Damage, Range: 5/10/20 Damage: 1d+24/21/18), Short Sword (Damage: Str+15/x2), Throwing Dagger (Range: 2/4/8, Damage: Str+6/3/1), Studded Field Armor (Vitality+16), key to the Hall of Memories. Character Features Abilities: Fame (5), Lance Inept (5), Lance Reaper (10), Lance Prime (20), Photographic Memory (5-Creation Only). Undead: Divawd has been placed under a powerful, evil 161
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ThE ROaD TO AZaMaR


In the heart of every rogue, is the spark of potential. We are fools to overlook those willing to brave the darkness before them for coin. - Lady Invac of Evercrow, Treuoall, Sword Chanter Praescentian

Episode One
The characters are assigned by Vraacch to travel to the last known whereabouts of a party of three adventurers that have failed to check in. Last known contact was in the city of Krane where an Agent assigned them to travel to Azamar to undertake a very important assignment. The characters are given descriptions of the party and the proper equipment and are asked by Vraacch to leave at the first sign of daylight.

A ROaD TO ADVENTURE Introduction


The characters, which have worked together on a previous quest, have been hired by an Agent of Bowen to conduct a search. A party consisting of three adventurers traveling from Krane to Azamar failed to check in and have been missing for two days now. The characters primary goal is to investigate their last known location and to bring them back to Azamar. Vraacch, leader of the agents contacted the characters himself, which is rare for those who deal with the agents.

Episode Two
Three-quarters of the way to Krane have the characters make a Search check, DR Moderate. Those that pass will find a wicked-looking arrow stuck deep in a tree. Upon further investigation, signs of a struggle took place. This is the area, where the party was camping, when they were suddenly ambushed. One of the players catches the smells of something cooking in the wind. If they choose to locate the source of the smell, they will stumble into an Orc camp.

GETTiNG STaRTED
This adventure is best suited for 3 to 5 players in addition to the Game Master. It takes approximately five hours of game play to run The Road To Azamar. Helpful Hint: Game Masters, dont be afraid to give your Player Characters a run for their Cinema Points! If you have a group of five or more Players, change the number of adversaries they have to face. Perhaps in the Orcs camp there are two Shock Troopers? One specializing in ranged combat as the other fights along side the Soldiers in the Melee. Or you can always tweak the stats, and make the Shaman even more deadly. Being creative often leads to the most memorable encounters!

Episode Three
There are five Orcs total, three warriors, one Shocktrooper and one Shaman who appears to be conducting some sort of ritual. The Shaman leads the group while it is the Shocktroopers job to keep the warriors in line. Then they will notice a survivor, a female Treuoall who matches the description of one of the missing party members. She is tied to a tree being guarded by the Shocktrooper. Whatever ritual the Shaman is preparing, it looks as if it will be performed on the surviving Treuoall. Her fate lies in the hands of your players!

Quick Start Outline

Episode One: Audience with Vraacch.


Vraacch is one big imposing figure. His presence often demands your full attention, no matter where the location, the characters are approached by Vraacch while his bodyguards lurk in the shadows. This is a good roleplaying opportunity to give a little insight into the world 163
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of Azamar. The other party was on its way from Krane. came from a rather large custom-made crossbow. The If none of the characters have been there, you the Game arrows themselves are covered with Orcish handwriting. A Languages check, DR Easy will allow a character to Master can bring up current events, for example: decipher some of the writing. Two weeks ago, the city was attacked by something in that came from the Uncharted Territories. Thankfully it was never If the players pass another Search check, DR Moderate able to make it past the Great Wall and the brave soldiers of they will notice the smell of something cooking in the air. The source of the smell is located deeper into the Krane were able to defeat it. woods off the trail. If the characters are being cautious, The missing party that the characters are searching for is allow them a few moments to observe the Orcs camp. made up of: The Shaman is conducting a ritual and is cleansing their captive, an unconscious Treuoall who fits Janrises Kronk (Wyvine, Male Barbarian/Thug) description. She is tied up against the tree while being Janrise (Treuoall, Female Warrior/Smuggler) guarded by the Shocktrooper. The three Orc Warriors Myssa Levhrehl (Treuoall, Female Warrior/Bodyguard) are scattered throughout the camp. One sticks close to the Shocktrooper while the other two guard the camps After that incident at Krane, the party departed the city. entrance close to the Shaman. Three days later, Ajran, the Lord of Krane restricted travel due to fears of any other creatures wandering the land JANRISE around Krane. There have been reports by travelers of Character Type: Smuggler Orc sightings and one instance that involved a direct Species: Treuoall, Female confrontation, but the Orcs for the most part stay away Hit Points: 24 from the city itself. Initiative: 3d The characters have that evening to gather their equipment Move: 5 before they are set to leave Azamar at first light. They are Vitality: 2d provided with fast, healthy horses if they do not already Cinema Points: 5 Experience Value: 2 have horses of their own.

Episode Two: The Investigation Begins


The journey to the scene takes about a days worth of travel on horseback. Thanks to the connecting road, traveling between Azamar and Krane is relatively quick. However, recent Orc sightings have become increasingly more frequent prompting the rulers of Azamar and Krane to warn travelers of the potential danger. It is not uncommon to encounter travelers being escorted by mercenaries. Those who are encountered may be questioned for information or bartered with.

Dexterity: 3d Dodge 1d, Melee 2d. Intellect: 3d Survival 1d. Strength: 2d Aptitude: 3d Argot 1d. Persona: 4d Con 1d, Languages 1d, Persuasion 1d. Character Features: Abilities: Apprentice Sword Chanter (5): +3d attack/+2d damage when using Janrises Scimitar. Equipment: Banded Leather Armor (+6 Vitality), Dagger (Str+6/x2), Scimitar (Str+24/x2).

After any encounters with travelers have, the characters make Search checks, DR Moderate. Those who succeed Description: She is a young Treuoall, appearing to be will notice a wicked-looking arrow lodged into a nearby coming out of the adolescence stage. She has fair, pale tree just beyond the road. If the characters choose to skin and golden blond hair. Most striking are her deep investigate further, they will see signs of a struggle and calculating, steel blue eyes. She travels light compared they will find two more arrows. Those well-versed in to her companions and is always ready to take on any projectile firing weapons will determine that the arrows challenge at a moments notice. Her most prized 164
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possession is a map of the land of Azamar that is almost Cinema Points: 1-3 (Varies) Experience Value: 3 complete. She is very well traveled.

Episode Three: Rescuing The Captive


Upon closer inspection, have the Players make several Sneak checks, DR Moderate to Difficult depending on the circumstance. It looks as if the Shaman is done with his ritual, having placed some sort of magical effect on a ceremonial dagger. He is now approaching Janrise, who is still tied up to the tree. After the players decide on their actions, the Orcs will detect their presence. Have them roll for initiative. The Shocktrooper will bark commands at the Warriors while he draws a heavy looking crossbow. Those players who are more observant will recognize the crossbow as the weapon that fired the bolt they found lodged in the nearby tree. Complication: A pair of Owogs stand guard near the camp, tied to a tree far enough away to avoid detection by the Player Characters unless those actively searching make a Difficult Search check. If the fighting in the Orcs camp starts and the Owogs havent been detected, your Players could be in for a nasty surprise if a clever Orc sets them loose on the Player Characters!

Dexterity: 3d Athletics 2d, Brawl: Bite 3d, Dodge 2d, Sneak 2d. Intellect: 3d Search 4d. Strength: 5d Climb 2d, Jump 2d, Stamina 3d. Aptitude: 1d Persona: 2d Willpower 2d. Attacks: Front Claws (+6 to Climb, Damage: Str+12), Bite (Str+18). Creature Features Tracking: Owogs posse an almost supernatural talent when tracking their prey. (Permanent Owogs receive +9 to Search when tracking by listening or by sent) Owogs are native to the Inferium and have been domesticated by the Orcs for the purposes of tracking prey and hunting. Owogs often carry saddlebags, strapped with the Orcs equipment and are decorated in fearsome war paints. Shock Troopers, Orcs Hit Points: 50 Initiative: 3d Move: 7 Vitality: 4d Cinema Points: 4 Experience Value: 3 (Shock Troopers) Dexterity: 3d Brawl 3d, Dodge 3d, Melee 4d, Ranged 3d, Running 2d. Intellect: 3d Creatures 1d, Survival 1d. Strength: 4d Lift 1d, Grapple 3d, Push-Pull 1d, Stamina 3d. Aptitude: 4d Engineering 1d, Armor Smithing 2d, Weapon Smithing 2d. Persona: 2d Command 2d, Intimidation 2d, Willpower 3d. Equipment: Armor (+12 Vitality), Long Sword (Str+18/ x2d), Broad Axe (Str+36/x2), Heavy Cross Bow (Damage: 1d+27/24/21, Range: 100/200/300, Ammo: 6* Conceal: Difficult) * The Shocktroopers Crossbow Bolts are magically imbued

Owogs
Creature Type: Tracking Animals, Domesticated Species: Owogs (Canines, native to the Inferium) Hit Points: 30 Initiative: 3d Move: 8 Vitality: 5d

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by the Shaman. They give the Shocktrooper +1d to his Intellect: 2d Survival 1d. Strength: 3d Lift 1d, Grapple 2d, Push-Pull 1d, Ranged skill. Cost 1 Cinema Point to activate. Stamina 2d. Life expectancy for Orcs is rather low given the violent Aptitude: 4d Armor Smithing 1d, Weapon nature of their culture. Those Orcs that survive a number Smithing 1d. of successful campaigns go on to be trained as Shock Persona: 2d Intimidation 1d, Willpower 1d. Troopers by the Elders. These Orcs are rewarded with better equipment and are often in charge of protecting Equipment: Armor (+12 Vitality), Short Sword (Str+12/ the Shaman in major battles x2), Dagger (Str+6/x2). Shaman, Orcs Warriors are the fodder of Orc culture. Expendable, Hit Points: 36 these ranks are continually replenished in Orc infested Initiative: 2d strongholds. Move: 6 Vitality: 3d The Shocktrooper will use his ranged weapon to his Cinema Points: 5 advantage. He will send his Warriors into melee range Experience Value: 4 (Shaman) while they engage the Players, he will attempt to pick them off one by one with his Heavy Crossbow. The Shaman Dexterity: 2d Brawl 2d, Dodge 2d, Melee 2d. will use his spells to his full advantage and stay close to the Intellect: 4d Creatures 4d, Culture 3d, Healing 6d, captive. He suspects the players are out to rescue her. Search 4d, Survival 4d. Strength: 3d Stamina 3d. Players will always be Players! Aptitude: 4d Argot 1d, Engineering 3d, First Aid 4d, Piloting 2d. Keep in mind as you run this scenario it probably will not Persona: 3d Command 4d, Intimidation 3d, Languages go as you anticipated. One of your crafty players may 3d, Willpower 4d. throw you a huge curve but do not panic, it may lead to a more memorable encounter and unlock potential story Spells: Shield (5), Heal (5), Stricken (10), Martyr (5). arcs. Make sure, as a Game master you are flexible and if your players come up with a really cool strategy, give them Equipment: Misc Magical Trinkets, Magical Staff (usually a chance to make it work. Remember, it is only a game! imbued with 1 Magical Power), Ceremonial Dagger (Str+12/x3).

After the Battle

The Shaman are the Elders that serve the Circle of Detriment in Orc society. They have survived numerous campaigns and have grown old by Orc standards, which is a rare occurrence. They then are taught to hone their abilities and study the world of Magic, learning to manipulate it to serve the Gods of Orcish kind. Warriors, Orcs Hit Points: 36 Initiative: 3d Move: 7 Vitality: 3d Cinema Points: 2 Experience Value: 2 (Warriors) Dexterity: 3d Brawl 2d, Dodge 2d, Melee 3d, Running 1d.

Reward creative players with Cinema Points and give them a moment to rest up. Janrise is unconscious and the players when they search the Orcs camp will come across the remains of Kronk and Myssa. Searching the Orcs, they will also find a scroll on the Shaman, written in a language they do not recognize.

Potential Story Arcs


The Scroll of Command: A group of fractioned, Treuoall Isolationists have written the orders in their own dialect, looking at the orders the players do not even recognize the language its written in. Finding a translator - through either magic or a physical being should be the next priority. Do they bring the Scroll of Command back to the agents 166

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the agents really concerned about their disappearance?

Let your Imagination go Wild!


You may come up with Story Arcs of your own when running this scenario. Write them down so you can flesh out the details. When running its best to keep an open mind, listen to your players and do not forget to have fun! While Game Mastering (or GMing) is a lot of hard work, the real reward is hearing your players tell you, thanks for running, we had a lot of fun tonight! Good luck! Remember, you can always email us or post on our Blog with any questions or comments you may have. We are always happy to help.

of Bowen or do they take it upon themselves to find a way to translate it? The Treuoall Captive: Her name is Janrise and she is the last survivor of a group of adventurers who were hired to take a job in Azamar by the agents of Bowen. When they failed to arrive, Vraacch approached the players since they have worked before to track down the missing party. Her main weapon is a custom Scimitar and she makes a living smuggling both purchased goods (legal and otherwise) and information. She is well traveled and knows just about every corner of the land of Azamar. Since her party has been defeated by the Orcs, she, at first is reluctant to attach herself to another adventuring party. Through persistence though, she may change her mind although initially she will wish to part ways at the nearest city after their Adventure is complete. What is this job that Janrise was hired to do? Why were 167
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GLOSSARY
Adrya - An ancient word meaning great city Amonde - World of the gods Ampais - An ancient word meaning of the mountains

Humans who remain, able to trace lineage back to the Anteprofidian wizards and ages before the Fracturing. Guradiin - The Immyrian word for Good Gyets - The native riding animal of the Wyvine, a creature native to the plains of Olm.

Immyr - The name of a proud people, who dwell in the Anteprofidian - A term used for describing the ancient and upper Inferium, constantly at war with the Orc people for powerful techniques of wizards from the first Millennia their underground territories. Azurite - A blue-tinted metal that occurs in the mountains Inferium - The vast underground network of caverns of Evercrow, likely due to some magical properties of the beneath the surface of Azamar. It is believed that a person region. It is prized for the use of constructing magical may travel from one end of Azamar to the other in the foci. Inferium. BuCol - The descendants of the Fullblooded Human and Ithural - The Immyrian word for Place of the Mines Treuoall people from the third Millennia. They are the Ithurine - The hardest known metal in Azamar, commonly primary inhabitants of most of the forests of Azamar. used for weapons, armor and magic foci as it takes magic Chimeranite - An interesting material that holds the to shape it. property of metal and stone, but is also extremely light and durable. Without magic, when it gets too hot, it Lichdom - An undead being who has overcome the mindlessness of undeath. These beings are rare and often simply burns instead of melting. powerful. They are typically hunted until defeated due to Chitonous Armored their volatile nature. Derisian - The title of any of the ancient followers and Moonstaff - The ancient staff of power used by Zintar, supporters of the infamous villain, Zintar. constructed by the Fiends, forged from Dragonbone and Dragonbone - Dragonbone is a literal meaning for the Fiend bone woven together. This object is utterly corrupting material used as a rare source of magic foci, made from and powerful. It was shattered after Fracturing, broken into small pieces and scattered throughout the world, as the very bones of a Dragon. the Wizards were unable to destroy it permanently. Dragonscendant - One who can directly trace lineage to Nauvowl - The legendary riding rats of the Treuoall a specific Dragon. people. Eludanium - A porous material capable of simple and powerful shaping for use as a magic foci. It is sold by the Ofvgar - The most accomplished and famous Anteprofidian wizard to date Immyr, as they get it from within the Inferium. Enfri - The name of a people, their capital city, language, Orc - The name of a people, a race whose long history of and nation. They are a short stalky people who have foul deeds earns them the hate and anger of all the other races of Azamar demonstrated historical resilience against the odds. Forleen - The native language of the Wyvine people. Fracturing - This pivotal event was the moment when the world of Azamar was torn in half by magic, a moment that killed millions of people instantly, almost making extinct all Humans. It also opened a gaping hole in reality, allowing the Fiends to pass into Azamar and storm across the world in conquest. Orth - An ancient word meaning of the sky Shrave - The name of a people, who dwell in the Molten Deep of the Inferium, where they possess a mighty empire and inhabit the many reaches of the lower Inferium. Many Shrave can claim direct descent from Dragons. Slane - An ancient word meaning corrupt

Therians - A rogue band of wizards who dared research Fullblood - This term is used in reference to those 168
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shapechange in the extreme, not only changing size and shape, but also taking on the more innate properties of the targets of their change. Eventually they became corrupt shape changers. Toponymy - The history of the names of a place. Treuoall - The name of an ancient people, who claim closest relation to the Fullblooded Humans of old, aside from those direct descendants. Urbane - The name of a people who live in the very upper reaches of the Inferium, who claim strong ties with the Fullblooded Humans of ancient times. They are clever and deceitful as a people, and prize the ability to betray others for self-improvement. Urikuarik - The long and solemn journey a Wyvine takes to find the self, sometimes-lasting decades. Wizards Bone - This is a rare and extremely valued type of tree, which got its name long ago. The myth of the Wizards Bone tree, is that an ancient wizard challenged another, and the outcome was transformation into a tree. Wizards Bone wood possesses great potential for use as magic foci. Wyldborne - Those BuCol and Treuoall who are born in the wilderness, inheriting some of the basic idealisms of their ancestors. These few are closer to nature and magic than others. Wyvine - The name of a people native to the continent of Olm. They are larger by a head or more than all other races in Azamar, and they have a unique ability to negate magic, dispersing it as if it did not exist. Zamaranthian - The followers of Zamaranth, the most infamous of the Derisians. The Zamaranthians operate primarily out of Evercrow, swearing their lives to her cause of returning Zintar to power. Zintar - A powerful and destructive Treuoall wizard who caused the Fracturing to occur long ago, unleashing thousands of Fiends onto the surface of Azamar, wreaking havoc and killing millions. Zurn - A type of stone, light in weight, and nearly impenetrable, it casts a darkness on anything that touches it in its raw form. Zurn stone is also used to forge priceless armor and weapons, and the most treasured form of Currency in Azamar. 169
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!!!&&& !!!&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& !!!!&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& !!!&&& !!!&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&& &&&&&&

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OGL OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved. 1. 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You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You must include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Azamar (the Role Playing Game) Players Guide and Role Playing Game Core Rules, Copyright 2011, Wicked North Games, L.L.C. Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Cinema6 RPG Framework, Copyright 2011, Wicked North Games, L.L.C. West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc. Cinema6 RPG Framework, d6 Unleashed, WNG, and Azamar are trademarks and properties of Wicked North Games L.L.C. PRODUCT IDENTIFICATION: Product Identity: The D6 System; the D6 trademark, the D6 and related logos; and OpenD6 and any derivative trademarks hold designation as Product Identity (PI) and are properties of Purgatory Publishing Inc. Azamar the Role Playing Game, and derivative characters and character names: (Lord Bowen, Divawd Edgot, Vraacch, Zamaranth, and Zintar), and world character races: (BuCol, Enfri, Immyr, Shrave, Treuoall, Urbane, and Wyvine); the Cinema6 RPG Framework, the c6 trademark, the c6 and related logos; d6 Unleashed and any derivative trademarks; and all cover and interior art and trade dress hold designation as Product Identity (PI) and are properties of Wicked North Games L.L.C. Use of this PI is subject to the terms set forth in the D6 System/OpenD6 System Trademark License (D6STL). Open Game Content: All game mechanics and materials not covered under Product Identity (PI) above.

Demond Thompson (order #5095446)

Demond Thompson (order #5095446)

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