TEXT:  
   
   
   
   
   
  Savage Swords 
  of Athanor 
   
  By Douglas Easterly 
   
  A Rules Supplement and Campaign Setting For  
  Swords & Wizardry: Core Rules 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Swords & Wizardry: 
  by Matt Finch  
  published by Mythmere Games™. 
   
   
   
  Swords & Wizardry, S&W, and Mythmere Games™  
  are the trademarks of Matthew J. Finch.  
   
  These rules are produced independently — I am not  
  affiliated with Matthew J. Finch or Mythmere Games™. 
  
  2 
  Table of Contents 
  Table of Contents .................................................................................... 2	
    
  Introduction .............................................................................................. 2	
    
  Men and Magic ......................................................................................... 3	
    
  Character Classes .................................................................................. 6	
    
  Skill System ............................................................................................ 8	
    
  Magic in Athanor................................................................................... 11	
    
  Mutations .............................................................................................. 13	
    
  The Clone Pits ...................................................................................... 15	
    
  Hit Points, Injury and Death.................................................................. 16	
    
  Combat Options.................................................................................... 16	
    
  Monsters and Treasure ......................................................................... 18	
    
  Monsters of Athanor ............................................................................. 18	
    
  Treasures of the Ancients..................................................................... 26	
    
  Bound Spirits ........................................................................................ 29	
    
  Underworld & Wilderness Adventures................................................ 31	
    
  Random Encounter Tables................................................................... 31	
    
  The World of Athanor ........................................................................... 35	
    
  The City-State of Zamora ..................................................................... 42	
    
  Twelve Zamoran Adventure Seeds ...................................................... 50	
    
  Planetary Romance Plots ..................................................................... 51	
    
  Zamora Map and Key ........................................................................... 54	
    
  Open Gaming License 1.0a................................................................... 64	
    
   
   
   
  Introduction 
  This supplement for Swords and Wizardry includes rules variants, new 
  monsters, new races, and a new character class. Inside these pages a variant 
  magic system, a simple psychic powers system, combat options, and a 
  simple skill system. This book is also a guide to the Savage Swords of 
  Athanor campaign, a mix of swords and sorcery, planetary romance, and 
  horror elements all in a single pulpy package.  
   
  
  3 
  Men and Magic 
  The following rules are for players and dungeon-masters alike, and 
  present new rules options to customize the feel and style of an Anthanor 
  campaign. Races of Athanor 
   
  Dwarves, Elves and Halflings do not exist on Athanor. Instead, Athanor 
  has its own races for players to choose from. 
  Human	
    
  • 
  The tall, muscular, black-skinned, red-haired warriors of Duma are 
  distrustful of Ancient Technology. They live in walled towns guarded by 
  their warrior caste and depending on their agricultural caste to breed 
  and control their great dinosaur herds. They are renowned musicians, 
  artists, historians, and metalworkers. They are matriarchal in times of 
  peace and ruled by male warriors in times of war. They tend toward 
  collectivism, distrust outsiders, and care little about outside nations. 
  • 
  Ghuls are superstitious, cannibalistic savages who live in small, insular 
  clans. They are ruthless raiders who are known for not taking prisoners. 
  They regard non-Ghul as little more than animals, and consider only 
  other Ghuls as human. They worship chaos and believe that might in 
  combat and a glorious death are the highest ideals. Ghuls have 
  transparent flesh, organs and blood, with only their bones and eyes 
  clearly visible. This is a terrifying sight to most others, which the Ghuls 
  use to their advantage.  They prefer great, curved swords. 
  • 
  The short, stocky, yellow-skinned, black-haired, black-eyed people of 
  Khitai are insular and distrustful of outsiders. Foreigners only tend to 
  interact with Khitai as merchants or ambassadors. Males wear long 
  tunics, loose pants, slippers or boots, and broad sashes. They tend to 
  have heads shaved except for a long braid. Officials and military men 
  tend to wear neatly-cropped beards. Women wear their hair long, but 
  pin it up in coiffures that are more ornate the more important the 
  woman is. They tend to wear silk robes with loose pants, slippers, and 
  sashes. 
  • 
  The red-skinned, black-haired people of Zamora are known for their 
  hot-headed and passionate natures. They are known as duelists, political 
  schemers, and romantic idealists. Zamorans will be the default culture 
  for the campaign. 
  Mal’Akkan	
    
  The people of Mal'akka have shiny green, leathery skin and bright 
  brown eyes. They stand about seven feet tall, and are thin with graceful 
  
  4 
  movement. Though generally human-like in appearance, they are mobile, 
  intelligent cacti, and their skin is covered with long needles. The Mal'akkans 
  lack needles on the palms of their hands and the bottoms of their feet, but 
  are otherwise covered with needles. They are merchants and desert caravan 
  masters known for their devotion to the desert god Shem. 
  Mal'akkans are grown in sandy soil before gaining their mobility. Unlike 
  the Throon, the Mal'akkans never become sessile with age, and their bones 
  are wooden rather than silicate. They do photosynthesize, and need very 
  little water, but they also gain nutrients through eating plant and animal 
  matter, much like humans. 
   
  • 
  Class Advancement: Mal'akkans may advance as fighting men.  
  • 
  Weapon and Armor Restrictions: Mal'akkans may not wear armor 
  because of their spiny skin. Their naturally tough hide gives them +2 AC 
  bonus. Their traditional weapons are scimitars and crossbows that fire 
  sharpened circular disks rather than quarrels. 
  • 
  Plant Body Chemistry: Mal’akkans process poison differently. They gain 
  +2 to saves vs. poisons and toxins.  
  • 
  Fibrous Flesh: Piercing and blunt weapons automatically do half 
  damage. Cutting and slashing weapons do normal damage. 
  • 
  Spines: Mal’akkans are covered with sharp spines. If bitten, grabbed or 
  struck by bare limbs, the Mal’akkan’s spines do 1 point of damage to 
  the attacker, doing this automatically each round if their attacker is 
  grabbing or holding them. The spines also grant Mal’akkans a +1 bonus 
  to damage done with unarmed attacks. 
  Alemanian	
    
  Alemanians are blue-skinned, hairless, human-sized arthropods. They 
  have both an endoskeleton and an exoskeleton, have large complex eyes 
  much like humans, and small, vestigial antennae resembling stubs of horns. 
  Their mouths are complex, with multi-part mandibles. They have two arms 
  and two legs with multiple articulations, with two-toed feet and hands with 
  four fingers evenly spaced at the end of their wrists. They move with a jerky, 
  inhuman gait and appear emotionless and cold at all times. 
  Alemanian national ideology focuses on the superiority and 
  homogeneity of the Alemanian people. They support a strong sense of 
  collectivism, a strong central governmental authority in order to protect the 
  stability of the Motherland. Their society is divided into several castes: 
  scholarly, military, merchant-industrial, and agrarian. Each of theses has a 
  place in the parliamentary structure of Alemania, serving the High 
  
  5 
  Chancellor. Alemanians are atheist, devoting themselves to their nation and 
  their people instead. 
  Alemanians have highly advanced medical technology that incorporates 
  Ancient technology. They maintain this edge by maintaining horrible death 
  camps where medical experiments are performed on all sorts of captured 
  peoples, often of other races. This means that many fear and hate the 
  Alemanians, even if they depend on their advanced technology. 
   
  • 
  Class Advancement: Alemanians may advance in any class. 
  • 
  Weapon and Armor Restrictions: Alemanians may not wear armor. 
  Their naturally tough hide gives them +4 AC bonus.  
  • 
  Alien Mind: Alemanians gain a +2 bonus to saves vs. charm, illusion, 
  sleep or mental effects.  
  • 
  Incredible Leap: Alemanians with a light load or less may jump up to 
  their normal move distance in distance and half that in height.  
  Throon	
    
  Throon are nomadic barbarians who live as a variety of tribes. The 
  Throon tend to fight with each other as well as with the people of the Five 
  Kingdoms. Some act as bandits, others raid civilized outposts regularly. Still 
  others live at peace with the Five Kingdoms. They have their own martial 
  code of honor, but are not beholden to the ways of the Five Kingdoms. 
  Throon are ochre-skinned and hairless, and stand some seven feet tall. 
  Though they are human in general form, they are actually mobile and 
  sentient fungi, with silicate bones and thick, fibrous flesh. 
  Though Throon eat and drink as humans do, they also are able to 
  absorb nutrients from decaying matter and from rich soil. Their children are 
  born from spores that they produce once per year. Few Throon children 
  grow to adulthood. As Throon get older, their flesh gets tougher, and the 
  elderly become unable to move, and are settled into sacred Elder Groves. 
   
  • 
  Class Advancement: Throon advance as Fighting-men.  
  • 
  Weapon and Armor Restrictions: Throon favor slashing weapons, with a 
  particular love for axes in combat. Like any warrior, they may use any 
  weapons. Throon disdain the use of armor, but are protected by their 
  tough, fibrous flesh. This gives them a +4 to Armor Class.  
  • 
  Fungal Body Chemistry: The Throon process poison differently. Throon 
  gain +2 to saves vs. poisons and toxins.  
  • 
  Fibrous Flesh: Piercing and blunt weapons automatically do half 
  damage to Throon, though slashing weapons and energy weapons do 
  damage normally.  
  
  6 
  Earthman	
    
  In my mind, Athanor exists in the distant future of Earth, long after it has 
  faded from glory. If humans survive, they do so beyond the scope of travel 
  to Athanor. However, it is true that the alien nature of the campaign or 
  players’ desire for a familiar character type to run may make it hard for some 
  players to get into playing an Athanoran character.  
  Earthmen on Athanor have arrived through some sort of temporal or 
  dimensional portal. Most will be from some point in the 20th or early 21st 
  century, arriving through strange portals such as are found in the Bermuda 
  Triangle, by wormholes as astronauts, or by magical or weird-science 
  accidents. They may want to return to Earth, but this would be a major story 
  arc and will not be intended to be an easy goal! Earthmen are standard 
  humans in all respects except as follows: 
   
  • 
  Class Advancement: Earthmen will usually be Fighting-men. A few may 
  be rogues with magical potential, but no training. 
  • 
  Skill with Ancient Technology: Earthmen, used to more advanced 
  technology, gain a +2 to rolls to use Ancient technology. 
  • 
  Advanced Weapon: Earthmen begin play with a sidearm. This can be a 
  six-shot revolver or a ten-shot automatic pistol. In any case, the weapon 
  does 1d6+2 damage, range 50 feet, rate of fire 1, and takes one round to 
  reload. The character begins with a full weapon and 1d6 reloads of 
  ammunition. While this is a convenient weapon, it is up to the player to 
  find a way to get more ammunition…. 
  • 
  Miscellaneous Technological Items: Earthmen begin with 1d3+1 other 
  useful modern items such a lighters, flashlights, etc. These are likely to 
  wear out over time. 
  • 
  Background Skills: Earthmen may choose from the group III skills in 
  addition the usual background skill options. 
   
  Character Classes 
  The following changes are made to the standard Swords and Wizardry 
  character classes for the Savage Swords of Athanor campaign. 
  Cleric	
    
  The Cleric class is not available in Athanor.  
  Fighting-­‐man	
    
  The Fighting-man class functions normally in Athanor. 
  
  7 
  Magic-­‐User	
    
  Magic-users function normally in Athanor, but q.v. “Magic in Athanor”. 
  Rogues	
    
  Rogues, short for Rogue Magic-Users, are untrained practitioners of the 
  magical arts. Mountebanks, rebels, or wild talents, rogues have found ways 
  to teach themselves magic. They are jacks-of-all-trades, flexible and 
  adaptable.  
  Table 1 describes the advancement of rogues, noting Level (lvl), 
  Experience Points needed to advance (EXP), hit dice (HD), hit bonus in 
  combat (HB), Saving Throw (ST), and spells the rogue may prepare of each 
  level.  
   
   
  Table 1: Rogue Advancement 
   
   
   
   
   
   
  Spells/Level 
  Lvl 
  Exp. 
  HD 
  HB 
  ST 
  1 
  2 
  3 
  4 
  1 
  0 
  1 
  +0 
  15 
  0 
  - 
  - 
  - 
  2 
  1,500 
  2 
  +0 
  14 
  1 
  - 
  - 
  - 
  3 
  3,500 
  3 
  +1 
  13 
  2 
  - 
  - 
  - 
  4 
  6,500 
  4 
  +1 
  12 
  2 
  1 
  - 
  - 
  5 
  14,000 
  5 
  +2 
  11 
  2 
  2 
  - 
  - 
  6 
  30,000 
  6 
  +2 
  10 
  2 
  2 
  1 
  - 
  7 
  60,000 
  7 
  +3 
  9 
  2 
  2 
  2 
  - 
  8 
  110,000 
  8 
  +3 
  8 
  3 
  2 
  2 
  1 
  9 
  165,000 
  9 
  +4 
  7 
  3 
  2 
  2 
  2 
  10 
  225,000 
  8 
  +5 
  6 
  3 
  3 
  2 
  2 
  11 
  290,000 
  +2 h.p. 
  +5 
  5 
  3 
  3 
  2 
  2 
  12 
  360,000 
  +4 h.p. 
  +6 
  5 
  3 
  3 
  3 
  2 
  13 
  430,000 
  +6 h.p. 
  +6 
  5 
  4 
  3 
  3 
  2 
  14 
  500,000 
  +8 h.p. 
  +7 
  5 
  4 
  3 
  3 
  3 
  15 
  570,000 
  +10 h.p. 
  +7 
  5 
  4 
  4 
  3 
  3 
  16 
  640,000 
  +12 h.p. 
  +8 
  5 
  4 
  4 
  3 
  3 
  17 
  710,000 
  +14 h.p. 
  +8 
  5 
  4 
  4 
  4 
  3 
  18 
  780,000 
  +16 h.p. 
  +9 
  5 
  5 
  4 
  4 
  3 
  19 
  850,000 
  +18 h.p. 
  +10 
  5 
  5 
  4 
  4 
  4 
  20 
  920,000 
  +20 h.p. 
  +11 
  5 
  5 
  5 
  4 
  4 
   
  Rogue	
    Class	
    Abilities	
    
  • 
  Armor and Weapon Restrictions: Rogues may wear any armor, but may 
  not cast spells while wearing armor of any sort. Rogues may use any 
  weapons. 
  
  8 
  • 
  Spell Casting: Rogues have a limited number of spells to learn and cast, 
  just like magic-users. They do not begin with a spell book and must 
  trade, steal or discover spells to learn magical spells. 
   
  Skill System 
  Characters do not only have the skills afforded them by their training—
  they have spent their time learning professional skills that they begin play 
  knowing, and may develop more over time. Characters generally do not 
  need a skill to attempt an action. Rather, having a skill gives the character a 
  bonus to their actions. 
  Skill	
    Checks	
    
  Saving throws are used to determine a character’s success with any 
  skilled actions. The DM may assign a penalty or bonus based on 
  circumstances. Unless noted otherwise below, skills grant a +4 bonus to 
  saving throws that involve that skill. 
  Determining	
    Skills	
    
  Characters may choose one background skill from group I or two from 
  Group II as listed on Table 2: Skill Groups. Earthmen may also choose one 
  skill from group III instead. 
   
  Table 2: Skill Groups 
  Group I 
  Group II 
  Group III 
  Alchemist 
  Blacksmith 
  Archaeologist 
  Aristocrat 
  Bowyer/Fletcher 
  Astronaut 
  Assassin 
  Farmer/Gardener 
  Electronics 
  Merchant 
  Gambler 
  Mechanic 
  Priest 
  Gunsmith 
  Pilot 
  Scholar 
  Leatherworker 
  Scientist 
  Thief 
  Locksmith 
  Soldier 
  Tracker 
  Mason 
   
   
  Minstrel 
   
   
  Navigator 
   
   
  Sailor (Airship) 
   
   
  Skill	
    Group	
    I	
    
  • 
  Alchemist (Requires INT 9+): Alchemists can identify potions, poisons, 
  and chemical compounds if they have access to a laboratory or an 
  alchemical kit. An alchemical kit costs 20 gold pieces. In addition, 
  
  9 
  alchemists may make alchemical compounds, though it takes 1d8 days 
  to make 1d3 alchemical creations and costs 20+3d10 gold pieces to pay 
  for reagents, equipment, and the like and the character must be able to 
  set up a laboratory. Only trained alchemists may attempt alchemy, and 
  this skill grants no bonus to the saving throw. 
  • 
  Aristocrat: Aristocrats are skilled in court intrigue, recent history, 
  politics, and gossip. Aristocrats also start play with an additional 2d10 
  gold and a finely crafted weapon equal to a +1 weapon. 
  • 
  Assassin (Requires STR 9+, DEX 9+): Assassins are skilled in disguise, 
  the use of poison, and setting up surprise attacks. Assassins gain a +1 to 
  surprise rolls when alone or with other similarly stealthy characters and 
  wearing leather or no armor. 
  • 
  Merchant (Requires WIS 9+): Merchants are skilled at appraising goods, 
  haggling for lower prices, and managing money. Merchants start the 
  game with trade goods (player's choice) worth 2d6x10 gold pieces. 
  • 
  Priest: Priests are broadly educated in history, philosophy, theology, 
  and mythology. Priests are connected to powerful factions and have 
  great social influence. 
  • 
  Scholar (Requires INT 9+): Scholars are broadly educated in history, 
  natural philosophy, legends, and lore. They may try to identify monsters, 
  magic items, or historical background of any place and gain a bonus to 
  understanding or using Ancient devices. 
  • 
  Thief (Requires DEX 9+): Thieves are skilled at stealth and burglary. 
  They may use their skills to overcome locks and traps and to scale walls. 
  Thieves gain a +1 to surprise rolls when alone or with other similarly 
  stealthy characters and wearing leather or no armor. 
  • 
  Tracker (Requires CON 9+): Trackers are skilled at outdoor survival; 
  identifying plants, animal, possible water sources, or shelter; and at 
  following tracks and trails. Trackers gain a +1 to surprise rolls when 
  alone or with other similarly stealthy characters and wearing leather or 
  no armor. 
   
  Skill	
    Group	
    II	
    
  • 
  Blacksmith: Blacksmiths are able to appraise the value of weapons and 
  armor and to repair such items with access to a forge, workshop and 
  tools (which cost 10% of the item being repaired to rent.) 
  • 
  Bowyer/Fletcher: Bowyer/Fletchers are skilled at making bows, 
  crossbows, arrows and quarrels.  They can make 20 x (d4+1) arrows or 
  quarrels per week, can repair bows and arrows with access to a 
  workshop and tools (which cost 10% of the item being repaired to rent) 
  and may appraise the value of bows, crossbows, arrows and quarrels. 
  
  10 
  • 
  Farmer/Gardener: Farmers and Gardeners are skilled in working with 
  Athanoran domesticated plants and animals and bartering. 
  • 
  Gambler: Gamblers are skilled at games of chance — including both 
  cheating and spotting cheaters. 
  • 
  Gunsmith: Gunsmiths are skilled at making and maintaining pistols, 
  rifles, and bullets. They can make 20 x (d4+1) bullets per day (at a cost 
  of 1/2 the cost of buying the same), repair guns with access to a 
  workshop and tools (which cost 10% of the item being repaired to rent) 
  and may appraise the value of firearms. Powder must still be made by 
  an alchemist. 
  • 
  Leatherworker: Leatherworkers are skilled at making and repairing 
  leather items, such as leather armor. They can repair leather items with 
  access to a workshop and tools (which cost 10% of the item being 
  repaired to rent) and may appraise the value of such as well. 
  • 
  Locksmith: Locksmiths are able to repair and disable mechanical traps, 
  locks and similar mechanisms. 
  • 
  Mason: Masons are skilled at noticing unusual stonework, sloping 
  floors, and stonework traps (+4 bonus). 
  • 
  Minstrel (Requires CHA 9+): Minstrels are skilled at performing, local 
  history and legend, and general etiquette. 
  • 
  Navigator: Navigators are skilled at determining directions, reading 
  maps, and plotting courses. 
  • 
  Sailor (Airship): Airship sailors are skilled at predicting winds, operating 
  sails, and repairing ships. 
   
  Skill	
    Group	
    III:	
    Earthman	
    Skills	
    
  • 
  Archaeologist: Archaeologists are adept at deciphering signs, symbols 
  and languages, understanding cultures, and understanding traps and 
  other dangers in old ruins. They also have a sense of what items are of 
  value among the ruins of ancient civilizations and are adept at 
  appraising them. 
  • 
  Astronaut: Astronauts know how to operate spacecraft and gain a bonus 
  to saves to use Ancient technology. 
  • 
  Electronics: This ability allows characters to repair and operate 
  electronics devices. This grains a bonus to saves to use Ancient 
  technology. 
  • 
  Mechanic: This ability allows characters to repair and operate 
  mechanical devices. This grains a bonus to saves to disarm traps, 
  perform basic repairs, and to fix non-electronic items. 
  • 
  Pilot: This is the ability to pilot, repair, and operate aircraft.  With 
  practice, this can apply to Athanoran airships. 
  
  11 
  • 
  Scientist: Scientists are skilled in identifying and analyzing physical 
  phenomena. Choose a field: chemists can do the same tasks as 
  characters with the Alchemy skill, Biologists can identify animals and 
  plants and predict their behavior, etc. This also grants a bonus to saves 
  to use Ancient technology. 
  • 
  Soldier: Soldiers understand tactics, weaponry, and outdoor survival. 
   
  Learning	
    Additional	
    Skills	
    
  Characters may spend money and time learning new background skills. This 
  will require down time from adventuring and finding a teacher in addition to 
  monetary costs, as noted in table 3. 
   
  Table 3. Acquiring Additional Skills 
  Skill Type 
  G.P. Cost 
  Time 
  Group I 
  2000 
  4 Months 
  Group II  
  10000 
  6 Months 
   
  Magic in Athanor 
  Creating	
    Scrolls	
    
  Magic-users (but not rogues) may create scrolls by spending 100 gold 
  and 1 week of work per level of spell on the scroll. Scrolls may only be 
  made for spells already known by the caster and listed in her or his spell 
  book.  
  Interrupted	
    Spells	
    
  If a magic-user or rogue is damaged or otherwise disturbed while 
  casting spells, the spell-caster must make a save or lose the spell as if it had 
  been cast, but to no effect. In addition, the spell-caster must roll on the 
  magical mishap table, adding the level of the spell plus any damage suffered 
  in an attack if that caused the distraction to the d20 roll. 
   
  
  12 
  Table 4. Magical Mishap 
  Roll 
  Result 
  01 – 07 
  Roll on the minor chaos table. 
  08 - 10 
  You are dazed but able to move and defend yourself for one round. 
  11 – 12 
  You are stunned and unable to do anything for the next round. 
  13 – 14 
  Spell goes wild and strikes random target. 
  15 – 16 
  Spell effect is reversed. 
  17 – 18 
  You are struck mute for 1d6 rounds. 
  19 – 20 
  Your strength is reduced by half for 1d6 hours. 
  21 – 22 
  Magical explosion does 1d6 damage to all in a 30ft. radius. 
  23 – 24 
  You take 1d6 damage for every level of the spell. 
  25+ 
  Dimensional vortex opens to primal chaos. Save vs. magic or be 
  sucked in. Even if you save, take 3d6 damage. 
   
   
  Table 5. Minor Chaos 
   
  Roll 
  Result 
  1 
  The temperature in a 30ft radius becomes unnaturally cold. 
  2 
  A wind blows through the area, smelling of sulfur. 
  3 
  Plants wilt and milk curdles in a 30ft radius. 
  4 
  Ghostly whispering fills the area for 3d6 rounds. 
  5 
  Caster's hair turns white for 3d6 days. 
  6 
  Animals in a 30ft. radius are spooked, fleeing the area. 
  7 
  Caster's eyes glow red (1-3) or lambent green (4-5) for a day. 
  8 
  Caster's nose bleeds for 1d6 x 10 minutes. 
  9 
  Caster's body covered with sores that go away in 1d3 days. 
  10 
  Caster smells of the grave for 1d3 days. 
  11 
  Caster takes on pallor of a corpse for 1d3 days. 
  12 
  Caster's voice becomes raspy for 1d3 days. 
  13 
  Caster's nails turn black for 1d3 days. 
  14 
  Caster's hair grows wildly long. 
  15 
  Caster's hair falls out. 
  16 
  Caster's nails double in length. 
  17 
  Caster's veins become visibly dark under his skin. 
  18 
  Caster speaks in unfamiliar language for 1d6 rounds. 
  19 
  Caster emits slight, unnatural green glow for 2d6 rounds. 
  20 
  Referee chooses any effect or makes up his own. 
   
  Athanor	
    Spell	
    Lists	
    
   
  Magic in Athanor is less like shaping reality and more like a 
  structured way to tap into psychic power. Because of this, Athanoran magic-
  users and rogues may use a limited list of spells chosen from both the cleric 
  and magic-user lists in the Swords and Wizardry core rules: 
   
  
  13 
  Level 1 
  1. Charm Person 
  2. Cure Light Wounds 
  3. Detect Evil 
  4. Light 
  5. Read Languages 
  6. Read Magic 
  7. Shield 
  8. Sleep 
   
  Level 2 
  1. Continual Light 
  2. Darkness, 15 ft Radius 
  4. Detect Invisibility 
  5. ESP 
  6. Find Traps 
  7. Invisibility 
  8. Levitate 
  9. Locate Object 
  10. Mirror Image 
  11. Phantasmal Force 
  12. Pyrotechnics 
  13. Speak with Animals 
  14. Strength 
   
  Level 3 
  1. Clairaudience 
  2. Clairvoyance 
  3. Cure Disease 
  4. Dispel Magic 
  5. Fly 
  6. Haste 
  7. Hold Person 
  8. Invisibility, 10 ft Radius 
  9. Locate Object 
  10. Remove Curse 
  11. Slow 
  12. Speak with Dead 
  13. Suggestion 
  Level 4 
  1. Charm Monster 
  2. Confusion 
  3. Cure Serious Wounds 
  4. Dimension Door 
  5. Extension I 
  6. Fear 
  7. Hallucinatory Terrain 
  8. Neutralize Poison 
  9. Polymorph Other 
  10. Polymorph Self 
  11. Remove Curse 
  12. Speak with Plants 
  13. Wizard Eye 
   
  Level 5 
  1. Contact Other Plane 
  2. Extension II 
  3. Feeblemind 
  4. Hold Monster 
  5. Magic Jar 
  6. Passwall 
  7. Telekinesis 
  8. Teleport 
   
  Level 6 
  1. Anti-Magic Shell 
  2. Animate Object 
  3. Control Weather 
  4. Death Spell 
  5. Find the Path 
  6. Geas 
  7. Legend Lore 
  8. Project Image 
  9. Repulsion 
  10. Speak with Monsters 
  11. Stone to Flesh 
  12. Word of Recall 
   
  Level 7 
  1. Charm Plants 
  2. Extension III 
  3. Mass Invisibility 
  4. Phase Door 
  5. Power Word, Stun 
  6. Reverse Gravity 
  7. Restoration 
   
  Level 8 
  1. Mass Charm 
  2. Mind Blank 
  3. Permanency 
  4. Polymorph Object 
  5. Power Word, Blind 
  6. Symbol 
   
  Level 9 
  1. Astral Spell 
  2. Maze 
  3. Power Word, Kill 
  4. Shape Change 
  5. Time Stop 
   
  Mutations 
  Mtations can happen as a result of exposure to the Clone Pits, Ancient 
  technology, or irradiated ruins. Such mutations may be beneficial or 
  harmful, but will always mark the mutant and make it hard to be respected 
  
  14 
  in proper company. Mutants in Zamora can be found in the Barrens, where 
  they form small mutant communities, in the sewers, in the Undercity, and 
  among the poorest of beggars. 
   
  Table 6. Minor Mutations 
  D10 Results 
   
  1 
  Altered Height:  1d6: 1-3, height is (66-3d6) inches; on a 4-6, height 
  is (72+3d6) inches. 
  2 
  Claws: Sharp, horny claws: 1d6-1 to unarmed damage. 
  3 
  Enhanced Senses: Surprise on 1 in 6. +2 saving throws for skills that 
  involve senses. 
  4 
  Fangs: Long fangs: bite attack does 1d4 damage. 
  5 
  Fur: Mutant is covered with thick fur that gives a +1 bonus to AC. 
  6 
  Horns: Mutant has horns or antlers: head butt attack: 1d4 damage. 
  7 
  Multiple Limbs: 1d4 extra limbs. For each limb roll 1d6: 1-3, the 
  limb is a leg;4-6, an arm. Every extra leg gives a +1 to move rate; 
  every 2 arms grants a +1 to attack rolls in melee combat. 
  8 
  Night Vision: Mutant can see in near complete darkness. 
  9 
  Scales: +2 bonus to Armor Class. 
  10 Scent: can identify tracks and individuals by smell. 
   
   
   
   
   
  Table 7. Major Mutations 
  D10 Results 
  1 
  Increased Physical Attribute: Roll 1d6, add 1d6 points to (1-2)  STR, 
  (3-4) DEX, or (5-6) CON 
  2 
  Natural Armor: Armored hide or carapace grants +4 AC bonus. 
  3 
  Chameleon Skin: Surprise on 1-4. May hide by making save at +4. 
  4 
  Wall-climbing: move at normal rate, but cannot wear gloves or shoes. 
  5 
  Gliding Membrane: Glide at normal move but may not wear armor.  
  6 
  Spines: Opponents who grab or bite character take 1d3 damage. Do 
  1d6+2 damage in unarmed combat. Cannot wear amor. 
  7 
  Venom Attack: Opponent must save or take 2d6 poison damage. Can 
  be combined with existing natural attack mutation (bite, claws, etc.) 
  8 
  Musk Glands: Able to attack 15’ radius area adjacent to mutant. All in 
  area must save or be nauseated and unable to act for 1d4 rounds. 
  9 
  Choose one minor mutation 
  10 Roll two minor muations 
   
   
   
  
  15 
  Table 8. Drawbacks 
  D10 
  Results 
  1-2 
  Albino: Sensitive to sun, unusual appearance. -1 CHA. 
  3-4 
  Bizarre Appearance: Very freaky looking. -2 CHA. 
  5-6 
  Obese: Weight is 200+(3d6x20) pounds. This isn’t muscle. 
  7-8 
  Physical Weakness: Roll 1d6, subtract 1d3 points from (1-2)  
  Strength, (3-4) Dexterity, or (5-6) Constitution 
  9-10 
  Poor Senses: The mutant is surprised on 1-3  in 6. -2 saves for 
  skills or actions that involve senses. 
   
  The Clone Pits 
  Life on Athanor can be nasty, brutish and short, and the lack of spells to 
  raise the dead means that the end of life can be pretty final… except in 
  Zamora, where Vog-Mur the Necromancer sells he services of his Clone Pits 
  for a modest fee of 1000 gold and a pound of flesh. You can use the Clone 
  Pits to either duplicate someone or to create a new, living body for them. 
  If the procedure works correctly, the character returns good as new, 
  with even his or her memories intact. If not, then something happens, and 
  the character comes back not quite right. Every time a character returns 
  through the Clone Pits, roll on the Clone Pit Table: 
   
  Table 9. The Clone Pits 
  3d6 
  Result 
  3 
  Amnesia: the character comes back normally, but remembers 
  nothing of his or her previous life. 
  4-5 
  Roll one drawback. 
  6-8 
  Lose 1 CON permanently. Visible deformity, scar, or superficial 
  mutation. 
  9-12 
  No problems. 
  13-15 Gain +1 to a random ability score, but your skin, hair, or eyes are 
  an unnatural color or texture from now on. 
  16-17 Roll one minor mutation. 
  18 
  Roll one major mutation. 
   
  
  16 
  Hit Points, Injury and Death 
  Hit points in Savage Swords of Athanor are an abstract representation of 
  the fighting skill, toughness, luck, and endurance that keep a character up 
  and fighting.  When a character’s hit points reach zero, the character is not 
  automatically dead, but may face severe harm in that or future rounds.  
  On the round in which a character reaches zero hit points and in any 
  round when a character at zero hit points take damage, roll a save. A 
  successful save means the character is alive but unconscious, and will 
  awaken in 2d6 rounds with 1 hit point. A failed save means the character is 
  unconscious and will die in 1d6+6 rounds unless a character comes in to 
  bind his wounds, administer healing magic, or otherwise aid the dying 
  character.  
  Binding	
    Wounds	
    
  Immediately after a combat, a character can bind his or another’s 
  wounds. This takes one full minute. If the binding is interrupted, only 1 hit 
  point of damage is healed. If the minute passes uninterrupted, the character 
  heals 1d6 hit points of damage. This can only heal hit points lost during this 
  particular battle, and recovered hit points cannot exceed the uninjured 
  maximum amount. 
  Fortifying	
    Spirits	
    
  Once per day, an injured character may down a draught of beer, wine, 
  or stronger spirits to fortify him or her self for battle. This will heal 1d6 hit 
  points of damage. Recovered hit points cannot exceed the uninjured 
  maximum amount. 
  Rest	
    
  A full night’s rest fully restores 1d6 + the character’s level hit points. A 
  character will heal an additional point if he or she has a Constitution score 
  of 15 or higher (or 2 points with a Constitution score of 18) and an 
  additional point if he or she is a fighting-man. 
   
  Combat Options 
  Parrying	
    
  A player may choose to have his character parry rather than attack. This 
  gives the PC a +2 AC bonus. If the attacker makes the exact roll needed to 
  hit, the parrying weapon is broken, but the defender takes no damage. 
  Drawing a new weapon takes 1 round. 
  
  17 
  Fighting	
    with	
    Two	
    Weapons	
    
  Fighting-mans and rogues may fight with a one-handed weapon in the 
  dominant hand and a smaller weapon in the off-hand. This does not grant 
  additional attacks, but does give the Fighting-man a +1 to attack rolls with 
  the main weapon. 
  Disarming	
    
  A Fighting-man or rogue may strike to disarm an opponent instead of doing 
  damage. This requires a standard attack. If the attack succeeds, the target 
  may make a save to avoid disarmament. A character may not disarm 
  someone of a two-handed weapon this way, and may only disarm a weapon 
  of the same size or smaller than he or she is wielding for the attack. A 
  disarmed weapon falls at the target’s feet or 1d6 feet away if the target is 
  wielding a smaller weapon. A disarmed opponent must spend an action 
  drawing a new weapon, recovering the lost weapon, or engage in unarmed 
  combat. 
   
  
  18 
  Monsters and Treasure 
  Monsters of Athanor 
  While Athanor has its own share of unique monsters, several creatures 
  from the Sword and Wizardry will work in Athanor. Most fairy-like or 
  undead creatures don’t work in Athanor, nor do most standard mammals. 
  The weird, insect-like, and repitilan creatures generally do work. Intelligent 
  humanoids are generally not present on Athanor, so no orcs, goblins or 
  giants. Oozes and slimes, however, are fairly common. 
   
  Air Jelly 
  AC: 8 (11), HD: 1, Attacks: sting 1d6, Special: Save or lose 1 WIS (heal in 
  12 hours), corrodes metal in 1d4 rounds, harmed only by heat and physical 
  weaponry, healed by cold, lightning causes them to divide, Move: fly 15, 
  HDE 2 
  Small, transparent jellyfish-like creatures which float over the dead sea 
  beds of Athanor, Air Jellies are venomous predators and hazards to overland 
  travel, and are very difficult to spot from a distance. 
   
  Allosaurus 
  AC: 6 (13), HD: 5, Attacks: bite 1d6+1, Move: 18, HDE 5 
  Large, swift and cunning pack predators, these theropods are fearsome 
  pack hunters of the great wastes. They are about 30 feet long and known for 
  their cunning and skill as hunters. 
   
  Amara 
  AC: 7 (12), HD 4, Attacks: Hair 1d6, Special: entangling hair, Move: 12, 
  HDE 4 
  Amara are undead creations of Vog-Mur. They look like beautiful yet 
  feral women with wild eyes, shark-like teeth and blue-white skin. They 
  hunger for human flesh and blood. Their hair is actually extremely strong, 
  filled with metallic barbs, and reaches out to grab and entangle enemies up 
  to 10 feet away. Targets struck by Amara must save or be entangled and 
  unable to move or use any weapon longer than a dagger. Their hair takes 
  2d6 points of damage to cut. 
   
  Anhkheg 
  AC: 4 (15), HD: 3, Attacks: bite 2d6, Special: squirt acid, Move: 12/ 
  burrow 6, Special ability: squirt acid 30 feet once every 6 hours for 2dice 
  damage, HDE 4. 
  
  19 
  The anhkheg is a burrowing insectoid creature which survives on a mix 
  earth and meat. They have a brownish carapace with shining black eyes. 
   
  Ankylosaurus 
  AC: 5 (14), HD: 7+2, Attacks: tail swipe 1d6+1, Move: 12, HDE 8. 
  Stout, thirty-foot long dinosaurs, these herbivores roam the lichen-beds 
  of the former seas of Athanor in small packs. They are ill-tempered, and 
  notably for their knobby hides and large, mace-like tails. 
   
  Brachiosaurus 
  AC: 4 (15), HD: 12+3, Attacks: tail swipe 1d6, Move: 12, HDE 13 
  These huge dinosaurs with long, snake-like tails and heads are 
  herbivores who both graze on lichen and feed on fungus of the great forests. 
  They are about 80 feet long and their heads stand up to 40 feet above the 
  ground. They are dangerous when stampeding, doing 4d6 to anyone 
  underfoot. 
   
  Chonchon 
  AC: 6 (13), HD 3+3, Attacks: Bite 1d6-1, Special: spells, Move: 12 flying, 
  HDE 4 
  These creatures built in Vog-Mur's clone tanks look like bloated human 
  heads with huge ears that resemble bat-like wings and allow the creatures to 
  fly. Their eyes bug out of the head, and their mouths are filled with sharp 
  teeth. They cast spells as if they were 4th level magic-users. 
   
  Compsognathus 
  AC: 8 (11), HD: 1-1, Attacks: bite 1d6-1, Move: 18, HDE less than 1 
  Tiny, swift bipedal pack predators are common animals in the wilds of 
  Athanor. They are about 3 feet long and are seen as pests by many, but kept 
  as pets by others. 
   
  Deinonychus 
  AC: 7 (12), HD: 2+2, Attacks: bite 1d6, Move: 18, HDE 3 
  Brutal, bipedal pack predators, deinonychus are 10 feet long, with 
  enlarged claws on their hind legs. They are swift runners, skilled leapers, 
  and cunning hunters. They are covered with feathers, including a great crest 
  on their heads and long feathers on their forelimbs and tails. They tend to 
  raid livestock and are a real menace to small caravans. 
   
  
  20 
  Dragons 
  Dragons were manufactured in Ancient times as servitors of the Witch 
  Kings of Ylum. Forged of magic and genetic technology, the dragons served 
  as guardians of the Witch Kings, and either as land or aerial combat 
  platforms. Durable, armored, and deadly, each dragon was a unique being, 
  capable of centuries of life and cunningly intelligent. 
  Most of the dragons have died, but there are three dragons in Zamora. 
  The first is the Tower Dragon, a 100-foot-long blue serpentine creature with 
  long, lithe limbs, a huge crocodilian head with a mouth filled with foot-long 
  teeth, and great cat-like eyes. The Tower Dragon sleeps most days coiled 
  around the Tower of Wizardry, and is the pet and guardian of the Tower of 
  Wizardry. The dragon cannot fly, but breathes lightning and is able to 
  communicate empathically and to cause fear through telepathic broadcast. 
  He seldom moves, but if moved to attack is an implacable foe. 
  The second is the Great Dragon, who arrived in Zamora with the 
  Overlord. This great, winged dragon is 80 feet long, with three heads. One 
  breathes fire, one breathes lightning, and the third breathes frost. Its 
  iridescent green scales are impervious to most weapons, and its wings seem 
  to blot out the sky when the Overlord flies out over the city on its back. The 
  Great Dragon sleeps for long periods of time, woken only to serve the whim 
  of the Overlord. 
  The Shadow Dragon is a terror of the undercity. Only forty feet long, the 
  Shadow Dragon is a master of darkness and a necromancer of no small 
  ability. Ruthless and spiteful toward humans, the Shadow Dragon is an 
  enemy of Vog-Mur and maintains his own undead fortress below he city, 
  from which he preys upon the living and amuses himself by he suffering he 
  causes. 
   
  Dromians 
  AC: 9 (10), HD 1, Attacks: dagger 1d6-1, Move: 12, HDE 1 
  Standing about three feet tall, these reed-like, insectoid creatures walk 
  on two legs and have "arms" ending in hands with three prehensile "fingers" 
  evenly spaced around the ends of their arms. They are strong as a full-grown 
  man, have leathery grey carapaces, and have expressionless heads with 
  multi-faceted eyes, long antennae, and a tentacular proboscis that they use 
  to eat nectar and pulped fruit. Dromians seem to communicate through a 
  series of clicks, chirps, and musky scents, though hey also seem to 
  understand human speech. They dress in conical hooded robes, and serve 
  the Overlord of Zamora as quiet, cold and dedicated laborers who maintain 
  the city and the tunnels under it. 
   
  
  21 
  Girallon 
  AC: 6 (13), HD: 4+1, Attacks: claws d6+2, Move: 12/ 6 climb, HDE 5 
  Four-armed white apes, the Girallon is a carnivorous Athanoran gorilla, 
  a brutal and cunning predator, often found in both the fungus forests of the 
  world and in the ruins of ancient cities. 
   
  Hssu 
  AC: 5 (14), HD 5+5, Attacks: tentacles 1d6, Special: chemical attacks, 
  Move 9, HDE 6. The Hssu exude several chemicals in a 10 foot radius that 
  they are immune to. This can cause any one of three effects: charm person, 
  cause fear, do 2d6 poison damage. Any chemical could be used at will. 
  The Hssu are desert traders who travel beyond the land of the Five 
  Kingdoms. They trade in the drug sharru, an opiate-like substance known for 
  both its addictiveness and its tendency to cause strange, vivid, and prophetic 
  dreams. The Hssu are alien creatures, with conical bodies ending in four 
  thick tentacles. The top of their cone ends in four eyestalks and four 
  trumpet-like ears. They have four prehensile tentacles mid-way through their 
  bodies that end in mouths with two long "lips" that can be used to hold and 
  manipulate items. The Hssu speak through their tentacular mouths, and 
  speak the common tongue as well as their own. They are not expressive, 
  and are treated with some trepidation by humans, though they are welcome 
  by anyone seek sharru. 
   
  Iguanodon 
  AC: 6 (13), HD: 4, Attacks: "thumb" spikes bite 1d6-1, Move: 12, HDE 4. 
  Bulky 20 foot long herbivores with bill-like mouths, iguanodons 
  generally move as quadrupeds, feeding on the great beds of lichen on the 
  former sea-beds of Athanor, but can run as bipeds. They are notable for their 
  thumb spikes, which they use as defensive weapons. While packs of these 
  creatures live in the wild, they are also kept as domestic animals to serve as 
  food and mounts. 
   
  Mal’akkan 
  AC:  7 [12], HD: 2, Attacks: scimitar (1d6), Special:  spines, plant body, 
  Move:  12, HDE: 3 
  The cactus-men of the five kingdoms are notable traders and warriors. 
  Their spines cause 1 point of damage to any creature that bites or grapples 
  them, or adds one point to damage in unarmed combat. Their plant bodies 
  give them +2 to saves vs. poison, and cause them to take minimal damage 
  from blunt or piercing weapons. 
   
  
  22 
  Manananggal  
  AC: 6 (13), HD 5, Attacks: bite 1d6, Special: blood drain, horrifying vision, 
  spell-like abilities, undead. Move: 12 flying, HDE 6.When a Manananggal 
  strikes, it automatically attaches to a victim and does 1d6 damage each 
  round automatically, draining a victim of blood and life. When first seen, so 
  horrifying that all who view it must save or be frozen in fear for 1d3 rounds. 
  May cast charm person and hold person at will. Immune to charm and sleep 
  spells. 
  An Athanoran vampire, the Manananggal is an undead creation of Vog-
  Mur. They are free-willed undead who look like beautiful women. When 
  they feed, their heads and internal organs detach, allowing them to fly while 
  leaving their bodies behind while they feed. 
   
  Mechanisms 
  Ancient machine servants, guardians, and warriors, mechanisms still 
  stand watch in some areas of Athanor, or are controlled by individuals who 
  have found ways to master Ancient technology. 
   
  • Mechanism, Large: AC 3 (16), HD 6: Attack: melee or ranged 3d6, Move 
  9, HDE 6 
  • Mechanism, Medium: AC: 3(16), HD 4, Attack: melee or ranged 2d6, 
  Move 9, HDE 4 
  • Mechanism, Small: AC 3,(16), HD 2, Attack: melee or ranged d6, Move 
  12, HDE 2 
   
  Osquip 
  AC: 7 (12), HD: 1+1, Attacks: bite d6+1, Move: 12/1 burrow, HDE 1  
  The six-legged Athanoran rat is a common pest. Its large, spade-like 
  teeth inflict wicked injuries. 
   
  Pachycephalosaurus 
  AC: 6 (13), HD: 4, Attacks: head butt 1d6+1, Move: 12, HDE 4 
  Bipedal herbivores with thick skulls that stand about 15 feet long, 
  pachycephalosaurus are ill-tempered pack creatures that use their thick 
  bony skulls to head butt their enemies. Pachycephalosaurus do 2d6+2 
  damage if they are charging. These creatures are sometimes domesticated as 
  riding animals. 
   
  Parasaurolophus 
  AC: 7 (12), HD: 4+1, Attacks: slam 1d6, Move: 18, HDE 5,  
  
  23 
  30 foot long herbivores with bill-like mouths, parasaurolophus generally 
  move as quadrupeds, feeding on the great beds of lichen on the former sea-
  beds of Athanor, but can run as bipeds. Long, hollow crests atop their heads 
  are used to make loud, sonorous noises to communicate over long 
  distances. While packs of these creatures live in the wild, they are also kept 
  as domestic animals to serve as food and mounts. 
   
  Pteranodon 
  AC: 7 (12), HD: 3, Attacks: bite 1d6-1, Move: 6/fly 24, HDE 3 
  These flying predators lair in high places and feed on small arthropods, 
  dinosaurs, and osquips. They are sometimes used as mounts, but are notably 
  difficult to domesticate and train. 
   
  Rathaga 
  AC: 4 (15), HD: 4, Attacks: claws 1d6, Special: decapitation, undead, 
  Move: 9, HDE 5. On a natural attack roll of 20, the Rathaga bites off his 
  opponent's head: save or die from decapitation. A save allows the victim to 
  take 2d6 damage instead. 
  Rathaga are 12 foot tall skeletal creatures made by Vog-Mur from the 
  bones of several humans. They are silent, mindless brutes, but their coming 
  is marked by the smell of spices and a chill in the air. 
   
  Rhamphorynchus 
  AC: 8 (11), HD: 1-1, Attacks: bite 1d6-2, Move: 3/fly 18, HDE less than 1 
  Small, colorful, feathered, bird-like reptiles, these creatures are 
  sometimes kept as pets, and are common creatures throughout Athanor. 
   
  Shadim 
  AC: 6 (13), HD: 2, Attacks: claw 1d6, Special: Paralysis, Move 9, HDE 3. 
  Any hit from a Shadim will paralyze a target for 3d6 rounds. 
  The shadim are undead creations of Vog-Mur the Necromancer. They 
  appear to be animated human corpses split in half from crown to crotch, 
  with just one half of a body. They hop on one leg and strike with their one 
  yellowed claw-like hand. They stink of raw meat and decay, and crave flesh 
  to feed their severed bodies. 
   
  Stegosaurus 
  AC: 5 (14), HD: 7+3, Attacks: Tail swipe 1d6+1, Move: 12, HDE 8. 
  Cantankerous herbivores, these creatures are about 30 feet long, with a 
  double row of huge, bony spikes along their backs and a great, spiked tail. 
  They are not particularly bright, but are hardy fighters when threatened. 
  
  24 
  Stirge 
  AC: 8 (11), HD: 1+1, Attacks: bite 1/2d6, Move: 3/18 fly, HDE 2. 
  The Athanoran bat is an odd mix of bat, bird, and insect. Stirges live in 
  flocks and feed on blood. They attack with a +2 on the attack roll and do 
  1/2d6 damage per round until they have drained 12 hit points of blood, then 
  they fly away bloated with blood. 
   
  Throon 
  AC:  6 [13], HD: 2, Attacks: battleaxe (1d6), Special:  Plant Bodies;  Move:  
  12, HDE: 3 
  The barbarian throon are ochre-colored, seven-foot-tall sentient fungi. 
  Their plant bodies give them +2 to saves vs. poison, and cause them to take 
  minimal damage from blunt or piercing weapons. They often ride dinosaurs 
  into combat, and wield huge axes. 
   
  Triceratops 
  AC: 4 (15), HD: 8+2, Attacks: gore 2d6, Move: 12, HDE 9. 
  These huge quadrupeds have frilled bony crests and three great horns 
  on their heads. 30 feet long and bulky, and standing about 10 feet tall, these 
  creatures can build great momentum on a charge. These herbivores live in 
  great packs on the plains. When charging, they do 4d6 damage. 
   
  Tunnel Stalker 
  AC: 7 (12), HD 3, Attacks: Tentacles (1d6), Move 12, HDE 4. Special: 
  Toxin (save or paralyzed 1d6 rounds), Surprise on 1-5, 1/2 damage from 
  blunt weapons. 
  The Tunnel Stalker is a man-sized gastropod, silent and swift-moving, 
  that is a danger of the undercity. The slug-like creature has a thick, slimy, 
  rubbery hide, and at one end of its body is a mass of tentacles, two of which 
  can extend to a length of nearly ten feet. These long hunting tentacles end in 
  a mass of barbed stingers that inject a powerful neurotoxin that paralyzes a 
  foe and causes burning pain and can, over time and multiple doses, slowly 
  digest tissue into a soft, pulpy mass for the Tunnel Stalker to devour. 
  The Tunnel Stalker's thick skin is filled with chromatophores, allowing it 
  to easily camouflage itself against its surroundings, and its nature allows 
  silent movement. The creature may climb walls and ceilings, and often 
  attacks from ambush. 
  Tunnel Stalkers are cowardly with animal instinct but great cunning. 
  They tend to attack lone prey, stragglers, sleeping victims, or other easy 
  prey. They avoid fire, electricity or other similar dangers. 
   
  
  25 
  Tyrannosaurus 
  AC: 6 [13], HD: 8+1, Attacks: bite 2d6, Move: 18, HDE 5. 
  The terrors of the wilds, tyrannosaurs are 40 feet long and 10-15 feet tall 
  at the hip. Their huge heads are filled with sharp teeth. They travel in groups 
  of one to three and are deadly hunters. 
   
  Umbran 
  AC: 4 (15), HD 4, Attacks: Claws 1d6+2, move: 12, Climb 12, Jump 6, 
  Special: Invisible at will., HDE 5. 
  Umbrans were agents of the ancient Empire of Ylum, enforcers of their 
  will, spies, and assassins of the first order. Arcane constructs, these things 
  look like a mix of spider and mantis with cold, featureless faces and long, 
  hooked forelimbs. They can climb walls, move silently, and survive in 
  nearly any climate. 
  They may turn invisible at will, and usually move about invisibly. They 
  communicate with each other telepathically, though they may communicate 
  is a low chatter that sounds like whispered clicks when they wish to 
  communicate with their masters. 
  The Umbrans that survive do so either as guardians of the secrets of 
  Ylum or as agents of long-lost schemes to revive the Witch-Kings.  
   
  Vat Men 
  AC: 4 (15), HD 4, Attacks: sword 1d6+1, Special: regeneration, Move 9, 
  HDE . Vat Men will regenerate fully any round that they have not been 
  reduced to 0 hit points or fewer. 
  The Vat Men are constructs of Vog-Mur the Necromancer, made in his 
  laboratories deep below the city. The Vat Men regenerate at a frightful rate, 
  are physically superior to ordinary men, and have great muscular frames. 
  Their faces, however, have small, close-set eyes, a mouth frozen in a 
  perpetual smile, and upturned noses. They seem strange caricatures of 
  humanity, and fight without fear or hesitation. 
   
  
  26 
  Treasures of the Ancients 
  Alemanian	
    Medical	
    Technology	
    
  The people of Alemania are renowned for their medical technology, 
  which reflects arcane secrets they have reconstructed from the ancients. 
  Alemanian surgeons are capable of strange and astounding feats, including 
  transplants, body modifications, and strange types of hybridization. 
  Body modification is a mark of status among Alemanians, a sign that the 
  recipient of modifications has transcended the boundaries of his humanity. 
  For some, this is an art, achieving aesthetic changes to their faces and 
  bodies. For others, this is practical, with some Alemanians fusing tools to 
  their bodies or enhancements to their eyes, reach, or bodily functions. Still 
  others enhance their bodies for combat, reinforcing their skeletons, 
  attaching weapons to their limbs, or implanting armored plates under their 
  skin. 
  The price of such enhancements is often the loss of humanity. The cold, 
  distant, and aloof persona of many Alemanians is even more pronounced in 
  those who have had extensive modifications, making them seem more 
  machine-like, cold, amoral and dismissive of "lesser" races. The Alemanians 
  invoke fear and distrust in others in the world, and do so with good reason. 
  Much of the technology incorporated in these changes seems to be 
  organic, grown in great vats and drawing its nutrients from the host. Much of 
  it seems either organic or like a strange mix of tentacular, pulsing, or 
  jellyfish-like formlessness. Such technology can be strangely beautiful, but is 
  often horrible to behold. 
  The	
    Black	
    Mirror	
    
  This magical sword is a three-foot long blade of thin, black and 
  reflective glassy material. The pommel is made of bone, wound with leather. 
  No one knows he origin of the black mirror, though mentions of it have 
  been made in the chronicles of the war between the Four Great Nations, 
  wielded by Akas the Slayer, champion of Ylum. The Black Mirror is a 
  normal Sword +1 against living creatures. However, against inorganic 
  materials (metal or stone) or against plants, the weapon is a sword +5 doing 
  3d6 damage. In addition, the sword will negate the first spell of third or 
  lower level cast against the wielder each round. 
  The	
    Cloak	
    of	
    Shadows	
    
  This floor-length black cloak has an ornate silver clasp with an 
  orichalcum stone set in it. Pressing this stone will cause the cloak to 
  shimmer and then reflect the nearby surroundings, causing the wearer to 
  
  27 
  disappear if he or she keeps the closed and the hood pulled down. This is 
  equivalent to the effect of the Invisibility II spell. This has a duration of 
  2d6+8 rounds. Once the effect ends, the cloak needs 1d3 days to recharge. 
  The	
    Hand	
    of	
    Death	
    
  A powerful Ancient artifact, the Hand of Death is an ornate onyx and 
  brass pistol that fires a cold, black bolt that causes no harm to inanimate 
  objects, plants or fungi. However, any living animal struck by the ray must 
  save or fall to zero hit points immediately. A creature that saves has its 
  current hit points reduced by half. The Hand of Death may be fired three 
  times before recharging. It is self-charging, but regains only one charge per 
  day of non-use. 
  The	
    Iron	
    Scorpion	
    
  This ornate iron sculpture of a foot-long scorpion has a matching 
  headband. If the headband is worn, the user may then command the Iron 
  Scorpion to act as an agent. Doing so places the user in a trance, but the 
  user may use the scorpion as his own eyes and ears, and may use the 
  scorpion to act. The user may end this trance at any time, but then the Iron 
  Scorpion become inert and inactive. Iron Scorpion: AC 3 [16], HD 3, 
  Attacks: sting 1d2, Move 15, HDE 4, SA: poison, save or die (1d6 damage if 
  save), XP 120. 
  Laser	
    Pistols	
    
  Laser pistols fire a beam of energy doing great damage. Most do 2d6 
  damage, have a range of 150 feet, a rate of fire of 2, and can fire 20 shots 
  from an oricalchum cell. Building a new cell requires knowledge of making 
  a cell, but is possible using fresh orichalcum ore and a laboratory. This takes 
  1 week and 150 GP of materials per cell. 
  Needlers	
    
  Needlers are carbines that fire poison needles soundlessly using a 
  magnetic field. Typical needler poison either causes a target to save or sleep 
  for 1d6x10 minutes or cause a target to take 2d6 damage or save for half 
  damage, though other poisons may be used. Needlers have a range of 100 
  feet, a rate of fire of 2, and can fire 30 shots. Reloading requires both a new 
  oricalchum battery and a magazine full of poisoned needles. Building a new 
  cell requires knowledge of making a cell, but is possible using fresh 
  orichalcum ore and a laboratory. This takes 1 week and 150 GP of materials 
  per cell. Needles cost 3 GP to have custom made, plus the cost of poison 
  (typically another 90 GP or more) 
  
  28 
  The	
    Orb	
    of	
    Sorrows	
    
  The Orb is a simple white orb, the size of a fist, with a single button. 
  Depressing the button causes the Orb to whir. The orb will begin to hover, 
  though it can be thrown to a point where it will begin its work. The orb 
  hovers about five feet from the ground, and generates a field of psychic 
  disturbance. Any sentient or sapient creature in a 30 foot radius will be 
  overcome with sorrow and dejection. All creatures in the area of effect must 
  save or be immobilized, wracked with hopelessness and sorrow, until the 
  orb is deactivated. The Orb will continue to operate for 1d6+2 rounds, then 
  will deactivate and settle gently to the ground. It cannot be used again for 
  another 1d3 days. 
  Pyroclastic	
    Lance/Firelance	
    
  The Firelance is a three-foot long weapon that looks like a truncated 
  lance with a flared hand guard at one end and a hole at the other. A single 
  button on the handle triggers the weapon. 
  The pyroclastic lance fires a cone of superheated plasma with a range of 
  30 feet spreading at the far end to a width of 30 feet. Any target in the cone 
  takes 3 dice damage (save for half) and easily ignitable items will catch fire. 
  A pyroclastic lance has five charges. It can be recharged by placing a 
  specially-crafted piece of orichalcum crystal in a sealed chamber in the 
  handle. Such an item will cost 150 GP and take one week for a skilled 
  crafter to make. 
  Personal	
    Shield	
    
  The personal shield surrounds the wearer in a protective aura of 
  shimmering light. The Shield is worn as a belt with a simple switch on the 
  buckle. Once activated, the shield will absorb up to 30 hit points of 
  damage, after which the item will deactivate itself to regenerate its circuits. 
  This takes 12 hours. The shield will run out of power after a total of 1 hour 
  of use. It can be recharged by placing a specially-crafted piece of 
  orichalcum crystal in a sealed chamber on the belt. Such an item will cost 
  150 GP and take one week for a skilled crafter to make. 
  The	
    Silver	
    Shield	
    
  The Silver Shield appears to be a single bracer with a large, silver boss 
  that would sit on the top of the arm. However, when a stud on the opposite 
  side is pressed, the boss expands and folds out into a medium-sized round, 
  silver shield. This acts as a normal shield for purposes of defense 
  calculations but when facing beam weapons (lasers, the Hand of Death, 
  etc.), roll 1d6. On a 1-2, the shield has no additional effect. On a 3-5, the 
  
  29 
  beam is reflected away harmlessly, on a 6, the beam is reflected back to the 
  attacker. 
   
  Bound Spirits 
  Ancient tomes still preserve the secrets of binding extra-dimensional 
  spirits to magic-users’ service.  This art is the true power of magic, and 
  comes with risks and drawbacks. Ancient books may have rituals for binding 
  specific spirits, as determined by the GM. These spirits are named, have a 
  personality, and grant the magic-users powers and potential side effects. 
  Intelligence: Roll 2d6 + 6 
   
   
  Languages: Spirits speak common plus one additional language for 
  every point of intelligence above 10. 
  Element: Spirits are composed of one of the basic elements of the world.  
  Spirit-marked: A magic-user who has bound a spirit will be marked by 
  the experience. Depending on the spirit’s elemental nature, the wizard may 
  have distinctly colored or textured eyes, hair or skin. This is purely cosmetic. 
   
   
  Table 10. Spirit Element 
  d% 
  Element 
  01-20 
  Air 
  21-40 
  Earth 
  41-60 
  Fire 
  61-70 
  Water 
  71-80 
  Metal 
  81-90 
  Plant/Fungus 
  91-95 
  Light 
  96-00 
  Darkness 
   
  Powers: Spirits may manifest a number of supernatural powers that the 
  magic-user may manifest as if he or she were using the spell of the same 
  name. Some spirits may also take physical form to act as combatants in 
  service of the magic-user: 
   
  Table 11. Spirit Powers 
  d% 
  Powers 
  01-15 
  2 lesser 
  16-30 
  1 lesser, 1 greater 
  31-80 
  2 lesser, 1 greater 
  81-90 
  3 lesser 
  91-00 
  2 greater 
   
  
  30 
  Table 12. Lesser Powers 
  d% 
  Power 
  01-10 
  Charm Person 1/day 
  11-20 
  Crystal Ball 3/day 
  21-25 
  Cure Wounds I 3/day 
  26-35 
  Inflict Light Wounds 3/day 
  36-40 
  Knock 1/day 
  41-50 
  Light I or Dark I 1/day 
  51-60 
  Move Objects 3/day 
  61-70 
  Purify or Putrefy Food and Drink 1/day 
  71-80 
  Read Languages 3/day 
  81-85 
  Read Magic 3/day 
  86-90 
  Speak with Animals 3/day 
  91-00 
  Take physical form 1 hour/day; AC 12, HD 2, Move 6 
   
  Table 13. Greater Powers 
  d% 
  Power 
  01-05 
  Animate Dead, 2d6 undead, 1/week 
  06-15 
  Contact Other Plane 1/week 
  16-20 
  Cure Wounds II 2/day 
  21-25 
  Dimensional Portal 1/day 
  26-30 
  Dispel Magic, 1/day 
  31-40 
  Fly at speed 12 for 1 hour/day 
  41-45 
  Hold monster 1/day 
  46-50 
  Invisibility 1/day 
  51-60 
  Levitate, 1 turn duration, 3/day 
  61-70 
  Phantasmal Force, 1/day 
  71-75 
  Protection from Normal Missiles 1/day 
  76-85 
  Remove Curse 1/day 
  86-95 
  Take physical form 1 hour/day; AC 14, HD 5+2, Move 6 
  96-00 
  Telekinesis, 100 pounds, 1/day 
   
   
   
  Ego Conflicts: Each spirit will have an ego equal to its intelligence +1 for 
  every lesser power and +5 for every greater power. The Ego of a magic-user 
  is equal to the magic-user’s intelligence + charisma + level. If the magic-
  user’s current hit points are at half or less of their usual maximum, the 
  magic-user suffers a -5 penalty to his or her Ego. If the spirit’s ego is greater 
  than the magic-user’s, the spirit may dominate the magic-user, forcing the 
  character to act in accordance to the spirit’s wishes until the magic-user’s 
  ego increases or the spirit is banished or appeased.  
   
  
  31 
  Underworld & Wilderness Adventures 
  Random Encounter Tables 
  Table 14. Ancient Seabeds 
  2d6 
  Result 
  2 
  1-2 Tyrannnosaurus 
  3 
  1-3 Allosaurus 
  4 
  2d6 Parasaurolophus 
  5 
  3d6 Compsognathus 
  6 
  3d6 Throon Raiders on Pachycephalosauruses 
  7 
  2d6 Brachiosaurus 
  8 
  2d6 Iguanadons or Pachycephalosauruses 
  9 
  1d6 Deinonychus 
  10 
  1d6 Ankylosaurus 
  11 
  1-6 Stegosaurus 
  12 
  1-4 Triceratops 
   
   
  Table 15. Hills 
  2d6 
  Result 
  2 
  1d3 Triceratops 
  3 
  1d4 Girallons 
  4 
  1d4 Anhkhegs 
  5 
  2d4 Ankylosauruses 
  6 
  2d6 Ghuls on Pachycephalosauruses 
  7 
  1d6 Throons on Allosauruses 
  8 
  2d4 Deinonychus 
  9 
  2d4 Parasaurolophus 
  10 
  2d4 Stirges 
  11 
  1d4 Giant Fire Beetles 
  12 
  1d3 Giant Spiders 
   
  Table 16. Atmosphere Plant 
   
  2d6 
  Result 
  2 
  1d3 Mechanisms, Large 
  3 
  1d3 Hssu merchants on Parasaurolophus 
  4 
  2d6 Soldiers on Parasaurolophus  
  5 
  3d6 Osquips 
  6 
  2d6 Bandits on Pachycephalosauruses 
  7 
  Merchant Caravan 
  8 
  2d6 Throon on Iganodons 
  9 
  1d2 Giant Centipede (large) 
  10 
  1d3 Anhkheg 
  11 
  1d4 Girallon 
  12 
  1d6 Mechanisms, Medium 
  
  32 
   
   
  Table 17. Forest 
  2d6 
  Result 
  2 
  6d6 Mutant Bandits 
  3 
  1d2 Giant Centipedes (Large) 
  4 
  1d2  Anhkhegs 
  5 
  1d66 Girallon 
  6 
  2d6 Giant Centipedes (medium) 
  7 
  2d6 Compsognathus 
  8 
  2d6  Osquips 
  9 
  1 Forester 
  10 
  2d6 Stirges 
  11 
  1d3 Giant Spiders 
  12 
  1 Ochre Jelly 
   
   
   
   
  Table 18. Desert 
  2d6 
  Result 
  2 
  1d2 Hssu on Parasaurolophus 
  3 
  1d3 Allosaurus 
  4 
  1d6 Deinonychus 
  5 
  2d6 Stirges 
  6 
  2d6 Giant Centipedes (Medium) 
  7 
  2d6 Compsognathus 
  8 
  3d6 Osquips 
  9 
  1d6 Pachycephalosaurus 
  10 
  1d4 Giant Fire Beetles 
  11 
  1d2 Ankhegs 
  12 
  1d6 Ghul raiders on Pachycephalosauruses  
   
   
   
  Table 19. Mountains 
  2d6 
  Result 
  2 
  1 Black Pudding 
  3 
  1d4 Ochre Jellies 
  4 
  1d6 Giant Wasps 
  5 
  1d3 Large Giant Centipedes 
  6 
  1d6 Pteranodons 
  7 
  2d6 Osquips 
  8 
  2d6 Stirges 
  9 
  2d6 Girallons 
  10 
  1d6 Air Jellies 
  11 
  1d4 Grey Oozes 
  12 
  1 Earth Elemental 
   
  
  33 
  Table 20. Swamp 
  2d6 
  Result 
  2 
  1d3 Ochre Jellies 
  3 
  1d6 Throon with 1d2 Deinonychus pets 
  4 
  1d2 Giant Wasps 
  5  
  1d6 Air Jellies 
  6 
  1d6 Stirges 
  7 
  3d6 Osquips 
  8 
  2d6 Giant Centipedes (medium) 
  9  
  1d6 Giant Spiders 
  10  
  1d4 Giant Centipedes (large 
  11 
  2d4 Ghul warriors 
  12 
  2d4 Deinonychus 
   
   
   
  Table 21. Plains 
  2d6 
  Result 
  2 
  1-3 Giant Wasps 
  3 
  1-3 Allosaurus 
  4 
  2d6 Parasaurolophus 
  5 
  2d6 Iguanodons 
  6 
  1d4 Ankhegs 
  7 
  2d6 Bandits on Iguanodons 
  8 
  3d6 Compsognathus 
  9 
  2d6 Pachycephalosaurus 
  10 
  1d6 Ankylosaurus 
  11 
  1-6 Stegosaurus 
  12 
  1-2 Giant Centipedes (large) 
   
   
  Table 22. Ruins 
  2d6 
  Result 
  2 
  Giant Slug 
  3 
  1d2 Grey Ooze 
  4 
  1d6 Deinonychus 
  5 
  2d6 Comsognathus 
  6 
  1d6 Girallon 
  7 
  2d6 Osquips 
  8 
  2d6 Giant Centipedes, small 
  9 
  2d6 Rhamohorynchus 
  10 
  2d6 Throon 
  11 
  2d6 Bandits plus 1 leader with 1d3+2 hit dice 
  12 
  1d2 Giant Spiders 
   
   
  
  34 
  Table 23. The Zamoran Barrens 
  2d6 
  Result 
  2 
  1d4 Vat Men on patrol 
  3 
  2d6 Dromians 
  4 
  1d6 Stirges 
  5 
  1d6 Mutants 
  6 
  1d6 Beggars 
  7 
  1d6 Osquips 
  8 
  1d6 Bandits 
  9 
  1d6 Giant Centipedes, small 
  10 
  1 Hssu and 1d6 human servants 
  11 
  2d6 Soldiers on patrol 
  12 
  1 Amara 
   
  Table 24. Urban Zamora 
  2d6 
  Result 
  2 
  1d6 thugs, bandits, or press gang 
  3 
  1 noble plus entourage of 1d6 lackeys 
  4 
  1d2 Drunken nobles looking for a duel 
  5 
  1d3 Aggressive Merchants 
  6 
  1d6 Beggars 
  7 
  1d6 Street Urchins 
  8 
  1d2 Buskers 
  9 
  1d2 Pickpockets 
  10 
  1d3 Prostitutes 
  11 
  1 priest plus entourage of 1d6 lackeys 
  12 
  Mistaken identity involving one of the PCs 
   
  Table 25. The Undercity 
  2d6 
  Result 
  2 
  1 Giant Slug 
  3 
  1 Rathaga 
  4 
  1d3 Amara or Shadim 
  5 
  1 Black Pudding or 1d2 Grey Ooze or 1d3 Ochre Jellies 
  6 
  2d6 Zombies or Skeletons 
  7 
  2d6 Osquips 
  8 
  1d6+1 Fire Beetles 
  9 
  2d6 Dromian workers 
  10 
  1 Chonchon or Manananggal 
  11 
  1 Hssu merchant and 1d6 human lackeys 
  12 
  Tunnel Stalker 
   
  
  35 
  The World of Athanor 
  The broad plains of Athanor are covered with a thick, spongy, ochre 
  colored lichen. While this is hard to cut or burn, it is a common source of 
  nutrition for the herbivores of Athanor. 
  Some areas of Athanor are covered with stands or even forests of huge 
  fungi, some 20, 30 or more feet tall. These fungi are often orange, red, 
  brown or violet, have hard silicate endostructures, and noxious or even 
  toxic spores that kill most non-arthropod life forms. Few venture into the 
  fungal forests as a result, and some consider them a blight to be purged or 
  contained with fire. 
  A few areas are covered with tall, reddish trees, though most of these 
  are cultivated orchards in civilized lands. These trees often have deep red, 
  magenta or even violet leaves. Wild groves are often home to dangerous 
  plants such as strangle-vine or great carnivorous plants. 
  Climate	
    
  Athanor's red sun hangs over an arid land where most of the world's 
  oceans and seas have retreated or disappeared completely. The land is 
  covered in dry plains or deserts. Where great cities once stood explorers find 
  the ruins of the world's faded glory. 
  Calendar	
    
  Two moons hang over the dusty land, the swift-moving Selune and her 
  larger sister Miera, making most nights bright. The phases of Selune mark 
  the seven days of the week: Sunday, Moonday, Stoneday, Waterday, 
  Windsday, Fireday, and Godsday. The fourteen-week cycles of Miera mark 
  the three seasons: Storm, Earth, and Fire. 
  Technology	
    
  Technology in Athanor is somewhere between around the late Age of 
  Sail, with printing presses, simple optics, muzzle-loading firearms, crude 
  germ theory, and crude steam technology. In addition, rare advanced 
  technological items exist, too. 
  The metal orichalcum is refined as a salt to use in firearms, used to make 
  the gas provides fills the lift tanks of Athanor’s airships‚ expensive and rare 
  lighter-than-air craft that provide some of the trade between the great cities. 
  Travel	
    
  Overland travel usually involves riding on parasauralophus. These 
  dinosaurs can carry two riders and gear or four riders without gear. Some 
  
  36 
  travel may be done on howdahs atop triceratops. Rarely, brachiosaurus are 
  tamed and used as beasts of burden or to bear great howdahs. But the fastest 
  long-distance travel comes in the form of airships, held aloft by orichalcum 
  gas and propelled through the use of sails or steam engines. Airships are the 
  key to naval power, but are expensive enough that trade still depends on 
  overland travel. 
  History	
    
  Long ago, Athanor was a watery world, dotted with small islands. The 
  Ancients came to Athanor from a distant star, seeking a new home. The 
  world they found was intially a great hope to them, and a source of precious 
  water and life. But then they encountered something below, an ancient 
  lurking malevolence, completely alien, that sought to usurp the invaders. 
  Humanity struggled valiantly and won out, and the Blue Age that began in 
  strife ended in prosperity. 
  As the seas retreated and the great Atmosphere Plants of the ancients 
  reshaped the planet, the continents and lands emerged from the sea. Forests 
  were planted and the great domed cities were founded across the land. The 
  Ancients were prosperous, and learned to harness the materials and energies 
  of the land. The Four Great Nations ruled in those days: the Empire of 
  Aquila, the Theocracy of Turan, the Saal'Kesh confederation and the Witch-
  Kings of Ylum. While they ruled at first in peace, the four nations began to 
  war with each other increasingly. The Green Age began in peace, but ended 
  in warfare. 
  Terrible lances of fire, flying chariots, and towering War Gods were 
  engaged in a war that scorched the earth and the seas, poisoned the air, and 
  laid waste across all of Athanor. Some humans were reduced to barbarism, 
  others called forth terrible magical powers, and pacts were made with things 
  from the Great Beyond. All of civilization fell, and the voices of men from 
  the stars beyond were never hear again. 
  It has been centuries, and what can survive has. The domed cities are 
  abandoned or live as shadows of the past. Only five civilized nations 
  survive, and most of the world is a wasteland. Most of the ways and history 
  of the past are forgotten, and humanity survives as it must, on scraps of 
  faded glory. 
  Religion	
    
  	
    
  The people of Zamora worship the 6 Lords of Chaos and the 3 Lords of 
  Law. Note, however, that Gods of Athanor are not common forces in the 
  lives of the people of Athanor, as gods are often are in role-playing games. 
  The gods do not grant magical power. Some gods are fictional or 
  
  37 
  misinterpretations of historical figures. Others are powerful beings of 
  supernatural power, but are not truly divine. Religion on Athanor is just 
  another institution, corrupt and troublesome as any other. 
   
  The	
    Churches	
    of	
    Law	
    
  The Churches of Law are highly revered throughout the Five Kingdoms. 
  Parts of this respect is the fact that the churches are highly conservative, 
  institutionalized, and support the ideals of social order, rule of law, and 
  polite society. While people follow such tenets wih varying degrees of 
  devotion, these ideals tend to resonate strongly with the general populace, 
  and have the ring of social truth in them. 
  Though they are closely allied, the Churches of Law consist of three separate 
  churches, each with its own focus. 
  Fala the Lightbringer 
  The Church of Fala the Lightbringer preaches the virtues of charity, social 
  giving, sacred life and social justice. It runs several charities, and is devoted 
  to running soup kitchens, hospitals, and schools throughout the Five 
  Kingdoms. They teach the value of obedience, piety, self-discipline, and 
  kindness, and are active missionaries in spreading the faith. 
  The priests of Fala swear oaths of chastity and poverty, though they may 
  carry and use the wealth of the church. Thus, they may have items on 
  extended loan from the church, but may own nothing of their own. Thus, 
  any appearance of wealth among the holy is just a misunderstanding, as the 
  faithful own nothing and but use what is given them by Fala. 
  They teach that it is a kindness to educate heathens in the Way, and thus 
  support the Inquisition of the Serinites. They believe that virtue is hard work, 
  and thus demand much work from penitents. They oppose moral weakness 
  in the form of Chaos and heathen idolatry, and work to make sure that the 
  State supports the churches of law only. They would love to convert 
  Alemania from their heathen atheism to understanding the True Way. 
  For its charity work, the Church controls much wealth, and collects it 
  aggressively from the faithful. Such wealth grants great power, and the 
  control much land in order to do their work. Many of the younger children 
  of the ruling families of the Five Kingdoms are sent to the Church to learn 
  and to form stronger ties to the church for their families. Some might see this 
  as poltical manipulation or finding a way to divert vst church funds to the 
  wealthy, but such a perspective would be bitter and jaded. 
  Malkut the Scholar 
  The god Malkut and his church are dedicated to learning and 
  scholarship, searching Ancient tomes not only for learning and facts, but for 
  
  38 
  spiritual enlightenment on the nture of the universe. The Malkuti teach the 
  value of keeping the mind focused on the Word and the Way, of studying 
  and interpreing the Holy Word for insights into the world at large, and of 
  properly educating the faithful. 
  The priests and priestesses of Malkut swear vows of poverty. They focus 
  on developing a demeanor that is detached, thoughtful, and driven by 
  philosophical and intellectual devotion to the holy teachings of the Gods of 
  Law. They are builders of schools and libraries, and use teaching as a form 
  of missionary work. 
  They teach the values of self-reflection, self-discipline, prayer, service, 
  and obedience to the Way of Malkut. Their teaching and spiritual work 
  focus on mental discipline, devotion of religious study, and finding ways to 
  unite the Word with the World. 
  The Church of Malkut controls most of the large collections of books and 
  scholarship extant in the Five Kingdoms, including carefully guarded 
  libraries of forbidden lore. They are always seeking ways to gain more 
  knowledge, translate Ancient books, and learn more of the history and 
  science of the past. 
  Serin of the Iron Fist 
  Serin is the goddess of discipline and protector of the faithful. She is the 
  Fist of Law, who teaches that strength of resolve is the highest system of 
  belief, even beyond the evidence of reason or material evidence. Her 
  followers form a small but fanatical order of fighting priests who act as 
  defenders of caravans, protectors of religious missions, and hunters of 
  abominations and witches. The Serinites form two orders: the Knights of the 
  Temple, who defend churches of law and caravans of the faithful; the 
  Knights of the Flame, who hunt monsters and witches, and act as the 
  investigators for the church. They ae often called the Inquisition. 
  Priests and priestesses of Serin swear oaths of poverty and chastity, and 
  live ascetic lives that involve dedication to spiritual and physical warfare. 
  Their order follow military lines, with brother- and sister-soldiers, and father- 
  and mother- sergeants, lieutenants, and captains. These ranks are highly 
  ordered and disciplined, with strict codes of obedience and procedure. 
  The Serinites have the least to do with common folk, focusing on their 
  war on spiritual evil in the world. This ofen makes them seem cold, distant, 
  even cruel to outsiders who do not understand the need for strict dedication 
  to the war against Evil in order to protect the innocent. 
  The	
    Churches	
    of	
    Chaos	
    
  In contrast to the the churches of Law, the disparate churches of Chaos 
  promise practices that support individual freedoms of expression and 
  
  39 
  behavior. While the churches of Law are socially sanctioned, 
  institutionalized, and tied to the greater social order, the churches of Chaos 
  present themselves as counter-cultural or revolutionary, even if this is only 
  marginally true. There are dozens of Churches of Chaos, but in Zamora, six 
  churches are currently active. 
  Asheba the Creator 
  The Church of Asheba is devoted to artists, craftspeople, and magic-
  users. This means that it has lasting attentions to several guilds, noble 
  families, and powerful individuals. This is the most mainstream of the chaos 
  cults, and stresses the role of creation as a positive. As an outgrowth, the 
  church is tied to charitable work in feeding the poor, opening schools, and 
  providing alternative voices to those who wish to challenge the hegemony 
  of the churches of Law. 
  The priests and priestesses of Asheba have no single code of dress or 
  conduct, but follow loose guidelines for kindness, ethical behavior, and 
  respect for life. They stand for freedom and individuality as well. They do 
  not take oaths of poverty or chastity, instead focusing on oaths of service. 
  Due to the church’s followers, the Ashebans have a great deal of wealth 
  and influence, making them a thorn in the side of the churches of Law. This 
  is a position Ashebans relish, considering themselves social gadflies and 
  potential change agents. 
  Bel the Liberator 
  The church of Bel is devoted to serving the poor and downtrodden. They 
  not only set up charities in the poorest communities, but serve as a voice of 
  liberation and opposition to slavery, exploitation, and centralized 
  government. As a result, the church of Bel is outlawed quite broadly, and its 
  churches quickly razed. 
  In Zamora, this church is underground, gathering its followers in the 
  barrens on the edge of the city. Beggars and outcasts are its followers, and 
  its leaders are trained insurgents who are generally from lesser families of 
  wealth who have cast aside their former lives out of disillusionment. 
  Bel’s followers are known to participate in resistance acts ranging from 
  protests and heckling to vandalism to direct acts of violence. Different cells 
  have different goals, but the authorities treat all of them as potential sites for 
  resistance and violence. 
  Checkah the Trickster 
  The god of trickery is the subject of many popular tales, and the worship 
  of Checkah is popular among gamblers, the poor, and criminals. The 
  Church of Checkah, however, is the precinct of a small group of criminals 
  
  40 
  and anarchists, who practice their worship in the Undercity. Checkah 
  followers believe that they can show their beliefs best through committing 
  memorable crimes, practical jokes, or acts of sabotage that will make them 
  legendary in renown. His followers have no church as such, but gather as 
  cells to share tales, conspire together, and add adventure to the world. 
  Kesh the Destroyer 
  The cult of Kesh is outlawed, since the worship of Kesh is the worship of 
  death and destruction. Kesh worship is ecstatic, involving orgies of drugs 
  and sex in which worshipers receive visions of the god, promising paradise 
  eternal to those who unleash his blessings of violence on the world. His 
  priests meet secretly with followers, seeking ways to bring turmoil and 
  conflict to the world. Few would openly admit worship of this god. 
  Tala the Corruptor 
  The cult of Tala is likewise outlawed, in many ways a more subtle 
  counterpart to Kesh. Unlike Kesh, Tala’s cult believes the world is debased, 
  and the only way to purify the soul is to cleanse it through experiencing its 
  baseness without pretension. They believe cruelty, murder, violence, and 
  decadence are steps on the path to enlightenment and that by expressing all 
  the worst in you, you will reach a point where you are cleansed of evil, and 
  become pure. They feel their goal is to guide all they can through the same 
  process, tempting others to evil and exposing the corruption of mortal life so 
  that all souls may find peace beyond their own mortality. Talans work in 
  small cells of no more than 3 individuals, who meet in masks and hide their 
  identities from one another. Their actions are criminal and dangerous, and 
  Talans are hunted. 
  Vanya of the Silken Thighs 
  The Temple of Vanya of the Silken Thighs has a high priestess and a body 
  of priests and priestesses that worship the goddess of pleasure through 
  carnal sacrifice, charging alms from worshippers for the privilege of blessed 
  congress. This is a wealthy temple, despite its lack of political influence, 
  with many worshippers coming through its doors every day.  
   
  Languages	
    
  There are ten contemporary languages used in Athanor: 
   
  • Tradetalk ("The Common Tongue") 
  • Alemanian 
  • Dromian ("spoken" language cannot be learned by humans) 
  
  41 
  • Duma 
  • Ghul (no written script) 
  • Hssu 
  • Khitai 
  • Mal'Akkan 
  • Throon (no written script) 
  • Zamoran 
   
  There are four ancient languages, remembered only as scripts and used 
  primarily by scholars: 
   
  • Aquilan 
  • Saal'Keshi 
  • Turanian 
  • Ylumi 
  Food	
    in	
    Athanor	
    
  	
    
  Fungus is a major staple in Athanoran agriculture. Fungi provide fibers 
  for paper, cloth, and as a substitute for wood. Fungi provide dyes and 
  pigments. Fungi are major food crops. Mushrooms, spores, and smut all 
  form part of the regular diets of people across the planet. Fungus and smut 
  peddlers are common on the streets of most cities. 
  Cacti are sometimes eaten, usually in a form similar to Mexican nopales. 
  They are often juiced and occasionally fermented into beers, wines, or hard 
  spirits. 
  Dinosaur eggs and meat are common food items, though meat is 
  generally considered a luxury item. 
  Arthropods are a good source of food for most common folk. Giant 
  centipedes are sweet and moist when roasted, and giant spider legs are 
  considered both delicious and dangerous to obtain.  
  But the most common form of arthropod is the meal beetle. The meal 
  beetle is edible as a large, gelatinous egg; as a potato-sized pink grub; or as 
  a full-grown beetle with a fist-sized body and long legs. As an egg, they are 
  bland and sweet, but nutritious. As a grub, they are roasted, turning red and 
  having a flavor and consistency similar to yams, but with a nice, buttery 
  texture. As a beetle, they are roasted. Their legs become meaty and savory 
  and their bodies cook up to a custardy texture with a light, nutty flavor. 
  Meal beetles are commonly served as street food and are easily raised at 
  home. 
   
  
  42 
  The City-State of Zamora 
  Zamora was a great, domed City of the Ancients. Made of huge stone 
  slabs, the city's great dome is cracked, and much of the city now lies in 
  ruins — an area now called the Barrens. The remaining elements of the city 
  are centered on The Plaza, where the Tower of the Overlord forms the 
  center of government, and where the Great Market is open to all. Most of its 
  technological marvels are broken, raided, or forgotten, and what few remain 
  tend to be in the hands of powers like the Overlord, Vog-Mur, or the Great 
  Houses, or the Guilds. 
   
   
  A Sketch-map of Zamora 
   
  The populated parts of the city are divided into four quarters: the 
  Merchant Quarter, which is the largest portion of the city, dominated by the 
  Consortium of Guilds; the Gold Quarter, which is home to the wealthy and 
  powerful members of the Five Families of powerful merchants, the Tower 
  Quarter, which is dominated by the Tower of Wizards and their great 
  University; and the Shadow Quarter, ruled by powerful criminal elements. 
  Sewers and ancient ruins riddle the ground beneath the city, and several 
  powerful factions seek to control much of the city. The Overlord stays in 
  
  43 
  control by pitting factions against each other, and by controlling a small, 
  loyal, and dangerous secret police force. 
  12	
    Inns	
    and	
    Taverns	
    in	
    Zamora	
    
  • The Black Pearl (Shadow Quarter): Frequented by criminals, thugs, and 
  generally dangerous folk, the Black Pearl is a place to find disreputable 
  folk for tasks not generally suited for polite company.  
  • The Boneyard (Shadow Quarter): Gest known for its gambling rooms, 
  though it is also notable for its terrible rooms, overpriced food, watered 
  down drinks, and unsavory regulars.  
  • The Dancing Girallon (Merchant Quarter): A working person's tavern, the 
  Dancing Girallon is small, cramped, and dominated by its loud and 
  hirsute owner, Armando Pasillo, and the huge taxidermied girallon in a 
  comical pose in the main room.  
  • The Feathered Serpent (Merchant Quarter): Located near the city's main 
  temples of Law, this inn is clean, with comfortable rooms, simple but 
  hearty food at reasonable prices, and a very respectable clientele.  
  • Firewaters (Shadow Quarter): This tavern is a dive, but a dive frequented 
  by the children of the wealthy who want a taste of life on the rough side.  
  • Garcia's Old Peculiar (Tower Quarter): Run by an elderly former instructor 
  at the Tower of Wizardry, Garcia's is well known for its owner's 
  eccentricities, which include oddly bubbling (and flavored) drinks, 
  practical jokes, and impractical magical effects placed on the 
  establishment itself that make the place quirky or even surreal.  
  • The Golden Chalice (Gold Quarter): A fine but pedestrian inn that caters 
  to traveling merchants and down-on-their luck nobles without holdings of 
  their own. It is a respectable and boring place, though some of the 
  wealthy patrons may actually be involved in complex intrigues.  
  • Ouroboros (Gold Quarter): A fine restaurant and tavern known for 
  innovative and exotic food and drinks as well as its very expensive prices. 
  This is where the powerful and influential go to eat and to be seen.  
  • Ramirez’ (Shadow Quarter): The middle-aged owner of this place is bigger 
  than life, and is rumored to be a swordsman who able to survive terrible 
  wounds and to talk authoritatively about historical events. His accent is 
  clearly not Zamoran, but he is well-liked and people do not challenge him 
  about his true origins. He likes to remind customers about to brawl not to 
  lose their heads, by force if necessary. This makes Ramirez' a neutral 
  ground where parties can meet despite disputes.  
  • The Silk Slipper (Shadow Quarter): Poor food, weak drinks, and high 
  prices are generally ignored here, since the real business at the Silk Slipper 
  has more to do with the women in the main hall and the rooms upstairs.  
  
  44 
  • The Silver Horn (Merchant Quarter): A pale imitation of the Gold Chalice, 
  the Silver Horn is a safe, boring, and respectable inn for the safe, boring 
  and respectable.  
  • The Temple (Merchant Quarter): A low-class tavern across from the 
  Feathered Serpent. Its customers are laborers and traders who live 
  ordinary and hard lives, and need a drink now and then. Regulars can tell 
  their spouses that they need go to the Temple and slip out for a drink. 
  The	
    Great	
    Houses	
    
  The Great Houses are the aristocratic families of Zamora. They control 
  money, banking, various guilds, and military resources in Zamora. They are 
  part Machiavellian nobles and part mob families, often busily scheming 
  against each other. 
   
  • House Amador: known for fashion, dances, dueling, and social gatherings. 
  • House Buñuel: known for its artists and musicians. 
  • House Guzman: known for banking and ties to the Trade Guilds 
  • House Lucero: known for its connections to the Three Churches of Law. 
  • House Nuñez: known for skill in intrigue, assassination, and its 
  connections to the Six Churches of Chaos. 
  • House Soriano: known for its connection to scholars. 
  The	
    Trade	
    Guilds	
    
  The trade guilds control the practice of most skilled professions in 
  Zamora. They control training, pricing, distribution of goods, and training 
  and hiring of apprentices. The Guilds are protected by city charters, and 
  provide the backbone of trade in Zamora’s cities. 
  The	
    Red	
    Hand	
    Society	
    
  The Red Hand Society is a society of professional assassins. They are 
  known for their strict adherence to contracts, and their skills at disguise, 
  stealth, and poisoning. The Red Hands are illegal to hire, and illegal in their 
  operations, but are much sought after to create final solutions to conflict. 
  The	
    Sisters	
    
  The Sisters are a guild of assassins known for their ruthlessness, 
  effectiveness, professionalism, and high cost. If someone hires a Sister, then 
  they mean business. All Sisters are also adepts of some sort, whether they 
  are rogues or magic-users, and use that to their advantage. The Sisters tend 
  toward a mix of surprise, stealth, disguise, magic, poison, seduction, and 
  ruthless disregard for collateral damage. An attack by a Sister leaves an 
  
  45 
  impression. The sisters arrive silently and make sure their victim is killed 
  decisively and brutally. 
  The	
    Explorers’	
    Club	
    
  This group is a widespread Zamoran gentlemen’s club. Most members 
  of the club are young, wealthy dilettantes, some of whom actually engage in 
  adventures, including safaris, airship racing, and exploration of ruins. 
  The	
    Lo	
    Pan	
    Society	
    
  This group of Khitai merchants is suspected of many illicit dealings. 
  They are likely involved in illicit smuggling and drug trafficking, and rumor 
  speaks of a single sinister mastermind that they all serve. 
  Masks	
    
  As a result of years of vendettas and assassinations, masks have become 
  a fashion statement among the wealthy and powerful, particularly the Great 
  Families. Each family has a specific theme to their masks, though individuals 
  have very personalized masks, usually decorated in a way to show their 
  wealth, power and prestige. The themes, by House: 
   
  • House Amador: idealized representation of the wearer 
  • House Buñuel: abstract art pieces 
  • House Guzman: animals 
  • House Lucero: mechanical abstractions of human faces 
  • House Nuñez: insects 
  • House Soriano: minimalistic masks covered with quotes from scholars of 
  personal significance to the wearer. 
   
  Criminals and members of illegal cults also wear masks, but these are 
  typically not individualized, serving instead to keep the wearer anonymous. 
  These masks are worn in commission of crime, in cult rituals, or in field 
  missions.  
  People	
    and	
    Places	
    of	
    Note	
    
   
  The	
    Undercity	
    
  The Undercity is a warren of tunnels, rooms, ruined buildings, and 
  ancient catacombs under the city of Zamora. Most of these date back 
  centuries, even predating the foundation of Zamora. Over time, it has 
  become home to a number of unsavory elements, from vermin and pests to 
  bandits, cultists, and undead horrors. Sections of the Undercity have 
  
  46 
  become notorious. Vog-Mur the Necromancer, for instance, has claimed a 
  portion of the Undercity for his vaults, Flesh Vats and Clone Tanks.  
  Portions of the undercity are filled with machinery that process waste 
  and atmospheric moisture into drinkable water for the city and help 
  maintain clean air under the cracked dome. These areas are maintained by 
  an army of Dromeans and patrolled by elite troops of the emperor's Vat 
  Men. Other portions are part of an underground culture of the poor and 
  outcast. Still others are overrun by fungi and slimes. 
  Those unfamiliar with the Undercity will find it to be a maze. Certainly, 
  its warrens are complex and filled with danger, and few but the desperate or 
  foolish will merely wander through it.  
   
  Mother	
    Grubb’s	
    
  Mother Grubb's, just on the southeastern edge of the Plaza, is a popular 
  eatery and tavern among the poor of Zamora. The place serves a wide 
  variety of meal beetles and meal beetle grubs – roasted, stewed, fried, 
  baked, boiled — all served by a staff of dromian workers for Mother Grubb, 
  a chubby, brick-red matronly woman. Mother Grubb is loud, boisterous and 
  friendly, and her establishment is a respectable place, even if it is filled with 
  the poor and out-of-sorts. 
   
  Señor	
    Esparza	
    
  Señor Esparza is Vog-Mur's representative at the Grand Market. He 
  provides sales and support for the Clone Pits. If you want someone brought 
  back from the dead from even a small portion of themselves, if you want a 
  duplicate, no questions asked, you just need 1000 gold and a pound of flesh 
  (literally) and you, too, can have a clone. Certain restrictions apply. 
  Señor Esparza is bald, with exaggeratedly broad shoulders, beady eyes, 
  an upturned nose, and a constant smile. Any familiar with the Vat Men will 
  know that Esparza is one of these synthetic creatures. However, unlike the 
  majority of the Vat Men, Esparza talks, and does so quite eloquently. This 
  does not diminish the feeling of wrongness he gives off — rather, it seems to 
  enhance it. As does his dress. He wears a crisp, white linen shirt, a narrow 
  black tie, a brocade waistcoat and expensive black breeches and jacket. A 
  black top hat tops his bald head, and black lizard-skin shoes cover his feet, 
  topped by white spats. He carries a silver-tipped cane at all times, and 
  carries a pocket watch on a silver chain. 
   
  The	
    Surgeon	
    
  In the Plaza, he's called The Surgeon, The Alemanian, and The Fixer. 
  His actual name is Deidrich Todenkopf. He dresses an ill-fitting black suit 
  
  47 
  with a red velvet waitscoat, a shiny gold pocket watch, and a stained and 
  ancient lab coat. He wears a device riveted into his left temple that includes 
  armatures with a variety of lenses he can move into a mix of combinations 
  as he looks at objects and surgeries. He moves with a strange, spidery graces 
  and speaks with an almost alien dispassion. His insectoid face is almost 
  impossible to read. 
  The Surgeon is a skilled physician, but his other services are the ones 
  that make him notable and notorious. The rumor is that the Surgeon is 
  skilled in advanced Alemanian medicine, and is able to perform certain 
  enhancements for customers, giving them strange, even superhuman 
  abilities. If it is true, his clients seem to keep their changes covert, since such 
  abilities don't seem to appear where others can see them. 
  The Surgeon is obsessed with talking about his theory of 
  Transhumanism, that beings can transcend their mortality to a state of 
  physical, mental, and moral transcendence in which they are no longer 
  bound by primitive physical, mental, and moral boundaries. He often rants 
  about such things in detail. 
  The Surgeon is served by a hunchbacked Alemanian dwarf named 
  Einhardt. Einhardt speaks little, is immensely strong, and deeply loyal. 
   
  "Mad"	
    Hakim	
    Al'Azif's	
    Mercantile	
    Emporium	
    
  Hakim Al'Azif, the Mad Mal’akkan, is known for his huge merchant tent 
  in the plaza, where he sells a wide variety of goods for "prices so low, I must 
  be mad!" Hakim dresses in a colorful turban adorned with gems and 
  plumes, his spines shaved entirely. His wide eyes provide a strong sense of 
  frenetic energy. His prices are actually quite average, but his selection is 
  broad, and often includes rare and unusual items, sometimes of dubious 
  origins. He drives a hard bargain, but can be bartered with and will 
  negotiate prices if he sees something in it for himself. He is guarded by two 
  burly Mal’akkans named Adbul and Hazrad. 
   
  The	
    Pleasure-­‐dome	
    of	
    Sshenssu	
    Salessh.	
    Sshenssu	
    	
    
  Salessh is a Hssu merchant whose focus is in providing services to 
  humans. His Pleasure Dome provides a mix of services that serve the 
  hedonistic desires of humans. His Pleasure Dome is a large building on the 
  edge of the plaza, and it offers three kinds of services: gambling in the 
  casino, a mix of alcohol and recreational drugs (such as ssharu and black 
  lotus) in the bar, and a wide variety of erotic services in the brothel. Salessh 
  is cold and alien, has trouble telling apart individual humans (or even 
  understanding the difference between males and females), and has no 
  concern for human morality or inhibitions, or their value as more than 
  
  48 
  resources for profit. He isn't malicious— he just doesn't really see humans 
  as really equal to Hssu. 
   
  The	
    Overlord	
    
  The Overlord, whose name is lost in obscurity, has been ruler over 
  Zamora for at least five decades. Legend says that he was an adventurer who 
  returned to the city from the wastes dressed in magical golden armor which 
  made him invulnerable and gave him mastery over lightning and fire. He 
  brought order to the chaos of the ruined city, rebuilt its core, created 
  alliances with powerful factions in and below the city, while promoting 
  minor conflicts between others to create a city where powers were balanced 
  against each other and the Overlord's might proved to be greatest. 
  The Overlord tends to delegate authority to a vast bureaucracy of petty 
  officials, served by Dromian runners and workers, and guarded by his Vat 
  Men who act as his personal guard and retinue. His spies are trained 
  doppelgangers bred by Vog-Mur in his clone pits. 
  Many of the Overlord's actions seem mad, random, or inscrutable, 
  though few would say that to him directly. His rule is one of fear and mostly 
  benign dictatorship.  
  No one has seen the Overlord's face. His "children" appear to be cloned 
  or engineered in the Flesh Vats of Vog-Mur, and tend to be strange 
  aberrations engineered for decadence and degeneracy. Most of these 
  children have set up palaces in the wastes of the city or in the underworld, 
  and have little to do with the others, merely entertaining themselves in their 
  palaces. The Overlord seems to have no concerns regarding them, and they 
  have no influence with him, though many seek their favor as powerful 
  entities. 
   
  Alaric	
    the	
    Dragon	
    
  Alaric is the eldest of the Overlord's children. His palace is in the north, 
  where he has built a small cult. He has the head of a great lizard, scaled 
  skin, and a long tail. He is swift-moving, brutal and a powerful wizard. He is 
  said to delight in combat, has an arena where combatants fight for his 
  entertainment. It is said that Alaric sometimes eats the most impressive 
  competitors. 
   
  Basilia	
    the	
    Huntress	
    
  Basilia the Huntress is cruelly beautiful, with alabaster skin and black 
  hair. He hands end in long, steel-hard claws, and her long limbs are 
  graceful, and her movement swift. She has a palace in the east, where 
  
  49 
  harpies made for her by The Surgeon act as her servants. It is rumored that 
  she catches and hunts men with her harpies in the tunnels below her palace. 
   
  Celestina	
    the	
    Beautiful	
    
  Celestina is a sorceress with a beautiful face and an incredible voice. 
  Her head, however, is attached to a long, snake-like body. She is outgoing 
  and known as a healer and seeress. Her palace is in the south, and guarded 
  by machines loyal to her. 
   
  Desiderio	
    the	
    Libertine	
    
  Desiderio looks human, but has four arms. He is outgoing, fun, and 
  lecherous. His pleasure palace is in the west, where he indulges many 
  diverse tastes with many diverse partners. He is a scoundrel of the highest 
  order, and is served by a number of chalk white mute pygmies made for him 
  by Vog-Mur. 
   
  Vog-­‐Mur	
    the	
    Necromancer	
    
  Vog-Mur is an ancient terror, a centuries-old necromancer served by 
  armies of undead. His lair is a multi-layered labyrinth below the sewers of 
  Zamora. Vog-Mur is a power unto himself, and he has made alliances with 
  the Overlord of Zamora. He supplies the Overlord with Vat-men, and runs 
  the Clone-vats of the Ancients, supplying the slave and prostitution trades of 
  the city with an endless supply of goods. But he also experiments on the 
  dead and dying poor, learning what he can through his foul experiments. It 
  is said that the natural philosophers of Alemania are deeply interested in 
  what Vog-Mur has learned, though he looks in disgust at the technologies 
  that they have lately begun to use in their land.Vog-Mur has a reputation for 
  perversion and lust, manufacturing slaves for his own pleasure pits and 
  hiring or capturing more to slake his twisted desires. 
  Vog-Mur appears to be a bloated man, standing nearly seven feet tall, 
  with pale, bluish waxy-looking skin and a small head with dead white eyes. 
  His lips appear to be receding past overly large, squarish yellow teeth in 
  nearly black gums, his lips pulled back in a slight grin. His upturned nose 
  seems ragged and pink, and his ears seem too small and withered. His legs 
  end in reptilian feet, turned oddly, and his hands end in black, carapaced 
  claws. He dresses in little more than a ragged kilt, with a broad leather belt. 
  Despite his great size and girth, he moves quickly, and is incredibly 
  strong, making him a terror both when he is using magic and when he fights 
  hand-to-hand. He seems to feel no pain, but to delight in the suffering of 
  others. 
  
  50 
  Vog-Mur is clever, cunning, and generally willing to parley with 
  anyone. But he tends to make deals with cunning and forethought, so parley 
  with the necromancer may not be the blessing it seems to be at first. 
   
  Twelve Zamoran Adventure Seeds 
  1.  Ghul bandit Azara Zala has been raiding traders around the Undercity 
  Market. The Hssu merchant Ssalava is hiring mercenaries to hunt Zala. 
  2.  Beggars in Zamora's outer city have recently been congregating in 
  groups, glassy-eyed and chanting gibberish, harassing any who pass. 
  This is spreading, and now small groups of children and laborers in the 
  city have been gathering in similar groups, chanting in similar ways. 
  3.  Mercedes Amador is hosting a party for the city's unwashed masses, 
  whom she adores. Both powerful and lowly people will be at her 
  palace, where she usually arranges for something dramatic to happen in 
  order to spark an entertaining scene for everyone. 
  4.  16 year old Isabel Soriano and 17 year old Joaquin Nuñez have fallen in 
  love, much to the dismay of their respective houses. Isabel is promised 
  to Romero Guzman, a power-hungry fortyish lout, but Joaquin, a rake 
  and scoundrel by reputation, has declared publicly that the marriage 
  will not happen, driving both houses to the edge of warfare. 
  5.  Raul Amador is gathering a safari to hunt the Red Devil, a huge, 
  cunning Tyrannosaurus outside Zamora. 
  6.  The tower dragon is ill, and the wizards of the Tower will pay 
  handsomely for the recovery of rare fungi to treat the beast. 
  7.  A swarm of osquips came out of the sewers last night and dragged away 
  an innkeeper and his family. The innkeeper had turned away a strange 
  Mal'Akkan man, who cursed the innkeeper before leaving. 
  8.  Three merchants have been approached by the Lo Pan society offering 
  protection from coming disasters. The merchants declined, and 
  suddenly seem cursed. The Society members will not talk to them at all, 
  and they have no idea how to fix their situation. 
  9.  A Duma man has returned from nearby ruins with tales of a terrible 
  monster guarding a golden flying chariot that killed his companions. 
  10.  A storyteller tells the tale of an ancient princess trapped in her palace 
  underground, sleeping until a savior will awaken her with a kiss. Her 
  
  51 
  savior will need to overcome terrible monsters, but will inherit the 
  treasures of her kingdom and her hand in marriage. 
  11.  A Khitai wizard is granting wishes to anyone in exchange a trinket of 
  great personal worth to wish-maker. 
  12. The priests of Malkut the Scholar are hiring adventurers to travel to a 
  ruin to the east and recover a set of ancient tablets. They warn that the 
  ruins are overrun by girallons and the tablets themselves are said to be 
  guarded by Ancient traps and mechanical guardians. 
   
  Planetary Romance Plots 
  Athanor is all about the pulpy planetary romance action. In that spirit, I 
  offer my own Pulp Planetary Romance Plot chart. Roll on Chart A for your 
  villain, Chart B for their evil scheme, Chart C if you need to determine a 
  victim for the scheme or an ally for the hero to make along the way. Keep 
  rolling for all you need, since heroes are always finding new supporting cast 
  members to have to rescue later. 
  Chart D is for the plot devices, maguffins, or odd bits of alien 
  technology that show up. Chart E is the plot twist about the larger campaign 
  that the plot reveals. I have used a mix of actual elements of planetary 
  romances and some ideas that sounded good to me at the time. However, 
  some word on the general plotting of Edgar Rice Burrough Barsoom-style 
  tales is worth some time. 
  To be loose, general, and a little facetious, the general Edgar Rice 
  Burroughs style plot should resemble: Villain(s) enact an Evil Scheme that 
  leads the PCs to pursue the Villains across the planet resulting in the 
  Revelation of a Secret that affects the setting. In the end, the hero triumphs 
  (usually rescuing the princess and killing a lot of bad guys along the way) 
  with a different understanding of the world. 
   
  
  52 
  Table 26. Chart A: The Villain(s) 
   
  d10 
  Result 
  1 
  Cowardly and Treacherous Noble 
  2 
  Cunning Scion of a Dead/Dying Race 
  3 
  Cold and Amoral Alien Scientist 
  4 
  Heartless Assassin 
  5 
  Rival 
  6 
  Bounty Hunter 
  7 
  Slavers 
  8 
  Pirates 
  9 
  Bandits 
  10 
  Cultists 
   
  Table 27. Chart B: Evil Scheme 
  D10 
  Result 
  1 
  Kidnapping 
  2 
  Theft 
  3 
  Exploration 
  4 
  Chase 
  5 
  Attack 
  6 
  Brainwashing 
  7 
  Brain-stealing 
  8 
  Dishonor/Besmirch 
  9 
  Sell into Slavery 
  10 
  Imprison/Transform/Make Comatose 
   
  Table 28. Chart C: Victim or Ally 
  d10 
  Result 
  1 
  Beautiful Princess 
  2 
  Noble Savage 
  3 
  Brave Warrior 
  4 
  Strange Alien 
  5 
  Scientist/Philosopher/Scholar/Priest 
  6 
  Ousted Nobleman 
  7 
  Misunderstood Scoundrel 
  8 
  Loyal Handmaiden 
  9 
  Brute with a Heart of Gold 
  10 
  Warrior-Maiden Who Will Not Allow Herself to Love 
   
  
  53 
  Table 29. Chart D: Plot Devices and Maguffins 
  d10 
  Result 
  1 
  Ancient Weapon of Vast Power 
  2 
  Terrible Monster from the Dim Past 
  3 
  Advanced Power Source 
  4 
  Terraforming Device 
  5 
  Last Scion of an Ancient Race 
  6 
  Device that Will Make the User a (Near-)God 
  7 
  Mind Control Device 
  8 
  Army of Robots 
  9 
  Library of Lost Knowledge 
  10 
  Still Functioning Computer/AI/disembodied brain(s) 
   
  Table 30. Chart E: Secret that the Plot Reveals 
  d8 
  Result 
  1 
  Lost City of Ancients Who are Now Degenerate. 
  2 
  Lost City of Ancients Who Have Vast Mental Powers But are Now Amoral 
  3 
  The Truth Behind the Locals' Belief About the Gods 
  4 
  A Terrible Monster Worshipped as a God 
  5 
  A Terrible Danger That is Coming From Far Away 
  6 
  A Lost Race Who Secretly Manipulates the World 
  7 
  The Villains Are Even Worse Than They Seemed 
  8 
  A Prophecy of Great Import 
  
  54 
  Zamora Map and Key 
   
  
  55 
  These notes are intentionally sketchy, and serve as a 
  starting point for the Referee. The format of these 
  harkens back to the old Judges’ Guild Wilderlands 
  maps, and I have included notes only a fraction of the 
  hexes on the map, also much like the old Wilderlands 
  supplements, leaving room for the Referee to change 
  or add details for his or her own campaign.  
   
  Unless players are looking for adventures, there 
  should be a 1 in 6 chance of stumbling into the set 
  encounters for a hex (as well as the usual chances of a 
  random encounter. 
   
  Non-player characters are noted as Fighters (F), Magic-users (MU) or Rogues 
  (R) with their level (e.g., F4 is a 4th level fighter.)   
   
   
  Hex 
  Notes 
  02.03 
  An oasis in this area supports a small area of fungi, teeming with 
  lizards and insect life, but otherwise unoccupied. A set of ruined 
  huts, long uninhabited, lies on the edges of the oasis. The ghosts of 
  villagers who were killed by ghuls haunt the place. 
  03.06 
  A large mechanism is asleep in a cave here. If activated, it awaits 
  instructions. There is always a 1 in 6 chance when it is given an 
  order it will go berserk and attack its now-former master. 
  03.14 
  A village of 4d6 Hssu and their 2d6 human slaves (of various hues, 
  mostly Zamoran, obtained legally in Zamora.) They have an 
  orichalcum mine and a strange, well-protected machine in the 
  center of the village. 
  04.09 
  A Hssu village of 4d6 individuals dedicated to farming fungi and 
  trading them in the east. 
  04.10 
  A gargantuan spider of quadruple hit dice has built her lair in a 
  large cavern. She has amassed a treasure worth 10,000gp, though 
  much of that is in the form of other kinds of treasure— armor, 
  weapons, technology, and the like. 
  04.12 
  An outcropping of meteoric rock is worth 50gp a pound, and can 
  yield 5d6 pounds of sellable rock. It is also radioactive. Each full 
  week it is carried, save or gain a mutation: 1-3 minor, 4- major, 5-6 
  Drawback. 
  
  56 
  05.15 
  The mountaintop sanctuary of the Monks of the Blue Eye, an ascetic 
  order of scholar-monks and sorcerers who are ethnically 
  Alemanian, but reject the values of their kinsmen. They are very 
  wise in the ways of the world, but wish peace and isolation. 
  06.03 
  A huge crater lies at the top of the Broken Mountain, where an 
  asteroid fell years ago. In the center of the crater is a lump of 
  priceless starmetal that can be worked ino a magical weapon or suit 
  of armor. The local wildlife, however, is mutated and hostile…. 
  06.06 
  A sinkhole in the forest reveals an underground complex of the 
  Ancients, guarded by technological traps, and robots. A cache of 
  weapons may be found beyond the guardians. 
  06.09 
  30 Zamoran anti-Alemanian guerillas, led by a F3, riding 
  pachycephalosaurus. They are shabby and demoralized. 
  06.10 
  A field of soft, red fungi is delicious, thirst quenching, and will 
  cause those imbibing to save vs. it toxins or hallucinate for 1d6 
  hours with terrifying, seemingly real visions that leave them unable 
  to do anything but writhe on the ground the whole time. There is 
  enough fruit for 1d6 people to eat, and it will take 3 months for 
  more mushrooms to grow. 
  06.12 
  The Atmosphere Plant here is guarded by 4 large mechanisms, in 
  good repair. 
  06.14 
  The lair of the dashing sky pirate Antonio Salazar, R6. His crew of 
  20 Zamorans, 2 Alemanians, 4 ghuls and a Hssu fly the airship 
  Ruthless. His hold has 4 riding pteranodons and his ship is armed 
  with cannons. 
  07.05 
  A pair of giant slugs is mating under the canopy here. 
  07.08 
  A village of 20 Alemanians lives here, under the leadership of Klaus 
  Teuber, F5, who teaches a simple life free of laws, technology, and 
  inferior non-Alemanians. 
  07.12 
  The Alemanian Agricultural Collective, automated and staffed by 5 
  Ancient robots, 100 alemanian workers, 20 warriors, and 
  commanded by commander Helmut Stern, F3. 
  07.16 
  The basalt citadel of the undead wizardess Zalka Zan, whose 
  garrison of zombies and skeletons protects his vast library. She 
  knows and hates Vog-Mur, but focuses mostly on two goals: finding 
  
  57 
  the reincarnation of her lost love Kemel Khur, and finding a way to 
  live again once she finds her love. 
  07.40 
  Utterly crushed beneath its collapsed dome, only the undercity of 
  Samru remains. The surviving tunnels are overrun with fungi, 
  slimes, jellies, and the like. Amidst this lives the sorcerer Loigor the 
  Slimemaster, who has created an army of slime and fungus 
  creatures to serve him, including humanoid myconids who are his 
  loyal servants.  His treasure-trove is vast, but well guarded. 
  08.05 
  A tall, fleshy fungus “tree” is delicious, thirst-quenching, and will 
  heal 1d4 hit points of injury once per day. There is enough flesh for 
  1d6 people to eat, and it will take 3 months for the mushroom to 
  regenerate. 
  08.09 
  A logging village of 30 Alemanian workers, 30 captured labor 
  slaves, 20 F1 guards, 2 F2 sergeants, and a F4 lieutenant. All guards 
  are armed with firearms, except the lieutenant who has a 10-shot 
  laser pistol, range 500, ROF 2, 2d6 damage. He has a spare 
  orichalcum cell. 
  08.17 
  A mound of ash turns out to be an Ancient Bunker, guarded by 3 
  medium mechanisms. Inside are a cache of Ancient books worth 
  3000 gold and a laser pistol (range 500, rof 2, damage 1d6+6, can 
  hold 20 charges, but is depeleted and needs a new orichalcum cell) 
  09.04 
  A group of 3d6 Ghul Raiders on Deinonychus mounts, led by a 
  Fighter 4 leader armed with a laser pistol. Laser pistol: 2d6 damage, 
  range 500ft, rate of fire 2, holds up to 20 charges on a full 
  orichalcum cell. Only has 8 shots remaining. 
  09.09 
  A logging village of 30 Alemanian workers, 30 captured labor 
  slaves, 20 F1 guards, 2 F2 sergeants, and a F4 lieutenant. All are 
  armed with firearms, except the lieutenant who has a 10-shot laser 
  pistol, range 500, ROF 2, 2d6 damage. He has a spare orichalcum 
  cell. 
  10.06 
  The ruins of a former village have become the home to 2d6 
  girallons. 
  10.09 
  Alemanian dissidents are trying to block the canal feeding the city. 
  The group of 20 dissidents is dedicated to overthrowing their 
  government, but are poorly equipped, poorly organized, and very 
  unpopular at home. 
  
  58 
  11.10 
  Alemanian Agricultural Collective, a factory fungus farm run by 50 
  Alemanian workers served by 10 robots. They are guarded by 20 
  soldiers, 2 F2 sergeants, and a F4 lieutenant. 
  11.17 
  There is a 25% of an avalanche of ash either blocking the party’s 
  path or sweeping them off their path. 
  12.03 
  This Atmosphere Plant is infested with oozes, who have not yet 
  damaged the system. 
  12.07 
  A tribe of particularly bloodthirsty Throon, the Jagged Blades, ride 
  through the area on iguandons. There are 3d6 riders in any given 
  group. 
  12.09 
  The Alemanian First Company has recently seized this Atmosphere 
  Plant. 100 warriors, 4 sergeants F2, 2 lieutenants F4, 1 captain F7. 
  All armed with rifle, short sword, bayonet. Captain also has 4 
  trained ankhegs under his control. 
  12.10 
  The remnants of a Zamoran caravan can be found here, the 
  dinosaurs slain, the bodies of guards left behind, but the people 
  taken away. 6d6x100 gp in trade goods can be found here, 
  untouched though any foodstuffs have been eaten by scavengers. A 
  trio of allosauruses are feeding on the bodies.  
  12.16 
  Amra appears to be a shining domed city still as glorious as ever. In 
  truth, it is maintained by the power of the scientist Naram the 
  Golden, who found a powerful machine in the heart of the city. His 
  ancient, dessicated body creates realistic illusions of the populated 
  city in its glory, though the people are eerily the same, and the 
  lonely old man traps visitors just to have others to talk to. 
  13.05 
  A Throon tribe has settled a village here around their elders. 30 
  Throon led by a F4. 
  13.07 
  A cyclopean stone statue of a squat, squamous, rugose batrachian 
  humanoid creature, cast in a marbled green and pitted rock, its face 
  a great maw with bulbous eyes, with great sideways-pointed ears, a 
  ragged hole for a nose, and a broad, toothsome maw splitting the 
  lower half of its face. Its great clawed toes drape over the stone 
  footing of the statue, and its great clawed hands hold a stone bowl, 
  empty now but stained with brownish dried ichor. Eldritch symbols 
  cover the bowl in an unreadable script. The statue makes people 
  uneasy, but is otherwise unremarkable. 
  
  59 
  13.09 
  An armed Alemanian camp is capturing travelers and using them for 
  medical experiments. There are 50 prisoners, 70 guards, and 30 
  scientists here, led by Doktor Todenkopf, MU 6, who has 4 F3 
  guards and Lieutenant Mueller, a F5. 
  13.11 
  The small farming village of Morilla provides much of the food that 
  Zamora uses each day. Morilla hires a large number of mercenaries 
  to defend the village from Throon and Alemanian raiders. 
  14.01 
  A group off 3 Hssu merchants on a triceratops is lost in this hex and 
  looking for a way back to civilization. 
  14.06 
  The obsidian tower of Fernando Montenegro, MU 10. A stone 
  golem, 10 F2 guards, and 12 medium mechanisms guard this tower. 
  Fernando spends his time studying, and hates disruptions.   
  14.09 
  A small Zamoran farming village, hidden behind a stone wall. Las 
  Piedras is led by a F4. 
  14.14 
  The Khalid clan of Mal’akkan warriors guards this Atmosphere 
  Plant. 40 Mal’akkan warriors, 4 F2 sergeants, 1 F6 captain, 1 MU 4 
  vizier. 
  15.02 
  A long-forgotten Ancient city barely peaks its remnants out of the 
  sand, but under the city ruins and tunnels survive. Here, two 
  warring factions rule the underground ruins, fighting in its streets 
  and under the city, believing the world outside is dead. These two 
  factions, the skull-masked Mictli and the animal-masked Azca, have 
  been locked in battle since the days of the Ancients, seeking control 
  of the Atmosphere and Food generators in the city, which are 
  guarded by iron golems.  Both factions speak a version of ancient 
  Aquilan. Under the city are riches in terms of gold, silver, and 
  magical items, but getting past the warring factions will be a 
  challenge. 
  16.17 
  A great metal circle stands upright here atop a short set of steps. 
  Next to it is a small pedestal with a circular set of tiles on it. Neither 
  the circle nor the pedestal seem to do anything. 
  17.02 
  Ochaga fell because of its experiments in science. Little lives here 
  but osquips and the terror of Shakru, an 20 foot tall armored brute, 
  oozing dripping ichor between its armored plates, with arms ending 
  in large pincers. AC 4 [15]; Hit Dice 8; Attacks: Claws (2d6+2); 
  Special: tail (special attack 1d6 to rear), confusion; Move: 14, 
  tunnel 4; HDE/XP: 9/1100. Has glowing eyes, is covered with 
  
  60 
  oozing sores – ooze causes confusion (save or roll for action (d4): 1 
  attack nearest creature; 2 stand still doing nothing; 3 run in random 
  direction; 4 attack friends.) 
  17.09 
  A blood-red tyrannosaurus stalks the area, with twice as many hit 
  dice as usual. 
  18.06 
  1d6+2 Allosaurus hunt here. They are severely mutated, with 
  poison bites (save or 2d6 damage), tentacles for arms, spines along 
  their back and transparent skin like a ghul. They are particularly 
  short-tempered and vicious, and even fight amongst each other for 
  prey. Looking for the source of the mutation will reveal several 
  leaking stone canisters of glowing green liquid, marked with 
  wording in ancient Aquilan that read “danger.” 
  18.07 
  A group of Zamoran merchants headed toward Khitai riding 
  parasaurolophus—there are 6 beasts, 2 merchants, and 4 guards 
  with 2 pistols each and long lances. They are carrying 2d6 x 500 
  gold and are intent on trading for spices and silk. 
  18.08 
  The picked-over remains of a desert caravan is filled with bones and 
  bleached wood, as well as 5d6x100 gold in treasure. 
  18.16 
  The ruins of a spaceship can be found buried in an impact crater 
  here. Inside it are 3d6 ochre jellies and a device that contains alien 
  star charts that will be worth a great deal to scholars if anyone can 
  figure out what it is, how to power it, and how to read it. 
  19.08 
  An air jelly mating ground covers a half-mile radius. Thousands of 
  the creatures form a virtual cloud of deadly jellies. 
  19.11 
  The crashed remnants of an airship, recently raided by sky pirates. 
  There are bodies, but no survivors. 3d6x100 gp worth of mundane 
  supplies may be salvaged from the airship. The thing is crawling 
  with compsagnathus and rhamphorhyncus feeding on the bodies. 
  19.24 
  A group of 20 khitai bandits led by a F5 commander. The leader, 
  Shenzai Sheng, has a bounty of 2000gold on his head. 
  20.13 
  A clearing that appears to be lichen is really a carnivorous mutated 
  plant. AC 9 (10), HD 12, Atk tentrils, 2d6, Special: create trapping 
  barrier of tangling vines 60ft square, save to avoid or escape, 
  spores—save or sleep 1d3 rounds; Move: 1foot, HDE 13. 
  20.16 
  Tunnels under the mountains are home to subterranean bird-men, 
  and great horrible bird-creatures with arms that end in hooks. These 
  
  61 
  creatures serve terrible creatures that look like brains with long 
  tentacles and bird-like beaks. There is 500 g.p. worth of treasure, 
  plus ancient technology in the tunnels, well-guarded by these 
  monsters. 
  21.05 
  An enormous fungal slime slithers through this area: AC 8 (11); HD 
  15; Attack: pseudopods 2d6; Special: rubbery body: ½ damage 
  from physical attacks, destroys wood, immune to mental attack; 
  Move 8, HDE 18. 
  21.07 
  An ancient Duma hag has a hut in the forest. She is able to cast a 
  glamour on herself appearing youthful and beautiful. She will trade 
  companionship for aid. She is an MU7, and has 1d6 potions for 
  sale. 
  21.08 
  The mall walled Duma village of Warata ekes out an existence 
  herding iguanadons. Their leader is a MU 4. 
  21.13 
  The Glorious Khitai Water Guard protects this Atmosphere Plant. 
  100 soldiers, 20 sergeants F2, 4 lieutenants F4, 1 captain F6. 40 
  soldiers mounted on iguanadons and armed with 2 pistols and 
  sword . 60 soldiers on foot mounted with rifle and sword. Officers 
  with 2 pistols, sword. All in chain mail. 
  22.02 
  An armed battle robot, escaped from T’kudu (24.01), wanders this 
  area, looking for “enemies.” 
  22.03 
  A hermit lives here, Ndege Mato, Rogue 2. He is a trickster, but 
  generally helpful. His hut is safe and hidden. 
  22.09 
  The bones of a whole herd of parasaurolophus litter the ground, as 
  if the creatures were all slaughtered suddenly and brutally. 
  23.06 
  A wild Duma woman, Ushara, R7, has the psychic ability to speak 
  with and befriend dinosaurs. She lives here free of others, and 
  desirous of her own privacy. 
  23.10 
  The Alemanian female sky-pirate, Melantha Burgos (F8) raids from a 
  fortified mountaintop lair. Her crew is a hodge-podge of ruthless 
  raiders attacking from her airship, the Witch’s Blade, and from the 
  backs of trained pteranodons. 
  23.15 
  The terror of the hills is an enormous, four-legged reptilian giant 
  that speaks, but mostly to parrot its attackers. The thing is territorial 
  and will not pursue those who flee it: AC 5 (14); HD 8+8; Attack: 
  
  62 
  club or bite 2d6; Special: fear on first seeing—save or flee for 1d4 
  rounds, regeneration 1 hp/round except by acid; Move 20, HDE 11. 
  24.01 
  T’kudu the Iron Wizard is a master of machinery. He has 4 Ancient 
  robots, an aircar, and several Ancient artifacts at his disposal. He is 
  served by 20 F2 guards, 4 trained girallons, and his robots. He is 
  fascinated by the Ancients, and has a great distaste for non-Duma. 
  24.03 
  The walled mining village of Ochego supplies Duma with a rich 
  iron supply. It is heavily guarded by 40 Duma warriors, 4 F4 
  sergeants, and a F10 commander. 
  24.13 
  The Khitai farming collective of the Jade Commander of Sunset is an 
  efficient and highly rigidly organized village of 100 peasants, 30 
  soldiers, and a MU 7 magistrate who holds the title of the Jade 
  Commander of Sunset. He has two personal guards who are F3. 
  25.04 
  The heroes are hunted by a large, intelligent snake-like creature 
  with an armored head with compound eyes and insect-like 
  mandibles, with shifting markings over its body. AC 6 (13); HD 4; 
  Attacks: bite 1d6; Special: constriction 1d6, poison, surprise on 1-3; 
  Move 12; HDE 5. 
  25.07  3d6 skeletons animate each night and rampage through the forest. 
  25.08 
  A cave occupied by 1d6+3 Girallon has 2d6+6 x 100 gp in treasure 
  in it. 
  25.17 
  A holy woman has found a shelter here. She is an earthwoman, 
  once an astronaut now an ancient mystic. She will answer one 
  question from a worthy seeker. If annoyed, she has a powerful 
  energy weapon, The Hand of Death, to settle problems. She is a F4. 
  26.05 
  Currently controlled by a group of 20 Ghuls, led by a Fighter 6 
  chieftain. The Duma would love to have these barbarians routed 
  from the plant. 
  26.09 
  An ancient mountain shrine to a forgotten god is filled with traps. 
  26.15 
  Buried under a rockslide is an ancient hovertank, still operational 
  with a little work, with a couple of days of fuel. Its main gun and 
  side laser cannon still work, but other than an operations manual in 
  Aquilan, there is no other way to figure anything out. Good luck 
  27.02 
  A nest of 3d6+3 giant wasps has made a papery tower on the side 
  of a mountain. 
  
  63 
  27.06 
  A pack of 3d6 hunting spiders hunts like a running pack of wolves 
  across the wet surface of the marsh. 
  27.16 
  This atmosphere plant is in disrepair, but could be repaired. It is 
  currently being used as a lair by a clan of 20 throon warriors led by 
  a F8 chieftain and 4 F4 elites. 
  28.04 
  The Duma bandit Tiko Mbeke, F8, has gathered a group of 50 
  mixed Duma, Zamoran, and Khitai bandits, as well as a small pack 
  of Ghuls, Throon, and Alemanians to act as his shock troops. He is 
  planning guerilla raids of Duma villages to fund an attempt to raid 
  the city. 
  28.16 
  A valley here is filled with broken weapons and machinery, long 
  rusted and half-covered with lichens. The place is so clogged with 
  ragged, rusted steel that it is difficult to pass through without having 
  to cut movement speed in half. A hundred-foot tall metal rune-
  covered body rots in the middle of the pile. 
  30.11 
  A group of throon elders is guarded by 40 of their kind. They do not 
  seek a fight, just to be left alone. 
  30.14 
  Eshnapur city is a deserted ruin. A few girallon, osquips, and stirges 
  live here. The city, however, has no metal in it. The metal is being 
  eaten by something in the city… insect-like flying creatures called 
  the Slith, four-legged, bat-winged creatures the size of an egg with 
  fat, rounded bodies, four long, spider-like legs, and eight-eyed 
  armored heads with wide, fanged mouths, the Slith are a near-
  extinct pest of the Athanoran wastes. They eat metal voraciously, 
  attacking armored opponents first. They exude a thick layer of slimy 
  mucus that is highly corrosive to metal. Their dense, armored 
  bodies are immune to all piercing attacks. AC 6 [13]; HD: 1 hp 
  each; Attacks: Bite (1 hit point); Special: corrode metal (3 hits on 
  slith will corrode a metal weapon. 3 hits by slith will corrode a 
  shield or suit of armor made of metal); Move: 3 (18 when flying); 
  HDE: <1. Treasure in the city includes gems and small art items 
  collected by the girallons and the library of the tower of sorcery, lair 
  of the slith, who have a huge hive there. 
  31.03 
  A huge metal ship has long fallen apart. It is rusted through and has 
  nothing salvageable. It is home to a grey ooze. 
  31.18 
  Crashed spacecraft protected by brain-eating squid-headed aliens 
  who guard an arsenal of alien weapons, as well as a mix of robots 
  and strange mutated animals. 
  
  64 
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  licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. 
  The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.  
  8.  
  Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are 
  Open Game Content.  
  9.  
  Updating the License: Magic-users or its designated Agents may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of 
  this License.  
  10.  Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.  
  11.  Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.  
  12.  Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.  
  13.  Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 
  30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.  
  14.  Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
  15.  COPYRIGHT NOTICE  
   
  Open Game License v 1.0a Copyright 2000, Magic-users of the Coast, Inc.  
  System Reference Document Copyright 2000-2003, Magic-users of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, 
  based on original material by E. Gary Gygax and Dave Arneson.  
  Swords & Wizardry, Copyright 2008, Matthew J. Finch.  
  Swords & Wizardry: Whitebox™ by Matt Finch and Marv Breig, Copyright 2008, Matthew J. Finch.  
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch.  
  Air Jelly Copyright 2008, Taichara.  
  Savage Swords of Athanor, Copyright 2009, Douglas Easterly. 
   
  Skill system copyright 2009, Akrasia. 
   
  END OF LICENSE 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Swords & Wizardry/3rd Party/Savage Swords Of Athanor.pdf