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1, August 2012

Jadrax (Strike to Stun Forums)

Jackdays (Strike to Stun Forums)

General Lore Physical Description Habitation and Distribution Culture and echnology $nteraction Capabilities History rappings S,y Sta'' Pro'iles Standard &dult "oat &dolescent "oat &s Player Character

3 3 3 ! ! ! ! * * * -

Careers Sojourner Wildsmage "oatarr #unes #une Chart and Descriptions &rcane Lore o' the Wilds Spells Spell Decriptions Shaping the #une #itual Credits

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"oats
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Zoats are a rare race in any part of the Known World, but are particularly scarce in the Old World, given its increasing population and deforestation. As a consequence little is known of them. he are a few academic !oological treatises in universities in the "mpire and Kislev on their supposed development# given the lack of hard facts on Zoats, some scholars believe they are a $stable$ form of %haotic centaur. Others argue that Zoats, being creatures of the forest and moor, see it as their duty to preserve these wild areas of the world from invaders and transgressors. hey act alone, however, they will take help from outside agents &e.g. 'ruids and "lvish scouts( where they think they need it, but Zoats aren$t ones to deliberately seek help.

Zoat life span was and is unknown, but is believed to be at least several hundred years and possibly thousands, even e-ceeding the "lves, or they may possibly be biologically immortal like a rare few other creatures of nature, that are .reborn/ after going through a metamorphosis at a certain stage of life. 0ecause they are not mammals, adult Zoat females do not possess the typical mammalian se- characteristics of breasts for primate and humanoid creatures, or udders for most other animals. he reproductive organs of the se-es also reside in the folds of a .pocket/ of hide near the very end of the underbody, near where the stubby tail e-tends from the body, so while the chance of meeting a male or female Zoat are roughly equal, unless non)Zoats have the unlikely sufficient e-perience dealing with the race to be able to differentiate the se-es by the slightly faster and higher tone of voice of the females, it is impossible to tell which one has stumbled upon, as both males and females are appro-imately equal in si!e at each stage of life.

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he Zoats are an ancient race of centaur)like turtle or li!ard creatures that have been all but forgotten by most of the races of the world. hey are large, thick)skinned quadrupeds the si!e of a large horse but with the lower body more resembling a rhinoceros &and some are the si!e of a rhino(, with squat cylindrical legs and a tree)trunk)like tail, with a man$s upper body emerging from *ust above the normal location of the animal shoulder and neck,consisting of a thick torso starting *ust above the waist, and large, gangly arms, all giving the impression of great strength. Atop the humanoid body sits a decidedly non)human neck and head, resembling that of a turtle, armored with thick bone. he $scales$ on the back and other areas of a Zoat are nothing more than overlapping layers of thick leathery skin+ nonetheless it provides a degree of protection from both physical blows, and the elements. ,kin on both centaur and human body areas is black to grey and dark brown and mottled. Zoats$ seemingly lumbering forms are deceptive, as they can gallop, moving with alarming speed, and the result of a Zoat$s charge or trample could be catastrophic.

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Zoats live principally in the upper reaches of the 0order 1rinces, the depths of the 2orest of ,hadows &in 3mperial territory(, the wooded foothills of the eastern side of the World$s "dge 4ountains, and in the 5ew World, where they battle against the depredations of 'ark "lves. 4ost encounters will either be in their forest environment, or near country trade routes &which are equally used by 6oblinoids as routes into the Old World(.

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Zoats are secretive isolationists, living only in the deepest woodlands and avoiding contact with outsiders if at all possible. 3t is said that some of the !oat race still linger in the primeval forests, slow to wrath but fearsome in battle. As a result of their isolationism, most Zoats tend to be e-tremely wise and knowing on many sub*ects, especially nature, though some of their information or understanding of technology and culture may be out)of) date, due to their hermit)like culture. As their forest homes are destroyed by 4an and Orc alike, Zoats grimly move further into the forests, vowing to protect what they are able, but knowing they are ultimately in a losing battle, being far too few to make a significant impact on the damage being done to the natural world. As noted elsewhere in this work, Zoat culture is egalitarian, and the genders break down roughly equal, making it as likely to encounter a male or female in any given situation.

heir behavior in general is, while awkward due to lack of sociali!ation with other races, nonetheless, surprisingly casual and charismatic. 5ative Zoat speech is low, slow, grinding, rumbling tones, unfortunately sometimes taking many seconds for some of their more comple- syllables. When speaking languages of other races, Zoats$ inflections, terminologies and style will almost always be highly archaic, due to their limited consistent e-ternal interactions. Where destruction of the forests and their homes by others are concerned, Zoats$ attitudes range from strict but instructional, to antagonistic, even using guerilla tactics and staff and magic to lay low those greatest threats. 7i!ardman and 6oblinoid races greatly fear Zoats for unknown reasons.

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Zoats easily wield the most powerful of woodland magic, and are possibly the originators of the practice of 'ruidism, due to their reverence for natural life and the woods, and some hypothesi!e, also of the magic of 8unes, as even the elder races of "lves and 'warves speak of this ancient race that precede even their own origins, and its customary use of sigils and inscriptions. Zoats may make use only of 1etty 4agic &,tandard(, 1etty 4agic &9edge(, 8une 4agic &Zoatarr( and the 5atural 7ore of the Wilds, a mi- of arcane and divine lore introduced in this work.

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Although perhaps .ugly/ and possibly frightening by some standards, Zoats tend to a calm, amiable manner to the rare few who meet them, though they are naturally suspicious of any other sentient being, as all have a hand, one way or another, in the ever)growing destruction of the wild places, and by e-tension, their homes.

As noted, most known of the Zoat is speculation, as first) hand Zoat meetings are nearly non)e-istent. here are a few very old, little)known tales passed down from the oldest of the "lves that mention the Zoats alluding to their own arrival from the stars, having escaped brutal slavery at the hands of a race of tyrannical creatures that possessed technology able to unleash unthinkable destruction. "ither unwilling or unable to grasp the magnitude of such stories, most scholars focus on slightly more understandable ideas of the Zoat being somehow related to, perhaps genetically or as servants of the Old Ones known as the ,lann, spoken of in myth as the possible creators of all sentient life.

,ua+ities# 3mpact, 4assive ,weep, 8unes -on./oat 0se ,ua+ities# ):<? W,, ,low and iring Massive Sweep# each Attack may target a number of nearby enemies up to the wielder$s A score. 9itting two gives @<?, three gives :<? W, penalty to each Attack using 4assive ,weep. 2or each ,weep, damage to each swept enemy after the first for that ,weep is one less than previous. A 4assive ,weeps &if wielder has A A( on the same turn may strike up to B different enemies. Runes# many ,kystaves are commonly inscribed with up to five Zoat 8unes

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Zoats carry .hand/ sickles or scythes, which they wield one)handed but which would require two hands for any smaller race, and while they are actually carried to cut back overgrowth, they can be used in combat if necessary. Zoats prefer, however, their ,ky ,taves, described below.

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W281: game profiles for Zoats are given below, starting with the W281: Old World 0estiary format that reflect an average adult Zoat likely to be encountered by adventurers &as likely as any Zoat can be as an encounter(. 2ollowing the 51% Zoat profile is a possible 1% 1rofile, that of an Adolescent Zoat, and its Advances and %areers. he 64 should carefully consider allowing Zoat 1%s, as they present a number of opportunities as well as potntial problems. 2irst, an active 1% Zoat would seem to beg the question of why this particular Zoat is out and about, and from there, would make it a very desirable contact or other scholarly and professional sub*ect of various colleges and historians, attempting to remove much of the mystery of the Zoat as a race, as well as making the 1% a possible target by nefarious villains or others desiring authentic Zoat organs for spells or hide for leather handbags. ,econdly, this race is very large, from two to three meters long as well as from foot to head, with four legs, making it a formidable foe in the open, but a potential lame duck for adventures not suited to centauroid participants, causing consternation for both player and 64 if confronted with a simple flight of stairs, tight tunnel or even need to climb into or out of a well or other vertical opening.

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,tandard ,kystaves are thick, si-)foot long hardwood staves topped with a cylinder or large brick of locally) available heavy)duty stone, while the more ornate ,kystaves may instead be topped with a black cylindrical stone set into a hollow silver mace head. %ounting as a two)handed mace or great maul for Zoats, other races have great difficulty in mastering its use &half W,(, due to the unique balance of the weapon, owing to the creatures$ body configuration and weight distribution and innate physical strength and center of gravity. ea!on# Zoat ,kystave "rou!# ,pecialist Weapon 6roup# Zoat ,kystave &:9 4ace( #ncum$rance# :;< %ange# si- foot 8each and Arc when swung, may hit multiple enemies &all in the path of the swing( at once &amage# 1&10 ' S( ' 1 &=: with 8une of %utting and ,mashing( )rice# e-tremely valuable even without a single 8une+ but never seen on market A*ai+a$i+ity# 1ractically >nique, as only a few hundred Zoats are believed to e-ist in the world, for those even aware of them

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his is your .run of the mill/ Zoat, if there can be said to be such a thing, most likely to be encountered, a somewhat e-perienced adult of the ,o*ourner career.

Armour# 5atural &thick skin plates( Armour )oints# 9ead @, Arms @, 0ody :, 7egs :( ea!ons# ,ky ,tave, Zoat 9and ,ickles S+aug3ter 4argin# Gery 9ard

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he Adolescent Zoat is the best choice for a 1layer) %haracter of this creature type, as it is considered relatively .young/ and not as significantly powerful or knowledgeable as the older members of the race. 0y human standards, even the Adolescent is .old/, much as "lves and 'warves have a much different age scale, so while an Adolescent Zoat may indeed be a .teenager/, it could also be as much as as fifty years old, or more. 3nstead of the usual profile rolls for a human, elf or dwarf, roll :d@< for each characteristic and add each of the statistics below to a roll as appropriate. Zoat 1%s also have the 8acial alents listed below, as well as a ,ky ,tave, and must also pay close attention to their ,pecial 8ules.

Ski++s# Academic Knowledge &8unes(, %ommon Know) ledge &Zoat(, %ommon Knowledge &9ome 2orest(, %ommon Knowledge &7i!ardmen and 6oblinoid(, 2ollow rail, 3ntimidate =@<?, 1erception, ,peak 7anguage &Zoatarr(, ,peak 7anguage &"lven(, ,peak 7anguage &7i!ardman(, ,peak 7anguage &6oblin(, Outdoor ,urvival =:<?, 4agical ,ense, 5avigation, rade &9erbalist C 3nt( 2a+ents# Aethyric Attunement, Arcane 7ore of 7ife, 'ivine 7ore of aal, 9ardy, 1etty 4agic &Arcane, 'ivine and 9edge(, 2earless, %ool)9eaded, 2leet 2ooted, ,pecialist Weapon 6roup# ,ky ,tave S!ecia+ %u+es#
Ancient Animosity# 2rightening &6oblinoids and 7i!ardmen( Eschew Armour# 'ue to their bulky natural body armour, Zoats cannot easily wear any other type of protective covering, be it heavily modified humanoid armor or horse barding, and even if such armour were available to them, they would decline to don it, as they are accustomed to open e-posure of air and elements on their skin, and the freedom of movement that only a complete lack of armour or clothing provides. Massive# >nable to fit in tightDnarrow areas or ascendDdescend very steep angles by climbing &some stairs, ropes, etc.( Power of the Deep Woods# Within BE yards &:F squares( of a forest &64 discretion(, the user temporarily gains =@ to his 4agic and is able to channel natural energies into wieldable magic Shaping the Rune ritual. ,ee 5atural 7ore of the Wilds. Skystave Runes# EA? chance of Zoatarr 8unes on the ,ky ,tave if not already runed. ,ee Zoatarr Runes.

2a+ents# 2earless, 2leet 2ooted, ,pecialist Weapon 6roup# ,ky ,tave S!ecia+ %u+es# Ancient Animosity# 2rightening &6oblinoids and 7i!ardmen(
Eschew Armour# 'ue to their bulky natural body armour, Zoats cannot easily wear any other type of protective covering, be it heavily modified humanoid armor or horse barding, and even if such armour were available to them, they would decline to don it, as they are accustomed to open e-posure of air and elements on their skin, and the freedom of movement that only a complete lack of armour or clothing provides.

Massive# >nable to fit in tightDnarrow areas or climbDdescend steep angles &stairs, ropes, etc.(
Shaping the Rune ritual. ,ee 5atural 7ore of the Wilds.

Skystave Rune# :;? chance of 8une on ,ky ,tave. ,ee Zoatarr 8unes for further instructions.

Armour# 5atural Armour &thick skin plates( Armour )oints# 9ead @, Arms @, 0ody :, 7egs :( ea!ons# ,ky ,tave, Zoat 9and ,ickles Ski++s# %ommon Knowledge &Zoat(, %ommon Knowledge &9ome 2orest(, %ommon Knowledge &7i!ardmen and 6oblinoid(, 9ardy, 3ntimidate or 2ollow rail, 4agical ,ense, 5avigation, Outdoor ,urvival, 1erception, ,peak 7anguage &Zoatarr(, ,peak 7anguage &"lven(, ,peak 7anguage &8eikspiel(, ,trike 4ighty 0low, ,turdy, rade &9erbalist C 3nt( 2a+ents# %ool)9eaded or 8over, 1etty 4agic &Arcane or 9edge(, Orientation, Gery ,trong or Gery 8esilient, Warrior 0orn S!ecia+ %u+es# Power of the Deep Woods# Within BE yards &:F squares( of a forest &64 discretion(, the user temporarily gains =@ to his 4agic and is able to channel natural energies into wieldable magic
Shaping the Rune ritual. ,ee 5atural 7ore of the Wilds.

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4ost Zoat have always stayed secluded within their forests, rarely encountering any life besides animals and marauding goblins and similar enemies, but have occasionally kept in at least occasional contact with some "lven communities or 'ruids, and it is usually through such contact that a rare few individuals have chosen to venture out into the larger world for various reasons, though always related somehow back to their main concern, of preserving and protecting their homes and forests and wildlife. hough various roles e-ist in Zoat culture, they are so long)lived that all are fairly proficient in most occupations needed within their culture+ however, two primary roles e-ist that are rarely undertaken by any Zoat, those of the Zoat race$s 0asic %areer of the Sojourner, and the Zoat$s Advanced %areer of Wildsmage.

Skystave Runes# EA? chance of Zoatarr 8unes on the ,ky ,tave if not already runed. ,ee Zoatarr 8unes section for further instructions.

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he ,o*ourner is the .usual/ and recommended race) specific basic %areer for 1layer)%haracter Zoats, and represents those individuals who choose to venture out of their co!y forest homes, to e-perience the world. hese will bear a ,ky ,tave, with a EA? chance of it being inscribed with a 8une, which is randomly determined. ,o*ourners are similar to Wandering 4onks or other heroic pilgrim types, quiet, calm and non)violent, with a reverence for all life, intent on learning about others and the world around them, but able to take care of themselves or even step into the line of danger if they deem it necessary. Although they possess ,ky ,taves and may have an understanding of 8unes and magic in general, ,o*ourners do not possess the intricate knowledge of Wildsmages, relying more on their innate understanding of the natural magic around them in 6hyran, the 6reen Wind of 7ife.

6areer #ntries# AnyD0asic, 64 discretion 6areer #xits# Wildsmage, 64 discretion

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he Wildsmage is much more learned in the ways of the nature of magic and nature, the very e-perienced ones able to make use of 1etty, Arcane and 'ivine magics, as well as being practiced in their own unique method of 8unemaking, similar to but different than that of dwarves.

Once this near trance)like state of mind is obtained, the runeshaper then begins a form of natural, magical metallurgy in which he or she visuali!es and invisibly traces a rune onto an ob*ect &a sky stave head( with their fingers as they slowly speak in the arcane tongue specific to their ancient race, causing the very stone itself to deform and acquiesce to their wishes, inscribing the powerful sigil into itself. Adolescent !oats are taught to find all the raw materials and craft their own sky staves upon reaching the age of accountability for their culture, and many have their staves inscribed with its first rune by a relative or other loved one or close acquaintance or if available, a regional elder. ,ome are further instructed in the

Ski++s# Academic Knowledge# 9istory, Academic Knowledge# 8unes, Academic Knowledge# heologyD8eligion, %ommand or 'odge 0low, %ommon Knowledge# "mpire or 5ordland &or 0order 1rinces, etc(, %ommon Knowledge# 6oblinoids or 7i!ardmen, 4agical ,ense, 5avigation, ,peak 7anguage# 8eikspiel, ,peak 7anguage# 6oblinoid, ,peak 7anguage# 7i!ardman, ,peak Arcane 7anguage 2a+ents# Aethyric Atuneement, 5aural 7ore of the W3lds, %oolheaded or 4editation, 1etty 4agic &,tandard or 9edge(, 7esser 4agic or 7inguistics S!ecia+ %u+es# Avatar of the Deep Woods# Within BE yards &:F squares( of a forest &64 discretion(, the user temporarily gains =: to his 4agic and is able to channel natural energies into wieldable magic
Shaping the Rune ritual. ,ee 5atural 7ore of the Wilds.

very basics of the mystical field of runeshaping, encouraged to shape their own runes as they mature. 2or many !oats, this is usually preceded by becoming a ,o*ourner to venture out into the world, possibly as part of an unfathomable component of gaining more knowledge and being e-posed to varied .flavors/ of nature and magic, in order to successful develop their own runeshaping. 'ue to the effort and level of focus necessary for this rune) shaping, !oat runeshaping is rarely performed other than as part of a traditional personal ritual, rather than commonly applied in a human or dwarven temporary or everyday usage. Only five runes may be inscribed upon any ob*ect. he reason not all !oats have runed staves is unknown.

S,y Sta9e #unes


3f an Adolescent Zoat$s sky stave is runed, it will have @ rune. 3f the ,tandard 51% Zoat or the ,o*ourner$s roll to determine if a stave is runed succeeds, it will have @d@<DA runes &@)A H @, F)E H :, I)B H A, @< H F(, and a Wildsmage will have @d; runes. 3f a ,o*ourner or Wildsmage already had a runed staff from a previous career &or from the initial racial choice of Adolescent Zoat( before moving to the current career, he gains @d: &@); H @, E)@< H :( additional runes &so a Wildsmage could have up to five runes(. 3f a !oat$s sky stave is runed, determine the rune&s( inscribed on it by rolling @d@<< and referring to the ,ky ,tave 8une %hart and each rune$s description in the rune te-t following the chart.

Skystave Rune# ,ky ,tave is runed. ,ee Zoatarr 8unes section for further instructions.

6areer #ntries# AnyD0asic, ,o*ourner, 64 discretion 6areer #xits# 64 discretion

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9uman and dwarven rune magic is fairly well known, and rune creation$s basic format and method is recogni!ed if not understood by even many peasants. Zoatarr 8unes are created using a different method, known as 8uneshaping, involving first a lengthy period of intense meditation to achieve a highly balanced harmony, both within oneself and with their environment and the ob*ect into which they the rune will be inscribed.

1d100 Sky Sta*e %une <@)<F Accuracy <;)<J 0attle <B)@: %utting and ,mashing @A)@E "-tinguishing @I):< 9ealing :@):F 7uck :;):J 1arrying :B)A: hunderclap AA)AE Warding AI)F< Warning F@)FF 0reaking F;)FJ 4ight FB);: 'eflection ;A);E 'estiny

1d100 %une ;I)E< "-tinguishing E@)EF 2erocity E;)EI 2irst ,trike EJ)I< 2ortitude IA)I; 2ury IE)IJ 6rudge IB)J@ 0anishment J:)JF 'ismay J;)JI 6resh JJ)B< 1roficiency B@)B: ,eeking BA)B; rauma BE)BJ Animosity BB)<< 1layerD64 %hoice

'eflection# 'estiny# 'ismay# "-tinguishing#

ranged attackers on the wielder are at )@< allows the the owner to make use of an additional 2ate 1oint if within FJ yards once per day, wielder may bellow to cause error tests to all foes in FJ yards waving the weapon puts out any fires within :F yards C for large fires, this only e-tinguishes a specific section

2erocity#

creates illusory effects that cause 2ear tests in any foes under ten feet tall, and works as >nsettling for larger foes

2irst ,trike# 2ortitude#

allows wielder to make a non)%harging ,tandard or 2ast Attack first in 3nitiative while holding the weapon, the wielder gains =@< to W1 and oughness and any relevant 0 change

2ury# %une Accuracy# Animosity## &escri!tion =@< W, =@< W, and =: damage against one specific creature category below# 1d10 Animosity 6reature 6ategory 6resh# 6rudge# 9ealing#

=@ A for one turn+ the rune dims until sunrise if @<= damage is done in one hit if this weapon hits and inflicts at least @ Wound, it then inflicts d; more Wounds choose a foe at start of battle, get =:< W, against him for the duration of the battle =: to caster$s %asting 8oll to perform any curative spells+ may also be used once per day to restore @d@< Wounds to a recipient

<@)<; Ogres and rolls <E)@< 1hysical >ndead @@):< 1hysical and "thereal >ndead :@)A< ,kaven and 8atkin A@);< 'ark "lves, %haos 'warves or other .dark/ race ;@)I< 6reenskins &Orcs, 6oblins, 9obgoblins, ,notlings( I@)J< ,pecific 5on)'aemonic %haotics &6oblin, 0eastman, etc( J@)B< All 5on)'aemonic %haotics &Warriors, 0eastmen, etc( B@)<< 'aemons 0anishment# any ethereal, undead or daemon hit by this immediately makes a W1 test &if they have that characteristic( or is banished to their native realm as per 3nstability tests for dameons. Kualifying foes that aren$t from other realms or have no W1 take an additional @d@< Wounds instead, ignoring all armour, oughness and other defenses. 0attle# 0reaking# reduces %ritical 9its taken by @ when parriedDparrying, both combatants roll ,trength+ if the wielder gets A= 'o,, the enemy$s mundane weapon is broken &requires ;= 'o, for magic weapons( %utting and ,mashing# =@ damage+ if the total damage roll causes e-actly @ Wound, it ceases to function for a day. Warning# hunderclap# rauma# Gulnerability# Warding# 1roficiency# ,eeking# 1layerD64 %hoice# 4ight# 1arrying# 7uck#

modify one roll per day, =@ or )@ for @d@< rolls, or up to )@< or =@< for @d@<< rolls =@< to ,trength when using the weapon as a free action once per round, the user may make a 8outine &=@<?( parry test before damage is rolled rather than a random rune, the player may choose one of the runes listed, with the 64$s approval, or the 64 may choose to instead assign a suitable rune instead re)roll any failed .doubles/ W, attack the weapon orients itself to a chosen melee target and strikes it automatically when the wielder attacks+ one use per day adds =F to damage to an attack at a time chosen by the wielder, once per combat ignore all A1 on a foe treats target$s A1 as @ less when attacking =@< to resistance tests against any hostile spell cast at or affecting the wielder, and )@ to any damage taken from magic bestows the ,i-th ,ense talent

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Zoats may take any 1etty 4agic &Arcane(, 1etty 4agic &9edge( and 1etty 4agic &'ivine( plus the two 'ivine 1etty 4agic spells of aal, given below. hey may also take 8une 4agic &Zoatarr( and any 7esser 4agic, as well as obtain and use the 7ore of the Wilds and Shaping the Rune ritual. Zoats are not traditional spellcasters and though a few dedicated and naturally inclined individuals may develop an actual innate 4agic characteristic, they gain their power by their natural affinity with nature, gaining an initial or bonus to their 4agic profile score if within BE yards of a forest or other qualifying span of wilds, by way of the 1ower of the 'eep Woods trait. Adolescent Zoat do not have this ability until they become ,o*ourners, when they are able to gain the =@ 4agic bonus from this trait. he more well)versed Wildsmage gains =: using the Advanced %areer equivalent, Avatar of the 'eep Woods, allowing them to become natural conduits for nature$s energy. On the rare instance of the equivalent of 0acklash, a spell)casting !oat has become distracted and lost his or her connection to the environment and becomes 2atigued, with )@< to all of his characteristics and tests, due to the stress of the cold void of the always)present comfort of his harmony with nature being ripped away from him. 9e may make a W1 test every J hours to attempt to .reconnect/ with the flow of nature. >ntil then, the !oat is not able to use runeshaping or magic of any kind. he meditation talent, if possessed and used, allows =@< to the W1 test and decreases the waiting time between tests from J to E hours.

Zoats may .trade/ any Arcane 7ore of 7ife spell for one of the spells listed below, which are taken from either the Arcane 7ore of 9eavens, 7ight or 4etal, e-cept for the single spell created specifically for the 7ore of the Wilds C the ale of 5ature, which is identicaly to the Arcane 7ore of 4etal$s ale of 4etal, e-cept ale of 5ature designates any raw and unworked item, rather than metal. he 7ore of the Wilds may only consist of a ma-imum of :< total spells. One of those needs to be the 7ore of 7ight$s .3nscription/ if the caster is to perform the ,haping the 8une ritual, to inscribe runes onto his ,ky ,tave.
S!e++ 2ather of horns 2erment 2lesh of %lay 7eaf 2all rack$s ale old ree$s 8ustle Gital 6rowth Wilds >ndisturbed Wood ,hape 0irdspeak 79 Wind 0last 79 9ealing of 9ysh 77 3ll)0ane 77 3nscriptionL 74 ale of 5atureLL 74 6- 62 @F 2A F 9A :F 2A @: 2A I 2A @J @ hour @; := A @@ 2A @E 2A @< 2A @F 9A @< 2A @E 2A I 2A %ange &uration 2arget FJ y ,elf ,elf 4inH4ag 7rg mp
E= gallons

ouch :F hours

4inH4ag ,elf 4inH4ag ,elf

@ track 3ndefinite ,elf ouch @ hrD@ min @ tree @ yard @ hr per 2A seedDplant ouch ,pecial gtH4ag ouch 9rsH4ag @ target FJ y FJ y 4inH4ag all birds @ item 8dsH4ag 7rg mp @ target ghH4ag

2inding 'ivination 79 :@ 2A

@<< y E hours

ouch 3nstant Jy @y 3nstant

1ermanent @ ob*ect @ nat. ob.

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)etty 4agic (&i*ine) 6- 62 0lessing of the aal E 9A 9A 0lessing of the 9unter ;

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* as per nscription! "ut concerning unworked! natural o"#ects * as per $ale of Metal! "ut concerning unworked! natural o"#ects %asting 5umber &%5(# must be rolled or e-ceeded in %asting 8oll %asting ime &% (# 'uration# arget# 9A# 9alf Action, 2A# 2ull Action, :A# :Actions MH4ag# rounds, etc. equal to caster$s 4agic score ,ml mp# ,mall emplate gtH4ag# number of targets equal to caster$s 4ag

@ min @ target @ min @ target

Blessing of the Hunter# '1: to target$s 2ollow rail and ,et rap Blessing of Taal# '10: to target$s Outdoor ,urvival and 5avigation

79#

Arcane 7ore of the 9eavens Arcane 7ore of 7ight Arcane 7ore of 4etal thorns burst from the ground in the area of a 7arge emplate. Anyone moving suffers a loss of half their 4ove.

Lore o' the Wilds Spells


he main body of the 7ore of the Wilds is the complete list of the Arcane 7ore of 7ife found in the W281 : core rules, and the additional spells for the same lore found in W281$s 8ealms of ,orcery, which are summari!ed below.

77# 74# 2ather of horns#

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2erment#

convert even brackish or foul liquids into a mildly fermented beverage of your choice &ale, beer, mead, wine, etc(, up to a ma-imum of the caster$s 4ag -E. Any remaining liquid reverts to its previous state in :F hours.

or answer questions. hough they won$t lie, they may ask for favors before giving any information, and their opinion of the caster will rely on his behavior and appearance. he caster also gains insight into bird customs and behavior, understanding why a flock is acting a certain way or why a nest is abandoned, etc. 2inding 'ivination#attempt to find a designated item &.clean water/, .my friend$s stolen purse/, etc(. he caster gains a strong sense of the direction &but not distance( of the closest e-ample of such an ob*ect. 3n order to find a specific ob*ect, the caster must have e-amined it or been otherise well)acquainted with it, or had it described to them in great detail. 4ultiple divinations are often required to .triangulate/ the target$s location. Wind 0last# %hoose a location within range for a 7arge emplate+ anyone affected are knocked down and must test oughness test or be stunned for @ round. 4issile weapons cannot be used by or against anyone affected for the duration, melee attacks suffer ):<?. and a ,trength test must be made to move. 9ealing of 9ysh# the caster heals an in*ured character &this includes him( a number of Wounds equal to the caster$s 4agic. 3ll)0ane# affecting up to a number of characters equal to the caster$s 4ag within J yards, this spell either halves the remaining duration for any diseases or removes and nullifies one poison from each target+ the caster must choose whether the spell is working against disease or poison when it is cast. 3nscription# the caster passes his hand over a natural surface such as wood or stone, causing an inscription to appear indeibly. he inscription may be any length that will reasonably fit on on the ob*ect in question, up to a do!en words C each do!en past the first increases %asting ime by an additional full action. he inscription is in the caster$s own handwriting, allowing others familiar with his hand to identify him as the writing$s originator. ale of 5ature# the caster touches an unworked, natural ob*ect &wood, stone, plant, etc.( and sees the circumstances of its creation and how it came to be where it is+ an 3ntelligence test can be be made later to recall a specific fact.

2lesh of %lay# 7eaf 2all#

, and

-:, Agl and 4 halved &round down(

swirling leaves give ):<? to foes$ 0,

rack$s ale old# =:<? to any tests &usually 2ollow rail( to track or gain information about those who have recently passed through the wild area. he caster may follow a track until it crosses a man)made road or nears cultivated land ree$s 8ustle# after the one hour casting time, the caster then talks with the tree for an hour, though because of the speed at which trees converse, it is only the equivalent of one minute of human speech. he caster may ask a tree what it has seen and heard in the past :F hours in its area, or, if it is part of a larger copse, wood or forest, what its neighbors know, as trees are constantly in conversaiton about the activities within their wooded domains. rees won$t lie but aren$t quick of wit or speech and may ask favors before answering, or may not cooperate if they see your companions chopping or burning wood. Gital 6rowth# while focusing, any designated seed or plant within arm$s reach that is in or near appropriate soil, grows at great speed, as if a day has passed for each additional full action spent. A season$s crops can be grown in about fifteen minutes, and a tree will show a year$s growth in an hour. 3t is possible to age a plant past its natural span, killing it. Wilds >ndisturbed# if traveling in any .wild lands/ such as generally uninhabited wilderness &not cultivated land(, the caster and a number of people equal to his 4agic can travel up to @<< miles as if crossing the best maintained "mpire, or until near man)made structures, roads, cultivated lands or tracks or trails commonly used by intelligent creatures, or any traveler cuts or burns living wood. Wood ,hape a willing creature is transformed into a living tree, able to see and hear normally, but also being vulnerable to a tree$s normal dangers. 0irdspeak# caster can speak and understand the language of birds, but they don$t have to talk to him

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%itua+# 2y!e# Arc. ;anguage# 4agic# <)= >ngredients# 6onditions#

,haping the 8une 5atural Arcane Zoat @= :<< sky stave stoneDob*ect to be inscribed must have succeeded at F successive 4editation tests, one every F hours, and successfully cast 3nscribe onto the stone

6onse?uences# 6asst -um$er# 6asting 2ime# &escri!tion#

may not attempt again for a year @; J hours C@ hour per %hanneling 'o, if cast deliberately by a player)character !oat, the player may pick any single Zoatarr 8une

Credits and Sources


iki!edia, o@@icia+ F%) sources, inc+uding 2011 Storm o@ 4agic su!!+ement, tAo main additiona+ Boat @an sources= ;a$yrint3 ;ord /oats $y 63ris /oats $y As3+ey Sout3cott e++ings

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