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  HANDBOOK, DUNGEON MASTER’S GUIDE, 
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  DUNGEONS & DRAGONS 4th Edition PLAYER’S 
  HANDBOOK, written by Rob Heinsoo, Andy Collins, 
  and James Wyatt; DUNGEON MASTER’S GUIDE, 
  written by James Wyatt; and MONSTER MANUAL, 
  written by Mike Mearls, Stephen Schubert and James 
  Wyatt  
   
  © 2008 Wizards of the Coast, Inc. All rights reserved.  
   
   
   
   
   
   
   
   
   
   
   
  Night Reign Campaign Setting Design Team  
  Lucas Clendenen, Joshua Coquat  
   
  Night Reign Campaign Setting Editing  
  Lucas Clendenen, Beverly Clendenen, Charles Clen-
  denen, Stefannie Clendenen, Joshua Coquat, Morgan 
  Caffey 
   
  Lead Designer  
  Lucas Clendenen  
   
  Director of R&D  
  Joshua Coquat  
   
  Art Director and Cover Artist 
  Lucas Clendenen 
   
  Artists  
  Aberu, 
  Angga 
  Satriohadi, 
  Billy 
  Dallas 
  Patton,        
  Bryan Fowler, Christopher Burdett, Jack Cross, Jeff 
  Ward, Lucas Clendenen, Maciej Zagorski, Marcel Zero, 
  Régis 
  Moulun, 
  Sebastian 
  Zakrzewski, 
  Shaman’s 
  Stockart, Tjiuw Robin, Yamandú Daniel Orce 
   
  Playtesting and Feedback  
  Adam Clendenen, Stefannie Clendenen, Gurtchman, 
  Joshua Coquat, Josh Green, Lee Simpson, Matt Deyo, 
  Matt Senn, John Lopez,  Christina Knight 
  
   
   
  Introduction  
  What is Night Reign 
        1 
   
  Chapter 1: 
  Racial Lore 
   
        4 
  Cushani  
   
        5 
  Dragonborn 
   
        7  
  Dwarves  
   
        8 
  Eladrin  
   
        9 
  Elves 
   
   
      10  
  Half Elves 
   
      11 
  Halflings 
   
      12 
  Humans  
   
      13 
  Tieflings 
   
      14 
   
  Chapter 2: 
  Paths of Destiny  
      15 
  Classes 
  Circle Dancer 
   
      17 
       Fire Dancer 
   
      30  
       Earth Dancer  
      31  
       Water Dancer  
      32  
  Destiny Knight 
   
      33 
       Destiny Weaver 
      46  
       Emerald Lancer 
      47  
       Exalted Steed  
      48  
  Judge 
   
   
      49 
       Kingmaker 
   
      62  
       Shadow Prosecutor 
      63  
       Sun Judge 
   
      64  
  Martial Artist 
   
      65 
       Exalted Disciple 
      80  
       White Tiger Master 
      81  
       Ninja  
   
      82  
  Summoner 
   
      83 
       Dragon Breeder 
      96 
       Nature’s Storm 
      97 
       Splicer 
   
      98 
  Sun Pact Warlock 
      99 
       Crusader of Light 
    106 
  Paragon Paths  
       Bloodcrest Archer 
    107 
       Karsarian Warmage 
    108 
       Peacekeeper  
    109 
       Strophion 
   
    110 
       Sun Wielder  
    111 
       Temporal Mage 
    112 
       Xionaire 
   
    113 
   
   
  Epic Destinies  
       Ancestor Incarnate 
    114 
       Entropic Dancer 
    114 
       Horde Master  
    115 
       Solar Champion 
    115 
       Supreme Judge 
    116 
   
  Chapter 3:  
  Feats 
   
   
    117 
  Heroic Tier 
   
    118 
  Paragon Tier 
   
    123 
  Epic Tier 
   
    128 
  Multiclass 
   
    130 
   
  Chapter 4: 
  Arms and Equipment 
    131 
  Mundane Items  
    133 
  Magical Items 
   
    134 
  Artifacts  
   
    142 
   
  Chapter 5: 
  Bardic Lore 
   
    147 
  Languages 
   
    148 
  Coins, Commerce 
    149 
  Timekeeping 
   
    149 
  Holidays 
   
    150 
  Religion  
   
    151 
  Cosmology 
   
    159 
  Timeline 
   
    161 
   
  Chapter 6:  
  Geography Lore  
    167 
  Aiyia 
   
   
    169 
  Alakar  
   
    171 
  Dominion 
   
    173 
  Fao 
   
   
    175 
  Gateway  
   
    177 
  Helvada  
   
    179 
  Ilium Empire 
   
    181 
  Iso’Latarin 
   
    183 
  Karsari  
   
    185 
  Lothanewi 
   
    187 
  Ro 
   
   
    189 
  Sadire  
   
    191 
  Solis 
   
   
    193 
   
   
   
   
   
  Chapter 7:  
  Organizations 
   
    195 
  Dawn Watch 
   
    197 
  Dragon Riders 
   
    199 
  League of Circle Dancers   201 
  Order of Heaven  
    203 
  Red Sea Consortium 
    205 
  Sanguine Order  
    207 
  Viridian Order 
   
    209 
  Void Society 
   
    211 
   
  Chapter 8:  
  Creature Lore  
    213 
  Monsters 
       Blood Knight  
    215 
       Bone Guard 
   
    217 
       Breath Dragon  
    219 
       Breath Zombie 
    222  
       Cushani 
   
    223 
       Heaven Knight 
    225 
       La’ree 
   
    226 
       Nullmandor 
   
    227 
       Shadow Elf 
   
    229 
       Shan’ree 
   
    231 
       Winkar 
   
    233 
       Queen Yaneria 
    235 
       Lord Razel 
   
    236 
  Hazards and Diseases 
       Breath Hazard  
    237  
       Dark Rot 
   
    238 
       Reaper Plague  
    238 
  Index 
   
   
    239  
  
  Excerpt from the Voren Codex 
   
  Upon the void of nothingness, the world 
  came into being, the avatar of the Mother. Ten days 
  passed as the Mother crafted the world and all things 
  upon it. At the beginning of time, before the rise of 
  the divine races, the Mother gave birth to the 
  Moon  and the Sun. The Sun gave life and warmth to 
  the Mother. The Moon provided death and entropy.  
  The world, with as much as it already held, did not 
  have any being that the Sun could call a companion. 
  The Sun wished for companions during his reign to 
  help him rule over life. With that in mind, he created 
  the twin Wyrms and called them Spring and Summer. 
   
  When the Moon assumed his reign over the 
  world, he too attempted to create life to join him, but 
  life would not be created for him. Upset, the Moon 
  went to the Mother to ask why the Sun was able to 
  create and he could not. The Mother told him no, for 
  the power over life was the domain of the Sun. She 
  held him in her arms and told him that she loved him 
  equally as the Sun, but that his domain was over death, 
  and thus he was unable to create life. The Moon grew 
  jealous over this because he was unable to compre-
  hend the concept of love. In anger, he imprisoned the 
  Mother deep within the earth during his reign. 
   
  When the Sun claimed his throne once more, 
  he could not find the Mother. He asked his brother 
  where she had gone, and the Moon told the Sun that 
  their Mother had died during his reign. Thus, the first 
  lie in the world was told, and the Sun, not understand-
  ing deception, believed his brother and fell into 
  mourning for his own Mother.  
   
  As the Sun mourned during his reign, his 
  brother helped comfort him and in doing so, caused 
  the day to grow dark, casting long shadows across the 
  world. With the shadows of the living cast, the Moon 
  devised a plan to create his own progeny. From the 
  shadows of the living, the Moon harnessed their 
  power and created his own children, shadow twins of 
  the Wyrms. He named them Autumn and Winter. 
  The world continued, and life thrived under 
  the loving embrace of the Sun. The Wyrms served as 
  the keepers of the world, and it was they who called it 
  Falamar. The world, though, was too large for the 
  Wyrms to maintain order, as they went to the land and 
  took the four precious metals of the earth — gold, 
  silver, bronze and copper — and combined them with 
  the rays of the sun. The Wyrms gave birth to the 
  guardians of the land in their own image and called 
  them dragons. 
  The guardians in turn created the watchers 
  over nature and magic. The dragons took the bark of 
  the tallest trees, the rocks of the earth and the water of 
  the oceans, and thus two beings called Eladrin were 
  born, Loth and Syladrin. Loth became the First Sor-
  ceress, a master of all things magic. Syladrin became 
  the first Hunter, a master of all things natural. 
  As time passed, Loth and Syladrin grew 
  lonely within the Great Forest, and so they called out 
  to the Sun, but he could not hear them. Loth then 
  raised the ground so that she would be closer to him 
  and called out to him again, and the Sun listened to 
  her plea. He granted Loth and Syladrin’s request for 
  companionship. From the mountain and a lock of 
  Loth’s hair he created the twin dwarven brothers, Ikar 
  and Ikos. He gave them dominion over the divine and 
  craft; thus Ikos became the Voice of the Sun and Ikar 
  became the Voice of the Moon. From the tears of 
  Syladrin and the wind he created the humans, Lissa 
  and Lorik. He gave them dominion over the physical, 
  masters of the heart. 
  As time passed yet again, the six traveled to 
  the place that they named the Astral Mountains, and 
  called out to the Sun once more. They pleaded with 
  him, asking him for children of their own, and so he 
  granted them their wishes in order that the world 
  would be plentiful. This time the world saw the rise of 
  the Cushani, the powerful feline hunters of the Great 
  Forest. Loth found them of particular interest, shaping 
  the predatory animals into intelligent hunters and rul-
  ers over the animal kingdom. Loth encouraged the 
  Cushani to develop as a race, although she hindered 
  their ability to understand and use magic since she 
  believed their simple intellect and bestial natures were 
  too primitive to control magic. 
   
  The beings of the world loved their patron in 
  return, for he allowed life to come into the world. As 
  the Sun descended, and Moon arose to claim his right-
  ful place upon the throne of the world, the beings of 
  the world slept, paying no tribute to his glory. He took 
  away life, drawing curses from the world. The Moon 
  grew jealous, for all loved the Sun. 
   
  Upon assuming his rule, the Moon assumed 
  the guise of a mortal and visited the beings of the 
  world. As he walked through the fertile land, he found 
  a deer and asked it what it held true to its heart. She 
  replied that she loved to run free in the forest and 
  watch her fawn play among the butterflies. At first, the  
  
  Moon could not comprehend her response. He left 
  and found a city of humans where he found a man 
  sleeping upon his bed with his wife. He watched as the 
  two huddled close for warmth, and upon the man’s 
  mind he asked what he held true to his heart. The man 
  said he held closest to his heart his wife and unborn 
  child. Again confused, Moon left the man in his slum-
  ber and sought another. 
  The Moon visited many creatures that winter 
  and each response held a pure answer, to be alive was 
  their greatest treasure. Pained, the Moon wept, for he 
  had not the power to give life, only to take it away. He 
  wept for many cycles of his reign, which brought 
  about the first snow upon the world of Falamar. 
  When the Moon stopped weeping, his jeal-
  ousy took full control of him. He wanted to be loved 
  as well by the world, to be given tribute and praise for 
  his reign. He took the guise of a mortal once again and 
  sought out the beings of the world. He learned of a 
  story of a man with white skin, a man believed to be 
  cursed by the Sun. He traveled to the human man of 
  albino skin named Ilius and whispered in his dreams 
  the symbol of all that was life. Ilius dreamed of the 
  rose, for it was the first flower created by the Mother. 
  Following his divine vision, Ilius went out into the 
  world. After ten days and ten nights, his journey 
  brought him to the shore of the Red Sea. Upon the 
  beach he found a single rose growing from the sands. 
  Ilius then called out to the Moon, offering the rose as 
  tribute to the Lord of Night. 
  Hungrily, the Moon descended upon the 
  earth during his reign, appearing before Ilius and the 
  rose. The Moon took the rose with each hand, feeling 
  the power it held, but he knew it was not enough. He 
  embraced Ilius with his arms and placed a kiss upon 
  his brow. With this kiss, the Moon rewarded Ilius with 
  insight into the divine magic. He then turned to Ilius 
  and gave him another vision, to seek out a newborn 
  eladrin girl, for the eladrin were the first of the divine 
  races to be created. Ilius traveled upon the world for 
  ten days and ten nights before he came upon the 
  eladrin woman Shilo who held a newly born child. 
  Ilius pleaded with Shilo to give him the child as his 
  vision foretold, but she refused. Ilius grew angry that 
  Shilo would dare defy his divine vision, and he slew 
  her with his own hands. 
  No mortal had been slain by another out of 
  cruelty before, and the earth shook as Ilius took the 
  newborn child back to the beach, back to the Lord of 
  Night. Ilius presented the child to his patron with de-
  light, and the Moon took the child his arms along with 
  the rose. With the child now in his care he again em-
  braced Ilius and placed a kiss upon his brow. With the 
  kiss Ilius gained the insight of arcane magic. The 
  Moon knew that there was one last task to be given to 
  Ilius, and so he gave him one last vision to fulfill. 
  Night may reign only when innocent hands have 
  knowingly spilled innocent blood upon the flower of 
  the Mother’s heart. 
  And so Ilius walked upon the world again for 
  ten days and ten nights where he came upon the inno-
  cent and pure human named Braun. Ilius deceived him 
  through sorcery gifted to him by the Night. Braun fell 
  under a curse that would cause him to sleep during the 
  day. Ilius deceived the man into believing that the Sun 
  had gone away and helped guide Braun to the conclu-
  sion that in order to bring the Sun back, he had to 
  sacrifice a life. As the two reached the beach during 
  the night, Ilius told him that the Sun required a sacri-
  fice and brought forth the newborn child, placing her 
  upon a stone altar. Braun believed that he had to per-
  form this horrible act to save the world from a life 
  without the love from the Sun. With tears in his eyes 
  he slew the child and poured her blood upon the sin-
  gle rose. 
   
  The Sun screamed in pain, and the Moon 
  howled in delight. Innocence was shattered by the act 
  of Braun. The days grew colder and the nights longer 
  as the Moon fed upon the power of the Sun. The 
  Moon then turned to Ilius and embraced him, placing 
  a kiss upon his brow and gifting him with a vision and 
  power. The vision showed Ilius he would become the 
  ruler of Falamar, the instrument of the Moon’s glory. 
  Ilius was then given a gift by his patron, power over 
  shadow and death. With this power Ilius exhaled a 
  dark fog that spread his avarice and dominance over 
  the world. The people called this fog the Breath of 
  Ilius and thus began the Night Reign. 
   
  Voren Codex 
  Creation of Falamar 
  
  Introduction 
  The Night Reign Campaign Setting is set in 
  Falamar, a young world of gothic horror and high 
  fantasy. Night Reign is unique among fantasy set-
  tings. This is the tale of a world covered in darkness 
  and ruled by evil hearts. Death and despair are the 
  weapons of conquering armies, swarming the known 
  lands and enslaving all people to a vengeful god. 
   
  Ultimately, it is up to the players to decide 
  the fate of the world, to allow evil to continue its 
  rule or to bring back the light. Can you conquer the 
  Night Reign?  
  The Theme  
   
  The theme of Night Reign is one of gothic 
  horror fantasy. When preparing for a Night Reign 
  game, it is important to understand what these 
  themes represent. Understanding these themes will 
  help players to become fully immersed in the Night 
  Reign setting.  
   
  Gothic  
   
  The term “gothic” refers to a style of litera-
  ture characterized by a gloomy setting, grotesque 
  characters, mysterious or violent events, and an at-
  mosphere of degeneration and decay.   
   
  When running a campaign in the world of 
  Night Reign, it helps to emphasize the gothic flavor 
  of the environment surrounding your players’ char-
  acters. The world is literally dark: there is no 
  sunlight during the day, only a faint ambient glow 
  that is a sickly imitation of true light. The full moon 
  on a clear night is the brightest light in Falamar, and 
  even that is tempered by the persistent chill in the air 
  and the fog that rolls in near the waters.   
   
  Horror  
   
  Horror is defined as an intense and pro-
  found fear of a person, place, or thing. This is no 
  mundane fear, but a creeping dread that pervades all 
  thoughts, gradually becoming the kind of over-
  whelming terror that only true heroism or madness 
  can keep at bay. 
   
  Night Reign is not a place only for mon-
  sters that leap out for a quick scare (though they 
  certainly have their place). There are many things in 
  this world that can, through small subtleties, have a 
  greater and more lasting impact. For example, there 
  is a phenomenon in Falamar known as the Breath. It 
  is a mindless, malignant force that appears as a 
  harmless fog … until the dying starts. Imagine that 
  your adventurers have been travelling through a wa-
  terfront town, when they gradually notice that the 
  streets have been cleared of townfolk. As the fog 
  rolls in off the water, the adventurers face buildings 
  covered in heavy, closed shutters and not another 
  living soul in sight. Horror dawns as they realize that 
  the fog is not just aimlessly rolling in. It is hunting.  
   
  Fantasy  
   
  Fantasy tales are (by definition) generally 
  serious in tone and epic in scope. They deal with 
  themes of grand struggle against supernatural forces 
  of good and evil.   
   
  The world of Night Reign is, at its heart, a 
  high fantasy setting. But it is more than mere swords 
  and sorcery. The clashing of gods has blanketed the 
  realms in mythical darkness. Evil rulers hold their 
  kingdoms with tyrannical ferocity and terrible 
  power. Magical creatures become twisted by the 
  darkness and stalk unwary travelers. Heroes carry 
  the only light of the world within their hearts and 
  pursue a quest against impossible odds.  
   
  Ilius the Betrayer, he who is most steeped 
  in true evil, reigns over the length and breadth of the 
  lands of Falamar. Can his power be vanquished and 
  the Moon fought back to balance the Sun once 
  more? Will the might of the Ilium Empire prove too 
  oppressive for the heroes to overcome? These are the 
  types of struggles that make up the fantasy theme.   
   
  The Land  
   
  No wholesome thing can thrive without life
  -giving sunlight. Most societies of Falamar rely 
  heavily on the land to produce everything from the 
  food they eat to the cloth they wear, but in the reign 
  of night the land is dying. Entire fields of crops wilt-
  for lack of sun as hardier weeds and poisonous night
  -blooming plants thrive. Orchards bloom rarely and 
  yield little fruit as the seasons themselves seem to 
  succumb to despair. Summer and Winter are harsh in 
  their extremes, Autumn rains fail unceasingly, and 
  Spring barely exists at all. Many creatures that once  
  1 
  Introduction 
  
  Introduction 
  flourished on the lands in the days of the sun now 
  sicken and die, falling easy prey to the foul beasts 
  that were once only free to prowl at night. In the dim 
  semi-dark of the daytime, they hunt the weak and 
  feed upon the uncertainties and fears of the living.  
   
  The People  
   
  The environment of Falamar comes to 
  naught without a cast of characters to inhabit it. The 
  people of Night Reign embody the themes and give 
  substance to the setting by providing perspectives 
  that your adventurers can react to. By incorporating 
  the folk of Falamar into your story, you will create a 
  story full of richness and depth.  
   
  The denizens of the Night Reign are widely 
  varied, hailing from many different kingdoms, socie-
  ties, and races. Each group holds to its own customs, 
  notions, and ideals, thus providing a unique perspec-
  tive. Faced with a horde of shambling hungry dead, 
  a slave worker from the Karsari city-states will have                            
                                       a very different reaction than  
                                        a battle-hardened Helvadian  
                                                 soldier. The regions of  
                                                         Falamar, and their  
                                                             inhabitants, are  
                                                                  described in  
                                                        detail in Chapter 6. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  In general, all living things in Falamar are 
  affected by the absence of the Sun, and the citizens 
  are no different. Furred peoples tend to have darker 
  pelts, unbleached by sunlight. Those who have bare 
  skin or hide are more pale than is natural. Common-
  folk of all races suffer from poor nutrition and short 
  food supply to varying degrees, leading to continu-
  ous problems with disease. Nobility and the wealthy 
  fare better, and to serve them is to eat well. This is 
  not to say that all evil regimes starve and torment 
  their citizens indiscriminately. That would be fool-
  ishly self-destructive because, as the saying goes, 
  dead peasants do not pay taxes.  
   
  Of greater impact than simple lack of 
  sunlight, perhaps, is the constant presence of fear. 
  The most common emotion of the average person in 
  Night Reign is fear – of becoming undead, of being 
  consumed by what lurks in the persistent dark, of 
  failing crops, of anything and everything. It is little 
  wonder, then, that so many turn to the powerful 
  Church of the Moon for protection. Though that 
  faith has led to the two decades of darkness and ter-
  ror that they seek shelter from, the people cling to 
  the greatest bastion of strength and security the 
  world has to offer. With the Church comes food, 
  regular patrols of trained guards, and a promise of 
  safety in an uncertain world. All that is required is 
  loyalty and obedience. What the people truly believe 
  in their hearts, they prudently keep to themselves … 
  out of fear.  
   
  The Heroes  
   
  Here and there in the world, there are peo-
  ple who rise up, who overcome their fears and take a 
  stand against the darkness. Perhaps they are moti-
  vated by the hardened resolve they have seen in the 
  face of cruel oppression. Or perhaps there is a divine 
  chord deep within their hearts that is struck one day, 
  and they find that they have a true calling. The lure 
  of arcane knowledge, the cries of the downtrodden, 
  the bittersweet pursuit of revenge, the thirst for glory 
  … any of these things and more can spur an ordinary 
  citizen of the Night Reign to act. To strive. To fight 
  the darkness.  
   
  The task is enormous, pursuit of the goal is 
  epic. In a world where evil has already won, it falls 
  to these few heroes to prevail for the cause of good. 
  Such adventures are destined to become legends.  
  2 
  
  Chapter 1 | Racial Lore 
   
  
  Chapter 1 | Racial Lore 
   
  From the three divine races to the primal 
  races, each race has its own unique history and soci-
  ety. Not all beings are capable of surviving the 
  Reign of Night; some struggle in the darkness, 
  slowly waning away, while others thrive and flourish 
  in the gloom. However they live, all of Falamar’s 
  races have been left scarred by the experience. 
   
  History of the races 
   
  At the dawn of creation, the Sun gazed 
  upon the empty new world and wept at the desola-
  tion. The Moon wrapped his brother in soothing 
  light, comforted him and reminded the Sun that 
  within his power was the gift of beauty and life. So 
  warm was the Sun’s gratitude that the world burst 
  into life, covering the lands in all the wonder and 
  beauty of nature. To govern over this new life, the 
  Sun then created the Wyrms. Proud of his brother’s 
  creations, the Moon whispered to the Wyrms that 
  they, too, held the power of creation. And so the 
  dragons were spun into being. 
   
  The Divine Races 
   
  The immortal dragons, restless grandchil-
  dren of the Sun, grew weary of the world and wished 
  to journey afar in search of what secrets could be 
  found in the far reaches of creation. The Sun feared 
  that without the dragons, the world would suffer for 
  lack of care. The Moon reminded his brother that all 
  things must come and go as is their nature. Thus, the 
  dragons were wished well on their journeys. In their 
  place, the Eladrin were created to care for the world. 
   
  And so the Eladrin Loth and Syladrin were 
  born. After a time, they grew lonely and wished to 
  share the world with others. Loth prayed to the Sun 
  with an offering of earth and blood, and the Sun was 
  inspired to create the dwarves Ikar and Ikos and the 
  humans Lyssa and Lorik. With the divine races cre-
  ated, the world once again enjoyed a long peace. 
   
  The Primal Races 
   
  Long years of walking the world together 
  led the divine races to create their own children. 
  New races were born, some of loving desire and 
  some of shameful greed, but all a step removed from 
  their divine creators. These primal races are each 
  distinct in their own right, though they all share the 
  common thread of divinity half-realized. 
   
  Loth loved to walk the ruthlessly beautiful 
  paths of the Great Forest, and there she found 
  mighty feline predators. She saw great potential in 
  these beasts, and so the Cushani were made. Walk-
  ing upright and gifted with intelligence, these feline 
  warriors served the Eladrin faithfully until the first 
  Night Reign, when their masters betrayed them and 
  left them for dead. Fierce and determined survivors, 
  the Cushani became their own masters, and today 
  they rule their forests as powerful hunters. 
   
  Dragons are immense and powerful crea-
  tures; however, during the first Dragon War it be-
  came clear to them that there are tactical advantages 
  in overwhelming numbers of smaller creatures. 
  Thus, the youngest of the primal races were created: 
  the Dragonborn. For centuries, the Dragonborn 
  served their masters as shock troops and infantry, 
  knowing only battle, befriending only one another, 
  and living by a soldier’s code of duty and honor. As 
  the dust of bitter wars settled, and the dragons re-
  treated from Falamar, the Dragonborn have been left 
  to wander the world, warriors without a cause. 
   
  No greater burden can a child be made to 
  bear than the shame of his parents. This is the trag-
  edy of the Half-Elves. Forsaken by both birth par-
  ents’ races, Half-Elves have lacked the shelter of 
  their own society, and so they have become most 
  vulnerable to the trials of the Night Reign. These 
  misbegotten children were prized as slaves for their 
  exotic beauty and near-human versatility. Divine 
  blood is not easily broken, however. Each Half-Elf 
  has been imbued with a depth of strength and drive 
  that few can match. The drive to be free. 
   
  Humans, of all the divine races, have be-
  come best known for following their hearts into ad-
  venture, for good or ill. Falamar is a place rife with 
  consequences for the impetuous and unwary. The 
  combination is nearly always epic, and very often 
  tragic. 
   
  Power over death is the magical coin of the 
  Night Reign, and none were more versed in its intri-
  cacies than the Nullmandor. This human society of 
  necromancers delved deep into the secrets of death 
  and found a great evil to embrace. The Council of 
  Twilight gathered their strength and cast a curse 
  upon the Nullmandor, stripping them of their power 
  and truly diminishing them in body and spirit. Thus, 
  the Halflings were born. Few have been alive long 
  enough to recall their true origins. 
   
  Many creatures threw themselves whole-
  heartedly behind the cause of the first Night Reign. 
  One particular society of humans, the Naur’toth, 
  wagered their souls against demonic pacts in order to 
  gain the power they would need to become the elite 
  consorts and warlock army of the Betrayer, and thus 
  the Tieflings were created. In the wake of that first 
  Night Reign’s defeat, the forces of the dark were 
  scattered to the far corners of Falamar. The Tief-
  lings, unable to hide amongst the remains of human 
  society, found themselves banished to the far east. 
  4 
  Chapter 1: Racial Lore 
  
  Chapter 1 | Racial Lore 
   
  With a mighty roar, you rattle your opponent’s will to 
  fight. 
  Predator’s Roar                 Cushani Racial Power 
  Encounter ✦ Fear 
  Minor Action 
   
  Close Burst 2 
  Target: Each enemy in burst 
  Attack: Charisma +2 vs. Will 
  Hit: Each target takes a -2 penalty to all  defenses until 
  the end of your next turn. 
  Increase to +4 bonus at 11th level, and to +6 bonus at 
  21st level.  
   
   
   
   
   
   
   
  “The intricacies of magic require a sense of sub-
  tlety unencumbered by rough slabs of muscle and 
  temper. The beasts have dared a step above their 
  natural place; the price is only a fair one.”  
  - Ahlenna’et Umbre, Shadow Elf  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Play a cushani if you want … 
  ✦ to be a feline 
  ✦ to be a natural hunter 
  ✦ to  intimidate your foes with your presence 
  ✦ to be a member of a race that favors warlord,  
       fighter, paladin, destiny knight or judge classes 
  RACIAL TRAITS 
  Average Height: 6’8” – 7’2” 
  Average Weight: 220 – 300 lbs 
   
  Ability Scores: +2 Strength, +2 Charisma 
  Size: Medium 
  Speed: 7 squares 
  Vision: Low-light 
   
  Languages: Rathek, choice of one other 
  Skill Bonus: +2 Nature, +2 Intimidate 
  Predator’s Roar: You can use Predator’s Roar as 
  an encounter power. 
  Cushani Breeding: +2 Fortitude defense 
  Feline Reflexes: You gain a +2 racial bonus to sav-
  ing throws to avoid falling off an edge. In addition, 
  while falling, you gain a +2 racial bonus to Acro-
  batic checks to reduce falling damage. 
  Overbearing Strength: When you push or pull a 
  target, you can push or pull that target 1 additional 
  square. 
  
  Chapter 1 | Racial Lore 
   
  The Cushani are a feline-like people that 
  are skilled hunters and ferocious predators. They are 
  known for their love of the hunt and forceful person-
  alities. Those who can earn the friendship of a 
  cushani have gained a life-long friend.  
   
  Personality: The cushani believe that they are the 
  ultimate predators of the world. With their size and 
  natural strength, few can hope to match a cushani in 
  a direct confrontation. Their predator instincts have 
  not dulled with the development of their culture, 
  serving instead to refine their lust for the hunt.  
   
  Physical Description: The cushani resemble large, 
  upright felines, similar to lions, tigers and panthers 
  in appearance. With retractable claws and fur color 
  ranging from dark yellow to brown to black, the 
  cushani heritage is obvious to any observer. Their 
  cat eyes are either green or yellow, and their paws 
  are more human like than feline. Cushani typically 
  live up to 50 years of age due to an ancient curse laid 
  upon them for learning magic. 
   
  Lands: Though their ancestral home of the Great 
  Forest is lost to them, the majority of cushani make 
  their new home in the Kusar Jungles to the north-
  west of Aiyia called the Cushani Dominion. With 
  their constant drive to gain honor and glory, many 
  cushani leave the Dominion as adventurers and can 
  be found almost everywhere in the world. 
   
  Religion: As a race, the cushani have no particular 
  religious preference regarding the Sun and the 
  Moon; however, they have a deep reverence for the 
  Wyrms. Those that take the divine path of the gods 
  tend to primarily worship the Wyrms. 
   
  Society: A proud people, the cushani live their lives 
  at the edge of safe ground in their search for honor 
  and glory. With their shortened life spans, most 
  cushani refuse to idly watch time go by and prefer to 
  be proactive in nearly all aspects of their lives from 
  choosing mates to hunting prey. 
   
  Male cushani are expected to be hunters 
  and provide for the pride under the command of the 
  dominate female. Most males tend to prefer physical 
  roles such as warriors and hunters, while the females 
  prefer the mental and spiritual challenges of magic 
  use and leadership over others. 
   
  A distinct piece of cushani culture is their 
  relationship with dragons. Since the second Dragon 
  War during the Age of Heroes, the history of the 
  cushani and the dragons has been intertwined due to 
  the ancient pacts made by the metallic dragons. 
   
  Cushani revere dragons and will go out of 
  their way to protect a dragon from danger. This ex-
  tends especially to wyrmlings, which cushani take 
  great pride and honor in helping protect from preda-
  tors until the young dragons are able to fend for 
  themselves. 
   
  The height of cushani-dragon relations is 
  the bonding of cushani and dragon to form dragon 
  riders. Raised from birth as equals, the cushani and 
  dragon form a magical bond which links their bodies 
  and souls together to form a powerful pairing that 
  forms the foundation of Dominion superiority. 
   
  Cushani Characteristics: Proud, predator instincts, 
  blunt, glory-seeker 
   
  Male Names: Bysar, Cagatkao, Cogazhis, Hallis, 
  Jayal, Kamirr, Kacath, Kotja, Meneothi, Perusas,  
   
  Female Names: Aska, Galeca,  Icatha, Jalle, Jatiska, 
  Kalinera, Kyana, Pouma, Wedi, Wersa  
  Cushani thoughts on the other races  
  Dragonborn: Not. Food.  
  Dwarves: Mighty as their mountain homes, and 
  just as incomprehensible.  
  Eladrin: Exotic food, the magics that pulse in their 
  very blood leave a tingle on the palate.  
  Elves: Crisp bones, long-lived race whose flesh is 
  like fine wine aged in a magical barrel over centu-
  ries. Truly a delicacy not to be missed.  
  Half-Elves: Odd creatures, neither predator nor 
  prey. Pity them if you wish.  
  Halflings: Food.  
  Humans: Clever little clawless hunters. Some are 
  even worth noticing.  
  Tieflings: The tail makes for extra meat.  
   
  Cushani thoughts on one another  
  “Dulling your claws on paving stones, cub? Next 
  you’ll be purring for a saucer of milk and a belly 
  rub.”  
  - Rrahl Hysstra, Cushani Huntmaster 
  6 
  
  Chapter 1 | Racial Lore 
   
   
   
   
   
   
   
  "Never play cards with a Dragonborn. Reptile 
  faces are impossible to read, and you can kiss your 
  sweet socks goodbye if they ever so much as suspect 
  that you're cheating."  
  - Crystia Lightstep, Human Rogue  
   
   
   
   
   
   
  The Dragonborn are a race of creatures that 
  were created during the First Dragon War of the Age 
  of Heroes to serve as soldiers in the world wide war. 
  When the fighting ended, and the dragons pulled 
  away from the common eye, the dragonborn were 
  left to fend for themselves. They strive to forge their 
  own path in life as the youngest race, yet born from 
  the oldest.  
   
  Depending on the blood line, Dragonborn 
  tend to follow the basic personality and instinct traits 
  of their progenitor dragons. For example, gold 
  dragonborn tend to be lawful and the most honor-
  bound, whereas the white dragonborn tend to be 
  ruthless savages.  
   
  Personality: The Dragonborn are honorable crea-
  tures who can be blunt in their viewpoints. Dragon-
  born are widely known for their short fuse temper 
  which has gotten more than one dragonborn into 
  trouble.  
   
  Physical Description: The Dragonborn are human-
  oid-sized creatures of draconic appearance. Their 
  skin is layered with thousands of small scales which 
  exhibit a wide range of colors, but most commonly 
  follow the primary colors of the chromatic dragons 
  and the metallic dragons. Instead of hair, dragonborn 
  have long tendril-like extensions which typically are 
  adorned with jewelry.  
   
   
   
  Lands: The Dragonborn have no specific homeland 
  since they were bred for war first before all else. 
  They can be found in most regions, though more 
  commonly in the Dominion, Ro, Solis and Sadire.  
   
  Religion: The Dragonborn follow all of the gods 
  equally. 
   
   
   
   
  RACIAL TRAITS  
  Please see the D&D 4E PLAYER’S HANDBOOK for 
  the racial traits of the Dragonborn.  
  Dragonborn thoughts on the other races  
  Cushani: Of all the races, they may understand us 
  best. But they are too self-absorbed to bother try-
  ing.  
  Dwarves: They treat us with cautious respect, be-
  cause we have given them no cause to do other-
  wise.  
  Eladrin: We are so far removed from one another 
  that they take no more notice of us than we do of 
  them.  
  Elves: Never have we been on the end of their 
  leash. Though some have a gleam in their eyes that 
  says it is only a matter of time.  
  Half-Elves: Caught between two worlds, they are 
  possessed of a sense of  ambition that often harmo-
  nizes with our own.  
  Halflings: Frustrating to keep company with, like a 
  burr under your back scales. If you can tolerate 
  them without losing your temper, they make useful 
  compatriots.  
  Humans: There are as many kinds of humans as 
  there are leaves on a tree. Take each as they come.  
  Tieflings: As one people, they have carved a home 
  in this world and strive together towards a common 
  goal. Theirs is an achievement we can admire, re-
  gardless of what past misdeeds were necessary.. 
    
  Dragonborn thoughts on one another  
  "We need not be enemies, you and I. But know that 
  should we meet on the field of battle and find our-
  selves on opposing sides, you will have your 
  chance to make an end of me. As I will of you."  
  - Kaland the Gold, Dragonborn Fighter  
  7 
  
  Chapter 1 | Racial Lore 
   
   
   
   
   
   
   
  "Some folks mistake a dwarf's smile for a sense of 
  humor. But not more than once."  
  - Crystia Lightstep, Human Rogue  
   
  The dwarves of Falamar are one of the 
  three divine races created by the Sun during the First 
  Age. The role given to them by the Sun was to be 
  the Voice of the Gods. Since that time, the dwarves 
  have fractured into two subraces based on the prac-
  tice of the first two dwarves, Ikos and Ikar.  
   
  The Asani dwarves are descendants of Ikos 
  and are the voice of the Sun. The Winkar dwarves 
  are descendants of Ikar and are the voice of the 
  Moon. After the first Night Reign, the Winkar have 
  driven the Asani from their perch of power and now 
  control the religious doctrine..  
   
  Personality: Asani are slow to laugh or jest and are 
  suspicious of strangers, but they are generous to 
  those few who earn their trust. Asani value gold, 
  gems, jewelry and art objects made with these pre-
  cious materials, and they have been known to suc-
  cumb to greed. They fight neither recklessly nor 
  timidly, but with careful courage and tenacity. Their 
  sense of justice is strong, but at its worst, it can turn 
  into a thirst for vengeance.  
   
  Physical Description: Asani skin is typically deep 
  tan or light brown, and their eyes are dark. Their hair 
  is usually black, gray or brown and worn long. Asani 
  men value their beards highly and groom regularly 
  with simple styles and religious symbols. 
   
  Lands: Alakar is the ancestral home of the dwarves 
  and currently under the control of the Winkar.  
   
   
   
  Religion: Religion, to the dwarves, is a fact of life, 
  since it constitutes their outlook on life. The Asani 
  follow the Sun as passed down by their ancestors.  
   
  Language: The language of the dwarves is  
  Winthik .  
   
  RACIAL TRAITS  
  Please see the D&D 4E PLAYER’S HANDBOOK for 
  the racial traits of the Dwarf. Night Reign is home to 
  two types of dwarves. Only the Asani dwarf is de-
  tailed here. 
  Asani dwarf thoughts on the other races  
  Cushani: Only a fool disobeys divine edict, par-
  ticularly when that edict is writ upon one's very 
  flesh. They bear their punishment with more dig-
  nity than one would expect of such beasts.  
  Dragonborn: Thus far, they have proven them-
  selves honorable. Nonetheless, it is only sensible to 
  be wary of a race so young, seemingly abandoned 
  by their creators.  
  Eladrin: Eldest and yet newest come, their minds 
  are alien and their motivations unknowable.  
  Elves: Siblings of old, we have shared this world 
  for so long that we have simply become facts of 
  each other's existence.  
  Half-Elves: You don't see any half-dwarves run-
  ning around, do you? Some divine races have 
  weaker resolve than others.  
  Halflings: Mostly harmless children, they find 
  themselves more amusing than others do.  
  Humans: The light of divinity shines through them 
  in so many ways, and so many places. This is both 
  a blessing to the faiths, and a curse.  
  Tieflings: There is no amount of pursuing good-
  ness, no pile of evil corpses high enough, that can 
  erase the stain they have brought upon themselves. 
  They are forever touched by that one long-ago bar-
  gain.  
  Asani dwarf thoughts on one another  
  “We are not a conquered people. We are of one 
  flesh, but we are not a balanced body. If you would 
  carry an axe, you must let your other hand carry 
  your shield. Our dark brothers have dropped the 
  shield to spite the hand, and the axe will suffer for 
  it.”  
  - Eskar Scoria, Asani cleric  
  8 
  
  Chapter 1 | Racial Lore 
   
   
   
   
   
   
   
  "Condescending doesn't even begin to cover it. 
  Also, they got no pupils in their eyes, so you can't 
  even really tell when they're looking at you. 
  Spooky? Hell yes."  
  - Kitzin Greenshoe, Halfling rogue  
   
   
   
   
   
  The first of the divine races, the eladrin 
  were the caretakers of the land. When Loth left the 
  forest, many eladrin went after her to either bring her 
  back to justice or to join her and learn from her. 
  Those that refused to join her were imprisoned 
  within the Fey Realm for a thousand years.  
   
  Once the eladrin were free of their prison, 
  they returned to a changed world. The progenitors of 
  their race were dead and the world was deep in 
  strife. Few in number, they returned to Allandorr 
  where they could gather their strength so they might 
  restore balance to the world. With the rebirth of  
  Ilius, the eladrin have returned to cleanse the world.  
   
  Personality: The eladrin are a race that has been 
  frozen in time. During the period they were detached 
  from the world, they gained an outside view of the 
  world and how it works. They hold strongly to the 
  old ways of the divine races, believing absolutely in 
  the divine roles that were given to them. They are 
  extremely patient, a trait gained due to their infinite 
  lifespan. The eladrin view and interact with the 
  world like they would a chess game, very carefully 
  and methodically.  
   
  Physical Description: Their skin is typically fair, 
  and their hair color varies widely over a vast range 
  of colors. Their ears are long and pointed, and their 
  eyes are of solid color with no pupils. Eladrin chil-
  dren age similarly to humans, though when they 
  reach maturity, they age extremely slowly for the 
  next 100 years until they reach adulthood.  
   
  Lands: The Fey strongholds of Allandorr are the 
  home of the eladrin. Eladrin rarely gather in commu-
  nities outside of Allandorr, though when they do, 
  they can normally be found in Lothanewi.  
   
  Religion: The eladrin believe in equal balance of 
  religion covering the Sun, the Moon and the Wyrms.  
   
  Language: The language of the eladrin is Tyrish.  
  RACIAL TRAITS  
  Please see the D&D 4E PLAYER’S HANDBOOK for 
  the racial traits of the Eladrin.  
  Eladrin thoughts on the other races  
  Cushani: They are as the passing of a shooting 
  star, when measured against the fullness of time. 
  No one beast survives for a sufficient span to be of 
  any real use.  
  Dragonborn: Curiosities, nothing more. The fate 
  of these creatures is far too unsettled to be consid-
  ered consequential to the tapestry as a whole at this 
  time.  
  Dwarves: Endurance is their defining trait, both 
  physically and spiritually. These young mountain 
  folk require a deft hand.  
  Elves: The Wayward are steeped in jealousy for 
  that which they had denied themselves long ago. 
  Never forget, this envy colors their every thought 
  and action.  
  Half-Elves: Have the Wayward truly strayed so 
  far?  
  Halflings: Unnecessary and small. 
  Humans: Remarkable that they, as a race, have 
  survived all this time. It bears remembering that 
  this is the race that has spawned the greatest cata-
  clysms of the world's history.  
  Tieflings: Children marred in their very flesh for 
  their misdeeds, they grow into adolescents who 
  throw themselves at redemption with youthful 
  abandon. Predictable at best.  
  Eladrin thoughts on one another  
  "I have walked the shining roads of an oft-
  shadowed sojourn amongst realms and beings be-
  yond your ability to comprehend, and returned to 
  find the world left in the hands of unruly tenants 
  who have sullied its beauty nearly beyond repair. 
  Can you truly look about you, and see that this 
  suffering place has no need of Eladrin wisdom?"  
  - Eloi'Salanna, Eladrin warlock  
  9 
  
  Chapter 1 | Racial Lore 
   
   
   
   
  "Feh!"  
  - Rok Caldera, Winkar fighter  
   
  The elves were once Eladrin themselves 
  until the progenitors of the race were killed. Those 
  on the plane of Falamar lost their connection to the 
  Fey Realm and became known as elves.  
   
  After the change, the elves divided into two 
  subraces, the sun elves and the shadow elves. The 
  sun elves are those who chose to continue in their 
  role as protectors of the forest and magic as Syladrin 
  taught. Those who chose to follow Loth’s teachings 
  fell into darkness where they were changed into the 
  shadow elves.  
   
  Personality: The sun elves are more often amused 
  than excited and are more likely to be curious than 
  greedy. With such a long life span, they tend to keep 
  a broad perspective on events, remaining aloof and 
  unfazed by petty happenstance. They do, however, 
  remain focused and relentless when pursing goals 
  that they feel are relevant. They are slow to make 
  friends, but to those who are considered friend, the 
  sun elves are fiercely loyal.  
   
  Physical Description: Skin tone tends to be pale 
  with light touches of gold highlights along the sides 
  of the neck, shoulders and ribs. Hair color typically 
  ranges from blonde to light brown to red. Elves have 
  no facia or body hair. They prefer light and loose-
  fitting clothing. 
   
  Religion: The sun elves tend to follow the teaching 
  of the Sun, and the shadow elves strictly follow the 
  Moon.  
   
   
   
  Lands: Lothanewi is the ancestral home of the 
  elves. It is the first place that was created by the Sun 
  and is now under the control of the shadow elves.  
   
  Language: The language of the elves is Tyrish.  
   
  RACIAL TRAITS  
  Please see the D&D 4E PLAYER’S HANDBOOK for 
  the racial traits of the Elf. Night Reign is home to two 
  types of elves. Only the sun elf is detailed here. 
  Elf thoughts on the other races  
  Cushani: The cats possess a certain feral beauty, 
  but nonetheless are hardly worth the effort to tame 
  again.  
  Dragonborn: We do not easily trust constructs not 
  of our own making. Should the need arise, how-
  ever, we are confident that such creatures can be 
  brought to heel..  
  Dwarves: Even in the depths of a midnight sky, 
  there is some light. It is the juxtaposition of the joy 
  in creation and the bleakness of destruction. Deep 
  within their mountain homes, our brothers forget 
  the sky.  
  Eladrin: Negligent elders return to the world they 
  had long ago abandoned, and feign surprise to find 
  it changed. It is no accident that now is the time 
  they choose to wander back into our midst, or that 
  this point in our evolving history is where they 
  choose to attempt to regain their sovereignty.  
  Half-Elves: Our shame lives in them, and for that 
  they are scorned.  
  Halflings: Mysterious as a butterfly's path, and 
  equally pointless. One can only hope such feckless 
  beings have forgotten their dark glories of the past.  
  Humans: The flame that burns hot, burns briefly. 
  Divine flame is no exception.  
  Tieflings: Like precious few peoples of this world, 
  they acknowledge the lessons of their past and seek 
  to better themselves as a result. A worthy pursuit, 
  though most likely doomed to failure before it be-
  gan.  
   
  Elf thoughts on one another  
  “Can you tell me where the wind ends and begins? 
  Can you point to a tree as it sprouts, grows, falls, 
  and sprouts again and tell me there, that is where it 
  has died? Wood and Air are eternal, and it is from 
  these elements that we Elves are made.”  
  - Sheylan Solth’emi, Elven Paladin 
  10 
  
  Chapter 1 | Racial Lore 
   
   
   
   
   
   
   
  "These younger generations have grown soft. 
  When I was a child, there was a strict policy of 
  drowning these brats like the unwanted kittens they 
  were."  
  - Ahlenna'et Umbre, Shadow Elf  
   
   
   
   
   
  The half elves of Falamar are the most nu-
  merous of the half breeds. Born from elven and hu-
  man parents, they are of both worlds though they fit 
  within neither. Half elves live as outcasts throughout 
  the world, shunned for their mixed blood which is 
  viewed as blasphemy by the church. The life of the 
  half elf is always on the road, moving from town to 
  town, looking for work where they can get it, usually 
  as mercenaries or bandits. Half elven women are 
  prized highly as slaves among the more major cities.  
   
  Personality: Many half elves are cold and uncaring, 
  shaped by the outcast lifestyle that they live. Friends 
  are few and far between, the lonely road being their 
  only true companion. With this lifestyle, many half 
  elves are slow to trust and are suspicious of those 
  that offer it. They value their freedom above all else 
  and tend to help others of their kind to obtain free-
  dom when they can.  
   
  Physical Description: There skin is pale with slight 
  highlights of gold or silver along the jawline. Their 
  hair and eye color varies as much as humans and 
  many males prefer to display long hair and facial 
  hair to hide some of their elven features. 
   
  Lands: With no homeland to call their own, half 
  elves who are lucky enough to have their freedom 
  can be found wandering anywhere in the world. 
  Those who are not free are typically slaves to the 
  wealthy. 
   
   
  Religion: Half elves do not follow the gods, since 
  they believe they are cursed blasphemies. Instead 
  they tend to follow the views of the Mother or the 
  Wyrms.  
   
  Language: Half elves have no language of their 
  own. They usually speak of the language of their 
  significant parent, either Tyrish or Cerian.  
  RACIAL TRAITS  
  Please see the D&D 4E PLAYER’S HANDBOOK for 
  the racial traits of the Half Elf.  
  Half Elf thoughts on the other races  
  Cushani: To a Cushani, there are two types of 
  traveling companions: comrades-at-arms, and food. 
  Prove yourself to be one or the other, and you will 
  always know where you stand.  
  Dragonborn: Even more lost in this world than we 
  are. At least our creators are still around to direct 
  and inspire us, for good or ill.  
  Dwarves: Best avoided, unless you enjoy being 
  spat on.  
  Eladrin: They are to elves what elves are to us. 
  Not surprisingly, we are apparently far beneath 
  their notice. Still, it can be fun to see the Elves hav-
  ing to swallow millennia-old doses of their own 
  medicine.  
  Elves: We can only spend so much of our lives 
  apologizing for your mistakes.  
  Halflings: Underestimate them at your own peril. 
  They're just as quick to help a friend as they are to 
  eviscerate an enemy.  
  Humans: They seem to resent us less than our 
  Elven parents, but only because they don't have 
  centuries to live with the shame.  
  Tieflings: Charming company, and too wrapped up 
  in their own over-reaching goals to care about the 
  circumstances of anyone's birth.  
   
  Half Elf thoughts on one another  
  “Don’t mistake our bitterness for apathy. No one is 
  as motivated to triumph as an outcast.”  
  - Sai’laja Ironspear, Half-Elf fighter  
  11 
  
  Chapter 1 | Racial Lore 
   
   
   
   
   
   
   
  "Utterly infuriating green-eyed devils, every last 
  one."  
  - Eskar Scoria, Asani cleric  
   
   
   
   
   
  The halflings are a simple and rustic peo-
  ple. They live in large, open communities where 
  they can attend to their social gatherings and crafts. 
  The Halflings began sometime during the end of the 
  Age of Creation, and myth states that they came 
  from humans that had been banished from the Great 
  For-est due to the group’s drive to gain power over 
  death.  
   
  With their exile and the rise of Ilius, the 
  group now known as the Nullmandor, arose as pow-
  erful necromancers. Their power would last until the 
  Age of Heroes when Latarin banished many to the 
  far reaches of the world. Those Nullmandor who 
  remained were stripped of their power and cursed 
  with a death sight. The death sight forces halflings to 
  see all living creatures in a state of death and decay. 
  This sight has a physical manifestation within 
  halflings manifested by their green eyes which tend 
  to flare and glow when their emotions run high.  
   
  Personality: A simple people, Halflings are kind 
  and warm towards others. They can almost always 
  be found smiling and pointing out the finer points of 
  life. Secretly however, many Halflings long for the 
  power they once held. They are known to carry 
  grudges and are exceptionally cruel to those they 
  hate.  
   
  Physical Description: Their hair color varies 
  greatly, though most go grey by late adulthood. Eye 
  color is always green for Halflings due to their past 
  dealings with necromancy. 
   
   
   
  Lands: After the curse, the Halflings settled into the 
  Fire Plains and the Plains of Sorrow.  
  Religion: Halflings outwardly show no preference to 
  the gods. Within their own communities, those who 
  still follow the old ways give their faith to the Moon.  
   
  Language: The Halflings have no specific language 
  of their own. They typically learn Cerian as they 
  tend to normally interact with humans. Those that 
  practice the old ways tend to also speak Derish.  
   
  Halfling thoughts on the other races  
  Cushani: Never forget: when traveling with 
  Cushani; anyone that's not a kitty is just rations 
  they don't have to carry.  
  Dragonborn: Short on sense of humor, long on 
  sense of honor. Good in a fight, good for a prom-
  ise, really horribly bad as an enemy.  
  Dwarves: They think we're hilarious.  
  Eladrin: Just showed up one day, and act like 
  they're owed something. They're the Elves' elves, 
  more elf than any Elf, and not necessarily in a good 
  way.  
  Elves: Don't doubt that they're watching us. Of the 
  few races that have been around long enough to 
  remember where we came from, only the Elves 
  really care.  
  Half-Elves: Pretty humans, or ugly Elves, depend-
  ing on how you look at them.  
  Humans: Excellent fun: smart enough to trust at 
  your back, dumb enough to send charging in first.  
  Tieflings: Great companions, as long as you're 
  travelling the same path. I don't recommend ever 
  thwarting one in his quest. Ever. That's when you 
  see the demon come out.  
   
  Halfling thoughts on one another  
  “Everything moves around in cycles – Ilius up, 
  Ilius down, Ilius up again. Our time will come 
  again, never fear. But while we wait, how’s about 
  another round of dice?”  
  - Kitzin Greenshoe, Halfling rogue  
  RACIAL TRAITS  
  Please see the D&D 4E PLAYER’S HANDBOOK for 
  the racial traits of the Halfling.  
  12 
  
  Chapter 1 | Racial Lore 
   
   
   
   
   
   
   
  “Never know what to expect with humans. Could 
  be priests, could be beggars, could be soldiers. 
  Luckily, most of them dress the part, and they all 
  bleed red.”  
  - Rok Caldera, Winkar fighter  
   
   
   
   
   
  The last of the divine races, humans were 
  created by the Sun along with the dwarves and elves. 
  Created to be the masters of heart, they brought 
  emotion to the world through song and action. Hu-
  mans are capable of adapting to any situation and 
  have the flexibility to do what is needed. Where the 
  other divine races do not have specific roles, humans 
  fill the void.  
   
  Today, humans can be found nearly any-
  where in the world filling a large variety of roles 
  from king to beggar. Unlike the other divine races, 
  humans are only united together based on their re-
  gional location, not as a whole.  
   
  Personality: Humans have an inner resolve that 
  drives them further than any other race. This is re-
  ferred to as the human spirit by the other races. This 
  spirit has helped humans become a vastly diverse 
  people, offering a wide range of outlooks and moti-
  vations.  
   
  Physical Description: Depending on the region, 
  humans vary greatly in the appearance. Helvadians 
  tend to have blonde or brown hair mixed with blue 
  or green eyes and known for having beards. Humans 
  of Solis and Ro tend to have darker hair color mixed 
  with brown and black eyes. The humans of Fao typi-
  cally have dark hair and dark, almond shaped eyes. 
   
  Lands: Humans occupy many of the regions within 
  Falamar including Aiyia, Fao, Helvada, Ilium, 
  Iso’Latarin, Karsari, Ro and Solis.  
   
  Religion: Humans are known to be split evenly 
  when deciding which religion to follow.  
   
  Language: The human language is Cerian.  
  Human thoughts on the other races  
  Cushani: Imagine a common cat, hunting mice in 
  a barn. It has all the cunning and strength it needs 
  to be the perfect predator for a little squeaky 
  mouse. Now, imagine you are the mouse.  
  Dragonborn: Cut adrift in the world, they only 
  want to survive and make a place for themselves. A 
  humble ambition that should be respected.  
  Dwarves: Stalwart companions, with the intensity 
  to see them through their long years.  
  Eladrin: Too soon to name them enemy, but nei-
  ther would it be wise to call them friend. They've 
  been gone a long time, and who knows where 
  they've been.  
  Elves: Longevity is not the same thing as quality. 
  When you have so many moments in your life, you 
  forget to live in all of them.  
  Half-Elves: They hate themselves enough, there's 
  no reason to pile it on. Why blame the child for the 
  parents' indiscretions?  
  Halflings: Cheerful companions, horrendous ene-
  mies.  
  Tieflings: Unholy taint is writ upon their very flesh 
  and bones. This is not an accident of birth, but the 
  lasting effect of an evil choice. Always bear this in 
  mind when dealing with the horned ones.  
   
  Human thoughts on one another  
  “If there’s one thing we’re great at, it’s every-
  thing.”  
  - Crystia Lightstep, Human Rogue  
  RACIAL TRAITS  
  Please see the D&D 4E PLAYER’S HANDBOOK for 
  the racial traits of the Human.  
  13 
  
  Chapter 1 | Racial Lore 
   
   
   
   
   
   
   
  "It is the nature all creatures to either be exactly 
  what they appear to be, or to be exactly the oppo-
  site of what they appear to be. But that's nature. 
  There is nothing natural about what the Tieflings 
  appear to be."  
  - Marlowe Farseer, Human Ranger  
   
   
   
   
   
   
  During the first Night Reign, an old king-
  dom of humans made a pact with a sect of demons 
  for the power to aid Ilius. During the first Night 
  Reign, the tieflings served as warlords and generals 
  in the armies of the Empire.  
   
  After Ilius’ defeat, the tieflings were driven 
  out from their homes to the far east where they 
  struggled to come to terms with what they were and 
  what they had done. After many generations of 
  struggle and civil war, the tieflings have remerged 
  united and hell-bent on correcting their ancestors, 
  mistake and destroying Ilius once and for all.  
   
  Personality: Tieflings are a passionate and driven 
  people. Due to the centuries of mistrust by the other 
  races, tieflings have learned to rely on themselves to 
  get things done in any way possible. When tieflings 
  do interact with others, they strive for friendship and 
  companionship using their natural charisma in hopes 
  of convincing others to join them in their cause.  
   
  Physical Description: Tiefling appearance shows 
  the price they have paid for power. They have horns 
  upon their head as well as nonprehensile tails up to 
  five feet in length. Their eyes are a solid color with-
  out pupils, and their hair has a range of colors simi-
  lar to humans. 
   
  Lands: The tieflings have made their home in the 
  kingdom of Sadire, east of the astral mountains. 
   
   
   Religion: The tieflings follow a strict set of laws 
  within Sadire where the faith of the Moon has been 
  outlawed. Those tieflings seeking the church of the 
  Moon travel outside of the borders into other regions 
  such as Ro or Solis. Most tieflings pay homage pri-
  marily to the Sun, and then to the Wyrms.  
   
  Language: The tieflings speaking Cerian normally, 
  though Derish and Infernal are also common.  
   
  Tiefling thoughts on the other races  
  Cushani: Inscrutable creatures. They would have 
  you believe they are nothing more than stomachs 
  with claws, but there are thinking minds inside 
  those furry heads.  
  Eladrin: They hold themselves aloof out of self-
  defense; this is no longer their world, and they can-
  not help but feel apart from it.  
  Elves: Our paths often cross, sometimes to assist 
  us in our quest and sometimes to oppose us. But 
  nearly always to manipulate us.  
  Dragonborn: Further proof, like ourselves, that 
  one cannot judge a beast by its hide. Inside all that 
  scaled armor and fearsome visage is a heart full of 
  yearning and honor.  
  Dwarves: You will not encounter a more judge-
  mental lot. They have the strength of their convic-
  tions, and to move them to sympathy is to move 
  mountains.  
  Half-Elves: Less manipulative than Elves. Less 
  fearful than Humans. Yet more than both.  
  Halflings: Cheerful and interesting companions, 
  often with surprising depths of skill. Once commit-
  ted, they can only help our cause.  
  Humans: There is very little trust to be found here. 
  They look upon us, and cannot forget what our 
  ancestors have done.  
   
  Tiefling thoughts on one another  
  "I seek to redeem that which has branded me un-
  holy. There is no worthier pursuit in my life's days. 
  I wouldn't call it a crusade, per se, but it is cer-
  tainly a mission. Care to join?"  
  - Sigil Firskaya, Tiefling cleric  
  RACIAL TRAITS  
  Please see the D&D 4E PLAYER’S HANDBOOK for 
  the racial traits of the Tiefling.  
  14 
  
   
  
  Chapter 2 |  Paths of Destiny 
   
   
   
  The life of an normal adventurer is danger-
  ous. The life of an adventurer in Night Reign is life-
  threatening. Those who choose a life of adventure 
  have perfected the art of survival using blade and 
  magic. Due to the hazards of the world, a new breed 
  of adventurers have arisen to battle the darkness.  
   
  Within this chapter you will find informa-
  tion on six new classes, new paragon paths and new 
  epic destinies. These new options are designed for 
  the Night Reign Campaign Setting, but can be used 
  in other settings with little change.  
   
  Classes  
  Circle Dancer 
   
  Empowered by the Sun, the circle dancers 
  pull the enemy into their fighting circle and dispatch 
  them with quick and devastating attacks.  
   
  Destiny Knight 
   
  Mounted knights in shining armor, the des-
  tiny knights use their gifts from the Sun to manipu-
  late the battlefield in their favor.  
   
  Judge 
   
  Empowered by the Sun to judge the actions 
  of others, these leaders drive their allies into combat 
  and judge their enemies harshly.  
   
  Martial Artist  
   
  The martial artist is a striker who has found 
  harmony between the body and the mind. Harness-
  ing the power of Ch’i, their training focuses on chan-
  neling that power into their fighting abilities. 
   
  Summoner  
   
  The summoner is a controller who uses 
  creatures to wreak havoc on the battlefield through a 
  catalog of creatures. 
   
  Warlock (Sun pact)  
   
  The sunlock is a warlock who has made a 
  pact with the Sun to be his avenging angel against 
  the minions of the Moon. Imbued with the radiant 
  fire of the Sun itself, the sunlock is driven to demon-
  strate the righteous power of the Sun to all.  
  Paragon Paths  
   
  The Night Reign has come before, and the 
  disciplines of survival from ages past resurface now, 
  in the new darkness. Those who wish to survive the 
  horrors of the world and drive the darkness back find 
  themselves learning of these ancient ways and adapt-
  ing them to the modern world. 
   
  ✦Bloodcrest Archer  
  ✦Nature’s Storm  
  ✦Crusader of Light  
  ✦Ninja 
  ✦Dragon Breeder  
  ✦Shadow Prosecutor 
  ✦Destiny Weaver 
  ✦Splicer  
  ✦Earth Dancer  
  ✦Strophion  
  ✦Emerald Lancer 
  ✦Sun Judge  
  ✦Exalted Disciple 
  ✦Sun Wielder  
  ✦Fire Dancer 
   
  ✦Temporal Mage  
  ✦Karsarian Warmage  
  ✦Water Dancer  
  ✦Kingmaker 
   
  ✦White Tiger Master 
  ✦Peacekeeper 
   
  ✦Xionaire  
   
   
  Epic Destinies  
   
  Mastering the paths and braving the horrors 
  of the world are the stuff of legend. When adventur-
  ers have reached this point, they are ready to leave 
  their mark for the world to watch in awe and aspire 
  to. 
   
  Ancestor Incarnate 
   
  The ancestor incarnate is a martial artist 
  who has found perfection and has ascended to the 
  highest order of spiritual awareness and being. 
   
  Entropic Dancer  
   
  The entropic dancer is a warrior who has 
  embraced the fate of violence, become the chaos of 
  battle. Wherever they walk, death is not far behind. 
   
  Horde Master 
   
  The horde master is a summoner of legend, 
  a master of creatures that form an unstoppable army 
  that few can hope to hold back. 
   
  Solar Champion  
   
  There are those who hope to bring the light 
  back to the world, and then there are those who are 
  the light made flesh. The solar champion does not 
  merely fight in the name of the Sun. This warrior is 
  the Sun’s chosen vessel in battle. 
   
  Supreme Judge  
   
  The personification of law, the supreme 
  judge is the Sun’s command given form. The law of 
  the world is meant to be obeyed, and those who do 
  not follow its tenets are to be judged.  
  Chapter 2: Paths of Destiny 
  
   
   
   
   
   
   
  “The circle is life. The circle is death. Join me in 
  the circle and let’s see which one you are.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Circle Dancer is a striker who focuses 
  on combat within a ritual circle. Honorable and 
  deadly, circle dancers have been called upon for 
  thousands of years to serve as duelists for the elite 
  and the military. For the circle dancer, life moves 
  from one duel to the next. 
  CLASS TRAITS 
  Role: Striker. You specialize in combat within your 
  circle of power. 
  Power Source: Solar. You draw upon the Sun’s 
  energy to empower your circle. 
  Key Abilities: Dexterity, Wisdom, Constitution 
   
  Armor Proficiencies: Cloth, Leather, Hide,  
  Weapon Proficiencies: Simple melee, Martial  
  melee 
  Implement: Any light blade, heavy blade, spear, 
  axe, polearm, flail, hammer or mace. Your weapon 
  adds its enhancement bonus to attack rolls and dam-
  age rolls and any extra damage granted by a prop-
  erty (if applicable) when used as an implement. You 
  do not gain your weapon proficiency bonus to the 
  attack roll when using your weapon as an imple-
  ment. 
  Bonus to Defense: +1 Fortitude, +1 Reflex 
   
  Hit Points at 1st Level: 12 + Constitution score 
  Hit Points per Level Gained: 5 
  Healing Surges per Day: 6 + Constitution modifier 
   
  Trained Skills: Acrobatics 
  From the class skills listed below, choose three 
  more trained skills at 1st level. 
  Class Skills: Acrobatics (Dex), Diplomacy (Cha), 
  Endurance (Con), Insight (Wis), Intimidate (Cha), 
  Perception (Wis) 
   
  Class Features: Circle of Power, Dancer’s  
  Challenge, Solar Weapon, Wise Defense 
  
  Chapter 2 |  Paths of Destiny 
   
   You create a circle of power around you for you to focus 
  your energy and fight within. 
  At-Will ✦ Solar, Zone 
  Minor Action 
   
  Close Burst 3 
   
   
   
  (4 at 11th, 5 at 21st) 
  Effect: The burst creates a zone of power in which you 
  fight. You gain a bonus to damage rolls against one en-
  emy within the zone equal to your Constitution modifier. 
  You can choose when to apply this damage. This damage 
  can only be applied once per round. 
       Only one circle of power can be active at a time and 
  lasts until the end of the encounter. If a new circle of 
  power is created, the old one ends immediately along with 
  any effects that may be associated with it. 
  Circle of Power                         Circle Dancer Feature 
  Creating a Circle Dancer  
   
  You can choose any circle dancer powers 
  you like for your character though circle dancers fall 
  into two groups, the ritual dancer and the storm 
  dancer. Circle Dancers focus on either Dexterity or 
  Wisdom for their attacks and Constitution to aug-
  ment their powers.  
   
  Ritual Dancer  
   
  You specialize in one-on-one combat using 
  your weapon of choice. With your powers you are 
  able to knock your opponent in and out of your cir-
  cle. Your best ability score is Dexterity which is 
  used from your primary attacks. Constitution is help-
  ful in augmenting your powers and your Circle of 
  Power damage. Select powers that are melee-
  focused to take advantage of your high Dexterity.  
  Suggested Feat: Empowered Circle 
  Suggested Skills: Acrobatics, Endurance, Insight  
  Suggested At-Will Powers: side step, stutter step  
  Suggested Encounter Power: push back  
  Suggested Daily Power: essence backlash  
   
  Storm Dancer  
   
  You specialize in handling multiple foes at 
  once. With your implement, you are able to attack 
  using your circle, harming enemies within it. Your 
  best ability score is Wisdom which is used from 
  your primary attacks. Constitution is helpful in aug-
  menting your powers and your Circle of Power dam-
  age. Select powers that are burst and ranged-
  focused.  
  Suggested Feat: Group Dancer 
  Suggested Skills: Acrobatics, Endurance, Percep-
  tion  
  Suggested At-Will Powers: fire circle, sun snare  
  Suggested Encounter Power: spiteful flare  
  Suggested Daily Power: whirling waltz  
   
  Circle Dancer Class Features 
   
  Your class focuses on fighting within your 
  circle of power and your chosen weapon helps aug-
  ment your abilities within the circle. 
   
  Circle of Power 
   
  Your circle of power is the cornerstone of 
  your fighting abilities. Many of your powers focus 
  on fighting within the circle or pulling opponents in. 
  Some ranges are based on the size of your circle of 
  power. This is listed as follows: 
     Close Burst circle: These powers are centered on 
  your circle of power and are the same size as your 
  circle of power. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dancer’s Challenge 
   
  When only one enemy is within your circle 
  of power, you gain a +1 bonus to attack rolls and 
  damage rolls against that target. 
   
  Implements 
   
  Your weapon adds its enhancement bonus 
  to attack rolls and damage rolls and any extra dam-
  age granted by a property (if applicable) when used 
  as an implement. You do not gain your weapon pro-
  ficiency bonus to the attack roll when using your 
  weapon as an implement. 
  18 
  CIRCLE DANCER OVERVIEW 
       Characteristics: You focus on solar virtues to 
  move your opponents in and out of your circle, in-
  flicting serious damage in the process. 
       Religion: Circle Dancers typically follow the 
  path of the Sun as it is the center of their beliefs. 
       Race: Dwarves, Elves, Halflings and Humans all 
  make good circle dancers. 
  
  Chapter 2 | Paths of Destiny 
   
  At-Will ✦ Circle, Fire, Implement, Solar 
  Standard Action        
      Close Burst circle 
  Target: One creature in burst 
  Attack: Wisdom vs. Reflex 
  Hit: 1d8 + Wisdom modifier fire damage. 
    Level 21: 2d8 + Wisdom modifier. 
  By invoking the power of the circle, you direct fire to burn 
  one of your enemies. 
  Fire Circle                                Circle Dancer Attack 1 
   
  You bounce forward with amazing speed to strike your 
  opponent with their guard down. 
  Speed Step                                Circle Dancer Attack 1 
  At-Will ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Special: You may shift 1 square before the attack roll 
  Attack: Dexterity vs. AC 
  Hit: 1 [W] + Dexterity modifier damage. 
    Level 21: 2 [W] + Dexterity modifier. 
   
  With quick footwork you are able knock your opponent 
  around. 
  Stutter Step                              Circle Dancer Attack 1 
  At-Will ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 1 [W] + Dexterity modifier damage, and you may 
  slide the target 1 square. 
    Level 21: 2 [W] + Dexterity modifier. 
   
  You capture your enemy in sunlight and pull them into 
  your circle. 
  Sun Snare                                 Circle Dancer Attack 1 
  At-Will ✦ Circle, Implement, Radiant, Solar 
  Standard Action  
  Ranged 5 
  Requirement: You must be within your circle of power 
  Target: One creature outside of circle of power 
  Attack: Wisdom vs. Reflex 
  Hit: 1d6 + Wisdom modifier radiant damage, and pull the 
  target into an adjacent square to you. 
    Level 21: 2d6 + Wisdom modifier. 
  Solar Weapons 
   
  In addition to the circle of power, circle 
  dancers are known for the weapon that they use in 
  their fighting. Choose a weapon group. When you 
  use a weapon of that group within your circle of 
  power, you gain its benefit. 
   
   
  Wise Defense 
   
  While not wearing heavy armor, you can 
  choose to apply your Wisdom when determining 
  your AC instead of your Dexterity or Intelligence. 
   
  Keyword: Circle 
   
  The circle dancer introduces a new key-
  word — circle. When a power has this keyword, the 
  power can only be used if a circle of power is in 
  effect and within line of sight. For example, in order 
  to use the fire circle virtue, you must have a circle of 
  power in effect. 
   
  You or your target do not have to be within 
  the circle of power in order for this power to work. If 
  your circle of power ends while a sustained power is 
  in effect, and centered on your circle of power (i.e. a 
  Zone), that power ends immediately. 
   
   
  Circle Dancer Virtues  
   
  Your powers are called virtues, gifts 
  granted by the holy Sun. The circle dancer virtues 
  focus on melee, ranged and burst attacks. Several 
  powers also produce zones which tie to your circle 
  of power. Some powers work better for ritual danc-
  ers, and some work better for storm dancers, but you 
  can choose any power you like when you reach a 
  level that allows you to choose a new power.  
  19 
  Level 1 At-Will Virtues 
  Weapon 
  Effect Granted 
  Light Blade or 
  Heavy Blade 
  +1 bonus to AC while in circle 
  of power 
  Spear or 
  Polearm 
  When you hit an enemy while 
  in the circle of power, slide the 
  target 1 square. 
  Axe or      
  Hammer 
  While in the circle of power, 
  reroll 1’s on damage rolls made 
  with the weapon. 
  Flail or Mace 
  When you hit an enemy while 
  in the circle of power, you may 
  shift 1 square. 
  
  Chapter 2 |  Paths of Destiny 
   
  As you hit your opponent, empower your circle to keep 
  other enemies at bay. 
  Essence Backlash                Circle Dancer Attack 1 
  Daily ✦ Circle, Solar, Weapon, Zone 
  Standard Action           Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Dexterity modifier damage. 
  Effect: The attack creates a zone of energy centered on 
  your circle of power until the end of the encounter. As an 
  immediate reaction, if an enemy enters the zone, you can 
  apply your circle of power damage to the enemy. This is 
  an additional use of the circle of power damage. 
   
   
  You take the hit your enemy lands on you and you return 
  the favor, your weapon erupting into flames. 
  Retributive Flame Strike   Circle Dancer Attack 1 
  Daily ✦ Fire, Solar, Weapon  
  Immediate Reaction          Melee Weapon 
  Trigger: An enemy damages you with an attack 
  Target: The triggering enemy 
  Attack: Dexterity vs. AC 
  Hit: 2 [W] + Dexterity modifier fire damage, and make a 
  secondary attack. 
  Miss: Half damage plus 1d6 fire damage. 
  Second Attack: Dexterity vs. Fortitude 
  Hit: 2d6 fire damage. 
   
  You launch a bolt of solar energy at your target which 
  sets them ablaze in holy energy. 
  Sun Bolt                               Circle Dancer Attack 1 
  Daily ✦ Circle, Implement, Radiant, Solar 
  Standard Action           Close Burst circle 
  Target: One creature in burst 
  Attack: Wisdom vs. Reflex 
  Hit: 2d10 + Wisdom modifier radiant damage, and the 
  target takes ongoing 5 radiant damage (save ends). 
  Miss: Half damage. 
   
  You strike hits your target with a sudden blast of sunlight 
  which dazes them temporarily. 
  Essence Strike                   Circle Dancer Attack 1 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 1 [W] + Dexterity modifier damage, and the target is 
  dazed until the end of your next turn. 
   
  By channeling solar power through your circle, your 
  enemy takes a blast of radiant energy. 
  Spiteful Flare                    Circle Dancer Attack 1 
  Encounter ✦ Circle, Implement, Radiant, Solar 
  Standard Action  
  Close Burst circle 
  Target: One creature in burst 
  Attack: Wisdom vs. Reflex 
  Hit: 1d6 + Wisdom modifier radiant damage. If the target 
  is vulnerable to radiant damage, increase their vulnerabil-
  ity by your Constitution modifier until the end of your 
  next turn. 
   
  With a flick of your sword you shoot a beam of sunlight at 
  your foe. 
  Radiant Beam                   Circle Dancer Attack 1 
  Encounter ✦ Fire, Implement, Radiant, Solar 
  Standard Action  
  Ranged 5 
  Target: One creature 
  Attack: Wisdom vs. Reflex 
  Hit: 2d6 + Wisdom modifier radiant and fire damage, and 
  the target is knocked prone. 
   
  With a surge of speed, you send your opponent stumbling 
  back out of your circle. 
  Push Back                          Circle Dancer Attack 1 
  Encounter ✦ Circle, Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 1 [W] + Dexterity modifier damage, and the target is 
  pushed a number of squares equal to your Constitution 
  modifier. If the target is pushed out of your circle of 
  power, the target takes an additional 1 [W] damage. 
   
  20 
  Level 1 Encounter Virtues 
  Level 1 Daily Virtues 
  
  Chapter 2 | Paths of Destiny 
   
  By drawing upon the power of your circle, you shield 
  yourself in radiant light. 
  Radiant Armor                       Circle Dancer Utility 2 
  Daily ✦ Circle, Solar, Zone 
  Minor Action 
            Close Burst circle 
  Effect: The burst creates a zone centered on your circle of 
  power until the end of your next turn. While you are in 
  the zone, you gain a +1 power bonus to AC and Fortitude. 
  Sustain Minor: The zone persists. 
   
  You nimbly dance through your circle, weaving and dodg-
  ing around your opponents. 
  Fancy Footwork                      Circle Dancer Utility 2 
  Encounter ✦ Circle, Solar 
  Move Action 
   
  Personal 
  Requirement: You must be within your circle of power 
  Effect: Shift a number of squares equal to 1 + your Dex-
  terity modifier. You may not leave your circle of power 
  with this power. 
   
  You deliver a challenge that your foe can’t refuse and you 
  both are teleported into your circle to duel. 
  Decisive Challenge            Circle Dancer Attack 3 
  Encounter ✦ Circle, Solar, Teleportation, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 2 [W] + Dexterity modifier damage. You and the 
  target are teleported a number of squares equal to 1 + 
  your Dexterity modifier to adjacent unoccupied squares 
  within your circle of power. If you or the target are unable 
  to reach your circle of power, the teleport fails. 
   
   
  By harnessing the power of your circle, you send a blast 
  of energy that knocks all of your opponents around.. 
  Whirling Waltz                 Circle Dancer Attack 1 
  Daily ✦ Circle, Implement, Solar, Zone 
  Standard Action           Close Burst circle 
  Target: Each enemy in burst 
  Attack: Wisdom vs. Fortitude 
  Hit: 2d6 + Wisdom modifier damage. 
  Effect: The burst creates a zone of swirling energy until 
  the end of your next turn centered on your circle of 
  power. Enemies that begin their turn in the zone make a 
  saving throw at the start of their turn. If they fail, they 
  slide 1 square of your choice. 
  Sustain Minor: The zone persists. 
   
  21 
   
  You dance a defensive style as your enemy attacks you, 
  allowing you to move out of harms way. 
  Defensive Dance                      Circle Dancer Utility 2 
  Encounter ✦ Solar 
  Immediate Reaction 
  Personal 
  Trigger: An enemy moves into an adjacent square 
  Effect: Shift 3 squares. 
   
  Your body is always in motion and when someone tries to 
  pin something on you, you dodge out of the way. 
  Nimble Body                            Circle Dancer Utility 2 
  Daily ✦ Circle, Solar, Zone 
  Minor Action 
            Close Burst circle 
  Effect: The burst creates a zone centered on your circle of 
  power until the end of your next turn. While you are in 
  the zone, you gain a +2 bonus to Reflex. 
  Sustain Minor: The zone persists. 
  Level 2 Utility Virtues 
  Level 3 Encounter Virtues 
   
  From the edges of your circle, astral winds buffet your 
  enemies. 
  Astral Winds                      Circle Dancer Attack 3 
  Encounter ✦ Circle, Solar 
  Standard Action  
  Close Burst circle 
  Target: Each enemy in burst 
  Attack: Wisdom vs. Reflex 
  Hit: 2d6 + Wisdom modifier damage, and the target is 
  slowed until the end of your next turn. 
   
  Encounter ✦ Implement, Solar 
  Standard Action  
  Ranged 5 
  Target: One creature 
  Attack: Wisdom vs. Fortitude 
  Hit: 2d6 + Wisdom modifier damage, and the target is 
  weakened until the end of your next turn. 
  Your strike of solar energy drains your opponent of their 
  strength. 
  Essence Drain                       Circle Dancer Attack 3 
  
  Chapter 2 |  Paths of Destiny 
   
   
  With a quick prayer to the sun, your circle explodes in 
  violent flare of solar energy. 
  Sun Storm                          Circle Dancer Attack 5 
  Daily ✦ Circle, Implement, Radiant, Solar, Zone 
  Standard Action  
  Close Burst circle 
  Target: Each enemy in burst 
  Attack: Wisdom vs. Reflex 
  Hit: 3d6 + Wisdom modifier radiant damage. 
  Effect: The burst creates a zone of solar energy centered 
  on your circle of power until the end of your next turn. 
  When an enemy enters or begins its turn in the zone, the 
  target takes radiant damage equal to 2 + your Constitution 
  modifier. 
  Sustain Minor: The zone persists. 
   
  Encounter ✦ Solar 
  Immediate Reaction 
  Personal 
  Trigger: You take damage 
  Effect: You may shift 3 squares. 
  You relinquish the control of the fight in order to gain a 
  better position. 
  Backstep                                     Circle Dancer Utility 6 
   
  You strike up a dance that resonates with the solar energy 
  of your circle allowing you to heal your wounds easier. 
  Courageous Virtue                 Circle Dancer Utility 6 
  Daily ✦ Healing, Solar, Stance 
  Minor Action 
            Personal 
  Effect: If you spend a healing surge, you regain extra hit 
  points equal to 2 + your Constitution modifier. 
   
  You look within to find the rhythm of your body and har-
  monize it, thus washing away an ill effect. 
  Inner Strength                         Circle Dancer Utility 6 
  Encounter ✦ Solar 
  Free Action 
            Personal 
  Effect: At the beginning of your turn, you can make a 
  saving throw against one condition. If you succeed, you 
  do not suffer the effects on your turn. 
   
  Through brilliant swordplay you are able to use your 
  foe’s attack to make a hard-hitting strike. 
  Counterstroke                    Circle Dancer Attack 5 
  Daily ✦ Solar, Weapon 
  Immediate Reaction 
  Melee Weapon 
  Trigger: An enemy damages you with an attack 
  Target: The triggering enemy 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Dexterity modifier damage, and the target is 
  dazed (save ends). 
  Miss: Half damage, and the target is dazed until the end 
  of your next turn. 
   
  You strike with a solar powered weapon and the heat 
  slows your opponent down. 
  Heat Stroke                        Circle Dancer Attack 5 
  Daily ✦ Circle, Fire, Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 2 [W] + Dexterity modifier fire damage, and the 
  target is slowed until the end of your next turn. 
  Effect: Until the end of the encounter, if the target begins 
  their turn in the circle of power, they are slowed until the 
  end of your next turn. 
   
  You infuse your opponent with the power of the sun and 
  those enemies that get near the target get hurt. 
  Solar Radiation                  Circle Dancer Attack 5 
  Daily ✦ Implement, Radiant, Solar 
  Standard Action  
  Ranged 5 
  Target: One creature 
  Attack: Wisdom vs. Fortitude 
  Hit: 3d8 + Wisdom modifier radiant damage. 
  Effect: Until the end of the encounter, if an enemy begins 
  their turn adjacent to the target, they take 1d6 radiant 
  damage. 
   
  Encounter ✦ Circle, Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity  vs. AC 
  Hit: 2 [W] + Dexterity modifier damage, and the target is 
  pushed a number of squares equal to your Constitution 
  modifier. If the target leaves your circle of power, it is 
  weakened until the end of your next turn. 
  With the strength of the sun you deal a powerful blow to 
  your opponent, knocking them back. 
  Solar Knockback                 Circle Dancer Attack 3 
   
  22 
  Level 5 Daily Virtues 
  Level 6 Utility Virtues 
  
  Chapter 2 | Paths of Destiny 
   
  Encounter ✦ Solar, Weapon 
  Immediate Interrupt 
  Melee Weapon 
  Trigger: Ally is targeted by an enemy attack 
  Target: The triggering enemy 
  Attack: Dexterity +2  vs. AC 
  Hit: 2 [W] + Dexterity modifier damage, and the target 
  takes a penalty to the triggered attack roll equal to 2 + 
  your Constitution modifier. 
  You look out for your friends and when someone tries to 
  take advantage of them, you step in to stop them. 
  Vengeful Counter                 Circle Dancer Attack 7 
   
  Encounter ✦ Circle, Solar 
  Immediate Reaction          Personal 
  Target: An enemy enters your circle of power 
  Effect: You may shift a number of squares equal to 1 + 
  your Dexterity modifier. You must end your movement 
  within your circle of power. 
  As an enemy steps into your circle, you make a sudden 
  change in movement to gain the best tactical position. 
  Reactive Movement            Circle Dancer Utility 6 
   
   
  You hit your opponent with a resounding clash, the result-
  ing explosion of solar energy hurts those around him. 
  Exploding Stars                     Circle Dancer Attack 7 
  Encounter ✦ Circle, Implement, Radiant, Solar 
  Standard Action  
  Close Burst circle 
  Primary Target: One creature in burst 
  Attack: Wisdom vs. Reflex 
  Hit:  2d8 + Wisdom modifier damage. Make a secondary 
  attack. 
  Secondary Target: A creature other than the primary 
  target in the burst 
  Secondary Attack: Wisdom vs. Reflex 
  Hit: 1d8 + Wisdom modifier radiant damage 
   
  Encounter ✦ Circle, Implement, Solar 
  Standard Action  
  Close Burst circle 
  Target: Each enemy in burst 
  Attack: Wisdom vs. Will 
  Hit: 2d8 + Wisdom modifier damage and until the end of 
  your next turn, if the target makes an attack that does not 
  include you as the target, they take 1d8 damage. 
  You issue your challenge to your opponent and when they 
  refuse, you remind them who is leading this dance. 
  Lonely Partner                     Circle Dancer Attack 7 
   
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC; two attacks 
  Hit: 2 [W] + Dexterity modifier damage per attack. 
  You let loose with a vicious set of attacks with amazing 
  speed. 
  Twin Stars                            Circle Dancer Attack 7 
   
  With a focus of solar energy you empower your circle, 
  preventing your opponent from leaving the duel. 
  Circle Imprisonment         Circle Dancer Attack 9 
  Daily ✦ Circle, Implement, Solar 
  Standard Action  
  Close Burst circle 
  Target: One creature in burst 
  Attack: Wisdom vs. AC 
  Hit: 2d10 + Wisdom modifier damage. 
  Effect: The target is unable to leave your circle of power 
  by moving, teleporting, shifting or forced movement 
  (save ends). 
   
  23 
  Level 7 Encounter Virtues 
  Level 9 Daily Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
   
  You issue your challenge to your foe and with your circle 
  of power, you ensure no one gets in the way. 
  One on One                         Circle Dancer Attack 9 
  Daily ✦ Circle, Illusion, Solar, Weapon, Zone 
  Standard Action  
  Melee Weapon 
  Requirement:  You must be within your circle of power 
  Target: One creature in your circle of power 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Dexterity modifier damage. 
  Effect: The attack creates a zone of invisibility centered 
  on your circle of power that lasts until the end of your 
  next turn. You and the target are invisible to all creatures 
  while within the circle of power. You and the target are 
  not invisible to one another. 
  Sustain Minor: The zone persists. If the target drops to 0 
  or fewer hit points, this power cannot be sustained. 
   
  You call upon the darkness of the world and ensnare it 
  within your circle to conceal your movements. 
  Circle of Shadows                Circle Dancer Utility 10 
  Encounter ✦ Circle, Solar 
  Minor Action 
   
  Personal 
  Requirement: You must be within your circle of power 
  Effect: You gain concealment while within your circle of 
  power until the end of your next turn. 
   
  Daily ✦ Circle, Implement, Solar, Teleportation 
  Standard Action  
  Ranged 10 
  Requirement: You must be within your circle of power 
  Target: One creature outside your circle of power 
  Attack: Wisdom vs. Fortitude 
  Hit: 3d8 + Wisdom modifier damage, and the target is 
  teleported into an adjacent square to you within your cir-
  cle of power. 
  Miss: Half damage, and the target is teleported to an adja-
  cent square to you within your circle of power. 
  Empowered by your circle, you throw down your chal-
  lenge and your foe is brought to you to answer. 
  Inescapable Challenge        Circle Dancer Attack 9 
   
  24 
   
  Calling upon your empowered circle, you instantly tele-
  port to a more advantageous position. 
  Sunlit Step                            Circle Dancer Utility 10 
  Daily ✦ Solar, Teleportation 
  Move Action 
   
  Personal 
  Effect: You teleport 3 squares. If you are within your 
  circle of power, you may instead teleport to any square 
  within your circle of power. 
   
  Daily ✦ Circle, Solar, Weapon 
  Immediate Reaction 
  Melee Weapon 
  Trigger: An enemy damages you with an attack 
  Target: The triggering enemy 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Dexterity modifier damage, and the target is 
  pushed a number of squares equal to 2 + Constitution 
  modifier. If the target is pushed out of your circle of 
  power as a result of this power, they take an additional 2 
  [W] damage. 
  Miss: Half damage, and the target is pushed 2 squares. 
  You use your foes attack to gain the advantage to make a 
  powerful strike of your own that sends them backwards. 
  Blow Back                                 Circle Dancer Attack 9 
  Level 10 Utility Virtues 
   
  With the grace of a dancer, you recover from the pain to 
  rejoin the fight. 
  Slow Dance                           Circle Dancer Utility 10 
  Daily ✦ Circle, Solar, Zone 
  Minor Action 
   
  Close Burst circle 
  Effect: The burst creates a zone centered on your circle of 
  power until the end of your next turn. When an enemy 
  begins their turn in the zone, they are slowed until the end 
  of your next turn. 
  Sustain Minor: The zone persists. 
   
  You connect your soul to your circle and draw upon its 
  solar energy to empower your body. 
  Sun Body                                  Circle Dancer Utility 10 
  Encounter ✦ Healing, Solar 
  Immediate Reaction 
  Personal 
  Trigger: You are targeted by a power with the healing 
  keyword 
  Effect: You regain extra hit points equal to your Constitu-
  tion modifier. In addition, you gain resist 10 fire and ne-
  crotic until the end of your next turn. 
  
  Chapter 2 | Paths of Destiny 
   
  With no one else around and no one to help them, you 
  strike down your foe. 
  Die Alone                              Circle Dancer Attack 13 
  Encounter ✦ Circle, Implement, Solar 
  Standard Action  
  Close Burst circle 
  Target: One creature in burst 
  Attack: Wisdom vs. Fortitude 
  Hit:  3d10 + Wisdom modifier damage. If the target is the 
  only enemy in your circle of power, they instead take 
  4d10 + Wisdom modifier damage and are weakened until 
  the end of your next turn. 
   
  Encounter ✦ Circle, Solar, Teleportation, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Dexterity damage, and you and the target are 
  teleported 10 squares to any adjacent unoccupied squares 
  within your circle of power. 
  By drawing upon the energy of your circle, you strike 
  your opponent to bring them into your circle. 
  Come and Fight                  Circle Dancer Attack 13 
   
  Your enemy attacks you but you were counting on it and 
  strike back swiftly, sending them into your circle. 
  Intimidating Retort          Circle Dancer Attack 15 
  Daily ✦ Circle, Implement, Solar, Teleportation 
  Immediate Reaction 
  Ranged 10 
  Trigger: An enemy hits or misses you with an attack 
  Target: Triggering enemy 
  Attack: Wisdom vs. Fortitude 
  Hit: 2d10 + Wisdom modifier damage, and the target is 
  teleported to an unoccupied square of your choice within 
  your circle of power. 
  Effect: Until the end of the encounter, if the target makes 
  an attack that includes you as a target, teleport them as a 
  immediate reaction to a square of your choice within your 
  circle of power. 
   
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Dexterity modifier damage 
  Effect: Until the end of the encounter or until you make 
  an attack that doesn’t include the target, you deal extra 
  damage equal to 5 + your Constitution modifier on dam-
  age rolls against the target. 
  You issue your challenge to your foe, the circle sealing 
  the vow that they will not leave this field victorious. 
  Duelist’s Challenge              Circle Dancer Attack 15 
   
  With a devastating strike you send your opponent      
  stumbling in stunned amazement. 
  Death Spiral                      Circle Dancer Attack 15 
  Daily ✦ Circle, Implement, Radiant Solar 
  Standard Action  
  Close Burst circle 
  Target: One creature in burst 
  Attack: Wisdom vs. Reflex 
  Hit: 4d6 + Wisdom modifier radiant damage, and slide 
  the target a number of squares equal to 2 + your Constitu-
  tion modifier. In addition, the target is stunned (save 
  ends). 
  Miss: Half damage and slide the target 2 squares. 
   
  Encounter ✦ Circle, Implement, Solar, Teleportation 
  Standard Action  
  Close Burst circle 
  Target: Each enemy in burst 
  Attack: Wisdom vs. Fortitude 
  Hit: 2d10 + Wisdom modifier damage, and the target is 
  teleported to an unoccupied square within your circle of 
  power. 
  You draw upon the blood of your enemies and attune them 
  to your circle, causing them pain. 
  Bloody Waltz                        Circle Dancer Attack 13 
   
  Encounter ✦ Circle,Fire,Solar,Teleportation,Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Dexterity fire damage, and the target takes a 
  penalty to attack rolls equal to your Constitution modifier 
  until the end of your next turn. In addition, if the target 
  leaves your circle of power, they are teleported to an un-
  occupied square adjacent to you until the end of your next 
  turn. 
  Your circle flares with the flames of the sun to empower 
  your weapon to keep your foe next to you. 
  Sun Avenger                        Circle Dancer Attack 13 
   
  25 
  Level 13 Encounter Virtues 
  Level 15 Daily Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
  You harness the power of your circle to teleport your foes 
  into a better position for you and your allies. 
  Swap Partners                   Circle Dancer Attack 17 
  Encounter ✦ Circle, Implement, Solar, Teleportation 
  Standard Action  
  Close Burst circle 
  Target: Two creatures in burst 
  Attack: Wisdom vs. Fortitude 
  Hit: 3d10 + Wisdom modifier damage, and the targets 
  swap places and are immobilized until the end of your 
  next turn. 
   
  A pirouette of deadly strikes, you keep your opponent 
  from getting close to you. 
  World Spin                        Circle Dancer Attack 17 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Dexterity modifier damage. 
  Effect: Until the end of your next turn, you can make an 
  opportunity attack against an enemy that ends its turn 
  adjacent to you. 
   
   
  Your circle burns white with solar energy, allowing you 
  to confront anyone who enters or leaves your circle. 
  Solar Essence Barrier      Circle Dancer Attack 15 
  Daily ✦ Circle, Solar, Weapon, Zone 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Dexterity modifier damage. 
  Effect: The attack creates a zone centered your circle of 
  power until the end of your next turn. When an enemy 
  enters the zone, you may apply your circle of power dam-
  age to the enemy. When an enemy leaves your circle of 
  power, they are weakened (save ends). 
  Sustain Minor: The zone persists. 
   
  26 
   
  As your foe enters your circle of power, the circle flares, 
  sending the foe deeper in. 
  Come Join the Dance        Circle Dancer Attack 17 
  Encounter✦ Circle, Implement, Solar, Teleportation 
  Immediate Reaction 
  Close Burst circle 
  Trigger: An enemy enters your circle of power 
  Target: Triggering enemy 
  Attack: Wisdom vs. Fortitude  
  Hit: 3d8 + Wisdom modifier damage, and the target is 
  teleported to an unoccupied square within your circle of 
  power and is slowed until the end of your next turn. 
   
  You begin a particular dance of leaps and tumbles which 
  keeps your body out of harms way. 
  Tumble Rolls                        Circle Dancer Utility 16 
  Daily ✦ Circle, Solar, Stance 
  Move Action 
   
  Personal 
  Effect: You can shift one extra square when shifting. In 
  addition, you gain a +2 power bonus to your Reflex while 
  within your circle of power. 
   
  Lightning crackles from your circle and your feet, helping 
  move you swiftly across the ground. 
  Electric Slide                         Circle Dancer Utility 16 
  Encounter ✦ Solar 
  Free Action 
   
  Personal 
  Effect: You gain a +2 power bonus to your speed until 
  the end of your next turn. 
   
  Your training takes over your senses, allowing you to 
  react more quickly as combat starts. 
  Take the Lead                        Circle Dancer Utility 16 
  Daily ✦ Solar 
  No Action 
   
  Personal 
  Effect: Use this power before initiative. You gain a +5 
  bonus to initiative. 
  Level 17 Encounter Virtues 
   
  You touch the tip of your blade to your circle, igniting it 
  with the fire of the Sun. 
  Fire Dance                             Circle Dancer Utility 16 
  Daily ✦ Circle, Fire, Solar, Stance 
  Minor Action 
   
  Personal 
  Effect: You deal extra fire damage equal to your Consti-
  tution modifier on damage rolls with in your circle of 
  Level 16 Utility Virtues 
   
  You strike your foe hard, sending them reeling back-
  wards. As they exit the circle, it flares with solar energy. 
  Premature Exit                  Circle Dancer Attack 17 
  Encounter ✦ Circle, Radiant, Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 2 [W] + Dexterity modifier damage, and push the 
  target a number of squares equal to 3 + Constitution 
  modifier. If the target leaves your circle of power as a 
  result of this power, they take an extra 2d10 radiant dam-
  age. 
  
  Chapter 2 | Paths of Destiny 
   
   
  Daily ✦ Circle, Implement, Solar, Zone 
  Standard Action  
  Close Burst circle 
  Target: One creature in burst 
  Attack: Wisdom vs. Fortitude 
  Hit: 3d8 + Wisdom modifier damage. 
  Effect: The burst creates a zone of energy centered on 
  your circle of power until the end of your next turn. When 
  an enemy leaves the circle of power, you may make an 
  Wisdom vs. Reflex opportunity attack against the crea-
  ture. If successful, the creature takes 1d8 + Wisdom 
  modifier damage and is pulled a number of squares equal 
  to 2 + your Constitution modifier. 
  Sustain Minor: The zone persists. 
  Attuned to your circle, you strike at any opponent that 
  dares to leave.  
  Never Ending Dance         Circle Dancer Attack 19 
   
   
  Daily ✦ Circle, Implement, Solar 
  Standard Action  
  Close Burst circle 
  Target: Each enemy in burst 
  Attack: Wisdom vs. Fortitude 
  Hit: 2d8 + Wisdom modifier damage, and the target is 
  immobilized (save ends). 
  After Effect: The target is slowed (save ends). 
  Miss: Half damage, and the target is slowed until the end 
  of your next turn. 
  The circle of power erupts with energy, which stops your 
  foes who find it hard to recover to full speed. 
  Slow Waltz                         Circle Dancer Attack 19 
   
  Daily ✦ Solar 
  Immediate Interrupt 
  Personal  
  Trigger: You are hit by an attack 
  Effect: The attack misses. 
  Just as the strike of your opponent is about to land, you 
  spin into a fast whirl, causing the sure strike to miss. 
  Blinding Spin                     Circle Dancer Utility 22 
   
  With long whirling strides you bound across the circle of 
  power to a better vantage point. 
  Boundless Leap                 Circle Dancer Utility 22 
  Encounter ✦ Circle, Solar 
  Move Action 
   
  Personal 
  Effect: If you are within your circle of power, you may 
  shift directly to any other square within your circle of 
   
  Through your circle you move to the beat of your oppo-
  nents, matching their every move. 
  In Synch                             Circle Dancer Utility 22 
  Daily ✦ Circle, Solar, Stance 
  Minor Action 
   
  Personal 
  Effect: When an enemy moves or shifts while in your 
  circle of power, you may shift 1 square within your circle 
  of power as a free action. 
   
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 4 [W] + Dexterity modifier damage and the target is 
  blinded until the end of your next turn. 
  As you strike your opponent with your weapon, your cir-
  cle emits a shining light, blinding your enemy. 
  Flashing Steel                    Circle Dancer Attack 23 
   
   
  Daily ✦ Circle, Healing, Solar, Weapon, Zone 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] +  Dexterity modifier damage. 
  Effect: The attack creates a zone centered on your circle 
  of power until the end of your next turn. While in the 
  zone, you gain regeneration 5 and a +2 power bonus to 
  Fortitude and saving throws. 
  Sustain Minor: The zone persists. 
  Drawing up the energy of your circle, you renew your 
  strength and resolve. 
  Endless Resolve                 Circle Dancer Attack 19 
   
  Daily ✦ Reliable, Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 5 [W] + Dexterity modifier damage, and slide the 
  target a number of squares equal to 2 + your Constitution 
  modifier. 
  Like the pulse of a beating heart, you move into position 
  for the perfect strike. 
  Never Miss a Beat             Circle Dancer Attack 19 
   
  27 
  Level 22 Utility Virtues 
  Level 23 Encounter Virtues 
  Level 19 Daily Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
   
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 5 [W] + Dexterity modifier damage. 
  Effect: Until the end of the end of your next turn, if you 
  miss the target with an at-will or encounter virtue, the 
  target takes damage equal to your Dexterity modifier.  
  Sustain Minor: The effect persists. 
  Your body glows like the Sun, inflicting constant pain on 
  your opponents even as they dodge your attacks. 
  Sunlight Circle                  Circle Dancer Attack 25 
   
  Encounter ✦ Circle, Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity +1 per enemy in your circle of power 
  vs. AC 
  Hit: 4 [W] + Dexterity modifier damage. 
  As each step falls in your circle, you become one with the 
  dance and see all movements allowing you to strike true. 
  Sure Step                            Circle Dancer Attack 23 
   
  Encounter ✦ Circle, Implement, Solar 
  Standard Action  
  Close Burst circle 
  Target: Each enemy in burst 
  Attack: Wisdom vs. Reflex 
  Hit: 4d8 + Wisdom modifier damage, and the target is 
  pushed a number of squares equal to 2 + your Constitu-
  tion modifier. If the target leaves your circle of power, 
  they are stunned until the end of your next turn. 
  You drop to the ground, sending a shockwave throughout 
  your circle, sending your foes flying backwards, stunned. 
  Stunning Exit                     Circle Dancer Attack 23 
   
  28 
   
   
   
  Daily ✦ Circle, Implement, Solar, Teleportation 
  Standard Action  
  Close Burst circle 
  Primary Target: One creature in burst 
  Attack: Wisdom vs. Fortitude 
  Hit: 4d8 + Wisdom modifier damage. 
  Effect: The target is teleported to an unoccupied square in 
  the circle of power. Make a secondary attack against all 
  enemies other than the primary target in your circle. 
  Secondary Attack: Wisdom vs. Fortitude 
  Hit: 2d8 + Wisdom modifier damage, and the target is 
  teleported to a square adjacent outside the circle of power. 
  Miss: Half damage. 
  You banish all enemies from your circle except for one 
  which you draw down on. 
  One Space                          Circle Dancer Attack 25 
  Level 25 Daily Virtues 
   
  Daily ✦ Circle, Solar, Teleportation, Weapon 
  Immediate Reaction 
  Melee Weapon 
  Trigger: An enemy damages you with an attack 
  Target: Triggering enemy 
  Attack: Dexterity vs. AC 
  Hit: 4 [W] + Dexterity modifier damage, and you may 
  teleport to any square within your circle of power. 
  Miss: Half damage, and you may teleport 3 squares.  
  In time with the dance you strike at your opponent before 
  teleporting away to safety. 
  Reactive Step                     Circle Dancer Attack 25 
  
  Chapter 2 | Paths of Destiny 
   
   
  Daily ✦ Circle, Solar, Weapon, Zone 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 5 [W] + Dexterity modifier damage. 
  Effect: The attack creates a zone centered on your circle 
  of power until the end of the end of your next turn. When 
  an enemy leaves the zone, they take 20 damage. 
  Sustain Minor: The effect persists. 
  As the dance comes to an end, your foes scream in pain as 
  they leave your circle. 
  Curtain Call                       Circle Dancer Attack 29 
   
  Daily ✦ Circle, Implement, Radiant, Solar 
  Standard Action  
  Close Burst circle 
  Target: One creature in burst 
  Attack: Wisdom vs. Will 
  Hit: 7d10 + Wisdom modifier radiant damage. Until the 
  end of the encounter, an enemy that ends its turn adjacent 
  to the target takes 15 radiant damage. 
  Miss: Half damage and an enemy that ends its turn adja-
  cent to the target takes 5 radiant damage until the end of 
  the encounter.  
  One foe within your circle is greeted by the power of the 
  Sun, ever burning those around him. 
  Solar Endings                    Circle Dancer Attack 29 
   
  Daily ✦ Reliable, Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 7 [W] + Dexterity modifier damage. 
  A final step. A final movement. Your final swing strikes 
  true to end the dance. 
  Final Dance                        Circle Dancer Attack 29 
   
  You move like fire, weaving in and around your foes and 
  leave a trail of destruction behind you. 
  Hell Dance Blitz                Circle Dancer Attack 27 
  Encounter ✦Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Special: You shift a number of squares equal to your  
     Dexterity modifier and you may shift through enemy  
     squares. 
  Target: Each enemy whose space you shift through 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Dexterity modifier damage. 
   
  Your weapon strikes the ground which sends a shockwave 
  throughout the circle, moving your foes as you please. 
  Fallout                                Circle Dancer Attack 27 
  Encounter ✦ Circle, Implement, Solar, Teleportation 
  Standard Action  
  Close Burst circle 
  Target: Each enemy in burst 
  Attack: Wisdom vs., Fortitude 
  Hit: 4d8 + Wisdom modifier damage, and teleport the 
  target to any square within your circle of power. 
   
  At the crescendo of the dance you beat your opponent to 
  the ground, knocking them senseless. 
  Death Drop                        Circle Dancer Attack 27 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 4 [W] + Dexterity modifier damage, and the target is 
  knocked prone and stunned (save ends both). 
   
  29 
  Level 27 Encounter Virtues 
  Level 29 Daily Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
  You touch your weapon to your circle of fire, igniting it 
  with a holy flame. As you dance, those enemies that come 
  in close are burned by the brilliant light. 
  Fiery Weapon Style             Fire Dancer Utility 12 
  Daily ✦ Fire, Solar, Stance 
  Minor Action 
   
  Personal 
  Effect: Each enemy that enters a square adjacent to you 
  or begins their turn adjacent to you takes fire damage 
  equal to your Wisdom modifier. 
  Fire Dancer 
  “Like a flame, I am quick, and like a flame, I will burn 
  you.”  
   
  Prerequisite: Circle Dancer class  
   
   
  The Fire Style of circle dancing was devel-
  oped by the cushani Romar Eighth born, Zuria of the 
  Stone Razor tribe. During the Second Dragon Wars 
  of the Age of Heroes, Romar sought out a style that 
  could counter the Water Style that he constantly 
  encountered from the region now known as Aiyia. 
  His study of the Nightfire mountains led to the to the 
  development of the fire dancer style. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Fire Dancer Path Features 
  Fire Blade (11th Level):  When you spend an action 
  point, add +1d8 fire damage to all damage rolls until 
  the end of your next turn. 
  Heat Shield (11th Level): When you score a critical 
  hit, enemies who are adjacent to you are weakened 
  until the end of your next turn. 
  Fire Circle (16th Level): When you spend an action 
  point, instead of gaining an extra action, you may 
  empower your circle of power until the end of the 
  encounter or until the circle is dismissed. Enemies 
  who begin their turn in your circle of power takes 
  1d8 fire damage. 
  30 
   
  An explosion of fire from your circle causes a rift which 
  allows you to move away as your foes burn. 
  Fiery Explosion Style            Fire Dancer Attack 20 
  Daily ✦ Circle, Fire, Implement, Solar 
  Standard Action  
  Close Burst circle 
  Target: Each enemy in burst 
  Attack: Wisdom vs. Reflex 
  Hit: 4d10 + Wisdom modifier damage and the target 
  gains vulnerability to fire equal to 5 + your Constitution 
  modifier (save ends). 
  Miss: Half damage and the target gains vulnerability to 
  fire equal to 1 + your Constitution modifier until the end 
  of your next turn. 
   
  Your circle erupts into flames and explodes, sending a 
  wave of flames at your opponents. 
  Circle Inferno Style             Fire Dancer Attack 11 
  Encounter ✦ Circle, Fire, Implement, Solar 
  Standard Action  
  Close Burst circle 
  Target: Each enemy in burst 
  Attack: Wisdom vs. Reflex 
  Hit: 3d6 + Wisdom modifier fire damage. 
  Fire Dancer Powers 
  
  Chapter 2 | Paths of Destiny 
   
   
  Chunks of rock begin to float around you, pulsating with 
  energy which absorbs the elements to protect you. 
  Mithral Heart Style           Earth Dancer Attack 20 
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 4 [W] + Dexterity modifier damage. 
  Effect: You gain resist 20 Cold and 20 Fire until the end 
  of the encounter. 
  Miss: Half damage. 
   
  The circle of power flashes with power, turning your body 
  into living, regenerating steel. 
  Steel Body Style                  Earth Dancer Utility 12 
  Daily ✦ Healing, Solar, Stance 
  Minor Action 
   
  Personal 
  Effect: Gain regeneration 5 + your Constitution modifier. 
   
  You draw upon the power of the earth to harden your 
  body as you strike down your opponents. 
  Iron Blood Style                 Earth Dancer Attack 11 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 2 [W] + Dexterity modifier damage. 
  Effect: You gain a +2 power bonus to all defenses until 
  the end of your next turn. 
  Earth Dancer 
  “The slow, steady beat of the heart is like the strength of 
  the mountain. If you can achieve this, nothing can defeat 
  you.”  
   
  Prerequisite: Circle Dancer class  
   
   
  The Earth Style of circle dancing is one of 
  the oldest Dancing styles that still exists in the mod-
  ern world. As the first offshoot from Horan’s solar 
  style, the earth style focuses on defensive fighting to 
  gain the perfect position from which to strike. The 
  style was developed by Sir Wilvar Rockmoor, a 
  dwarf of renowned abilities with an axe and shield. 
  Rockmoor found Horan’s style to be too mobile for 
  his stockier body. His studies and research brought 
  him to study the mountains of Alakar where he drew 
  upon the power of the earth to strengthen his abili-
  ties. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Earth Dancer Path Features 
  Thunder Blade (11th Level): When you spend an 
  action point, add +1d8 thunder damage to all dam-
  age rolls until the end of your next turn. 
  Earth Shield (11th Level): When you score a criti-
  cal hit, you gain resist 5 to all damage until the end 
  of your next turn. 
  Earth Circle (16th Level): When you spend an ac-
  tion point, instead of gaining an extra action, you 
  may empower your circle of power until the end of 
  the encounter. Enemies who begin their turn in your 
  circle of power make a saving throw or be knocked 
  prone. 
  31 
  Earth Dancer Powers 
  
  Chapter 2 |  Paths of Destiny 
   
  As your dance ascends, so does your body which recovers 
  more quickly the more you strike down your foes. 
  Rising Tide Style               Water Dancer Utility 12 
  Daily ✦ Healing, Solar, Stance 
  Minor Action 
   
  Personal 
  Effect: When you hit with an attack, you regain a number 
  of hit points equal to your Constitution modifier. You 
  may only gain this benefit once per round. 
   
  Your circle turns the air and ground cold as you strike 
  your foe, slowing them down. 
  Tidal Wave Style               Water Dancer Attack 11 
  Encounter ✦ Cold, Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Dexterity modifier cold damage, and the 
  target is slowed until the end of your next turn. 
   
  As you strike, your circle explodes with a wave of cold 
  energy against your foes. 
  Typhoon Style                    Water Dancer Attack 20 
  Daily ✦ Circle, Cold, Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 4 [W] + Dexterity modifier damage. Each enemy 
  within your circle of power takes cold damage equal to 
  your Dexterity modifier. 
  Miss: Half damage and each enemy within your circle of 
  power takes cold damage equal to your Dexterity modi-
  fier. 
  Water Dancer 
   “To be cold is to be efficient. Never allow your emotions 
  to sway your step.” 
   
  Prerequisite: Circle Dancer class 
   
  The Water Style of circle dancing was de-
  veloped by Yaneria Ro during the Age of Heroes. 
  Considered to be the greatest swordsman in the 
  world by historians, Yaneria found the older styles a 
  poor fit for her fluid fighting style, and so she set off 
  to find her own way of fighting. After an encounter 
  with the Wyrm of Summer, Yaneria developed the  
  Water Style. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Water Dancer Path Features 
  Frost Blade (11th Level): When you spend an action 
  point, add +1d8 cold damage to all damage rolls 
  until the end of your next turn.  
  Water Shield (11th Level): When you score a criti-
  cal hit, you gain temporary hit points equal to 10 + 
  your Constitution modifier. 
  Water Circle (16th Level): When you spend an ac-
  tion point, instead of gaining an extra action, you 
  may empower your circle of power until the end of 
  the encounter. Enemies who begin their turn in your 
  circle of power treat the zone as difficult terrain. 
  32 
  Water Dancer Powers 
  
  “Destiny has chosen me to bring back the sun to 
  this world. Nothing will keep me from my destiny.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Destiny Knights are stalwart knights, 
  seeking to bring back the light and goodness to the 
  world. With loyal steed and mighty lance, they 
  charge head long into the dark, fearing nothing. 
   
  CLASS TRAITS 
  Role: Defender. You are a mounted knight special-
  izing in the lance and intimidating opponents. 
  Power Source: Solar. You draw upon the Sun’s 
  energy to defender your allies and punish your ene-
  mies 
  Key Abilities: Strength, Charisma, Constitution 
   
  Armor Proficiencies: Cloth, Leather, Hide, Chain-
  mail, Scale, Plate, Light Shield, Heavy Shield 
  Weapon Proficiencies: Simple melee, Martial  
  melee, Lance 
  Bonus to Defense: +1 Fortitude, +1 Will 
   
  Hit Points at 1st Level: 15 + Constitution score 
  Hit Points per Level Gained: 6 
  Healing Surges per Day: 9 + Constitution modifier 
   
  Trained Skills: Athletics or Intimidate 
  From the class skills listed below, choose three 
  more trained skills at 1st level. 
  Class Skills: Athletics (Str), Diplomacy (Cha), En-
  durance (Con), Heal (Wis), Insight (Wis), Intimi-
  date (Cha), Religion (Int) 
   
  Class Features: Control Destiny, Fields of Ever-
  green, Mounted Superiority, Solar Steed 
  DESTINY KNIGHT OVERVIEW 
       Characteristics: You focus on mounted combat, 
  using your lance in charge attacks to defeat your 
  enemies. 
       Religion: Destiny Knights typically follow the 
  path of the Sun as it is the center of their beliefs. 
       Race: Cushani, Dragonborn, Half Orcs, Half 
  Elves and Humans all make good destiny knights. 
  
  Chapter 2 |  Paths of Destiny 
   
   
  You control the fate of your opponent’s actions to help 
  shield your allies from harm. 
  At-Will ✦ Solar 
  Minor Action 
   
  Close Burst 10 
  Target: One creature in burst 
  Effect: You mark the target. The target remains marked 
  until you use this power against another target. If you 
  mark other creatures using other powers, the target is still 
  marked. A creature can be subject to only one mark at a 
  time. 
       If your marked target makes an attack that doesn’t 
  include you as a target and hits, you can, as an immediate 
  reaction, force the target to reroll the attack roll and keep 
  the lower of the two rolls. 
  Control Destiny                      Destiny Knight Feature 
  Creating a Destiny Knight 
   
  You can choose any powers you like for 
  your character. Destiny knights fall into two groups; 
  the Knight Errant and the Knight Enforcer. 
   
  Knight Errant 
   
  You are the knight in shining armor. With 
  your loyal steed and deadly lance you deliver justice 
  to the wicked. Your best ability score is Strength. 
  Constitution is helpful in augmenting your powers. 
  Select powers that include your mount for maximum 
  effect. 
  Suggested Feat: Forceful Lance 
  Suggested Skills: Athletics, Endurance, Intimida-
  tion 
  Suggested At-Will Powers: Helpful Hand, Viridian 
  Flare Strike 
  Suggested Encounter Power: Knockback Blow 
  Suggested Daily Power: Aura of Hope 
   
  Knight Enforcer 
   
  You are a knight of destiny. With your in-
  sight into the destiny of all things, you steer your 
  allies onto the path of victory. Your best ability 
  score is Charisma. Constitution is helpful in aug-
  menting your powers. Select powers that mark your 
  enemies to take advantage of your control destiny. 
  Suggested Feat: Retributive Destiny 
  Suggested Skills: Diplomacy, Insight, Intimidation 
  Suggested At-Will Powers: Painful Decisions, In-
  timidating Visage 
  Suggested Encounter Power: Slash and Kick 
  Suggested Daily Power: Path of Thorns 
   
  Destiny Knight Class Features 
       Your class focuses on mounted combat and in-
  timidating your enemies. Choose between either the 
  Knight Errant or the Knight Enforcer. 
   
  Knight Errant 
       The knight errant focuses on  mounted combat 
  and defending their allies during combat. Your steed 
  gains the following special ability. 
  Knight Enforcer 
       The knight enforcer focuses on drawing enemy 
  attacks away from their allies. Your steed gains the 
  following special ability. 
  Control Destiny 
       By tapping into the strands of fate and destiny, 
  you marked a target and manipulate their actions. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mounted Superiority 
       You receive the following benefits while you are 
  mounted on your solar steed. 
       ✦You gain Mounted Combat as a bonus feat 
       ✦You can mount or dismount your steed as a  
           move action 
       ✦You gain a +2 bonus to saving throws against   
            an effect that knocks you prone while  
            mounted. 
   
  Solar Steed 
   
  You gain a steed to accompany you. Your 
  steed can appear as any creature you wish, though 
  that creature should generally be four-legged and 
  large-sized. 
   
  Should your solar steed die in the course of 
  your adventures, you have learned the Raise Solar 
  Steed ritual, which allows you to raise your steed 
  from the dead, even if you are otherwise unable to 
  master and perform rituals. 
  34 
  Special Ability (Encounter): Minor Action. The solar 
  steed grants its rider or an adjacent ally a power bonus to 
  all defenses equal to 1 + your Constitution modifier until 
  the end of your next turn. 
  Special Ability (Encounter): Minor Action. The solar 
  steed may mark a number of targets within a close burst 3 
  equal to 1 + your Charisma modifier until the end of your 
  next turn. 
  
  Chapter 2 | Paths of Destiny 
   
  You make a quick strike against your foe to give your ally 
  a means of gaining a better defensive stance. 
  Helpful Hand                       Destiny Knight Attack 1 
  At-Will ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier damage, and an adjacent 
  ally gains a +1 power bonus to a defense of their choice 
  until the end of your next turn. 
   Level 21: 2 [W] + Strength modifier. 
   
   
  Solar Steed                                     immortal beast 
  Your solar steed is a four legged creature that you ride 
  into battle. 
  SOLAR STEED STATISTICS 
     Ability Scores: Strength 16, Constitution 16, Dexterity  
            14, Intelligence 10, Wisdom 12, Charisma 6 
     Size: Large 
     Speed: 8 
     Defenses: AC 15 + level, Fortitude 14 + level, Reflex  
            11+ level, Will 10 + level 
     Hit Points: 14 + 8 per level 
     Attack Bonus: Level +4 
     Damage: 1d6 
     Melee Basic Attack: Kick; level + 4 vs. AC; 1d6 +  
            Strength modifier damage.  
     Trained Skills: Athletics, Endurance 
   
   
   
   
   
   
   
   
   
   
   
   
  Steed Statistics 
  A steed also has the following statistics. 
     Level: Your steed’s level is always equal to  
     yours. The steed’s defenses, hit points, and attack  
     bonus improve with level. 
     Ability Scores: Add 1 to two of your steed’s  
     ability  scores at 4th, 8th, 14th, 18th, 24th, and  
     28th level. All of your mount’s ability scores  
     improve by 1 at 11th and 21st level. 
     Healing Surges: Your steed has two healing  
     surges. The mount’s healing surge value is equal to  
     a quarter of its maximum hit points, as normal. 
     Vision: Your steed has low-light vision. 
     Attacks: Powers that rely on your steed to attack  
      use the steed’s attack bonus  
     Damage: Damage rolls use [M] to denote the  
     steed’s damage die. 
   
   
  A power that has the mount keyword can be 
  used only while your mount is conscious and present 
  in an encounter.  
  Personal (mount): Targets you or your mount. 
  Melee mount 1: The attack’s target must be adja-
  cent to your mount. 
  Melee weapon (mount 1): The attack’s target must 
  be within the reach of the weapon you’re wielding 
  and must be adjacent to your mount. 
  Close burst (mount): The burst originates from 
  your mount. 
   
  Fields of Evergreen 
   
  You and your mount share a connection 
  with the sun. Through this connection, you are able 
  to send your mount away to a safe place when they 
  are not needed. The Fields of Evergreen within 
  Avengard is a place where your mount can rest and 
  recover from their wounds until you call upon them. 
   
  As a minor action, you can teleport your 
  solar steed, along with its equipment, to and from 
  the Fields of Evergreen. While in the Fields of Ever-
  green during an extended rest, your mount heals to 
  full hit points and overcomes all conditions. 
   
  Raise Solar Steed 
  You call out to your solar steed. Though death sepa-
  rates you, the sun bridges the gap to reunite you 
  once more. 
  Level: 1  
              Component Cost: 50 gp 
  Category: Restoration    Market Price: None 
  Time: 4 hours 
              Key Skill: Heal (no check) 
  Duration: Instantaneous 
   
   
  This ritual allows you to restore life to your 
  slain solar steed. This ritual works only for destiny 
  knights who have the Solar Steed class feature. The 
  ritual functions as the Raise Dead ritual, with the 
  following exceptions: 
     ✦ You need not have any part of your solar    
          steed’s corpse. 
     ✦ The death penalty lasts until you have reached 
          three milestones. 
     ✦ A paragon tier solar steed costs 500 gp to raise,   
         and an epic tier solar steed costs 5,000 gp. 
   
  Destiny Knight Virtues 
   
  Your powers are virtues gifted by the Sun. 
  Your primary stat is either Strength or Charisma 
  depending on your choice. Constitution helps boost 
  certain powers. 
  35 
  Level 1 At-Will Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
  Your attack sends out a viridian flare of positive energy 
  that harms the foes around your target. 
  Viridian Flare Strike         Destiny Knight Attack 1 
  At-Will ✦ Solar, Radiant, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier damage, and each enemy 
  adjacent to the target takes radiant damage equal to your 
  Strength modifier. 
   Level 21: 2 [W] + Strength modifier. 
   
  Your mount unleashes a powerful rear kick which pum-
  mels your opponent. 
  Rear Kick                               Destiny Knight Attack 1 
  At-Will ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 1 [M] + mount’s Strength modifier + your Constitu-
  tion modifier damage. 
    Level 21: 2 [M] + mount’s Strength modifier + your 
  Constitution modifier.  
   
  At-Will ✦ Mount, Solar, Weapon 
  Standard Action        
      Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 1 [W] + Charisma modifier damage. Until the end of 
  your next turn, when the target makes their next damage 
  roll, they roll twice and take the lower result. 
    Level 21: 2 [W] + Strength modifier damage. 
  As you strike with your weapon, you keep your enemy’s 
  focus on you. 
  Intimidating Visage            Destiny Knight Attack 1 
   
  You give your enemy a choice; fight you or be racked in 
  pain. 
  Painful Decisions                  Destiny Knight Attack 1 
  At-Will ✦ Radiant, Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 1 [W] + Charisma modifier damage, and until the 
  end of your next turn, if the target makes an attack that 
  does not include you as the target, the target takes 1d6 
  radiant damage. 
    Level 21: 2 [W] + Strength modifier damage. 
   
  You level your weapon at your opponent and hit them 
  square in the chest, pushing them far back from you. 
  Knockback Blow             Destiny Knight Attack 1 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier damage, and the target is 
  pushed a number of squares equal to your Constitution 
  modifier. 
  Special: If you are mounted, you gain a +2 power bonus 
  to AC until the end of your next turn. 
   
  Your strike sets off an explosion of solar energy that revi-
  talizes you or your allies. 
  Gainful Essence Strike    Destiny Knight Attack 1 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage, and you or one 
  adjacent ally gains temporary hit points equal to your 
  Constitution modifier. 
   
  36 
  Level 1 Encounter Virtues 
   
  Your mount stomps on the feet of your target inflicting 
  pain upon them and making them easier to strike. 
  Foot Stomp                      Destiny Knight Attack 1 
  Encounter ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 2 [M] + mount’s Strength modifier damage, and the 
  target is immobilized until the end of your next turn. 
   
   
  You land a solid hit on your target before your mount 
  unleashes a brutal attack of their own. 
  Slash and Kick                Destiny Knight Attack 1 
  Encounter ✦ Mount, Solar, Weapon 
  Standard Action  
  Melee weapon (mount 1) 
  Requirement: You must be mounted 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 1 [W] + Charisma modifier damage, and the target is 
  marked until the end of your next turn. Your mount 
  makes a secondary attack. 
  Secondary Attack: Mount’s attack bonus vs. AC 
  Hit: 1 [M] + mount’s Strength modifier damage, and the 
  target is dazed until the end of your next turn. 
  
  Chapter 2 | Paths of Destiny 
   
  Your mount strikes your opponent and presents the both 
  of you as the primary threat. 
  Knightly Visage                Destiny Knight Attack 1 
  Daily ✦ Fear, Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. Will 
  Hit: 2 [M] + mount’s Strength modifier damage, and the 
  target is marked and has an additional –2 penalty to attack 
  rolls (save ends both). 
  Effect: Each enemy within 3 squares of the mount is 
  pulled to a square adjacent to your mount. 
   
   
  Your strike becomes a beacon of hope to your allies, ral-
  lying them to stand against your enemies. 
  Aura of Hope                    Destiny Knight Attack 1 
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage. 
  Effect: One ally adjacent to gains a +2 power bonus to 
  AC and saving throws until the end of your next turn. 
  Sustain Minor: The effect persists. When sustaining the 
  effect, you may choose a new adjacent ally. 
   
  37 
   
  You grab hold of your foe’s destiny, causing them pain 
  should they stray from the path you have chosen. 
  Path of Thorns                  Destiny Knight Attack 1 
  Daily✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage, and the target is 
  marked. If the target makes an attack that does not in-
  clude you as the target, you may make an immediate ba-
  sic melee attack against the target (save ends). 
  Miss: Half damage 
  Level 1 Daily Virtues 
   
  The strands of destiny are pulled taunt as your strike, 
  drawing the attention of the enemies around you. 
  Heroic Visage                  Destiny Knight Attack 3 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage, and the target 
  and each enemy within 2 squares of you is marked until 
  the end of your next turn. 
   
  Drawing upon your training and peering into your des-
  tiny, you gain a keen insight into your enemies' actions. 
  Tactical Mind                        Destiny Knight Utility 2 
  Daily ✦ Healing, Solar 
  Minor Action 
   
  Personal 
  Effect: You gain a +2 bonus to AC until the end of your 
  next turn. The first time you do not sustain this power, 
  you regain hit points equal to 5 + Constitution modifier. 
  Sustain Minor: The effect persists. 
   
   
  Your valor inspires your allies with the will of the Sun 
  which defends them from harm. 
  Solar Inspiration             Destiny Knight Attack 1 
  Daily ✦ Solar, Weapon, Zone 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage. 
  Effect: The attack creates a burst 3 zone centered on you 
  and moves with you until the end of your next turn. An 
  ally in the zone gains a +2 power bonus to AC and one 
  other defense of their choice. 
  Sustain Minor: The effect persists. 
   
  Moving with long and high steps, your mount places the 
  both of you in a defensible position. 
  High Stepping                        Destiny Knight Utility 2 
  Encounter ✦ Mount, Solar 
  Minor Action 
   
  Personal (mount) 
  Requirement: You must be mounted 
  Effect: Your mount may shift 2 squares. In addition, you 
  and your mount gain a bonus to your AC equal to your 
  Constitution modifier until the end of your next turn as 
  long as your remain mounted. 
   
  You call out to the Sun to bless you and your allies. The 
  warmth of his embrace empowers you and your allies. 
  Sun Bolstering Effect          Destiny Knight Utility 2 
  Daily ✦ Solar 
  Minor Action 
   
  Close Burst 3 
  Target: You and all allies in burst 
  Effect: Target gains temporary hit points equal to 5 + 
  your Constitution modifier. 
   
  The soul of your steed and you become one. You share the 
  pain the recovery of one another. 
  Twin Souls                             Destiny Knight Utility 2 
  Encounter ✦ Healing, Mount, Solar 
  Free Action 
   
  Personal (mount) 
  Trigger: You or your mount are targeted by a power with 
  the healing keyword 
  Effect: Until the end of your next turn, any powers with 
  the healing keyword that you or your mount are the target 
  of, the other regains hit points equal to your Charisma 
  modifier. 
  Level 2 Utility Virtues 
  Level 3 Encounter Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
   
  Your mount strikes with brutal accuracy, knocking the 
  sense out of their target. 
  Path of Confusion            Destiny Knight Attack 3 
  Encounter ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Requirement: You must be mounted 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 2 [M] + mount’s Strength modifier damage, and the 
  target is dazed until the end of your next turn. 
   
  Encounter ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Requirement: You must be mounted 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 2 [M] + mount’s Strength modifier damage. 
  Effect: You and your mount gain temporary hit points 
  equal to 5 + Constitution modifier. 
  The destiny of valor is opened before you, empowering 
  you and your mount to gain the upper hand. 
  Path of Golden Valor         Destiny Knight Attack 3 
   
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and you may 
  shift a number of squares equal to your Constitution 
  modifier and you gain a +2 power bonus to AC until the 
  end of your next turn. 
  Your mount side steps after your strike, putting you out of 
  reach of a counterattack. 
  Side Stepping                      Destiny Knight Attack 3 
  Level 5 Daily Virtues 
   
  By manipulating destiny, you alter fate to hamper your 
  foe’s strike with a strike of your own. 
  Golden Horizon Counter Destiny Knight Attack 5 
  Daily ✦ Mount, Solar 
  Immediate Interrupt 
  Melee melee 1 
  Requirement: You must be mounted 
  Trigger: Adjacent enemy targets an ally with an attack 
  Target: The triggering enemy 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 3 [M] + mount’s Strength modifier damage, and the 
  target deals minimum damage on their next damage roll. 
  Miss: Half damage, and the target is marked until the end 
  of your next turn. 
   
  By grasping onto the destiny of your foe, you are able to 
  control their movements and actions. 
  Compelling Visage           Destiny Knight Attack 5 
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 3 [W] + Charisma modifier damage, and the target 
  takes 1d8 + Constitution modifier damage if they move or 
  shift away from you (save ends). 
  Miss: Half damage, and the target takes 1d4 + Constitu-
  tion modifier damage if they move away from you (save 
  ends). 
   
   
  You and your mount gain continuing inspiration from a 
  devastating strike. 
  Ignored Glory                   Destiny Knight Attack 5 
  Daily ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 3 [M] + mount’s Strength modifier damage, and the 
  target is marked (save ends). Until the end of the encoun-
  ter, if the target makes an attack that doesn’t include the 
  mount as the target, you gain temporary hit points equal 
  to 5 + Constitution modifier. 
  Miss: Half damage only 
  Special: When charging, you can use this power in place 
  of a melee basic attack. 
  Level 6 Utility Virtues 
   
  You give an encouraging praise to  your mount to help 
  them recover from the effects of combat. 
  Encouraging Praise             Destiny Knight Utility 6 
  At-Will ✦Mount, Solar 
  Minor Action 
   
  Close Burst 5 
  Target:  Your mount in burst 
  Effect: Your mount makes a saving throw with a +2 
   power bonus against an effect a save can end. 
   
  You call out to the Sun for his blessing and his warming 
  acceptance empowers you and your allies. 
  Prayer of Defense             Destiny Knight Attack 5 
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage. 
  Effect: You and each ally within 5 squares gains a +2 
  power bonus to all defenses until they are hit by an attack. 
  After they are hit by an attack, the bonus lasts until the 
  end of their next turn. 
  38 
  
  Chapter 2 | Paths of Destiny 
   
  Daily ✦ Solar, Zone 
  Minor Action 
   
  Personal 
  Effect: You create a zone in a burst 1 centered on you and 
  moves with you until the end of your next turn. Allies in 
  the zone gain a +2 bonus to Fortitude, Reflex, and Will. 
  Sustain Minor: The zone persists. 
  By pulling the paths of the destiny in your favor, your 
  allies around you are fortified in body and soul. 
  Field of Protection               Destiny Knight Utility 6 
   
  As you are attacked, you call out to the Sun who answers 
  with an angel to protect you. 
  Intercepting Angel               Destiny Knight Utility 6 
  Daily ✦ Mount, Solar 
  Immediate Interrupt 
  Personal (mount) 
  Trigger: You or your mount take damage from an attack 
  Effect: Reduce the damage by 5 + Constitution modifier. 
   
  39 
   
  Daily ✦ Mount, Solar 
  Minor Action 
   
  Personal (mount) 
  Effect: You and your mount gain a +2 power bonus to 
  damage rolls when charging until the end of the encoun-
  ter. 
  As you charge, you and your mount gain a golden glory of 
  energy which empowers your attacks. 
  Radiant Charge Effect       Destiny Knight Utility 6 
   
  Encounter ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: Two creatures 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 2 [M] + mount’s Strength modifier damage, and the 
  target is knocked prone. You and your mount gain a +2 
  power bonus to AC until the end of your next turn. 
  Your mount rears back and kicks, striking to opponents, 
  sending them to the ground. 
  Double Kick                       Destiny Knight Attack 6 
  Level 7 Encounter Virtues 
   
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier damage, and push the 
  target 5 squares. Each enemy that the target enters an 
  adjacent square to while being pushed takes 1 [W] dam-
  age. An enemy can only take damage once as a result of 
  this power. 
  Special: When charging, you can use this power in place 
  of a melee basic attack. 
  Your charge sounds of thunder which knocks your foe 
  back into their friends with a thunderous blow. 
  Thunderous Charge           Destiny Knight Attack 7 
   
  The weight of destiny strikes your foe, sending the reeling 
  backwards. 
  Path of Repulsion                Destiny Knight Attack 7 
  Encounter ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One or two creatures 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 1 [M] + mount’s Strength modifier damage per at-
  tack, and the target is pushed a number of squares equal to 
  your Constitution modifier + your mount’s Strength 
  modifier. 
   
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage, and the target 
  takes a -2 penalty to AC and the target is marked until end 
  of your next turn. 
  Your strike sends your opponent stumbling, making him 
  an easy target for you and your allies. 
  Resounding Pounding        Destiny Knight Attack 7 
  
  Chapter 2 |  Paths of Destiny 
   
   
   
  Daily ✦Mount, Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage. Your mount 
  shifts 1 square and makes a secondary attack 
  Second Attack: Mount’s attack bonus vs. AC 
  Hit: 1 [M] + mount’s Strength modifier damage, and the 
  target is dazed (save ends). 
  Effect: You or an ally you can see gain a +2 power bonus 
  to saving throws and all defenses until the end of your 
  next turn. 
  Sustain Minor: The effect persists. 
  As you strike your opponent, your mount side steps to an 
  unprotected flank and knocks the enemy senseless. 
  Thundering Blow                 Destiny Knight Attack 9 
   
  40 
   
  A burst of green energy envelopes your enemy, holding 
  them in place. 
  Emerald Visage                Destiny Knight Attack 9 
  Daily ✦ Psychic, Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 3 [W] + Charisma modifier psychic damage, and the 
  target is immobilized (save ends). 
  Miss: Half damage and the target is immobilized until the 
  end of your next turn. 
  Level 9 Daily Virtues 
   
   
  Daily ✦ Radiant, Solar, Weapon, Zone 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier radiant damage, and the 
  target is marked until the end of the encounter. 
  Effect: The attack creates a zone in a burst 2 centered on 
  the target and moves where they move until the end of 
  your next turn. An enemy that begins their turn in the 
  zone takes 1d8 + Charisma modifier radiant damage. 
  Sustain Minor: The zone persists. 
  A field of sunlight surrounds your enemy which causes 
  pain to the rest of your enemies as they draw in close. 
  Field of Pain                           Destiny Knight Attack 9 
   
  The enemy screams in pain as you trample them, their 
  strength sapped and their bones broken. 
  Enervating Trample        Destiny Knight Attack 9 
  Daily ✦ Reliable, Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target is 
  weakened and takes ongoing 10 damage (save ends both). 
  If you are mounted, the target is also knocked prone. 
   
  Your armor takes on an emerald shine as an enemy at-
  tacks you and redirects part of the blow. 
  Emerald Shield                   Destiny Knight Utility 10 
  Daily ✦ Solar 
  Immediate Interrupt          Close Burst 1 
  Trigger: An ally is hit by an attack 
  Effect: You take the damage instead. Reduce the damage 
  by 5 + Constitution modifier. 
  Level 10 Utility Virtues 
   
  You spur your mount into action and it gallops to full 
  speed to carry you across the battle field. 
  Full Gallop                            Destiny Knight Utility 10 
  Encounter ✦ Mount, Solar 
  Move Action 
            Personal (mount) 
  Requirement: You must be mounted 
  Effect: Your mount takes two move actions. 
   
  You alter the path of destiny which renews the health of 
  you and your mount as you move down the path. 
  Path of Recovery               Destiny Knight Utility 10 
  Daily ✦ Healing, Mount, Solar 
  Minor Action 
            Personal (mount) 
  Requirement: You must be mounted 
  Effect: Until the end of your next turn, for each square 
  your mount moves, you and your mount regain hit points 
  equal to your Constitution modifier up to twice your heal-
  ing surge value. 
   
  An angel of the Sun lends a helping hand to you to help 
  you recover from an ill effect. 
  Watchful Angels                 Destiny Knight Utility 10 
  Encounter ✦ Solar 
  Minor Action 
   
  Melee touch 
  Target: You or one ally 
  Effect: Make an saving throw to end the condition that a 
  save can end with a +4 power bonus. 
  Level 13 Encounter Virtues 
   
  Your heroic stance against your enemies inspires your 
  ally to redouble their efforts. 
  Inspiring Courage           Destiny Knight Attack 13 
  Encounter ✦ Healing, Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 3 [M] + mount’s Strength modifier damage, and one 
  ally within 3 squares of you may spend a healing surge. 
  
  Chapter 2 | Paths of Destiny 
   
   
  You bare down with your weapon and strike true against 
  your opponent to inflict a devastating wound. 
  Bleed Out                         Destiny Knight Attack 15 
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Special: If you are mounted, you may shift your mount’s 
  speed. 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage, and the target 
  takes ongoing 10 damage (save ends). The target gains a 
  –2 penalty to save against this effect. 
  Special: If you are mounted, you got a +2 bonus to all 
  defenses until the end of your next turn. 
  Miss: Half damage, and ongoing 5 damage (save ends). 
   
  41 
   
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage, and you gain a 
  +4 power bonus to a defense of your choice and a +2 
  bonus to saving throws until the end of your next turn. 
  You take hold of your destiny and force it to change in 
  your favor. 
  Shape Destiny                  Destiny Knight Attack 13 
   
   
   
  With a defiant yell you charge your opponent, striking 
  multiple foes as you ride past. 
  Cavalry Charge              Destiny Knight Attack 15 
  Daily ✦ Mount, Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Primary Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage. Your mount may 
  shift 5 after the attack and then make a secondary attack. 
  Secondary Target: One creature other than the primary 
  target. 
  Secondary Attack: Mount’s attack bonus vs. AC 
  Hit: 2 [M] + mount’s Strength modifier damage. Your 
  mount may shift 2 after the attack. 
  Special: When charging, you can use this power in place 
  of a melee basic attack. 
   
  Daily ✦ Solar, Teleportation, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 3 [W] + Charisma modifier damage. 
  Effect: The target is marked until the end of the encoun-
  ter. In addition, if the target declares an attack that does 
  not include you as the target and is within 10 squares of 
  you, they are immediately teleported to an adjacent square 
  to you and make the attack against you instead (save 
  ends). 
  You weave the paths of destiny around the enemy so that 
  any attack that they make will be against you. 
  Intervening Presence        Destiny Knight Attack 15 
   
  A burst of sunlight erupts from your weapon as you strike 
  down a foe which keeps their attention on you. 
  Solar Backlash                 Destiny Knight Attack 13 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage, and the target is 
  marked until the end of your next turn. If the target makes 
  an attack that doesn’t include you as the target while 
  marked, they take 1d10 + Charisma modifier damage. 
   
  As your mount pounds an enemy, the enemies around you 
  are intimidated by their forthcoming fate. 
  Intimidating Action         Destiny Knight Attack 13 
  Encounter ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 2 [M] + mount’s Strength modifier damage, and the 
  target and each enemy adjacent to the target is marked 
  until the end of your next turn. 
  Level 15 Daily Virtues 
   
   
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 3 [W] + Charisma modifier damage, and the target is 
  stunned (save ends). 
  After Effect: The target takes 1d10 + Charisma modifier 
  damage. 
  Miss: Half damage, and the target is stunned until the end 
  of your next turn. 
  You strike a blow upon the enemy’s head which stuns 
  them and causes pain as they recover. 
  Stunning Presence             Destiny Knight Attack 15 
  
  Chapter 2 |  Paths of Destiny 
   
   
   
   
   
   
   
   
  With a pull of the reigns you put interpose yourself be-
  tween the enemy and your ally. 
  Defensive Rider                   Destiny Knight Utility 16 
  Encounter ✦ Mount, Solar 
  Immediate Reaction 
  Personal (mount) 
  Trigger: Your mount is hit by an enemy attack 
  Effect: You are hit by the attack instead.  
   
  Sunlight expands out from you to your allies. The golden 
  wave of healing energy helps your allies recover. 
  Shared Honor                     Destiny Knight Utility 16 
  Daily ✦ Solar 
  Standard Action  
  Close Burst 3 
  Target: Each ally in burst 
  Effect: You spend a healing surge without gaining its 
  benefit. Each target ally within the burst regains hit points 
  as if they had spent a healing surge. 
  Level 16 Utility Virtues 
   
  Strands of sunlight covers your ally and brings them forth 
  to help reform a defensive line against your enemies. 
  Reform the Line                 Destiny Knight Utility 16 
  Encounter ✦ Solar, Teleportation 
  Move Action 
   
  Close Burst 5 
  Target: Two willing allies in the burst 
  Effect: The target is teleported to an unoccupied square 
  adjacent to you. 
   
  Shields of golden sunlight surround the area which help 
  defend your allies. 
  Path of Shields                     Destiny Knight Utility 16 
  Daily ✦ Solar, Zone 
  Minor Action 
            Close Burst 1 
  Effect: The burst creates a zone of shields centered on 
  you until the end of your next turn. When you move, the 
  zone moves with you. You and each ally in the zone gains 
  +2 power bonus to all defenses and saving throws. 
  Sustain Minor: The zone persists. 
   
  You knock your foe back from your charge into a group of 
  enemies, sending them backwards. 
  Push Back Cascade         Destiny Knight Attack 17 
  Encounter ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 3[M] + mount’s Strength modifier damage, and push 
  the target a number of squares equal to your Constitution 
  modifier. At the end of the push, each enemy adjacent to 
  the target is pushed 2 squares. 
  Special: When charging, you can use this power in place 
  of a melee basic attack. 
   
  You and your mount are covered in a golden nimbus of 
  light which empowers your strength. 
  Golden Chivalry              Destiny Knight Attack 17 
  Encounter ✦ Mount, Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage. You and your 
  mount gain a number of temporary hit points equal to 10 
  + your Constitution modifier. 
  Level 17 Encounter Virtues 
   
  The impact of your attack sends a shockwave that ham-
  pers the defenses of the enemies around you. 
  Resounding Impact         Destiny Knight Attack 17 
  Encounter ✦ Solar, Thunder, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3[W] + Strength modifier thunder damage. The tar-
  get and each enemy within 2 squares of it gains a –2 pen-
  alty to AC and Fortitude until the end of your next turn. 
   
   
  An image of a solar begin surrounds you which draws the 
  attention of the enemies around you. 
  Solar Visage                     Destiny Knight Attack 17 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage, and the target is 
  marked until the end of your next turn. 
  Effect: Each enemy within 2 squares of you is pulled to 
  an unoccupied square adjacent to you and is marked until 
  the end of your next turn. 
   
  By drawing upon the paths of destiny, you direct the path 
  of the enemies around you to attack you. 
  Battlefield Control          Destiny Knight Attack 19 
  Daily ✦ Mount, Solar, Weapon 
  Standard Action  
  Melee weapon 
  Requirement: You must be mounted 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 3 [W] + Charisma modifier + 1 [M] + mount’s 
  Strength modifier damage, and the target and each enemy 
  within 2 squares of you is marked (save ends). 
  Miss: Half damage, and the target is marked until the end 
  of your next turn. 
  Level 19 Daily Virtues 
  42 
  
  Chapter 2 | Paths of Destiny 
   
   
  You take hold of your foe’s destiny, forcing all the ene-
  mies around them to share in their fate. 
  Center of Engagement   Destiny Knight Attack 19 
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 3 [W] + Charisma modifier damage, and the target is 
  marked by your Control Destiny power. Marking the 
  target does not remove the mark on another target already 
  affected by your Control Destiny. 
  Effect: Until the end of your next turn, enemies who 
  begin their turn adjacent to you are marked by you until 
  the end of your next turn. 
  Sustain Minor: The effect persists. 
   
  43 
   
  Daily ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 4 [M] + mount’s Strength modifier damage, and the 
  target is blinded (save ends). 
  Miss: Half damage, and the target is blinded until the end 
  of your next turn. 
  Your mount strikes a hard blow against the enemy’s face, 
  blinding him in his own blood. 
  Kick to the Face                Destiny Knight Attack 19 
   
  As your ally succumbs to their wounds, you surge into 
  action to avenge their honor. 
  Avenging the Fallen          Destiny Knight Utility 22 
  Daily ✦ Solar 
  Free Action 
   
  Personal 
  Trigger: An ally within 10 squares drops to 0 or fewer hit 
  points. 
  Effect: You gain an action point that you must spend 
  before the end of your next turn.  
   
   
  Daily ✦ Fire, Radiant, Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier radiant damage, and the 
  target is marked and takes ongoing 15 fire damage (save 
  ends both). 
  Miss: Half damage, and the target takes ongoing 10 fire 
  damage (save ends). 
  Special: If the target makes an attack on its turn, it cannot 
  attempt a saving throw to end the ongoing damage. 
  Your weapon erupts into sunlight and fire as you strike, 
  lightning up your foe in the wrath of the Sun. 
  Sun Strike                          Destiny Knight Attack 19 
   
  You manipulate the paths of destiny to show the path of 
  recovery to your ally. 
  Controlled Fate                  Destiny Knight Utility 22 
  Encounter ✦ Solar 
  Move Action 
   
  Close Burst 5 
  Target: You or one ally 
  Effect: The target ends a condition that a save can end. 
  Level 22 Utility Virtues 
   
  With your lance you charge with deadly accuracy, strik-
  ing your foe to keep their attention on you. 
  Destructive Charge         Destiny Knight Attack 23 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Weapon: If you are wielding a lance, you can score a 
  critical hit on a natural 18-20. 
  Hit: 4 [W] + Strength modifier damage, and the target is 
  marked until the end of your next turn. 
  Special: When charging, you can use this power in place 
  of a melee basic attack. 
   
  Through the will of the Sun you are teleported to your 
  steed and ready to ride. 
  Mount Up                            Destiny Knight Utility 22 
  Encounter ✦ Mount, Solar, Teleportation 
  Minor Action 
   
  Personal 
  Requirement: You must not be mounted 
  Effect: Teleport to your mount’s square and mount as a 
  free action.  
  Level 23 Encounter Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  44 
   
  As you ride by your opponents, you knock each one to the 
  ground. 
  Trample the Field            Destiny Knight Attack 23 
  Encounter ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 2 [W] + mount’s Strength modifier damage, and the 
  target is knocked prone. You then shift 5 squares. Ene-
  mies adjacent to each square that you shift into are 
  knocked prone. 
   
  By your strike you take hold of your foe’s destiny and 
  force him to focus on you. 
  Path of Blades                  Destiny Knight Attack 23 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 3 [W] + Charisma modifier damage, and the target 
  takes a penalty to AC equal to 2 + your Constitution 
  modifier until the end of your next turn and is marked by 
  your Control Destiny power. Marking the target does not 
  remove the mark on another target already affected by 
  your Control Destiny. 
   
   
  As you charge, a surge of golden energy washes over 
  your enemies, sending them back. 
  Charging Tidal Wave     Destiny Knight Attack 25 
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 6 [W] + Strength modifier damage, and the target is 
  pushed a number of squares equal to 3 + Constitution 
  modifier. Each enemy within 3 squares of you is pushed 2 
  squares. 
  Miss: Half damage and the target is pushed 2 squares. 
  Special: When charging, you can use this power in place 
  of a melee basic attack. 
  Level 25 Daily Virtues 
   
  As your steed strike down a foe, your allies are inspired 
  by its valor and rally to press the advantage. 
  Inspiring Solar Mount   Destiny Knight Attack 25 
  Daily ✦ Healing, Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 5 [M] + mount’s Strength modifier. 
  Effect: Each ally within 3 squares of you regains 10 + 
  your Constitution modifier hit points. 
   
  By redirecting the destiny of your opponent, you ensure 
  that they are forever linked to your destiny. 
  Undeniable Destiny        Destiny Knight Attack 25 
  Daily ✦ Reliable, Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 5 [W] + Charisma modifier damage, and the target is 
  marked until the end of the encounter. 
  
  Chapter 2 | Paths of Destiny 
   
  The will of the Sun shines down upon you, giving you’re a 
  divine visage, which draws your opponents to you. 
  Divine Visage                   Destiny Knight Attack 27 
  Encounter ✦ Solar, Teleportation, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 4 [W] + Charisma modifier damage, and the target is 
  marked until the end of your next turn. 
  Effect: Each enemy within a number of squares equal to 2 
  + your Constitution modifier is teleported to an adjacent 
  unoccupied square to you and is marked until the end of 
  your next turn. 
   
   
  Daily ✦ Mount, Reliable, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 5 [M] + Strength modifier damage, and the target is 
  marked by your mount until the end of the encounter. 
  Effect: You gain a +4 power bonus to all defenses until 
  the end of your next turn. 
  Sustain Minor: The effect persists. 
  By choosing the right path of destiny, you gain insight to 
  your foe’s action, making them easier to defender against. 
  Path of Destiny’s Shield  Destiny Knight Attack 29 
   
  You glimpse into the future of your destiny and use that 
  knowledge to strike with supreme accuracy. 
  Ally of Fate                      Destiny Knight Attack 27 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC; make two attack rolls and take 
  the better of the two rolls. You can score a critical hit on a 
  natural roll of 19-20. 
  Hit: 4 [W] + Strength modifier damage 
   
   
  Daily ✦ Solar, Weapon 
  Standard Action  
  Close Blast 5 
  Target: Each enemy in blast that you can see 
  Effect: Slide each enemy into a contiguous line of adja-
  cent squares. You may then shift 7 squares and make an 
  attack against each target that you shift past. You may 
  only attack a target once with this power 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage. 
  You call out to your foes as you ride them down, hitting 
  each one in turn with your weapon. 
  Last Ride                          Destiny Knight Attack 29 
   
   
  Daily ✦ Solar, Teleportation, Weapon 
  Immediate Interrupt 
  Close Burst 5 
  Trigger: An ally is hit by an enemy attack 
  Target: The triggering enemy 
  Special: You teleport to an adjacent square to the target. 
  Attack: Charisma vs. AC 
  Hit: 5 [W] + Charisma modifier damage, and the target is 
  marked by your Control Destiny power. Marking the 
  target does not remove the mark on another target already 
  affected by your Control Destiny. 
  Miss: Half damage 
  Special: If you hit with this power, it is not expended. 
  By traveling the path of your ally’s destiny, you instantly 
  move to safeguard them from your enemies. 
  Neverending Future         Destiny Knight Attack 29 
   
  As you fight, you pull each of your foe’s destiny into your 
  own, ensuring that they focus on you. 
  Controlled Aggression    Destiny Knight Attack 27 
  Encounter ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 4 [M] + mount’s Strength modifier damage. 
  Effect: Each enemy adjacent to you is marked until the 
  end of your next turn. 
   
  45 
  Level 27 Encounter Virtues 
  Level 29 Daily Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
   
  You rip open the destiny of your enemies, making their 
  actions easier to react to and defend against. 
  Crossroads of Fate         Destiny Weaver Attack 20 
  Daily ✦ Solar, Weapon, Zone 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 3 [W] + Charisma modifier damage. 
  Effect: The attack creates a burst 3 zone of sunlight until 
  the end of your next turn.  Each enemy in the zone takes a 
  –2 penalty to attack rolls. In addition, each enemy that 
  rolls a maximum result on a damage die must reroll the 
  die, taking the second result. 
  Sustain Minor: The zone persists. 
   
  By linking your destiny with your allies, you are able to 
  grant them insight to increase their ability to attack. 
  Shared Fortune              Destiny Weaver Utility 12 
  Encounter ✦ Solar 
  Minor Action 
   
  Close Burst 3 
  Target: Each ally in burst 
  Effect: Each target may roll twice on their next attack and 
  take the better of the two rolls. 
   
  Your foe’s destiny becomes linked with yours which helps 
  you hamper their ability to fight back. 
  Destiny’s Guidance        Destiny Weaver Attack 11 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Special: If the target is marked by you, make two attack 
  rolls and take the better of the two rolls. 
  Hit: 2 [W] + Charisma modifier damage, and the target 
  takes a penalty to attack rolls equal to 2 + your Constitu-
  tion modifier until the end of your next turn. 
  Destiny Weaver 
   “The strands of fate and destiny are mine to command.” 
   
  Prerequisite: Destiny Knight class, Knight Enforcer 
   
  Among the destiny knights, there are those 
  who show a natural talent at seeing and manipulating 
  fate and destiny. As one of the destiny weavers, you 
  use your gift to aid you and your allies in combat. 
   
  Destiny Weaver Path Features 
  Split Destiny (11th Level): When you use your Con-
  trol Destiny power, you may mark two creatures 
  instead of one.  
  Aggressive Denial (11th Level): When you force a 
  marked creature to reroll, they take a –2 penalty to 
  the second roll. 
  Shifting Destiny (16th Level): When you spend an 
  action point, you may slide each creature marked by 
  your Control Destiny power 1 square in addition to 
  the extra action. 
  46 
  Destiny Weaver Powers 
  
  Chapter 2 | Paths of Destiny 
   
  Taking on the properties of the emerald, your lance can 
  pierce even the toughest armor. 
  Emerald Lance Strike    Emerald Lancer Attack 11 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Weapon: If you are wielding a lance, you gain a +1 
  power bonus to the attack roll for each square of move-
  ment you take the round you use this power. 
  Hit: 2 [W] + Strength modifier damage. Until the end of 
  your next turn, if the target makes an attack that doesn’t 
  include you as the target, they take 1d10 + your Strength 
  modifier damage. 
  Special: When charging, you can use this power in place 
  of a melee basic attack. 
   
   
   
   
  As you charge forward, your lance erupts into flames of 
  green which explodes on impact. 
  Emerald Flare                 Emerald Lancer Attack 20 
  Daily ✦ Radiant, Solar, Weapon 
  Standard Action  
  Melee Weapon 
  Primary Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier radiant damage. If you are 
  wielding a lance, make a secondary attack. 
  Miss: Half damage 
  Secondary Target: Each enemy other than the primary 
  target within 2 squares of you. 
  Secondary Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier radiant damage. 
  Miss: Half damage 
  Special: When charging, you can use this power in place 
  of a melee basic attack. 
   
  Your skin takes a greenish tint and glow to it which mends 
  your wounds as you take them. 
  Emerald Regeneration   Emerald Lancer Utility 12 
  Daily ✦ Healing, Mount, Solar, Stance 
  Minor Action 
   
  Personal (mount) 
  Effect: You and your mount gain regeneration 2 + your 
  Constitution modifier. 
  Emerald Lancer 
   “With this lance I will change the course of history.” 
   
  Prerequisite: Destiny Knight class, Knight Errant 
   
  In addition to their abilities at manipulating 
  destiny, there are those knights who excel at 
  mounted combat. The emerald lancer is such a 
  knight who uses his lance to devastating effect. 
   
  Emerald Lancer Path Features 
  Emerald Pain (11th Level): When you spend an 
  action point, you ignore any resistances that an en-
  emy has until the end of your next turn.  
  Quick Mount (11th Level): You are able to mount 
  and dismount your Solar Steed as a minor action. 
  Emerald Oppression (16th Level): Whenever you 
  score a critical hit, your mount gains a free basic 
  melee attack against the target. 
  47 
  Emerald Lancer Powers 
  
  Chapter 2 |  Paths of Destiny 
   
   
  By working together, your mount draws in your enemies 
  so you can keep them away from your allies. 
  Path of Victory                  Exalted Steed Attack 20 
  Daily ✦ Mount, Solar, Zone 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 3 [M] + mount’s Strength modifier damage. 
  Effect: The attack creates a burst 3 zone centered on the 
  mount and moves with it until the end of your next turn. 
  Enemies who enter or begin their turn in the zone are 
  marked by you until the end of your next turn. 
  Sustain Minor: The zone persists. 
   
  By drawing upon their connection with the Sun, your 
  steed recovers from their wounds. 
  Exalted Renewal                Exalted Steed Utility 12 
  Daily ✦ Healing, Mount, Solar 
  Standard Action  
  Personal (mount) 
  Effect: Your mount spends a healing surge and regains 
  additional hit points equal to 2d6 + your Constitution 
  modifier or the mount’s Constitution modifier, whichever 
  is higher. 
   
  Your mount strikes a target which draws their attention. 
  Should they look away, your mount makes a swift attack. 
  Exalted Attention              Exalted Steed Attack 11 
  Encounter ✦ Mount, Solar 
  Standard Action  
  Melee mount 1 
  Target: One creature 
  Attack: Mount’s attack bonus vs. AC 
  Hit: 2 [M] + mount’s Strength modifier damage, and the 
  target is marked by your mount until the end of your next 
  turn. In addition, if the target makes an attack that doesn’t 
  include your mount as part of the attack, your mount can 
  make a free basic attack against the target. If successful, 
  the target takes 1 [M] + mount’s Strength modifier dam-
  age. 
  Exalted Steed 
   “The sun has gifted me with a companion and patriot.” 
   
  Prerequisite: Destiny Knight class, Solar Steed 
   
  Destiny Knights are known for their abili-
  ties in mounted combat. Every knight, however, will 
  tell you that his steed is just as important. A loyal 
  and trusted friend gifted to them by the Sun. 
   
  Exalted Steed Path Features 
  Blazing Stride (11th Level): Your solar steed gains 
  a +2 bonus to speed.  
  Exalted Strike (11th Level): Your solar steed’s base 
  damage increases to 1d8. 
  Exalted Defender (16th Level): Your solar steed 
  gains the following special ability. 
  48 
  Exalted Steed Powers 
  Special Ability (Daily): Immediate Reaction. When the 
  rider is struck by an attack, the solar steed takes the dam-
  age instead. 
  
  “I am the law of the Sun. Prepare to be judged.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Judge is the will of the Sun. It is a 
  Judge’s duty to bring the will of the Sun to the peo-
  ple and to the darkness. Those who stand in the dark 
  shall be judged for their worthiness. 
  CLASS TRAITS 
  Role: Leader. You focus on helping your allies 
  through healing and coordinated attacks. 
  Power Source: Solar. You draw upon the Sun’s 
  energy to heal and propel your allies into battle. 
  Key Abilities: Charisma, Wisdom, Constitution 
   
  Armor Proficiencies: Cloth, Leather, Hide,  
  Chainmail; Light Shield 
  Weapon Proficiencies: Simple melee, Hammers 
  Implement: Any hammer or rod. Your weapon 
  adds its enhancement bonus to attack rolls and dam-
  age rolls and any extra damage granted by a prop-
  erty (if applicable) when used as an implement. You 
  do not gain your weapon proficiency bonus to the 
  attack roll when using your weapon as an imple-
  ment. 
  Bonus to Defense: +2 Will 
   
  Hit Points at 1st Level: 12 + Constitution score 
  Hit Points per Level Gained: 5 
  Healing Surges per Day: 7 + Constitution modifier 
   
  Trained Skills: Diplomacy 
  From the class skills listed below, choose three 
  more trained skills at 1st level. 
  Class Skills: Bluff (Cha), Diplomacy (Cha), Endur-
  ance (Con), Heal (Wis), Insight (Wis), Intimidate 
  (Cha), Perception (Wis), Streetwise (Cha) 
   
  Class Features: Judgment, Ritual Casting, Solar 
  Aura 
  JUDGE OVERVIEW 
  Characteristics: You focus on solar virtues to heal 
  and provide your allies with extra attacks. 
  Religion: Judges almost always follow the Sun. 
  Race: Cushani, Dragonborn, Half Elves, Halflings, 
  Humans and Tieflings all make good judges. 
  
  Chapter 2 |  Paths of Destiny 
   
   
   
  You judge the attack guilty and assist your ally in recov-
  ering from the strike. 
  Encounter (Special) ✦ Healing, Solar 
  Minor Action 
   
  Close Burst 5 
   
   
   
  (10 at 11th, 15 at 21st) 
  Effect: The target may spend a healing surge. If the target 
  is within your Solar Aura, they gain temporary hit points 
  equal to your Wisdom (Empowering Aura) or Constitu-
  tion (Protecting Aura) modifier + half your level. 
     Level 6:   +1d6 hit points 
     Level 11: +2d6 hit points 
     Level 16: +3d6 hit points 
     Level 21: +4d6 hit points 
     Level 26: +5d6 hit points 
  Special: You may use this power twice per encounter but 
  only once per round. At 16th level, you can use this 
  power three times per encounter. 
  Favorable Judgment                           Judge Feature 
   
   You judge the attack guilty and command your ally to 
  counterattack their opponent. 
  Encounter (Special) ✦ Solar 
  Immediate Reaction 
  Close Burst 5 
  Trigger: An ally takes damage in burst 
  Effect: The ally makes an immediate basic attack against 
  the creature who hit them. If the attack is successful, the 
  target gains a bonus to the damage roll equal to your Wis-
  dom or Constitution modifier, whichever is higher. 
  Vengeful  Judgment                          Judge Feature 
  Creating a Judge 
   
  You can choose any judge powers you like 
  for your character. Judges fall into two groups, the 
  Judge of War and the Judge of Peace. 
  Judge of War 
   
  You specialize helping your allies in com-
  bat with extra and triggered attacks. Your best abil-
  ity score is Charisma, which is used from your pri-
  mary attacks. Constitution is helpful in augmenting 
  your powers. 
  Suggested Feat: Sun Commanding Aura 
  Suggested Skills: Diplomacy, Endurance 
  Suggested At-Will Powers: leniency, rush the ver-
  dict 
  Suggested Encounter Power: contempt of court 
  Suggested Daily Power: guiding leadership 
   
  Judge of Peace 
   
  You specialize in helping your allies de-
  fense and attacks. Your best ability score is Cha-
  risma, which is used from your primary attacks. 
  Wisdom is helpful in augmenting your powers. 
  Suggested Feat: Sun Empowered Aura 
  Suggested Skills: Diplomacy, Insight 
  Suggested At-Will Powers: just cause, precedence 
  Suggested Encounter Power: tide of the sun 
  Suggested Daily Power: golden smite 
   
  Judge Class Features 
   
  Your class focuses on healing and improv-
  ing your allies and granting them extra attacks based 
  on certain conditions. 
   
  Implements 
   
  Add your hammer or rod’s enhancement 
  bonus to attack rolls and damage rolls and any extra 
  damage granted by a property (if applicable) when 
  used as an implement. You can still use the power 
  even if you don’t have an implement. 
   
  Judgment 
   
  Your power as a Judge gives you influence 
  over the actions of others. When an action takes 
  place, you judge how it should be responded to. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ritual Casting 
   
  You gain Ritual Caster as a bonus feat. You 
  have a ritual book that contains your rituals. You 
  begin with 2 rituals of your choice. At 11th and 21st 
  level, you gain 2 more rituals of your choice. 
   
  Solar Aura 
   
  As a judge of the sun, you radiate an aura 
  around you that either empowers your allies or com-
  mands them in battle. Choose one of the following: 
     Protecting Aura (aura 1): An ally who is within 
  the aura gains resist melee and ranged damage equal 
  to 1 + half your Constitution modifier. This resis-
  tance increases to resist melee and ranged 3 + half 
  your Constitution modifier at 21st level. 
     Empowering Aura (aura 1): An ally who is 
  healed while within the aura regains extra hit points 
  equal to 2 + half your Wisdom modifier. This in-
  creases to 4 + half your Wisdom modifier hit points 
  at 21st level. 
  50 
  
  Chapter 2 | Paths of Destiny 
   
   
  You place your favor upon an ally and should an enemy 
  question it, you judge them, harshly. 
  Contempt of Court                      Judge Attack 1 
  Encounter ✦ Healing, Implement, Solar 
  Standard Action  
  Close Burst 5 
  Target: One ally 
  Effect: The target regains hit points equal to your Wis-
  dom modifier. Until the end of your next turn, if the target 
  is attacked by an enemy that is within 5 squares of you, 
  you may make a ranged attack as an immediate reaction 
  against the enemy who attacked your ally. 
  Attack: Charisma vs. Fortitude 
  Hit: 2d6 + Charisma modifier damage. 
   
   
  You place your blessing upon your ally and should an 
  enemy attack them, they are justly punished. 
  Just Cause                                          Judge Attack 1 
  At-Will ✦ Implement, Solar 
  Standard Action  
  Ranged 5 
  Target: You or one ally 
  Effect: The target gains a +2 power bonus to all defenses 
  until the end of your next turn. The first enemy to hit the 
  target before the end of your next turn takes 1d6 + Cha-
  risma modifier damage. 
  Special: If the target is the subject of a critical hit, the 
  enemy instead takes 6 + Charisma modifier damage plus 
  any extra damage or effects from an implement. 
    Level 21: 2d6 + Charisma modifier damage. 
   
  As the battle roars forward, you command your ally to 
  charge your enemies to swing the battle in your favor. 
  Rush the Verdict                                Judge Attack 1 
  At-Will ✦ Solar, Weapon 
  Standard Action  
  Close Burst 5 
  Target: One ally 
  Effect: The target may charge an enemy within the burst 
  and make a melee basic attack as part of the charge. If 
  they hit, they gain a bonus to damage equal to your Con-
  stitution modifier. 
   
   
  You set for a precedence that should your enemies attack 
  you or your ally, they will be punished in kind. 
  Precedence                                            Judge Attack 1 
  At-Will ✦ Implement, Solar 
  Standard Action  
  Close Burst 5 
  Target: You or one ally 
  Effect: The target gains temporary hit points equal to 
  your Wisdom modifier. If the target is hit by a melee at-
  tack before the end of your next turn and that enemy is 
  within 5 square of you, you make an attack as an immedi-
  ate reaction against the enemy . You may only make one 
  attack with his power. 
  Attack: Charisma vs. Reflex 
  Hit: 1d8 + Charisma modifier damage. 
    Level 21: 2d8 + Charisma modifier damage. 
   
  You judge an ally favorably and your ruling helps them 
  overcome the hazards of combat. 
  Overcoming the Odds                 Judge Attack 1 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 1 [W] + Charisma modifier damage, and one ally 
  within 5 squares can make a saving throw against one 
  condition that a save can end. 
   
  At-Will ✦ Healing, Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 1 [W] + Charisma modifier damage, and you or an 
  adjacent ally regains hit points equal to half your Consti-
  tution modifier. 
    Level 21: 2 [W] + Charisma modifier damage 
  You show leniency to your allies over your enemies, pun-
  ishing the guilty and rewarding the innocent. 
  Leniency                                                 Judge Attack 1 
   
  You and your allies are bathed in sunlight, making your 
  attacks infused with the Sun’s power. 
  Tide of the Sun                            Judge Attack 1 
  Encounter ✦ Implement, Radiant, Solar 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Reflex 
  Hit: 1d8 + Charisma modifier radiant damage. Until the 
  end of your next turn, you and all allies within 2 squares 
  of you deal extra radiant damage equal to your Constitu-
  tion modifier. 
  Judge Virtues 
   
  Your powers are called virtues, gifts 
  granted by the Sun. The virtues focus on ranged and 
  burst powers that assist your allies. Some powers 
  work better for the Judge of War and some work 
  better for Judge of Peace, bur you can choose any 
  power you like when you reach a level that allows 
  you to choose a new power.  
  51 
  Level 1 At-Will Virtues 
  Level 1 Encounter Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
  You command an ally to charge forth in the name of the 
  Sun, empowering them to rise to the occasion. 
  Charge the Bench                        Judge Attack 1 
  Encounter ✦ Solar 
  Standard Action  
  Close Burst 5 
  Target: One ally 
  Effect: Target gains a +2 power bonus to AC and can 
  charge an enemy within the burst and make a basic melee 
  attack as a part of the charge. If they succeed in the at-
  tack, they deal an extra 1 [W] damage. 
   
  You call forth an ally of the court of the Sun, an enforcer 
  of steel to punish the guilty. 
  Steel Enforcer                                Judge Attack 1 
  Daily ✦ Conjuration, Implement, Solar 
  Standard Action  
  Ranged 10 
  Effect: You create a steel liberator in a unoccupied 
  square within range. The liberator lasts until the end of 
  your next turn. An enemy that begins their turn adjacent 
  to the steel enforcer takes 1d6 + Charisma modifier dam-
  age. As a move action, you can move the steel enforcer 5 
  squares. 
  Sustain Minor: The conjuration persists. 
   
  With support of the law and will of the Sun, you empower 
  your ally to greater heights in combat. 
  Vengeful Ruling                                  Judge Utility 2 
  Daily ✦ Solar 
  Minor Action 
            Ranged 5 
  Target: You or one ally 
  Effect: Until the end of the encounter, if the target makes 
  a basic attack, they gain a +2 bonus to the damage roll. 
   
  Your leadership sparks a surge of action within an ally 
  who makes a deadly attack against an opponent. 
  Guiding Leadership                    Judge Attack 1 
  Daily ✦ Solar 
  Standard Action           Close Burst 5 
  Target: One ally 
  Effect: The target makes a basic attack against a target 
  within range. If they hit, they deal an extra 2 [W] damage. 
  If the attack misses, they deal half damage. 
   
  You give a favorable ruling for an ally, granting them the 
  favor of the Sun to enhance their weapon.  
  Golden Smite                                 Judge Attack 1 
  Daily ✦ Solar, Radiant, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage. 
  Effect: One ally within 5 squares of you adds 1d6 radiant 
  damage to all damage rolls until the end of the encounter. 
   
  You judge your enemy harshly and sentence them to a 
  beating by an ally. 
  Harsh Sentence                             Judge Attack 1 
  Daily ✦ Implement, Solar, Teleportation  
  Standard Action  
  Ranged 5 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 1d6 + Charisma modifier damage, and the target is 
  teleported to a square adjacent to an ally within range. 
  The ally may then make a free basic melee attack against 
  the target with a power bonus to the attack roll and dam-
  age roll equal to 1 + your Constitution modifier. 
  Miss: The target is teleported to an adjacent square of an 
  ally within range. The ally may then make an basic melee 
  attack against the target. 
   
  You call forth for your allies to rally. Your commanding 
  presence makes them sure footed in their movements. 
  Jury Shift                                           Judge Utility 2 
  Encounter ✦ Solar 
  Minor Action 
   
  Close Burst 5 
  Target: Each ally in burst 
  Effect: The target can shift 1 additional square with a 
  move action until the end of your next turn. 
   
  Through order and the will of the Sun, you inspire your 
  allies to spring into action, catching your foes off guard. 
  Bring all to Order                              Judge Utility 2 
  Daily ✦ Solar 
  No Action 
   
  Ranged Sight 
  Target: You and each ally in line of sight 
  Effect: Use this power before initiative. The target gains a 
  +2 power bonus to initiative. 
   
  When one of your allies is hampered by your enemies, 
  your judgment helps them regain their standing. 
  Changed Ruling                                 Judge Utility 2 
  Encounter ✦ Solar 
  Minor Action 
            Personal 
  Effect: You end one condition that a save can end. 
   
  52 
  Level 1 Daily Virtues 
  Level 2 Utility Virtues 
  
  Chapter 2 | Paths of Destiny 
   
   
  Your judgment instills confidence in your allies, helping 
  them avoid harm. 
  Court of Defense                           Judge Attack 5 
  Daily ✦ Implement, Solar, Zone 
  Standard Action  
  Close Burst 3 
  Target: Each enemy in burst 
  Attack: Charisma vs. Fortitude 
  Hit: 2d8 + Charisma modifier damage, and the target is 
  slowed (save ends). 
  Effect: The burst creates a zone until the end of your next 
  turn. You and your allies gain a +2 power bonus to AC 
  and Fortitude while in the zone. 
  Sustain Minor: The zone persists. 
   
  You call upon a guardian of the Sun to assist you in com-
  bat and bring light to darkness. 
  Sun Guardian                               Judge Attack 5 
  Daily ✦ Conjuration, Implement, Radiant, Solar 
  Standard Action  
  Ranged 10 
  Effect: You create a sun guardian in an unoccupied 
  square within range until the end of your next turn. The 
  sun guardian sheds light as a sun rod. Enemies cannot 
  more through the square but allies can. Enemies who 
  being their turn adjacent to the sun guardian takes 1d8 + 
  Constitution modifier radiant damage and are slowed 
  until the end of your next turn. You can move the sun 
  guardian 4 squares with a move action. 
  Sustain Minor: The conjuration persists. 
   
  As your deliver your judgment, you command your ally to 
  make a devastating attack on your foe. 
  Judge and Executioner                Judge Attack 5 
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 1 [W] + Charisma modifier damage, and an ally 
  adjacent to the target may make an free basic melee attack 
  against the target. If they hit, they add 1 [W] to the dam-
  age roll. If the ally misses, they deal half damage. 
  Miss: Half damage. 
   
  You command your allies to launch an attack as you em-
  power their weapons with solar energy. 
  Coordinated Punishment            Judge Attack 5 
  Daily ✦ Radiant, Solar 
  Standard Action  
  Close Burst 5 
  Target: Two allies within burst 
  Effect: Target can make a basic attack against an enemy 
  within their range. If they hit, they add 2d6 + your Wis-
  dom modifier radiant damage. 
   
  Encounter ✦ Implement, Solar, Teleportation 
  Standard Action  
  Close Burst 3 
  Target: One ally and one enemy in burst 
  Effect: Target ally teleports to any unoccupied square 
  adjacent to the target enemy. Target ally may then make a 
  free basic melee attack against the target enemy. 
  You call out to your allies to converge on your enemy and 
  attack their exposed defenses. 
  Summoning the Sheriff                  Judge Attack 3 
   
  Encounter ✦ Radiant, Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage, and each enemy 
  adjacent to the target takes radiant damage equal to your 
  Constitution modifier and pushed 1 square. 
  As you strike with your weapon, an explosion of sunlight 
  knocks your enemies back. 
  Explosive Gavel                             Judge Attack 3 
   
  You rule favorably for an ally and help them recover  
  from their exhaustion. 
  Annul Sentence                           Judge Attack 3 
  Encounter ✦ Implement, Solar 
  Standard Action  
  Ranged 5 
  Target: One creature 
  Attack: Charisma vs. Reflex 
  Hit: 2d6 + Charisma modifier damage, and an ally within 
  range regains hit points equal to 5 + your Wisdom modi-
  fier. 
   
  You insight confusion in your enemy which allows your 
  allies to knock them senseless. 
  Confusing Council                        Judge Attack 3 
  Encounter ✦ Implement, Solar 
  Standard Action  
  Ranged 5 
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: 1d8 + Charisma modifier damage, and until the end 
  of your next turn, if the target is hit by an ally’s attack, 
  they are also dazed until the end of your ally’s next turn. 
  This condition can be applied once with this power. 
   
  53 
  Level 5 Daily Virtues 
  Level 3 Encounter Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
  As you shackle your opponent in sunlight, an ally of yours 
  is reinvigorated by the light. 
  Prison Time                                      Judge Attack 7 
  Encounter ✦ Implement, Solar 
  Standard Action  
  Area Burst 1 within 10 
  Target: Each enemy in burst 
  Attack: Charisma vs. Fortitude 
  Hit:  2d8 + Charisma modifier damage, and the target 
  takes a –2 penalty to AC until the end of your next turn. 
  Effect: Each ally within the burst gains a +2 power bonus 
  to AC until the end of your next turn. 
   
  Encounter ✦ Solar 
  Minor Action 
   
  Close Burst  1 
  Target: Each ally in burst 
  Effect: The targets gains a +2 bonus to damage rolls until 
  the end of your next turn. 
  Protecting Aura: The target gains a bonus to damage 
  rolls equal to your Constitution modifier instead. 
  Your solar aura strengthens your allies within it, allowing 
  them to strike with more power. 
  Judicial Backing                                  Judge Utility 6 
   
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage, and the target is 
  dazed until the end of your next turn.  
  Effect: All allies within 3 squares of the target gain tem-
  porary hit points equal to your Constitution modifier. 
  Your enemy is knocked senseless by your attack which 
  inspires your allies to rally against the remaining foes. 
  Startling Ruling                              Judge Attack 7 
   
  Encounter ✦ Implement, Solar 
  Standard Action  
  Area Burst 1 within 10 
  Target: Each enemy in burst 
  Attack: Charisma vs. Reflex 
  Hit: 2d8 + Charisma modifier damage, and the target 
  takes a –2 penalty to saving throws until the end of your 
  next turn. 
  Effect: Each ally in the burst can make a saving throw 
  against one condition with a +2 power bonus to that roll. 
  With your judgment, you balance the scales of war in 
  favor of your allies. 
  Balanced Ruling                             Judge Attack 7 
   
  You praise your ally with the will and glory of the Sun 
  which fills them with conviction to finish the fight. 
  Glorious Conviction                         Judge Utility 6 
  Daily ✦ Healing, Solar 
  Free Action 
   
  Ranged 10 
  Trigger: One ally spends a healing surge 
  Effect: The target does not spend the healing surge but 
  still gains its benefit. The target regains extra hit points 
  equal to your Wisdom modifier. 
   
  Daily ✦ Solar 
  Standard Action  
  Close Burst 1 
  Target: Each ally in burst 
  Effect: Target may shift a number of squares equal to 
  your Constitution modifier. 
  With a stern command, your allies move into better posi-
  tions on the battlefield. 
  Shifting the Jury                            Judge Utility 6 
   
  54 
  Level 6 Utility Virtues 
  Level 7 Encounter Virtues 
   
  Encounter ✦ Solar 
  Minor Action 
   
  Close Burst  1 
  Target: Each ally in burst 
  Effect: The targets gains a +2 bonus to saving throws 
  until the end of your next turn. 
  Empowering Aura: The target gains a bonus to saving 
  throws rolls equal to your Wisdom modifier instead. 
  Your presence is empowering to your allies which helps 
  them shake off the harsh conditions of combat. 
  Support of the Law                             Judge Utility 6 
  
  Chapter 2 | Paths of Destiny 
   
  Daily ✦ Implement, Solar 
  Immediate Reaction 
  Ranged 5 
  Trigger: An ally is hit by a melee attack 
  Target: Triggering ally 
  Effect: The target may make a free basic melee attack 
  against the creature who attacked them. If they hit, the 
  target takes an additional 2 [W] damage, and is also 
  stunned (save ends). The enemy cannot make a saving 
  throw against this condition until the end of their next 
  turn. If the target misses, they deal half damage. 
  The enemy’s attack is slower than your command, and 
  your ally takes advantage of their exposed defense. 
  Swift Justice                                    Judge Attack 9 
   
   
  Daily ✦ Healing, Solar, Weapon, Zone 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage. 
  Effect: The attack creates a zone in a burst 1 centered on 
  the target and moves with the target until the end of your 
  next turn. Allies in the zone gain a bonus to attack rolls 
  and damage rolls equal to your Wisdom modifier against 
  the target. If the target drops to 0 or fewer hit points, each 
  ally within the zone may spend a healing surge and the 
  power ends. 
  Sustain Minor: The zone persists. 
  You judge your enemy guilty and their punishment is car-
  ried out by your allies until they succumb to the pain. 
  Mob Justice                                            Judge Attack 9 
   
  Through rays of sunlight your enemy is teleported and 
  presented before your allies for punishment. 
  Chain Gang Punishment              Judge Attack 9 
  Daily ✦ Implement, Solar, Teleportation 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: The target is teleported to an adjacent unoccupied 
  square of an ally within range. That ally may then make 
  an free basic melee attack. If that attack hits, the target is 
  teleported to an adjacent unoccupied square of a second 
  ally within range. The second ally may make a free basic 
  melee attack against the target. If that attack hits, the tar-
  get is teleport to an adjacent unoccupied square of a third 
  ally within range. The third ally may make a free basic 
  melee attack against the target. 
  Miss: 1d10 + Charisma modifier damage. 
   
  55 
  Level 9 Daily Virtues 
   
  Encounter ✦ Implement, Solar, Teleportation 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: Charisma modifier damage, and the target is tele-
  ported to an adjacent square to an ally within range. That 
  ally make a basic melee attack. If they hit, the target also 
  takes an additional 1 [W] and is immobilized until the end 
  of your next turn. 
  Your attack teleports the enemy to your ally who takes 
  advantage of their surprised state. 
  Take the Stand                                Judge Attack 7 
  
  Chapter 2 |  Paths of Destiny 
   
  Your presence incites fear in your opponent, making them 
  hesitate and second guess their actions.  
  Fear the Jury                                 Judge Attack 9 
  Daily ✦ Fear, Implement, Solar 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: 3d6 + Charisma modifier damage, and the target 
  takes a penalty equal to 1 + your Constitution modifier to 
  attack rolls and AC (save ends both). 
  Miss: Half damage and the target takes a –2 penalty to 
  AC until the end of your next turn.  
   
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage. 
  Effect: Until the end of your next turn, all attacks against 
  the target can score a critical hit on a natural 18 thru 20. 
  Your judgment gives insight to your ally, allowing them to 
  deliver a fatal blow. 
  Impending Judgment                  Judge Attack 13 
   
  Encounter ✦ Healing, Implement, Solar 
  Standard Action  
  Close Burst 3 
  Target: Each enemy in burst 
  Attack: Charisma vs. Reflex 
  Hit: 2d6 + Charisma modifier damage, and the target is 
  immobilized until the end of your next turn. 
  Effect: Each ally in the burst regains hit points equal to 5 
  + your Wisdom modifier. 
  A bright flash of sunlight emanates from you, stopping 
  your enemies in their tracks and heals your allies. 
  Healing Sun Judgment                  Judge Attack 13 
   
  Your strike baths your enemy in sunlight, helping your 
  ally make a vicious strike a moment later. 
  Delayed Punishment                      Judge Attack 13 
  Encounter ✦ Implement, Solar 
  Standard Action  
  Ranged 10  
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit:  2d10 + Charisma modifier damage. Until the end of 
  your next turn, the next ally that attacks the target gains a 
  bonus to their attack roll and damage roll equal to your 
  Charisma modifier. 
   
  Intersection rays of sunlight allow you and your allies to 
  teleport around the battlefield. 
  Defensive Jury Swap                      Judge Utility 10 
  Encounter ✦ Solar, Teleportation 
  Move Action 
   
  Close Burst 5 
  Target: You and one ally or two allies in burst 
  Effect: The targets swap places and gain a +2 bonus to 
  AC until the end of your next turn. 
   
  Empowered by your favorable ruling, your ally surges in 
  confidence. 
  Spontaneous Verdict                       Judge Utility 10 
  Daily ✦ Solar 
  Minor Action 
            Close Burst 3 
  Target: One ally within the burst 
  Effect: The target gains a +2 bonus to AC and Fortitude 
  until the end of the encounter. As a free action, the target 
  may end the bonus and gain temporary hit points equal to 
  10 + your Constitution modifier. 
   
  When your ally falls, you judge in their favor which helps 
  them get back up and into the fight. 
  Helpful Acquittal                            Judge Utility 10 
  Daily ✦ Healing, Solar 
  Immediate Reaction 
  Close Burst 5 
  Trigger: An ally drops to 0 or fewer hit points in burst 
  Effect: Target regains hit points as if they had spent two 
  healing surges. 
   
  You command your ally to redouble their efforts to re-
  cover from their ailments. 
  Reduce Sentence                                Judge Utility 10 
  Encounter ✦ Solar 
  Minor Action 
   
  Ranged 10 
  Target: You or one ally 
  Effect: The target ends one condition that a save can end. 
   
  56 
  Level 10 Utility Virtues 
  Level 13 Encounter Virtues 
  
  Chapter 2 | Paths of Destiny 
   
   
  Your ruling empowers your allies to shrug off their 
  wounds and conceal them from view. 
  Court of Blind Justice                Judge Attack 15 
  Daily ✦ Healing, Implement, Solar, Zone 
  Standard Action           Area Burst 2 within 10 squares 
  Target: Each enemy in burst 
  Attack: Charisma vs. Reflex 
  Hit: 3d6 + Charisma modifier damage, and the target 
  takes a penalty to AC equal to 2 + your Constitution 
  modifier (save ends). 
  Effect: The burst creates a zone of mist until the end of 
  your next turn. Allies in the zone have concealment. Al-
  lies in the zone gain regeneration 5 
  Sustain Minor: The zone persists. 
   
  Your aura settles upon your allies as a crown, empower-
  ing them with the essence of the Sun. 
  Commanding Leadership              Judge Utility 16 
  Encounter ✦ Solar 
  Minor Action 
   
  Close Burst 1 
  Target: You and each ally in burst 
  Effect: Each target gains +2d6 radiant damage to all dam-
  age rolls until the end of your next turn. 
  Protecting Aura: Each target also gains a +2 power bo-
  nus to attack rolls until the end of your next turn. 
   
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage. 
  Effect: One ally within 3 squares of you  may shift 3 
  squares to an adjacent square to the target and make a free 
  at-will melee attack against the target. 
  Your attack puts your enemy into position for your ally to 
  sweep in for the kill. 
  Twin Hammers of Justice            Judge Attack 15 
   
  57 
  Level 16 Utility Virtues 
   
  Your aura settles upon your allies as a halo, help them 
  shrug off enemy attacks. 
  Halo of Solar Defense                     Judge Utility 16 
  Encounter ✦ Solar 
  Minor Action 
   
  Close Burst 1 
  Target: You and each ally in burst 
  Effect: Each target gains a +4 power bonus to all defenses 
  until the end of your next turn. 
  Empowering Aura: Each target also gains temporary hit 
  points equal to your healing surge value. 
   
  The battlefield is covered in sunlight which teleports your 
  enemies into compromising positions against your allies. 
  Prisoner Swap                                Judge Attack 13 
  Encounter ✦ Implement, Solar, Teleportation 
  Standard Action           Area Burst 2 within 10 squares  
  Target: Each enemy in burst 
  Attack: Charisma vs. Fortitude 
  Hit:  2d8 + Charisma modifier damage, and the target is 
  teleported to an unoccupied square within the burst. Tar-
  gets cannot end the teleport in the same square. 
  Effect: Each ally within the burst may teleport to an un-
  occupied square within the burst. Allies cannot end the 
  teleport in the same square. 
  Level 15 Daily Virtues 
   
  You judge the enemy unworthy and sentence them to con-
  tinual pain to be carried out by your allies. 
  Burden of Proof                           Judge Attack 15 
  Daily ✦ Implement, Radiant, Solar 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Reflex 
  Hit: 2d8 + Charisma modifier damage, and the target 
  takes ongoing 10 radiant damage (save ends). 
  Effect: Until the end of the encounter, when an ally at-
  tacks the target, they add 1d10 radiant to damage rolls.  
   
  You judge your allies and grant them leniency in carrying 
  out punishment for the guilty. 
  Instant Justice                            Judge Attack 15 
  Daily ✦ Healing, Solar, Teleportation 
  Standard Action  
  Close Burst 1 
  Target: Each ally in burst 
  Effect: Each target gains regeneration 5 until the end of 
  the encounter. As a standard action, the target can end the 
  effect. If they do, the target teleports 5 squares to an un-
  occupied square adjacent to an enemy and can make a 
  free basic melee attack. If the attack hits, the target deals 
  an extra 1 [W] damage and the enemy is slowed (save 
  ends). If the attack misses, the target deals half damage 
  and the enemy is slowed until the end of the target’s next 
  turn. 
  
  Chapter 2 |  Paths of Destiny 
   
  You refuse to allow the guilty to win by granting your 
  allies their last wishes to remain in the fight. 
  Last Words                                         Judge Utility 16 
  Encounter ✦ Healing, Solar 
  Immediate Reaction 
  Close Burst 5 
  Trigger: An ally in burst drops to 0 or fewer hit points 
  Target: The triggering ally 
  Effect: The ally may immediately spend a healing surge 
  and regain an additional 1d6 hit points. 
   
  The word of the Sun inhabits your allies, protecting them 
  from the darkness and leading them to victory. 
  Immunity to Prosecution               Judge Attack 19 
  Daily ✦ Solar 
  Standard Action  
  Close Burst 5 
  Target: Each ally in the burst 
  Effect: Each target gains resist 5 damage until the end of 
  the encounter. As a free action, the ally can end this effect 
  to gain a free at-will attack against an enemy. 
   
   
  You head the charge against your enemy and your allies 
  follow your lead. 
  Public Outcry                              Judge Attack 19 
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage, and the target 
  takes a –2 penalty to all defenses (save ends). 
       After Effect: Each ally within 5 squares of the target 
  may make a free charge against the target.  
  Miss: Half damage, and a –2 penalty to all defenses until 
  the end of your next turn. 
   
  You command your allies to surge into combat to carry 
  out your judgment. 
  Judicial Orders                                 Judge Attack 17 
  Encounter ✦ Solar 
  Standard Action  
  Close Burst 5 
  Target: Two allies in the burst 
  Effect: Each target ally may charge an enemy in the burst. 
  If they hit, the attack deals an extra 1 [W] + your Consti-
  tution modifier damage. 
   
  Through the will of the Sun, you help your ally recover 
  from their wounds. 
  Pardon Sentence                               Judge Utility 16 
  Daily ✦ Healing, Solar 
  Standard Action  
  Melee touch 
  Target: You or one ally 
  Effect: The target regains hit points as if they had spent 
  three healing surges. 
   
  58 
   
  You sentence the enemy to suffer the wrath of the Sun. 
  Your allies then move to carry out the sentence. 
  Witness to the Execution               Judge Attack 17 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon  
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit:  2 [W] + Charisma modifier damage. Until the end of 
  your next turn, if you or an ally hits the target, the target 
  takes additional damage equal to twice your Wisdom 
  modifier. 
  Level 17 Encounter Virtues 
  Level 19 Daily Virtues 
   
  As the guilty receive their final punishment, your allies 
  are renewed with confidence. 
  Glory of the Fallen                         Judge Attack 17 
  Encounter ✦ Implement, Solar 
  Standard Action  
  Ranged 10  
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit:  3d8 + Charisma modifier damage. If the target drops 
  to 0 or fewer hit points, each ally within 5 squares of the 
  target gains temporary hit points equal to 15 + your Con-
  stitution modifier. 
   
  Judged unworthy, your enemy is unable to retaliate 
  against you. 
  Preventative Action                       Judge Attack 17 
  Encounter ✦ Implement, Solar 
  Standard Action  
  Ranged 5  
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit:  2d8 + Charisma modifier damage, and the target 
  cannot take an attack action until the end of your next turn 
  
  Chapter 2 | Paths of Destiny 
   
  As you strike down your foe, you inspire your allies to 
  renew the fight. 
  Empowering Execution                 Judge Attack 23 
  Encounter ✦ Healing, Implement, Solar 
  Standard Action  
  Ranged 10  
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit:  2d10 + Charisma modifier damage. 
  Effect: Two allies within 5 squares of the target may 
  spend a healing surge. 
   
  By the will of the Sun, you send your enemy to Avengard 
  only to return to finish their sentence of punishment. 
  Banished into Lockdown               Judge Attack 23 
  Encounter ✦ Implement, Solar, Teleportation 
  Standard Action  
  Ranged 10  
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit:  2d10 + Charisma modifier damage and the target 
  teleported to Avengard until the end of your next turn. 
  The target returns to an adjacent unoccupied square of an 
  ally within 5 squares of you. The ally may then make a 
  free basic attack against the target. 
   
  Under your watchful eye, you command an ally to strike 
  down the enemy should they attack. 
  Violent Offense                               Judge Attack 23 
  Encounter ✦ Solar, Weapon 
  Standard Action  
  Melee weapon  
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 3 [W] + Charisma modifier damage. If the target 
  attacks you or an ally before the end of your next turn, 
  choose one ally within 5 squares of the target to make an 
  at-will attack as an immediate reaction with a +2 power 
  bonus to the attack roll. 
   
  Bounded by sunlight and iron, your power hardens the 
  resolve of your allies. 
  Court of the Iron Jury                   Judge Utility 22 
  Encounter ✦ Solar 
  Minor Action 
   
  Close Burst 1 
  Target: You and each ally in burst 
  Effect: Each target gains resist 10 all damage until the 
  end of the encounter. 
  Protecting Aura: The target can end the effect as a free 
  action. If they do so, they can reduce a damage roll 
  against them to 0. 
   
  59 
  Level 23 Encounter Virtues 
   
  Inspired by just cause, you and your allies overcome your 
  enemies defenses. 
  Closing Argument                           Judge Utility 22 
  Daily ✦ Solar 
  Standard Action  
  Close Burst 5 
  Target: You and each ally in burst 
  Effect: Until the end of your next turn, each target gains a 
  +2 power bonus to attack rolls. If a target hits with their 
  next attack, the attack is considered a critical hit and then 
  effect ends immediately for that target. 
   
  You judge your enemy’s attack unworthy and command 
  your ally to strike down the guilty. 
  Runaway Jury                            Judge Attack 19 
  Daily ✦ Solar, Teleportation 
  Immediate Interrupt 
  Close Burst 10 
  Trigger: An ally in the burst is hit by a melee attack 
  Target: The triggering ally 
  Effect: The target can make a basic attack against the 
  enemy that hit the target. If they hit, they deal an extra 3 
  [W] damage. If they miss, they deal half damage and may 
  teleport 5 squares.   
   
  You command carries the power of the Sun which spurs 
  your allies into action. 
  Decisive Jury                              Judge Attack 19 
  Daily ✦ Solar 
  Standard Action  
  Close Burst 5 
  Target: You and each ally in burst 
  Effect: Each target may make a free at-will attack against 
  an enemy within the burst. If the attack hits, the ally deals 
  an extra 1d10 + your Constitution modifier damage. If 
  they miss, they deal half damage + your Constitution 
  modifier. 
  Level 22 Utility Virtues 
   
  Your solar aura flows with warm light, healing the 
  wounds of your allies. 
  Court of Solar Blessing                  Judge Utility 22 
  Daily ✦ Healing, Solar 
  Standard Action  
  Close Burst 1 
  Target: You and each ally in burst 
  Effect: Each target regains hit points as if they had spent 
  two healing surges. 
  Empowering Aura: The target regains an additional 2d6 
  hit points. 
  
  Chapter 2 |  Paths of Destiny 
   
  Using sunlight, you blind a foe about to attack your ally, 
  allowing your ally to counterattack. 
  The Prosecution Rests               Judge Attack 25 
  Daily ✦ Solar 
  Immediate Interrupt 
  Close Burst 10 
  Trigger: Ally is targeted by a melee attack 
  Target: The triggering enemy 
  Attack: Charisma vs. Fortitude 
  Hit: The target is blinded (save ends). The ally targeted 
  by the attack may then make a free basic attack against 
  the target. If the attack hits, the target takes an additional 
  3 [W] damage. If the attack misses, the target takes half 
  damage. 
   
   
  Your final judgment of pain of death is enforced by your 
  allies. 
  Maximum Sentence                    Judge Attack 25 
  Daily ✦ Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 4 [W] + Charisma modifier damage. 
  Miss: Half damage. 
  Effect: Until the end of the encounter, whenever you deal 
  damage to an enemy, an ally adjacent to the enemy may 
  make a free basic melee attack. 
   
  You call to action on of your allies to carry out your foe’s 
  undeniable punishment. 
  Obscure Ruling                               Judge Attack 25 
  Daily ✦ Solar 
  Standard Action  
  Range 10 
  Target: One ally 
  Effect: The targeted ally can make a free attack with an 
  daily or encounter power of a level equal to or lower than 
  this power. If the attack misses, the ally’s power is not 
  expended. 
   
  60 
  Level 25 Daily Virtues 
   
  You pummel your foe and then command an ally to guard 
  over the enemy with renewed vigor. 
  Oppressive Prosecution                 Judge Attack 27 
  Encounter ✦ Healing, Solar, Weapon 
  Standard Action  
  Melee weapon  
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit:  3 [W] + Charisma modifier damage, and the target is 
  marked by one of your allies within 5 squares of the target 
  until the end of your next turn. 
  Effect: You or one ally within 5 squares may spend a 
  healing surge. 
  Level 27 Encounter Virtues 
  
  Chapter 2 | Paths of Destiny 
   
  Your inspirational command takes hold of your allies who 
  attack their foes with brutal punishment. 
  Outlaw Justice                                 Judge Attack 29 
  Daily ✦ Solar 
  Standard Action  
  Close Burst 10 
  Target: Each ally in burst 
  Effect: Each target may make a free attack with an at-will 
  or encounter power with a bonus to the attack roll and 
  damage roll equal to you Constitution modifier. 
   
  The judgment is only the beginning as you call forth the 
  maximum punishment on your enemy. 
  Throwing the Book                        Judge Attack 27 
  Encounter ✦ Implement, Solar 
  Standard Action  
  Ranged 10  
  Target: One creature 
  Attack: Charisma vs. Reflex 
  Hit:  2d10 + Charisma modifier damage. One ally with 10 
  squares may make a charge attack against the target and 
  make a melee basic attack as a part of the charge. If they 
  hit, the target is also stunned until the end of your next 
  turn. 
   
   
   
  Final judgment of your enemy sentences them to death by 
  your allies your attack with the backing of the Sun. 
  Everlasting Justice                      Judge Attack 29 
  Daily ✦ Implement, Radiant, Solar, Zone 
  Standard Action  
  Close Burst 5 
  Primary Target: One enemy in burst 
  Attack: Charisma vs. Will 
  Hit: 3d10 + Charisma modifier radiant damage. 
  Effect: The attack creates a burst 3 zone centered on the 
  target and moves with them until the end of your next 
  turn. An ally in the zone gains a +4 power bonus to attack 
  rolls, can score a critical hit on a natural 18-20, and +2d6 
  radiant to damage rolls against the target. If the target 
  drops to 0 or fewer hit points, you may make a secondary 
  attack. 
  Secondary Target: One creature other than the primary 
  target within 5 squares of you. 
  Secondary Attack: Charisma vs. AC 
  Hit: 2d10 + Charisma modifier damage and repeat the 
  effect. 
  Sustain Minor: The zone persists. 
   
  61 
   
  Your attack marks the target as punished by the Sun, 
  making them vulnerable to your allies weapons. 
  Gavel of Solar Justice                 Judge Attack 29 
  Daily ✦ Reliable, Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 4 [W] + Charisma modifier damage, and the target 
  gains vulnerability 10 to melee attacks until the end of the 
  encounter. 
  Level 29 Daily Virtues 
   
  Marked for punishment, the enemy’s fate instills confi-
  dence in your allies. 
  Aggressive Defense                        Judge Attack 27 
  Encounter ✦ Implement, Solar 
  Standard Action  
  Ranged 10  
  Target: One creature 
  Attack: Charisma vs. Reflex 
  Hit:  3d10 + Charisma modifier damage. Until the end of 
  your next turn, allies who deal damage to the target gain 
  temporary hit points equal to 15 + your Wisdom modifier. 
  
  Chapter 2 |  Paths of Destiny 
   
  You judge your ally true in their path which instills confi-
  dence in their actions. 
  Majestic Justice                    Kingmaker Attack 11 
  Encounter ✦ Solar 
  Standard Action  
  Close Burst 5 
  Target: One ally in burst 
  Effect: The target makes a free basic melee attack with a 
  power bonus to the attack roll and damage roll equal to 
  your Wisdom modifier. If the attack hits, the enemy is 
  also weakened until the end of your next turn. 
   
  Your favorable judgment helps your ally deliver swift 
  justice before recovering from their own conditions. 
  Majestic Recovery                Kingmaker Utility 12 
  Encounter ✦ Solar 
  Minor Action 
   
  Ranged 5 
  Target: One ally 
  Effect: The target ally gains a +2 power bonus to attack 
  rolls until the end of your next turn. When the effect ends, 
  the ally can make a free saving throw against a condition 
  that a save can end with a +2 bonus. 
   
  You judge the foe unworthy and your allies swarm upon 
  them, the Sun assisting their attacks to strike true. 
  Majestic Response                  Kingmaker Attack 20 
  Daily ✦ Healing, Implement, Solar 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 2d10 + Charisma modifier damage. 
  Effect: Until the end of the encounter, allies who end 
  their turn adjacent to the target gain a +2 power bonus to 
  all defenses against attacks made by the target. When the 
  target drops to 0 or fewer hit points, each ally within 5 
  squares of the target regains hit points equal to 10 + your 
  Wisdom modifier. 
  Kingmaker 
  “The law of the Sun will return through the strength of the 
  just kings. I shall ensure that those of the light shall rise to 
  their proper place.”  
   
  Prerequisite: Judge class, Empowering Aura 
   
   
  You, Kingmaker, do not see yourself as the 
  focal point of restoring justice and righteousness. 
  That is the job of a worthy ruler. Your job is to en-
  sure that the rulers get there, and then judge them to 
  make sure they follow the right path. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Kingmaker Path Features 
  Majestic Assault (11th Level):  When an ally 
  spends an action point and is within your empower-
  ing aura, they gain a bonus to their next attack roll 
  equal to your Wisdom modifier. 
  Majestic Resolve (11th Level): Each ally within 
  your empowering aura gains a +4 bonus to saving 
  throws against fear, charm and dominate effects. 
  Majestic Movement (16th Level): When you spend 
  an action point, each ally within your empowering 
  aura is immune to forced movement and immobili-
  zation until the end of your next turn. 
   
   
  62 
  Kingmaker Powers 
  
  Chapter 2 | Paths of Destiny 
   
  Your judgment hangs over your enemy, their punishment 
  allowing you and your allies to regain their stride. 
  Shadow Precedence   Shadow Prosecutor Attack 20 
  Daily ✦ Implement, Solar 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 3d8 + Charisma modifier damage. Until the end of 
  the encounter, if you or an ally hits the target, they can 
  make a saving throw against a condition that a save can 
  end. 
  Miss: Half damage. 
   
  You show support for you allies and judge them favorably 
  in the eyes of the court of the Sun. 
  Public Support           Shadow Prosecutor Utility 12 
  Encounter ✦ Healing, Solar 
  Minor Action 
   
  Ranged 10 
  Target: One ally 
  Effect: The target ally regains hit points as if they had 
  spent a healing surge and regains an additional +2d6 hit 
  points. 
   
  Your strike emits a blinding flash of sunlight which slows 
  down your enemy. 
  Night Imprisonment  Shadow Prosecutor Attack 11 
  Encounter ✦ Radiant, Solar, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2 [W] + Charisma modifier damage, and the target is 
  slowed until the end of your next turn. If the target is of 
  shadow origin or is undead, you deal an extra +2d6 radi-
  ant damage. 
  Shadow Prosecutor 
  “I am the judge, jury and executioner of those who call the 
  Moon an ally. I will catch you and judge you.”  
   
  Prerequisite: Judge class 
   
   
  The shadow prosecutor  takes his role seri-
  ously in hunting down those creatures and organiza-
  tions that are allied with the Moon and the Night 
  Reign. There is no place that can hide from the Sun, 
  and your judgment will carry across the land. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shadow Prosecutor Path Features 
  Shadow Judgment (11th Level):  You gain a +1d8 
  bonus to damage rolls against creatures of shadow 
  origin. 
  Solar Injunction (11th Level): Allies within your 
  Solar Aura gain resist necrotic 5 until the end of 
  your next turn. 
  Shadow Protection (16th Level): When you spend 
  an action point, you also gain resist necrotic 15 until 
  the end of your next turn. 
   
  63 
  Shadow Prosecutor Powers 
  
  Chapter 2 |  Paths of Destiny 
   
   
  As you issue your judgment, you call upon your ally to 
  join you in enacting the punishment. 
  Joint Judgment                      Sun Judge Attack 20 
  Daily ✦ Solar, Teleportation, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: The target takes ongoing 10 damage (save ends). 
  Miss: Ongoing 5 damage (save ends). 
  Effect: One ally within 10 squares can teleport to an un-
  occupied square adjacent to the target and make a free 
  basic attack. If successful, the target takes an extra 2 [W] 
  + your Charisma modifier damage. 
   
  Your inspiring words rises your allies to the cause, the 
  weapons becoming as sharp as your judgment. 
  Razor Edged Verdict             Sun Judge Utility 12 
  Daily ✦ Solar 
  Minor Action 
   
  Close Burst 1 
  Target: Each ally in burst 
  Effect: The target can score a critical hit on a roll of 18-
  20 until the end of your next turn. 
   
  You command your ally to counterattack with the full 
  blessing of the court of the sun. 
  Cross Examination                Sun Judge Attack 11 
  Encounter ✦ Solar 
  Immediate Reaction 
  Close Burst 3 
  Trigger: An ally is hit by a melee attack 
  Target: The triggering ally 
  Effect: The target can make a free basic melee attack. If 
  successful, the attack deals an extra 1 [W] damage and the 
  enemy takes a –2 penalty to AC until the end of your next 
  turn. 
  Sun Judge 
  “The law of the Sun shall no longer be shrouded by night. 
  I shall bring the righteous word of the Sun back to the 
  people, by any means necessary.”  
   
  Prerequisite: Judge class, Protecting Aura 
   
   
  The Sun Judge makes it his mission to 
  overthrow the rule of the Night Reign and restore the 
  rightful laws of the Sun. With the power of the Sun’s 
  conviction, the Sun Judge commands his allies into 
  the heart of the Night Reign. He knows that now is 
  the time to strike and shows no fear in facing down 
  the evil forces of the Night Reign. 
   
  Sun Judge Path Features 
  Court of Vengeance (11th Level):  Allies within 
  your Protecting Aura gain a +1 bonus to damage 
  rolls. 
  Sway the Verdict (11th Level): If a target is hit by 
  your Vengeful Judgment, the target takes an addi-
  tional 1d6 damage. 
  Delegated Punishment (16th Level): When you 
  spend an action point, instead of gaining an extra 
  action, one ally within line of sight can make a free 
  basic attack. 
  64 
  Sun Judge Powers 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  “Notice that the stiffest tree is most easily cracked, 
  while the bamboo or willow survives by bending 
  with the wind.”1  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Martial Artist can trace his roots back 
  to the beginning of the Fao Empire at the start of the 
  Fourth Age. The founders of the Empire were  
  children of the Shan’ree who taught them the secrets 
  of the inner soul and its connection with all things. 
  By tapping into that connection, the martial artist 
  can use the abilities of spirits, animals and the  
  elements.  
   
  The martial artists focus their fighting abili-
  ties into a series of kata. These series of moves are 
  designed to allow the martial artist to achieve maxi-
  mum efficiency in their attacks by chaining attacks 
  together for a more powerful outcome. 
  CLASS TRAITS  
  Role: Striker. You focus on a single opponent and 
  hamper his ability to fight while dealing  
  devastating blows through kata combination attacks. 
  Power Source: Ch’i. Your abilities draw upon the 
  inner soul and the power of your ancestors.  
  Key Abilities: Strength, Wisdom, Dexterity  
   
  Armor Proficiencies: Cloth, Leather 
  Weapon Proficiencies: Dragon claws, Katana, 
  Nunchaku, Sai, Quarterstaff, Wakizashi  
  Bonus to Defense: +1 Fortitude, +1 Reflex 
    
  Hit Points at 1st Level: 12 + Constitution score  
  Hit Points per Level Gained: 5  
  Healing Surges per Day: 6 + Constitution modifier  
   
  Trained Skills: Acrobatics.  
  From the class skills list below, choose four more 
  trained skills at 1st level.  
  Class Skills: Acrobatics (Dex), Athletics (Str),  
  Endurance (Con), Insight (Wis), Perception (Wis), 
  Stealth (Dex) 
   
  Class Features: Unarmed Combat, Pressure Points, 
  Fleet of Foot, Martial Art Fighting Forms  
  1. Quote from Bruce Lee  
  
  Chapter 2 |  Paths of Destiny 
  Creating a Martial Artist  
   
  You can choose any martial artist powers 
  you like for your character. Martial artists fall into 
  two groups, the tiger form martial artist and the man-
  tis form martial artist.  
   
  Tiger Form Martial Artist  
   
  You are interested in taking the fight to the 
  enemy using your katas to devastate your opponents. 
  You prefer dragon claws or katana when you must 
  use a weapon. Your best ability score is Strength. 
  Dexterity is helpful in augmenting your powers. 
  Select powers that are tied to your Face Rake power 
  to make the most out of your attack chains.  
  Suggested Feat: Tiger Form Master 
  Suggested Skills: Acrobatics, Athletics, Endurance  
  Suggested At-Will Powers: headlock, roundhouse  
  Suggested Encounter Power: glorious feline 
  pounce  
  Suggested Daily Power: claws of the tiger  
   
  Mantis Form Martial Artist  
   
  As opposed to the external and offensive 
  form, you focus internally, using defense to establish 
  your offensive capabilities. Weapons such as the  
  nunchaku and the staff are helpful tools when 
  needed. Like the tiger form, Strength is your greatest 
  asset. After than, Wisdom helps your combat  
  powers. Select powers that are tied to your High 
  Guard power to make the most out of your katas.  
  Suggested Feat: Mantis Form Master 
  Suggested Skills: Acrobatics, Athletics, Insight  
  Suggested At-Will Powers: horizon swing, spirit 
  drain  
  Suggested Encounter Power: smash the spirit  
  Suggested Daily Power: carapace blow 
   
  Martial Artist Class Features  
   
  Your class features depend on the build and 
  fighting form you choose.  
   
  Fleet of Foot  
   
  While in light or no armor, you gain a +1 
  bonus to your Speed. In addition, you ignore the first 
  square of difficult terrain you move into each round. 
  You still may not shift into difficult terrain. 
   
  Martial Art Fighting Forms  
   
  Choose one of the following fighting styles 
  and gain its benefit.  
   
  Tiger Form: You have trained to fight as a tiger, 
  using your fingers as claws to rip at your opponents. 
  This fighting form focuses on increasing the damage 
  you inflict on your opponent. You focus on Strength 
  and Wisdom for your powers. You gain the  
  following: 
     ✦+1 bonus to AC while in no or light armor.  
             You may substitute Wisdom for Dexterity or  
              Intelligence for determining your bonus to  
              AC while in no or light armor. Increase this  
              bonus to +2 at 21st level. 
     ✦Unarmed attacks deal 1d10 damage instead of  
             1d8. 
         ✦Resist melee damage equal to half your  
             Wisdom modifier. 
         ✦For katas, the tiger minor powers are face  
              rake, spirit drain and throat jab. 
  Mantis Form: You have training to fight as a  
  mantis, a powerful yet more defensive minded  
  fighting form. This fighting form focuses on defense 
  and status effects on your target. You focus on 
  Strength and Dexterity for your powers. You gain 
  the following:  
     ✦+2 bonus to AC while in no or light armor.  
              Increase this bonus to +3 at 21st level. 
     ✦+2 bonus to Reflex. Increase this bonus to +3  
              at 21st level. 
     ✦Resist melee damage equal to half your  
              Wisdom modifier +1. 
         ✦For katas, the mantis minor powers are high  
              guard, horizon swing and roundhouse. 
   
  Unarmed Combat  
   
  Martial Artists are trained to fight with their 
  entire body as a living weapon. Martial Artists can 
  choose to attack with any part of their body which is 
  considered a weapon. Unarmed attacks have a +3 
  proficiency bonus to attack rolls and deal 1d8 dam-
  age. 
  MARTIAL ARTIST OVERVIEW  
       Characteristics: You focus on katas to give you 
  an edge in combat. You are moderately resilient in 
  battle.  
       Religion: Martial Artist usually prefer to follow 
  the Wyrms of the Seasons. 
       Race: Cushani, Dragonborn and Humans all 
  make good martial artists.  
  66 
  
  Chapter 2 | Paths of Destiny 
   
   
  At-Will ✦ Ch’i, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier damage. The next con-
  secutive use of this power gains a +1 bonus to the attack 
  roll. 
  Tiger Form: For each consecutive use of this power, you 
  gain a +1 cumulative bonus to damage rolls. 
  Level 21: 2 [W] + Strength modifier damage. 
  Your fingers rake your enemy’s face. Their blood stings 
  the eyes, making it hard for them to strike back. 
  Face Rake                                 Martial Artist Attack 1 
   
  At-Will ✦ Ch’i, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier damage, and the target is 
  grabbed until they escape. 
  Level 21: 2 [W] + Strength modifier damage. 
  With a twist of your opponents arm you hold them fast in 
  place and cause them agonizing pain. 
  Armlock                                    Martial Artist Attack 1 
   
  With an insightful swing, your weapon penetrates your 
  enemy’s defenses, sweeping them off their feet. 
  Horizon Swing                         Martial Artist Attack 1 
  At-Will ✦ Ch’i, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier damage, and the target is 
  knocked prone. 
  Mantis Form: If the target is knocked prone, they take 
  damage equal to your Dexterity modifier. 
   
  You make a quick strike against your foe to gain an ad-
  vantageous position. 
  High Guard                              Martial Artist Attack 1 
  At-Will ✦ Ch’i, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier damage, and you gain a 
  +1 power bonus to your AC until the end of your next 
  turn. 
  Mantis Form: On a successful hit, you gain a +1 power 
  bonus to Fortitude or Reflex until the end of your next 
  turn (your choice). 
  Pressure Points  
   
  When you make a damage roll on a target, 
  you can declare that target as under the effect of 
  pressure point as a free action. When you declare 
  that pressure point is active, choose between a stan-
  dard action and a move action.  
   
  Any time the target takes an action that you 
  declared, they suffer damage (save ends) depending 
  on your level. This damage may only be applied 
  once per round. If the target takes more than one of 
  your declared action in the same round, they do not 
  suffer the damage again. The pressure point effect 
  remains active until the target succeeds on a saving 
  throw. 
  New Keyword: Kata 
   
  The kata represents the ability to chain at-
  tack powers together. When you fulfill the require-
  ments for a kata, you gain a kata benefit to your at-
  tack. You may only gain the benefit from one kata, 
  regardless of how many you qualify for. 
       ✦Encounter Katas: To gain a kata effect for an 
  encounter power, you must use either a tiger form at-
  will power or a mantis at-will power within one 
  round prior to using the encounter power. The at-
  will power and the encounter power must target the 
  same creature. The at-will power does not need to hit 
  the creature to make the kata available for the en-
  counter power. 
       ✦Daily Katas: To gain a kata effect for an daily 
  power, you must use either a tiger or mantis form at-
  will power or an encounter power within one round 
  prior to using the daily power. The at-will or en-
  counter power and the daily power must target the 
  same creature. The at-will or encounter power does 
  not need to hit the creature to make the kata avail-
  able for the daily power. 
   
  Martial Artist Techniques  
   
  Your powers are techniques derived from 
  your intense training and meditation. Strength is 
  usually your primary focus in making attacks while 
  your Wisdom and Dexterity help boost certain pow-
  ers depending on your Martial Art Fighting Form. 
   
   
  Level 
  Pressure Point Damage 
  1st-10th 
  1d6 
  11th-20th 
  2d6 
  21st-30th 
  3d6 
  67 
  Level 1 At-Will Techniques 
  
  Chapter 2 |  Paths of Destiny 
   
   
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target 
  takes a –2 penalty to Will until the end of your next turn. 
    Minor Mantis Kata: You gain a +2 power bonus to AC 
  until the end of your next turn. 
    Minor Tiger Kata: Until the end of your next turn, if 
  the target makes an attack against you or your allies, they 
  take 1d8 + Wisdom modifier damage. 
  With a quick jab you catch your foe off guard and with a 
  yank of  your weapon, you shove him aside. 
  Smash the Spirit                Martial Artist Attack 1 
   
   
  As you lash out with an elbow strike, you spin your body 
  with the momentum to gain a better tactical position. 
  Spinning Elbow            Martial Artist Attack 1 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage. You gain a +1 
  power bonus to AC until the end of your next turn. 
    Minor Mantis Kata: You gain a power bonus to AC 
  equal to 1 + your Dexterity modifier. 
    Minor Tiger Kata: Add your Wisdom modifier to the 
  damage roll and the target is grabbed until they escape. 
   
   
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target is 
  knocked prone. 
    Minor Mantis Kata: On a hit, you may shift 2 squares 
  after the damage roll. 
    Minor Tiger Kata: Add your Wisdom modifier to the 
  damage roll. 
  Special: You may use this power as part of a charge. 
  Like a cat you pounce across the battlefield to catch your 
  foe unaware, knocking him to the ground. 
  Glorious Feline Pounce      Martial Artist Attack 1 
   
   
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target is 
  grabbed until they escape. 
    Minor Mantis Kata: The target gains a –2 penalty to 
  Reflex until the end of your next turn. 
    Minor Tiger Kata: Add your Wisdom modifier to the 
  damage roll. 
  You wrap your arm around your opponents neck and 
  secure their head, ensuring that they don’t get away. 
  Headlock                           Martial Artist Attack 1 
   
  You strike at the Ch’i center of your opponent, causing 
  them pain when they try to attack you. 
  Spirit Drain                               Martial Artist Attack 1 
  At-Will ✦ Ch’i, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier damage. If the target  
  attacks you before the beginning of your next turn, the 
  target takes 2 damage. 
  Tiger Form: If the target attacks you before the begin-
  ning of your next turn, they take your Wisdom modifier in 
  damage instead. 
   
   
  At-Will ✦ Ch’i, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier damage, and the target has 
  a –2 penalty to Fortitude until the end of your next turn. 
  Tiger Form: The penalty lasts for one additional round. 
  Level 21: 2 [W] + Strength modifier damage. 
  With a quick jab to the throat your enemy gasps for air, 
  leaving them open for continued attacks. 
  Throat Jab                    Martial Artist Attack 1 
   
   
  You kick in a circular motion, pushing everyone back 
  away from you. 
  Roundhouse                              Martial Artist Attack 1 
  At-Will ✦ Ch’i, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier damage, and each enemy 
  adjacent to you is pushed 1 square. 
  Mantis Form: The target is pushed a number of squares 
  equal to your Dexterity modifier. 
  Level 21: 2 [W] + Strength modifier damage. 
   
  68 
  Level 1 Encounter Techniques 
  
  Chapter 2 | Paths of Destiny 
   
   
  69 
   
   
  Your strike draw a sliver of your opponent’s Ch’i which 
  you use to harden your defenses. 
  Carapace Blow                         Martial Artist Attack 1 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target 
  gains a –2 penalty to AC and Fortitude (save ends). 
    Major Kata: The target takes an additional 1 [W] dam-
  age, and the penalty to AC and Fortitude is 1 + your Dex-
  terity modifier. 
    Minor Mantis Kata: You gain a power bonus to AC 
  and Fortitude equal to 1 + your Dexterity modifier until 
  the end of your next turn. 
  Miss: Half damage 
   
   
  You focus your punch on the chest of your foe, crushing 
  his lungs and leaving him gasping for air. 
  Chest Crush                              Martial Artist Attack 1 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and target takes 
  ongoing 5 damage (save ends). 
    Major Kata: The target takes an additional 1 [W] dam-
  age. 
    Minor Tiger Kata: The target has a –2 penalty to the 
  saving throw to end the ongoing damage. 
  Miss: Half damage, and the target takes ongoing 2 dam-
  age (save ends). 
  Level 1 Daily Techniques 
   
  Tenchu taught his students how focus their will inward to 
  shake off minor wounds. 
  Oaken Mantis Style            Martial Artist Utility 2 
  Daily ✦ Ch’i, Stance 
  Minor Action 
   
  Personal 
  Effect: While bloodied, you gain regeneration equal to    
  1 + your Dexterity modifier. 
   
   
  By channeling your ancestors, your jade-empowered 
  strike sends your foe reeling backwards. 
  Harmonious Jade                   Martial Artist Attack 1 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage and the target is 
  pushed 2 squares and knocked prone. 
    Major Kata: Make a secondary Strength vs. Fortitude 
  attack against the target. On a hit, the target takes damage 
  equal to your Dexterity modifier, and is immobilized 
  (save ends). 
    Minor Mantis Kata: You shift a number of squares 
  equal to your Dexterity modifier after the damage roll. 
  Miss: Half damage, and the target is pushed 1 square. 
   
  Izo taught his students how to bypass the defenses of an 
  enemy, no matter strong or powerful. 
  Razor Claw Tiger Style      Martial Artist Utility 2 
  Daily ✦ Ch’i, Stance 
  Minor Action 
   
  Personal 
  Effect: Once per round, if you hit a target, reduce one of 
  the target’s resistances by your Wisdom modifier until the 
  end of your next turn. 
   
   
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target 
  takes a -2 penalty to attack rolls (save ends). 
    Major Kata: The target takes an additional 1 [W] dam-
  age. 
    Minor Tiger Kata: The target takes ongoing 5 damage 
  (save ends). 
  Miss: Half damage, and the target takes a -2 to attack 
  rolls until the end of your next turn.. 
  Using your fingers as claws, you rake the flesh of your foe 
  which bleeds endlessly. 
  Claws of the Tiger                  Martial Artist Attack 1 
   
  You invoke the soul of the gazelle to gift you with a burst 
  of speed to dart across the battlefield. 
  Soul of the Gazelle             Martial Artist Utility 2 
  Encounter ✦ Ch’i,  
  Minor Action 
   
  Personal 
  Effect: Gain a +2 bonus to your speed until the end of 
  your next turn. 
   
  Like a monkey spirit, you never miss the branch you are 
  aiming for. 
  Monkey Training               Martial Artist Utility 2 
  Encounter ✦ Ch’i 
  Free Action 
   
  Personal 
  Trigger: You roll an Acrobatics check and dislike the 
  result 
  Prerequisite: You must be trained in Acrobatics 
  Effect: Reroll the Acrobatics check. 
  Level 2 Utility Techniques 
  
  Chapter 2 |  Paths of Destiny 
   
  70 
   
   
  Empowered with the soul of the onyx warrior, your fist 
  hardens as you strike, breaking bone. 
  Onyx Hand Blow                Martial Artist Attack 3 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target 
  gains vulnerability 2 melee attacks until the end of your 
  next turn. 
     Minor Mantis Kata: You increase your resist all class 
  feature by 2 until the end of your next turn. 
    Minor Tiger Kata: The target gains vulnerability 2 + 
  Wisdom modifier until the end of your next turn instead. 
   
   
  Like a leaf on the wind you move, and like a leaf within 
  the forest, you cannot be seen. 
  Leaf Camouflage Strike     Martial Artist Attack 3 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1 [W] + Strength modifier damage. You gain  
  concealment until the end of your next turn. 
    Minor Tiger Kata: Add your Wisdom modifier to the 
  damage roll. 
    Minor Mantis Kata: The target takes a –2 penalty to 
  Perception rolls, and a –2 penalty to attack rolls until the 
  end of your next turn. 
  Level 3 Encounter Techniques 
   
   
  By converting your opponent’s attacks against him, you 
  use his momentum to toss him through the air. 
  Akuma Toss                              Martial Artist Attack 5 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and slide the 
  target 3 squares and knock them prone. 
    Major Kata: The target takes an additional 1 [W] dam-
  age, and you slide the target 5 squares instead. 
    Minor Mantis Kata: You slide the target a number of 
  squares equal to 3 + your Dexterity modifier. 
  Miss: Half damage, and the target is knocked prone. 
   
   
  You bring your weapon down on your opponent’s skull 
  with a staggering blow. 
  Overhead Brutal Strike     Martial Artist Attack 3 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target is 
  dazed until the end of your next turn.. 
    Minor Mantis Kata: You gain a power bonus to AC 
  equal to 1 + your Dexterity modifier. 
    Minor Tiger Kata: Target is grabbed until they escape. 
   
   
  You bring both fists forward like a battering ram to keep 
  your foe from dodging your attack. 
  Two Fist Punch                 Martial Artist Attack 3 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC; make two attack rolls, take the 
  higher result of the two and apply it to both attack rolls 
  Hit: 1 [W] + Strength modifier damage per attack. 
    Minor Mantis Kata: The target gains a –2 penalty to 
  attack rolls until the end of your next turn. 
    Minor Tiger Kata: Add your Wisdom modifier to each 
  damage roll. 
  Level 5 Daily Techniques 
   
   
  Like a sprinting tiger you move across the battlefield to 
  launch your attack against a surprised opponent. 
  Flashing Tiger                          Martial Artist Attack 5 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Special: You may shift 2 squares before the attack roll 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage 
  Effect: You may shift 2 squares after the damage roll. 
    Major Kata: You shift a number of squares equal to 
  your Wisdom modifier after the damage roll. In addition, 
  you gain a +2 power bonus to AC and Reflex until the end 
  of your next turn. 
    Minor Tiger Kata: On a hit, the target takes ongoing 5 
  damage (save ends). 
  
  Chapter 2 | Paths of Destiny 
   
  Karbachi taught his students that a master’s movement 
  can empower their attack. Move more. Strike harder. 
  Stalking Tiger Style            Martial Artist Utility 6 
  Daily ✦ Ch’i, Stance 
  Minor Action 
   
  Personal 
  Effect: Add +1 to any damage roll you make during the 
  round for each square you move in the same round up to 
  your Strength modifier. 
   
  71 
   
   
  From the shadows you lash out at your opponent, catch-
  ing them off guard. 
  Hidden Ghost Strike           Martial Artist Attack 5 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage. 
    Major Kata: If you attack from concealment, add 1 [W] 
  + Dexterity modifier to the damage roll. 
    Minor Mantis Kata: Slide the target 2 squares and the 
  target is knocked prone. 
  Miss: Half damage. 
   
   
  You strike with a furious hit that staggers your opponent 
  to the point where he can barely lift his weapon. 
  Furious Maul                            Martial Artist Attack 5 
  Daily ✦ Ch’i, Kata, Weapon 
  Immediate Interrupt 
  Melee Weapon 
  Trigger: You are targeted by a melee attack 
  Target: The creature targeting you 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage, and the target is 
  weakened (save ends). 
    Major Kata: The target gains ongoing 10 damage (save 
  ends). 
    Minor Tiger Kata: After Effect: The target takes a –2 
  penalty to AC (save ends). 
  Miss: Half damage and ongoing 5 damage (save ends). 
   
   
  Your strikes open wounds in your enemy which allows 
  you to devour their Ch’i to renew yourself. 
  Devouring Blow                  Martial Artist Attack 7 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage. 
  Effect: Gain 5 temporary hit points. 
    Minor Mantis Kata: The target is immobilized until the 
  end of your next turn. 
    Minor Tiger Kata: The target takes a –4 penalty to 
  Fortitude until the end of your next turn. 
   
  By tapping into the soul of the falcon to move through the 
  air faster than you could run. 
  Walking on Clouds             Martial Artist Utility 6 
  Encounter ✦ Ch’i 
  Move Action 
   
  Personal 
  Effect: You fly up to 10 squares onto an unoccupied  
  horizontal square or you fall. 
  Level 7 Encounter Techniques 
   
  Hira taught her students to draw upon the earth to 
  harden their defenses. 
  Steel Mantis Style               Martial Artist Utility 6 
  Daily ✦ Ch’i, Stance 
  Minor Action 
   
  Personal 
  Effect: Gain +1 bonus to resist melee and +1 bonus to 
  speed. 
   
  Through meditation and proper breathing you have 
  learned to harden your mind as well as your body. 
  Golden Meditation              Martial Artist Utility 6 
  Daily ✦ Ch’i 
  Minor  Action 
   
  Personal 
  Effect: You regain the use of your Second Wind which 
  you use immediately as a free action. 
  Level 6 Utility Techniques 
   
   
  A brutal strike to the head leaves your enemy dazed,  
  confused and staggering across the battlefield. 
  Cleaving the Melon             Martial Artist Attack 7 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target 
  gains a -2 penalty to AC and Will until the end of your 
  next turn. 
    Minor Mantis Kata: Shift a number of squares equal to 
  1 + your Dexterity modifier. 
    Minor Tiger Kata: The target takes additional damage 
  equal to your Wisdom modifier. 
  
  Chapter 2 |  Paths of Destiny 
   
   
  As if bitten by a tiger, your opponent cannot escape with-
  out experiencing horrible pain. 
  Tiger Pounce                        Martial Artist Attack 9 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target is 
  grabbed until they escape. Each round the target begins 
  their turn grabbed by this power, they take damage equal 
  to your Wisdom modifier. 
    Major Kata: Each round the target begins their turn 
  grabbed by this power, they take 1d10 + your Wisdom 
  modifier damage instead. 
    Minor Tiger Kata: The target takes a –4 penalty to 
  escape the grab. 
  Miss: Half damage. 
   
   
  Your strikes penetrate your opponents defenses, making 
  every move they make filled with pain. 
  Steel Claw Strike                Martial Artist Attack 7 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage. Until the end of 
  your next turn, if the target takes Pressure Point damage, 
  the target takes an additional 1d6 damage. 
    Minor Mantis Kata: The target takes a –2 penalty to 
  attack rolls until the end of your next turn. 
    Minor Tiger Kata: The target gains vulnerability melee 
  attacks equal to 2 + your Wisdom modifier until the end 
  of your next turn. 
   
   
  Like the mightiest tiger you strike true. Your opponent 
  cannot escape your wrath. 
  Silver Claw Carnage           Martial Artist Attack 9 
  Daily ✦ Ch’i, Kata, Reliable, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage, and the target is 
  immobilized (save ends). 
    Major Kata: Make a second attack; Strength vs. Reflex. 
  If you hit, you deal 1 [W] + Strength modifier damage. 
    Minor Tiger Kata: Each time you miss with this attack, 
  the next attack you make with this power gains a +2 bo-
  nus to the attack roll. 
   
  72 
   
   
  With a leg extended you sweep the opponents surrounding 
  you from their feet, knocking them to the ground. 
  Dragon Tail Sweep             Martial Artist Attack 7 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Close Burst 1 
  Target: Each creature in burst 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target is 
  knocked prone. 
    Minor Mantis Kata: The target is pushed a number of 
  squares equal to 1 + your Dexterity modifier, and then 
  knocked prone. 
    Minor Tiger Kata: The target takes additional damage 
  equal to your Wisdom modifier. 
   
   
  You call out to your ancestors who guide your weapon to 
  strike your enemy and send him retreating in awe. 
  Fury of the Ancients           Martial Artist Attack 9 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage and slide the tar-
  get 1 square. The target takes a -2 penalty to Fortitude 
  (save ends). 
    Major Kata: You may make a second attack; Strength 
  vs. Fortitude. If you hit, you deal 1 [W] + Strength modi-
  fier damage, and the target is knocked prone. 
    Minor Mantis Kata: You may spend a healing surge 
  and regain an additional 1d6 hit points. 
  Miss: Half damage and the target is knocked prone. 
  Level 9 Daily Techniques 
   
   
   
  With a quick strike you grab the throat of your enemy and 
  hold them in place as you squeeze. 
  Submission Throat Strike  Martial Artist Attack 9 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target is 
  grabbed until they escape. Make a secondary attack. 
    Secondary Attack: Strength vs. Fortitude 
  Hit: 1 [W] + Strength modifier damage, and the target is 
  dazed until the end of your next turn. 
    Major Kata: Until the end of the encounter, if you be-
  gin your turn with the target grabbed by this power, re-
  peat the secondary attack. This power ends once the target 
  escapes the grab. 
    Minor Mantis Kata: Target takes a –4 penalty to es-
  cape the grab. 
  
  Chapter 2 | Paths of Destiny 
   
  73 
   
  Like a snake you move quickly to the side to avoid an 
  oncoming attack. 
  Sideslip                               Martial Artist Utility 10 
  Daily ✦ Ch’i 
  Immediate Interrupt 
  Personal 
  Effect: When an attack hits you, force the enemy to reroll 
  the attack with a -5 penalty. Once the attack is resolved, 
  shift 1 square.  
   
  Your spirit is empowered by your ancestors, granting you 
  speed and agility. 
  Unbounded Spirit              Martial Artist Utility 10 
  Encounter ✦ Ch’i 
  Minor Action 
   
  Personal 
  Effect: Gain a +4 bonus to speed and a +2 power bonus 
  to Reflex until the end of your next turn.  
  Level 10 Utility Techniques 
   
  Imiro taught his students to harden their strikes, for even 
  the simplest strike can cause excruciating pain. 
  Blazing Tiger Style           Martial Artist Utility 10 
  Daily ✦ Ch’i, Stance 
  Minor Action 
   
  Personal 
  Effect: Unarmed strikes deal an extra 1d4 damage. Un-
  armed strike critical hits deal an extra 1d10 damage. 
   
  Minilo taught his students that the secret to the mantis’s 
  power is within it’s power to hold onto its target. 
  Devouring Mantis Style    Martial Artist Utility 10 
  Daily ✦ Ch’i, Stance 
  Minor Action 
   
  Personal 
  Effect: When you grab a target, you deal 1d10 damage. 
  Sustaining a grab deals no extra damage. 
   
   
  You focus your attack on the legs of your opponent, twist-
  ing them up so they can’t go anywhere. 
  Leg Lock                           Martial Artist Attack 13 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage and the target 
  knocked prone and is grabbed until they escape. 
    Minor Mantis Kata: The target takes a –2 penalty to 
  escape the grab. 
    Minor Tiger Kata: If the target escapes the grab, they 
  are slowed until the end of your next turn. 
  Level 13 Encounter Techniques 
   
   
  You strike your opponent with a resounding growl which 
  frightens your foe and all those nearby. 
  Rage of the Tiger               Martial Artist Attack 13 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage and the target has 
  a –4 penalty to Fortitude until the end of your next turn. 
    Minor Mantis Kata: On a hit, each enemy within 2 
  squares of the target has a -2 penalty to attack rolls until 
  the end of your next turn. 
    Minor Tiger Kata: The target takes an additional 1[W] 
  + Wisdom modifier damage. 
  
  Chapter 2 |  Paths of Destiny 
   
  74 
   
   
  With a powerful strike you draw upon your Ch’i as a   
  protective cloak against a counterstrike. 
  Strength of the Soul          Martial Artist Attack 13 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage. Until the end of 
  your next turn, if the target makes an attack that includes 
  you, the target takes 1d8 damage. 
  Minor Mantis Kata: Gain +3 bonus to your resist melee 
  attacks until the end of your next turn. 
    Minor Tiger Kata: The target takes additional damage 
  equal to your Wisdom modifier, and is pushed a number 
  of squares equal to your Wisdom modifier. 
   
   
  Like the storm, your strike hits with the force of nature 
  and knocks your opponent backwards. 
  Thunderpunch                  Martial Artist Attack 13 
  Encounter ✦ Ch’i, Kata, Thunder, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier thunder damage, and you 
  push the target 3 squares. 
    Minor Mantis Kata: You gain +3 to your resist melee 
  damage until the end of your next turn. 
    Minor Tiger Kata: The target takes an additional 1d8  
  thunder damage. 
   
   
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage and the target is 
  grabbed until they escape. Each round the target begins 
  their turn grabbed, they take a –4 penalty to Will, and are 
  dazed until the end of your next turn.  
    Major Kata: Each round the target begins their turn 
  grabbed, they takes 1d8 + your Dexterity modifier dam-
  age. 
    Minor Mantis Kata: The target takes a –4 penalty to  
  escape the grab. 
  Like the mantis, you ensnare your enemy within your 
  powerful grasp and strike them in the head. Repeatedly. 
  Head Bite                           Martial Artist Attack 15 
   
   
  Within your stance you rain blow after blow against your 
  opponent. 
  Fists of Fury                      Martial Artist Attack 15 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC; make attacks until you miss or 
  until you make three attacks. 
  Hit: 2 [W] + Strength modifier damage. 
    Major Kata: Make attacks until you miss or until you 
  make a number of attacks equal to 2 + your Wisdom 
  modifier. 
    Minor Tiger Kata: Slide the target 1 square after each 
  damage roll. You may then shift 1 square to the square 
  they just left after each damage roll. 
   
   
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage, and the target 
  takes ongoing 10 damage (save ends). 
    Major Kata: The target takes ongoing 15 damage in-
  stead, and if they take an attack action, they cannot at-
  tempt to save or escape. 
    Minor Tiger Kata: The target takes an additional 1 [W] 
  damage. 
  Miss: Half damage. 
  Your strike damages the organs of your foe, racking him 
  with a never-ending stream of pain. 
  Coils of the Serpent           Martial Artist Attack 15 
  Level 15 Daily Techniques 
   
   
  Your strike is followed by a clap of thunder as you har-
  ness nature to empower your ch’i. 
  Thunderous Impact         Martial Artist Attack 15 
  Daily ✦ Ch’i, Kata, Thunder, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier thunder damage, and the 
  target is dazed (save ends). 
    Major Kata: Each enemy within 2 squares takes 2d6 
  thunder damage. 
    Minor Mantis Kata: The target is stunned (save ends) 
  instead. 
  Miss: Half damage. 
  
  Chapter 2 | Paths of Destiny 
   
   
  You strike a blow that the gods find worthy. Your foe is 
  held in place by a heavenly hand. 
  Ascending Heaven Strike Martial Artist Attack 17 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: Must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage, and the target is 
  stunned until the end of your next turn. 
    Minor Mantis Kata: When the target is no longer 
  stunned, they are slowed until the end of your next turn. 
    Minor Tiger Kata: The target takes a penalty to Reflex 
  equal to your Wisdom modifier. 
   
  Focusing your Ch’i outwards, you touch the minds of 
  your allies with one another to act as one. 
  One Soul, One Mind         Martial Artist Utility 16 
  Encounter ✦ Ch’i 
  Minor Action 
   
  Close Burst 2 
  Target: You and all allies within burst 
  Effect: Target gains a +2 power bonus to attack rolls, 
  damage rolls and saving throws until the end of your next 
  turn. 
   
  Ochi taught her students to be one with nature, to tap into 
  the life force of the earth to survive. 
  Mountain Mantis Style     Martial Artist Utility 16 
  Daily ✦ Ch’i, Stance 
  Minor Action 
   
  Personal 
  Effect: Each round you take damage, you gain a +1 cu-
  mulative power bonus to all defenses up to a maximum 
  equal to your Dexterity modifier.  
   
  Calling upon the fire dragon guardian, your body is 
  wreathed in flames. 
  Aura of the Fire Spirit      Martial Artist Utility 16 
  Daily ✦ Ch’i, Fire, Stance 
  Minor Action 
   
  Personal 
  Effect: Add 2d6 fire damage to all damage rolls. 
   
  75 
  Level 16 Utility Techniques 
   
  Daily ✦ Ch’i, Stance 
  Minor Action 
   
  Personal 
  Effect: When you deal damage with an ch’i power, a 
  creature adjacent to your target takes 1d6 damage. 
  Tanaka taught his students the fluidity of combat and how 
  to move from one opponent to the next. 
  Frenzying Tiger Style       Martial Artist Utility 16 
   
   
  Your fists become as hard as diamonds which knock your 
  opponent senseless for a time. 
  Double Diamond Fists      Martial Artist Attack 17 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: Must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC; two attacks 
  Hit: 2 [W] + Strength modifier damage per attack. 
    Minor Mantis Kata: You gain a bonus to AC equal to 
  your Dexterity modifier until the end of your next turn. 
    Minor Tiger Kata: The target is dazed and takes a –2 
  penalty to Reflex until the end of your next turn. 
   
   
  Your body melds with black jade, allowing you to knock 
  over your foes while making you resistant to damage. 
  Black Jade Harmony        Martial Artist Attack 17 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage, and slide the 
  target 3 squares and knock it prone. You may shift 3 
  squares. 
    Minor Mantis Kata: Add a +5 bonus to your resist 
  melee damage until the end of your next turn. 
    Minor Tiger Kata: The target takes a penalty to AC 
  and Reflex equal to your Wisdom modifier until the end 
  of your next turn. 
  Level 17 Encounter Techniques 
   
   
  Within a sea of enemies, you clap your hands together 
  which sends a shockwave out, knocking over your foes. 
  Shockwave                        Martial Artist Attack 17 
  Encounter ✦ Ch’i, Kata, Thunder, Weapon 
  Standard Action  
  Close Burst 2 
  Requirement: Must use unarmed strike 
  Target: Each creature in burst 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier thunder damage, and the 
  target is pushed 2 squares and knocked prone. 
    Minor Mantis Kata: The target is pushed a number of 
  squares equal to your Dexterity modifier and then 
  knocked prone. 
    Minor Tiger Kata: The target takes an additional 1 [W] 
  thunder damage. 
  
  Chapter 2 |  Paths of Destiny 
   
   
   
   
  Each consecutive blow further drives your enemy down 
  the spiral into the maw of the Wyrm. 
  Descending Wyrm Strike Martial Artist Attack 19 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: Must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Minor Mantis Kata: You gain a +1 power bonus to the  
  first attack roll, +2 power bonus to the secondary attack 
  roll, and +3 power bonus to the tertiary attack roll. 
  Hit: 2 [W] + Strength modifier damage. 
  Secondary Target: Primary target or a secondary crea-
  ture. 
  Secondary Attack: Strength vs. Fortitude. 
  Hit:  2 [W] + Strength modifier damage. If you hit the 
  primary target, it is immobilized until the end of your 
  next turn. 
  Tertiary Target: Primary target, secondary target or 
  tertiary creature. 
  Tertiary Attack: Strength vs. Fortitude. 
  Hit:  2 [W] + Strength modifier damage. If you hit the 
  primary target, it is dazed (save ends). If you hit the sec-
  ondary target, it is immobilized until the end of your next 
  turn. 
    Major Kata: The target takes ongoing 5 damage (save 
  ends). If you hit the same target twice, the target takes 
  ongoing 10 damage (save ends) instead. 
   
   
   
  You focus your Ch’i to a singular point and then thrust it 
  outwards as a ball of fire to engulf your enemies. 
  Blazing Halo Attack         Martial Artist Attack 19 
  Daily ✦ Ch’i, Fire, Kata, Weapon 
  Standard Action  
  Close Burst 1 
  Target: Each creature in burst 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier fire damage, and the tar-
  get gains a -2 penalty to AC (save ends). 
    Major Kata: On a hit, add your Wisdom modifier to the 
  damage roll. The target gains a penalty to AC equal to 2 + 
  your Wisdom modifier instead.  
    Minor Tiger Kata: The target takes an additional 1 [W] 
  thunder damage. 
  Level 19 Daily Techniques 
   
   
  Daily ✦ Ch’i, Kata, Reliable, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: Must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage, and the target 
  takes a penalty to Will equal to your Dexterity modifier 
  (save ends). 
    Major Kata: The target takes an additional 2 [W] dam-
  age. 
    Minor Mantis Kata: On a hit, make a secondary attack 
  roll; Strength vs. Will. On a hit, the target is stunned (save 
  ends). 
  As you grapple your foe, you crush their body, drawing 
  out their Ch’i for you to consume. 
  Devour the Soul                 Martial Artist Attack 19 
   
   
  With a guiding ancestor spirit, you strike the center Ch’i 
  of your opponent, freezing their entire body in place. 
  Heavenly Submission        Martial Artist Attack 19 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 4 [W] + Strength modifier damage, and the target is 
  stunned (save ends). 
    Major Kata: The target takes an additional 2 [W] dam-
  age. 
    Minor Tiger Kata: The target takes ongoing 10 damage 
  (save ends). 
  76 
  
  Chapter 2 | Paths of Destiny 
   
  Macinni taught his students to draw upon the power of 
  air, earth, fire and water to withstand any attack. 
  Elemental Mantis Style     Martial Artist Utility 22 
  Daily ✦ Ch’i, Stance 
  Minor Action 
   
  Personal 
  Effect: Choose 3 keywords from Acid, Cold, Fire, Light-
  ning, Poison and Thunder. Gain resist 15 against them. 
   
  77 
   
  With an exhale of Ch’i, your guiding ancestor spirit 
  tether’s each enemy’s Ch’i to you. 
  Mark of the Predator        Martial Artist Utility 22 
  Daily ✦ Ch’i 
  Minor Action 
   
  Close Burst 3 
  Target: Each enemy in burst 
  Effect: Target is effected by Pressure Points. 
  Level 22 Utility Techniques 
   
   
  You call upon the fire cat to empower your Ch’i. As you 
  strike, your enemy is set ablaze. 
  Calling the Fire Cat          Martial Artist Attack 23 
  Encounter ✦ Ch’i, Fire, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC; two attacks 
  Hit: 3 [W] + Strength modifier plus 10 fire damage per 
  attack. 
    Minor Mantis Kata: Add your Dexterity modifier to 
  each damage roll and the target gains vulnerability 5 to 
  melee attacks until the end of your next turn. 
    Minor Tiger Kata: Until the end of your next turn, the 
  target takes fire damage equal to your Wisdom modifier 
  for each square they move. 
   
   
  Daily ✦ Ch’i, Stance 
  Minor Action 
   
  Personal 
  Effect: Each time an enemy hits you, gain a +1 cumula-
  tive bonus to all damage rolls up to your Strength modi-
  fier against that target until the end of the encounter.  
  Ovia taught her students to use the power of your oppo-
  nent against them, to crush them with their own strength. 
  Shooting Star Tiger Style Martial Artist Utility 22 
   
   
  Like the falling blossom you shift through the battlefield, 
  knocking over your opponents and staying out of reach. 
  Cherry Blossom Stride     Martial Artist Attack 23 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage, and the target is 
  knocked prone. You may shift a number of squares equal 
  3 + your Wisdom modifier. 
    Minor Tiger Kata: The target takes an additional 1 [W] 
  damage. 
    Minor Mantis Kata: Until the end of your next turn, 
  you may shift an additional 2 squares when shifting. 
   
  You nimbly weave through the battlefield with lightning 
  speed. 
  Seven League Stride          Martial Artist Utility 22 
  Encounter ✦ Ch’i 
  Move Action 
   
  Personal 
  Effect: Shift a number of squares equal to 4 + your  
  Dexterity modifier.  
  Level 23 Encounter Techniques 
   
   
  You call to Winter to empower your strikes. With each 
  blow your foe draws closer to death. 
  Five Stones of Ice             Martial Artist Attack 23 
  Encounter ✦ Ch’i, Cold, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One, two, three, four or five creatures 
  Attack: Strength vs. AC; five attacks 
  Hit: 1 [W] + Strength modifier cold damage per attack. If 
  the target is hit twice, they are slowed until the end of 
  your next turn. If the target is hit three times, they are 
  slowed and weakened until the end of your next turn. If 
  the target is hit four times, they are slowed, weakened and 
  take a penalty to AC equal to your Strength modifier until 
  the end of your next turn. 
    Minor Mantis Kata: If a target is hit five times, the 
  target is also knocked unconscious until the end of your 
  next turn. 
    Minor Tiger Kata: Add your Wisdom modifier to each 
  damage roll. 
   
   
  You empower your body with jade, making your attacks 
  more powerful and your body more resilient. 
  Jade Empowerment         Martial Artist Attack 23 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 4 [W] + Strength modifier damage. 
    Minor Mantis Kata: Add a +5 bonus to your resist 
  melee damage until the end of your next turn. 
    Minor Tiger Kata: If you are bloodied, add 2 [W] to 
  the damage roll. 
  
  Chapter 2 |  Paths of Destiny 
   
  78 
   
   
  By calling upon the elements, your strikes freeze the Ch’i 
  points of your target, locking them in place. 
  Blue Jade Press                 Martial Artist Attack 25 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 4 [W] + Strength modifier damage, and the target is 
  restrained (save ends). 
    Major Kata: Add your Wisdom modifier to the damage 
  roll, and the target takes a –2 penalty to save against the 
  restrained condition.  
    Minor Mantis Kata: Spend a healing surge and regain 
  extra 2d6 hit points. 
  Miss: Half damage. 
  Level 25 Daily Techniques 
   
   
  You call upon the spring winds to slam into your enemy, 
  knocking them to the ground. 
  Seven Winds of Spring     Martial Artist Attack 25 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 4 [W] + Strength modifier damage, and the target is 
  knocked prone. 
  Effect: Gain temporary hit point points equal to one half 
  your level plus your Dexterity modifier. 
    Major Kata: Make a secondary Strength vs. Fortitude 
  attack all enemies within 3 squares of you. If successful, 
  the target takes cold damage equal to your Dexterity 
  modifier. 
    Minor Mantis Kata: You gain a bonus to AC equal to 2 
  + your Dexterity modifier until the end of your next turn. 
   
   
  You mark your enemy with your Ch’i and tether their   
  actions to your desire. When they disobey, you punish. 
  Celestial Avenger             Martial Artist Attack 25 
  Daily ✦ Ch’i, Kata, Radiant, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 5 [W] + Strength modifier radiant damage. Until the 
  end of the encounter, the target takes 5 radiant damage 
  every time they make an attack that includes you as the 
  target. 
    Major Kata: The target instead takes 10 radiant damage 
  every time they make an attack that includes you as the 
  target. 
    Minor Tiger Kata: The target also takes 5 radiant dam-
  age every time they make an attack that does not include 
  you as the target. 
  Miss: Half damage, and the target takes 5 radiant damage 
  when their attack includes you as the target (save ends). 
   
   
  You strike a devastating blow that cripples your foe to 
  where they do anything to try and get away from you. 
  Everlasting Pain                Martial Artist Attack 25 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 6 [W] + Strength modifier damage, and the target 
  can only take a move action until the end of your next 
  turn. 
    Major Kata: The target takes 1d10 fire damage each 
  time they take a move action (save ends). 
    Minor Tiger Kata: The target can only take a move  
  action (save ends). 
  Miss: Half damage. 
   
   
  Like a rushing tidal wave you slam into your enemy, 
  knocking them backwards and downwards. 
  Flood Wave Rush              Martial Artist Attack 27 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage, and the target is 
  dazed until the end of your next turn and knocked prone. 
    Minor Mantis Kata: The target takes 1d10 damage 
  instead of d6 when they take Pressure Point damage until 
  the end of your next turn. 
    Minor Tiger Kata: The target takes an additional 1 [W] 
  damage. 
  Level 27 Encounter Techniques 
   
   
  Like the infamous werewolf, you enter a rage of fury. You 
  move with blinding speed to attack all surrounding foes. 
  Full Moon Frenzy             Martial Artist Attack 27 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Close Burst 2 
  Target: Each enemy in burst 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage. 
    Minor Mantis Kata: You may shift 3 squares after the 
  damage roll. 
    Minor Tiger Kata: The target is knocked prone and 
  immobilized until the end of your next turn. 
  
  Chapter 2 | Paths of Destiny 
   
   
  Through harmony of the soul with the stars your touch is 
  unavoidable. 
  Rising Star                        Martial Artist Attack 29 
  Daily ✦ Ch’i, Kata, Weapon 
  Major Kata: This power is Reliable 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 7 [W] + Strength modifier damage. 
    Minor Mantis Kata: The target is stunned (save ends). 
    After Effect: The target is blinded (save ends). 
  Miss: Half damage. 
   
  79 
   
  Momentum is key. You use the power of your opponent 
  against him. 
  Twist of Fate                      Martial Artist Attack 27 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
    Minor Mantis Kata: You gain a bonus to attack rolls  
    made with this power equal to your Dexterity modifier. 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage. Until the end of 
  your next turn, if the target takes a standard action within 
  your line of sight, make a Strength vs. Fortitude attack 
  against the target as an immediate reaction. If you hit, the 
  target takes 1 [W] + Strength modifier damage, and is 
  unconscious until the end of your next turn. 
    Minor Tiger Kata: The target takes an additional 1 [W] 
  to each damage roll you make with this power. 
   
   
  You have seen hell and with a single strike to the ground 
  you bring it to earth. 
  Apocalypse                       Martial Artist Attack 29 
  Daily ✦ Ch’i, Fire, Kata, Weapon 
  Standard Action  
  Close Burst 2 
  Target: Each creature in burst 
  Attack: Strength vs. AC 
  Hit: 4 [W] + Strength modifier fire damage, and the tar-
  get gains ongoing 10 fire damage (save ends). 
    Major Kata: The target cannot make a saving throw to 
  end the ongoing damage if they take an attack action. In 
  addition, the target takes a –2 penalty to saving throws 
  against the ongoing damage. 
    Minor Mantis Kata: Slide the target a number of 
  squares equal to 2 + your Wisdom modifier. 
  Miss: Half damage, and ongoing 5 fire damage (save 
  ends) 
   
   
  To be one with your weapon, you must share in its fate. 
  You show your opponents the meaning of true pain. 
  Seven Point Star               Martial Artist Attack 29 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 6 [W] + Strength modifier damage. Anytime the 
  target deals damage on a  melee attack, they take half the 
  damage dealt (save ends). 
    Major Kata: After Effect: The target is weakened until 
  the end of the encounter. 
    Minor Tiger Kata: The target takes half the damage 
  dealt plus your Dexterity modifier. 
  Miss: Half damage only. 
   
   
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 6 [W] + Strength modifier damage, and the target is 
  weakened (save ends) and gains vulnerability 5 to melee 
  attacks until the end of the encounter. 
    Major Kata: The target gains vulnerability 10 to melee 
  attacks instead. 
    Minor Tiger Kata: The target has a –4 penalty to their 
  saving throw end the condition inflicted by this power. 
  Miss: Half damage, and the target is weakened (save 
  ends). 
  You seek the weak points in an opponent, shatterpoints 
  where the unbreakable can be broken. 
  Shatterpoint                     Martial Artist Attack 29 
   
   
  By unweaving the Ch’i of your opponent through your 
  attacks, you unravel their life. 
  Unwoven Tapestry            Martial Artist Attack 27 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 4 [W] + Strength modifier damage, and the target 
  gains vulnerability 10 to melee damage until the end of 
  your next turn. 
    Minor Mantis Kata: You gain a power bonus to AC 
  and Fortitude equal to Dexterity modifier until the end of 
  your next turn. 
    Minor Tiger Kata: The target also takes a –2 penalty to 
  AC until the end of your next turn. 
  Level 29 Daily Techniques 
  
  Chapter 2 |  Paths of Destiny 
  Exalted Disciple  
  “I am one with the universe.” 
    
  Prerequisite: Martial Artist class  
   
   
   
  You are a disciple of the clear thought, the 
  path of joining the mind, body and soul with the 
  cosmos. You strive for balance in all things.  
   
  As an exalted disciple, you travel the world 
  with the strength of the celestial court at your side. 
  With their support, you are able to align your Ch’i 
  with the universe to bring balance, whether it be for 
  the greater good or for the advancement of evil.  
   
  Exalted Disciple Path Features  
  Cosmic Balance (11th Level): When you spend an 
  action point, instead of an extra action, choose the 
  highest defense rating of your Fortitude, Reflex and 
  Will defenses. Apply that defense rating to your  
  Fortitude, Reflex and Will defenses until the end of 
  your next turn.  
  Cosmic Retaliation (11th Level): If you attack an 
  enemy that hit you last round, you deal an extra 2 
  damage on a successful attack.  
  Cosmic Ascension (16th Level): When you spend a 
  second wind, you regain an extra 2d6 hit points.  
  80 
   
   
  You call upon the spirits of the earth to rise up and    
  restrain your enemies. 
  Earth Cradle                Exalted Disciple Attack 20 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Close Blast 1 
  Minor Mantis Kata: Extend this power to Close Blast 3 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target is 
  restrained (save ends). 
    Major Kata: The target takes ongoing 10 damage (save 
  ends). 
    Minor Tiger Kata: The target takes an additional 1 [W] 
  damage. 
  Miss: Half damage, and the target is immobilized (save 
  ends). 
   
   
  By harnessing the strings of gravity, you pull the weight 
  of the world upon your enemies, slowing them down. 
  Drop the Moon             Exalted Disciple Attack 11 
  Encounter ✦ Ch’i, Kata, Radiant, Weapon 
  Standard Action  
  Close Blast 3 
  Target: Each creature in blast 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier radiant damage, and the 
  target is slowed until the end of your next turn. 
    Minor Tiger Kata: Add your Wisdom modifier to the 
  damage roll. 
    Minor Mantis Kata: Extend the duration of the slow 
  effect one additional round. 
   
  By calling in the favor of the celestial court, you and your 
  allies are shielded from harm. 
  Celestial Politics            Exalted Disciple Utility 12 
  Encounter ✦ Ch’i 
  Standard Action  
  Close Burst 3 
  Target: You can each ally in burst 
  Effect: You and all allies gain a +2 power bonus to all 
  defenses and saves until the end of your next turn. 
  Exalted Disciple Powers 
  
  Chapter 2 | Paths of Destiny 
   
   
  You move like the winter wind towards your foe and with 
  a mighty leap you go in for the kill. 
  Snow Tiger Pounce             White Tiger Attack 20 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Special: You may shift up to 5 squares before the attack 
  roll and you ignore difficult terrain 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3 [W] + Strength modifier damage, and the target is 
  knocked prone and unconscious until the end of your next 
  turn. 
    Major Kata: You regain an encounter discipline. 
    Minor Tiger Kata: The target is unconscious (save 
  ends). 
  Miss: Half damage, and the target is knocked prone. 
   
   
  You call upon the heart of the tiger to stun your opponent 
  to where they cannot counterattack. 
  Savage Heart                      White Tiger Attack 11 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Requirement: You must use unarmed strike 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target 
  cannot take an attack action on their next turn. 
     Face Rake Kata: Target takes an additional 1 [W] 
  damage. 
     Spirit Drain Kata: Target is slowed until the end of 
  your next turn. 
     Throat Jab Kata: The target also cannot take a minor 
  action until the end of your next turn. 
   
  You invoke the kata of the white tiger, empowering your 
  fists and legs to move quick and strike hard. 
  White Tiger Form               White Tiger Utility 12 
  Daily ✦ Ch’i, Stance 
  Minor Action 
   
  Personal 
  Effect: You gain a +4 power bonus to Strength related 
  checks, +1 power bonus to speed and attack rolls. 
  White Tiger Master  
  “The spirit of the tiger is now within me. Where once I 
  was the student, I am now the master. ”  
   
  Prerequisite: Martial Artist class, Tiger Form  
   
   
  You have spent your life learning to be the 
  Tiger. Within the spirit of the tiger you find strength 
  of character and personality. Following the ways of 
  the tiger is not to be shy or deceptive but strong 
  willed and forward. By following the ways of the 
  tiger, you can complete the union of body and soul. 
   
  The tiger form teaches how to use Ch’i as 
  an external fighting form. The tiger is quick and 
  strikes with powerful claws. The tiger is also a 
  hunter that stalks its prey.  
   
  White Tiger Master Path Features  
  Speed of the Tiger (11th Level): When you spend 
  an action point, you gain a minor action in addition 
  to the standard action.  
  Soul of the Tiger (11th Level): When you spend an 
  action point to take an extra action, you may add 
  your Wisdom modifier to all damage rolls until the 
  end of your next turn. 
  Aura of the Tiger (16th Level): As long as you can 
  make an opportunity attack, choose one adjacent 
  enemy. That enemy takes your Wisdom modifier 
  damage at the start of your turn.  
   
   
  81 
  White Tiger Master Disciple Powers 
  
  Chapter 2 |  Paths of Destiny 
   
   
   
  Through cunning you strike your opponent, and through 
  trickery you slip from sight. 
  Art of the Unseen                       Ninja Attack 20 
  Daily ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 4 [W] + Strength modifier damage, and the target 
  grants combat advantage to you and your allies (save 
  ends). 
  Effect: You are invisible until the end of the encounter or 
  until you attack. 
    Major Kata: You can make a Stealth check against the 
  target to attempt to remain invisible. 
    Minor Mantis Kata: Until the end of the encounter, 
  you gain a +2 power bonus to damage rolls and +2 bonus 
  to Acrobatic checks. 
    Minor Tiger Kata: Until the end of the encounter, you 
  gain a +2 bonus to Stealth and Athletic checks. 
   
   
  You make a simple attack, lulling your opponent into a 
  false sense of advantage. 
  Art of Deception                        Ninja Attack 11 
  Encounter ✦ Ch’i, Kata, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: Strength modifier damage. The next attack roll the 
  target makes takes a penalty to the attack roll equal to 3 + 
  your Wisdom modifier. 
    Minor Tiger Kata: The target takes an additional 2 [W] 
  damage. 
    Minor Mantis Kata: The target grants combat advan-
  tage to you until the end of your next turn. 
  Ninja  
  “I do not exist. I am but a figment of your imagination.”  
   
  Prerequisite: Martial Artist class  
   
   
  Instead of mastering the brute strength of 
  the Tiger or the stout defense of the Mantis, you 
  have chosen to focus on the art of stealth. You are an 
  assassin, yet you despise the scoundrels that dirty the 
  name. You understand that there is honor in  
  serving one’s lord and that in order for your lord’s 
  honor to be true, you must live the life of dishonor 
  for him.  
   
  To be ninja is to not exist at all. For an  
  assassin, life is to be eternally within the shadows of 
  society. Though most ninja are in service to a lord, 
  some find themselves outside of normal society and 
  forced into the life of an adventurer as a  
  mercenary or assassin for hire.  
   
  Ninja Path Features  
  Hidden Soul (11th Level): When an adjacent en-
  emy grants you combat advantage, you gain conceal-
  ment against that target for as long as they grant you 
  combat advantage.  
  Hidden Blade (11th Level): When you spend an 
  action point, you gain +1 to your reach and you have 
  threatening reach until the end of your next turn. 
  Hidden Reserve (16th Level): When you reduce an 
  enemy to 0 hit points or fewer, you gain a number of  
  temporary hit points equal to your Wisdom modifier.  
  82 
   
  Like the wind you jump. No wall and no obstacle can 
  stand in your way as you descend upon your prey. 
  Art of Flight                               Ninja Utility 12 
  Encounter ✦ Ch’i 
  Free Action 
   
  Personal 
  Effect: Until the end of the encounter, you gain a +5 
  power bonus to Athletic checks and you may jump twice 
  as far without the need for movement. 
  Ninja Disciple Powers 
  
   
   
   
   
   
   
  “So you think that I am alone? How horribly  
  mistaken you are.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Summoner is a master of conjuring 
  effects and summoning mythical creatures. From 
  walls of fire to the powerful dragon, a summoner 
  uses his solar ability to invoke the essence and true 
  name of a creature. 
   
  Due to their intense study, Summoners are 
  not as well versed in magical spells as wizards, how-
  ever the horde of creatures that Summoners can call 
  upon gives them a powerful edge in combat. 
   
    
  CLASS TRAITS 
  Role: Controller. You focus on summoning crea-
  tures to assist you in battle and inflicting status ef-
  fects onto your opponents. 
  Power Source: Solar. You draw upon the Sun’s 
  energy of creating life to summon creatures. 
  Key Abilities: Charisma, Wisdom, Constitution 
   
  Implement: Orb, Soul Gem, Staff 
  Armor Proficiencies: Cloth 
  Weapon Proficiencies: Dagger, Quarterstaff 
  Bonus to Defense: +1 Fortitude, +1 Will 
   
  Hit Points at 1st Level: 10 + Constitution score 
  Hit Points per Level Gained: 4 
  Healing Surges per Day: 6 + Constitution modifier 
   
  Trained Skills: Arcana. 
  From the class skills listed below, choose three 
  more trained skills at 1st level. 
  Class Skills: Arcana (Int), Bluff (Cha), Diplomacy 
  (Cha), Dungeoneering (Wis), Endurance (Con), 
  Insight (Wis), Intimidate (Cha), Nature (Wis), Re-
  ligion (Int) 
   
  Class Features: Creature Knowledge, Ritual    
  Casting, Summon Esper, Tome of Creatures 
  SUMMONER OVERVIEW 
       Characteristics: You focus on solar virtues to 
  inflict status effects on your opponents and sum-
  moning big creatures to do the major fighting. 
       Religion: Summoners typically worship the Sun 
  as it promotes life and creation. 
       Race: Dragonborn, Cushani, Half Elves, 
  Halflings, Humans and Tieflings all make good 
  summoners. 
  
  Chapter 2 |  Paths of Destiny 
  Creating a Summoner 
   
  You can choose any summoner powers you 
  like for your character. Summoners fall into two 
  groups, Conjurer and Occultist. 
   
  Conjurer 
   
  You focus on virtues involving your espers 
  to funnel powers through them. Charisma is your 
  primary attribute used for your attack virtues. Your 
  Constitution modifier augments your espers. 
  Suggested Feat: Combat Teamwork 
  Suggested Skills: Arcana, Endurance, Insight 
  Suggested At-Will Powers: aster’s Strike, Wave of 
  Despair 
  Suggested Encounter Power: Shadow Stampede 
  Suggested Daily Power: Watch Dogs 
   
  Occultist 
   
  You focus on virtues that affect large 
  amounts of creatures as possible and using your es-
  pers as a supplemental form of control. Charisma is 
  the primary attribute used for your attack virtues. 
  Your Wisdom modifier augments your powers. 
  Suggested Feat: Forbidden Knowledge 
  Suggested Skills: Arcana, Endurance, Insight 
  Suggested At-Will Powers: Sting of the Bee, Stink-
  bug Surprise 
  Suggested Encounter Power: Ice Beetle 
  Suggested Daily Power: Gremlin Menace 
   
  Summoner Class Features 
  Your class represents knowledge and power over 
  creatures that you can summon. 
   
  Creature Knowledge 
  A Summoner has a vast understanding of a 
  variety of creatures throughout the world and planes. 
  With that extensive knowledge, summoners are able 
  to identify creatures more easily. A summoner re-
  ceives a +2 bonus on Monster Knowledge checks. 
   
  Implements 
   
  Summoners make use of orbs, soul gems, 
  and staffs to help channel and direct their solar pow-
  ers.  Without an implement, summoners can still use 
  their powers. A summoner wielding a soul gem, 
  staff, or orb can add its enhancement bonus to the 
  attack rolls and the damage rolls of summoner pow-
  ers, as well as summoner paragon path powers that 
  have the implement keyword.  
   
  Ritual Casting 
  You gain the Ritual Caster feat as a bonus 
  feat. You possess a ritual book that contains three 
  level 1 rituals of your choice. 
   
  Tome of Creatures 
  A summoner studies and learns about a 
  variety of different creatures. From these studies, 
  summoners can apply certain origins to the espers 
  they summon, even if the creature is of a different 
  origin. 
  When summoners summon an esper, they 
  can choose to apply an additional creature origin. 
  The esper gains an ability based on the new origin 
  applied. For purpose of powers, espers are consid-
  ered to be apart of both origins. 
   
  A summoner knows one origin at 1st level. 
  They gain an second origin at 11th level and a third 
  origin at 21st level. Summoned espers may only 
  have one origin applied to them for the encounter, 
  and the esper maintains its natural origin. 
  84 
  Origin 
  Effect Granted 
  Aberrant 
  Powers that originate from the esper 
  have their reach extended by one. 
  This does not apply to burst or blast 
  powers. 
  Elemental 
  As a free action, you can change the 
  damage type of a virtue that origi-
  nates from your esper to Cold, Fire,  
  Lightning or Thunder. 
  Fey 
  The esper gains a +2 bonus to AC. 
  Immortal 
  The esper gains extra hit points equal 
  to 5 + your Constitution modifier.  
  Natural 
  The esper gains +1 bonus to their 
  Fortitude, Reflex and Will defenses. 
  Shadow 
  The esper gains concealment if they 
  move more than 3 squares on their 
  turn.  
  
  Chapter 2 | Paths of Destiny 
   
   
   
  Made of pure shadow, this mastiff is big, mean and will-
  ing. 
  Nightmare Visions; aura 1 
  Enemies that begin their turn within the aura take a –2 
  penalty to saving throws. 
  Adjustments 
  ✦ +2 bonus to AC and Will 
  ✦ While the shadow mastiff is bloodied, powers that 
  originate from it gain a +2 bonus to attack rolls. 
  ✦ When summoned, the shadow mastiff gains resist 2 all 
  except radiant damage. 
  Shadow Mastiff                                       shadow beast 
   
   
   
  As the king of cats, the lion is two tons of furry death 
  awaiting its turn. 
  Stare down; aura 1 
  Enemies that begin their turn within the aura take a –2 
  penalty to AC until the end of their next turn. 
  Adjustments 
  ✦ +2 bonus to AC and Fortitude 
  ✦ While the blood lion is bloodied, powers that originate 
  from it can score a critical hit on a natural 19 or 20. 
  ✦ If a power originating from the blood lion hits a target 
  that is bloodied, add 1d8 to the damage roll. 
  Blood Lion                                                 natural beast 
   
   
   
  The blur panther is a feline-like creature of deep blue that 
  is constantly phasing in and out of reality. 
  Dizziness; aura 1 
  Enemies that begin their turn within the aura are slowed 
  until the end of your next turn. 
  Adjustments 
  ✦ +2 bonus to AC and Reflex 
  ✦ When the blur panther is bloodied for the first time, it 
  gains invisibility until the end of the encounter or until a 
  power originates from it.  
  ✦ If you miss with an attack that originates from the blur 
  panther, the blur panther gains concealment until the end 
  of your next turn. 
  Blur Panther                                                   fey beast 
   
   
   
  The savage horror is a deformed and grotesque creature 
  of flesh and bone. 
  Savage Visage; aura 1 
  Enemies that begin their turn within the aura take a –2 
  penalty to attack rolls until the end of their next turn. 
  Adjustments 
  ✦ +2 bonus to AC and Fortitude 
  ✦ When the savage horror is first summoned, it begins 
  with a number of temporary hit points equal to half your 
  level + your Constitution modifier. 
  ✦ When the savage horror is bloodied for the first time, 
  each enemy adjacent to it takes damage equal to your 
  Constitution modifier. 
  Savage Horror                                        aberrant beast 
   
   
   
  A servant of the court of the Sun, this angel of war de-
  scends to the mortal realm to do battle. 
  Fire Brand; aura 1 
  Enemies that begin their turn within the aura take fire 
  damage equal to your Charisma modifier. 
  Adjustments 
  ✦ +2 bonus to AC and Will 
  ✦ Until the angel of war is bloodied, enemies have a –2 
  penalty to attack rolls against the angel. 
  ✦ The angel of war gains resist 10 fire. 
  Angel of War                                 immortal humanoid 
   
  At-Will ✦ Solar, Summoning 
  Minor Action 
   
  Close Burst 20 
  Effect: You create your esper in an unoccupied square in 
  the burst. The esper occupies 1 square. Enemies cannot 
  move through its space, but allies can. When you take a 
  move action, you can also move the esper a number of 
  squares equal to your speed. 
  You summon an esper to assist you in battle. 
  Summon Esper                 Summoner Class Feature 
   
   
   
  The lightning hornet is a insect of pure lightning energy 
  that buzzes with power. 
  Lightning Sphere; aura 1 
  Enemies that begin their turn within the aura take light-
  ning damage equal to your Charisma modifier. 
  Adjustments 
  ✦ +2 bonus to AC and Reflex 
  ✦ The lightning hornet can fly (hover) a number of 
  squares equal to the summoner’s speed. 
  ✦ The lightning hornet gains resist 10 lightning. 
  Lightning Hornet                               elemental beast 
  Esper 
   
  Powers that include “esper” as part of the 
  range treat your esper as the origin square for the 
  power. 
  Summon Esper 
  You summon an esper to assist you. Choose 
  one of the listed espers to be your summoned esper. 
  At 6th level, you can choose a second esper. At 11th 
  level you can choose a third, at 16th you can choose 
  a fourth, at 21st you can choose a fifth and at 26th 
  level you can choose a sixth esper. 
  You can only have one esper active during 
  an encounter. If you summon a second esper, the 
  summon esper power fails. 
  85 
  
  Chapter 2 |  Paths of Destiny 
   
  The rage of combat takes over and your esper takes its 
  anger out on those nearest. 
  Uncontrolled Rage                 Summoner Attack 1 
  Encounter ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Esper: If your esper is of elemental or fey origin, the 
  esper gains a power bonus to the attack roll equal to your 
  Constitution modifier. 
  Attack: Charisma vs. Fortitude 
  Hit: 1d10 + your Charisma modifier damage, and the 
  target is dazed until the end of your next turn. 
   
  Your esper lashes out to rip and tear at the enemy’s body 
  to weaken them for the final strike. 
  Cull the Weak                         Summoner Attack 1 
  Encounter ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 1d8 + Charisma modifier damage, and the target is 
  weakened until the end of your next turn. 
  Esper: If your esper is of natural or aberration origin, the 
  target is also slowed until the end of your next turn. 
   
  At-Will ✦ Esper, Implement, Solar 
  Standard Action        
      Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Reflex 
  Hit: 1d8 damage + Charisma modifier + your Constitu-
  tion modifier damage. 
    Level 21: 2d8 + Charisma modifier + your Constitution 
  You issue a command to your summoned esper to make an 
  attack against a target. 
  Master’s Strike                           Summoner Attack 1 
   
  A stampede of shadows charges forth from your esper to 
  knock over your opponents. 
  Shadow Stampede                 Summoner Attack 1 
  Encounter ✦ Esper, Implement, Solar 
  Standard Action  
  Close Blast esper 3 
  Target: Each creature in blast 
  Attack: Charisma vs. Reflex 
  Hit: 1d6 + Charisma modifier damage, and the target is 
  pushed 1 square and knocked prone. 
  Esper: If your esper is of shadow or immortal origin, the 
  target is pushed a number of squares equal to your Consti-
  tution modifier. 
   
  You summon a swarm of bees to sting your foe, and  
  distract them. 
  Sting of the Bee                            Summoner Attack 1 
  At-Will ✦ Implement, Solar 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 1d6 + Charisma modifier damage, and the target 
  grants one ally of your choice combat advantage until the 
  end of your next turn. 
    Level 21: 2d6 + Charisma modifier. 
  Summoner Virtues 
   
  Your virtues are powered by solar energy. 
  Due to your mystical connection with your creatures, 
  virtues can be originated by you or them. 
  86 
  Level 1 At-Will Virtues 
   
  An ice beetle is conjured to chill your enemies with a 
  blast of arctic air. 
  Ice Beetle                              Summoner Attack 1 
  Encounter ✦ Cold, Implement, Solar 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 1d6 + Charisma modifier cold damage, and the target 
  is slowed until the end of your next turn. In addition, each 
  enemy adjacent to the target takes cold damage equal to 
  your Wisdom modifier. 
  Level 1 Encounter Virtues 
   
  A stinkbug pops up from the ground to poison your    
  enemies. 
  Stinkbug Surprise                       Summoner Attack 1 
  At-Will ✦ Implement, Poison, Solar 
  Standard Action           Area Burst 1 within 10 squares 
  Target: Each creature in burst 
  Attack: Charisma vs. Fortitude 
  Hit: 1d6 + Charisma modifier poison damage. 
    Level 21: 2d6 + Charisma modifier. 
   
  A wave of despair pulses from your esper, staggering 
  everyone around it. 
  Wave of Despair                          Summoner Attack 1 
  At-Will ✦ Esper, Implement, Psychic, Solar 
  Standard Action  
  Close Burst esper 1 
  Target: Each creature in burst 
  Attack: Charisma vs. Will 
  Hit: 1d6 + Charisma modifier psychic damage. 
    Level 21: 2d6 + Charisma modifier. 
  
  Chapter 2 | Paths of Destiny 
   
  Through the shadows your creature strikes a devastating 
  blow against your enemy. 
  Ghost Stride Strike               Summoner Attack 1 
  Daily ✦ Esper, Implement, Solar 
  Standard Action           Melee esper 1 
  Target: One creature 
  Esper: If your esper is of fey, elemental or shadow ori-
  gin, it may teleport 3 squares before the attack roll 
  Attack: Charisma vs. Fortitude 
  Hit: 3d8 + Charisma modifier damage. 
  Effect: You and the esper are insubstantial until the start 
  of your next turn. 
   
   
  By your command, your esper moves around your oppo-
  nent to gain a better vantage point. 
  Tactical Reposition                 Summoner Utility 2 
  Encounter ✦ Esper, Solar 
  Move Action 
            Close Burst 5 
  Target: You or one summoned creature 
  Effect: Target may shift a number of squares equal to 
  your Charisma modifier. 
   
  You summon a pair of watch dogs to protect you from 
  enemies who get too close. 
  Watch Dogs                          Summoner Attack 1 
  Daily ✦ Conjuration, Implement, Solar 
  Standard Action  
  Close Burst 1 
  Effect: You conjure a pair of watch dogs to protect your 
  flanks. Each dog occupies 1 square adjacent to you on 
  opposite (flanking) sides. Enemies cannot move through 
  the square but allies can. The watch dogs do not have hit 
  points and cannot be attacked. If you move, the watch 
  dogs move with you and can change positions but must 
  always end their movement in opposite (flanking) 
  squares. 
       If an enemy moves or shifts into an adjacent square to 
  the watch dog, make a Charisma vs. Reflex opportunity 
  action against the target. If you hit, the target takes 1d6 + 
  your Charisma modifier damage. 
  Sustain Minor: The conjuration persists. 
   
   
  In your fury you devastate your opponent and leave your 
  esper open to attack. 
  Summoner’s Wrath              Summoner Attack 1 
  Daily ✦ Esper, Implement, Solar 
  Standard Action           Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 3d10 + Charisma modifier damage. 
     Esper: If your esper is of aberrant, immortal or natural 
  origin, the damage is radiant, and the target also gains 
  ongoing 5 radiant damage (save ends). 
  Effect: The esper grants combat advantage until the start 
  of your next turn. 
  Miss: Half damage. 
   
   
  You conjure a group of gremlins to harass and distract 
  your enemies. 
  Gremlin Menace                   Summoner Attack 1 
  Daily ✦ Implement, Solar, Zone 
  Standard Action           Area Burst 1 within 10 squares 
  Target: Each creature in burst 
  Attack: Charisma vs. Will 
  Hit: 1d8 + Charisma modifier damage. 
  Effect: The burst creates a zone of gremlins who get in 
  the way. A creature in the zone takes a –2 penalty to AC. 
  As a move action, you can move the zone 3 squares. 
  Sustain Minor: The zone persists. 
   
  You ask for the blessing of a cheetah to allow you to move 
  and react faster. 
  Speed Time                                   Summoner Utility 2 
  Encounter ✦ Esper, Solar 
  Minor Action 
            Personal 
  Effect: You gain a bonus to your speed equal to your 
  Charisma modifier until the end of your next turn. 
   
  You lend a helping hand to your summoned creature, 
  showing them how to strike true. 
  Master’s Guidance                     Summoner Utility 2 
  Encounter ✦ Esper, Solar 
  Minor Action 
            Close Burst 5 
  Target: One summoned creature in burst 
  Effect: Powers that originate from the target gain a +2 
  power bonus to attack rolls until the end of your next turn. 
   
  By invoking the rage of the Sun, your creature surges 
  forth with renewed conviction. 
  Rage Over Life                             Summoner Utility 2 
  Encounter ✦ Esper, Solar 
  Minor Action 
            Close Burst 5 
  Target: One summoned creature in burst 
  Effect: Powers that originate from the target gain a +2 
  power bonus to damage rolls until the end of your next 
  87 
  Level 1 Daily Virtues 
  Level 2 Utility Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
   
  You hit your foe so hard that they cannot tell friend from 
  foe. They just start swinging. 
  Knocked Senseless                  Summoner Attack 5 
  Daily ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: 2d8 + Charisma modifier damage, and the target is 
  dominated (save ends). 
  Esper: If your esper is aberrant or immortal origin, the 
  target gains a power bonus to attack rolls while under the 
  effects of the condition equal to your Constitution modi-
  fier. 
  Miss: Half damage only. 
   
  Encounter ✦ Esper, Implement, Solar 
  Standard Action  
  Close Burst esper 1 
  Target: One creature in burst 
  Attack: Charisma vs. Will 
  Hit: 1d6 + Charisma modifier damage, and push the tar-
  get a number of squares equal to your Constitution modi-
  fier. Each enemy within 2 squares of the esper is pushed 1 
  square. 
  Esper: If your esper is of fey, immortal or elemental ori-
  gin, each enemy within 2 squares of the esper is pushed a 
  number of squares equal to your Constitution modifier. 
  Your savage attacks send your foes running away in the 
  opposite direction. 
  Crowd Dispersal                          Summoner Attack 3 
   
  A fairy flies across the battlefield spreading dust that 
  confuses your enemies. 
  Fairy Dust                              Summoner Attack 5 
  Daily ✦ Implement,  Solar 
  Standard Action           Area Burst 1 within 10 squares 
  Target: Each creature in burst 
  Attack: Charisma vs. Will 
  Hit: 1d10 + Charisma modifier damage, and the target is 
  dazed (save ends). First Failed Save: The target is uncon-
  scious (save ends). 
  Miss: Half damage and the target is dazed until the end of 
  your next turn. 
   
   
  You create a gravity well with your esper as the epicen-
  ter. Nothing can escape. 
  Gravity Well                           Summoner Attack 5 
  Daily ✦ Esper, Force, Implement, Solar, Zone 
  Standard Action           Close Burst esper 2 
  Target: Each creature in burst 
  Attack: Charisma vs. Fortitude 
  Hit: 2d8 + Charisma modifier force damage, and the 
  target takes a –2 penalty to attack rolls (save ends). 
  Effect: The burst creates a zone of gravitational forces 
  centered on your esper and moves with your esper. If the 
  esper dies or is dismissed, the power ends. A creature 
  who begins their turn in the zone is slowed until the end 
  of their next turn. 
  Esper: If your esper is of shadow or fey origin, a creature 
  who begins their turn in the zone is slowed and takes a –2 
  penalty to attack rolls until the end of your next turn. The 
  esper is immune to the effects of the zone. 
  Sustain Minor: The zone persists. 
   
  Encounter ✦ Esper, Implement, Solar 
  Standard Action           Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 2d10 + Charisma modifier damage, and the target is 
  knocked prone. 
  Esper: If your esper is of natural, shadow or aberrant 
  origin, the target is also dazed until the end of your next 
  turn. 
  You empower your summoned creature to strike with 
  brutal force. 
  Overbearing Strength               Summoner Attack 3 
   
  A large nest of spider webs fills the area, keeping your 
  enemies from moving around. 
  Spider Nest                                   Summoner Attack 3 
  Encounter ✦ Implement, Solar 
  Standard Action           Area Burst 1 within 10 squares 
  Target: Each creature in burst 
  Attack: Charisma vs. Reflex 
  Hit: 1d6 + Charisma modifier damage, and the target is 
  immobilized until the end of your next turn. 
   
  Encounter ✦ Implement, Solar 
  Standard Action           Area Burst 1 within 10 squares 
  Target: Each creature in burst 
  Attack: Charisma vs. Reflex 
  Hit: 1d8 + Charisma modifier damage, and the target is 
  slowed and takes a –2 penalty to Reflex until the end of 
  your next turn. 
  You summon a party of imps to cause havoc and chaos 
  throughout the area. 
  Impish Mischief                           Summoner Attack 3 
   
  88 
  Level 3 Encounter Virtues 
  Level 5 Daily Virtues 
  
  Chapter 2 | Paths of Destiny 
   
  You summon a storm crow that dives from the sky and 
  brings with it the wrath of nature. 
  Storm Crow                                  Summoner Attack 7 
  Encounter ✦ Implement, Lightning, Solar 
  Standard Action  
  Ranged 10 
  Target: Two creatures 
  Attack: Charisma vs. Reflex 
  Hit: 2d8 + Charisma modifier lightning damage. 
   
  Encounter ✦ Esper, Implement, Solar, Teleportation 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 2d8 + Charisma modifier damage, and the creature is 
  teleported up to 5 squares to an unoccupied square adja-
  cent to your esper. If the creature cannot reach an adjacent 
  square to your summon creature, the target is not tele-
  ported. 
  You hit your opponent with a blast of energy that sends 
  then straight to your esper to be finished off. 
  Into the Maw of Death           Summoner Attack 7 
   
  Your esper gives a battle cry that shakes your enemies to 
  the bone with fear. 
  Thunder Burst                              Summoner Attack 7 
  Encounter ✦ Esper, Implement, Solar, Thunder 
  Standard Action  
  Close Burst esper 2 
  Target: Each creature in burst 
  Attack: Charisma vs. Will 
  Hit: 1d10 + Charisma modifier thunder damage. 
  Esper (Fear): If your esper is of immortal, elemental or 
  aberrant origin, the target takes a penalty to AC equal to 
  your Constitution modifier. 
   
  Through deception your esper lands a glancing blow that 
  draws the enemy’s attention away from your allies.  
  Deceiving Shadow Tactic        Summoner Attack 7 
  Encounter ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Reflex 
  Hit: 2d8 + Charisma modifier damage, and grants combat 
  advantage to you and your allies until the end of your next 
  turn. 
  Esper: If your esper is of shadow, fey or natural origin, 
  allies gain a bonus to damage rolls against the target equal 
  to your Constitution modifier until the end of your next 
  turn. 
   
   
  With strafing attacks along the legs of your opponent and 
  the ground, you slow down your foe. 
  Raze the Ground                   Summoner Attack 5 
  Daily ✦ Esper, Implement, Solar  
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 3d6 + Charisma modifier damage, and the target is 
  slowed (save ends). 
  Esper: If your esper is of elemental or natural origin,    
  the target also takes ongoing 5 lightning damage (save 
  ends). 
  Miss: Half damage and the target is not slowed. 
   
  Your esper moves and weaves with you to protect you 
  from harm. 
  Shared Space                                Summoner Utility 6 
  Daily ✦ Esper, Solar 
  Minor Action 
            Personal 
  Effect: Until the end of the encounter, you may end your 
  movement in the same square as your esper. While shar-
  ing an occupied square, you gain concealment. 
   
  89 
   
  Your esper is overly protective of you. and when you are 
  near, it uses its body as a shield for you. 
  Protective Nature                        Summoner Utility 6 
  Daily ✦ Solar 
  Minor Action 
            Personal 
  Effect: Until the end of the encounter, you gain resist 5 to 
  all damage when you are adjacent to your summoned 
  creature. 
  Level 7 Encounter Virtues 
  Level 6 Utility Virtues 
   
  You weave the essence of the Sun into your creature, 
  boosting its vitality to new heights. 
  Vitality Enhancement               Summoner Utility 6 
  Encounter ✦ Esper, Solar 
  Minor Action 
            Close Burst 5 
  Target: One esper in burst 
  Effect: The target gains resist melee equal to your Consti-
  tution score until the end of your next turn. 
   
  You call out a helpful word to your esper to help them 
  shake off the stress of combat. 
  Encouraging Word                     Summoner Utility 6 
  At-Will ✦ Solar 
  Minor Action 
            Ranged 10 
  Target: One esper 
  Effect: The target can make an immediate saving throw 
  against one condition with a +2 bonus. 
  
  Chapter 2 |  Paths of Destiny 
   
   
  Daily ✦ Esper, Healing, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 4d4 + Charisma modifier damage. 
  Esper: If your esper is of aberrant, immortal or elemental 
  origin, the target is also weakened (save ends). 
  Effect: You may spend a healing surge and your esper 
  also regains the same number of hit points. 
  Each attack that pummels your foe further energizes your 
  esper, allowing it to ignore the pain. 
  Energizing Violence                   Summoner Attack 9 
   
  Daily ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One or two creatures 
  Attack: Charisma vs. Reflex, two attacks 
  Esper: If your esper is of natural, fey or shadow origin, it 
  may shift 1 square after the first attack and 1 square after 
  the second attack. 
  Hit: 3d6 + Charisma modifier damage per attack. 
  Miss: Half damage per attack. 
  You command your esper to unleash a rush of crushing 
  attacks against your opponent. 
  Clobbering Time                         Summoner Attack 9 
   
  Daily ✦ Implement, Solar, Summoning 
  Standard Action  
  Ranged 5 
  Effect: You create a large centaur flanker in an unoccu-
  pied square within range. The centaur flanker has a speed 
  of 6 and a +2 bonus to AC. An enemy that starts its turn 
  adjacent to the centaur flanker grants combat advantage to 
  you and your allies until the start of your next turn. You 
  can give the centaur the following special commands. 
       Standard Action: Melee 1; targets one creature; Cha-
  risma +2 vs. AC; 2d6 + Charisma modifier damage. 
       Opportunity Attack: Melee 1; targets one creature; 
  Charisma +2 vs. AC; 2d6 + Charisma modifier damage. 
  A centaur appears to assist your allies in combat by flank-
  ing your enemies. 
  Centaur Flanker                          Summoner Attack 9 
   
  You call down a sun eagle to blind your enemies with his 
  holy radiance. 
  Sun Eagle                                      Summoner Attack 9 
  Daily ✦ Implement, Solar 
  Standard Action           Area Burst 1 within 20 squares 
  Target: Each creature in burst 
  Attack: Charisma vs. Fortitude 
  Hit: 2d10 + Charisma modifier damage, and the target is 
  blinded (save ends). After Effect: The target is dazed (save 
  ends). 
   
  By empowering your connection with your esper, you are 
  able to greatly increase your explosive powers. 
  Force of Nature                         Summoner Utility 10 
  Encounter ✦ Solar 
  Minor Action 
            Personal 
  Effect: Until the end of your next turn, the range on all 
  close and area attacks is increased by 1. 
   
  You call upon the memory of all living things to learn the 
  darkest secrets of your enemies 
  Eidetic Memory                         Summoner Utility 10 
  At-Will ✦ Solar 
  Free Action 
            Personal 
  Effect: You gain a +3 bonus to identify a creature. 
   
  By infusing your touch with the essence of Avengard, you 
  grant resilience to your creatures. 
  Harmonic Touch                       Summoner Utility 10 
  Daily ✦ Esper, Healing, Solar 
  Free Action 
            Close Burst 5 
  Target: One esper in burst 
  Effect: Spend a healing surge, your esper also regains the 
  same number of hit points. 
   
  90 
  Level 9 Daily Virtues 
  Level 10 Utility Virtues 
  
  Chapter 2 | Paths of Destiny 
   
  You funnel your anger to your esper who launches a pow-
  erful attack that knocks your foe senseless. 
  Pulse of Anger                       Summoner Attack 13 
  Encounter ✦ Esper, Implement, Psychic, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 3d6 + Charisma modifier psychic damage, and the 
  target is dazed until the end of your next turn. 
  Esper: If you esper is of immortal, elemental or shadow 
  origin, the target takes damage equal to your Constitution 
  modifier if they take a move action until the end of your 
  next turn. 
   
   
   
  Daily ✦ Esper, Implement, Lightning, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Reflex 
  Hit: 3d10 + Charisma modifier lightning damage. 
  Miss: Half damage. 
  Esper: If your esper is of elemental, immortal or fey ori-
  gin, make a secondary attack against each enemy within 2 
  squares of the esper. 
  Secondary Attack: Charisma vs. Reflex 
  Hit: 1d10 + Charisma modifier lightning damage. 
  Miss: Half damage. 
  Lightning explodes from your esper as it attacks your 
  enemy. 
  Lightning Explosion             Summoner Attack 15 
   
  You open a shortcut through the Fey Realm between you 
  and your creature to allow it to travel closer to you. 
  Protect Thy Master                  Summoner Utility 10 
  Encounter ✦ Esper, Solar 
  Free Action 
            Personal (esper) 
  Trigger: The first time your esper becomes bloodied 
  Effect: Powers that originate from your esper gain a bo-
  nus to damage equal to your Charisma modifier until the 
  end of your next turn. 
   
  You call upon the legendary phoenix to you with a  
  shielding wing and fiery aura. 
  Phoenix Boon                              Summoner Attack 13 
  Encounter ✦ Fire, Implement, Solar 
  Standard Action           Area Burst 1 within 20 squares 
  Target: One enemy within burst 
  Attack: Charisma vs. Reflex 
  Hit: 2d6 + Charisma modifier fire damage, and the target 
  gains vulnerability to fire until the end of your next turn. 
  Effect: Each ally within the burst gains resist 5 to all 
  damage until the end of your next turn. 
   
   
  With a heavy swipe your esper knocks your opponent to 
  the ground and then proceeds to tear them apart. 
  Feral Destruction                  Summoner Attack 13 
  Encounter ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Reflex 
  Hit: 3d8 + Charisma modifier damage, and the target is 
  knocked prone. 
  Esper: If your esper is of aberrant, fey or natural origin, 
  make a secondary Charisma vs. Reflex. If the attack is 
  successful, the target takes 1d8 damage + Charisma modi-
  fier damage. 
  Level 13 Encounter Virtues 
  91 
   
  The stench of troglodytes fills the area making everyone 
  gasp for fresh air. 
  Troglodyte Stench                 Summoner Attack 13 
  Encounter ✦ Implement, Poison, Solar 
  Standard Action           Area Burst 2 within 20 squares 
  Target: Each creature within burst 
  Attack: Charisma vs. Fortitude 
  Hit: 2d6 + Charisma modifier poison damage, and the 
  target takes a penalty to AC equal to your Wisdom modi-
  fier until the end of your next turn. 
   
  You conjure a wall made of hell fire to block the enemy’s 
  advancement. 
  Hellfire Wall                          Summoner Attack 15 
  Daily ✦ Conjuration, Fire, Implement, Solar 
  Standard Action           Area Wall 6 within 10 squares 
  Effect: You conjure a wall that is 6 contiguous squares 
  long and 3 squares high of fire that lasts until the end of 
  your next turn. 
       Any creature that starts its turn adjacent to or within 
  the wall takes 2d6 + Charisma modifier fire damage. The 
  wall blocks line of sight. A creature that enters a square 
  within the wall takes ongoing 10 fire damage (save ends). 
   
  Daily ✦ Esper, Implement, Reliable, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 4d8 + Charisma modifier damage. 
  Esper: If your esper is of aberrant, natural or shadow 
  origin, until the end of the encounter, when the esper is 
  bloodied, their aura increases by 1. 
  As you strike your foe down, their blood begins to flow 
  which only fuels your rage further. 
  Bloodied Empowerment       Summoner Attack 15 
  Level 15 Daily Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
  Your faith guides you and your creature to victory. Your 
  enemies become weak at the knees at the sight of you. 
  Blessed Wrath                       Summoner Attack 17 
  Encounter ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma +1 per ally adjacent to the target vs. 
  Reflex 
  Hit: 4d6 + Charisma modifier damage, and the target is 
  weakened until the end of your next turn. 
  Esper: If your esper is of elemental, immortal or shadow 
  origin, each enemy adjacent to the target is also weakened 
  until the end of your next turn. 
   
  You command your esper to strike with a furious attack 
  after you grab your foe’s attention. 
  Crushing Advance                Summoner Attack 17 
  Encounter ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Reflex; two attacks 
  Esper: If your esper is of aberrant, natural or fey origin, 
  an ally is adjacent to the target, make a third attack 
  against the target. 
  Hit: 3d8 + Charisma modifier damage per attack. 
   
  By infusing your creation with wisps of the elemental 
  ring, you harden your esper against the elements. 
  Elemental Connection             Summoner Utility 16 
  Daily ✦Acid, Cold, Fire, Lightning or Thunder; Solar 
  Immediate Interrupt          Close Burst 5 
  Trigger: A summoned creature is hit by an attack 
  Target: One summoned creature 
  Effect: The target summoned creature gains a resistance 
  of your choice of either Acid, Cold, Fire, Lightning or 
  Thunder equal to your level + your Constitution modifier 
  until the end of your next turn. 
  Sustain Minor: The effect persists. 
   
   
  Daily ✦ Cold, Implement, Solar, Zone 
  Standard Action           Area Burst 2 within 20 squares 
  Target: Each creature within burst 
  Attack: Charisma vs. Fortitude 
  Hit: 2d8 + Charisma modifier cold damage, and the target 
  is knocked prone. 
  Effect: The burst creates a zone of angry yetis. Each crea-
  ture that enters or begins their turn in the zone takes 1d6 + 
  Charisma modifier cold damage and is knocked prone.         
  If an enemy ends their turn adjacent to the zone you may 
  make a Charisma vs. Fortitude attack. On a successful 
  attack, the target takes your Charisma modifier cold dam-
  age and you slide the target 1 square into the zone. With a 
  move action you can move the zone 5 squares. 
  Sustain Minor: The zone persists. 
  You summon a pack of yeti to detain your enemies by 
  pounding them to the ground. 
  Yeti Invasion                         Summoner Attack 15 
   
  92 
  Level 16 Utility Virtues 
   
  The sun guides your actions, allowing you act more swifty 
  to get the job done. 
  Solar Ambidexterity                Summoner Utility 16 
  Encounter ✦ Solar 
  Free Action 
            Personal 
  Effect: You gain an extra move action until the end of 
  your turn. 
   
  You call upon the essence of the earth titan to protect you 
  and your esper. 
  Earth Titan Empowerment  Summoner Utility 16 
  Daily ✦ Esper, Solar 
  Minor Action 
            Close Burst 5 
  Target: One esper in burst 
  Effect: Spend a healing surge. You and the target gains 
  temporary hit points equal to twice your healing surge 
  value. 
  Level 17 Encounter Virtues 
   
  You call down the breath of the mighty red dragon to raze 
  the ground at your enemy’s feet. 
  Dragon’s Breath                    Summoner Attack 17 
  Encounter ✦ Fire, Implement, Solar 
  Standard Action           Area Burst 2 within 20 squares 
  Target: Each creature in burst 
  Attack: Charisma vs. Reflex 
  Hit: 2d10 + Charisma modifier fire damage, and the tar-
  get takes 10 fire damage at the start of their next turn. 
  
  Chapter 2 | Paths of Destiny 
   
  Daily ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma +1 per ally adjacent to the target vs. 
  Reflex 
  Hit: 4d10 + Charisma modifier damage. 
  Esper: If your esper is of elemental, immortal or natural 
  origins, you gain a +2 power bonus to damage per ally 
  adjacent to your esper until the end of the encounter. 
  Your esper swells with confidence as your allies help it 
  swarm your enemies. 
  Swarm Tactics                       Summoner Attack 19 
   
   
  Daily ✦ Esper, Implement, Solar, Zone 
  Standard Action  
  Close Burst esper 1 
  Target: Each creature in burst 
  Attack: Charisma vs. Fortitude 
  Hit: 3d12 + Charisma modifier damage. 
  Effect: The burst creates a zone of deadly fumes that 
  moves with your esper. A creature that enters or begins its 
  turn in the zone takes necrotic damage equal to your Wis-
  dom modifier and takes a –2 penalty to saving throws 
  until the end of your next turn. 
  Esper: If your esper is of aberrant, fey or shadow origin, 
  the penalty to saving throws is equal to your Wisdom 
  modifier. 
  Sustain Minor: The zone persists. 
  Your esper emits a toxic fume that begins to choke your 
  enemies to death. 
  Dead Zone                              Summoner Attack 19 
   
  Through your universal connection to the world, you 
  weave fate to your liking. 
  Deny Fate                                  Summoner Utility 22 
  Daily ✦ Esper, Healing, Solar 
  Immediate Reaction          Close Burst esper 10 
  Trigger: You or one esper takes damage that would re-
  duce you or it to 0 hit points of fewer. 
  Target: You or one esper in burst 
  Effect: The target regains hit points equal to your healing 
  surge value + your Wisdom modifier. 
   
   
   
  Daily ✦ Conjuration, Force, Implement, Solar 
  Standard Action  
  Ranged 10 
  Target: One creature adjacent to the destiny sword 
  Attack: Charisma vs. Reflex 
  Hit: 5d6 + Charisma modifier force damage. 
  Effect: You conjure a medium sword in an unoccupied 
  square within range, and the sword attacks an adjacent 
  creature. Any creature that starts its turn next to the sword 
  takes 10 + your Charisma modifier force damage. As a 
  move action, you can move the sword up to 6 squares. 
  Sustain Minor: You can sustain this power until the end 
  of the encounter. As a standard action, you can make 
  another attack with the sword. 
  You create a sword of legend that slices through the  
  enemy’s line. 
  Destiny’s Sword                    Summoner Attack 19 
  93 
  Level 22 Utility Virtues 
   
   
  Daily ✦ Esper, Solar 
  Minor Action 
            Personal  
  Effect: You gain a bonus to damage rolls with powers 
  that originate from your esper equal to one half your level 
  + your Constitution modifier until the end of your next 
  turn. The bonus then is reduced to +2 until the end of the 
  encounter. 
  By infusing your creation with the strength of primordial 
  essence, they strike as if they were gods themselves. 
  Primordial Strength                 Summoner Utility 22 
  Level 19 Daily Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
   
  Daily ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: 4d10 + Charisma modifier damage, and the target is 
  stunned (save ends). 
  Miss: Half damage and the target is stunned until the end 
  of your next turn. 
  Esper (Fear): If the esper is of aberrant, immortal or 
  shadow origin, the target takes a –2 penalty to saving 
  throws to end this condition. 
  The foe looks into the eyes of your esper and fear grips 
  their mind, holding them in place. 
  Fear of the Dragon                Summoner Attack 25 
   
  Encounter ✦ Solar, Implement, Esper 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 4d6 + Charisma modifier damage, and the target is 
  weakened until the end of your next turn. 
  Esper: If the esper is of aberrant, fey or natural origin, the 
  target takes a –2 penalty to AC and Fortitude until the end 
  of your next turn. 
  All sense of restraint is released from your esper as they 
  are unleashed onto a foe. 
  Savage Disaster                     Summoner Attack 23 
   
  Encounter ✦ Esper, Solar, Teleportation 
  Immediate Reaction          Ranged 10 
  Trigger: An enemy bloodies an esper with an attack 
  Target: The triggering enemy. 
  Effect: The esper teleports to an adjacent square next to 
  the target and makes a Charisma vs. Reflex attack against 
  it. If the attack hits, the target takes 3d12 + Charisma 
  modifier damage. 
  Esper: If the esper is of elemental, immortal or shadow 
  origin, the target is also stunned until the end of your next 
  turn. 
  Your creation is revitalized and surges forth with renewed 
  power and strength. 
  Primordial Surge                  Summoner Attack 23 
   
   
  You create a titan made of lava. It may not move much 
  but it packs a fiery punch. 
  Lava Titan                             Summoner Attack 25 
  Daily ✦ Conjuration, Fire, Implement. Solar 
  Standard Action           Ranged 10 
  Target: One creature adjacent to the lava titan 
  Attack: Charisma vs. Fortitude 
  Hit: 4d10 + Charisma modifier fire damage. 
  Effect: You conjure a large fire titan in an unoccupied 
  square within range, and the titan attacks an adjacent crea-
  ture. Any creature that starts its turn next to the lava titan 
  takes 2d10 + Charisma modifier fire damage. As a move 
  action, you can move the titan up to 8 squares. 
  Sustain Minor: The effect persists. As a standard action, 
  you can make another attack with the titan. 
   
  Daily ✦ Esper, Implement, Reliable, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Reflex 
  Hit: 4d8 + Charisma modifier damage, and slide the tar-
  get 2 squares. The esper then shifts 2 squares into a square 
  adjacent to the target. 
  Esper: If your esper is of elemental, fey or natural origin, 
  slide the target a number of squares equal to your Wisdom 
  modifier. The esper then shifts a number of squares equal 
  to your Constitution modifier. 
  Your esper goes into a frenzy, driving your foe backwards 
  with its attack. 
  Avalanche Rush                    Summoner Attack 25 
   
  94 
   
  You summon an angel who gives you a vision of the fu-
  ture, which allows you to act with supernatural insight. 
  Summon the Future                 Summoner Utility 22 
  Encounter ✦ Solar 
  Free Action 
            Personal 
  Effect: You gain an extra standard action. This standard 
  action cannot be used to attack or issue an attack  
  command. 
  Level 23 Encounter Virtues 
  Level 25 Daily Virtues 
   
  You conjure an aspect of the Wyrm of Summer to drive 
  fear into the hearts of your enemies 
  Summer Strike                      Summoner Attack 23 
  Encounter ✦ Fear, Implement, Psychic, Solar 
  Standard Action  
  Close Burst 5 
  Target: Each enemy in burst 
  Attack: Charisma vs. Will 
  Hit: 3d8 + Charisma modifier psychic damage, and the 
  target takes a penalty to all defenses equal to your Wis-
  dom modifier until the end of your next turn. 
  
  Chapter 2 | Paths of Destiny 
   
  The visage of your esper expands and looms over your 
  enemy. They are frozen in fear. 
  Caged Fear                            Summoner Attack 27 
  Encounter ✦ Esper, Implement, Psychic, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: 4d10 + Charisma modifier psychic damage, and the 
  target is restrained until the end of your next turn. 
  Esper: If the esper is of aberrant, elemental or natural 
  origin, each enemy adjacent to the target is slowed until 
  the end of your next turn. 
   
  You fill your esper with rage which spurs them into action 
  against your foe. 
  World of Rage                       Summoner Attack 27 
  Encounter ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 6d6 + Charisma modifier damage, and the target is 
  weakened until the end of your next turn. 
  Esper: If the esper is of fey, immortal or shadow origin, 
  the target gains vulnerability 10 to melee attacks until the 
  end of your next turn. 
   
   
  Daily ✦ Esper, Implement, Solar 
  Standard Action  
  Close Burst esper 5 
  Target: Each creature in burst 
  Attack: Charisma vs. Reflex 
  Hit: 3d10 + Charisma modifier damage. 
  Esper: If the esper is of aberrant, elemental or natural 
  origin, make a second attack against the target; Charisma 
  vs. Will. If successful, the target takes 2d10 + Charisma 
  modifier damage and the target is stunned (save ends). 
  Miss: Half damage, and the target is stunned until the end 
  of your next turn. 
  With nothing left to lose, your esper makes the final 
  charge to end the fight once and for all. 
  End Game                              Summoner Attack 29 
   
   
  Daily ✦ Esper, Implement, Solar 
  Immediate Reaction 
  Close Burst esper 3 
  Trigger: You or the esper is reduced to 0 or fewer hit 
  points. 
  Target: Each enemy in burst 
  Attack: Charisma vs. Reflex 
  Hit: 5d8 + Charisma modifier damage, and the target 
  takes ongoing 10 damage (save ends). After effect: The 
  target is weakened (save ends). 
     Esper: If the esper is of fey, immortal or shadow origin, 
  the target takes ongoing 20 damage (save ends) instead. 
  Miss: Half damage, and the target is weakened (save 
  ends). 
  You utter a single word as you or your esper dies. A kill-
  ing curse rips forth from its body to harm the killer. 
  Death Curse                           Summoner Attack 29 
   
   
  Daily ✦ Conjuration, Fire, Implement, Solar 
  Standard Action  
  Ranged 10 
  Target: One creature within 3 squares of devil whip 
  Attack: Charisma vs. Reflex 
  Hit: 4d10 + Charisma modifier fire damage, and the tar-
  get takes ongoing 10 fire damage (save ends). 
  Effect: You conjure the whip of a devil in an unoccupied 
  square within range, and the whip attacks a creature 
  within 3 squares. As a move action, you can move the 
  whip up to 6 squares. 
  Sustain Minor: The conjuration persists. As a standard 
  action, you can make another attack with the whip. 
  You conjure the whip of a balor to punish your enemies 
  and keep them from moving around. 
  Devil Whip                             Summoner Attack 29 
   
  95 
  Level 29 Daily Virtues 
   
  You create a vortex of death that drains the life of every-
  one around it. 
  Abyssal Vortex                      Summoner Attack 27 
  Encounter ✦Implement, Necrotic, Solar 
  Standard Action              Area Burst 2 within 20 squares 
  Target: Each creature in burst 
  Attack: Charisma vs. Reflex 
  Hit: 4d8 + Charisma modifier necrotic damage, and the 
  target is dazed and slowed until the end of your next turn. 
  Level 27 Encounter Virtues 
  
  Chapter 2 |  Paths of Destiny 
   
  The summon rears back and breaths a firestorm down 
  onto your enemies. 
  Fury of the Dragon        Dragon Breeder Attack 11 
  Encounter ✦ Esper, Fire, Implement, Solar 
  Standard Action  
  Close Burst esper 1 
  Esper: If your esper is the dragon wyrmling, the range is 
  close burst esper 3 instead. 
  Target: Each creature in burst 
  Attack: Charisma vs. Reflex 
  Hit: 3d6 + Charisma modifier fire damage. 
   
   
  When dragons leave to die, the world feels its loss. When 
  a wyrmling dies, it leaves a lasting, painful impression. 
  Scorched Earth                  Dragon Breeder Attack 20 
  Daily ✦ Esper, Fire, Implement, Solar 
  Immediate Interrupt 
  Close Burst esper 1 
  Target: Each creature in burst 
  Attack: Charisma vs. Reflex 
  Hit: 2d10 + your Charisma modifier fire damage, and the 
  target takes penalty to AC equal to your Wisdom modifier 
  and gains ongoing 10 fire damage (save ends both). 
     Esper: If your esper is the dragon wyrmling, After Ef-
  fect: The target is weakened (save ends). 
  Miss: Half damage, and the target is weakened (save 
  ends). 
   
   
   
  The dragon wrymling, though small, packs a powerful 
  array of abilities. 
  Scorched Earth; aura 1 
  Enemies that begin their turn within the aura gain vulner-
  ability 5 fire. 
  Adjustments 
  ✦ +2 bonus to AC and Fortitude 
  ✦ Powers that originate from the dragon wyrmling also 
  deal +1d6 fire damage. 
  ✦ The dragon wyrmling has resist 10 fire. 
  Dragon Wyrmling                            natural beast 
  Dragon Breeder 
  “I do not settle for the lowly creatures of bugs and rats. 
  For true power, there is nothing more grand than the 
  dragon.”  
   
  Prerequisite: Summoner class  
   
   
  You have left the small creatures behind 
  you for the truly awesome power of the dragon. 
  Even the youngest of dragons wield fantastic power 
  which you control at your fingertips. 
   
  Dragon Breeder Path Features 
  Scaly Hide (11th Level): When you spend an action 
  point, one of your espers gains resist 5 all damage 
  until the end of your next turn. 
  Dragon Bane (11th Level): Dragons take a –2 pen-
  alty to attack rolls against you and your summoned 
  creatures. 
  Summon Dragon (16th Level): You can summon a 
  second esper with the Summon Esper class feature. 
  One of these espers must be the dragon wyrmling 
  listed below. Each esper must be summoned sepa-
  rately. 
   
  96 
   
  By infusing the essence of dragons into your summoned 
  creatures, they are now able to take flight for a time. 
  Draconic Heritage          Dragon Breeder Utility 12 
  Encounter ✦ Esper, Solar 
  Minor Action 
   
  Personal (esper) 
  Target: One esper 
  Effect: The target’s aura increases by 1 until dismissed. 
  In addition, enemies who begin their turn in the aura takes 
  1d8 fire damage. 
  Dragon Breeder Powers  
  
  Chapter 2 | Paths of Destiny 
   
   
  You have implanted magic within your creature so that 
  should the blood begin to flow, your enemies begin to die. 
  Exploding Abomination               Splicer Attack 20 
  Daily ✦ Esper, Implement, Solar 
  Free Action 
   
  Close Burst esper 3 
  Trigger: The summoned esper is bloodied 
  Target: Each creature in burst 
  Attack: Charisma vs. Reflex 
  Hit: 3d10 + your Charisma modifier damage. 
     Esper: If your esper is the abomination, the target also 
  takes ongoing 10 damage (save ends). 
  Miss: Half damage. 
   
   
   
  Abomination                                   aberrant beast 
  A mass of tangled flesh, bone armor and razor claws, the 
  abomination is frightening and deadly. 
  Sickening Fumes; aura 1 
  Enemies that begin their turn within the aura take a –2 
  penalty to Fortitude and saving throws until the start of 
  your next turn 
  Adjustments 
  ✦ +4 bonus to Fortitude 
  ✦ +2 bonus to AC 
  ✦ When the abomination is bloodied, the sickening aura 
  increases to 2. 
  ✦ As a free action once per round, the abomination can 
  change its origin to one of the following origins: aberra-
  tion, elemental, fey or natural, immortal or shadow. 
   
  By changing the soul of your summoned creature, you 
  infuse the essence of two different planes. 
  Hybrid Injection                         Splicer Utility 12 
  Encounter ✦ Solar 
  Free Action 
   
  Close Burst 3 
  Target: One esper in burst 
  Effect: Until the end of the encounter, your esper gains 
  the benefit of an additional creature origin from your 
  Tome of Creature class feature. 
  Splicer  
  “Why have a normal monster when you can make a  
  special one?”  
   
  Prerequisite: Summoner class  
   
   
  You like to tinker with creatures. You have 
  sought the secrets of the world’s greatest and bizarre 
  aberrations in order to create the next greatest crea-
  ture the world has ever seen. 
   
  Splicer Path Features 
  Body Splicing (11th Level): When you summon an 
  esper, you can choose to replace one of its adjust-
  ments with another adjustment from another esper 
  you know until the esper is killed or dismissed. 
  Body Rearrangement (11th Level): When you sum-
  mon an esper, add a +2 bonus to a defense until the 
  end of the encounter. In addition, apply a -2 penalty 
  to another defense until the end of the encounter. 
  Summon Abomination (16th Level): You can sum-
  mon a second esper with the Summon Esper class 
  feature. One of these espers must be the abomination 
  listed below. Each esper must be summoned sepa-
  rately. 
  97 
   
  By changing the body chemistry of your target, their  
  actions cause massive amounts of pain 
  Tormented Soul                          Splicer Attack 11 
  Encounter ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 2d8 + Charisma modifier damage, and until the end 
  of your next turn, if the target takes an attack action, they 
  take 5 damage. 
     Esper: If your esper is the abomination, the target takes 
  5 + your Constitution modifier damage instead. 
  Splicer Powers  
  
  Chapter 2 |  Paths of Destiny 
   
   
  You call upon the forest to imprison your opponent. The 
  trees and plants rise up and encase them in foliage. 
  Living Tree Coffin            Nature’s Storm Attack 20 
  Daily ✦ Esper, Implement, Solar 
  Standard Action  
  Melee esper 1 
  Target: One creature 
  Attack: Charisma vs. Fortitude 
  Hit: 3d10 + Charisma modifier damage, and the target is 
  restrained (save ends). 
     Esper: If your esper is the treant enforcer, the target 
  takes a –2 penalty to end the condition. 
  Miss: Half damage and the target is dazed (save ends). 
   
  Encounter ✦ Esper, Implement, Solar 
  Standard Action  
  Close Burst esper 3 
  Esper: If you esper is the treant enforcer, the range is 
  close burst 5 instead. 
  Target: Each enemy in burst 
  Attack: Charisma vs. Reflex 
  Hit: 2d6 + Charisma modifier damage. 
  Effect: Each ally within the burst gains concealment until 
  the end of your next turn. 
  Trees sprout from the ground to knock your enemies down 
  and give you a place to hide. 
  Tree Cover                       Nature’s Storm Attack 11 
   
   
   
  As hard as the oak and as wise  as the fern, this creature 
  is a powerful enforcer of nature’s law. 
  Weakening Presence; aura 1 
  Enemies in the aura take a –2 penalty on all damage rolls. 
  Adjustments 
  ✦ +2 bonus to AC and Fortitude 
  ✦ When subject to forced movement, the treant enforcer 
  may make a saving throw to negate the effect. 
  ✦ Each power that originates from the treant enforcer 
  that hits a target grants the treant 2 temporary hit points. 
  These temporary hit points may stack with each other but 
  not with those from another source. 
  Treant Enforcer                         natural humanoid 
   
  You infuse the soul of the hawk into your creature to  
  allow them to fly 
  Iron Bark                         Nature’s Storm Utility 12 
  Daily ✦ Solar 
  Minor Action 
   
  Personal 
  Effect: You gain a bonus to all defenses equal to your 
  Wisdom modifier until the end of your next turn. 
  Sustain Minor: The effect persists. 
  Nature’s Storm 
   “You have harmed the Mother, and I’m not as forgiving 
  as she is.” 
   
  Prerequisite: Summoner class 
   
   
  You specialize in solar energy from nature. 
  You know the true names of the most rare natural 
  creatures and when you call upon them, they come 
  to your aid. 
   
  Nature’s Storm Path Features 
  Stream of Life (11th Level): When your esper is 
  healed, they gain a number of extra hit points equal 
  to your Constitution modifier. 
  Nature’s Blessing (11th Level): When you spend an 
  action point to take an extra action, your esper can 
  make an saving throw against all conditions that a 
  save can end. 
  Summon Treant Enforcer (16th Level): You can 
  summon a second esper with the Summon Esper 
  class feature. One of the espers must be the treant 
  enforcer listed below. Each esper must be sum-
  moned separately. 
  98 
  Nature’s Storm Powers  
  
   
   
   
   
   
   
   
  The dwarves are well known as the voice of 
  the gods and their religious practices. So it comes as 
  no surprise that they are also known for fully em-
  bracing the sun pact warlocks. They know that now, 
  with the Night Reign in complete control, it is time 
  for the wrath of the Sun to be felt. The Sun pact war-
  locks deliver on this objective.  
   
  Half elves are also quite commonly found 
  among the ranks of the sun pact warlocks, for their 
  desire for freedom is shared by the beings that serve 
  the Sun. Very little convincing is needed to forge a 
  pact with a half elf and those that take it are some of 
  the most powerful warlocks in the land.  
   
  The warlock class is defined in the D&D 
  4E PLAYER’S HANDBOOK. This section de-
  scribes a new warlock pact available to choose from 
  when you create a warlock.  
   
  Sun Pact Class Feature  
   
  You have forged a pact with the celestial 
  creatures loyal to the Sun who have been imprisoned 
  by the Moon. Though the sun is viewed by the gen-
  eral populace as a being of goodness, you know his 
  vengeful side. His anger knows no bounds, and 
  though he cannot take life, you have promised your 
  soul in exchange for the power to do his bidding.  
   
  Burning Light: You know the burning 
  light  or the sun burn at-will spell.  
   
  Solar Flare Aura: You have the Solar 
  Flare Aura pact boon. You draw upon the life force 
  of those around you to empower your solar flare. 
  Your solar flare aura is off at the beginning of an 
  encounter.  
   
  When an enemy under your Warlock’s 
  curse is reduced to 0 hit points or fewer, increase the 
  Solar Flare Aura by 1 until the end of your next turn 
  when the aura turns off. An enemy that begins their 
  turn or enters the aura takes radiant damage equal to 
  your Constitution modifier. Allies who begin their 
  turn or enters the aura regains hit points equal to 
  your Constitution modifier.  
  
  Chapter 2 |  Paths of Destiny 
   
  The holy light of the Sun sears the flesh of your enemy 
  and inflicts pain when he attempts to inflict harm. 
  Sun Burn                            Warlock (Sun) Attack 1 
  At-Will ✦ Arcane, Fire, Implement, Radiant 
  Standard Action  
  Close Burst 1 
  Target: One creature 
  Attack: Constitution vs. Reflex 
  Hit: 1d6 + Constitution modifier fire damage. If the target 
  is within your Solar Flare Aura, they take an additional 
  1d6 radiant damage. 
       Level 21: 2d6 + Constitution modifier radiant damage. 
   
  Your enemy’s body burns as he attempts to attack you 
  against the Sun’s wishes. 
  Burning Light                         Warlock (Sun) Attack 1 
  At-Will ✦ Arcane, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 1d6 + Constitution modifier radiant damage. If the 
  target makes an attack that includes you during their next 
  turn, they take 1d6 + Constitution modifier radiant  
  damage. 
       Level 21: 2d6 + Constitution modifier radiant damage. 
   
  Like the sun’s gravity, you entrap one of your opponents 
  and pull them closer to you while slowing them down. 
  Solar Entrapment                Warlock (Sun) Attack 1 
  Encounter ✦ Arcane, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 2d8 + Constitution modifier radiant damage, and the 
  target is pulled 2 squares and is then slowed until the end 
  of your next turn. 
  Solar Pact: The target is pulled a number of squares 
  equal to 1 + your Intelligence modifier. 
   
   
  Within forgiveness is pain and relief. Embrace both to 
  find the road to salvation. 
  Tears of Forgiveness            Warlock (Sun) Attack 1 
  Encounter ✦ Arcane, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Will 
  Hit: 2d6 + Constitution modifier radiant damage. 
  Effect: You gain 3 temporary hit points. 
  Solar Pact: You gain temporary equal to 3 + your  
  Intelligence modifier. 
   
  Your enemy’s morale weakens at the sign of defeat as you 
  regain your resolve to see the fight to the end. 
  Glory Days                           Warlock (Sun) Attack 1 
  Daily ✦ Arcane, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 2d8 + Constitution modifier radiant damage, and the 
  target is weakened (save ends). 
  Miss: Half damage, and the target is not weakened. 
   
   
  You draw upon the power of your pact and the blood of 
  angels to empower your blast against the wicked. 
  Pact of Angels                      Warlock (Sun) Attack 1 
  Daily ✦ Arcane, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Reflex 
  Hit: 3d6 + Constitution modifier radiant damage, and the 
  target takes ongoing 5 radiant damage (save ends). If the 
  target is bloodied, they take ongoing 10 radiant damage 
  instead. 
  Miss: Half damage, and 5 radiant damage at the start of 
  their next turn. 
   
  100 
  Level 1 At-Will Spells 
  Level 1 Encounter Spells 
  Level 1 Daily Spells 
  Level 2 Utility Spells 
   
  By drawing upon the anger of the Sun, your solar flare 
  erupts and expands for a brief moment. 
  Flare Up                                  Warlock (Sun) Utility 2 
  Encounter ✦ Arcane 
  Minor Action 
   
  Personal 
  Effect: Until the end of your next turn, your Solar Flare 
  aura increases by 1. 
  
  Chapter 2 | Paths of Destiny 
   
  Blasting forth from your finger tips, you send a blazing 
  ball of fire that explodes on impact. 
  Elliptical Flare                       Warlock (Sun) Attack 7 
  Encounter ✦ Arcane, Fire, Implement 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Reflex 
  Hit: 2d8 + Constitution modifier fire damage, and each 
  enemy adjacent to the target takes 1d6 fire damage. 
  Solar Pact: Enemy adjacent to the target is cursed by 
  you. 
   
  With a wave of your hand you create a gravitational  
  distortion around you, cloaking you from view. 
  Solar Cloak                              Warlock (Sun) Utility 6 
  Encounter ✦ Arcane, Illusion 
  Minor Action 
   
  Personal 
  Effect: You gain invisibility until the end of your next 
  turn. If you make an attack, the invisibility ends immedi-
  ately. 
   
  A shield of holy energy surrounds you and protects you 
  from the powers of the night. 
  Shield of Pelus                        Warlock (Sun) Utility 6 
  Encounter ✦ Arcane 
  Immediate Interrupt 
  Personal 
  Trigger: You take necrotic damage 
  Effect: Gain resist 10 necrotic damage until the end of 
  your next turn. 
   
  With a divine call you strip the power of your opponent 
  and use it to empower your own spells. 
  Strip the Weak                     Warlock (Sun) Attack 5 
  Daily ✦ Arcane, Implement 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 2d10 + Constitution modifier damage, and the target 
  is weakened (save ends). 
  Miss: Half damage and the target is not weakened. 
   
  You create seven spheres of intense fire which set off a 
  series of explosions in front of you. 
  Seven Suns                            Warlock (Sun) Attack 5 
  Daily ✦ Arcane, Fire, Implement 
  Standard Action  
  Close Blast 3 
  Target: Each creature in blast 
  Attack: Constitution vs. Reflex 
  Hit: 2d6 + Constitution modifier fire damage, and the 
  target takes ongoing 5 fire damage and takes a –2 penalty 
  to Fortitude (save ends both). 
  Miss: Half damage, and the target takes a –2 penalty to 
  Fortitude (save ends). 
   
  You set forth explosions with the force of the sun to burn 
  your enemies. 
  Sun Burst                                Warlock (Sun) Attack 3 
  Encounter ✦ Arcane, Fire, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Will 
  Hit: 2d6 + Constitution modifier radiant damage, and one 
  enemy adjacent to the target takes 1d6 fire damage. 
  Solar Pact: Each enemy adjacent to the target takes 1d8 
  fire damage instead. 
   
  By focusing the heat of the sun at your opponent, you 
  cause their body to severely dehydrate 
  Devastating Dehydration   Warlock (Sun) Attack 3 
  Encounter ✦ Arcane, Implement 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 3d6 + Constitution modifier damage, and the target 
  takes a –2 penalty to Fortitude until the end of your next 
  turn. 
  Solar Pact: The penalty to Fortitude is equal to 1 + your 
  Intelligence modifier. 
   
  Bathed in the light of the Sun, you strike with the power of 
  the light. 
  Solar Powered                        Warlock (Sun) Utility 2 
  Encounter ✦ Arcane 
  Minor Action 
   
  Personal 
  Effect: You gain a power bonus to damage rolls equal to 
  your Intelligence modifier until the end of your next turn. 
   
  Level 3 Encounter Spells 
  Level 5 Daily Spells 
  Level 6 Utility Spells 
  101 
  Level 7 Encounter Spells 
  
  Chapter 2 |  Paths of Destiny 
   
  You call upon the name of Adrianne the hero to curse 
  your foe. 
  Curse of Adrianne              Warlock (Sun) Attack 13 
  Encounter ✦ Arcane, Implement, Teleportation 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 2d10 + Constitution modifier damage, and the target 
  is teleported 3 squares to an unoccupied square and 
  cursed. 
  Solar Pact: Teleport the target a number of squares equal 
  to 2 + your Intelligence modifier. 
   
  You step into the light and are teleported to a new desti-
  nation in a bright flash of light making it hard to see. 
  Intersecting Sunlight         Warlock (Sun) Utility 10 
  Encounter ✦ Arcane, Teleportation 
  Move Action 
   
  Personal 
  Effect: Teleport 6 squares. You then gain a +2 power 
  bonus to AC until the end of your next turn. 
   
  You call out to the Sun to protect you. With his divine 
  embrace he harms those that dare touch you. 
  Divine Intervention            Warlock (Sun) Utility 10 
  Encounter ✦ Arcane, Radiant 
  Immediate Reaction 
  Personal 
  Target: One creature 
  Trigger: You are hit by an attack and can see the attacker 
  Effect: The creature that attacked you takes 5 radiant 
  damage. This damage ignores any resistances or  
  invulnerabilities that the creature has. 
   
  A choir of angels sings a song of despair that weakens the 
  will of your enemies. 
  Angelic Chorus                      Warlock (Sun) Attack 9 
  Daily ✦ Arcane, Implement, Psychic 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Will 
  Hit: 3d6 + Constitution modifier psychic damage, and the 
  target is immobilized and has a -2 penalty to their Will 
  until the end of your next turn. 
  Sustain Standard: Make a Constitution vs. Will attack 
  against the target. On a hit, the target takes 1d6 + Consti-
  tution modifier psychic damage and is immobilized and 
  has a –2 penalty to their Will until the end of your next 
  turn. If you miss with this power, you cannot sustain it. 
   
  You turn the tide of the battle as a corona surrounds you 
  to sap the power of your enemy and then empower you. 
  Reverse Fortune                    Warlock (Sun) Attack 7 
  Encounter ✦ Arcane, Implement 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 1d12 + Constitution modifier damage, and the target 
  gains a -2 penalty to AC until the end of your next turn. 
  You gain a +2 power bonus to AC until the end of your 
  next turn. 
  Solar Pact: You gain a power bonus to AC equal to 2 + 
  your Intelligence modifier until the end of your next turn. 
   
  102 
  Level 9 Daily Spells 
  Level 10 Utility Spells 
  Level 13 Encounter Spells 
   
  You call upon the name of Selrianne the hero to smite 
  your enemies and recover from your wounds. 
  Curse of Selrianne              Warlock (Sun) Attack 13 
  Encounter ✦ Arcane, Healing, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 2d6 + Constitution modifier radiant damage. You 
  regain hit points equal to half the damage dealt. 
  Solar Pact: You regain hit points equal to the damage 
  dealt. 
   
   
  You use your pact to turn the blood of your foe into fire, 
  burning them from the inside out. 
  Blood to Fire                          Warlock (Sun) Attack 9 
  Daily ✦ Arcane, Fire, Implement 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 2d10 + Constitution modifier fire damage, and the 
  target takes ongoing 10 fire damage and is weakened 
  (save ends both). 
  After Effect: The target takes ongoing 5 fire damage 
  (save ends). 
  Miss: Half damage, and the target is weakened until the 
  end of your next turn. 
  
  Chapter 2 | Paths of Destiny 
   
  A brilliant flash of hot white light emanates from your 
  body to harm and blind your foes. 
  Flash Point                             Warlock (Sun) Attack 17 
  Encounter ✦ Arcane, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 2d8 + Constitution modifier radiant damage, and the 
  target is blinded (save ends). 
  Solar Pact: The target has a -2 penalty to their saving 
  throws to end this effect. 
   
  Your anger boils over, causing your solar flare to burst 
  forth, intensified by your emotions. 
  Angry Expressions            Warlock (Sun) Utility 16 
  Daily ✦ Arcane 
  Minor Action 
   
  Personal 
  Effect: Your Solar Flare Aura increases by 2 until the end 
  of your next turn. In addition, your aura gains a bonus to 
  damage and healing equal to your Intelligence modifier. 
   
  You create a beam of light which strikes your opponent 
  which then bounces from enemy to enemy. 
  Coordinated Prisms           Warlock (Sun) Attack 15 
  Daily ✦ Arcane, Implement 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Reflex 
  Hit: 4d10 + Constitution modifier damage. 
  Sustain Standard: Make a ranged Constitution vs. Re-
  flex attack originating from the target to an enemy within 
  5 squares. On a hit, the target takes 2d12 + Constitution 
  modifier damage. On a miss, you deal half damage and 
  the power ends. 
   
  103 
  Level 15 Daily Spells 
  Level 16 Utility Spells 
   
  With an encouraging prayer to the Sun, you propel your-
  self forward with renewed vigor. 
  Courage of the Heart        Warlock (Sun) Utility 16 
  Daily ✦ Arcane 
  Minor Action 
   
  Personal 
  Special: Spend a healing surge without gaining its benefit 
  Effect: You gain a +2 power bonus to attack rolls until 
  the end of the encounter. 
  Level 17 Encounter Spells 
   
   
  You create a heat wave as hot as the sun which burns 
  your opponents and slows them down. 
  Heat Wave                            Warlock (Sun) Attack 15 
  Daily ✦ Arcane, Fire, Implement, Zone 
  Standard Action           Area Burst 1 within 10 squares 
  Target: Each creature in burst 
  Attack: Constitution vs. Fortitude 
  Hit: 3d12 + Constitution modifier fire damage, and the 
  target is slowed until the end of your next turn. 
  Effect: The burst creates a zone of heat that lasts until the 
  end of your next turn. When a creature begins their turn or 
  enters the zone, make a Constitution vs. Fortitude attack 
  against the target. On a hit, the target takes 1d12 + Consti-
  tution modifier fire damage and is slowed until the end of 
  your next turn. 
  Sustain Standard: The zone persists. 
  
  Chapter 2 |  Paths of Destiny 
   
  A beam of intense fire burns away the flesh and bone of 
  your enemies. 
  Searing Ray                      Warlock (Sun) Attack 23 
  Daily ✦ Arcane, Fire, Implement, Reliable 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Reflex 
  Hit: 4d12 + Constitution modifier fire damage. 
   
  By channeling the divine essence of the Sun, you are able 
  to help yourself overcome your hindrances. 
  Holy Blessing                    Warlock (Sun) Utility 22 
  Daily ✦ Arcane 
  Minor Action 
   
  Personal 
  Effect: You can make a save against each effect that a 
  save can end. In addition, you receive a +2 bonus to each 
  saving throw you make until the end of the encounter. 
   
   
  By invoking your pact, an angel descends from the sky to 
  assist you in battle. 
  Angelic Ally                         Warlock (Sun) Attack 19 
  Daily ✦ Arcane, Conjuration, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Effect: You conjure a medium angelic ally to an unoccu-
  pied square. You can choose to have an arcane spell origi-
  nate from your angelic ally’s square instead of yours. 
  Enemies that begin their turn adjacent to the angelic ally 
  take 1d10 radiant damage. You can move the angelic ally 
  6 squares with a move action 
  Target: One creature adjacent to the angelic ally 
  Attack: Constitution vs. Reflex 
  Hit: 2d10 + Constitution modifier radiant damage. 
  Sustain Minor: The conjuration persists. 
   
  A brilliant flash of hot white light emanates from your 
  body to harm and blind your foes. 
  Sun Avenging Curse          Warlock (Sun) Attack 17 
  Encounter ✦ Arcane, Implement 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 3d8 + Constitution modifier damage, and the target 
  takes a –2 penalty to attacks and AC until the end of your 
  next turn. 
  Solar Pact: The target takes a penalty to attacks and AC 
  equal to 1 + your Intelligence modifier instead. 
   
  104 
  Level 19 Daily Spells 
   
  You invoke the name of the mage Latarin which locks 
  down your enemies with harmful arcane wards. 
  Curse of Latarin                  Warlock (Sun) Attack 19 
  Daily ✦ Arcane, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Reflex 
  Hit: 4d10 + Constitution modifier radiant damage. If the 
  target takes a standard action, they take 2d10 + Constitu-
  tion modifier radiant damage (save ends). 
  Miss: Half damage. 
  Level 22 Utility Spells 
   
  As your enemies draw in closer, you call out to an angel 
  to whisk you away from danger. 
  Angelic Dodge                   Warlock (Sun) Utility 22 
  Daily ✦ Arcane 
  Immediate Reaction 
  Personal 
  Trigger: An enemy moves adjacent to you 
  Effect: Teleport 6 squares to an unoccupied square. 
  Level 23 Encounter Spells 
   
  You invoke your pact as you send for a blaze of radiant 
  energy. 
  Pact of Archon                  Warlock (Sun) Attack 23 
  Encounter ✦ Arcane, Implement, Radiant 
  Standard Action  
  Close Burst 3 
  Target: Each creature in burst 
  Attack: Constitution vs. Fortitude 
  Hit: 3d8 + Constitution modifier radiant damage. 
  Solar Pact: Your Solar Flare aura expands to aura 3 until 
  the end of your next turn. 
  
  Chapter 2 | Paths of Destiny 
   
   
  The final invoking of your pact, you expand your solar 
  flare to encompass the battlefield. 
  Curse of the Sun               Warlock (Sun) Attack 29 
  Daily ✦ Arcane, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Reflex 
  Hit: 5d12 + Constitution modifier radiant damage. 
  Effect: Your solar flare aura expands to aura 5 until the 
  end of your next turn. In addition, the damage and healing 
  granted by your Solar Flare increases by 4. 
  Sustain Standard: The effect persists. 
   
   
  An explosion of holy fire harms all in its path and creates 
  a vortex that draws everything into its fiery core. 
  Super Nova                            Warlock (Sun) Attack 29 
  Daily ✦ Arcane, Fire, Implement, Radiant, Zone 
  Standard Action           Area Burst 1 within 10 squares 
  Target: Each creature in burst 
  Attack: Constitution vs. Fortitude 
  Hit: 4d12 + Constitution modifier fire and radiant dam-
  age, and ongoing 10 fire damage (save ends). 
  Effect: The burst creates a zone of fire. Each creature that 
  begins their turn within the zone takes 4d10 + Constitu-
  tion modifier fire and radiant damage. When an enemy 
  ends their turn adjacent to the zone, make a Constitution 
  vs. Fortitude check against the target. If you hit, pull the 
  target two squares into the zone. 
  Sustain Standard: The zone persists. 
   
  As you invoke the power of the celestial courts, you forci-
  bly move your opponent into a poor defensive position. 
  Heavenly Arrangement   Warlock (Sun) Attack 27 
  Encounter ✦ Arcane, Implement 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 3d12 + Constitution modifier damage, and slide the 
  target 3 squares. 
  Solar Pact: Slide the target a number of squares equal to 
  2 + your Intelligence modifier. 
   
   
  As your solar flare expands, you become the foundation of 
  your allies defense. 
  Holy Foundation              Warlock (Sun) Attack 25 
  Daily ✦ Arcane, Implement 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Reflex 
  Hit: 4d10 + Constitution modifier damage. 
  Effect: Your base Solar Flare aura setting is 1 until the 
  end of your next turn. 
  Sustain Move: The effect persists. 
   
  You send your foe into the home of the Sun as his prisoner 
  where they are punished for their sins. 
  Radiant Prison                 Warlock (Sun) Attack 25 
  Encounter ✦ Arcane, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 4d10 + Constitution modifier radiant damage, and 
  the target is sent to Avengard (save ends). Each round that 
  the target begins in Avengard, he takes 3d10 + Constitu-
  tion modifier radiant damage. When the power ends, the 
  target is returned to their original square. If the original 
  square is occupied, he returns to the nearest unoccupied 
  square. 
  Solar Pact: The target is blinded (save ends) on a hit or 
  missed attack roll. 
   
  105 
  Level 27 Encounter Spells 
  Level 29 Daily Spells 
  Level 25 Daily Spells 
   
  A swarm of angels descends from the heavens to pass 
  judgment and strip the unworthy of their strength. 
  Swarm of Angels              Warlock (Sun) Attack 27 
  Encounter ✦ Arcane, Implement, Radiant 
  Standard Action           Area Burst 1 within 10 squares 
  Target: Each creature in burst 
  Attack: Constitution vs. Reflex 
  Hit: 4d10 + Constitution modifier radiant damage, and 
  the target is weakened (save ends). 
  Solar Pact: You gain a bonus to the damage roll equal to 
  your Intelligence modifier. 
  
  Chapter 2 |  Paths of Destiny 
   
  Your enemy is burned by a holy fire with each step that 
  they take. 
  Touched by the Sun     Crusader of Light Attack 11 
  Encounter ✦ Arcane, Fire, Implement 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 3d6 + Constitution modifier fire damage. 
  Effect: Until the end of your next turn, when the target 
  takes a move action, they take 10 fire damage. 
   
  You charge forth, undaunted by the grasp of the night, as 
  you know that the Sun protects you. 
  Darkness to Light         Crusader of Light Utility 12 
  Encounter ✦ Arcane 
  Immediate Reaction 
  Personal 
  Trigger: You take necrotic damage 
  Effect: You regain hit points equal to the amount of   
  necrotic damage taken plus your Intelligence modifier. 
   
  Pummeled by the power of the Sun, your foe cannot   
  escape the holy light. 
  Sun Spot                          Crusader of Light Attack 20 
  Daily ✦ Arcane, Implement, Radiant 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 4d8 + Constitution modifier radiant damage, and the 
  target gains vulnerability 10 radiant (save ends). 
  Miss: Half damage. 
  Crusader of Light Powers 
  Crusader of Light 
   “The Sun has given me a purpose and a direction. I shall 
  see it through to the end and burn the dark along the 
  way.” 
   
  Prerequisite: Warlock class, Solar Pact class feature 
   
   
  You are a champion of the sun. You have 
  seen the Sun’s celestial court, and you have been 
  touched by the divine essence. You know that a cru-
  sade must begin, one to end the Night Reign so that 
  all living things may thrive once more beneath the 
  blazing glory of the Sun.  
   
  Crusader of  Light Path Features 
  Weight of the Sun (11th Level): When you spend an 
  action point and take an attack action, all enemies 
  that are currently cursed by you take a –2 penalty to 
  saving throws until the end of your next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Blinded by the Sun (11th Level): All enemies that 
  are currently cursed by you take a –2 penalty to at-
  tack rolls against you. 
   
  Ferocious Fire (16th Level): Powers with the Fire or 
  Radiant keyword deal an extra 1d6 damage of that 
  type of damage. 
  106 
  
  Chapter 2 | Paths of Destiny 
   
  When the enemy advances, you let them have your ground 
  so you can gain a better tactical position. 
  Quickstep                     Bloodcrest Archer Utility 12 
  Encounter ✦ Martial 
  Immediate Interrupt 
  Personal 
  Trigger: An enemy moves to an adjacent square to you 
  Effect: Shift 1 square and gain a bonus to your AC and 
  Reflex equal to your Wisdom modifier until the end of 
  your next turn. 
   
   
   
  Bloodcrest Archer 
   “I am death incarnate. Lay down your sword and meet 
  the Sun with your head held high, for you have died for a 
  purpose.” 
   
  Prerequisite: Ranger Class, Archer Fighting Style 
   
   
   
  You are an elite archer, a master of the bow 
  and arrow that few can hope to match. The origins of 
  the bloodcrest archer lie in the history of the eladrin 
  during the first Night Reign. 
   
  The Bloodcrest Path teaches that the bow 
  and arrow are extensions of your soul and flesh. You 
  must allow the bow to become a part of you and, 
  therefore, a part of your anger. By focusing your 
  anger through the bow, you can unleash a powerful 
  wave of arrows to defeat any foe before you. 
   
  Bloodcrest Archer Path Features 
  Bloodbow (11th Level): Choose between long bow 
  and the short bow. Gain a +2 bonus to attack rolls 
  and damage rolls with your chosen weapon against 
  your quarry. 
  Blood Arrow (11th Level): You can spend an action 
  point to increase your hunter’s quarry die type by 
  one step (i.e. d6 becomes d8 or d8 becomes d10) 
  until the end of your next turn, instead of taking an 
  extra action. 
  Crest Shield (16th Level): Your chosen bow is now 
  considered a melee weapon in addition to its other 
  properties. The bow has a +2 proficiency bonus to 
  attack rolls and deals 1d8 damage. 
  107 
   
  A steady hand ensures that the arrow flies true.  
  Twin Blood Arrow      Bloodcrest Archer Attack 11 
  Encounter ✦ Martial, Weapon 
  Standard Action  
  Ranged Weapon 
  Target: One or two creatures 
  Attack: Dexterity vs. AC; two attacks 
  Hit: 1 [W] + Dexterity modifier damage per attack. If the 
  target is under your Hunter’s Quarry and you hit once, the 
  target is slowed until the end of your next turn. If you hit 
  twice, the target is dazed until the end of your next turn. 
   
  Your arrow strikes the target, sending splinters, blood 
  and bone flying in all directions. 
  Bloodsplash Arrow     Bloodcrest Archer Attack 20 
  Daily ✦ Martial, Weapon 
  Standard Action  
  Ranged Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Dexterity modifier damage. 
  Effect: Each enemy adjacent to the target takes damage 
  equal to your Dexterity modifier. 
  Bloodcrest Archer Powers 
  
  Chapter 2 |  Paths of Destiny 
  Karsarian Warmage 
   “I have been trained by the most powerful wizards to 
  bring destruction down upon my enemies. I honor the 
  Order, and I honor my employer. My loyalty is to the high-
  est bidder.” 
   
  Prerequisite: Wizard Class 
   
   
  You have been trained at the Arcane Order 
  of Magical Arts in Karsari. As the last of the arcane 
  colleges with roots in Iso’Latarin, your knowledge 
  and ability are vast. 
   
  As part of the Order, your services are for 
  sale to merchants and trading companies who desire 
  protection and a strong magical arm to deter any 
  unwanted acts of piracy. 
   
  You are loyal to your employer, for you 
  have your status to maintain, and the Arcane Order 
  frowns on bribery. You make the best of any situa-
  tion, and should some unlucky pirate or bandit at-
  tempt to raid the caravan you guard, you cut loose 
  with devastating efficiency. 
   
  Karsarian Warmage Path Features 
  Arcane Element (11th Level): Choose one of the 
  following: Cold, Fire, Lightning or Thunder. You 
  can convert a damage roll from an attack power to 
  the chosen damage type. 
  Arcane Explosion (11th Level): When you spend an 
  action point, all burst and blast attack powers in-
  crease in size by 1 until the end of your next turn. 
  Arcane Destruction (16th Level): When you spend 
  an action point, all burst and blast attack powers deal  
  extra damage equal to your Intelligence modifier 
  until the end of your next turn. 
  108 
   
  You launch a barrage of arcane missiles at multiple  
  targets. 
  Arcane Missile           Karsarian Warmage Attack 11 
  Encounter ✦ Arcane, Force, Implement 
  Standard Action  
  Ranged 20 
  Target: One, two or three creatures 
  Attack: Intelligence vs. AC; three attacks 
  Hit: 2d4 + Intelligence modifier force damage per attack. 
  If successfully hit one creature three times, that creature is 
  also dazed until the end of your next turn. 
  Karsarian Warmage Powers 
   
  When your enemies try to gain a tactical advantage, you 
  cast a spell to move you into a better position. 
  Arcane Rush              Karsarian Warmage Utility 12 
  Encounter ✦ Arcane, Teleportation 
  Move Action 
   
  Personal 
  Effect: You teleport your speed to an unoccupied square. 
   
  You draw upon your keen intellect to recall a previous 
  spell from memory to give you a tactical advantage. 
  Edict Recall               Karsarian Warmage Attack 20 
  Daily ✦ Arcane, Implement 
  Free Action 
   
  Personal 
  Effect: Regain an immediate of a used encounter or daily 
  spell equal to or lower than 20th level. You must use this 
  power immediately or it is lost. 
  
  Chapter 2 | Paths of Destiny 
   
  You force your foe to keep their eyes on you. 
  Peacekeeper Justice            Peacekeeper Attack 11 
  Encounter ✦ Martial, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage, and the target is 
  marked and weakened until the end of your next turn. 
  Peacekeeper 
   “The blood of Pelus runs through my veins, the blood of 
  gods.” 
   
  Prerequisite: Fighter Class 
   
   
  You are a knight of the Kingdom of Ro. 
  Training in the fighting style and form that Pelus the 
  Peacekeeper created, you stand vigil against the 
  darkness, a classical knight in shining armor. 
   
  The Peacekeepers began as the personal 
  guard for King Pelus Ro during the Age of Heroes. 
  As the family of Pelus continued to grow, more and 
  more descendants of the king were drawn into the 
  Peacekeeper organization. Due to his extended life, 
  Pelus had more than fifty children which grew into 
  the fifty noble houses of Ro. Each house had repre-
  sentation within the organization to maintain its po-
  litical and military strength. 
   
  During the Blood Culling, several of the 
  noble houses betrayed the crown, which led to the 
  downfall of the kingdom. Peacekeeper fought Peace-
  keeper in the streets of Ro-jah for a full season as 
  their city and kingdom crumbled around them. When 
  the dust had settled, the Peacekeepers were dis-
  banded and those loyal to the Ilium Empire became 
  Heaven Knights. Those Peacekeepers who refused 
  either fled or were killed. Those who fled now roam 
  the countryside, working to bring back the ideals of 
  Pelus the Peacekeeper to their homeland. 
   
  Peacekeeper Path Features 
  Silver Fury (11th Level): When you spend an action 
  point, until the end of your next turn, any successful 
  attack that you make, the target is also immobilized 
  (save ends) until the end of your current turn 
  Golden Valor (11th Level): If an adjacent ally is hit 
  by an attack, reduce the damage taken by 1. This 
  feature does not affect ongoing damage. 
  Bronze Heart (16th Level): When you are first 
  bloodied during an encounter, you may spend a heal-
  ing surge as an immediate reaction. 
   
   
   
   
  109 
   
  By taking charge of the field, you help your allies get out 
  of danger so you can take it head on. 
  Form the Line                      Peacekeeper Utility 12 
  Encounter ✦ Martial 
  Immediate Reaction 
  Close Burst 5 
  Trigger: An ally is hit by an attack within burst 
  Effect: You may shift the ally up to 3 squares. You then  
  shift up to 3 squares towards the target that attacked the 
  ally. You gain a +2 power bonus to your next attack roll 
  against the target. If you don’t use this bonus by the end 
  of your next turn, you lose the bonus. 
   
  You show no mercy to your opponents. Their brutal end-
  ing sends a message. Leave or draw your last breath. 
  Last Breath                          Peacekeeper Attack 20 
  Encounter ✦ Martial, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 4 [W] + Strength modifier damage, and the target is 
  weakened (save ends). If the target is bloodied, they have 
  a –2 penalty to end this condition. 
  Effect: All enemies within 2 squares of the target are 
  weakened until the end of your next turn. 
  Peacekeeper Powers 
  
  Chapter 2 |  Paths of Destiny 
   
  You inspire your troops with the sound of glory and honor 
  that is the Helvada nation. 
  Might of Helvada                    Strophion Attack 11 
  Encounter ✦ Healing, Martial, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 2 [W] + Strength modifier damage. 
  Effect: Two allies within 5 squares of you may spend a 
  healing surge. In addition, those two allies gain a +2 
  power bonus to AC until the end of your next turn. 
  Strophion 
   “Show them what it means to be a soldier of Helvada. On 
  my command, unleash hell.” 
   
  Prerequisite: Warlord Class 
   
   
  You are a leader in the army of Helvada. 
  You inspire your troops to fantastic heroics and epic 
  deaths. 
   
  The Helvadian army is known to be the 
  greatest army in all of Falamor. For more than 3,000 
  years the culture of the Helvadan people has shaped 
  their militaristic society to be the tip of the spear. All 
  citizens of the Helvada nation know how to fight. 
  The Strophion are those who can fight and lead. 
  They lead by example and can always be found on 
  the front line giving orders and dealing death. To be 
  a Strophion is to be the ultimate Helvadian soldier. 
   
  Strophion Path Features 
  Wyvern Formation (11th Level): All allies within 
  line of sight of you and within 10 squares gain a +2 
  bonus to saving throws verse fear and mind affects. 
  Griffon Formation (11th Level): When an ally 
  spends an action point and they are within 10 
  squares of you and have line of sight, they may shift 
  1 square and gain a +1 bonus to AC until the end of 
  their next turn as apart of their extra action 
  Hydra Formation (16th Level): When you spend an 
  action point, instead of gaining an extra action, all 
  allies who can see you within 10 squares may make 
  a saving throw against each effect that a save can 
  end with a +2 bonus. 
  110 
   
  You never give up and never surrender. You push your 
  allies so that they will not either. 
  Get up Soldier!                        Strophion Utility 12 
  Encounter ✦ Healing, Martial 
  Immediate Reaction 
  Close Burst 3 
  Trigger: An ally falls to 0 hit points or fewer within burst 
  Effect: Ally may immediately spend a healing surge and 
  regains extra hit points equal to your Charisma modifier 
   
  To surge and die in battle is glorious. When you do fall, 
  your allies will be inspired by your actions. 
  Steppes of Tears                     Strophion Attack 20 
  Encounter ✦ Healing, Martial, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 3 [W] + Strength modifier damage. Any ally adjacent 
  to the target gains a free basic melee attack. The ally may 
  add half your level to the attack roll and damage roll for 
  this basic attack against the target. 
  Miss: Two allies within 5 squares of you may spend a 
  healing surge. 
  Strophion Powers 
  
  Chapter 2 | Paths of Destiny 
   
  With a prayer you bless your allies with resolve to live. 
  Your foes scream in agony at your blessing. 
  Holy Remembrance            Sun Wielder Attack 11 
  Encounter ✦ Divine, Implement, Radiant 
  Standard Action  
  Close Burst 5 
  Target: One creature 
  Attack: Wisdom vs. Fortitude 
  Hit: 2d8 + Wisdom modifier radiant damage. 
  Effect: All allies within the burst gain a power bonus to 
  Fortitude equal to your Wisdom modifier until the end of 
  your next turn. 
  Sun Wielder 
   “The Betrayer may have risen again, but as before, the 
  Sun shall rise and cast out the darkness.” 
   
  Prerequisite: Cleric Class 
   
   
  You have been touched by the Sun and his 
  burning light. The gift of sunlight is your weapon of 
  choice, and the denizens of the dark fear your name. 
   
  As a sun wielder, you have chosen to focus 
  your wrath and power towards one particular evil 
  blight of the world, the Breath of Ilius. The malig-
  nant evil that preys on the living has no master and 
  destroys everything that it touches. You aim to stop 
  it from spreading further, and eventually you will 
  find its source and bring the light of the Sun to that 
  dark and unholy place to end the threat forever.  
   
  Sun Wielder Path Features 
  Sun’s Shield (11th Level): You and your allies 
  within 5 squares may make an immediate save to 
  end a condition inflicted by the Breath. This imme-
  diate save is made the first time the effect has been 
  inflicted by the Breath per encounter. 
  Prayer of Restful Peace (11th Level): Those people 
  and bodies touched by the Sun Wielder cannot be 
  raised as undead by the Breath. This is a minor ac-
  tion that requires physical contact and lasts until the 
  end of the encounter. 
  Sun’s Conduit (16th Level): When engaging in a 
  skill challenge to defeat the Breath, you gain an 
  automatic success on your first skill roll. All subse-
  quent rolls gain a +2 bonus. 
   
   
   
   
  111 
   
  With the Sun as your guiding force; you call your allies 
  back from the advancement of the Breath. 
  Hand of the Sun                  Sun Wielder Utility 12 
  Daily ✦ Divine 
  Minor Action 
   
  Close Burst 5 
  Target: One allies 
  Effect: You may shift an ally up to 3 squares. If the 
  Breath is present, you may shift your allies up to 5 
  squares but must the shift be away from the Breath. Each 
  ally gains a +1 bonus to Fortitude until the end of your 
  next turn. 
   
  You serve as a beacon of the Sun’s holy light. From the 
  heavens light shines forth and destroys the darkness. 
  Sun’s Radiance                   Sun Wielder Attack 20 
  Encounter ✦ Divine, Radiant 
  Standard Action  
  Close Burst 10 
  Target: One creature 
  Attack: Wisdom vs. Fortitude 
  Hit: 5d10 + Wisdom modifier radiant damage. 
  Effect: Until the end of the encounter, any skill challenge 
  made against the Breath requires one less success to de-
  feat the Breath. 
  Sun Wielder Powers 
  
  Chapter 2 |  Paths of Destiny 
  Temporal Mage 
   “Time is like water. It is fluid and all encompassing. If 
  you are not careful, you will drown.” 
   
  Prerequisite: Wizard Class 
   
   
  You are a wizard trained in the arts of tem-
  poral magic. Time is an open book to you ,and you 
  can manipulate it to control your enemies. 
   
  Though the lands of Iso’Latarin have been 
  lost, you have managed to either survive the fall or 
  learn from one of the survivors. From your studies 
  you have learned the connection between space and 
  time ,and you have witnessed the Flux Zone, a demi-
  plane of time connected to the Crossroads. The zone 
  gives you insight intp how to manipulate time within 
  the Prime. 
   
  Temporal Mage Path Features 
  Student of Time (11th Level): You automatically 
  succeed on your first test on skill challenges involv-
  ing History or Arcane. 
  Time Flux (11th Level): When you spend an action 
  point, you can choose to reroll any roll and take the 
  better of the two rolls instead of taking an extra ac-
  tion. 
  Temporal Paradox (16th Level): As an immediate 
  reaction, you may spend an action point. Instead of 
  taking an extra action, you can allow yourself or any 
  ally within 5 squares to change a standard action, 
  move action or minor action they have just taken. 
  This can be done after the results of the action have 
  been resolved. The results of initial action are re-
  moved and the action starts over. 
  112 
   
  By bending time and space around you, effects and 
  wounds that you have revert back to a previous time. 
  Time Warp                      Temporal Mage Utility 12 
  Encounter ✦ Arcane, Healing 
  Minor Action 
  Personal 
  Effect: You may make an immediate save against all 
  effects that you are under. In addition, you may spend a 
  healing surge an regain an extra 1d6 hit points. 
   
  You open a rift in time and shove your foe into it where 
  they struggle within a place of flux. 
  Temporal Shun               Temporal Mage Attack 11 
  Encounter✦ Arcane, Force, Implement, Teleportation 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Hit: 3d8 + your Intelligence modifier force damage, and 
  the target is sent into the Flux Zone until the end of your 
  next turn. When they reappear, they return to their origi-
  nal square. If that square is occupied, they reappear in the 
  nearest unoccupied square. 
   
   
  By merging space and time with the prime essence of the 
  world, you create a violent storm of destruction. 
  Temporal Storm             Temporal Mage Attack 20 
  Encounter ✦ Arcane, Force, Implement, Zone 
  Standard Action           Area Burst 3 within 10 squares 
  Target: Each creature in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 4d10 + Intelligence modifier force damage. 
  Effect: The burst creates a zone of temporal distortions. 
  Creatures that enter or begin their turn in the zone take 
  1d10 + your Intelligence modifier force damage and are 
  slowed until the end of your next turn. 
  Sustain Minor: The zone persists. 
  Temporal Mage Powers 
  
  Chapter 2 | Paths of Destiny 
   
  You enter into a rage, making a relentless attack against 
  your opponent to kill them before they counter. 
  Raging Steel                              Xionaire Attack 20 
  Daily ✦ Martial, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC; two attacks (one main hand, one 
  off-hand). 
  Hit: 2 [W] + Strength modifier damage per attack, and 
  the target is knocked prone and dazed (save ends). 
  Miss: Half damage, and the target is dazed until the end 
  of your next turn. 
   
   
  Deadly Counter                        Xionaire Attack 11 
  You take advantage of your opponent’s attack to make a 
  deadly counterattack. 
  Encounter ✦ Martial, Weapon 
  Immediate Reaction 
  Melee Weapon 
  Trigger: You take damage from a melee attack 
  Target: Enemy who attacked you 
  Attack: Strength vs. AC; two attacks (one main hand, one 
  off-hand) 
  Hit: 2 [W] + Strength modifier damage per attack. If the 
  target is hit twice, they are also stunned until the end of 
  your next turn. 
  Xionaire 
   “Remember the Ninth. We fight in their name and in their 
  honor. Glory unto death.” 
   
  Prerequisite: Ranger Class 
   
   
  You are an elite guard of the Helvada King-
  dom. When the legions are unable to handle a situa-
  tion, you are called upon, for there is no one better. 
   
  During the Blood Culling, the Xionaire 
  were called to the front lines to assist with the civil-
  ian retreat to the north from the invading undead 
  armies. The last stand at the capital was made by the 
  9th Legion of Xionaires mixed with regular citizens. 
  Their brave and heroic stand is now legendary 
  among the Helvadian people as a testament to their 
  honor, bravery and fighting prowess. 
   
  Xionaire Path Features 
  Battlefield Master (11th Level): When you move at 
  least 3 squares during your turn, you gain a +2 bonus 
  to your AC. 
  Battlefield Frenzy (11th Level): Once per round, if 
  you hit with both weapons on an attack, you may 
  add your Wisdom modifier to one of the damage 
  rolls. 
  Battlefield Supremacy (16th Level): When you 
  spend an action point, you may shift a number of 
  squares equal to your Dexterity modifier in addition 
  to your extra action.  
   
   
   
   
  113 
   
  You feed off the energy of your allies. When they surge 
  forward, you surge forward as well to assist. 
  Surging Teamwork                  Xionaire Utility 12 
  Daily ✦ Martial 
  Immediate Reaction 
  Personal 
  Trigger: An ally within sight spends an action point 
  Effect: You gain an action point. You must spend this 
  action before the end of your next turn or it is lost. 
  Xionaire Powers 
  
  Chapter 2 |  Paths of Destiny 
   
   
   
  Ancestor Incarnate 
  You have unlocked the secrets of the universe, which al-
  lows you to transcend your mortal body to become an 
  incarnation of your ancestors. 
   
  Prerequisite: 21st level Martial Artist 
   
  You have ascended and go with the spirits 
  of your ancestors. After a long journey of discovery, 
  you have finally learned to channel your Ch’i to em-
  power your body into a spiritual form. 
   
  Immortality 
   
  The ancestor incarnate has learned all there 
  is to know from his ancestors. Once you have com-
  pleted your epic quest, you ascend from your mortal 
  body to join your ancestors. 
       Akashic Record: When you complete your epic 
  quest, you leave the physical word behind and enter 
  into the world of ancestor spirits. Your knowledge 
  and power become the focus of study by younger 
  generations of martial artists seeking enlightenment. 
  You guide them on their journey so that one day, 
  they can join you as an ancestor spirit. 
   
  Ancestor Incarnate Features 
  All Ancestor Incarnates have the following features. 
       Ancestral Touch (21st level): You can apply 
  Pressure Points to any number of targets during an 
  encounter. 
       Ancestral Form (24th level): Once per day, 
  when you reach 0 hit points or fewer, your spirit 
  leaves your body, becoming an ancestor spirit. 
  While in this form, you are intangible and can fly 
  equal to your speed. 
       While in this form, you have an Ancestral Aura 
  (aura 2). Enemies that enter or begin their turn in the 
  aura take damage equal to your Strength modifier. 
       At the end of the encounter, your spirit returns to 
  your body and you are at 0 hit points and can be 
  healed normally. 
       Ancestral Kata (30th level): You are able to 
  apply both kata effects to a power if you have used 
  both powers within 2 rounds.  
   
   
   
  Entropic Dancer 
  In a world full of chaos, your lust for combat has risen to 
  a cacophony of destruction. 
   
  Prerequisite: 21st level Circle Dancer 
   
  You have spent your life in pursuit of the 
  perfect fighting form. Through countless adventures 
  you have honed your skills and defeated numerous 
  adversaries. Through it all, you have become a sym-
  bol of destruction and chaos to the world. 
   
  Immortality 
   
  Entropic dancers are as chaotic as their 
  fighting ability. Once their destiny has been fulfilled, 
  their choice of path to follow is as random as the 
  wind. The following section details a path entropic 
  dancers have walked, but your path might vary. 
       The Storm: When you complete your epic quest, 
  you withdraw from the world at large. You have 
  mastered the art of martial combat of mortals. In 
  your seclusion you begin to study the soul of entropy 
  and the heart of chaos. Your study of the nature of 
  chaos leads you to the ultimate fighting style privy 
  only to the gods. As you master the fighting style, 
  you merge with the heart and soul of entropy and 
  become a being of chaos and destruction.  
   
  Entropic Dancer Features 
  All Entropic Dancer’s have the following features. 
       Entropic Exploit (21st level): Choose one daily 
  virtue that you know. You can now use that virtue as 
  an encounter power rather than a daily power. 
       Unstoppable Storm (24th level): Any time you 
  are inflicted by a slow effect, you automatically save 
  against the effect. Any time you are inflicted by an 
  immobilize or prone effect, you can make an imme-
  diate save with a +2 bonus to end the effect. 
       Chaos Blade (30th level): Once per day, you can 
  declare your next attack roll to be a natural 20. This 
  cannot be rerolled for any reason. 
  114 
   
  Through your connection with your Chi’, you are able to 
  perform the perfect kata. 
  Perfected Kata            Ancestor Incarnate Utility 26 
  Daily ✦ Ch’i 
  Move Action 
   
  Personal 
  Effect: Once per round until the end of the encounter, you 
  may use a kata effect without having to use the preceding 
  power. 
  Ancestor Incarnate Technique 
  
  Chapter 2 | Paths of Destiny 
   
  You pull upon the chaos of the world around you as a 
  shield. Nothing is certain, not even death. 
  Entropic Protection       Entropic Dancer Utility 26 
  Daily ✦ Solar 
  Minor Action 
   
  Personal 
  Effect: You gain resist all damage equal to half your level 
  until the end of the encounter. 
   
   
   
   
   
  Horde Master 
  Angels and demons. Dragons and titans. Nothing is above 
  your ability to call them to your side. 
   
  Prerequisite: 21st level Summoner 
   
  You are reached the height of summoning 
  creatures. You have learned their names. You have 
  taken control of all creatures. Nothing is out of your 
  reach, and nothing can stand in your way. 
   
  Immortality 
   
  A Horde Master grows so accustomed to 
  having creatures with him that he finds the world a 
  lonely place. Once they have completed their final 
  epic quest, many Horde Masters leave the normal 
  world for wilder and more thriving planes of exis-
  tence. The following section details a path that 
  Horde Masters have walked, but your path might 
  vary. 
       Fields of Life: When you complete your epic 
  quest, you leave the world of mortal beings behind 
  you. The conflicts and battles of individuals do not 
  interest you any longer. Upon the fields of life there 
  is a new world of creatures and beings that need 
  direction. You find new creatures to help you and 
  new wonders to see with your new companions. 
   
  Horde Master Features 
  All Horde Masters have the following features. 
       Unbounded Growth (21st level): Once per en-
  counter when you summon a creature, you can des-
  ignate that creature as large sized which occupies a 2 
  by 2 square. 
       Horde Tactics (24th level): When you spend an 
  action point, each of your summons can shift 3 
  squares in addition to your extra action. 
       Unstoppable Army (30th level): When one of 
  your summons reaches 0 or fewer hit points, it is 
  immediately dismissed and replaced by one of your 
  other summons. It occupies the same square that the 
  fallen summon occupied. 
   
  Solar Champion 
  You have become a champion of the Sun, following in the 
  footsteps of Horan. 
   
  Prerequisite: 21st level Destiny Knight 
   
  You have ventured through the lands of 
  darkness as a beacon of light and hope in the name 
  of the Sun. Even though the Sun is bound by the 
  Moon, he is still all-seeing and all-knowing. He has 
  chosen you to be his champion, to finally rid the 
  world of the darkness, or at least deliver a spark of 
  hope to the people. 
   
  Immortality 
   
  The Solar Champions are 
  loyal and determined to make a dif-
  ference in the world, even if 
  that means that they have to 
  move onto another land in 
  order to fight the night. 
  When their time arrives, 
  the Sun has other quests 
  and other needs for his 
  champions. The following 
  section details a path a Solar 
  Champion may take, but 
  your path might vary. 
       Sundown: You have com-
  pleted your final quest against 
  the darkness. You have shown 
  the people that they do not 
  have to fear the darkness and 
  that they can rise up and fight 
  for what they believe in. With 
  your quest complete, you are 
  lifted from the world by the 
  Sun and are embraced in his 
  holy light.  
  115 
   
  You open the gates and your loyal espers begin pouring 
  out to control the battlefield. 
  Horde                                  Horde Master Utility 26 
  Daily ✦ Solar 
  Standard Action  
  Personal 
  Effect: Until the end of the encounter, any time you use 
  the summon creature class feature, you may summon two 
  espers instead of one. Each esper must be adjacent to one 
  another when summoned. You may not summon the same 
  esper twice and you may not include your paragon path 
  esper with this power. 
  Horde Master Virtue 
  Entropic Dancer Virtue 
  
  Chapter 2 |  Paths of Destiny 
   
  There is no end, only rebirth. When the cycle completes 
  its turn, you are renewed to fight again. 
  Circle of Life                   Solar Champion Utility 26 
  Daily ✦ Healing, Solar 
  Immediate Reaction 
  Personal 
  Trigger: You are reduced to 0 or fewer hit points 
  Effect: You are healed to maximum hit points, and you 
  regain all healing surges. You regain all powers that in-
  clude the radiant keyword. In addition, all allies within 5 
  squares of you may spend a healing surge and regain extra 
  hit points equal to your level. 
  From the world he takes you to another land which 
  is in need of a champion, a place for you to deliver 
  his light once more.  
   
  Solar Champion Features 
  All Solar Champions have the following features. 
       Solar Binding (21st level): You may add the 
  radiant damage type to all melee damage rolls you 
  make. If the damage is already radiant, you may add 
  your Charisma modifier as extra radiant damage to 
  the damage roll. 
       Solar Blessing (24th level): When you use your 
  last virtue encounter power that has the radiant key-
  word, you may regain the use of any virtue encoun-
  ter that you know with the radiant keyword. 
       Bane of the Night (30th level): You have a Bane 
  of Night Aura (aura 3). Any undead creature that 
  begins its turn within the aura is weakened. As well, 
  when you spend an action point, each creature 
  within the aura is immobilized (save ends) in addi-
  tion to your extra action. 
   
   
   
   
   
   
   
   
   
  Supreme Judge 
  Your constant valor and leadership have allowed you to 
  merge with the Sun, becoming his direct instrument of 
  justice. 
   
  Prerequisite: 21st level Judge 
   
  You are an avatar of the Sun, a being of 
  sunlight, judgment and hope. The darkness runs 
  from your presence to avoid punishment but you 
  know that there is no place to hide from the light of 
  the Sun. 
   
   
   
  Immortality 
   
  The Supreme Judge has judged the mortal 
  world salvageable, but there is much to be done. It 
  will take others to follow in your shining example to 
  bring down the Night Reign. 
       Solar Nimbus: When you complete your epic 
  quest, you become a nimbus of solar energy and 
  light. A miniature sun for all the world to see. 
  Though you do not directly interact with the world 
  any longer, heroes and villains alike can see and feel 
  your presence as you judge their actions and sen-
  tence them through other judges that follow you. 
   
  Supreme Judge Features 
  All supreme judges have the following features. 
       Supreme Presence (21st level): When an ally 
  begins their turn in your solar, they gain regenera-
  tion equal to your Charisma modifier until the start 
  of their next turn. 
       Solar Embodiment (24th level): Once per day, 
  when you reach 0 hit points or fewer, your spirit 
  leaves your body, becoming an floating sphere of 
  light. While in this form, you are intangible and can 
  fly equal to your speed. 
       While in this form, you may use any virtue that 
  targets your allies. In addition, your solar aura in-
  creases to aura 5. 
       At the end of the encounter, your spirit returns to 
  your body and you are at 0 hit points and can be 
  healed normally. 
       Supreme Judgment (30th level): Any time you 
  grant an ally an extra attack and that attack is suc-
  cessful, that ally may add half your level to the dam-
  age roll. 
  116 
   
  Your judgment favors those loyal to the Sun, allowing 
  them to fight on no matter the odds. 
  A Thousand Pardons      Supreme Judge Utility 26 
  Daily ✦ Healing, Solar 
  Standard Action  
  Close Burst 10 
  Target: You and each ally in burst  
  Effect: Each target may spend a healing surge, and regain 
  extra hit points equal to your level. In addition, until the 
  end of the encounter, if the target drops to 0 or fewer hit 
  points, they may make an immediate saving throw. If they 
  succeed, they immediately regain hit points equal to your 
  Charisma modifier. 
  Supreme Judge Virtue 
  Solar Champion Virtue 
  
  Chapter 3 | Feats 
   
  
  Chapter 3 |  Feats 
   
  The characters of Night Reign are not only 
  defined by their race and class, but also by the feats 
  that are taken. This chapter introduces several new 
  feats based on the races, classes, and theme of the 
  Night Reign Campaign Setting. 
   
  This chapter includes the following types of new 
  feats: 
   
  ✦ Circle Dancer Feats: Feats for the circle dancer  
        and circle dancer paragon paths. 
   
  ✦ Destiny Knight Feats: Feats for the destiny  
        knight and destiny knight paragon paths. 
   
  ✦ Judge Feats: Feats for the judge and judge  
        paragon paths. 
   
  ✦ Martial Artist Feats: Feats for the martial artist  
        and martial artist paragon paths. 
   
  ✦ Summoner Feats: Feats for the summoner and  
        summoner paragon paths. 
   
  ✦ Channel Divinity Feats: For characters who  
        have the Channel Divinity class feature, a  
        selection of feats designed for the pantheon of  
        Falamar (The Sun, The Moon, the Wyrms and  
        the Mother). 
   
  ✦ Racial Feats: Feats for several core races as well  
        as the new Cushani race. 
   
  ✦ Multiclass Feats: Multiclass feats for the circle  
        dancer, destiny knight, judge, martial artist,  
        summoner and warlock. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Heroic Tier Feats 
  Any feat in the following section is available to a 
  character of any level who meets the prerequisites. 
  Heroic tier feats are the only feats you can take if 
  you are 10th level or lower. 
   
  Armed Assault [Judge] 
  Benefit: When you grant an ally a basic attack, the 
  target ally gains a +2 feat bonus to damage rolls for 
  that attack.  
   
  Breath Resilient 
  Prerequisites: Constitution 13 
  Benefit: You gain a +2 bonus to Fortitude defense 
  against attacks from the Breath Hazard. In addition, 
  when you make a save to end a condition inflicted 
  by the Breath Hazard, you gain a +2 bonus. 
   
  Cloak of Summer [Divinity] 
  Prerequisite: Channel Divinity class feature, must 
  worship the Wyrm of Summer 
  Benefit: You can invoke the power of your deity to 
  use Cloak of Summer. 
  Combat Memory [Summoner] 
  Benefit: Your summoned esper gains a bonus to a 
  defense as listed below. This bonus increases to +2 
  at 11th level and to +3 at 21st level. 
       ✦Savage Horror and Blood Lion: +1 bonus to    
            Fortitude. 
       ✦Blur Panther and Lightning Hornet: +1  
            bonus to Reflex. 
       ✦Angel of War and Shadow Mastiff: +1 bonus  
            to Will. 
   
  Combat Teamwork [Summoner] 
  Benefit: When a power originates from your esper, 
  and you are adjacent to the esper, the esper gains a 
  +2 feat bonus to the damage roll. 
  118 
  Chapter 3: Feats 
   
  A shimmering field of golden dust flows around you, 
  hardening your skin and endurance. 
  Channel Divinity: Cloak of Summer      Feat Power 
  Encounter ✦ Divine 
  Minor Action 
   
  Personal 
  Effect: You gain a +2 feat bonus to Fortitude defense and 
  resist 10 fire until the end of your next turn.  
  Special: You must take the Cloak of Summer feat to use 
  this power  
  
  Chapter 3 | Feats 
  Cradle of Spring [Divinity] 
  Prerequisite: Channel Divinity class feature, must 
  worship the Wyrm of Spring 
  Benefit: You can invoke the power of your deity to 
  use Cradle of Spring. 
  119 
  Any Class 
  Prerequisite 
  Benefit 
  Springtouched 
  - 
  Gain combat advantage against creatures vulnerable to lightning 
  Breath Resilient 
  Constitution 13 
  +2 bonus to Fortitude against the Breath 
  Ground Pound 
   
  Extra 1d6 damage against targets you knock prone 
  Dragon’s Bond 
  - 
  Gain Draconic language and +3 feat bonus to Diplomacy checks. 
  Elemental Descendant 
  - 
  Gain a +1 feat bonus to a defense based on an element. 
  Enlarged Predator’s 
  Roar 
  Cushani 
  Predator’s Roar is now close burst 4 
  Shadow Descendant 
  Evil, Chaotic Evil, 
  Unaligned 
  +3 bonus to Intimidation skill. Automatic success on first skill chal-
  lenge involving Intimidate. Life span doubles. 
  Summertouched 
  - 
  Gain combat advantage against creatures vulnerable to fire 
  Wyrm Descendant 
  Lawful Good, Good, 
  Unaligned 
  +3 bonus to Diplomacy skill. Automatic success on first skill chal-
  lenge involving Diplomacy. Life span doubles. 
  Heroic Feats 
  Channel Divinity 
  Prerequisite 
  Benefit 
  Cloak of Summer 
  Channel Divinity 
  Gain the Cloak of Summer power 
  Cradle of Spring 
  Channel Divinity 
  Gain the Cradle of Spring power 
  Kiss of the Mother 
  Channel Divinity 
  Gain the Kiss of the Mother power 
  Solar Flame 
  Channel Divinity 
  Gain the Solar Shield power 
  Circle Dancer 
  Prerequisite 
  Benefit 
  Duelist’s Focus 
  Circle of Power 
  +1 to damage when only one enemy in circle of power 
  Empowered Circle 
  Circle of Power 
  +2 damage to circle of power 
  Fast Waltz 
  Circle of Power 
  On critical hit, target takes –2 penalty to AC 
  Group Dancer 
  Circle of Power 
  +1 AC when more than one enemy in circle of power 
  Speed Dancer 
  Circle of Power 
  +1 to speed while in circle of power 
  Destiny Knight 
  Prerequisite 
  Benefit 
  Elusive Charger 
  - 
  +3 to AC from opportunity attacks while charging 
  Forceful Lance 
  - 
  Push enemy on a critical hit with lance 
  Helpful Rider 
  Solar Steed 
  Mount gains +1 to attacks while you are mounted 
  High Saddle 
  - 
  +1 to attack while mounted 
  Retributive Destiny 
  Control Destiny 
  If the target still hits an ally, they take 1d4 
   
  You give a prayer to the Wyrm of Spring to protect you 
  and your allies from the elements. 
  Channel Divinity: Cradle of Spring Feat Power 
  Encounter ✦ Divine 
  Immediate Interrupt 
  Close Burst 5 
  Trigger: You or an ally take acid, cold, fire or lightning 
  damage 
  Target: You or a triggering ally in the burst 
  Effect: The target gains resist acid, cold, fire or lightning 
  10 until the end of your next turn (choose one). 
  Special: You must take Cradle of Spring feat to use this 
  power. 
  
  Chapter 3 |  Feats 
  Ground Pound 
  Benefit: If you knock an opponent prone with a me-
  lee power, you deal an extra 1d6 damage. 
   
  Dance of Spring [Summoner] 
  Benefit: Whenever you are granted movement by an 
  ally, your esper my also move the same number of 
  squares. 
  Dragon’s Bond 
  Benefit: You are born under the sign of the dragon, 
  and you are considered a friend among metallic 
  dragons. You gain the Draconic language, and a +3 
  bonus to diplomacy involving dragons. 
  120 
  Summoner 
  Prerequisite 
  Benefit 
  Combat Memory 
  Summon Esper 
  Summoned espers gain +1 bonus to their favored defense 
  Combat Teamwork 
  Summon Esper 
  When adjacent to your summon, gain +1 bonus to damage rolls 
  Dance of Spring 
  Summon Esper 
  When granted a shift by a power, your summon also shifts 
  Solar Infusion 
  Summon Esper 
  +1 feat bonus to one summoned esper’s non-favored defense 
  Elemental Explosion 
  Summon Esper 
  When summon deals acid, cold, fire of lightning, add +1 damage 
  Forbidden Knowledge 
  Creature Knowledge 
  +2 feat bonus to creature knowledge skill checks 
  Lone Wolf 
  Summon Esper 
  If you are 5 or more squares away from your esper, +1 attack rolls 
  Heroic Feats continued 
  Martial Artist 
  Prerequisite 
  Benefit 
  Fleeting Movement 
  Pressure Points 
  When you hit a target with a kata power, you shift 1 square 
  Improved Pressure 
  Points 
  Pressure Points 
  Pressure Point damage increases from d6’s to d8’s. 
  Iron Fist Technique 
  Unarmed Strike 
  When you activate a minor tiger kata, shift 1 square 
  Mantis Form Master 
  Mantis Form 
  When you activate a minor mantis kata, +1 to AC 
  Silver Foot Technique 
  Unarmed Strike 
  +1 feat bonus to attack rolls with foot 
  Three Organ Rake 
  Pressure Points 
  Forego Pressure Points to immobilize target 
  Tiger Form Master 
  Tiger Form 
  When you activate a minor tiger kata, gain temporary hit points 
  Unbalancing Fists 
  Pressure Points 
  On  a critical hit on pressure point target, it is knocked prone 
  Warlock 
  Prerequisite 
  Benefit 
  Firestarter 
  - 
  Fire powers that are not ongoing add +1d6 next round 
  Guiding Sun 
  - 
  During the day, radiant powers keyword gain +1 to attack rolls 
  Improved Solar Flare 
  Solar Flare Aura 
  +1 bonus to damage rolls and +1 to heals from aura 
  Undead Slayer 
  - 
  Undead creatures with vulnerability radiant increase by 1 
  Judge 
  Prerequisite 
  Benefit 
  Armed Assault 
  - 
  +2 to damage rolls when you grant an ally a basic attack 
  Endless Favors 
  Judgment 
  Add Wisdom to Favorable Judgment healing 
  Expanded Solar Aura 
  Solar Aura 
  Solar Aura increases to 2 
  Sun Commanding Aura 
  Solar Aura 
  Allies gain +1 bonus to saving throws in commanding aura 
  Sun Empowered Aura 
  Solar Aura 
  Allies heal 1 extra hit point in empowering aura 
  Unlimited Vengeance 
  Judgment 
  Increase Vengeful Judgment range to 10 
  
  Chapter 3 | Feats 
  Duelist’s Focus [Circle Dancer] 
  Prerequisites: Circle of Power class feature 
  Benefit: When there is only one enemy within your 
  circle of power, you gain a +1 feat bonus to damage 
  rolls against that enemy.  
   
  Elusive Charger [Destiny Knight] 
  Benefit: You gain a +3 bonus to AC from opportu-
  nity attacks while charging.  
   
  Empowered Circle [Circle Dancer] 
  Benefit: When applying your circle of power dam-
  age bonus to a target, you may add 2 to the damage.  
   
  Elemental Descendant 
  Benefit: You gain a bonus to defense based on the 
  element chosen. You may only choose this feat once. 
     ✦Born of Fire: You gain a +1 elemental bonus to  
         Reflex defense. 
     ✦Born of Water: You gain a +1 elemental bonus  
         to Fortitude defense. 
     ✦Born of Air: You gain a +1 elemental bonus to        
          Will defense. 
     ✦Born of Earth: You gain a +1 elemental bonus  
          to saving throws. 
   
  Elemental Explosion [Summoner] 
  Benefit: If your summoned esper deals Acid, Cold, 
  Fire, Lightning, Poison or Thunder damage, add a 
  +1 elemental bonus to the damage roll. 
     ✦Level 11: Increase to +2 to damage rolls 
     ✦Level 21: Increase to +3 to damage rolls 
   
  Endless Favors [Judge] 
  Prerequisite: Favorable Judgment class feature 
  Benefit: You may add your Wisdom modifier to the 
  hit points regained by this power. 
   
  Enlarge Predator’s Roar [Cushani] 
  Benefit: The close burst of your predator’s roar in-
  creases to 4. 
   
  Expanded Solar Aura [Judge] 
  Prerequisite: Solar Aura class feature 
  Benefit: Your solar aura increases to 2.  
   
  Fast Waltz [Circle Dancer] 
  Benefit: When you score a critical hit on a target 
  within your circle of power, the target takes a –2 
  penalty to AC until the end of your next turn. 
   
   
  Firestarter [Warlock] 
  Benefit: When you hit with a power that has the fire 
  keyword, the target takes 1d6 fire damage at the start 
  of their next turn. 
   
  Fleeting Movement [Martial Artist] 
  Benefit: Once per round, when you hit a target and 
  trigger a kata, you may shift 1 square. 
   
  Forbidden Knowledge [Summoner] 
  Prerequisite: Creature Knowledge class feature 
  Benefit: You gain a +2 feat bonus to your creature 
  knowledge checks. 
   
  Forceful Lance [Destiny Knight] 
  Benefit: If you score a critical hit with a lance, you 
  also push the target a number of squares equal to 
  your Constitution modifier.  
   
  Guiding Sun [Warlock] 
  Benefit: During the daytime, powers with the radi-
  ant keyword gain a +1 feat bonus to attack rolls. 
   
  Group Dancer [Circle Dancer] 
  Benefit: When two or more enemies are within your 
  circle of power, you gain a +1 feat bonus to AC . 
   
  Helpful Rider [Destiny Knight] 
  Prerequisite: Solar Steed class feature 
  Benefit: Attack rolls made by your solar steed gain a 
  +1 feat bonus while you are mounted.  
   
  High Saddle [Destiny Knight] 
  Benefit: You gain a +1 feat bonus to attack rolls 
  while mounted.  
   
  Improved Pressure Points [Martial Artist] 
  Benefit: The extra damage dice from your Pressure 
  Points class feature increases from d6s to d8s. 
   
  Improved Solar Flare Aura [Warlock] 
  Prerequisites: Con 13 or Cha 13, solar pact 
  Benefit: Your Solar Flare aura deals an extra 1 dam-
  age against enemies. In addition, the aura heals an 
  extra 1 hit point to allies. 
     ✦ Level 11: Increase damage and healing by 2.  
     ✦ Level 21: Increase damage and healing by 3 
   
  Iron Fist Technique [Martial Artist] 
  Benefit: When you activate a minor kata, you gain a 
  +1 bonus to the damage roll for that power. 
  121 
  
  Chapter 3 |  Feats 
  Kiss of the Mother [Divinity] 
  Prerequisite: Channel Divinity class feature, must 
  worship the Mother Earth 
  Benefit: You can invoke the power of your deity to 
  use Kiss of the Mother. 
  Lone Wolf [Summoner] 
  Benefit: When you use a power that originates from 
  your summon, and you are more than 5 squares 
  away, add a +1 feat bonus to the attack roll. 
   
  Mantis Form Master [Martial Artist] 
  Benefit: When you activate a minor kata, you gain a 
  +1 feat bonus to AC until the end of your next turn. 
   
  Retributive Destiny [Destiny Knight] 
  Benefit: If the target of your Control Destiny still 
  hits an ally after the reroll, they take 1d4 damage.  
   
  Shadow Descendant 
  Prerequisites: Evil, Chaotic Evil or Unaligned 
  Benefit: You gain a +3 bonus to Intimidation skill 
  checks. When you use Intimidation as part of a skill 
  challenge, you gain an automatic success on your 
  first skill check for that challenge. In addition, your 
  racial life span is doubled. 
   
  Silver Foot Technique [Martial Artist] 
  Benefit: When you activate a minor kata, you gain a 
  +1 feat bonus to your Reflex and Fortitude defenses 
  until the end of your next turn. 
   
  Solar Infusion [Summoner] 
  Benefit: Your summoned espers gain a +1 feat bo-
  nus to one defense of your choice (Fortitude, Reflex, 
  Will) at the time the Summon Esper virtue is used. 
   
  Solar Flame [Divinity] 
  Prerequisite: Channel Divinity class feature, must 
  worship the Sun 
  Benefit: You can invoke the power of your deity to 
  use Solar Flame. 
  Speed Dancer [Circle Dancer] 
  Benefit: When you begin your movement within 
  your circle of power, you gain +1 feat bonus to 
  speed.  
   
  Springtouched 
  Benefit: When attacking a creature that is vulnerable 
  to lightning, you gain combat advantage when you 
  use a power that has the lightning keyword. 
   
  Summertouched 
  Benefit: When attacking a creature that is vulnerable 
  to fire, you gain combat advantage when you use a 
  power that has the fire keyword. 
   
  Sun Commanding Aura [Judge] 
  Prerequisites: Solar Aura class feature 
  Benefit: Allies gain a +1 feat bonus to saving throws 
  while in your protecting aura  
   
  Sun Empowering Aura [Judge] 
  Prerequisites: Solar Aura class feature 
  Benefit: Allies heal 1 extra hit point while in your 
  empowering aura  
   
  Three Organ Rake [Martial Artist] 
  Benefit: Once per encounter, if you successfully hit 
  a target, you can choose to forego the pressure point, 
  and instead the target is immobilized until the start 
  of your next turn.  
   
  Tiger Form Master [Martial Artist] 
  Benefit: When you activate a minor kata, you gain 2 
  temporary hit points. 
   
  Unbalancing Fists [Martial Artist] 
  Benefit: If you score a critical hit against a target 
  that is under pressure points, the target is also 
  knocked prone. 
  122 
   
  The Mother loves all and with her kiss you find renewed 
  determination. 
  Channel Divinity: Kiss of the Mother    Feat Power 
  Encounter ✦ Divine 
  Minor Action 
   
  Ranged 5 
  Target: One ally 
  Effect: You grant an immediate saving throw against one 
  condition that a save can end with a +2 bonus. 
  Special: You must take the Kiss of the Mother feat to use 
  this power  
   
  A golden light surrounds you, forming a shield of golden 
  light that protects you from the night. 
  Channel Divinity: Solar Flame               Feat Power 
  Encounter ✦ Divine 
  Free Action 
   
  Personal 
  Effect: When you hit an enemy with an attack power, you 
  may add 1d8 to the damage roll, and all the damage is 
  considered fire and radiant. 
  Special: You must take the Solar Flame feat to use this 
  power  
  
  Chapter 3 | Feats 
  Undead Slayer [Warlock] 
  Benefit: When you hit with a power that deals radi-
  ant damage to an undead target, and that target has 
  vulnerability to radiant damage, increase the vulner-
  ability by 1 until the end of your next turn. 
     ✦ At 11th level, increase vulnerability by 2 . 
     ✦ At 21th level, increase vulnerability by 3. 
   
  Unlimited Vengeance [Judge] 
  Prerequisite: Vengeful Judgment class feature 
  Benefit: Increase the range of this power to 10.  
   
  Wyrm Descendant 
  Prerequisites: Lawful Good, Good or Unaligned 
  Benefit: You gain a +3 bonus to Diplomacy skill 
  checks. When you use Diplomacy as part of a skill 
  challenge, you gain an automatic success on your 
  first skill check for that challenge. In addition, your 
  racial life span is doubled. 
   
  Paragon Tier Feats 
  Any feat in the following section is available to a 
  character who meets the prerequisites. Paragon tier 
  feats are feats you can take if you are 20th level or 
  lower. 
   
  Arm Brace [Martial Artist] 
  Benefit: If the target begins it’s turn grabbed by you, 
  the target takes 1d6 damage.  
     ✦ Level 21: Increase damage to 2d6. 
   
  Blast Master [Wizard] 
  Prerequisite: Arcane Explosion paragon feature 
  Benefit: You deal an extra 1d6 damage with arcane 
  powers that are blasts or bursts. 
   
  Blessed Aura [Judge] 
  Prerequisite: Solar Aura class feature 
  Benefit: An ally within your empowering aura re-
  gains an extra 2 hit points.  
   
  Blood of the Ninth [Ranger] 
  Prerequisite: Battlefield Frenzy feature 
  Benefit: Instead of adding your Wisdom modifier to 
  one damage roll, apply it to both damage rolls. 
   
  Blood Sprint [Martial Artist] 
  Benefit: While you are bloodied, you gain a +2 bo-
  nus to your speed.  
   
  Body Lock [Martial Artist] 
  Prerequisite: Pressure Points class feature 
  Benefit: Once per encounter, you can choose to 
  forego pressure point and instead deny the target 
  from using a move action or minor action until the 
  start of your next turn. 
   
  Breath Bane 
  Prerequisite: Breath Resilient 
  Benefit: You automatically succeed on your first 
  skill check on a skill challenge involving the Breath. 
   
  Celestial Push [Martial Artist] 
  Prerequisite: Cosmic Retaliation paragon feature 
  Benefit: If you hit an enemy that hit you since your 
  last turn, you may also slide the target 1 square.  
   
  Crushing Pressure [Warlock] 
  Prerequisite: Weight of the Sun paragon feature 
  Benefit: In addition to the penalty to saving throws, 
  the target is also slowed until the end of your next 
  turn. 
   
  Cursed Destiny [Destiny Knight] 
  Prerequisite: Control Destiny class feature 
  Benefit: If the target of your control destiny hits an 
  ally after the reroll, they take 1d6 damage.  
   
  Dance for your Life [Circle Dancer] 
  Benefit: When you are outside your circle of power, 
  you gain a +2 bonus to saving throws.  
   
  Dancer’s Advantage [Circle Dancer] 
  Benefit: When you push, pull, slide or teleport an 
  enemy into or outside of your circle of power, they 
  take 1d6 damage.  
   
  Death Quake [Summoner] 
  Benefit: When your summon falls to 0 hit points or 
  fewer, each enemy that is adjacent to the summon 
  takes damage equal to your Charisma modifier. 
   
  Diamond Shield [Circle Dancer] 
  Prerequisite: Earth Shield paragon feature 
  Benefit: When you score a critical hit, increase your 
  resist all to 5 + Constitution modifier instead. 
   
  123 
  
  Chapter 3 |  Feats 
  Dual Glands [Dragonborn] 
  Prerequisite: Dragon Breath racial feature 
  Benefit: When you spend an action point, you can 
  forego your extra action and regain an immediate 
  use of your Dragon Breath racial encounter power. 
   
  Elemental Dance [Circle Dancer] 
  Prerequisite: Circle of Power class feature 
  Benefit: Choose one: Cold, Fire, Lightning or Thun-
  der. As a free action, you can add this type to a dam-
  age roll while you are in your circle of power. 
   
  Emerald Mount [Destiny Knight] 
  Prerequisite: Emerald Oppression paragon feature 
  Benefit: When you score a critical hit, your mount 
  may add a +2 bonus to the damage roll.  
   
  Emerald Spurs [Destiny Knight] 
  Prerequisite: Solar Steed class feature 
  Benefit: Your solar steed gains +1 bonus to speed.  
   
  Expanded Esper Aura [Summoner] 
  Benefit: The aura of your espers is increased to 2. 
   
  Elven Luck [Elf] 
  Prerequisite: Elven Accuracy racial feature 
  Benefit: When you spend an action point, you can 
  forego your extra action and regain an immediate 
  use of your Elven Accuracy racial encounter power. 
   
  Extend Fey Step [Eladrin] 
  Prerequisite: Fey Step racial feature 
  Benefit: You may teleport two additional squares 
  when using the fey step racial power. 
   
  Feed the Rush [Summoner] 
  Benefit: The aura of your esper can now effect ene-
  mies that enter or begin their turn in the aura. 
   
  Feline Nine Lives [Cushani] 
  Benefit: Your racial bonus to Acrobatics checks to 
  reduce falling damage increases to +4.  
   
  Feline Rage [Cushani] 
  Benefit: While bloodied, you gain a +4 feat bonus to 
  Strength related checks but not attack or damage 
  rolls. 
   
   
   
   
  Fluid Motion [Martial Artist] 
  Prerequisite: Hidden Blade paragon feature 
  Benefit: While unarmed, you can make an opportu-
  nity attack with a +2 feat bonus to attack rolls. 
   
  Fortified Steed [Destiny Knight] 
  Prerequisite: Solar Steed class feature 
  Benefit: Your solar steed gains a +2 feat bonus to 
  either Fortitude, Reflex or Will (choose one).  
   
  Golden Strike [Destiny Knight] 
  Prerequisite: Exalted Defender paragon feature  
  Benefit: You may choose the Golden Strike special 
  ability instead of the Exalted Defender special abil-
  ity.  
  Guided Ruling [Judge] 
  Benefit: When you grant a basic attack to an ally, 
  they gain a +2 feat bonus to the attack roll.  
   
  Hardened Scales [Summoner] 
  Prerequisite: Scaly Hide paragon feature 
  Benefit: The resistance granted by the Scaly Hide 
  feature lasts one additional round.  
   
  Healing Circle [Circle Dancer] 
  Prerequisite: Circle of Power class feature 
  Benefit: If you are healed while you are within your 
  circle of power, you regain an extra 2 hit points.  
   
  Horde Mentality [Summoner] 
  Benefit: When you take a move action, two of your 
  summons can move instead of one. 
   
  Ice Shield [Circle Dancer] 
  Prerequisite: Water Shield paragon feature 
  Benefit: When you score a critical hit, you gain 15 + 
  Constitution modifier temporary hit points instead. 
   
  Improved Bloodbow [Ranger] 
  Prerequisite: Bloodbow paragon feature 
  Benefit: The bonus you gain to your chosen bow 
  against your quarry  increases to +3. 
  124 
  Special Ability (Daily): Free Action. Use this 
  power when you or your mount scores a critical hit 
  against a target. The target takes an additional 1d10 
  damage.  
  
  Chapter 3 | Feats 
   
  125 
  Any Class 
  Prerequisite 
  Benefit 
  Breath Bane 
  Breath Resilient 
  Automatically succeed on first skill check with the Breath 
  Dual Glands 
  Dragon Breath 
  Use Dragon Breath twice per encounter 
  Elven Luck 
  Elven Accuracy 
  Use Elven Accuracy twice per encounter 
  Extend Fey Step 
  Fey Step 
  Teleport one additional square 
  Feline Rage 
  Cushani 
  While bloodied, +2 feat bonus to Strength checks 
  Feline Nine Lives 
  Cushani 
  Increase the bonus to reduce falling damage to +4 
  Improved  Predator’s Roar 
  Cushani 
  Penalty increase to –3 
  Infernal Vengeance 
  Tiefling 
  Use Infernal Wrath twice per encounter 
  Night Eyes 
  - 
  Gain low light vision 
  Saving Grace 
  Halfling 
  Use Second Chance twice per encounter 
  Paragon Feats 
  Paragon Paths 
  Prerequisite 
  Benefit 
  Blast Master 
  Arcane Explosion 
  Arcane blast and burst powers deal an extra 1d6 
  Blood of the Ninth 
  Battlefield Frenzy 
  Apply Wisdom to both damage rolls on a melee attack. 
  Celestial Push 
  Cosmic Retaliation 
  Slide target 1 square if they hit you last round 
  Crushing Pressure 
  Weight of the Sun 
  Target is also slowed 
  Diamond Shield 
  Earth Shield 
  Gain resist 5 + Constitution 
  Emerald Mount 
  Emerald Oppression 
  Mount gains +2 to damage on successful free attack 
  Fluid Motion 
  Hidden Blade 
  +2 feat bonus to attack rolls on unarmed opportunity attack 
  Golden Strike 
  Exalted Defender 
  Choose an optional special ability 
  Hardened Scales 
  Scaly Hide 
  Resistance lasts one additional round 
  Ice Shield 
  Water Shield 
  Gain 15 + Constitution modifier temporary hit points 
  Improved Bloodbow 
  Bloodbow 
  Increase to +3 bonus to attack rolls and damage rolls 
  Improved Silver Fury 
  Silver Fury 
  Bonus to adjacent allies melee attack rolls increases to +2 
  Improved Sun Shield 
  Sun Shield 
  +2 bonus to save against Breath effects 
  Imp. Wyvern Formation 
  Wyvern Formation 
  +4 bonus to saves against mind and fear effects 
  Inferno Blade 
  Fire Blade 
  You deal 1d8 damage instead of 1d6 
  Majestic Blessing 
  Majestic Defense 
  Allies gain a +1 bonus to Will and Fortitude 
  Patchwork 
  Body Splicing 
  Replace an additional adjustment for your summon 
  Powerful Destiny 
  Shifting Destiny 
  Slide your target 1 + Constitution modifier 
  Protected Aura 
  Night Protection 
  All allies within your solar aura gain necrotic resistance 
  Solar Court 
  Court of Vengeance 
  Allies gain +2 to damage rolls in solar aura 
  Stream of Renewal 
  Nature’s Blessing 
  On action point, you also gain a +2 bonus to saving throws 
  Sonic Stripes 
  Speed of the Tiger 
  On action point, you also gain +2 to your speed 
  
  Chapter 3 |  Feats 
   
  126 
  Martial Artist 
  Prerequisite 
  Benefit 
  Arm Brace 
  - 
  Target begins their turn grabbed by you, they take 1d6 damage 
  Blood Sprint 
  - 
  While bloodied, +2 bonus to your speed 
  Body Lock 
  Pressure Points 
  Forego pressure points to deny move or minor action 
  Mind Aura 
  Pressure Points 
  Ignore cover and concealment on target under pressure points 
  Paragon feats (continued) 
  Summoner 
  Prerequisite 
  Benefit 
  Death Quake 
  Summon Creature 
  When summon reaches 0 hp, adjacent enemies take damage 
  Expanded Aura 
  Summon Creature 
  Summoned creatures increase their aura to 2 
  Feed the Rush 
  Summon Creature 
  Summon creature’s aura effects enemies that begin or enter 
  Horde Mentality 
  Summon Creature 
  When you take a move action, move two of your summons 
  Tome of Exalted  
  Creatures 
  Tome of Creatures 
  Apply up to two creature origins to your summoned creatures 
  Circle Dancer 
  Prerequisite 
  Benefit 
  Dance for your Life 
  - 
  When outside your circle of power, +2 saves 
  Dancer’s Advantage 
  Circle of Power 
  Enemy is forced in or out of your circle, they take 1d4 damage 
  Elemental Dance 
  Circle of Power 
  Add elemental damage type to damage inside your circle 
  Healing Circle 
  Circle of Power 
  If you heal inside your circle, you gain extra 2 hit points 
  League Training 
  Solar Weapon 
  Pick a second weapon group 
  Destiny Knight 
  Prerequisite 
  Benefit 
  Cursed Destiny 
  Control Destiny 
  It the target still hits an ally, they take 1d4 
  Emerald Spurs 
  Solar Steed 
  Steed gains +1 speed 
  Fortified Steed 
  Solar Steed 
  Steed gains +2 to Fortitude, Reflex or Will 
  Stable Steed 
  Solar Steed 
  Reduce a pull, push or slide by 1 square 
  Strapped In 
  - 
  +4 bonus to saves to avoid being knocked prone while mounted 
  Judge 
  Prerequisite 
  Benefit 
  Blessed Aura 
  Solar Aura 
  +2 extra hit points while in empowering aura 
  Guided Ruling 
  - 
  When you grant a basic attack, ally gets +2 to attack 
  Justified Vengeance 
  Judgment 
  +2 to damage roll with Vengeful Judgment 
  Oricalcum Armor 
  Solar Aura 
  +1 to resist all while in commanding aura 
  Powerful Solar Aura 
  Solar Aura 
  Solar aura increases to 3 
  Warlock 
  Prerequisite 
  Benefit 
  Righteous Flame 
  Solar Flare Aura 
  Add fire keyword to the damage dealt by aura 
  
  Chapter 3 | Feats 
  Improved Predator’s Roar [Cushani] 
  Benefit: The penalty from predator’s roar increases 
  to -3. 
   
  Improved Silver Fury [Fighter] 
  Prerequisite: Silver Fury feature 
  Benefit: The bonus granted to adjacent allies for 
  melee attacks increases to +2. 
   
  Improved Sun Shield [Cleric] 
  Prerequisite: Sun Shield feature 
  Benefit: You grant a free save against a Breath haz-
  ard effect, and the target receives a +4 bonus to the 
  save. 
   
  Improved Wyvern Formation 
  [Warlord] 
  Prerequisite: Wyvern Formation feature 
  Benefit: The bonus allies gain to saving throws 
  verse fear and mind affects increases to +4.  
   
  Infernal Vengeance [Tiefling] 
  Benefit: When you spend an action point, you can 
  forego your extra action and regain an immediate 
  use of your Infernal Wrath racial encounter power. 
   
  Inferno Blade [Circle Dancer] 
  Prerequisite: Fire Blade paragon feature 
  Benefit: When you spend an action point, you deal 
  1d10 fire damage instead of 1d8 with melee attacks. 
   
  Justifiable Vengeance [Judge] 
  Prerequisite: Judgment class feature 
  Benefit: An ally that is granted a basic attack by 
  Vengeful Judgment gains +2 bonus to the damage 
  roll. 
   
  League Training [Circle Dancer] 
  Prerequisite: Solar Weapon class feature 
  Benefit: You can choose an additional solar weapon 
  group.  
   
  Majestic Blessing [Judge] 
  Prerequisite: Majestic Defense paragon feature 
  Benefit: You allies also gain a +1 bonus to Fortitude 
  while in your solar aura. 
   
  Mind Aura [Martial Artist] 
  Benefit: When you are attacking a target under your 
  Pressure Points, you ignore cover and concealment 
  but not superior cover. 
   
  Night Eyes 
  Benefit: You gain low light vision. If you already 
  have low light vision, you do not gain any extra 
  benefit from this feat. 
   
  Oricalcum Armor [Judge] 
  Prerequisite: Solar Aura class feature 
  Benefit: An ally within your protecting aura gains 
  +1 to the resist all. 
   
  Patchwork [Summoner] 
  Prerequisite: Body Splicing paragon feature 
  Benefit: You may replace an additional adjustment 
  for your summoned esper. 
   
  Powerful Destiny [Destiny Knight] 
  Prerequisite: Shifting Destiny paragon feature 
  Benefit: You may slide each creature marked by you 
  a number of squares equal to  1 +  Constitution 
  modifier when you spend an action point instead. 
   
  Powerful Solar Aura [Judge] 
  Prerequisite: Solar Aura class feature 
  Benefit: Your solar aura increases to aura 3.  
   
  Protected Aura [Judge] 
  Prerequisite: Night Protection paragon feature 
  Benefit: Allies in your solar aura also gain the ne-
  crotic resistance. 
   
  Righteous Flame [Warlock] 
  Prerequisite: Solar Flare Aura class feature 
  Benefit: You may add the Fire keyword to the dam-
  age dealt by your Solar Flare Aura.  
   
  Saving Grace [Halfling] 
  Benefit: When you spend an action point, you can 
  forego your extra action and regain an immediate 
  use of your Second Chance racial encounter power. 
   
  Solar Court [Judge] 
  Prerequisite: Court of Vengeance paragon feature 
  Benefit: Allies in your solar aura gain a +2 bonus to 
  damage rolls instead of +1. 
   
   Stable Steed [Destiny Knight] 
  Prerequisite: Solar Steed class feature 
  Benefit: An effect that would push, pull or slide you 
  while you are mounted is reduced by 1 square. 
  127 
  
  Chapter 3 |  Feats 
  Strapped In [Destiny Knight] 
  Prerequisite: Solar Steed class feature 
  Benefit: While you are mounted, your bonus to 
  avoid being knocked prone increases to +4.  
   
  Stream of Renewal [Summoner] 
  Prerequisite: Nature’s Blessing paragon feature 
  Benefit: When you spend an action point, you also 
  gain a +2 bonus to saving throws.  
   
  Sonic Stripes [Martial Artist] 
  Prerequisite: Speed of the Tiger paragon feature 
  Benefit: When you spend an action point, you also 
  gain a +2 feat bonus to your speed.  
  Tome of Exalted Creatures [Summoner] 
  Benefit: You may apply up to two creature origins 
  to a summoned creature. 
   
  Epic Tier Feats 
  Any feat in the following section is available to a 
  character who meets the prerequisites. Epic tier feats 
  are available to a character of 21st level or higher. 
   
  Aggressive Ruling [Judge] 
  Prerequisite: Cha 19, solar aura class feature 
  Benefit: While you are conscious, bloodied allies in 
  your solar aura gain a +2 bonus to damage rolls. 
  128 
  General 
  Prerequisite 
  Benefit 
  Lance Mastery 
  - 
  Score critical hit on 19 or 20 with lance 
  Master Predator 
  Cushani 
  When first bloodied, regain use of roar of the predator 
  Razor’s Edge 
  - 
  Score critical hit on 19 or 20 with unarmed strike 
  Solar Mastery 
  Solar Power Source 
  Spend an action point and also regain a solar encounter power 
  Epic Feats 
  Circle Dancer 
  Prerequisite 
  Benefit 
  Champion Dancer 
  Circle Dancer 
  Gain a +2 bonus to your circle of power damage bonus 
  Death Circle 
  Circle Dancer 
  May use circle of power damage bonus twice per round 
  Prison Circle 
  Circle Dancer 
  Instead of using your circle of power damage bonus, you pre-
  vent target from leaving your circle 
  Worldly Dance 
  Circle Dancer 
  Add one or two element keywords to damage type 
  Destiny Knight 
  Prerequisite 
  Benefit 
  Break the Line 
  Destiny Knight 
  When your mount crits, you gain a basic melee attack 
  Caged Destiny 
  Destiny Knight 
  An enemy who hits under your control destiny is immobilized 
  Defensive Position 
  Destiny Knight, Solar 
  Steed 
  While mounted, adjacent allies gain +1 to AC 
  War Training 
  Destiny Knight, Solar 
  Steed 
  Use a minor action to give your steed a melee basic attack 
  Judge 
  Prerequisite 
  Benefit 
  Aggressive Ruling 
  Cha 19, Judge 
  Bloodied allies in your solar aura gain +2 to damage rolls 
  Compelling Judgment 
  Cha 19, Judge 
  Bloodied allies in your solar aura gain +2 to saves 
  Extreme Solar Aura 
  Judge, Solar Aura 
  Your solar aura expands to 4 
  Resurging Vengeance 
  Judge, Vengeful 
  Judgment 
  When you spend an action point, regain one use of vengeful 
  judgment 
  
  Chapter 3 | Feats 
  Ancestral Kata [Martial Artist] 
  Benefit: When you spend an action point for an ex-
  tra action and use a martial artist daily power, you 
  gain the benefit of the major kata even if you did not 
  use an encounter power one round prior to the at-
  tack. 
   
  Break the Line [Destiny Knight] 
  Prerequisite: Solar Steed class feature  
  Benefit: If your solar steed scores a critical hit, you 
  gain a free basic attack against the same target. 
   
  Caged Destiny [Destiny Knight] 
  Benefit: When an enemy under your control destiny 
  power hits an ally after the reroll, that enemy is im-
  mobilized until the end of your next turn. 
   
  Champion Dancer [Circle Dancer] 
  Benefit: When applying your circle of power dam-
  age bonus to a target, you may add 2 to the damage. 
  This feat stacks with the empowered circle feat. 
   
  Compelling Judgment [Judge] 
  Prerequisite: Cha 19, solar aura class feature 
  Benefit: While you are conscious, bloodied allies in 
  your solar aura gain a +2 bonus to saving rhrows. 
   
  Correspondence Step [Martial Artist] 
  Prerequisite: Fleet of Foot class feature 
  Benefit: When you miss with an attack roll, you 
  may shift 1 square. 
   
  Death Circle [Circle Dancer] 
  Benefit: You may use your circle of power damage 
  bonus twice per round instead of once. 
  Defensive Position [Destiny Knight] 
  Prerequisite: Solar Steed class feature 
  Benefit: While mounted, allies adjacent to your 
  steed gain a +1 bonus to AC. 
   
  Empowered Bond [Summoner] 
  Benefit: Powers that originate from your summoned 
  esper add a +1 feat bonus to each damage die rolled. 
   
  Esper Mindlink [Summoner] 
  Benefit: You can use a minor action to give a stan-
  dard action command to a creature you summon 
  with a solar summoning power. 
   
  Extreme Solar Aura [Judge] 
  Prerequisite: Solar Aura class feature 
  Benefit: Your solar aura is now an aura 4.  
   
  Lance Mastery 
  Prerequisite: Str 19, Con 19  
  Benefit: When you make a melee weapon attack 
  with a lance, you can score a critical hit on a natural 
  roll of 19 or 20. 
   
  Larger than Life [Summoner] 
  Benefit: Your summoned creatures are now large- 
  sized and occupy a 2 by 2 square. 
   
  Master Predator [Cushani] 
  Prerequisite: Cha 17  
  Benefit: When you are first bloodied in an encoun-
  ter,  you regain the use of the roar of the predator 
  racial power if you have used it during this encoun-
  ter. 
  129 
  Martial Artist 
  Prerequisite 
  Benefit 
  Ancestral Kata 
  Martial Artist 
  Gain a major kata on a daily power when spending an action 
  point 
  Correspondence Step 
  Martial Artist 
  When you miss with an attack, shift 1 square 
  Refocus Kata 
  Martial Artist 
  On a missed melee attack, gain +2 bonus to next attack roll 
  Epic Feats (continued) 
  Summoner 
  Prerequisite 
  Benefit 
  Empowered Bond 
  Summoner 
  Powers originating from summon gain +1 to each damage die 
  Esper Mindlink 
  Summoner 
  Use a minor action to give standard action command to esper 
  Larger than Life 
  Summoner 
  Summoned espers are large sized. 
  One Soul 
  Summoner 
  Allied powers that effect you, also effect your esper 
  
  Chapter 3 |  Feats 
  One Soul [Summoner] 
  Benefit: Allied powers that effect you also effect 
  your summoned esper, even if they are not within 
  range but are within your line of sight. 
   
  Prison Circle [Circle Dancer] 
  Benefit: When you hit a target in your circle, you 
  can forgo your circle of power damage bonus to pre-
  vent the target from leaving your circle via move-
  ment, forced movement or teleportation until the end 
  of your next turn. 
   
  Razor’s Edge 
  Prerequisite: Str 19, Dex 19 or Wis 19 
  Benefit: When you make a melee weapon attack 
  with your unarmed strike, you can score a critical hit 
  on a natural of 19 or 20. 
   
  Refocus Kata [Martial Artist] 
  Benefit: If you miss with a martial artist attack and 
  trigger a kata from that power, you gain a +2 bonus 
  to your next attack roll.  
   
  Resurging Vengeance [Judge] 
  Prerequisite: Vengeful Judgement 
  Benefit: When you spend an action point to gain an 
  extra action, you also regain one use of your venge-
  ful judgment power. 
   
  Solar Mastery 
  Prerequisite: Any solar class  
  Benefit: When you spend an action point to take an 
  extra action, you also regain the use of a solar en-
  counter power you have used during this encounter. 
   
  War Training [Destiny Knight] 
  Prerequisite: Solar Steed class feature  
  Benefit: On your turn, you can use a minor action to 
  command your solar steed to make a melee basic 
  attack.  
   
  Worldly Dance [Circle Dancer] 
  Benefit: Pick two keywords from Cold, Fire, Light-
  ning and Thunder. You may, as a free action, add 
  one or two keywords to your damage type while you 
  are in your circle of power.  
   
  Multiclass Feats 
  You can’t select multiclass feats from your own 
  class. If you already have a multiclass feat, you can 
  only select additional multiclass feats for that class. 
   
  Appeals Judge [Multiclass] 
  Prerequisite: Charisma 13 
  Benefit: You gain training in Diplomacy. 
  You gain either Favorable Judgment of Vengeful 
  Judgment as a daily power (choose one). 
  In addition, you can wield judge implements. 
   
  Backup Dancer [Multiclass] 
  Prerequisite: Dexterity 13 
  Benefit: You gain training in Acrobatics. 
  You gain the Circle of Power class feature as a en-
  counter power. The circle of power damage bonus 
  may only be applied once per encounter. 
  In addition, you can wield circle dancer implements. 
   
  Destiny’s Squire [Multiclass] 
  Prerequisite: Strength 13 
  Benefit: You gain training in Endurance. 
  You gain the Control Destiny class feature as an 
  encounter power. 
   
  Student of the Soul [Multiclass] 
  Prerequisite: Strength 13 
  Benefit: You gain training in Acrobatics. 
  You gain the Pressure Point class feature once per 
  encounter. 
   
  Friend of Monsters [Multiclass] 
  Prerequisite: Charisma 13 
  Benefit: You gain training in Arcana. 
  You gain the Summon Esper class feature as a en-
  counter power. Choose one esper that you can sum-
  mon.   
  In addition, you can wield summoner implements. 
  130 
  Name 
  Prerequisite 
  Benefit 
  Appeals Judge 
  Charisma 13 
  Gain either Favorable or Vengeful Judgment as a daily power 
  Backup Dancer 
  Dexterity 13 
  Gain Circle of Power as an daily power 
  Destiny’s Squire 
  Strength 13 
  Gain Control Destiny as an encounter power 
  Student of the Soul 
  Strength 13 
  Gain Pressure Point once per encounter power 
  Friend of Monsters 
  Charisma 13 
  Gain Summon Creature as a daily power 
  Multiclass Feats 
  
  Chapter 4 | Arms and Equipment 
   
  
  Chapter 4 |  Arms and Equipment 
  Chapter 4: Arms and Equipment 
   
  In a world filled with violence and war, 
  weapons are common throughout. Some are de-
  signed for efficiency, others for instilling fear. What-
  ever the case, a variety of weapons not commonly 
  found in the world of Falamar. 
   
  Weapons 
   
  The first section describes several mundane 
  items and weapons that can be found throughout the 
  world. These items are most commonly found in the 
  regions of their creation such as the dragon claws in 
  the Dominion, the katana in Fao and the thinblade 
  within Lothanewi. The mundane items found within 
  this chapter are: 
   
  ✦Dragon Claws 
       Deadly metal claws that affix to the hands like  
       gauntlets. The claws are deadly in their ability to  
       cut and scare an opponent. 
  ✦Katana  
       A single-edged curved blade with renowned  
       cutting ability and strength. This blade is favored    
        by many melee combatants.. 
  ✦Lance  
       A solid, large spear-like weapon used for  
       thrusting by mounted combatants. 
  ✦Nunchaku 
       Two bars of metal or wood attached together by a  
       small chain or rope. This weapon can be used  
       with equal ability to attack or defend. 
  ✦Sai 
       A single-handed metal weapon with three prongs  
       that excels at defensive forms and disarming  
       opponents. 
  ✦Thinblade 
       One of the first weapons created by the elves,  
       this straight blade is one and a half inches wide  
       and is renowned for its ability to slip through  
       seams in armor. 
  ✦Wakizashi  
       A shorter companion blade to the katana, it’s  
       design is similar to its longer brother. Primarily a  
       defensive, off-hand weapon 
  ✦Wraps  
       A bandage or a strip of leather, these garments  
       help protect users and adds extra power to their 
       strikes. 
   
  Magical Items 
   
  Magical equipment is well-used throughout 
  the world. Due to the constant night, magical effects 
  are highly requested in attempt to raise the quality of 
  life. In spite of this, magical items still are used 
  mostly to enhance and further warfare.  
   
  Many of the magical items listed in this 
  chapter carry historical significance, such as the ar-
  mor of the Destiny Knights. The types of magical 
  items found in this chapter are: 
   
  ✦Armor 
       The heavy armor of the Destiny Knights was a  
       common sight before the Night Reign, standing  
       for peace, faith and justice. 
  ✦Gem 
       A new implement used by Summoners. These  
       gems hold the souls of creatures to augment  
       the virtues and summonings of the summoner. 
  ✦Head 
       New head items include the Helmet of the Fire  
       Stallion worn by battle hardened Xionaires. 
  ✦Weapons 
       New weapons include the dusk blade which  
       changes powers depending on the time of day. 
  ✦Wondrous Items 
       New wondrous items include the sun drop fruit  
       useful for overcoming diseases. 
   
  Artifacts 
   
  Throughout the history of Falamar, some 
  items have gained enough notoriety that the items 
  themselves have taken on a life of their own, such as 
  The Sword of Horan that slew Ilius the Betrayer 
  during the First Night Reign. The artifacts, minor 
  and major, found within this chapter are:  
   
  ✦Aegolis 
       The symbol of rulership in Helvada, Aegolis has  
       been wielded by each ruler since the Crusader  
       Wars. 
  ✦Dagger of Betrayal 
       The dagger that slew the first innocent, which  
       caused the first Night Reign. 
  ✦Scepters of the Air King, Earth King, Fire  
      King and the Water King 
       These four scepter are shards of the original  
       Scepter of the High King and were given  
       to the four kings of the Alliance.  
  ✦Scepter of the High King 
       Created during the Crusader wars, the Scepter of  
       the High King was wielded by Pelus Ro to  
       destroy the undead armies of the Shan’ree. 
  ✦Sword of Horan 
       The sword that slew Ilius at the end of the first  
       Night Reign. 
  132 
  
  Chapter 4 | Arms and Equipment 
  Dragon Claws: A modified gauntlet with long, 
  sharp extensions typically made of metal, giving the 
  appearance that the wielder has animal-like claws. 
  Katana: A sword developed in the region of Fao at 
  the height of their power at the beginning of the Age 
  of Shadows. The sword is a slender, curved, single- 
  edged blade with a long grip to accommodate two 
  hands. 
  Lance: Similar to a spear or javelin, the lance is 
  used on horseback and is particularly effective while 
  charging. 
  Nunchaku: A traditional weapon of the Sadire tief-
  lings, the weapon consists of two sticks or bones 
  connected at the ends with a short chain or rope.  
  Sai: A traditional weapon developed in the Fao re-
  gion during the Crusader wars. The weapon is a 
  pointed, rod-shaped baton with two long, unsharp-
  ened projections attached to the handle. Primarily a 
  defensive weapon. 
  Thinblade: Possibly one of the first weapons ever 
  created, the thin blade was developed by the Eladrin. 
  A cross between a rapier and a long sword, the thin-
  blade is a light weapon with a blade only 1 and a 
  half inches wide. 
  Wakizashi: A sword developed in the region of Fao 
  along side the Katana at the beginning of the Age of 
  Shadows. Typically worn together, the sword is a  
   
  companion to the katana and is a measure of the 
  wielder’s status in Fao society. 
  Wraps: Martial Artists commonly apply bandages, 
  strips of leather and other materials to their hands 
  and feet. Though they don’t enhance the wearer ini-
  tially, magical effects can be applied to them to help 
  give an added benefit.  
  133 
  Weapon 
  Prof. 
  Damage 
  Range 
  Price 
  Weight 
  Group 
  Properties 
  Dragon Claws 
  +3 
  1d6 
  - 
  10 gp 
  2 lb. 
  Unarmed 
  High crit, Off-
  hand 
  Lance 
  +2 
  1d10 
  - 
  10 gp 
  3 lb. 
  Spear 
  Reach 2, High 
  crit 
  Nunchaku 
  +2 
  2d4 
  - 
  5 gp 
  2 lb. 
  Staff, Unarmed 
  Off-hand 
  Sai 
  +2 
  1d8 
  - 
  10 gp 
  3 lb. 
  Light blade 
  Off-hand 
  Weapon 
  Prof. 
  Damage 
  Range 
  Price 
  Weight 
  Group 
  Properties 
  Katana 
  +3 
  1d10 
  - 
  75 gp 
  4 lb. 
  Heavy Blade 
  High crit,      
  Versatile 
  Wakizashi 
  +3 
  1d6 
  - 
  15 gp 
  2 lb. 
  Light blade 
  Off-hand 
  Thinblade 
  +3 
  1d8 
  - 
  30 gp 
  3 lb. 
  Light Blade 
  High crit,       
  Off-hand 
  MILITARY WEAPONS 
  SUPERIOR WEAPONS 
  Weapon 
  Prof. 
  Damage 
  Range 
  Price 
  Weight 
  Group 
  Properties 
  Wraps 
  +0 
  - 
  - 
  1 gp 
  1 lb. 
  Unarmed 
  Off-hand 
  SIMPLE WEAPONS 
  
  Chapter 4 |  Arms and Equipment 
   
   
  This pure white armor with bloodstone inlets is worn by 
  the infamous Heaven Knights of Ilius 
  Lvl 5    +1     1,000 gp           Lvl 20   +4          125,000 gp 
  Lvl 10  +2     5,000 gp           Lvl 25   +5          625,000 gp 
  Lvl 15  +3   25,000 gp           Lvl 30   +6       3,125,000 gp 
  Armor: Scale, Plate 
  Enhancement: AC 
  Property: Resist 5 radiant and necrotic. 
     Level 15 or 20: Resist 10 radiant and necrotic. 
     Level 25 or 30: Resist 15 radiant necrotic. 
  Power (Daily): Immediate Reaction. You can use this 
  power when an enemy hits you with an attack. That en-
  emy takes 1d6 radiant and necrotic damage and a –2 pen-
  alty to saving throws until the end of your next turn. 
  Heaven Armor                                       Level 5+ 
   
   
  This silver with emerald trim armor is the mainstay of the 
  Destiny Knights 
  Lvl 5    +1       1,000 gp         Lvl 20   +4          125,000 gp 
  Lvl 10  +2       5,000 gp         Lvl 25   +5          625,000 gp 
  Lvl 15  +3     25,000 gp         Lvl 30   +6       3,125,000 gp 
  Armor: Scale, Plate 
  Enhancement: AC 
  Property: +2 bonus to saving throws and death saves. 
  Power (Daily): Immediate Reaction. When you are hit by 
  an attack that bloodies you, reduce the damage by 10 plus 
  the item bonus. 
     Level 20: 15 + item bonus 
     Level 30: 20 + item bonus 
  Destiny Armor                                       Level 5+ 
  MAGIC ARMOR 
  Magical Items 
  In a world of epic fantasy, there is no shortage of 
  magical items in the world, some created for evil, 
  some created for the greater good. 
   
  Armor 
  Symbols make a powerful statement about who you 
  are, what you do and where your loyalty lies. Most 
  people can spot Heaven Knights simply by the white 
  armor they wear. Detailed below are some of the 
  magical armors that can be found in the world. 
   
  134 
  Lvl 
  Name 
  Price  
  Categories 
  3 
  Crusader +1 
  680 
  Chain, Scale, Plate 
  5 
  Destiny +1 
  1,000 
  Scale, Plat 
  5 
  Heaven +1 
  1,000 
  Scale, Plate 
  5 
  Master Monk +1 
  1,000 
  Cloth 
  5 
  Wyrm +1 
  1,000 
  Chain, Scale, Plate 
  8 
  Crusader +2 
  3,400 
  Chain, Scale, Plate 
  10 
  Destiny +2 
  5,000 
  Scale, Plate 
  10 
  Heaven +2 
  5,000 
  Scale, Plate 
  10 
  Master Monk +2 
  5,000 
  Cloth 
  10 
  Wyrm +2 
  5,000 
  Chain, Scale, Plate 
  13 
  Crusader +3 
  17,000 
  Chain, Scale, Plate 
  15 
  Destiny +3 
  25,000 
  Scale, Plate 
  15 
  Heaven +3 
  25,000 
  Scale, Plate 
  15 
  Master Monk +3 
  25,000 
  Cloth 
  15 
  Wyrm +3 
  25,000 
  Chain, Scale, Plate 
  18 
  Crusader +4 
  85,000 
  Chain, Scale, Plate 
  20 
  Destiny +4 
  125,000 
  Scale, Plate 
  20 
  Heaven +4 
  125,000 
  Scale, Plate 
  20 
  Master Monk +4 
  125,000 
  Cloth 
  20 
  Wyrm +4 
  125,000 
  Chain, Scale, Plate 
  23 
  Crusader +5 
  425,000 
  Scale, Plate 
  25 
  Destiny +5 
  625,000 
  Scale, Plate 
  25 
  Heaven +5 
  625,000 
  Scale, Plate 
  25 
  Master Monk +5 
  625,000 
  Cloth 
  25 
  Wyrm +5 
  625,000 
  Chain, Scale, Plate 
  28 
  Crusader +6 
  2,125,000 
  Chain, Scale, Plate 
  30 
  Destiny +6 
  3,125,000 
  Scale, Plate 
  30 
  Heaven +6 
  3,125,000 
  Scale, Plate 
  30 
  Master Monk +6 
  3,125,000 
  Cloth 
  30 
  Wyrm +6 
  3,125,000 
  Chain, Scale, Plate 
   
   
  This armor of white and silver was in heavy  use during 
  the Crusader Wars by paladins and knights.. 
  Lvl 3    +1        680 gp           Lvl 18 +4              85,000 gp 
  Lvl 8    +2     3,400 gp           Lvl 23 +5            425,000 gp 
  Lvl 13  +3   17,000 gp           Lvl 28 +6         2,125,000 gp 
  Armor: Chain, Scale, Plate 
  Enhancement: AC 
  Property: +1 bonus to Fortitude against attacks made by 
  undead creatures. 
     Level 13 or 18: +2 bonus to Fortitude 
     Level 23 or 28: +3 bonus to Fortitude 
  Power (Daily): Free Action. Spend an action point. In-
  stead of gaining an extra action, you regain the use of a 
  daily power you have expended today. The daily power 
  must be used in the same round that the action point is 
  spent or the daily power is expended without benefit.  
  Crusader Armor                                   Level 3+ 
  
  Chapter 4 | Arms and Equipment 
   
  Weapons 
  “The weapon of a soldier is his life. You are never 
  without it, you would never part with it. If you treat 
  it well, it will save your life.” 
   
  Weapons within Falamar are common and necessary 
  to survive the harsh reality of the night. Most weap-
  ons developed along side the different regions and 
  societies in the world. The Cushani Dominion prefer 
  heavy weapons that can inflict blunt trauma and rip 
  apart flesh, while the Helvadian people prefer spears 
  and shields to fight in close quarters beside one an-
  other. 
       Whatever the situation, many magical items were 
  developed with the turmoil of the world in mind. 
  These magical weapons are more common in more 
  militaristic areas, though they could be found nearly 
  anywhere. 
  135 
   
   
  This armor of draconic design is the primary choice of 
  armor for the Dragon Knights of Ro 
  Lvl 5    +1     1,000 gp           Lvl 20   +4          125,000 gp 
  Lvl 10  +2     5,000 gp           Lvl 25   +5          625,000 gp 
  Lvl 15  +3   25,000 gp           Lvl 30   +6       3,125,000 gp 
  Armor: Chain, Scale, Plate 
  Enhancement: AC 
  Property: Gain an item bonus to Diplomacy checks equal 
  to the armor enhancement bonus. 
  Power (Daily): Immediate Reaction. When you are hit by 
  a critical hit, reduce the attack to a normal attack. 
  Wyrm Armor                                        Level 5+ 
  MAGIC WEAPONS 
  Lvl 
  Name 
  Price  
  Categories 
  3 
  Dusk +1 
  680 
  Light Blade, 
  Heavy Blade 
  3 
  Solar +1 
  680 
  Any 
  3 
  Arctic Winds +1 
  680 
  Unarmed 
  3 
  Desert Winds +1 
  680 
  Unarmed 
  3 
  Divine Winds +1 
  680 
  Unarmed 
  3 
  Storm Winds +1 
  680 
  Unarmed 
  5 
  Night +1 
  1,000 
  Any 
  5 
  Death Spear +1 
  1,000 
  Spear 
  8 
  Dusk +2 
  3,400 
  Light Blade, 
  Heavy Blade 
  8 
  Solar +2 
  3,400 
  Any 
  8 
  Arctic Winds +2 
  3,400 
  Unarmed 
  8 
  Desert Winds +2 
  3,400 
  Unarmed 
  8 
  Divine Winds +2 
  3,400 
  Unarmed 
  8 
  Storm Winds +2 
  3,400 
  Unarmed 
  10 
  Night +2 
  5,000 
  Any 
  10 
  Death Spear +2 
  5,000 
  Spear 
  10 
  Enervating +2 
  5,000 
  Claws, Hammer, 
  Light Blade, Staff 
  13 
  Dusk +3 
  17,000 
  Light Blade, 
  Heavy Blade 
  13 
  Solar +3 
  17,000 
  Any 
  13 
  Arctic Winds +3 
  17,000 
  Unarmed 
  13 
  Desert Winds +3 
  17,000 
  Unarmed 
  13 
  Divine Winds +3 
  17,000 
  Unarmed 
  13 
  Storm Winds +3 
  17,000 
  Unarmed 
  15 
  Night +3 
  25,000 
  Any 
  15 
  Death Spear +3 
  25,000 
  Spear 
  15 
  Enervating +3 
  25,000 
  Claws, Hammer, 
  Light Blade, Staff 
  18 
  Dusk +4 
  85,000 
  Light Blade, 
  Heavy Blade 
  18 
  Solar +4 
  85,000 
  Any 
  18 
  Arctic Winds +4 
  85,000 
  Unarmed 
  18 
  Desert Winds +4 
  85,000 
  Unarmed 
  18 
  Divine Winds +4 
  85,000 
  Unarmed 
  18 
  Storm Winds +4 
  85,000 
  Unarmed 
  20 
  Night +4 
  125,000 
  Any 
  20 
  Death Spear +4 
  125,000 
  Spear 
  20 
  Enervating +4 
  125,000 
  Claws, Hammer, 
  Light Blade, Staff 
   
   
  This enchanted set of robes is imbued with the knowledge 
  of former martial art masters. 
  Lvl 5    +1     1,000 gp           Lvl 20   +4          125,000 gp 
  Lvl 10  +2     5,000 gp           Lvl 25   +5          625,000 gp 
  Lvl 15  +3   25,000 gp           Lvl 30   +6       3,125,000 gp 
  Armor: Cloth 
  Enhancement: AC 
  Property: Gain an item bonus to Athletic checks equal to 
  the armor enhancement bonus 
  Power (Daily): Minor Action. You regain an encounter 
  virtue.  
  Robes of the Master Monk                   Level 5+ 
  
  Chapter 4 |  Arms and Equipment 
   
   
  Deadly accurate, the spear of the Helvada legions is leg-
  endary for its ability to kill in a single thrust. 
  Lvl 5    +1     1,000 gp           Lvl 20   +4          125,000 gp 
  Lvl 10  +2     5,000 gp           Lvl 25   +5          625,000 gp 
  Lvl 15  +3   25,000 gp           Lvl 30   +6       3,125,000 gp 
  Weapon: Spear 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d8 damage per plus 
  Property: The critical range of this weapon is 19-20.  
     Level 20-30: 18-20 critical range. 
  Power (Daily): Free Action. On a successful critical hit, 
  the target is stunned (save ends). 
  Death Spear                                           Level 5+ 
   
   
  Crafted in twilight, this blade’s power is tied to the wax 
  and wane of night and day. 
  Lvl 3    +1        680 gp           Lvl 18 +4              85,000 gp 
  Lvl 8    +2     3,400 gp           Lvl 23 +5            425,000 gp 
  Lvl 13  +3   17,000 gp           Lvl 28 +6         2,125,000 gp 
  Weapon: Light Blade, Heavy Blade 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus 
  Property: At night, the dusk blade deals radiant damage. 
  During the day, the dusk blade deals necrotic damage. 
  Power (At-Will): Free action. The damage dealt by this 
  weapon is normal damage. Another free action returns the 
  damage to necrotic or radiant, depending on property. 
  Power (Encounter): Free Action. Use this power when 
  you hit with the weapon. You gain concealment until the 
  end of your next turn. 
  Dusk Blade                                             Level 3+ 
   
   
  This weapon is made of pure wisps of the Breath which 
  constantly flow forth in a blade like form. 
  Lvl 5    +1     1,000 gp           Lvl 20   +4          125,000 gp 
  Lvl 10  +2     5,000 gp           Lvl 25   +5          625,000 gp 
  Lvl 15  +3   25,000 gp           Lvl 30   +6       3,125,000 gp 
  Weapon: Any 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 necrotic damage per plus 
  Power (At-Will ✦ Necrotic): Free Action. All damage 
  dealt by this weapon is necrotic damage. Another free 
  action returns the damage to normal. 
  Power (Daily ✦ Necrotic): Free Action. Use this power 
  when you hit with the weapon. The target takes ongoing 5 
  necrotic damage (save ends). 
     Level 13 or 18: 2d8 necrotic damage. 
     Level 23 or 28: 3d8 necrotic damage. 
  Breath Weapon                                     Level 5+ 
   
   
  This weapon drains the strength and resolve of your ene-
  mies. 
  Lvl 10    +2       5,000 gp       Lvl 25   +5          625,000 gp 
  Lvl 15    +3     25,000 gp       Lvl 30   +6       3,125,000 gp 
  Lvl 20    +4   125,000 gp            
  Weapon: Claws, Hammer, Light Blade, Staff 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d8 damage per plus 
  Power (Daily): Free Action: Use this power when you hit 
  with the weapon. The target is weakened (save ends). 
  Enervating Weapon                            Level 10+ 
   
  136 
  Lvl 
  Name 
  Price  
  Categories 
  23 
  Dusk +5 
  425,000 
  Light Blade, 
  Heavy Blade 
  23 
  Solar +5 
  425,000 
  Any 
  23 
  Arctic Winds +5 
  425,000 
  Unarmed 
  23 
  Desert Winds +5 
  425,000 
  Unarmed 
  23 
  Divine Winds +5 
  425,000 
  Unarmed 
  23 
  Storm Winds +5 
  425,000 
  Unarmed 
  25 
  Night +5 
  625,000 
  Any 
  25 
  Death Spear +5 
  625,000 
  Spear 
  25 
  Enervating +5 
  625,000 
  Claws, Hammer, 
  Light Blade, Staff 
  28 
  Dusk +6 
  2,125,000 
  Light Blade, 
  Heavy Blade 
  28 
  Solar +6 
  2,125,000 
  Any 
  28 
  Arctic Winds +6 
  2,125,000 
  Unarmed 
  28 
  Desert Winds +6 
  2,125,000 
  Unarmed 
  28 
  Divine Winds +6 
  2,125,000 
  Unarmed 
  28 
  Storm Winds +6 
  2,125,000 
  Unarmed 
  30 
  Night +6 
  3,125,000 
  Any 
  30 
  Death Spear +6 
  3,125,000 
  Spear 
  30 
  Enervating +6 
  3,125,000 
  Unarmed, Light 
  Blade 
  MAGIC WEAPONS continued 
  
  Chapter 4 | Arms and Equipment 
   
  137 
   
   
  This weapon is blessed by the radiance of the Sun to 
  bring its holy light to the dark world. 
  Lvl 3    +1        680 gp           Lvl 18 +4              85,000 gp 
  Lvl 8    +2     3,400 gp           Lvl 23 +5            425,000 gp 
  Lvl 13  +3   17,000 gp           Lvl 28 +6         2,125,000 gp 
  Weapon: Any 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 radiant damage per plus 
  Power (At-Will✦Radiant): Free Action. All damage 
  dealt by this weapon is radiant damage. Another free 
  action returns the damage to normal. 
  Power (Daily✦Radiant): Free Action. Use this power 
  when you hit with the weapon. The target takes an extra 
  1d8 radiant damage and is blinded until the end of your 
  next turn. 
     Level 13 or 18: 2d8 radiant damage. 
     Level 23 or 28: 3d8 radiant damage. 
  Solar Weapon                                        Level 3+ 
   
   
  These enchanted wraps hold the spirit of the arctic winds 
  within them. 
  Lvl 3     +1          680 gp     Lvl 18   +4               85,000 gp 
  Lvl 8     +2       3,400 gp     Lvl 23   +5             425,000 gp 
  Lvl 13   +3     17,000 gp     Lvl 28   +6          2,125,000 gp 
  Weapon: Unarmed 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 cold damage per plus 
  Power (At-Will✦Cold): Free Action. All damage dealt 
  by this weapon is cold damage. Another free action re-
  turns the damage to normal. 
  Power (Daily✦Cold): Free Action. Use this power when 
  you hit with an unarmed strike. The target is entombed 
  (save ends). 
  Wraps of the Arctic Winds                  Level 3+ 
   
   
  These enchanted wraps hold the spirit of the desert winds 
  within them. 
  Lvl 3     +1          680 gp     Lvl 18   +4               85,000 gp 
  Lvl 8     +2       3,400 gp     Lvl 23   +5             425,000 gp 
  Lvl 13   +3     17,000 gp     Lvl 28   +6          2,125,000 gp 
  Weapon: Unarmed 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 fire damage per plus 
  Power (At-Will✦Fire): Free Action. All damage dealt 
  by this weapon is fire damage. Another free action returns 
  the damage to normal. 
  Power (Daily✦Fire): Free Action. Use this power when 
  you hit with an unarmed strike. Each enemy adjacent to 
  the target takes 1d8 fire damage. 
  Wraps of the Desert Winds                  Level 3+ 
   
   
  These enchanted wraps hold a spark of divine essence to 
  guide you. 
  Lvl 3     +1          680 gp     Lvl 18   +4               85,000 gp 
  Lvl 8     +2       3,400 gp     Lvl 23   +5             425,000 gp 
  Lvl 13   +3     17,000 gp     Lvl 28   +6          2,125,000 gp 
  Weapon: Unarmed 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 radiant damage per plus 
  Power (At-Will✦Radiant): Free Action. All damage 
  dealt by this weapon is radiant damage. Another free 
  action returns the damage to normal. 
  Power (Daily✦Healing): Free Action. Use this power 
  when you hit with an unarmed strike. You regain hit 
  points as if you had spent a healing surge. 
  Wraps of the Divine Winds                  Level 3+ 
   
   
  These enchanted wraps hold the spirit of the storm within 
  them. 
  Lvl 3     +1          680 gp     Lvl 18   +4               85,000 gp 
  Lvl 8     +2       3,400 gp     Lvl 23   +5             425,000 gp 
  Lvl 13   +3     17,000 gp     Lvl 28   +6          2,125,000 gp 
  Weapon: Unarmed 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 thunder damage per plus 
  Power (At-Will✦Thunder): Free Action. All damage 
  dealt by this weapon is thunder damage. Another free 
  action returns the damage to normal. 
  Power (Daily✦Thunder): Free Action. Use this power 
  when you hit with an unarmed strike. The target takes 
  ongoing 5 thunder damage (save ends). 
  Wraps of the Storm Winds                  Level 3+ 
  
  Chapter 4 |  Arms and Equipment 
  Soul Gems 
  “The gem is a window to the soul. A window into the 
  essence of beings.” 
   
  Soul gems are implements introduced with 
  Summoners. Soul gems are objects that have the 
  soul of a creature trapped within it or imbued with 
  energy to generate an effect. 
  138 
  SOUL GEMS continued 
  Lvl 
  Name 
  Price  
  1 
  Gem of Feral Presence +1 
  360 
  1 
  Magic Gem + 1 
  360 
  2 
  Gem of Aberrant Souls +1 
  520 
  2 
  Gem of Elemental Souls +1 
  520 
  2 
  Gem of Fey Souls +1 
  520 
  2 
  Gem of Immortal Souls +1 
  520 
  2 
  Gem of Natural Souls +1 
  520 
  2 
  Gem of Shadow Souls +1 
  520 
  3 
  Gem of Continual Pain +1 
  680 
  3 
  Gem of the Poisoned Heart +1 
  680 
  4 
  Gem of the Fire Titan +1 
  840 
  4 
  Gem of Frigid Nightmares +1 
  840 
  5 
  Gem of Cracked Thunder +1 
  1,000 
  6 
  Gem of Feral Presence +2 
  1,800 
  6 
  Magic Gem +2 
  1,800 
  7 
  Gem of Aberrant Souls +2 
  2,600 
  7 
  Gem of Elemental Souls +2 
  2,600 
  7 
  Gem of Fey Souls +2 
  2,600 
  7 
  Gem of Immortal Souls +2 
  2,600 
  7 
  Gem of Natural Souls +2 
  2,600 
  7 
  Gem of Shadow Souls +2 
  2,600 
  8 
  Gem of Continual Pain +2 
  3,400 
  8 
  Gem of the Poisoned Heart +2 
  3,400 
  9 
  Gem of the Fire Titan +2 
  4,200 
  9 
  Gem of Frigid Nightmares +2 
  4,200 
  10 
  Gem of Cracked Thunder +2 
  5,000 
  11 
  Gem of Feral Presence +3 
  9,000 
  11 
  Magic Gem +3 
  9,000 
  12 
  Gem of Aberrant Souls +3 
  13,000 
  12 
  Gem of Elemental Souls +3 
  13,000 
  12 
  Gem of Fey Souls +3 
  13,000 
  12 
  Gem of Immortal Souls +3 
  13,.000 
  12 
  Gem of Natural Souls +3 
  13,000 
  12 
  Gem of Shadow Souls +3 
  13,000 
  13 
  Gem of Continual Pain +3 
  17,000 
  13 
  Gem of the Poisoned Heart +3 
  17,000 
  14 
  Gem of the Fire Titan +3 
  21,000 
  14 
  Gem of Frigid Nightmares +3 
  21,000 
  SOUL GEMS 
  Lvl 
  Name 
  Price  
  15 
  Gem of Cracked Thunder +3 
  25,000 
  16 
  Gem of Feral Presence +4 
  45,000 
  16 
  Magic Gem +4 
  45,000 
  17 
  Gem of Aberrant Souls +4 
  65,000 
  17 
  Gem of Elemental Souls +4 
  65,000 
  17 
  Gem of Fey Souls +4 
  65,000 
  17 
  Gem of Immortal Souls +4 
  65,000 
  17 
  Gem of Natural Souls +4 
  65,000 
  17 
  Gem of Shadow Souls +4 
  65,000 
  18 
  Gem of Aggressive Nature +4 
  85,000 
  18 
  Gem of Continual Pain +4 
  85,000 
  18 
  Gem of the Poisoned Heart +4 
  85,000 
  19 
  Gem of the Fire Titan +4 
  105,000 
  19 
  Gem of Frigid Nightmares +4 
  105,000 
  20 
  Gem of Cracked Thunder +4 
  125,000 
  20 
  Gem of Second Life +4 
  125,000 
  21 
  Gem of Feral Presence +5 
  225,000 
  21 
  Magic Gem +5 
  225,000 
  22 
  Gem of Aberrant Souls +5 
  325,000 
  22 
  Gem of Elemental Souls +5 
  325,000 
  22 
  Gem of Fey Souls +5 
  325,000 
  22 
  Gem of Immortal Souls +5 
  325,000 
  22 
  Gem of Natural Souls +5 
  325,000 
  22 
  Gem of Shadow Souls +5 
  325,000 
  23 
  Gem of Aggressive Nature +5 
  425,000 
  23 
  Gem of Continual Pain +5 
  425,000 
  23 
  Gem of the Poisoned Heart +5 
  425,000 
  24 
  Gem of the Fire Titan +5 
  525,000 
  24 
  Gem of Frigid Nightmares +5 
  525,000 
  25 
  Gem of Cracked Thunder +5 
  625,000 
  25 
  Gem of Second Life +5 
  625,000 
  26 
  Gem of Feral Presence +6 
  1,125,000 
  26 
  Magic Gem +6 
  1,125,000 
  27 
  Gem of Aberrant Souls +6 
  1,625,000 
  27 
  Gem of Elemental Souls +6 
  1,625,000 
  27 
  Gem of Fey Souls +6 
  1,625,000 
  27 
  Gem of Immortal Souls +6 
  1,625,000 
  27 
  Gem of Natural Souls +6 
  1,625,000 
  27 
  Gem of Shadow Souls +6 
  1,625,000 
  28 
  Gem of Aggressive Nature +6 
  2,125,000 
  28 
  Gem of Continual Pain +6 
  2,125,000 
  28 
  Gem of the Poisoned Heart +6 
  2,125,000 
  29 
  Gem of the Fire Titan +6 
  2,625,000 
  29 
  Gem of Frigid Nightmares +6 
  2,625,000 
  30 
  Gem of Cracked Thunder +6 
  3,125,000 
  30 
  Gem of Second Life +6 
  3,125,000 
  
  Chapter 4 | Arms and Equipment 
   
   
  This red and orange gem holds the soul of a demon that 
  extends the duration of pain to a subject. 
  Lvl 3     +1          680 gp     Lvl 18   +4               85,000 gp 
  Lvl 8     +2       3,400 gp     Lvl 23   +5             425,000 gp 
  Lvl 13   +3     17,000 gp     Lvl 28   +6          2,125,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus 
  Power (Daily): Free Action. Use this power when using a 
  power that lasts until the end of your next turn. That 
  power lasts one additional round. 
  Gem of Continual Pain                       Level 3+ 
   
   
  This bright red gem holds the soul of a kruthik which 
  propels your desire to attack and inflict pain. 
  Lvl 18    +4         85,000 gp     Lvl 28 +6       2,125,000 gp 
  Lvl 23    +5       425,000 gp      
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d10 damage per plus 
  Power (Daily): Immediate Reaction. If you or your sum-
  mon creature scores a critical hit, you regain the use of an 
  expended encounter power. 
  Gem of Aggressive Nature               Level 18+ 
   
  139 
   
   
  This yellow gem holds the soul of an aberrant creature 
  which allows you to harm aberrants more easily. 
  Lvl 2     +1          520 gp     Lvl 17   +4               65,000 gp 
  Lvl 7     +2       2,600 gp     Lvl 22   +5             325,000 gp 
  Lvl 12   +3     13,000 gp     Lvl 27   +6          1,625,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus, or +1d8 damage per plus 
  against aberrants 
  Power (Daily): Minor Action. You deal an extra 1d8 
  damage against aberrant creatures until the end of the 
  encounter. 
  Gem of Aberrant Souls                      Level 2+ 
   
   
  This gem of swirling silver mist holds the soul of an ele-
  mental creature, providing insight against their kind. 
  Lvl 2     +1          520 gp     Lvl 17   +4               65,000 gp 
  Lvl 7     +2       2,600 gp     Lvl 22   +5             325,000 gp 
  Lvl 12   +3     13,000 gp     Lvl 27   +6          1,625,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus, or +1d8 damage per plus 
  against elementals. 
  Power (Daily): Minor Action. You deal an extra 1d8 
  damage against elemental creatures until the end of the 
  encounter. 
  Gem of Elemental Souls                     Level 2+ 
   
   
  This orange gem holds the soul of a troll that enhances 
  the aura of your summoned creatures. 
  Lvl 1     +1          360 gp     Lvl 16   +4               45,000 gp 
  Lvl 6     +2       1,800 gp     Lvl 21   +5             225,000 gp 
  Lvl 11   +3       9,000 gp     Lvl 26   +6          1,125,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus 
  Power (Daily): Minor Action.  Increase the aura of a 
  summoned esper to 2 until the end of the encounter, until 
  the esper is killed or until it is dismissed. 
  Gem of Feral Presence                       Level 1+ 
   
   
  This green gem holds the soul of a fey creature which 
  helps you harm fey more easily. 
  Lvl 2     +1          520 gp     Lvl 17   +4               65,000 gp 
  Lvl 7     +2       2,600 gp     Lvl 22   +5             325,000 gp 
  Lvl 12   +3     13,000 gp     Lvl 27   +6          1,625,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus, or +1d8 damage per plus 
  against fey. 
  Power (Daily): Minor Action. You deal an extra 1d8 
  damage against fey creatures until the end of the encoun-
  ter. 
  Gem of Fey Souls                                Level 2+ 
   
   
  This gem with a flickering flame inside holds the soul of a 
  titan who can heighten your fire spells. 
  Lvl 4     +1          840 gp     Lvl 19   +4             105,000 gp 
  Lvl 9     +2       4,200 gp     Lvl 24   +5             525,000 gp 
  Lvl 14   +3     21,000 gp     Lvl 29   +6          2,625,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d8 damage per plus, or +1d10 damage per 
  plus if the power has the fire keyword 
  Power (Daily ✦ Fire): Free Action. If you hit with a 
  power with the fire keyword, add a +1 bonus to each dice 
  of damage rolled. 
  Gem of the Fire Titans                       Level 3+ 
   
   
  This gem of blue and violet has a faint smell of ozone to it 
  and gives small shocks to those who touch it. 
  Lvl 5    +1     1,000 gp           Lvl 20   +4          125,000 gp 
  Lvl 10  +2     5,000 gp           Lvl 25   +5          625,000 gp 
  Lvl 15  +3   25,000 gp           Lvl 30   +6       3,125,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d8 damage per plus, or +1d10 damage per 
  plus if the power has the thunder keyword 
  Power (Daily ✦ Thunder): Free Action. If you miss 
  with a power with the thunder keyword, the power is not 
  expended. 
  Gem of Cracked Thunder                  Level 3+ 
  
  Chapter 4 |  Arms and Equipment 
   
  140 
   
   
  This gem of blue and black swirls is cold to the touch and 
  holds the soul of a nightmare. 
  Lvl 4     +1          840 gp     Lvl 19   +4             105,000 gp 
  Lvl 9     +2       4,200 gp     Lvl 24   +5             525,000 gp 
  Lvl 14   +3     21,000 gp     Lvl 29   +6          2,625,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d8 damage per plus, or +1d10 damage per 
  plus if the power has the cold keyword 
  Power (Daily ✦ Cold): Free Action. If you hit with a 
  power with the cold keyword, the target is stunned (save 
  ends). 
  Gem of Frigid Nightmares                 Level 3+ 
   
   
  This golden glowing gem holds the soul of an immortal 
  which allows you to harm immortals more easily. 
  Lvl 2     +1          520 gp     Lvl 17   +4               65,000 gp 
  Lvl 7     +2       2,600 gp     Lvl 22   +5             325,000 gp 
  Lvl 12   +3     13,000 gp     Lvl 27   +6          1,625,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus, or +1d8 damage per plus 
  against immortals. 
  Power (Daily): Minor Action. You deal an extra 1d8 
  damage against immortals creatures until the end of the 
  encounter. 
  Gem of Immortal Souls                      Level 2+ 
   
   
  This turquoise colored gem holds the soul of a natural 
  creature which allows you to harm naturals more easily. 
  Lvl 2     +1          520 gp     Lvl 17   +4               65,000 gp 
  Lvl 7     +2       2,600 gp     Lvl 22   +5             325,000 gp 
  Lvl 12   +3     13,000 gp     Lvl 27   +6          1,625,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus, or +1d8 damage per plus 
  against naturals. 
  Power (Daily): Minor Action. You deal an extra 1d8 
  damage against natural creatures until the end of the en-
  counter. 
  Gem of Natural Souls                         Level 2+ 
   This clear gem carries no soul within it but hums with the 
  power of arcane energy. 
  Lvl 1     +1          360 gp     Lvl 16   +4               45,000 gp 
  Lvl 6     +2       1,800 gp     Lvl 21   +5             225,000 gp 
  Lvl 11   +3       9,000 gp     Lvl 26   +6          1,125,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus 
  Magic Gem                                          Level 1+ 
  
  Chapter 4 | Arms and Equipment 
   
   
  This gem of pine and violet color holds the soul of the 
  phoenix, giving you power over death. 
  Lvl 20   +4     125,000 gp   Lvl 30   +6          3,125,000 gp 
  Lvl 25   +5     625,000 gp    
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus 
  Property: When summoned creatures within 5 squares of 
  you are healed, they gain an extra 10 hit points. 
  Power (Daily ✦ Healing): Immediate Reaction. If your 
  summon drops to 0 hit points or fewer, the summoned 
  creature is flly healed. 
  Gem of Second Life                           Level 20+ 
   
   
  These enchanted gloves improve your chances to deal 
  devastating damage with your hands. 
  Item Slot: Hands  
  25,000 gp 
  Power (Daily): Minor Action. The critical range for your 
  unarmed strikes is 19-20 until the beginning of your next 
  turn. 
  Gloves of the Falcon                              Level 15 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hand Item 
  “The hands are the tools of life and destruction. 
  With these hands you can create new fields and shel-
  ter. Within the darkness however, these hands can 
  smother life. It is the person that decides” 
   
  Magical items designed for the hands in Falamar are 
  common among those of the martial arts profession. 
  Trained to use their bodies as a weapon, many items 
  have appeared to assist the martial artist in combat. 
   
   
   
   
   
   
  Head 
  “The mind is what makes you powerful, not the 
  crown that you put upon it.” 
   
  Items worn upon the head, such as a royal crown, 
  can carry great authority and status and can denote 
  leadership, such as the helmet of a Xionaire, or even 
  hide one’s self such as the mask of a ninja. 
  141 
  HAND ITEM 
  Lvl 
  Name 
  Price  
  15 
  Gloves of the Falcon 
  25,000 
   
   
  This gem of greenish yellow holds the soul of a shadow 
  creature which gives you power over shadows. 
  Lvl 2     +1          520 gp     Lvl 17   +4               65,000 gp 
  Lvl 7     +2       2,600 gp     Lvl 22   +5             325,000 gp 
  Lvl 12   +3     13,000 gp     Lvl 27   +6          1,625,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus, or +1d8 damage per plus 
  against shadow. 
  Power (Daily): Minor Action. You deal an extra 1d8 
  damage against shadow creatures until the end of the 
  encounter. 
  Gem of Shadow Souls                         Level 2+ 
   
   
  This gem of sickly green and black holds the soul of etter-
  cap which heightens your poison spells. 
  Lvl 3     +1          680 gp     Lvl 18   +4               85,000 gp 
  Lvl 8     +2       3,400 gp     Lvl 23   +5             425,000 gp 
  Lvl 13   +3     17,000 gp     Lvl 28   +6          2,125,000 gp 
  Implement (Gem) 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d8 damage per plus, or +1d10 damage per 
  plus if the power has the poison keyword 
  Power (Daily ✦ Poison): Free Action. If you hit with a 
  power with the poison keyword, the target is weakened 
  (save ends). 
  Gem of the Poisoned Heart                Level 3+ 
   
   
  This enchanted hood of black cloth covers most of your 
  face and helps you sneak away after an attack. 
  Item Slot: Head 
   
  425,000 gp 
  Property: You gain darkvision. 
  Power (Daily): Immediate Reaction. If you miss with an 
  attack, you gain superior cover until the end of your next 
  turn. 
  Mask of the Forgotten                          Level 23 
   This enchanted headband increases your perception skills 
  and reaction speed. 
  Item Slot: Head 
   
  2,600 gp 
  Property: You gain a +2 item bonus to initiative rolls and 
  a +2 item bonus to Perception skill checks. 
  Headband of the Wanderer                   Level 7 
  Lvl 
  Name 
  Price  
  7 
  Headband of the Wanderer 
  2,600 
  7 
  Helmet of the Fire Stallion 
  2,600 
  23 
  Mask of the Forgotten 
  17,000 
   This enchanted hair crested helmet created by the Hel-
  vada legions increases one’s speed and alertness. 
  Item Slot: Head 
   
  2,600 gp 
  Property: You gain a +2 item bonus to initiative rolls and 
  a +1 item bonus to your speed. 
  Helmet of the Fire Stallion                     Level 7 
  HEAD ITEM 
  
  Chapter 4 |  Arms and Equipment 
   
   
  Also known as the Windstar in Sadire, it is one of four 
  scepters created by Latarin during the Crusader Wars 
  and used as a symbol of the right to rule Sadire. 
  This is a +3 Lightning Club 
  Enhancement: Attack rolls and damage rolls 
  Critical: +3d8 lightning damage 
  Properties: +2 item bonus to Diplomacy and Perception 
  skill checks. 
  Properties: +2 item bonus to speed. 
  Properties: Gain resist 10 lightning 
  Power (Daily✦Lightning): Minor Action. Gain immu-
  nity to lightning until the end of the encounter. 
  Quirk: The scepter requires an air elemental to be will-
  ingly sacrificed to recharge the item once per year. 
  Scepter of the Air King                         Level 15 
   
   
  This small fruit has amazing recovering properties which 
  help people overcome illness. 
  Other Consumable 
  100 gp 
  Power (Consumable): Minor Action. Spend a 
  Healing Surge. You may make an immediate saving 
  throw to end one condition that a save can end. You 
  receive a +2 bonus to this saving throw. If you are 
  infected with a disease, you gain a +4 item bonus to 
  your next skill check to overcome the disease. 
  Sun Drop Fruit                                        Level 7 
  Wondrous Items 
  “You can find anything in Gateway, from sun drops 
  to walking statues. Anything you want...for a price, 
  that is.” 
   
  Items of wonder can come in many shapes and sizes 
  with a range of effects that could stretch from Hel-
  vada to Ro. It is all a matter of finding them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Minor Artifacts 
  “Legendary acts bring legendary power. These 
  things that we use to achieve power strengthen 
  along with you.” 
   
  When major events take place in the world such as 
  the Betrayal or the Crusader War, some items rise 
  above being simple items and take on a life of their 
  own. These items are seen as items of power, used to 
  ruler nations and conquer empires. 
  142 
   
   
  These silver frame glasses allows you to see the undead 
  for what they truly are. 
  Wondrous Item  
  3,400 gp 
  Property While wearing the lens, you gain a +2 
  bonus to identify undead creatures. 
  Power (At-Will) Minor Action. You can detect the 
  presence of undead within 10 squares. This detec-
  tion is blocked by walls, doors and other blocking 
  terrain but can go around corners and open spaces 
  and ignores all forms of cover and concealment. 
  This detection simply alerts the user of how many 
  undead are within range and which direction. It 
  does not indicate which specific square the undead 
  is located in. 
  Lens of the Cryptkeeper                     Level 8 
  Lvl 
  Name 
  Price  
  7 
  Sun Drop Fruit 
  100 
  8 
  Lens of the Cryptkeeper 
  3,400 
  WONDROUS ITEM 
   
   
   
  Also known as the Emeraldstar in Solis, it is one of four 
  scepters created by Latarin curing the Crusader Wars 
  and used as a sumbol of the right to rule Solis. 
  This is a +3 Thundering Club 
  Enhancement: Attack rolls and damage rolls 
  Critical: +3d8 thunder damage 
  Properties: +2 item bonus to Diplomacy and Endurance 
  skill checks 
  Properties: Gain resist 10 thunder 
  Power (Daily✦Lightning): Minor Action. Gain immu-
  nity to thunder until the end of the encounter. 
  Power (Daily): Free Action. Use this power when you hit 
  with the weapon. The target is entombed (save ends). The 
  target has a –2 penalty to save against this effect. 
  Quirk: The scepter requires an earth elemental to be 
  willingly sacrificed to recharge the item once per year. 
  Scepter of the Earth King                     Level 15 
  
  Chapter 4 | Arms and Equipment 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  143 
   
   
   
  This spear made of pure lightning was gifted to King 
  Helvar during the Crusader Wars by the Wyrm of Sum-
  mer and helped form the Kingdom of Helvada 
  This is a +4 Lightning Longspear 
  Enhancement: Attack rolls and damage rolls 
  Critical: +4d8 lightning damage 
  Properties: The wielder gains a +1 bonus to speed and 
  may shift 1 additional square when wielding the weapon. 
  Properties: Gain immunity to lightning 
  Power (Encounter✦Lightning): Free Action. Use this 
  power when you hit with the weapon. Each enemy adja-
  cent to the target takes 2d10 lightning damage. 
  Power (Daily✦Lightning): Minor Action. You gain an 
  aura of lightning (aura 2). An enemy that enters the aura 
  or begins their turn within the aura takes 10 lightning 
  damage. This power lasts until the end of the encounter. 
  Quirk: Any attacks made against someone of Helvadian 
  decent takes a –2 penalty to the attack roll and damage 
  roll. 
  Spear of Destiny (Aegolis)                    Level 21 
   
   
   
  Also known as the Firestar in Ro, it is one of four scepters 
  created by Latarin during the Crusader Wars and used as 
  a symbol of the right to rule the kingdom of Ro. 
  This is a +3 Flaming Club 
  Enhancement: Attack rolls and damage rolls 
  Critical: +3d8 fire damage 
  Properties: +2 item bonus to Diplomacy and Insight skill 
  checks 
  Properties: Gain resist 10 fire 
  Power (Daily✦Fire): Minor Action. Gain immunity to 
  fire until the end of the encounter. 
  Power (Daily✦Fire): Minor Action. You gain an aura of 
  fire (aura 1). For the remainder of the encounter, any time 
  an enemy enters or begins their turn in the aura they takes 
  1d6 fire damage and ongoing 10 fire damage (save ends). 
  Quirk: The scepter requires a fire elemental to be will-
  ingly sacrificed to recharge the item once per year. 
  Scepter of the Fire King                       Level 15 
   
   
   
  Also known as the Seastar in Solis, it is one of four scep-
  ters created by Latarin curing the Crusader Wars and 
  used as a sumbol of the right to rule Solis. 
  This is a +3 Frost Club 
  Enhancement: Attack rolls and damage rolls 
  Critical: +3d8 frost damage 
  Properties: +2 item bonus to Diplomacy and Heal skill 
  checks 
  Properties: Gain resist 10 cold 
  Power (Daily✦Cold): Minor Action. Gain immunity to 
  cold until the end of the encounter. 
  Power (Daily✦Healing): Move Action. An ally you can 
  see regains hit points as if they had spent two healing 
  surges. 
  Quirk: The scepter requires a water elemental to be will-
  ingly sacrificed to recharge the item once per year. 
  Scepter of the Water King                    Level 15 
  
  Chapter 4 |  Arms and Equipment 
  Major Artifacts 
  Scepter of the Four Kings 
  The Scepter of the Four Kings is an artifact created 
  by the Archmage Latarin during the Crusader War to 
  combat the massive undead army that the Shan’ree 
  had amassed in the Cerian Empire. When the war 
  was over, the scepter was broken into four parts and 
  given to the current and future rulers of Iso’Latarin, 
  Solis, Ro and Lothanewi. Each individual scepter is 
  a minor artifact, but when brought together, they 
  creats one of the most powerful items in all of Fa-
  lamor.  
   
  The Scepter of the Four Kings is an intelligent item 
  with it own goals and desires. The goals of the Scep-
  ter are: 
  ✦Restore the power of the church of the Sun 
  ✦Destroy all undead 
  ✦Destroy creatures and servants of the Moon 
   
  Concordance 
   
   
   
   
   
   
   
   
   
   
   
   
  Moving On 
  Satisfied or better: The Scepter of the Four Kings 
  thanks the wielder for helping and disappears in a 
  flash of light. The wielder is left enlightened from 
  the experience and gains a permanent +1 bonus to 
  two attributes of their choice. 
  Averaged or Unsatisfied: The Scepter leaves and 
  grants nothing to the wielder. 
  Angered: The wielder is killed instantly and may not 
  be raised from the dead. Their soul is sent to the Sun 
  to be judged. 
  144 
   
  Angered (0 or lower) 
  Enhancement decreases to +4 
  Critical: +1d10 radiant damage 
  Special: Each extended rest, the Scepter of the Four 
  Kings makes an attack roll against you. +34 vs. Will. A 
  successful attack deals 5d6 radiant damage and ignores all 
  resistances. The wielder also has a –2 penalty to attack 
  rolls, skill rolls and ability rolls until the next extended 
  rest. 
   
  Unsatisfied (1-4) 
  Special: You must spend a healing surge after each ex-
  tended rest. 
   
  Satisfied (12-15) 
  Power (Daily): Choose a power from one of the individ-
  ual scepters. You may use this power in addition to those 
  granted by the artifact. 
   
  Pleased (16-20+) 
  Enhancement increases to +6 
  Critical: +3d10 radiant damage 
  Power (Daily✦Radiant): Standard Action. Close Burst 
  10. Make a Charisma vs. Will attack. A successful hit 
  deals 4d10 radiant damage to each enemy. Undead take 
  an extra +3d10 radiant damage. Allies may spend a heal-
  ing surge. You may spend a healing surge to add +1d10 to 
  the damage roll. You may spend any number of healing 
  surges for this power. A creature that has 0 healing surges 
  at the conclusion of this power is killed. 
  Action 
  Adjustment 
  Level Up 
  +1d10 
  Good Alignment 
  +1 
  +1 
  Divine Race 
  Kill an undead creature (max 1/day) 
  +1 
  Harm a Divine Race (max 1/encounter) 
  -1 
  Follow commands of a Moon creature 
  -1 
   
   
  A golden scepter crested with a diamond, emerald, sap-
  phire and a ruby gemstone. This grand scepter is the 
  ultimate symbol of authority in the world. 
  This is a +5 Holy Club 
  Enhancement: Attack rolls and damage rolls 
  Critical: +2d10 radiant damage 
  Properties: Damage is always radiant 
  Properties: Gain resist 10 all 
  Power (At-Will): Free Action. On a success attack, add a 
  damage type. Choose one from Cold, Fire, Lightning or 
  Thunder. 
  Power (Daily): Standard Action. Choose a power from 
  one of the scepters of Kings. You may use this power. 
  Scepter of the Four Kings                  Epic Level 
  
  Chapter 4 | Arms and Equipment 
   
  Angered (0 or lower) 
  Enhancement decreases to +4 
  Critical: +2d6 damage 
  Special: On a critical hit, you take half the damage that 
  was dealt. 
  Special: Undead can see you regardless of concealment, 
  cover or invisibility and attack you on sight. 
   
  Unsatisfied (1-4) 
  Special: You are unable to use your Second Wind action. 
   
  Pleased (16-20+) 
  Enhancement increases to +6 
  Critical: +6d6 damage 
  Power (Encounter): Free Action. On a successful attack, 
  you may drain a healing surge from the target and then 
  immediately use it yourself and heal your healing surge 
  value. 
  Dagger of Betrayal 
  The Dagger of Betrayal is the dagger given to Braun 
  by Ilius to sacrifice an innocent child to the Moon. 
  The dagger was later used by Ilius to kill his own 
  son Horan. It is a symbol of absolute evil and de-
  spair. 
   
  The Dagger of Betrayal carries a soul of the eladrin 
  child that was sacrificed during the First Night 
  Reign. Her twisted soul has it’s own desires and 
  goals: 
  ✦Destroy all of the Divine Races 
  ✦Kill all worshipers of the Sun 
  ✦Further the power of the Church of the Moon 
   
  Concordance 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Moving On 
  The dagger moves on to its next slave, killing you 
  before it leaves. Your soul is taken into the dagger 
  and delivered to Ilius where he judges your actions 
  while using the Dagger of Betrayal. 
  145 
   
   
  A blackened dagger with a silver handle. This blade al-
  ways has dried blood on it. Those who wield the blade say 
  that they can hear tormented cries of children all around. 
  This is a +5 Lifedrinking Unholy Dagger 
  Enhancement: Attack rolls and damage rolls 
  Critical: +5d6 damage 
  Properties: +2d10 vs. dwarves, eladrin, elves, humans 
  Properties: Immunity to necrotic damage 
  Power (Daily): Free Action. On a successful hit, the tar-
  get gains vulnerability 10 necrotic. 
  Power (Daily): Move Action. Create a Complexity 3 
  Breath Hazard equal to your level. 
  Dagger of Betrayal                             Epic Level 
  Action 
  Adjustment 
  Level Up 
  +1d10 
  Evil Alignment 
  +2 
  +1 
  Kill a Sun worshiper (max 1/day) 
  Kill a Divine Race (max 1/day) 
  +1 
  Take a good action 
  -2 
  Kill a Moon worshiper (max 1/encounter) 
  -1 
   
  Satisfied (12-15) 
  Power (Daily): Standard Action. You conjure a Breath 
  Zombie equal to your level to an adjacent square until the 
  end of the encounter or until it is destroyed. 
  
  Chapter 4 |  Arms and Equipment 
  Sword of Horan 
  The Sword of Horan was crafted by the Wyrm of 
  Summer and blessed by the Sun before being gifted 
  to the human Solar Champion Horan to use in his 
  quest to defeat his father Ilius. Throughout the ages 
  the sword has been found in the hands of knights on 
  holy quests only to move on to wherever it was 
  needed next. 
  The Sword of Horan is an intelligent item with its 
  own goals and desires. The goals of the sword are: 
  ✦Destroy Ilius 
  ✦Destroy all undead 
  ✦Inspire and promote freedom to the oppressed 
   
  Concordance 
   
   
   
  Moving On 
  Satisfied or better: The sword leaves in a song of 
  angels and leaves behind a +6 Holy Bastard Sword. 
  Averaged or lower: The sword leaves and grants 
  nothing to the wielder. 
  146 
   
   
  A bastard sword made of oricalcum that radiates a holy 
  aura. The pinnacle paladin’s holy sword. 
  This is a +5 Holy Bastard Sword 
  Enhancement: Attack rolls and damage rolls 
  Critical: +4d8 radiant damage or +5d10 verse undead 
  Properties: +2d10 radiant damage verse undead 
  Properties: +2 item bonus to Diplomacy 
  Power (Daily): Minor Action. Gain regeneration 10 until 
  the end of the encounter. 
  Power (Daily): Free Action. On a successful attack, each 
  adjacent enemy takes 3d6 radiant damage. Each adjacent 
  ally regains hit points as if they had spent a healing surge. 
  Sword of Horan                                  Epic Level 
   
  Angered (0 or lower) 
  Enhancement decreases to +4 
  Critical: +3d8 radiant damage or +3d10 verse undead 
  Property: +1d10 radiant damage verse undead 
  Special: Gain vulnerability 10 necrotic. 
   
  Unsatisfied (1-4) 
  Special: Gain a –2 penalty to attack and damage rolls. 
   
  Pleased (16-20+) 
  Enhancement increases to +6 
  Critical: +5d8 radiant damage or +6d10 verse undead 
  Property: +3d10 radiant damage verse undead 
  Power (Daily✦Radiant): Minor Action. Aura of the Sun 
  (aura 1). All creatures who enter the aura or begin their 
  turn in the aura gain vulnerability 10 radiant. 
  Action 
  Adjustment 
  Level Up 
  +1d10 
  Good Alignment 
  +1 
  +2 
  Solar Power Source 
  Paladin or Cleric 
  +1 
  Kill an undead creature (max 1/day) 
  +1 
  Harm a good creature (max 1/day) 
  -2 
  Commit an evil act 
  -2 
   
  Satisfied (12-15) 
  Power (Daily): Free Action. Gain darkvision until the 
  end of the encounter. 
  
  Chapter 5 | Bardic Lore 
   
  
  Chapter 5 |  Bardic Lore 
   
  The world of Falamar is a young average- 
  sized planet that revolves around a single sun and 
  has one moon. This setting focuses on the cradle of 
  civilization between the Red Sea and the Sea of Twi-
  light. 
   
  Within this chapter you will find informa-
  tion detailing life on Falamar from their languages to 
  cosmology to their short but dark history. This chap-
  ter includes the following information: 
   
  ✦ Languages: Detailed information on the  
        languages spoken within central Falamar. The  
        languages shown are the world-specific names  
        for the languages that are found within the D&D  
        4E Player’s Handbook. 
   
  ✦ Coins and Commerce: How commerce operates  
        in the dark and the coins they use. The coins  
        shown are the world-specific names for the coins  
        found within the D&D 4E Player’s Handbook. 
   
  ✦ Timekeeping: Including the calendar showing  
        the timekeeping methods for the day, the  
        seasons and the years. 
   
  ✦ Holidays: There are several recognized holiday’s   
        across Falamar. Most are set and controlled by  
        the Church of the Moon who use the holidays to  
        maintain their grip on society, 
   
  ✦ Religion: Falamar is home to an established dual  
        pantheon and an overgod who rarely interacts  
        with the world. In addition, several primordial  
        creatures known as the Wyrms have a more  
        direct influence upon the world. 
   
  ✦ Cosmology: The realm of Falamar has several  
        other planes attached and associated with it from  
        the Fields of Evergreen to the eternally dark  
        Vorgard. 
   
  ✦ Timeline/History: A listing of historical events  
        that have taken place within the world of  
        Falamar. The timeline is broken down by Age,  
        from the Age of Creation to the Age of Shadows,  
       which is the current Age. 
   
   
  Languages 
   
  There are many languages used throughout 
  the world, each favored by its own race and region. 
  As the world was divided by the three divine races, 
  the world uses three common languages throughout 
  the world to conduct trade, practice religion and to 
  socialize. 
   
  The dwarves, elves and humans are known 
  as the divine races and most people can speak one of 
  their languages, though knowing two of them is not 
  uncommon. The table provided shows what lan-
  guages are commonly found within the world of 
  Falamar.  
   
  There are also several ancient and dead 
  languages that were either killed off by genocide or 
  evolved into the modern language over time. 
   
   
  148 
  Chapter 5: Bardic Lore 
  Ancient Language 
  Status 
  Asalic 
  Replaced by Winthik 
  Derish 
  Replaced by Cerian 
  Draish (written) 
  Dead Cerian writing system 
  Traish 
  Evolved into Rathek 
  Uthik 
  Dead Cerian Dialect 
  Modern Language 
  Spoken by 
  Cerian 
  Humans, Halflings, Tieflings 
  Draconic 
  Dragonborn 
  Orcs, Goblinkind 
  Orthaek 
  Rathek 
  Cushani 
  Tyrish 
  Eladrin, Elves, Gnomes 
  Winthik 
  Dwarves 
  
  Chapter 5 | Bardic Lore 
  Coin and Commerce 
  Coin 
   
  Throughout the known world of Falamar, 
  there is a variety of minted coins exchanged between 
  regions. When the world was at peace and many 
  nations stood, hundreds of different coins could be 
  found. With the establishment of the Night Reign, 
  minted coins have been narrowed down to four dis-
  tinct currencies. Each region uses its own names for 
  the same types of coins. 
   
  Commerce 
   
  Commerce within Falamar is marked by its 
  dependence on outside sources to provide many of 
  the more standard goods. Due to the constant total 
  eclipse of the sun, food and lumber are hard to find, 
  though some imports from Avengard or Vorgard 
  help with this shortage. 
   
  Other highly prized products are slaves, 
  which can be found all over the world. Though some 
  regions of  the old kingdoms dislike the practice, the 
  current rule of the Ilium Empire ignores their con-
  cerns. 
   
  Time Keeping 
  Calender 
   
  A standard day is 20 hours in length, split 
  evenly into 10 hours of daytime and 10 hours of 
  nighttime. Since devices that track time are large and 
  expensive, most people simply use increments of the 
  day to schedule meetings and activities. These incre-
  ments are dawn, early sun, high sun, late sun, dusk, 
  early moon, high moon and late moon. 
   
  The days are grouped into 10 day weeks. A 
  group of 10 weeks, or a 100 days, make a season. 
  Each year has four seasons or 400 days. The years 
  are numbered at each new year which is the first day 
  of the spring season. The current calendar began on 
  the day of Ilius’ betrayal and noted with ab. Those 
  years before the Betrayal are noted with bi (Before 
  Ilius). The date is written as the day of the season, 
  the season and the year (i.e. 43 Autumn 2978 ab). 
   
  The seasons of Falamar represent the differ-
  ent climate and temperature changes that happen 
  throughout the year. These changes were brought by 
  the Four Wyrms, primordial beings created by the 
  Sun and the Moon. Each season represents the views 
  and attitudes of the Wyrm that governs it. A standard 
  year has a single season for each Wyrm. The year 
  begins with Spring and is typically a season of court-
  ships, love and planting new crops. Trees begin to 
  bloom during this season and rain storms are com-
  mon. 
   
  Following the Spring is Summer which 
  marks the full stride of life. It is the height of trad-
  ing, in particular the slave trade. The summer is also 
  known as the season of war. Many who seek out 
  battle do so during the summer due to the general 
  good weather and somewhat warm temperatures. 
   
  After Summer is the season of Autumn 
  which begins the harvest season. Trees begin to lose 
  their bloom at this time, and wars begin to diminish 
  near the end of this season. Temperatures during this 
  time begin to decline. 
   
  Following Autumn is the Winter season. 
  This season is marked by snow and very cold tem-
  peratures. Many stay close to home during these 
  times due to the violent weather. 
  149 
  Coin 
  Ilium Empire 
  Lothanewi 
  Alakar 
  Dominion 
  Copper 
  Bone  
  Dove  
  Stone  
  Rak 
  Silver 
  Skull 
  Eagle  
  Bridge  
  Drak 
  Crown 
  Gold 
  Falcon 
  Hammer 
  Shi 
  Platinum 
  Rose 
  Dragon 
  Shield 
  Cha 
  Silver Trade bar 
  Tri-Skull 
  Ray 
  Silver Anvil 
  Drak-var 
  Gold Trade bar 
  Tri-Crown 
  Twin-ray 
  Gold Anvil 
  Shi-var 
  Platinum Trade bar 
  Tri-Rose 
  Tri-ray 
  Platinum Anvil 
  Cha-var 
  
  Chapter 5 |  Bardic Lore 
  Holidays 
   
  There are many holidays and holy days 
  within a single calendar year. Many regions have 
  regional holidays that are celebrated depending on 
  the ruler at the time and the current state of affairs. 
  In general, there are four holidays per season that are 
  recognized throughout the land. 
   
  Spring 
  Spring’s Day (1 Spring)  
   
  Spring’s Day is always celebrated on the 
  first day of spring and celebrates the might of the 
  Wyrm of Spring. The holiday is marked by a festival 
  in honor of the Spring Wyrm. 
  Lover’s Day (25 Spring ) 
   
  Lover’s Day is generally celebrated on the 
  25th day of Spring and is a day for lover’s to renew 
  their love to one another and announce courtships. 
  Spring Equinox (50 Spring) 
   
  The Spring Equinox is held in the middle of 
  the season, generally the 50th day of the season. 
  This day the beginning of the Solar Arc which repre-
  sents the time in which the Sun crafted life upon the 
  world. The Solar Arc ends on the Summer Solstice. 
  The Solar Arc is outlawed by the Ilium Empire. 
  Rebirth, Day of Judgment (75 Spring) 
   
   
  Rebirth is celebrated as the day Horan the 
  Solar was born and also the day of his death at the 
  hands of Ilius. This holiday is outlawed by the Ilium 
  Empire. 
   
  Summer 
  Summer’s Day (1 Summer) 
   
   
  Summer’s Day is always celebrated on the 
  first day of summer and celebrates the might of the 
  Wyrm of Summer. The holiday is marked by a festi-
  val in honor of the Summer Wyrm. 
  Council of Swords (10 Summer) 
   
  The Council of Swords is a day that marks 
  the end of negotiations and councils regarding all 
  matters of war. Those that plan to conduct war gen-
  erally use the first week of Summer to attempt diplo-
  macy and politics. 
  Summer Solstice (50 Summer) 
   
  The Summer Solstice marks the end of the 
  Solar Arc, the time that represents the time the Sun 
  took to create life on the world. This holiday is out-
  lawed by the Ilium Empire. 
  High Banner (75 Summer) 
   
  High Banner celebrates the beginning of the 
  Alliance of Kings between Solis, Ro, Sadire and 
  Helvada. 
   
  Autumn 
  Autumn’s Day (1 Autumn) 
   
  Autumn’s Day is always celebrated on the 
  first day of autumn and celebrates the might of the 
  Wyrm of Autumn. The holiday is marked by somber 
  religious retreats in honor of the Autumn Wyrm. 
  Harvest Day (10 Autumn) 
   
  Harvest Day is the day to celebrate the 
  completion of the harvest which usually starts on the 
  first week of Autumn. 
  Autumn Equinox (50 Autumn) 
   
  The Autumn Equinox represents the time in 
  which the Moon came upon the earth and walked 
  with the races to find his purpose. This is called the 
  Lunar Journey. Many use this time to look introspec-
  tively on their lives for their purpose and goals in 
  life. The Lunar Journey ends at the Winter Solstice. 
  Ascension (75 Autumn) 
   
  The day of Ascension is a holy day that 
  marks the day that the first Night Reign began. 
   
  Winter 
  Winter’s Day (1 Winter) 
   
  Winter’s Day is always celebrated on the 
  first day of winter and celebrates the might of the 
  Wyrm of Winter. The holiday is marked by a somber 
  festival in honor of the Winter Wyrm. 
  Day of the Departed (25 Winter) 
   
  The Day of the Departed is a day to honor 
  the dead of the past. Long rituals are generally held 
  on this day to remember those who have died. The 
  rising of the undead is also common on this day. 
  Winter Solstice (50 Winter) 
   
  The Winter Solstice marks the end of the 
  Lunar Journey, the time that represents the Moon’s 
  time upon the world. 
  Icillira (75 Winter) 
   
  The day of Icillira marks the rise of the 
  Shan’ree, in particular their leader, the Shade King 
  who conquered and ruled the Cerian Empire until the 
  end of the Crusader War. 
  150 
  
  Chapter 5 | Bardic Lore 
  Religion 
   
  In a world of myth and magic, the people 
  and creatures believe in a group of divine beings that 
  created them, look over them and guide them 
  through the path of life. 
   
  In the vastness of the planes, an entity sim-
  ply known as the Mother gave birth to two sons, the 
  Sun and the Moon who in turn created the Wyrms of 
  the Seasons. These four divine figures make up the 
  pantheon of the world. 
   
  The Sun 
   
   
   
   
   
  Basic Information: The Lord of the Day is the son 
  of the Mother of All Things and twin brother to the 
  Moon. His birth heralded the first sunrise across 
  Falamar and upon those rays of light the Mother 
  spoke to him. She told him that he would govern the 
  light and with that, power over life. All things cre-
  ated by the light would know love and happiness. 
  With his birthright the Sun created the forests and 
  plants so that the world would flourish. Next he cre-
  ated the rose as the symbol of his love of all things. 
  He then created the animals so that they could share 
  his love of the world, and lastly he created Loth and 
  Syladrin to watch over it all. 
   
  Once evil had spread across the world be-
  cause of the Moon, the Sun took up a new direction: 
  justice and cleansing. Even though the Sun loved his 
  brother, his actions upon the world had to be answer 
  for. With the coming of the undead, the Sun de-
  manded action from his faithful before the world 
  would be consumed by darkness. With the first 
  Night Reign of Ilius, the Sun was forced to retreat 
  from Falamar and left the prophecy of his return. 
  When Horan the Solar defeated Ilius, the Sun re-
  turned to the land. 
   
  By the time of the 5th Age, the Sun has 
  grown weak; his once dominating hold over the 
  world now weakened by the strength of the Moon 
  and the evil that walks the land. The Sun does not 
  falter, however, for he loves his children and be-
  lieves they all must be returned to the light. 
   
  The Church: The church of the Sun is officially 
  disbanded by order of the church of the Moon. Unof-
  ficially, the church is struggling to survive after its 
  near destruction during the Blood Culling. Listed 
  below is the organization of the church as it was 
  before the Blood Culling. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The church of the Sun practices in many 
  ways, depending on race and location. Each has its 
  own name for the Sun and specific customs to show 
  worship to the Father in addition to the basic prac-
  tices developed by Ikos during the Age of Creation. 
  The church as a whole has three branches from 
  which it governs the religion. The first branch is 
  collectively known as the Sun’s Choir. The choir is a 
  collection of 10 administrative groups called Con-
  victions. These Convictions handle different aspects 
  of the church: Animals, Nature, Races, Historical, 
  Planes, Enforcement, Rituals, Magic, Undead and 
  Treasury. 
   
  Each Conviction is headed by an Arbiter 
  who oversees the running of their Conviction. Each 
  Arbiter, who is selected from within the Conviction 
  and may only be of one of the three divine races, sits 
  on the Sun’s Choir to decide matters of the church as 
  a whole. From the Arbiters is elected the High Priest 
  and Voice of the Sun to lead the church. Tradition-
  ally this has been a dwarf; however, with the shatter-
  ing of the Dwarven houses, fewer dwarves have 
  been elected to the position. Since the second Night 
  Reign, the post is officially empty. 
  151 
  Aliases: The Father, The Peacebringer, Lord of the 
  Day, Master of Light 
  Portfolio: Light, peace, love, life, justice, law, good 
  Domain: Everfield 
  Symbol: Gothic Sun with eight rays 
  
  Chapter 5 |  Bardic Lore 
   
  The second branch of the church of the Sun 
  is the Clergy. The clergy manage a collection of 
  temples (large) and shrines (small) spread through-
  out the land. Each temple is run by a Dawn Priest 
  who has several clerics and acolytes to assist him in 
  his duties. It is the priest’s duty to maintain the well-
  being of the faith, the temple and its congregation. 
  Clerics are the eyes and ears of the priest, traveling 
  within the area to help those in need of divine ser-
  vices. Acolytes are clerics in training and generally 
  spend most of their time at the temple or assisting 
  clerics with their traveling duties. A temple gener-
  ally consists of 2 to 100 clergy depending on loca-
  tion and need. 
   
  The third branch of the church of the Sun is 
  the Shield. The Shield is the martial branch of the 
  church and consists of paladins/knights and battle-
  tested clerics. It is the duty of the Shield to wage 
  combat against the enemies of the church, such as 
  the undead and the followers of the Moon. The 
  Shield operates out of abbeys that are run by the 
  Shield Master who is appointed by the Arbiter of the 
  Enforcement Conviction. The Shield Master is in 
  charge of running day-to-day operations and making 
  sure his men are ready to be deployed when needed. 
  An abbey generally consists of 5 to 1,000 soldiers 
  depending on location and need. 
   
  Dogma: The Father teaches that, to be at peace, one 
  must have order. To have love, one must have com-
  passion. To abolish the darkness, one must invoke 
  the light. Before the time of Ilius, the church of the 
  Sun promoted love and peace among all. To be 
  loved by all you must love all. Through compassion 
  comes love, through love comes life, through life 
  comes peace and through peace comes eternal happi-
  ness. 
   
  Since the Night Reign, the Sun has altered 
  his view, and his message to the people is to fight 
  the darkness with the powers of the light. Destroy 
  the undead so that they may return to the Land of 
  Dreams. Cleanse the infected, for they corrupt the 
  pure. Disrupt the Breath wherever it is found. Gone 
  are the days of joy and happiness. They are replaced 
  by the need to defend the very way of life that was. 
  To embrace the night is a sin. To be of the night is to 
  embrace death. Those who embrace death must be 
  shown the light or be delivered to the Land of 
  Dreams were they may find happiness once more. 
  Day to Day Activities: The standard day has three 
  important periods during which one gives prayer to 
  the Sun: at dawn, at noon and at sunset. At dawn, a 
  follower greets the Sun as he ascends the throne of 
  the world. The prayer is to greet the Sun with love 
  and to embrace his warmth to empower you through-
  out the day. At noon, a follower prays to the Sun for 
  empowerment and strength. At sunset, a follower 
  gives a prayer in thanks to the Sun for his kindness 
  and all that he has done to help those of his faith. 
  The prayer is to also intended to empower the Sun so 
  that he may rise again in the morning. 
   
  Each day of the week holds its own signifi-
  cance within the church, which corresponds to the 
  creation of the world. The church, though, focuses 
  on the first and fifth days. The first day is to give 
  thanks to the Sun for the creation of the heavens and 
  the world itself. This day is a day of rest so that all 
  may relax and enjoy life as it was intended during 
  the first days. It is a day of marriages and blessings 
  of the newly born. Followers of the church are en-
  couraged to attend services held by the local priest 
  and be reminded of the ways of the Sun, their duty to 
  the Sun and to each other. The sermons are typically 
  focused on duty, tenets and bolstering the faith. The 
  fifth day is the recognition of the birth of the Divine 
  Races. This day is marked by reflecting on the past 
  to learn from it and to become a better person in the 
  future. Ceremonies and events are generally held on 
  this day, and the church typically holds a more infor-
  mal service for those who wish to attend. These ser-
  vices are typically less firm and demanding than the 
  first-day service. 
   
  Holy Days: The church observes several holy days 
  throughout the year. The first holy day is the 1st of 
  Spring which is the celebration of the birth of 
  Spring. The day starts with a service to show faith in 
  Spring and what he stands for. Weddings and other 
  festivals are generally held on this day. It also marks 
  the beginning of the planting season for the summer 
  crop. 
   
  The second holy day is the 1st of Summer 
  which is the celebration of the birth of Summer. The 
  day starts with a service to show faith in Summer 
  and what he stands for. Hunting trips, vacations and 
  other outdoor activates are carried out during this 
  time. It also marks the beginning of the spring 
  152 
  
  Chapter 5 | Bardic Lore 
  harvest and the planting of the fall crop. 
   
  The third holy day is Remembrance which 
  occurs on the 63rd of Spring. This day marks the 
  birth of Horan the Solar who sacrificed himself to 
  defeat Ilius and ended the Night Reign.  
   
  The fourth day is Awakening which occurs 
  on 85th of Fall. This day marks the rebirth of the 
  Mother of All Things and her ascent back into the 
  pantheon. 
   
  The last major holy event of the church of 
  the Sun is Yorish, the Cleansing week. Even though 
  it is not a standard holy day, followers of the Sun 
  spend the week of 90 through 100 Winter in self-
  reflection to purge themselves of sin so that their 
  soul can be purified before the start of the Sun’s 
  seasons. 
   
  Major Centers of Worship: Though the church of 
  the Moon controls the major centers of worship cur-
  rently, the church of the Sun works tirelessly to re-
  gain the centers that are historically important to the 
  faith. 
   
       Solis region: Solis City is the former capital of 
  the fallen kingdom of Solis which sits on the ancient 
  city of Bend where Horan the Solar was born. Since 
  his passing, the Temple of the Eternal Flame has 
  been in the region for the past 2,000 years. 
       Ro region: The former Kingdom of Ro has sev-
  eral temples spread throughout the area, though the 
  most important is located on the shores of Siren’s 
  Lake. A temple was constructed where King Pelus 
  the Peacebringer was born and where the Wyrm of 
  Spring of was kept during his slumber. This temple 
  holds the largest ceremony during the first day of 
  Spring. 
       Kingdom of Alakar: Alakar, the homeland of the 
  dwarves, is the location of the first temple to the 
  Sun. Constructed by the brothers Ikos and Ikar, the 
  temple has since fallen under Winkar control. All 
  reference, to the Sun have been removed from the 
  temple, and it has now become a temple to the 
  Moon. 
       Elven Republic of Lothanewi: The Elven Repub-
  lic of Lothanewi holds the second oldest temple and, 
  since the loss of the temple on Astral Mountain, has 
  become the oldest temple control led by the church 
  of the Sun. Located in Fall’hi’lithai, the temple is the 
  gathering place for the Sun’s Choir. 
       Cushani Dominion: The Cushani temple to the 
  Sun is located in the city of Mylar and is home to 
  one of the largest abbeys in the region. One of the 
  sole surviving temples in the world, the abbey is run 
  by Cushani Shield Master Raskagar and holds an 
  estimated 1,000 knights who keep a tight control on 
  the northern areas of Falamar. 
   
   Affiliated Orders: The church has several orders 
  attached to it with various charges. 
   
       The Order of Horan: The Order of Horan was 
  created at the Convention of Stars at the beginning 
  of the Age of Heroes. The charge of the Order was 
  the protection of the remains of Ilius, Horan and 
  later Gesile. At its beginning, only the most loyal of 
  knights were appointed to the Order until its near-
  destruction at the end of the Crusader Wars. Up until 
  the end of the Age of Sorrows, the Order was more 
  open in accepting members, and its ranks swelled in 
  an effort to better protect the remains of the holy 
  three. Since the rise of Ilius, the order is in question 
  as their primary duty has failed. 
       Viridian Order: The Viridian Order is an order of 
  knights that allies with the church of the Sun. It 
  originated with Sir Solis Ro during the Age of He-
  roes. Originally a band of knights from the Order of 
  Horan that fought together during the Crusader 
  Wars, the group drew high praise for its ability to 
  overcome overwhelming odds. Other knights soon 
  requested to join the group until they were large 
  enough to be considered their own fighting order. 
       Order of the Dawn: The Order of the Dawn is an 
  organization of clergy that seeks to cleanse and pu-
  rify the religion from within. The organization has 
  been quietly handling those found lacking in the 
  faith since the Age of Night. They are a secret order, 
  known only in rumor and myth to most, and they 
  answer only to the High Priest. 
       Followers of the Wrathful Sun: This radical 
  militant group of excommunicated clergy and 
  knights, formed during the First Purification War to 
  directly oppose the church of the Moon and those 
  found guilty of conspiring with the Moon. The Fol-
  lowers follow their own guidelines in making these 
  determinations, and the church has officially dis-
  avowed all knowledge of their actions and internally 
  wishes to eradicate the Followers completely.  
  153 
  
  Chapter 5 |  Bardic Lore 
  Priestly Vestments: The church of the Sun has had 
  a long-standing tradition in regards to the vestments 
  that are worn by church officials. The standard col-
  ors of the church are White, Gold, Red and Green. 
  White stands for innocence, Gold stands for purity 
  and strength, Red stands for valor and courage, 
  Green stands for hope. 
   
  Standard acolyte vestments are a white tab-
  ard with the symbol of the Sun in gold with a green 
  border. Priests have the same tabard and symbol but 
  with a gold border. Clerics have a green tabard with 
  the symbol of the Sun in gold with a white border. 
   
  Standard knight vestments are a red tabard 
  with the symbol of the Sun in gold with a white bor-
  der. Shield Masters have the same tabard and sym-
  bol but with a gold border. In addition, knights have 
  the symbol of their rank over the left breast in either 
  white or gold. 
   
   
  The Moon 
   
   
   
   
   
   
  Basic Information: The Moon is the son of the 
  Mother of All Things and twin brother to the Sun. 
  His birth covered the world in darkness from which 
  the Mother spoke. She told him that he would be 
  night and death. He would provide balance to the 
  world so that all would have their rightful place 
  within the cycle. In order for life to prevail, all 
  things must die in order to be born again. 
   
  From his place among the heavens on the 
  plane called Skyhome, the Moon watched the Sun 
  create life and watched them give him praise. When 
  the Moon would come to take them away, they grew 
  sad for the departed, for there was no happiness in 
  death, only necessity. Distraught that none loved 
  him, the Moon went to the Mother to ask why, and 
  she told him it was not his place within the balance 
  of all things to create life. To have such power with 
  the power over death would destroy the balance she 
  had created. The Moon would not accept this answer 
  as final, and in his blindness, he imprisoned the 
  Mother deep within the earth of her own creation. 
  He lied to his brother and told him that she had died 
  and he had carried her spirit away as was his duty. 
  The Moon kept secret his true actions from all, in-
  cluding his own Voice, Ikar the Dwarf. With the first 
  lie, the Moon allowed the darkness to enter his heart 
  and set him on the road to damnation. 
   
  The truth of the Moon’s deception would 
  go unnoticed until Ilius betrayed the light and shat-
  tered the balance of the world. Those who followed 
  the Moon, were stunned by the turn of events and 
  the actions of Ilius. From his seat of power in the 
  city of Ilium, the Betrayer called out to the world for 
  all to follow the true power of the Moon or be de-
  stroyed. The first to turn was Ikar, though his turning 
  was, like the Moon, in secret. Many soon  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  followed, and soon, the church of the Moon swelled 
  in numbers, all joining in the praise of the Moon. In 
  the modern nights, the Moon holds dominance over 
  the world. With the rebirth of Ilius, the church has 
  refocused its strength and power for the single pur-
  pose of gaining perfection.  
   
  The Church: The church of the Moon covers a ma-
  jority of the region and its influence can be felt eve-
  rywhere in the known lands. The practices and ritu-
  als of the church have all been standardized by the 
  hierarchy to promote unity, though it is thought that 
  this also enables those who lead to keep a close  
  154 
  Aliases: Lord of Night, the Deceiver, Master of the 
  Dead, the Destroyer 
  Portfolio: Night, undead, death, decay, murder, en-
  tropy, tyranny, evil 
  Domain: Skyhome 
  Symbol: Silver circle with two stars at the southwest 
  and southeast 
  
  Chapter 5 | Bardic Lore 
  eye on those beneath them. The church is very strict 
  in its laws and practices, and those found outside of 
  those boundaries are handled swiftly and harshly. 
   
  The organization of the church is composed 
  of two branches, the Enforcers and the Requiem. 
  The Requiem is the administration and clergy of the 
  church whose duty is to make sure the members of 
  the church follow church doctrine and laws, to con-
  vert the faithless and to ensure loyalty of its mem-
  bers. The Praetor and Voice of the Moon leads the 
  Requiem in all matters and is considered the figure-
  head of the church. Beneath the Praetor are the three 
  Judges of War, Loyalty and Faith who advise the 
  Praetor on all things involving the church and, when 
  needed, choose a new Praetor should the current one 
  be killed and no successor recognized.  
   
  The position of Praetor is a life position in 
  which the Preator can only be removed by two 
  means, treason and death. Should the Judges find the 
  Praetor guilty of treason of church law, he is imme-
  diately put to death and his soul destroyed. Should 
  the Praetor be killed, his chosen successor assumes 
  the position. If no successor has been named, then 
  the three Judges appoint a new Praetor by unani-
  mous decision. The exception to this rule is if the 
  Praetor is killed in the Amon, a ritualized divine 
  battle between two combatants. Should the chal-
  lenger kill the Praetor, he assumes the position. An 
  Amon can only take place with the approval of all 
  three Judges. 
   
  Beneath the Judges are the Ministers who 
  are in charge of the temples located across the re-
  gion. Ministers are in charge of maintaining their 
  temples, ensuring the loyalty of their followers and 
  converting the faithless. Beneath the Ministers are 
  the Corruptors who generally serve the nearest tem-
  ple to their domain. The Corrupters travel the lands 
  near the temples much in the way that clerics of the 
  Sun do. They assist those who have lost their way, 
  search out those who are faithless and guard the do-
  main from the followers of the Sun. 
   
  The Enforces are the military branch of the 
  church. The Enforcers are made up of two subgroups 
  called the Faithful and the Blackguard. The Faithful 
  are a conscripted army of fighters who are drafted by 
  the church to fight against the enemies of the Moon. 
  The Faithful make up roughly three fourths of the 
  Enforcers and are stationed through the known lands 
  to enforce the will of the church when called upon. 
  Those of the Faithful are continually policed to en-
  sure loyalty and devotion to the church. Those found 
  lacking are taken for reeducation in church doctrine. 
  Those found in treason of the church are killed and 
  transformed into one of the undead to service the 
  Enforcers. Above the Faithful are the Blackguard 
  who are leaders of the Enforcers. They are charged 
  with leading the faithful and ensuring loyalty. The 
  Blackguard is composed of experienced Corruptors 
  and Banes, the religious warriors akin to the pala-
  din’s of the Sun. The Blackguard is led by an Over-
  seer who is appointed by the Praetor. 
   
  Dogma: Loyalty, devotion and perfection are the 
  strengths of those who follow the Moon. The Lord 
  of Night strives to unify the world into a perfect state 
  of being, a melding of shadow and life. Only 
  through that perfected state can someone truly be-
  come one with their self and the Moon. To obtain 
  shadow, one must further the will of the Breath, for 
  the Breath is the incarnation of Ilius who is the cho-
  sen of the Moon. To spread the Breath is to spread 
  the will of the Moon. 
   
  One must remain loyal to the direction of 
  the Moon and to those who lead us to perfection. To 
  show loyalty is to show faith, in the Lord of Night 
  and his chosen. Never question those of the faith for 
  the darkness reveals itself only to those who have 
  proven their worth and loyalty. To be perfect, one 
  must be loyal to one’s self, to one’s superior and to 
  one’s god. 
   
  Day to Day Activities: Dusk and midnight are the 
  two points of the day for prayer to the Moon. At 
  dusk, prayer is given to the Moon to greet his arrival 
  and ask for his blessing. All religious servants are 
  required to give thanks to the moon at this time in 
  order to receive their divine power to cast spells. The 
  midnight prayer empowers the Moon and asks for 
  his power in return to conquer the foes of the faith. 
  The midnight prayer is always used when attempting 
  to create or empower the undead. The two days of 
  the week that are considered important are the sev-
  enth and tenth days. 
   
  On the seventh day during the dusk prayer, 
  followers are required to attend for mass services. 
  This is the time to review church doctrine and 
  155 
  
  Chapter 5 |  Bardic Lore 
  deliver new regulations and laws passed down by the 
  Requiem. This day also marks the day of purging 
  where the congregation is encouraged to further en-
  force the laws of the church by confessing to a Min-
  ister their sins and the sins of others. Trials and con-
  victions of crimes against the faith are also held on 
  this day. On the tenth day, a second but not required 
  service is held. This service is to render punishment 
  for crimes against the church as well as to create the 
  undead to service the church. 
   
  Holy Days: The church observes several holy days 
  throughout the year. The first holy day is the 1st of 
  Autumn which is the celebration of the creation of 
  the Wyrm Fall. The day starts with a service to show 
  faith to Fall and what he stands for. Marriages and 
  other festivals are generally held on this day.  
   
  The first holy day is Kingship which occurs 
  on the 50th of Fall. This day marks the birth of Ilius 
  the Betrayer. The fourth day is Iltide which occurs 
  on 23rd of Winter. This day marks the beginning of 
  the Night Reign by Ilius. 
   
  The second major holy event of the church 
  of the Moon is Hisro, the Purging week. Even 
  though it is not a standard holy day, followers of the 
  Moon spend the week of 90 through 100 Summer 
  seeking out those unfaithful to the church. The Purg-
  ing week is similar to the 7th day service, though on 
  a grander scale. Some also use this time to remove 
  rivals from power through blackmail or assassination 
  in hopes of gaining status, money or station. If 
  someone is killed during this week, no charges are 
  typically brought against the offender unless it di-
  rectly violates church laws involving treason against 
  the church. 
   
  The last holy day is the 1st of Winter which 
  is the celebration of the creation of the Winter 
  Wyrm. The day is started with a service to show 
  faith in the Winter and what he stands for. 
   
  Major Centers of Worship: The church of the 
  Moon has several major centers of worship spread 
  throughout the region. 
   
       Ilium: The holy city of Ilium is the most highly 
  regarded religious city for the church of the Moon. 
  The city is the site of Ilius’ Night Reign over the 
  world. The city had fallen into disrepair for centuries 
  during Ilius’ long absence, but since his return, the 
  city has soared in importance once more. 
       Dracia Region: The city of Raci holds a large 
  temple to the Moon as well as several monuments to 
  historical figures from the Crusader Wars. The most 
  prominent group in Dracia, the Brotherhood of the 
  Bone, was founded in the region during the Fao Up-
  rising. Generally, the members of the church in the 
  Dracia are heavily militant in their viewpoints. 
       Fao Region: Tetsuki in Fao is home to the crea-
  tion of nearly half of the Shades during the Crusader 
  Wars. The Temple of Saint Chathera is a major aca-
  demic center as well as a place of worship for those 
  across the region. The former imperial family line 
  makes constant use of the temple, using it for coro-
  nations, arranged marriages and the reinforcement of 
  imperial law. 
       Kingdom of Aiyia: The city of Shalforth is home 
  to the Nightfire Temple which in addition to being 
  used for standard religious services, is also used by 
  the vampiric nobles of the kingdom. Those of noble 
  blood use the temple as a holy site to sire new vam-
  pires into their noble lines. 
   
  Affiliated Orders: The church has several orders 
  attached to it with various charges. 
   
       Society of the Void: The Society of the Void is a 
  semi-secret society composed of individuals seeking 
  enlightenment and the perfect state of being through 
  the power of the undead. The society believes that 
  the secrets of the perfect state of being are locked 
  away in the secrets of what makes the undead. They 
  are known for their single-mindedness and use of the 
  undead for many tasks. 
       Brotherhood of the Bone: The Brotherhood of 
  the Bone is a group of Banes within the Enforcers 
  who strive for rulership of the church. The Brother-
  hood is strict with its membership, requiring an invi-
  tation by an existing member followed by several 
  trials to test the initiate’s loyalty. The Brotherhood is 
  open about its intentions, which the Requiem finds 
  troubling, as it has been unable to penetrate the 
  group to destroy it from the inside. The Brotherhood 
  does not risk excommunication, which could lead to 
  a full schism between the Requiem and the Enforc-
  ers. 
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  Chapter 5 | Bardic Lore 
       Order of the Celestial Heavens: This small order 
  operates secretly within the church. Its goal is to 
  restore the church to its original state before the rise 
  of Ilius. They believe that the Moon is out of balance 
  with the Celestial Hierarchy and must be returned to 
  its original state before the world is destroyed. 
       Varkarium: The Vakarium is the internal police 
  of the church. Their duty is to seek out those of the 
  church who are unfaithful to the doctrine of the 
  Moon. Only the Praetor has knowledge of the Vark-
  arium’s actions and how many members are active. 
  Those who are taken by the Vakarium are generally 
  never seen again, and rumors circulate that those that 
  are found guilty are changed and transformed into 
  the slag, a mindless state of being where one hovers 
  on the line between life and death. 
   
  Priestly Vestments: The church of the Moon has 
  had a long standing tradition regarding the vestments 
  that are worn by church officials. The standard col-
  ors of the church are Black, Silver, Red and Purple. 
  Black stands for affliction, Silver stands for purity, 
  Red stands for glory, Purple stands for power and 
  sovereignty. 
   
  Standard clergy vestments are a purple tab-
  ard with the symbol of the Moon in silver with a 
  silver border. Priests have the same tabard and sym-
  bol but with a black border. Clerics have a black 
  tabard with the symbol of the Moon in silver with a 
  red border. Standard enforcer vestments are a silver 
  tabard with the symbol of the Moon in black with a 
  red border. Banes have a red tabard, silver Moon 
  symbol and a black border. 
   
  The Mother 
   
   
   
   
   
  At the beginning of time was a being sim-
  ply called Mother. In the vast emptiness of the 
  planes she created two sons, the Moon and the Sun. 
  For her children the Goddess created the world to 
  rule over. With this world came responsibility for 
  each son. The Moon would watch over death, en-
  tropy, faith and darkness. The Sun would watch over 
  life, growth, dedication and the light. 
   
  Early in the history of the world the Moon 
  imprisoned her deep within the earth for refusing to 
  grant him the ability to create life. For thousands of 
  years she slept beneath the earth until the knight 
  Datalus found her and her guardian, the Wyrm of 
  Winter. The knight and Wyrm battled for the sleep-
  ing goddess for 10 days and 10 nights and at its con-
  clusion, the knight had bested the Wyrm and freed 
  the Mother from her imprisonment before dying of 
  his wounds. 
   
  Free once more, the Mother returned to The 
  Garden to watch over her children once again. Some 
  mortals have taken up the actions of Sir Datalus and 
  have begun to follow the aspect of the Mother and 
  what she stands for. Druids and Rangers are com-
  mon among those who follow her creed though she 
  has yet to become involved with the dealings of 
  mortals or her children. 
   
   
   
   
   
   
   
   
   
   
   
  The Wyrms 
   
   
   
   
  The Wyrms are primordial beings created 
  by the Sun and the Moon at the beginning of the 
  First Age. The role of the Wyrms has changed over 
  the years, evolving from mere inhabitants to protec-
  tors to watchers. Within modern times, the Wyrms 
  mainly influence the lives and directions of mortals 
  to further their goals and the goals of their parents. 
   
  Each Wyrm was given rulership over the 
  world by the Sun and the Moon with each Wyrm 
  ruling at a particular time during a single year. 
  157 
  Aliases: the Goddess, Mother of all things 
  Portfolio: Neutrality, creation 
  Domain: The Garden 
  Symbol: Two overlapping circles with oak clusters 
  beneath it. 
  Aliases: the Arbiters, the Judges 
  Portfolio: The seasons 
  Domain: Twilight 
  
  Chapter 5 |  Bardic Lore 
  During each rule, the world would shift in weather 
  and emotion to match that of its ruler. Over time, 
  the .mortals of the world came to know each period 
  as a season and named each season in honor of its 
  ruler, Spring, Summer, Autumn and Winter. 
   
  The Wyrm of Spring 
   
  The Wyrm of Spring represents the begin-
  ning of life. Those with newborns or wishing for 
  them give praise and thanks to the Spring. The 
  Wyrm is a kind and playful being, always looking to 
  the brighter side of a situation. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Wyrm of Summer 
   
  The Wyrm of Summer represents growth 
  and activity. As mortals usually conduct wars during 
  the Summer, the Wyrm is often referred to as the 
  Wyrm of War. Soldiers, generals and mercenaries 
  commonly give their thanks to the Wyrm of Summer 
  for helpful weather and food. The Wyrm is aggres-
  sive, but controlled, always pushing others to fulfill 
  their potential. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Wyrm of Autumn 
   
  The Wyrm of Autumn represents knowl-
  edge and power. Mages and priests usually give their 
  thanks to the Wyrm for more knowledge and secrets 
  to better defeat an enemy or defend their home. The 
  Autumn Wyrm is arrogant and self-centered, always 
  looking down upon those unable to think through a 
  situation. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Wyrm of Winter 
   
  The Wyrm of Winter represents death. The 
  Wyrm strives to further death in all things and em-
  powers the undead around the world. The Wyrm is 
  cruel and uncaring for others, believing that living 
  beings are weak and unable to reach their full poten-
  tial. 
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  Chapter 5 | Bardic Lore 
  Cosmology 
   
  The world of Falamar has a simple, yet 
  highly structured cosmology that is broken down 
  into three domains, the Primal, the Elemental and the 
  Celestial. Dividing these domains is a void area 
  known as the Crossroads where one must travel to 
  reach the different domains. Within each domain are 
  multiple planes where creatures and divine beings 
  dwell. 
   
  Due to the nature of the planes, they have 
  no specific location in reference to the prime mate-
  rial plane of Falamar, but have an abstract location 
  within the overall planar sea. 
   
  Falamar 
  Domain: Primal 
  Location: Central 
   
  The prime material plane of Falamar is the 
  primary focus of the Night Reign Campaign Setting. 
  Within this plane are the races of the divine and the 
  primal. This plane is always covered in darkness due 
  to the Night Reign where the night is always a full 
  moon and the day is always a total eclipse.  
   
  From Falamar, a being has a direct connec-
  tion to Avengard and Vorgard. To journey to either 
  the Elemental domain or the Celestial domain, one 
  must traverse the Crossroads. 
   
  Avengard 
  Domain: Primal 
  Location: Fey Realm 
   
  Avengard is home to creatures of Fey ori-
  gin. A plane of exotic beauty, it is known for its lush 
  forests, pure springs and bountiful food. The overlay 
  of the plane is nearly the same as Falamar as viewed 
  through the eyes of newborn child. This is Falamar 
  in perfect harmony and purity. Though they are not 
  originally from Avengard, the Eladrin are the most 
  common within the plane, and they rule with a be-
  nevolent hand. 
   
  Due to the night covering Falamar, a near-
  constant stream of food and supplies is traded be-
  tween Avengard and Falamar through planar gates 
  located in Lothanewi, Alakar and a few other cities. 
  The Ilium Empire tries to keep a tight grip on such 
  trade in order to better control its subjects. 
   
  From Avengard, a being has a direct con-
  nection to Falamar and Vorgard. To journey to the 
  other domains, one must travel through the Cross-
  roads. 
   
  Vorgard 
  Domain: Primal 
  Location: Shadow Realm 
   
  Vorgard is home to creatures of Shadow 
  origin. A plane of strife, darkness and despair, it is 
  known for its cruel weather, harsh living conditions 
  and foul air. The overlay of the plane is similar to 
  that of Falamar as if viewed through the eyes of a 
  criminal. This is Falamar at its most vile. Orcs, the 
  undead and other creatures of shadow call this place 
  home. 
   
  Vorgard is used by many creatures as a 
  staging area for troops bent on war and destruction. 
  Weapons and constructs of destruction are com-
  monly built within this land due to its high deposits 
  of minerals. The weapons trade regularly connects 
  with regions such as Ro, Aiyia and Sadire. 
   
  From Vorgard, a being has a direct connec-
  tion to Falamar and Avengard. To journey to the 
  other domains, one must travel through the Cross-
  roads. 
   
  Air, Earth, Fire and Water 
  Domain: Elemental 
  Location: The Core 
   
  The elemental planes are the home of ele-
  mental creatures and the source of elemental power. 
  Each element has its own plane. These extreme envi-
  ronment planes are difficult to survive in for normal 
  mortals, acting more like a power source than a 
  place to live. 
   
  From the elemental planes, a being has a 
  direct connection to the other elemental planes via 
  portals. To journey to either the Primal domain or 
  the Celestial domain, one must travel the Cross-
  roads. 
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  Chapter 5 |  Bardic Lore 
  Everfield 
  Domain: Celestial 
  Location: Land of Dreams 
   
  Everfield is the home of the divine Sun. 
  This paradise among the clouds is always sunny, 
  peaceful and restful. Those mortals that have been 
  blessed by the Sun are given a place among the 
  clouds after their final passing as a reward for their 
  service. 
   
  From Everfield, a being has a direct con-
  nection to Skyhome, the Abysss, Twilight and The 
  Garden. To journey to the other domains, one must 
  travel through the Crossroads. 
   
  Skyhome 
  Domain: Celestial 
  Location: Land of Dreams 
   
  Skyhome is the home of the divine Moon. 
  This floating continent drifts among stormy clouds 
  of black and violet. The dark and dreary atmosphere 
  makes this a depressing place to stay. Those crea-
  tures who pass from life to the Moon are sent to the 
  Land of Dreams, a lake and river-like location where 
  the souls of the day are contained, imprisoned for-
  ever. 
   
  From Skyhome, a being has a direct con-
  nection to Everfield, the Abyss, Twilight and The 
  Garden. To journey to the other domains, one must 
  travel through the Crossroads.n 
   
  Abyss 
  Domain: Celestial 
  Location: Land of Dreams 
   
  The Abyss is home to the legions of the 
  immortal demons and devils. The Abyss is divided 
  into two regions with each region divided into 10 
  areas. A deadland area separates the two regions and 
  is commonly used as a battle ground between celes-
  tial creatures, especially demons and devils. 
   
  From the Abyss, a being has a direct con-
  nection to Everfield, Skyhome, Twilight and The 
  Garden. To journey to the other domains, one must 
  travel through the Crossroads. 
   
   
   
   
   
  The Garden 
  Domain: Celestial 
  Location: Land of Dreams 
   
  Vangaurd is a simple garden nestled in a 
  small area of the Sea of Dreams. It is this place that 
  the Mother inhabits on occasion, though it is rare. 
  Unconcerned with mortal affairs, she turns her atten-
  tion elsewhere in the planes, making this plane sim-
  ple and lonely. It is rumored that any living creature 
  that has existed within Falamar can be found here, 
  stored away in perfect preservation. 
   
  From The Garden, a being has a direct con-
  nection to Everfield, Skyhome, Twilight and the 
  Abyess. To journey to the other domains, one must 
  travel through the Crossroads. 
   
  Twilight 
  Domain: Celestial 
  Location: Land of Dreams 
   
  Twilight is the home of the Seasonal 
  Wyrms and their creations, the dragons. It is here 
  that dragons come to die of old age, sending their 
  souls into the Sea of Dreams for their eternal rest. 
   
  From The Garden, a being has a direct con-
  nection to Everfield, Skyhome, The Garden and the 
  Abyss. To journey to the other domains, one must 
  travel through the Crossroads. 
   
  Crossroads 
  Domain: Void 
  Location: Crossroads 
   
  The Crossroads is a desolate field where the 
  different domains intersect, allowing travel between 
  them. No creatures are native to the crossroads 
  though a variety can be found traveling through. 
   
  The Crossroads allow access to the differ-
  ent domains; Primal, Elemental and Celestial. In 
  addition, a variety of portals lead from the Cross-
  roads to other planes beyond Falamar. 
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  Chapter 5 | Bardic Lore 
  Timeline 
  Abbreviated History 
   
  Though young, the world of Falamar has 
  had a varied and violent history. Historians typically 
  agree that the world is now upon its Fifth Age which 
  began at the end of the Blood Culling and with the 
  rise of Ilius the Betrayer. 
   
  The calendar was devised by the dwarves, 
  using the Betrayal as the turning point in time. Those 
  events that took place before the Betrayal are labeled 
  as bi (before Ilius). Those events that taken place 
  since as labeled as ab (after Betrayal). 
   
  Age of Creation 
   
  Within this age, the Mother birthed the Sun 
  and the Moon to hold sway over Falamar. The next 
  five thousand years of time saw the birth of the di-
  vine races of eladrin, dwarf and human, as well as 
  the primal races of halflings, half-elves and the 
  cushani. Many great cities were built during this 
  time as well as the first kingdoms and city states 
  such as the Kingdom of Delium, the Cerian Empire 
  and the dwarven nation of Alakar. This age came to 
  a close with the Betrayal of Ilius and the start of the 
  first Night Reign. 
  Age of Night 
   
  This age saw the birth of the Ilium Empire 
  and the spread of its power across the land. Vast 
  legions of undead soldiers were created from the 
  dead caused by the Breath. After years of war, the 
  Empire had conquered a vast majority of the world. 
   
  The Empire was ruled by Ilius the Betrayer. 
  Chosen by the Moon to be its avatar, Ilius held 
  nearly unlimited power over death and the undead. 
  His power would be tested by the race progenitors, 
  but by the height of Ilius’ power, even their vast 
  powers failed to overcome the Betrayer. 
   
  The Night Reign was so labeled due to the 
  darkness that covered the land night and day. During 
  the day, only a total eclipse of the Sun would show, 
  shedding very little light. 
   
  During this time the Cushani were aban-
  doned by Loth in her grief which led to their slavery 
  and the eventual war of freedom against the eladrin. 
  As the Cushani left the Great Forest for a new home, 
  the remaining human regions went to war against 
  one another over food and resources. 
   
  The age came to an end with the Solar War 
  when Ilius’ son, Horan, marched on the Empire with 
  his Army of Light. At the climax of the war, Horan 
  and Ilius slew one another, bringing an end to the 
  Night Reign. 
  161 
  Year 
  Age of Creation Events 
  5000 bi Creation of Falamar by the Mother 
  4000 bi Birth of the Wyrms of Spring & Summer 
  3800 bi Birth of the Wyrms of Autumn & Winter 
  3500 bi Birth of the Dragons 
  3000 bi Birth of the Eladrin (Loth and Syladrin) 
  2800 bi Birth of the Dwarves (Ikos & Ikar) and the 
  Humans (Lyssa and Lorik) 
  2350 bi Eladrin city founded: Fall’hi’litha 
  2345 bi Human city founded: Delus 
  2110 bi Dwarven city founded: Dragar 
  2033 bi Human city founded: Ceria 
  2000 bi Eladrin city founded: Fall’hi’willithar 
  Year 
  Age of Creation Events (continued) 
  1998 bi Birth of the Nullmandor 
  1900 bi Cushani given intelligence by Loth 
  1500 bi Human city founded: Garus 
  1400 bi Human city founded: Corsar 
  1059 bi Eladrin city founded: Fall’is’kithra 
  700 bi 
  Birth of the Halflings 
  200 bi 
  Dwarven city founded: Rotogar 
  88 bi 
  Human city founded: Xilfar 
  30 bi 
  Ilius is born in Ceria 
  0 bi 
  Ilius betrays Braun. Night Reign begins. 
  
  Chapter 5 |  Bardic Lore 
   
   
  Age of Heroes 
   
  This golden age saw many advancements in 
  technology, art and science. Advances in architec-
  ture paved the way for sprawling city states and 
  roads connecting them. Much of the modern founda-
  tion of travel was developed during this time includ-
  ing planar travel with the placement of gates to the 
  Primal domain, which allowed for ease of travel to 
  Avengard and Vorgard. 
   
  In the aftermath of the Solar War, which 
  concluded several years after the death of Ilius, the 
  dragons began a war of their own which included 
  two wars over a two hundred year period. This led to 
  the great divide and the creation of two dragon 
  groups, the metallic and the chromatic. 
   
  As peace finally settled across the land, the 
  children of the Spring and Summer Wyrms began to 
  appear, beginning with the first and most renowned, 
  Pelus Ro. From Pelus and his generation came forth 
  a legion of powerful and gifted children who set out 
  to make the world a better place. Still, even with all 
  of their glory and power, some fell prey to the lust 
  for power. Just as the children grew, so did their 
  counterparts, the Shan’ree, powerful creatures of 
  shadow created by the Wyrms of Autumn and Win-
  ter. 
   
  Their opposition to one another came to a 
  head with the Crusader War which saw the downfall 
  of the ancient kingdoms and the birth of the modern 
  kingdoms. 
  162 
  Year 
  Age of Night Events 
  1 ab 
  Ilius captures Xilfar and renames it Ilium. 
  The Breath  begins to spread. 
  5 ab 
  Unification War begins. Cerian Empire 
  allies with Ilium, invades Delus. 
  7 ab 
  Creation of the Orcs by Ilius 
  8 ab 
  Naul’Taroth humans make a pact with Ilius 
  and demons to become Tieflings 
  10 ab 
  Ilium invades Milin 
  15 ab 
  Battle of the Black Rose sees the first use 
  of undead soldiers. 
  16 ab 
  Prophecy of the Solar Champion is spoken. 
  17 ab 
  Loth leaves in grief to the west. The Great 
  Forest is renamed Lothanewi. 
  20 ab 
  Cushani-Eladrin War begins 
  21 ab 
  Seekers of the Eternal Heart leave Lo-
  thanewi in search of Loth 
  26 ab 
  Cushani-Eladrin war ends. Cushani travel 
  west to the Kusar Jungle. 
  28 ab 
  Mardok-Cushani War begins 
  48 ab 
  Mardok-Cushani War ends. Mardok nearly 
  killed off. Survivors put into slavery. 
  78 ab 
  Delus surrenders to Ceria. 
  112 ab 
  Battle of the Golden Bridge 
  115 ab 
  Unification War ends. (Ilium victory). 
  178 ab 
  Seekers of the Eternal Heart banished to 
  Avengard. 
  400 ab 
  Cushani city founded: Zalthiris 
  452 ab 
  Loth returns from exile as a shadow elf, 
  corrupted by shadow. 
  453 ab 
  Mother’s Massacre. Brother’s War begin 
  (Eladrin vs. Shadow Elves) 
  Year 
  Age of Night Events (continued)` 
  600 ab 
  Brother’s War ends with the Daybreak 
  Treaty. 
  700 ab 
  Human city founded: Bend & Halirros 
  800 ab 
  Cerian Civil War begins 
  813 ab 
  Cerian Civil War ends 
  968 ab 
  Horan the Solar is born in Bend 
  996 ab 
  Solar War begins (Horan vs. Ilius) 
  1000 ab Solar War Ends. Horan and Ilius are killed. 
  The Night Reign ends. 
  
  Chapter 5 | Bardic Lore 
   
  163 
  Year 
  Age of Heroes Events 
  1001 ab Council of Divine Races creates the Order 
  of Horan. Ikos is murdered by Ikar 
  1002 ab Construction begins on the Tomb of Fallen 
  Stars to house Ilius and Horan 
  1010 ab Tieflings banished to the east by the Coun-
  cil of Divine Races 
  1011 ab Human city founded: Hope 
  1019 ab Tiefling city founded: Rylos 
  1044 ab Eladrin city founded: Sil’hi’lamanus 
  1120 ab Ikar kills Council of Divine and flees. 
  Eladrin become elves with Loth’s death. 
  1121 ab Betrayer World War begins (dwarven civil 
  war) 
  1200 ab Convention of Watchers (dragons). 
  1260 ab Betrayer World War ends with Dragar 
  Treaty. 
  1290 ab Sadire Empire founded 
  1300 ab First Dragon War begins. Dragonborn   
  created. 
  1320 ab First Dragon War ends 
  1323 ab Harmonix the gold dragon makes pact with 
  Cushani and creates the first dragon riders 
  1473 ab Second Dragon War begins 
  1501 ab Second Dragon War ends with Twilight 
  Treaty. 
  1508 ab Sadire-Lothanewi conflict begins 
  1513 ab Sadire-Lothanewi conflict ends 
  1517 ab Elven city founded: Loth’aranthilmis 
  1523 ab Ikar returns to Dragar. Astral Mountain 
  War begins (Asani vs. Winkar) 
  1578 ab Astral Mountain War ends with Winkar 
  victory. Asani exiled. Ikar is killed. 
  Year 
  Age of Heroes Events (continued)` 
  1600 ab Birth of the Shan’ree 
  1700 ab Shan’ree infiltrate most cities and nations 
  1801 ab Pelus Ro is born from the Wyrm of Spring 
  1804 ab Elven city founded: Fall’is’millisnor 
  1820 ab Pelus Ro causes upheaval in Sadire 
  1845 ab Kingdom of Ro founded 
  1846 ab Sadire-Ro war begins 
  1896 ab Sadire-Ro war ends (Ro victor) 
  1945 ab Yaneria Ro, Draci hi’Graun and Latarin  
  Aristol are born 
  1948 ab Solis Ro is born 
  1950 ab Human city founded: Shalforth 
  1959 ab Human city founded: Shalen 
  1960 ab Return of the Eladrin from Avengard. The 
  Shan’ree take over Ceria 
  1961 ab Black Lion War (Eladrin vs. Shadow 
  Elves) 
  1965 ab Black Lion War ends (Shadow Elf victor) 
  1966 ab Crusader War begins (Ro vs. Ceria) 
  1971 ab Battle of Shooting Stars (Solis Ro prevents 
  Shan’ree from acquiring Ilius’ body) 
  1985 ab Battle of the Blood Fields (Helvar rebels 
  against Ceria) 
  1988 ab Yaneria Ro is capture by the Shan’ree 
  1993 ab Shade King, Solis Ro and Pelus Ro are 
  killed by Yaneria Ro who becomes a vam-
  pire 
  1994 ab Crusader War ends (Ro victor) 
  1995 ab War of Princes begins (Ro civil war) 
  
  Chapter 5 |  Bardic Lore 
  Age of Sorrows 
   
  This age saw the formation of most of the 
  current human kingdoms as fallout from the Cru-
  sader War. With millions dead from the war, the 
  people found themselves exhausted and retreated to 
  simpler ways of life. Others, though, found only 
  more death. 
   
  Several of the new kingdoms had their 
  share of growing pains which resulted in border skir-
  mishes with one another as well as several civil 
  wars, especially in the kingdom of Ro which found 
  itself without a king and with well over 50 heirs to 
  the throne. By the end of  nearly a thousand years of 
  conflict, over 10 million people had been killed and 
  over 2,000 descendants of Pelus had been slain. 
   
  Just as the internal and external conflicts 
  seemed to have been resolved between the kingdoms 
  of the world, the age ends with the rebirth of Ilius 
  the Betrayer which shook the very foundation of life 
  across Falamar. 
  164 
  Year 
  Age of Sorrows Events (continued) 
  2148 ab Jade War begins (Fao vs. Solis) 
  2150 ab Battle of Lost Souls (Dracia vs. Helvada) 
  2169 ab King Gloakkith Ro of Solis is assassinated. 
  Jade War ends (Fao victor) 
  2189 ab King Elalitha Tolin of Solis assassintated. 
  Ascension War (Solis Civil War). 
  2190 ab War of Roses begins (Sadire vs. Fao) 
  2196 ab Ascension War ends 
  2208 ab Eagles civil war begins (Solis civil war) 
  2218 ab First Ro civil war begins 
  2233 ab First Ro civil war ends. Halduke Calyde 
  crowned as king. 
  2270 ab War of Roses ends. (Fao victor) Sadire 
  Empire dissolved. 
  2275 ab Fao-Winkar Alliance formed 
  2286 ab Battle of Dragon’s Horn (Helvada vs. Fao). 
  Impurity Massacre begins the War of Fire 
  (Ro/Solis/Helvada vs. Fao/Winkar) 
  2287 ab Dawning Revolt (Solis). Glaydon Ro-
  Astolum ascends as King. 
  2297 ab War of Fire ends (Ro/Solis/Helvada victor). 
  Fao Empire dissolved and occupied. 
  2300 ab Mithral Wars begins (Asuni vs. Winkar) 
  2315 ab Second War of Princes begins (Ro civil 
  war) 
  2376 ab Second War of Princes ends 
  2395 ab Nightfire War begins (Ro vs. Aiyia) 
  2400 ab Sadire revolt against occupation 
  2414 ab Nightfire War ends with Chassel Treaty 
  2420 ab Sadire freed from occupation 
  2447 ab Mithral War ends (Winkar victor) 
  2481 ab Second Nightfire War begins 
  Year 
  Age of Sorrows Events 
  1998 ab Kingdom of Helvada founded 
  2012 ab Human city founded: Tetsuki 
  2015 ab Sadire-Fao conflict begins 
  2021 ab Sadire-Fao conflict ends (draw) 
  2023 ab Battle of the Steppes of Tears (Helvada vs. 
  Fao). King Helvar killed. 
  2025 ab Helvada civil war begins 
  2030 ab Battle of Endless Night (Helvada civil 
  war). King’s Peace signed, civil war ends. 
  2050 ab Kingdom of Aiyia founded 
  2074 ab Human city founded: Racia.                   
  Dracian Empire founded 
  2100 ab Rise of Xin Fao Shio the Greater to begin 
  the Fao Dynasty. Fao Empire founded. 
  2101 ab Human city founded: Solis City.          
  Kingdom of Solis founded. 
  2116 ab Sadire-Winkar conflict begins 
  2132 ab Sadire-Winkar ends (no victor) 
  
  Chapter 5 | Bardic Lore 
   
   
  The 5th Age 
   
  The current age of the world began in a 
  baptism of darkness, fire and death. Two years after 
  the rise of Ilius the Betrayer, he launched a massive 
  assault across the land, using Aiyia, Dracia, Lo-
  thanewi and Alakar to attack the Alliance of Kings. 
   
  The Reunification War brought about the 
  reestablishment of the Ilium Empire as well as the 
  Breath. The Church of the Sun suffered staggering 
  losses in the war and was forced into hiding as each 
  of the Kings of the Alliance fell to the onslaught of 
  undead armies. The Second Night Reign has begun. 
   
  The land currently is controlled by 6 na-
  tions; Aiyia, Alakar, the Dominion, Helvada, Ilium 
  and Lothanewi. The former kingdoms that were con-
  quered during the Blood Culling are referred to now 
  by region. All but the Dominion and Helvada are 
  allied with the Ilium Empire. Ilius the Betrayer 
  rarely interacts with the common day-to-day activi-
  ties of the land and instead, delegates these to the 
  Lich Lord Razel who resides in the Solis region. 
   
  The Dominion, controlled by the Cushani, 
  was able to rebuff the advances of Aiyia and Ilium 
  due to their dragonrider allies. However, the ruling 
  Firestorm tribe has begun to weaken, and in a bid for 
  power, destroyed the dragonriders and created a dra-
  colich. This act has recently dragged the Dominion 
  down into civil war, while Aiyia and Ilium watch 
  intently for the chance to topple the proud cushani of 
  the Dominion. 
   
  The kingdom of Helvada was driven north-
  ward at the end of the war, forced to rebuild their 
  kingdom after devastating losses. Though the war-
  rior society has since begun to rebuild, the sudden 
  165 
  Year 
  Age of Sorrows Events (continued) 
  2496 ab Second Nightfire War ends (Aiyia victor) 
  2537 ab Twin’s War begins (Ro civil war) 
  2538 ab Twin’s War ends 
  2578 ab Ro withdraws occupation of Fao 
  2604 ab Datalus Pureheart is born in Hope 
  2646 ab Datalus Pureheart becomes Arch Paladin of 
  the Destiny Knights 
  2649 ab King Acera Ro-Astolum of Solis assassi-
  nated 
  2650 ab Sadire Revolution (civil war) 
  2651 ab Datalus Pureheart begins quest to free the 
  Mother. 
  2670 ab Tolin Revolt (Solis civil war) 
  2675 ab Sadire Utopia Confederation formed 
  2682 ab The Mother is freed from imprisonment. 
  Datalus Pureheart is killed. 
  2719 ab Dark Blood War begins (Sadire vs.       
  Lothanewi) 
  2750 ab Sadire Utopia Confederacy falls under de-
  mon influence. Dark Blood War ends. 
  2751 ab Battle of Deep Sorrows (Helvada vs. Aiyia) 
  2800 ab First Destiny War begins (Solis civil war) 
  2804 ab First Destiny War ends 
  2807 ab Iron Valley War begins (Solis/Sadire vs. 
  Alakar) 
  2845 ab Iron Valley War ends with Dragar Treaty 
  2861 ab Second Destiny War begins (Solis civil 
  war) 
  2862 ab Second Destiny War ends 
  2863 ab Demon War begins (Sadire vs. Demons) 
  2880 ab Demon War ends (Sadire victory) 
  Year 
  Age of Sorrows Events (continued) 
  2881 ab Second Demon War begins (Demons vs. 
  Sadire/Solis/Ro/Helvada) 
  2883 ab Second Demon War ends (Sadire/Solis/Ro/
  Helvada victor). Alliance of Kings formed 
  2902 ab Min Fao Shio begins quest to steal Ilius’ 
  power 
  2951 ab Third War of Princes (Ro civil war) 
  2956 ab Ilius is revived by Min Fao Shio who is 
  slain in the process. 
  
  Chapter 5 |  Bardic Lore 
  Year 
  The 5th Age Events 
  2958 ab Blood Culling begins with total eclipse. 
  Reunification War begins (Ilium vs. Hel-
  vada/Solis).                                           
  Kin’s Blood War begins (Eladrin/Elves vs. 
  Shadow elves).                                       
  Last Wyrm’s War (Ro vs. Aiyia) 
  2959 ab King Rixius of Helvada slain by the Lich 
  Lord Razel of Dracia.                           
  Kin’s Blood War ends (Shadow elf victory) 
  2960 ab Last Wyrm’s War ends (Aiyia victory). 
  Crown Prince Hazard Ro II disappears 
  2961 ab Sunset War begins (Lothanewi vs. Sadire) 
  2962 ab Helvada evacuates to the north 
  2964 ab Sunset War ends (Lothanewi victory) 
  Reunification War ends (Ilium victory) 
  2965 ab Helvada settles the Ice Plains 
  2968 ab Sadire establishes local warlord rule de-
  spite Lothanewi government. Diplomacy 
  begins between the two. 
  2975 ab Reaper Plague begins to spread in Helvada 
  2976 ab Dragonriders betrayed by Jarl Firestorm 
  and the dracolich Joxinvarl is created. 
  2977 ab Firestorm War begins (Cushani civil war) 
  2978 ab Current year 
  rise of the Reaper Plague has had disastrous effects 
  on the leadership of the kingdom. With no heir ap-
  parent to the throne, the legions stand poised to fight 
  for the right to rule. 
   
  The world has been shrouded in darkness 
  due to the constant total eclipse of the Sun and the 
  people have one last hope that someone can rise up 
  from the darkness to bring back the light. 
  166 
  
   
  
  Chapter 6 |  Geography Lore 
   
  The lands of Falamar are vast and varied. 
  The Night Reign Campaign Setting focuses on the 
  center lands of the world where evil rules with ruth-
  less efficiency. 
   
  The central regions of Falamar are the cra-
  dle of civilization for all life on the world. Beginning 
  with the Great Forest of Lothanewi, the creatures 
  and people of the world have spread far and wide. 
  This chapter includes the following areas: 
   
  Nations 
  ✦ Kingdom of Aiyia: A nation openly ruled by  
        vampires and currently allied with the Empire of  
        Ilium. This tightly-run kingdom is one of the  
        most prosperous throughout the land. 
   
  ✦ Nation of Alakar: Situated high in the Astral  
        Mountains, the nation of Alakar is home  
        to the Winkar. As the voice and face of the  
        Church of the Moon, their reach extends far and  
        wide across the regions of Falamar. They also  
        hold a steadfast alliance with the Empire of  
        Ilium. 
   
  ✦ Cushani Dominion: A vast land of jungles,  
        swamps, plains and coastal area, the Dominion is  
        the home to the Cushani people. Even though it  
        is one of three kingdoms that oppose the Empire  
        of Ilium, the Dominion is distracted by a civil  
        war that threatens to destroy the kingdom. 
   
  ✦ Gateway city-state: The largest of the city states,  
        Gateway is located between several regions and  
        former nations. By loosely allying itself with the  
        Empire of Ilium, Gateway is able to maintain its  
        hold on trade throughout the area. It is also home  
        to the League of Circle Dancers. 
   
  ✦ Karsari Federation: Loosely allied with the  
        Ilium empire, the Karsari federation is a land  
        ruled by a collection of city states. 
   
  ✦ Kingdom of Helvada: Once located on the  
        northern border of Dracia, the Kingdom of  
        Helvada migrated northward after the  
        Reunification War with the Empire of Ilium. The  
        people have begun to regroup and rearm  
        themselves for the eventual war that will come in  
        retaking their homeland from the Empire.  
   
  ✦ Ilium Empire: Ruled by the mythical Ilius the  
        Betrayer, the Empire rules most of the known  
        world through fear and its vast armies of bone  
        guards and undead soldiers. 
   
  ✦ Republic of Lothanewi: The center of the cradle  
        of life in the world, the forest and republic of the  
        shadow elves is a land of mystical intrigue and  
        ancient dangers. 
   
  Regions 
   
  The regions are areas of former kingdoms 
  that were conquered during the Reunification War. 
  Most of these areas are filled with civil unrest di-
  rected at their new rulers. 
   
  ✦ Ro Region of Aiyia: The once great kingdom of  
        Ro is now a region rich with political treachery  
        and civil strife. Those former nobles displaced  
        by the Empire have banded together with  
        mercenaries, former knights and rogues to form a  
        resistance to regain their kingdom. 
   
  ✦ Sadire Region: Home to the tieflings, this land  
        of warlords has managed to shake loose from  
        Imperial control and fights to regain its  
        sovereignty from enemies foreign and domestic. 
   
  ✦ Solis Region of Ilium: The former kingdom of  
        Solis is under Imperial control and the direct  
        attention of the Lich Lord Razel. The people of  
        this once proud region have been reduced to  
        slavery. 
   
  ✦ Iso’Latarin Region of Ilium: This nation of  
        mages disappeared during the Reunification  
        War, leaving behind a land of bizarre and savage  
        creatures. 
   
  ✦ Fao Region of Ilium: Formerly the Fao Empire,  
        the descendants of the Shan’ree are a broken  
        people who struggle to survive in hope that their  
        saviors will return. 
  168 
  Chapter 6: Geography Lore 
  
  Chapter 6 | Geography Lore 
  Kingdom of Aiyia 
  Alias: The Kingdom of Ash 
  Colors: Red, Silver, Black, Gold 
  Government: Monarchy (Vampire Queen Yaneria) 
  Capital: Shalforth 
  Region: Northwestern Falamar 
  Total Population: 10,218,113 people             
  (Human 65%, Tiefling 10%, Dragonborn 8%, Dwarf 
  5%, Elf 4%, Half-Elf 3%, Halfling 3%, Other 2%) 
   
  Urban Population Centers: 
  1: Shalforth 
  (pop: 150,245) 
  2: Shalen 
  (pop: 106,221) 
  3: Sadar  
  (pop: 53,111) 
  4: Binto  
  (pop: 51,250) 
  5: Zaun  
  (pop: 36,410) 
  6: Bothren 
  (pop: 34,363) 
  7: Drev  
  (pop: 22,158) 
   
  Description 
   
  The nation of Aiyia (Eye-ee-yah) was 
  carved out of the city-states that once belonged to 
  the ancient Ilium Empire by the Vampire Queen 
  Yaneria and her Blood Knights. Mining and fishing 
  provide the primary income of the kingdom, which 
  produces some of the most exotic stones seen 
  throughout the world today. Due to the close prox-
  imity of an active volcano, a constant haze tends to 
  filter down to the surrounding cities. 
   
  Since the rebirth of the Ilium Empire and 
  the total eclipse, the vampires of Aiyia have surged 
  in number. Their kind have spread across the king-
  dom and into the neighboring regions, causing havoc 
  and fear as the nobles run unchained. 
   
  Life & Society 
   
  The people, strangely enough, stay within 
  the kingdom of vampires. Some believe that this is 
  due to the mental domination Queen Yaneria has 
  cast upon her lands. Still, the people insist that they 
  live very well compared to other regions. It is said 
  that the people strive to maintain a good image to 
  their rulers in hopes that someone from their family 
  will be taken as a child.  
   
  A child is taken by a vampire as his com-
  panion. When a child is chosen, their family is pro-
  vided for by the vampire and his estate. There is no 
  set timeframe for a child to remain with their vam-
  pire master. This relationship can last for as little as 
  one year or up to the lifespan of the child. Being 
  chosen as a child is considered the highest honor a 
  vampire can bestow upon his subjects . 
  Regional History 
   
  The region started as a collection of city-
  states during the beginning of the Second Age. The 
  city-states, however, fell to the advances of the Ilium 
  Empire and were converted into military fortifica-
  tions to supply the army for an eventual push against 
  the Cushani to the north. Some people fled to the 
  south, but many were kept in their newly created city 
  prisons to work for the Empire. 
    
  The region was torn by war and combat 
  with the Cushani tribes, and the Empire was never 
  able to fully push into Dominion territory. At the end 
  of the Age and the fall of Ilius, the remaining forces 
  of the Empire collected in the area and held onto the 
  fortifications for another 50 years before finally fal-
  ling apart due to the lack of an organized command 
  structure. 
   
  The region would go through a long period 
  of rebuilding as recently self-declared lords tried to 
  entice people to come and help rebuild the once 
  great city-states. Several modern cities were founded 
  at this time during the Age of Heroes, and the lords 
  of these cities began talks about uniting to better 
  defend the region against the fast-rising power of the 
  Shan’ree. 
   
  After the sacking of Ceria to the east, the 
  fallen hero Yaneria arrived in the region, looking for 
  solitude for the crimes that she had committed. She 
  would not manage to be alone for long, however, 
  since the thirst for blood eventually overcame her, 
  and she was forced to hunt in the nearby cities.  
   
  Occasionally a new vampire would be cre-
  ated during her ventures into the cities, and before 
  long, she found herself with a growing following of 
  vampires that looked to   
  169 
  
  Chapter 6 |  Geography Lore 
  her for direction and guidance. At first, Yaneria de-
  nied them the leadership they sought, but when the 
  advancing army of dragonborn mercenaries arrived 
  to threaten the cities and the vampire’s only source 
  of sustenance, Yaneria knew that she had to act. See-
  ing this as her true purpose in the world, she took her 
  vampires and dubbed them Blood Knights. With her 
  small but powerful force she struck back at the mer-
  cenaries during the night, using unconventional tac-
  tics to bring a swift and decisive victory over the 
  dragonborn.  
   
  With the opposition pushed out of the re-
  gion, Yaneria quickly went to work establishing a 
  kingdom in which her kind could survive and be 
  supported by the people. In the Kingdom’s infancy, 
  strict laws of the land were put in place to ensure 
  that vampires and mortals could coexist. 
   
  Major Geographical Sites 
  Mt. Nightfire 
   
  Mt. Nightfire is the largest active volcano 
  on the continent of Falamar, if not the world. It 
  stands at an impressive 31,079 feet above sea level 
  and is named for the color displays that can be seen 
  during the night hours. Being an active volcano, lava 
  flow is a constant problem for the outlying mining 
  towns. 
   
  Bay of Bones 
   
  Located just outside Shalen on the eastern 
  portion of the kingdom, this bay was the site of a 
  naval battle between the Ilium Empire and the 
  Cushani. The battle involved more than three hun-
  dred ships over the course of month. Nearly 20,000 
  Humans, Orcs and Cushani lost their lives in the 
  bay.  
   
  Today, the location is a trade route hazard 
  due to all of the wreckage that occasionally pokes 
  out from the water. Due to the rumored treasure that 
  was carried on the ships, it is has become a haven for 
  treasure hunters and pirates looking to find power 
  and wealth. 
   
  Bloodflower 
   
  The bloodflower is the national flower of 
  Aiyia and can only be found growing wild on the 
  slopes of Mt. Nightfire. The flower blossoms during 
  the spring and takes on a deep rich red color, similar 
  to that of blood. It is believed that the volcano, with 
  its ash mixing in the soil, causes the flower to turn a 
  deep red when it blooms. This has led to rumors that 
  the flower contains magical properties which can 
  give a person vampire-like powers without any of 
  the detriments.  
   
  Shalforth, Capital (population: 150,245) 
  Founded: 1950 ab 
   
  Shalforth is a coastal city and capital of 
  Aiyia. The city is the home of the Vampire Queen 
  Yaneria as well as more than 5,000 other vampires. 
  The city itself is known for it lavish scenery, archi-
  tecture and political atmosphere. The vampires and 
  nobles of Aiyia come to Shalforth and its court to 
  conduct their political agendas for a cause or against 
  one another. By royal decree, all vampire noble 
  houses are required to maintain a lodging and pres-
  ence within the capital for at least one season out of 
  the year. By ensuring the lords are kept close, the 
  laws of the crown cannot go unnoticed and rivals are 
  forced to be more cautious in their plotting. 
   
  Since the darkened skies by the eclipse and 
  the haze of Mt. Nightfire, the city has many lights 
  spread all over, and each district is defined by a dif-
  ferent dominant color of light. Visitors to Shalforth 
  can navigate to particular regions of the city by fol-
  lowing the light pattern of the streetlights and build-
  ings. Red denotes the noble district, including the 
  homes of all noble vampires and the royal palace. 
  Blue denotes the sea district, which includes the 
  warehouses and docks. White denotes the market-
  place and most stores. Violet is for the bachsa dis-
  trict where those trying to become a child live and 
  show their worth to potential benefactors. 
   
  The city is also home to the infamous 
  Blood Knights. The Blood Knights are a military 
  unit of knights who have been chosen to become 
  vampires. The Blood Knights are ruthless in their 
  duty to protect Aiyia which can make the city of 
  Shalforth a dangerous place to conspire. 
  170 
  
  Chapter 6 | Geography Lore 
  Alakar Nation 
  Alias: The Holy Land 
  Heraldry: Crescent moon over three mountains 
  Government: Theocracy (High Priest Ikar XXIII) 
  Capital: Dragar 
  Region: Central Falamar 
  Total Population: 2,964,326 people               
  (Dwarf 75%, Tiefling 9%, Human 6%, Eladrin/Elf 
  4%, Dragonborn 3%, Other 1%) 
   
  Urban Population Centers: 
  1: Dragar 
  (pop: 278,663) 
  2: Ikirus 
  (pop: 143,965) 
  3: Nohmor 
  (pop: 78,818) 
  4: Zahxar 
  (pop: 34,083) 
   
  Description 
   
  The religious nation of Alakar (AL-a-car) is 
  the central power of the Church of the Moon and 
  ancestral home of the dwarven people. After centu-
  ries of civil war between the Asani and the Winkar, 
  the dark dwarves rule the holy land of the faith with 
  an iron fist. 
   
  Life & Society 
   
  The Church of the Moon dominates the 
  way of life for the people of Alakar, and the people 
  would have it no other way. All citizens of Alakar 
  are required to join the Church of the Moon for at 
  least a period of five years in either the Requiem or 
  the Enforcers. It is considered an honor to serve the 
  Church, and those who complete their service are 
  allowed to move onto civilian life where they can 
  support fields of work that help maintain the church. 
   
  Since the majority of the nation is located 
  underground, the people have adapted to their envi-
  ronment. Though most people in the world are pale 
  due to the Night Reign, the people of Alakar are 
  exceptionally so, to nearly albino skin tone. With 
  their total immersion in darkness, most people 
  within Alakar have excellent vision in the dark com-
  pared to those who live above ground. 
   
  Alakar society is one common among reli-
  gious centers. Whether through choice or fear, the 
  people are devoted to their faith. 
   
  Regional History 
   
  The Astral Mountains were created  by the 
  Eladrin Loth and Syladrin in an effort to be closer to  
  the Sun so their prayers could be heard. Their 
  prayers asked for brethren with whom they might 
  share the world, and thus, the Sun created the  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  dwarves Ikar and Ikos who would be his voice and 
  thoughts. The dwarven brothers took the Astral 
  Mountains as their home where they established the 
  holy city of Dragar. Through the years, the dwarven 
  people developed into two distinct groups, the Asani 
  and the Winkar. Each group focused on the faith of 
  the Sun and the Moon respectively so that the people 
  of the world could be taught the will of the gods. 
   
  When the Night Reign began, the dwarven 
  people began to fight among themselves, blaming 
  one another for the rise of Ilius and his Empire. This 
  led to a civil war between the Asani and the Winkar, 
  which resulted in the dwarves of the Sun being ex-
  iled from the Astral Mountains to the lands below. 
   
  At the fall of the Ilium Empire, the dwarves 
  seized the opportunity to try to heal the old wounds 
  they had suffered. This would only last a short while 
  as Ikar, enraged that the body of Ilius would be de-
  filed, murdered his brother. When the Council of the 
  Divine stood up against Ikar’s actions, he killed 
  them in a blind rage. This led to another war against 
  the Winkar during which they barely managed to 
  prevail and which saw the death of the last divine 
  founder. 
   
   During the Age of Heroes, the world, he-
  roes and Shan’ree alike, shifted their focus to the 
  progeny of the Wyrms. Alakar however, focused 
  internally to rebuild what had been destroyed during 
  the years of war. The Asani went into the lands of 
  the other races to spread the faith of the Sun. Even-
  tually, the faith of the Sun grew to new heights, 
  while the Church of the Moon struggled to survive. 
  It was during this time that a priest named Oxbridge 
  came forth with a prophecy of Ilius’ rebirth. Content 
  to remain in the shadows, the Church of the Moon 
  rebuilt slowly and quietly while the world around 
  them engaged in one 
  171 
  
  Chapter 6 |  Geography Lore 
  war after another and eroded their strength. By the 
  end of the Crusader Wars, Alakar remerged as a 
  powerful nation once more as most of the heroes lay 
  dead. 
   
  By the turn of the next age, the people of 
  Alakar had begun their movement to prepare for the 
  Betrayer’s return. The nation’s entire focus was on 
  helping prepare the world so that once he arose, he 
  could take what was rightfully his. For hundreds of 
  years the Church of the Moon spread out, slowly 
  infiltrating nations and churches abroad. Alakar also 
  was involved in several battles and skirmishes over 
  the years, generally when a corrupter agent was dis-
  covered, and the situation had to be quickly covered 
  up. When Iluis finally arose from his tomb, the 
  Church was ready to act. 
   
  The Church of the Moon began the Blood 
  Culling shortly after Ilius’ rebirth using their cor-
  rupter agents to stage surprise attacks across central 
  Falamar. The Blood Culling was the opening act of 
  the Reunification War which ended several years 
  later with Alakar and the Ilium Empire atop the 
  pyramid of power. 
   
  Currently, Alakar is one of the most power-
  ful nations in the land, second only to the Ilium Em-
  pire. Though the nation controls the faith of the peo-
  ple, they are beginning to find more and more fol-
  lowers of the Sun having success in usurping their 
  hold on the people. In addition, the shadow elves of 
  Lothanewi have grown more hostile towards the 
  nation, sparking several battles between them and 
  the nearby lands of Sadire. 
   
  Major Geographical Sites 
  Church of Saint Azmuth 
   
  The Azmuth is the first church constructed 
  during the age of creation within the city of Dragar. 
  The site had stood for thousands of years with little 
  change to it. Originally constructed to hold joint 
  services for the faiths of the Sun and the Moon, it is 
  now used solely for rituals and services to the Moon.  
   
  Monik Pass 
   
  This mountain passage leads from the heart 
  of the Astral Mountains into the valleys south of 
  Lothanewi. This passage and field below it have 
  been used over the years as a battlefield, and more 
  recently, as the site of a skirmish site between 
  Alakar and Lothanewi. With so much death having 
  occurred in the pass, ghosts and undead are a com-
  mon sight as is the Breath that rolls along the pas-
  sage, looking for prey. 
   
   
   
  Council of the Divine 
   
  Seated atop the highest peak in the Astral 
  Mountains, the council chamber for the former 
  Council of Divine Races stands as a testament to 
  faith and betrayal. Since the murder of the council at 
  the hands of Ikar, no Winkar has been able to step 
  into the chamber and survive the curse that awaits all 
  who enter. It is said that only a being wishing to 
  restore balance among all the races can enter the 
  chamber where the secret of the races lies. 
   
  Dragar, Capital (population: 278,663) 
  Founded: 1000 bi 
   
  The city of Dragar is the original dwarven 
  city founded during the Age of Creation. Originally 
  created atop the mountains, time has increased the 
  size of the city outward and downward to encompass 
  miles of caverns and underground pockets of build-
  ings carved out of rock. 
   
  The upper portion of the city is entirely 
  devoted to the Church of the Moon and the clergy 
  that maintain the faith. Monolithic towers reach high 
  into the sky as symbols of the Winkar direct connec-
  tion with the Moon. The other citizens of Dragar, 
  comprised mostly of former clergy and works, are 
  housed within the mountain where they work to 
  maintain the city. 
   
  The leadership of the Church of the Moon 
  resides within Dragar, directing the primary opera-
  tions and doctrine of the religion. Wandering enforc-
  ers regularly make trips through Dragar to make 
  reports on the status of the lands below the moun-
  tains. 
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  Chapter 6 | Geography Lore 
  Cushani Dominion 
  Alias: The Savage Kingdom 
  Heraldry: Six vertical claw marks & one horizontal  
  Colors: Red, Orange, Black 
  Government: Matriarchal Monarchy (First Ezadi 
  Lira Firestorm) 
  Capital: Zalthiris 
  Region: Northwestern Falamar 
  Total Population: 5,795,716 people              
  (Cushani 90%, Dragonborn 3%, Human 2%, Dwarf 
  2%, Elf 2% Other 1%) 
   
  Urban Population Centers: 
  1: Zalthiris 
  (pop: 186,284) 
  2: Mylar 
  (pop: 145,642) 
  3: Uio 
   
  (pop: 126,111) 
  4: Sliss  
  (pop: 114,250) 
  5: Zaltar 
  (pop: 18,410) 
  6: Virar  
  (pop: 15,363) 
   
  Description 
   
  The untamed and savage lands of the 
  Cushani Dominion are the farthest settled lands 
  within the central kingdoms. Purposely left wild by 
  the Cushani, the areas of the Kusar Jungles are home 
  to a variety of creatures. Those of the other civilized 
  races avoid such places. Cushani prefer the savage 
  nature of their homeland, using it as a hunting 
  ground to keep their skills and minds sharp. The 
  cities resemble large, multiplatform mazes from 
  which one must duck, climb and jump almost con-
  stantly to get from place to place.  
   
  Life & Society 
   
  The Cushani are a tribal matriarchal society 
  who believe in ascension by lineage. From the be-
  ginning, the Cushani have operated in tribes and in 
  prides. A tribe is the largest family structure of the 
  Cushani, consisting of those descending from com-
  mon ancestors. A tribe generally has many prides 
  within its lineage and usually holds land in several 
  cities. Each tribe is led by a single female called the 
  Ezadi or First Female. It is the responsibility of the 
  Ezadi to ensure the safety of the tribe and further its 
  influence among the other tribes and the royal court. 
   
  A pride is a family unit of direct family 
  members. It is also headed by the most dominant 
  female of the pride called the Ezada which means 
  Second Female. The Ezada’s direct concern is for 
  the safety of her pride and her young. She is the only 
  one allowed to breed within the pride and typically 
  has four to six males to choose from at any  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  given time. Males are expected to protect the pride  
  from any who pose a threat to the cubs and serve in 
  times of war when called upon.  
   
  Spring is the mating season for the Cushani, 
  a time of great joy but also one of cruelty for some 
  males. Each male within the pride is expected to 
  compete for the attention and affection of the Ezada 
  in hopes of begin chosen by her to mate. This most 
  often will led to honor duels between males who 
  hope to earn the right to breed, each by proving he 
  has the most to provide. Death is not all that uncom-
  mon during these duels, and even though the Domin-
  ion officially frowns upon such needless death, the 
  Ezada tends to gain a certain amount of joy from 
  watching males fight over them. 
   
  The other females of the pride tend to cubs 
  within the pride. They are taught the necessities of 
  Cushani way of life. Female cubs are taught social 
  skills and politics, while the males are taught the 
  ways of combat. Cubs that have grown old enough 
  will begin their own prides, generally at the young 
  age of 15. Usually, most fight the dominant male for 
  the right to leave, to prove that they posses the skills 
  necessary to protect their future pride. Females are 
  not as lucky because the Ezada keeps them close to 
  prevent future rivals to her pride. A male suitor of a 
  yet-released female must fight the dominant male of 
  the pride for his right to the female, again, to prove 
  his worth. If the Ezada approves of the performance, 
  she will release the female to begin her own pride. 
   
  Regional History 
   
  Queen Zara, the original Ezadi of the 
  Cushani, led her people out of the Great Forest on a 
  quest for a new homeland. Their journey brought 
  them to the Kusar Jungles and the Mardok, a race of 
  lizardmen. Queen Zara led a war against the Mardok 
  which lasted nearly two decades years and ended in 
  173 
  
  Chapter 6 |  Geography Lore 
  a Cushani victory. Many Mardok were killed in the 
  fighting and a vast number of their villages were 
  destroyed. The survivors were enslaved. 
   
  With a new home firmly in their grasp, the 
  tribes quickly spread throughout the jungle. With a 
  large number of newborn cubs, the Cushani popula-
  tion exploded across the region, which led to con-
  flicts with several neighboring communities and 
  eventually the Ilium Empire. The Cushani and Ilium 
  would not enter into a full scale war, but many skir-
  mishes between the two broke out for nearly the 
  entire reign of Ilius. To support their skirmishes the 
  felines learned several trades that they immediately 
  put to use, such as metal smithing and building 
  ships. By the Age of Heroes, the Cushani had firm 
  control over the entire Kusar Jungle and multiple 
  cities along the coast of the Red Sea. 
   
  With expansion, however, came the lust for 
  power, and as the other kingdoms strove to rebuild, 
  the Cushani began to implode from infighting 
  among the noble tribes. The fighting by the nobles 
  escalated to the point that the other tribes began to 
  war against one another. The Tribal Wars would last 
  for several generations with no clear victor in sight. 
  It wasn’t until the emergence of the Vampire Queen 
  Yaneria that the tribes would reunite against a com-
  mon threat. 
   
  Yaneria pushed far into the tribal lands of 
  the Cushani, stopping only to feed, destroy the farm-
  land and piking her enemies. Her quest took her up 
  to the gates of Zathiris were she was finally stopped 
  by the Dragon Riders. The reigning Queen Thralira 
  of the Cushani had held back the Dragon Riders for 
  fear of her life, and only when Yaneria was nearly 
  standing upon her did she unleash the destructive 
  force of the dragon riders. The vampire queen called 
  a retreat, unwilling to risk the unlives of all of her 
  brood just to topple the Cushani. She called for a 
  truce and withdrew.  
   
  Currently, the Dominion is struggling with 
  the beginnings of a second Tribal War. Queen Lira, 
  viewed as a weak queen, has attempted to use the 
  Dragonriders to quell rebellion against her rule. This 
  act has led to several notable tribes calling for war. 
   
  Major Geographical Sites 
  Valketh Marsh 
   
  This marsh was the site of the final battle 
  between the Mardok and the Cushani. The lizard-
  folk’s capital was at this site, though it has since 
  been destroyed, and only ruins remain. Many 
  Cushani and Lizardfolk died during the Battle of 
  Valketh. Their bodies, taken by the marsh itself, are 
  said to haunt the area. Today the Cushani view the 
  marsh as a Rite of Passage for young cubs. 
   
  Shining Cliffs 
   
  The Shining Cliffs are home to the Dragon-
  riders of Falamar. When Cushani cubs are chosen to 
  be Riders, they are brought to the cliffs to be bonded 
  with their dragon companions. Elder Dragonriders 
  look after and teach the young cubs how to be 
  Dragonriders as the Elder Dragons teach the hatch-
  lings. Most Cushani view the Cliffs as a holy site. 
   
  Thrakath’s Tomb 
   
  The tomb of Thrakath of the Blood Talon 
  tribe is the resting place of the infamous warlord 
  who led the armies of Silla the Pure against the Mar-
  dok. Thrakath was known for his brilliant guerilla-
  style tactics and utter disregard for Mardok life and 
  society. Much of the reason the Mardok are nearly 
  extinct today is due to this warlord. The Cushani 
  view him as a hero and savior. 
   
  Zalthiris, Capital (population: 86,284) 
  Founded: 400 ab 
   
  Zalthiris is the capital of the Dominion and 
  home to the royal tribe, the Firestorm. The city was 
  established on the coast as a port for trade over the 
  Red Sea. The city is located at the end of a quarter-
  mile-long canal that is lined with spiral watchtowers, 
  making the canal hazardous to assault. 
   
  The city designed for defense, spiral towers 
  compacted closely together and deep trenches into 
  the ground. A network of bridges, ropes, staircases 
  and ledges litter the area, making travel across the 
  city dangerous for other races, but is a virtual play-
  ground for the Cushani. 
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  Chapter 6 | Geography Lore 
  Region of Fao 
  Alias: Fallen Fao Empire 
  Government: Monarchy (Emperor Ilius) 
  Capital: Tetsuki 
  Region: Central Falamar 
  Total Population: 9,812,255 people              
  (Human 60%, Elf/Eladrin 20%, Tiefling 10%, Dwarf 
  4%, Cushani 4% Other 2%) 
   
  Urban Population Centers: 
  1: Tetsuki 
  (pop: 143,210) 
  1: Shar  
  (pop: 100,487) 
  2: Shu  
  (pop: 40,195) 
  3: Hari  
  (pop: 12,058) 
  4: Po 
   
  (pop: 6,029) 
  5: Li 
   
  (pop: 4,623) 
   
  Description 
   
  The Fao Empire was created by the 
  Shan’ree at the end of the Crusader Wars before 
  their destruction. As descendants of the Shan’ree, 
  the rulers of the Fao Empire have ruled over the re-
  gion with mysticism and religion. Due to their heri-
  tage, the citizens of the Fao Empire have lived in a 
  near-constant state of war with multiple other na-
  tions and states. After the Blood Culling, the Empire 
  became a broken shell that was absorbed by the Il-
  ium Empire and ruled by Lord Byron von Gillante, a 
  death knight under the Betrayer’s hand.  
   
  Life & Society 
   
  The residents of Fao are a deeply religious 
  and spiritual people, believing them selves to be 
  descendants of the powerful Shan’ree that inhabited 
  the region during the Age of Heroes. Tradition, cus-
  tom and duty form the daily life of the Fains and 
  govern every aspect of their lives. When the Empire 
  was created, the people needed something to unify 
  them, a common purpose to help face the harsh real-
  ity of the post Crusader War world. The imperial 
  family, placed in power before the disappearance of 
  the Shan’ree, saw the needs of the people and estab-
  lished the Fain Traditions of Honor and Duty. 
   
  The first and foremost governing tradition 
  of Fain society is their belief and faith in the Moon. 
  It was the Moon that helped create the Shan’ree, and 
  the Moon’s gift that created the Fao Empire. With-
  out the Moon, there would be no meaning to life. 
   
  The second governing tradition of Fain 
  society is honor. The people believe that honor to 
  one other, to oneself and to one’s country are vital 
  for the safety of all within the empire. To be  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  dishonored is to be considered being in the lowest 
  class of society, the ronin. The ronin are denied even 
  the simplest of courtesies of the common person and 
  generally are bandits and thieves.  
   
  Regional History 
   
  The region of the Fao Empire began as sim-
  ple villages made up of primarily of humans and 
  elves. The villages, having no military or magical 
  value, were generally left out of the turmoil of the 
  major kingdoms and avoided wars up through to the 
  Age of Heroes. During that Age, the Dragon of Win-
  ter came to the town of Yakashima where he se-
  duced many women who then died giving birth to 
  the Shan’ree. 
   
  Also known as the Shades, they quickly 
  spread across the area, seizing and controlling all of 
  the farming communities. The villagers of the area 
  were enslaved and conscripted into an army for the 
  Shan’ree. With their armies established, the Shan’ree 
  invaded the Republic of Lothanewi beginning the 
  Shade-Elven war in 1700 ab. The war was slow and 
  gradual, lasting more than 200 years. Not until the 
  destruction of the Shan’ree at the end of the Age did 
  the war finally end. The people under the control of 
  the Shan’ree were now free of their direct control 
  and established several communities in place of 
  military fortifications. 
   
  The leader of this reestablishment was Fao 
  Lou, former general of the Shade army and child of 
  the Shan’ree. Fao Lou established himself as em-
  peror over the communities and put into place the 
  Traditions of Honor and Duty, which outlined the 
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  Chapter 6 |  Geography Lore 
  expected way of life for all children of the Shan’ree. 
  Over 100 years the Fao empire expanded, solidifying 
  its status as a nation dedicated to the Moon. 
   
  At the turn of the century in 2100 ab, Fao 
  Xin ascended to the throne. The newly placed Em-
  peror was not satisfied with the reach of his empire 
  or the fact that many of the people who bordered his 
  empire where worshipers of the Sun. This drove him 
  mad with anger. Mobilizing his army, Fao Xin began 
  a series of incursions against the Kingdom of Solis 
  and Sadire. By the end of Fao Xin’s reign as Em-
  peror, he had expanded the borders of the Fao Em-
  pire up to the Red Sea, conquering the southern re-
  gion of the old Ceria and the northern lands near the 
  ice cap. Only Helvada resisted the expansion of the 
  Empire.  
   
  However, with his twisted mind, the grand-
  son of Fao Xin, Xiosha the Mad, took the ambitions 
  of his grandfather even further. He ordered that all 
  those not of Shan’ree blood must be sacrificed to the 
  Dragonwell to appease the Wyrm of Winter, as de-
  creed to him by the Moon. Thus began the Impure 
  Massacre which led to the deaths of over 500,000 
  people. This also marked the beginning of the Hel-
  vada-Fao war, which resulted in the collapse of the 
  Fao Empire back to its original size. Emperor Fao 
  Xiosha was assassinated by a mistress shortly after 
  he gave the order for the army to surrender at the 
  end of the war. 
   
  Due to Fao aggression and willingness to 
  sacrifice innocent lives, Solis, Ro and Helvada left a 
  military presence within the Empire to keep them 
  under control and prevent them from expanding. The 
  empire groaned under the suppression, causing con-
  stant civil revolt and strife for the next several hun-
  dred years. The police force was finally driven out 
  by citizen revolt in 2578 ab, and the Imperial family 
  was restored to power a year later with the help of 
  the Church of the Moon. 
   
  The empire was broken once more after the 
  Reunification War when the last Emperor was killed 
  on a fool’s errand within the Kingdom of Solis. Ab-
  sorbed into the Ilium Empire, the people strive to 
  regain their identity through martial arts with hopes 
  of one day becoming an empire again.  
   
  Major Geographical Sites 
  Dragonwell 
   
  The Dragonwell is located in the Tetsuki 
  and is the site where the Wyrm of Winter was last 
  seen. The Fains believe that after the Mother was 
  freed from her earthly prison and the Wyrm of Win-
  ter was wounded by Datalis, the Wyrm of Winter 
  fled back to his old hunting grounds where the Tet-
  suki stands today. The blood from his wounds 
  soaked the ground and spread to the central well of 
  the city. When the Wyrm of Winter was near death, 
  it crawled inside the well and went to sleep and has 
  yet to awaken. Today, the Dragonwell emits a pow-
  erful presence of evil and is the site of executions 
  where the blood of those victim is drained into the 
  well in hopes that one day the Wyrm of Winter will 
  be awakened. 
   
  Dim Sho Academy 
   
  The Dim Sho Academy is the premier loca-
  tion of martial arts training within all of Falamar. 
  The academy is located on the outskirts of the Em-
  pire, sitting upon the Cliffside of the Astral Moun-
  tains. The martial arts, though originally developed 
  during the Age of Creation, were not refined until 
  the Age of Heroes when the founders of the Empire 
  developed the fighting styles that are used today.  
   
  Tetsuki (population: 143,210) 
  Founded: 2012 ab 
   
  The former capital of the Fao Empire, the 
  Tetsuki, is the home of the powerless imperial fam-
  ily of the fallen nation and the lesser noble families 
  who are the direct descendants of the Shan’ree. They 
  continually plot in hopes of restoring their Empire. 
   
  This highly-developed city features many 
  advanced ideas in urban development such as sew-
  ers, roads, running water and irrigation. With the 
  high cost of living in the city, it is not uncommon to 
  find poor along the streets and outside the city walls. 
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  Chapter 6 | Geography Lore 
  Gateway 
  Alias: Centerpoint, City of Circles, Naul’Turith 
  Government: Elected Council of Merchant Lords 
  Region: Central Falamar 
  Total Population: 2,998,770 people              
  (Human 30%, Tiefling 20%, Elf 20%, Dragonborn 
  17%, Cushani 8%, Dwarf 4% Other 1%) 
   
  Description 
   
  The city of Gateway, on the coast of the 
  Red Sea, is the largest city in the known lands of 
  Falamar. With easy access to the Red Sea and the 
  mainland via the Dragon’s Run and Eagle’s Run. 
  With no ties to any kingdom, Gateway rapidly grew 
  as a trade city with access to nearly every other king-
  dom. In addition to the trade, the city is the home to 
  the League of Circle Dancers, which brings a con-
  stant flood of visitors and dancers into the city. 
   
  The city has been around, in one incarna-
  tion or another, since the early years of the Age of 
  Heroes. Since it’s creation, the city has grown to 
  cover several miles at its widest and is broken down 
  into districts that are roughly circular in size. With 
  all of the different districts pushed together, a bird’s 
  eye view of the city presents a very massive multi-
  gear-like appearance. 
   
  Life & Society 
   
  The massive city of Gateway sits in a cen-
  tral location accessible to most of the civilized lands 
  of Falamar, and as a result, it is a melting pot with 
  different races and cultures thriving within its city 
  walls. Nearly anything can be found at the trade city 
  from weapons and armor to spices to slaves. Every-
  thing is for sale; it is just a matter of price. The 
  council of the city has yet to forbid an item for sale. 
   
  The city is ruled by a council of five mem-
  bers who are elected by the people of the city. Only 
  those people who can purchase votes to cast are al-
  lowed to participate in the election process. The re-
  sult of such a system is the rich ruling the city and 
  holding all the political power. 
   
  The city is divided into multiple areas 
  known as circles, giving a very gear-like appearance 
  to the city. Each circle has developed into its own 
  sub-city of culture and direction. The circles within 
  the city are Siren, Eagle, Dragon, Dancer, Gold, Sil-
  ver and Copper. 
   
  The Siren Circle is the major port of the 
  city and encompasses the coast of Red Sea. This 
  circle is heavy in trade and storage, with massive 
  amounts of land devoted to warehouses and  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  buildings for trade companies. 
   
  The Eagle and Dragon circles are connected 
  to Siren’s Circle and the rivers that run into the lake 
  where a majority of trade comes into the city. 
   
  The Dancer Circle is the home of the 
  League of Circle Dancers and the Coliseum and is 
  located at the heart of the city. Here is where the 
  Tournament of Circle Dancers takes place. 
   
  The Gold Circle is the location of the rich 
  and the elected council of the city. Located on the 
  northwest side of the Dancer circle, this area is com-
  prised of lavish buildings and lavish people. 
   
  The Silver Circle is the location of the ma-
  jority of the middle class, mostly adventurers and 
  merchants. Situated on the side opposite from the 
  Gold Circle, this area is one of the busiest and most 
  exciting places within Gateway. 
   
  Last is the Copper Circle, which contains 
  the city cemetery and the lower class. With run-
  down buildings, rampant underworld guilds and lit-
  tle money to go around, it is a place to be lost. 
   
  Regional History 
   
  The history of the city only dates back to 
  the Age of Night, and it was originally known as 
  Naul’Turith, the city-state of the Norbaski family 
  who were outcasts from the Cerian Empire court. 
  When Ilius rose to power, and the Ilium Empire be-
  gan to conquer the known regions, the Norbaski 
  family sought to join the Empire. As a show of 
  strength, the family made a pact with the demon lord 
  Abashi and thus the noble family and the whole city 
  became the tieflings. United with the Ilium Empire, 
  the tieflings ruled as lords and generals with their 
  superior tactical minds and command over fire. 
   
  At the end of the age, Horan chose 
  Naul’Turith as the first city in his battle against his 
  father. The tieflings fell to the Army of Light and 
  were exiled from the region. The city was  
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  Chapter 6 |  Geography Lore 
  nearly destroyed by a year-long siege and left to 
  crumble. 
   
  During the Age of Heroes, the central re-
  gion saw an explosion of population and trade every-
  where due to the relative peace that the area was 
  enjoying. The League of Circle Dancers, in an effort 
  to find a central location to house their tournaments, 
  took up residence in the ruins of Naul’Turith and 
  began to rebuild. This resulted in a dramatic increase 
  in population and visitors from across the land. 
   
  Major Geographical Sites 
  Raven’s Tree 
   
  When the city was still known as 
  Naul’Turith, the tieflings ruled their region with 
  ruthless cruelty. One of the more visible acts of the 
  tiefling rule was slavery. It was during the end of the 
  first Night Reign that one half-elf in particular 
  named Raven Blackclaw, was running from human 
  slavers. He was eventually caught in the city after a 
  bloody fight in which five slavers where killed. The 
  slavers showed their documents to the tiefling en-
  forcers to prove ownership over Raven and pro-
  ceeded just outside the city to hang Raven upon an 
  old oak tree for his crimes. 
   
  Some people of Naul’Turith cried out that 
  he shouldn’t be killed for defending himself and that 
  slavery was wrong. The government, however, sup-
  ported slavery and only stood by watching as they 
  executed Raven. Several months later, the lower 
  class of citizens rebelled against the tieflings which 
  resulted in weakening the city forces, enough to 
  make Horan’s invasion possible. The now famous 
  tree stands today in Dancer Circle just outside the 
  coliseum and is the only remaining original reminder 
  of the rule of the tieflings. 
   
  Ascension Cemetery 
   
  This cemetery is located inbetween the Tree 
  and Sky districts and is the city cemetery. Any resi-
  dent that dies or is killed within the city walls is bur-
  ied here. The cemetery itself is a well designed, 
  multi-leveled cemetery, able to accommodate the 
  future populations of Gateway. The ground floor is a 
  soil burial ground where those with lots of money or 
  high station are buried. Below, there are six levels or 
  burial chambers where those with less money can 
  place their dead. With five entry points at the edges 
  of the cemetery, it is easily accessible to nearly any-
  one. To protect the dead, the city guard patrols the 
  grounds day and night to prevent grave robbers. 
   
   
   
   
   
  Four Corners Trading 
   
  This is the major market location within the 
  city of Gateway. On any given day, a person can 
  find close to 2,000 vendors within the market square 
  and during the fall, up to nearly 5,000. The market 
  square has gained so much renown that merchants 
  from all over the world travel to the city during the 
  fall to sell their goods. The city has, in recent years, 
  established a new company of soldiers just to walk 
  and protect the market square itself. 
   
  Circle Coliseum 
   
  The Circle Coliseum is easily the largest 
  structure within Gateway. Built in 1541 ab, the coli-
  seum was designed by the League of Circle Dancers 
  to hold their tournaments. 
   
  The coliseum is broken down into three 
  sections; the league circle, the housing and training 
  circle and the competition circles. The league circle 
  is the home of those members who run the league. 
  Made up of former and retired circle dancers, they 
  maintain the league rules and schedule. 
   
  The training circles are designed for train-
  ing new members, allowing current members to 
  practice and to house visiting members. The compe-
  tition circles are for formal matches between mem-
  bers. The competitions are designed to be modular 
  so anywhere up to 10 matches can take place at a 
  single time, and up 25,000 spectators can watch. 
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  Chapter 6 | Geography Lore 
  Kingdom of Helvada 
  Alias: Kingdom of the Blue Spear 
  Government: Monarchy (Vacant) 
  Capital: Rilus 
  Region: Northern Falamar 
  Total Population: 3,812,255 people              
  (Human 98/%, Other 2%) 
   
  Urban Population Centers: 
  1: Rilus  
  (pop: 1,806,210) 
  1: Seretia 
  (pop: 1,162,984) 
  2: Kodus 
  (pop: 842,650) 
   
  Description 
   
  The kingdom of Helvada (Hell-va-da) is a 
  nation of warriors. With more than two thirds of the 
  population trained in combat, the Helvadian people 
  are some of the most dangerous people in the world, 
  living for warfare and the glory of victory. 
   
  Life & Society 
   
  Helvada is, above all, a militaristic king-
  dom, and emphasis on military fitness begins at a 
  very young age. Both male and female children are 
  highly regarded by the Helvadians. Though the men 
  are responsible for making war, Helvadian woman 
  enjoy a status, power and respect nearly equal to 
  their male counterparts. Woman are allowed to own 
  their own properties as well as the properties of men 
  who are off at war. Helvadian women are also af-
  forded the same educational and physical training as 
  men since the Helvadians believe that strong women 
  contribute to strong offspring. 
   
  Helvadian boys leave home for Military 
  Boarding School at age 5 and are required to serve in 
  the military (either army or navy) until age 35. They 
  then pass into the Active Reserve Garrisons until age 
  60 when they either retire or are elected to the Elder 
  Council. 
   
  Helvadian education strictly emphasizes 
  physical strength and toughness, fearlessness in 
  combat and absolute obedience to orders. Philoso-
  phy and law are also taught, but only as needed to 
  create a true citizen warrior, the Xion. 
   
  Regional History 
   
  Following the victory in the Crusader War 
  in 1998 ab, Helvada established itself as a local 
  power in the region. During the following centuries, 
  Helvada’s reputation as a land fighting force was 
  nearly without equal. In 2007 ab, Helvar embraced 
  the births of his twin sons Daemeri and Synnendira, 
  the future kings of his empire. With the founding of 
  the Imperial City in 2012 ab and their northern ex-
  pansion in 2022 ab, Helvada was forced to go to 
  battle for the first time as a kingdom. 
   
  In 2023 ab, on the Steppes outside of pre-
  sent day Li, Helvar and the V and VII legions fought 
  a bloody battle known as the Battle on the Steppes of 
  Tears. During the six day battle, 3,500 Hoplites and 
  9,800 Imperial soldiers lost their lives. It concluded 
  with the death of Helvar during the siege of the sum-
  mit. Though Helvada broke the Imperial Army, it 
  was at a great cost. King Helvar was returned to pre-
  sent day Ethana, displayed upon his shield. Fifty 
  days and nights of mourning ensued, one day for 
  each year of life of its once-proud king. Today, this 
  time is known as the Festival of Life and occurs each 
  year on the anniversary of the of his death. 
   
  Beginning in 2025 ab, potential contenders 
  for the crown began to spring up all over Helvada. 
  Though the King had two sons, they had yet to prove 
  themselves in battle; therefore, a few of the Legion 
  commanders decided to stake their claims to the 
  throne. A bloody civil war ensued with eight of the 
  Legion commanders vying for power against each 
  other and against the Crown Princes.  The pivotal 
  battle, which took place in 2030 ab, occurred in the 
  center of the kingdom in what came to be called the 
  Battle of Endless Night. 50,000 Hoplites, Calvary, 
  Archers and Support troops took the field against 
  one another  
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  Chapter 6 |  Geography Lore 
  in a battle that would last for ten days and nights. 
  Twenty five thousand would lose their lives before 
  the “King’s Peace” was called and the remaining 
  Legion commanders swore fealty to the Kings. 
   
  After the King’s Peace, Helvada focused 
  mostly inward, maintaining its own borders and 
  keeping the wandering undead of Ilium in check. 
  Though they were involved in the occasional skir-
  mish over the years, Helvada would not become 
  involved in worldly matters until the Impure Massa-
  cre, when Helvada joined Solis, Ro and Sadire in a 
  war against the Fao Empire. It would prove to be a 
  fine test of Helvada’s legions, and they excelled in 
  combat, proving to be the backbone of the infantry 
  for the combined kingdoms. When the war with the 
  Empire was over, Helvada joined the Alliance of 
  Kings with the three other kingdoms as a symbol of 
  peace and justice. The hope was to turn their sights 
  upon Dracia and Aiyia to cleanse the land of evil. 
  However, the Reunification interrupted these plans. 
   
  Helvada was the first kingdom to come 
  under assault by the forces of Ilius during the Reuni-
  fication War. This proved to be a costly mistake by 
  Ilius since the Helvada legions were extremely ex-
  perienced in fighting the undead. It was not until the 
  Lich Lord Razel took to the field and slew the Hel-
  vada King that the tide finally turned and forced the 
  people of Helvada to retreat to the northern ice 
  lands. Even with their victory, the death and destruc-
  tion visited upon the Ilium armies was staggering 
  and resulted in prolonging the war for several more 
  years against the other kingdoms. 
   
  Currently, the kingdom is in disarray. The 
  reaper plague has claimed the ruling seneschal, leav-
  ing the kingdom leaderless. The legion commanders 
  plot against one another which threatens to throw the 
  kingdom into a new civil war. 
   
  Major Geographical Sites 
  Ice Caverns 
   
  The ice caverns are the major source of 
  minerals for the kingdom. When the Helvada people 
  first arrived, they spent nearly two seasons clearing 
  the caves of their inhabitants. Now, the caverns are 
  continually worked for ore for weapons, armor and 
  equipment for the cities and the legions. 
   
  Winter Star Valley 
   
  The winter star valley is located on the 
  southern edge of the area that leads up to the plateau 
  where the cities of Helvada are located. The valley is 
  an open and flat area, and it is the only path to reach 
  the kingdom. It is ideal for legion combat. It is com-
  mon for the legions to use the valley as a training 
  ground for legion combat tactics. 
  Watch Towers of Arangol 
   
  The watch towers of Arangol were built 
  after the withdrawal from old Helvada. The watch 
  towers form a rough line from the edge of the Ilium 
  Empire at Xan to new Helvada and serve as an early 
  warning system against approaching armies. When 
  an enemy invasion is spotted, each watch tower 
  lights a pyre, forming a chain of fire all the way back 
  to Rilus. 
   
  Rilus (population: 1,806,210) 
  Founded: 2968 ab 
   
  Founded after the Reunification War, the 
  survivors chose the White Horn plateau as the site of 
  their new home. With nearly a million workers, the 
  new capital was built quickly and named Rilus after 
  the commander of the 9th legion. The city sits along 
  the edge of the plateau, overlooking the Red Sea. 
  With a two hundred foot drop to the water below and 
  10 miles of open ground and two cities between the 
  capital and the rest of the world, it is one of the most 
  well-protected cities in the world. 
   
  As the largest city of the three, Rilus houses 
  the ruler of the kingdom as well as the largest collec-
  tion of legions. The city is designed specifically with 
  warefare and sieges in mind, giving the city a practi-
  cal and cold feel to it. 
   
  The people of Rilus are a hungry people 
  who desire nothing more than to march on the Em-
  pire and destroy it to the last skeleton. This single-
  mindedness has created a people and city hell bent 
  on destruction and designed to breed, house, train 
  and field legions of soldiers. 
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  Chapter 6 | Geography Lore 
  Ilium Empire 
  Alias: The Eternal Empire 
  Government: Monarchy (Emperor Ilius) 
  Capital: Ilium 
  Region: Central Falamar 
  Total Central Population: 338,878 people              
  (Human 40%, Tiefling 25%, Dwarf 20%, Cushani 
  8%, Elf/Eladrin 5% Other 2%) 
  Total Empire Population: 65,851,255 people               
   
  Urban Population Centers: 
  1: Ilium  
  (pop: 1) 
  1: Racia  
  (pop: 125,641) 
  2: Lina  
  (pop: 86,964) 
  3: Ethana 
  (pop: 55,119) 
  4: Asunon 
  (pop: 34,905) 
  5: Ebaia  
  (pop: 19,248) 
   
  Description 
   
  The Ilium Empire is the largest nation in all 
  of known lands. Ruled by Ilius the Betrayer, the Em-
  pire controls most of the regions and is allied with 
  Aiyia, Alakar and Lothanewi. Only Helvada and the 
  Dominion directly oppose the Empire, and they are 
  under constant threat of invasion. 
   
  Each region within the Empire is described 
  separately. This entry gives details on the central 
  portion of the Empire centered on the capital, Ilium. 
   
  Life & Society 
   
  Few live within the central region of the 
  Empire by choice. Some are traders and slavers, 
  finding the region filled with refugees of fallen king-
  doms while others have chosen to embrace the rule 
  of the Betrayer and work to advance the Empire. The 
  vast majority in the central region, however, are peo-
  ple and slaves unable to leave due to lack of money 
  and mobility or threat of pain and death. 
   
  The land in this region is mostly stripped 
  bare due to the many wars and battles that have been 
  fought. The soil is unable to yield crops. Minerals 
  and ore are the most common gathered resourced 
  used to supply the vast legions of the Empire and the 
  seemingly never-ending effort of rebuilding de-
  stroyed cities. Due to the lack of critical resources, 
  the central region relies heavily on the outer regions 
  to bring in supplies, although this is a slow process, 
  causing widespread hunger and deprivation. 
   
  Outside of the major cities, few, if any 
  homesteads and farms can be found. Very few peo-
  ple dare to brave the countryside of the Empire for 
  fear of roving bands of undead and the ever-hungry 
  Breath. Instead, the countryside is filled with the  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ruins of fallen nations and outposts housing the vast 
  armies of the Empire. 
   
  Outside of the sparse population are large 
  numbers of soldiers who patrol into the area. The 
  vast empty plains of the area serves as a usable place 
  for the legions to camp and train new soldiers as 
  they come of age. For most troops, being assigned to 
  the center of the Empire is a lackluster assignment 
  filled with fitness tests, training exercises and end-
  less inspections. Most cannot wait to be shipped off 
  to another region of the world. 
   
  Regional History 
   
  The central region of the Empire is deeply 
  entrenched in history. The region first began as the 
  human Cerian Empire, a nation of strong-minded 
  warriors who had traveled south from the Ice Plains 
  of the north. When Ilius betrayed Braun during the 
  Age of Creation and brought about the first Night 
  Reign, he chose his former home as the place for his 
  new empire. The site of the betrayal and sacrifice 
  soon became the capital of the Empire, simply called 
  Ilium. 
   
  The Empire quickly expanded outward 
  through the might of the undead and orc mercenar-
  ies. Within a short time, the Empire controlled most 
  of the known world. For a thousand years Ilius ruled 
  the world from his seat in Ilium. Due to his lust and 
  lavish lifestyle, the Empire eventually came crashing 
  down after the arrival of Ilius’ son, Horan. The Solar 
  Horan and his army marched upon the Empire and 
  slew Ilius, which set in motion a series of events that 
  led to the fall of the largest empire. 
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  Chapter 6 |  Geography Lore 
   
  As the world recovered from its oppressive 
  rule, the central region of the Empire was left to 
  waste away from the wandering undead. The capital 
  fell into ruin, a broken image of its former lavish 
  glory. Two thousand years passed, and the region 
  changed little. Unwilling to clear out the wandering 
  undead left over from the days of the Empire, the 
  region remained uninhabited with the exception of 
  the occasional adventuring company. 
   
  The people wanted to forget what the Em-
  pire stood for and turned a blind eye to everything 
  that was a part of it. By doing so, the people of the 
  world did not notice the changes that would come to 
  the region. 
   
  The change came from the Lich Lord Razel 
  who managed to amass a sizeable army of undead 
  that he wrestled away from Ilium. With his nearly 
  unmatched abilities in arcane magic, Razel stormed 
  through the area of the former Cerian Empire and 
  carved out a small kingdom of his own. He was frus-
  trated, however, by his inability to penetrate the bor-
  ders of the Helvada Kingdom. 
   
  In the Fifth Age, Ilius was awakened and 
  returned to his home and former empire. He em-
  braced the undead who had been left there, waiting 
  for their master to return. He took his faithful undead 
  and began his march to rebuild his Empire with the 
  Reunification War. 
   
  Now, with the war won and his rule solidi-
  fied, Ilius rules once more but not as the lavish 
  young man he once was. He rules alone from a city 
  and castle on the beach where it all began. 
   
  Major Geographical Sites 
  Beach of Bloody Sands 
   
  This beach, located along the Red Sea near 
  the capital is the site where Ilius betrayed Braun and 
  began the first Night Reign. The sand of the beach 
  has a constant and  permanent red hue to it, which 
  myth states is the blood of the Eladrin child who was 
  killed. Rumors that Ilius can be found upon the 
  beach alone at night are common. 
   
  Bone Towers 
   
  These massive towers are comprised of 
  bone from the fallen enemies of the empire. Created 
  by Razel, these towers are semi-intelligent, having a 
  rudimentary ability to follow orders and directions. 
  These undead towers move slowly across the land, 
  drawing in the life of plants and animals around 
  them to fuel their never-ending hunger. The bone 
  towers each carry up to a company of troops and are 
  commanded by the top echelon of the Heaven 
  Knights.  Each bone tower is named after a Shan’ree 
  of the 3rd Age. 
   
  Kadarack Plains 
   
  The plains are located on the northern and 
  western edges of the region along the borders of the 
  old Helvada kingdom. The plains are well known as 
  the site of three famous wars; the Solar War, the 
  Crusader War and the Reunification War. The plains 
  are, in essence, one large graveyard, filled with the 
  bodies of the ten million or more who died there. 
  The plains now are thick with the Breath and undead 
  constantly wander the area. 
   
  Ilium (population: 1) 
  Founded: 1 ab 
   
  The capital of the Ilium Empire is a holy 
  place in the eyes of the Church of the Moon. Only 
  Ilius resides within the capital, surrounded by le-
  gions of undead soldiers. No living creature is al-
  lowed within the capital, and those creatures who 
  have tried to enter have been killed and given to the 
  Breath to be reborn as one of the undead. These 
  newly created undead are made a part of the legions 
  around the capital, now tasked with protecting it 
  against the other unfortunate creatures who attempt 
  to enter the city. 
   
  The city itself is a sprawling collection of 
  gothic-style buildings all centered around Rosenburg 
  Castle where the city’s lone occupant resides. The 
  castle itself stands an impressive 10 stories tall with 
  a lone tower that adds another 10 stories. 
   
  Within and outside the city, the weather is 
  always cloudy, dark and foreboding. The Breath is 
  always on the streets and plains around the city, a 
  constant hunter of living creatures. 
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  Chapter 6 | Geography Lore 
  Region of Iso’Latarin  
  Alias: The Fallen 
  Government: None 
  Capital: None 
  Region: Western Falamar 
  Total Population: Scattered 
   
  Description 
   
  The nation of Iso’Latarin was founded by 
  Morisa, wife of Latarin in accordance with his wish 
  for a place for all within Falamar to come and learn 
  the ways of using magic. Beginning with a single 
  college on Raven’s Isle, the idea quickly spread and 
  several more colleges were constructed to meet the 
  demand. The nation is now all but empty. The Lich 
  Lord Razel corrupted the arcane energies of the magi 
  of Iso’Latarin during the Reunification War, result-
  ing in all of the people disappearing into the un-
  known. The cities of this vast arcane nation are all 
  that remain of the people who once inhabited the 
  area. 
   
  Regional History 
   
  The region was sparsely populated up 
  through the Age of Heroes, made up mostly of fish-
  erman, merchants, farmers and pirates. Other, more 
  dangerous creatures were also common throughout 
  the area, especially orcs who favored the scimitar 
  plains. During the first Night Reign, the orcs banded 
  together, forming the Slayer Legions who joined the 
  cause of Ilius. These powerful legions of orcs 
  marched through the southern parts of Falamar, 
  wrecking havoc and leaving destruction in their 
  wake. 
   
  During the Third Age, Felor the Just swept 
  through the area, driving the Slayer army back to the 
  far reaches of the scimitar plains. 
   
  At the end of the Crusader War, the arch-
  mage Latarin moved out of the spotlight as one of 
  the last surviving heroes to focus on building a col-
  lege of arcane studies so that he could pass on his 
  knowledge of magic. Though he died before he 
  could see his dream become reality, the movement 
  carried on, evolving into the Confederation of 
  Iso’Latarin. 
   
  The cities of Iso’Latarin began as learning 
  centers, places where one could get simple instruc-
  tion in the ways of magic. As they grew, more and 
  more people settled around them, allowing them to 
  grow and expand. During the early years, nearly all 
  of the populace were former students from the col-
  leges, who decided to stay in the area to give back to 
  the community that had given them an education. 
   
  With such a strong focus on working and 
  giving to the community and college, the cities that 
  formed around the college became completely fo-
  cused on education, using it as a measure of one’s 
  success and status within the society. 
   
  Throughout the years, Iso’Latarin remained 
  neutral in the affairs of the world, preferring to focus 
  on education and trade. Occasionally, the orcs of the 
  scimitar plains would invade the republic, or pirates 
  would create trouble on the waters of the Sea of 
  Shadows. These events were sporadic throughout the 
  years, however, allowing the republic to develop 
  into an almost utopian society. 
   
  The nation’s lack of involvement led to the 
  country’s downfall when the Reunification War 
  broke out after the rise of Ilius. Caught by surprise, 
  the nation quickly fell under the onslaught of Lord    
  Excalon and his Nullmandor necromancers. In an 
  effort to save their lives, the head schoolmasters of 
  the republic combined their magic in a ritual to wisk 
  the people of Iso’Latarin away from certain death. 
   
  The ritual was only a partial success. Exca-
  lon managed to interfere with the ritual, corrupting it 
  with his own magic so that instead of being gated to 
  Avengard, the people of Iso’Latarin were sent to a 
  demiplane of nightmares and darkness. 
   
  With nothing left in the region but empty 
  cities, Excalon left with his necromancers, leaving 
  the world to take over the region. 
   
  The region is now home to a vast array of 
  creatures, some of which are magical experiments 
  set loose upon the land. The cities stand vacant and 
  untouched, thieves and pirates unwilling to venture 
  past the creatures in the area. 
   
  In recent years, the orc population of the 
  region has swelled without the mages of Iso’Latarin 
  to keep them at bay. Led by the Blood Arrow tribe, 
  the orcs have attempted to try and rebuild the Slayer 
  legion, believing it their birthright to command such 
  an army and to rule with it. The orcs have chosen the 
  city of Hemi as their home, renaming it Thrak’nor. 
   
  Major Geographical Sites 
   
  The region can be broken down into five 
  distinct areas, each home to its own creatures and 
  dangers. 
   
  Cloaker Woods 
   
  The cloaker woods are located in the north-
  east portion of the region, encompassing the north 
  half of the forest and separated by the Griffon River. 
  The woods are the most populated areas in the re-
  gion, filled with small and weaker creatures that 
  have been pushed away by other stronger creatures.  
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  Chapter 6 |  Geography Lore 
  Dominating the forested area are the evil and cruel 
  cloakers. The cities left behind in the forest are typi-
  cally inhabited by goblins and kobolds who are con-
  stantly at war with one another. 
   
  Raven’s Isle 
   
  This isle within the Sea of Shadows is a 
  pirate’s haven. With naturally deep waters and aban-
  doned cities, several pirate groups use the island as a 
  base of operations. Most prominent of the pirates is a 
  cushani named Vexzor, the self-proclaimed pirate 
  king. Vexzor uses the city Iso’Airlatarin as his base 
  of operations and seat of power over the other local 
  pirate groups. 
   
  The city of Ravenspire however, remains 
  uninhabited due to belief that it is haunted. Local 
  pirates say that the city is haunted by the spirit of 
  Latarin who is angry that his people are gone. Others 
  believe that it is some leftover magical defense that 
  no one has yet been able to defeat. 
   
  Scimitar Plains 
   
  These plains are located on the western side 
  of the region, bordering the forest. Named after the 
  blades used by the native orcs, the lands are ruled by 
  the Blood Arrow orc tribe from their seat of power 
  in the city of Thrak’nor, which was formerly known 
  as Hemi. 
   
  In addition to the orcs, the plains are home 
  to a variety of bizarre creatures and aberrations that 
  are the result of magical experiments by the former 
  mages of the region.  
   
   
   
  Sea of Shadows 
   
  The Sea of Shadows is one of the major 
  oceans of the world and is known for its violent 
  storms, unusually large sea creatures and a large 
  kingdom of sahuagin who continually raid the shores 
  of the Gulf of Turmoil. 
   
  The sea is littered throughout with small 
  islands, although most can be found along the north-
  ern edge. Control of these islands is continually con-
  tested by pirates and the sahuagin. 
   
  Pirates are well-known in the area, making 
  trade routes through the Sea of Shadows dangerous. 
  Most ships are equipped for combat and usually 
  carry at least one mage. 
   
  Wyrmwood 
   
  Wyrmwood is the other half of the forest 
  south of the Griffon River. This area of the forest 
  has gone through a dramatic change since the depar-
  ture of the mages with several green dragons now 
  calling the forest home. Their presence has pushed 
  away a lot of other creatures, especially those unable 
  to compete with a dragon for food and territory. 
   
  In addition to the green dragons, several 
  tribes of lizardmen, kobolds and dragonborn also 
  inhabit the area, working with the dragons to further 
  control their region of the forest. This alliance of 
  creatures has put them atop of the power structure in 
  the region, rivaled only by the Blood Arrow orcs 
  who constantly wage war against the alliance of 
  dragonkind. 
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  Chapter 6 | Geography Lore 
  Karsari Federation 
  Alias: Ondia, Palmos, Lands of Trade 
  Government: Council of Merchant Kings 
  Capital: Eoska 
  Region: Western Falamar 
  Total Population: 6,448,291 people (Human 50%, 
  Cushani 25%, Dragonborn 10%, Halflings 5%, Elf/
  Eladrin 4%, Dwarf 3%, Tiefling 2%, Other 1%) 
   
  Urban Population Centers: 
  1: Eoska 
   
  (pop: 686,447) 
  2: Minsk 
   
  (pop: 569,807) 
  3: Kya  
   
  (pop: 456,392) 
  4: Halnut 
   
  (pop: 399,113) 
  5: Drev  
   
  (pop: 254,762) 
  6: Briar  
   
  (pop: 192,705) 
   
  Description 
   
  The Karsari Federation is a collection of 
  city states that control the northern shores of the Sea 
  of Shadows. They maintain their sovereignty by 
  remaining neutral in foreign affairs and leveraging 
  supply to keep and grow their power. They are a 
  nation of traders where coin rules everything. 
   
  Life & Society 
   
  “To truly live is to be wealthy” say the peo-
  ple of Karsari. Anything can be bought, and any-
  thing can be sold. Within the society of Karsari, the 
  measure of one’s worth is measured by the sum of 
  one’s wealth. Wealth comes in many forms, such as 
  coin, but also land, art, and slaves. Even loyalty can 
  be bought and sold, and bribery is common and even 
  expected throughout the Federation. 
   
  The people of Karsari are extremely judg-
  mental of others and themselves. Race, homeland 
  and even gender can sway the price of goods and 
  services between the different merchants. 
   
  Though the land has an abundance of inde-
  pendent merchants, trade is ruled by the powerful 
  trade companies that are chartered with the Federa-
  tion. Sanctioned to conduct business with little over-
  sight, the trade companies of Karsari are ruthless in 
  their pursuit of wealth and are run by some of the 
  most powerful merchant lords in the world. Even 
  entire families are owned by the trade companies, 
  tasked with providing goods for little pay. 
   
  Though oppressed, the common folk of 
  Karsari realize that their condition is a vast improve-
  ment over those forced to live within the lands con-
  trolled by the Ilium Empire and its allies. They may 
  be in poverty but they are still, in essence, free. 
   
  Working to keep the Federation running is  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  a Council of Merchant Kings. Six kings, one from 
  each city-state within the Federation, sit on the coun-
  cil which meets once every two years. The council 
  decides policy and regulations for the Federation and 
  oversees major trade disputes between trade compa-
  nies. Bribery and blackmail are common tools  for 
  the merchant kings when attempting to pass regula-
  tions that favor their city-state and trade companies 
  loyal to them. 
   
  Regional History 
   
  The region was first settled during the Age 
  of Night by refugees from the Unification War who 
  sought an escape from oppression. The lands of the 
  west were largely uninhabited, and the Sea of Shad-
  ows provided to be an excellent source of food. Its 
  natural deep waters made naval trade easy to con-
  duct. Life was simple and livable until the arrival of 
  the Nullmandor. 
   
  Driven out from the lands of the east, the 
  Nullmandor wandered the world aimlessly. It was 
  within the lands of the west that they began to 
  gather, far from the eyes of the Eladrin. With their 
  arcane powers, they quickly exercised power over 
  the simple people. They used them for their dark 
  rituals and experiments in an attempt to recover their 
  lost necromantic powers. Though the Nullmandor 
  never united into a nation, they made the region a 
  bleak place of people born and breed to serve the. 
   
  Long after the beginning of the Age of He-
  roes a hero of the people finally emerged, a man by 
  the name of Felor. The brother of Pelus, Felor trav-
  eled to the region to escape the glorious shadow of 
  his brother. 
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  Chapter 6 |  Geography Lore 
   
  What he found disgusted him, and he 
  sought to unseat the Nullmandor from power. With 
  help from his company of friends, he slowly de-
  feated the groups of Nullmandor, driving them far 
  into the Firemane Forest. He then rallied the people 
  and formed the nation of Ondia. 
   
  Unlike his brother, Felor was born of two 
  humans and passed away of old age at the height of 
  Ondia’s peaceful existence. For hundreds of years 
  the Ondians were left alone to live out their lives. 
   
  During the Age of Shadows, Ondia would 
  once again be threatened by the Nullmandor who 
  now had a powerful ally, the ancient black dragon 
  Xerchos and his legions of saughin allies. Unable to 
  hold back the advancing forces, Ondia was con-
  quered and reformed as the Kingdom of Palmos un-
  der the rule of Xerchos. 
   
  Oppressed once more, the people turned to 
  a new hero to free them from oppression, a wizard 
  named Karsi. Trained in Iso’Latarin, Karsi traveled 
  to Palmos with an army of mages with the intent of 
  defeating Xerchos. With help from the Cushani Do-
  minion to the north, Karsi was able to assault the 
  capital of Palmos and defeat the black dragon. Xer-
  chos fled the region in defeat, but not before crip-
  pling Karsi. 
   
  Left blinded and crippled, Karsi stayed in 
  Palmos to help rebuild the region. With the help of 
  his wizards, he founded the Arcane Order of Magi-
  cal Arts so that the people would always have some-
  one to protect them from future enemies. 
   
  Just before Karsi’s passing, the people fi-
  nally united under a new banner, the Karsari Federa-
  tion in honor of the hero who helped free them. 
  Since its formation, the Karsarians have focused on 
  remaining neutral in foreign affairs in hopes of 
  maintaining their way of life. 
   
  Major Geographical Sites 
  Pirate’s Coast 
   
  The shores of the Sea of Shadows is known 
  as the Pirate’s Coast due to the numerous pirates that 
  plague the area. With the vast amount of trade that 
  crosses the sea, piracy is highly profitable, to the 
  point that it has become a business of its own with 
  pirates being hired by trade companies to suppress 
  competition. 
   
  Dragon’s Cove 
   
  Located on the western edge of the Pirate’s 
  Coast, Dragon’s Cove its thought to be the lair of the 
  ancient black dragon Xerchos. The region is heavily 
  guarded by saughin clans loyal to the dragon, how-
  ever, making any confirmation of the lair difficult at 
  best.  
   
  Firemane Forest 
   
  Forming the northern border of Karsari is 
  the Firemane Forest. Wild and untamed, the forest is 
  home to many dangerous creatures. Named after a 
  Cushani pride that called the forest home during the 
  Age of Heroes, it is now haunted by the spirits of the 
  dead Cushani who mysterious disappeared.   
   
  Eoska, Capital (pop. 686,447) 
  Founded: 1991 ab 
   
  The jewel of the west, Eoska is the current 
  capital of the Karsari Federation and the meeting 
  place for the Council of Merchant Kings. Located on 
  a peninsula, Eoska is surrounded on three sides by 
  docks and harbors, which allows a vast amount of 
  naval trade to be conducted through the city. 
   
  The city is ruled by King Jaris Fernach who 
  also runs the West Shadow Trade Company. Be-
  tween managing the city and the trade company, 
  King Fernach is widely considered to be the wealthi-
  est man in the Federation. He rules his city-state like 
  he does his trade company, ruthlessly and effi-
  ciently. 
   
  Eoska is also home to one of the Arcane 
  Order colleges. As the School of Water, the college 
  focuses primarily on magic influenced by water. 
  Wizards from the School of Water are always in 
  high demand by trade companies for their knowl-
  edge and power to help sailing the Sea of Shadows. 
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  Chapter 6 | Geography Lore 
  Republic of Lothanewi 
  Alias: The Great Forest 
  Government: Council of Three 
  Capital: Fall’hi’lithai 
  Region: Eastern Falamar 
  Total Population: 11,223,473 people                 
  (Elf/Eladrin 82%, Tiefling 5%, Cushani 4%, Human 
  4%, Dwarf 3% Other 2%) 
   
  Urban Population Centers: 
  1: Fall’hi’lithai  
  (pop: 392,205) 
  2: Loth’aranthilmis 
  (pop: 241,062) 
  3: Loth’hi’zilna  
  (pop: 187,611) 
  4: Fall’hi’willithar 
  (pop: 152,698) 
  5: Fall’is’millisnor 
  (pop: 144,762) 
  6: Fall’is’kithra  
  (pop: 136,413) 
  7: Sil’hi’lamanus 
  (pop: 127,554) 
   
  Description 
   
  The Great Forest is the cradle of life for the 
  world and is currently the home of both the sun and 
  shadow elves. The Great Forest is home to many 
  creatures in addition to the elves and eladrin. The 
  wilderness has been left to allow nature to run its 
  course as is tradition among the elves. 
   
  With this light approach, the wilderness of 
  the Great Forest has evolved into a full and vibrant 
  place with a variety of dangerous creatures. The life 
  of the area is in stark contrast to much of the world 
  because of the Tree of Life at the center of the forest. 
  The tree acts as a direct connection to Avengard, 
  allowing that realm’s vibrant energy to keep the 
  Great Forest from succumbing to the constant dark-
  ness. 
   
  Life & Society 
   
  With both of their founders gone, the elves 
  began to evolve into the society that they have today. 
  The first step taken was to form a Council to guide 
  the actions of the society as a whole. This is the  
  Council of Three. The Council serves as the govern-
  ment of the Elven people. The Council, to ensure 
  proper representation, is made up of three chosen 
  representatives from each established Caste of soci-
  ety. The Castes were designed to govern each aspect 
  of Elven way of life and fall into three broad groups: 
  the Worker Caste, the Guardian Caste and the Ma-
  gus Caste. The Council of Three meets at 
  Fall'hi'lithai once every 3 years or during times of 
  crisis. Any caste can request a meeting of the Coun-
  cil, although two of the three representatives of that 
  caste must approve of the action before the request 
  for meeting is sent out. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Worker Caste can be broken down 
  further into Crafters and Workers. The Crafters ful-
  fill the role of artistic expression and the Workers 
  fulfill the role of creation from farming to clothing 
  to buildings. This caste is by far the largest of the 
  three Castes and is one of the most respected since 
  everything that allows a society to function is cre-
  ated by this Caste. The Council Members from the 
  Worker Caste are chosen based on professional tal-
  ent, relations within the Caste and political ability. 
   
  The Guardian Caste’s purpose in society is 
  protection. Guardians are trained from early in life in 
  a variety of martial abilities and to follow a very 
  rigid command structure. The Council Members 
  from the Guardian Caste are chosen based on mili-
  tary performance and are usually at or near retire-
  ment from active duty. 
   
  The Magus Caste is the smallest of the 
  three castes within the Elven Nation. Their purpose 
  is the spiritual well-being of the Elven people, devel-
  oping and maintaining life magic, maintaining the 
  history of the elves and establishing goals for the 
  future. Many of the Magus Caste are born into it and 
  are raised completely within the Magus Community. 
  This helps build a strong relationship with the reli-
  gious and magic practices and understanding of the 
  workings of the Sun and the Moon. 
   
  Regional History 
   
  The history of Lothanewi begins with the 
  creation of the world itself. When the world was 
  born, all was within the Great Forest. When the 
  eladrin were created, the land was theirs to care for. 
  As the other races were born and grew, new lands 
  were formed from the mountains to the plains. 
  Though the forest grew smaller in size, its impor-
  tance remained. 
  187 
  
  Chapter 6 |  Geography Lore 
   
  When Ilius rose to power during the first 
  Night Reign, the Great Forest became a beacon of 
  hope for the other races and nations. The Empire and 
  the eladrin continually battled against one another; 
  however, the Empire did not gain much ground in 
  the untamed forest. 
   
  When Horan enlisted the help of the eladrin 
  in forming his Army of Light, they gifted him with 
  their bloodcrest archers and promised to protect the 
  innocent while he waged war. 
   
  Change would finally come to the republic 
  after the end of the first Night Reign. During the 
  final Council of Twilight meeting between the pro-
  genitors of the divine races, Loth and Syladrin were 
  killed by Ikar the dwarf. Their deaths resulted in the 
  eladrin forever losing their connection to Avengard. 
  Only those who were in Avengard at the time of 
  their deaths were spared this fate. 
   
  With this change, the elves lost their ability 
  to control and feel the Great Forest, resulting in the 
  forest becoming untamed and wild. In addition, the 
  elves and shadow elves constantly fought over the 
  right to rule the ancestral homeland for thousands of 
  years. 
   
  After the Reunification War, the shadow 
  elves gained control over the forest and the republic, 
  now named Lothanewi after their progenitor. The 
  shadow elves still attempt to look after and help the 
  forest though, without the help of the sun elves and 
  the eladrin, they are fighting a losing battle. 
   
  Major Geographical Sites 
  Tree of Life 
   
  The source of power and the center of the 
  created world, the Tree of Life is a sacred holy place 
  in the eyes of the elves and eladrin who protect it at 
  all costs from outsiders. The Council of Three is 
  known to hold meetings at the tree during times of 
  great importance. It is also common for elves and 
  eladrin seeking guidance in life and religious inspi-
  ration to make a pilgrimage to the Tree of Life. 
   
  The Towers of the Sun and Moon 
   
  Before the birth of the other races, the 
  eladrin worshiped the gods in their own way, and the 
  towers they constructed were their places of worship 
  and knowledge. After the rise of the dwarves, the 
  eladrin used the towers as places of knowledge and 
  training in the ways of magic. Currently, only half of 
  the 50 towers remain standing and are mostly con-
  trolled by the shadow elves. 
   
  Faragon’s Rift 
   
  Located on the northern edge of the repub-
  lic is a canyon that stretches nearly a hundred miles 
  long and is five miles wide at its widest. The elves 
  believe that the rift was created by the Wyrm of 
  Winter when it sought to imprison the Mother in the 
  earth. Currently, the rift is inhabited by a variety of 
  chromatic dragons who consider the area a holy site, 
  believing that the wyrmlings born there will have 
  divine blessings. 
   
  Fall’hi’lithai, Capital (pop. 192,205) 
  Founded: 2350 bi 
   
  This city is the oldest standing city in the 
  world, easily predating Ilius and the first Night 
  Reign. The grand city stretches several miles across 
  and is integrated into the forest  as much as possible. 
  The buildings are a mix of stone and wood and have 
  an organic look to them as if they were grown rather 
  than built. The city has an overall calming effect, 
  leaving one at peace with oneself. 
   
  Most prominent within the city are the two 
  original Towers of the Sun and the Moon. Standing 
  at opposite ends of the city, each spire stands 
  roughly 100 feet tall. They are easily the most visi-
  ble structures within the city. The two towers are 
  closely guarded by the shadow elves who allow only 
  a select few to enter the sacred buildings. 
    
  The city is inhabited mostly by shadow 
  elves, though some sun elves can also be found, 
  working tirelessly to reunite the two sides. These sun 
  elves are tolerated only due to their blood relation to 
  the shadow elves and are generally ignored or kept 
  huddled together in certain portions of the city. 
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  Chapter 6 | Geography Lore 
  Region of Ro 
  Alias: The Kingdom of the Sun 
  Government: Monarchy (Queen Yaneria) 
  Capital: Ro-jah 
  Region: Western Falamar 
  Total Population: 20,215,672 people              
  (Human 60%, Cushani 20%, Dwarf 10%, Eladrin/
  Elf 6%, Tiefling 3% Other 1%) 
   
  Urban Population Centers: 
  1: Ro-jah 
  (pop: 858,540) 
  2: Hols  
  (pop: 652,124) 
  3: Mai  
  (pop: 443,043) 
  4: Nova  
  (pop: 298,204) 
  5: Zeal  
  (pop: 120,029) 
   
  Description 
   
  The region of Ro was originally founded by 
  Pelus during the Age of Heroes and was the sister 
  nation to the Ondian Federation along the Sea of 
  Shadows founded by his brother Felor. Pelus 
  founded the kingdom on the virtues of honor, cour-
  age and valor. His paladin-like ways paved the way 
  for a strong-knit community and eventually an ex-
  tremely powerful military. It was not until his death 
  in 1993 ab at the hands of his own daughter that the 
  kingdom begin to spiral out of control. 
   
  With the kingdom’s fall to Aiyia during the 
  Reunification War, it became an area rife with rebel-
  lion and conflict. Though ruled by Cauldor Threr, a 
  traitor noble house under Aiyian control, the people 
  work in hope that their lost prince will one day re-
  turn home to take his rightful place on the throne and 
  free them from the oppressive rule of the Night 
  Reign. 
   
  Life & Society 
   
  It is said that there are two types of people 
  within Ro, the Lions and the Dragons. These two 
  party lines show the division of loyalty and view-
  points for a conquered nation. Generally the people 
  of Ro love their country and what it used to stand 
  for. They are willing to fight to remove Aiyia from 
  power; however, they lack the leadership to organ-
  ize. 
   
  The Lions are those people who still hold 
  onto the traditional views of Pelus. They strive to 
  protect their way of life as it was before his death. 
  They believe that only the eldest of Pelus’ descen-
  dants should sit on the throne and only if he bears 
  the hereditary birthmark of Pelus which looks like a 
  dragon eye upon the left breast. These people are 
  commonly found among the rebels fighting against  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the Empire. 
   
  The Dragons are those people who believe  
  that a new direction is necessary in order for the 
  kingdom to survive. They believe that because the 
  bloodline of Pelus is so convoluted with impure off-
  spring and missing children that a new, fresh blood-
  line should take the throne. These people are divided 
  themselves, with some wishing to remove the Em-
  pire from their lands so they can reestablish the 
  kingdom on their own terms, while others generally 
  support the rule of Empire as the change they were 
  looking for. 
   
  Regional History 
   
  Pelus was born in the region known as the 
  Siren’s Lake, the offspring of the Wyrm of Spring 
  and Geladrine Ro. After freeing the region to escape 
  the control of the Shan’ree, Pelus united the sur-
  rounding towns and cities under his banner of the 
  Lion in 1845 ab. Pelus would then rule the newly 
  formed kingdom from the largest city at the time, 
  renamed Ro-jah. Under his reign of nearly 150 
  years, the Kingdom soared to new heights of power. 
  Only the ancient Ilium Empire equaled Ro’s eco-
  nomic and military strength. The curse of such a 
  long-lived king, however, was that he outlived his 
  own children and even his own grandchildren. 
   
  At the time of his death in 1993 ab, there 
  was no direct heir to the throne. Because of this, the 
  descendants of the children of Pelus quickly de-
  scended to infighting and eventually all out war. The 
  War of Princes lasted for nearly 50 years until Calo-
  dor Ro finally took the throne. 
   
  The Ro family would not be able to hold 
  onto the throne for long, however, as a score of other 
  noble families escalated the deadly political game of 
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  Chapter 6 |  Geography Lore 
  Contending for the throne by resorting to assassina-
  tion, and during the first civil war in 2218 ab, they 
  totally annihilated an entire noble family. By the end 
  of the second civil war in 2376 ab, eleven of the 
  noble family houses had been completely destroyed. 
   
  In addition to the civil wars that ravaged the 
  kingdom, word finally reached the kingdom that the 
  Vampire Queen Yaneria was the daughter of Pelus. 
  Outrage quickly spread throughout the land which 
  launched the Lion’s Revenge. Over 400 years of war 
  between the two kingdoms would follow, leaving 
  hundreds of thousands dead and the royal families of 
  Ro in shambles. 
   
  By the beginning of the Fifth Age, only 
  seven of the great royal houses remained. Each 
  house was old and powerful; however, the available 
  heirs to the throne were lacking in each house due to 
  the constant political backstabbing and assassina-
  tions. The last heir to the throne was Hazard Ro II 
  who disappeared during the Reunification War. 
   
  Major Geographical Sites 
  Valley of the Kings 
   
  The Valley of the Kings is located near the 
  city of Zeal in a natural canyon that stretches for 
  nearly 30 miles. Pelus the Peacekeeper picked this as 
  the location where all of his bloodline should be 
  buried upon their deaths. Construction on the tombs 
  began in 1830 ab and was completed began in 1890 
  ab. Defensive measures were also put in place dur-
  ing the construction to help prevent the dead from 
  being removed or raised from the dead. Since the 
  return of the Night Reign, the Valley of Kings has 
  been overrun with the undead.  
   
  Fountains of Pelguard 
   
  The Fountains of Pelguard were built and 
  completed in the home town of Pelus Ro at Hols. 
  Calodor Ro commissioned the fountains to honor the 
  founder of the kingdom and his achievements. The 
  fountains of Pelguard depict Pelus locked in combat 
  with the two Shan’ree who had reigned over the area 
  during his youth. Made of white marble, they show 
  Pelus in his ceremonial armor with sword in combat 
  with the Shades Tarsor and Vorrcha. This fountain is 
  one of the oldest historical landmarks in the King-
  dom.  
   
  Geladrine’s Spring 
   
  Geladrine’s Spring is the site of Geladrine’s 
  murder at the hands of Tarsor and Vorrcha and the 
  later poisoning of the Wyrm of Spring. According to 
  myth, Geladrine’s blood mixed with the water of the 
  spring to give it magical properties. Today, many 
  believe that the spring can heal the sick and hold off 
  old age. Though neither of these miracles has been 
  proven, it is known that none of the undead who 
  have been bathed in the waters of Geladrine’s 
  Spring, have risen.  
   
  Ro-jah, Former Capital (pop. 558,540) 
  Founded: 1652 ab 
   
  The city of Ro-jah is the capital of the 
  Kingdom of Ro. The river city was originally named 
  Jahr after its half-elven founder in 1652 ab.  Pelus 
  Ro selected the city as the capital of his new king-
  dom due to its somewhat removed location from the 
  troubles with the Shan’ree. The city exploded in 
  population and trade due to the extreme popularity 
  of King Pelus. Due to the extended life span of the 
  King, many noble houses were created in and around 
  the capital, which created a vast array of castles and 
  mansions along the countryside.  
   
  Today, the city is a used and worn out ver-
  sion of its former self due to almost constant fighting 
  among the noble houses. Most of the city was con-
  structed of white limestone or marble that gave it a 
  very pure and peaceful appearance. After centuries 
  of conflict, the city has since became darker, the 
  pure white becoming a pale dull color. The city itself 
  is divided in two districts, separated by the river. 
  The northern side of the city is labeled the Lion’s 
  District and is the residential sector, which includes 
  the royal palace and the noble houses. The second 
  district is called the Dragon’s District and is the mer-
  chant and military sector. 
   
  Even though the constant wars that have 
  plagued the land typically start and end in Ro-jah, 
  the city has stood the test of time and tragedy to be-
  come a symbol of strength and power for the people 
  of Ro. 
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  Chapter 6 | Geography Lore 
  Region of Sadire 
  Alias: Demonfall 
  Government: Independent warlords 
  Capital: Independent city-states 
  Region: Eastern Falamar 
  Total Population: 8,967,004 people              
  (Tiefling 75%, Elf/Eladrin 10%, Human 8%,    
  Dwarf 3%, Cushani 3%, Other 2%) 
   
  Urban Population Centers: 
  1: Rylok  
  (pop: 359,105) 
  2: Dak  
  (pop: 289,244) 
  3: Ishru  
  (pop: 133,102) 
  4: Regar 
  (pop: 96,314) 
  5: Masshiro 
  (pop: 58,627) 
   
  Description 
   
  The union of Sadire is a collection of city 
  states that are at odds with one another and everyone 
  around them. Once a part of the Alliance of Kings, 
  Sadire has fallen from grace once more after their  
  ancestral pact came back to haunt them. 
   
  The region is rich in land and resources, 
  with Lake Yoshiro at its center, the Astral Moun-
  tains to the west and the Sea of Twilight to the east. 
  Though rich resources help ensure the region can 
  survive, the bickering of the warlords has hampered 
  the city state’s ability to act cohesively. 
   
  Life & Society 
   
  The people of Sadire are a torn but proud 
  people. Of those that joined Ilius during the first 
  Night Reign, the tieflings became the scapegoats for 
  all that was wrong with the Empire. The tieflings of 
  Sadire constantly strive to outlive their demon heri-
  tage and their dark history through good deeds and 
  just actions. 
   
  After the last demon war that tore their 
  kingdom apart, the people were divided in their di-
  rection for the future. There were those who wished 
  to become isolated, noting that even with all the 
  good deeds that they had done, the demons still 
  came and destroyed. They maintained that the time 
  had not yet come to fight Ilius since their souls and 
  hearts were not ready for such a burden.  
   
  Others, however, felt that no road is with-
  out its bumps, and the fact that they had beaten the 
  demons showed they were on the right path to salva-
  tion. 
   
  With each city independent of the others, 
  each developed its own styles and customs, though 
  there is some carry-over between all the cities of 
  Sadire. Each of the cities is ruled by a warlord who  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  served during the second demon war. These war-
  lords carved up what was left of their kingdom for 
  themselves. 
   
  Each city is designed in a similar way, with 
  a motif of flames design and steep roofs with stone 
  guardians depicting gargoyles, imps and other de-
  monic watchers. 
   
  Regional History 
   
  The region was sparsely populated before 
  the fall of the Night Reign. Originally populated by 
  plantations and nomadic barbarians, the area under-
  went drastic change with the arrival of the tieflings. 
  Taking the lands around Lake Yoshio as their own, 
  the tieflings established several cities over the next 
  several hundred years, quietly secluding themselves 
  from the rest of the world so as to preserve their race 
  and way of life. 
   
  After the formation of their empire in 1290 
  ab, the tieflings of Sadire worked to put their past 
  deeds behind them, teaching their children how to 
  control the demon within them. This secluded way 
  of life was tested throughout the years by the nations 
  around them who still remembered the way they 
  were treated by the tieflings. Yet the empire endured 
  these trials and hardened their resolve. 
   
  In 2190 ab, Sadire was invaded by their 
  neighbor, the Fao Empire in the War of Roses. This 
  war began as a result of Fao’s desire to expand and 
  gain complete control of the resource-rich Lake Yo-
  shiro. Unable to overcome the strange martial artist 
  fighting style and Shan’ree powered magic,  
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  Chapter 6 |  Geography Lore 
  Sadire fell to the Fao Empire in 2270 ab. The tief-
  lings were then forced to endure the Impure Massa-
  cre, but they held on until eventually the Fao Empire 
  crumbled at the hands of the kingdoms of Solis, Ro 
  and Helvada. 
   
  Though they were freed from the sadistic 
  rule of the Fao, they found themselves at the mercy 
  of the kingdoms that still held a grudge against their 
  ancestors. Sadire was, as a result, considered part of 
  Fao and put under a joint  occupation by the three 
  kingdoms. 
   
  The tieflings eventually rebelled through 
  diplomatic means, and by showing their changed 
  nature, they gained their freedom in 2420 ab. This 
  peaceful nature was short-lived, however, as the 
  newly-freed nation descended into civil war over 
  who would run the kingdom. The wars finally ended 
  in 2675 with the formation of the Sadire Utopia 
  Confederacy. This pacifist leadership led to disaster 
  less than a 100 years later as demons invaded the 
  confederacy, looking to fulfill the pact that was 
  made with their ancestors. This led to the first de-
  mon war in which the tieflings pushed the demons 
  back. 
   
  Knowing they needed help, the pacifist 
  leaders were dethroned and the warlords of the first 
  demon war seized control, reaching out to the na-
  tions of Solis, Ro and Helvada. The Alliance of 
  Kings was formed, and the second demon war was 
  ignited. The demons did not have sufficient time to 
  regroup after the first war and were driven deeper 
  into the Demonfall where they currently remain. 
   
  After the Reunification War, Sadire found 
  itself as a nation hanging on by a thread. After losing 
  to Lothanewi during the war, Sadire was forced into 
  a treaty that bars the region from forming a kingdom 
  and military. 
   
  Major Geographical Sites 
  Lake Yoshiro 
   
  Lake Yoshiro is a large inland lake formed 
  from rivers and creeks that flow down from the As-
  tral Mountains. The freshwater lake is rich in fish 
  and other aquatic animals; however, it has since be-
  come corrupted with dangerous creatures that attack 
  merchant ships, and dragons have begun to fiercely 
  protect their newly claimed territory. 
   
  Demonfall 
   
  The demonfall is located on the eastern side 
  of the region. It is an incredibly deep crater with 
  hundreds of caverns that lead deep underground. The 
  crater was created during the first demon war of 
  Sadire when the demons were pushed out of the for-
  mer Empire. They later emerged during the second 
  demon war, but were once again pushed back into 
  the crater. The crater now is under the control of the 
  defeated demons who have worked to rebuild their 
  numbers and equipment in order to topple Sadire 
  once and for all. 
   
  Bloodreaver Falls 
   
  The Bloodreaver Falls is a waterfall located 
  near the city of Dak. It is the site of the opening bat-
  tle of the first demon war. Thousands of tieflings and 
  demons perished in the fighting which resulted in the 
  waterfalls running red with blood. The magical na-
  ture of the demonic blood has resulted in the water-
  fall remaining red, and the crimson color has since 
  spread to cover most of the Sidko river. 
   
  Masshiro (pop. 8,627) 
  Founded: 2296 ab 
   
  The city of Masshiro has a long and bloody 
  history, which has shaped its people’s viewpoints 
  about the future. The city, originally known as 
  Tenko under the Fao Empire, traded heavily with the 
  Sadire Empire during the 4th Age. After the Impure 
  Massacre, the city was renamed Masshiro and fell 
  under Sadire control. 
   
  During the demon wars, the city of 
  Masshiro was used as a base of operations for the 
  warlord Velero Hawk whose mastery of military 
  tactics helped lead the tieflings to victory. After the 
  second demon war, warlord Hawk took Masshiro as 
  his own seat of rule, and it has steady grown in 
  popularity and population ever since. 
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  Chapter 6 | Geography Lore 
  Region of Solis 
  Alias: Fallen Kingdom of Solis, Emerald Kingdom 
  Government: Monarchy (Emperor Ilius) 
  Capital: Solis City 
  Region: Central Falamar 
  Total Population: 15,484,450 people              
  (Human 70%, Dwarf 10%, Elf/Eladrin 10%, 
  Cushani 4%, Tiefling 4% Other 2%) 
   
  Urban Population Centers: 
  1: Vaundmor 
  (pop: 474,080) 
  2: Dawning 
  (pop: 321,856) 
  3: Lorik  
  (pop: 281,195) 
  4: Devonshire 
  (pop: 277,988) 
  5: Malister 
  (pop: 181,195) 
   
  Description 
   
  Solis (soul-iss) was founded by the family 
  of Solis Ro, son of King Pelus the Peacekeeper. The 
  region was originally settled by those loyal to the 
  Church of the Sun and the Order of Horan. The 
  towns that developed in the area provided assistance 
  to the Order to help preserve the bodies of Ilius and 
  Horan. 
   
  The lands of Solis are made up of the Em-
  erald Forest covering much of the heartland, rolling 
  green hills, the Astral Mountains to the east and the 
  Danire River running through the heart of the coun-
  try. 
   
  Since the Reunification War, Solis has be-
  come a shadow of its former glory. The Lich Lord 
  Razel now controls the region after King Falagor 
  Astolum II disappeared at the end of the war. 
   
  Life & Society 
   
  The people of Solis are a deeply protective 
  people due to their founding as a nation of knights 
  and paladins. The kingdom is very aggressive and 
  combative in its effort to maintain its territory and 
  expand with its ever-growing population. Part of the 
  people’s deep-seated religious beliefs is their hatred 
  of the Church of the Moon. The people of Solis are 
  also very set in their ways and bullish in their views, 
  unwilling to change or waiver from their teachings. 
   
  Chivalry and honor are also key elements in 
  the societal makeup of the former kingdom. The 
  people actively strive to promote honor and chivalry 
  throughout the region to both local and visitors alike, 
  which helps maintain the outward appearance of 
  their former glory. The Ilium Empire does nothing to 
  stop this since they feel it more or less keeps the 
  people in line, but the Lich Lord Razel is careful to 
  keep an eye on the people as such things can often  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  lead to revolt. 
   
  Regional History 
   
  During the Age of Night, the area was only 
  sparsely populated. Due to their distance from the 
  major powers of the time, the communities of the 
  Emerald Forest were left to their own devices. The 
  major community during the Age of Night was the 
  city Bend, nestled at the foot of the Astral Moun-
  tains. Bend began as a mining town, shipping miner-
  als and precious gems via the Danire River. Bend 
  found its place in history as the place of Horan the 
  Solar’s birth. When Horan came of age, he gathered 
  the Army of Light outside of the Emerald Forest 
  before marching on Ilium and ending the Night 
  Reign. 
   
  During the Age of Heroes, the region rap-
  idly began to expand in population due to the savior 
  Horan. His death at the hands of his father changed 
  his status to sainthood by the Church of the Sun, and 
  his place of birth became a holy site. People from all 
  over flocked to the site of the Solar’s birth. Horan 
  was enormously popular because of his deeds, and 
  many places in the region have become shrines de-
  voted to his memory. The region prospered greatly 
  from Horan’s heroics, and due to the region’s some-
  what remote location, it would remain largely un-
  scathed during the First and Second Dragon Wars. It 
  was not until the time of Pelus the Peacekeeper and 
  his family that the region would once again become 
  be the center of attention. 
   
  The beings  known as the Shan’ree arose 
  from the Wyrms of Autumn and Winter and began 
  193 
  
  Chapter 6 |  Geography Lore 
  to gather large armies and bands of mercenaries to 
  terrorize the countryside. The established kingdoms 
  of the time were able to hold their own against such 
  threats but the solitary communities of the Emerald 
  Forest did not fair nearly as well. With no govern-
  ment or organized military, they quickly fell to the 
  forces of the Shan’ree. It was not until Solis Ro, the 
  prodigal son of Pelus, arrived in the region with his 
  band of knights that the people of the Emerald For-
  est were saved from the dark forces of the Shades. 
  After the death of Solis Ro at the end of the Cru-
  sader War, his son Falagor Ro gathered the commu-
  nities under his family’s banner and formed the 
  Kingdom of Solis and Bend became Solis City. 
   
  The region would know peace for most of 
  its existence, although they certainly had their share 
  of problems. Several civil wars enveloped the king-
  dom over the years, most prominently the Destiny 
  Wars that occurred in the later years just before the 
  rise of Ilius. The Destiny Knights came into exis-
  tence during these wars and proved to be a shining 
  beacon of hope that led the kingdom to salvation 
  until the kingdom’s fall at the hands of the Ilium 
  Empire. 
   
  Major Geographical Sites 
  Tomb of the Fallen Sky 
   
  The Tomb of the Fallen Sky is the resting 
  place of Ilius and Horan. The tomb is located to the 
  south of the city of Hope. The structure is ten stories 
  tall, with more than fifteen levels underground. The 
  massive tomb holds the remains of Horan deep un-
  derground along with the empty tomb of Ilius. The 
  Tomb of the Fallen Sky was patrolled by the Order 
  of Horan until Fao Min broke into the tomb and 
  raised Ilius from the dead. It is now home to a vast 
  array of dangerous creatures brought into being by 
  Ilius. 
   
  Cliffs of Ten Souls 
   
  The Cliffs of Ten Souls are located about 
  40 miles west of Vaundmor along the Astral Moun-
  tains. The cliffs rise straight up from the Danire 
  river, reaching heights of much as 500 feet. The 
  work of Angelous Richaarico and his family line of 
  sculptors can be found here. The cliff has been 
  sculpted to reflect the faces of prominent rulers of 
  the Kingdom. Currently, the cliffs hold the visages 
  of 8 former kings, and myth states that should the 
  cliffs ever hold 10 sculptures, it would mark the end 
  of the kingdom.  
   
  Emerald Pass 
   
  The Emerald Pass is a stretch of road that 
  begins at the base of the Astral Mountains and heads 
  deep within the mountains. The name of the pass 
  comes from a cave that was found along the path. 
  The cave held a large cache of emeralds. The site is 
  now heavily mined by the people under the supervi-
  sion of the Empire. 
   
  Vaundmor, Former Capital (pop. 274,080) 
  Founded: 2101 ab 
   
  Solis City was renamed Vaundmor by 
  Razel after its fall to the Ilium Empire. The city be-
  gan as a mining town during the Age of Night, ex-
  tracting emeralds from the Astral Mountains. The 
  buildings of Vaundmor represent some of the oldest 
  and grandest dwarven architecture in the region. 
  Nestled within the Astral Mountains, the city is 
  bothpart of the mountain and the surrounding foot 
  hills. This natural divide makes up the two sectors of 
  the city, the white and green sector. 
   
  The white sector is located at the foot of the 
  mountain and has a 40-foot high, 20-foot thick semi-
  circular granite wall surrounding it. The wall is di-
  vided into 200-foot sections with each section con-
  taining a watchtower and catapult. Within the white 
  sector are the markets and residences for merchants 
  and commoners. 
   
  The green sector is built into the face of the 
  mountain face itself. It is made up of six levels with 
  each level reflecting the level of nobility that lives 
  there. The exception to this architectural design is 
  the Chamber of the Crown. This six-story structure 
  is at the center point of all six levels with entry 
  points at each level. The highest level holds the Em-
  erald Throne and Razel’s residence. Each level has a 
  smaller version of the great wall surrounding the 
  white sector, although instead of catapults, the sec-
  tions have trebuchets spaced every 200 feet. 
  194 
  
   
  
  Chapter 7 |  Organizations 
   
  Just as there are several nations in the lands 
  of Falamar, there are multitudes of organizations that 
  operate through the known lands. Some of those 
  organizations work towards the betterment of the 
  people, while others strive to increase their own 
  power. 
   
  This chapter gives a brief overview of the 
  history, goals and hierarchy of these organizations. 
  In addition, some prominent members of these or-
  ganizations are shown with their motivations. 
   
  ✦ Dawn Watch: The Dawn Watch is a resistance  
        movement in the Ro region that works to  
        overthrow Imperial control. Made up of Ro  
        nobles, mercenaries and anyone willing to fight  
        against the Empire, the Dawn Watch is quickly  
        growing into a powerful group. 
   
  ✦ Dragon Riders: Since the Dragon Wars of the  
        3rd Age, the Dragon Riders have been the  
        protectors of the Cushani Dominion. Though few  
        in number, they have proven to be a highly  
        effective group. With the recent spread of civil  
        war through the Dominion, the Dragon Riders  
        have also become divided. 
   
  ✦ League of Circle Dancers: As the oldest known  
        organization, the League of Circle Dancers has  
        survived by remaining neutral as a group in  
        political affairs, providing entertainment for the  
        public and having some of the best swordsmen in  
        the world among their ranks. 
   
  ✦ Order of Heaven: To enforce the rule of the  
        Empire throughout the vast regions, Ilius created  
        the Order of Heaven. These Heaven Knights  
        move through the Empire, judging and punishing  
        those who dare to act against the Empire’s laws. 
   
  ✦ Red Sea Consortium: Among the known  
        trading companies that operate in the Red Sea,  
        none are more well-known and feared than the  
        Red Sea Consortium. With cunning merchants  
        and a well-equiped fleet of ships, the Consortium  
        rules the seas. 
   
   
   
  ✦ Sanguine Order: Along with the birth of the  
        kingdom of Aiyia came the creation of the  
        Sanguine Order. The order is made up of  
        vampire knights who swear fealty to their house  
        and kingdom. In a land rich in political  
        intrigue, the order is there to keep the cutthroat  
        dealings from turning into war. 
   
  ✦ Viridian Order: Once the pinnacle of justice and  
        faith, the Viridian Order were mounted knights  
        in shining armor. Since the Reunification War,  
        they have fallen from their lofty perch in the  
        former kingdom of Solis and now struggle to  
        regroup. 
   
  ✦ Void Society: The Void Society was created 
        during the first Night Reign as a group of  
        scholars and necromancers who researched the  
        secrets of death and immortality. When the  
        Nullmandor were cursed and driven out, the  
        Void was disbanded. Many years later, under the  
        direction of new leadership, the Void Society has  
        returned to its dark and secret ways. 
  196 
  Chapter 7: Organizations 
  
  Chapter 7 | Organizations 
   
  The Dawn Watch began as a resistance 
  movement against the Ilium Empire shortly after the 
  fall of the kingdom of Ro. Those nobles who sur-
  vived and had not turned traitor used their money 
  and influence to form the Dawn Watch. Many of the 
  first members were Dragon Knights and militia that 
  survived the war, but over time, it has built up a 
  strong following of other professions, allowing the 
  Dawn Watch to carry out a near endless variety of 
  missions. 
   
  The goal of the Dawn Watch is to restore to 
  the throne of the Kingdom of Ro a noble of the 
  bloodline of Ro. This task has proven difficult, how-
  ever, as many of the noble houses turned traitor to 
  the crown after the fall of the kingdom to Aiyia. And 
  the Ilium Empire. 
   
  Dawn Watch Lore 
     History DC 15:  The Dawn Watch has a multitude 
  of spies and assassins working for them in many of 
  the traitorous noble houses of Ro. 
     History DC 20: Several Destiny Knights are also 
  known to work with the Dawn Watch, and in return, 
  they receive support from the Dawn Watch for their 
  homeland of Solis. 
     History DC 25: The Dawn Watch is secretly run 
  by another figure of noble Ro blood. Only Oldguart 
  and Cecil know the identity of the unknown noble. 
   
  Organization 
   
  The Dawn Watch is a highly organized 
  resistance that operates in distinct groups: managing 
  logistics, handling money, smuggling supplies and 
  gathering of information. They also have resistance 
  cells that carry out missions using the information 
  gathered by other groups. 
     Founded: The Dawn Watch was founded in 2969 
  ab at the end of the Reunification War by displaced 
  nobles and dragon knights of Ro. 
     Leadership: The Dawn Watch is run by two indi-
  viduals, Merchant Lord Vash Oldguart and High 
  Priest Cecil Soloc. 
     Headquarters: The primary headquarters of the 
  Dawn Watch is the port city of Zeal where Oldguart 
  manages the logistics of the Dawn Watch. 
     Hierarchy: The Dawn Watch is broken down into 
  two groups, each led by one of the founders of the 
  watch. Lord Olguart leads the logistics side of the 
  Dawn Watch, using his vast connections as a mer-
  chant lord to gather and pass along information, 
  smuggle people, supplies and weapons where they 
  are needed and handle the funds needed for bribery 
  and paying members and adventure companies. 
   
  The second and larger group is comprised 
  of the individual resistance cells located throughout 
  the Ro region. Led by Cecil Soloc, the cells operate 
  independently and without knowledge of the other 
  cells. This is necessary for their protection. The only 
  means of communication is through individuals 
  called Sunrays, couriers highly trained to resist tor-
  ture and interrogation. 
     Members: The Dawn Watch accepts anyone who 
  has the desire to remove the Empire from the lands 
  of Ro. Most people associated with the Dawn Watch 
  are actually sympathizers, passing along information 
  that they have learned during the course of their 
  every day lives. 
   
  Those who have joined the Dawn Watch 
  are more specialized in a field, such as combat or 
  espionage. Many of the members are former nobles, 
  dragon knights and even some former members of 
  thieving guilds that have been stamped out by the 
  empire. All of them work together in hopes of over-
  throwing the empire. 
   
  Several adventuring companies are also 
  known to work with the Dawn Watch. Those adven-
  turing companies take on high-risk assignments 
  passed on to them by Sunrays. Such missions in-
  clude theft, destruction and assassinations. 
  197 
  Dawn Watch 
  
  Chapter 7 |  Organizations 
    
   
   
   
   
   
   
   
  Initiative +11 
  Senses Perception +17 
  HP 366; Bloodied 183 
  AC 34; Fortitude 32, Reflex 32, Will 33 
  Saving Throws +2 
  Speed 5 
  Action Points 1 
  M   Flail (standard; at-will)✦Weapon 
         +25 vs. AC; 2d6+7 damage. 
  R  Sunbolt (standard; at-will)✦Weapon 
         Ranged 10; +23 vs. Reflex; 2d6+7 damage. One ally within 
         line of sight gains a +2 bonus to attack rolls against the  
         target until the end of Cecil’s next turn. 
  r   Radiant Shackles (standard; recharge 56)✦Radiant 
         Ranged 10; +23 vs. Reflex; 2d10+8 radiant damage and the  
         target is immobilized (save ends). 
  a  Rolling Heatwave (standard; encounter)✦Fire 
         Close burst 5; +23 vs. Fortitude; 3d10+8 fire damage and the 
         target takes ongoing 10 fire damage (save ends). 
  a  Fire Columns (standard; encounter)✦Fire, Radiant 
         Area Burst 2 within 10; +23 vs. Reflex; 4d10+7 fire and  
         radiant damage. The burst creates a zone of fire. A creature  
         that enters or begins their turn in the zone takes ongoing 10  
         fire and radiant damage (save ends). 
         Sustain Minor: The zone persists. 
  a  Healing Presence (minor; recharge 456) ✦Healing 
         Close Burst 5; Cecil or one ally may spend a healing surge. 
  Alignment Good 
  Languages Cerian, Derish, Rathek 
  Skills Diplomacy +18, Religion +17 
  Str 23 (+16) 
  Dex 20 (+15) 
  Wis 26 (+18) 
  Con 20 (+15) 
  Int 23 (+16) 
  Cha 23 (+16) 
  Equipment Flail, Chainmail 
  Cecil Soloc                  Level 20 Elite Controller (Leader) 
  Medium natural humanoid 
                                    XP 5,6000 
  Encounter Group 
   
  The Dawn Watch operates in cells com-
  prised of a wide variety of individuals in order to 
  provide the greatest likelihood that they can handle 
  any situation. 
   
  Level 9 Encounter (XP 1,950) 
  ✦ 2 Human Destiny Knights (Level 8 soldier) 
  ✦ 1 Half-Elf Judge (Level 8 leader) 
  ✦ 2 Elven Circle Dancers (Level 7 skirmishers) 
  ✦ 1 Eladrin Summoner (Level 7 controller) 
   
  Prominent Members 
   
  Of the warriors, spies and knights of the 
  Dawn Watch, several members stand out. 
   
  Lord Vash Oldguart (male half-elf wizard) 
   
  Lord Vash Oldguart is a middle-aged half 
  elf who has made his living as a merchant. He has 
  lived primarily in the city of Zeal, working for vari-
  ous noble houses that needed shipments to the free 
  cities and Iso’Latarin. 
   
  Since the rebirth of the Night Reign, Lord 
  Oldguart has lost much of his political power due to 
  the loss of the crown and many of the noble houses. 
  His wife and two children were killed in 2971 during 
  a Blood Knight raid on his mansion. 
   
  Currently, Lord Oldguart works as a logis-
  tics master for the Dawn Watch. He helps the or-
  ganization move in and out of the region using his 
  vast network of people, wagons, caravans and ships. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Priest Cecil Soloc (male human cleric) 
   
  Cecil was an orphan for much of his child-
  hood until he was picked up by the cushani Bagheri 
  and began the life of an adventurer as a cleric. 
   
  With the rise of the Night Reign, Cecil has 
  grown into a man who possesses  human determina-
  tion and cushani fierceness. Though he no longer 
  travels with his old friend, he knows that the old 
  cushani would be proud of his achievements. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cecil Soloc Tactics 
   
  Cecil prefers to lead his troops into battle 
  from the back line, using his extensive options of 
  ranged attacks. He is quick to help his allies with 
  Sunbolt if they are having trouble hitting opponents 
  and will use Healing Presence as often as needed to 
  keep his allies in the fight. 
  198 
  
  Chapter 7 | Organizations 
   
  The Dragon Riders of the cushani was 
  formed during the Dragon Wars of the Third Age, 
  the war between the metallic and chromatic drag-
  ons. The metallic dragons gifted the cushani with 
  the ability to use magic in exchange for cushani 
  young to being raised and bred as Dragon Riders. 
  These riders would provide the dragons the help 
  they needed to defeat the dragonborn of the chro-
  matic dragons. The pact was a success, and the 
  dragon riders took to the skies during the second 
  dragon war and helped the metallic dragons win. 
  At the end of the war, the dragon riders settled in 
  the Dominion to serve as guardians of the cushani 
  and gatekeepers to the dragon lands of the west. 
   
  Since the dragon wars, Dragon Rider num-
  bers have remained small but powerful. The cushani 
  view the riders as holy warriors and dragons as their 
  divine saviors. This attitude led to the foundation of 
  a religion within the Dominion that focused on wor-
  shipping the Holy Wyrms instead of the Sun and the 
  Moon. 
   
  Though they have enjoyed many years of 
  relative peace, the dragon riders have now found 
  themselves on the brink of extinction due to the 
  machinations of the ruling tribe, the Firestorm. By 
  refusing to follow the sadistic orders of the First 
  Ezadi, the dragon riders have driven the dominion 
  into civil war over the question of what matters 
  most, loyalty to queen or loyalty to justice. 
   
  Dragon Rider Lore 
     History DC 15:  The Dragon Riders are bonded at 
  birth to their dragon counterparts and share the 
  dragon’s strength and lifespan. 
     History DC 20: Many of the Dragon Riders per-
  ished at the opening of the civil war when Jarl Fire-
  storm created a dracolich to serve as his mount. 
     History DC 25: Much to their confusion, during 
  recent seasons, the Dragon Riders have found non-
  cushani being bonded to dragons outside of the Do-
  minion much to their confusion. The riders have 
  made no official stance on the occurrence; however, 
  the Firestorm tribe has officially denounced it as 
  rumor and that no such thing could happen. 
     History DC 30: The Dragon Riders recently ac-
  cepted a non-cushani rider into their ranks. The 
  highly unusual decision was made after a passionate 
  call to arms made by the rider against the tyranny of 
  the Firestorm tribe. 
   
  Organization 
   
  The Dragon Riders are a loose collection of 
  riders who have been bonded to a dragon in service 
  to the Dominion and dragonkind. They have no offi-
  cial organization other than their loyalty to the First 
  Ezadi of the Dominion and metallic dragons in need 
  of help. 
     Founded: The Dragon Riders were created in 
  1323 ab after the first dragon war by the ancient gold 
  dragon Halifax, the leader of metallic dragons during 
  the war. 
     Leadership: None, though unofficially, Hallis 
  Second Born and his silver dragon Catheloc are con-
  sulted in matters of leadership in the conclave. 
     Headquarters: The Dragon Riders are headquar-
  tered at the Sun Cliffs, located near the Dominion 
  capital of Zalthiris. 
     Hierarchy: The Dragon Riders have no official 
  structure within the organization, preferring to work 
  as equals. When decisions must be made, all dragon 
  riders are called together to form a conclave to make 
  decisions affecting the riders as a whole. 
   
  When disagreements occur, the two sides 
  choose a champion for the Test of Claw and Wing. 
  The two dragon riders and their dragons take to the 
  skies over the Sun Cliffs where they do battle until 
  one side yields. The battles are typically epic in na-
  ture as the rider and dragon unleash their full fight-
  ing capabilities against one another. The victor of 
  the duel wins the argument between the two sides 
  and the matter is considered forever settled. 
     Members: The Dragon Riders are small in number 
  due to the unique nature of their membership. 
  Cushani are chosen at birth to be riders based on the 
  strength of their lineage and astrological signs. 
  Should a cushani cub meet the requirements, they 
  are then matched with a newly hatched wyrmling of 
  a metallic dragon to go through the Bonding Ritual, 
  which is performed by a current dragon rider. 
   
  Since metallic dragon wyrmlings are rare, 
  only a few cushani every generation are chosen to be 
  dragon riders. Those who are chosen are revered in 
  cushani society. 
   
  199 
  Dragon Riders 
  
  Chapter 7 |  Organizations 
  Encounter Group 
   
  The Dragon Riders are normally forced to 
  work alone due to their small numbers. This typi-
  cally does not bother the dragon rider, however, 
  since the pair of rider and dragon tends to have suffi-
  cient power to handle most situations. 
   
  Level 23 Encounter (XP 24,300) 
  ✦ 1 Elder Silver Dragon (Level 21 solo soldier) 
  ✦ 1 Cushani Rider (Level 22 skirmisher) 
   
  Prominent Member 
   
  The Dragon Riders are few but powerful 
  figures that defend the dominion from those who 
  would see it crumble. 
   
  Hallis Second Born, Zadri of Catheloc 
   (male cushani paladin) 
   
  Hallis, Second born and Zadri of Catheloc 
  is one of the oldest dragon riders in the dominion. 
  Well past 300 years of age, Hallis is the longest 
  lived cushani in history. The old cushani is a kind 
  and thoughtful since time has tempered the cushani 
  temper within him. In addition, he has a profound 
  understanding of the world and the ability to make 
  good decisions based on his years of experience. 
  Few have mistaken his relaxed nature as a sign of 
  weakness, however, since those who have rarely live 
  to see another night. 
   
   
  Hallis Tactics 
       Hallis typically 
  fights alongside 
  his dragon 
  Catheloc, prefer-
  ring to be mounted 
  and handle any 
  melee combats that 
  Catheloc is unable to 
  attack. While on foot, he 
  prefers using his 
  melee attacks, 
  using strafing runs once 
  he is able to get his ene-
  mies into position. Hal-
  lis reserves Dragon 
  Strike for troublesome 
  controllers and artillery 
  enemies. 
  200 
    
   
    
   
   
   
   
   
  Initiative +16 
  Senses Perception +18; low-light vision 
  HP 408; Bloodied 204; see also furious furnace 
  AC 38; Fortitude 35, Reflex 34, Will 34 
  Saving Throws +2 
  Speed 7 
  Action Points 1 
  M  Dragon Claws (standard; at-will)✦Weapon 
         +29 vs. AC; 3d6+8 damage and the target is marked and has    
         a –2 penalty to saving throws until the end of Hallis’ next  
         turn. 
   m    Silver Dragon Claws (standard; at-will)✦Weapon 
         Hallis can make a Dragon Claw attack against two 
         targets adjacent to Hallis. 
  a   Dragon Strike (standard; encounter)✦Radiant 
         Area Burst 2 within 20 squares; +27 vs. Reflex; 5d10+8 and  
         the target takes ongoing 15 damage (save ends). 
  c   Stoking the Furnace (standard; recharge 6)✦Fire 
         Close Burst 3; +27 vs. Reflex; 4d8+8 damage and the target  
         is dazed (save ends). 
  Furious Furnace (immediate reaction when bloodied for the  
         first time) 
         Stoking the furnace recharges and he uses it immediately 
  a  Strafing Run (standard; encounter)✦Fire, Radiant 
         Hallis moves his speed. Each creature that makes an  
         opportunity attack against him during this move takes 1d6+8  
         fire and radiant damage. After the move, he makes a melee  
         attack; +29 vs. AC; 6d6+8 damage.. 
  Alignment Unaligned  
  Languages Cerian, Rathek 
  Skills Endurance +21, Intimidation +21 
  Str 27 (+19) 
  Dex 24 (+18) 
  Wis 20 (+16) 
  Con 24 (+18) 
  Int 20 (+16) 
  Cha 24 (+18) 
  Equipment Tiger Claws, Scale Armor, Silver Dragon 
  Hallis                                            Level 22 Elite Soldier 
  Medium natural humanoid 
   
   
  XP 8,300 
  
  Chapter 7 | Organizations 
   
  The League of Circle Dancers is an organi-
  zation whose purpose is to promote and maintain the 
  history and honor of circle dancing. Circle Dancing 
  began with Horan the Solar, son of Ilius who learned 
  this style of fighting for the Summer Wyrm during 
  his crusade to end his father’s rule. His style of 
  dancing spread throughout the lands and evolved 
  into multiple other styles as well as the preferred 
  means of honor dueling between rivals and armies. 
   
  League of Circle Dancers Lore 
     History DC 15:  The League Council is made up 
  of circle dancers who have retired. The council 
  members are all dancers who have won the grand 
  tournament at least once. 
     History DC 20: The League of Circle Dancers is 
  neutral in the politics of the Empire and other na-
  tions. This neutrality helps maintain the integrity of 
  the circle dance. 
     History DC 25: Each member of the league is 
  expected to defend the league against outside influ-
  ence and aggressors. Should the league go to war 
  with another faction, the league will draft its mem-
  bers into a fighting force.  
     History DC 30: The league has influence over the 
  Council of Gateway. This influence helps ensure the 
  stability of the league at its home. 
   
  Organization 
   
  The league is structured into multiple sec-
  tions or circles. Each circle is designed to help the 
  league as a whole, from training new dancers to run-
  ning the grand tournament. The primary focus of the 
  League is to maintain the history of circle dancing 
  and to help the style flourish throughout the known 
  lands. 
   
  The five circles of the League are run by 
  the five council members. Those circles are training, 
  tournaments, logistics, history and form mastery. 
   
  The training circle helps new members de-
  velop their fighting styles as well as introduce them 
  to different styles of circle dancing. The tournament 
  circle runs the grand tournament of dancers every 
  two years to find the greatest circle dancer in all the 
  land. The logistics circle maintains the paperwork, 
  charter and money for the league. The history circle 
  helps ensure the accuracy of the history of circle 
  dancing and maintains current records of tournament 
  standings. The form mastery circle is in charge of 
  reviewing new styles that have been developed for 
  possible adoption by the League. 
     Founded: Founded in 1010 ab after the fall of the 
  first Night Reign. 
     Leadership: The League is run by the League 
  Council comprised of five retired circle dancers. 
     Headquarters: The League is headquartered in 
  Gateway. 
     Hierarchy: The League of Circle Dancers is struc-
  tured much like a commercial company. The Coun-
  cil oversees the operations of the League, ensuring 
  that everything runs smoothly and in accordance 
  with its charter. Each council member runs one of 
  the circles with the League.  
   
  Under the council members, are the regular 
  members, followed by the initiates who seek to one 
  day become circle dancers. In addition to the actual 
  dancers are a variety of support staff members who 
  help maintain the coliseum as well as the League 
  offices. 
     Members: Membership in the league is reserved 
  for those people who have succeeded in learning the 
  circle dance fighting style. Those dancers who 
  choose to join the League are brought in as bronze 
  members and are expected to perform only the basic 
  functions as a league member. 
   
  Those members who have been with the 
  League faithfully for 10 years achieve silver status. 
  They are expected to actively promote the league as 
  high-profile members. 
   
  Gold dancers are regular members of the 
  League who have been apart of the League for at 
  least twenty years. As the highest ranked regular 
  members, these gold dancers are expected to help 
  other dancers reach their maximum potential and 
  stay true to the League. 
   
  Encounter Group 
   
  Circle Dancers rarely travel together since 
  they are generally incorporated into other armies and 
  mercenary companies.  
   
  Level 13 Encounter (XP 4,075) 
  ✦ 1 Elf Circle Dancer (Level 13 skirmisher) 
  ✦ 1 Dragonborn Fighter (Level 13 soldier) 
  ✦ 1 Cushani Summoner (Level 13 controller) 
  ✦ 1 Human Cleric (Level 13 controller) 
  ✦ 5 Human Squires (Level 12 minion) 
  201 
  League of Circle Dancers 
  
  Chapter 7 |  Organizations 
    
   
   
   
   
   
   
   
  Initiative +12 
  Senses Perception +15; low-light 
  Oppressive Aura (aura 1): each creature that begins its turn in 
  the aura is weakened until the end of their next turn. 
  HP 144; Bloodied 72 
  AC 29; Fortitude 29, Reflex 28, Will 27 
  Speed 6 
  M  Tiger Claw (standard; at-will)✦Weapon 
        +20 vs. AC; 2d8+6 damage per attack and the target takes a  
        –2 penalty to AC until the end of Goresh’s next turn. 
   m   Black Dragon Strike (standard; recharge 56)✦Weapon 
        +20 vs. AC; 3d8+12 damage 
   m   Red Dragon Strike (standard; encounter)✦Weapon 
        +20 vs. AC; 2d8+6 damage and each enemy adjacent to  
        Goresh takes ongoing 5 fire damage (save ends). 
  Golden Empowerment (free, when Goresh hits with an attack,  
        once per round; at-will) ✦Healing 
        Goresh regains 5 hit points. 
  Predator’s Roar (minor action; encounter) ✦Fear 
        Close Burst 3; targets enemies; +18 vs. Will; target takes a –2  
        penalty to all defenses until the end of Goresh’s next turn. 
  Alignment Unaligned  
  Languages Cerian, Rathek 
  Skills Endurance +15, Nature +13 
  Str 23 (+13) 
  Dex 20 (+12) 
  Wis 18 (+11) 
  Con 20 (+12) 
  Int 16 (+10) 
  Cha 20 (+12) 
  Equipment Tiger Claws, Chainmail 
  Goresh                                            Level 15 Skirmisher 
  Medium natural humanoid 
                                      XP 1,200 
  Prominent Members 
   
  The League of Circle Dancers has some of 
  the most prized warriors in the known lands within 
  their ranks. Though these warriors typically serve a 
  particular region or kingdom, they still support the 
  League in matters of the circle dance. 
   
  Old Man Warren (male tiefling circle dancer) 
   
  Old Man Warren is a venerable tiefling 
  who has long been recognized as one of the most 
  powerful circle dancers in the League. A five-time 
  champion of the grand tournament, Warren now 
  serves as the weapons master and trainer for the elite 
  circle dancers of the League. Though he is gruff, 
  blunt and crude, all circle dancers of the League pay 
  attention when he speaks. 
   
  Siladine Lithmani (female eladrin circle dancer) 
   
  The new reigning champion of the grand 
  tournament, Siladine’s creative use of her water style 
  dethroned the previous champion Goresh. As a silver 
  member, Siladine is enjoying the success that being 
  champion has brought her. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Goresh (male cushani circle dancer) 
   
  Goresh is the previous fire style champion 
  of the grand tournament, and he is sour about the 
  loss he was handed by a water style circle dancer. 
  Goresh has left the league in personal disgrace and 
  has headed back to the dominion in an effort to over-
  come the shame he feels by renewing his connection 
  with the fire style. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Goresh Tactics 
   
  Goresh typically will open a fight with his 
  predator’s roar to gain the upper hand and follow up 
  with his red dragon strike to try and end the fight 
  early. When forced into a prolonged fight, Goresh 
  will use his twin dragon often to keep his hit points 
  up with golden empowerment. When his blue dragon 
  strike recharges, he will concentrate on a single foe 
  as much as possible with his attacks. 
   
   
  202 
  
  Chapter 7 | Organizations 
   
  The Order of Heaven is comprised of the 
  elite knights of the Ilium Empire. Under the direc-
  tion of the Emperor, the Heaven Knights are the 
  supreme authority throughout the Empire. They are 
  tasked with acting as judges and executioners, which 
  ensures the stability of the Empire, usually by what-
  ever means necessary. No other lord or seneschal 
  has the power to command the Heaven Knights; they 
  may only obey. 
   
  Heaven Knight Lore 
     History DC 15:  The Order of Heaven was estab-
  lished during the Reunification War as a collection 
  of elite knights charged with of combating the Xion-
  aires of Helvada and the Viridian Order of Solis. 
     History DC 20: The higher echelon of the order is 
  known for commanding the dreaded Bone Towers 
  that travel the Empire. 
     History DC 25: Heaven Knights are believed to 
  perform ritual sacrifices to give themselves power 
  which is manifested through bloodstones embedded 
  in their armor. 
     History DC 30: Each Heaven Knight carries a 
  bone pendant created by Ilius. This pendant allows 
  the Betrayer to know everything that the Heaven 
  Knights see, which allows the Emperor to keep his 
  eyes on his empire. 
   
  Organization 
   
  The structure of the Order of Heaven is 
  loose. Deeds and actions garner more power than 
  time in service. Those Heaven Knights who stay 
  active and accomplish the goals and quests of the 
  Empire gain more freedom to do as they please and 
  the tools to wield more authority across the Empire. 
     Founded: Founded in 2958 ab during the Reunifi-
  cation War by Ilius to serve as elite soldiers for his 
  imperial army. 
     Leadership: The order is under the direct com-
  mand of Ilius the Betrayer and follows the orders of 
  no one else. 
     Headquarters: The Heaven Knights are headquar-
  tered out of Lina where they train new knights. 
     Hierarchy: The Heaven Knights serve only the 
  Emperor of Ilium. Under their leader, the knights 
  operate independently of one another with no estab-
  lished hierarchy. The knights do, however, defer to 
  those knights who have had achievements acknowl-
  edged by the empire. This deeds-based system al-
  lows knights to acquire power and followers, in-
  creasing their station compared to their fellow 
  knights. Those knights who have achieved the upper 
  levels of acknowledgement typically have vast 
  amounts of power and leeway in their activities. In 
  addition, they are known to command the dreaded 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bone Towers to enforce the laws of the empire. 
   
  Those knights without access to a Bone 
  Tower typically travel in groups by horseback, con-
  stantly moving from one city to the next. 
     Members: The Order of Heaven has steadily 
  grown in number since the Reunification War. 
  Though some of the original heaven knights were 
  killed during the war, those who have survived ef-
  fectively rule the empire in the name of the emperor. 
   
  New recruits are selected from towns and 
  cities across the empire by heaven knights, typically 
  young men who can be sculpted into the ideal 
  knight. These new recruits are taken to the Order’s 
  headquarters in Lina to begin their training, which 
  typically lasts several years and includes martial 
  training and ritual training, as well as mental condi-
  tioning to ensure loyalty. 
   
  Due to their violent occupation, Heaven 
  Knights are fond of moving in groups. Undead min-
  ions and servants can also commonly be found in the 
  company of Heaven Knights. However, even though 
  they are a small in number, most people fear the 
  knights due to their absolute loyalty to the Empire 
  and their heavy-handiness in enforcing the laws of 
  the Empire. 
   
  Encounter Group 
   
  The Heaven Knights travel in groups, using 
  undead servants do much of the grunt work while 
  the knights focus on high profile targets. 
   
  Level 23 Encounter (XP 26,775) 
  ✦ 1 Heaven Knight (Level 23 elite soldier) 
  ✦ 2 Breath Zombies (Level 23 brutes) 
  ✦ 5 Ghouls (Level 23 minion) 
  203 
  Order of Heaven 
  
  Chapter 7 |  Organizations 
  Prominent Members 
   
  Since the Order of Heaven places more 
  emphasis on of individuals rather than groups, some 
  individuals are more prominently known than others. 
   
  Sir Drach Thrain (male human heaven knight) 
   
  Sir Drack Thrain is a highly regarded 
  heaven knight who is typically known to inhabit the 
  former region of old Helvada with Slyhin, his Bone 
  Tower. Sir Thrain’s time is mostly occupied with 
  overseeing the handling of Helvadian slaves and 
  crushing pockets of Xionaire resistance. 
   
  Some heaven knights however, believe that 
  Sir Thrain has grown soft by showing too much re-
  spect to the slaves he oversees. The veteran heaven 
  knight however, knows better than to underestimate 
  the Helvadian people’s determination after having 
  witness the heroic stand of the 9th legion during the 
  Reunification War. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sir Rayir Iskwar (male tiefling heaven knight) 
   
  Sir Iskwar is a prominent heaven knight in 
  the Ro region, ensuring that the seneschal of the 
  region acts in compliance with the law of the empire. 
  As a tiefling, he has turned his back on his people’s 
  new direction and has instead embraced his heritage 
  of demon blood. His cruel and vicious nature is well 
  known to the people of Ro. 
   
  Rayir Iskwar Tactics 
   
  Rayir will always move to engage defend-
  ers and melee strikers, using his aura to weaken their 
  attacks while he takes them down one by one. He 
  will save submit for sacrifice for difficult opponents, 
  preferring to use it when they are below bloodied. 
  204 
   
   
   
   
   
   
   
   
  Initiative +15 
  Senses Perception +14; low-light vision 
  Vicious Aura (aura 5): Allies within the aura gain a +4 power 
  bonus their Will. Enemies who enter or begin their turn in the 
  aura take a –2 penalty to attack rolls and damage rolls. 
  HP 408; Bloodied 204; see dark righteousness 
  AC 38; Fortitude 35, Reflex 34, Will 34 
  Immune Fear; Resist 17 fire, 15 necrotic 
  Saving Throws +2 
  Speed 5 
  Action Points 1 
  M  Pestilent Strike (standard; at-will)✦Necrotic, Weapon 
        +29 vs. AC; 3d6+8 necrotic damage and the target contracts  
        the Reaper Plague (Level 22; see pg 239) 
   m   Plague Strike (standard; recharge 6)✦Necrotic, Weapon 
        +29 vs. AC; 2d6+8 necrotic damage and the target is 
        weakened (save ends). In addition, any enemy that begins  
        their turn adjacent to the target is weakened (save ends). 
  a Plague Swarm (standard; encounter)✦Necrotic 
        Close Burst 3; +27 vs. Reflex; 4d8+8 necrotic damage and  
        the target is dazed until the end of Rayir’s next turn. 
   m   Submit for Sacrifice (standard; encounter)✦Weapon 
        +29 vs. AC; 3d6+8 damage and the target is knocked prone.  
        Rayir makes a second attack, +27 vs. Fortitude. If successful,  
        the target takes 15 ongoing damage and is knocked  
        unconscious (save ends both) 
  Dark Righteousness (immediate reaction, when first bloodied;  
        encounter) 
        Rayir regains the use of plague swarm and he uses it  
        immediately. 
  Force of Will (minor; recharge 56) 
        Rayir regains the use of an encounter power. 
  Alignment Evil 
  Languages Cerian, Winthek 
  Skills Diplomacy +21, Religion +17 
  Str 27 (+19) 
  Dex 24 (+18) 
  Wis 20 (+16) 
  Con 24 (+18) 
  Int 18 (+15) 
  Cha 24 (+18) 
  Equipment Bastard Sword, Plate Armor 
  Sir Rayir Iskwar                         Level 22 Elite Soldier 
  Medium natural humanoid  
                                    XP 8,300 
  
  Chapter 7 | Organizations 
   
  The Red Sea Consortium is a trading com-
  pany located in the Red Sea area and surrounding 
  regions. The consortium quickly rose to the top of 
  the trading world with its ruthless tactics in naval 
  warfare, its large navy and willingness to trade in 
  any market. With a firm grasp of trade routes 
  throughout the Red Sea, the Consortium is every-
  where the people and the market need them to be. 
   
  Red Sea Consortium Lore 
     History DC 15:  The consortium’s most profitable 
  venture is in the slave trade which it conducts heav-
  ily with the Ilium Empire and the kingdom if Aiyia. 
     History DC 20: The Oswald family is rumored to 
  have a pact with devils, which gives them extended 
  life and protection against those who would threaten 
  the consortium. 
     History DC 25: A more secret trade for the con-
  sortium is in creatures ready for sacrifice for the 
  empire, specifically for the Heaven Knights who use 
  the sacrifices to bolster their power. 
      History DC 30: The founder of the Consortium is 
  actually a devil in disguise, using the consortium to 
  spread his evil influence across the Red Sea. 
   
  Organization 
   
  The Red Sea Consortium is a rigidly organ-
  ized trading company run by the Oswald family. The 
  Oswald family looks at the end result rather than the 
  procedure used to achieve the final result. This has 
  led to many of the ship captains using whatever 
  means necessary to accomplish their job, including 
  theft, piracy and murder. This reputation of 
  “anything goes” has led to many trading companies 
  taking up arms against the consortium, though each 
  has failed to break the foundation of the company 
  due to its heavily armed navy and ruthless tactics. 
     Founded: The consortium was founded in 2809 ab 
  by the Oswald family of merchants. 
     Leadership: Reginald Oswald runs the consor-
  tium with absolute authority. 
     Headquarters: The consortium is headquartered 
  in the port city of Lismore. 
     Hierarchy: The consortium is broken into two 
  groups, its navy and its trade houses. These two 
  groups form the core of the company, allowing it to 
  run efficiently and effectively under the watchful 
  eyes of the Oswald family. 
   
  The navy is comprised of over thirty ships, 
  giving the consortium the ability to have a large 
  number of trade ships as well as warships to protect 
  their cargo. The crews of the ships are well paid, 
  helping ensure that bribery is less of a concern. 
   
  The trade houses of the consortium are lo-
  cated in port cities across the Red Sea where the 
  consortium moves its cargo. The trade houses, run 
  by a house master, then trades the goods to the peo-
  ple and merchants. 
     Members: The Red Sea Consortium employs a 
  variety of folk to carry out a wide variety of tasks 
  needed to make the company strong. Within the 
  navy, the consortium will go to great lengths to em-
  ploy the best sea captains in the region, and pays 
  them handsomely to keep them on retainer. This has 
  led to a very powerful group of sea captains with 
  some of the finest crews in the whole region. 
   
  The trade houses, however, focus on people 
  skilled in logistics and mercenary work. Since some 
  goods are highly valuable or their shipment is secre-
  tive in nature, they require protection to ensure de-
  livery. The trade houses typically employ a variety 
  of mercenary and adventuring companies to protect 
  their goods. The house master, however, tends to be 
  cautious with this practice, as a group that has little 
  tolerance for shady dealing can cause problems 
  when shepherding a caravan of slaves to a potential 
  buyer. 
   
  Encounter Group 
   
  A typical group for the red sea consortium 
  consists of several soldiers and sailors aboard a ship. 
  On land, groups tend to be more mixed as they move 
  about town, looking for drink and trouble.  
   
  Level 5 Encounter (XP 1,151) 
  ✦ 1 Tiefling martial artist (Level 5 skirmisher) 
  ✦ 1 Halfling wizard (Level 4 artillery) 
  ✦ 3 Cushani mauler (Level 5 brute) 
  ✦ 5 Human guards (Level 4 minion) 
   
  205 
  Red Sea Consortium 
  
  Chapter 7 |  Organizations 
  Prominent Members 
   
  The Consortium has many people within 
  the company though some stand above the rest. 
   
  Captain Barblos Von Graun 
  (male dragonborn warlord) 
   
  Captain Barblos Von Graun is an Aiyian 
  native who has been with the consortium since he 
  was a child. Through his childhood he learned the 
  ways of a sailor and navigating the seas. Now as an 
  adult, Barblos is one of the most respected captains 
  of the consortium fleet. With a keen understanding 
  of naval tactics and powerful ability to rally his men, 
  Barblos and his ship White Raven are one of the 
  most successful crews in the consortium. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Red Sash Pirate Jorgo (male tiefling rogue) 
   
  Born to the Oswald family, Jorgo was dis-
  owned by the family for acting against the consor-
  tium wishes. In a daring escape, Jorgo fled the con-
  sortium headquarters with the Nautilus, one of the 
  fastest ships in the fleet. 
   
  Renamed Black Swan, Jorgo has taken his 
  ship and moved to the sea where he uses his natural 
  gifts as a sailor to terrorize the consortium through 
  piracy at every chance he gets. His crew, made up of 
  former consortium members and pirates, follow their 
  charismatic leader with great enthusiasm. 
  Jorog Oswald Tactics 
   
  Jorgo fights with bravado, taunting his op-
  ponents at every opportunity. He will open a fight 
  with his full sail attack, knowing he will get another 
  opportunity should he become bloodied. Jorog then 
  prefers to fight one on one, using his rapier to set up 
  his red sash attack. 
  206 
    
   
   
        
   
   
   
  Initiative +10 
  Senses Perception +10; low-light vision 
  HP 94; Bloodied 47; see full sail 
  AC 23; Fortitude 21, Reflex 22, Will 21 
  Resist 9 Fire 
  Speed 6 
  M  Rapier (standard; at-will)✦Weapon 
        +14 (+15 vs. bloodied targets) vs. AC; 1d8+5 and the target  
        grants combat advantage to Jorgo until the end of his 
        next turn. 
   m   Full Sail (standard; recharges when first bloodied; encounter) 
       ✦Weapon 
        +14 vs. (+15 vs. bloodied targets) AC; 2d8+5 damage and  
        slide the target 3 squares. Jorgo then shifts 3 squares to an  
        adjacent square of the target and makes a second attack; +12  
        (+13 vs. bloodied targets) vs. Reflex. If successful, the target  
        takes 1d8+5 damage and is knocked prone. 
   m   Red Slash (standard; encounter)✦Weapon 
        +14 (+15 vs. bloodied targets) vs. AC; 3d8+5 damage and the  
        target takes ongoing 9 damage and grants combat advantage  
        to Jorgo (save ends both). Miss: Half damage only. 
  No Prisoners 
        Jorgo deals an extra 2d6 damage against targets that grant  
        him combat advantage. 
  Infernal Wrath (minor; encounter) 
        +1 power bonus to attack rolls and +3 bonus to damage rolls  
        against a target that last hit Jorgo with a melee attack. 
  Alignment Unaligned  
  Languages Cerian, Tyrish 
  Skills Diplomacy +12, Nature +10 
  Str 17 (+7) 
  Dex 20 (+8) 
  Wis 16 (+7) 
  Con 16 (+7) 
  Int 16 (+7) 
  Cha 17 (+7) 
  Equipment Rapier, Leather Armor, Cat 
  Jorgo Oswald                                  Level 9 Skirmisher 
  Medium natural humanoid 
                                         XP 400 
  
  Chapter 7 | Organizations 
   
  The Sanguine Order of Aiyia is the noble 
  elite guard of the Aiyia Kingdom made up primarily 
  of Blood Knights. Each vampire lord supports the 
  Sanguine Order and thus has Blood Knights under 
  their command to protect the interests of their house. 
  As bodyguards, honor guards and duelists, the Blood 
  Knights are highly visible and respected in the Aiyia 
  court. In the countryside however, the Blood 
  Knights are the long arm of the lord’s law and take 
  pleasure in enforcing it. 
   
  During times of war, the Sanguine Order 
  bands together with the royal army, and the Blood 
  Knights assume roles as generals. With centuries of 
  knowledge and experience at its disposal, the royal 
  army of Aiyia is frighteningly efficient and brutal. 
  However, with their experience, many of the Blood 
  Knights are tied to the old ways of warfare and are 
  slow to adapt to new tactics. 
   
  The Blood Knights are made up exclusively 
  of vampires, however, other creatures are also found 
  working for them. Thrulls and vampire spawn are 
  commonly found among the knights, serving as 
  pages and squires in hopes of one day becoming a 
  vampires themselves and joining the ranks of the 
  order. 
   
  Sanguine Order Lore 
     History DC 15:  Queen Yaneria created the San-
  guine Order as a means of keeping order between 
  the vampire houses. 
     History DC 20: The loyalty of the Blood Knights 
  to the crown has weakened over the last century as 
  the vampire lords have conditioned younger knights 
  to be loyal only to their house. 
     History DC 25: It is rumored that Yaneria can 
  take control of all the Blood Knights through the 
  power of her vampiric blood. 
     History DC 30: Several powerful Blood Knights 
  and vampire lords have begun planning to overthrow 
  Yaneria and end the alliance between Aiyia and the 
  Ilium Empire. 
   
  Organization 
   
  The Sanguine Order is broken down into 
  vampire houses as opposed to acting as one large 
  group of knights. This allows the Blood Knights to 
  cover the majority of the kingdom and protect it 
  from those who would do the queen harm. 
     Founded: The order was founded in 2108 ab by 
  Queen Yaneria. 
     Leadership: Individual vampire lords run their 
  units of Blood Knights. 
     Headquarters: The order has no official head-
  quarters; however, should the order be called to-
  gether, its base of operations would be out of the 
  capital of Aiyia, Shalforth. 
     Hierarchy: Most of the organization is informal at 
  a national level with only the Queen as overruler of 
  the Order as its creator. The Order is broken down 
  by the different noble vampire houses with each 
  Blood Knights swearing fealty to that house. Each 
  house will typically have five to twenty Blood 
  Knights, depending on the size of the house. 
   
  Below the Blood Knights are the rank and 
  file guards of the house consisting of thrull squires 
  and blood mages who work to become knights, fol-
  lowed by the standard soldiers and support caste for 
  the house. 
     Members: The Sanguine Order is composed en-
  tirely of vampires who have been “promoted” from 
  their thrull squire status into full knighthood. This 
  promotion involves a large ceremony in which either 
  the head blood knight or the ruling vampire lord 
  turns the squire into a vampire who then must per-
  form a ritual killing to consummate his rebirth as a 
  vampire. 
   
  The members of the Order are expected to 
  follow the orders and wishes of their vampire lord 
  without question. Only in times of war are the Blood 
  Knights expected to work together, regardless of 
  house. Accidents are known to happen, however, on 
  the battlefield. 
  207 
  Sanguine Order 
  
  Chapter 7 |  Organizations 
  Encounter Group 
   
  The Sanguine Order typically operates as 
  individuals or in small groups. When  operating in 
  groups, the Order typically has several skirmishers 
  and soldiers to handle the grunt work, allowing the 
  knights to focus on dangerous opponents or obsta-
  cles. Blood mages help contain opponents. 
   
  Level 16 Encounter (XP 7,000) 
  ✦ 1 Blood Knight (Level 16 elite skirmisher) 
  ✦ 3 Thrull Squires (Level 14 soldier) 
  ✦ 1 Blood Mage (Level 15 artillery) 
   
  Prominent Members 
   
  Of the order, several knights have set them-
  selves apart from the others. 
   
  Sir Eldor Von Lippsor (male human vampire) 
   
  Sir Eldor Von Lippsor is the head blood 
  knight for the Lippsor house under Lord Tarksha 
  Lippsor. As one of the more powerful noble vam-
  pires, Eldor has become famous for his skill in the 
  circle dance. When outside the political arena, the 
  blood knight is known as a quiet person who gener-
  ally keeps his thoughts to himself and rarely gives 
  his own opinion in matters. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lady Lucille Bucenburg (female human vampire) 
   
  Lady Lucille Bucenburg is the first or-
  dained Blood Knight in Aiyia and the personal 
  knight for Queen Yaneria. At over 800 years of age, 
  Lady Bucenburg has trained under the queen to ad-
  vance her sword skills to near unimaginable heights. 
  Though she has yet to best the queen, no other Blood 
  Knight has been able to defeat Lady Bucenburg in 
  single combat. 
   
  Cold, calculating and fanatically loyal to 
  the queen, Lady Bucenburg is always found at the 
  side of the queen and ready to follow any order. 
   
   
   
   
  Lady Lucille Bucenburg Tactics 
   
  Lady Bucenburg fights with brutal cruelty, 
  preferring to dispatch foes one by one through the 
  use of Blood Sacrifice. She will use Own Thy Blood 
  on particularly troubling defenders and when sur-
  rounded, she will make good use of Blood Tempest. 
  208 
    
   
   
   
   
   
   
  Initiative +22 
  Senses Perception +18; darkvision 
  HP 486; Bloodied 243 
  Regeneration 10 (If Lucille takes radiant damage, her regenera-
  tion doesn’t function on her next turn.) 
  AC 42; Fortitude 38, Reflex 38, Will 38 
  Immune disease, poison; Resist 15 necrotic 
  Vulnerable 10 radiant 
  Saving Throws +2 
  Speed 6 
  Action Points 1 
  M  Long Sword (standard; at-will)✦Weapon 
        +33 vs. AC; 3d8+9 damage and the target is marked until the  
        end of Lucille’s next turn. 
   m   Blood Sacrifice (standard; at-will)✦Weapon 
        +33 vs. AC; 2d8+9 damage and the target takes ongoing  
        10 damage (save ends). 
   m   Own Thy Blood (standard; encounter)✦Weapon 
        +33 vs. AC; 2d8+2 damage and the target is stunned (save 
        ends. 1st Failed Save: The target is unconscious (save ends). 
        After effect: Ongoing 10 damage (save ends). 
  a Blood Tempest (standard; recharge 6)✦ Necrotic 
        Close burst 5; +30 vs. Fortitude; 3d8 + 9 and the target 
        is weakened (save ends). 
  Devour the Fallen (free, when a creature within 5 squares of  
        Lucille is reduced to 0 or fewer hit points; recharge 56) 
       ✦Healing 
        Lucille regains 26 hit points. 
  Alignment Evil 
  Languages Cerian 
  Skills Endurance +26, Insight +23, Intimidate +27 
  Str 30 (+22) 
  Dex 26 (+21) 
  Wis 20 (+18) 
  Con 27 (+21) 
  Int 22 (+19) 
  Cha 28 (+22) 
  Equipment Scale Armor, Longsword 
  Lady Lucille Bucenburg             Level 26 Elite Soldier 
  Medium humanoid vampire undead 
                  XP 18,000 
  
  Chapter 7 | Organizations 
   
  The Viridian Order is an organization of 
  knights from the former kingdom of Solis. Repre-
  senting loyalty, law, faith and purity, the Order was 
  the supreme fighting force for the Emerald King-
  dom. Their skill in cavalry was unmatched, and their 
  loyalty to the crown was unshakable. 
   
  When the Blood Culling swept across the 
  land, members of the Viridian Order proved their 
  status as elite knights by holding back the advancing 
  Ilium Empire and its Heaven Knights. When the 
  kingdom eventually fell due to betrayal, the Order 
  was disbanded by Imperial decree, and those who 
  resisted were arrested and executed by the Empire. 
  Those who managed to escape went into hiding with 
  the goals of carrying on the traditions of the Order 
  and bringing about the restoration of the Emerald 
  Kingdom. 
   
  Viridian Order Lore 
     History DC 15:  The Viridian Order is a knightly 
  order of paladins and destiny knights. Most members 
  of the Order were killed during the Reunification 
  War. Those who survived are in hiding in the Solis 
  Region. 
     History DC 20: The leader of the Viridian Order 
  was a destiny knight named Winston Pureheart. 
  Pureheart disappeared during the Reunification War 
  along with the King. 
     History DC 25: Those knights who survived have 
  relocated to the Plains of Sorrow in the ruins of Bal-
  samar. At the ruins the surviving knights train a new 
  generation of knights and work with the Dawn 
  Watch from Ro. 
     History DC 30: Pureheart and the King did not die 
  during the Reunification War. Instead, they found 
  themselves trapped in Vorgard were they have been 
  ever since. 
   
  Organization 
   
  Before the Reunification War, the Viridian 
  Order was a branch of the Emerald Army, leading 
  the cavalry to devastating effect. The knights oper-
  ated normally in companies (1,000 knights), col-
  umns (100 knights) and cohorts (10 knights). Only 
  twice has the order banded together to form a legion 
  of 5,000, during their initial rise in the first Destiny 
  War and in their final battle during the Reunification 
  War. 
   
  Since the fall of the Emerald Kingdom, the 
  Viridian Order operates in cohorts due to their small 
  numbers. 
     Founded: The Viridan Order was founded in 1492 
  ab during the first Destiny War in Solis. The Order 
  existed as a branch of the Emerald Army up until 
  2972 when the Order was officially disbanded by the  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ilium Empire. 
     Leadership: The Viridian Order is currently run 
  by a council of three knights, veterans of the Reuni-
  fication War. 
     Headquarters: The Order currently makes its 
  headquarters in the Plains of Sorrow on the south-
  west border of Solis. 
     Hierarchy: Before the Reunification War, the 
  Viridian Order was a highly structured order that 
  answered to the Emerald King. The Order was led 
  by a Council of Knights with a head council member 
  referred to as the ArchPaladin. 
       Since the Reunification War, the Order is led by a 
  council of three knights who govern different as-
  pects of the Order. Most knights focus on training 
  new recruits to help bolster their numbers. 
     Members: The Order is comprised of highly 
  trained and highly devoted knights. Only those who 
  demonstrate faith in the Sun, purity of soul and de-
  termination to rid Solis of the empire are admitted 
  into the order. 
   
  Even though new members are trained 
  knights, the Order puts new recruits through a rigor-
  ous regimen of training involving their tactics and 
  style of mounted combat. 
   
  Encounter Group 
   
  The Viridian Order prefers to ride as a co-
  hort for advantage in numbers. The squires typically 
  hold the outer flanks of the line while the seasoned 
  veterans hold the center. The leaders provide support 
  to the knights and squires. 
   
  Level 16 Encounter (XP 7,000) 
  ✦ 4 Destiny Knights (Level 15 soldier) 
  ✦ 1 Cushani Judge (Level 14 leader) 
  ✦ 4 Human Squires (Level 15 minion) 
  209 
  Viridian Order 
  
  Chapter 7 |  Organizations 
  Prominent Members 
   
  The Viridian Order, though a shadow of its 
  former self, still has several prominent members: 
   
  Sir Torash Aughund (male human paladin) 
   
  Sir Augung is the defacto leader of the new 
  Viridian Order, running operations from its base of 
  operations in the Plains of Sorrow. Torash is a griz-
  zled middle-aged man and a veteran of the Reunifi-
  cation War. He knows that his age and old war 
  wounds prevent him from going in to combat, and it 
  depresses him greatly. 
   
  Instead, Sir Aughund focuses on training 
  new recruits to ensure that they are ready for the 
  battles to come. His belief in acting only when the 
  time becomes right is a concern to some of the older 
  knights who wish to act now instead of later. 
   
  Sir Lance Pureheart (male human destiny 
  knight) 
   
  Lance Pureheart, who survived the Reunifi-
  cation War, is the son of Winston Pureheart. Before 
  the war, Lance served as part of a newly-created 
  aerial cavalry for the Viridian Order. The unit 
  proved highly successful during the war but suffered 
  terrible losses by the end of the war due to lack of 
  field experience. 
   
  Since the war and the loss of his father, 
  Lance works quietly within the Solis region to pass 
  information to the Order so that the council can stay 
  informed of the actions of the Empire. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Once a jovial young man, Lance has be-
  come bitter and reserved since the fall of the Emer-
  ald Kingdom. The loss of his father hit him particu-
  larly hard, and he hopes to one day learn the fate of 
  his long-lost father. 
  Lance Pureheart Tactics 
   
  Lance prefers to be in the thick of combat 
  with his good defenses. He holds onto his Wrath of 
  the Emerald attack for the most dangerous group of 
  opponents to ensure that he can hit them all. 
  210 
    
   
   
   
   
   
   
   
  Initiative +10 
  Senses Perception +14 
  HP 286; Bloodied 143; see emerald explosion 
  AC 31; Fortitude 28, Reflex 28, Will 28 
  Saving Throws +2 
  Speed 5 
  Action Points 1 
  M  Bastard Sword (standard; at-will)✦Weapon 
        +22 vs. AC; 2d8+6 damage and the target is marked until the  
        end of Lance’s next turn. 
  M  Lance (standard; at-will)✦Weapon 
        +22 vs. AC; 2d10+6 damage. 
   m   Solar Cascade (standard; recharge 6)✦Radiant, Weapon 
        +20 vs. Reflex; 2d10+6 radiant damage and slide the target 2  
        squares. Lance then shifts 2 squares and make a secondary  
        attack. +17 vs. Fortitude; 1d10+8 and the target is knocked  
        prone. 
  a Emerald Explosion (immediate reaction, when first  
        bloodied; encounter) 
        Close burst 5; targets enemies; +20 vs. AC; 2d8+6 damage.  
        Effect: Each ally within the burst regains hits points as  
        though they had spent a healing surge. 
   m   Wrath of the Emerald (standard; encounter)✦Weapon 
        +22 vs. AC; 4d10+6 and the target is knocked prone. Lance  
        shifts 2 squares and make a secondary attack against a  
        different target. +22 vs. AC; 3d10+6 and the target is  
        knocked prone. Lance shifts 2 squares and make a tertiary  
        attack against a different target. +17 vs. AC; 2d10+6 and the  
        target is knocked prone. 
  Crown of Fire 
        When Lance scores a critical hit, he gains a +2 bonus to all    
        defenses until the end of his next turn. 
  Alignment Good 
  Languages Cerian, Tyrish, Winthek 
  Skills Diplomacy +15, Endurance +14, Religion +14 
  Str 23 (+13) 
  Dex 18 (+11) 
  Wis 23 (+13) 
  Con 20 (+12) 
  Int 15 (+9) 
  Cha 16 (+10) 
  Equipment Plate Armor, Bastard sword, Lance 
  Sir Lance Pureheart                    Level 15 Elite Soldier 
  Medium natural humanoid 
                                      XP 2,400 
  
  Chapter 7 | Organizations 
   
  The Void Society is a secret organization 
  that seeks to convert the people of the world into the 
  undead, which they believe to be the perfect state of 
  being. The society continually seeks out old tomes 
  and rituals in their never ending quest to find the 
  perfect state of being. 
   
  The society was started by the Nullmandor 
  Harken the Pure who sought to rebuild the power of 
  his ancestors and bring the world under his control 
  as undead slaves. The Nullmandor was convinced 
  that in order to fulfill his goal of ruling the world, he 
  must become undead himself. Through ritual, he 
  turned himself into a lich, which he found greatly 
  increased his necromantic powers. This new-
  founded power served only to further drive him to 
  find the perfect undead state. 
   
  Few people know of the Void Society, and 
  those who have heard of it typically associate them 
  with the Church of the Moon. The society encour-
  ages this lie since it allows them to move more 
  freely through church-controlled lands. 
   
  Void Society Lore 
     History DC 15:  The society has many clerics of 
  the moon within its ranks who seek a divine answer 
  to the society’s goals. 
     History DC 20: Many Nullmandor halflings have 
  joined the cause of the society which ties to their 
  heritage as necromancers. 
     History DC 25: The society was created by a 
  Nullmandor as a means of acquiring information he 
  did not have access to and the need to have someone 
  to work for him. 
     History DC 30: Valamus killed Harken the Pure 
  to take control of the society. Unknown to him, how-
  ever, Harken’s soul attached itself to Valamus when 
  his phylactery was destroyed. He patiently waits for 
  the opportunity to take over Valamus’s body and 
  rule the society once more. 
   
  Organization 
   
  The Void Society works in a network of 
  cells throughout the known lands. This helps the 
  society maintain its secretive nature and protect the 
  other members should a cell be found out. With its 
  goal of achieving the perfect state of being, the soci-
  ety is commonly found investigating ancient ruins 
  for rituals and knowledge on how to reach this per-
  fect state of undead. 
     Founded: The society was founded in 2471 ab by 
  Harken the Pure. 
     Leadership: The society is currently run by the 
  vampire Valamus Winterhaven. 
     Headquarters: The headquarters of the society is 
  in Ison. 
      
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hierarchy: Overall, the society is run by the vam-
  pire Valamus Winterhaven who uses the society to 
  try to find a means of escaping his vampiric prison. 
  Each leader of a cell is called the Grave Master who 
  oversees the running of their cell, which typically 
  ranges from 5 to 50 members. 
     Members: The Void Society is extremely selec-
  tive about who they let into their ranks. The society 
  typically looks for individuals who have a willing-
  ness to work with the undead and share their goal of 
  converting the world into the perfect state of being. 
  Necromancers are commonly sought out due their 
  extensive knowledge of rituals. Any Nullmandor 
  found is almost always brought into the Void Soci-
  ety. 
   
  Those wishing to join the society must gain 
  sponsorship from a Nullmandor who prepares the 
  individual for the test of faith to ensure their loyalty 
  to the society. 
   
  Encounter Group 
   
  Most groups of the Void Society that are 
  encountered consist of at least one Nullmandor in 
  command of several undead minions. Depending on 
  their goals, more powerful undead or loyal body-
  guards may also be found in their presence.  
   
  Level 15 Encounter (XP 6,000) 
  ✦ 4 Red Jade Skeletons (Level 15 minion) 
  ✦ 4 Blue Jade Skeletons (Level 15 minion) 
  ✦ 1 Nullmandor Necromancer (Level 15 artillery) 
  ✦ 2 Tiefling Deathblade (Level 15 soldier) 
  211 
  Void Society 
  
  Chapter 7 |  Organizations 
    
   
   
   
   
   
   
   
  Initiative +3 
  Senses Perception +17 
  HP 206; Bloodied 103; see breath rush 
  AC 24; Fortitude 22, Reflex 23, Will 23 
  Saving Throws +2 
  Speed 5 
  Action Points 1 
  M  Quarterstaff (standard; at-will)✦Weapon 
        +15 vs. AC; 1d8+5 damage.  
  R  Soul Screams (standard; at-will)✦Necrotic 
        Ranged 10; +13 vs. Reflex; 2d6+5 necrotic damage and the  
        target is weakened (save ends). 
  c  Breath Rush (standard; recharge when bloodied)✦Necrotic 
        Close Blast 3; +14 vs. Fortitude; 1d8+5 necrotic damage and  
        the target takes ongoing 10 necrotic damage (save ends). 
  c  Your soul is mine (standard; encounter)✦Fire 
        Close Burst 2; +13 vs. Fortitude; 2d10+5 necrotic damage  
        and the target is unconscious (save ends). Each Failed Save:  
        The target takes 10 necrotic damage. 
  Army of the Dead 
        Any creature who dies of damage from Jarish raises as a  
        Breath Zombie equal to their level on their next turn. 
  Second Chance (minor; encounter) 
        See the D&D 4E Player’s Handbook 
  Alignment Evil 
  Languages Cerian, Derish, Tyrish 
  Skills Diplomacy +13, Religion +12 
  Str 18 (+9) 
  Dex 16 (+8) 
  Wis 21 (+10) 
  Con 15 (+7) 
  Int 18 (+9) 
  Cha 18 (+9) 
  Equipment Robes, Quarterstaff 
  Jarish the Butcher                  Level 10 Elite Controller 
  Small natural humanoid 
                                      XP 1,000 
  Prominent Members 
   
  The Void Society has several powerful 
  members within its ranks who will do anything to 
  achieve the goals of the society. 
   
  Valamus Winterhaven (male vampire summoner) 
   
  Valamus Winterhaven was a former destiny 
  knight until he was captured by Sanguine Order dur-
  ing a conflict between the kingdoms of Solis and 
  Aiyia. Turned into a vampire by Queen Yaneria, 
  Valamus hated what he had become and managed to 
  escape the clutches of the vampire nation. 
   
  Since his turning, Valamus has strayed far 
  from his religious beliefs. He has taken up studying 
  arcane lore in hopes of finding a way to end his 
  vampire existence and become human once more. 
  His search has driven him mad over the past several 
  hundred years and has led him to the Void Society. 
   
  After defeating Harken the Pure, Valamus 
  took control of the society to use its research in 
  hopes of finding away to end his vampiric state. The 
  rest of the society however, is unaware of his true 
  motives. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Jarish the Butcher (male nullmandor halfling) 
   
  A halfling who has fully embraced his heri-
  tage, Jarish is a master of necromancy and the grave 
  master of a cell located in Hira. Jarish gained his 
  reputation as the Butcher when he murdered 12 com-
  mon folk who had stumbled onto his cell’s location. 
  With their deaths, Jarish rose each one as an undead 
  slave to do his bidding. 
   
  Jarish is a cruel master, constantly driving 
  his cell to new heights of necromantic understand-
  ing. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Jarish the Butcher Tactics 
   
  Jarish prefers to stay behind his undead 
  servants as much as possible and use his breath rush 
  at first opportunity. He will then alternate between 
  soul scream and your soul is mine. 
  212 
  
   
  
  Chapter 8 |  Monster Lore 
   
  Monsters. Plagues. Abominations. The 
  world of Falamar is a dangerous place to live. Since 
  the rebirth of the Night Reign, some of the most sav-
  age and disturbing creatures have come out from 
  their hiding places to prowl the land once more. 
   
  With the world shrouded in darkness, most 
  monsters are neither pleasant nor forgiving. Even the 
  lowly goblin or gnoll is more dark and ruthless than 
  normal. The horrors of the world have inflicted last-
  ing pain to the psyche of all creatures. 
   
  Creatures 
  ✦ Blood Knight: These vampire nobles are knights  
        of the Sanguine Order in the kingdom of Aiyia.  
        Cunning warriors, they are renowned for their  
        ability to recover from injury. 
   
  ✦ Bone Guard: The living half of the Ilium  
        Empire, the soldiers of the Bone Guard dress in  
        armor with the appearance of bones. Most of the  
        young Bone Guard are no more than young  
        adults who have lived the way of the Empire  
        their whole life. 
   
  ✦ Breath Dragon: Not all dragons become the  
        dracolich upon their deaths. Those dragons of the  
        purest evil may become a dragon infused with  
        the power of the Breath. 
   
  ✦ Breath Zombie: The undead by-product of the  
        Breath. Those creatures unlucky enough to be  
        caught in the maw of the Breath of Ilius are  
        raised shortly after their death and empowered  
        by the Breath. 
   
  ✦ Cushani: Once just feline predators within the  
        Great Forest, the cushani evolved into  
        intelligent and powerful hunters. 
   
  ✦ Heaven Knights: The elite guard of the Ilium  
        Empire, the Heaven Knights enforce imperial  
        law with a ruthless hand. When coupled with the  
        rumors of their ritual sacrifices, the Heaven  
        Knights are universally feared by all. 
   
  ✦ La’ree: These undead creatures excel at blending  
        into society to sow the seeds of destruction. As  
        creations of the all powerful Shan’ree, La’ree  
        work to turn the world into a realm of undead. 
   
  ✦ Nullmandor: An ancient line of necromancers,  
        the nullmandor are creatures that have  
        reawakened from their curse to walk the world  
        once more as masters of the undead. 
   
  ✦ Shadow Elves: Cold and calculating, the shadow  
        elves view the world from the darker side of life.  
        They work to protect their lands and society with  
        brutal efficiency. 
   
  ✦ Shan’ree: Born of the Wyrms of Autumn and  
        Winter, these creatures of shadow are the  
        living symbol of evil and shadows. They seek to  
        enslave the masses to satisfy their desire of a     
        world populated by the undead. 
   
  ✦ Winkar: The darker half of the dwarves, the  
        winkar are a deeply religious race of dwarves  
        who strive to convert the world to the church of  
        the moon. 
   
  ✦ Queen and Lord: The vampire queen Yaneria  
        and the lich lord Razel. Both rule over vast  
        amounts of land. Both hundreds of years old.  
        Both incredibly evil.  
   
  Hazards and Diseases 
  ✦The Breath of Ilius: The Breath is the  
       manifestation of all that is evil in the world.  
       Rolling through the land in the appearance of a  
       thick, dark fog, this semi-intelligent mass seeks  
       out living creatures to consume their life force to  
       feed its never ending hunger. 
   
  ✦Dark Rot: A disease that has begun to spread  
       from the undead, causing a weakening of the  
       body. 
   
  ✦Reaper Plague: The Reaper plague is a disease  
       created by the Order of Heaven as a tool of fear  
       and a weapon to cull the enemies of the Ilium  
       Empire. Its devastating effects can cripple a man  
       in a short time. 
  214 
  Chapter 8: Monster Lore 
  
  Chapter 8 | Monster Lore 
   
   
  Senses Darkvision 
  Hit Points +8 per level + Constitution score 
  Regeneration 10. If a blood knight takes radiant damage, 
  its regeneration doesn’t function on its next turn. 
  Immune disease, poison 
  Resist 10 necrotic at 11th level, 15 necrotic at 21st level 
  Vulnerability 10 radiant 
  Saving Throws +2 
  Action Point 1 
  Devour the Fallen (immediate reaction when a  
        creature within 5 squares of the blood knight is  
        reduced to 0 hit points) ✦Healing 
        The blood knight regains hit points equal to its level. 
  c   Blood Tempest (standard; recharge when first  
        bloodied)✦ Healing, Necrotic 
        Close Burst 5; Level +3 vs. Fortitude; 3d8 + Strength  
        modifier damage and the target is weakened (save  
        ends) 
  Blood Knight                   Elite Skirmisher or Soldier 
  Humanoid (undead) 
    
                 XP Elite 
   
  As the elite of Aiyia, the vampiric knights 
  lead troops into battle in the name of Queen Yaneria. 
  Vicious and cunning, the Blood Knights revel in the 
  slaughter of their opponents. They’re known for 
  their resilience and for draining their foes to 
  strengthen themselves. 
   
  Blood Knight (template) 
   
  “Blood Knight” is a template you can apply 
  to any paragon level humanoid creature. If you are 
  modifying a non-player character, this template 
  works best with circle dancer, fighter, paladin or 
  ranger classes. 
  Prerequisite: Humanoid; Level 11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Blood Knight Lore 
     Religion DC 15: Blood Knights can be found 
  throughout the Kingdom of Aiyia though typically 
  they are located in the larger cities. 
     Religion DC 20:  Blood Knights prefer to engage 
  quickly, using their superior regenerative abilities to 
  help them keep going in a prolonged fight. 
   
  Thrull Squire 
   
  Thrulls are those creatures that have yet to 
  obtain knighthood in the order. They have typically 
  had a taste of the power that being a full vampire can 
  bring and their willingness to perform any action to 
  obtain full knighthood makes them dangerous oppo-
  nents. 
  215 
    
   
   
   
   
   
  Initiative +12 
  Senses Perception +9 
  HP 137; Bloodied 68 
  AC 30; Fortitude 27, Reflex 25, Will 24 
  Immune disease, poison 
  Resist 10 necrotic Vulnerability 10 radiant 
  Speed 6 
  M  Halberd (standard; at-will)✦Weapon 
        Reach 2; +21 vs. AC; 2d8+6 damage. 
   m   Body Pike (standard; recharge 6)✦Weapon 
        Reach 2; +22 vs. Reflex; 4d8+6 damage. 
  c  Blood Rush (standard; encounter)✦Necrotic 
        Thrull squire shifts 2 squares before the attack; Close  
        Burst 2; +21 vs. AC; 3d10+6 and thrull squire regains  
        34 hit points 
  Feeder Weapon ✦ Healing, Necrotic 
        When attacking with its melee weapon, the thrull  
        squire regains 5 hit points. 
  Alignment Evil 
  Languages Cerish 
  Skills Endurance +15 
  Str 23 (+13) 
  Dex 17 (+10) 
  Wis 14 (+9) 
  Con 17 (+10) 
  Int 14 (+9) 
  Cha 14 (+9) 
  Equipment Chainmail, Halberd 
  Thrull Squire 
   
   
   Level 14 Soldier 
  Medium natural humanoid (undead) 
                XP 1,000 
  Blood Knight 
  
  Chapter 8 |  Monster Lore 
   
  Blood Knight Mage 
   
  The Blood Knight Mage is a knight who 
  has taken up magic to complement their martial 
  abilities. Though not as highly trained in melee com-
  bat, their ability to mix sword and magic makes 
  them dangerous. 
   
  Encounter Group 
   
  Blood Knights typically operate alone or in 
  small groups. When  operating in groups, Blood 
  Knights typically have several skirmishers or foot 
  soldiers to handle the grunt work, allowing the 
  knight to focus on dangerous opponents or obstacles. 
   
  Level 15 Encounter (XP 6,200) 
  ✦ 1 Blood Knight (Level 14 elite skirmisher) 
  ✦ 3 Thrull Squire (Level 14 soldier) 
  ✦ 1 Blood Mage (Level 15 artillery) 
  216 
    
   
   
   
   
   
  Initiative +14 
  Senses Perception +13; darkvision 
  HP 252; Bloodied 126 
  AC 30; Fortitude 27, Reflex 25, Will 24 
  Immune disease, poison 
  Resist 10 necrotic Vulnerability 10 radiant 
  Regeneration 10. If the blood knight takes radiant dam-
  age, its regeneration doesn’t function on its next turn. 
  Saving Throws +2 
  Speed 6 
  Action Point 1 
  M  Greatsword (standard; at-will)✦Fire, Weapon 
        +19 vs. AC; 1d10+6 damage plus 1d6 fire damage,  
        plus an extra 3d6 fire damage is the target is  
        immobilized. 
  c   Volcanic Hold (standard; recharge 6) 
        Close Blast 5; one enemy in blast; +17 vs. Fortitude;  
        target is immobilized (save ends). 
  c  Blood Tempest (standard; recharge when first  
        bloodied)✦ Healing, Necrotic 
        Close Burst 5; Level +17 vs. Fortitude; 3d8+6  
        damage and the target is weakened (save ends). 
  Devour the Fallen (immediate reaction when a  
        creature within 5 squares of the blood knight is  
        reduced to 0 hit points) ✦Healing 
        The blood knight regains 12 hit points. 
  Alignment Evil 
  Languages Cerish 
  Skills History +10, Insight +13 
  Str 21 (+12) 
  Dex 17 (+10) 
  Wis 12 (+8) 
  Con 14 (+9) 
  Int 12 (+8) 
  Cha 13 (+8) 
  Equipment Scale Armor, Greatsword 
  Human Blood Knight 
   Level 14 Elite Skirmisher 
  Medium natural humanoid (undead) 
                XP 2,000 
    
   
   
   
   
   
  Initiative +13 
  Senses Perception +10 
  HP 110; Bloodied 55 
  AC 27; Fortitude 26, Reflex 28, Will 26 
  Immune disease, poison 
  Resist 10 necrotic Vulnerability 10 radiant 
  Speed 6 
  M  Dagger (standard; at-will)✦Weapon 
        +22 vs. AC; 1d10+6 damage. 
  R  Sanguine Lance (standard; at-will)✦Force 
        Ranged 20; +20 vs. Reflex; 2d8+6 force damage. 
  a  Blood Storm (standard; encounter)✦Necrotic 
        Area Burst 1 within 10; +20 vs. Fortitude; 1d10+6  
        necrotic damage and ongoing 10 necrotic damage. 
  Blood Thaumaturgy 
        When the blood knight mage hits with a power, the  
        target also regains 5 fewer hit points from any healing  
        it receives (save ends). 
  Alignment Evil 
  Languages Cerish 
  Skills Arcana +17, History +17 
  Str 17 (+10) 
  Dex 23 (+13) 
  Wis 17 (+10) 
  Con 14 (+9) 
  Int 20 (+12) 
  Cha 14 (+9) 
  Equipment robes, wand, dagger 
  Blood Knight Mage 
               Level 15 Artillery 
  Medium natural humanoid (undead) 
                XP 1,200 
  
  Chapter 8 | Monster Lore 
    
   
   
   
  Initiative +1 
  Senses Perception +1 
  HP 1; a missed attack never damages a minion. 
  AC 17; Fortitude 15, Reflex 13, Will 14 
  Speed 6 
  M  Bone Sword (standard; at-will)✦Weapon 
        +8 vs. AC; 4 damage. 
  Divide and Conquer 
        The soldier gains a +2 bonus to damage rolls per  
        bone guard ally adjacent to its target. 
  Alignment Evil 
  Languages Cerish 
  Str 14 (+3) 
  Dex 10 (+1) 
  Wis 10 (+1) 
  Con 12 (+2) 
  Int 9 (+0) 
  Cha 11 (+1) 
  Equipment Chainmail, longsword 
  Bone Guard Soldier 
   
     Level 3 Minion 
  Medium natural humanoid 
   
   
     XP 38 
    
   
   
   
   
  Initiative +4 
  Senses Perception +6 
  HP 48; Bloodied 24 
  AC 17; Fortitude 14, Reflex 18, Will 17 
  Speed 6 
  M  Dagger (standard; at-will)✦Weapon 
        +12 vs. AC; 1d6+4 damage. 
  R  Bone Bolt (standard; at-will)✦Force 
        Ranged 20; +10 vs. Reflex; 1d10+4 force damage. 
  r  Black Lightning (standard; recharge 6)✦Lightning, 
        Necrotic 
        Ranged 10; +10 vs. Reflex; 2d8+4 lightning damage  
        and the target is immobilized (save ends). 
  Alignment Evil 
  Languages Cerish 
  Skills Arcana +11 
  Str 10 (+2) 
  Dex 14 (+4) 
  Wis 17 (+5) 
  Con 12 (+3) 
  Int 18 (+6) 
  Cha 12 (+3) 
  Equipment Robes, Wand, Dagger 
  Bone Guard Battle Mage  
   Level 5 Artillery 
  Medium natural humanoid 
   
   
   XP 200 
    
   
   
   
   
  Initiative +1 
  Senses Perception +1 
  HP 56; Bloodied 28 
  AC 15; Fortitude 16, Reflex 14, Will 14 
  Speed 6 
  M  Long Sword (standard; at-will)✦Weapon 
        +6 vs. AC; 2d6+3 damage. 
   m   Brute’s Blade (standard; recharge 6)✦Weapon 
        +6 vs. AC; 3d6+3 damage and the target takes  
        ongoing 5 damage (save ends). 
  Divide and Conquer 
        The enforcer gains a +2 bonus to damage rolls per  
        bone guard ally adjacent to its target. 
  Alignment Evil 
  Languages Cerish 
  Skills Intimidate +9, Endurance +7 
  Str 17 (+4) 
  Dex 12 (+2) 
  Wis 11 (+1) 
  Con 16 (+4) 
  Int 10 (+1) 
  Cha 12 (+2) 
  Equipment Scalemail, longsword 
  Bone Guard Enforcer 
   
       Level 3 Brute 
  Medium natural humanoid 
   
   
   XP 150 
   
  The Bone Guard are the foot soldiers of the 
  Ilium Empire. The Bone Guard is comprised of all 
  races across Falamar, although humans and tieflings 
  are more common. Most Bone Guard are mean-
  spirited and enjoy oppressing the common folk. 
   
  Bone Guard Enforcer 
   
  The enforcers are the experienced Bone 
  Guards soldiers who have seen their share of com-
  bat. They are typically jaded people, enforcing the 
  laws of the Empire with a cruel hand.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bone Guard Soldier 
   
  The soldier is the common Bone Guard 
  rank-and-file member of the army. They typically 
  have standard training and are not expected to do 
  much more than follow the orders of their superiors. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bone Guard Battle Mage 
   
  The battle mage is a specialized Bone 
  Guard, trained in the ways of magic to support the 
  enforcers and soldiers.  They use their magic to 
  cause destruction on a massive scale. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bone Guard Captain (template) 
   
  The Bone Guard captain is a member of the 
  army that has risen above the rank and file. He is a 
  cruel warrior who inspires fear in enemies and sub-
  ordinates alike. 
   
   
   
   
  217 
  Bone Guard 
  
  Chapter 8 |  Monster Lore 
    
   
   
   
   
   
   
   
   
  Initiative +6 
  Senses Perception +3 
  Zealot’s Aura (Fear) aura 5; allies within the aura gain a  
        +2 power bonus to Will defense. Enemies within the  
        aura suffer a –2 penalty to attack rolls. 
  HP 126; Bloodied 63 
  AC 21; Fortitude 18, Reflex 16, Will 15 
  Saving Throws +2 
  Speed 6 
  Action Points 1 
  M  Long Sword (standard; at-will)✦Weapon 
        +10 vs. AC; 1d8+3 damage. 
  c  Dragon Breath (minor; at-will) ✦Cold 
        Close Burst 3; +6 vs. Reflex; +7 while bloodied;  
        1d6+2 cold damage. 
  c  Captain’s Command (minor; recharge 6) 
        Close Burst 5; Slide allies within the burst up to 3  
        squares. Allies in the burst may then make a melee  
        basic attack as a free action against any creature  
        within reach. 
  Dragonborn Fury (only while bloodied) 
        The dragonborn bone guard captain gains a +1 racial  
        bonus to attack rolls while bloodied. 
  Impetuous Spirit (immediate reaction, when an enemy  
        leaves an adjacent square; at-will)✦Weapon 
        The bone guard captain makes a melee basic attack  
        against an enemy, even if the enemy is shifting. 
  Martial Recovery (free, when the bone guard captain  
        misses with a melee attack; recharges when the  
        captain uses impetuous spirit)✦Weapon 
        The bone guard captain makes another melee attack  
        against the same target. 
  Beatdown 
        Targets hit by the Bone Guard Captain’s melee  
        attacks are also knocked prone.       
  Alignment Evil 
  Languages Cerish, Draconic 
  Skills Endurance +9, History +4, Intimidate +10 
  Str 16 (+5) 
  Dex 15 (+4) 
  Wis 12 (+3) 
  Con 15 (+4) 
  Int 11 (+2) 
  Cha 12 (+3) 
  Equipment Scale Armor, Light Shield, Longsword 
  Dragonborn Bone Guard Captain    Level 5 Elite Soldier (Leader) 
  Medium natural humanoid 
   
   
   XP 400 
   
   
  Zealot’s Aura (Fear) aura 5; allies within the aura gain a  
        +2 power bonus to Will defense. Enemies within the  
        aura suffer a –2 penalty to attack rolls. 
  Hit Points +8 per level + Constitution score 
  Saving Throws +2 
  Action Point 1 
  Beatdown 
        Targets hit by the Bone Guard Captain’s melee  
        attacks are also knocked prone 
  c   Captain’s Command (minor; recharge 6) 
        Close Burst 5; Slide allies within the burst up to 3  
        squares. Allies in the burst may then make a melee  
        basic attack as a free action against any creature  
        within reach. 
  Bone Guard Captain              Elite Soldier (Leader) 
  Humanoid 
   
    
                 XP Elite 
   
  “Bone Guard Captain” is a template you 
  can apply to any humanoid monster. If you are 
  modifying a non-player character, this template 
  works best with fighter, paladin and warlord classes. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bone Guard Lore 
     Nature DC 10:  Not all soldiers are completely 
  loyal to the Empire. Those who are not normally 
  keep this to themselves, however, due to the threat 
  of never-ending servitude as one of the undead 
  should they commit treason. 
     History DC 15: Bone Guards are constantly under 
  the watchful eye of the Church of the Moon to en-
  sure loyalty to the faith and the Heaven Knights to 
  ensure loyalty to the Empire. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Encounter Group 
   
  Bone Guard troops prefer to work in units 
  where their numbers give them an advantage. They 
  are usually led by a Captain or Enforcer who likes to 
  focus on a single target, quickly taking it down be-
  fore moving onto the next threat. 
   
  Level 6 Encounter (XP 1,250) 
  ✦ 5 bone guard soldiers (level 5 minion) 
  ✦ 2 bone guard enforcers (level 5 brute) 
  ✦ 1 bone guard battle mage (level 5 artillery) 
  ✦ 1 bone guard captain (level 5 elite soldier) 
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  Chapter 8 | Monster Lore 
    
   
   
   
   
   
   
   
   
  Initiative +16 
  Senses Perception +14; darkvision 
  Breath Aura aura 3; any creature that enters the aura or  
         starts its turn there takes 10 necrotic damage and a –2  
         penalty to saving throws. 
  HP 676; Bloodied 338; see also bloodied breath 
  AC 31; Fortitude 29, Reflex 31, Will 29 
  Resist 20 necrotic 
  Saving Throws +5 
  Speed 6, fly 10 (hover), overland flight 15 
  Action Points 2 
  M  Bite (standard; at-will)✦Necrotic 
        Reach 2; +22 vs. AC; 2d8+7 damage plus 3d8 
        necrotic damage. 
  M  Claw (standard; at-will)✦Necrotic 
        Reach 2; +22 vs. AC; 2d8+7 damage. 
   m  Double Attack (standard; at-will) 
        The adult breath dragon makes two claw attacks. 
  c  Breath Weapon (standard; recharge 456)  
       ✦Necrotic 
        Close Blast 5; +19 vs. Reflex; 2d8+7 necrotic damage  
        and the target takes a –2 penalty to attack rolls and is  
        immobilized (save ends both). Aftereffect: The target  
        is slowed (save ends). 
  Bloodied Breath (free, when first bloodied; encounter) 
        Breath weapon recharges and the adult breath dragon   
        uses it immediately. 
  c  Frightful Presence (standard; encounter) ✦Fear 
        Close Blast 5; targets enemies; +19 vs. Will; the tar 
        get is stunned until the end of the adult breath  
        dragon’s turn. Aftereffect: The target takes a –2  
        penalty to attack rolls (save ends). 
  a Shade’s Embrace (standard; recharge 6)✦Necrotic 
        Area Burst 1 within 20; +19 vs. Reflex; 2d8+7  
        damage and the target is restrained (save ends).  
        Effect: The burst creates a zone of shadows that lasts  
        until the end of the adult breath dragon’s next turn.  
        Each creature that starts its turn in the zone takes 10  
        necrotic damage. Sustain Minor: The zone persists. 
  Alignment Evil 
  Languages Cerian, Draconic 
  Skills Arcana +17, Athletics +17, Intimidate +17 
  Str 20 (+13) 
  Dex 27 (+16) 
  Wis 22 (+14) 
  Con 25 (+15) 
  Int 19 (+12) 
  Cha 18 (+12) 
  Adult Breath Dragon          Level 17 Solo Controller 
  Large shadow magical beast (dragon)               XP 8,000 
    
   
   
   
   
   
   
   
  Initiative +10 
  Senses Perception +8; darkvision 
  Breath Aura aura 2; any creature that enters the aura or  
         starts its turn there takes 5 necrotic damage and a –2  
         penalty to saving throws. 
  HP 392; Bloodied 196; see also bloodied breath 
  AC 23; Fortitude 21, Reflex 21, Will 22 
  Resist 15 necrotic 
  Saving Throws +5 
  Speed 6, fly 10 (hover), overland flight 15 
  Action Points 2 
  M  Bite (standard; at-will)✦Necrotic 
        Reach 2; +14 vs. AC; 2d6+5 damage plus 2d8  
        necrotic damage. 
  M  Claw (standard; at-will)✦Necrotic 
        Reach 2; +14 vs. AC; 2d6+5 damage. 
   m  Double Attack (standard; at-will) 
        The young breath dragon makes two claw attacks. 
  c  Breath Weapon (standard; recharge 456)  
       ✦Necrotic 
        Close Blast 5; +11 vs. Reflex; 2d6+5 necrotic damage  
        and the target takes a –2 penalty to attack rolls and is  
        immobilized (save ends both). Aftereffect: The target  
        is slowed (save ends). 
  Bloodied Breath (free, when first bloodied; encounter) 
        Breath weapon recharges and the young breath dragon   
        uses it immediately. 
  c  Frightful Presence (standard; encounter) ✦Fear 
        Close Blast 5; targets enemies; +11 vs. Will; the target  
        is stunned until the end of the young breath dragon’s  
        turn. Aftereffect: The target takes a –2 penalty to  
        attack rolls (save ends). 
  Alignment Evil 
  Languages Cerian, Draconic 
  Skills Arcana +13, Athletics +11, Intimidate +12 
  Str 14 (+6) 
  Dex 22 (+10) 
  Wis 19 (+8) 
  Con 18 (+8) 
  Int 18 (+8) 
  Cha 16 (+7) 
  Young Breath Dragon          Level 9 Solo Controller 
  Large shadow magical beast (dragon)               XP 2,000 
   
  Throughout history, dragons have roamed 
  the world. Since the birth of the Breath, dragons 
  have occasionally succumbed to its life stealing en-
  ergy. Some of the dragons that have been ensnared 
  by the Breath are corrupted into a partnership where 
  they continue on as a frightening combination of 
  necrotic and draconic energy. 
   
  Young Breath Dragon 
   
  Young and brash, the young breath dragon 
  prefers to use subservient creatures to do its bidding 
  and fighting. Through the use of its Breath aura and 
  breath weapon it can assist its allies in combat. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adult Breath Dragon 
   
  The adult breath dragon has tempered its 
  volatile nature with a more precise and cunning na-
  ture, preferring to manipulate foes whenever possi-
  ble. 
   
   
   
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  Breath Dragon 
  
  Chapter 8 |  Monster Lore 
    
   
   
   
   
   
   
   
   
   
  Initiative +22 
  Senses Perception +20; darkvision 
  Breath Aura aura 4; any creature that enters the aura or  
         starts its turn there takes 15 necrotic damage and a –2  
         penalty to saving throws. 
  HP 908; Bloodied 454; see also bloodied breath 
  AC 38; Fortitude 37, Reflex 38, Will 37 
  Resist 25 necrotic 
  Saving Throws +5 
  Speed 6, fly 12 (hover), overland flight 15 
  Action Points 2 
  M  Bite (standard; at-will)✦Necrotic 
        Reach 3; +29 vs. AC; 3d6+8 damage plus 3d10 
        necrotic damage. 
  M  Claw (standard; at-will)✦Necrotic 
        Reach 2; +29 vs. AC; 3d6+8 damage. 
   m  Double Attack (standard; at-will) 
        The elder breath dragon makes two claw attacks. 
  r  Deathgaze (standard; recharge 6)✦Gaze 
        Ranged 5; +26 vs. Fortitude; target loses half their  
        current hit points. 
  c  Breath Weapon (standard; recharge 456)  
       ✦Necrotic 
        Close Blast 5; +26 vs. Reflex; 3d8+8 necrotic damage  
        and the target takes a –2 penalty to attack rolls and is  
        immobilized (save ends both). Aftereffect: The target  
        is slowed (save ends). 
  Bloodied Breath (free, when first bloodied; encounter) 
        Breath weapon recharges and the elder breath dragon   
        uses it immediately. 
  c  Frightful Presence (standard; encounter) ✦Fear 
        Close Blast 10; targets enemies; +26 vs. Will; the  
        target is stunned until the end of the elder breath  
        dragon’s turn. Aftereffect: The target takes a –2  
        penalty to attack rolls (save ends). 
  a Shade’s Embrace (standard; recharge 6)✦Necrotic 
        Area Burst 1 within 20; +19 vs. Reflex; 3d8+8  
        damage and the target is restrained (save ends).  
        Effect: The burst creates a zone of shadows that lasts  
        until the end of the elder breath dragon’s next turn.  
        Each creature that starts its turn in the zone takes 10  
        necrotic damage. Sustain Minor: The zone persists. 
  Alignment Evil 
  Languages Cerian, Draconic 
  Skills Arcana +23, Athletics +23, Intimidate +23 
  Str 23 (+18) 
  Dex 30 (+22) 
  Wis 27 (+20) 
  Con 27 (+20) 
  Int 22 (+18) 
  Cha 22 (+18) 
  Elder Breath Dragon          Level 24 Solo Controller 
  Huge shadow magical beast (dragon) 
              XP 30,250 
  Elder Breath Dragon 
   
  Elder breath dragons have fully embraced 
  their shadow nature, using its to full effect to control 
  and kill their opponents from a distance. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  220 
  
  Chapter 8 | Monster Lore 
  Ancient Breath Dragon 
   
  Ancient breath dragons are consumed by 
  hatred of all living things. When confronted by the 
  living, they strive to destroy them by any means. 
   
  Breath Dragon Lore 
     Religion DC 15: Breath dragons feed on the life 
  force of living creatures, using their souls to fuel 
  their shadow-enhanced forms. 
     Religion DC 20: Breath dragons are unable to 
  breed in the traditional sense. However, they are 
  capable of converting another dragon into a breath 
  dragon.  
   
  Encounter Group 
   
  Breath dragons prefer isolation so they are 
  commonly found alone. However, they have been 
  known to use undead servants to assist them from 
  time to time. 
   
  Level 10 Encounter (XP 2,800) 
  ✦ 1 young breath dragon (level 9 solo controller) 
  ✦ 2 breath zombie (level 9 soldier) 
   
  Level 18 Encounter (XP 11,200) 
  ✦ 1 adult breath dragon (level 17 solo controller) 
  ✦ 2 breath zombie (level 17 soldier) 
   
  Level 25 Encounter (XP 42,350) 
  ✦ 1 elder breath dragon (level 24 solo controller) 
  ✦ 2 breath zombie (level 24 soldier) 
   
  Level 31 Encounter (XP 133,000) 
  ✦ 1 ancient breath dragon (level 30 solo controller) 
  ✦ 2 breath zombie (level 30 soldier) 
  221 
    
   
   
   
   
   
   
   
   
   
   
  Initiative +26 
  Senses Perception +25; darkvision 
  Breath Aura aura 5; any creature that enters the aura or  
         starts its turn there takes 20 necrotic damage and a –2  
         penalty to saving throws. 
  HP 1,104; Bloodied 552; see also bloodied breath 
  AC 44; Fortitude 42, Reflex 46, Will 43 
  Resist 25 necrotic 
  Saving Throws +5 
  Speed 6, fly 12 (hover), overland flight 15 
  Action Points 2 
  M  Bite (standard; at-will)✦Necrotic 
        Reach 4; +35 vs. AC; 3d8+10 damage plus 4d10 
        necrotic damage. 
  M  Claw (standard; at-will)✦Necrotic 
        Reach 2; +35 vs. AC; 3d8+10 damage. 
   m  Triple Attack (standard; at-will) 
        The ancient breath dragon makes two claw attacks  
        and one bite attack. 
  c  Vorgardian Nightmare (standard; recharge 6) 
       ✦ Necrotic 
        Close burst 4; targets enemies; +32 vs. Fortitude;  
        3d8+10 necrotic damage and the target is blinded  
        until the end of the ancient breath dragon’s next turn.  
        Aftereffect: The target gains vulnerability 10 necrotic  
        (save ends). 
  r  Deathgaze (standard; recharge 6)✦Gaze, Necrotic 
        Ranged 5; +32 vs. Fortitude; target loses half their  
        current hit points. 
  c  Breath Weapon (standard; recharge 456)  
       ✦ Fire, Necrotic 
        Close Blast 5; +32 vs. Reflex; 4d10+9 fire and  
        necrotic damage and the target takes a –2 penalty to  
        attack rolls and is immobilized (save ends both).  
        Aftereffect: The target is slowed (save ends). 
  Bloodied Breath (free, when first bloodied; encounter) 
        Breath weapon recharges and the ancient breath  
        dragon uses it immediately. 
  c  Frightful Presence (standard; encounter) ✦Fear 
        Close Blast 10; targets enemies; +32 vs. Will; the  
        target is stunned until the end of the ancient breath  
        dragon’s turn. Aftereffect: The target takes a –2  
        penalty to attack rolls (save ends). 
  a Shade’s Embrace (standard; recharge 6)✦Necrotic 
        Area Burst 1 within 20; +32 vs. Reflex; 4d10+9  
        damage and the target is restrained (save ends).  
        Effect: The burst creates a zone of shadows that lasts  
        until the end of the elder breath dragon’s next turn.  
        Each creature that starts its turn in the zone takes 15  
        necrotic damage. Sustain Minor: The zone persists. 
  Alignment Evil 
  Languages Cerian, Draconic 
  Skills Arcana +27, Athletics +27, Intimidate +27 
  Str 25 (+22) 
  Dex 34 (+27) 
  Wis 31 (+25) 
  Con 28 (+24) 
  Int 25 (+22) 
  Cha 26 (+23) 
  Ancient Breath Dragon      Level 30 Solo Controller 
  Gargantuan shadow magical beast (dragon)      XP 95,000 
  
  Chapter 8 |  Monster Lore 
   
  The undead are common in the lands of 
  Falamar, but none is more terrifying than the Breath 
  Zombie. When the Breath of Ilius kills a creature, its 
  evil and necrotic energy raises the creature as a pow-
  erful undead zombie. 
   
  Retaining some of their former intelligence, 
  these necrotic empowered undead harness wisps of 
  the Breath itself to consume the life force of their 
  victims. They seek out life to destroy and consume, 
  just like their creator. 
   
  Breath Zombie Lore 
     Religion DC 10: Villagers and townsfolk are the 
  most common Breath zombies since they are the 
  most susceptible to the Breath. Those of hardier 
  body and mind such as adventurers tend to create 
  elite breath zombies which are known to lead lesser 
  undead creatures. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     Religion DC 15: Breath zombies have been 
  known to work together to overpower more difficult 
  opponents, using their breath aura to their advantage. 
   
  Encounter Group 
   
  Breath zombies can commonly be found 
  along with a Breath of Ilius hazard and among other 
  undead creatures such as rotters and ghouls. 
   
  Level 6 Encounter (XP 1,315) 
  ✦ 2 Breath Zombie Reaper (Level 6 soldier) 
  ✦ 5 Zombie Rotters (Level 6 minions) 
  ✦ 2 Ghouls (Level 6 brute) 
   
  Breath Zombie Reaper 
   
  Strong and infused with the Breath of Ilius, 
  the breath zombie reapers are the most common 
  zombies created by the Breath. They use their ne-
  crotic energy to kill any living creature they come 
  across. 
  222 
    
   
    
   
   
   
  Initiative +5 
  Senses Perception +3; Darkvision 
  Breath Aura (Necrotic) aura 2: any creature that enters  
        of begins its turn in the aura takes 5 necrotic damage.  
        Creatures in the aura also take a –2 penalty to saving  
        throws. 
  HP 68; Bloodied 34; see also death burst 
  AC 22; Fortitude 19, Reflex 17, Will 17 
  Immune disease, poison; Resist 10 necrotic 
  Vulnerable 5 radiant 
  Speed 6 
  M  Slam (standard; at-will)✦Necrotic 
         +13 vs. AC; 1d6+4 damage and the target takes on 
        going 5 necrotic damage (save ends). 
  c   Absorb Life (standard; encounter)✦Healing,  
        Necrotic 
         Close burst 3; +11 vs. Fortitude; 3d6+4 necrotic  
        damage and the breath zombie regains 5 hit points for  
        each creature damaged by the attack. 
  c   Death Burst (when reduced to 0 hit points) 
        ✦Necrotic 
         The breath zombie explodes. Close burst 1; +11 vs.  
         Fortitude; 3d6+4 necrotic damage and the target takes  
         ongoing 5 necrotic damage (save ends). 
  Breath Reaper ✦ Necrotic 
         The breath zombie’s attacks deals an extra 5 necrotic  
         damage to a bloodied creature. 
  Alignment Unaligned 
   
  Languages - 
  Skills Endurance +9, Intimidation +6 
  Str 19 (+7) 
  Dex 13 (+4) 
  Wis 14 (+5) 
  Con 12 (+4) 
  Int 8 (+2) 
  Cha 6 (+1) 
  Breath Zombie Reaper                        Level 6 Soldier 
  Medium natural animate (undead)                                      XP 250 
     Breath Zombie 
  
  Chapter 8 | Monster Lore 
   
  Powerful feline hunters, the Cushani thrive 
  on hunting their prey. Though some prefer stealth 
  and others brutal open combat, all of them seek the 
  glory of the kill. Tough and intelligent, they tend to 
  rely heavily on instincts while hunting and fighting. 
   
  Most warriors are males seeking glory in 
  hopes of gaining a mate while the females take on 
  more leadership roles as is custom in their society. 
   
  Cushani Warrior 
   
  The standard cushani warriors are young 
  males looking to prove themselves through combat. 
  Their zeal and bloodlust are well known though this 
  tends to shorten the lives of many. 
   
  Cushani Mauler 
   
  The cushani mauler is a more seasoned 
  warrior who prefers upfront and personal combat as 
  opposed to stalking prey for the silent kill. They are 
  usually very brash and very strong. 
   
  Cushani Hunter 
   
  The cushani hunters are stalking hunters, 
  preferring to move in quickly for the kill with over-
  whelming strength. 
  223 
    
   
   
   
  Initiative +5          Senses Perception +4; low-light vision 
  HP 1; a missed attack never damages a minion 
  AC 22; Fortitude 21, Reflex 18, Will 20 
  Speed 7 
  M  Claw (standard; at-will)✦Weapon 
        +13 vs. AC; 6 damage 
  Feline Swarm 
        The warrior gains a +1 power bonus to attack rolls    
        while at least one other cushani ally is adjacent to it. 
  Alignment Any 
  Languages Rathek 
  Str 20 (+9) 
  Dex 13 (+5) 
  Wis 11 (+4) 
  Con 14 (+6) 
  Int 10 (+4) 
  Cha 17 (+7) 
  Cushani Warrior                               Level 8 Minion 
  Medium natural humanoid 
                                     XP 88 
    
   
   
   
   
  Initiative +4          Senses Perception +3; low-light vision 
  HP 94; Bloodied 47 
  AC 19; Fortitude 21, Reflex 18, Will 19 
  Speed 7 
  M  Claw (standard; at-will)✦Weapon 
        +10 vs. AC; 2d6+5 damage 
   m   Savage Assault (standard; recharge 56) 
        The cushani mauler makes two claw attacks. If both  
        attacks hit the same target, the target takes ongoing 5  
        damage (save ends). 
   c  Predator’s Roar (minor; encounter)✦Fear 
        Close Burst 2; +8 vs. Will; each target takes a –2  
        penalty to all defenses until the end of the mauler’s  
        next turn. 
  Alignment Any 
  Languages Rathek 
  Skills Intimidate +11, Nature +8 
  Str 20 (+9) 
  Dex 13 (+5) 
  Wis 10 (+3) 
  Con 14 (+6) 
  Int 10 (+4) 
  Cha 16 (+6) 
  Cushani Mauler                                    Level 7 Brute 
  Medium natural humanoid 
                                   XP 300 
    
   
   
   
   
   
  Initiative +11        Senses Perception +4; low-light vision 
  HP 94; Bloodied 47 
  AC 23; Fortitude 21, Reflex 22, Will 21 
  Speed 7 
  M  Claw (standard; at-will)✦Weapon 
        +14 vs. AC; 1d8+5 damage 
   m   Pounce (standard; at-will) 
        The cushani hunter moves up to its speed and makes  
        two claw attacks against a single target at the end of  
        its move. If both attacks hit, the target is pushed two  
        squares and knocked prone. 
   m   Swat (immediate reaction, when an enemy moves  
        adjacent; recharge 56) 
        Targets the triggering enemy; +12 vs. Fortitude;  
        2d6+5 damage and the target is knocked prone. 
   c  Predator’s Roar (minor; encounter)✦Fear 
        Close Burst 2; +12 vs. Will; each target takes a –2  
        penalty to all defenses until the end of the mauler’s  
        next turn. 
  Alignment Any 
  Languages Rathek 
  Skills Intimidate +12, Nature +9 
  Str 17 (+7) 
  Dex 20 (+9) 
  Wis 11 (+4) 
  Con 14 (+6) 
  Int 10 (+4) 
  Cha 16 (+7) 
  Cushani Hunter                           Level 9 Skirmisher 
  Medium natural humanoid 
                                   XP 400 
  Cushani 
  
  Chapter 8 |  Monster Lore 
  Cushani Pridemaster 
   
  The pridemasters are usually female 
  cushani or males of high renown. These leaders are 
  highly skilled combatants who lead from the front. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cushani Lore 
     Nature DC 15: Males tend to be more savage than 
  their female counterparts in combat. 
     Nature DC 20: Male cushani are extremely pro-
  tective of females. Females of other races have even 
  been known to come under the protection of a 
  cushani when they share a close friendship. 
     Nature DC 25: Magic is rarely used by the 
  cushani people. Due to an ancient curse, many 
  cushani view the practice with suspicion. 
   
  Encounter Group 
   
  Cushani are normally found in hunting 
  prides consisting mostly or entirely of male cushani. 
  When female cushani are found, they are always 
  leading the pride in coordinated attacks. They prefer 
  to target the weakest opponent as a group first before 
  moving on to tougher opponents. 
   
  Level 9 Encounter (XP 2,040) 
  ✦ 1 Cushani Pridemaster (Level 9 elite controller) 
  ✦ 5 Cushani Maulers (Level 8 minions) 
  ✦ 2 Cushani Hunter (Level 9 skirmisher) 
  224 
    
   
   
   
   
   
   
  Initiative +7          Senses Perception +4; low-light vision 
  HP 188; Bloodied 94 
  AC 23; Fortitude 21, Reflex 21, Will 23 
  Saving Throws +2 
  Speed 7 
  Action Points 1 
  M  Claw (standard; at-will)✦Weapon 
        +14 vs. AC; 2d6+5 damage. 
  M  Bite (minor; at-will, once per round)✦Weapon 
        Target grabbed by the pridemaster; +12 vs. AC;  
        2d8+5 damage. 
   m   Gotcha (standard; recharge 56)✦ Weapon 
        Cushani pridemaster makes two claw attacks. If both  
        attacks hit the same medium or smaller target, the  
        target is grabbed (until escape). 
  c  Rallying Roar (minor; recharges when first bloodied) 
        Close burst 5; all allies may shift three squares as a  
        free action and gain a +2 bonus to all attack rolls until  
        the end of the pridemaster’s next turn. 
   c  Predator’s Roar (minor; encounter)✦Fear 
        Close Burst 2; +12 vs. Will; each target takes a –2  
        penalty to all defenses until the end of the mauler’s  
        next turn. 
  Alignment Any 
  Languages Rathek 
  Skills Intimidate +15, Nature +9 
  Str 17 (+7) 
  Dex 16 (+7) 
  Wis 11 (+4) 
  Con 14 (+6) 
  Int 10 (+4) 
  Cha 22 (+10) 
  Cushani Pridemaster  Level 9 Elite Controller (Leader) 
  Medium natural humanoid 
                                   XP 800 
  
  Chapter 8 | Monster Lore 
   
   
  Vicious Aura (Fear) aura 5; each ally in the aura gains a 
  +4 power bonus to Will. Enemies in the aura suffer a –2 
  penalty to attack rolls and damage rolls. 
  Hit Points +8 per level + Constitution score 
  Immune fear 
  Resist 15 necrotic 
  Saving Throws +2 
  Action Point 1 
  Force of Will (minor; recharge 56) 
        The heaven knight regains the use of a recharge power  
        or an expended encounter or daily power. 
   m   Pestilent Strike (standard; at-will)✦Necrotic 
        Level +7 vs. AC; 3d6 + Strength modifier necrotic  
        damage and the target contracts the Reaper Plague  
        (level equal to the heaven knight’s level). 
  Heaven Knight  
         Elite Soldier (Leader) 
  Humanoid 
   
   
                 XP Elite 
    
   
   
   
   
   
  Initiative +18 
  Senses Perception +22; truesight 
  Vicious Aura (Fear) aura 5; each ally in the aura gains a 
  +4 power bonus to Will. Enemies in the aura suffer a –2 
  penalty to attack rolls and damage rolls. 
  HP 402; Bloodied 201 
  AC 37; Fortitude 37, Reflex 32, Will 33 
  Saving Throws +2 
  Speed 6, Fly 4 (hover), Teleport 4 
  Action Points 1 
  M  Great sword (standard; at-will)✦Thunder, Weapon 
        +27 vs. AC; 1d10+11 damage plus 1d6 thunder  
        damage, and the target is pushed 1 square and the  
        target is marked until the end of the marut heaven  
        knight’s next turn 
   m   Double Attack (standard; recharge 456) 
        ✦Thunder, Weapon 
        The heaven knight makes two greatsword attacks.  
   m   Pestilent Strike (standard; at-will)✦Weapon 
        +28 vs. AC; 3d6+11 necrotic damage and the target  
        contracts the reaper plague (level 21). 
  Force of Will (minor; recharge 56) 
        The heaven knight regains the use of a recharge power  
        or an expended encounter or daily power. 
  Alignment Evil 
   
  Languages Supernal 
  Skills Endurance +22, Intimidate +19  
  Str 32 (+21) 
  Dex 23 (+16) 
  Wis 25 (+17) 
  Con 25 (+17) 
  Int 14 (+12) 
  Cha 18 (+14) 
  Equipment Greatsword 
  Marut Heaven Knight    Level 21 Elite Soldier (Leader) 
  Medium natural humanoid                                   XP 6,400 
   
  As judge, jury and executioner, the Heaven 
  Knights are the elite military units in service to the 
  Ilium Empire. They have created abominations and 
  horrible viruses in service to the Betrayer. They 
  sweep in to handle any problems caused by particu-
  larly competent members of the forces of good. 
   
  Heaven Knight (template) 
   
  “Heaven Knight” is a template you can 
  apply to any epic humanoid monster. If you are 
  modifying a non-player character, this template 
  works best with the destiny knight, fighter, judge, 
  paladin and warlord classes. 
  Requirements: Humanoid, Level 21 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Heaven Knight Lore 
     Nature DC 20: Heaven Knights are the supreme 
  law of the land, dealing punishment for crimes 
  against the Empire. Only the most powerful lords 
  dare confront them. 
     Nature DC 25:  Heaven knights are appointed by 
  a Grand Marshal, an elite group of heaven knights 
  who rule from mighty bone towers. 
   
  Encounter Group 
   
  Heaven knights rarely travel together, pre-
  ferring to work with undead servants and bone 
  guards troops. In combat, the heaven knight directs 
  his troops to engage melee fighters while he con-
  fronts any defenders of a group. 
   
  Level 22 Encounter (XP 23,200) 
  ✦ 1 Marut Heaven Knight (Level 21 elite soldier) 
  ✦ 5 Bone Guard (Level 21 minions) 
  ✦ 3 Bone Guard (Level 21 soldier) 
  ✦ 1 Bone Guard Mage (Level 21 artillery) 
  Heaven Knight Templar 
   
  The heaven knight templar travels the lands 
  of the Empire to ensure the loyalty of its subjects 
  and leaders. They are absolutely loyal to the Empire 
  and cruel when exacting punishment. 
  225 
  Heaven Knight 
  
  Chapter 8 |  Monster Lore 
   
   
  Breath Aura (Necrotic) aura 5; any creature that enters  
        or begins its turn in the aura takes 5 necrotic damage.  
        Enemies in the aura take a –2 penalty to saving  
        throws. 
  Senses Darkvision 
  Hit Points +8 per level + Constitution score 
  Immune disease, poison 
  Resist 15 necrotic 
  Vulnerability 10 radiant 
  Saving Throws +2 
  Action Point 1 
  Breath Touch ✦Necrotic, Weapon 
        An enemy struck by a la’ree’s basic attack gains  
        vulnerability 5 necrotic (save ends). 
  Necrotic Master ✦Necrotic 
        The la’ree can convert any damage it deals with an  
        attack power to necrotic. 
  La’ree   
                        
         Elite Soldier 
  Humanoid (undead) 
   
                 XP Elite 
   
  The La’ree, also known as lesser shades, 
  are the spawn of Shan’ree, created from the essence 
  of those slain by the greater shades. They serve as 
  spies, assassins and warriors for their Shan’ree mas-
  ters across the world. They use their normal-looking 
  appearance to befriend, manipulate and eventually 
  betray their enemies. 
   
  La’ree (template) 
  “La’ree” is a template that can be added to any para-
  gon or epic tier humanoid. 
  Requirements: Humanoid, Level 11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  La’ree Lore 
     Religion DC 15: The La’ree are able to appear life
  -like in order to draw close to their victims. 
     Religion DC 20: Many nobles of the former Fao 
  Empire claim to be descendants of La’ree. 
   
  Encounter Group 
   
  La’ree are typically found in the company 
  of those they have befriended and will let them han-
  dle the bulk of the fighting. 
   
  Level 16 Encounter (XP 7,200) 
  ✦ 1 La’ree Faoian Troll (Level 14 elite soldier) 
  ✦ 4 Absyssal Eviscerator (Level 14 brute) 
  ✦ 1 Immolith (Level 15 controller) 
   
  La’ree Faoian Troll 
   
  The La’ree Faoian Troll is a brute of mas-
  sive size and strength. Created for mass carnage, the 
  La’ree Faoian Troll enjoys every moment of its new 
  unlife. 
  226 
    
   
   
   
   
   
   
   
   
   
   
  Initiative +12 
  Senses Perception +15; darkvision 
  Breath Aura (Necrotic) aura 5; any creature that enters  
        or begins its turn in the aura takes 5 necrotic damage.  
        Enemies in the aura take a –2 penalty to saving  
        throws. 
  HP 220; Bloodied 110 
  Regeneration 10 (if the la’ree war troll takes acid or fire  
        damage, regeneration does not function until the end  
        of its next turn) 
  AC 30; Fortitude 29, Reflex 25, Will 25 
  Immune disease, poison 
  Resist 15 necrotic; Vulnerability 10 radiant 
  Saving Throws +2 
  Speed 6 
  Action Points 1 
  M  Greatsword (standard; at-will)✦Weapon 
        Reach 2; +20 vs. AC; 1d12+7damage and the target is  
        marked until the end of the la’ree war troll’s next turn. 
  M  Claw (standard; at-will)✦Weapon 
        Reach 2; +20 vs. AC; 2d6+7 damage.  
  R  Longbow (standard; at-will)✦Weapon 
        Ranged 20/40; +20 vs. AC; 1d12+3 damage.  
  c   Arcing Strike (standard; at-will)✦Weapon 
        Requires greatsword; close blast 2; +20 vs. AC;  
        1d12+7 damage and the target is knocked prone. 
  Cruel Intentions (immediate reaction, when a bloodied  
        enemy within 2 squares of the war troll moves or  
        shifts; at-will) 
        The war troll shifts 1 square closer to the enemy. 
  Threatening Reach 
        The la’ree faoian troll can make opportunity attacks  
        against all enemies within its reach (2 squares). 
  La’ree Recovery ✦Healing 
        If the la’ree faoian troll is reduced to 0 hit points or  
        fewer by an attack that does not deal acid or fire  
        damage, it rises on its next turn (as a move action)  
        with 15 hit points. 
  Breath Touch ✦Necrotic, Weapon 
        An enemy struck by a la’ree’s basic attack gains  
        vulnerability 5 necrotic (save ends). 
  Necrotic Master ✦Necrotic 
        The la’ree can convert any damage it deals with an  
        attack power to necrotic. 
  Alignment Chaotic Evil 
  Languages Giant 
  Skills Athletics +17, Endurance +15  
  Str 24 (+14) 
  Dex 16 (+10) 
  Wis 16 (+10) 
  Con 20 (+12) 
  Int 10 (+7) 
  Cha 2 (+8) 
  Equipment Plate Armor, Greatsword, Longbow, Arrows 
  La’ree Faoian Troll                           Level 14 Elite Soldier 
  Large natural humanoid (undead)                                    XP 2,000 
     La’ree 
  
  Chapter 8 | Monster Lore 
    
   
   
   
   
   
   
  Initiative +13 
  Senses Perception +9 
  HP 148; Bloodied 74 
  AC 29; Fortitude 27, Reflex 29, Will 26 
  Speed 5 
  M  Staff (standard; at-will)✦Weapon 
        +20 vs. AC; 2d8+6 damage 
   r  Vile Destruction (standard; at-will)✦Necrotic,  
        Weapon 
        Ranged 10; +18 vs. Reflex, 2d8+6 necrotic damage. 
  a  Necrotic Tornado (standard; encounter)✦Necrotic,  
        Weapon 
        Area Burst 1 within 10; +18 vs. Reflex; 3d10+6  
        necrotic damage and slide the target 2 squares. The  
        target is then immobilized (save ends).  
  Skeletal Commander (move; recharge 56) 
        Adjacent undead creature can make a basic attack.  
  a  Summon Jade Skeleton (standard; at-will)  
       ✦ Summoning 
        Close Burst 20; The nullmandor necromancer can  
        summon a jade skeleton of their choice (blue, green or  
        red) into an unoccupied square. The necromancer can  
        dismiss the skeleton as a free action. If a summon  
        drops to 0 or fewer hit points, the necromancer takes 5  
        damage. 
  Alignment Evil 
   
  Languages Cerian 
  Skills Religion +18, Arcana +18  
  Str 12 (+8) 
  Dex 22 (+13) 
  Wis 15 (+9) 
  Con 20 (+12) 
  Int 25 (+14) 
  Cha 18 (+11) 
  Equipment Robes, Staff 
  Nullmandor Necromancer    Level 15 Controller (Leader) 
  Medium natural humanoid                                   XP 1,200 
   
  The nullmandor began as halfling mages 
  who specialized in necromancy during the first 
  Night Reign.  Though they were cursed and ban-
  ished, the second Night Reign has seen their return 
  to the world, their necrotic ways having now ex-
  panded to other races. 
   
  Nullmandor Necromancer 
   
  The nullmandor necromancer specializes in 
  the creation of undead creatures to their bidding. 
  Cruel and evil, they see only death due to their curse. 
  This has only hardened their pact with necromancy. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Jade Skeleton 
   
  One of the specialties of the nullmandor, 
  the jade skeleton is an undead creature that has been 
  armored with pieces of jade of various colors. The 
  colors anoint the undead with certain powers, giving 
  them additional abilities.  
  227 
  Nullmandor 
    
   
   
   
  Initiative +11 
  Senses Perception +14 
  HP 1; a missed attack never damages a minion 
  AC 29; Fortitude 28, Reflex 26, Will 24 
  Speed 6 
  M  Rusty sword (standard; at-will)✦Weapon 
        +20 vs. AC; 9 damage 
  Red Jade Armor 
        The red jade skeleton gains a +2 bonus to attack rolls  
        and deals an additional 2 points of damage against a  
        bloodied target. 
  Alignment Unaligned 
   
  Languages - 
  Str 20 (+12) 
  Dex 18 (+10) 
  Wis 14 (+8) 
  Con 16 (+10) 
  Int 3 (+8) 
  Cha 3 (+9) 
  Equipment Rusty long sword 
  Red Jade Skeleton                                  Level 15 Minion 
  Medium natural animate (undead)                          XP 350 
    
   
   
   
  Initiative +11 
  Senses Perception +14 
  HP 1; a missed attack never damages a minion 
  AC 29; Fortitude 28, Reflex 27, Will 24 
  Speed 6 
  M  Rusty spear (standard; at-will)✦Weapon 
        Reach 2; +20 vs. AC; 9 damage 
  Green Jade Armor 
        Allies who begin their turn adjacent to the green jade  
        skeleton gain a +1 bonus to all defenses until the end 
  of their next turn. 
  Alignment Unaligned 
   
  Languages - 
  Str 20 (+12) 
  Dex 18 (+10) 
  Wis 14 (+8) 
  Con 16 (+10) 
  Int 3 (+8) 
  Cha 3 (+9) 
  Equipment Rusty spear 
  Green Jade Skeleton                              Level 15 Minion 
  Medium natural animate (undead)                          XP 350 
    
   
   
   
  Initiative +12 
  Senses Perception +14 
  HP 1; a missed attack never damages a minion 
  AC 29; Fortitude 26, Reflex 27, Will 24 
  Speed 6 
  R  Thigh bone wand (standard; at-will) 
        Ranged 5; +20 vs. AC; 9 damage 
  Blue Jade Armor 
        On a successful attack against a bloodied target, the  
        blue jade skeleton deals 4 damage to adjacent  
        enemies. 
  Alignment Unaligned 
   
  Languages - 
  Str 18 (+12) 
  Dex 20 (+10) 
  Wis 14 (+8) 
  Con 16 (+10) 
  Int 3 (+8) 
  Cha 3 (+9) 
  Equipment Thigh bone wand 
  Blue Jade Skeleton                                 Level 15 Minion 
  Medium natural animate (undead)                          XP 350 
  
  Chapter 8 |  Monster Lore 
  Nullmandor Deathblade 
   
  The Deathblades are warriors who have 
  sworn allegiance to a nullmandor. Empowered with 
  necrotic energy, the Deathblades serve as body-
  guards for their necromancer masters, protecting 
  them at all costs, even forfeiting their own lives. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Nullmandor Lore 
     Nature DC 20: The nullmandor once thrived dur-
  ing the first Night Reign. When the Nullmandor 
  were cursed and banished, the world breathed a sigh 
  of relief. Their descendants still carry the green eyes 
  of the curse, forever marking them. 
     Nature DC 25:  While banished, the nullmandor 
  brought in other races to do their bidding. In time, 
  these other races grew to understand the powerful 
  abilities of necromancy, becoming full fledged nec-
  romancers themselves. 
   
  Encounter Group 
   
  Nullmandor are always found in the com-
  pany of undead which they direct in combat to pro-
  tect them while they attack foes from afar. Those 
  Nullmandor able to have Deathblade bodyguards 
  have the Deathblades focus on troublesome strikers. 
   
  Level 15 Encounter (XP 6,100) 
  ✦ 1 Nullmandor Necromancer (Level 15 controller) 
  ✦ 5 Red Jade Skeleton (Level 15 minions) 
  ✦ 2 Ghoul (Level 14 brute) 
  ✦ 1 Nullmandor Deathblade (Level 16 soldier) 
  228 
    
   
   
   
   
   
  Initiative +14 
  Senses Perception +9 
  HP 154; Bloodied 77 
  AC 32; Fortitude 29, Reflex 29, Will 27 
  Speed 5 
  M  Scimitar (standard; at-will)✦Weapon 
        +23 vs. AC; 2d8+7 damage 
   m   Firelight Strike (standard; encounter)✦Fire, Necrotic,  
        Weapon 
        +23 vs. AC; 2d8+7 fire and necrotic damage and the target  
        takes ongoing 10 fire and necrotic damage (save ends) 
  Skeletal Commander (move; recharge 56) 
        One adjacent undead creature can make a basic attack.  
   c  Back as Unlife (free; when nullmandor deathblade is  
        reduced to 0 or fewer hit points) 
        Close Burst 5; A  nullmandor necromancer within the burst  
        regains hit points equal to their bloodied value. 
  Alignment Evil 
   
  Languages Cerian, Winthek 
  Skills Religion +13, Arcana +17, Endurance +13  
  Str 17 (+11) 
  Dex 19 (+12) 
  Wis 12 (+9) 
  Con 18 (+12) 
  Int 11 (+8) 
  Cha 15 (+10) 
  Equipment Scimitar, Scale Armor 
  Nullmandor Deathblade                           Level 16 Soldier 
  Medium natural humanoid                                               XP 1,400 
  
  Chapter 8 | Monster Lore 
   
  Cunning and treacherous, the shadow elves 
  are the silent blade among the brutish evil creatures 
  that walk the land. They are shadows and magic. 
   
  Shadow Elf Brigand 
   
  The general soldier of the shadow elves, the 
  brigand has yet to rise in the ranks of the guardian 
  caste. 
   
  Shadow Elf Nightblade 
   
  Deadly opportunists, the dark blades repre-
  sent the skirmishers of the shadow elves. They use 
  shadows and deception to quickly kill their oppo-
  nents. 
   
   
  Shadow Elf Warrior 
   
  The warrior is the elite soldier of the 
  shadow elves guardian caste. They use shadows to 
  quickly move across the battlefield to strike down 
  scores of their opponents. 
   
   
   
   
   
   
  229 
    
   
   
   
  Initiative +5 
  Senses Perception +4; low-light vision 
  HP 1; a missed attack never damages a minion 
  AC 19; Fortitude 17, Reflex 17, Will 17 
  Resist 7 necrotic 
  Speed 6 
  M  Short Sword (standard; at-will)✦Weapon 
        +10 vs. AC; 5 damage 
  Shadowstep (move; encounter)✦Teleportation 
        Teleport up to 10 squares. You may only teleport if the  
        beginning square and the ending square are in darkness or  
        dim light. 
  Alignment Any 
  Languages Tyrish 
  Str 13 (+3) 
  Dex 16 (+5) 
  Wis 15 (+4) 
  Con 15 (+4) 
  Int 11 (+2) 
  Cha 10 (+2) 
  Shadow Elf Brigand                            Level 5 Minion 
  Medium shadow humanoid 
                                           XP 50 
    
   
   
   
   
   
  Initiative +11 
  Senses Perception +4; low-light vision 
  HP 54; Bloodied 27 
  AC 19; Fortitude 18, Reflex 20, Will 16 
  Resist 7 necrotic 
  Speed 6 
  M  Thinblade (standard; at-will)✦Weapon 
        +10 vs. AC; 1d10+5 damage (15+1d8 on a critical hit). 
  M  Shadow Slash (standard; recharge 56)✦Weapon 
        The warrior shifts up to its speed and can move through  
        occupied squares as it moves. It makes a melee basic attack  
        against any creature whose space it enters. The warrior can 
        not attack a target more than once in this fashion and it must  
        end its movement in an unoccupied square. It gains combat  
        advantage against each creature that is unaware of it. 
  Combat Advantage 
        The warrior deals an extra 1d6 damage on melee attacks  
        against any target it has combat advantage against. 
  Shadowstep (move; encounter)✦Teleportation 
        Teleport up to 10 squares. You may only teleport if the  
        beginning square and the ending square are in darkness or  
        dim light. 
  Alignment Any 
  Languages Tyrish 
  Skills Acrobatics +12, Religion +7, Stealth +12 
  Str 13 (+3) 
  Dex 21 (+7) 
  Wis 14 (+4) 
  Con 18 (+6) 
  Int 11 (+2) 
  Cha 10 (+2) 
  Shadow Elf Warrior 
   
       Level 5 Lurker 
  Medium shadow humanoid 
                                         XP 200 
    
   
   
   
   
  Initiative +8 
  Senses Perception +4; low-light vision 
  HP 66; Bloodied 33 
  AC 19; Fortitude 18, Reflex 19, Will 17 
  Resist 7 necrotic 
  Speed 6 
  M  Shadowblade (standard; at-will)✦Weapon 
        +10 vs. AC; 1d10+5 damage (15+1d8 on a critical hit) and  
        the target grants combat advantage to the nightblade until the  
        end of the nightblade’s next turn. 
   m   Rapid Strike (standard; at-will) 
        Requires combat advantage; the darkblade makes two  
        shadowblade attacks. 
  Shadowstep (move; encounter)✦Teleportation 
        Teleport up to 10 squares. You may only teleport if the  
        beginning square and the ending square are in darkness or  
        dim light. 
  Alignment Any 
  Languages Tyrish 
  Skills Acrobatics +11, Religion +7, Stealth +11 
  Str 13 (+3) 
  Dex 19 (+6) 
  Wis 14 (+4) 
  Con 17 (+5) 
  Int 11 (+2) 
  Cha 9 (+1) 
  Shadow Elf Nightblade  
  Level 5 Skirmisher 
  Medium shadow humanoid 
                                         XP 200 
  Shadow Elves 
  
  Chapter 8 |  Monster Lore 
  Shadow Elf Shadowmagus 
   
  Masters of the magus caste, the shadow 
  magus harness dark necrotic magic to hamper their 
  opponents so the warriors can sweep in for the kill. 
   
  Shadow Elf Lore 
     Nature DC 15:  Shadow elves are divided into 
  three castes, though only the guardian and magus 
  castes are trained for combat. 
     Nature DC 20: Shadow elves are well connected 
  with the realm of Vorgard through many portals in 
  Lothanewi which they use to call in their allies. 
   
  Encounter Group 
   
  Shadow elves tend to prefer hit-and-run 
  tactics, using their shadow step to its full advantage. 
  When in groups, there is commonly a mix guardian 
  and magus caste. 
   
  Level 5 Encounter (XP 1,050) 
  ✦ 1 Shadow elf warrior (Level 5 lurker) 
  ✦ 5 Shadow elf brigand (Level 5 minion) 
  ✦ 2 Shadow elf nightblade (Level 5 skirmisher) 
  ✦ 1 Shadowmagus (Level 5 artillery) 
  Shadow Elf Shadowpriest 
   
  Loyal to the Moon under the magus caste, 
  the shadowpriests use their divine gifts to assist their 
  allies and slow down their opponents. 
  230 
    
   
   
   
   
   
   
  Initiative +2 
  Senses Perception +4; low-light vision 
  HP 53; Bloodied 26 
  AC 17; Fortitude 18, Reflex 19, Will 17 
  Resist 7 necrotic 
  Speed 6 
  M  Quarterstaff (standard; at-will)✦Weapon 
        +10 vs. AC; 1d6+5 damage. 
  a  Ray of Decay (standard; recharge 56)✦Necrotic 
        Area Burst 2 within 10; +10 vs. Fortitude; 1d6+4 necrotic  
        damage and the target takes ongoing 5 necrotic damage and  
        is weakened (save ends). 
  a  Cloud of Shadows (standard; encounter)✦Necrotic, Zone 
        Area burst 2 within 10; +10 vs. Fortitude; 3d6+4 necrotic  
        damage and the target is immobilized (save ends). The burst  
        creates a zone that lasts until the end of the shadowmage’s  
        next turn. The zone is considered difficult terrain and bright  
        light within the zone is reduced to dim light. Any creature  
        that starts its turn within the zone takes 5 necrotic damage.  
        Sustain Minor: The zone persists. 
  c  From the Shadows (standard; encounter)✦Teleportation 
        Close Burst 5; all allies within the burst may teleport up to 5  
        squares, as long as they end adjacent to an enemy.  
  Shadowstep (move; encounter)✦Teleportation 
        Teleport up to 10 squares. You may only teleport if the  
        beginning square and the ending square are in darkness or  
        dim light. 
  Alignment Any 
  Languages Tyrish 
  Skills Acrobatics +11, Religion +11, Stealth +11 
  Str 10 (+2) 
  Dex 11 (+2) 
  Wis 15 (+4) 
  Con 17 (+5) 
  Int 20 (+7) 
  Cha 12 (+3) 
  Shadowmagus  
       Level 5 Artillery (Leader) 
  Medium shadow humanoid 
                                         XP 200 
    
   
   
   
   
   
  Initiative +3 
  Senses Perception +4; low-light vision 
  HP 65; Bloodied 32 
  AC 19; Fortitude 18, Reflex 16, Will 20 
  Resist 7 necrotic 
  Speed 6 
  M  Morningstar (standard; at-will)✦Weapon 
        +10 vs. AC; 1d10+5 damage. 
  r  Shadowbind (standard; at-will)✦Necrotic 
        Ranged 5; +8 vs. Fortitude; 1d6+4 necrotic damage, and the  
        target is blinded and immobilized (save ends both). 
  r  Siphon Life (standard; recharge 56)✦Healing, Necrotic 
        Ranged 5; +8 vs. Fortitude; 1d10+4 necrotic damage and the  
        shadowpriest or an ally within 5 squares regains 5 hit points. 
  Shadowstep (move; encounter)✦Teleportation 
        Teleport up to 10 squares. You may only teleport if the  
        beginning square and the ending square are in darkness or  
        dim light. 
  Alignment Any 
  Languages Tyrish 
  Skills Acrobatics +8, Religion +11, Stealth +8 
  Str 10 (+2) 
  Dex 11 (+2) 
  Wis 22 (+8) 
  Con 17 (+5) 
  Int 13 (+3) 
  Cha 12 (+3) 
  Shadowpriest 
   
     Level 5 Controller (Leader) 
  Medium shadow humanoid 
                                         XP 200 
  
  Chapter 8 | Monster Lore 
   
   
  Senses Darkvision 
  Breath Aura (Necrotic) aura 5; any creature that enters  
        or begins its turn in the aura takes 10 necrotic damage.  
        Each enemy in the aura takes a –2 penalty to saving  
        throws. 
  Hit Points +8 per level + Constitution score 
  Immune disease, poison 
  Resist 30 necrotic 
  Vulnerability 10 radiant 
  Saving Throws +2 
  Action Point 1 
  Breath Touch ✦ Necrotic, Weapon 
        A creature hit by the shan’ree’s melee basic attack  
        gains vulnerability 10 necrotic (save ends). 
  a  Breath Cage (standard; recharge 56)✦ Necrotic 
        Area burst 1 within 10; Level +3 vs. Fortitude; 4d8+8  
        damage and the target is immobilized and takes  
        ongoing 10 necrotic damage (save ends both). 
  Autumn Shan’ree 
   
    Elite Controller 
  Humanoid (undead) 
   
                 XP Elite 
   
  As offspring of the Wyrms of Winter and 
  Autumn, the Shan’ree are terrifying undead crea-
  tures who strive to enslave the world in darkness. 
  Though they are creatures of the night, they have no 
  loyalty to the Betrayer or his Empire. They would 
  rather see the world crumbled under their fist than 
  allow mere humans to rule the world. 
   
  There are two types of Shan’ree, those born 
  of Autumn and those of Winter. The Autumn 
  Shan’ree are cold and calculating creatures, always 
  scheming their next conquest. The Winter Shan’ree 
  however, are cunning, bloodthirsty creatures who 
  prefer to ravage a countryside rather than bend it to 
  its will. 
   
  Autumn Shan’ree (template) 
   
  “Autumn Shan’ree” is a template you can 
  apply to any epic humanoid monster. If you are 
  modifying a non-player character, this template 
  works best with the summoner and wizard classes. 
  Requirements: Humanoid, Level 21 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Encounter Group 
   
  Shan’ree are rarely alone, using their ser-
  vants to fight while they confront large threats, espe-
  cially destiny knights whom they hate with a pas-
  sion. 
   
  Level 25 Encounter (XP 39,500) 
  ✦ 1 Autumn Shan’ree (Level 24 elite skirmisher) 
  ✦ 2 Breath Zombie (Level 24 soldiers) 
  ✦ 3 Hezrou (Level 23 brute) 
   
   
   
  231 
    
   
   
        
   
   
   
   
  Initiative +18 
  Senses Perception +21; darkvision 
  Breath Aura (Necrotic) aura 5; any creature that enters  
        or begins its turn in the aura takes 10 necrotic damage.  
        Each enemy in the aura takes a –2 penalty to saving  
        throws. 
  Thunderstorm aura 5; any creature that enters or begins  
        its turn in the aura takes 10 lightning and thunder  
        damage; creatures other than storm giants and storm  
        titans treat the area within the aura as difficult terrain  
        and cannot fly. 
  HP 456; Bloodied 288 
  AC 38; Fortitude 39, Reflex 36, Will 36 
  Immune disease, poison 
  Resist 15 lightning, 30 necrotic, 15 thunder  
  Vulnerability 10 radiant 
  Saving Throws +2 
  Speed 6, Fly 10 (hover), Swim 8 
  Action Point 1 
  M  Crackling Greatsword (standard; at-will) 
        ✦Lightning, Weapon 
        +29 vs. AC; 1d12+10 damage plus 1d8 lightning  
        damage. 
  c   Lightning Blast (standard; recharge 6)✦Lightning,  
        Weapon 
        Requires greatsword, close blast 2; +29 vs. AC;  
        2d8+10 damage plus 1d8 lightning damage. 
   r  Arcing Lightning Bolt (standard; at-will) 
        ✦Lightning, Thunder 
        Ranged 10; +27 vs. Reflex; 2d6+6 lightning and  
        thunder damage, and the target is pushed 3 squares  
        and dazed (save ends). 
   c  Autumn Storm (standard; recharge 56) 
        Close Blast 4; +27 vs. Fortitude; 1d12+6 thunder  
        damage, and the target is pushed 4 squares and  
        knocked prone. Miss: Half damage and the target is  
        pushed 1 square. 
  a  Breath Cage (standard; recharge 56)✦ Necrotic 
        Area burst 1 within 10; +27 vs. Fortitude; 4d8+8  
        damage and the target is immobilized and takes  
        ongoing 10 necrotic damage (save ends both). 
  Breath Touch ✦ Necrotic, Weapon 
        A creature hit by the shan’ree’s melee basic attack  
        gains vulnerability 10 necrotic (save ends). 
  Alignment Evil 
                 Languages Cerian, Winthek 
  Skills Diplomacy +23, Intimidate +23 
  Str 30 (+22) 
  Dex 22 (+18) 
  Wis 19 (+16) 
  Con 28 (+21) 
  Int 14 (+14) 
  Cha 22 (+18) 
  Equipment: Greatsword 
  Autumn Shan’ree Storm Giant  Level 24 Elite Controller 
  Large elemental humanoid (undead) 
              XP 12,100 
  Shan’ree 
  
  Chapter 8 |  Monster Lore 
   
   
  Senses Darkvision 
  Shadow Shroud aura 5; Bright light in the aura is  
        reduced to dim light and dim light becomes darkness.  
        The aura ends if the winter shan’ree is struck by  
        radiant damage. The shan’ree can restore the aura as a  
        minor action. 
  Hit Points +8 per level + Constitution score 
  Immune disease, poison 
  Resist 30 necrotic 
  Vulnerability 10 radiant 
  Saving Throws +2 
  Action Point 1 
  Shadow Step (move; at-will) ✦Teleportation 
        The winter shan’ree can teleport up to 10 squares. The  
        shan’ree may only teleport if the beginning and the  
        ending square are in darkness or dim light. 
  c   Point of Darkness (minor; at-will) 
        Close Burst 10; target unoccupied square is filled with  
        darkness until the end of winter shan’ree’s turn. The  
        square blocks line of sight, the square is totally  
        obscured, and creatures entirely within it are blinded  
        until they exit. The shan’ree is immune to these  
        effects. 
  Winter Shan’ree                Elite Artillery or Skirmisher 
  Humanoid (undead)  
                                       XP Elite 
  Winter Shan’ree (template) 
   
  “Winter Shan’ree” is a template you can 
  apply to any epic humanoid monster. If you are 
  modifying a non-player character, this template 
  works best with the martial artist, circle dancer, 
  rogue, ranger and warlock classes. 
  Requirements: Humanoid, Level 21 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shan’ree Lore 
     Religion DC 25:  Originally created during the 3rd 
  Age, the Shan’ree attempt to rule the world was 
  stopped during the Crusader War. All were thought 
  killed. Some, however, survived. 
     Religion DC 30: Shan’ree can create lesser beings 
  called La’ree who serve them as spies, assassins and 
  warriors. 
   
  Encounter Group 
   
  Shan’ree are rarely alone, using their ser-
  vants to fight while they confront large threats, espe-
  cially destiny knights whom they hate with a pas-
  sion. 
   
  Level 23 Encounter (XP 26,200) 
  ✦ 1 Winter Shan’ree (Level 22 elite skirmisher) 
  ✦ 2 Breath Zombie (Level 22 soldiers) 
  ✦ 3 Zombie Brute (Level 21 brute) 
  232 
    
   
   
        
   
   
   
   
  Initiative +20 
  Senses Perception +23; darkvision 
  Shadow Shroud aura 5; Bright light in the aura is  
        reduced to dim light and dim light becomes darkness.  
        The aura ends if the winter shan’ree is struck by  
        radiant damage. The shan’ree can restore the aura as a  
        minor action. 
  HP 412; Bloodied 206 
  AC 36; Fortitude 33, Reflex 35, Will 34 
  Immune disease, poison 
  Resist 30 necrotic Vulnerability 10 radiant 
  Saving Throws +2 
  Speed 6, Teleport 8 
  Action Point 1 
  M  Spiked Chain (standard; at-will)✦Cold, Weapon 
        Reach 3; +28 vs. AC; 1d12+5 damage plus 1d8  
        cold damage, and the target is grabbed and pulled  
        into a space adjacent to the shan’ree oni. 
  c   Snow Step (standard; at-will)✦Teleportation, Cold 
        The shan’ree oni teleports 8 squares before or attack  
        the attack; close burst 2; targets enemies; +5 vs.  
        Reflex; 2d12+8 cold damage and pushed 2 squares. If  
        the shan’ree oni has the target grabbed, the attack  
        deals 2d12 extra damage to the grabbed creature and  
        the grab ends. 
  Winter Dance (immediate reaction, when the shan’ree  
        oni is hit by an attack; at-will)✦Teleportation 
        The shan’ree oni teleports 3 squares. 
  Illusionary Veil (minor; at-will) ✦Illusion 
        The shan’ree can disguise itself to appear as any  
        medium or large humanoid. A creature can see  
        through the disguise with a successful Insight check  
        verse the shan’ree oni’s Bluff check. 
  Shadow Step (move; at-will) ✦Teleportation 
        The winter shan’ree can teleport up to 10 squares. The  
        shan’ree may only teleport if the beginning and the  
        ending square are in darkness or dim light. 
  c   Point of Darkness (minor; at-will) 
        Close Burst 10; target unoccupied square is filled with  
        darkness until the end of winter shan’ree’s turn. The  
        square blocks line of sight, the square is totally  
        obscured, and creatures entirely within it are blinded  
        until they exit. The shan’ree is immune to these  
        effects. 
  Alignment Evil 
                      Languages Cerian, Giant 
  Skills Acrobatics +24, Athletics +22, Bluff +23, Stealth  
        +24 
  Str 23 (+17) 
  Dex 27 (+19) 
  Wis 20 (+16) 
  Con 22 (+17) 
  Int 16 (+14) 
  Cha 24 (+18) 
  Equipment: Leather Armor, Spiked Chain 
  Winter Shan’ree Oni         Level 22 Elite skirmisher 
  Large natural humanoid (undead) 
                XP 8,300 
  
  Chapter 8 | Monster Lore 
   
  As the Voice of God, the Winkar are the 
  religious epicenter of the Night Reign. As a race, 
  they follow the tenets of the Moon with fanatical 
  zeal as they enforce the faith and destroy any faithful 
  of the Sun. 
   
  Winkar Cutthroat 
   
  Seasoned warriors, the cutthroats prefer 
  combat on the move, using their scythe to cut long 
  paths of blood through enemy lines. 
  Winkar Thug 
   
  As the rank and file of the winkar, the thugs 
  are young and eager to show their faith to the church 
  by destroying any who oppose them. 
   
   
  Winkar Reaper 
   
  The reaper is a savage monster of winkar. 
  Reapers love to be in the middle of combat where 
  they can cut loose against multiple foes at once. 
  233 
    
   
   
   
  Initiative +6 
  Senses Perception +6; low-light vision 
  HP 1; a missed attack never damages a minion 
  AC 23; Fortitude 21, Reflex 20, Will 21 
  Speed 5 
  M  Scythe (standard; at-will)✦Weapon 
        +14 vs. AC; 6 damage 
  Moon’s Curse ✦Necrotic 
        Against a bloodied target, the winkar thug deals an extra 2  
        necrotic damage. 
  Alignment Any 
  Languages Winthek 
  Str 18 (+8) 
  Dex 15 (+6) 
  Wis 13 (+5) 
  Con 11 (+4) 
  Int 9 (+3)  
  Cha 17 (+7) 
  Equipment chainmail, scythe 
  Winkar Thug                                        Level 9 Minion 
  Medium natural humanoid 
                                         XP 100 
    
   
   
   
   
   
  Initiative +6 
  Senses Perception +9; low-light vision 
  HP 106; Bloodied 52 
  AC 20; Fortitude 21, Reflex 19, Will 20 
  Speed 5 
  M  Scythe (standard; at-will)✦Weapon 
        +11 vs. AC; 2d6+5 damage and ongoing 5 damage  
        (save ends). 
  c  Harvest Slash (standard; useable only while blooded;  
        encounter)✦Healing, Weapon 
        Close burst 1; +9 vs. Fortitude; 3d10+5 damage and the  
        target is knocked prone. Effect: The winkar reaper regains 26  
        hit points. 
  c  Judgment of the Moon (minor; encounter)✦Necrotic 
        Close blast 3; +9 vs. Fortitude; 1d8+5 necrotic damage. 
  Moon’s Curse ✦Necrotic 
        Against a bloodied target, the winkar reaper deals an extra  
        1d8 necrotic damage. 
  Alignment Any 
  Languages Winthek 
  Skills Intimidate +10, Religion +9 
  Str 20 (+9) 
  Dex 13 (+5) 
  Wis 19 (+8) 
  Con 16 (+7) 
  Int 10 (+4) 
  Cha 12 (+5) 
  Equipment Scale armor, Scythe 
  Winkar Reaper  
        
          Level 8 Brute 
  Medium natural humanoid 
                                         XP 350 
    
   
   
   
   
   
  Initiative +11 
  Senses Perception +9; low-light vision 
  HP 88; Bloodied 44 
  AC 22; Fortitude 20, Reflex 21, Will 21 
  Speed 5 
  M  Scythe (standard; at-will)✦Weapon 
        +13 vs. AC; 2d6+5 damage. 
  c  Judgment of the Moon (minor; encounter)✦Necrotic 
        Close blast 3; +11 vs. Fortitude; 1d8+5 necrotic damage. 
  Lunar Skirmish 
        If, on its turn, the winkar cutthroat ends it move at least 4  
        squares away from it starting point, it deals an extra 1d8  
        damage on its attack until the start of its next turn. 
  Moon’s Curse ✦Necrotic 
        Against a target that is bloodied, the winkar cutthroat deals  
        an extra 1d8 necrotic damage. 
  Alignment Any 
  Languages Winthek 
  Skills Intimidate +10, Religion +10 
  Str 13 (+5) 
  Dex 20 (+9) 
  Wis 19 (+8) 
  Con 16 (+7) 
  Int 12 (+5) 
  Cha 13 (+5) 
  Equipment hide armor, scythe 
  Winkar Cutthroat 
   
  Level 8 Skirmisher 
  Medium natural humanoid 
                                         XP 350 
  Winkar 
  
  Chapter 8 |  Monster Lore 
  Winkar Priest 
   
  The winkar priest is the central pillar of a 
  winkar group. By channeling the divine power of the 
  Moon, the priests use ranged attacks to disorient 
  their foes. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Winkar Commander 
   
  The winkar commander is the military cen-
  ter of the Winkar, a seasoned warrior who has 
  claimed his share of glory in the name of the church. 
  They lead by example, charging head-long into com-
  bat. 
   
  Winkar Lore 
     Nature DC 15: The winkar are indoctrinated into 
  the church of the Moon at childhood to ensure faith-
  ful followers. 
     Nature DC 20: The winkar are fanatical enforcers 
  of the tenets of the Moon to everyone they encoun-
  ter. Those who hold faith in the Sun are either con-
  verted or killed. 
   
  Encounter Group 
   
  Winkar typically travel in groups led by a 
  priest or a commander. They will converse with 
  those who share their views of the Moon. Otherwise, 
  they fight to the death when dealing with followers 
  of the Sun.  
   
  Level 10 Encounter (XP 2,550) 
  ✦ 1 Winkar Commander (Level 10 soldier) 
  ✦ 1 Winkar Priest (Level 10 controller) 
  ✦ 5 Winkar Thugs (Level 9 minion) 
  ✦ 3 Winkar Reaper (Level 8 brute) 
  234 
    
   
   
   
   
   
   
  Initiative +6 
  Senses Perception +10; low-light vision 
  HP 106; Bloodied 53 
  AC 24; Fortitude 22, Reflex 21, Will 24 
  Speed 5 
  M  Sickle (standard; at-will)✦Weapon 
        +15 vs. AC; 1d8+5 damage. 
  R  Lunar Tears (standard; at-will)✦Radiant 
        Ranged 10; +13 vs. Reflex; 1d8+5 radiant damage. 
  c  Judgment of the Moon (standard; encounter)✦Necrotic 
        Close blast 3; +13 vs. Fortitude; 1d8+5 necrotic damage. 
  a  Lunar Smite (standard; recharge 56)✦Radiant 
        Area burst 1 within 10; targets enemies; +13 vs. Will; 3d8+5  
        radiant damage and the target is dazed until the end of the  
        priest’s next turn. 
  Moon’s Curse ✦Necrotic 
        Against a bloodied target, the winkar priest deals an extra  
        1d8 necrotic damage. 
  Alignment Any 
  Languages Winthek 
  Skills Intimidate +12, Religion +11 
  Str 10 (+5) 
  Dex 16 (+8) 
  Wis 23 (+11) 
  Con 18 (+9) 
  Int 11 (+6) 
  Cha 15 (+7) 
  Equipment Plate Armor, Sickle 
  Winkar Priest 
   
                Level 10 Controller 
  Medium natural humanoid 
                                         XP 500 
    
   
   
   
   
   
   
  Initiative +8 
  Senses Perception +9; low-light vision 
  HP 103; Bloodied 51 
  AC 26; Fortitude 23, Reflex 21, Will 22 
  Speed 5 
  M  Scythe (standard; at-will)✦Weapon 
        +17 vs. AC; 2d6+5 damage. 
  R  Twin Moon (standard; at-will)✦Weapon 
        The winkar commander makes a scythe attack, then swaps  
        places with an adjacent ally. The ally makes a melee basic  
        attack against the same target.. 
  c  Judgment of the Moon (standard; encounter)✦Necrotic 
        Close blast 3; +15 vs. Fortitude; 1d8+5 necrotic damage. 
  c  Lunar Blessing (minor; encounter) 
        Close burst 5; allies in burst gain 5 temporary hit points and a  
        +2 bonus to attack and damage rolls until the end of the  
        winkar commander’s next turn. 
  Moon’s Curse ✦Necrotic 
        Against a bloodied target, the winkar commander deals an  
        extra 1d8 necrotic damage. 
  Alignment Any 
  Languages Winthek 
  Skills Intimidate +12, Religion +11 
  Str 20 (+10) 
  Dex 15 (+7) 
  Wis 19 (+9) 
  Con 16 (+8) 
  Int 12 (+6) 
  Cha 15 (+7) 
  Equipment Scale Armor, Scythe 
  Winkar Commander 
        Level 10 Soldier (Leader) 
  Medium natural humanoid 
                                         XP 500 
  
  Chapter 8 | Monster Lore 
   
  The original vampire. Murderer of Pelus 
  the Peacekeeper and Solis Ro. Queen of Aiyia. Yan-
  eria Ro carries many dreaded titles due to her long 
  unlife, and she holds true to all of them. 
   
  Before her turning, Yaneria was the daugh-
  ter of King Pelus and one of the greatest swordsmen 
  in the known lands. Her unmatched abilities at circle 
  dancing brought the fighting form to new heights 
  and inspired generations of warriors to take up the 
  skill. 
   
  After her mind was broken by the Shan’ree 
  King at the end of the Crusader War, Yaneria cast 
  away her former life and began anew in the western 
  lands now known as Aiyia where she rules with ab-
  solute authority. 
   
  Though her kingdom is allied with the Il-
  ium Empire, she distrusts the Emperor. She believes 
  it will only be a matter of time before her kingdom 
  falls under the “curiosity” of the Betrayer. 
  235 
    
   
   
   
   
   
   
   
   
   
  Initiative +32 
  Senses Perception +24; darkvision 
  HP 1,228; Bloodied 614, see nightfire eruption 
  Regeneration 10 (regeneration does not function while Yaneria  
        is exposed to direct sunlight) 
  AC 47; Fortitude 48, Reflex 49, Will 44 
  Immunity Disease, Poison 
  Resist 20 necrotic; Vulnerability 5 radiant 
  Saving Throws +5 
  Speed 6 
  Action Points 2 
  M  Bastard Sword “Forsaken”  (standard; at-will)✦Weapon 
        +38 vs. AC; 2d8+10 damage and the target takes ongoing  
        10 damage (save ends). 
   m   Dual Strike (standard; at-will)✦Weapon 
        Yaneria makes two bastard sword attacks. 
   m   Edge of Oblivion (standard; recharge 56)✦Weapon 
        +38 vs. AC; 3d8+10 damage and the target is pushed 5  
        squares. If the target leaves the circle of power, it takes  
        3d8+10 damage and is weakened (save ends).  
   c  Inferno Circle (standard; recharge 6)✦Fire, Weapon 
        Close Burst 5; +36 vs. Reflex; 2d12+12 fire damage and the  
        target gains vulnerability 10 melee attacks (save ends). 
   m   Blood Letting (immediate reaction, when an enemy moves  
        or shifts into a square adjacent to Yaneria; at-will)✦Healing 
        +38 vs. AC; 3d8+10 damage and slide the target 1 square.  
        Yaneria regains 10 hit points. 
   c  Nightfire Eruption (standard; recharges when first  
        bloodied) ✦ Healing, Weapon 
        Close burst 3; +36 vs. Fortitude; 3d8+10 and the target losing  
        a healing surge. Yaneria regains 160 hit points. 
  c  Circle of Power (minor; at-will)✦Zone 
        Close burst 5; the burst creates a zone until the end of the  
        encounter. Once per round, Yaneria can add 11 to a damage  
        roll. 
  Shifting Earth 
        While the circle of power is active, enemies who begin their  
        turn in the zone are slowed until the end of their next turn. 
  Alignment Evil 
  Languages Cerish, Rathek 
  Skills Acrobatics +35, Intimidate +29, Diplomacy +29 
  Str 24 (+23) 
  Dex 38 (+30) 
  Wis 16 (+19) 
  Con 35 (+28) 
  Int 16 (+19) 
  Cha 26 (+24) 
  Equipment Leather Armor, Bastard Sword “Forsaken” 
  Queen Yaneria Ro  
        Level 33 Solo Skirmisher 
  Medium natural humanoid (undead)                            XP 155,000 
  Queen Yaneria Ro 
  
  Chapter 8 |  Monster Lore 
   
  Once a hero and confidant of Solis Ro, the 
  being now known as Razel is a cruel and wicked 
  lich. Consumed by the need for more power, Razel 
  has spent hundreds of years trying to find the secrets 
  between life and the unlife in hope that he can one 
  day be reunited with his long dead love. 
   
  Second only to Ilius in raw magical power, 
  Razel rules the region of Solis with absolute author-
  ity. He despises the Empire, however, especially 
  Ilius since he knows that Ilius holds complete con-
  trol over all creatures undead. Being a lich himself, 
  he is unable to get out from under Ilius’ reign and 
  this angers him greatly. 
   
  In person, Razel is soft-spoken, cold and 
  calculating in his plans. He is not above using ad-
  venturers for his own personal gain, and should Ilius 
  lose power in the process, all the better. 
  236 
  Lord Razel 
    
   
   
   
   
   
   
   
   
  Initiative +19 
  Senses Perception +31; darkvision 
  Necrotic Aura (Necrotic) aura 5; any living creature that enters  
        or starts its turn in the aura takes 20 necrotic damage. 
  HP 1,092; Bloodied 546, see legion’s hold 
  Regeneration 10 (if Razel takes radiant damage, regeneration  
        doesn’t function on its next turn) 
  AC 44; Fortitude 41, Reflex 45, Will 44 
  Immunity Disease, Poison; Resist 20 necrotic 
  Saving Throws +5 
  Speed 6, teleport 6 
  Action Points 2 
  M  Staff of Razel (standard; at-will)✦ Necrotic, Weapon 
        +35 vs. AC; 3d8+10 necrotic damage and the target takes a  
        –2 penalty to Will until the end of Razel’s next turn. 
  R  Eyes of Oblivion (standard; at-will)✦ Necrotic 
        +33 vs. Will; 2d8+10 necrotic damage and the target is dazed  
        until the end of Razel’s next turn. 
  c   Black Fire (standard; recharge 56)✦ Fire, Necrotic 
        Close Blast 5; +33 vs. Reflex; 4d10+9 fire and necrotic  
        damage and the target takes ongoing 10 fire damage (save  
        ends) and ongoing 10 necrotic damage (save ends). 
  r  Chaos Lightning (standard; recharge 6)✦ Lightning 
        Razel targets up to three creatures with his chaos lightning;  
        the first target must be within 10 square of Razel, the second  
        target must be within 10 squares of the first; the third must be  
        within 10 squares of the second; +33 vs. Reflex; 5d10+9  
        lightning damage.  
  c   Legion’s Hold (immediate reaction, recharge when first  
        bloodied)✦ Psychic 
        Close Burst 10; +33 vs. Will; 4d10+9 psychic damage and  
        the target is stunned (save ends). After Effect: The target is  
        dazed (save ends). 
  Heart of Stone (immediate reaction, when damage is dealt by an  
        attack; at-will) 
        Reduce the damage taken by 10. 
  Indestructible 
        When Razel is reduced to 0 hit points, his body and  
        possessions crumble into dust but is not destroyed. Razel  
        reappears (along with his possessions) within 1d6 days within  
        1 square of his phylactery, unless the phylactery is also  
        destroyed. 
  Alignment Evil 
  Languages Cerish, Rathek 
  Skills Arcana +32 
  Str 16 (+18) 
  Dex 18 (+19) 
  Wis 33 (+26) 
  Con 25 (+22) 
  Int 35 (+27) 
  Cha 26 (+23) 
  Equipment Staff of Razel 
  Lord Razel  
         
         Level 30 Solo Controller 
  Medium natural humanoid (undead)                              XP 95,000 
  
  Chapter 8 | Monster Lore 
   
   
   
   
   
   In places where death has reached an enormous scale, the 
  Breath grows into a storm of necrotic energy. 
  Hazard: The Breath of Ilius is a dark violet and black storm that  
        covers 40 contiguous squares and has a speed of 5 squares. 
  Perception 
  No check is necessary to notice the Breath in normal light. 
   ✦ DC 31: Character notices the Breath 
  Additional Skills: Arcana, Religion 
   ✦ DC 31: same as for Perception above 
   ✦ DC 35: The character’s knowledge provides a +2 bonus to  
        Religion checks to dissipate the Breath of Ilius 
  Trigger 
        When a creature enters or begins its turn in or adjacent to a        
        square of Breath of Ilius 
  Attack 
  Opportunity Action  
  Melee 
  Target: A creature that moves adjacent to or begins its turn in  
        the Breath of Ilius 
  Attack: +23 vs. Fortitude 
  Hit: 2d6+7 necrotic damage and the target gains ongoing 10  
        necrotic damage (save ends). If the target is bloodied, the  
        attack deals 3d8+7 necrotic damage and ongoing 10 necrotic  
        damage (save ends). 
  After Effect: A creature slain by the Breath of Ilius arises as a  
        Breath Zombie of its level at the start of the Breath’s turn in  
        1d4 rounds. 
  Special: Animates and undead are immune to the effects of the  
        Breath of Ilius. Each round that an undead creature is  
        adjacent or begins its turn in the Breath regains 10 hit points. 
  Countermeasures 
   ✦ A character can engage in a skill challenge to dissipate the  
        Breath of Ilius. DC 30 Religion or Arcana. Complexity 1 (4  
        successes before 2 failures). Success: The Breath of Ilius  
        dissipates.. Failure: The Breath expands 5 more squares in  
        size. All creatures in the newly effected squares takes 2d6+7  
        necrotic damage. A new skill challenge can then be started. 
  Upgrade to Elite (5,600 XP) 
   ✦ Increase attack rolls by +2 
   ✦ Increase Complexity to 2 (6 successes before 3 failures)  
   ✦ Increase damage to 4d8+7 necrotic damage 
   ✦ Increase size to 45 contiguous squares  
  Breath of Ilius Storm                       Level 20 Obstacle 
  Hazard 
   
   
                                      XP 2,800 
   
   
   
   
   
   Found where death and despair are prominent, the Breath of 
  Ilius is the physical manifestation of evil. 
  Hazard: The Breath of Ilius is a dark violet and black fog that  
        covers 20 contiguous squares and has a speed of 2 squares. 
  Perception 
  No check is necessary to notice the Breath in normal light. 
   ✦ DC 26: Character notices the Breath 
  Additional Skills: Arcana, Religion 
   ✦ DC 26: same as for Perception above 
   ✦ DC 30: The character’s knowledge provides a +2 bonus to  
        Religion checks to dissipate the Breath of Ilius 
  Trigger 
        When a creature enters or begins its turn in or adjacent to a        
        square of Breath of Ilius 
  Attack 
  Opportunity Action  
  Melee 
  Target: A creature that moves adjacent to or begins its turn in  
        the Breath of Ilius 
  Attack: +13 vs. Fortitude 
  Hit: 1d10+5 necrotic damage and the target gains ongoing 10  
        necrotic damage (save ends). If the target is bloodied, the  
        attack deals 2d10+5 necrotic damage and ongoing 5 necrotic  
        damage (save ends). 
  After Effect: A creature slain by the Breath of Ilius arises as a  
        Breath Zombie of its level at the start of the Breath’s turn in  
        1d4 rounds. 
  Special: Animates and undead are immune to the effects of the  
        Breath of Ilius. Each round that an undead creature is  
        adjacent or begins its turn in the Breath regains 5 hit points. 
  Countermeasures 
   ✦ A character can engage in a skill challenge to dissipate the  
        Breath of Ilius. DC 25 Religion or Arcana. Complexity 1 (4  
        successes before 2 failures). Success: The Breath of Ilius  
        dissipates.. Failure: The Breath expands 5 more squares in  
        size. All creatures in the newly effected squares takes 1d10+5  
        necrotic damage. A new skill challenge can then be started. 
  Upgrade to Elite (1,000 XP) 
   ✦ Increase attack rolls by +2 
   ✦ Increase Complexity to 2 (6 successes before 3 failures)  
   ✦ Increase damage to 3d8+5 necrotic damage 
   ✦ Increase size to 25 contiguous squares  
  Breath of Ilius                                   Level 10 Obstacle 
  Hazard 
   
   
                                         XP 500 
  The Breath of Ilius 
   
  When Ilius stood upon a beach of blood and 
  called forth the Night Reign, his exhaling breath 
  took on a life of its own as a swirling fog of death. 
  The Breath of Ilius is a predator mist that feeds on 
  living creatures, constantly searching out souls to 
  consume. 
   
  The Breath of Ilius can nearly always be 
  found near scenes of death and despair where it 
  grows in power and in turn, empowers undead crea-
  tures. 
   
  An uncommon form of the Breath is when 
  it becomes a storm, ravaging the countryside in 
  search of life to consume.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Breath of Ilius Lore 
     History DC 20: The Breath of Ilius is a semi-
  intelligent silent killer, used as a scary story to keep 
  little children in bed. When the second Night Reign 
  began, the stories became reality. 
     History DC 25: The Breath is a part of Ilius’ 
  power over the world. To defeat the Breath com-
  pletely, one must defeat Ilius. 
     History DC 30: Rumors persist that Ilius can see 
  and feel what the Breath comes in contact with. He 
  drives the Breath onward, using it to keep the com-
  monfolk in line. 
  237 
  Hazards and Diseases 
  
  Chapter 8 |  Monster Lore 
   
   
  Dark Rot  
   
   
   
        Level 14 Disease 
  A disease that slowly destroys the insides of a creature, 
  weakening every aspect of their being. 
  Attack: +18 vs. Fortitude 
  Endurance: improve DC 29, maintain DC 27, worsen DC 26 or lower 
  The target is cured  
   
  , 
  Initial Effect 
  The target gains vulnerability 10 
  to necrotic damage until cured. 
  Each time the target becomes bloodied, it 
  becomes weakened and takes ongoing 10 
  necrotic damage (save ends both) 
  Final State 
  The target is weakened. 
   
   
  ,. 
   
   
  . 
  The Dark Rot 
   
  Thousands of years of have passed since 
  the first undead creature was created during the first 
  Night Reign. Since that time, disease has followed 
  the undead during their expansion across the known 
  realms. 
   
  From these undead creatures, the rise of the 
  dark rot began to infect the living. This devastating 
  disease is generally spread through contact with the 
  undead. 
   
  Though generally not fatal, the dark rot 
  severely weakens its victims, making them highly 
  susceptible to necrotic energy. 
   
  Dark Rot Lore 
     History DC 15:  The dark rot was first discovered 
  during the Unification War of the first Night Reign, 
  and its spread was linked to the tieflings of 
  Naul’Turith. 
     History DC 20: The disease can commonly be 
  found in areas infested with undead such as zombies 
  and ghouls. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Reaper Plague 
   
  Known as the destroyer of kings, the reaper 
  plague is a plague magically created by the Heaven 
  Knights to enforce the rule of the Ilium Empire. 
   
  The disease attacks the body, causing se-
  vere skin lesions and bleeding from the eyes and 
  ears. After the initial infection, black veins appear 
  along the skin which pulse slightly along with the 
  victims heartbeat. 
   
  At the later stages, the veins cover the body 
  completely before the body begins to decay before 
  the victim’s eyes. As their body shuts down, the de-
  cay continues until the deceased rises as a breath 
  zombie. 
   
  Reaper Plague Lore 
     History DC 15:  The first known use of the plague 
  was against the people of Helvada. Survivors of the 
  Reunification war were infected with the plague and 
  took it back to their people where it spread like wild-
  fire, killing thousands, including the King. 
     History DC 20: The common man has little 
  chance of surviving the reaper plague. However, 
  sundrop fruits are known to help slow the effects of 
  the plague for a time. 
     History DC 25: The plague is created by the sacri-
  fice of diseased children by Heaven Knights who 
  then serve as carriers of the plague, but appear to be 
  immune themselves. 
  238 
   
  Reaper Plague 
   
   
   
        Level 21 Disease 
  The Breath of Ilius courses through the body of the victim, 
  corrupting their organs into undead abominations. 
  Attack: +24 vs. Fortitude 
  Endurance: improve DC 34, maintain DC 30, worsen DC 29 or lower 
  The target is cured 
  , 
  The target regains one of 
  its lost healing surges. 
  The target loses this heal-
  ing surge again if its 
  condition worsens. The 
  target is no longer weak-
  ened. 
  ,. 
  Initial Effect 
  The target loses two 
  healing surges until 
  cured and is  
  weakened. 
  Each time the target uses a 
  healing surge, it gains 
  ongoing 20 necrotic dam-
  age (save ends). If this 
  reduces the target to 0 hit 
  points or fewer, it dies and 
  turns into a Breath zombie 
  1d4 rounds later. 
  Final State 
  The target dies and 
  is raised as a 
  Breath Zombie 1d4 
  rounds later. 
  ,. 
  . 
  
   
  
SOURCE: textdata/thevault/Night Reign/Night Reign Campaign Setting.pdf