TEXT: Campaign Setting Core Rulebook
  
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  SOVEREIGN STONE
  CAMPAIGN SETTING 
  CORE RULEBOOK
  CREDITS
  Conceptualization: Larry Elmore, Margaret Weis, Tracy Hickman
  Game Design & Pathfinder® Conversion: Tony Lee
  Additional Design: Trampas Whiteman
  Additional Contributions: Timothy Brown, Seth Johnson, Janet Peck, Don Perrin, 
  Greg Porter, Jean Rabe, Frank Reinhart, Lester Smith, Stephen Sullivan, James M. Ward, 
  Margaret Weis, Patrick Yount
  Cover Art: Larry Elmore
  Interior Art: Larry Elmore, Alan Gutierrez, David Hughes
  Graphics & Layout: Ian Liddle
  Editing: Tony Lee, Susan Shock
  Editorial Assistance: Keith Preston, David Shepheard
  Publisher: Timeout Diversions www.timeoutdiversions.com
  Playtesters: James Addink, Alan Armstrong, Sven Berglowe, John Bucholtz, Jeff Cain, Alex Collard, Darrin 
  Dennis, Dave Derus, Ben Drake, Grant Ellard, Katrina Fairchild, Alva Hopkins, D.B. Johnson, Brian Larbig, 
  Amy Lytle, Chris Lytle, Boyd McCarron, Joe O’Brien, Eric Price, Tammey Reed, Robert Schnelle, Allen Shock, 
  Duane Sovyn, Warren Trudeau, Junji Watanabe, Greg E. Westbrook, Tiffany Zhuo
  Product Identity: The following items are hereby iden-
  tified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open 
  Content: Any and all Timeout Diversions logos and 
  identifying marks and trade dress, including all Timeout 
  Diversions Product and Product Line names including 
  but not limited to Sovereign Stone, the Sovereign Stone 
  logo, Sovereign Stone Campaign Core Rulebook, Besti-
  ary of Loerem, Codex Mysterium, Bahk, Taan, and Lo-
  erem; any locations, gods, historic events, magic items, 
  organizations; and any and all stories, storylines, plots, 
  thematic elements, fiction, and dialogue; and all art-
  work, symbols, designs, depictions, illustrations, maps, 
  and cartography, likenesses, poses, logos, or graphic 
  designs, except such elements that already appear in the 
  d20 System Reference Document and are already OGC 
  by virtue of appearing there.
  Open Content: Except for material designated as Prod-
  uct Identity (see above), the game mechanics of this 
  Timeout Diversions game product are Open Game Con-
  tent, as defined in the Open Gaming License version 1.0a 
  Section 1(d). No portion of this work other than the ma-
  terial designated as Open Game Content may be repro-
  duced in any form without written permission.
  Sovereign Stone Campaign Setting, Pathfinder® Edition 
  is published by Timeout Diversions under the Open 
  Gaming License version 1.0a Copyright 2000 Wizards 
  of the Coast, Inc. Pathfinder Roleplaying Game is trade-
  mark of Paizo Publishing, LLC. Timeout Diversions and 
  its logo are trademarks of Timeout Diversions. Sover-
  eign Stone is trademark of Elmore Productions, used 
  under license. © 2013 Timeout Diversions.
   
  
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  SPECIAL THANKS
  Davide Abate, Marcus Arena, Hans Peter Bak, Sven Berglowe, Jayson C. Block, Rafik & Jennifer Bouaziz, 
  Morrissey Tyler Cahiwat, Travis Carpenter, Jay W. Collins, Jean-Marc Comeau, Paul C. Cook, Michael A. 
  Cotignola III, Steve Cranford, John-Carlos Valentin Dominguez, Steve “Slipperboy” Donohue, Michelle & 
  Kevin Drury, Brett Easterbrook, Martino Ellero, William Foster, M. Zachariah Fraser, Master Gerulas, Wesley 
  N Goodwin, Konstantin Gorelyy, Damon Griffin, Jack Gulick, Kurt F. Habetler, Brian E. Harris, Lars Hol-
  gaard, Alva Hopkins, Jörg “Percy” Hoss, jadeite, Brad D. Kane, Jeremy Kear, James Kerr, Scott Kehl, James 
  Kerr, Wanye Kostencki Jr., Claus Larsen, Lee & Emmalee, Daniel Leggett, Bo Lehmann, Jason Leisemann, 
  Stefan Leonhardt, Danton McCreadie, Tobin Melroy, M. Sean Molley, Gene Molnar, Kevin Monkhouse, Rob 
  Myall, Jeff Narucki, Wm. Parsons, Louis-Philippe Paulet aka Franc-Sticks MacReich, Justin M. Phillips, David 
  Poppel, Keith Preston, Nicholas G. Rais, Philipp Ramsteck, Aaron Reimer, Peter Reincke, Jeffry Rinkel, Brian 
  L. Robinette, Pat Robinson, Paul Ryan, Sadric01, Michael Satran, James Shrader, Douglas Clayton Smith, Rog-
  er Paulo Soder, Joe Stevenson, Samuel Stoute, Richard Tanner, Jordane Thiboust, Alan and Cassie Thompson, 
  Ross Thompson, Adam Trojanowski, Andrew Turlington, Jason “Hierax” Verbitsky, Oliver von Spreckelsen, 
  Matthew Wasiak, Chip Watson, Stephen White (Pathfinder Society Venture-Captain, Melbourne Australia), 
  Brett Wilson, Jeremy Wininger, Dane Winton, James W. Wood
  Thank you all for helping to make this edition possible!
  
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  TABLE OF CONTENTS
  CHAPTER ONE:
  SETTING PRIMER ....................12
  The Pathfinder© System ...................................13
  Setting Overview ..............................................13
  The History of the  ............................................13
  Sovereign Stone.................................................13
  Charting Loerem ..............................................15
  The Portals .........................................................16
  Magic on Loerem ..............................................16
  The Gods ............................................................17
  The Nations of Loerem ....................................18
  CHAPTER TWO: 
  RACES OF LOEREM .................22
  MOLUK, DWARVEN RAIDER ..............22
  Languages ...................................................23
  Dwarves: Clan ............................................25
  Clan Dwarf Racial Traits .................................26
  Dwarves: Unhorsed ...................................27
  Becoming Unhorsed and  ................................27
  Gaining Clan Status ..........................................27
  Unhorsed Dwarf Racial Traits ........................28
  Elves: Tromek .............................................30
  Tromek Elf Racial Traits ..................................32
  Half-Taan ....................................................33
  Half-Taan Racial Traits ....................................34
  Humans: Dunkargan .................................36
  Humans: Karnuan .....................................37
  Dunkargan Racial Traits ..................................37
  Karnuan Racial Traits ......................................39
  Humans: Nimorean ...................................41
  Nimorean Racial Traits ....................................41
  Humans: Nimran .......................................43
  Nimran Racial Traits ........................................44
  Humans: Trevenici ....................................45
  Trevenici Racial Traits......................................47
  Humans: Vinnengaeleans .........................48
  Vinnengaelean Racial Traits ............................49
  Orks .............................................................51
  Ork Racial Traits ...............................................53
  Pecwae .........................................................54
  Pecwae Racial Traits .........................................55
  CHAPTER THREE: CLASSES ..56
  Gustav, Lord Of Knowledge .....................56
  Barbarian ....................................................57
  Bard .............................................................57
  Class Feature .....................................................57
  Cleric ...........................................................58
  Class feature ......................................................59
  Druid ...........................................................60
  Class Feature .....................................................60
  Elemental Sorceror  ...................................61
  Void Sorceror(Archetype) ...............................63
  Elemental Wizard  .....................................64
  Void Wizard (Archetype) ................................67
  Fighter .........................................................69
  Archer (Archetype) ..........................................69
  Mounted Warrior  ............................................71
  (Archetype) .......................................................71
  Monk ...........................................................73
  Noble ...........................................................73
  Class Skills .........................................................73
  Class Features ....................................................74
  Table 3-1: Noble ................................................75
  Paladin ........................................................76
  Class Feature .....................................................77
  Ranger .........................................................77
  Class feature ......................................................78
  Rogue ..........................................................78
  Sailor (Archetype) ............................................79
  
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  CHAPTER FOUR: FEATS .........80
  A Taan Warrior ..........................................80
  New Feat Descriptions ..............................81
  Acrobatic Dodge (Combat) .............................81
  Adopted Culture ...............................................81
  Armor Focus, Heavy (Combat) ......................81
  Armor Focus, Light (Combat) ........................81
  Armor Focus, Medium  ...................................81
  (Combat) ...........................................................81
  Battle-Tested (Combat) ...................................81
  Blood of the Wolf ..............................................81
  Close-Order Fighting  ......................................82
  (Combat) ...........................................................82
  Countercharge Strike  ......................................82
  (Combat) ...........................................................82
  Deceptive Melee (Combat) .............................82
  Elemental Counter  ..........................................82
  (Metamagic) ......................................................82
  Empathic Bond .................................................82
  Enthralling .........................................................82
  Favored Quarry .................................................82
  Fool’s Luck .........................................................83
  Greater Initiative (Combat) ............................83
  Journeyman .......................................................83
  Learned ..............................................................83
  Legendary ..........................................................83
  Magical Attunement.........................................83
  Magical Savant ..................................................83
  Martial Savant ...................................................83
  Pinpoint Strike (Combat) ................................84
  Quiet Spell (Metamagic) ..................................84
  Rage (Combat) ..................................................84
  Recognize Omen ..............................................84
  Scholar ...............................................................84
  Second Wind (Combat) ...................................84
  Shield Parry (Combat) .....................................84
  Skill Mastery ......................................................84
  Stroke of Ingenuity ...........................................84
  Subduing Strike (Combat) ..............................85
  Surprise Strike (Combat) .................................85
  Tromek Meditation ..........................................85
  Stunning Rush (Combat) ................................85
  Wild Empathy ...................................................85
  Will of the Righteous .......................................85
  CHAPTER FIVE: 
  EQUIPMENT .............................86
  Lord Of The Void .......................................86
  Wealth and Money ....................................87
  Table 5-1: Currency  .........................................87
  & Conversion Rate ...........................................87
  Shopping and      Purchases ......................88
  The Smithy ..................................................88
  New Weapon Descriptions ..............................88
  Table 5-2: New Weapons .................................89
  The Armory ................................................91
  New Armor Description ..................................91
  Table 5-3: New Armor .....................................91
  The Provision Store ...................................92
  Table 5-4: New Goods  .....................................92
  & Services ..........................................................92
  The Mageware Shop ..................................95
  Spellcasting Services ........................................95
  Official Post &    Services ..........................96
  The Stables ..................................................96
  CHAPTER SIX: 
  ADDITIONAL RULES ...............98
  Baron Shadamehr ......................................98
  Aging and Ability Scores ..........................99
  Hero Points .................................................99
  Initial Hero Points ............................................99
  Table 6-1: Character Age .................................99
  Gaining Hero Points ......................................100
  Example Entries ..............................................101
  Awarding Checks ............................................102
  Using Hero Points ..........................................103
  Using Hero Points to  .....................................103
  Affect Campaign .............................................103
  Skill Test ....................................................105
  Basic Concept..................................................105
  Creating and Running Skill Tests .................105
  Table 6-2: Skill  ................................................106
  Test Complexity ..............................................106
  CHAPTER SEVEN: MAGIC ....108
  Guild Master Sekim Ibn Alakir,              
  The Serpent’s Tongue Mage-Guild ........108
  The Elements Of Magic ..........................109
  Air Magic .........................................................109
  Earth Magic .....................................................109
  Fire Magic ........................................................109
  Table 7-1: Races and the Magical Elements 109
  Void Magic ......................................................110
  Water Magic ....................................................110
  The Manifestation  Of Magic .................110
  Spells.................................................................111
  Spell-Like Abilities .........................................111
  Arcane/Divine Spells ......................................111
  Elemental Energy Types ................................112
  Elemental Essence ...................................112
  Essences of Quality  ........................................112
  Contaminated Essences  ................................113
  Casting Void Magic Spells ......................113
  Tainted by Void ...............................................113
  Magic and the Races................................113
  Dwarves  ..........................................................114
  
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  Elves  ................................................................115
  Humans ............................................................116
  Orks  .................................................................120
  Pecwae  .............................................................121
  Optional Magic    System ........................121
  Preparation and        Spells per Day .............121
  Casting Spells ..................................................121
  Botch ................................................................122
  Holding a Spell ................................................123
  Sacrificing Life Essence     to the Void .........123
  Spellcasting in Armor ....................................123
  Interrupting Spellcasting ...............................123
  Metamagic Feats and   Spellcasting Rolls ....123
  CHAPTER EIGHT: 
  SPELLS & CLASS SPELL-
  LIKE ABILITIES ......................124
  Edgar, Human Mercenary ......................124
  Spells .........................................................125
  Spell-Like Abilities ..................................125
  Bard Spell-Like Abilities ................................126
  Cleric Spell-Like Abilities ..............................126
  Druid Spell-Like Abilities ..............................127
  Paladin Spell-Like Abilities ...........................128
  Ranger Spell-Like Abilities ............................129
  Sorceror/Wizard Spells ..................................129
  New and Revised Spells ..........................136
  Acid Bomb .......................................................136
  Allergy ..............................................................136
  Amplify Voice .................................................136
  Animal Shapes, Aerial ....................................136
  Animal Shapes, Aquatic .................................136
  Animal Shapes, Land .....................................136
  Beast Shape I-IV, Aerial .................................137
  Beast Shape I-IV, Aquatic ..............................137
  Beast Shape I-IV, Land ...................................137
  Black Cloud .....................................................137
  Blaststream ......................................................137
  Blinding Rage ..................................................137
  Brittle ................................................................137
  Candle of Past Vision .....................................138
  Circle of Flame ................................................138
  Clecnched Fist, Elemental .............................138
  Coldburst .........................................................138
  Crushing Armor .............................................138
  Crushing Hand, Elemental ............................138
  Disguise Plant .................................................138
  Dissipate Life ...................................................139
  Eavesdrop ........................................................139
  Elemental Body I-IV, Air ...............................139
  Elemental Body I-IV, Earth ...........................139
  Elemental Body I-IV, Fire ..............................139
  Elemental Body I-IV, Water ..........................139
  Elemental Swarm, Air ....................................139
  Elemental Swarm, Earth ................................139
  Elemental Swarm, Fire ...................................140
  Elemental Swarm, Water ...............................140
  Eyes of the Leopard ........................................140
  Eyes of Fire ......................................................140
  Feign Death .....................................................140
  Fire Scry ...........................................................140
  Flame Barrier ..................................................141
  Forceful Hand, Elemental ..............................141
  Form Of The Dragon I-III, Air .....................141
  Form Of The Dragon I-III, Earth .................141
  Form Of The Dragon I-III, Fire ....................141
  Form Of The Dragon I-III, Water ................141
  Gaze Of The Void ...........................................141
  Giant Form I, Fire Giant ................................141
  Giant Form I, Frost Giant ..............................142
  Giant Form I, Stone Giant .............................142
  Giant Form II, Cloud Giant ..........................142
  Giant Form II, Mountain  ..............................142
  Giant .................................................................142
  Giant Form II, Storm Giant ..........................142
  Grasping Hand, Elemental ............................142
  Hail Of Pebble .................................................142
  Hills Of Water .................................................142
  Hungry Water .................................................143
  Interposing Hand, Elemental ........................143
  Kick ..................................................................143
  Lightning Rod .................................................143
  Mage’s Sword, Elemental ...............................143
  Magic Missile, Elemental ...............................143
  Magnify ............................................................144
  Mouth Of The Void ........................................144
  Pass As Shadow ...............................................144
  Pierce Soul .......................................................144
  Ray Of Heat .....................................................144
  Scrying Tool ....................................................144
  Shadow’d Visage ..............................................145
  Shatterblast, Elemental ..................................145
  Singeing Flicker ..............................................145
  Spectral Hand, Elemental ..............................145
  Spitball .............................................................145
  Spying Eye .......................................................145
  Stone Lance .....................................................145
  Stone Rain........................................................146
  Wallflower ........................................................146
  Warning Singe .................................................146
  Water Knows All .............................................146
  Water Speak .....................................................146
  
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  CHAPTER NINE: 
  PRESTIGE CLASSES ...............148
  Missive from Sahim Dushaala,         
  Ahz’qua Librarian ....................................148
  Ahz’qua Librarian ....................................149
  Requirements ..................................................149
  Class Skills  ......................................................149
  Class Features  .................................................149
  Table 9-1: Ahz’qua Librarian  ........................150
  Geshlynwyr ..............................................150
  Requirements ..................................................151
  Class Skills  ......................................................151
  Class Features  .................................................151
  Knight Of The Fox ...................................153
  Requirements ..................................................153
  Class Skills  ......................................................153
  Table 9-2: Geshlynwyr  ..................................153
  Class Features  .................................................154
  Knight Of The Griffin .............................154
  Requirements ..................................................155
  Class Skills  ......................................................155
  Class Features  .................................................155
  Table 9-3: Knight Of The Fox  .......................155
  Table 9-4: Knight Of The Griffin ..................156
  Salver .........................................................156
  Requirements ..................................................157
  Class Skills  ......................................................157
  Class Features  .................................................157
  Table 9-5: Salver  .............................................157
  Table 9-6: Shark Brother  ...............................158
  Shark Brother ...........................................158
  Requirements ..................................................158
  Class Skills  ......................................................158
  Class Features  .................................................158
  Stormbringer ............................................159
  Requirements ..................................................159
  Table 9-7: Stormbringer  ................................160
  Class Skills  ......................................................160
  Class Features  .................................................160
  Warsinger ..................................................160
  Requirements ..................................................160
  Class Skills  ......................................................161
  Class Features  .................................................161
  Table 9-8: Warsinger  .....................................161
  CHAPTER TEN: 
  MAGIC ITEMS ........................162
  Silwyth, To Dagnarus, Prince Of 
  Vinnengael ................................................162
  Magic Arms & Armor .............................163
  Assassin’s Crossbow........................................163
  Axe Of Kilvan ..................................................164
  Blazing Javelin .................................................164
  Coward’s Club .................................................164
  Eflan’s Maul .....................................................164
  Hearthunter Bow ............................................165
  Hunter’s Friend ...............................................165
  Kellan’s Fantastic Floating Plate ....................165
  Kingsblade .......................................................166
  Myro’s Shield ...................................................166
  Shield Of General Aqual Immin 
  Sifion Iquar ......................................................167
  Sword Of Sight Beyond Sight ........................167
  Telidhraf Mardh (Boon For 
  The Wanderer) ................................................167
  Tiger Fang Stiletto ..........................................168
  Wizard’s Bane ..................................................168
  Rings, Rods & Staves ...............................169
  Ring Of Zimir El’timir ...................................169
  Rod Of The Wolf .............................................169
  Staff Of Khalid El’zhief ...................................170
  Wondrous Items ......................................170
  Boots Of Irwen ...............................................170
  G’tar’s Scrying Bowl .......................................170
  Gwynden’s Circlet ...........................................171
  Helm Of The Puma ........................................171
  Karval’s Finger ................................................172
  Lava Boots Of Aladon ....................................172
  Midnight Incense............................................173
  Pecwae Friendship Token ..............................173
  Pecwae Sweet Bread .......................................173
  Pecwae Turquoise Pendant ............................173
  Shadow Gloves ................................................174
  Thunder Bead ..................................................174
  Torok’s Tube ....................................................174
  CHAPTER ELEVEN: 
  CHAMPIONS OF LIGHT 
  AND DARKNESS ....................176
  Gustav, Lord Of Knowledge ...................176
  Dominion Lords ......................................177
  Gustav, Lord of Knowledge ...........................178
  Damra, Raven Lord ........................................179
  Vrykyl ........................................................181
  Jedash ...............................................................182
  Svetlana ............................................................183
  CHAPTER TWELVE: 
  THE LAND OF LOEREM ........186
  The Vrykyl ................................................186
  The Vinnengealean Empire ....................187
  New Vinnengael .............................................188
  Old Vinnengael  ..............................................189
  Delak ‘Vir  ........................................................189
  Forden  .............................................................189
  Krammes  ........................................................189
  
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  Mardurar .........................................................190
  Tinnafah  .........................................................191
  The Kingodm Of  Dunkarga ..................191
  Dunkar  ............................................................192
  Armrah ‘Lin  ...................................................193
  Dullifed  ...........................................................193
  The Caliphate Of  Karnu .........................193
  Dalon ‘Ren  ......................................................193
  Karfa ‘Len  .......................................................194
  The Karnuan Portal  .......................................195
  Delak ‘Vir  ........................................................195
  Mount Sa ‘Gra  ................................................195
  Nimorea ....................................................195
  Myanmin  ........................................................196
  Ainlannis  ........................................................196
  Nimra ........................................................197
  Neyshabur .......................................................197
  Kaltay  ..............................................................197
  Kalka  ...............................................................198
  Trevenici Lands ........................................199
  Vilda Harn  ......................................................199
  Wild Town  ......................................................199
  Yeskin  ..............................................................199
  Pecwae Villages  ..............................................199
  The Divine Lands Of The Tromek .........200
  Glymrae  ..........................................................201
  Ainlannis  ........................................................202
  Dainmorae and Seithmorae  .........................202
  Lored  ...............................................................202
  MyrLlineth  .....................................................202
  Cyrh  .................................................................202
  The Tromek Portals  .......................................203
  The Dwarven Territories (Grak) ............203
  Bear Clan  ........................................................203
  Gold Clan  .......................................................204
  Jade Clan  .........................................................204
  Mountain Clan  ...............................................204
  Red Clan  .........................................................204
  Silver Clan  ......................................................205
  Steel Clan  ........................................................205
  Sword Clan  .....................................................205
  White Clan  .....................................................205
  Wolf Clan  ........................................................206
  Lesser Clans  ....................................................206
  The Cities Of The Unhorsed ..................207
  Saumel  .............................................................207
  Karkara ............................................................207
  Saudamos  ........................................................208
  Saurgan  ...........................................................208
  The Territories Of The Orks ...................209
  Quesh ‘Gaat  ....................................................209
  The Fleet  .........................................................210
  Goresh ‘Sar and Enesh ‘Sar  ...........................210
  Harkon  ............................................................210
  Rash ‘Qui  ........................................................210
  The Current Affairs Of Loerem .............210
  Vinnengael  ......................................................210
  Dunkarga  ........................................................210
  Karnu  ..............................................................210
  Nimorea  ..........................................................210
  Nimra  ..............................................................211
  Trevenici and Pecwae  ....................................211
  Dwarven Territories  ......................................211
  The Divine Lands of the Tromek  .................211
  Orken Territories and the Sea  ......................211
  The Order of the Keepers  of Time  ..............211
  CHAPTER THIRTEEN:
  CREATURES OF LOEREM .....212
  Visariti, The Dragon Of The Forests .....212
  Creature Types .........................................213
  Creature Subtypes ....................................214
  Arbrager ....................................................215
  Bahk ..........................................................216
  Physical Description ......................................216
  Intelligence & Learning  ................................217
  Obsession with All Things Magic .................218
  Mortal Enemies ..............................................219
  Society & Reproduction ................................219
  Blueroot ....................................................220
  Bonecrusher .............................................221
  Cessrat .......................................................222
  Chompflies ...............................................223
  Dragons .....................................................224
  Dragon-Children ............................................224
  Air Dragon ......................................................225
  Earth Dragon ..................................................228
  Fire Dragon .....................................................230
  Void Dragon ....................................................232
  Water Dragon ..................................................235
  Elemental, Void ........................................238
  Giant, Mountain ......................................240
  Glyblin ......................................................242
  Gurger .......................................................243
  Hobgoblin .................................................244
  Hyrachor ...................................................245
  Kitespider..................................................246
  Klobber .....................................................247
  Krikner ......................................................248
  Mistor ........................................................249
  Ogre ...........................................................250
  Pinktail ......................................................251
  Shnay .........................................................252
  Skig ............................................................253
  Slurker .......................................................254
  Taan ...........................................................255
  
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  Thermrider ...............................................257
  Troll ...........................................................258
  Vulcworm .................................................259
  Zombite .....................................................260
  CHAPTER FOURTEEN: 
  FLESH AND BONE .................262
  Adventure Background ...........................263
  Adventure Summary ......................................264
  For Characters of Higher Level ....................264
  Introduction .............................................266
  Alternate Adventure Hooks ..........................266
  Locations & Events ..................................266
  Location 1: Ordent .........................................266
  Event 1: The Guardsmen Return ..................267
  Location 2: Cemetery .....................................267
  Location 3: The Gorge ....................................267
  Location 4: Burial Cave..................................268
  Event 2: Cave-In! ............................................268
  Location 4a: Burial Chamber ........................268
  Location 4b: Dead End ..................................269
  Location 4c: Sleeping    Quarters ..................269
  Location 4d: Pool ............................................270
  Midnight Incense............................................270
  Location 4e: The Portal ..................................270
  Conclusion ...............................................271
  Rewards............................................................271
  Future Adventure Hooks ...............................271
  OPEN GAMING LICENSE
  VERSION 1.0A .........................274
  
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  THE SOVEREIGN STONE
  I am Tamaros, King of Vinnengael.
   
  Once I ruled a realm that was prosperous and peaceful, a realm whose great-
  ness has not been seen since. Vinnengael was proclaimed by all to be the center of 
  knowledge, beauty, wisdom and power. 
   
  Dominion Lords, paladins who dedicated themselves to the gods, were given 
  magical power to guard the peace of Vinnengael. 
   
  The other races feared the power of the human Dominion Lords. They asked to 
  be given the magic to create their own paladins. Deeming this request just and fair, 
  I asked it of the gods and they gave me the Sovereign Stone.
   
  I separated the jewel into four parts and granted a share of the stone to the rep-
  resentatives of each of the four races: the Captain of the Orks, Dunner the Unhorsed 
  of the Dwarves, the Shield of the Elves, and one to my son, Prince Helmos.
   
  My joy was great. Peace would come to the world. If I had died then, I would 
  have died happy.
   
  Unfortunately, I lived too long.
  CHAPTER ONE:
  SETTING PRIMER
  
  s13s
  Welcome, Traveler, to Loerem, a fantasy realm of 
  mystery and adventure. Loerem is a world of beauty 
  and enchantment created by renowned fantasy art-
  ist Larry Elmore, with development from New York 
  Times best-selling authors Margaret Weis and Tracy 
  Hickman. Through Elmore’s vivid visual renditions 
  of unique personalities, clashing nations, fantastical 
  creatures, and enchanting landscapes alongside a 
  saga weaved by Weis & Hickman, the culmination 
  chronicled the mortals’ struggle to master the un-
  fathomable power of the Sovereign Stone given them 
  from the gods — an artifact forged for peace among 
  races but which ignited war between brothers.
  Moreover, rumors have begun to spread throughout 
  the land of evil forces coming to power — evil forces 
  that are intent upon spreading death and destruction 
  throughout the world. Heroes are needed to aid in 
  thwarting this power. If you are brave, continue your 
  journey. If not, turn back now. . . 
  THE PATHFINDER© SYSTEM
  This product uses the Pathfinder® game system and 
  requires the use of the Pathfinder® Roleplaying Game 
  Core Rulebook, published by Paizo Publishing, LLC. 
  The game material presented in this book does not 
  stand alone, and assumes ownership of core Path-
  finder® RPG products.
  The Sovereign Stone campaign setting has many 
  unique features that differ from core Pathfinder® 
  game system products. These features are designed to 
  bring to life the fantasy world of Loerem. Therefore, 
  whenever material in this book contradicts some-
  thing from another product (including races, classes, 
  skills, feats, and magic), you’ll get more enjoyment if 
  this book takes precedence.
  SETTING OVERVIEW
  Opportunities abound in Loerem for those seeking 
  adventure, wealth, and the chance to take their places 
  among the legendary heroes of this land. Here, one 
  may catch a glimpse of a dragon soaring through the 
  skies; confront a savage bahk hungry for magic; nav-
  igate the waves with a venerable ork shaman equally 
  acquainted with the omens and caprice of the sea; 
  survive the intricate arena of elven politics where 
  words are as sharp and lethal as swords; or gallop 
  among dwarven marauders in a midnight raid.
  Meanwhile, unbeknownst to most of the population, 
  an enormous army of taan, fierce creatures from an-
  other part of the world, has entered Loerem through 
  a magical Portal. Dagnarus, Lord of the Void, and his 
  terrible minions — undead knights known as Vrykyl 
  — command this fearsome horde. Although he was 
  believed to have died in the destruction of Old Vin-
  nengael two hundred years ago, Dagnarus was able to 
  extend his life through the power of the Void. In the 
  interim, he has been preparing his return, training 
  the forces of the taan to both serve him and revere 
  him as a god. Now he is ready to make his move.
  The peoples of Loerem have no idea this threat looms 
  over them. Soon, however, everyone will know and 
  be drawn into this conflict.
  THE HISTORY OF THE 
  SOVEREIGN STONE
  The history of the Sovereign Stone intertwines with 
  that of the old Vinnengalean Empire, the greatest 
  realm that ever existed on Loerem, two centuries re-
  moved from the present. Because a cataclysmic ex-
  plosion obliterated its capital of Old Vinnengael and 
  left very few survivors, little accurate accounts are 
  told of those last, terrible days. Much of what people 
  know about King Tamaros and the Sovereign Stone is 
  rumor and myth that has been building for the past 
  two hundred years.
  A book, titled the Well of Darkness and written by a 
  disgraced elf lord who once lived in the royal palace 
  in Old Vinnengael, recounts stories leading up to the 
  city’s destruction, if it is to be believed. The tome has 
  only recently come into the hands of the magi of the 
  Temple of New Vinnengael, having been bequeathed 
  to the Temple by the elf lord prior to his unexplained 
  disappearance. The magi are examining it to deter-
  mine its suitability for translation and scholarly re-
  search.
  For others with fair education and experience, this is 
  what they know:
  King Tamaros was a wise ruler and a devout man, 
  revered and loved by his people. During Tamaros’s 
  reign, Vinnengael became the center of culture, 
  learning, art, and commerce of Loerem. In hopes of 
  promoting universal peace and understanding, magi 
  of Vinnengael created magical Portals that connected 
  the realms of the other races directly to Vinnengael. 
  
  s14s
  The other races at first suspected that the Vinnengae-
  leans would deploy conquering armies through the 
  Portals. King Tamaros saw their concerns and took 
  the problem to the gods. The gods looked on him 
  with favor and told him to choose ten humans who 
  would serve as ambassadors and guardians of the 
  Portals. These humans were to be chosen and tested 
  on their devotion, loyalty, courage, wisdom, knowl-
  edge and compassion. 
  In turn, they would receive magical powers, greater 
  than those of most mortals. Those who passed the 
  Tests underwent the Transfiguration, a ceremony 
  during which they gain a gift of divine, magical ar-
  mor, and became the first Dominion Lords. 
  However, the other races grew jealous of the humans 
  and wanted their own Dominion Lords. Thus, Tama-
  ros went again to the gods and asked that the power 
  to create Dominion Lords be shared among all the 
  races. The gods gave him the Sovereign Stone.
  The Sovereign Stone is a lustrous crystal pyramid of 
  four triangles that form a quadrangle at the base and 
  come together in a point at the apex. Approximately 
  sixteen inches tall, the artifact is carved of a single 
  piece of crystal. As Tamaros held the Stone, lost in 
  awe and admiration, he received a vision of the Stone 
  separating into four equal pieces. One quarter would 
  go to the humans, one to the elves, one to the orks, 
  and the last to the dwarves. With the magic in each 
  portion of the Stone, the races could now create their 
  own Dominion Lords.
  Tamaros came forth and presented the Sovereign 
  Stone to the Council. But the Stone did not bring 
  about peace as Tamaros had hoped. It became the 
  center of contention. Several Revered Magi actually 
  advised against its use, fearful of its immense pow-
  er. Tamaros himself had private doubts, for he did 
  not completely understand the nature of the artifact. 
  Though at length he determined that the promise for 
  peace was greater than any possible danger the Stone 
  might pose. 
  In a grand ceremony, he separated the Sovereign 
  Stone and gave a segment to a representative of each 
  of the races. His eldest son, Crown Prince Helmos, 
  accepted the human portion.
  For the orks, the omens at this ceremony were un-
  usually inauspicious. Young Prince Dagnarus had 
  incidentally cut his brother Helmos’ hand when pre-
  senting him with the Earth segment. 
  This did not bother the orks, who thought the bad 
  omens were directed at the humans, especially after 
  Tamaros ignored their advice to put Dagnarus to 
  death as a precaution. The orks cheerfully accepted 
  their piece of the Stone and left Vinnengael as soon 
  as possible.
  
  s15s
  Prince Helmos was made a Dominion Lord and all 
  say he deserved the honor. Helmos was his father’s 
  favorite son. Tamaros’s second son, Dagnarus, was 
  born of a political marriage with the neighboring 
  Kingdom of Dunkarga. A handsome, charming man 
  and a gallant, courageous soldier, Dagnarus was 
  fiercely ambitious, resolved to be the one to sit on the 
  throne of Vinnengael after his father’s death. To that 
  end, Dagnarus used all means at his disposal.
  Here is where the story grows murky, clouded over 
  with rumors and tales, few of which can be believed. 
  What is known is that Dagnarus left Vinnengael un-
  der enigmatic circumstances, only to return with a 
  mighty army and advanced on the city that was now 
  ruled by his brother, Helmos.
  History gave Dagnarus the title Lord of the Void, but 
  without firm explanations of how or why this came 
  about. His supporters — and there are many, even 
  to this day — claim he was maligned by his brother, 
  who cast this aspersion on an innocent man. If Dag-
  narus committed sins and errors of judgment, he was 
  driven to do so in desperation. Others maintain that 
  Helmos, brave and noble, was wronged by his wick-
  ed sibling. The truth of the events during those last 
  days in Old Vinnengael’s history may never be fully 
  known.
  When Vinnengael came under Dagnarus’ attack, 
  Helmos sent Dominion Lords abroad to request oth-
  er races’ portions of the Sovereign Stone and pres-
  ence for aid, as they were sworn to do. One by one, 
  each holder of the Stone refused. Some among them 
  attribute this to their good sense. Others express 
  their shame for this oath-breaking.
  Dagnarus and his forces, which included the fearsome 
  and accursed creatures of the Void called Vrykyl, at-
  tacked Vinnengael and won their way into the city. 
  Dagnarus left his captains to fight the raging battle 
  and sought out his brother. Did he find him? Did the 
  two meet? What occurred between them? The horrif-
  ic blast that leveled the proud city of Vinnengael and 
  killed several thousand people also buried all trace 
  of Dagnarus, Helmos, and the human quarter of the 
  Sovereign Stone. For two hundred years, men have 
  quested for the lost part of the Sovereign Stone to no 
  avail. Old Vinnengael is now a cursed and abhorrent 
  landmark. Few who venture there ever return alive, 
  but still there are those brave or foolish enough to 
  attempt it, drawn by the magic that pervades the city 
  ruins and the riches said to be buried in the rubble.
  Some claim Dagnarus himself is still searching for the 
  missing Sovereign Stone. Most scoff at this notion. 
  Few humans live to one hundred years and none has 
  ever managed to extend life a hundred years beyond 
  that. Most humans do not care if the Sovereign Stone 
  is ever found. The segments in possession of the oth-
  er races have done little to help them. The Stone did 
  not save the orks from the Karnuan invasion. The 
  Stone has not prevented the elven nation from falling 
  into civil war, nor enabled the dwarves to fulfill their 
  conquest of the continent. Certainly, the Stone is not 
  worth risking one’s life over.
  As for accounts of a dark army marching across Loer-
  em from the west, few trust the tales. The sun shines 
  brightly. The breezes blow soft, warm and gentle. In 
  this fine morning, who can conceive of a terrible 
  storm by nightfall?
  CHARTING LOEREM
  Loerem is a vast continent, spanning some 25 mil-
  lion square miles in area. Magical Portals, locat-
  ed throughout Loerem, provide denizens with the 
  means to move across vast distances in a relatively 
  short time period, while certain scrying techniques 
  allow magi to see what is transpiring in remote loca-
  tions and to communicate with each other over long 
  distances.
  Maps of Loerem are plentiful and, for the most part, 
  fairly accurate. Each race tends to specialize in map-
  ping their own realms and it is advisable to obtain 
  local renderings for truly error-free information.
  The orks have charted the sea lanes and coastal com-
  munities of their own lands and of all lands where 
  they travel. Such maps are highly detailed and ac-
  curate. Since orks rarely move inland, their surveys 
  tend to be sketchy regarding interior regions, even of 
  their own realm, and are therefore unreliable.
  The elves produce the most intricate and precise 
  maps of anyone on Loerem. Their work focus partic-
  ularly on elven lands, although they are said to have 
  excellent atlases of Vinnengael, Dunkarga, Karnu, 
  and Nimra as well. They consider all cartographies 
  to be militarily sensitive and keep them in absolute 
  secret, so much so that one House will often perform 
  daring raids to try to steal maps from another House. 
  Anyone of another race caught charting elven terri-
  tories or cities will most certainly be apprehended for 
  espionage.
  
  s16s
  The dwarves, independent of all the races, do not 
  make maps, nor are they much interested in maps 
  made by others. Boundaries and borders mean noth-
  ing to the dwarves, for they believe the continent 
  belongs to them, anyway. Their own realm remains 
  largely uncharted, with the exception of the coast-
  lines where orks have visited and documented. Some 
  Unhorsed dwarves have produced crude drawings of 
  the dwarven territories that travelers may acquire. 
  Accuracy of these representations varied greatly.
  Humans delight in cartography and those traveling 
  in human lands will find a map to suit every need. 
  These include not only all human-controlled lands, 
  but maps of the elven, dwarven and orken realms, as 
  well. The very best maps are in the libraries of the 
  Temples of the Magi and accessible for a fee. They 
  may not be removed from the libraries, but may be 
  copied for an additional fee.
  Many maps note the major magical Portals and some 
  of the minor Portals. Not all Portals have been chart-
  ed, however.
  THE PORTALS
  At the height of Old Vinnengael, wizards created 
  magical Portals that enabled the people of Loerem to 
  travel long distances in a much shorter time and with 
  far greater safety than overland trek. Since Old Vin-
  nengael was, at that time, the wealthiest city in the 
  world and the center of all commerce and trade, the 
  magi created three Portals that connected the realms 
  of the elves, the dwarves, and the orks to Vinnengael. 
  So powerful (and some would say arrogant) were 
  these magi that they even fashioned a fourth Portal 
  that granted whoever entered it an audience with the 
  gods.
  During the fall of Old Vinnengael, the interaction 
  with the magic of the Void, of the battling magi, and 
  of the Portals spiraled out of control. The Portals were 
  destroyed in the terrible blast that tore the heart out 
  of the city. The Portals did not vanish, as many first 
  thought, but were splintered and scattered.
  Exploration has uncovered the locations of most 
  major Portals. One is known to cut across the elven 
  lands (“Tromek”). Another, now occupied by Karnu, 
  leads from Karnu to southern Vinnengael. A third is 
  rumored to exist to the west. 
  The fourth Portal — access to the gods — exploded, 
  engendering myriad smaller Portals. Many of these 
  small Portals have yet to be discovered. These “rogue 
  Portals,” as they are known, may take an adventurer 
  from one side of a boulder to the other or straight 
  to the other side of the world. Entering an unchart-
  ed Portal is dangerous, for one never knows what is 
  on the opposite end, or where he may find himself 
  stranded.
  The Karnuan and Tromek Portals are closely guard-
  ed by armed soldiers. None may enter the Portals 
  without answering questions as to one’s business and 
  destination, plus paying a toll. Such fees are general-
  ly based on the value of the goods being transported 
  through the Portal and will vary. Portal guards have 
  the right to refuse passage to any they deem suspi-
  cious.
  Travel through the Portals is not particularly excit-
  ing. The magi designed them to look like ordinary 
  mountain tunnels, rather than fantastical thorough-
  fares through time and space. Upon entry, a traveler 
  will find himself walking on a smooth gray surface, 
  surrounded by gray walls and covered by a gray ceil-
  ing. But thanks to the Portals, a journey that would 
  normally take six months may now be made in a sin-
  gle day.
  MAGIC ON LOEREM
  Each race and culture of Loerem views magic dif-
  ferently, which affects the role of an elemental wiz-
  ard. Vinnengaeleans regulate the practice of magic 
  through the church, and thus many wizards in Vin-
  nengael are also priests of the Temple of the Magi. 
  Dunkargan spellcasters are almost always affiliated 
  with a mage guild.  Elven wizards, known as Wyred, 
  are social outcasts, viewed by their own people as dis-
  graced individuals without honor. Of course, there 
  are exceptional mages who do not always subscribe 
  to the roles society expects them to play.  Nearly ev-
  ery culture in Loerem has spellcasters of some kind, 
  except the Trevenici, who leave the task to their 
  pecwae companions.
  The magic commonly practiced in Loerem is based 
  on four elements: Air, Earth, Fire, Water. Each 
  race (all human cultures, dwarves, elves, orks, and 
  pecwae) is advantaged in the casting of one magical 
  element and disadvantaged in the casting of another. 
  The two remaining elements are considered neutral. 
  
  s17s
  It is easier for an elemental mage to channel magic in 
  which she is advantaged, than magic in which she is 
  neutral or disadvantaged.
  Air Magic has the power to read and control others’ 
  minds, the ability to create images without substance. 
  Air Magic can also aid in movement, and can itself 
  be a weapon. Elves are naturally advantaged in Air 
  Magic. All humans and pecwae are disadvantaged in 
  Air Magic. Dwarves and orks are neutral.
  Earth Magic embraces the powers of healing, cre-
  ation of earth and stone constructs, and protection 
  from both magical and physical harm. For all its be-
  nign appearance, Earth Magic can be called upon 
  to harm others. Humans and pecwae are naturally 
  advantaged in Earth Magic, whereas Elves are disad-
  vantaged. Dwarves and orks are neutral.
  Fire Magic is destructive as well as instructive. Flame 
  may used as a weapon, but Fire magic also enables 
  mages to see into the past to learn its many lessons. 
  Dwarves, both Clan and Unhorsed, are naturally 
  advantaged in this magic element. Fire Magic is dis-
  advantaged for orken spellcasters. Humans, pecwae, 
  and elves are neutral.
  Water Magic features the power of scrying, of seeing 
  and hearing things in the present. It also facilitates 
  communication. Orks are advantaged in the casting 
  of Water Magic. Dwarves are disadvantaged in Water 
  Magic. Humans, pecwae, and elves are neutral.
  There is also Void Magic, the “fifth element” that op-
  poses all others and was more widely practiced in a 
  past long forgotten. The power of the Void is one of 
  death, undeath, darkness, and utter oblivion. 
  Because it was instrumental in the downfall of Old 
  Vinnengael and during all flashpoints leading up to 
  the event, all cultures have outlawed the practice of 
  Void Magic, forcing its devotees to toil with this vile 
  art in isolation. 
  Those choosing the path of the Void are disadvan-
  taged in the casting of all other elemental magic and 
  are “tainted by the Void.” The reptilian taan invad-
  ers (along with the condemned half-taan) advancing 
  from the west are the only race known to fully em-
  brace Void magic.
  THE GODS
  The gods of Loerem take an active role in the affairs of 
  man. However, they do so behind the scenes, prefer-
  ring to work in ways that are subtle and inscrutable. 
  Thus some denizens of Loerem mistakenly believe 
  the gods have no hand in the lives of men at all. The 
  gods have names and faces, but these are unique to 
  each race. Most of the peoples on Loerem hold their 
  religious beliefs to be private and personal.
  Healing is not considered a direct province of the 
  gods but of magic. Magic comes from the elements: 
  Earth, Air, Fire, and Water. The Ancients believed 
  that magic was a gift from the gods. However, in 
  these present times, most people believe that having 
  created the elements and set them in motion, the 
  gods permit them to go their own course.
  Every race holds different views of the gods and fol-
  lows different forms of worship. Every race has its de-
  vout disciples and cynical nonbelievers. King Tama-
  ros is revered as the personification of piety among 
  humans. He asked the gods for help on several oc-
  casions and received it, which makes it all the more 
  difficult for people to understand how the gods could 
  have failed him at the end of his life.
  Elves believe their ancestors intercede for them with 
  the gods, whom they term the Mother and the Father. 
  In these days, elves have come to rely on their ances-
  tors more than on the gods. It is commonly believed 
  that since the ancestors once lived in the world, they 
  are familiar with it and their judgment is better trust-
  ed. Each house has a shrine to a certain ancestor, who 
  offers the family advice and guidance. 
  Dwarves are existentialists, thinking or caring little 
  about the gods. Dwarves live for the here and now. 
  They believe when they die, their spirits enter the 
  bodies of wolves, from which they are descended. A 
  dwarf will not kill a wolf under any circumstances, 
  not even to save his own life. 
  Unhorsed dwarves have, in recent years, developed a 
  quasi-religion centered on the worship of their por-
  tion of the Sovereign Stone, which is enshrined in a 
  tent-like structure in the Saumel, a major unhorsed 
  city. No unhorsed dwarf admits to this or discusses 
  it with anyone.
  
  s18s
  Human beliefs differ from one culture to another. In 
  general, most humans tend not to rely on the gods 
  for help, figuring they have to make their own way 
  in the world. It is safer, most think, not to attract the 
  gods’ attention.
  Orks are among the most pious people of Loerem. 
  They are convinced the gods are involved in all parts 
  of an ork’s daily life, speaking to him through omens 
  and portents. Therefore, the shamans who read these 
  signs are venerated figures in orken society.
  THE NATIONS OF LOEREM
  The peoples of Loerem are an interesting collection 
  of races: humans of varied cultures, orks, Clan and 
  Unhorsed dwarves, pecwae, and elves. Every nation, 
  every ethnicity has its own vision of destiny and these 
  visions often conflict with those of a neighbor. Con-
  sequently, Loerem’s inhabitants have warred against 
  each other for centuries.
  VINNENGAEL
  The Vinnengaelean Empire is the grandest of all the 
  human realms. The empire is comprised of many bar-
  onies and duchies, all owing allegiance to the Emper-
  or in the capital city of New Vinnengael. Built on the 
  confluence of two rivers, the city of New Vinnengael 
  is designed as a tribute to the ruined city of Old Vin-
  nengael that fell two hundred years ago. Although 
  New Vinnengael is very beautiful, the allure seems 
  to lack heart, for its people are becoming complacent 
  and haughty.
  Old Vinnengael was once a center of culture and 
  learning. Magical Portals led peoples from all over 
  Loerem to Old Vinnengael. Elves, orks and humans 
  dwelt in peace within its walls. The coming of Dag-
  narus, Lord of the Void, shattered and scattered the 
  Portals throughout Loerem as well as spelling Old 
  Vinnengael’s destruction. The days of glory for Vin-
  nengaeleans have passed, despite efforts to restore 
  it with the founding of New Vinnengael. Most look 
  back to Old Vinnengael with unmatched fondness, 
  believing that such wonders will never be met in the 
  world again.
  Vinnengael is unique in Loerem in that all races and 
  ethnicities are welcomed most everywhere within its 
  borders. 
  Historical conflicts with other realms aside, racism 
  has never been rampant in the empire, and racial-
  ly-motivated crimes are kept particularly in check by 
  laws that levy harsh penalties. 
  Only in rare instances, such as secluded villages 
  and militarized towns, will a stranger accost curi-
  ous glances within Vinnengael. The current tension 
  between the Empire and Karnu comes the closest to 
  arousing public prejudice. Even then, it usually fails 
  to reach boiling point.
  DUNKARGA
  Once a powerful realm in Loerem, the Kingdom of 
  Dunkarga is today a mere shadow of its former size, 
  stature, and prestige. It once stretched across the east-
  ern third of Loerem, from the River Hammerclaw 
  and Old Vinnengael in the east to the Hedam Ocean, 
  and from the Sea of Edam Nar in the south to the icy 
  waters of the north. This is no longer the case. Dunk-
  arga is now much smaller in size and shows little sign 
  of change in the foreseeable future.
  The fortunes of the Kingdom of Dunkarga began to 
  fall after they fought two wars against the Vinnengae-
  lean Empire several centuries ago. The first war was 
  an invasion of the realms north of Old Vinnengael, 
  launched many years before the fall of that august 
  city. That foray was a catastrophe for the Dunkargans, 
  and a counterattack by the Vinnengaeleans cost the 
  nation its stability, plus its more remote territories to 
  the north and east. The second war was instigated by 
  a young prince of Old Vinnengael named Dagnarus. 
  The Dunkargans were successful in destroying Old 
  Vinnengael, but the campaign further fractured the 
  stability of the Kingdom of Dunkarga. 
  Soon afterward, the nation crumbled into civil war.
  KARNU
  The Caliphate of Karnu emerged as the victor in the 
  debilitating civil war in the Kingdom of Dunkarga. 
  Had the Karnuans been stronger militarily at the end 
  of the war, they would have seized the entire king-
  dom. Instead, both sides were so weakened as to ac-
  cept a truce that divided the kingdom.
  
  s19s
  Karnuans share many of the same personality traits 
  as their brothers, the Dunkargans. Both are prej-
  udiced, mercenary and arrogant. But whereas the 
  Dunkargans detest mostly other races, the Karnuans 
  despise everyone who does not have the good fortune 
  to be Karnuan. 
  This includes other humans, with particular malice 
  reserved for Vinnengaeleans. Karnuans are fond of 
  Vinnengaelean money, however, and will trade with 
  them, even as they sneer at them behind their backs.
  From the Dunkargan border to the River Hammer-
  claw, from southern Vinnengael to the Orken holy 
  mountain, the Caliphate army is on a constant march 
  of conquest that won’t stop until all of Loerem is un-
  der Karnuan rule.
  NIMOREA
  Originally Nimrans, the Nimoreans broke away from 
  the Ancient Kingdom of Nimra a century before the 
  fall of Old Vinnengael. They settled in lands border-
  ing the Divine Lands of the Tromek. Nimorea has 
  since been recognized as a sovereign nation. Some 
  friction still exists between Nimra and its offshoot, 
  but wise leaders on both sides are working to unite 
  the two in friendship and brotherhood.
  The Nimoreans are the only humans fully trusted 
  by the elves. Tromek often employs the Nimoreans 
  as emissaries and aides in negotiations with human 
  nations. Nimoreans are frequently hired as guides to 
  parties entering elven territories, and they serve in 
  the elven army as scouts and translators. There are el-
  ven merchants who live and trade in Nimorean cities. 
  The Queen of Nimorea and the Divine of the Tromek 
  are firm friends and allies.
  NIMRA
  Nimra is a human kingdom to the southwest of Vin-
  nengael. It is the oldest of the human kingdoms, with 
  records dating back over fourteen centuries and evi-
  dence of existence before that.
  Although not a battlefield powerhouse, Nimra is an 
  economic might. It boasts trading status with every 
  nation in Loerem. The study of Earth magic is a mat-
  ter of national pride and Nimran wizards are some of 
  the most skilled in all of Loerem. Almost every major 
  human Temple employs Nimran healers, due to their 
  mastery of the healing arts.
  TREVENICI
  Most of the “civilized” people of Loerem term the 
  Trevenici “barbarians.” For their part, the Trevenici 
  pity all those who choose to spend their lives behind 
  stone walls. 
  Trevenici tribes can be found in almost every part of 
  human lands, although most dwell in a region west of 
  Nimorea and north of Dunkarga. 
  The Trevenici are not nomads; once they’ve found a 
  location they like, they build their tents and mud huts, 
  plant their crops, herd their animals and live there for 
  as long as the environment will sustain their popu-
  lation. If the land they choose is owned or claimed 
  by someone else, that’s the proprietor’s problem. The 
  Trevenici believe that all land belongs to the gods and 
  that mortals may not own but only occupy it. 
  
  s20s
  Thus the Trevenici do not acknowledge borders, 
  property lines or any other artificial boundaries. The 
  Trevenici are not averse to fighting for their chosen 
  land. They enjoy a good battle, for they are born war-
  riors.
  CLAN DWARVES
  Dwarves are nomadic hunter-gatherers, roaming 
  the plains of western Loerem on shaggy ponies. The 
  dwarven nation has no official name, for the sim-
  ple reason that the dwarves maintain that all of Lo-
  erem will someday be theirs. Until that day comes, 
  the dwarves call the land they currently hold Grak, 
  which translates to “Grassland.”
  Dwarves live in clans, under the leadership of a clan 
  chieftain, to whom they are fiercely loyal. Dwarves 
  do not raise crops or livestock. They roam the plains 
  following the herds of wild beasts on which they 
  prey, gathering berries and the grains of wild grass-
  es. Dwarves live on horseback, riding throughout the 
  day and stopping to camp only when the sun sets. 
  Tents and supplies are carried on horseback or a litter 
  attached to the back of a horse. Everyone rides, in-
  cluding small children, who may learn to ride before 
  they can walk. Those dwarves who cannot ride, due 
  to injury or infirmity, are cast out of the clan. These 
  “unhorsed,” as they are known, have banded together 
  to form their own community. 
  UNHORSED DWARVES
  The unhorsed are dwarves who, because of injury, 
  infirmity, illness or as punishment for a crime, have 
  been cast out of their clan. Such dwarves are aban-
  doned on the plains to make their own way as best 
  they can on foot to any of the dwarven cities. 
  Once cast out, an unhorsed dwarf may never return 
  to a clan. The children of an unhorsed may endeav-
  or for acceptance back into the clan (provided they 
  can actually find their clan), but this is up to the clan 
  leader. Most children of the unhorsed do not make 
  the attempt, knowing they will likely be rejected. 
  Most concede that the fate of an unhorsed offspring 
  is to remain an unhorsed, and feel no shame in it.
  The unhorsed dwarves live by manufacturing goods 
  for trade. Unhorsed dwarves are skilled metalsmiths 
  and their swords, shields, spear, and arrow tips are 
  highly prized by all races. 
  The work of dwarven goldsmiths and silversmiths is 
  in great demand by humans and elves. 
  The unhorsed are also expert weavers, making strong 
  cloth and baskets so wonderfully constructed that 
  they are water-tight. The unhorsed grow their own 
  crops and raise domesticated animals. Furthermore, 
  unhorsed are traditionally ambassadors and diplo-
  mats to other nations, as they are the only dwarves 
  who can read and write.
  ELVES
  The elves live in a northern realm known as The Di-
  vine Lands of the Tromek. Tromek is not a large land, 
  especially considering the number of people who in-
  habit it. Tromek is bordered on the east by the dwar-
  ven lands, on the south and west by the Vinnengael-
  ean Empire and Nimorea. To the north and east, the 
  land is so rocky, barren, mountainous and cold that it 
  is nearly uninhabitable. The elven population is enor-
  mous, for elven families are large and elves may live 
  up to three hundred years. Elven cities are crowded, 
  with many residents to a household. Even elves living 
  in rural regions may have as many as twenty people 
  living in a single dwelling. Thus, to ensure peace and 
  stability in their culture, elves have developed a soci-
  ety with very strict codes of behavior.
  Elves rarely exhibit emotion of any sort for fear of 
  causing offense by inflicting one’s inner feelings upon 
  another. Elves are invariably polite, even to their en-
  emies. 
  
  s21s
  Elves consider members of other races to be loud, 
  boorish and uncivilized. 
  The elven nation has two leaders: the Divine, the spir-
  itual and political leader, and the Shield of the Divine, 
  who commands the military. The two are supposed 
  to work in harmony, but this is not the case with the 
  current Divine and his Shield, and it seems as if all of 
  Tromek is teetering on the verge of civil war. 
  Elven wizards, known as the Wyred, are some of the 
  most powerful, albeit mysterious, practitioners of 
  magic in all of Loerem.
  ORKS
  Orks believe that they were the first race to arrive on 
  Loerem. They trace their ancestry back to sea mon-
  sters known as “orca,” from which they derive their 
  name. There may be some truth in this, since orks 
  have a natural affinity for the sea. Orken sailing ves-
  sels venture into all parts of the known world. Orken 
  traders, fishermen and pirates can be found in coast-
  al cities of all races. Orks call their realm Po ’Gah, 
  meaning “risen from the water.”
  Ork cities and villages are invariably located along 
  the coast or a large body of water such as a river or 
  lake. Although orks do not mind traveling inland, an 
  ork will always feel more comfortable near water.
  Orks are Loerem’s resident inventors as almost all 
  technology, from siege towers to catapults to the 
  crossbow, can trace development back to the orks. 
  Orks are very devout people and look to the gods for 
  guidance in all aspects of life. They believe the gods 
  advise them through omens, which are interpreted 
  by ork shamans. Orks may read the omens many 
  times a day and will always heed the warnings and 
  messages of the gods.
  PECWAE
  Pecwae are a short race of humanoids, averaging 
  4-1/2 feet tall. Their origins have been the subject of 
  scholarly debate for centuries. The oldest stories in 
  every culture in Loerem mention the “little beings.” 
  Even the Keepers of Time, considered Loerem’s great-
  est historical authorities, are strangely silent on the 
  pecwae’s genesis. Some scholars have proposed that 
  the pecwae might be descendants of the Ancients, a 
  mysterious race of entities that disappeared from the 
  continent at the dawn of time. 
  Since nothing is really known about the Ancients, in-
  cluding what they looked like, no one can prove this. 
  Pecwae have no knowledge about the subject, nor do 
  they care as they find it boring.
  Pecwae were once found throughout Loerem, but be-
  cause many pecwae children were bought and sold 
  as “pets,” their population has dwindled almost com-
  pletely. Those remaining pecwae are now seen living 
  with the Trevenici in a symbiotic relationship. Trev-
  enici have virtually no predilection for magic of any 
  kind, while pecwae are skilled casters of Earth spells. 
  Hence, pecwae serve the Trevenici as healers and 
  providers of magical assistance. In return, the Trev-
  enici protect the smaller, weaker pecwae.
  
  s22s
  MOLUK, DWARVEN RAIDER
  This world will one day be ours. That is our destiny. We have been promised this by 
  the gods. The other races inhabit this world because, for the time being, we permit 
  them to do so.
   
  And because the humans and the elves are squatting on our lands, we feel 
  entitled to help ourselves to their cattle and sheep, their wheat and their corn. They 
  come after us in anger, accuse us of illegally crossing their borders, of trespassing on 
  their lands.
   
  Fools. What is a border but a line drawn on apiece of paper? Do the gods draw 
  a line on the earth? Where? Show us! We do not see it. We dwarves ride where we 
  will. None can stop us.
   
  Those who try will be buried in the earth.
   
  Squatters.
  CHAPTER TWO: 
  RACES OF LOEREM
  
  s23s
  Loerem is a land of great empires, political tension, 
  physical conflict, powerful magic and high adven-
  ture. Eleven different races make Loerem their home. 
  Strong cultural identities define and distinguish each 
  of these races from the others.
  Humans are comprised of six distinct cultures, each 
  featuring its own peculiarities, language, and special 
  traits.
  To manage a large and long-lived population, elves 
  are governed by a strict code of honor that also com-
  pels them to publicly denounce the use of magic. Pri-
  vately, the Elves rely on their wizards, who are some 
  of the most powerful spellcasters in Loerem.
  Dwarves are a clannish race of horse-riding nomads. 
  Always on the move, a dwarf never remains in one 
  place for more than a couple of days. Dwarves hate 
  cities, preferring the open expanses of Loerem’s east-
  ern plains.
  Orks are explorers and seafarers who conduct 
  trades throughout the massive mainland of Loerem. 
  Staunch believers in omens, signs and portents, the 
  orks are a superstitious lot, yet wise in the ways of 
  the world.
  Small clusters of diminutive humanoids known as 
  the Pecwae enjoy secluded lives in remote regions 
  rarely visited by other races. Closely tied to the lands 
  of Loerem and to nature, the pecwae are shy of all 
  outsiders and rarely seen.
  No race on Loerem is able to interbreed; that is, half-
  elves and half-orcs, as well as exotic combinations 
  such as half-ogres, half-giants, etc., are not viable 
  racial options for characters in the Sovereign Stone 
  setting. For this reason, each race has taboos against 
  marrying someone of a different racial stock. How-
  ever, there are those who still fall in love and become 
  devoted to each other, regardless of the fact that their 
  union will never produce offspring. 
  The sole exception to this is the half-taan, derived 
  from the unholy union of a human and a taan. (See 
  “Half-Taan, page 27)
  LANGUAGES
  Every race of Loerem has its own language.
  Dunkrass: The official language of the Dunkargan 
  government. Although Dunkrass is rarely spoken, 
  it is used extensively for official written documents 
  such as letters to dignitaries, census accounts, mili-
  tary orders and so on.
  Elder Speak: The official language of the Vinnengae-
  lean Empire. When Old Vinnengael was at its height, 
  scholars sought to develop a common language for 
  Loerem. Called Vingrees, this language helped to 
  break down barriers to communication between the 
  races. Vingrees has since become known as Elder 
  Speak, and is still in wide use by many of the races.
  Fringrese: Spoken by the dwarves, both Clan and 
  Unhorsed. Another form of this language, called 
  Chan Fringrese, conveys communication solely 
  through hand gestures. Chan, as it is known among 
  the dwarves, was developed because the dwarves 
  found it impossible to hear each other over the thun-
  dering hooves of their galloping ponies. Chan Frin-
  grese is currently a favorite of elite military forces, 
  thieves, and assassins guilds all over Loerem.
  Karna: Spoken by both the Dunkargans and Kar-
  nuans. The Karnuan version of Karna has a harsher 
  enunciation. For example, “ch” is pronounced as “k,” 
  whereas the Dunkargan pronunciation is “cha.”
  Naru: Spoken by both the Nimrans and Nimoreans. 
  It’s a lyrical language whose words are often coupled 
  with graceful hand gestures.
  Naru-Toma: A variant of Naru used by the Ni-
  moreans. While based on Naru, it is peppered with 
  Tomagai words and phrases.
  Pharn’lan: Language of the orks. Orks tend to talk 
  loudly, and in times of excitement or crisis, their 
  normally deep voices attain a high pitch that can be 
  heard for long distances. Pharn’lan translates into 
  “Eldest Tongue,” as the orks believe they were the first 
  people to inhabit Loerem.
  Sanki: A trade language known to merchants and 
  traders of all races. Sanki is used for trading and bar-
  tering. Sanki is a derivative of Elder Speak.
  
  s24s
  
  s25s
  Taanic: A guttural, highly inflected language uttered 
  by the invading creatures of the Void known as the 
  Taan as well as half-taan, though the latter lacks the 
  full lips and vocal chords to completely master the 
  language. (This is not available as a choice if the game 
  campaign takes place before Dagnarus has availed his 
  return.)
  Tirniv: Spoken by the Trevenici, who only teach it to 
  the pecwae.
  Tomagai: The language of the elves. Complex and 
  colored with poetic images, Tomagai relies on a great 
  many words to say very little. Elves take a long time 
  to reach the point of any conversation, choosing 
  words with care as to not offend anyone.
  Twithil: The name given to the pecwae tongue. This 
  is a soft, melodious language. Many aspects of Twithil 
  cannot be understood by other races, simply because 
  the sounds go beyond their ability to hear.
  Other minor languages and dialects exist, but are not 
  spoken widely. Ogres, for example, have their own 
  language, as do the fey, but very few humanoids ever 
  learn these languages.
  DWARVES: CLAN
  Clan dwarves are nomads who roam the eastern 
  steppes of Loerem. Of all races calling Loerem home, 
  perhaps none is more fierce, or contentious, than the 
  dwarves. Dwarves believe it is their divine destiny to 
  rule the entire continent. The other races are merely 
  squatters until the dwarves come to claim the land. 
  The Dwarven Territories cover nearly a third of Loer-
  em, a wild region teeming with ancient ruins predat-
  ing the clans’ founding, dangerous monsters unseen 
  in “civilizations,” and is host to a people as fierce as 
  the wolves with which they declare kinship.
  Clan dwarves are warriors, first and foremost. Every-
  one they meet is judged against this standard. They 
  gauge other warriors’ worth based on appearance 
  and deed. If the party gains the dwarves’ respect, ne-
  gotiations can continue apace.
  Clan dwarves are gruff and impetuous, with a staunch 
  distrust of all outsiders and a firm belief in their own 
  superiority.
  Physical Description: Clan dwarves are short and 
  stocky, tough and sturdy. The average height of a 
  dwarf is 4-1/2 feet tall. Some dwarves have been 
  known to reach 5 feet, but these are exceptions. Males 
  tend to be slightly heavier, around 150 pounds, while 
  females are a bit more slender at 125 pounds. Clan 
  dwarves are almost universally bandy-legged from 
  riding horses their entire lives. Their skin has a nat-
  ural brown tinge that weathers to a deep coppery 
  shade through exposure to the elements. Most have 
  gray eyes, though some are born with eyes of remark-
  ably penetrating blue or green.
  The majority of male dwarves do not grow their 
  beards to significant length for hygienic purpos-
  es. Instead they keep long moustaches, often oiling 
  or waxing them with fat from killed animals. Both 
  males and females traditionally wear their hair long, 
  the common brown color often bleached to shades of 
  red and blond. The style of braids and beads in the 
  hair often divulges clan loyalty and status.
  Male and female dwarves dress alike, as clothing 
  amongst the clans is far more utilitarian in purpose 
  than amongst other cultures. During the summer 
  months, clan dwarves tend to wear very little: A pair 
  of thick buffalo-hide chaps over thin leather breeches 
  protects their legs, and a thin, woven tunic (bartered 
  from the unhorsed or captured in a raid). Winter 
  clothing, in contrast, is heavy and warm. 
  Layers of massive hides and furs cover a dwarf from 
  head to toe, and every clan dwarf swears by water-
  proofed boots.
  Society: Clan dwarves live and work in nomadic 
  tribes. Every member of a clan is expected to help the 
  other fellow members as much as they can. Everyone 
  in the clan is expected to pull his own weight. Fierce-
  ly independent, clan dwarves ride where they will, 
  following the herds of wild beasts on which they prey, 
  gathering berries and the grains of the wild grasses. 
  Clan dwarves live on horseback, carrying all their 
  belongings. No other race on Loerem is as skilled in 
  horsemanship as the clan dwarves, who indeed con-
  sider it a sacred matter to ride the steppes horses. 
  Everyone rides, even the small children. Those who 
  can’t ride because of illness or infirmity are left be-
  hind, cast out of the clan to make their way as best 
  they can.
  
  s26s
  Each clan has its own hunting ground of which they 
  are very possessive, being certain that every other 
  clan is out to seize what is rightfully theirs. Clan wars 
  and feuds are commonplace and territorial bound-
  aries — informal at best — are always changing. The 
  lack of trust is the main reason why the dwarves have 
  not banded together and launched a concerted cam-
  paign against their neighbors. If two clans happen to 
  meet, the mood of the clan leaders and the historical 
  relations between the clans determine if there will be 
  war or a party that night.
  Relations: The dwarven nation has no official name, 
  for the dwarves insist all of Loerem will someday be 
  theirs. This strains their rapport with the other races. 
  Most humans and elves dismiss the dwarves as pre-
  sumptuous and uncouth. Orks and dwarves have a 
  grudging respect for each other and may get along. 
  Dwarves raid human, elven, and orken villages as a 
  way of life, taking what they want, and if they are in a 
  bad mood, burning what they leave behind.
  Alignment and Religion: Clan dwarves have a strong 
  sense of order and law — particularly theirs, making 
  most of them lawful good or lawful neutral. Clan 
  dwarves believe they are descended from wolves and 
  hold the creature sacred. They will not kill a wolf un-
  der any circumstances, even to save their own lives or 
  the lives of their horses. Clan dwarves do not pray to 
  the gods who, according to dwarven myth, gave them 
  this land and then departed. The most revered person 
  in the clan is the Fire mage responsible for building 
  the sacred fire every night. 
  Apart from this exception, dwarves dislike and dis-
  trust magic and those who wield it.
  The dwarves do not have an organized religion; no 
  central church or authority guides religious thought. 
  Instead, certain basic themes, mainly dealing with 
  the wolf, run through dwarven religion. Each clan 
  builds off these themes, creating a mythology that is 
  unique and sacred to its people.
  CLAN DWARF RACIAL TRAITS
  +2 Constitution, +2 Wisdom, -2 Intelligence: Life on the steppes has toughened the clan dwarves and 
  made them prudent, but usually at the expense of scholarly studies and literacy, as they have little time or 
  need for book learning.
  Medium: Clan dwarves are Medium creatures and have no bonuses or penalties due to their size.
  Slow and Steady: Clan dwarves have a base speed of 20 feet, but their speed is never modified by armor or 
  encumbrance.
  Imprisonment: Clan dwarves who are imprisoned will sicken and die. For each day of confinement, a clan 
  dwarf must make a DC20 Fort save to avoid losing 1d6 Constitution, or one point on a successful save. The 
  dwarf does not regain lost Constitution points while incarcerated. A clan dwarf reaching 0 Constitution 
  dies. A freed clan dwarf regains lost Constitution at the rate of 1 ability point per day.
  Poison Resistance: Clan dwarves are unusually resistant to toxins. They gain a +2 racial bonus to Fortitude 
  saving throws against poison.
  Resilient: Clan dwarves are known for their death-defying physicality. They gain spell resistance equal to 
  5 + character level against evocation and death-effect spells. 
  Weapon Familiarity: Clan dwarves are proficient with shortbows and composite shortbows. They are 
  trained from an early age to use archery for raiding and hunting. Clan dwarves may become proficient 
  with the cavalry saber, dwarven longbow, dwarven shortbow, and terbosh as martial weapons instead of 
  exotic weapons.
  Racial Aptitude: Handle Animal and Ride are always class skills for clan dwarves.
  Racial Expertise: Clan dwarves are practically raised in the saddle and learn to be alert for attacks from 
  creatures and hostile clans alike. They gain a +2 racial bonus on Perception and Ride checks when mount-
  ed on horses or ponies.
  Born to Ride: Clan dwarves can take 10 on Ride checks even when threatened or distracted.
  Languages: Clan dwarves begin play speaking Fringrese. Those with high Intelligence scores can choose 
  from the following: Chan Fringrese and Sanki. The languages of the other races do not interest Clan 
  dwarves, however, who do not have the time to spend on frivolous pursuits. Dwarves “know” that, some-
  day, all races will be speaking Fringrese.
  Elemental Alignment: Clan dwarves are advantaged in Fire Magic and disadvantaged in Water Magic.
  
  s27s
  Adventurers: Although most dwarves ride with their 
  clans for life, some do venture out to “scout” the peo-
  ple and land they will eventually subjugate. Ostensi-
  bly, adventuring for them is less a matter of fortune 
  and fame than an opportunity to “educate” the world 
  in the dwarven doctrines. In reality, especially for 
  those from the smaller, poorer clans engaged in hotly 
  contested feuds, their priority tends to be on earning 
  money to fund their clans’ war effort and attracting 
  followers to bolster the ranks.
  Names: Dwarves, male and female, prefer names 
  of one or two syllables that are easy to pronounce. 
  Dwarves will not usually announce their clan origins 
  or affiliations, since this is readily apparent to other 
  dwarves through adornments and attires. Foreigners 
  are not worthy of such knowledge.
  Male Names: Argore, Dunner, Glard, Mogal, Olav, 
  Rorak, Truson, Wolfram.
  Female Names: Aasta, Berith, Idruna, Kelin, Mafka, 
  Ora, Tirzah, Wyn.
  DWARVES: UNHORSED
  Unhorsed dwarves are, either by birth or by quirk 
  of fate, without a Clan. There are many reasons for a 
  dwarf to be an unhorsed. If a clan dwarf becomes too 
  elderly to keep up with the rest of the clan, he maybe 
  sent away. If one suffers a debilitating injury or bur-
  densome illness, he may be sent away. A child born 
  with a deformity or disability, such as a lame foot, 
  blindness or deafness, is sent away. A dwarf com-
  mitting a crime, such as stealing from a clanmate, 
  murder, or a similar heinous act, is also branded, 
  banished, and declared unhorsed. Once ostracized as 
  an unhorsed, the dwarf may never return to his clan, 
  attempt to join another clan, or sit upon the back of 
  any horse.
  As a whole, unhorsed dwarves are quiet, withdrawn, 
  and close-lipped. The loss of their birthright is a grief 
  that stays with every unhorsed dwarf throughout 
  the lifetime. Despite this grief, however, unhorsed 
  dwarves are not ashamed of themselves. They bear 
  their afflictions, and status, with a fiery pride. It is a 
  point of honor amongst the unhorsed to remain stoic 
  under duress.
  Though they are no longer part of the clans, the un-
  horsed are still dwarves—as any of them will proudly 
  declare. 
  They still believe in the manifest destiny of the 
  dwarves and many constantly work in their own 
  small way to further that ideal. As diplomats, mer-
  chants, craftsman, and sages, the unhorsed work 
  ceaselessly to better the dwarves, to improve their 
  culture, and to learn all they can about their enemies.
  Dwarven Dominion Lords have all risen from the 
  ranks of the unhorsed. Known collectively as the 
  Children of Dunner, their identities are not well 
  known, even amongst the clans and unhorsed. In-
  stead, they are almost legendary figures who appear 
  from nowhere during times of need, only to disperse 
  when they are no longer needed.
  BECOMING UNHORSED AND 
  GAINING CLAN STATUS
  From time to time a dwarf is cast out of his clan. 
  This could happen for a number of reasons, the 
  most obvious is an injury that prohibits a dwarf 
  from riding with his clan. Other reasons might 
  include punishment for crimes committed, break-
  ing clan oaths, or committing sacrilegious acts 
  (such as killing a wolf). When a Clan dwarf be-
  comes Unhorsed, the character discards all Clan 
  dwarf racial traits and adopts all Unhorsed racial 
  traits. This includes ability adjustments (from +2 
  to -2 Constitution, for example). 
  The dwarf has lost his previous way of life, and his 
  health declines with his spirits (not to mention 
  a potential debilitating injury to boot). The new 
  status also changes the dwarf’s priorities. Now, 
  unable to lead the life he once loved, he must 
  try to sustain himself with a very alien lifestyle. 
  He also loses the Born to Ride racial ability for 
  new racial aptitude and racial expertise, since he 
  must dedicate himself wholly to his work. This is 
  a traumatic event in a dwarf’s life and should not 
  be taken lightly. 
  Conversely, it is possible, though highly improb-
  able, for an Unhorsed dwarf to prove himself to 
  his hereditary clan and regain clan status. In such 
  cases, he jettisons the Unhorsed racial traits and 
  replaces them with Clan dwarf racial traits. Re-
  joining the clan is a highly praiseworthy accom-
  plishment.
  
  s28s
  Physical Description: Unhorsed dwarves resemble 
  their clan brethren in build and appearance. The 
  unhorsed wear homespun cloth as opposed to leath-
  er clothing, except when traveling. They remove all 
  symbols of their former clan affiliation, losing beads 
  and braids from their hair and no longer displaying 
  their clan’s totem. Many males even grow their beards 
  long, if they can, or go completely clean-shaven.
  Unhorsed are far more sedentary than clan dwarves. 
  Many unhorsed tend to be heavier, but less muscular 
  than the typical clan dwarf. Females tend to have a 
  noticeably softer appearance, showing a greater dif-
  ference between the genders than is known amongst 
  the clans.
  Society: The number of unhorsed is small compared 
  to clan dwarves, as many of the latter would rather 
  die than become one of the unhorsed. The societal 
  structure for unhorsed most closely resembles that of 
  the humans. They develop towns and cities, settling, 
  working, and playing in them as families. Adults are 
  expected to practice trades and provide for their chil-
  dren, while children are driven to learn and be ed-
  ucated. Everything is calm, stable, and constant, as 
  opposed to the chaos of a nomadic, warring lifestyle. 
  Relations: Unlike clan dwarves, who constantly raid 
  the lands and settlements of other races, the un-
  horsed trade with them and live by crafting prized 
  goods. The unhorsed have developed a great affini-
  ty for orks, learning much about orken customs and 
  business practices. 
  Unhorsed who have resided in cities for years or 
  those born to urban life often serve as emissaries and 
  liaisons to other nations.
  Clan dwarves in general pity the unhorsed, while the 
  unhorsed bear it with quiet dignity. The unhorsed 
  still believe that all of Loerem will one day belong to 
  the dwarves, and they continue to work toward that 
  end, even though it is not likely for them to share in 
  the glory.
  Alignment and Religion: Unhorsed dwarves take 
  a more relaxed stance on battle and conquest, shift-
  ing their focus instead toward common welfare and 
  worldly perspectives. Consequently, they are most 
  likely to be lawful good than any other alignment. 
  They have also adopted a different view about the 
  gods and their place in the cosmos. Since the Sov-
  ereign Stone’s arrival, the gods have blessed a few 
  unhorsed with the “Miracle of Armor” and bestowed 
  on them the power of Dominion Lords. Thus, the 
  unhorsed have come to believe the gods take more 
  of an active role in the world than any would have 
  dared imagine. This new religious fervor among the 
  unhorsed is still in its infancy but growing quickly, 
  with many dwarves exhibiting more interest in magic 
  than ever before. Fire mages have become more prev-
  alent among the unhorsed, and are highly respected 
  for their knowledge and insight. A great temple has 
  risen up around what is known as the Holy Fire of 
  Dwarfdom in the unhorsed city of Saudamos, tend-
  ed by a priesthood comprised completely of dwarven 
  Fire mages.
  UNHORSED DWARF RACIAL TRAITS
  +2 Intelligence, +2 Wisdom, -2 Constitution: Life has been unkind to the unhorsed, but although they 
  are not as robust as their horse-riding brethrens, they have more time for scholarly pursuits.
  Medium: Unhorsed dwarves are Medium creatures and have no bonuses or penalties due to their size.
  Slow Speed: Unhorsed dwarves have a base speed of 20 feet.
  Poison Resistance: Although not as hale as clan dwarves, the unhorsed are nevertheless less susceptible to 
  toxins than other races. They gain a +2 racial bonus to Fortitude saving throws against poison.
  Resilient: Unhorsed dwarves came from the same stock that produced their hardy clan counterparts. They 
  gain spell resistance equal to 5 + character level against evocation and death-effect spells.
  Racial Aptitude: Appraise and Diplomacy are always class skills for unhorsed dwarves.
  Racial Expertise: Unhorsed dwarves gain a +2 racial bonus to all Craft and Profession checks in which 
  they have at least 1 skill rank.
  Languages: Unhorsed dwarves begin play speaking Fringrese. Those with high Intelligence scores can 
  choose from the following: Elder Speak, Pharn’lan, Sanki, and Tomagai. Since trading with other races is 
  essential, it is rare for an unhorsed to not be fluent in another language.
  Elemental Alignment: Unhorsed dwarves are advantaged in Fire Magic and disadvantaged in Water Mag-
  ic.
  
  s29s
  
  s30s
  Adventurers: Unhorsed dwarves actually make for 
  better adventuring prospects than clan dwarves, 
  since they hold no ties to any clan and are free to 
  roam, associating with anyone of any realm, race, or 
  creed as they please. They also offer a party some-
  thing clan dwarves cannot: versatility beyond com-
  bat; an unhorsed dwarf is assuredly proficient in a 
  spectrum of useful skills and perhaps magic in other 
  elements. Unhorsed adventurers are as motivated, if 
  not more, in seeking knowledge as they are in argents 
  and admirations.
  Names: Unhorsed dwarves do not have clan names 
  since their clan ties have ended. Many dwarves liv-
  ing in a same populated unhorsed city tend to bear 
  the same first name. Often, unhorsed dwarves will 
  distinguish themselves by adopting their profession 
  as the surname. Thus, an unhorsed dwarf might call 
  himself Hivor the Scribe, or Dagon Ironworker. Both 
  male and female first names are similar to those of 
  the clan dwarves.
  ELVES: TROMEK
  Tall, slender, attractive, inscrutable and aloof, the 
  elves do not so much move but seemingly glide 
  across the face of Loerem as if they own the world. 
  Certainly, the elves are the eldest of the human-like 
  races, tracing their lineage back to the mythical time 
  of their gods — a time before any other people exist-
  ed. Their history spans in one unbroken chain from 
  then to the present, solidifying their civilization as 
  the oldest on Loerem. Most elves can tell you ex-
  actly who their original ancestor was, how long ago 
  he lived and how he died. Such account is of utmost 
  importance to the elves, and connects them to both 
  their land and to the spiritual life that is every bit as 
  real to an elf as the world around them.
  Elves are invariably polite, even to their enemies. An 
  elf can be praising a person one minute and betraying 
  him the next. They see no contradiction in this. 
  They also respect people of great age or wisdom, and 
  treat elders of other races nearly as well as they treat 
  elders of the Tromek — at least, until ordered to do 
  otherwise by a superior.
  Physical Description: As a whole, elves are tall and 
  fair-skinned. Their eyes are almond-shaped and their 
  ears are slightly pointed. Their hair and eyes can be 
  most any color, but black hair and brown eyes pre-
  dominate. Elves with different hair color often dye 
  their tresses to avoid standing out. Conformity is 
  prized among the Tromek. Elves seldom cut their 
  silky locks, though they frequently feature elaborate 
  hairdos. Elven faces are very symmetrical with well-
  formed noses, brows, cheeks, and lips. This regularity 
  of appearance makes elves the most consistently at-
  tractive people on Loerem.
  Male and female elves are of similar build, averaging 
  close to 6 feet in height for the men, and a little more 
  than 5-1/2 feet for women. 
  They have very little body hair, and what they do have 
  tends to be short and downy. Male elves do not grow 
  beards or mustaches. All elves have facial tattoos sur-
  rounding their eyes to mark their family affiliation. 
  The tattoos are an outward sign of the duties that 
  bind every elven life.
  Society: Elves may live for more than three hun-
  dred years and a great many inhabit the limited few 
  centers of population. The confines forced them to 
  develop a society with very strict codes of behavior 
  that appear inhibitive, conforming, and arbitrary to 
  outsiders, but are necessary to perpetuating the elven 
  way of life. 
  Duty is the watchword of every elf: duty to his family, 
  duty to his House, duty to the Divine and the Shield 
  of the Divine.
  Elves do not view magic as a gift from the gods but 
  instead see it almost as a curse. They realize magic is 
  useful and necessary, but also believe that reliance on 
  magic is dishonorable. This dichotomy has resulted 
  in the elven society ostracizing elven magic practi-
  tioners, even as the society capitalizes on the very 
  same magic it shuns. The Wyred are outcast wizards 
  who serve family, House, Divine and Shield in clan-
  destine manners. The Wyred have their own commu-
  nity, keep their own counsel, and are perceived with 
  both awe and fear. They have tattoos that signify their 
  arcane schools and set them apart from the rest of 
  elven society.
  Relations: Elves enjoy a close alliance with the Ni-
  moreans, to whom Tromek offered asylum when they 
  seceded from Nimra. Ever since, the Nimoreans have 
  reciprocated as their scouts and emissaries, saving the 
  elves the trouble of dealing directly with the “savag-
  es” outside their civilization. Nimorea aside, the elves 
  prefer to distance themselves from everyone, opting 
  for manipulations in the arena of inter-realm politics. 
  
  s31s
  Like most races, the elves have had a long-standing 
  problem with border raids that does not ingratiate 
  the clan dwarves to them. They are, on the other 
  hand, a fairly regular trade partner of the unhorsed, 
  though they privately consider these dwarves just 
  slightly more civilized than their nomad cousins. Hu-
  mans, Vinnengaeleans in particular, are tolerated for 
  their argents, if not their manners, and their feeble 
  attempts at political intrigue without rising to arms 
  amuse the elves to no end. Tromek has managed to 
  forge a guarded association with the Nimrans, whom 
  the elves believe still harbor some resentment toward 
  their Nimorean protectorates. 
  Elves and orks are volatile antitheses, for elves find 
  the chaotic, fickle lot upsetting to their cherished 
  conformity and sensibility. There is no greater cha-
  grin for an elf than one forced to do business with 
  an ork.
  Alignment and Religion: Elves adhere to a strict 
  code of personal and societal conducts, but like many 
  things they do, it is a careful façade veiling their true 
  motives and feelings. Most elves are really neutral in 
  alignment, as they will take any measure to advance 
  their personal agendas and those of their Houses 
  and rulers. They revere their dead ancestors, who act 
  as intermediaries between the elves and their gods 
  known as the Father and Mother. An elven ancestor 
  may choose to return from the netherworld as a spirit 
  to counsel the family. All elven homes have a shrine 
  dedicated to the Ancestor, and they treat the ghost 
  with profound respect. Elves venturing into the out-
  side world often take with them the means of dupli-
  cating such a shrine, in hopes that the Ancestor will 
  favor them with a visit. Although believed to be in 
  communication with the gods, the Ancestors do not 
  possess knowledge of the future. Ancestors retain the 
  personality quirks acquired in life and may have their 
  own agendas and ambitions for the family.
  Adventurers: Elves do not like to wander away from 
  their homeland, but will do so if the matter is urgent. 
  Such most often involves special assignments for the 
  House, or because the elf is fleeing a deadly feud be-
  tween warring Houses or the law. Elves do not hire 
  themselves out as mercenaries, as they consider the 
  act of fighting another’s battles to be dishonorable.
  Names: A member of elven nobility has a first name 
  followed by a House name and a title; for example, 
  Silwyth of House Kinnoth, Lesser Guardian of the 
  East Wood. Lower classes have first names and fam-
  ily names, and will often add pointedly “under the 
  protection of House Mabreton” or whichever noble 
  family is governing them. 
  Male Names: Brean, Ilvyn, Llewyn, Minan-nan, 
  Rhystil, Tumin.
  Female Names: Estrel, Fillynna, Herna, Kalmi, Nyr-
  ran, Valura.
  
  s32s
  TROMEK ELF RACIAL TRAITS
  +2 Dexterity, +2 Intelligence, -2 Constitution: Elves are of agile body and mind, but lacking in sturdiness.
  Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  Normal Speed: Elves have a base speed of 30 feet.
  Stoic: The elves are masters of subtlety and manipulation who also know how to defense such tactics. They 
  gain spell resistance equal to 5 + character level as well as a +2 racial bonus to Will saves against enchant-
  ment spells.
  Racial Aptitude: Diplomacy and Sense Motive are always class skills for elves.
  Racial Expertise: Experts of nuanced conversation and debate, elves gain a +2 racial bonus on Bluff, Di-
  plomacy, and Sense Motive checks.
  Weapon Familiarity: Elves are proficient with the byrglaif, clubs, quarterstaves, and sickles. They may 
  become proficient with the hirglaif as a martial weapon instead of an exotic weapon.
  Languages: Elves begin play speaking Tomagai, a language renowned for elaborate nuances and dou-
  ble-meanings. Most military officers and diplomatic staffs are also fluent in Elder Speak. Elves tend to be 
  flowery in their speech, even when using another language. Elves with high Intelligence scores can choose 
  from the following: Elder Speak, Fae, Fringrese, Karna, Naru, Naru-Toma, Pharn’lan, and Sanki.
  Elemental Alignment: Elves are advantaged in Air Magic and disadvantaged in Earth Magic.
  
  s33s
  HALF-TAAN
  Dagnarus came as a god to the taan, a warlike rep-
  tilian humanoid race from a land far from Loerem. 
  He fed them when they were hungry. He gave them 
  weapons and armor to defeat their enemies. He daz-
  zled them with incredible magic and his fighting 
  prowess. The taan revered Dagnarus and they wor-
  shiped him.
  The language and traditions of the taan are next to 
  impossible for members of any other race to fath-
  om. Thus Dagnarus realized the need for emissaries 
  between the taan and the humans who would serve 
  him. In the taan’s native land, humans are subjugates, 
  used for pleasure, food, and as slave labor. Because 
  crossbreeding between other races in Loerem is not 
  possible, Dagnarus was surprised to find that sexual 
  encounters between the taan and humans produced 
  offspring. Since the taan consider half-taan abomi-
  nations who weaken a taan tribe and will eventually 
  lead the taan to ruin if left alive, the children from 
  these unions were killed immediately after birth.
  But once Dagnarus led the taan through the Portal 
  to Loerem, he told the taan they would no longer 
  kill the half-breeds. Instead, the taan were encour-
  aged to create them. The taan were reluctant to agree 
  with this plan. Because all previous births were the 
  result of violence perpetrated by the taan on human 
  females, the children were considered unclean. The 
  taan feared their god’s wrath, however, and so the 
  half-taan were permitted to live.
  Half-taan dress plainly, without a trace of the osten-
  tatious details adorning full taan. They are segregated 
  from the taan, having no station in the taan society. 
  They lead solitary lives, usually grouping together in 
  their own little encampments. Dagnarus and his of-
  ficers dispatch them to relay messages between taan 
  and non-taan war parties. Half-taan can be skilled in 
  Void magic and some did become competent mages, 
  learning spells from the human Void practitioners 
  under Dagnarus.
  Physical Description: Smaller than their taan 
  brethren, half-taan stand between five and six feet 
  tall. Half-taan hide more closely resembles skin 
  and is lighter in shade and not as leathery as that of 
  full-blooded taan. Half-taan snouts are shorter and 
  their hair is not so coarse. Typically, half-taan hair is 
  more colorful than that of full-blooded taan, and can 
  be red or even blonde. Their eyes are large and their 
  wrists and elbows are not as bony. 
  Some half-taan appear almost human, with flatter 
  faces and larger ears and fingernails instead of claws. 
  They tend to dress in plain garb, not as ostentatious 
  as their full-blooded brethren.
  Most half-taan lack the raw, brute strength of a taan, 
  although there are exceptions. Half-taan are more 
  agile and dexterous, traits they inherit from their hu-
  man mothers.
  Society: Half-taan are shunned and brutalized by 
  the taan, who consider them abominations. They live 
  and serve outside of taan society. Having no place 
  within the taan ranks, they lead solitary lives, usual-
  ly grouping together in small encampments of their 
  own. They are used by Dagnarus and his officers as 
  couriers between taan war parties and war parties 
  composed of members of other races.
  Relations: A few half-taan have left Dagnarus’ army 
  because they could not abide the taan way of life. Os-
  tracized by other races, these half-taan are persecuted 
  wherever they go. However, they have been the first 
  to provide the outside world with news that an armed 
  host has been gathering in the west. They have sup-
  plied valuable information about the taan and Dag-
  narus to those who have been sympathetic. Half-taan 
  are not evil, though they distrust strangers, taan or 
  otherwise. If threatened, their first instinct is to flee.
  Alignment and Religion: Half-taan are not inher-
  ently evil, although they are distrustful of strangers, 
  taan or otherwise. If threatened, their first instinct is 
  flight. Their second is to attack. As a relatively new 
  breed that has abandoned the belief that Dagnarus 
  is god, virtually all free half-taan are in search of a 
  religion.
  Adventurers: All half-taan free to adventure are 
  presumed to have broken away from Dagnarus and 
  his taan army. If the game campaign is set in the de-
  fault time period of just prior to the taan’s invasion, a 
  half-taan character will surely draw public prejudice, 
  distrust, and persecution everywhere he goes in Lo-
  erem. In any case, half-taan are expected to put forth 
  a Herculean effort in order to earn the respect and 
  trust of native denizens.
  Names: Half-taan names, like taan names, are one or 
  two syllables long. In the old world, the taan never 
  used a surname to delineate a taan’s ancestry. 
  
  s34s
  HALF-TAAN RACIAL TRAITS
  +2 to One Ability Score: Half-taan characters get a 
  +2 bonus to one ability score of their choice at cre-
  ation to represent their varied nature. 
  Medium: As Medium creatures, half-taan have no 
  special bonuses or penalties due to their size.
  Normal Speed: Half-taan have a base speed of 30 
  feet.
  Protection against Void: Half-taan are resistant to 
  Void Magic. They gain spell resistance equal to 5 + 
  character level as well as a +2 racial bonus to Fort 
  saves against necromancy spells.
  Void Sense: Half-taan are specially attuned to Void 
  Magic and therefore can sense Void Magic on items, 
  creatures, or in their proximity.
  Daunting Presence: Half-taan may use Strength 
  instead of Charisma as key ability for all Intimidate 
  checks.
  Racial Aptitude: Half-taan often have to adopt pas-
  sive aggressiveness in order to fend off taan bullies. 
  Escape Artist and Intimidate are always class skills 
  for half-taan characters.
  Racial Expertise: Half-taan possess an innate con-
  nection to the Void, and have usually observed the 
  taan’s Void Magic rituals firsthand. gain a +2 racial 
  bonus on Knowledge (arcane) and Spellcraft checks 
  involving Void Magic when they have at least 1 skill 
  rank in that skill.
  Languages: Half-taan begin play speaking Taan-
  ic. The half-taan combine the traits of both par-
  ents and, although their lips and vocal chords are 
  underdeveloped, they are able to speak Pharn’lan, 
  Tomagai, Fringrese, Elder Speak and any of the oth-
  er various humanoid languages. Their speech is still 
  guttural, but sounds softer to non-taan.
  Elemental Alignment: Half-taan are advantaged in 
  Void Magic and disadvantaged in all other Elements
  That custom has begun to change since the taan have 
  come to Loerem. Taan now want to denote their lin-
  eage in hopes of gaining status and power. 
  Half-taan not under Dagnarus’ control are free to 
  adopt any surname if they wish.
  Male Names: Azrak, Cr’eekt, K’let, Kral, Lnsk, Qu-tok, 
  R’lt, Tel, Zukmar.
  Female Names: Dag-ruk, Dur-zor, Grengur, Keet, 
  Nb’arsk, Nrk’t, Quet-et, Stirkt, Tir, Xir-kit.
  
  s35s
  
  s36s
  HUMANS: DUNKARGAN
  Dunkargans are racially prejudiced against the peo-
  ple of every other nation on Loerem. The Dunkar-
  gans firmly maintain that they are the last remnants 
  of the gods’ vision of humanity and treat other hu-
  mans with disdain, while showing an arrogant pride 
  in themselves. Dunkargans have nothing but pure 
  hatred for Karnuans, with whom the Dunkargans 
  have been warring for the past two centuries.
  Dunkargans consider nonhuman races even more 
  contemptible and flawed than the other human cul-
  tures, since they are even more racially distant to the 
  Dunkargans. Dunkargans have no objection about 
  taking money from anyone, however.
  At any time, there are at least five thousand troops 
  training or awaiting dispatch in the kingdom. While 
  the common soldiers engage in war games and ar-
  chery practice in the hills and fields around the city, 
  officers report to a building of stacked stone nick-
  named Bolyn ‘Byn, or “Bolyn’s Wisdom,” where they 
  study the history of Dunkarga and military strategy.
  Physical Description: Dunkargans average between 
  5’ and 5-1/2’ in height, and have a wide variety of 
  builds, depending on lifestyle. Most have olive-hued 
  skin and straight black hair, which tends to remain 
  dark, with only flecks of gray as Dunkargans age. 
  Dunkargan men are fiercely protective of their facial 
  hair and spend long hours shaping, oiling, and tend-
  ing to its upkeep. This is especially true among the 
  merchants and men of the upper class, where well-
  groomed, stylish beards and moustaches are indica-
  tive of high social status. 
  Dunkargans tend to wear flowing robes bound by 
  sashes. Many also choose some form of headwear 
  to protect against the ever-present sun. These range 
  from the conical helmets worn by those in the mil-
  itary to the bound head cloths and scarves of the 
  traders and common folk. Turbans are also popular 
  among men of the upper class .All Dunkargans fa-
  vor jewelry, and the number of rings and pendants 
  they wear is usually a representation of their wealth 
  and stature within Dunkargan society. Most Dunk-
  argans tend to be vain about their hair, as both men 
  and women will either have dark flowing locks that 
  cascade down their backs, or have shaved their heads 
  completely.
  Society: A Dunkargan can be many things, but he 
  doesn’t rise high in the Kingdom of Dunkarga with-
  out skill and experience in the ways of treachery and 
  guile. Whether he is one of the tunnel rats delving 
  deep into the monster-laden caverns beneath the 
  golden city of Qok ‘Tol, a hardened nomad from the 
  wandering tribes of Echnea Province, one of the mys-
  terious Grasschildren, or — most dangerous of all — 
  a politician from the Dunkargan Council Chambers 
  in the capital city of Dunkar, one can never be certain 
  if what will emerge from the sleeves of a Dunkargan’s 
  robe is a hand of greeting or a hand thrusting a dag-
  ger.
  Dunkargans speak Karna. They produce official doc-
  uments in Dunkrass, but use Karna for casual writ-
  ing. Many Dunkargans have also found it useful to 
  learn the trade language of Sanki, as well as Elder 
  Speak.
  Relations: Despite their haughty nature, Dunkar-
  gans can be surprisingly diplomatic in their dealings 
  with other peoples, even nonhumans. Still, it is a rare 
  occasion for a Dunkargan to call a non-Dunkargan 
  a friend. However, if such does occur, Dunkargans 
  are extremely loyal and form lifelong friendships. A 
  guest is cherished in the Dunkargan household, even 
  a nonhuman.
  While the Dunkargans’ belief that they are the gods’ 
  chosen race and all others are inferior has led to en-
  mity with the rest of Loerem, Dunkargan diplomats 
  have swallowed their distaste to maintain foreign re-
  lations with nearly every race and nation on the con-
  tinent.
  Ever since Karnu declared its independence, the Kar-
  nuan and Dunkargan armies engage each other on 
  a near-monthly basis. Sometimes it is merely a skir-
  mish between border patrols, other times the scales 
  and stakes are much higher.
  Alignment and Religion: Dunkargans are very re-
  ligious; the conviction that they are the perfect cre-
  ation of the gods is central to the Dunkargan mind-
  set. They have no particular leanings toward good 
  or evil, as long as an act serves to further that tenet. 
  Therefore, a typical Dunkargan tends to be lawful 
  neutral.
  
  s37s
  The King of Dunkarga is considered the head of 
  Dunkargan religion. Since the king is not a priest, nor 
  does he serve in that capacity, Dunkargans equate re-
  ligion to an institution of the state. Consequently, the 
  sense of duty to the Dunkargan religion is married to 
  an obligation to the kingdom. The Dunkargans have 
  thus been able to keep their kingdom united, despite 
  near-constant war against the Karnuans. 
  Adventurers: Dunkargans do not normally associate 
  with foreigners, so they do not choose to join a party 
  of outsiders lightly, especially when it includes a Kar-
  nuan member. To the Dunkargan, it is strictly his fel-
  low adventurers’ task to earn his trust. But when one 
  does, she gains his loyalty for life. Dunkargans ad-
  venture chiefly for wealth, though it can easily shift to 
  camaraderie if a strong bond is forged and sustained.
  Names: Dunkargans prefer names of past Dunkar-
  gan historical figures. Everyone in Dunkarga, even 
  the poorest beggar, has a family name that follows his 
  given name. Surnames of single young Dunkargans 
  frequently include the prefix el’, which means “son 
  of,” or al’, which means “daughter of,” followed by the 
  family name. This indicates their availability for mar-
  riage, such as Kherik el’Malahn (Kherik, son of the 
  Malahn family) or Feril al’Zhelab (Feril, daughter of 
  the Zhelab family).
  Male Names: Anoush, Daud, Humam, Khalil, Omid, 
  Qaari, Sarif, Taaban.
  Female Names: Bahara, Daneh, Farah, Inan, Layla, 
  Rusa, Zari.
  HUMANS: KARNUAN
  Karnuans share many personality traits with their 
  cousins, the Dunkargans: bigoted, mercenary, ar-
  rogant. Karnuans detest and despise everyone who 
  does not have the good fortune to be born a Karnuan. 
  Karnu is a closed society seldom admitting outsiders. 
  Rare, indeed, is the Karnuan who develops a friend-
  ship with someone other than another Karnuan. 
  A Karnuan is a master of martial skills, a survivor in 
  a land awash in blood. Though they may be a farmer, 
  a merchant, or a noble, all Karnuans are experienced 
  combat veterans — those who aren’t are already dead. 
  Karnuans hold loyalty and discipline above all other 
  ideals. They respect and admire any who exhibit ex-
  emplary military skills or bravery in combat and will 
  often pause in battle to salute a heroic enemy. 
  In the month of their fifteenth birthday, Karnuans 
  enter full-time military service. Gathered together 
  with others of the same age, each is issued armor, a 
  shield, a sword, and one additional weapon of their 
  choice, after which they are sent directly to the front-
  lines as a unit. The next five years of their lives are 
  spent in battle, usually on the Dunkargan border, 
  sometimes in the bloodholds, and occasionally in 
  special campaigns, such as Karnu’s occasional expan-
  sion attempts into the lands of its neighbors.
  Physical Description: Karnuans range from 5 to 6 
  feet in height. Their skin is olive-colored and their 
  hair is usually dark brown or black. Since Karnu is a 
  military dictatorship and all Karnuans are expected 
  to defend their country in times of war, Karnuans are 
  required to keep physically fit. Almost all Karnuans 
  are in excellent physical condition, since even those 
  not currently serving in the military are bound by 
  law to maintain their martial skills. 
  DUNKARGAN RACIAL TRAITS
  +2 to One Ability Score: As humans, Dunkargan characters get a +2 bonus to one ability score of their 
  choice at creation.
  Medium: As Medium creatures, Dunkargans have no special bonuses or penalties due to their size.
  Normal Speed: Dunkargans have a base speed of 30 feet.
  Bonus Feat: Dunkargans select one extra feat at 1st level.
  Skilled: Dunkargans gain an additional skill rank at 1st level and one additional rank whenever they gain 
  a level.
  Racial Aptitude: Bluff and Diplomacy are always class skills for Dunkargans.
  Languages: Dunkargans begin play speaking Dunkrass and Karna. Dunkargans with high Intelligence 
  scores can choose from the following: Dunkrass, Elder Speak, and Sanki.
  Elemental Alignment: Dunkargans are advantaged in Earth Magic and disadvantaged in Air Magic.
  
  s38s
  Karnuans prefer to wear loose-fitting garments when 
  not in armor. Their favored colors are browns, greens, 
  light yellow, and white.
  Society: Three hundred years ago, the elders of Tuul 
  Karnu began to put even the youngest members of 
  the tuul through extensive military training. Over the 
  centuries, this practice slowly reshaped both Karnu-
  an society and the Karnuan people into the modern 
  Karnuan Caliphate.
  Karnu is a military state. Every Karnuan citizen must 
  by law serve in the military. From childhood up, all 
  Karnuans are trained to become soldiers first and ev-
  erything else second. To Karnuans, respect and status 
  are derived from strength and skill, especially those 
  honed in the military service. The longer a Karnuan 
  has served in the Karnuan Army, the higher the rank 
  he has attained, and the more respect he is accorded 
  by other Karnuans. Such esteem comes regardless of 
  gender.
  
  s39s
  Karnuans speak Karna, just as the Dunkargans do. 
  All literary functions, both official and casual, use 
  Karna. The Karnuans do not, however, produce many 
  literary works, which they consider a waste of time. 
  Their treatises usually deal with military or arms-re-
  lated topics.
  Relations: Simply, the Caliphate sees all other nations 
  and races as future subjugates, either on a national 
  level as conquered territory or on a personal level as 
  slave labor for the self-dubbed “true-blood race.” This 
  does little to endear Karnuans to the rest of Loerem. 
  The only reason that other nations send ambassadors 
  to Dalon ‘Ren is to manage the unending stream of 
  truces resulting from the multitude of minor skir-
  mishes Karnu constantly instigates on their borders.
  Karnuans are the only people on Loerem still actively 
  traffic in slaves. Prisoners taken in battle, along with 
  the women and children of defeated foes, all end up 
  in the Karnuan slave market. Further, Karnuans have 
  a particular hatred for Vinnengaeleans and orks. A 
  Karnuan’s contempt for Vinnengaeleans is tempered 
  only by his love of Vinnengaelean silver. Karnuans 
  will trade with Vinnengaeleans, all the while sneer-
  ing at them behind their backs. Orks are hunted re-
  lentlessly, either for sport or for the Karnuan slave 
  markets.
  Alignment and Religion: Karnuans share the Dunk-
  argan belief that of all races, humans are the True 
  Race, destined to rule all of Loerem. 
  However, the Karnuans slowly turned away from 
  the Dunkargan gods as they proved that there was 
  nothing the gods could give Karnu that the Karnuans 
  couldn’t create — or conquer — for themselves, thus 
  making chaotic neutral the common alignment for 
  Karnuans.
  Caliph Krana Dhur, like his predecessors, has effec-
  tively combined his people’s strong nationalism and 
  his country’s military strength into a strong religion. 
  Instead of worshipping the gods that others believe 
  to have created the world, the Karnuans worship na-
  tional heroes, generals, and past caliphs. Soldiers are 
  encouraged to revere great Karnuan military figures, 
  both living and dead, and they will often shout the 
  names of these heroes as they charge into battle. All 
  the power of the Karnuan religion rests with the ca-
  liph.
  A few Karnuans dare to defy the state and worship 
  the old gods. Across Karnu, cryptic markings can be 
  found that will lead the initiated to sites where old 
  gods are still revered. Alone, in pairs, or in larger 
  groups, when worshippers come to these secret tem-
  ples, they often wear hoods to hide their identities. 
  But if they are caught, they often pay a hefty price for 
  their faith.
  Adventurers: It is rare to find a Karnuan in any ad-
  venturing party, since all able-bodied Karnuans, 
  male and female, are supposed to serve in the Karnu-
  an forces (probably till death). 
  KARNUAN RACIAL TRAITS
  +2 to One Ability Score: As humans, Karnuan characters get a +2 bonus to one ability score of their choice 
  at creation.
  Medium: As Medium creatures, Karnuans have no special bonuses or penalties due to their size.
  Normal Speed: Karnuans have a base speed of 30 feet.
  Battle-Hardened: Kanuans gain a +2 cultural bonus to Will saves against fear effects.
  Bonus Feat: Karnuans select one extra feat at 1st level.
  Weapon Familiarity: Karnuans are proficient with all martial weapons, regardless of class, due to their 
  intensive Karnuan military training.
  Skilled: Karnuans gain an additional skill rank at 1st level and one additional rank whenever they gain a 
  level.
  Karnuan Hubris: Karnuans suffer a -2 penalty on all Diplomacy and Sense Motive checks due to their 
  unbearable arrogance.
  Racial Aptitude: Intimidate is always a class skill for Karnuans.
  Languages: Karnuans begin play speaking Karna. Karnuans with high Intelligence scores can choose from 
  the following: Elder Speak, Naru, Pharn’lan, Sanki, and Tomagai. Most Karnuans find learning other lan-
  guages reprehensible, though many realize that doing so can help in negotiating surrenders or intercepting 
  enemy intelligence.
  Elemental Alignment: Karnuans are advantaged in Earth Magic and disadvantaged in Air Magic.
  
  s40s
  Karnuans completely free to take up a life of adven-
  ture are likely dissidents, refugees, exiles, hardened 
  criminals, army deserters, or have been dishonor-
  ably discharged. In all of these cases, they will have 
  a hefty bounty from the Caliphate on their heads. 
  At the same time, that usually means they must be 
  the toughest of the tough to have survived, and thus 
  make for the best mercenaries money can buy.
  Names: Karnuans refer to themselves by military 
  rank, military duties, regiment, or placement in the 
  battleline. Thus one might meet Master-at-Arms 
  Kafad Ramal, Quarter-master Mudan Dal’Huzbin, or 
  Seventh Spear Vraff Lakat’hanah.
  Karnuans also refer to themselves by nicknames rel-
  evant to military life: Spear-chucker, Hammerhand, 
  or Shieldmaiden.
  Male Names: Bijan, Farid, Hareef, Jabari, Mehmet, 
  Thamar, Yussef.
  Female Names: Atikah, Daifa, Gitti, Keshvar, Mitra, 
  Parisa, Sharis, Vida.
  
  s41s
  HUMANS: NIMOREAN
  Nimoreans are the Nimrans’ northern brethren. They 
  are more reserved than the outgoing Nimrans, and 
  more formal in their speech. Nimoreans live in a 
  harsh environment, their lives are hard, and thus they 
  take a more serious view of life. Once convinced that 
  there exists no possibility of threat or confrontation, 
  the Nimoreans can become warm and engaging. Of-
  ten sophisticated enough to avoid making snap judg-
  ments, a Nimorean will look at all the possibilities of 
  a given problem.
  Physical Description: Nimoreans resemble Nim-
  rans, having very dark skin and black curly hair. The 
  average Nimorean stands between 5-1/2 and 6 feet 
  tall, with women just slightly shorter. Their proximity 
  to the elves has led them to wear elven-style clothing 
  and utilize elven armor and weapons. 
  Society: Nimoreans were once Nimrans, banished 
  over three hundred years ago after a failed assas-
  sination on the visiting King Horthos of Vinnen-
  gael. These expatriates, led by Princess Hykael her-
  self, eventually found refuge at the desolate, sterile 
  Tromek border, where they began anew as an inde-
  pendent sovereignty.
  Like the Nimrans, Nimoreans are too a matriarchal 
  society, and their queen serves as High Priestess as 
  well. After that, similarities between the two start to 
  diverge. The Nimoreans’ close neighbors, the elves, 
  have had a great impact on their culture, as they 
  adopt typical elven reserve and cold politeness in 
  addition to their customs — including the tenet that 
  spellcasting in combat is dishonorable.
  Relations: Relations between Nimrans and Nimor-
  eans are those of family members who have had a 
  falling out but bear each other no ill will. If a Nimran 
  and Nimorean meet, they will be cool, distant, and 
  polite to each other. Nimoreans consider most Nim-
  rans provincial, old-fashioned, and out of step with 
  modern times. Nimoreans are quite familiar with the 
  complexities of elven life, business and politics. For 
  that reason, they often serve as liaisons for humans 
  wishing to deal with the elves. Nimrans, on the other 
  hand, have a difficult time understanding the Nimor-
  ean-elf relationship, considering it to be a Nimorean 
  obsession. Meanwhile, as the bastard tongue of Na-
  ru-Toma gains greater traction with Nimoreans, it 
  has become another aspect of the Nimorean life that 
  Nimrans find incomprehensible.
  Alignment and Religion: Nimoreans will first ap-
  pear distant and formal. However, it is a visage eas-
  ier to penetrate than that of the elves, because deep 
  underneath they all retain the congeniality that also 
  runs in the veins of their Nimran cousins. They are 
  almost social chameleons in the sense that they are 
  able to adapt, completely methodical and impersonal 
  in treaty negotiations only to follow any success with 
  wild celebrations. Nimoreans are generally neutral or 
  chaotic as a result.
  Nimoreans are very religious and believe themselves 
  linked to the gods, whom they see in every living 
  thing. Although they do not like to talk about their 
  religious beliefs, Nimoreans still consult the gods 
  before any undertaking, no matter how small. They 
  have maintained the Nimran tradition of building 
  their temples below ground, and do not allow outsid-
  ers to enter a temple without invitation.
  NIMOREAN RACIAL TRAITS
  +2 to One Ability Score: As humans, Nimorean characters get a +2 bonus to one ability score of their 
  choice at creation.
  Medium: As Medium creatures, Nimoreans have no special bonuses or penalties due to their size.
  Normal Speed: Nimoreans have a base speed of 30 feet.
  Bonus Feat: Nimoreans select one extra feat at 1st level.
  Skilled: Nimoreans gain an additional skill rank at 1st level and one additional rank whenever they gain 
  a level.
  Racial Aptitude: Stealth and Survival are always class skills for Nimorean characters.
  Languages: Nimoreans begin play speaking Naru and Naru-Toma, which is a combination of Tomagai, 
  the language of the elves, and Naru. Nimrans with high Intelligence scores can choose from the following: 
  Elder Speak, Karna, Naru-Toma, Sanki, and Tomagai.
  Elemental Alignment: Nimoreans are advantaged in Earth Magic and disadvantaged in Air Magic.
  
  s42s
  Adventurers: Because of their impoverished back-
  ground, most Nimoreans adventure simply out of 
  monetary needs. Their natural instinct for survival 
  under harsh conditions and perseverance as fighters 
  keep them in constant demand, often at the thrust of 
  an expedition into hostile environments.
  Names: Most Nimoreans have never been to sea, and 
  thus do not use names associated with the sea nearly 
  as frequent as the Nimrans. Nimoreans continue the 
  practice of a religious rite into the soul at age twelve, 
  and may take their names from that experience. Such 
  names usually involve animals, birds, or experiences 
  in the journey.
  Male Names: Brugul (“Bear’s Heart”), Domagoor 
  (“Far Seer”), Urusa (“Eagle Claw”), Valerron (“Lion 
  Spirit”).
  Female Names: Danaro (“Far Wanderer”), Lavari 
  (“Tigress”), Nevari (“Hawk’s Daughter”), Potami 
  (“She-Wolf”), Quita (“Robin”).
  
  s43s
  Society: The Nimran society is matriarchal, there-
  fore women from all races are respected. Priestesses, 
  seconded by priests, lead Nimra’s theocratic govern-
  ment. 
  The monarch, Queen Adros III, also doubles as the 
  head of the Nimran religion in her High Priestess 
  role. Despite rather lax laws, thievery rarely happens 
  within the borders, for the Nimrans are respectful 
  of both fellow citizens and their properties. Because 
  their homeland is near the coast, Nimrans boasts a 
  standing legacy of elite sailors with a high nation-
  wide esteem for the sea. Many Nimrans, though, now 
  reside in the heart of the realm, specializing in the 
  production of textiles and masterfully sculpted gems 
  prized throughout Loerem.
  Relations: Nimrans view all outsiders as potential 
  trading partners and are generally friendly until it be-
  comes clear they face an enemy. Rivalry over trade 
  routes existed between the orks and the Nimrans 
  for many centuries, but has since simmered to 
  mutual respect. Nimrans, as a people, see the 
  aggressive Karnuans as a threat to their peace 
  and do not welcome Karnuans in their 
  presence. Nimrans are on very good 
  terms with all other humans, although 
  there may be some strain with their 
  breakaway cousins, the Nimoreans. 
  Nimrans keep an open mind 
  when dealing with elves and 
  dwarves.
  Alignment 
  and 
  Religion: 
  Easy-going and charitable, Nim-
  rans are usually neutral good in 
  alignment.
  Many believe the Kingdom of 
  Nimra is Loerem’s oldest human 
  civilization, having existed as it 
  does now for more than two mil-
  lennia. The Nimran religion and 
  their religious association with 
  magic goes even farther back in 
  Nimran history. Although reli-
  gious practices differ from one 
  region to another in Nimra, the 
  tenet that the gods are the well-
  spring of all magic is a common 
  bond that binds all Nimrans in 
  one faith. 
  HUMANS: NIMRAN
  The Nimrans are a cheerful, good-natured lot. They 
  are generous, except in trade deals, where they are 
  shrewd but honest bargainers. Nimrans always look 
  to make the best deal, and since they are charming by 
  nature, they generally succeed.
  Physical Description: Nimrans are tall, averaging at 
  about 5-1/2 feet or more. Their skin is dark, their hair 
  is black and naturally curly. Many men shave their 
  heads, while women often wear elaborate headgear. 
  Nimrans are known for their beautifully dyed silk 
  raiment, as well as their exquisite gold and silver jew-
  elry.
  
  s44s
  The Nimrans believe magic is a gift bestowed unto 
  the races of Loerem with the understanding that mis-
  use can bring down punishment from the gods them-
  selves. Fearing the wrath of the gods, the Nimrans are 
  very private about their religion. They do not discuss 
  or share their beliefs with others. Outsiders may not 
  enter a Nimran temple uninvited for fear of dese-
  cration. Since they strongly associate with the Earth 
  Mother, Milakk, and worship her almost exclusively, 
  the Nimrans build all of their temples underground.
  Adventurers: Nimrans are merchants first, adventur-
  ers second. But that should not discount any Nim-
  ran’s potential contribution to a party. 
  All too often an opposition underestimates a Nim-
  ran whose gregarious demeanor belies the heart of 
  a fierce competitor. One only needs to point nonbe-
  lievers to the past feud between Nimra and the orks, 
  where Nimran privateers matched the vaunted orken 
  pirates in every aspect, from strategy and tactics to 
  ferocity and ruthlessness. 
  Names: Living in close proximity to the sea and to 
  nature, Nimrans prefer names reflecting their love of 
  animals, birds, plants and flowers. These names are 
  derived from a spiritual journey into the soul made 
  by both males and females at age twelve.
  Male Names: Novaso (“Storm Wind”), Pumi 
  (“Puma”), Sharusa (“Shark Tooth”), Wor (“Ocean 
  Roar”).
  Female Names: Adros (“Lily Petal”), Hyzaekel 
  (“Surf’s Breeze”), Mylek (“Gull Wing”), Paelani (“Sea 
  Mist”), Regi (“Sparrow”).
  NIMRAN RACIAL TRAITS
  +2 to One Ability Score: As humans, Nimran characters get a +2 bonus to one ability score of their choice 
  at creation.
  Medium: As Medium creatures, Nimrans have no special bonuses or penalties due to their size.
  Normal Speed: Nimrans have a base speed of 30 feet.
  Bonus Feat: Nimrans select one extra feat at 1st level.
  Skilled: Nimrans gain an additional skill rank at 1st level and one additional rank whenever they gain a 
  level.
  Racial Aptitude: Knowledge (nature) and Knowledge (religion) are always class skills for Nimrans.
  Languages: Nimrans begin play speaking Naru. Nimrans with high Intelligence scores can choose from 
  the following: Elder Speak, Karna, Naru-Toma, Pharn’lan, Sanki, and Tomagai. Sanki is a must for Nimran 
  merchants who trade abroad.
  Elemental Alignment: Nimrans are advantaged in Earth Magic and disadvantaged in Air Magic.
  
  s45s
  HUMANS: TREVENICI
  Trevenici are blunt, outspoken and honest, especially 
  with those they consider friends. They never lie to a 
  friend or family member, although they will readi-
  ly deceive strangers, especially those they deem too 
  inquisitive.
  Anyone accepted by a Trevenici as a friend can con-
  sider this a great honor, for the Trevenici do not be-
  stow friendship lightly and will be prepared to sac-
  rifice anything, including their own lives, for those 
  they call friends. Trevenici are not at all diplomatic. 
  A Trevenici will not hesitate to let a friend know that 
  he handles a sword with all the grace of a pecwae 
  girl-child or that warthogs are handsome compared 
  to him, along with other unflattering remarks of an 
  extremely personal nature. Any anger or irritation 
  shown at these comments afford the Trevenici great 
  amusement and only serve to spur him to greater cre-
  ative heights. Trevenici have little use for negotiation 
  or verbal sparring. They lose patience quickly and 
  may even become hostile if they consider the conver-
  sation growing stale. If surprised or caught off-guard, 
  Trevenici fight first and ask questions later. They are 
  sufficiently sensible, however, to not rush headlong 
  into dangerous situations. When given the chance to 
  think, Trevenici can prove to be quite capable strate-
  gists and tacticians.
  Physical Description: Trevenici are tall; males av-
  erage a little over 6 feet in height, females just un-
  der. Both men and women possess toned physique, 
  for when they are not fighting they are working in 
  the fields. They are brown-skinned from living out-
  doors, with blonde or red hair that both genders knot 
  in long braids or tails. Trevenici often don raiment 
  made from animal hides and furs. They are particu-
  larly fond of adorning themselves in jewelry as well 
  as gruesome trophies taken from the battlefield.
  Society: Trevenici refuse to live behind stone walls 
  that encircle many so-called “civilizations.” They 
  make camp in forests and on open plains where no 
  enormous fortifications block views. They are not 
  nomadic; once they find a location they like, they set 
  up tents and mud huts, plan crops, herd animals, and 
  stay for as long as it will sustain them. When a Treve-
  nici tribe becomes too large, young men and women 
  set off to find a new land, or the tribe will seek to ex-
  pand its territory, often to the ire of their neighbors. 
  Tribal elders govern a Trevenici tribe, with complete 
  loyalty and confidence from tribal members.
  Trevenici dislike using magic. They lack the diligence 
  to learn the complexities of spellcasting — time that 
  could be better spent working in the fields or train-
  ing for battle. However, there have been accounts of 
  a few Trevenici learning to magic and putting it to 
  good use both militarily and at home.
  Trevenici hold their language, Tirniv, sacred and 
  permit no outsiders except the pecwae to speak it. 
  Anyone who makes the mistake of uttering even one 
  word of Tirniv, no matter how well-meaning, may in-
  cur the wrath of a Trevenici.
  Relations: Most people of Loerem perceive the Trev-
  enici as savages because of their simple and uncom-
  plicated lifestyle. For their part, the Trevenici pity 
  those who choose to spend their lives behind stone 
  walls. Trevenici are suspicious of everyone they meet, 
  yet still keep an open mind and will not hesitate to 
  take a stranger to heart if he shows himself worthy. 
  The pecwae look to the Trevenici for protection 
  and food. In return, the pecwae offer their magical 
  healing skills and the ability to speak with animals. 
  Pecwae and Trevenici tribes do not intermingle, but 
  live as close neighbors, sometimes with villages side 
  by side. 
  Alignment and Religion: Wild, independent, un-
  predictable, reckless, but willing to fight for loved 
  ones until the bitter end. . . all hallmark traits of the 
  chaotic good alignment which fits the Trevenici like a 
  snug hide armor. Most gods in Trevenici lore oversee 
  the domains of land and combat, and the worship of 
  those gods is understandably very popular. Trevenici 
  do not build mighty temples to their deities, prefer-
  ring to deal with them on a personal basis. Although 
  the gods revered by Trevenici are all the same, their 
  names may differ from tribe to tribe, or even from 
  worshipper to worshipper. The Trevenici will never 
  divulge their devotions to outsiders. Even among 
  each other, faith with the gods is a private and per-
  sonal matter.
  Adventurers: If there are ever a people who need no 
  reason for adventuring other than adventure’s sake, 
  it would be the Trevenici. They are accustomed to 
  fighting for free, so no imagination is necessary to 
  picture their glee when they receive payment and 
  quite possibly notoriety as well to exert their prowess. 
  A Trevenici is typically the brawn of a party and often 
  accompanied by a pecwae healer buddy.
  
  s46s
  
  s47s
  TREVENICI RACIAL TRAITS
  +2 to One Ability Score: As humans, Trevenici 
  characters get a +2 bonus to one ability score of 
  their choice at creation.
  Medium: As Medium creatures, Trevenici have 
  no special bonuses or penalties due to their size.
  Normal Speed: Trevenici have a base speed of 30 
  feet.
  Unimpressionable: Trevenici are skeptical and 
  hard to impress, as well as incredibly stubborn. 
  They receive a +2 racial bonus on Will saves to 
  disbelieve illusions.
  Bonus Feat: Trevenici select one extra feat at 1st 
  level.
  Skilled: Trevenici gain an additional skill rank at 
  1st level and one additional rank whenever they 
  gain a level.
  Racial Aptitude: Acrobatics and Intimidate are 
  always class skills for Trevenici characters.
  Languages: Trevenici begin play speaking Tir-
  niv and Twithil. Trevenici with high Intelligence 
  scores can choose from the following: Elder Speak, 
  Fringrese, Karn, Naru, Sanki, and Tomagai.
  Elemental Alignment: Trevenici are advantaged 
  in Earth Magic and disadvantaged in Air Magic.
  Both Trevenici men and women train for combat 
  and have an affinity for soldiering. Trevenici sell their 
  prowess and expertise to anyone able to pay them the 
  most money, fighting for no other reason than the 
  glory of battle and monetary rewards. Many races 
  on Loerem complement their forces with Trevenici 
  mercenaries.
  Names: Adult Trevenici have names in their own 
  language that are discovered when they first venture 
  from the tribe and out into the world. These names 
  may be short (such as Defender) or very long and 
  complicated, such as One Who Has Traveled Beyond 
  the Mountain to See the Rising of the Sun, or One 
  Who Has No Fear of Her Enemies. No Trevenici per-
  mits non-Trevenici, regardless of intimacy, to learn 
  his true name. Instead, they devise a “public” name. 
  This may be anything that catches his fancy, from 
  “Lone Wolf” and “Ork Slayer” to “Ale Guzzler” and 
  “Void-Bane.” There is little distinction made between 
  male and female names.
  
  s48s
  HUMANS:             
  VINNENGAELEANS
  Vinnengaeleans tend to be peaceful, with a deep re-
  spect for their Emperor (known as the King of Kings) 
  and for the laws of the land. Because of their storied 
  history and traditions, they can be patronizing and 
  condescending at times, but usually do not mean to 
  offend, and are always more than happy to apologize 
  and make reparations for any real or perceived slight.
  Physical Description: Vinnengaeleans are typically 
  fair-skinned with blond hair and blue eyes; tall and 
  big-boned, standing between 5-1/2 and 6 feet in 
  height, with a healthy build. However, contempo-
  rary Vinnengaeleans have vastly diverse appearanc-
  es, thanks to centuries of intermixing with virtually 
  all other ethnicities, from Dunkargans, Nimrans, 
  and Trevenici to smaller, lesser-known lineages. For 
  as long as Vinnengael remains a popular immigra-
  tion point, the sight of the swarthy, olive features of a 
  Dunkargan or the ebony skin of a Nimran will be as 
  ordinary as the blond hair and light skin of a Vinnen-
  gaelean “native.”
  Society: The Vinnengaelean civilization starts at the 
  top with a king (or queen when a woman has the 
  throne). In addition to a full complement of nobles 
  from dukes down to barons to administer sovereign 
  affairs, the Royal Crown also retains the Revered 
  High Magus of the Temple of the Magi for consul-
  tations on ecclesiastical policies. Thanks to the Do-
  minion Lords, peace has been successfully enforced 
  across the empire since shortly after the fall of Old 
  Vinnengael.
  Vinnengael is divided into ten duchies, all but one 
  (Omarah) are ruled by noble families. These dukes 
  parcel out their lands and governing power to the 
  barons. Women can and do oversee fiefs. Historical-
  ly, governors have been more comfortable selecting 
  their wives or daughters for heirs, over sons or male 
  relatives prone to unruliness and irresponsibility.
  All races are welcomed within the empire’s bound-
  ary, so long as they abide by Vinnengaelean laws and 
  stir no trouble. New Vinnengael, the capital city, best 
  epitomizes the melting pot mentality with numerous 
  ethnic districts.
  The Vinnengaelean cross-sections have three main 
  segments: rural settlers, town dwellers, and residents 
  of big royal cities. 
  They encompass all walks of life from farmers and 
  ranchers, to skilled traders and laborers, to cosmo-
  politan magistrates and cat burglars. Generally, the 
  standard is among the highest on Loerem for those 
  making a honest living — a testament to the recov-
  ery made following the destruction left in the wake 
  of Dagnarus’ invasion two centuries ago.
  Relations: Living in the center of the continent, Vin-
  nengaeleans have interacted with every race at one 
  time or another. Vinnengaeleans have long been al-
  lies of the Nimrans and Nimoreans (being the first 
  people to recognize Nimorea as its own nation). The 
  Vinnengaeleans have been strong trade partners with 
  the orks for centuries, but that relationship has been 
  marred recently by the Vinnengaeleans’ puzzling dis-
  interest over the Karnuan invasion of the ork’s holy 
  site, Mount Sa ’Gra. Although Vinnengaeleans will 
  trade with the elves to the north and the dwarves to 
  the east, they do not otherwise deal with either race. 
  They consider the elves to be a godless people who 
  worship ghosts. They distrust the dwarves for their 
  conviction that one day all of Loerem, including Vin-
  nengael, will be theirs. The Vinnengaeleans and the 
  Dunkargans do not much like each other, but they 
  like each other’s money, so both commerce and an 
  uneasy peace exists between the two nations. All ties 
  with Karnu have been severed, following the Karnu-
  an capture of a Vinnengaelean Portal. 
  Alignment and Religion: Vinnengaeleans generally 
  strive for order and tranquility in their lives, a ten-
  dency marking them as lawful good or neutral good. 
  They are also pious. A central tenet of the Vinnen-
  gaelean religion is that magic is a gift from the gods. 
  Only men and women specially trained in the use of 
  magic are allowed to cast spells. The central religious 
  authority for Vinnengaeleans is the Church, born 
  some five hundred years ago and has since come to 
  dominate the world of magic as well in Vinnengael. 
  For the most part, the people of the Vinnengaelean 
  Empire believe what the Church patriarchs tell them. 
  The various churches, shrines and temples through-
  out Vinnengael serve as places of worship for the 
  masses, as well as centers of learning for those who 
  wish to become mages.
  Adventurers: Vinnengaelean adventurers harbor 
  motivations as diverse as their society and skillsets: 
  ambition, wealth, knowledge, justice, altruism, thrill, 
  duty, prestige… plus far too many others to mention. 
  
  s49s
  VINNENGAELEAN RACIAL TRAITS
  +2 to One Ability Score: As humans, Vinnengaelean characters get a +2 bonus to one ability score of their 
  choice at creation.
  Medium: As Medium creatures, Vinnengaeleans have no special bonuses or penalties due to their size.
  Normal Speed: Vinnengaeleans have a base speed of 30 feet.
  Bonus Feat: Vinnengaeleans select one extra feat at 1st level.
  Skilled: Vinnengaeleans gain an additional skill rank at 1st level and one additional rank whenever they 
  gain a level.
  Racial Aptitude: Vinnengaeleans are diverse, versatile people. Vinnengaelean characters may select any 
  two skills which are always class skills for them.
  Languages: Vinnengaeleans begin play speaking Elder Speak. Vinnengaeleans with high Intelligence 
  scores can choose any languages they want (except those not available due to campaign era, such as Taan 
  before their invasion).
  Elemental Alignment: Vinnengaeleans are advantaged in Earth Magic and disadvantaged in Air Magic.
  In fact, the ubiquity of freelancers from the empire 
  has engendered the popular quip, “You can’t throw a 
  quest without it hitting a Vinnengaelean.” 
  Names: Nobles have family names that are passed 
  down from father to son, mother to daughter. Mer-
  chants and craftsmen are often named for the work 
  they do, such as Davin Carpenter or Rothix Shoe-
  maker. Flower names are popular for women as first 
  names, such as Lily or Violet. Because of nostalgic 
  interest in Old Vinnengael, names like Tamaros, 
  Helmos, Anna, and various derivatives are current 
  favorites.
  Male Names: Byam, Elsteen, Kirtheus, Stenger, Ush-
  ton, Zas.
  Female Names: Cyrilla, Evolyn, Igraine, Loris, Pre-
  tra, Xanika.
  
  s50s
  
  s51s
  Wealthy and/or learned orks often collect puzzles, 
  hunt down rare tomes and scrolls, as well as retain 
  poets, philosophers, and thinkers to invent new rid-
  dles for their amusement. They even hire adventurers 
  to delve into ancient libraries, scouring for obscure 
  documents and lost facts that can be used as fodder 
  for new brainteasers.
  Physical Description: Orks are extremely tall and 
  strong. Males usually stand about 7 feet tall, while 
  females normally at 6-1/2 feet in height. Orks have 
  protruding brow ridges. Their jaws are large, with the 
  lower half extending outward beyond the upper. The 
  lower canines are long, pointed, and sprout upward 
  over the upper lip. Although their bodies are bulky 
  and heavily muscled, orks can move very rapidly. 
  Hair varies from sun-bleached blonde to dark brown 
  in color, and is knotted or plaited. Ork skin is brown 
  with a distinct blue undertone and may be covered in 
  colorful tattoos. Warriors and sailors of both genders 
  often shave their heads to show off intricate scalp tat-
  toos. Orks favor leather, lacquered wood, and woven 
  bone armor. Typically, the more skilled the warrior, 
  the more ornate is the armor.
  ORKS
  Orks are the seafarers of Loerem. Where there is 
  ocean, there are bound to be orks, as their first love 
  is sailing and the sea. They have a knack for inven-
  tions and an exceptional aptitude for tinkering with 
  mechanical devices. They are famous for inventing 
  one of the deadliest and most-feared weapons in all 
  Loerem — Jellyfire. Orks are savage fighters, but their 
  tactics are much better suited for sea combat than 
  land skirmish.
  It is the nature of orks to question, probe, and push 
  the limits of their own capabilities, presumptions, 
  and perspectives, as well as those of their fellow orks. 
  In fact, they consider it a sacred duty, every bit as 
  important to the honoring of their gods as prayer 
  and sacrifice. On a daily basis, fathers and mothers 
  test their children with riddles at breakfast, captains 
  train their crews with games of balance and wit, 
  friends and rivals challenge each other to impromp-
  tu, drunken contests of skill, and shamans torment 
  those they deem worthy of special attention with im-
  possibly difficult, contradictory tasks.
  
  s52s
  Society: The ruler of the orks is known as The Cap-
  tain. This tends to confuse other races since the term 
  also refers to superiors from the commander of a 
  ship to the leader of an orken city. The Captain may 
  be of either gender, and must pass rigorous tests to 
  reach that lofty rank. The orks have now decided to 
  elect The Captain from the ranks of orken Dominion 
  Lords.
  As prolific seafarers, more orks live in the Fleet than 
  in all ork settlements combined. The Fleet is a collec-
  tion of ships numbering between three and one hun-
  dred. Each Fleet includes merchant vessels, fishing 
  boats, cargo haulers, and always at least one warship.
  Ork society is constantly tinkering with devices and 
  inventing new technologies such as advanced siege 
  engines. It is also superstitious to the extreme, as ev-
  ery ship has a shaman with a minimum one appren-
  tice, ready to observe and interpret omens. No ork 
  may be buried on land, but must return to the water 
  from which he was born.
  Relations: Orks have a reputation for being dishon-
  est, especially in trade. In truth, orks have their own 
  rules governing trade and they are very much of the 
  opinion that if the buyer doesn’t know or understand 
  those rules, that’s not the fault of the orks. Of all the 
  races, Nimrans best understand the orks and their 
  culture, and thus are the ork’s best trading partner. In 
  years past, the orks enjoyed very good relations with 
  Vinnengael and its people. Since the recent Karnuan 
  capture of their sacred Mount Sa’Gra, however, the 
  orks have come to distrust Vinnengaeleans as they did 
  nothing to help halt the invasion. Orks see the elves 
  as enigmatic and alien in the extreme. The orks have 
  no love lost for the Dunkargans, considering them no 
  different from their hated enemy, the Karnuans. Orks 
  have a liking for Unhorsed dwarves, while finding the 
  arrogance of Clan dwarves amusing.
  The greatest honor the orks can pay an enemy is to 
  strangle him and throw the corpse into the mouth of 
  the holy volcano, Mount Sa’Gra.
  Alignment and Religion: With omens dictating 
  their every whim and a mindset as fluid as the water 
  they so love, orks are usually chaotic good or even 
  chaotic neutral. Orks mingle magic and omens to 
  formulate their religious beliefs. All orks are believers 
  in a synchronicity between events, a link between the 
  mundane and the important. 
  In short, orks are a superstitious people, devout be-
  lievers in omens and portents. According to most 
  orks, the gods take a great interest in Loerem and 
  its people, but will not directly interfere in the lives 
  of the people, since this would violate a person’s free 
  will. Because the gods love their creation (the orks) 
  so much, the gods are unable to resist tossing out 
  little hints here and there as to which path the orks 
  should take. Orks constantly watch for these omens, 
  and rarely make an important move without first 
  studying to see what the gods might have in mind. 
  They will not perform any major undertaking with-
  out consulting a shaman, who will read the omens. 
  If the omens are bad, an ork will refuse to act, no mat-
  ter the circumstance. (Tale has it that a dead seagull 
  dropping to the deck of an orken ship once saved the 
  Vinnengaelean city of Forden from destruction.) If a 
  shaman isn’t present to read the omens for an ork, he 
  will attempt to do it himself, but at grave risk.
  Adventurers: On surface, orks represent the arche-
  typical adventurer: strong, ingenious, skilled, com-
  bat-proficient. The reason they are not in more ad-
  venturing parties is their utter unpredictability. For 
  an ork to join company with foreigners, the signs 
  must first be auspicious. From then on, the ork is 
  only as reliable as the omens continue to favor their 
  association. While orks of good alignment will not 
  outright abandon their colleagues, they will try any-
  thing to convince the others to abort when the por-
  tends begin to sour on an endeavor, even resorting to 
  secret sabotage — all for the fellowship’s own good, of 
  course. But for those able to endure or adapt to such 
  seemingly odd behaviors, any ork can be a blessing to 
  the party for the valuable assets he brings to the table.
  Names: Orken names are always two syllables, the 
  first name being the family name, followed by the 
  personal name. Females retain their family name 
  when they marry. Children are given the family name 
  of the parent that offers the better omen at the time 
  of birth. If none of the omens are good, the child re-
  mains nameless until the omens change.
  Male Names: B’lek, Do’Mulk, Grk’el, Ro’Gar, Tiz’Mut, 
  Va’Gat.
  Female Names: Ev’ett, Ghir’Ta, Ki’Fach, Ma’Gak, 
  Nu’Maleh, Sha’Gar, Uul’Ta.
  
  s53s
  ORK RACIAL TRAITS
  +2 Strength, +2 Intelligence, -2 Charisma: Orks are big and brawny with an uncanny knack for knowing 
  when things are about to turn nasty. They also have their own peculiar views regarding honesty.
  Medium: Orks are Medium creatures and have no bonuses or penalties due to their size.
  Normal Speed: Orks have a base speed of 30 feet.
  Spry: Orks are shockingly nimble for their size. They gain a +2 racial bonus to Reflex saving throws.
  Racial Aptitude: Climb, Knowledge (engineering), and Swim are always class skills for orks. All orks have 
  spent time at sea, and some even refuse to set foot on land. They also possess a unique talent for constructing 
  unique designs.
  Racial Expertise: Orks are accustomed to the swaying deck of a ship and are always looking for anything that 
  might be an omen. They gain a +2 racial bonus to Acrobatics and Perception checks.
  Weapon Familiarity: Orks may become proficient with the flensing blade and net as martial weapons instead 
  of exotic weapons.
  Languages: Orks begin play speaking Pharn’lan. Orks with high Intelligence scores can choose from the fol-
  lowing: Elder Speak, Fringrese, Karna, Naru, Sanki, and Tomagai. As sailing merchants, orks often learn the 
  languages of those with whom they do business.
  Elemental Alignment: Orks are advantaged in Water Magic and disadvantaged in Fire Magic.
  
  s54s
  PECWAE
  Perhaps because of their diminutive size, pecwae are 
  pacifistic. Most will avoid a fight at nearly any cost, 
  choosing to flee rather than do battle. Pecwae readily 
  admit they are cowards and see no stigma attached to 
  what they view as a common-sense attitude toward 
  life. Pecwae love music and can make anything into 
  a musical instrument, be it sticks, rocks, reeds, grass 
  stems, or old bones. Pecwae voices are well suited to 
  singing, having a lilt like a wooden flute. Pecwae love 
  the outdoors and easily make friends with animals. 
  Because of this, pecwae will not eat animal flesh. 
  Pecwae tend to be shy around outsiders, except the 
  Trevenici, whom the pecwae rely upon for protec-
  tion.
  Physical Description: Pecwae are short, averaging 
  4-1/2 feet tall. Most have slender builds, though the 
  occasional sedentary member of the race can get 
  quite stout. Their bronze-colored skin is deceptively 
  tough, taking on a leathery appearance as they age. 
  Pecwae have long straight hair, usually red, brown or 
  black in color. Beards are an indication of age and 
  wisdom for male pecwae. Pecwae ears are long and 
  pointed, with rounded edges. Their facial features are 
  flatter than most races, with the face sloping gently 
  forward from the forehead to the nose, and then re-
  ceding equally gently to the chin.
  Pecwae clothing is made primarily from homespun 
  wool and long fibers of bark and reeds. They decorate 
  their hair with feathers, painted bones and beads.
  Society: The pecwae community is nothing more 
  than a collection of scattered villages without a cen-
  tral, unified leadership. Even “villages” is loosely 
  termed, because the pecwae are not concerned with 
  building shelters — why, when nature is the dwelling 
  of greatest comfort to them?
  The head of a pecwae village is the oldest of the vil-
  lage’s family elders. The other elders serve in an ad-
  visory capacity to the village leader. Pecwae life is 
  simple. They tend to live from moment to moment, 
  rarely worrying about the future. Rare is the pecwae 
  who decides to leave the village for parts unknown, 
  although some more adventurous youths will often 
  travel with Trevenici warriors in order to perform 
  healing on the wounded. The pecwae approve of this, 
  knowing that their youths will return (if they sur-
  vive), having gained wisdom, patience, and a love for 
  life.
  Pecwae personify peace. No dispute is unresolvable 
  enough to involve a third party. Pecwae have respect-
  able, wise elders like everyone else, but these old sag-
  es are almost never needed for lawmaking because 
  there’s a mutual, unspoken harmony between all 
  pecwae to eliminate such a cold, autocratic mecha-
  nism as law. An elder’s most prominent role is as de 
  facto spokesperson when a village must communi-
  cate with the other races. 
  Given a history of their children being sold and kept 
  as slaves or pets, all pecwae are leery of outsiders 
  (save for the Trevenici, whom they do not consider 
  foreign), at least initially. Fortunately, their keen in-
  tuition usually guides them to trust the right persons 
  and spurn those with malicious intents. 
  All pecwae speak Twithil, a musical language hard 
  for non-pecwae to understand, let alone master. Most 
  pecwae also learn Tirniv in order to communicate 
  with their Trevenici allies.
  Relations: The pecwae associate almost exclusively 
  with just the Trevenici. The two cultures are rarely 
  found apart. The pecwae seldom venture far from 
  their villages, therefore pecwae goods such as jewel-
  ry, musical instruments, cloth, and embroidery find 
  their way elsewhere through the Trevenici. Pecwae 
  are under Trevenici’s protection, both in the pecwae’s 
  homelands and during their occasional sojourns 
  abroad. A traveling pecwae always has a Trevenici 
  guardian nearby, who is more than willing to defend 
  his “little friend.”
  Alignment and Religion: The pecwae live with each 
  other and the nature in complete accord. They strive 
  to care for those in need and are generous with their 
  healing expertise, mundane or magical. Thus, they 
  have a lawful good leaning.
  Pecwae believe every living being is linked together 
  spiritually. They do not put much stock in the wor-
  ship of gods, nor the belief that magic is to be used in 
  veneration of great immortal deities. Pecwae cherish 
  nature, treating everything from the tiniest insect to 
  the mightiest oak with utmost respect. 
  
  s55s
  PECWAE RACIAL TRAITS
  +2 Dexterity, +2 Wisdom, -2 Strength: Pecwae are nimble and wise, but small in stature.
  Small: As Small creatures, pecwae gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a -1 penalty 
  to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  Fleet of Foot: Pecwae have a base speed of 30 feet. They are fast for their size.
  Sprinter: Pecwae gain a +10’ racial bonus to their movement when performing a charge, run, or withdraw 
  action.
  Craven: Pecwae gain a +1 bonus on initiative checks and a +1 bonus on attack rolls when flanking. They 
  take a –2 penalty on saves against fear effects and gain no benefit from morale bonuses on such saves. 
  When affected by a fear effect, their base speed increases by 10’ and they gain a +1 dodge bonus to AC.
  Spell-Like Ability: Speak with animals 1/day (caster level is the pecwae’s character level).
  Racial Aptitude: Knowledge (nature) and Perform are always class skills for pecwae characters.
  Racial Expertise: Pecwae know how to utilize nature to their best advantage. They have a +2 racial bonus 
  on Heal, Stealth, and Survival checks.
  Languages: Pecwae begin play speaking Twithil and Tirniv. Pecwae with high Intelligence scores can 
  choose from the following: Bahk, Elder Speak, and Fae.
  Elemental Alignment: Pecwae are advantaged in Earth Magic and disadvantaged in Air Magic.
  Adventurers: It takes a lot to prompt a pecwae to step 
  beyond the boundary of their homeland. Though af-
  fable and sometimes hospitable to a fault, they really 
  just wish to mind their own business and not meddle 
  in that of other races. There are some who were bitten 
  by wanderlust, but virtually all pecwae “adventurers” 
  have had fate thrust upon them, forcing the other-
  wise mellow folk to reluctantly take up arms. 
  Names: Pecwae names are soft-sounding, pleasant to 
  pronounce, with no hard consonants such as “k” or 
  “x.” Since the sound is considered of primary impor-
  tance, pecwae names have no meaning but are made 
  up of rhythmic syllables strung together. 
  The name is not given at birth, but much later in a 
  child’s life. Often the child chooses his or her own 
  name and announces it to the elders. Names are not 
  long, generally consisting of two or three syllables.
  Male Names: Bashae, Chorin, Himmer, Rigil.
  Female Names: Anra, Fenni, Lith, Palea, Willa.
  
  s56s
  CHAPTER THREE: CLASSES
  GUSTAV, LORD OF KNOWLEDGE
  I was an orphan, a child of the streets, a thief. Sixty years later, the people of Vin-
  nengael still speak of the bold robbers of Gustav’s Band who terrorized the dark 
  alleyways.
   
  We fell victim to the City Guard. As punishment, we were sent to the military. 
  Our heroism, born of reckless bravado, impressed our commander, a valiant and 
  wise man. I recognized his worth and saw him in contrast to myself. I asked, as my 
  reward, that he teach me to read and write.
   
  I was made a Knight of Vinnengael and later, with the blessing of the gods, a 
  Dominion Lord, the Lord of Knowledge.
   
  I have spent the years of my long life searching for the Sovereign Stone. 
  Throughout the land I quested, all in vain.
   
  And then, at last, I found the blessed artifact.
   
  I brought doom upon myself. But I brought hope to the world.
  
  s57s
  How will your path unfold in the fantastical world 
  of Loerem? Many adventurers come from a military 
  background. Some may be veterans who have fought 
  for one of the great nations, while others may be in 
  active military service. Some may have a talent for 
  the arcane, and either found mentors to help them 
  learn magic or honed their skills on their own. Some 
  may savor the quick attacks and ripostes of political 
  intrigue. Some yearn for riches, others for glory. The 
  class you choose helps you define your character.
  All core classes from the Pathfinder® Core Rulebook 
  are available in the Sovereign Stone setting, except 
  for the sorcerer and the wizard, replaced by elemen-
  tal sorcerer and elemental wizard, respectively. Some 
  classes receive new interpretations for their spellcast-
  ing features but otherwise remain intact. One new 
  class, the noble, has been added, as have several new 
  archetypes: archer, mounted warrior, sailor, Void sor-
  cerer, and Void wizard.
  BARBARIAN
  The Trevenici are most commonly associated with 
  barbarians, though not all human barbarians are 
  Trevenici and vice versa. Most elves emphasize the 
  more sophisticated aspects of swordplay, but sever-
  al few have distinguished themselves through sheer 
  brute force. Orken barbarians are the first to leap 
  aboard enemy ships, wading into a sea of swing-
  ing sabers with nary a thought for their own safety. 
  Some dwarven clans are said to unleash ferocious 
  “wolf-berserkers” who charge on horseback into the 
  foe. Otherwise, barbarians are a rarity among other 
  races, although even the peace-loving pecwae have 
  tales of violent warriors from their distant past.
  Use all standard Pathfinder® rules for the barbarian 
  character class in this campaign setting.
  BARD
  Given Vinnengeal’s population, prominence, and 
  propensity for the arts, it is hardly a wonder that 
  most human bards make their home in the Empire, 
  with Dunkarga running a surprising but distant sec-
  ond. Elves prefer elaborate, refined forms of enter-
  tainment, therefore elven troubadours heavily favor 
  sophistications such as opera and poetry recitals over 
  vulgar vaudeville acts. It is almost customary for a 
  dwarven clan to include a minstrel or two, whose 
  boisterous, morale-boosting renditions contributed 
  invaluably to many a raid. Orken bards are equal-
  part performers and historians, passing on lore and 
  mores to new generations through folksongs, dance, 
  and stories. Pecwae surely possess the natural incli-
  nation for this pursuit and some of the finest bards 
  ever were indeed of this racial origin. Trevenici love 
  to lead in a fight as well as in a rousing chorus — 
  which has prompted several tribesmen’s transition to 
  minstrelhood.
  CLASS FEATURE
  Apply the following revisions to the bard class for the 
  Sovereign Stone setting. All other class features not 
  listed here function exactly the same as in the Path-
  finder® Core Rulebook.
  Spell-Like Abilities (Sp): This replaces the Spells 
  class feature. Bards of Loerem do not cast spells in 
  the conventional sense. Rather, they develop mystical 
  powers through experience and training that mani-
  fest as spell-like abilities.
  
  s58s
  A bard can use any spell-like ability he knows from 
  the bard spell-like ability list presented in Chapter 8 
  without preparing it ahead of time. However, the bard 
  must still include a verbal component (song, recita-
  tion, or music) to activate his class spell-like abilities. 
  To develop or use a spell-like ability, a bard must have 
  a Charisma score equal to at least 10 + the spell-like 
  ability level. The Difficulty Class for a saving throw 
  against a bard’s spell-like abilities is 10 + the spell-like 
  ability level + the bard’s Charisma modifier.
  A bard can use only a certain number of spell-like 
  abilities of each spell-like ability level per day. Use Ta-
  ble 3-3 in the Pathfinder® Core Rulebook for a bard’s 
  base daily spell-like ability allotment. In addition, he 
  receives bonus spell-like abilities per day if she has a 
  high Charisma score.
  The bard’s selection of spell-like abilities is extremely 
  limited. A bard begins play with four 0-level spell-
  like abilities and two 1st-level spell-like abilities of 
  the bard’s choice. At each new bard level, he gains one 
  or more new spell-like abilities, as indicated on Table 
  3-4 in the Pathfinder® Core Rulebook, but his Charis-
  ma score does not affect the number of spell-abilities 
  he can develop.
  Unlike bardic spells, a bard cannot “unlearn” old 
  class spell-like abilities and replace them with new 
  ones. However, he does not need to prepare his spell-
  like abilities in advance. He can use any spell-like 
  abilities he has at any time, assuming he has not yet 
  used up his allotment of spell-like abilities per day 
  for that level.
  Certain bard spell-like abilities with range of “touch” 
  and/or target of “creature/object touched,” such as 
  rage and undetectable alignment, have their range 
  reduced to “personal” and target changed to “you.” 
  They are marked in the spell-like ability list by “p” 
  (superscript P).
  CLERIC
  The faiths of Loerem adopt numerous guises, as all 
  cultures hold their own distinct religious conceits. 
  There is no lack of pious individuals devoting them-
  selves to their deities, but a select few whose spiritu-
  ality is particularly adamant receive gods’ blessing in 
  form of extraordinary abilities so they can further the 
  divine will.
  Vinnengealeans follow the very same gods from King 
  Tamaros’s time and even eons before. The Church of 
  Vinnengael is the largest religious sect on Loerem. 
  Its presence blankets the entire empire, from the 
  Temple of the Magi in New Vinnengael to the make-
  shift shrine on an outback road. While some priests 
  serving the Church are principally elemental wizards, 
  most are strictly clerics in the conventional sense, as 
  are most in lesser prestigious sects and holy men 
  wandering the countryside. Dunkargan and Karnu-
  an “ecclesiastics” are among the most fervent in the 
  world, determined to eradicate opposition for the 
  glory of their past caliphs, generals, and war heroes.
  Elves essentially equate ancestors to the Father and 
  the Mother, but they do revere them all and it is often 
  difficult to discern which one is responsible for the 
  wondrous work of the faithful.
  
  s59s
  The dwarves do not worship the gods whom they 
  viewed as apathetic deserters. In the deities’ place is 
  what can be best described as a proxy pantheon fea-
  turing wolf-like figures. Because the dwarves believe 
  themselves to have descended from wolves — an im-
  possibility explainable only by magic, they are also 
  convinced that fervent disciples (such as the clerics) 
  are able to awaken the mystical powers inherent in 
  the bloodline. 
  Not all orken shamans are Water mages. The omens 
  have warned some off practicing Water magic, and 
  so they had to find another way to serve their creed.
  The pecwae do not seem to have a formal, organized 
  system of worship — if they did, it wasn’t obvious to 
  outsiders, making pecwae clerics an oddity as much 
  as a rarity. Their Trevenici allies are only a tad better, 
  erecting makeshift rocky “holy mounds” blessed by 
  tribal priests (occasionally through the loosest defi-
  nition) when the task does not inconvenience their 
  nomad lifestyle.
  CLASS FEATURE
  Apply the following revisions to the cleric class for 
  the Sovereign Stone setting. All other class features 
  not listed here function exactly the same as in the 
  Pathfinder® Core Rulebook.
  Spell-Like Abilities (Sp): This replaces the Spells 
  class feature. Instead of conventional spellcasting, 
  the clerics of Loerem pray to the gods for guidance 
  and to imbue them with the power to manifest a well-
  spring of “miracles.”
  A cleric develops and uses divine spell-like abilities 
  from the cleric spell-like ability list in Chapter 8. Her 
  alignment, however, may still restrict her from cast-
  ing certain spells opposed to her moral or beliefs. A 
  cleric must choose and prepare her spell-like abilities 
  in advance.
  To prepare or activate a cleric spell-like ability, a cler-
  ic must have a Wisdom score equal to at least 10 + the 
  spell-like ability level. The Difficulty Class for a sav-
  ing throw against a cleric’s spell-like ability is 10 + the 
  spell-like ability level + the cleric’s Wisdom modifier.
  A cleric can use only a certain number of spell-like 
  abilities of each spell-like ability level per day. Use Ta-
  ble 3-5 in the Pathfinder® Core Rulebook for a cleric’s 
  base daily spell-like ability allotment. 
  In addition, she receives bonus spell-like abilities per 
  day if she has a high Wisdom score.
  Clerics must meditate or pray for 1 hour each day to 
  regain their daily allotment of spells. A cleric may 
  prepare and use any spell-like ability on the cleric 
  spell-like ability list, provided that she can use spell-
  like abilities of that level, but she must choose which 
  spell-like abilities to prepare during her daily suppli-
  cation.
  Certain cleric spell-like abilities with range of “touch” 
  and/or target of “creature/object touched,” such as 
  protection from energy and water breathing, have 
  their range reduced to “personal” and target changed 
  to “you.” They are marked in the spell-like ability list 
  by “p” (superscript P).
  Domains: Virtually every race on Loerem follows 
  polytheistic religions, so all clerical domains are rep-
  resented and available for selection in the Sovereign 
  Stone setting. Clerics of Loerem, however, choose 
  only one domain instead of two, but domain spells 
  become domain spell-like abilities instead. They also 
  do not have access to curative spells, as healing is the 
  purview of Earth Magic — unless they choose the 
  Healing Domain.
  A domain spell-like ability functions like the spell of 
  same name from the Pathfinder® Core Rulebook in 
  every way; i.e., remove the “p”, if any, to revert the 
  range and target to normal (such as death ward and 
  protection from evil).
  Orisons: Clerics can prepare a number of orisons, or 
  0-level spell-like abilities, each day, as noted on Table 
  3-5 of the Pathfinder Core Rulebook under “Spells 
  per Day.” These class spell-like abilities are activated 
  like any other class spell-like abilities, but they are 
  not expended when activated and may be used again.
  Spontaneous Casting: All clerics are able to convert 
  a prepared spell-like ability to a domain spell-like 
  ability.
  Chaotic, Evil, Good, and Lawful Spells: A cleric 
  cannot cast spells or use class spell-like abilities of an 
  alignment opposed to her own or her deity’s.
  
  s60s
  DRUID
  Much like the gods rewarding their devoted, the na-
  ture of Loerem seems to lavish her guardians with 
  powers of the primal order. If so, the Nimrans and 
  Nimoreans are two of her favorite children. Druid-
  hood is a common calling for these masters of the 
  wild, who not only survived but thrived in dense jun-
  gles and on rocky barrens. Pecwae druids also com-
  pete for Mother Nature’s affection, for their innate 
  affinity with the earth lends them a great edge over 
  all others. The elves, on the other hand, own nary an 
  entry in the field, for their land holds preciously small 
  space to accommodate their population, let alone un-
  tamed wilderness. 
  Tales of druidic presence among the dwarves have 
  progressed from sparse to increasingly frequent, as 
  the clans gradually realize the value of someone ca-
  pable of manipulating the weather and command-
  ing the beasts. Orks have their fair share of druidic 
  seafarers, as well, to appease the sea gods and ensure 
  calm voyages.
  CLASS FEATURE
  Apply the following revisions to the druid class for 
  the Sovereign Stone setting. All other class features 
  not listed here function exactly the same as in the 
  Pathfinder® Core Rulebook.
  
  s61s
  Orisons: Druids can prepare a number of orisons, or 
  0-level spell-like abilities, each day, as noted on Table 
  3-7 of the Pathfinder Core Rulebook under “Spells 
  per Day.” These class spell-like abilities are activated 
  like any other class spell-like abilities, but they are 
  not expended when activated and may be used again.
  ELEMENTAL SORCEROR 
  (AIR/EARTH/FIRE/WATER)
  Every member of every race on Loerem is capable of 
  casting magic. But while the potential is there, the 
  difficulties and hardships of channeling elemental 
  magic are so formidable that only a special few follow 
  it as a calling. Each magical element is a mystery all 
  its own, so must be learned separately. One’s culture 
  usually determines the choice of an elemental magic 
  over another, but anyone has the capability to learn 
  the magic of other elements as well.
  Sorcerers are an extreme rarity in Loerem. Few have 
  ever been on official records, and those who are dis-
  covered either face intense scrutiny from arcane and 
  military establishments, or are hunted by supersti-
  tious mobs that saw them as abominations threaten-
  ing the sanctity of god’s magic (especially those of a 
  less desirable bloodline). Responses to these natural-
  ly gifted in the arcane art run the gamut from rever-
  ence and admiration to jealousy and excommunica-
  tion. For that reason, sorcerers usually temper their 
  true talent and attempt to blend in as conventional 
  spellcasters.
  Sorcerers are most welcome in Vinnengael, where the 
  Temple of the Magi is known to retain a sizeable con-
  gregation in residence, though some suspect behind 
  this hospitality the intention of wanting to study and 
  control them. 
  All sorcerers native to Karnu or Dunkarga are almost 
  surely conscripted into royal services upon discovery, 
  regardless of age. Since the elves abduct any of their 
  children displaying magical aptitude, it is unwise 
  to discount presence of sorcerers amidst the vaunt-
  ed Wyred (pronounced “weird”). Sorcerers of clan 
  dwarven or orken descent are even scarcer but also 
  attract less attention from their kin, as neither race 
  cares to make distinctions between sorcerers and 
  wizards. Given the pecwae’s seemingly supernatural 
  bond with nature, many have presumed fey ties pro-
  liferated among the diminutive folk. 
  Spell-Like Abilities (Sp): This replaces the Spell 
  class feature. Druids of Loerem are able to channel 
  their affinity for nature into something greater — 
  the preternatural ability to harness, and sometimes 
  manipulate, primal energy that runs rampant in the 
  wilderness.
  A druid develops and uses divine spell-like abilities 
  from the druid spell-like ability list in Chapter 8. Her 
  alignment, however, may still restrict her from cast-
  ing certain spells opposed to her moral or beliefs. A 
  druid must choose and prepare her spell-like abilities 
  in advance.
  To prepare or activate a cleric spell-like ability, a dru-
  id must have a Wisdom score equal to at least 10 + 
  the spell-like ability level. The Difficulty Class for a 
  saving throw against a druid’s spell-like ability is 10 + 
  the spell-like ability level + the druid’s Wisdom mod-
  ifier.
  A druid can use only a certain number of spell-like 
  abilities of each spell-like ability level per day. Use Ta-
  ble 3-7 in the Pathfinder® Core Rulebook for a druid’s 
  base daily spell-like ability allotment. 
  In addition, she receives bonus spell-like abilities per 
  day if she has a high Wisdom score.
  Druids must meditate for 1 hour each day to regain 
  their daily allotment of spells. A druid may prepare 
  and use any spell-like ability on the druid spell-like 
  ability list, provided that she can use spell-like abil-
  ities of that level, but she must choose which spell-
  like abilities to prepare during her daily contempla-
  tion. Druids, however, do not have access to curative 
  spells, as healing is the purview of Earth Magic, cast 
  by Earth elemental wizards and sorcerers.
  Certain druid spell-like abilities such as barkskin and 
  jump have their range reduced to “personal” and tar-
  get changed to “you.” They are marked in the spell-
  like ability list by “p” (superscript P).
  Spontaneous Casting: A druid can replace a pre-
  pared spell-like ability with any summon nature’s ally 
  spell-like ability of the same level or lower.
  Chaotic, Evil, Good, and Lawful Spells: A druid 
  cannot cast spells or use class spell-like abilities of an 
  alignment opposed to her own.
  
  s62s
  Meanwhile, the absence of such magically blessed 
  individuals for their Trevenici protectors remains 
  painfully apparent.
  Elemental sorcerer replaces sorcerer as a core class 
  in the Sovereign Stone campaign setting. However, 
  it retains all rules and features of the sorcerer class 
  (such as hit die, class skills, class features, etc.), ex-
  cept when a following entry specifies otherwise.
  Advancement Benefits and Level-Dependent Bo-
  nuses: An elemental sorcerer must choose an ele-
  ment (Air, Earth, Fire, or Water) at 1st level and every 
  level she gains thereafter in this class. 
  But she uses the sum of her levels in all 
  elements to determine advancement 
  benefits (such as hit die, base attack 
  bonus, saving throw bonuses), as well 
  as level-dependent bonuses (ability 
  score and feat). For example, an Earth 
  3/Fire 1 elemental sorcerer is overall a 
  4th-level character and therefore has 
  4 HD, +2 BAB, and gains +1 increase 
  to one ability score.
  Spells: At 1st level as well as every 
  time a character gains a level in ele-
  mental sorcerer, she must specify an 
  element in which to apply the level. 
  This can be any one element select-
  ed previously (increasing her level in 
  that particular element by one), or a 
  completely new element at 1st level (to 
  reflect beginning study in that element). 
  Use levels in each element to deter-
  mine spellcasting benefits sep-
  arately, such as spells known, 
  spells per day, and caster level 
  for that element. (An Earth 3/
  Fire 1 elemental sorcerer, for 
  example, can cast five Earth 
  spells and three Fire spells 
  per day). Use total elemental 
  sorcerer level to determine 
  other class features, such 
  as bloodline feat, blood-
  line power, and bloodline 
  spells. (An Earth 3/Fire 
  1 caster is considered a 
  4th-level elemental sor-
  cerer overall for this pur-
  pose.) 
  The elemental sorcerer chooses spells from the “All 
  Elements” list and the list for her chosen element ap-
  propriate to her current level. For instance, an Earth 
  3/Fire 1 sorcerer gaining a second level in Fire picks 
  one new spell from the 0-level All Elements or Fire 
  spell list.
  If the elemental sorcerer selects an element in which 
  she is advantaged, she gains one additional known 
  spell in that element of any spell level or levels that 
  she can cast, and receives an additional spell slot of 
  each spell level she can cast, from 1st on up. 
  Conversely, if she selects a disadvantaged element, 
  she knows one less spell per level and loses one spell 
  slot of each spell level she can cast, from 1st on up. An 
  elemental mage gains no benefit nor suffers penalty 
  in spells known or spell slots for choosing a neutral 
  element.
  In addition to the rules above, an elemental sorcerer 
  follows all rules under “Spell” for the sorcerer class 
  (see page 70-71 in the Pathfinder® Core Rulebook).
  Bloodline: Because the gods have decreed inter-
  breeding impossible in Loerem, certain bloodlines 
  such as abyssal, celestial, draconic and fey require a 
  background explanation different from simply heri-
  tage. Rather than intermingling, it is more plausible 
  that an elemental sorcerer inherits the source of her 
  powers through an ancestral pact, encounter, or per-
  haps accident of supernatural and nonsexual nature. 
  Furthermore, because this transcends mortality, ra-
  cial elemental Advantage/Disadvantage has no effect 
  on bloodline bonus spells.
  Use the sum of an elemental sorcerer’s levels in all el-
  ements to determine eligibility for bloodline abilities. 
  An Earth 3/Fire 1 elemental sorcerer, for instance, 
  is considered a 4th-level character and thus receives 
  one additional bloodline power and a bloodline spell.
  Cantrips: Use levels in each element to determine 
  cantrips known for that element. For example, an el-
  emental sorcerer of Earth 3/Fire 1 knows five Earth 
  cantrips and four Fire cantrips.
  Eschew Materials: The component-free threshold 
  for this ability is 10 argents or less.
  
  s63s
  VOID SORCEROR(ARCHETYPE)
  There is no light without dark, no heat without cold, 
  no ease without fear. Void is a magical element, the 
  antithesis of the elements of nature (Fire, Air, Earth, 
  and Water). The Void’s power comes from outside 
  nature and demands a terrible price to use. The pow-
  er granted by the Void is very seductive, as the Void 
  enables the caster to destroy objects, summon dark-
  ness and shadows for her to command, and raise the 
  very dead themselves as servants.
  Void magic is nearly universally abhorred on Loer-
  em. There were times long past when its practice was 
  more widely accepted, but events before and during 
  the fall of Old Vinnengael forever exiled all studies of 
  Void magic, relegating them to isolated secrecy. Like 
  other mages, Void sorcerers may look like anyone, 
  though the careful observer might spot the physical 
  telltale signs such magic takes on its users: lesions, 
  pustules, ugly scars, etc. It is said that Dagnarus, the 
  Prince of Void, was the first Void sorcerer. Whether 
  that is true, there is no contention that he is the most 
  infamous and, as witnessed by history, most power-
  ful.
  Weapon and Armor Proficiency: Void sorcerers are 
  proficient with all simple weapons and with light ar-
  mor.
  Skills: Void sorcerers do not gain Appraise (Int) and 
  Fly (Dex) as class skills; instead, they gain Disguise 
  (Cha), Knowledge (local) (Int), and Knowledge (reli-
  gion) (Int) as class skills.
  Spells: A Void sorcerer gains access to Void magic, 
  which comprises primarily of necromancy spells. She 
  casts Void spells in the same manner that sorcerers of 
  other elements cast theirs, with some exceptions. She 
  uses her own life force to power Void spells, losing 
  an amount of hit points equal to the level of the spell 
  she is casting; it costs 1 hit point each time to cast 
  a 1st-level Void spell, 2 hit points to cast a 2nd-lev-
  el Void spell, and so on. For 0-level spells, the Void 
  sorcerer takes 1d6 nonlethal damage per casting and 
  is still considered tainted by Void (see below). She 
  can also use her life force to push spells beyond their 
  normal limits. Void sorcerers can sacrifice hit points 
  instead of spell slots when boosting a Void spell with 
  metamagic feats. They do this at the cost of 1d6 hit 
  point damage per spell slot level substituted. For ex-
  ample, a Void sorcerer opting to empower (+2 levels) 
  and enlarge (+1 level) a Void spell can take 3d6 dam-
  age to herself rather than burning a spell slot three 
  levels higher. 
  She can do this even if she does not normally have 
  a slot of sufficiently high level to accommodate the 
  metamagic feat — making even low-level Void sor-
  cerers dangerous (not to mention potentially suicid-
  al). 
  
  s64s
  She may choose whether to sacrifice life force for 
  each metamagic feat applied, but she can never suffer 
  fewer damage dice than the requisite spell slot level 
  for any one. Therefore, while the Void sorcerer could 
  decide which metamagic feats she wants to spend hit 
  points or spell slots on for a Void spell, she could not, 
  for instance, take just 2d6 damage and use a spell slot 
  of two levels higher to quicken (+4 levels) a casting, 
  but must fulfill all four levels required and take the 
  full 4d6. The Void sorcerer suffers the damage after 
  the spell takes effect or when she fails to cast the spell.
  Void sorcerers are not prohibiting from taking lev-
  els in the elemental sorcerer or wizard class, and ad-
  vance in those classes as normal. (In fact, Void mages 
  usually have a background in one of the four basic 
  magical elements before delving into Void magic, 
  and some continue to explore those elements after-
  ward as well.)
  Tainted by Void: Starting at 1st level, a Void sorcerer 
  remains advantaged in his race’s magic element until 
  he casts a Void spell, at which point he immediately 
  becomes “Tainted by Void.” While tainted, the Void 
  mage is considered advantaged in the casting of Void 
  magic and disadvantaged in all other magical ele-
  ments. 
  A tainted character cannot be healed by magical 
  means and must recover all damage naturally. Once 
  the Void sorcerer has naturally healed all damage, 
  the taint is removed and he becomes advantaged in 
  his race’s natural element, and can once again benefit 
  from magical healing. This replaces the eschew ma-
  terials ability.
  ELEMENTAL WIZARD 
  (AIR/EARTH/FIRE/WATER)
  The Vinnengaeleans, as a people, believe that mag-
  ic is a gift bestowed upon mortals by the gods. The 
  majority of Vinnengaelean wizards are members of 
  the Temple of the Magi. The Church teaches that the 
  proper use of magic comes only from being educat-
  ed at the Temple of Magi, because if spellcasters are 
  not kept in check and watched vigilantly, the magic 
  may spiral out of control and wreak havoc upon the 
  nation, akin to the disaster that destroyed Old Vin-
  nengael.
  Dunkargans, by and large, take a less reverent view of 
  magic. They believe the gods created magic. The gods 
  also created trees and cows, as well, and magic, like 
  trees or cows, was put on earth for human use. 
  Dunkargans have always treated magic as an object 
  to be studied, learned, and shaped. Magic’s mysteries 
  are meant to be penetrated. For centuries, Dunkar-
  gan universities taught the children of aristocrats and 
  well-to-do merchant families mathematics, philoso-
  phy, history, language, and magic. 
  The rise of the mage-guilds in Dunkarga has removed 
  the teaching of magic from the university, primarily 
  for economic reasons.
  Every major city in Karnu is host to an Academy for 
  the Study of Magic, sanctioned by the current regime. 
  The training that young Karnuan men and women 
  undergo at these institutions is grueling, often much 
  more taxing than that of a regular foot-soldier. Since 
  the training is so costly, war wizards rarely retire 
  from military life. Veteran war wizards make worthy 
  military advisers, government officers, and in some 
  cases skillful field commanders.
  
  s65s
  Nimrans believe the gods control all aspects of their 
  lives, and often whisper prayers before any important 
  undertaking. To them, magic is a divine gift, so to 
  study and master it for the good of the people is to 
  honor the gods. All Nimran priests and priestesses of 
  high status are required to be spellcasters (or possess 
  spell-like abilities) and all are deeply involved in reli-
  gious life. Their children are born and raised within 
  the temple community and most go on to become 
  priests and priestesses like their parents, although 
  this is not mandatory.
  The Nimoreans take a more practical approach to 
  magic than do their Nimran cousins. They are more 
  likely to tolerate destructive magic, aware that in 
  some instances the soothing word must make way 
  for the sword. The Nimoreans do not adhere to the 
  tradition that all priests and priestesses are born to 
  the use of magic. Those who wish to study magic are 
  encouraged to develop their skills for the betterment 
  of all Nimoreans and devote themselves to the ser-
  vice of a temple. Nimoreans believe Milakk the Earth 
  Mother is the source of all Earth magic.
  Trevenici spellcasters are an extremely rare breed. 
  In the Trevenici mind, magic is a gift of the gods to 
  those who are too weak to wield a sword. Trevenici 
  deciding to study magic are treated as outcasts. While 
  they may prove useful to the tribe, they are consid-
  ered highly eccentric, if not dangerous, and are given 
  a wide berth. Trevenici mages usually end up alone, 
  on the outskirts of their village, lending aid when 
  they think it appropriate. Trevenici wizards are rare-
  ly, if ever, asked to assist other tribal members. There 
  have been stories of Trevenici spellcasters becoming 
  respected elders of their tribes, but they were also 
  able to swing a weapon as well as their fellow tribes-
  men, and restricted their magic to healing and other 
  spells benefiting the tribe.
  Dwarves believe that they are descended from the 
  wolf, an animal that is not noted for its skill in the 
  magical arts. Seeing that the wolf lives his life free of 
  the use of magic, the dwarves do not see much rea-
  son for using magic in their lives. Dwarven mages, 
  regardless of whether they are clan or unhorsed, see 
  themselves as productive members of dwarven so-
  ciety first and mages second. Magic is perceived as 
  a secondary skill, used to aid the completion of a 
  dwarf’s daily labors. 
  For instance, a smith skilled with Fire magic might 
  use a spell to light his forge or heat it to high tem-
  peratures. 
  A herdsman might use his magic to quiet his horses 
  for the night.
  The Wyred are elves who study the ways of magic and 
  use it to further the aims of their families and Hous-
  es. Although the Wyred are often responsible for the 
  very survival of the family or House, they are never 
  recognized and publicly reviled, if secretly rewarded. 
  Wyred are never formally recognized for their abili-
  ties. Non-magic-using elves do not acknowledge the 
  presence or even the existence of elven mages. The 
  worst insult one can offer an elf is to accuse him of 
  using magic or of having magic-using members in his 
  family (regardless of the accusation’s veracity). Such 
  comments have sparked bloody, long-lasting feuds.
  Magic has a strong association with the orken reli-
  gion. Many orken spellcasters are shamans dedicat-
  ed to the orken sea gods. The orks practice ritual 
  sacrifices of their own people or their enemies to 
  those gods, an act appalling to the rest of Loerem. 
  Orks who are not trained shamans may still practice 
  magic, but they tend to frown upon the use of any 
  other magic than that of Water. This distrust of oth-
  er elemental magic is a tricky subject. While orken 
  spellcasters understand the benefits of studying other 
  elemental domains, they try to shield the casting of 
  non-Water spells from the view of their orken breth-
  ren. Orks who are widely known to use other forms 
  of magic are believed to be a little “touched” in the 
  head, and aren’t to be trusted.
  Pecwae believe every living thing is magical and 
  that magic was in the world before the gods found 
  it. However, their very lax nature also ensures the 
  pecwae people will never rise to prominence in the 
  field of magic. Pecwae have no ambition, no lust for 
  power, no desire for wealth. They tend to flee at the 
  first sign of danger, so the use of magic in combat is 
  completely foreign to them. Having no written lan-
  guage, the pecwae do not learn spells in the “normal” 
  manner. Village elders pass what magical knowledge 
  they possess on to the youths of the village through 
  means of legends, parables, stories, and songs. Each 
  generation of pecwae is expected to do the same for 
  their offspring.
  Elemental wizard replaces wizard as a core class in 
  the Sovereign Stone campaign setting. However, it 
  retains all rules and features of the wizard class (such 
  as hit die, class skills, etc.), except when a following 
  entry notes otherwise.
  
  s66s
  Advancement Benefits and Level-Dependent Bo-
  nuses: An elemental wizard must choose an element 
  (Air, Earth, Fire, or Water) at 1st level and every level 
  he gains thereafter in this class. 
  But he uses the sum of his levels in all elements to 
  determine advancement benefits (such as hit die, 
  base attack bonus, saving throw bonuses), as well as 
  level-dependent bonuses (such as ability score and 
  feat). For example, an Air 3/Water 1 elemental wiz-
  ard counts as a 4th-level character and therefore has 
  4 HD, +2 BAB, and gains +1 increase to one ability 
  score.
  Spells: For description of magical elements, their do-
  mains and advantaged/neutral/disadvantaged races, 
  please see “Spells” in the elemental sorcerer class, 
  above.
  At 1st level as well as every time a character gains 
  a level in elemental wizard, he must specify an el-
  ement in which to apply the level. This can be any 
  one element selected previously (increasing his level 
  in that particular element by one), or a completely 
  new element at 1st level (to reflect beginning study 
  in that element). Use levels in each element to de-
  termine spellcasting benefits separately, such as can-
  trips, spells known, spells per day, and caster level for 
  that element. (An Air 3/Water 1 elemental wizard, for 
  example, is considered to have a caster level of 3 for 
  Air spells but 1 for Water spells.) Use total levels in 
  elemental wizard to determine other class features, 
  such as arcane bond, arcane school, Scribe Scroll, 
  and bonus feats. (That same Air 3/Water 1 mage is 
  considered a 4th-level elemental wizard for this pur-
  pose.) The elemental wizard chooses spells from the 
  “All Elements” list and the list for his chosen element 
  appropriate to his current level. For instance, an Air 
  3/Water 1 wizard gaining a second level in Water 
  picks two new spells of up to 1st level from the All 
  Elements or Water spell list.
  If the elemental wizard selects an element in which 
  he is advantaged, he gains one additional known spell 
  in that element of any spell level or levels that he can 
  cast, and receives an additional spell slot of each spell 
  level he can cast, from 1st on up. Conversely, if he se-
  lects a disadvantaged element, he knows one less spell 
  per level and loses one spell slot of each spell level she 
  can cast, from 1st on up. An elemental wizard gains 
  no benefit nor suffers penalty in spells known or spell 
  slots for choosing a neutral element.
  Although elemental wizards are not spontaneous 
  casters like sorcerers, they can consult their spell-
  books (or similar spell recording devices) and “re-
  place” a prepared spell with another spell from their 
  advantaged element of the same spell level. 
  This re-preparation requires a number of rounds 
  equal to 2 x spell level minus the character’s Intelli-
  gence modifier, minimum one round. For example, 
  an elven Air elemental wizard with a +3 Intelligence 
  modifier swapping out a prepared 5th-level spell for a 
  known Air spell of the same level must spend (2 x 5 - 
  3 =) 7 rounds re-preparing from his spellbook before 
  he can begin casting the replacement spell.
  In addition to the rules above, an elemental wizard 
  follows all rules under “Spell” for the wizard class (see 
  page 78 in the Pathfinder® Core Rulebook).
  Arcane Bond (Ex or Sp): Use the sum of an elemen-
  tal wizard’s levels in all elements to determine the 
  benefits of this ability. In other words, the character 
  receives this ability only when he takes a level in this 
  class for the very first time, not for another element.
  Arcane School: Elemental wizards choosing a spe-
  cialization remain subject to advantaged/disadvan-
  taged spellcasting rules, as well as to all other rules 
  governing arcane schools. For example, a human el-
  emental wizard specializing in the evocation school 
  gains one more spell slot for casting Earth evocation 
  spells, but none for Air evocation spells (assuming he 
  has at least one level in Air elemental wizard) since 
  Air is a disadvantaged element for humans and the 
  drawback cancels out the bonus specialization slot, 
  while for a neutral element, he gains one extra slot for 
  specialization but none from the element.
  Casting opposition school spells in an advantaged el-
  ement expends only one available slot instead of the 
  normal two, whereas for a disadvantaged element, 
  it costs three slots rather than two. The penalty for 
  crafting a magic item involving opposition schools 
  is reduced to -2 for advantaged element, but -6 for 
  disadvantaged.
  Cantrips: Use levels in each element to determine 
  cantrip slots per day for that element. For example, 
  an elemental wizard of Air 3/Water 1 can cast four 
  Air cantrips and three Water cantrips per day.
  
  s67s
  Scribe Scroll: A character receives this ability only 
  when he takes a level in this class for the very first 
  time, not for another element.
  Bonus Feats: Use the sum of an elemental wizard’s 
  levels in all elements to determine eligibility for bo-
  nus feats. For example, an Air 3/Water 1 caster is 
  overall a 4th-level elemental wizard and thus will re-
  ceive a bonus feat upon gaining a new level in this 
  class.
  Spellbooks: Elemental wizards must keep a spell-
  book, scroll collection, or devise some other means 
  of storing spells they haven’t learned completely. An 
  elemental wizard begins play with a spellbook con-
  taining all 0-level elemental wizard spells of his cho-
  sen element, and a number of 1st-level spells of his 
  choice in that element equal to 3 + his Intelligence 
  modifier. 
  This also applies to starting at 1st level in a new el-
  ement. At each elemental wizard level thereafter, he 
  gains two new spells of any spell level or levels in the 
  specified element that he can cast (based on his new 
  elemental wizard level for that element), modified by 
  racial magical advantage/disadvantage, for his spell-
  book. At any time, an elemental wizard can also add 
  spells found in other elemental wizards’ spellbooks 
  to his own.
  Dwarven elemental wizards present a peculiar case 
  here. The dwarves have a written language, but since 
  a dwarf must carry all he owns on horseback, he is 
  keenly aware that a book (or collection of books) 
  takes up room that might be used for food, water or 
  other necessities. However, dwarven mages, much 
  like mages of other races, must face the fact that they 
  cannot memorize every spell that is useful to them. 
  To solve this problem, clan dwarf mages embroider 
  their spells into their garments. Once the dwarven 
  mage has mastered a spell (i.e., through the Spell 
  Mastery feat), he tears out the stitching of that par-
  ticular spell, creating room for new spells. This can 
  present problems for the mage, however, since spells 
  embroidered into clothing are subject to destruction 
  should the spellcaster’s garments be harmed in any-
  way.
  While elemental wizards from other races study or 
  develop complex formulae to help them cast spells 
  and keep their spells written in spellbooks, the 
  pecwae use music and song to help them remember 
  and cast spells. 
  Pecwae possess beautiful voices and their music can 
  be soothing and haunting at the same time. Some 
  Trevenici claim that they can tell the type of spell a 
  pecwae is casting simply from the tempo and pitch of 
  the song he sings. This gift lets pecwae elemental wiz-
  ards prepare spells without spellbooks. The drawback 
  is they cannot copy or learn spells from any spellbook 
  as normal, but must instead use the Spell Mastery feat 
  on all newfound spellbook magic they want to add to 
  their repertoire; this represents “transcribing” them 
  as melodies and rehearsing the tunes until they are 
  second nature. Pecwae spellcasters still must use ele-
  mental essences to cast their spells.
  VOID WIZARD (ARCHETYPE)
  Void wizards, like Void sorcerers, are shunned 
  throughout Loerem. Not even the eclectic Temple of 
  Magi has any staff proficient with this profane, for-
  bidden art. However, the shadow of this element nev-
  er ceases to seduce would-be casters with the promise 
  of utterly destructive powers. Those who fell to the 
  temptation are compelled to take up practice alone 
  or, if fortunate, band with a few fellow outcasts in se-
  cret cults or circles, for only the like-minded could 
  accept the constant disfiguration and corruption of 
  the body that the Void discipline requires.
  Because most Void mages often live and practice out-
  side the law in most cultures, they find it difficult, if 
  not dangerous, to trust anyone — even another Void 
  mage. The Inquisitors from the Temple of Magi, for 
  one, are intimate with the signs of Void magic and 
  use their knowledge to entrap the unwary. Therefore, 
  a discrete Void mage never reveals his shadowy ways 
  even to trusted confidants.
  The cold but inviting summon of Void calls to all the 
  races of Loerem. Only the pecwae seem to universal-
  ly reject the Void — but there might be exceptions 
  even to this.
  Weapon and Armor Proficiency: Void wizards are 
  proficient with all simple weapons and with light ar-
  mor.
  Skills: Void wizards do not gain Appraise (Int) and 
  Fly (Dex) as class skills; instead, they gain Bluff (Cha) 
  and Disguise (Cha) as class skills.
  Spells: A Void wizard gains access to Void magic, 
  which comprises principally of necromancy spells. 
  
  s68s
  He casts Void spells in the same manner that wizards 
  of other elements cast theirs, with some exceptions. 
  He uses his own life force to power Void spells, losing 
  an amount of hit points equal to the level of the spell 
  he is casting; it costs 1 hit point each time to cast a 
  1st-level Void spell, 2 hit points to cast a 2nd-level 
  Void spell, and so on. For 0-level spells, the Void wiz-
  ard takes 1d6 nonlethal damage per casting and is still 
  considered tainted by Void (see below). He can also 
  use his life force to push spells beyond their normal 
  limits. Void wizards can sacrifice hit points instead of 
  spell slots when boosting a Void spell with metamag-
  ic feats. They can sacrifice hit points instead of spell 
  slots when augmenting a Void spell with metamagic 
  feats, doing so at the cost of 1d6 hit point damage per 
  spell slot level substituted. 
  For example, a Void mage opting to empower (+2 
  levels) and enlarge (+1 level) a Void spell can take 
  3d6 damage to himself rather than burning a spell 
  slot three levels higher. He can do this even if he does 
  not normally have a slot of sufficiently high level to 
  accommodate the metamagic feat — making even 
  low-level Void wizards dangerous (not to mention 
  potentially suicidal). He may choose whether to sac-
  rifice life force for each metamagic feat applied, but 
  he can never suffer fewer damage dice than the req-
  uisite spell slot level for any one. Therefore, while the 
  Void wizard could decide which metamagic feats he 
  wants to spend hit points or spell slots on for a Void 
  spell, he could not, for instance, take just 2d6 damage 
  and use a spell slot of two levels higher to quicken 
  (+4 levels) a casting, but must fulfill all four levels re-
  quired and take the full 4d6. The Void wizard suffers 
  the damage after the spell takes effect or when he fails 
  to cast the spell.
  Void wizards are not prohibiting from taking levels in 
  the elemental sorcerer or wizard class, and advance 
  in those classes as normal. (In fact, Void mages usual-
  ly have a background in one of the four basic magical 
  elements before delving into Void magic, and some 
  continue to explore those elements afterward as well.)
  Tainted by Void: Starting at 1st level, a Void wizard 
  remains advantaged in his race’s magical element un-
  til he casts a Void spell, at which point he immedi-
  ately becomes “Tainted by Void.” While tainted, the 
  Void mage is considered advantaged in the casting 
  of Void magic and disadvantaged in all other mag-
  ical elements. A tainted character cannot be healed 
  by magical means and must recover all damage nat-
  urally. Once the Void mage has naturally healed all 
  damage, the taint is removed and he becomes advan-
  taged in his race’s element, and can once again benefit 
  from magical healing. This replaces the arcane bond 
  ability.
  
  s69s
  FIGHTER
  Fighters are the champions, gladiators and sellswords 
  found among all the races of Loerem. Military train-
  ing is commonly part of the fighter’s background, al-
  though some learn their skills from a single mentor 
  or train themselves. Even among the peaceful pecwae 
  an occasional fighter will emerge to help protect his 
  people.
  Use all standard Pathfinder® rules for the Fighter 
  character class in this campaign setting.
  ARCHER (ARCHETYPE)
  These skilled individuals wield a bow as a natural 
  extension of themselves, knowing at the moment of 
  the arrow’s release if their aim was true. Archers are 
  important to the success of any army, and adventur-
  ers never fail to appreciate an archer’s ability to inflict 
  devastating damage while staying safely out of harm’s 
  way.
  The archer is never without his bow. He takes special 
  care of his weapon. He practices regularly to main-
  tain and improve his skills. Constant training under 
  a variety of conditions lets the archer concentrate, 
  aim, and fire with deadly accuracy, even in the heat 
  of battle.
  Any culture keeping a standard army recognizes the 
  archer’s usefulness. Even the Trevenici understand 
  the importance of a bow in the hunt, and thus archers 
  are prized tribal members. Dwarven archers learn to 
  fire from horseback and are among the most feared 
  in Loerem. Orks fighting at sea realize the bowmen 
  are often the last defense before a boarding action — 
  using arrows to decimate the enemy crew and flam-
  ing bolts to set sails afire. Only among the pecwae are 
  archers rarely seen.
  Weapon and Armor Proficiency: The archer is pro-
  ficient with all simple and martial ranged weapons, 
  all simple melee weapons, handaxe, shortsword, and 
  light armor.
  Skills: An archer does not gain Knowledge (dun-
  geoneering) (Int), Knowledge (engineering) (Int), or 
  Swim (Str) as class skills; instead, he gains Perception 
  (Wis) and Stealth (Dex) as class skills.
  Combat Archery (Ex): At 1st level, an archer choos-
  es one feat from this following list: Far Shot, Mounted 
  Archery, Rapid Reload, and Point-Blank Shot. At 2nd 
  level, he adds Deadly Aim, Precise Shot, Quick Draw, 
  and Rapid Shot to the list; at 4th level, add Agile Ma-
  neuver, Improved Precise Shot, and Manyshot; at 6th 
  level, add Critical Focus, Armor Focus (Light), and 
  Stealthy; at 8th level, add Armor Focus (Medium), 
  Pinpoint Targeting, and Shot on the Run. 
  
  s70s
  He can choose any eligible feat on the list even if he 
  does not have the normal prerequisites. This replaces 
  fighter’s bonus feats.
  Primary Ranged Weapon (Ex): At 1st level, an ar-
  cher designates one of the following weapons as his 
  primary ranged weapon: heavy crossbow, light cross-
  bow, longbow, or shortbow. He receives a +1 bonus 
  to all attacks and damage made with this primary 
  weapon. This bonus stacks with the Weapon Focus 
  and Weapon Specialization feats. 
  At 4th level and every four levels thereafter (8th, 
  12th, and 16th level), the archer may select a new 
  primary ranged weapon or increase the attack and 
  damage bonus in any one previously chosen primary 
  ranged weapon by +1.
  Agile (Ex): Starting at 2nd level, an archer gains a 
  +1 bonus on Reflex saves. Anything that causes the 
  archer to lose his Dexterity bonus to AC also causes 
  him to lose this bonus. This bonus increases by +1 for 
  every four levels beyond 2nd (+2 at 6th level, +3 at 
  10th, and so on). This ability replaces bravery. Start-
  ing at 3rd level, an archer gains a +1 dodge bonus to 
  AC while wearing light or no armor. Anything that 
  causes the archer to lose his Dexterity bonus to AC 
  also causes him to lose this dodge bonus. This bonus 
  increases by +1 for every four levels thereafter (7th, 
  11th, and 15th). This ability replaces armor training.
  Ranged Weapon Training (Ex): Starting at 5th level, 
  an archer can select one weapon listed in the Primary 
  Ranged Weapon ability. He gains a bonus equal to his 
  Dexterity modifier on damage rolls when shooting 
  with that weapon. This bonus stacks with the Prima-
  ry Ranged Weapon ability and the Weapon Special-
  ization feat. Every four levels thereafter (9th, 13th, 
  and 17th), the archer picks up another weapon from 
  the Primary Ranged Weapon list. This ability replaces 
  weapon training.
  Impeccable Aim (Ex): At 10th level, the archer can 
  spend a full-round action, during which he does 
  nothing but aim with a ranged weapon, and gain a 
  bonus to either attack or damage (his choice) equal 
  to 2 x his Dexterity modifier. Shooting after aiming 
  is a full-attack action using the archer’s highest attack 
  bonus. If he is interrupted or hit while using this abil-
  ity, he loses the bonus and must begin the aim anew.
  Nimble Sniper (Ex): At 11th level, an archer can 
  make ranged attacks with a primary ranged weapon 
  without provoking attacks of opportunity. 
  Ranged Disarm (Ex): At 12th level, an archer may 
  take a full-attack action to perform a disarm maneu-
  ver with a primary ranged weapon against a distant 
  target. The archer uses his CMB plus all applica-
  ble bonuses from class abilities and range penalties 
  against the target’s CMD. This action always provokes 
  attacks of opportunity from all creatures threatening 
  the archer unless he has the Improved Disarm feat. If 
  the archer also has the Greater Disarm feat, he may 
  knock the object 15 feet away from the target in the 
  direction of the attack.
  Extended Range (Ex): A 14th-level archer is capa-
  ble of shooting at targets from a fantastic range, in-
  creasing the maximum range increment of any range 
  weapon he uses by one. Standard range modifiers still 
  apply.
  Snap Shot (Ex): At 15th level, an archer may make an 
  attack of opportunity with a primary ranged weapon 
  against a provoking opponent within 30 feet.
  Intercepting Shot (Ex): At 16th level, an archer can 
  automatically deflect one projectile attack with an ar-
  row or bolt fired from a primary ranged weapon as 
  a swift action. The projectile cannot exceed Tiny in 
  size (such as another arrow, sling bullet, rock, throw-
  ing axe, or even a very small creature) but may be 
  intended for any target, as long as its trajectory passes 
  within or through the range of the archer’s primary 
  weapon.
  Penetrating Shot (Ex): At 17th level, as a full-attack 
  action an archer may perform one ranged attack with 
  a primary ranged weapon that counts as a touch at-
  tack, bypassing the target’s armor and shield.
  Ranged Weapon Mastery (Ex): At 19th level, an ar-
  cher chooses one primary ranged weapon. Any at-
  tacks made with that weapon automatically confirm 
  all critical threats and have their damage multiplier 
  increased by 1. 
  In addition, he cannot be disarmed while wielding a 
  weapon of this type.
  At 20th level, the archer may apply this ability to an-
  other primary ranged weapon. This replaces fighter’s 
  weapon mastery ability.
  
  s71s
  MOUNTED WARRIOR 
  (ARCHETYPE)
  Where there are horses, there will be mounted war-
  riors. All warring nations make use of cavalrymen. 
  They are utilized for hit-and-run tactics or a devas-
  tating mounted charge against the enemy’s frontlines. 
  A mounted warrior is never far from his horse. He 
  understands the importance of his mount and has 
  learned to respond to its needs. In turn, the mount 
  becomes familiar with its master’s commands, ges-
  tures, and body language. This intuitive understand-
  ing between man and beast makes the mounted 
  warrior beyond a mere fighter riding a horse — it 
  flawlessly synchronizes the pair in combat, taking full 
  advantage of the mount’s speed and ability to attack.
  Most cultures maintain and deploy cavalry. Clan 
  dwarves are the most notorious mounted warrior 
  because of their unique affinity for horses. Since the 
  Trevenici and pewae prefer traveling on foot, they 
  usually have no need for standing troops of mounted 
  warriors. Cavalry is nearly unheard of for the Nim-
  rans. To the orks, the notion of horseback fighting is 
  completely foreign.
  Armor Proficiency: A mounted warrior does not 
  gain proficiency with tower shields.
  Skills: A mounted warrior does not gain Climb 
  (Str), Craft (Int), Knowledge (dungeoneering) (Int), 
  Knowledge (engineering) (Int), or Swim (Str) as class 
  skills; instead, he gains Diplomacy (Cha), Knowledge 
  (geography) (Int), Knowledge (history), Knowledge 
  (nature), and Knowledge (nobility) as class skills.
  Mounted Expertise (Ex): At 1st level, a mounted 
  warrior chooses one feat from this following list: An-
  imal Affinity, Mounted Archery, Mounted Combat, 
  and Ride-By Attack. At 2nd level, he adds Improved 
  Initiative, Intimidating Prowess, and Mobility to the 
  list; at 4th level, add Improved Overrun, Improved 
  Shield Bash, and Trample; at 6th level, add Greater 
  Overrun, Spirited Charge, and Unseat; at 8th level, 
  add Combat Reflexes, Deadly Aim, and Shot on the 
  Run. He can choose any eligible feat on the list even if 
  he does not have the normal prerequisites. 
  This replaces fighter’s bonus feats.
  Mount (Ex): A mounted warrior gains the service 
  of a loyal and trusty steed at 1st level to carry him 
  into battle. This mount functions as a druid’s animal 
  companion, using the mounted warrior’s level as his 
  effective druid level. The creature must be one that 
  he is capable of riding and is suitable as a mount. The 
  choice of mount is subject to the GM’s approval. A 
  mounted warrior does not take an armor check pen-
  alty on Ride checks while riding his mount. 
  
  s72s
  The mount is always considered combat trained and 
  begins play with Light Armor Proficiency as a bonus 
  feat, but it does not gain the share spells special abil-
  ity. 
  Should a mount die, the mounted warrior may find 
  another mount to serve him after 1 week of mourn-
  ing. This new mount does not gain the link, evasion, 
  devotion, or improved evasion special abilities until 
  the next time the mounted warrior gains a level.
  Swift Cavalry (Ex): Starting at 2nd level, a mount-
  ed warrior and his mount both receive a +1 dodge 
  bonus to AC and a +1 competence bonus to Reflex 
  saves in mounted combat. These bonuses increase by 
  +1 for every four levels beyond 2nd. This ability re-
  places bravery.
  Speed Training (Ex): Starting at 3rd level, a mount-
  ed warrior can push the limit of his mount, increas-
  ing the mount’s movement by +10’. Every four levels 
  thereafter (7th, 11th, and 15th), its movement in-
  creases by +10’ each time. The mount becomes fa-
  tigued after using this ability for more than an hour, 
  and must rest for at least six hours or risk death from 
  exhaustion. This replaces the armor training ability.
  Expert Trainer (Ex): At 4th level, a mounted warrior 
  can train mounts with unsurpassed ease and speed. 
  The mounted warrior gains a bonus equal to 1/2 his 
  mounted warrior level whenever he uses Handle An-
  imal on an animal that serves as a mount. He also 
  reduces the time needed to teach a mount a new trick 
  or train a mount for a general purpose to 1 day per 
  1 week required by increasing the DC by +5. He can 
  train more than one mount at once as well, albeit at 
  +2 to DC for every subsequent mount.
  Cavalry Training (Ex): Starting at 5th level, a mount-
  ed warrior and his mount gain a +2 bonus on attack 
  and damage rolls in combat. Every four levels there-
  after (9th, 13th, and 17th), this bonus increases by +2 
  each time for both mounted warrior and the steed. 
  This replaces the weapon training ability.
  Remain in Saddle (Ex): At 6th level, the mounted 
  warrior gains a +4 bonus to CMD against trip attacks 
  intended to dismount him. He also gains a +4 bo-
  nus to Reflex saves against all effects that would cause 
  him to fall off any mount.
  Expert Mounted Combat (Ex): At 7th level, a 
  mounted warrior can make a full-attack action when 
  riding his mount, providing it moves at least 10’ be-
  tween each attack.
  Direct Mount (Ex): At 9th level, a mounted warrior 
  treats any mount as combat trained. He can ride it 
  into battle and command it to attack as if it was a war-
  horse.
  Improved Mounted Combat (Ex): At 10th level, a 
  mounted warrior has mastered the art of mounted 
  combat and is able to effectively protect his mount in 
  battle. The mounted warrior can make a number of 
  additional Ride checks per round equal to his Dex-
  terity modifier to negate hits on his mount.
  Intuitive Bond (Su): At 11th level, as a swift action, 
  a mounted warrior can share one combat feat he has 
  with his mount as if the animal also possesses that 
  feat. The GM determines whether the feat is appli-
  cable. (Viable examples include Blind-Fight, Combat 
  Reflexes, Greater Overrun, Mobility, and Power At-
  tack).
  Defensive Maneuvering (Ex): At 12th level, the 
  mounted warrior and his mount can no longer be 
  flanked in combat. Only a rogue of four rogue lev-
  els higher than the character has in mounted warrior 
  can flank him.
  Intercept Mount (Ex): At 13th level, a mounted war-
  rior can attempt to force another mount or speeding 
  creature (ridden or otherwise) to stop by riding his 
  mount into its path and blocking its movement. The 
  mounted warrior’s own mount must have sufficient 
  movement for the intercept, or at least is able to keep 
  abreast of the target side by side. The mounted war-
  rior and the other ride make an opposed Ride check, 
  or use the creature’s Reflex save if not mounted. If 
  the mounted warrior is successful, turn him and his 
  mount 90 degrees across the front of the target, both 
  coming to an immediate stop. Otherwise, the target 
  proceeds normally.
  Lightning Charge (Ex): At 16th level, the mounted 
  warrior can perform a mounted charge that inflicts 
  double damage (or triple damage with a lance). This 
  ability stacks with the Spirited Charge feat, granting 
  triple damage when mounted and charging (or qua-
  druple damage with a lance).
  
  s73s
  Counterattack (Ex): An opponent making a melee 
  attack against a 19th-level mounted warrior on his 
  mount and misses immediately provokes an attack 
  of opportunity from the mounted warrior and/or the 
  mount. This ability replaces armor mastery.
  Cavalry Mastery (Ex): At 20th level, all attacks made 
  by a mounted warrior while riding his mount auto-
  matically confirm all critical threats and have their 
  damage multiplier increased by +1. This replaces the 
  weapon mastery ability.
  MONK
  The Order of the Keepers of Time boasts the most 
  well-known, storied monks on Loerem. Simultane-
  ously respected and feared by all for their privileged 
  protection from the dragons, they are mysterious 
  observers who wander the world and record histo-
  ry as tattoos on their bodies. These chroniclers also 
  serve as an ominous sign, for their pervasion within 
  a region often indicates imminence of a pivotal event. 
  Humans comprise the bulk of the Order, though re-
  mote accounts of elven, dwarven, and orken mem-
  bers circulate as well.
  Monasteries of other orders and dogmas have a rather 
  sporadic existence in Loerem. Elves, by their medita-
  tive and introspective disposition, are a harmonious 
  match for the disciplined life of a monk. Indeed, the 
  nature-revering monks of the Tromek and Nimorea 
  surpass the Keepers in number and are second only 
  to them in fame. Even then, they seldom stray far 
  from their mountain seclusion — those who do are 
  usually tasked with a duty from their Eldest Masters.
  Nearly all monks in Karnu and Dunkarga serve in 
  their respective national temples and train as war-
  rior-priests. Despite following a similar religion, 
  these monks are fierce rivals not unlike their realms. 
  Some dwarven clans are known to include a trav-
  eling friar whose main purpose is to preach — and 
  sometimes forcibly beat into others — the doctrines 
  of dwarven superiority. Although a pious people, the 
  orks’ seafaring society and capricious temperament 
  leave very little room for orderly monks. Neither the 
  pecwae nor the Trevenici currently count a monk 
  among their ranks: the pecwae too pacifistic to learn 
  any form of fighting, the Trevenici too wild to have 
  the requisite self-control.
  Use all standard Pathfinder® rules for the Monk char-
  acter class in this campaign setting.
  NOBLE
  Most cultures in Loerem institute a clear division 
  between commoners and the noblesse. Wealth, ed-
  ucation, power, and privilege are available to those 
  born into noble or royal families. Along with these 
  benefits, though, also come the responsibilities and 
  duties of titles and ranks.
  One usually identifies nobles by affluence and its 
  trappings. Early in a noble’s career, he begins acquir-
  ing cohorts and followers to do his bidding — more 
  so than other classes. A noble generally dresses in the 
  finest clothes, drinks the finest wines, and surrounds 
  himself with the luxuries only a privileged few can 
  afford. The noble understands the often-dangerous 
  games of intrigue played in the aristocratic and roy-
  al courts, and is adept in the subtle arts of informa-
  tion-gathering, blackmail, and character assassina-
  tion.
  Nobles are generally found in cultures ruled by mon-
  archs with a stratified caste system. The noble Houses 
  of the elves of Tromek, the royal courts of the humans 
  of Vinnengael, Nimorea, Nimra, and Dunkarga have 
  all given rise to aristocracy. In contrast, chieftains, 
  shamans, and elders are the closest equivalent to no-
  bles for dwarves, orks, and pecwae.
  Role: The noble has a surprising balance to his skills. 
  He is trained with weapons and armor, both to lead 
  those under his rule into battle and to defend himself 
  and his family’s honor in a duel.
  Alignment: Any
  Hit Die: d8.
  CLASS SKILLS
  The noble’s class skills are Appraise (Int), Bluff (Cha), 
  Diplomacy (Cha), Disguise (Cha), Handle Animal 
  (Cha), Intimidate (Cha), Knowledge (engineering) 
  (Int), Knowledge (geography) (Int), Knowledge (his-
  tory) (Int), Knowledge (local) (Int), Knowledge (no-
  bility) (Int), Knowledge (religion) (Int), Linguistics 
  (Int), Perception (Wis), Perform (Cha), Ride (Dex), 
  Sense Motive (Wis), and Stealth (Dex).
  Skill Ranks per Level: 4 + Int modifier.
  
  s74s
  CLASS FEATURES
  The following are class features of the noble.
  Weapon and Armor Proficiency: The noble is pro-
  ficient in the use of all simple and martial weapons, 
  and with all armor and shields (except tower shields).
  Starting Money: A noble character begins play with 
  8d6 x 10 in argents.
  Deceptive Melee (Ex): At 1st level, a noble knows 
  how to use deception, feints, and goading to evade 
  opponents while fighting unarmored. He may add 
  his Charisma modifier to his AC in addition to his 
  Dexterity modifier. If the noble dons any armor —
  even padded — he cannot use this ability. At 5th lev-
  el, the noble may use this ability while wearing light 
  armor, and in medium or light armor at 10th level.
  Region of Influence (Ex): At 1st level, a noble selects 
  a region or realm (such as Vinnengael, Nimra, the 
  Dwarven Territory, etc.) as his base of power. While 
  within the limits of the area, the noble can call in fa-
  vors from those he knows.
  By making an influence check, the noble can gain 
  important information or acquire the loan of equip-
  ment, convoys, or documents from influential con-
  nections. To make an influence check, roll 1d20, add 
  the noble’s Charisma modifier, and 1/2 his noble class 
  level (round down) as influence bonus. The GM sets 
  the DC based on the nature and scope of the request. 
  The DC ranges from 10 for a simple to as high as 30 
  or more for extremely risky, expensive, or unlawful 
  requests. A noble can call favor a number of times 
  per week equal to 1/2 his noble class levels (mini-
  mum one). However, if the noble fails the influence 
  check, he must wait a whole week before he can retry 
  that same request. In addition, the noble gains a +2 
  bonus on Bluff, Diplomacy, Intimidate, Knowledge, 
  and Sense Motive checks when he is in his region of 
  influence.
  At 5th level and every five levels thereafter (10th, 
  15th, and 20th), the noble may select one addition-
  al area/nation/region, as he cultivate new ties and 
  broadens his sphere of influence. Also, at each inter-
  val, the skill bonus for one region (including the one 
  just selected, if so desired) increases by +2.
  No noble should select a region that is openly oppos-
  ing his current allegiance (such as Karnu for a Dun-
  garkan or orken character) without a good reason. 
  The GM has the final approval here.
  Inspiration: Starting at 2nd level, a noble can inspire 
  allies to improve their chance of success. As a stan-
  dard action, the noble can inspire all listening and 
  observing allies within 30’ for a number of rounds 
  equal to his Charisma modifier. All inspired allies 
  gain a +1 morale bonus on saving throws against fear, 
  as well as on attack and weapon damage rolls. Every 
  four levels thereafter (6th, 10th, 14th, and 18th), this 
  bonus increases by +1. A noble can inspire a number 
  of times per day equal to his Charisma modifier.
  Resources (Ex): Starting at 2nd level, a noble has ac-
  cess to an array of resources (usually monetary funds 
  from private treasury or wealthy allies). Once per 
  day, the noble can make an influence check to pro-
  cure resources of total value in argents equal to his 
  influence check result times his noble class level. For 
  example, a 2nd-level noble rolling an influence check 
  of 15 would have resources worth up to (15 x 2 =) 
  30 argents available to him. These resources can take 
  almost any form the noble chooses (within reason), 
  and are his to do as he wishes. He can keep them, 
  use them, give them away, or sell them. The resourc-
  es must be accessible within 1d6 hours of travel time 
  from the noble’s location. (A noble traveling through 
  the barrens of Nimorea is unlikely to get saltwater 
  fish delivered to him, for instance.)
  Leadership (Ex): A noble is born into a leadership 
  position and is trained to lead from a very early age. 
  At 3rd level, a noble gains the Leadership feat. At 6th 
  level, he receives a +1 bonus to his leadership score, 
  and every three levels thereafter (9th, 12th, 15th, and 
  18th), the bonus increases by +1. This enables the no-
  ble to recruit more cohorts and followers (of higher 
  level) than other character classes of the same level. 
  The cohorts and followers will be loyal to the noble 
  and are usually available when called upon for aid.
  Bonus Feat: At 4th, 8th, 12th, and 16th level, a noble 
  gains one feat from this list: Alertness, Animal Affin-
  ity, Cleave, Combat Expertise, Dazzling Display, De-
  ceitful, Defensive Combat Training, Exotic Weapon 
  Proficiency, Improved Critical, Intimidating Prow-
  ess, Iron Will, Mounted Combat, Persuasive, Pow-
  er Attack, Spring Attack, Weapon Finesse, Weapon 
  Focus. The noble must meet any prerequisites before 
  taking a feat. 
  
  s75s
  TABLE 3-1: NOBLE
  Level
  Base 
  Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +0
  +0
  +0
  +2
  1st region of influence, deceptive melee
  2
  +1
  +0
  +0
  +3
  Inspiration +1, resources
  3
  +2
  +1
  +1
  +3
  Leadership
  4
  +3
  +1
  +1
  +4
  Bonus feat, indomitable presence
  5
  +3
  +1
  +1
  +4
  2nd region of influence, deceptive melee
  6
  +4
  +2
  +2
  +5
  Leadership +1, Inspiration +2
  7
  +5
  +2
  +2
  +5
  Silver tongue
  8
  +6/+1
  +2
  +2
  +6
  Bonus feat, demoralize opponent -1
  9
  +6/+1
  +3
  +3
  +6
  Inspire confidence +2, leadership +2
  10
  +7/+2
  +3
  +3
  +7
  3rd region of influence, deceptive melee, inspiration +3
  11
  +8/+3
  +3
  +3
  +7
  Rallying cry 1 round
  12
  +9/+4
  +4
  +4
  +8
  Bonus feat, demoralize opponent -2, leadership +3
  13
  +9/+4
  +4
  +4
  +8
  Long live my liege (half)
  14
  +10/+5
  +4
  +4
  +9
  Inspiration +4
  15
  +11/+6/+1
  +5
  +5
  +9
  4th region of influence, leadership +4, rallying cry 2 rounds
  16
  +12/+7/+2
  +5
  +5
  +10
  Bonus feat, deceptive melee, demoralize opponent -3
  17
  +12/+7/+2
  +5
  +5
  +10
  Long live my liege (full)
  18
  +13/+8/+3
  +6
  +6
  +11
  Bonus feat, inspiration +5, leadership +5
  19
  +14/+9/+4
  +6
  +6
  +11
  Rallying cry 3 rounds
  20
  +15/+10/+5
  +6
  +6
  +12
  5th region of influence, demoralize opponent -4
  Indomitable Presence: A noble can be deceptively 
  tenacious. At 4th level, as an immediate action, the 
  noble can add his Charisma modifier to one attack 
  roll, Will saving throw, or skill check that he attempts. 
  He can do this once per day.
  Silver Tongue (Sp): At 7th level, the noble can at-
  tempt to win trust and favor through flattery and 
  charm — at least temporarily. This ability functions 
  like a charm person spell, but with duration of 10 
  minutes per noble class level, and the noble must 
  first engage the target in conversation for one min-
  ute, minimum. A Will saving throw (DC 10 + 1/2 
  the noble’s level + the noble’s Cha modifier) negates 
  the effects. A target saving successfully is immune to 
  this ability for the next 24 hours. A noble can use this 
  ability a number of times per day equal to his Charis-
  ma modifier.
  Demoralize Opponent (Ex): At 8th level, as a full-
  round action a noble can attempt to deflate the op-
  ponent’s morale with sharp, unrelenting taunts. All 
  opponents within 30’ who are able to hear and com-
  prehend the noble must succeed in a Will saving 
  throw (DC 10 + 1/2 the noble’s level + the noble’s Cha 
  modifier) or take a -1 morale penalty to their attack 
  and weapon damage rolls. 
  A target saving successfully is immune to this ability 
  for the next 24 hours. 
  At 12th level the penalty increases to -2, and every 
  four levels thereafter (16th and 20th), add another -1 
  to the penalty. A noble can use this ability a number 
  of times per day equal to his Charisma modifier.
  Rallying Cry (Sp): At 11th level, a noble can ex-
  hort extraordinary effort out of his allies. This stan-
  dard-action ability functions like a haste spell but 
  lasts for only one round, with caster level equal to the 
  noble’s level. All targets must be able to see or hear 
  the noble for this ability to take effect. Every four lev-
  els thereafter (15th and 19th), the noble can extend 
  the duration by another round. A noble can use this 
  ability a number of times per day equal to his Charis-
  ma modifier.
  Long Live My Liege (Ex): A noble has no shortage of 
  followers willing to sacrifice themselves rather than 
  see him harmed. One conscious, mobile ally, cohort, 
  or minion adjacent to a noble of at least 13th level 
  can, as an immediate action, volunteer to take half of 
  the damage upon himself from a single attack strik-
  ing the noble. The volunteer must be able to perceive 
  the attack. 
  
  s76s
  For a 17th-level noble, each volunteer can opt to take 
  full damage, leaving the noble unscathed! The no-
  ble cannot compel a PC to do this and must make 
  polite request or perhaps negotiate with the player. 
  This ability can be used for a number of times per day 
  equal to 1/2 the noble’s Leadership score.
  PALADIN
  Prince Helmos, son of King Tamaros of the old Vin-
  nengaelean Empire, attained paladinhood as a teen 
  before becoming a Dominion Lord, the ultimate 
  champion of the divine. Since then, candidacy for 
  human Dominion Lords had drawn largely from the 
  paladin ranks in Vinnengael. However, being a pala-
  din only increases the chance of assuming the mantle 
  of Dominion Lord and does not guarantee it. This 
  composes the true test of spiritual tenacity. There are 
  old tales of aging paladins long denied such privilege 
  by the gods for whatever reasons, and of once-righ-
  teous persons forsaking their convictions out of an-
  ger from rejection. But because the human Sovereign 
  Stone needed to create new Dominion Lords is cur-
  rently missing, presumably buried under the ruins of 
  Old Vinnengael, the stories now serve as parables for 
  losing one’s beliefs.
  Outside the empire, paladins are few and far be-
  tween among the human realms. No greater than a 
  half-score each claim the title in Dunkarga and Kar-
  nu, under the auspice of the holy but authoritarian 
  All-Wise. The number is fewer still for Nimra and 
  Nimorea combined. It remains a concept entirely un-
  fathomable to the trevinci.
  Paladins have surfaced in the land of Tromek on a 
  comparatively constant basis. To these elven crusad-
  ers, honoring their House and obligations to the Di-
  vine and Shield drive them as much as faith in the Fa-
  ther and the Mother. Paladins of clan dwarven origin 
  are practically a myth, the most recent tracing back a 
  hundred years ago when the Wolves last decided to 
  bestow the honor. Orks are simply too mercurial with 
  omens and portends, not morals and laws, guiding 
  their every move. Any ork aspiring to paladinhood 
  will have to buck not just the culture, but her own 
  instincts, too. Pecwae paladins are, historically, such 
  a precious commodity that nobody, save for perhaps 
  a Keeper, has ever witnessed one in person — if one 
  ever existed.
  
  s77s
  CLASS FEATURE
  Apply the following revisions to the paladin class for 
  the Sovereign Stone setting. All other class features 
  not listed here function exactly the same as in the 
  Pathfinder® Core Rulebook.
  Spell-Like Abilities (Sp): This replaces the Spells 
  class feature. As the gods’ chosen defenders, paladins 
  can focus their purity and will to call upon divine 
  powers — no spellcasting necessary.
  A paladin develops and uses divine spell-like abilities 
  from the paladin spell-like ability list in Chapter 8. 
  Her alignment, however, may still restrict her from 
  casting certain spells opposed to her moral or beliefs. 
  A paladin must choose and prepare her spell-like 
  abilities in advance.
  To prepare or activate a paladin spell-like ability, a 
  paladin must have a Charisma score equal to at least 
  10 + the spell-like ability level. The Difficulty Class 
  for a saving throw against a paladin’s spell-like ability 
  is 10 + the spell-like ability level + the paladin’s Cha-
  risma modifier.
  A paladin can use only a certain number of spell-like 
  abilities of each spell-like ability level per day. Use 
  Table 3-11 in the Pathfinder® Core Rulebook for a 
  paladin’s base daily spell-like ability allotment. In ad-
  dition, she receives bonus spell-like abilities per day 
  if she has a high Charisma score. When Table 3-11 
  indicates that the paladin gets 0 spell-like abilities per 
  day of a given level, she gains only the bonus spell-
  like abilities from her Charisma score for that spell-
  like ability level.
  Paladins must pray for 1 hour each day to regain their 
  daily allotment of spells. A paladin may prepare and 
  use any spell-like ability on the paladin spell-like 
  ability list, provided that she can use spell-like abili-
  ties of that level, but she must choose which spell-like 
  abilities to prepare during her daily prayer. Paladins 
  do not have access to curative spells or spell-like abil-
  ities, as healing is the purview of Earth Magic, cast by 
  Earth elemental wizards and sorcerers.
  A paladin receives no class spell-like abilities until 
  4th level. Thus, her caster level for those abilities is 
  equal to her paladin level – 3.
  Certain paladin spell-like abilities with range of 
  “touch” and/or target of “creature/object touched,” 
  such as endure elements and protection from chaos/
  evil, have their range reduced to “personal” and tar-
  get changed to “you.” They are marked in the spell-
  like ability list by “p” (superscript P).
  RANGER
  Nimoreans are undeniably the archetypical rangers 
  in Loerem. The harsh environment in which they in-
  habit has done more than preparing them for a life 
  out in the wild; their expertise in survival and stealth 
  make them perfect scouts in services of their neigh-
  bor and principal ally, the Tromek elves. Nimrans are 
  more likely to become druids, but Nimran trackers 
  are not all too uncommon, either. Both Karnu and 
  Dunkarga raise and train ranger units for border 
  clashes. Elves usually consider themselves above the 
  typical “dirty work” of taming the frontiers (not that 
  they have much frontiers to concern themselves with, 
  anyway), so they happily relegate the task to their 
  Nimorean pals. The marauding clan dwarves boast 
  legions of rangers with unparalleled archery skills, 
  while the unhorsed get the retired ones. 
  
  s78s
  Only the few odd orks venturing far inland stand a 
  remote chance of developing the versatility necessary 
  for a full-blown ranger. Despite their affinity with 
  nature, pecwae rangers are almost as rare as pecwae 
  barbarians.
  CLASS FEATURE
  Apply the following revisions to the ranger class for 
  the Sovereign Stone setting. All other class features 
  not listed here function exactly the same as in the 
  Pathfinder® Core Rulebook.
  Spell-Like Abilities (Sp): This replaces the Spells 
  class feature. Rangers hone their survival instincts, 
  acute senses, and wilderness skills to the brink of 
  supernaturality and manifesting them as astounding 
  powers.
  A ranger begins gaining class spell-like abilities at 4th 
  level. Rangers develop and use divine spell-like abil-
  ities from the ranger spell-like ability list in Chapter 
  8. A ranger must choose and prepare his spell-like 
  abilities in advance. To prepare or activate a ranger 
  spell-like ability, a ranger must have a Wisdom score 
  equal to at least 10 + the spell-like ability level. The 
  Difficulty Class for a saving throw against a ranger’s 
  spell-like ability is 10 + the spell-like ability level + 
  the ranger’s Wisdom modifier.
  A ranger can use only a certain number of spell-like 
  abilities of each spell-like ability level per day. Use Ta-
  ble 3-12 in the Pathfinder® Core Rulebook for a rang-
  er’s base daily spell-like ability allotment. 
  In addition, he receives bonus spell-like abilities per 
  day if she has a high Wisdom score. When Table 3-12 
  indicates that the ranger gets 0 spell-like abilities per 
  day of a given level, he gains only the bonus spell-like 
  abilities from her Wisdom score for that spell-like 
  ability level.
  Rangers must meditate for 1 hour each day to regain 
  their daily allotment of spells. A ranger may prepare 
  and use any spell-like ability on the ranger spell-like 
  ability list, provided that he can use spell-like abilities 
  of that level, but he must choose which spell-like abil-
  ities to prepare during his daily meditation. Rangers 
  do not have access to curative spells or spell-like abil-
  ities, as healing is the purview of Earth Magic, cast by 
  Earth elemental wizards and sorcerers.
  A ranger receives no class spell-like abilities until 4th 
  level. Thus, his caster level for those abilities is equal 
  to his ranger level – 3.
  Certain ranger spell-like abilities with range of 
  “touch” and/or target of “creature/object touched,” 
  such as endure elements and resist energy, have their 
  range reduced to “personal” and target changed to 
  “you.” They are marked in the spell-like ability list by 
  “p” (superscript P).
  ROGUE
  Rogues fill a variety of roles on Loerem. They are 
  con artists, cutpurses, burglars, emissaries, and spies. 
  Within the law or outside it, rogues are creative in-
  dividuals who know how to use their quick wit and 
  myriad skills to obtain what they desire. Subtlety is 
  preferred to brute force, as a rogue understands the 
  most effective strike is that which the enemy does not 
  see coming. Rogues are found among every race in 
  Loerem. Their skills and adaptability speak well for 
  those pursuing legitimate occupations, while permit-
  ting others to grow wealthy pursuing a life of crime.
  Use all standard Pathfinder® rules for the Rogue char-
  acter class in this campaign setting.
  
  s79s
  SAILOR (ARCHETYPE)
  Loerem’s oceans are vast, perfect settings for excit-
  ing adventure. Seafaring vessels from every nation 
  engage in trade, transport, and even piracy.  This is 
  where sailors come in. Sailors are are highly capable 
  individuals, who have learned to react quickly to save 
  their own lives and those of their comrades when 
  threatened by either nature or enemies. Sailors take 
  the most dire circumstances in stride, since they have 
  come to learn that panic in any situation can spell di-
  saster. 
  Thus, they may appear cold and ruthless to those who 
  are not used to their pragmatic attitude.
  Orks believe they originate from the ocean and most 
  spend a good portion of their lives on ships. Nimrans, 
  too, have a large fleet and have an affinity for the sea. 
  Other human races are known to sail to some extent. 
  The Trevenici see little reason to spend more time on 
  board a seagoing vessel than it takes to reach their 
  destination. Elven and pecwae sailors are extremely 
  uncommon, dwarven sailors are even more so. All 
  known dwarven sailors hail from the Jade Clan.
  Weapon and Armor Proficiency: Sailors are pro-
  ficient with all simple weapons, plus the net, rapier, 
  scimitar, and trident. They are proficient with light 
  armor, but not with shields.
  Skills: A sailor does not gain Knowledge (dun-
  geoneering) (Int) and Use Magic Device (Cha) as 
  class skills; instead, she gains Knowledge (geography) 
  (Int), Knowledge (nature) (Int), and Survival (Wis) 
  as class skills.
  Sea Lore (Ex): At 1st level, a sailor becomes ac-
  quainted with life aboard a ship. She gains a +2 bonus 
  on Acrobatics, Climb, and Swim checks. This ability 
  replaces trapfinding.
  Seamanship (Ex): At 1st level and every level there-
  after in the sailor class, a sailor automatically gains a 
  +1 to skill rank in the Profession (sailor) skill.
  Aquatic Endurance (Ex): At 2nd level, a sailor starts 
  to develop resistance to all hazards of the water, such 
  as seasickness, jellyfish sting, and drowning. She re-
  ceives a bonus equal to 1/2 her sailor level on Forti-
  tude saves against aquatic diseases and perils as well 
  as marine-life poisons and venoms. She also gains a 
  bonus equal to 1/2 her sailor level to Survival skill 
  checks in aquatic environments (such as ocean, river, 
  lake, etc.).
  Sailor Talents: A sailor does not have access to these 
  following rogue talents: Major Magic, Minor Magic, 
  Quick Disable, and Trap Spotter; instead she replac-
  es them with these following feats: Acrobatic Steps, 
  Adopted Culture, Endurance, Nimble Moves, and 
  Toughness. She must still meet any and all prerequi-
  sites to take a feat.
  Shipboard Acrobatics (Ex): Starting at 2nd level, a 
  sailor can utilize a ship’s masts, rigging, ropes, sails, 
  and similar structures for impromptu cover. Pro-
  vided the sailor is wearing light or no armor, when 
  fighting in such an environment she gains a +1 dodge 
  bonus to AC and +1 bonus to Reflex saving throws. 
  Both bonuses increase by +1 for every four levels 
  beyond 2nd (+2 at 6th level, +3 at 10th, and so on). 
  Anything that causes the sailor to lose her Dexterity 
  bonus causes her to lose these bonuses as well.
  Acrobatic Charge (Ex): At 10th level, a sailor can 
  perform a charge over difficult terrain that normally 
  slows movement. Depending on the circumstance, 
  she may still need to make appropriate checks to suc-
  cessfully move over the terrain.
  
  s80s
  CHAPTER FOUR: FEATS
  A TAAN WARRIOR
  I am not of this world.
   
  One day, ten years ago, a Portal opened in the side of our holy mountain and 
  a god stepped forth. He named himself Dagnarus, Lord of the Void. We brought our 
  prayers to him and he answered them. He gave us food when we were hungry. He 
  gave us water when we thirsted. Best of all, he gave us victory over our enemies. 
   
  He taught us the skills of the great warriors of his world and put into our hands 
  weapons of steel. We became invincible. No army could withstand our might.
   
  Our god said then that we were ready to move on. All this had been training. 
  He led us into the magical Portal in the side of the mountain. We traveled to anoth-
  er world.
   
  A world we will conquer in his name.
  
  s81s
  The people of Loerem can find themselves tested un-
  der the most perilous conditions. The difference be-
  tween success and failure, or even life and death, is 
  the abilities they possess, the feats that enable them 
  to accomplish the extraordinary.
  NEW FEAT             
  DESCRIPTIONS
  The feats below are new additions to the Sovereign 
  Stone campaign setting.
  ACROBATIC DODGE (COMBAT)
  You can tumble away from a successful attack or a 
  potentially disastrous predicament.
  Prerequisite: Dodge, Mobility, Acrobatics 1 rank.
  Benefit: Once per round when you are fighting de-
  fensively or in total defense and are hit in combat, 
  you may attempt an Acrobatics check as an imme-
  diate action to negate the hit. The hit is negated if 
  your Acrobatics check result is greater than the op-
  ponent’s attack roll. In addition, once per day you can 
  roll an Acrobatics check in place of a Reflex saving 
  throw (though automatic failure and success rule for 
  saves still applies). You cannot use this feat if you are 
  flat-footed or otherwise denied your Dexterity bo-
  nus.
  ADOPTED CULTURE
  Your thorough familiarity with another way of life 
  makes you practically a native of that culture.
  Prerequisite: Ability to speak or understand the lan-
  guage of selected civilization.
  Benefit: Choose a race, ethnicity, or culture. You are 
  now considered a member for the purpose of meeting 
  the racial/ethnic/cultural prerequisite matching your 
  choice for all feats. In addition, you gain the Weapon 
  Familiarity racial trait (if any) of that civilization.
  Special: The GM has final approval on all new race/
  ethnicity/culture-specific feats chosen afterward. If 
  such feats involve any genetic or physiological crite-
  rion that a character cannot possibly qualify or be eli-
  gible for (such as exclusive lineage, height limit, etc.), 
  the GM should deny permission.
  ARMOR FOCUS, HEAVY 
  (COMBAT)
  You have trained for hours in heavy armor, learning 
  to bend when it bends.
  Prerequisites: Armor Proficiency, Heavy.
  Benefit: You gain a +1 dodge bonus to AC while 
  wearing heavy armor.
  ARMOR FOCUS, LIGHT (COMBAT)
  You have trained for hours in light armor, learning to 
  bend when it bends.
  Prerequisites: Armor Proficiency, Light.
  Benefit: You gain a +1 dodge bonus to AC while 
  wearing light armor.
  ARMOR FOCUS, MEDIUM 
  (COMBAT)
  You have trained for hours in medium armor, learn-
  ing to bend when it bends.
  Prerequisites: Armor Proficiency, Medium.
  Benefit: You gain a +1 dodge bonus to AC while 
  wearing medium armor.
  BATTLE-TESTED (COMBAT)
  Your extensive battlefield training and experience 
  give you an edge over others.
  Prerequisite: Karnuan, Wis 12, Iron Will, base attack 
  bonus 6+.
  Benefit: You gain a +2 competency bonus to your 
  AC. You lose this bonus when you are flat-footed or 
  in situations where you would normally lose your 
  Dexterity bonus. In addition, you are shaken in-
  stead of frightened when you fail Will saving throws 
  against fear effects.
  BLOOD OF THE WOLF
  You are unusually intense and focused, a natural lead-
  er who draws others to your side, inspiring a fierce 
  loyalty from your “pack.” This is a mark of leaders, for 
  it was said that Saumel, the First Clan Chief of Clan 
  Chiefs, was one of those born with this talent.
  Prerequisite: Clan or unhorsed dwarf; Cha 12; Lead-
  ership.
  Benefit: You gain a +2 bonus to your Leadership 
  score.
  
  s82s
  CLOSE-ORDER FIGHTING 
  (COMBAT)
  You understand how to work with a partner in com-
  bat. This provides an ally next to you with cover with-
  out interfering with his attacks.
  Prerequisites: Base attack bonus +3.
  Benefit: As a swift action, designate one character 
  adjacent to you. That character is treated as having 
  the benefit of fighting behind partial cover (+2 to AC, 
  +1 to Reflex saving throws). You may designate a new 
  character each round, but that character must be in 
  an adjacent square to receive this benefit.
  COUNTERCHARGE STRIKE 
  (COMBAT)
  You are quick enough to take a swipe at a charging 
  foe prior to his attack.
  Prerequisite: Dex 15, Combat Reflexes.
  Benefit: An opponent charging you provokes an at-
  tack of opportunity from you. This does not stop the 
  opponent’s movement so he may, if still conscious 
  and mobile after the attack of opportunity, finish the 
  charge action.
  DECEPTIVE MELEE (COMBAT)
  You know how to use deception, feints, and goading 
  to evade opponents while fighting unarmored.
  Prerequisite: Elf, Cha 12.
  Benefit: This feat functions as the noble class feature 
  of the same name at 1st level. You do not gain the 
  ability to use it in light or medium armor at higher 
  level, but are considered to have the deceptive melee 
  class feature for feat prerequisite purpose. 
  Special: Should you later take a level in a class with 
  the deceptive melee feature, you may immediately se-
  lect another feat to replace this feat.
  ELEMENTAL COUNTER 
  (METAMAGIC)
  You are expert in negating spells from the opposite 
  element.
  Benefit: You can counter a spell with any spell from 
  the target spell’s opposite element (Air vs. Earth, Fire 
  vs. Water, and vice versa) that is of equal spell level or 
  higher. An elemental counterspell uses up a spell slot 
  one level higher than the spell’s actual level.
  Normal: As general rule, a spell can only counter it-
  self.
  EMPATHIC BOND
  You can create a spiritual connection with any one 
  animal.
  Prerequisite: Pecwae, wild empathy class feature.
  Benefit: You can forge an empathic link with one 
  animal of your choice. You know the animal’s exact 
  location within 1 mile of you, and its general direc-
  tion beyond that. In addition, you can make a DC 
  10 Sense Motive check to discern that animal’s emo-
  tion (such as agitation, fear, hurt, joy, lethargy) and 
  current attitude (from helpful to hostile) at any time 
  regardless of distance. You can break the bond vol-
  untarily at any time but cannot establish a new bond 
  with another animal for at least one day.
  ENTHRALLING
  Your performances attract undivided attention from 
  the audience.
  Benefit: You gain a +2 bonus on skill checks for two 
  Perform skills of your choice. If you have 10 or more 
  ranks in one of these skills, the bonus increases to +4 
  for that skill.
  Special: You can gain this feat multiple times. Its ef-
  fects do not stack. Each time you take the feat, it ap-
  plies to two new Perform skills.
  FAVORED QUARRY
  You are an expert in tracking and hunting a certain 
  type of quarry.
  Prerequisite: Nimorean.
  Benefit: This feat functions as the ranger’s favored 
  enemy class feature at 1st level. You gain neither ad-
  ditional favored enemies nor bonus increases from 
  level advancement, but are considered to have the 
  favored enemy class feature for feat prerequisite pur-
  poses.
  
  s83s
  Special: Should you later take a level in a class with 
  the favored enemy feature, you must select another 
  feat to replace this feat immediately.
  FOOL’S LUCK
  In Loerem, Fortune tends to smile upon the simple 
  and the clumsy.
  Prerequisite: Dex or Int 8 or below.
  Benefit: You gain a +1 luck bonus to AC. In addition, 
  once per day you may reroll any one die roll. You 
  must accept the second roll, regardless of the result.
  Special: You can gain this feat multiple times. Its ef-
  fects stack. Each time you gain this feat, you increase 
  the luck bonus to AC by +1 and may reroll one addi-
  tional die roll per day.
  GREATER INITIATIVE (COMBAT)
  You react like a greased lightning.
  Prerequisite: Dex 19, Improved Initiative.
  Benefit: You roll two d20 and pick the higher roll for 
  your initiative.
  JOURNEYMAN
  You are a consummate professional.
  Benefit: You gain a +2 bonus on skill checks for a 
  Craft skill and a Profession skill of your choice. If you 
  have 10 or more ranks in one of these skills, the bo-
  nus increases to +4 for that skill.
  Special: You can gain this feat multiple times. Its ef-
  fects do not stack. Each time you take the feat, it ap-
  plies to a new Craft skill and a new Profession skill.
  LEARNED
  You are especially knowledgeable in certain fields of 
  study.
  Benefit: You gain a +2 bonus on skill checks for two 
  Knowledge skills of your choice. If you have 10 or 
  more ranks in one of these skills, the bonus increases 
  to +4 for that skill.
  Special: You can gain this feat multiple times. Its ef-
  fects do not stack. Each time you take the feat, it ap-
  plies to two new Knowledge skills.
  LEGENDARY
  Loerem is a land of heroes, and you are among those 
  destined for greatness.
  Prerequisite: No ability score below 12.
  Benefit: Add one point to any ability score every 
  three levels, from the time you take this feat.
  Normal: You add 1 point to any ability score at 4th 
  level and every four levels thereafter.
  MAGICAL ATTUNEMENT
  You have the innate ability to sense and understand 
  magic of a particular element.
  Prerequisite: Wisdom 13.
  Benefit: Choose an element of magic (Air, Earth, Fire, 
  Water, or Void). You have the ability to sense magic 
  of that particular element identical to detect magic. 
  You can also identify specific magical effects of that 
  element without having to roll Spellcraft checks.
  Special: You may take this feat only as a 1st-level 
  character.
  Normal: Characters without this feat must use the 
  sense magic spell to detect the presence of hidden 
  magic or make use of the Spellcraft skill to identify 
  specific magical effects.
  MAGICAL SAVANT
  In Loerem, everyone is capable of casting spells, even 
  those who first appear to lack the requisite capaci-
  ty for the simplest incantation. Then, there are those 
  with the gift to grasp difficult magic beyond the com-
  prehension of their peers.
  Benefit: Your Intelligence, Wisdom, and Charisma 
  scores are considered +2 higher for determining the 
  maximum level of spells you can cast as well as spell-
  like abilities you can use. (You can learn and cast 
  spells even if your ability is below 10 with this feat!)
  Special: You can gain this feat multiple times, and its 
  effects stack. 
  Each time you gain this feat, increase the bonus by 
  +2. (For instance, taking Magical Savant twice gives 
  you +4.)
  MARTIAL SAVANT
  You are a born warrior whose talent for battle can 
  overcome physical and mental limitations, as well as 
  expedite your training.
  Benefit: Your ability scores, skill ranks, base attack 
  bonus, and all numeric statistics are considered +2 
  higher for meeting the prerequisites of combat feats.
  Special: You can gain this feat multiple times, and its 
  effects stack. Each time you gain this feat, increase 
  the bonus by +2. (For example, taking Martial Savant 
  twice gives you +4.)
  
  s84s
  PINPOINT STRIKE (COMBAT)
  You can bypass an opponent’s armor and strike at 
  vulnerable spots.
  Prerequisite: Weapon Focus, Dazzling Display, base 
  attack bonus +10, proficiency with selected weapon.
  Benefit: As a standard action, make a single melee 
  attack with a weapon in which you have Weapon Fo-
  cus. The target does not gain any armor, natural ar-
  mor, or shield bonuses to its Armor Class. You do not 
  gain the benefit of this feat if you move this round.
  QUIET SPELL (METAMAGIC)
  You can muffle the noise made by the effects of your 
  spells. Many a Void mage has used this feat with their 
  vile castings to avoid detection.
  Benefit: A spell modified by this metamagic feat is 
  much harder to hear. It produces the same effect, but 
  the consequent noise is much and thus it is harder to 
  notice the spell’s presence. For example, a quiet fire-
  ball emits a mere low rumbling rather than a loud 
  explosion. Characters must make a Perception check 
  (DC = 15 + 5 for every 5 feet outside of the initial area 
  of effect) to hear any noise made by the spell. This 
  feat cannot modify spells that deal sonic damage. A 
  quiet spell uses up a spell slot one level higher than 
  the spell’s actual level.
  RAGE (COMBAT)
  You can whip yourself into frenzy during combat.
  Prerequisite: Half-taan or Trevenici.
  Benefit: This feat functions as the barbarian class fea-
  ture of the same name at 1st level. 
  You do not gain additional number of rounds of rage 
  from level advancement, but are considered to have 
  the rage class feature for feat prerequisite purposes.
  Special: Should you later take a level in a class with 
  the rage feature, you may immediately select another 
  feat to replace this feat.
  RECOGNIZE OMEN
  You can see tidings of good and evil in the events that 
  happen around you.
  Prerequisite: Ork, Wis 13, Knowledge (religion) 5 
  ranks.
  Benefit: Once per day, you can scan your surround-
  ings for an omen. On a successful DC 15 Perception 
  check, you have witnessed a portent. You can then 
  ask the GM one question as if you have just cast the 
  spell augury (caster level is equal to character level).
  SCHOLAR
  You have perused countless volumes and treatises at 
  either the Exalted Library in Dunkarga, or the Tem-
  ple of the Magi Bibliotheca in New Vinnengael.
  Prerequisite: Dunkargan or Vinnengaelean; Int 13.
  Benefit: You may make all Knowledge skill checks 
  untrained.
  SECOND WIND (COMBAT)
  You have learned to control your body and mind to 
  rid yourself of fatigue.
  Prerequisite: Con 12; Endurance or Great Fortitude.
  Benefit: You can use a full-round action to “shake 
  off” an amount of nonlethal damage equal to 1d6 + 
  your Constitution modifier.
  SHIELD PARRY (COMBAT)
  You can deflect a successful strike at the last second 
  with your shield.
  Prerequisites: Shield Focus, Shield Proficiency, base 
  attack bonus +1.
  Benefit: Once per round when you are hit in com-
  bat, you may attempt a melee attack roll (adding the 
  shield’s AC bonus, including magical bonus, if any) as 
  an immediate action to negate the hit. The hit is ne-
  gated if your roll result is greater than the opponent’s 
  attack roll. Regardless of outcome, you lose the ben-
  efit of your shield until your next action. You cannot 
  use this feat with tower shields.
  SKILL MASTERY
  You have attained mastery with a skill at which you 
  rarely fail outright.
  Prerequisite: 10 ranks in a skill with Skill Focus.
  Benefit: Choose a skill in which you have Skill Focus. 
  Once per day, you can reroll a check for that skill.
  STROKE OF INGENUITY
  You are resourceful and clever when it comes to mak-
  ing ruined items useful again… at least for the time 
  being.
  Prerequisite: Ork or unhorsed dwarf; Int 13; 1 rank 
  in any one Craft or Knowledge (engineering) skill.
  Benefit: Each round as a full-round action, you can 
  restore temporary hit points equal to 1d6 + your In-
  telligence modifier to a broken item, contraption, 
  weapon, armor, even siege engine or fortification by 
  improvising materials at hand. 
  
  s85s
  All these temporary hit points go away after the en-
  counter, returning the item to broken condition until 
  it can be properly repaired (DC 20 Craft check for 
  items and weapons or Engineering check for fortifi-
  cations, plus 1 hour of work per point of damage to 
  be repaired). Magic items can be repaired by this feat, 
  but your Intelligence must be equal to or higher than 
  the caster level than that of the object. You can repair 
  magic items that are destroyed (at 0 hit points or less) 
  with this feat, but not restoring their magic abilities.
  SUBDUING STRIKE (COMBAT)
  You have learned to incapacitate opponents without 
  killing them.
  Prerequisites: Dex 13, base attack bonus +2.
  Benefit: You take no penalty on your attack rolls 
  when using a melee weapon to inflict nonlethal dam-
  age.
  Normal: It is a -4 penalty for using a melee weapon to 
  inflict nonlethal damage.
  SURPRISE STRIKE (COMBAT)
  If you can catch an opponent when he is unable to 
  defend himself effectively from your attack, you can 
  strike a vital spot for extra damage.
  Prerequisite: Clan dwarf or Dunkargan or Karnuan; 
  base attack bonus +3.
  Benefit: This feat functions as the rogue’s sneak at-
  tack class feature at 1st level. 
  You do not gain additional d6 from level advance-
  ment, but are considered to have the sneak attack 
  class feature for feat prerequisite purposes.
  Special: Should you later take a level in a class with 
  the sneak attack feature, you must select another feat 
  to replace this feat immediately.
  TROMEK MEDITATION
  You can reinvigorate yourself through quiet contem-
  plation instead of normal rest, and in shorter time 
  too. 
  Prerequisite: Elf or Nimorean.
  Benefit: You can mediate for 4 hours to gain the full 
  effects of an 8-hour sleep.
  STUNNING RUSH (COMBAT)
  You can knock the senses out of your opponents 
  when you barrel into them.
  Prerequisite: Half-taan or Trevenici; Str 16; rage 
  class feature; Power Attack; Improved Bull Rush; Im-
  proved Overrun; base attack bonus +11.
  Benefit: When you perform a successful bull rush or 
  overrun while in rage, all your targets must make a 
  Fortitude saving throw (DC 10 + 1/2 your character 
  level + your Str modifier). Those who fail this saving 
  throw are stunned for 1 round (until just before your 
  next turn).
  WILD EMPATHY
  You have the innate ability to improve the attitude of 
  an animal.
  Prerequisite: Nimran or pecwae.
  Benefit: This feat as the class feature of the same 
  name for druids and rangers. You roll 1d20 + 1/2 
  your character level + your Charisma modifier to 
  determine the wild empathy result. You are also con-
  sidered to have the wild empathy class feature for feat 
  prerequisite purposes.
  Special: Should you later take a level in a class with 
  the wild empathy feature, you may immediately se-
  lect another feat to replace this feat.
  WILL OF THE RIGHTEOUS
  The fire of righteousness in you burns bright and dis-
  pels the shadow of negative energy.
  Prerequisite: Aura of good class feature or Iron Will; 
  good alignment.
  Reduce the number of level loss from every energy 
  drain attack affecting you by 1. In addition, you can 
  never be drained below level 1 (or 1 HD).
  Special: You can gain this feat multiple times. Its ef-
  fects do stack. Each time you take the feat, reduce the 
  level loss from every energy drain by another 1.
  
  s86s
  CHAPTER FIVE: EQUIPMENT
  LORD OF THE VOID
  I am Dagnarus, second son of KingTamaros.
   
  They believe I am dead. They will tell you I died two hundred years ago in the 
  flames which destroyed the city of Old Vinnengael.
   
  In truth, I died long before that, but my life and my death are stories for an-
  other time. Two hundred years passed. I waited, healed my wounds, regained my 
  strength, amassed my power, trained my armies. I waited for the right moment to 
  make my return to the world.
   
  That moment has come.
   
  The Sovereign Stone, lost to me these two centuries, has been found.
   
  I will send the armies of the Void riding forth toclaim that which is rightfully 
  mine.
   
  I will send them forth to conquer the world.
   
  
  s87s
  WEALTH AND MONEY
  The markets of Old Vinnengael were renowned 
  throughout Loerem. Traders and merchants of all 
  creeds came through the Portals to conduct business 
  in that once-great city. The currency of Vinnengael 
  rose to become the standard accepted by many of Lo-
  erem’s nations and that custom has continued to this 
  day. Although other countries mint their own coins, 
  the Vinnengaelean economy is the most stable, with 
  its currency universally traded throughout the con-
  tinent. 
  The most common mint is a half-ounce silver coin 
  called the “argent.” Some people just refer to it as a 
  “silver” or a “silver coin.” In Vinnengael they are usu-
  ally termed “tams” because they bear the likeness of 
  Vinnengael’s greatest king, Tamaros. A larger silver 
  coin, called the “domargent,” weighs a full ounce and 
  is worth twice the value of one argent.
  Copper coins are known as “conents.” Ten conents 
  are equivalent to one argent. They are also called 
  “coppers” or “phennigs.”
  Gold is the most valuable and the rarest piece in all 
  Loerem. A half-ounce gold “orgent” is worth 100 ar-
  gents.
  Most royal coffers are stocked in gold bars weighing 
  20 pounds each. They are valued at exactly 640 or-
  gents individually, as the weight would suggest. Each 
  bar bears the seal of the mint that forged the bar and 
  the counterseal of the Exchequer of the producing 
  realm, guaranteeing the weight and gold content.
  A rare prize is a coin marked with the Royal Seal of 
  Tamaros, originally issued by the Old Vinnengaelean 
  mint. These are highly collectible and accumulate 
  more value as time passes. Currently an Old Vinnen-
  gaelean argent is worth ten argents.
  Each human kingdom mints its own coin-
  age, guaranteed at full declared value. At 
  present, all of these kingdoms have aligned 
  their rates to the Vinnengaelean standard. 
  Whether these coins are accepted depends 
  upon the merchant, location, and circum-
  stances. 
  The elves mint their own coins. In addition, 
  they use “theoretical” money — letters of 
  credit. Such letters are based on stipend 
  payments in crops or in goods and services. 
  Elven coins are of a better quality and more regulated 
  than those of other realms, but because they rarely 
  circulate outside of the Divine Lands of the Tromek, 
  their value mirrors standard Vinnengaelean coins. 
  Most transactions in recent years have equated the 
  elven half-ounce silver coin to the Vinnengaelean 
  argent. Many human merchants are wary of taking 
  elven coinage. No one but another elf will accept an 
  elven money-letter.
  Dwarves use any and all coinage, generally in trade 
  with other races. Dwarves barter with each other. 
  Most dwarves have only a limited notion of what 
  coins are worth. They would much rather trade for 
  goods and are particularly interested in horses, tools, 
  and weapons. Dwarves will give more in trade for a 
  fine horse than could be purchased from them with 
  any coin.
  Orks do not mint coins, but they do use and accept 
  any coin offered. They, however, will insist on testing 
  and weighing the coin to ensure it is good. Such test-
  ing can be a long and tiresome process, involving bit-
  ing the coin, sniffing it, standing it on end, flipping it 
  to see if it wobbles, and even dropping the coin in wa-
  ter to find out if it sinks or floats. Once an ork decides 
  a coin is false, no amount of persuasion can compel 
  him to take it. Omens play a role in orken financial 
  transactions too. If omens prove bad, an ork may de-
  cide that a sale was invalid and thus endeavor to take 
  back the item, though he does not return the money. 
  Orks also barter, but prefer coins since they are easier 
  to transport than bales of wool or live animals. Orks 
  know the value of every coin in the market, down to 
  the phennig.
  TABLE 5-1: CURRENCY 
  & CONVERSION RATE
  Conent Argent Domargent Orgent
  Conent (phennig) 1
  1/10
  1/20
  1/1000
  Argent (tam)
  10
  1
  1/2
  1/100
  Domargent
  20
  2
  1
  1/50
  Orgent
  1000
  100
  50
  1
  Gold Bar
  640,000 64,000 32,000
  640
  
  s88s
  In addition to minted coins, bartering and trade may 
  be another way to pay for goods and services. Adven-
  turers have found that consolidating their wealth as 
  jewelry and gems can be a relief from carrying bulg-
  ing satchels full of coins. Unfortunately, jewels are 
  usually easier to steal than a heavy sack.
  For the Sovereign Stone setting, treat argents as 
  equivalent to gold pieces for the baseline standard, 
  i.e., change all references of gold piece to argent and 
  scale the coins accordingly. For equipment, simply 
  convert all listed cost for goods on a 1:1 basis; for ex-
  ample, a longspear listed as 5 gp in the Pathfinder® 
  Core Rulebook is available for 5 argents in Loerem.
  Each character begins play with a starting wealth as 
  indicated in Table 6-1 of the Pathfinder® Core Rule-
  book, except the amount is in argents, not gold piec-
  es.
  SHOPPING AND      
  PURCHASES
  Most regions in Loerem can supply the latest in cloth-
  ing and equipment. Most mid-sized towns or larger 
  population centers have shops catering to everyday 
  needs, as well as a few fine purveyors of unusual and 
  interesting novelties.
  Smaller towns and villages can usually supply what is 
  necessary for basic living, but experienced soldiers, 
  merchants, mages, or others with specialized needs 
  will find some goods difficult to locate. Specialized 
  items are usually found only in large cities or at the 
  local fairs. Fairs are held once a year in most regions, 
  usually during late summer or early autumn. Mer-
  chants from all over Loerem visit the fair during its 
  brief operation, selling wares and services before 
  moving on to another part of the region. Anything 
  can be found at the fair, though not necessarily at the 
  best prices. One can normally find the same items in 
  a large city, but the search may take several days due 
  to the myriad shops, vendors, and markets.
  The listed cost on any list refers to the price asked, 
  on average, at a fair or city shop. The same item is 
  typically available for 10% to 20% less in a smaller 
  town or village. 
  A buyer able to find a skilled artisan to craft the item 
  can usually save money if he is willing to wait for the 
  creation. 
  A basic item with no customization may cost 20% to 
  50% less, but the greater the discount, the longer it 
  takes to acquire the item. Customization is normally 
  available but also always more expensive. In all cases, 
  caveat emptor applies — you tend to get what you 
  pay for.
  THE SMITHY
  An array of unique weapons created by the people 
  of Loerem complements the arms found in the Path-
  finder® Core Rulebook.
  Exotic Weapons: On Loerem, exotic weapons are 
  generally found only among the races that created 
  them, although occasionally one may come across a 
  few at fair or in large cities. The listed cost assumes 
  the buyer is at the region or realm of the weapon’s 
  manufacture. Otherwise, the weapon must be spe-
  cially ordered and may cost anywhere from 2 to 5 
  times the list price. 
  Exotic weapons sold at fairs and in cities away from 
  their origins also cost 2-5 times more. 
  NEW WEAPON DESCRIPTIONS
  Weapons found on Table 5-2 are described below.
  Arrows, Phoenix: These arrows have their tips treat-
  ed with a mixture of phosphorus and combustible 
  alchemical compounds. As one pierces through the 
  air, the friction against the coating ignites the ar-
  rowhead. This eliminates the need to light the arrow 
  before shooting. The arrows are so dubbed by Vin-
  nengealeans for their brilliant burst in flight, like a 
  speeding, majestic phoenix unfurling its wings.
  A phoenix arrow must travel for at least 20 feet before 
  igniting and deals an extra 1d4 points of fire damage 
  on whatever it hits. It also sets anything flammable 
  it strikes afire. A critical hit with this arrow means 
  the target creature catches on fire and will take 1d6 
  points of fire damage per round for 1d6 rounds or 
  until extinguished (a standard action).
  Phoenix arrows have long been a favorite of clan 
  dwarves — as equally long as the orks have disputed 
  the dwarven boast of its invention, accusing the wolf 
  marauders of stealing from them the original design.
  
  s89s
  Byrglaif: Elves are known for the patience and care 
  they take when crafting fine weapons. Elves are most 
  famous for their exceptional swords, the finest blades 
  made in all of Loerem. The byrglaif is a short, curved 
  sword with an extremely refined cutting edge. It is an 
  elven warrior’s secondary weapon and is usually pre-
  sented with a hirglaif as a set. The proper use of this 
  weapon is foreign to other races, and it is therefore 
  considered an exotic weapon for all but elves (who 
  can use a byrglaif with Martial Weapon Proficien-
  cy). A byrglaif qualifies as a masterwork weapon and 
  grants a +1 bonus to attack rolls. The wielder may use 
  the Weapon Finesse feat with this weapon.
  Faz’ti: Requiring the Two-Weapon Fighting feat to 
  use effectively in concert with another weapon, the 
  faz’ti is a buckler (+1 shield AC) with a blade extend-
  ing from the shield in line with the wielder’s arm (the 
  faz’ti thus can be found in right-and left-handed vari-
  ants.) 
  Difficult to use as a primary weapon, those Karnuans 
  who carry a faz’ti are more than happy to sacrifice the 
  protection of a larger shield for the chance to have a 
  second blade at the ready.
  Flensing Blade: Heavy, broad-bladed swords made 
  by orks and used to battle the giant sea snakes they 
  claim live in the ocean. Medium-sized creatures can 
  use a flensing blade two-handed as a martial weapon. 
  A Large creature can use it one-handed in the same 
  fashion. The flensing blade is considered a martial 
  weapon for orks.
  Goz’nej: Available for short swords or longswords, 
  the goz’nej attaches above the hilt and enables the 
  strong to break the blades of their opponents’ weap-
  ons. To break a blade, the wielder of a goz’nej makes 
  a melee attack against the opponent’s CMD. If the at-
  tack is successful, the wielder inflicts damage equal to 
  his Strength bonus on the defender’s weapon, ignor-
  ing its hardness. 
  TABLE 5-2: NEW WEAPONS
  Martial Weapon
  Cost
  Dmg (S) Dmg (M) Critical
  Range Weight Type
  Special
  Light Melee Weapons
  Goz’nej
  8/12*
  Spcl*
  Spcl*
  20/x2
  —
  ½ lb.
  —
  —
  One-Handed Melee Weapons
  Faz’ti
  12 argents
  1d4
  1d6
  19-20/x2 —
  8 lbs.
  P
  —
  Sable-spear
  15 argents
  1d6
  1d8
  x3
  —
  7 lbs.
  B or P —
  Yaz’mat
  15 argents
  1d4
  1d6
  x2
  —
  3 lbs.
  P
  —
  Two-Handed Melee Weapons
  Qor’maj
  110 argents 2d4
  2d6
  x2
  —
  20 lbs.
  P or S reach
  Ranged
  Arrows, Phoenix (10)
  5 argents
  +1d4*
  +1d4*
  —
  —
  1½ lbs. —
  —
  Hahn’bez
  1 argent
  —
  —
  —
  40 ft.
  ½ lb.
  —
  —
  Exotic Weapons
  Cost
  Dmg (S) Dmg (M) Critical
  Range Weight Type
  Special
  Light Melee Weapons
  Byrglaif
  350 argents 1d6
  1d8
  19-20/x2 —
  3 lbs.
  S
  —
  Holgran
  5 argents
  1d4
  1d6
  x2
  —
  2 lbs.
  B
  —
  War fan
  30 argents
  1d4
  1d6
  x3
  —
  3 lbs.
  S
  disarm
  One-Handed Melee Weapons
  Flensing blade
  20 argents
  1d8
  1d10
  x3
  —
  7 lbs.
  S
  —
  Saber, cavalry
  30 argents
  1d6
  2d4
  19-20/x2 —
  5 lbs.
  S
  —
  Two-Handed Melee Weapons
  Hirglaif
  500 argents 1d8
  1d10
  19-20/x2 — 
  6 lbs.
  S
  —
  Terbosh
  15 argents
  1d6
  1d8
  19-20/x2 —
  8 lbs.
  B
  —
  Ranged Weapons
  Longbow, dwarven
  120 argents 1d6
  1d8
  x3
  120 ft. 4 lbs.
  P
  —
  Shortbow, dwarven
  80 argents
  1d6
  1d6
  x3
  80 ft.
  2 lbs.
  P
  —
  *See description.
  
  s90s
  The goz’nej is available for 8 argents in Karnu, 12 ar-
  gents elsewhere.
  Hahn’bez: A simple length of wood about eighteen 
  inches long with a notched bend at one end, the 
  hahn’bez hang on leather thongs from the wrists of 
  Karnuan spearmen until they are used as lever arms 
  to throw shortspears far and with accuracy. Using a 
  hahn’bez doubles the range increment of a thrown 
  shortspear from 20 to 40 feet.
  Hirglaif: This is a large, curved sword that, by decree 
  of the Tromek Shield of the Divine, is made only in 
  blacksmith shops that pass his personal inspection. 
  The hirglaif counts as a masterwork weapon and 
  grants a +1 bonus to attack rolls. It is much too large 
  to use one-handed without the Exotic Weapon Pro-
  ficiency (hirglaif) feat, and is therefore considered 
  an exotic weapon for all except elves (who can use 
  hirglaif as martial weapons). Despite its length, a hir-
  glaif is perfectly balanced, so the wielder may use the 
  Weapon Finesse feat with this weapon.
  There are stories of elven byrglaifs and hirglaifs tak-
  ing decades, even centuries, to craft. These weapons 
  are said to be deadlier than any other on Loerem, 
  with the exception of enchanted blades (which the 
  elves deem dishonorable). Blades of this quality are 
  rare, indeed, and possessed only by the most honored 
  members of the major elven Houses.
  Holgran: Illegal in many places outside the Caliph-
  ate, Karnuans who wear a holgran favor it for its con-
  cealability and its effectiveness. Appearing otherwise 
  like a normal leather gauntlet (and often sold with 
  a matching normal gauntlet for the off-hand), a hol-
  gran has three iron spheres on its back, right above 
  the knuckles. With a sharp shake, the iron balls ex-
  tend on two-foot leather thongs and can be used to 
  rake at opponents. When attacking from surprise, 
  the wielder of a holgran can make a sneak attack as 
  if flanking. There are varieties of holgran sold with 
  spikes instead of spheres. These do the same dam-
  age as the typical holgran, but are slashing instead of 
  bludgeoning.
  Longbow, Dwarven: A large bow of unusual design 
  that stands between 6 and 7 feet tall. Made of laminat-
  ed horn, wood, or bone, the bow is longer at the top 
  than at the bottom and is bent at both ends for great-
  er power. The grip for the bow is not centered but 
  placed close to the bottom of the bow, enabling the 
  archer to use it while kneeling, standing or mounted.
  Qor’maj: The qor’maj combines the reach of a pike 
  with the three-pronged spread of a trident, enabling 
  fewer pikemen to cover a wider front against caval-
  ry charges. Made of solid iron and oak, it also has 
  a secondary shaft that hinges out two feet below the 
  head to provide additional bracing. Though usually 
  dropped in favor of a sword once the line has bro-
  ken, those who wield a qor’maj in melee combat suf-
  fer a –1 penalty due to its extreme weight and un-
  wieldiness. However, if a ready action is used to set a 
  qor’maj against a charge, double damage is dealt if a 
  hit is scored against a charging combatant.
  Saber, Cavalry: This curved blade is sharp only on 
  one edge and is designed for use while mounted. 
  Popularized by the dwarves, cavalry sabers have been 
  adopted for combat by skilled Vinnengaelean caval-
  rymen in recent years. When used while charging on 
  horseback, the cavalry saber’s critical threat range in-
  creases by +1. This stacks with the Improved Critical 
  feat. The cavalry saber is considered a martial weap-
  on for dwarves.
  Sable-Spear: This is a 7-foot-long stick with a 2-inch-
  wide duck bill-shaped blade at the end. It can be used 
  both to stab (like a spear), or to strike (like a staff), but 
  it is particularly well designed to be used by mount-
  ed warriors against individuals afoot. A sable-spear 
  deals double damage when used from the back of a 
  charging mount. The sable-spear is not a reach weap-
  on, nor is it properly weighted to be thrown.
  Shortbow, Dwarven: A smaller version of the dwar-
  ven longbow, it is lighter and better suited for use on 
  horseback (+1 bonus to ranged attacks while mount-
  ed, reducing the typical –4 penalty of attacking while 
  mounted to –3).
  Terbosh: A wooden rod about 5 feet long, studded 
  with iron knobs along its length. The terbosh can be 
  used either while mounted or on foot by grasping a 
  ball at one end of the rod and swinging it about.
  War Fan: A staple in the arsenal of almost every el-
  ven noble, this weapon appears to the untrained eye 
  as nothing more than a finely crafted fan. In fact, its 
  vanes are forged from steel and its tips needle-sharp. 
  When the war fan is first used in a melee against a foe 
  unaware of its combat application, the wielder may 
  attempt a Bluff check against the opponent’s Sense 
  Motive check as a free action. 
  
  s91s
  If the wielder wins the contest, he gains a +2 bonus 
  to the attack roll for his first round of attack(s). This 
  should not be confused with the iron fan, which 
  serves as a shield.
  Yaz’mat: A favorite weapon of Karnuan soldiers, 
  the yaz’mat is a Karnuan short sword with a hooked 
  notch several inches beneath the point that can be 
  used to inflict extra damage on those struck by the 
  blade. When the wielder of a yaz’mat is able to make 
  a second attack on a target that he has successfully hit 
  with the yaz’mat earlier in the round, he may choose 
  to forego an attack roll and do an immediate 1d4 
  points of damage, plus appropriate Strength modifi-
  ers. This may only be done once per round.
  THE ARMORY
  Armor and shields are a necessity for the adventurer 
  who wants to live a long and happy life.
  Like weapons, armor and shield may cost 2-5 times 
  more outside of their realm of origin.
  NEW ARMOR DESCRIPTION
  Any special benefits or accessories to the types of ar-
  mor found on Table 5-3 are described below.
  Iron Fan: The elves consider this a much more so-
  phisticated version of the buckler shield, though you 
  cannot wield a weapon in the same hand as the iron 
  fan. You can, however, use the iron fan as a light off-
  hand weapon, dealing 1d4 points of bludgeon dam-
  age (x2 crit). If you use it as a weapon, you lose its 
  AC bonus until your next action. A character needs 
  Shield Proficiency to use an iron fan without penalty.
  Khatangu Leather: This is a proud work of the un-
  horsed dwarves, who devised a special tanning pro-
  cess that made the leather even lighter, more pliant 
  and less cumbersome. It is so flexible, in fact, it inhib-
  its no mobility whatsoever and imposes no limit on 
  maximum Dex bonus.
  Lacquered Wood: This orken armor is constructed 
  of rectangular wooden strips coated with a resilient 
  lacquer finish. The strips are fastened to a sturdy wo-
  ven cloth backing specially made for the orks by the 
  Nimrans. A complete suit usually consists of a coat to 
  protect the upper body and a skirt to cover the legs. 
  TABLE 5-3: NEW ARMOR
  Armor
  Cost
  Armor/
  Shield 
  Bonus
  Maximum 
  Dex 
  Bonus
  Armor 
  Check 
  Penalty
  Arcane 
  Spell 
  Failure
  Chance
  30 ft. 20 ft.
  Weight
  Light armor
  Khatangu leather
  15 argents
  +1
  —
  0
  5%
  30 ft.
  20 ft.
  5 lbs.
  Woven bone
  35 argents
  +3
  +5
  -1
  10%
  30 ft.
  20 ft.
  20 lbs.
  Medium Armor
  Lacquered wood
  275 argents +4
  +3
  -4*
  20%
  20 ft.
  15 ft.
  30 lbs.
  Shields
  Iron fan
  12 argents
  +1
  —
  -1
  5%
  —
  —
  1 lb.
  Pavaise
  25 argents
  *
  —
  -10
  50%
  —
  —
  45 lbs.
  *See description
  
  s92s
  It imposes no armor penalties for Swim checks be-
  cause of its natural buoyancy — a benefit that the 
  orks greatly admire, knowing metal armor’s propen-
  sity to sink, dragging down anyone foolish enough 
  to wear it.
  Pavaise: A large wooden shield nearly 6’ tall with 
  stakes at the bottom that are designed to be plant-
  ed in the ground, commonly used to protect archers 
  who cannot carry shields when they fire. The shield 
  comes with a carrying strap and may be worn across 
  the back to protect the carrier while you are on the 
  move (+1 AC bonus against attacks from the rear). 
  The pavaise can provide up to total cover, so long 
  as you remain concealed behind it. Reduce cover to 
  partial when you move out to fire arrows, fight hand-
  to-hand, etc. A pavaise does not provide cover from 
  targeted spells, and a spellcaster can cast a spell on 
  you by targeting the pavaise. You cannot shield bash 
  with a pavaise.
  Woven Bone: This orken armor is made of bone frag-
  ments woven into supple leather backing. It is then 
  layered over the torso, groin, and thighs, leaving the 
  arms relatively unprotected and free to move about 
  unhindered. This armor is less likely to weigh one 
  down, and does not incur armor penalty on Swim 
  checks.
  THE PROVISION STORE
  The suppliers of adventuring gear on Loerem offer 
  several items unique to their respective races and 
  realms.
  Balm, Bear: Trevenici bar fights occur as often as the 
  sun rises from the east. The pecwae concocted this 
  herbal recipe to speed their pals’ recovery from the 
  bumps and bruises of such exploits. A character us-
  ing bear balm recovers nonlethal damage at double 
  the normal rate. Available in small single-application 
  jars.
  Bed, Tree: This Nimran creation is designed for trav-
  elers preferring not to sleep on uncomfortable or 
  dangerous grounds. This contraption features a fold-
  able wooden frame that latches or ties in place upon 
  most any tree, with a canvas sheet stretched across 
  the top. It provides a rest free from the dirt of earth 
  and creatures wandering on land. A pitched roof to 
  shield the sleeper from cold rain is available for 2 ad-
  ditional argents.
  TABLE 5-4: NEW GOODS 
  & SERVICES
  The Provision Store
  Item
  Cost
  Weight
  Balm, bear (1 jar)
  3 argents
  —
  Bed, tree
  8 argents
  8 lbs.
  Blanket, soulmender
  100 argents
  3 lbs.
  Bread, wander (1 loaf)
  3 argents
  ½ lb.
  Cape, camouflage
  3 argents
  1 lb.
  Cloak, gray
  10 argents
  —
  Firebang
  2 argents
  —
  Gift of the sea gods 
  (6 oz. bag)
  4 argents
  —
  Glittersprinkle
  20 argents
  1 lb.
  Gloves, steelbind
  5 argents
  —
  Ink, vanishing (1 oz. vial)
  Simple
  5 argent
  —
  Average
  15 argents
  —
  Good
  30 argents
  —
  Superior
  80 argents
  —
  Lantern, brightmold
  50 argents
  3 lbs.
  Lock, puzzle
  120 argents
  —
  Ointment, camouflage
  50 argents
  —
  Powder, purifying (1 pkt)
  1 argent
  —
  Salve, rousing (1 jar)
  15 argents
  —
  Salve, universal (1 jar)
  25 argents
  —
  Tea, Celerity (1 serving)
  120 argents
  —
  Wonderblade
  3 argents
  —
  The Mageware Shop
  Item
  Cost
  Weight
  Medallion, burning
  10 argent
  1 lb.
  Vial, Earth
  2 conents
  —
  Vial, Water
  2 conents
  —
  The Official Post
  Item
  Cost
  Weight
  Local guild listings
  2 argents
  —
  Local maps
  5 argents
  —
  Local wages report
  2 argents
  —
  Regulations, trade
  2 argents
  —
  Regulations, work-for-hire
  2 argents
  —
  Royal Decrees
  2 argents
  —
  The Stables
  Item
  Cost
  Weight
  Camel
  100 argents
  Grand Biton
  500 argents
  —
  Hoofshield (1 flask)
  20 argents
  —
  Pony, Steppe
  50 argents
  —
  Soulmender
  1000 argents —
  
  s93s
  Blanket, Soulmender: Soulmender blankets are 
  thick, velvety blankets woven from the silvery-gray 
  hairs from a soulmender horse’s tail and mane. Of-
  ten, these dwarven-made blankets are dyed with 
  a wide variety of geometric symbols, sometimes in 
  vivid hues (more common amongst the unhorsed) or 
  in more somber, earthen tones (for the clans). Soul-
  mender blankets are highly fire-resistant (+3 circum-
  stance bonus to saving throws and energy resistance 
  5 against fire effects and damage), as well as incred-
  ibly warm (+2 circumstance bonus to saving throws 
  against Cold effects under its cover).
  Bread, Wander: A pecwae creation for their oft-trav-
  eled Trevenici allies, the wander bread is a high-ener-
  gy food. One slice will provide the same nourishment 
  as half-day’s worth of trail rations. There are about 20 
  slices to a loaf of wander bread.
  Cape, Camouflage: A standard gear of Nimorean 
  hunters, the colors and patterns of this blend the 
  wearer into natural background, in a large yet light-
  weight netting or tarp that fits over all conventional 
  armor and gives a +5 circumstance bonus to Stealth 
  checks in wilderness environments.
  Cloak, Gray: The neutral gray color and ingenious 
  shading of this fine silky cloak enables its wearer to 
  blend effortlessly into shadows, granting a +2 bonus 
  to Stealth checks. A perennial favorite of the elven 
  Wyred wizards.
  Firebang: These are tiny segments of bamboo filled 
  with salt. They also have a string that can be set on 
  fire and when it burns away, splits the bamboo apart 
  with a loud “bang!” and a belch of smoke. 
  Firebangs are in common employ of dwarven ma-
  rauders who, in night raids, throw them to startle, 
  distract, and disorient their victims. It is also good 
  for masking the noise of a colleague sneaking in the 
  proximity, adding a +5 DC to detect stealth attempts.
  Gift of the Sea Gods: Orks are notoriously unskilled 
  in healing magic. To compensate, they resort to im-
  provised home remedies. The recipe, to cure nausea 
  and seasickness in particular, calls for brown paste 
  made from grounded seeds of the thorn apple, which 
  ordinarily are poisonous if not distilled and blended 
  with the proper ingredients. Unlike most ork reme-
  dies, this has no unpleasant odor and is actually quite 
  soothing. 
  When taken, the Gift of the Sea Gods permits anoth-
  er Fortitude saving throw immediately to relief nau-
  sea and related conditions, with a +4 bonus against 
  seasickness. Sold in 6-ounce single servings stuffed 
  in sewn tuna bladders.
  Glittersprinkle: It’s customary for Vinnengaleans to 
  heave this at festivals, revelries, and any sort of cel-
  ebration. Glitterspinkle is a powder that flares into 
  brief luminescence when exposed to air. There is 
  enough glittersprinkle in each small pouch to cover 
  a five-foot square. Other than a cackling cacophony 
  from the sprinkle’s burst, it is completely harmless, 
  but any invisible or obscured creature within the glit-
  tered square shows in clear outline for 1d4 rounds. 
  The dust burns itself out afterward.
  Gloves, Steelbind: Unhorsed dwarven smiths de-
  vised this to avoid losing fingers to errant blades or 
  acids during their work. Rogues would add contact 
  poisons to the list of reasons for acquiring a pair of 
  these gloves. These are leather gloves woven and re-
  inforced with steel to offer as much protection as a 
  gauntlet, but minus the bulkiness. Each glove has 5 
  hardness.
  Ink, Vanishing (1 oz. vial): This is a boon to those 
  engaging in secret missives and communication — 
  such as its elven inventors. It is a known trick among 
  the elven Houses to compose innocuous letters with 
  regular ink and code intended messages with van-
  ishing ink on the margins. Outside smuggling, it is 
  available only in Tromek, but even then it is officially 
  contraband and the elves do not talk about it with 
  foreigners. 
  It remains an “open secret,” however, and anyone suc-
  ceeding in a DC 15 Knowledge (local) check in the 
  elven land can locate a purveyor of this illicit good. 
  Coaxing a sale is usually a different matter.
  Anything written or drawn with this ink will be vis-
  ible for just 30 seconds (5 rounds) before fading out 
  completely. The writing or diagram reappears only 
  when the proper triggering agent is applied (full-
  round action per page of text). A successful Craft (al-
  chemy) reveals the message without the proper trig-
  ger and takes 1 hour (the DC varies by ink quality).
   
  Simple: This ink is keyed to a single common trigger, 
  such as heat or vinegar, needing a DC 20 Craft (alche-
  my) check to reveal without trigger.
  
  s94s
  Average: This ink becomes visible to either two com-
  mon triggers or one uncommon trigger, such as acid 
  or blood. DC 25 Craft (alchemy) check to reveal 
  without trigger.
  Good: This ink reappears to either two uncommon 
  triggers or one rare trigger, such as a specific vintage 
  of wine or a specific type of creature’s blood. DC 30 
  Craft (alchemy) check to reveal without trigger.
  Superior: This ink is revealed by either two rare trig-
  gers or one unique trigger, such as a specific kind of 
  monster’s secretion or a specific person’s blood. DC
  Lantern, Brightmold: The brightmood is a lumi-
  nescent underwater fungus harvested by the orken 
  to make this device, which enables their divers to 
  see in the great depths of ocean. The lantern itself is 
  constructed from thin, hardened opaque fish leather. 
  It has a single shutter, with all other sides coated in 
  reflective compounds. Inside the lantern is a reef of 
  brightmolds, capable of collectively projecting heat-
  less illumination in a cone up to 60 feet away. The 
  brightmolds can survive for 3 days out of water, after 
  which the illumination begins to dim rapidly until 
  the whole colony dies within 2-12 hours. A user can 
  reenergize still-living brightmolds by immersing the 
  reef fully in water for at least 8 hours. Otherwise, a 
  new, replacement reef is required.
  Lock, Puzzle: Orks routinely test their own and each 
  other’s intellects. They also strive to integrate their 
  love for riddles into all their work. Therefore, no 
  rogue should be surprised that an orken lock or sim-
  ilar security measure is to be “solved,” not “picked.” 
  Virtually every orken lock is a turning, twisting, slid-
  ing puzzle of its own. 
  It has no keyhole and all interior mechanisms are 
  sealed from intrusion, leaving just two ways to defeat 
  it: solving the puzzle or forcibly destroying the lock. 
  Some of the most secured containers and vaults on 
  Loerem are protected by commissioned orken puzzle 
  locks of prodigious complexity.
  Attempts to disable a puzzle lock use Intelligence in-
  stead of Dexterity as key ability, and tools confer no 
  bonus to the check; the DC for a typical puzzle lock 
  starts at 30. Knock spells succeed only 50% of time 
  against it.
  Ointment, Camouflage: In addition to camouflage 
  cape, Nimoreans also apply this ointment on them-
  selves to mask their body scent when hunting. The 
  balm consists of extracts of common plants and even 
  soil, rendering the user invisible to a creature’s scent 
  ability outside of 30 feet when in the wilderness. Even 
  within 20-30 feet away, the creature still must make a 
  DC 10 Perception check to pick up the user’s scent. A 
  single application lasts 1 hour before losing potency.
  Powder, Purifying (1 packet): Empty the contents 
  into a small container to purify the water inside. The 
  powder also treats seawater and any spoiled liquid, 
  making it safe for consumption. The taste, on the 
  other hand, certainly leaves ample room for desire. 
  Available in sealed wax-paper packets, typically from 
  Nimran and orken traders.
  Salve, Rousing: This potently pungent herbal mix-
  ture can wake up an unconscious person immediate-
  ly when a dab is smeared under his nose. This is the 
  extent of the pecwae’s idea for pranks, but the salve 
  has had rescued adventurers from the brink of disas-
  ter in the past. 
  A single dose is sufficient to arouse a sleeper to wake, 
  and for a character at negative hit points, he regains 
  consciousness for one round and is treated as if he 
  is disabled (0 hit point) in the interim. Each tiny jar 
  contains 5 doses.
  Salve, Universal: Each dose of this pecwae concoc-
  tion stops bleeding and stabilizes a character instant-
  ly when applied to the wounds (a standard action). It 
  also grants a +5 circumstance bonus to Heal checks 
  when treating external poisons. Each tiny jar con-
  tains 5 doses.
  Tea, Celerity: Brewed from the berries of a rare 
  wintry plant in northern Tromek. The major elven 
  Houses serve celerity tea only to esteemed guests. A 
  serving of this aromatic, scintillating beverage tem-
  porarily increases the drinker’s quickness, adding 5 
  feet to his base speed for an hour. 
  Although it is not a magical effect, the boost still 
  counts as an enhancement bonus.
  Wonderblade: Perhaps the most useful Karnuan 
  contribution to the world. “Wonderblade” appears 
  as a small, normal knife, but hidden with its handle 
  are compartments for miniature utility tools such as 
  plier, filer, pick, leather punch, etc., fishing hooks and 
  lines, and even poison vials.
  
  s95s
  THE MAGEWARE SHOP
  These shops are essential for those following magical, 
  sagely, or academic pursuits. Mageware purveyors 
  are always interested in acquiring rare or unusual al-
  chemical, herbal, and animal constituents that might 
  be useful to the arcane community. Mageware shops 
  rarely have magic items for sale, since they are creat-
  ed usually for a specific person and are almost never 
  sold on the open market. Should an enchanted item 
  be lost or stolen, the owner will alert mageware shops 
  to possible fencing. Because a person trafficking sto-
  len goods may lose a hand like a common thief to the 
  law, most proprietors refuse the risk. Those selling 
  enchanted items must produce proof of ownership 
  when asked by the officials. Mageware merchants talk 
  to each other, so if a deal should become unpleasant, 
  a shopkeeper can make it very difficult for a seller to 
  rid himself of the item anywhere in that city.
  Mageware shops do not advertise enchanted items 
  for sale (at least not to the general population). Do-
  ing so would be an open invitation to thieves. Nor are 
  the vendors likely to tell a stranger they have magical 
  objects for sale. 
  If asked, they simply deny having such a thing on the 
  premises. The wise mages may spend years cultivat-
  ing relationships with the shops where they buy their 
  supplies. Merchants will confide to their best cus-
  tomers only after a long record of mutual trust and 
  friendship.
  Medallion, Burning: These small medallions look 
  like ceramic or copper spheres, suspended by a 
  chain that can be worn about the neck. The sphere 
  has small “air holes” and can be opened by twisting 
  it apart, revealing an inner cavity. Typically, a smol-
  dering ember is kept within the medallion, which can 
  be used to light fires. An ember normally burns for 
  48 hours without needing to be stoked and refreshed 
  (with a burnable substance, such as coal or dung). 
  Many Fire mages will carry a burning medallion in 
  order to maintain a constant source of fire available 
  for their magic. A pinch of the smoldering ember can 
  be used as a normal essence to power a spell.
  Vial, Earth: A bit of earth is required for all Earth 
  spells. This finely ground soil has no impurities and 
  comes packaged in a glass vial with a stopper and 
  necklace made of string. It gives an Earth mage un-
  contaminated component on hand for spellcasting at 
  all times.
  Vial, Water: Water is needed to cast spells using Wa-
  ter Magic. This purified water comes from a local 
  spring and is bottled in a glass vial with a stopper and 
  neck string.
  SPELLCASTING SERVICES
  Humans are the only race in Loerem to have turned 
  magic into a commercial endeavor. One can hire a 
  mage to perform almost any task, no matter how 
  important or trivial. In Dunkarga, for example, one 
  mage-guild is devoted to architectural design. Anoth-
  er guild specializes in mining, dispatching its Earth 
  mages to dig mineshafts and find precious mineral 
  deposits. In Vinnengael, mages open businesses to 
  perform the same tasks, charging varying rates de-
  pending on whether they are “Church-sanctioned.” 
  Church-sanctioned mages had their training with 
  the Church, but left the hierarchy after finishing their 
  studies. Church-sanctioned mages are often able to 
  charge higher fees for their services than those less 
  proficient or have never affiliated with the Church.
  Hiring a mage to cast spells is an expensive propo-
  sition. A reason hedge wizards (or unsanctioned 
  mages) are so prevalent in rural areas is because poor 
  farmers and villagers do not have the money to pay 
  Church-trained mages to heal their sick, help with 
  the harvest, or ward their livestock.
  In Nimra and Nimorea, temples provide healing 
  magic free of charge, although they “strongly en-
  courage” a donation. Permission is usually granted 
  for foreigners to enter a temple for healing, unless 
  the character has committed a crime or is tainted by 
  Void. In Vinnengael, the Church opens its healing 
  houses to all free of charge, but donations from those 
  affording to pay are expected. In Dunkarga, healing 
  is through guilds specializing in healing arts, which 
  set their own fees.
  As a rule, wizards are paid on a per-spell basis since 
  that is more lucrative. But very few people can em-
  ploy a spellcaster in this manner for a length of time. 
  Thus hired mages often enter service contracts and 
  are assumed to be on call for the interim. 
  A typical contract pays the character’s elemental 
  sorcerer or wizard levels + half the number of spells 
  known pertaining to the job, then multiply 10 ar-
  gents, per month.
  
  s96s
  OFFICIAL POST &    
  SERVICES
  Find out what is happening, both locally and abroad.
  Local Guild Listing: A list of guilds in the local area 
  sanctioned by the governing body and its affiliates. 
  Only official guilds are shown.
  Local Maps: For a fee, the local magistrates or gov-
  erning officials will permit people to study and/or 
  copy local maps.
  Local Wages Report: Government workers are paid 
  a standard rate. This report provides a list of hiring 
  rates for specific jobs and full-time employment.
  Regulations, Trade: Myriad trade regulations exist 
  for the importing, exporting, and selling of goods 
  and services. To avoid trouble with the law, a mer-
  chant should be aware of the regulations. Perusing 
  the local copies is possible for a small fee.
  Regulations, Work-for-Hire: Labor regulations are 
  similar to trade regulations and can be examined at 
  the local offices for a fee.
  Royal Decrees: Current decrees are usually posted in 
  public areas. Older decrees may not be posted, but 
  they still apply. (Ignorance of the law is no excuse!) 
  All existing royal decrees are available for study for 
  a fee.
  THE STABLES
  Horses are the most popular choice for mounted 
  transportation on Loerem, and nobody has good 
  quality of steeds more consistently than the dwarves. 
  There are three breeds of horses found in the Dwar-
  ven Territories that it is theoretically possible to pur-
  chase. Of the three, dwarves will typically only sell 
  steppes ponies, and even then, only their nags. Grand 
  bitons, and in particular soulmenders, are never sold 
  to non-dwarves, though it is possible for the truly 
  determined to track them down through the black 
  markets. Just do not let a dwarf see you astride one.
  Camel: Horses may be the preference everywhere 
  else on Loerem, but camels are the definitive pick in 
  Dunkarga and Karnu. No elegant or hardy steed can 
  rival the camel when it comes to enduring the cruelty 
  of the desert. A camel can survive for as long as a 
  week with little or no food and water. 
  A trained camel can be a terrifying beast and a fero-
  cious equal to any warhorse.
  Grand Biton: A powerhouse of equines, the grand 
  bitons are naturally aggressive and bred for battle. 
  Averaging 17-20 hands tall, with specimens more 
  than 21 hands tall, the grand bitons are enormous 
  beasts.
  Hoofshield (1 flask): Hoofshield is a special unguent 
  used by dwarves to coat their horse’s hooves to offer 
  extra protection. Hoofshield hardens bone and horn, 
  giving a +3 bonus to hardness. Hoofshield gives a 
  steel-gray sheen to anything it is coating. A single 
  application coats 1 cubic foot (2 doses will coat all 
  four hooves of a horse) and lasts one week. A flask 
  typically contains 10 doses. The Steel Clan prefers to 
  use hoofshield over shoeing their horses.
  Pony, Steppe: The typical mount of the Clan dwarves, 
  steppes ponies are somewhere between the height 
  of a donkey and a light horse (approximately 12-14 
  hands tall).
  Soulmender: About the size of a light horse (14-15 
  hands tall), these beautiful and legendary horses are 
  the pride of the dwarves, who will go to great lengths 
  to “save” one that is mounted by a non-dwarf. They 
  are particularly valued for their intelligence and for 
  their silken tails and manes, from which soulmender 
  blankets are woven.
  
  s97s
  
  s98s
  CHAPTER SIX: 
  ADDITIONAL RULES
  BARON SHADAMEHR
  It’s very simple. I’m supposed to say “Thank you, gods” whenever they step in to 
  save my silly neck. Well, I won’t do it. I don’t want them stepping into my life. I’m in 
  control of my own destiny.
   
  If I’m attacked by a thug in an alleyway, I don’t want to find myself covered 
  head to toe in fancy armor, looking like the Lord of Silver-plated Teapots. I want to 
  be able to deal with the wretch myself—man to man, human to human, human to 
  ork or dwarf or elf. I don’t want to lose control of my life.
   
  I am the bearer of the Sovereign Stone. I may not have been the chosen bearer, 
  but I have accepted the burden, and I will carry it faithfully to the end.
  
  s99s
  This chapter presents rules for aging, hero points, 
  and skill test, all designed to enhance the enjoyment 
  of a Sovereign Stone campaign.
  AGING AND ABILITY 
  SCORES
  Age can be used to help round out a character. How 
  old a character is when he begins his life as an ad-
  venturer is generally up to the player. This should be 
  discussed with the gamemaster, since it should fit the 
  setting and the sort of game that he wishes to run. 
  Usually a character is assumed to have reached age of 
  majority for his race before he takes up the life of an 
  adventurer (normally somewhere between 1/3 and 
  1/2 the years listed as middle age for the character’s 
  race). Over the years, a character ages, sees many 
  things, becomes wiser, perhaps not so quick with his 
  sword. Natural aging is a process accepted easily by 
  players, especially since it creeps up on a character 
  over time. The really shocking age changes can come 
  from evil magic or encounters with terrible creatures, 
  causing a character to age at an unseemly pace. 
  On the other hand, a character might find an elixir 
  that grants eternal youth, or maybe takes off a year or 
  two. In any case, it is handy to know what the effects 
  of aging do to a character. To determine a character’s 
  maximum age, roll the indicated dice and add the 
  result to the venerable age listed for the character’s 
  race. The gamemaster should secretly roll a charac-
  ter’s maximum age. Once a character has reached his 
  maximum age (be it naturally or through magical 
  means), he passes away.
  Middle Age: Upon reaching middle age, a character 
  receives -1 to Strength, Constitution and Dexteriy, 
  but gains +1 to Intelligence, Wisdom and Charisma. 
  No ability score can drop below 0 from aging.
  Old: At this stage of life, the character loses anoth-
  er point off Strength, Constitution and Dexterity, 
  but gains another point in Intelligence, Wisdom and 
  Charisma. No ability score can drop below 0 from 
  aging.
  Venerable: A venerable character loses a third point 
  off Strength, Constitution and Dexterity, but gains a 
  third point in Intelligence, Wisdom and Charisma.
  HERO POINTS
  Sovereign Stone is a campaign setting of heroism and 
  destiny. A thief by birth like Sir Gustav could over-
  come adversity to earn his place as a Dominion Lord. 
  He could come to bear the Sovereign Stone as easily 
  as Baron Shadamehr, heir to the Shadamehr noble 
  legacy, or a pecwae naïve and innocent to the ways of 
  the world such as Bashae. Whether it’s preordained 
  by the gods or fulfilled through self-determination, 
  for good or bad, every character has the potential to 
  impact the flow of history.
  The means through which you can affect game play 
  in such significant ways is Hero points. It is a game 
  mechanic for you to manipulate fate in your favor, so 
  you are able to rise above the challenge and further 
  your destiny — whatever yet to be revealed.
  Hero points is a concept introduced in Paizo Pub-
  lishing’s Advanced Player’s Guide for the Pathfinder® 
  game system. The adaptation here has been revised 
  to suit the Sovereign Stone setting. Like the original, 
  this version is also optional.
  INITIAL HERO POINTS
  You begin play with 1 hero point, regardless of your 
  level. The GM should award you one additional hero 
  point for creating a compelling “story hook” or mo-
  tivation for adventuring with fellow party members. 
  For example, it is easy to foresee conflict for a party 
  with both a Karnuan and an ork, as the rancor 
  between them will eventually consume the 
  group whole — unless the relationship is kept 
  cohesive by a bond stronger than their racial 
  hatred. The Karnuan could have been suffi-
  ciently impressed by the ork’s fighting prowess 
  to shelf his prejudice (however temporary). 
  The ork might be tolerant of this particular 
  racial nemesis simply because the omens thus 
  far have not supported vengeance but inexpli-
  cably encouraged the exact opposite.
  TABLE 6-1: CHARACTER AGE
  Race
  Middle 
  Age
  Old
  Venerable
  Maximum 
  Age
  Dwarf
  70 years
  105 years
  140 years
  +1d100
  Elf
  150 years
  225 years
  300 years
  +2d100
  Human
  35 years
  53 years
  70 years
  +3d10
  Pecwae
  50 years
  75 years
  100 years
  +4d10
  Ork
  38 years
  56 years
  75 years
  +3d10
  
  s100s
  Not all cases are as drastic, but given Loerem’s diver-
  sity, a common ground serves to keep the characters 
  together while providing a foundation for dramatic 
  subplots and interaction. This is much more prefer-
  able to the alternative: A collection of disparate, in-
  compatible individuals, attitudes, and agendas that 
  makes for unpleasant, short-lived game campaigns.
  This bonus hero point is your reward for working with 
  the GM and other players to create a playable dynam-
  ic that minimizes frictions and conflicts between all 
  characters. The award should range from one point 
  for a simple explanation (“I was hired by the Church 
  as a bodyguard for Triana the Earth mage”), to three 
  points for a layered, dynamic backstory with abun-
  dant campaign possibilities (“A spy for Dagnarus, 
  instructed to aid the party only to betray them at the 
  climactic moment. But as he witnesses and partakes 
  in the party’s heroic deeds, he will ultimately reject 
  the Lord of Void, forsaking evil for good”).
  GAINING HERO POINTS
  Any hero points spent are gone forever. You do not 
  gain additional points by advancing in character lev-
  el, but by contributing to the group’s playing expe-
  rience, staying focused for the present scenario, and 
  role-playing.
  You should have recorded somewhere on every char-
  acter sheet a setup like this:
  It is three rows with three “checkboxes” each. Your 
  goal is to fill in the boxes for all rows, gaining 1 hero 
  point every time after checking all three boxes in 
  one row. The boxes do not clear until all nine (i.e., all 
  three rows) have been checked, at which point you 
  clear all boxes and start over. Boxes, whether checked 
  or unchecked, carry over to the next game session, 
  when you can try to fill those still blank.
  Because you must complete all three rows before you 
  can start again, you can ill-afford to negate any one 
  row. Even a lonewolf character must find ways to aid 
  his compatriots in order to complete the Coopera-
  tion row. 
  Until then, he remains stagnant and unable to gain 
  additional hero points beyond the row(s) already 
  finished. For example, Remus manages to check the 
  entire second row (“Find the elven governor’s miss-
  ing heir”) and third (“Vengeance”) after two sessions, 
  but until he demonstrate enough cohesion with other 
  player characters to complete the Cooperation row, 
  those two rows will not refresh, thereby preventing 
  him from gaining more hero points.
  On the other hand, there is no limit to how many 
  hero points you can have at one time. If you are a stel-
  lar enough player to constantly accumulate one hero 
  point after another, you deserve every one of them.
  Top Row: This is always “Cooperation”; it is man-
  datory and never changes. This measures your game 
  participation both as a character and a player. As the 
  persona, you are expected to roleplay quirks, interact 
  with the world, and work with fellow party members 
  to attain noble aims, helping each other out whenev-
  er necessary. As a player, it’s about showing up and 
  playing the game, being considerate to fellow players 
  and sharing spotlights, contributing to the experi-
  ence with entertaining gameplay, extending courte-
  sies to the GM and collaborating to create the best 
  story possible.
  Second Row: This represents the scenario’s imme-
  diate objective as given by the GM. It could be as 
  straightforward as “rescue townsfolk abducted by 
  the mountain bandits,” as byzantine as “solve Chief 
  Wolfmoon’s murder amidst a territorial dispute,” or 
  as onerous as “infiltrate Dagnarus’ army.” This may 
  change between game sessions, as circumstances 
  develop and alter throughout an adventure. A sim-
  ple caravan transport at the beginning could be the 
  façade concealing an elaborate conspiracy to topple a 
  kingdom, for instance. You gain checks as you prog-
  ress toward the goal, but you do not lose any boxes 
  already checked if the GM replaces this with a new 
  objective.
  The GM can also use this row to highlight a theme 
  in the adventure. It may be “Crusade” to illustrate 
  courage and dedication, “Courtly Intrigue” for polit-
  ical struggles and battles of wits, “Tragedy” to role-
  play the course and aftermath of a grievous event, or 
  “Revelation” if you are expected to uncover a shock-
  ing secret.
  Cooperation_________ 
  O 
  O 
  O
  ___________________ 
  O 
  O 
  O
  ___________________ 
  O 
  O 
  O
  
  s101s
  Third Row: This is left blank for your own choice. We 
  recommend picking one entry from the list below. 
  The examples spanned a spectrum of traits, themes, 
  demeanors, attitudes and propensities, from Chiv-
  alry to Levity to Vengeance. You may equate this to 
  the central feature that best marks your motivation, 
  virtues and vices, or the physical, mental, or emo-
  tional characteristic that stands out the most. Unlike 
  Cooperation, this row can change. You may choose a 
  different one at any time with the gamemaster’s ap-
  proval. Whatever you choose is the trait you want to 
  highlight in upcoming sessions. When you feel it has 
  run its course, you can ask to replace it with a new 
  one.
  Once you are acquainted with the process, feel free 
  to pen in anything for the third row. This can be in-
  nocuous and innocent (“elicit the fancy of Lord/Lady 
  __________”), a specific plan (“make 20,000 argents 
  in the next six months”), potentially detrimental 
  (“hide my Void taints from everybody”)… in short, 
  absolutely anything so long as the endeavor is worth-
  while and has the gamemaster’s blessing.
  This final row can also change at almost any time — 
  several times in the same adventure if the GM per-
  mits it. You can even make your choice during a game 
  after you have a chance to realize your niche or role. 
  However, it comes with a caveat: when you switch to 
  a new choice, you lose all boxes already checked for 
  the previous entry. For example, if you have two box-
  es checked for “decipher the Faulkendor Prophecy” 
  but decide to replace it with “seek my long-lost broth-
  er,” you lose those two boxes and must start the row 
  all over. The lone exception to when you can change 
  this row is if you have checked all three of its boxes; 
  you have to then wait until you have finished check-
  ing the other two rows.
  EXAMPLE ENTRIES
  By no mean exhaustive, but this list offers a general 
  overview of the major themes common in memora-
  ble characters.
  Altruism: You are selfless, compassionate, and always 
  looking to do what is righteous and morally correct.
  Chivalry: You strive to be honorable and courageous. 
  You protect the weak and your word is your bond. 
  You do not cheat in any contest, including combat, 
  holding yourself to a standard high above the rest.
  Crusade: You have dedicated yourself to a cause. You 
  embark on a passionate campaign to support and 
  achieve that cause — to the point of martyrdom if 
  necessary.
  Dilemma: You are struggling externally or inter-
  nally with a situation that requires you to take one 
  unpleasant alternative or another. You do not neces-
  sarily have to resolve the issue to utmost satisfaction, 
  but must role-play dealing with the negative conse-
  quences.
  Finesse: You do not take the direct, brute-force route 
  to circumvent a problem or obstacle, but instead rely 
  on your cunning and je ne sais quoi.
  Greed: You are insatiably greedy, easily tempted by 
  money, perpetually trying to grab one more argent… 
  possibly to the party’s detriment.
  
  s102s
  Knowledge: The pursuit of scholarly knowledge 
  drives you. Whenever an opportunity for learning 
  something new arises, you are there, regardless of lo-
  cation and danger therein.
  Levity: You are there to inject light-heartedness into 
  the adventure, whether as the wisecracker, prankster, 
  or foil.
  Obsession: You are totally enamored with an object 
  or another person to the point of lust. You covet it 
  above all else and devote all your effort to acquiring 
  it. It need not be the same person or thing from ad-
  venture to adventure, and you can even be obsessed 
  with more than one quarry at a time.
  Pacifism: You abhor violence and will not harm any-
  body or anything except in self-defense or defending 
  helpless loved ones. You are never the aggressor or 
  instigator in a fight.
  Power: You seek power. Anything that increases 
  your control over others, you want… perhaps even 
  through unethical means.
  Physical Limitation: You are currently hindered by 
  a limiting physical condition. It may be a lingering 
  illness, chronic injury, or severe handicap. You earn 
  checks by role-playing the effects of the impairment 
  and how you cope with it.
  Pugnacious: You are quick to challenge any insult 
  and avenge any slight, real or imagined. Equally as of-
  ten, you are the provocation because you love to fight.
  Redemption: You want to redeem yourself for a past 
  sin or error. You want to prove yourself worthy again 
  in someone’s eyes (or your own).
  Revelation: You either bear a terrible secret that will 
  affect many lives around you when revealed, or you 
  are laboring to uncover the truth of one such enigma. 
  Role-play the struggle (for keeping a secret) or the 
  determination (for unveiling a secret) to get boxes 
  checked for this entry.
  Romance: You are genuinely interested in a mean-
  ingful courtship. If you are alone, you may be seeking 
  true love. If you have a prospective partner, you may 
  be seeking to foster or strengthen that relationship.
  Thrill: You constantly risk your own life (and some-
  times others’ as well) solely for the thrill of it. You do 
  not mind endangering yourself for the exhilarating 
  rush.
  Tragedy: You are suffering a misfortune that is af-
  fecting you deeply. You are visibly troubled, possibly 
  becoming a solemn, gloom-and-doom figure.
  Vengeance: You are seeking retribution on someone 
  who has wronged you, and will not quit until you 
  have your revenge.
  AWARDING CHECKS
  The GM should award checks for effort, NOT 
  achievement, taking into consideration the relevant 
  plan, actions, and dedication, as well as the obstacles 
  involved.
  Therefore, striving to complement other player char-
  acters and players, enhancing the game’s enjoyment 
  for all, should earn a player checks for the Cooper-
  ation row. Not losing sight of the scenario’s objective 
  while advancing the story arc should net checks for 
  the second row. The more ardent and dramatic is the 
  pursuit or interaction involved, the more checks the 
  GM should dispense for the final row.
  Take “Romance,” for instance. You can mark off box-
  es for exploring opportunities in a quest for eternal 
  bliss, sparking and furthering a relationship, formu-
  lating schemes to overcome rejections, perhaps even 
  relenting to a prospective lover’s preferences… all 
  regardless of the final outcome. Even you ultimate-
  ly fail, the journey is what counts, both in spirit and 
  checkboxes.
  While the GM is well within his rights to dole out 
  marks after the session, he should award them 
  throughout a game, as soon as you take actions to 
  justify one. When Triana goes out of her way to help 
  the poor, she gets to check off one Altruism box im-
  mediately. When Renkin actually pauses from pol-
  ishing his sword long enough to suggest a sensible 
  battle plan, give him a Cooperation mark. Such in-
  stant gratification is a huge incentive for players to 
  continue the good role-playing, while ensuring noth-
  ing is overlooked by the GM.
  
  s103s
  USING HERO POINTS
  You can spend hero points at any time. Spending 
  hero points requires no action, but you can only do 
  so once per round. You can use hero point(s) for any 
  one of these following effects.
   
  Act Out of Turn: Spend a hero point to take your 
  turn immediately. Treat this as a readied action, but it 
  must be a move or standard action.
  Bonus: If spent before rolling a d20, a hero point lets 
  you add a bonus equal to a d8 roll to the result. If 
  used after rolling a d20, this bonus is reduced to a 
  d4 roll. You can use a hero point to grant this bonus 
  to another character, as long as you are in the same 
  location and your character can reasonably affect the 
  outcome of the roll.
   
  Extra Action: Spend a hero point on your turn to 
  gain an additional standard or move action this turn.
   
  Insight: Spend a hero point to roll a check for a 
  trained skill in which you have no ranks (i.e., un-
  trained).
   
  Inspiration: When you’re stumped during the ad-
  venture, spend a hero point and ask the GM for a 
  hint. If there is no useful or helpful information to 
  give out, you retain the hero point.
  Plot Twist: You can introduce or change elements 
  of an encounter to your favor, as fortuitous turns 
  occur to advance you toward your ultimate destiny. 
  The cost depends on the twist’s impact on the plot. A 
  minor stroke of luck, such as a chance meeting with 
  a helpful acquaintance in foreign land or the enemy 
  sentries are preoccupied with playing dice rather 
  than watching the gate, may cost 1 or 2 hero points. 
  Significant changes or coincidences — precautions 
  taken retroactively because of a previous omen, the 
  opponent breaking his weapon, or discovering a 
  weakness in a foe’s defense, etc. — would run 3 to 4 
  hero points apiece. Any amazing, improbable swing 
  of fate, such as stumbling into taan warriors hiding 
  inside the Vinnengaelean sewers when you are un-
  armed, carrying an incapacitated ally, yet still able to 
  leave completely unscathed, is worth 5 hero points or 
  more. You must advance a story arc and be creative 
  when spending hero points for this purpose. The GM 
  can refuse or edit the proposed twist as he sees fit.
  Recall: Spend a hero point to recall a spell or class 
  spell-like ability you have already cast or activated, 
  or to gain another use of a special ability that is oth-
  erwise limited. This is applicable only to spells and 
  abilities that recharge on a daily basis.
   
  Reroll: Spend a hero point to reroll any one d20 roll 
  you just made. You must take the results of the sec-
  ond roll.
   
  Reserve: If you have a class feature to give you a point 
  pool, such as a monk’s ki pool or gunslinger’s grit, 
  you can use a hero point as a point for that pool. You 
  can do this only when the pool or class feature has no 
  point left (i.e., at 0).
   
  Shun Death: Spend 2 hero points to cheat death. 
  How this plays out is up to the GM, but generally the 
  character is left alive, with negative hit points. For 
  example, a character about to be slain by an arrow 
  can have the arrow strike and pierce the character’s 
  holy symbol instead, reducing the damage enough to 
  prevent him from death. You can spend hero points 
  in this way to prevent the death of a familiar, animal 
  companion, special mount, or eidolon, but not an-
  other character or NPC.
  Special: Spend 2 hero points and petition the GM to 
  let you attempt nearly anything that would normal-
  ly be almost impossible, from casting a spell of one 
  higher level than you could normally cast to bypass-
  ing a foe’s damage reduction or energy resistance en-
  tirely. The GM should consider the request carefully 
  and, if permitted, the attempt should be accompa-
  nied by a difficult check or penalty on the die roll. No 
  one else may spend additional hero points on such 
  an attempt.
  USING HERO POINTS TO 
  AFFECT CAMPAIGN
  Protagonists in Sovereign Stone have aspirations 
  and ambitions that will change the world. In the act 
  of chasing after the agendas you are likely to influ-
  ence the many lives on Loerem. You are blessed with 
  unique abilities from the gods, but what will you do 
  with them?
  
  s104s
  King Tamaros sought everlasting peace for all races, a 
  desire that led to the coming of the Sovereign Stone. 
  Prince Dagnarus coveted the power of the Sovereign 
  Stone, a drive culminated in the invasion of Loerem 
  by monsters from the other end of the world. Lord 
  Gustav “the Mad” dedicated himself to recovering 
  the lost Sovereign Stone, a single-minded quest that 
  might ultimately restore Vinnengaelean glory and 
  hasten a terrible war at the same time.
  With hero points, you too can inspire new traditions 
  and ideologies, shift the perspective of realms or fac-
  tions, improve or impair cultural and social relations, 
  initiate or resolve conflicts while leaving an indelible 
  mark on history.
  As a player, this is a chance to write your own subplot 
  or even contribute a major story arc. Think of it as 
  becoming an author or narrator for a while, with the 
  world your stage and your character the star, about to 
  implement a paradigm or trigger a spectacular chain 
  of events.
  Relevant role-playing is linchpin to materializing such 
  agency. You must follow a proper course and work to 
  set it in motion. For example, prior to consummating 
  a courtship with a noble, you have to make overtures; 
  to defuse an ancient feud between realms, include 
  diplomatic missions in your immediate future; and 
  it would behoove you to master Church bureaucracy 
  first before trying to unravel the lost Ritual of Trans-
  figuration. The grander the pursuit, the greater the 
  effort you are expected to put forth.
  You must discuss every such influential goal and its 
  ultimate outcome thoroughly beforehand with the 
  GM, who, as always, can reject or modify anything. 
  Once the GM has given the final approval and you 
  have spent the hero points mutually agreed upon, it 
  becomes an eventuality for the campaign, as opposed 
  to achieving the same through incidental gameplay. 
  No die rolls or checkmarks necessary. In addition, 
  the GM should award bonus XP for spending hero 
  points to positively influence the campaign.
  The scope and scale determine the cost of hero points, 
  as suggested below.
  Personal: Affects mostly yourself. Examples include 
  perfecting a secret family recipe (1 point), teach-
  ing and training self in a completely foreign skill (2 
  points), overcoming a personal addiction (3 points), 
  producing a masterpiece or enacting a virtuoso per-
  formance (4 points), earning a prestigious promotion 
  or title (5 points), getting a nomination to become 
  Dominion Lord (10 points). Bonus XP at this level is 
  usually hero points spent x 100.
  Immediate: Affects those in your proximity, or a 
  community such as a village or town. Examples in-
  clude funding and maintaining a local House of 
  Healing (2 points), negotiating truce between two 
  local rivals (5 points), founding a minor dwarven 
  clan (8 points). Bonus XP at this level is usually hero 
  points spent x 250.
  
  s105s
  Notable: Affects the equivalent of a large city or bears 
  a noticeable impact. Examples includes running for 
  a pivotal official post (3 points), establishing a trade 
  guild, school, or cult (5 points), improving the sta-
  tus and respect for half-taan in taan tribe (10 points). 
  Bonus XP at this level is usually hero points spent x 
  500.
  Remarkable: Affects a whole region, such as a duchy 
  in the Vinnengealean Empire. Examples include trail-
  blazing a new trade route (5 points), solving a famous 
  regional mystery or crime (8 points), accomplishing 
  a great heroic deed that inspires others to name (or 
  rename) a locale in your honor (12 points). Bonus XP 
  at this level is usually hero points spent x 750.
  Historic: Affects a sovereignty or race. Examples in-
  clude originating a major trend (10 points), pivotal 
  position with a major institution such as the Imperial 
  Academy of Cavalry in Krammes or the Temple of 
  Magi in New Vinnengael (10-15 points), romancing a 
  royal ruling member (15 points), convincing all taan 
  to hail you as a hero or demigod (20 points). Bonus 
  XP at this level is usually hero points spent x 1,000.
  Legendary: Affects the entire continent of Loerem. 
  Examples include rediscovering the original Ritu-
  al of Transfiguration or discovering a new one (20 
  points), founding a new nation or becoming the head 
  of a state (30 points), dealing the killing blow to Dag-
  narus, Lord of the Void (40 points), beseeching the 
  gods for the Sovereign Stone (50 points), restoring all 
  Portals to their erstwhile state (50 points). Bonus XP 
  at this level is usually hero points spent x 1,500.
  SKILL TEST
  A Sovereign Stone adventure may feature a variety of 
  noncombat encounters. These scenes may emphasize 
  endurance and stealth (sneaking into a taan base-
  camp atop a treacherous mountain), negotiation (an 
  audience with the Dunkargan king), cunning (solv-
  ing a complex puzzle), or anything else that truly tries 
  player creativity and the characters’ skills. Skill test is 
  designed to account for all action in such encounters.
  BASIC CONCEPT
  In a skill test, the player characters make skill checks 
  to accumulate a number of successes before they tally 
  too many failures and end the encounter.
  The GM may award automatic successes for great 
  ideas, or remove failures if the ideas enable complete 
  recovery from previous blunders. Bonuses may be 
  given as well for a sound plan or approach.
  Example: The party searches for the buried Tem-
  ple of Magi in the Old Vinnengael ruins. Achieving 
  twelve successes indicates they locate its remnants. 
  Accruing six failures before attaining the successes, 
  however, means they fail to find their way and are lost 
  amidst the rubbles.
  The party can score automatic successes through 
  divination spells (or automatic failures if the augury 
  proves untrue!), doing something exceptional clever 
  or helpful to narrow the search (securing a relic, ac-
  curate map of the city), or spending hero points for 
  apt plot twists.
  CREATING AND RUNNING SKILL 
  TESTS
  Context and goal defines a skill test, and that is the 
  first thing a GM should think about when setting up 
  skill tests. Why is this a skill test and not a throwaway 
  encounter? What do the characters achieve if they are 
  successful? What is the test’s impact on the adven-
  ture? How will the outcome affect the scenario and 
  even the campaign? Succeeding in a skill test should 
  be important to the adventure, but not so critical 
  that a string of bad rolls would derail all progress. At 
  worst, a failed test represents a long delay or detour, 
  not a catastrophe that the characters cannot recover 
  from.
  Next, the GM chooses a complexity from 1 to 5 for 
  the skill test; 1 being simple, 5 being arduous. The 
  complexity determines the number of successes re-
  quired to complete the test, as well as the number of 
  failures before defeat (see Table 6-2).
  After choosing the complexity, the GM should be 
  flexible throughout the skill test. Leave the decisions 
  for what skills to use entirely to the players. Let them 
  discuss and devise their own approach, solution, and 
  how to roleplay it. Make it a team effort whenever 
  possible, invite everybody to contribute. Then, when 
  a character is ready to make an attempt, set the DC 
  for each roll according to how relevant the skill being 
  used is to the test.
  
  s106s
  The GM should not divulge the DC for all checks, as 
  well as the accumulated total for successes and fail-
  ures, until the test concludes. This will evoke uncer-
  tainty and suspense.
  A skill test may last for hours, days, weeks, and even 
  months. The GM should decide how many attempts 
  are feasible within a given timeframe (for example, 
  one per hour, three per day, five per week, etc).
  Example: Dugal the Fire mage opts to cast divina-
  tion for clues to the destroyed Old Vinnengealean 
  Temple. He succeeds and the GM decides he learns 
  enough to give the party one success.
  Lady Crane wants to correlate known lore and re-
  searches to help pin down the general area with a 
  Knowledge (history) check. The GM assigns it a DC 
  25. She passes the check with assistance from Dugal 
  (aid another) and the GM notes two successes pri-
  vately. 
  Ranger Bartow rolls a Perception check to scan for 
  nearby signs to the Temple — at DC 50 because it 
  is highly improbable — and gets the first failure, but 
  then remembers he does have an allegedly accurate 
  map of the city (mostly true). This lets him attempt a 
  Survival check to interpret the details correctly at DC 
  20, a roll he makes with relative ease.
  Never a clear thinker, Rogg the barbarian seeks to 
  confront and exact information from the ghosts of 
  dead Vinnengaeleans lingering among the debris. 
  The GM knows it is completely futile since the spirits 
  cannot be intimidated, so the effort gains nothing but 
  an automatic failure. 
  At this point, Lady Crane steps in again to offer her 
  religious insight as to prospective sites. Taking into 
  consideration the result of her prior skill check, the 
  GM makes it a DC 20 Knowledge (religion) check, 
  for which she is again successful.
  So far, the party has accrued four out of the twelve 
  successes needed against two failures. The characters 
  have been exploring ideas and learning through trial 
  and error, but they still got a long way to go…
  TABLE 6-2: SKILL 
  TEST COMPLEXITY
  Complexity
  Successes
  Failures
  1
  4
  2
  2
  6
  3
  3
  8
  4
  4
  10
  5
  5
  12
  6
  
  s107s
  
  s108s
  CHAPTER SEVEN: MAGIC
  GUILD MASTER SEKIM IBN ALAKIR,              
  THE SERPENT’S TONGUE MAGE-GUILD
  A mage’s greatest strength and strongest defense is not his prowess but his              
  reputation.
   
  We dress as wizards because that is how we are expected to dress. When we 
  look the part we gain the respect that is commensurate with the part. The soldier 
  has his sword, we have our rings and chains of office. They mark us as powerful 
  men.
   
  The lowly should be wary that they do not anger us, for we control the power of 
  the gods!
  
  s109s
  Unless specified otherwise in this chapter, spellcast-
  ing follow all rules in the Pathfinder® Core Rulebook.
  THE ELEMENTS        
  OF MAGIC
  The magical elements are known to balance each 
  other. Each element has an opposing element. Earth 
  opposes Air. Fire opposes Water. In the center of all 
  four elements is the Void, which opposes all of the 
  natural elements.
  Each of Loerem’s races (humans, dwarves, elves, 
  pecwae, and orks) is considered to be advantaged in 
  a natural element, neutral to those elements adjacent 
  to their advantaged element, and disadvantaged in 
  the opposite element (see Table 7-1).
  A spellcaster can become advantaged in Void magic 
  regardless of his race. But once he does, he is consid-
  ered disadvantaged in all the other magical elements 
  (even the one in which he is naturally advantaged). 
  This condition is known as being “tainted by Void.”
  AIR MAGIC
  The purviews of Air magic are listed below.
  Charm: These spells compel the behavior of intelli-
  gent beings (excluding animals). Charms can also an-
  imate objects for short periods of time. Some charms 
  are part of enchanted items to beguile or entice vic-
  tims.
  Illusion: These spells mislead the senses or minds. Il-
  lusion spells typically forge scenes, sounds, or smells 
  that do not exist in reality.
  Mentalism: These spells discern truth, falsehood, 
  and between that which is real and unreal. They dis-
  pel illusions, ascertain the veracity of spoken state-
  ments, and reveal one’s thoughts.
  Travel: These spells affect the speed and mode of 
  movement of either creatures or vehicles.
  EARTH MAGIC
  The purviews of Earth magic are listed below.
  Animal: These spells affect animals, magical beasts, 
  and vermin. Transformations from one form to an-
  other also fall under this aspect. In addition, they en-
  able communication with animals.
  Construction: These spells change the properties 
  of an object or substance of the Earth element. For 
  instance, a construction spell could erect a wall of 
  stone, but not a wall of flame (clearly the domain of 
  Fire magic).
  Healing: These spells return health and vigor to the 
  injured or diseased. Such magic cannot restore 
  life to someone who has expired, no matter the 
  circumstance of death. Magical healing cannot 
  dispose of parasitic infestation or curse symp-
  toms, but is able to repair physical damage and 
  temporarily ease the pain they caused.
   
  Plant: These spells restore health to plants, 
  speed plant growth, improve crops, and enable 
  communication with plants and plant-like be-
  ings. Such spells can also transmute plants or 
  polymorph matter into plant and vice versa.
   
  Protection: These spells shield the recipient 
  from physical injury, danger, or magical attack. 
  These spells often imbue otherwise mundane items 
  with temporary magical power to deflect or dimin-
  ish physical damage, affect spellcasting, or interrupt 
  magical effects. Other protection spells ward areas 
  from intrusion.
  FIRE MAGIC
  The purviews of Fire magic are listed below.
  Animal: These spells affect animals, magical beasts, 
  and vermin. Transformations from one form to an-
  other also fall under this aspect. In addition, they en-
  able communication with animals.
  TABLE 7-1: RACES AND THE    
  MAGICAL ELEMENTS
  Race
  Advantaged Neutral
  Disadvantaged
  Humans
  Earth
  Fire & Water Air
  Pecwae
  Earth
  Fire & Water Air
  Dwarves Fire
  Air & Earth
  Water
  Elves
  Air
  Fire & Water Earth
  Orks
  Water
  Air & Earth
  Fire
  
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  Conversion: These spells are often mistaken for 
  construction spells. Conversion spells deal solely 
  with fluctuations in temperature and illumination in 
  small, localized vicinities. Conversion cannot change 
  an object’s shape or its basic properties, unless it can 
  be altered by heat (melt ice, boil water).
  Divination (past): These spells let the caster view 
  past events, although the caster is unable to deter-
  mine the veracity of scenes witnessed while scrying. 
  For example, it is possible that a spellcaster might 
  scry a time when an area is cloaked with an illu-
  sion, or a meeting is staged to fool any who might be 
  “watching.” Past divination spells penetrate time, not 
  space, and thus do not normally enable the mage to 
  scry over distances. These spells are usually effective 
  only when cast at the location of the queried event.
  Electricity/Fire: These spells enable the caster to har-
  ness and shape electrical and fire energy.
  VOID MAGIC
  The purviews of Void magic are listed below.
  Destruction: These spells can harm not just other 
  living creatures, but other elements too. They might 
  cause water to become brackish, or make once-fertile 
  fields barren in an instant.
  Necromancy: These spells deal with death, dying, de-
  cay, despair, disease, communication with spirits be-
  yond the grave, the unnatural manipulation of bodies 
  (living or dead), the transference of life essence, and 
  the creation of undead.
  Shadow: These spells utilize shadows for movement, 
  darkness, and semi-real illusions. 
  WATER MAGIC
  The purviews of Water magic are listed below.
  Communication: These spells facilitate the exchange 
  of information, signals, or messages in various forms, 
  including verbal, gestures, and written.
  Divination (present): These spells let the caster di-
  vine events as they are currently happening. Present 
  divination spells can cover long distances, therefore 
  perfect for eavesdropping and spying.
  Weather: These spells enable the caster to control 
  the forces of weather. Weather spells conjure all types 
  of natural hazard from rainstorms to blizzards, etc. 
  They can also mitigate weather effects, both magical 
  and natural.
  THE MANIFESTATION  
  OF MAGIC
  Each living thing (be it person, plant, or animal) in 
  Loerem has a magical aura. Such aura envelopes the 
  body and extends out to 6 inches. In essence, the aura 
  protects living things from random magical energies 
  of the world. For most (i.e., those without any super-
  natural abilities), it does not affect directed magical 
  energies (such as spells or effects).
  Beyond the personal aura, the denizens of Loerem 
  have discovered (intentionally or otherwise) means 
  to manipulate the magical energies permeating the 
  world. The end result manifests either as spells or 
  spell-like abilities.
  
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  SPELLS
  When casting a spell, the elemental mage serves as 
  a vessel for gathering magical energy. Once he has 
  gathered the energy, he molds and shapes the energy 
  into the desired result — the spell. The more expe-
  rienced a caster becomes in channeling and shaping 
  magic, the more potent the spell effects.
  This is the conscious form of controlling magical en-
  ergies. The mage is fully aware of the entire course of 
  action, from preparing the spell to launching it with 
  arcane gestures, and even tracing all the way back to 
  the choice of learning that particular spell. To wiz-
  ards, it is a science in the sense that they have de-
  veloped a complex yet reliable system to bring about 
  the same magical effects consistently; one just has 
  to invest the effort into mastering it. Much like add-
  ing two 1’s together will always give you 2, moving 
  your hands in certain patterns while chanting certain 
  words and using certain material components will 
  always cause the magical energies to behave in a cer-
  tain way — this is known as spellcasting, and how 
  magic usually manifests.
  The same principles apply for sorcerers, except they 
  are able to grasp the system on the intuitive level like 
  prodigies of other sciences and art.
  SPELL-LIKE ABILITIES
  Spell-like abilities use the same magical energies as 
  spells. Unlike a conventional campaign, classes such 
  as the bard, cleric, druid, paladin, and ranger do not 
  cast spells in the Sovereign Stone setting. For them, 
  class spell-like abilities become the interpretation for 
  the wondrous magical effects they are capable of pro-
  ducing. When a bard senses magic, a cleric blesses a 
  pool of water, a druid speaks with animals, a paladin 
  empowers his weapon, or a ranger gains the endur-
  ance of a bear, the character is able to innately chan-
  nel personal magical aura to mimic spell effects. They 
  do this on a less deliberate, more reflexive level than 
  mages with spellcasting because it is attributed to 
  preternatural talent developed through experience, 
  training, instinct, insight, willpower, and partially a 
  “gift from the gods” rather than magical spells. For 
  example, a hermit can order vines to entangle op-
  ponents not because he knows what gestures and 
  materials to use, but because the unique spiritual 
  connection he has forged with nature enables him to 
  communicate with plants intuitively and ask them to 
  do his bidding, all without external components. 
  By comparison, clerics use their religious ties and in-
  ner faith in the divine to drive their class spell-like 
  abilities.
  Characters may also use scrolls, staves, wands, and 
  other devices operating on spell trigger activation if 
  they have the spell on their class spell-like abilities 
  list. They must also be able to read magic to “spell-
  cast” from scrolls.
  That said, class spell-like abilities have their limita-
  tions. Characters must still “prepare” them like wiz-
  ards do with spells. The rationale is that they have 
  limited magical energies in reserve, so they must try 
  to anticipate what abilities they might need and how 
  often for the day. Because characters manifest them 
  primarily on a personal level, some touch spells like 
  cat’s grace, protection from evil, and resist energy 
  have their range and target reduced to “personal” and 
  “you” in spell-like ability form (marked with “p”; see 
  Chapter 8: Spells). While some abilities permit char-
  acters to transmute themselves, they usually cannot 
  alter the size or form of another. Certain other spells 
  are dropped to better reflect the interpretation and 
  concept for the respective classes, such as reduce an-
  imal for rangers, as well as curative spells since they 
  are solely the purview of Earth magic.
  Characters still need all material components listed 
  for the original spell in order to activate it as a spell-
  like ability. For example, a cleric must have powdered 
  diamond worth at least 25,000 argents to activate 
  miracle, a small loop of leather is still requisite for 
  bards to use displacement, and so on.
  ARCANE/DIVINE SPELLS
  Although magical energies come from the gods, the 
  Sovereign Stone setting makes no strict distinction or 
  division to classify spells as either arcane or divine. 
  For purpose of ease, all spells and class spell-like 
  abilities retain their status from standard Pathfind-
  er® rules. Thus, spells for elemental wizards and sor-
  cerers as well as the bard’s class spell-like abilities are 
  considered arcane, while the class spell-like abilities 
  of clerics, druids, and paladins remain divine.
  
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  ELEMENTAL ENERGY TYPES
  The types of energy each magical element usually 
  produces are shown below. As well, the elements can 
  replicate force effect, though the spells retain their el-
  emental appearance. (For example, fire magic missile 
  is a force spell that manifests as energy darts sheathed 
  in flame.)
  Air: Cold or sonic; sometimes physical damage.
  Earth: Rarely does an Earth magic spell inflict dam-
  age other than the physical type.
  Fire: Purely fire damage.
  Water: Acid or cold; sometimes physical damage.
  Void: Negative energy, which in this setting is a com-
  posite energy consisting of shadow, death, unlife, 
  and incomprehensible dark, unholy forces. No spell 
  other than death ward offers energy defense against 
  the Void, although the damage can be recovered nor-
  mally.
  ELEMENTAL ESSENCE
  The energy of a magic spell is drawn primarily from 
  the environment surrounding the spellcaster. Mag-
  ical energy pervades Loerem, invested in it by the 
  gods during the world’s creation. Magic normally 
  manifests from one of the four natural elements: Fire, 
  Earth, Air, and Water. Every spell requires a bit of its 
  primary element to serve as a material component, 
  or “spark,” when the spell is cast. Without at least a 
  pinch of the required element, no spell can ever take 
  effect.
  The Void is the fifth element, often called the “unnat-
  ural” element. Instead of using a material spark for its 
  spells, Void magic is believed to draw its energy from 
  “death.” Void magic consumes the very life force of 
  the caster in order to power its spells. Casting Void 
  magic is very dangerous, since it drains the caster’s 
  own life.
  The material component of a spell, commonly known 
  as “essence,” must always be present for a spell’s cast-
  ing. Only a small amount of the essence is needed, 
  but it must be within the spellcaster’s magical aura. 
  Normally, a pinch of soil or a stone is used as the cat-
  alyst for Earth magic spells; a drop of water is needed 
  to cast Water magic spells; a spark must be generated 
  to power a Fire magic spell, although an open flame 
  or embers will serve just as well; Air magic spells 
  merely require clean air within the caster’s aura to 
  initiate.
  The essence is always consumed during spellcasting 
  in the first round. Elemental essences also replace all 
  material components required for a spell.
  ESSENCES OF QUALITY 
  A quality essence improves a spell’s potency. There 
  are three levels of essences of quality: fine, exception-
  al, and holy.
  A fine essence of quality adds +1 to effective caster 
  level and the spell’s save DC. Fine essences of quali-
  ty are purified water, air of a crisp winter day, ember 
  of high-grade charcoal, etc. These are fairly common 
  and may be purchased from Temples and scriptori-
  ums for 5 argents, or 3 argents for members of the 
  faith in good standing and repeat clientele.
  Exceptional essences add +2 to effective caster lev-
  el and the spell’s save DC. An exceptional essence is 
  more difficult to obtain. It might be a spark from the 
  Holy Fires of Dwarfdom or air from the top of the 
  highest mountain in the Divine Lands of the Tromek. 
  Cost for such essences is what the market will bear, 
  though they are seldom for sale.
  A holy essence is immensely valuable and rare in 
  the extreme, adds +5 to effective caster level and the 
  spell’s save DC. An essence of this level might be wa-
  ter from the Ork’s holy mountain, Mount Sa ’Gra, or a 
  relic from the ruined Temple of the Magi in Old Vin-
  nengael. Holy essences are closely guarded and never 
  for sale (at least not on the open market).
  As with normal essences, essences of quality are 
  consumed by the magical force on the first round of 
  spellcasting. Powerful spells, such as ploymorph any 
  object or time stop, may demand essences of the cor-
  responding quality as deemed by the GM. (For ex-
  ample, casting stone to flesh may require an essence 
  of at least exceptional quality, such as the soil from a 
  Temple garden. The quest for the essence can be an 
  adventure in itself.)
  
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  CONTAMINATED ESSENCES 
  Elemental mages usually prefer to use the purest 
  available sample of the element for their spells. It is 
  assumed that a mage is using fresh air, pure spring 
  water, rich soil/pure stone, or clean-burning fire 
  when spellcasting. In time of need, a mage may resort 
  to contaminated essences. These are the opposite of 
  essences of quality. Essences of subpar quality incur 
  a -1 penalty to effective caster level (to minimum 0) 
  and the spell’s save DC; -2 for poor essences; -5 for 
  corrupted essences. 
  Example: While in a stable Triana is forced to cast an 
  Earth magic spell using manure-ridden dirt on the 
  filthy floor. The essence is impure, making the chan-
  neling and shaping of magic more difficult. Its poor 
  quality reduces her effective caster level for the spell 
  by 2. Casting an Air magic spell with the waft of a 
  smoke-filled tavern would face the same disadvan-
  tage.
  CASTING VOID MAGIC 
  SPELLS
  A Void mage, whether wizard or sorcerer, sacrifices 
  his own life force to power his spells, so he can never 
  be deprived of his elemental essence. The Void mage 
  loses an amount of hit points equal to the level of the 
  spell he is casting; it costs 1 hit point each time to 
  cast a 1st-level Void spell, 2 hit points per 2nd-lev-
  el Void spell, and so on. For 0-level spells, the Void 
  mage takes 1d6 nonlethal damage per casting and is 
  still considered tainted by Void.
  Void wizards can also sacrifice hit points instead of 
  spell slots when boosting a Void spell with metamag-
  ic feats. They can sacrifice hit points instead of spell 
  slots when augmenting a Void spell with metamagic 
  feats, doing so at the cost of 1d6 hit point damage per 
  spell slot level substituted. They can do this even if 
  they do not normally have a slot of sufficiently high 
  level to accommodate the metamagic feat. They may 
  choose whether to sacrifice life force for each metam-
  agic feat applied, but can never suffer fewer damage 
  dice than the requisite spell slot level for any one. The 
  Void mage suffers the damage after the spell takes ef-
  fect or when he fails to cast the spell.
  TAINTED BY VOID
  A Void mage becomes tainted by Void as soon as he 
  attempts to cast a Void spell. Upon that moment le-
  sions and pustules form on his body as it reacts to the 
  unwholesome touch of Void magic. These symptoms 
  continue or worsen so long as he persists to cast Void 
  magic. These ugly marks are hard to conceal and can 
  be very painful. They cannot be healed by magic, 
  but must heal all wounds naturally, and will not fade 
  completely until the mage ceases to be tainted. Re-
  gardless of when a Void mage actually becomes taint-
  ed by Void, the final point of damage healed is always 
  considered the one that lifts the taint. 
  Void mages can face the problem of contaminated 
  essences if they are wasting with disease or suffering 
  from the ill effects of poison.
  Example: Maligoth, a Void wizard, is struck by a 
  sword for 14 points of damage. To cover his escape, 
  he casts darkness, a 2nd-level Void spell. He loses 2 
  more hit points from the casting and is now tainted 
  by Void. He must heal all damage (16 so far from the 
  sword wound and casting a Void magic spell) nat-
  urally to remove his taint. Even though he took the 
  sword damage prior to his becoming tainted by Void, 
  that damage may not be healed magically but nor-
  mally because of the Void taint.
  MAGIC AND THE RACES
  The many races and cultures of Loerem have very dif-
  ferent views of magic and its role in the world. But 
  because of the difficulty as well as time-consuming 
  nature of studying magic, the dangers involved, and 
  certain cultural aspersions cast upon the use of mag-
  ic, those who have persevered with their learning to 
  become even semi-proficient casters are relatively 
  few in number.
  Only about one in every two hundred individuals has 
  become a full-fledged spellcaster, devoting entire life 
  solely to the advancement of the art. These casters are 
  typically Revered Magi from the Temple of the Magi, 
  guild mages, elven Wyred, or orken shamans.
  About one in every three hundred people has been 
  indoctrinated in the ways of magic, but does not ac-
  tively strive to hone his skills. Such a person has oth-
  er duties, and considers his magic a tool to facilitate 
  tasks. A stonecutter, for example, might use Earth 
  magic to make his daily work easier.
  
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  Self-taught mages are the scarcest. Perhaps only one 
  out of five hundred persons has the means and latent 
  talent to pursue magical studies alone. Those who do 
  often find the process quite slow and arduous, and 
  either surrender the endeavor or locate a mentor to 
  assist their learning.
  DWARVES 
  Dwarves take note that the wolf, from which they 
  descended, fears only one element: Fire. Because the 
  wolf reveres Fire, the dwarves have also come to re-
  vere Fire, an element that can both sustain life and 
  take it.
  Throughout the centuries the dwarves have become 
  adept of Fire magic, but they by no means rely on 
  it. To them, magic is a tool to complement their la-
  bors. Neither the clan dwarves nor the unhorsed have 
  schools for teaching magic to aspiring mages. Clan 
  dwarves are uniformly self-taught mages and very 
  few ever rise to high levels of expertise. 
  Those who do become very powerful, often gaining 
  the ear of the clan chieftain. Skill with the arcane is 
  more prevalent among the unhorsed dwarves. The 
  unhorsed are commonly self-taught as well, for they 
  view learning magic a deeply personal endeavor. 
  Lately, however, certain Fire-mage groups have ded-
  icated themselves to the wide dissemination of the 
  magical art among the unhorsed. A recent religious 
  movement that reveres the Sovereign Stone is gain-
  ing momentum with the unhorsed, its priestly ranks 
  rapidly filled by Fire mages.
  The dwarves hold only one task sacred — the nightly 
  lighting of the clan fire. This is always performed by 
  the eldest Fire mage in the clan, who must carry with 
  him a sacred flame from the previous night’s fire. He 
  must not let the flame die, for the dwarves believe 
  this fire is a part of the first fire ever built by the clan. 
  If it should extinguish, terrible fate will fall upon the 
  clan. If the keeper fails his task, there is but one way 
  to rectify the situation: he must rekindle the flame 
  from a wild fire started by lightning. The ceremonial 
  rite is passed down from one Fire mage to the next. 
  This is the sole tradition perpetuated among dwarven 
  mages.
  Since Fire magic includes past divination, dwarven 
  Fire mages are the historians for their clans, utilizing 
  their spells to gleam into the past for truth and infor-
  mation. This can be important in determining which 
  clan was at fault in a blood feud, for example, or un-
  covering the origin of a dispute. Such divinations can 
  start a war as easily as stop one. When these spells are 
  lost, it can put a clan at risk. As precaution, dwarven 
  Fire mages have taken to replicating divination spells 
  on more than one garment.
  Because clan dwarves spend most time on horse-
  back, mages have little chance to develop new spells. 
  The unhorsed have the time to devote to magic and 
  they are the ones expanding dwarven magic into new 
  frontiers. Despite a steel resolve characteristic of all 
  dwarves, unhorsed mages are not bound by clan roy-
  alties and will freely compare notes, sometimes as-
  sisting one another in research. Some unhorsed mag-
  es follow tradition by sewing their spells into their 
  garments, while others have adopted spellbooks, and 
  perhaps even small libraries.
  Dwarves are always searching for new ways to main-
  tain a ready supply of elemental essences for their 
  Fire magic. 
  
  s115s
  A flame is hard to transport on horseback; constantly 
  bearing a torch or lantern is dangerous at a full gal-
  lop. Instead, dwarven Fire mages carry small censers 
  with lasting incense or ceramic pots of dried dung 
  that will smolder for a long while. Since only a small 
  portion is used to instigate the spell, such essence will 
  normally last up to five or six hours before replen-
  ishment.
  Dwarves hold all spellcasters untrustworthy, even 
  their own. Clan mages are regarded somewhat 
  askance by the rest of the clan and are the first to be 
  blamed for any wrong. The exception to this is the 
  eldest Fire mage, keeper of the sacred flame, who is 
  accorded high esteem. Dwarves have no place for 
  non-dwarven mages and will just as soon slay them 
  as not.
  ELVES 
  To the elves, magic springs from the gods, termed the 
  Mother and the Father, divine beings from whom all 
  elves are descended. According to elven lore, mag-
  ic is what the Mother and the Father used to create 
  the world. For mortals to tamper with such a divine 
  tool is highly dangerous, almost sacrilegious. Magic’s 
  workings are unfathomable, chaotic, and destructive 
  to the well-ordered elven mind.
  That said, elves understand that magic is highly useful 
  in warfare and in everyday life. Since other races use 
  magic, the elves would be foolish to leave themselves 
  vulnerable to an enemy by renouncing magic. Faced 
  with this conundrum, the elves had to devise a means 
  to harness the power of magic without appearing to 
  use it. Thus was created the mysterious elven order of 
  mages known as the Wyred (pronounced “weird”). 
  Every House within the Divine Lands of the Tromek 
  retains Wyred in service, though no elf will openly 
  admit the presence of elven mages. An elf will die de-
  fending a House’s honor against charges of connec-
  tion with the Wyred.
  Although they operate outside the bounds of elven 
  society, the Wyred are expected to conform to the 
  rigid elven society, honor and serve their families, but 
  all the while remain secret and distant. Because the 
  elves consider it dishonorable for any member of the 
  House to seek or accept help from the Wyred, all re-
  quests made to the Wyred are kept confidential. The 
  Wyred must always put up the air of acting on their 
  own volition. 
  Should an elf be found seeking assistance from a 
  Wyred, that elf may be expelled from the House, or 
  even finds himself so dishonored that he “requests 
  death.”
  The Wyred have their own stronghold on a clandes-
  tine, fortified site. No Wyred is permitted to reveal 
  the location, and no Wyred has ever broken this most 
  sacred oath — one that has lasted throughout the ca-
  bal’s centuries-long existence. 
  No one ever volunteers to become a Wyred. They 
  replenish their ranks in their own mysterious ways. 
  When an elven child gifted in magic turns three years 
  old, the Wyred arrive and take the child — forcibly, if 
  necessary. It’s futile to hide the child or try to conceal 
  the child’s talents. Through unknown arcane means, 
  the Wyred know if a child is magically gifted and will 
  take him or her, whether the child is highborn or 
  lowborn.
  These children are taken to the hidden Wyred for-
  tress, where they receive training in magic until the 
  age of eighteen. Then, they are permitted to return 
  to their House. The asymmetrical additions to the 
  family marking tattooed on the face of every elf iden-
  tify the Wyred. From then on, the Wyred are loyal to 
  their own House. All Wyred meeting on a battlefield 
  will fight to the death for the honor of their respective 
  House, even if they are or have been friends in the 
  past.
  Of all mages on Loerem, the Wyred undoubtedly 
  pay the highest price for their magic in terms of per-
  sonal comfort and relationships. The life of a Wyred 
  may be lonely and barren, for Wyred are deemed 
  unsuitable for marriage. Mitigating such objection, 
  the Wyred has taken to offering a substantial dowry, 
  one so tempting it often appeases even noble families 
  to permit the union of a fifth or sixth child lacking 
  other prospects and a mysterious mage. The Wyred 
  have a good reason for such generosity, for they have 
  discovered that skill in the magic art runs in fami-
  lies. Since having also discovered breeding among 
  the Wyred tends to damper the innate potential for 
  magic, the Wyred usually reject marriage proposals 
  between mages.
  Also, every elven family has an honored ancestor 
  who voluntarily leaves the eternal estate of the Father 
  and Mother, returning to the living to offer counsel 
  and guidance. Every elven household has a shrine to 
  venerate this ancestor. 
  
  s116s
  Even when traveling, an elf may construct a make-
  shift shrine and sometimes be seen consulting with 
  a ghostly presence. Since the elf would regard this as 
  spying, a witness to this ceremony should slip away 
  and make no mention of it. 
  Other races meet this custom with curiosity, suspi-
  cion, or outright hostility. The Temple of the Magi is 
  divided on the practice — some see it as consorting 
  with the undead; others take a lenient view, pointing 
  out, rightly, that an elven ancestor returned not by 
  magical means but of free will. Orks consider it rude 
  to keep pester someone who has passed on. The elves 
  clarify that an honored ancestor is free to rejoin the 
  Father and Mother. Another ancestor usually volun-
  teers to fill the vacancy. 
  Because the honored ancestors are a well of wisdom 
  and valuable experiences, their counsel is highly re-
  vered by the living. Reliance on the ancestor’s words 
  may or may not be justified. The honored ancestor 
  may sometimes have private agenda and may suggest 
  a course of action not in the elf, the family, or the 
  House’s best interest. One can always ignore the ad-
  vice, but at the risk of the ancestor’s ire and probable 
  departure.
  Honored ancestors cannot see into the future. Since 
  an honored ancestor cannot physically interact with 
  the living world, it cannot cast magic or perform any 
  physical action. Never, to anyone’s knowledge, has 
  there been an honored ancestor who was a member 
  of the Wyred. Rumor has it that the spirits of dead 
  Wyred return to the mysterious, secret palace of the 
  Wyred, but what it is they do there is unknown.
  HUMANS
  The human perspectives of magic derive from each 
  culture’s history, political stance and religious move-
  ments. Generally, the humans of Loerem have an af-
  finity for shaping and channeling Earth magic. Most 
  humans believe that magic comes from the gods 
  and therefore they combine magic with religion. Al-
  though Earth magic feature healing and protection, 
  not all spells born of Earth magic are benign. Like 
  any tool, magic is neither good nor evil. The good 
  or ill for which magic is used comes from the will of 
  the caster. Because of the potential misuse of magical 
  power for evil ends, each culture has established laws 
  and ethics to govern the use of magic. Each human 
  culture’s regulations and attitude toward magic may 
  differ from the rest, but all are linked to some degree.
  Vinnengaeleans: Adolescent men and women join 
  the Church of Vinnengael and become acolytes. 
  They learn the rites, procedures, and spells as Temple 
  members. Some do leave, but most remain until they 
  die, devoting their life’s work to magic.
  There are mages in Vinnengael who secretly study 
  Void magic. There are also those of a very indepen-
  dent mindset who do not abide by the rules of the 
  Church and choose to learn the art of spellcasting on 
  their own. Such “hedge wizards” exist outside of the 
  Church and therefore outside the law. Lawful Vin-
  nengaeleans are wary of such people, and are quick 
  to report those men or women casting spells who do 
  not wear the robes and trappings of a Revered Ma-
  gus from the Temple. An apprehended hedge wizard 
  is usually turned over to the local Revered Magus of 
  highest rank or to Church authorities. The Church 
  then either tries to recruit the offender (if a skilled 
  caster) or recommend a suitable punishment. The 
  Church estimates that hedge wizards comprise ten 
  percent of all mages in Vinnengael.
  Hedge wizards sometimes congregate in secret to buy 
  and sell components and artifacts, exchange spells 
  and techniques, and arrange safe haven for those (ex-
  cept Void mages) fleeing persecution.
  Foreign non-Church mages must report to the near-
  est Temple of the Magi upon arrival in Vinnengaelean 
  lands to obtain the proper documents, which permit 
  them to practice magic while within the empire.
  Dunkargans: Dunkargan religion is separate from 
  magic. Some Dunkargan priests cast spells, but magic 
  expertise is not a requirement. The King of Dunkarga 
  is also the nominal head of the Dunkargan religion. 
  Some Dunkargan kings have taken on both tasks, 
  while others — most notably their current ruler, King 
  Moross — leave religious leadership to advisers. Un-
  like most of his subjects, Moross is a believer in the 
  tenets presented by the Temple of the Magi, and thus 
  values the counsel from the head of the Temple in 
  Dunkarga, Revered High Magus el’Kabir. 
  During the time of King Tamrond II of Vinnengael, 
  the Temple of the Magi sent missionaries to Dunkar-
  ga and established a foothold there. Never fully ac-
  cepted by the Dunkargans, the Church worked hard 
  to gain a following. The universities and mage-guilds 
  contested the Church over the teachings of Dunkar-
  gan mages, as well as whether someone was qualified 
  to use magic. 
  
  s117s
  
  s118s
  Dunkargan mages believe that whoever wanted to 
  practice magic should be permitted to do so without 
  mandatory Church enlistment. Dunkargan mag-
  es affiliated with the mage-guilds were offended by 
  the “hedge wizard” label that Revered Magi and the 
  Church put on unsanctioned practitioners. For their 
  part, the Temple of the Magi pointed out, with some 
  justification, that magic was being misused for evil 
  ends in Dunkarga and very little was done to stop it.
  The mage-guilds were forced to concede this point, 
  and for many years an uneasy truce existed between 
  the Dunkargan government and Church officials. 
  During the reign of the legendary Vinnengael-
  ean king, Tamaros, and the creation of the magical 
  Portals, the Church made considerable headway in 
  changing the opinions of Dunkargan mages toward 
  magic, for the gods obviously favored Tamaros and 
  his subjects. The Dunkargan people at large were not 
  so easily convinced, however. When Old Vinnengael 
  fell, Church presence in Dunkarga collapsed as the 
  Church leadership in Dunkar spiraled into turmoil. 
  The Dunkargans noted the gods had not come to Old 
  Vinnengael’s rescue, nor did the gods come to save 
  the Church officials in Dunkarga.
  Currently, hedge wizards operate independently of 
  the mage-guilds. Although this is perfectly accept-
  able, a mage without guild affiliation finds it hard to 
  land work.
  The present Dunkargan king, Moross, is a devout 
  man and under his rule the Temple of the Magi has 
  risen in stature once again. Illiem el’Kabir, the cur-
  rent Revered High Magus, a Dunkargan by birth, 
  refined his craft at the Temple of the Magi in New 
  Vinnengael. A calculating man with a forceful per-
  sonality, the Revered High Magus holds considerable 
  sway over King Moross, so much so that some whis-
  per the High Magus is the true ruler of Dunkarga.
  Dunkargan commoners care little about any of this. 
  They are aware of magic’s existence, but do not see it 
  as something impacting their daily life and certainly 
  think nothing mysterious of it. Dunkargans do not 
  discriminate between one type of magic and anoth-
  er. They do not outlaw the practice of Void magic, 
  though they generally disdain or scrutinize those 
  who use it. Void mages who work in the open remain 
  rare, but they are more plentiful in Dunkarga than 
  anywhere else in Loerem.
  Karnuans: All the power of the Karnuan religion 
  rests with the caliph. Like their Dunkargan cousins, 
  Karnuans do not associate the use of magic with gods. 
  Gods may have created the world and magic, but it 
  was the Karnuans who learned to apply it correctly. 
  Just as the gods may have provided Karnuans with 
  iron, it was the Karnuans who used the iron to make 
  swords. The way the Karnuans see it, the gods have 
  done nothing for Karnu that the Karnuans have not 
  already done for themselves. Besides, no evidence 
  exists to confirm great mystical beings are affecting 
  the destiny of mortals. The orks merely babble about 
  superstitious omens as their proof. Nimrans and Ni-
  moreans have deluded themselves that quiet prayers 
  to the divine will improve their trade negotiations. 
  The elves never speak plainly, so it is impossible to 
  ever tell what their true beliefs are. The Vinnengael-
  eans will lie about anything simply to save their own 
  hides.
  Karnuans are happy to embrace magic, believing it to 
  be one of the most powerful weapons they can level 
  against their enemies — and if that weapon can be 
  taken out of the hands of the foe, so much the better. 
  Thus, Karnu is known to welcome hedge wizards, in 
  a rare exception to both Karnuans’ usual xenophobia 
  and how hedge wizards are persecuted on the conti-
  nent.
  Karnuan mages are trained for war. To this end, some 
  are versed in the healing arts, others excel at combat. 
  It is not unusual to see Karnuan mages brandishing 
  swords or hammers, sometimes with as much effi-
  ciency as their command of magic. The Karnuans 
  have made a focused study of warfare and magic, 
  along with two important conclusions: (1) war wiz-
  ards cannot lend magical support if they are dead, 
  and (2) it is wasteful to hold a force in reserve just to 
  protect spellcasters. Therefore, mages must be able to 
  defend themselves on the battlefield.
  Karnuan war-wizards are some of the most feared 
  mages in Loerem. Some thought they are even more 
  powerful than the famed battlemages fielded by the 
  Temple of the Magi during the reign of King Tama-
  ros of Vinnengael. While this is debatable, Karnuan 
  war-wizards are skilled in the use of arms as well as 
  magic, and can unleash a vast array of devastating 
  magic before charging headlong into hand-to-hand 
  combat.
  Rumors abound that one entire regiment of Karnuan 
  war wizards is dedicated to Void magic. 
  
  s119s
  Karnuans insist it is an unfounded accusation start-
  ed by the bitter Vinnengaeleans after the disastrous 
  battle of Delak ‘Vir. They contend that the goal of 
  battle is to win and preserve your forces in doing so. 
  Casting Void magic can severely weaken a mage’s 
  usefulness on the battlefield, considering any damage 
  suffered cannot be magically healed.
  Karnu permits neither mage-guilds nor temples, 
  deeming both divisive and counter to the unification 
  of one strong Karnuan state. Temples that existed be-
  fore the civil war with Dunkarga have been battered 
  down, replaced with barracks. Like all Karnuans, 
  war wizards who do leave the service are expected to 
  keep themselves fit for possible return to active duty. 
  The profession of choice for retired war wizards is to 
  teach at one of the Academies for the Study of Magic.
  In Karnu, anyone discovered using magic without the 
  knowledge of the Karnuan government or for selfish 
  gain is conscripted into military service, or executed 
  for treason. Mages working outside Karnuan law are 
  scarce indeed.
  Nimoreans: Nimoreans are receptive to various types 
  of magic, but because their life intertwines closely 
  with the elves’, Nimorean mages are less inclined to 
  resort to spellcasting.
  Practitioners of the arcane art are numerous in Ni-
  morea, making life easier for those living in the harsh 
  climate of this mountainous region. While the Ni-
  moreans tolerate destructive magic, they still disdain 
  Void magic and are far less gentle in their interac-
  tions with Void practitioners.
  Nimoreans typically equate devotion to the gods 
  with magic, but the majority still worships the Earth 
  Mother exclusively. Entrance into Nimorean temples 
  is restricted to Nimoreans only, except under extreme 
  or special circumstances. They do not wish to try the 
  gods’ patience and risk defiling their holy sanctuaries 
  with the presence of foreigners. Magical texts in the 
  temples are revealed only to the priests and priestess-
  es. No one else, not even other Nimoreans, are per-
  mitted access. Because Nimoreans tend to travel the 
  world more frequently than do the Nimrans, their 
  temples are said to have collected a veritable treasure 
  trove of knowledge pertaining to all forms of mag-
  ic. Nimorean priests and priestesses will pay well for 
  arcane tomes. The largest of these libraries is at the 
  temple in Myanmin. 
  Recently, under the influence of their Dunkargan 
  neighbors, mage-guilds have proliferated in Nimorea. 
  Mages not affiliated with the traditional Nimorean 
  faith founded the guilds as places to exchange ideas, 
  buy and sell magic paraphernalia, and find resource 
  materials. The mage-guilds are very good about po-
  licing their own, and have not yet come into conflict 
  with the priests.
  As more Nimoreans travel abroad, the presence of 
  Void magic is becoming a growing concern. The Ni-
  morean temples, along with mage-guilds, endeavor 
  to expel Void cultists and practitioners. They show 
  little tolerance to any mage, native or foreign, caught 
  using Void magic. The accused is tried before a tribu-
  nal of priests, and put to death if found guilty.
  Visiting elemental mages are treated with courtesy in 
  Nimorea, so long as they respect Nimorean customs, 
  particularly the privacy of their temples.
  Nimrans: A Nimran priest or priestess reaching 
  adulthood may choose to leave for the outside world. 
  Many become semveci—or “watchers.” Semveci are 
  the only Nimrans appointed to prestigious govern-
  mental positions, with women occupying the highest 
  ranks. The Nimrans, as a nation, have always been 
  ruled by a queen, and she serves as the highest rank-
  ing semveci. 
  While many Nimran priests and priestesses live 
  cloistered lives within their temples, the semveci 
  travel about Nimra and into other lands, helping the 
  injured, comforting the infirm, serving as teachers, 
  advisers, historians, and storytellers. Although most 
  Nimran mages are semveci, magic is not restricted 
  solely to their ranks. Anyone in Nimra may study 
  magic. Most Nimran mages concentrate on the heal-
  ing and construction aspects of Earth magic. Nim-
  rans see learning magic as beneficial to the commu-
  nity and therefore consider it a pious act.
  One of a semveci’s duties is to visit non-semveci mag-
  es to ensure they have not been corrupted by malign 
  influences (namely, Void practices), or that they have 
  not used their magical powers to harm others. The 
  Nimrans cherish all life, even of those who cause 
  pain to others. Rarely does a Nimran spellcaster stray 
  from the beliefs and turn to evil. The semveci will not 
  punish fallen spellcasters, but try to bring them back 
  into the fold, diverting the offenders off a path that 
  ultimately leads to sorrow and death. 
  
  s120s
  Exile and banishment are the alternative for the 
  staunch individuals who persist; they are branded on 
  the face with a skull symbol to warn those meeting 
  them.
  Many remote Nimran tribes have never seen, or may 
  be unaware of, the great cities of Neyshabur and 
  Kaltay built centuries ago. For these isolated Nim-
  rans, time stands still. Their lives have not changed 
  in the last thousand years. It is among these isolated 
  communities that practices of ancient Earth magic 
  can still be found. Tribal rulers rely on strong wizards 
  to aid them in battle. Because they hold all magic in 
  awe and do not realize the gods abhor the use of evil 
  magic, forbidden spells are more likely seen in such 
  remote parts, including Void magic.
  A semveci will come to greet a foreign mage in Nimra 
  almost immediately upon arrival. This is customarily 
  a social visit, possibly with gifts to welcome the mage 
  to Nimra. Meanwhile, the semveci observes the vis-
  itor for any signs of Void taint or knowledge of for-
  bidden magic. Upon detection, the mage is escorted 
  to the city’s edge by armed guards and ordered not 
  to return.
  Hedge wizards are encouraged to practice magic on 
  their own, for this is a sign that they honor the gods, 
  but they are under a strict vigil to prevent them from 
  committing crimes with magic or succumbing to the 
  temptations of the Void.
  Trevenici: Unlike other human cultures on Loerem, 
  Trevenici mages are the rarest of the breed. The Trev-
  enici approve magic as logical for those with no other 
  means of defending themselves, but it is not right for 
  a Trevenici to resort to such cowardly tactics. 
  Even healing magic is seldom practiced among 
  the Trevenici. They are a hardy people, but the en-
  tire culture and their way of life might have ceased 
  if not for the mutually beneficial relationship they 
  developed with the pecwae. Trevenici protect the 
  pecwae, at home and abroad. In return, the pecwae 
  provide magical aid to the Trevenici tribes whenever 
  it is needed. The Pecwae spells are almost universally 
  healing or constructive in nature, usually regarding 
  plants and animals or the creation of the marvelous 
  pecwae jewelry so highly prized in Loerem. The Trev-
  enici would never request the pecwae for any sort of 
  martial magic. 
  Trevenici are usually cool toward non-pecwae mag-
  es. Trevenici befriending mages of other races tend 
  to ask awkward and embarrassing questions about 
  spellcasting. The Trevenici may loudly criticize the 
  mage’s reliance on spells and constantly attempt to 
  wean the mage off magic, urging the perfection of 
  skills in other, more acceptable professions. 
  Generally, mages among the Trevenici are not seen 
  as productive individuals, but as parasites living off 
  others’ labor. Some do leave their native lands to find 
  acceptance in foreign nations.
  Trevenici who discover a mage using spells to do 
  harm will not ask questions. They will simply kill 
  him.
  ORKS 
  Orks liken magic to the sea. Magic is unpredictable 
  and can be very dangerous. Magic can also be boun-
  tiful, helpful and beneficial. Orks gladly reap the re-
  wards magic can bestow, but are continually wary of 
  the perils lurking beneath its surface. 
  Shamans are highly revered among the orks, not just 
  for their magical skills but also interpreting omens — 
  for while any ork can try to read an omen, shamans 
  provide the only accurate translation. Shamans are 
  the orken mages and holy men. Every orken ship has 
  at least one shaman aboard, if not more. Omens may 
  foretell fortune or forewarn evil. If recognized and 
  interpreted in time, it is possible to take advantage of 
  the good and circumvent the bad.
  An aspiring orken shaman learns magic from a men-
  tor. A young ork intent on following the arcane path 
  must seek out a shaman for teacher. The shaman tests 
  the potential student (orks love tests of all sorts) be-
  fore accepting him. Apprentice training entails mem-
  orizing common omens (for example, a vertical red 
  streak running down a pregnant ork’s belly prognos-
  ticates birth of twins).The apprentice shaman learns 
  the proper ritual steps to avoid creating bad omens 
  of one’s own, and tries to master the various rites for 
  casting magic safely. 
  The use of magic is very open in orken society. Un-
  educated orks can practice magic and may attempt 
  to read omens, but the results are not trusted. Omen 
  interpretations separate orken shamans from other 
  orken spellcasters. 
  
  s121s
  The shaman must interpret omens correctly, other-
  wise he is labeled a “fork-tongued crow,” a teller of 
  falsehoods. Such an orken shaman is reviled and 
  may be exiled or even slain. Thus, shamans will of-
  ten remain with their mentors even after completing 
  study to learn all they can, until the mentor’s death. 
  The bond between a shaman and the mentor is firm-
  er than that of a parent and a child. If they ever part 
  ways, the pair will maintain contact, usually through 
  magical means. 
  The current Captain of Captains (the leader of the 
  orks) realizes all magic has value and is the only ork 
  ever known to maintain a cadre of shamans, one for 
  each element, even the Void. These shamans are re-
  spected among the orks solely out of loyalty to the 
  Captain of Captains.
  Orks generally tolerate other mages, even Void mag-
  es, so long as they leave the orks alone. Any foreign 
  mage casting magic on an ork for any purpose, even 
  healing, will find oneself in a great deal of trouble if 
  the ork has not given permission. The ork, of course, 
  must first consult the omens.
  PECWAE 
  Pecwae are not religious, and do not attribute magic 
  to the gods. They see every living thing as magical, 
  believing that magic was in the world before the gods 
  found it.
  Magic lore is taught to pecwae from the time they 
  are old enough to walk. Pecwae teach magic in the 
  same leisurely manner that they do everything else. 
  Spell-learning takes time, it is not rushed. Each spell 
  must be mastered before proceeding to the next.
  Since magical knowledge is passed down solely 
  through word of mouth, some spells have become 
  lost over time, but pecwae know there is wisdom in 
  seeking and discovering forgotten magic. Since to 
  most pecwae magic is as natural as eating or breath-
  ing, they rarely devote their lives to its perfection. 
  Occasionally, one might come across the odd pecwae 
  dedicated to magic, experimenting with and formu-
  lating new spells and rediscovering old ones.
  Pecwae have a strong affinity for animals. They will 
  not cast or teach spells that coerce plants or animals 
  to do their bidding, except when those spells can 
  benefit the target. 
  For example, a pecwae with a squirrel friend might 
  cast summon nature’s ally if he is worried that the 
  squirrel might be in danger. The pecwae would not 
  use the same spell to keep a Trevenici house free of 
  animals, even if they are annoying. Pecwae normal-
  ly abhor lethal combat magic. Even spells causing 
  nonlethal damage are cast only in the most dire cir-
  cumstance (life or death), and are taught with great 
  discretion.
  OPTIONAL MAGIC    
  SYSTEM
  The Sovereign Stone setting presents an original 
  magic system in all previous editions. Here, we offer 
  an abbreviated alternative to the Pathfinder® magic 
  system. The full version, including mechanics for 
  spell creation, is featured in the Codex Mysterium 
  magic sourcebook. 
  Using this optional magic system makes spellcasting 
  less predictable, since mages accumulate die rolls to 
  complete the task and there is no set casting time for 
  any spell. As usual, apply all rules for spellcasting 
  from the Pathfinder® Core Rulebook as well as prior 
  rules in this chapter unless stated otherwise.
  PREPARATION AND        
  SPELLS PER DAY
  In this system, there is no limit to how many spells 
  you can cast per day. Mages can attempt to cast what-
  ever spells they know at any time. (If you plan to use 
  this system, the GM should consider banning highly 
  unbalancing spells like greater spell immunity, time 
  stop and wish.)
  CASTING SPELLS
  Instead of fixed casting time, every spell has a Casting 
  Threshold (CT). A wizard or sorcerer selects a spell, 
  rolls one spellcasting roll each round as a standard 
  action and add it to all previous results. The spell 
  takes effect when the total of these rolls equals or ex-
  ceeds the spell’s CT.
  A spellcasting roll is:
  1d20 + Spellcasting Modifier 
  (Spellcasting Bonus + Special Modifiers)
  
  s122s
  Spellcasting Bonus: This is equal to the caster’s ele-
  mental wizard/sorcerer level in the appropriate ele-
  ment; for example, an elemental wizard of Air 5/Wa-
  ter 2 gets a +5 spellcasting bonus to every one of his 
  rolls to cast Air magic spells, but just +2 when casting 
  Water magic spells.
  Special Modifiers: These are circumstantial modifi-
  ers and include the following.
  Essence: Using a fine essence grants a +2 bonus to 
  all spellcasting rolls, +4 for exceptional essence, and 
  +10 for holy. Conversely, a subpar essence incurs a -2 
  penalty, -4 for poor, and -10 for corrupted essence.
  Metamagic Feat: Using feats such as Empower Spell 
  and Quicken Spell increases or decreases a spell’s 
  Casting Threshold.
  Racial: Pecwae excel in Earth magic. They gain a +1 
  bonus to spellcasting rolls when casting Earth magic 
  spells.
  Miscellaneous: Any condition ruled by the GM to 
  help or hinder the casting, from another mage’s assis-
  tance (aid another) to minor distractions.
  Example: Dugal, a dwarven Earth 3/Fire 7 elemental 
  wizard, decides to launch a fireball at taan warriors 
  from a considerable distance. The spell has CT 66. 
  On his initiative, Dugal uses a small ember from his 
  campfire as essence and begins casting. He rolls 1d20 
  and adds +7 as the spellcasting bonus for his elemen-
  tal wizard level in Fire. Dugal tallies a 22 this round. 
  On next round, he rolls again and gets a total of 12. 
  He is at 34 after two rounds, or just a tick above half 
  of what he needs to finish the spell. Dugal gets 16, 8, 
  and 10 over the next three rounds, so he finally ex-
  ceeds the CT on the fifth round with a combined sum 
  of 68 for the fireball to take effect.
  BOTCH
  A natural roll of 1 on the d20 for a spellcasting roll 
  indicates a botch. If the caster is advantaged or neu-
  tral in the spell’s magic element, he may attempt a 
  concentration check at DC 12 for advantaged, DC 
  15 for neutral. A successful check lets the caster ap-
  ply the 1 he just rolled, plus any bonuses, toward the 
  accumulated CT and to continue casting on the fol-
  lowing round. A mage who fails the concentration 
  check or is casting a spell of a disadvantaged element 
  must abort immediately and start all over again. If 
  the botch occurs on the final round of casting but the 
  caster succeeds in the concentration check, the spell 
  takes effect normally.
  Example: Dugal is casting bear’s endurance (CT 24), 
  an Earth magic spell. On the first round of casting he 
  rolls a 1. He is a 3rd-level Earth wizard and receives a 
  +3 spellcasting bonus to his roll, but it is still a botch 
  because he rolled a 1. Fortunately, Earth is a neutral 
  element to dwarves so he can try to salvage the cast-
  ing. Dugal rolls 17 for concentration check against 
  DC 15. He is able to apply 4 points (1 + 3 spellcasting 
  bonus) toward the spell’s CT and continues casting 
  next round.
  
  s123s
  HOLDING A SPELL
  A mage may choose not to discharge a spell on the 
  round in which she completes casting. Each round 
  that a mage holds a spell, she must succeed in a con-
  centration check at DC 10 + 1 per round on hold. On 
  a failed check, she loses the spell and takes a num-
  ber of d6 in nonlethal damage equal to the rounds 
  she held the spell. For example, Triana completes an 
  Earth magic spell and decides to hold it. She has to 
  pass a DC 11 concentration check the next round or 
  lose the spell and take 1d6 damage. On the follow-
  ing round, the DC increases by 1 to 12 and potential 
  damage goes up to 2d6. The difficulty and damage 
  continue to rise every round thereafter until she fi-
  nally releases the spell and lets it take effect.
  SACRIFICING LIFE ESSENCE     
  TO THE VOID
  Since Void magic is powered by the very life force 
  of the spellcaster, it is possible for a Void mage to 
  sacrifice hit points to the Void to complete a spell in 
  shorter time. The Void mage suffers damage equal to 
  the difference between the spell’s CT and his current 
  spellcasting total. The spell is activated in the same 
  round that the Void mage voluntarily sacrifices his 
  life essence; this is not a free action, but replaces the 
  casting roll. Spells cast in this manner activate on the 
  same round as the life essence’s sacrifice.
  It is possible for desperate Void mages to cast entire 
  spells by sacrificing their life essences to the Void. 
  However, the Void is a greedy partner. Void mages 
  cannot parcel out life essence a little bit at a time. To 
  use this ability, the Void mage must either give all his 
  life essence at the beginning of casting or make up 
  the remainder at the end. He cannot sacrifice life es-
  sence here and there in between spellcasting rolls. If 
  a Void mage dies from sacrificing life essence to the 
  Void, the spell is ruined and does not take effect.
  Example: Maligoth is casting chill touch (CT 26). 
  Thanks to feeble die rolls, he has accumulated only 
  15 points after two rounds and decides to finish the 
  spell in round three. Maligoth opens himself up to 
  the Void and voluntarily sacrifices life essence. He 
  does not roll for spellcasting, takes 11 points of dam-
  age but the spell takes effect immediately. Maligoth 
  could have also chosen to sacrifice 26 hit points to 
  complete the spell in the first round.
  SPELLCASTING IN ARMOR
  Armor interferes with a mage’s ability to make pre-
  cise somatic movements, while visors can sometimes 
  make it difficult for the mage to speak clearly and suc-
  cinctly. Because of this, mages who cast spells while 
  wearing armor incur a penalty to their spellcasting 
  rolls every round. Light armor causes a –2 penalty to 
  all spellcasting rolls; medium armor, -4; heavy armor, 
  -6. A mage with the Still Spell or Silent Spell feat may 
  halve the armor penalty for casting. Using both feats 
  eliminates the modifier completely.
  INTERRUPTING SPELLCASTING
  Any action or effect (such as injury, grappling, vio-
  lent motion) that would normally cause a mage to 
  lose the spell applies for spellcasting rolls as well, dis-
  rupting the act and forcing the caster to start over.
  METAMAGIC FEATS AND   
  SPELLCASTING ROLLS
  A metamagic spell is usually harder to cast because 
  extra Casting Threshold is added to the spell. A mage 
  can use multiple metamagic feats for a single spell; all 
  modifiers to the spell’s CT stack.
  Elemental Counter: An elemental counter spell’s CT 
  must exceed the target spell’s CT by 1 or more.
  Empower Spell: An empowered spell adds 30 points 
  to its CT.
  Enlarge Spell: An enlarged spell adds 15 points to 
  its CT.
  Extend Spell: An extended spell adds 15 points to its 
  CT.
  Maximize Spell: A maximized spell adds 45 points 
  to its CT.
  Quicken Spell: The caster gains a temporary +5 
  quicken bonus on spellcasting roll each round until 
  the quickened spell has been cast. However, the mage 
  suffers 1d6 nonlethal damage (or 1d6 lethal damage 
  for a Void spell) every round in the meantime. Once 
  you begin casting a quickened spell, you cannot “turn 
  off” this feat. All its effects last until the end of spell-
  casting.
  Quiet Spell: A quiet spell adds 15 points to its CT.
  Silent Spell: A silent spell adds 15 points to its CT.
  Still Spell: A still spell adds 15 points to its CT. An 
  elemental essence must still be available to initiate 
  the spell.
  Widen Spell: A widen spell adds 45 points to its CT.
  
  s124s
  CHAPTER EIGHT: SPELLS & CLASS 
  SPELL-LIKE ABILITIES
  EDGAR, HUMAN MERCENARY
  So his Lordship shouts, “Aim for their wizard!”
   
  Me, like a fool, shoots a crossbow at the feller. Whanged off his helm and an-
  gered him. His moustache was all a-twitchin’ and his face all screwed up in a scowl.
   
  Next thing I know, the little dwarven runt is starin’ right at me and there’s this 
  burnt hair smell all around.
   
  It’s not like I dove behind his Lordship deliberately, it’s just where the puddle of 
  water happened to be at the time.
  
  s125s
  This chapter includes all but two spells from the 
  Pathfinder® Core Rulebook. Raise dead and resurrec-
  tion are omitted because in this setting, only the gods 
  have the power to return dead to life. On rare occa-
  sions, they may permit their most devout follower, a 
  cleric of very high level, to perform such a miracle in 
  form of true resurrection.
  SPELLS
  A mage is restricted to spells from his chosen magical 
  element of present level and those designated as “All 
  Elements,” which is open to casters of any element. 
  His chosen element also determines the energy effect 
  of any spell with the “Elemental” or “Air/Earth/Fire/
  Void/Water” addendum. He may take those spells 
  more than once in different elements, each time in 
  an element matching his choice for the level and ap-
  plying the appropriate elemental and energy effects.
  For example, an Earth 5/Fire 2 elemental wizard 
  gains a level and decides to advance to Earth 6. He 
  must choose new spells from only those listed under 
  “Earth” and “All Elements,” up to 3rd spell level. Any 
  spells he learns with “Elemental” or “Air/Earth/Fire/
  Void/Water” as an addendum is considered Earth and 
  will manifest as that element. Later, he gains another 
  class level and improves his Fire magic expertise to 
  3. This gives him access to “Fire” and “All Elements” 
  spells of up to 2nd spell level, and all chosen spells 
  will adopt fire energy and effects. Assuming he has 
  selected spectral hand, elemental for both elements, 
  he is now able to cast Earth-effect spectral hand as 
  a 6th-level caster and a fiery version as a 3rd-level 
  caster.
  Several spells from other lists have been moved or 
  added to the elemental sorcerer/wizard spell list. 
  Change all references in their descriptions to elemen-
  tal sorcerer/wizard as appropriate.
  SPELL-LIKE ABILITIES
  Certain class spell-like abilities such as endure el-
  ement and protection from energy have their range 
  reduced to “personal” and target changed to “you.” 
  They are marked in the lists of spell-like abilities with 
  “p” (superscript P). A spell-like ability may be list-
  ed as either for different classes; for example, while a 
  cleric in this setting may beseech her deity to provide 
  the benefit of guidance on another character, a druid 
  receives the insight as a glimpse directly from nature 
  and is therefore unable to share the bonus.
  As mentioned in Chapter 7: Magic, any material 
  components listed are still required for characters to 
  activate a spell-like ability.
  
  s126s
  BARD SPELL-LIKE 
  ABILITIES
  Bards must still include a verbal 
  component (song, recitation, or 
  music) to activate their class spell-
  like abilities. Otherwise, treat all 
  bard spell-like abilities as spell-
  like abilities normally.
  0-Level Bard Spell-Like Abilities
  Daze
  Detect Magic
  Ghost Sound
  Know Direction
  Lullaby
  Mage Hand
  Message
  Prestidigitation
  Read Magic
  Resistance
  1st-Level Bard Spell-Like Abilities
  Charm Person
  Comprehend Languages
  Confusion, Lesser
  Detect Secret Doors
  Disguise Self
  Expeditious Retreat
  Hideous Laughter
  Hypnotism
  Identify
  Remove Fear
  Undetectable Alignmentp
   
  Ventriloquism
  2nd-Level Bard Spell-Like Abilities
  Animal Messenger
  Animal Trance
  Calm Emotions
  Cat’s Gracep 
  Daze Monster
  Delay Poisonp
  Detect Thoughts
  Eagle’s Splendor
  Enthrall
  Fox’s Cunningp
  Heroism
  Locate Object
  Misdirection
  Ragep
  Scare
  Shatter
  Sound Burst
  Suggestion
  Summon Swarm
  Tonguesp
  Whispering Wind
  3rd-Level Bard Spell-Like Abilities
  Charm Monster
  Confusion
  Crushing Despair
  Deep Slumber
  Dispel Magic
  Displacementp
  Fear
  Geas, Lesser
  Glibness
  Good Hope
  Haste
  Sculpt Sound
  See Invisibility
  Sepia Snake Sigil
  Slow
  Speak with Animals
  4th-Level Bard Spell-Like Abilities
  Break Enchantment
  Detect Scrying
  Dominate Person
  Freedom of Movementp
  Legend Lore
  Locate Creature
  Modify Memory
  Repel Vermin
  Shout
  Speak with Plants
  5th-Level Bard Spell-Like Abilities
  Dispel Magic, Greater
  Dream
  Heroism, Greater
  Nightmare
  Song of Discord
  Suggestion, Mass
  6th-Level Bard Spell-Like Abilities
  Analyze Dweomer
  Cat’s Grace, Mass
  Charm Monster, Mass
  Eagle’s Splendor, Mass
  Eyebite
  Find the Pathp
  Geas/Quest
  Irresistible Dance
  Shout, Greater
  Sympathetic Vibration
  CLERIC SPELL-LIKE 
  ABILITIES
  0-Level Cleric Spell-Like Abilities
  Detect Magic
  Detect Poison
  Guidancep
  Light
  Mending
  Purify Food and Drink
  Read Magic
  Resistance
  Virtue
  1st-Level Cleric Spell-Like Abilities
  Bane
  Bless
  Bless Water
  Command
  Curse Water
  Detect Chaos/Evil/Good/Law
  Detect Undead
  Divine Favor
  Doom
  Hide from Undeadp
  Inflict Light Wounds
  Magic Weapon
  Protection from 
  Chaos/Evil/Good/Lawp
  Remove Fear
  Sanctuaryp
  Shield of Faithp
  2nd-Level Cleric Spell-Like Abilities
  Aid
  Align Weapon
  Augury
  Consecrate
  Delay Poison
  Desecrate
  Enthrall
  Gentle Repose
  
  s127s
  Inflict Moderate Wounds
  Resist Energyp
  Shield Other
  Spiritual Weapon
  Zone of Truth
  3rd-Level Cleric Spell-Like Abilities
  Animate Dead
  Bestow Curse
  Daylight
  Deeper Darkness
  Glyph of Warding
  Inflict Serious Wounds
  Magic Circle against 
  Chaos/Evil/Good/Law
  Magic Vestment
  Prayer
  Protection from Energyp
  Remove Curse
  Searing Light
  Water Breathingp
  Water Walkp
  4th-Level Cleric Spell-Like Abilities
  Death Wardp
  Discern Lies
  Divination
  Divine Power
  Holy Smite
  Inflict Critical Wounds
  Neutralize Poisonp
  Planar Ally, Lesser
  Spell Immunityp
  Unholy Blight
  5th-Level Cleric Spell-Like Abilities
  Atonement
  Blade Barrier
  Break Enchantment
  Commune
  Dispel Chaos/Evil/Good/Law
  Dispel Magic
  Disrupting Weapon
  Flame Strike
  Hallow
  Inflict Light Wounds, Mass
  Mark of Justice
  Righteous Might
  Slay Living
  Spell Resistancep
  Symbol of Pain
  Symbol of Sleep
  Unhallow
  6th-Level Cleric Spell-Like Abilities
  Antilife Shell
  Banishment
  Create Undead
  Forbiddance
  Geas/Quest
  Glyph of Warding, Greater
  Harm
  Inflict Moderate Wounds, Mass
  Planar Ally
  Scrying
  Symbol of Fear
  Symbol of Persuasion
  Undeath to Death
  7th-Level Cleric Spell-Like Abilities
  Blasphemy
  Control Weather
  Destruction
  Dictum
  Holy Word
  Inflict Serious Wounds, Mass
  Repulsion
  Scrying, Greater
  Symbol of Stunning
  Symbol of Weakness
  Word of Chaos
  8th-Level Cleric Spell-Like Abilities
  Cloak of Chaos
  Create Greater Undead
  Dimensional Lock
  Holy Aura
  Inflict Critical Wounds, Mass
  Planar Ally, Greater
  Shield of Law
  Spell Immunity, Greaterp
  Scrying, Greater
  Symbol of Death
  Symbol of Insanity
  Unholy Aura
  9th-Level Cleric Spell-Like Abilities
  Energy Drain
  Etheralnessp
  Gate
  Implosion
  Miracle
  Soul Bind
  Storm of Vengeance
  True Resurrection
  DRUID SPELL-LIKE 
  ABILITIES
  0-Level Druid Spell-Like Abilities (Or-
  isons)
  Create Water
  Detect Magic
  Detect Poison
  Guidancep
  Know Direction
  Purify Food and Drink
  Read Magic
  Resistancep
  Stabilize
  Virtuep
  1st-Level Druid Spell-Like Abilities
  Calm Animals
  Charm Animal
  Detect Animals or Plants
  Detect Snares and Pits
  Disguise Plant*
  Endure Elements
  Entangle
  Faerie Fire
  Goodberry
  Hide from Animals
  Jumpp
  Longstrider
  Magic Fang
  Magic Stone
  Pass without Trace
  Produce Flame
  Shillelagh
  Speak with Animals
  Summon Nature’s Ally I
  2nd-Level Druid Spell-Like Abilities
  Allergy*
  Animal Messenger
  Animal Trance
  Barkskinp
  Bear’s Endurancep
  Bull’s Strengthp
  Cat’s Gracep
  Chill Metal
  
  s128s
  Darkvisionp
  Delay Poison
  Fog Cloud
  Gust of Wind
  Heat Metal
  Hills of Water*
  Hold Animal
  Owl’s Wisdomp
  Reduce Animal
  Resist Energy
  Soften Earth and Stone
  Spider Climbp
  Summon Nature’s Ally II
  Summon Swarm
  Warp Wood
  Wood Shape
  3rd-Level Druid Spell-Like Abilities
  Call Lightning
  Contagion
  Diminish Plants
  Dominate Animals
  Magic Fang, Greater
  Neutralize Poisonp
  Plant Growth
  Poison
  Protection from Energy
  Quench
  Sleet Storm
  Snare
  Speak with Plants
  Spike Growth
  Stone Shape
  Summon Nature’s Ally III
  Water Breathing
  Wind Wall
  4th-Level Druid Spell-Like Abilities
  Air Walk
  Antiplant Shell
  Blight
  Command Plants
  Control Water
  Freedom of Movement
  Ice Storm
  Reincarnate
  Repel Vermin
  Rusting Grasp
  Summon Nature’s Ally IV
  5th-Level Druid Spell-Like Abilities
  Awaken
  Call Lightning Storm
  Commune with Nature
  Control Winds
  Death Wardp
  Hallow
  Insect Plague
  Stoneskinp
  Summon Nature’s Ally V
  Transmute Mud to Rock
  Transmute Rock to Mud
  Tree Stride
  Unahllow
  Wall of Fire
  Wall of Thorns
  6th-Level Druid Spell-Like Abilities
  Antilife Shell
  Find the Path
  Fire Seeds
  Ironwood
  Liveoak
  Move Earth
  Repel Wood
  Spellstaff
  Stone Tell
  Summon Nature’s Ally VI
  Transport via Plants
  Wall of Stone
  7th-Level Druid Spell-Like Abilities
  Animate Plants
  Changestaff
  Control Weather
  Creeping Doom
  Fire Storm
  Summon Nature’s Ally VII
  Sunbeam
  Transmute Metal to Wood
  True Seeingp
  Wind Walk
  8th-Level Druid Spell-Like Abilities
  Animal Shapes
  Control Plants
  Earthquake
  Finger of Death
  Repel Metal or Stone
  Reverse Gravity
  Summon Nature’s Ally VIII
  Sunburst
  Whirlwind
  9th-level Druid Spell-Like Abilities
  Antipathy
  Elemental Swarm
  Foresight
  Shambler
  Shapechange
  Storm of Vengeance
  Summon Nature’s Ally IX
  Sympathy
  PALADIN SPELL-LIKE 
  ABILITIES
  1st-Level Paladin Spell-Like Abilities
  Bless
  Bless Water
  Bless Weapon
  Detect Poison
  Detect Undead
  Divine Favor
  Endure Elementsp
  Hide from Animalp
  Magic Weapon
  Protection from Chaos/Evilp
  Resistancep
  Restoration, Lesserp
  Virtuep
  2nd-Level Paladin Spell-Like Abilities
  Bull’s Strengthp
  Delay Poison
  Eagle’s Splendorp
  Owl’s Wisdomp
  Resist Energyp
  Shield Other
  Undetectable Alignmentp
  3rd-Level Paladin Spell-Like Abilities
  Discern Lies
  Heal Mount
  Magic Weapon, Greater
  Prayer
  Remove Curse
  4th-Level Paladin Spell-Like Abilities
  Break Enchantment
  Death Wardp
  
  s129s
  Dispel Chaos
  Dispel Evil
  Dispel Magic
  Holy Sword
  Neutralize Poisonp
  Restorationp
  RANGER SPELL-LIKE 
  ABILITIES
  1st-Level Ranger Spell-Like Abilities
  Animal Messenger
  Calm Animals
  Charm Animal
  Delay Poison
  Detect Animals or Plants
  Detect Poison
  Detect Snares and Pits
  Endure Elementsp
  Entangle
  Hide from Animalsp
  Jumpp
  Longstrider
  Magic Fang
  Pass without Tracep
  Resist Energyp
  Speak with Animals
  Summon Nature’s Ally I
  2nd-Level Ranger Spell-Like Abilities
  Barkskinp
  Bear’s Endurancep
  Cat’s Gracep
  Owl’s Wisdomp
  Protection from Energyp
  Snare
  Speak with Plants
  Spike Growth
  Summon Nature’s Ally II
  Wind Wall
  3rd-Level Ranger Spell-Like Abilities
  Command Plants
  Darkvisionp
  Magic Fang, Greater
  Repel Vermin
  Summon Nature’s Ally III
  Water Walkp
  4th-Level Ranger Spell-Like Abilities
  Commune with Nature
  Freedom of Movementp
  Nondetection
  Summon Nature’s Ally IV
  SORCEROR/WIZARD 
  SPELLS
  Below is a complete list of spells 
  for the elemental sorcerer and el-
  emental wizard classes. The spells 
  are grouped by elements rather 
  than schools for easy reference. 
  For those using the optional mag-
  ic system (see Chapter 7: Magic), 
  the Casting Threshold (CT) is in 
  parenthesis following the spell 
  name.
  Asterisk (*) denotes new or re-
  vised spell.
  0-Level Sorcerer/Wizard Spells 
  (Cantrips)
  All Elements
  Arcane Mark (6)
  Daze (10)
  Detect Magic (24)
  Prestidigitation (10)
  Read Magic (10)
  Air
  Ghost Sound (10)
  Mage Hand (9)
  Message (24)
  Open/Close (7)
  Ray of Frost (6)
  Wallflower* (10)
  Earth
  Detect Poison (10)
  Hail of Pebble* (6)
  Mage Hand (9)
  Mending (20)
  Open/Close (7)
  Purify Food and Drink (30)
  Resistance (10)
  Stabilize (10)
  Virtue (5)
  Fire
  Dancing Lights (16)
  Flare (6)
  Light (12)
  Ray of Heat* (6)
  Singeing Flicker* (6)
  Warning Singe* (9)
  Water
  Acid Splash (6)
  Create Water (17)
  Kick* (13)
  Mage Hand (9)
  Message (24)
  Open/Close (7)
  Purify Food and Drink (30)
  Ray of Frost (6)
  Spitball* (8)
  Void
  Bleed (10)
  Dancing Lights (16)
  Disrupt Undead (12)
  Pierce Soul* (6)
  Shadow’d Visage* (22)
  Touch of Fatigue (18)
  1st-Level Sorcerer/Wizard Spells
  All Elements
  Alarm (50)
  Detect Secret Doors (26)
  Endure Elements (28)
  Identify (17)
  Magic Missile, Elemental* (20)
  Remove Fear (23)
  Shatterblast, Elemental* (18)
  Shield (25)
  Summon Monster I (30)
  Air
  Animate Rope (16)
  
  s130s
  Cause Fear (15)
  Charm Person (18)
  Command (13)
  Disguise Self (32)
  Expeditious Retreat (12)
  Feather Fall (8)
  Floating Disk (40)
  Hold Portal (18)
  Hypnotism (13)
  Jump (11)
  Longstrider (12)
  Magic Aura (14)
  Silent Image (12)
  Sleep (26)
  Unseen Servant (27)
  Ventriloquism (14)
  Earth
  Charm Animal (16)
  Cure Light Wounds (14)
  Deathwatch (13)
  Disguise Plant* (27)
  Enlarge Person (35)
  Entangle (22)
  Entropic Shield (13)
  Eyes of the Leopard* (20)
  Goodberry (28)
  Hide from Animals (15)
  Hold Portal (18)
  Mage Armor (40)
  Magic Fang (17)
  Magic Stone (8)
  Mount (55)
  Pass without Trace (44)
  Protection from 
  Chaos/Evil/Good/Law (25)
  Reduce Person (35)
  Speak with Animals (40)
  Fire
  Burning Hands (18)
  Cause Fear (15)
  Charm Animal (16)
  Eyes of the Leopard* (20)
  Magic Weapon (17)
  Mount (55)
  Produce Flame (4)
  Shocking Grasp (12)
  True Strike (15)
  Water
  Amplify Voice* (12)
  Color Spray (18)
  Comprehend Languages (29)
  Detect 
  Chaos/Evil/Good/Law (27)
  Disguise Plant* (27)
  Eavesdrop* (65)
  Erase (30)
  Grease (16)
  Hold Portal (18)
  Hungry Water* (15)
  Magnify* (15)
  Obscuring Mist (26)
  Speak with Animals (40)
  Spying Eye* (65)
  Ventriloquism (14)
  Void
  Cause Fear (15)
  Chill Touch (16)
  Curse Water (39)
  Deathwatch (13)
  Detect Undead (16)
  Erase (30)
  Hide from Undead (21)
  Inflict Light Wounds (14)
  Ray of Enfeeblement (28)
  2nd-Level Sorcerer/Wizard Spells
  All Elements
  Arcane Lock (20)
  Daze Monster (14)
  Find Trap (30)
  Glitterdust (23)
  Knock (18)
  Protection from Arrows (21)
  Resist Energy (30)
  Rope Trick (47)
  See Invisibility (31)
  Spectral Hand, Elemental* (12)
  Summon Monster II (40)
  Air
  Alter Self (46)
  Blur (13)
  Cat’s Grace (24)
  Detect Thoughts (34)
  Eagle’s Splendor (24)
  Enthrall (28)
  Gust of Wind (16)
  Hideous Laughter (27)
  Hypnotic Pattern (17)
  Invisibility (25)
  Levitate (26)
  Lightning Rod* (64)
  Magic Mouth (21)
  Minor Image (24)
  Mirror Image (38)
  Misdirection (22)
  Obscure Object (23)
  Phantom Trap (30)
  Shatter (14)
  Sound Burst (22)
  Undetectable Alignment (40)
  Whispering Wind (54)
  Earth
  Allergy (44)
  Animal Messenger (40)
  Barkskin (35)
  Bear’s Endurance (24)
  Brittle* (27)
  Bull’s Strength (24)
  Cat’s Grace (24)
  Cure Moderate Wounds (22)
  Delay Poison (16)
  Eagle’s Splendor (24)
  Fox’s Cunning (24)
  Gentle Repose (32)
  Hold Animal (25)
  Make Whole (47)
  Owl’s Wisdom (24)
  Remove Paralysis (21)
  Restoration, Lesser (53)
  Soften Earth and Stone (36)
  Spider Climb (25)
  Spike Growth (17)
  Summon Swarm (37)
  Tree Shape (34)
  Warp Wood (32)
  Web (26)
  Wood Shape (33)
  Fire
  Continual Flame (102)
  Bull’s Strength (24)
  Cat’s Grace (24)
  Chill Metal (12)
  Darkvision (34)
  Eagle’s Splendor (24)
  Flame Blade (30)
  Flaming Sphere (26)
  Heat Metal (23)
  Hold Animal (25)
  Lightning Rod* (64)
  Locate Object (59)
  Pyrotechnics (27)
  
  s131s
  Scorching Ray (25)
  Shatter (14)
  Water
  Acid Arrow (15)
  Allergy (44)
  Animal Messenger (40)
  Augury (68)
  Blindness/Deafness (19)
  Calm Emotions (18)
  Chill Metal (12)
  Darkvision (34)
  Detect Thoughts (34)
  Eagle’s Splendor (24)
  Fog Cloud (33)
  Fox’s Cunning (24)
  Hills of Water* (44)
  Locate Object (59)
  Magic Mouth (21)
  Obscure Object (17)
  Owl’s Wisdom (24)
  Silence (22)
  Status (40)
  Whispering Wind (54)
  Void
  Blindness/Deafness (19)
  Brittle* (27)
  Command Undead (25)
  Darkness (14)
  Death Knell (13)
  Desecrate (56)
  Dissipate Life* (16)
  False Life (27)
  Gentle Repose (32)
  Ghoul Touch (24)
  Inflict Moderate Wounds (18)
  Pass as Shadow* (33)
  Scare (21)
  Shatter (14)
  Silence (22)
  Touch of Idiocy (27)
  3rd-Level Sorcerer/Wizard Spells
  All Elements
  Arcane Sight (33)
  Dispel Magic 
  (20 + target spell CT)
  Glyph of Warding (289)
  Invisibility Purge (47)
  Protection from Energy (40)
  Summon Monsters III (65)
  Air
  Beast Shape I, Aerial* (77)
  Blinding Rage* (47)
  Blink (36)
  Coldburst* (66)
  Deep Slumber (38)
  Displacement (25)
  Fly (44)
  Gaseous Form (59)
  Haste (37)
  Helping Hand (73)
  Heroism (28)
  Hold Person (25)
  Illusory Script (140)
  Invisibility Sphere (37)
  Major Image (36)
  Phantom Steed (31)
  Secret Page (224)
  Slow (37)
  Suggestion (44)
  Water Breathing (26)
  Wind Wall (21)
  Earth
  Beast Shape I, Land* (77)
  Create Food and Water (58)
  Cure Serious Wounds (30)
  Diminish Plants (107)
  Dominate Animals (29)
  Magic Circle against 
  Chaos/Evil/Good/Law (44)
  Magic Vestment (34)
  Meld into Stone (41)
  Neutralize Poison (53)
  Plant Growth (107)
  Remove Blindness/Deafness (80)
  Remove Disease (266)
  Sepia Snake Sigil (236)
  Shrink Item (39)
  Speak with Plants (12)
  Stone Lance* (25)
  Stone Rain* (66)
  Stone Shape (47)
  Tiny Hut (54)
  Fire
  Call Lightning (89)
  Circle of Flame* (39)
  Daylight (45)
  Dominate Animals (29)
  Explosive Runes (72)
  Eyes of Fire* (45)
  Fireball (66)
  Flame Arrow (14)
  Heroism (28)
  Keen Edge (22)
  Lightning Bolt (25)
  Magic Weapon, Greater (50)
  Rage (47)
  Ray of Exhaustion (23)
  Searing Light (24)
  Water
  Acid Bomb* (66)
  Beast Shape I, Aquatic* (77)
  Blaststream* (25)
  Clairaudience/Clairvoyance (70)
  Gaseous Form (59)
  Illusory Script (140)
  Nondetection (57)
  Plant Growth (107)
  Quench (65)
  Secret Page (224)
  Sepia Snake Sigil (236)
  Sleet Storm (44)
  Stinking Cloud (51)
  Speak with Dead (50)
  Speak with Plants (12)
  Tongues (55)
  Water Breathing (26)
  Water Walk (30)
  Void
  Animate Dead (84)
  Bestow Curse (307)
  Contagion (75)
  Deeper Darkness (24)
  Feign Death* (40)
  Halt Undead (22)
  Hold Person (25)
  Inflict Serious Wounds (22)
  Mouth of the Void* (66)
  Ray of Exhaustion (23)
  Speak with Dead (50)
  Vampiric Touch (30)
  4th-Level Sorcerer/Wizard Spells
  All Elements
  Dismissal (90)
  Freedom of Movement (37)
  Imbue with Spell Ability (108)
  Mnemonic Enhancer (241)
  Planar Ally, Lesser (255)
  Spell Immunity 
  (40 + total CT of warded spells)
  
  s132s
  Summon Monster IV (75)
  Air
  Air Walk (42)
  Beast Shape II, Aerial* (82)
  Charm Monster (23)
  Confusion (29)
  Dimension Door (66)
  Dimensional Anchor (48)
  Discern Lies (34)
  Elemental Body I, Air* (101)
  Geas, Lesser (76)
  Hallucinatory Terrain (219)
  Illusory Wall (38)
  Invisibility, Greater (45)
  Phantasmal Killer (68)
  Rainbow Pattern (44)
  Shout (27)
  Solid Fog (106)
  Earth
  Beast Shape II, Land* (82)
  Cure Critical Wounds (27)
  Death Ward (54)
  Elemental Body I, Earth* (101)
  Enlarge Person, Mass (64)
  Giant Vermin (57)
  Globe of Invulnerability, 
  Lesser (71)
  Minor Creation (32)
  Reduced Person, Mass (64)
  Repel Vermin (27)
  Resilient Sphere (80)
  Restoration (61)
  Secure Shelter (65)
  Spike Stones (25)
  Stoneskin (60)
  Fire
  Elemental Body I, Fire* (101)
  Fire Scry (91)
  Fire Shield (14)
  Fire Trap (39)
  Repel Vermin (27)
  Scrying Tool* (74)
  Wall of Fire (42)
  Water
  Arcane Eye (153)
  Beast Shape II*, Aquatic (82)
  Control Water (46)
  Detect Scrying (37)
  Discern Lies (32)
  Divination (281)
  Elemental Body I, Water* (101)
  Ice Storm (84)
  Locate Creature (79)
  Sending (190)
  Solid Fog (106)
  Scrying (91)
  Wall of Ice (48)
  Water Knows All* (87)
  Void
  Black Cloud (45)*
  Black Tentacles (88)
  Chaos Hammer (32)
  Crushing Despair (24)
  Enervation (77)
  Fear (51)
  Inflict Critical Wounds (27)
  Order’s Wrath (32)
  Shadow Conjuration (72)
  Phantasmal Killer (68)
  Poison (25)
  Unholy Blight (44)
  5th-Level Sorcerer/Wizard Spells
  All Elements
  Break Enchantment (53)
  Interposing Hand, 
  Elemental* (41)
  Mage’s Private Sanctum (166)
  Permanency (100)
  Planar Binding, Lesser (349)
  Secret Chest (128)
  Spell Resistance (71)
  Summon Monster V (85)
  True Seeing (56)
  Wall of Force (50)
  Air
  Beast Shape III, Aerial* (88)
  Command, Greater (20)
  Cone of Cold (65)
  Control Winds (33)
  Crushing Armor* (104)
  Dominate Person (38)
  Dream (27)
  Elemental Body II, Air * (110)
  False Vision (24)
  Hold Monster (57)
  Mind Fog (60)
  Mirage Arcana (252)
  Nightmare (53)
  Overland Flight (105)
  Persistent Image (72)
  Plane Shift (181)
  Seeming (37)
  Symbol of Sleep (147)
  Telekinesis (50)
  Teleport (89)
  Tree Stride (31)
  Earth
  Animal Growth (48)
  Awaken (156)
  Baleful Polymorph (137)
  Beast Shape III, Land* (88)
  Breath of Life (20)
  Commune with Nature (93)
  Cure Light Wounds, Mass (28)
  Elemental Body II, Earth * (110)
  Fabricate (57)
  Insect Plague (34)
  Mage’s Faithful Hound (62)
  Major Creation (133)
  Passwall (66)
  Plant Shape I (79)
  Polymorph (97)
  Transmute Mud to Rock (28)
  Transmute Rock to Mud (28)
  Tree Stride (31)
  Wall of Stone (36)
  Wall of Thorne (30)
  Fire
  Animal Growth (48)
  Baleful Polymorph (137)
  Call Lightning Storm (100)
  Candle of Past Vision* (71)
  Commune with Nature (93)
  Crushing Armor* (104)
  Disrupting Weapon (56)
  Elemental Body II, Fire * (130)
  Flame Strike (68)
  Insect Plague (34)
  Polymorph (97)
  Wave of Fatigue (42)
  Water
  Beast Shape III, Aquatic* (88)
  Cloudkill (77)
  Commune (246)
  Commune with Nature (53)
  Cone of Cold (45)
  Contact Other Plane (64)
  Control Winds (33)
  
  s133s
  Elemental Body II, Water * (130)
  False Vision (24)
  Prying Eyes (85)
  Telepathic Bond (35)
  Water Speak* (44)
  Void
  Blight (16)
  Disrupting Weapon (56)
  Feeblemind (88)
  Inflict Light Wounds, Mass (24)
  Magic Jar (145)
  Shadow Evocation (70)
  Slay Living (46)
  Symbol of Pain (153)
  Unhallow (128)
  Wave of Fatigue (42)
  6th-Level Sorcerer/Wizard Spells
  All Elements
  Analyze Dweomer (44)
  Antimagic Field (108)
  Contingency (450)
  Dispel Magic, 
  Greater (40 + target spell CT)
  Forceful Hand, Elemental* (50)
  Guards and Wards (826)
  Mage’s Lucubration (n/a)
  Planar Ally (303)
  Planar Binding (390)
  Spellstaff (204)
  Summon Monster VI (95)
  Transformation (77)
  Undeath to Death (181)
  Air
  Animate Objects (58)
  Beast Shape IV, Aerial* (95)
  Cat’s Grace, Mass (35)
  Eagle’s Splendor, Mass (35)
  Elemental Body III, Air* (150)
  Form of the Dragon I, Air* (189)
  Forbiddance (217)
  Freezing Sphere (93)
  Geas/Quest (371)
  Heroism, Greater (44)
  Mislead (64)
  Permanent Image (232)
  Programmed Image (159)
  Suggestion, Mass (66)
  Symbol of Fear (140)
  Symbol of Persuasion (188)
  Transport via Plants (48)
  Veil (76)
  Wind Walk (52)
  Word of Recall (30)
  Earth
  Bear’s Endurance, Mass (35)
  Bull’s Strength, Mass (35)
  Beast Shape IV, Land* (95)
  Cat’s Grace, Mass (35)
  Cure Moderate Wounds, 
  Mass (34)
  Eagle’s Splendor, Mass (35)
  Elemental Body III, Earth* (150)
  Flesh to Stone (115)
  Form of the Dragon I, 
  Earth* (189)
  Fox’s Cunning, Mass (35)
  Globe of Invulnerability (80)
  Glyph of Warding, Greater (306)
  Heal (112)
  Hero’s Feast (348)
  Move Earth 
  (300 per 150-foot square)
  Owl’s Wisdom, Mass (35)
  Plant Shape II (85)
  Repel Wood (17)
  Repulsion (61)
  Stone to Flesh (115)
  Transport via Plants (48)
  Wall of Iron (45)
  Fire
  Bull’s Strength, Mass (35)
  Cat’s Grace, Mass (35)
  Chain Lightning (66)
  Disintegrate (94)
  Elemental Body III, Fire* (150)
  Form of the Dragon I, Fire* (189)
  Fire Seeds (56)
  Flame Barrier* (109)
  Heroism, Greater (44)
  Legend Lore (397)
  Stone Tell (133)
  Water
  Acid Fog (128)
  Beast Shape IV, Aquatic* (95)
  Elemental Body III, Water* (150)
  Find the Path (149)
  Form of the Dragon I, 
  Water* (189)
  Freezing Sphere (93)
  Fox’s Cunning, Mass (35)
  Owl’s Wisdom, Mass (35)
  Transport via Plants (48)
  Void
  Antilife Shell (18)
  Circle of Death (666)
  Create Undead (587)
  Disintegrate (94)
  Eyebite (54)
  Gaze of the Void (96)
  Inflict Moderate Wounds, 
  Mass (34)
  Harm (112)
  Shadow Walk (16)
  Symbol of Fear (140)
  7th-Level Sorcerer/Wizard Spells
  All Elements
  Arcane Sight, Greater (53)
  Banishment (166)
  Forcecage (54)
  Grasping Hand, Elemental* (60)
  Limited Wish (777)
  Mage’s Magnificent 
  Mansion (380)
  Mage’s Sword, Elemental* (49)
  Prismatic Spray (130)
  Repulsion (68)
  Spell Turning (77)
  Statue (92)
  Summon Monster VII (105)
  Symbol of Stunning (135)
  Air
  Control Weather (556)
  Elemental Body IV, Air* (170)
  Ethereal Jaunt (58)
  Form of the Dragon II, 
  Air* (200)
  Giant Form I, Frost Giant* (124)
  Hold Person, Mass (38)
  Insanity (247)
  Instant Summons (62)
  Invisibility, Mass (65)
  Phase Door (41)
  Project Image (191)
  Shadow Conjuration, 
  Greater (99)
  Simulacrum (812)
  Teleport, Greater (126)
  Teleport Object (89)
  
  s134s
  Earth
  Animate Plants (60)
  Creeping Doom (67)
  Cure Serious Wounds, Mass (54)
  Elemental Body IV, Earth* (170)
  Form of the Dragon II, 
  Earth* (200)
  Giant Form I, Stone Giant* (116)
  Plant Shape III (95)
  Polymorph, Greater (141)
  Regenerate (155)
  Restoration, Greater (157)
  Reverse Gravity (38)
  Transform Metal to Wood (128)
  Fire
  Delayed Blast Fireball (93)
  Destruction (114)
  Elemental Body IV, Fire* (170)
  Form of the Dragon II, 
  Fire* (200)
  Giant Form I, Fire Giant* (124)
  Power Word Blind (169)
  Sunbeam (180)
  Vision (45)
  Water
  Animate Plants (60)
  Control Weather (556)
  Elemental Body IV, Water* (170)
  Form of the Dragon II, 
  Water* (200)
  Giant Form I, Frost Giant* (124)
  Scrying, Greater (46)
  Sequester (40)
  Vision (45)
  Void
  Control Undead (43)
  Creeping Doom (67)
  Destruction (114)
  Finger of Death (92)
  Inflict Serious Wounds, 
  Mass (44)
  Insanity (247)
  Power Word Blind (169)
  Shadow Conjuration, 
  Greater (99)
  Simulacrum (812)
  Symbol of Weakness (255)
  Word of Chaos (253)
  8th-Level Sorcerer/Wizard Spells
  All Elements
  Clenched Fist, Elemental* (70)
  Mind Blank (135)
  Planar Ally, Greater (409)
  Planar Binding, Greater (461)
  Power Word Stun (82)
  Prismatic Wall (60)
  Protection from Spells (61)
  Repel Metal or Stone (65)
  Spell Immunity, Greater 
  (60 + total of spell CT)
  Summon Monster VIII (121)
  Temporal Stasis (348)
  Air
  Animal Shapes, Aerial* (117)
  Antipathy (84)
  Binding (495)
  Charm Monster, Mass (43)
  Demand (226)
  Dimensional Lock (282)
  Form of the Dragon III, 
  Air* (250)
  Giant Form II, 
  Cloud Giant* (185)
  Irresistible Dance (30)
  Maze (71)
  Scintillating Pattern (93)
  Screen (266)
  Shout, Greater (57)
  Symbol of Insanity (357)
  Sympathy (84)
  Telekinetic Sphere (90)
  Whirlwind (94)
  Earth
  Animal Shapes, Land* (117)
  Antipathy (84)
  Cloak of Chaos (96)
  Control Plants (53)
  Cure Critical Wounds, Mass (65)
  Earthquake (89)
  Form of the Dragon III,
  Earth* (250)
  Giant Form II, 
  Mountain Giant* (152)
  Iron Body (141)
  Polymorph Any Object (196)
  Sympathy (84)
  Fire
  Antipathy (84)
  Discern Location (77)
  Fire Storm (72)
  Form of the Dragon III, 
  Fire* (250)
  Giant Form II, 
  Storm Giant* (165)
  Incendiary Cloud (149)
  Sunburst (202)
  Water
  Animal Shapes, Aquatic* (117)
  Control Plants (53)
  Demand (226)
  Discern Location (77)
  Form of the Dragon III, 
  Water* (250)
  Giant Form II, 
  Storm Giant* (165)
  Moment of Prescience (61)
  Polar Ray (88)
  Prying Eyes, Greater (143)
  Void
  Cloak of Chaos (96)
  Clone (687)
  Create Greater Undead (711)
  Horrid Wilting (223)
  Inflict Critical Wounds, 
  Mass (55)
  Shadow Evocation, Greater (154)
  Symbol of Death (700)
  Symbol of Insanity (357)
  Trap the Soul (285)
  9th-Level Sorcerer/Wizard Spells
  All Elements
  Crushing Hand, Elemental* (80)
  Mage’s Disjunction (172)
  Prismatic Sphere (60)
  Shapechange (250)
  Summon Monster IX (144)
  Time Stop (466)
  Wish (999)
  Air
  Astral Projection (800)
  Dominate Monster (55)
  Elemental Swarm, Air* (283)
  Etherealness (91)
  Hold Monster, Mass (77)
  
  s135s
  Gate (209)
  Refuge (312)
  Shades (156)
  Sympathy (84)
  Teleportation Circle (168)
  Wail of the Banshee (72)
  Weird (88)
  Earth
  Elemental Swarm, Earth* (283)
  Freedom (99)
  Heal, Mass (127)
  Imprisonment (199)
  Fire
  Elemental Swarm, Fire* (283)
  Implosion (175)
  Meteor Swarm (144)
  Water
  Elemental Swarm, Water* (283)
  Foresight (56)
  Storm of Vengeance (179)
  Void
  Energy Drain (94)
  Implosion (175)
  Power Word Kill (239)
  Shades (156)
  Shambler (113)
  Soul Bind (37)
  Wail of the Banshee (72)
  Weird (88)
  
  s136s
  NEW AND REVISED 
  SPELLS
  The following is a list of new and revised spells for 
  the Sovereign Stone setting. “Element” has also been 
  added as new category to indicate availability; for ex-
  ample, “Element: Air” spells are accessible for learn-
  ing only to Air mages of the appropriate level.
  ACID BOMB
  School: evocation [acid]
  Level: sorcerer/wizard 3
  Element: Water
  This spell functions like fireball, except the caster 
  produces a large exploding glob of acid that deals 
  acid damage. All creatures of Large or smaller size 
  in the affected area failing their Reflex saves continue 
  to take 1d6 acid damage each round for 1d4 rounds.
  ALLERGY
  School: transmutation
  Level: druid 2, sorcerer/wizard 2
  Element: Earth/Water
  Casting Time: 1 standard action
  Components: V, S, M (a pinch of pollen)
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: 1 day/level
  Saving Throw: Fort negates
  Spell Resistance: yes
  You initiate a curse that affects the targeted air-breath-
  ing creature for a number of days equal to your caster 
  level (maximum 5 days). During this time the crea-
  ture is oversensitive to the natural scents, spores, and 
  pollen of all plant life. A creature failing the saving 
  throw suffers continual fits of sneezing and cough-
  ing whenever it is exposed to plant life. The slightest 
  exposure, even a pot of geraniums on a window sill, 
  will set off the allergy, giving the creature a -2 cir-
  cumstance penalty to all attack rolls, ability and skill 
  checks, and saving throws.
  AMPLIFY VOICE
  School: transmutation 
  Level: sorcerer/wizard 1
  Element: Water
  Casting Time: 1 standard action
  Components: V, S
  Range: Medium (100 ft. + 10 ft./level)
  Target: 1 creature
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless) 
  Spell Resistance: yes (harmless)
  This spell amplifies the volume of a creature’s voice 
  so it can be heard under any natural conditions (such 
  as heavy windstorm, but not inside a silence spell). 
  The range for all voice-dependent powers and abili-
  ties — such as bard’s inspire courage or ranger’s hunt-
  er’s bond — possessed by the creature is increased by 
  50% for the spell’s duration in normal environments.
  ANIMAL SHAPES, AERIAL
  School: transmutation (polymorph)
  Level: sorcerer/wizard 8
  Element: Air
  These spell functions like animal shapes, except tar-
  gets are limited to assuming the form of flying crea-
  tures of the animal type.
  ANIMAL SHAPES, AQUATIC
  School: transmutation (polymorph)
  Level: sorcerer/wizard 8
  Element: Water
  These spell functions like animal shapes, except tar-
  gets are limited to assuming the form of water crea-
  tures of the animal type.
  ANIMAL SHAPES, LAND
  School: transmutation (polymorph)
  Level: sorcerer/wizard 8
  Element: Earth
  These spell functions like animal shapes, except tar-
  gets are limited to assuming the form of land-based 
  creatures of the animal type.
  
  s137s
  BEAST SHAPE I-IV, AERIAL
  School: transmutation (polymorph)
  Level: sorcerer/wizard 3-6
  Element: Air
  These spells correspond to and function like beast 
  shape I-IV, except the caster is limited to assuming 
  the form of flying creatures of the animal type.
  BEAST SHAPE I-IV, AQUATIC
  School: transmutation (polymorph) 
  Level: sorcerer/wizard 3-6
  Element: Water
  These spells correspond to and function like beast 
  shape I-IV, except the caster is limited to assuming 
  the form of aquatic creatures of the animal type.
  BEAST SHAPE I-IV, LAND
  School: transmutation (polymorph)
  Level: sorcerer/wizard 3-6
  Element: Earth
  These spells correspond to and function like beast 
  shape I-IV, except the caster is limited to assuming 
  the form of land-based creatures of the animal type.
  BLACK CLOUD
  School: evocation [darkness]
  Level: Sorcerer/Wizard 4
  Element: Void
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Area: 5 ft. radius
  Duration: 1 round/level (D)
  Saving Throw: Will (see text)
  Spell Resistance: no
  You surround yourself and everything within 5-foot 
  radius of you in a dome of dense, black cloud. No one 
  outside the dome can see into it (even with darkvi-
  sion), but anyone inside can see out. Creatures must 
  make a Will save to enter the cloud, but are free to 
  leave.
  BLASTSTREAM
  School: evocation
  Level: sorcerer/wizard 3
  Element: Water
  This spell function like lightning bolt, except the cast-
  er projects a powerful stream that deals bludgeoning 
  damage. All creatures of Medium or smaller size in 
  the affected area failing their Reflex saves are also 
  knocked down by the force. The water disappears af-
  ter the spell has taken effect.
  BLINDING RAGE
  School: enchantment [mind-affecting]
  Level: sorcerer/wizard 3
  Element: Air
  Casting Time: 1 standard action
  Components: V, S
  Range: close (25 ft. + 5 ft./2 levels)
  Target: 1 creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: yes
  This spell causes a creature to lose all reason and fly 
  into a fury, immediately attacking the closest creature 
  in sight. If the creature cannot find a target, it lash-
  es out blindly at any object within reach. The crea-
  ture cannot communicate and is unable to recognize 
  friends from foes.
  Elven Wyred are known to use this spell to disrupt 
  the ranks of enemy infantry or render a commander 
  completely ineffective.
  BRITTLE
  School: transmutation
  Level: sorcerer/wizard 2
  Element: Earth/Void
  Casting Time: 1 standard action
  Components: V, S
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: 1 inanimate object up to 30 lbs.
  Duration: 1 minute (D)
  Saving Throw: see text
  Spell Resistance: yes (object)
  This spell weakens one inanimate object (maximum 
  30 lbs.) so it is much easier to break. The object’s 
  hardness and hit points are halved (to minimum of 
  1). It reverts to normal durability when the spell ends.
  
  s138s
  Normal objects receive no saving throws against brit-
  tle. Magic items are entitled to saves based on the 
  item itself or the creature possessing it (whichever is 
  better).
  CANDLE OF PAST VISION
  School: divination [past}
  Level: sorcerer/wizard 5
  Element: Fire 
  Casting Time: 1 minute
  Components: V, S, DF
  Range: personal
  Target: you
  Area: 10-ft. radius centered on flame
  Duration: 10 minutes/level (D)
  The caster is able to see events that have occurred up 
  to 1 year back within a 10-foot radius of a lit candle 
  flame.
  CIRCLE OF FLAME
  School: evocation [fire]
  Level: sorcerer/wizard 3
  Element: Fire
  Casting Time: 1 standard action
  Components: V, S
  Range: close (25 ft. + 5 ft./2 levels)
  Area: 10-ft. radius circle
  Duration: 1 minute/level (D)
  Saving Throw: none
  Spell Resistance: yes
  You conjure a 5-foot high ring of magical fire. The 
  ring is immovable so non-flying creatures usually 
  must pass through the flame to enter or exit the circle. 
  The fire deals 1d6 points of fire damage per 2 caster 
  level (maximum 10d6). The fire continues until the 
  duration expires or the caster dismisses the spell. 
  Fire mages use this spell offensively and defensively, 
  protecting themselves from attackers or trapping en-
  emies inside a fiery circle.
  CLECNCHED FIST, ELEMENTAL
  School: evocation [force] 
  Level: sorcerer/wizard 8
  Element: all
  Treat this spell as clenched fist, except it manifests in 
  the form of caster’s chosen element for the level when 
  this spell is taken.
  COLDBURST
  School: evocation [cold]
  Level: sorcerer/wizard 3
  Element: Air
  This spell functions like fireball, except the caster dis-
  charges a sudden burst of frosty air that deals cold 
  damage. It also disperses fog or gas in the area for 
  1d4 rounds.
  CRUSHING ARMOR
  School: transmutation
  Level: sorcerer/wizard 5
  Element: Air/Fire
  Casting Time: 1 standard action
  Components: V, S
  Range: medium (100 ft. + 10 ft./level)
  Target: 1 creature in metal armor
  Duration: 1 round/level
  Saving Throw: none
  Spell Resistance: yes
  You summon an intense magnetic field around the 
  metallic armor of a creature, causing the armor to 
  start crushing the wearer. While the spell is in effect, 
  the target must succeed in a combat maneuver roll 
  versus the field’s CMD (10 + caster level + spell’s key 
  ability modifier + armor’s base armor bonus) each 
  round to avoid becoming pinned by the armor and 
  taking 1d6 points of damage per its base armor bonus 
  (i.e., not including enchantment bonuses).
  CRUSHING HAND, ELEMENTAL
  School: evocation [force]
  Level: sorcerer/wizard 9
  Element: all
  Treat this spell as crushing fist, except it manifests in 
  the form of caster’s chosen element for the level when 
  this spell is taken.
  DISGUISE PLANT
  School: illusion (glamer)
  Level: druid 1, sorcerer/wizard 1
  Element: Earth/Water
  Casting Time: 1 standard action
  Components: V, S
  Range: touch
  Target: 1 plant up to Huge size
  Duration: 1 day (D)
  Saving Throw: none
  Spell Resistance: yes (harmless)
  
  s139s
  This spell alters the appearance of a plant to look like 
  a completely different type of plant. You can make 
  harmless plants appear dangerous and vice versa. It 
  is usually cast to make nobles’ gardens seem more 
  exotic than they really are. Some unscrupulous mag-
  es take advantage of this spell to pass off common 
  weeds as rare herbs and swindle money.
  DISSIPATE LIFE
  School: necromancy
  Level: sorcerer/wizard 2
  Element: Void
  Casting Time: 1 standard action
  Components: V, S
  Range: touch
  Target: 1 creature
  Duration: concentration (up to 1 minute)
  Saving Throw: Will negate (see text)
  Spell Resistance: 
  This spell lets you drain the life force from a helpless 
  target and disperses that force. You cannot take the 
  hit points nor can they be used for any other pur-
  pose. It deals 1d6 points of damage per caster level 
  (up to 5d6) each round as long as you concentrate on 
  the spell (up to 1 minute). You must be touching the 
  creature’s bare flesh and remain contact throughout. 
  The spell ends when contact is broken.
  EAVESDROP
  School: divination (present)
  Level: sorcerer/wizard 1
  Element: Water
  Casting Time: 1 minute
  Components: V, S
  Range: touch
  Area: 20 ft. radius around touched object
  Duration: 1 hour/level (D)
  Saving Throw: none; 
  Spell Resistance: yes (object)
  You enchant an object to let you hear any sound 
  within 20 feet of it, wherever it is. You must draw a 
  circle on the object with a water essence, then desig-
  nate a body of water as the “receiver” through which 
  you listen in, which can just be an ordinary basin or 
  pail full of water. The spell ends if the receiver is less 
  than half full. Only the caster can hear through the 
  receiver.
  ELEMENTAL BODY I-IV, AIR
  School: transmutation (polymorph)
  Level: sorcerer/wizard 4-7
  Element: Air
  These spells correspond to and function like elemen-
  tal body I-IV, except the caster is limited to assuming 
  the form of an air elemental.
  ELEMENTAL BODY I-IV, EARTH
  School: transmutation (polymorph)
  Level: sorcerer/wizard 4-7
  Element: Earth
  These spells correspond to and function like elemen-
  tal body I-IV, except the caster is limited to assuming 
  the form of an earth elemental.
  ELEMENTAL BODY I-IV, FIRE
  School: transmutation (polymorph)
  Level: sorcerer/wizard 4-7
  Element: Fire
  These spells correspond to and function like elemen-
  tal body I-IV, except the caster is limited to assuming 
  the form of a fire elemental.
  ELEMENTAL BODY I-IV, WATER
  School: transmutation (polymorph)
  Level: sorcerer/wizard 4-7
  Element: Water
  These spells correspond to and function like elemen-
  tal body I-IV, except the caster is limited to assuming 
  the form of a water elemental.
  ELEMENTAL SWARM, AIR
  School: conjuration (summoning)
  Level: sorcerer/wizard 9
  Element: Air
  This spell functions like elemental swarm, except the 
  caster is restricted to summoning air elementals.
  ELEMENTAL SWARM, EARTH
  School: conjuration (summoning)
  Level: sorcerer/wizard 9
  Element: all
  This spell functions like elemental swarm, except the 
  caster is restricted to summoning earth elementals.
  
  s140s
  ELEMENTAL SWARM, FIRE
  School: conjuration (summoning)
  Level: sorcerer/wizard 9
  Element: all
  This spell functions like elemental swarm, except the 
  caster is restricted to summoning air elementals.
  ELEMENTAL SWARM, WATER
  School: conjuration (summoning)
  Level: sorcerer/wizard 9
  Element: all
  This spell functions like elemental swarm, except the 
  caster is restricted to summoning water elementals.
  EYES OF THE LEOPARD
  School: transmutation
  Level: sorcerer/wizard 1
  Element: Earth/Fire
  Casting Time: 1 standard action
  Components: V, S
  Range: touch
  Target: 1 creature
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: yes (harmless)
  This spells grants low-light vision to the target crea-
  ture. Normal light sources are twice as effective for 
  the creature in the spell’s interim.
  EYES OF FIRE
  School: divination (past)
  Level: sorcerer/wizard 3
  Element: Fire
  Casting Time: 1 standard action
  Components: V, S
  Range: touch
  Target: 1 inanimate object
  Duration: 1 minute/level
  Saving Throw: none
  Spell Resistance: yes (object)
  To cast this spell, you must be able to see and touch 
  the object. Eyes of fire provides insight into an ob-
  ject’s past, such as the name of its last owner, the ob-
  ject’s age, where it was made, how it came to be where 
  it is and so on. You can glean information within 100 
  years per caster level into the past (up to 1,000 years).
  FEIGN DEATH
  School: necromancy
  Level: sorcerer/wizard 3
  Element: Void
  Casting Time: 1 round
  Components: V, S
  Range: medium (100 ft. + 10 ft./level)
  Target: 1 creature
  Duration: 2 hours/level (D)
  Saving Throw: none
  Spell Resistance: yes (harmless)
  You can make one willing creature appear dead. The 
  creature’s heart beats only once every 10 minutes and 
  it does not breathe. It can see and use its other senses, 
  but cannot interact with or react to its surrounding. 
  This spell does not negate the creature’s sense of pain, 
  so injuries to the “corpse” may betray the presence of 
  the spell.
  This spell is sometimes used to move people through 
  hazardous regions or smuggle them inside sealed 
  containers (such as coffins).
  FIRE SCRY
  School: divination (past)
  Level; sorcerer/wizard 4
  Element: Fire
  Casting Time: 10 minutes
  Components: V, S
  Range: personal
  Target: you
  Duration: 10 minutes + concentration
  Saving Throw: none
  Spell Resistance: yes (object)
  You can see and hear as if you were standing in a fire 
  at any time in the past when the fire was burning. To 
  cast this spell, you must be in the location of a fire 
  near or within the area you wish to scry. This might 
  be a campfire, a torch, or a candle on a table, as long 
  as you know where and when it was burning, and 
  you are in that spot when you cast the spell. You can 
  maintain fire scry for as long as you concentrate, and 
  view events within 10 years per caster level (up to 100 
  years in the past). You cannot move while the spell is 
  in effect.
  If you have the same materials as the original fire 
  (candle, pile of firewood, etc.), you can use it to “re-
  cord” the vision and burn it later to play the event 
  back for you and any other viewers.
  
  s141s
  FLAME BARRIER
  School: evocation [fire]
  Level: sorcerer/wizard 7
  Element: Fire
  This spell functions like blade barrier, except as a cur-
  tain of swirling blazes that deals fire damage rather 
  than whirling force blades.
  FORCEFUL HAND, ELEMENTAL
  School: evocation [force]
  Level: sorcerer/wizard 6
  Element: all
  Treat this spell as forceful hand, except it manifests in 
  the form of caster’s chosen element for the level when 
  this spell is taken.
  FORM OF THE DRAGON I-III, AIR
  School: transmutation (polymorph)
  Level: sorcerer/wizard 6-8
  Element: Air
  These spells correspond to and function like elemen-
  tal body I-IV, except the caster is limited to assuming 
  only air dragon form (see Chapter 14: Bestiary).
  FORM OF THE DRAGON I-III, 
  EARTH
  School: transmutation (polymorph)
  Level: sorcerer/wizard 6-8
  Element: Earth
  These spells correspond to and function like elemen-
  tal body I-IV, except the caster is limited to assuming 
  only earth dragon form (see Chapter 14: Bestiary).
  FORM OF THE DRAGON I-III, FIRE
  School: transmutation (polymorph)
  Level: sorcerer/wizard 6-8
  Element: Fire
  These spells correspond to and function like elemen-
  tal body I-IV, except the caster is limited to assuming 
  only fire dragon form (see Chapter 14: Bestiary).
  FORM OF THE DRAGON I-III, 
  WATER
  School: transmutation (polymorph)
  Level: sorcerer/wizard 6-8
  Element: Water
  These spells correspond to and function like elemen-
  tal body I-IV, except the caster is limited to assuming 
  only water dragon form (see Chapter 14: Bestiary).
  GAZE OF THE VOID
  School: necromancy
  Level: sorcerer/wizard 6
  Element: Void
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Target: you
  Duration: 1 round/level (D)
  Saving Throw: Fort partial
  Spell Resistance: yes
  Upon completing this spell your eyes become black 
  wells of darkness that channel the power of the Void 
  through your gaze. Upon meeting your gaze, any liv-
  ing creature of 3 HD or less must make a saving throw 
  or is instantly slain and become a zombie under your 
  control. Otherwise it deals 1d6 points of damage per 
  2 caster level (maximum 10d6) to those successfully 
  saved or creatures of 4 HD or greater. The creatures 
  can still die due to damage from this spell, but they 
  do not become zombies.
  Because death is instantaneous and there is no decay, 
  the victim’s companions may not realize he is dead; 
  the only signs are the slow, clumsy movement of a 
  zombie and its vacant stare. Survivors of this spell 
  claim they feel the chill of the grave as they look into 
  the Void mage’s ebon eyes.
  GIANT FORM I, FIRE GIANT
  School: transmutation (polymorph)
  Level: sorcerer/wizard 7
  Element: Fire
  These spells correspond to and function like giant 
  form I, except the caster is limited to assuming the 
  form of a fire giant.
  
  s142s
  GIANT FORM I, FROST GIANT
  School: transmutation (polymorph)
  Level: sorcerer/wizard 7
  Element: Air/Water
  These spells correspond to and function like giant 
  form I, except the caster is limited to assuming the 
  form of a frost giant.
  GIANT FORM I, STONE GIANT
  School: transmutation (polymorph)
  Level: sorcerer/wizard 7
  Element: Earth
  These spells correspond to and function like giant 
  form I, except the caster is limited to assuming the 
  form of a stone giant.
  GIANT FORM II, CLOUD GIANT
  School: transmutation (polymorph)
  Level: sorcerer/wizard 8
  Element: Air
  These spells correspond to and function like giant 
  form II, except the caster is limited to assuming the 
  form of a cloud giant.
  GIANT FORM II, MOUNTAIN 
  GIANT
  School: transmutation (polymorph)
  Level: sorcerer/wizard 8
  Element: Earth
  These spells correspond to and function like giant 
  form II, except the caster is limited to assuming the 
  form of a mountain giant.
  GIANT FORM II, STORM GIANT
  School: transmutation (polymorph)
  Level: sorcerer/wizard 8
  Element: Fire/Water
  These spells correspond to and function like giant 
  form II, except the caster is limited to assuming the 
  form of a storm giant.
  GRASPING HAND, ELEMENTAL
  School: evocation [force]
  Level: sorcerer/wizard 7
  Element: all
  Treat this spell as grasping hand, except it manifests 
  in the form of caster’s chosen element for the level 
  when this spell is taken.
  HAIL OF PEBBLE
  School: conjuration (creation) [earth]
  Level: sorcerer/wizard 0
  Element: Earth
  This spell functions like acid splash but it deals earth 
  damage instead. The pebbles vanish after the spell has 
  taken effect.
  HILLS OF WATER
  School: transmutation
  Level: druid 2, sorcerer/wizard 2
  Element: Water
  Casting Time: 1 standard action
  Components: V, S
  Range: touch
  Target: 1 water vessel
  Duration; 1 hour (D)
  Saving Throw: none
  Spell Resistance: yes (object)
  This spell causes the water behind a touched vessel 
  to rise, sending the ship sliding down the slope of 
  the trough and driving the ship ahead, enabling it to 
  travel four times faster than normal. The vessel sails 
  forward in a straight line, though it can move off the 
  slope (and end the spell) by turning the rudder.
  Wind-powered boats generally pull down sails when 
  this spell is in effect, as the shifting wind patterns 
  make movement difficult and even potentially dan-
  gerous. Hills of water is particularly useful in sea bat-
  tles or when a ship is becalmed.
  
  s143s
  HUNGRY WATER
  School: transmutation
  Level: sorcerer/wizard 1
  Element: Water
  Casting Time: 1 standard action
  Components: V, S
  Range: close (25 ft. + 5 ft./2 levels)
  Target: 1 one-gallon container or smaller
  Duration: 1 minute/level (D)
  Saving Throw: see text
  Spell Resistance: yes (object)
  This spell transforms the ordinary liquid (such as 
  water, milk, or alcohol) in a small container into an 
  equal amount of acid. The container must be artifi-
  cial, not natural — a bowl, cup, or bucket is accept-
  able, a coconut shell is not. Each round of direct con-
  tact with the new content causes 1d6 point of acid 
  damage. The fumes are considered inhalant poison, 
  dealing 1 point of temporary Con damage if inhaled 
  (DC 13 Fort save negates). The liquid reverts to what 
  it was after the spell expires. This spell cannot con-
  vert liquid in multiple containers (regardless of total 
  volume).
  INTERPOSING HAND, ELEMENTAL
  School: evocation [force]
  Level: sorcerer/wizard 5
  Element: all
  Treat this spell as interposing hand, except it mani-
  fests in the form of caster’s chosen element for the 
  level when this spell is taken.
  KICK
  School: transmutation
  Level: sorcerer/wizard 0
  Element: Water
  Casting Time: 1 standard action
  Components: V, S
  Range: close (25 ft. + 5 ft./2 levels)
  Target: 1 Tiny container of liquid 
  Duration: 10 minutes/level
  Saving Throw: none
  Spell Resistance: yes (object)
  This spell changes half the liquid in a glass into alco-
  hol or, alternatively, turns only the water in the glass 
  into alcohol, enabling it to keep its full flavor while 
  still adding a punch. Anyone drinking the liquid suf-
  fers the normal consequences of consuming alcohol.
  Orken healers frequently use this spell on boiled wa-
  ter to make an excellent disinfectant.
  LIGHTNING ROD
  School: transmutation
  Level: sorcerer/wizard 2
  Element: Air/Fire
  Casting Time: 1 round
  Components: V, S
  Range: touch
  Target: 1 steel or iron object
  Duration: 10 minutes/level (D)
  Saving Throw: none
  Spell Resistance: yes (object)
  This spell lets you enchant an object made of steel or 
  iron. While the spell is in effect, all electrical effects, 
  both normal and magical, occurring within a radius 
  of 10 ft. + 5 ft. per caster (maximum 50 ft. radius) 
  of the enchanted object are grounded. The electricity 
  is dissipated through the object and does not harm 
  it. However, any creature in physical contact with it 
  while it is absorbing the energy takes electricity dam-
  age as normal.
  Some Air and Fire mages take time to prepare a ded-
  icated rod for this spell, while others improvise with 
  a sword. Once enchanted, you must thrust the object 
  into earth, and removing it ends the spell immedi-
  ately.
  Mages favor this spell to stay safe in intense thunder-
  storms, or as precaution against enemies and crea-
  tures that use lightning.
  MAGE’S SWORD, ELEMENTAL
  School: evocation [force]
  Level: sorcerer/wizard 7
  Element: all
  This spell functions like mage’s sword, except the 
  sword appears as a shimmering blade of the caster’s 
  chosen element for the level when this spell is taken.
  MAGIC MISSILE, ELEMENTAL
  School: evocation [force]
  Level: sorcerer/wizard 1
  Element: all
  This spell functions like magic missile, except the 
  missiles appear as force energy darts of the caster’s 
  chosen element for the level when this spell is taken.
  
  s144s
  MAGNIFY
  School: transmutation
  Level: sorcerer/wizard 1
  Element: Water
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Target: you
  Duration: 1 minute/level (D)
  Saving Throw: none
  Spell Resistance: yes (harmless)
  You gain a magnified view of anything you see 
  through this spell. Distant objects from up to 50 ft. + 
  10 ft. per caster level away (maximum 200 ft.) become 
  as clear to you as if they were right in front of you. 
  You are still limited to what you are able to discern 
  naturally; for example, you still cannot see details in 
  the dark if you do not have darkvision. Magnify en-
  ables Perception checks for locations and things out 
  of your normal sighting range.
  MOUTH OF THE VOID
  School: evocation [void]
  Level: sorcerer/wizard 3
  Element: Void
  This spell functions like fireball, except the caster cre-
  ates a swirling portal to the Void that suck the life 
  force from all living creatures in the affected area, 
  dealing negative energy damage but does not “heal” 
  undead.
  PASS AS SHADOW
  School: transmutation
  Level: sorcerer/wizard 2
  Element: Void
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Target: you
  Duration: 1 minute/level (D)
  Saving Throw: none
  Spell Resistance: yes (harmless)
  You become one with the shadows. This is not an il-
  lusion so it cannot be disbelieved. You are still con-
  sidered corporeal, but can move in complete silence 
  and are invisible as long as you remain in shadow or 
  darkness large enough to accommodate you. If you 
  move into the light, you appear as a living shadow 
  (attracting considerable attention). 
  PIERCE SOUL
  School: evocation [void]
  Level: sorcerer/wizard 0
  Element: Void
  Treat this spell as ray of frost but it deals negative en-
  ergy damage instead. This spell does not work against 
  constructs or undead.
  RAY OF HEAT
  School: evocation [fire]
  Level: sorcerer/wizard 0
  Element: Fire
  Treat this spell as ray of frost but it deals fire damage 
  instead.
  SCRYING TOOL
  School: divination (past)
  Level: sorcerer/wizard 4
  Element: Fire
  Casting Time: 10 minutes
  Components: V, S
  Range: touch
  Target: 1 Tiny object
  Duration: 1 day/level (D)
  Saving Throw: none
  Spell Resistance: no
  You transform an object of Tiny size or smaller into a 
  scrying device. You must remain in physical contact 
  with the object throughout casting time. The object 
  then can be left anywhere (such as in a room or a 
  hallway) to record impressions of events occurring 
  in the immediate surrounding (within 10’ radius of 
  the object) up to one month into the past. You can 
  retrieve the object at any time before the spell expires, 
  then burn it to see and hear the “recording” in the 
  flame.
  Mages usually sneak the enchanted object into pri-
  vate meetings to record secret dealings with this 
  spell. Scrying tool can bypass most wards that might 
  interfere with long-range scrying attempts because it 
  is often right there under the participants’ noses.
  
  s145s
  SHADOW’D VISAGE
  School: illusion (glamer)
  Level: sorcerer/wizard 0
  Element: Void
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Target: you
  Duration: 1 hour/level
  Saving Throw: none
  Spell Resistance: yes (harmless)
  This spell cloaks your face in constant deep shadow 
  to render you virtually unrecognizable even in broad 
  daylight. Creatures with darkvision can see vague 
  features but not telling details without a Perception 
  check (DC 20).
  Most Void practitioners wear a hood while using this 
  spell to disguise its effect. Shadow’d visage also proj-
  ects a brooding, menacing presence that grants you a 
  +2 circumstance bonus to Intimidate checks.
  SHATTERBLAST, ELEMENTAL
  School: evocation [force]
  Level: sorcerer/wizard 1
  Element: all
  Casting Time: 1 standard action
  Components: V, S
  Range: medium (100 ft. + 10 ft./level)
  Target: one inanimate object
  Duration: instantaneous
  Saving Throw: none; 
  Spell Resistance: yes
  You unleash a blast of magical energy that cracks, 
  weakens or demolishes a solid, inanimate object. You 
  hit the target (which must be an inanimate object) on 
  a successful ranged touch attack, dealing 1d6 points 
  of elemental damage per caster level (maximum 5d6). 
  This spell has no effect on living or undead creatures.
  SINGEING FLICKER
  School: conjuration (creation) [fire]
  Level: sorcerer/wizard 0
  Element: Fire
  This functions like acid splash but deals fire damage 
  instead.
  SPECTRAL HAND, ELEMENTAL
  School: necromancy
  Level: sorcerer/wizard 2
  Element: all
  Treat this spell as spectral hand, except it appears in 
  the form of caster’s chosen element for the level when 
  this spell is taken. The hand itself cannot do damage, 
  regardless of its form (e.g., a fiery spectral hand will 
  not burn anything it touches unless it is delivering a 
  spell doing fire damage).
  SPITBALL
  School: transmutation
  Level: sorcerer/wizard 0
  Element: Water
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Target: you
  Duration: instantaneous
  Saving Throw: none
  Spell Resistance: no
  This spell amplifies the velocity and mass of a glob of 
  your own spit, enough to deal 1d6 points of subdual 
  damage on a successful ranged touch attack against a 
  target up to 100 feet away.
  Spitball is a staple drinking game among orken sha-
  mans, with candle flames for targets.
  SPYING EYE
  School: divination (present)
  Level: sorcerer/wizard 1
  Element: Water
  This spell functions like eavesdrop, except this ver-
  sion provides sight instead of hearing. 
  STONE LANCE
  School: evocation
  Level: sorcerer/wizard 3
  Element: Earth
  This spell functions like lightning bolt, except the 
  caster projects a giant magical stone lance that deals 
  piercing damage. The lance vanishes after the spell 
  has taken effect.
  
  s146s
  STONE RAIN
  School: evocation
  Level: sorcerer/wizard 3
  Element: Earth
  This spell functions like fireball, except the caster 
  launches a shower of rocks that deals bludgeoning 
  damage. The rocks disappear after the spell has taken 
  effect.
  WALLFLOWER
  School: enchantment (charm)
  Level: sorcerer/wizard 0
  Element: Air
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Target: you
  Duration: 1 minute/level
  Saving Throw: see text
  Spell Resistance: no
  With this spell you are anonymous to all who see or 
  hear you. They notice nothing interesting or unusu-
  al about you, allowing you to maintain a low profile. 
  Those who are alert (such as sentries on watch) or 
  have reasons to suspect trickery get a Will save im-
  mediately. If successful, they realize that someone at-
  tempted to beguile them magically, though not nec-
  essarily able to identify the culprit; it also immunize 
  them to this spell for the next 24 hours.
  WARNING SINGE
  School: evocation [fire]
  Level: sorcerer/wizard 0
  Element: Fire
  Casting Time: 1 standard action
  Components: V, S
  Range: 100 ft.
  Target: you
  Duration: instantaneous
  Saving Throw: none
  Spell Resistance: no
  You create a diffuse ball of flame and throw it at the 
  target creature up to 100 feet away as a ranged touch 
  attack, dealing 1d6 points of fire subdual damage 
  upon a hit. The flame generated by this spell feels hot, 
  but does not set objects on fire. Dwarves often use 
  this spell to herd animals.
  WATER KNOWS ALL
  School: divination (present)
  Level: sorcerer/wizard 4
  Element: Water
  Casting Time: 10 minutes
  Components: V, S
  Range: unlimited
  Target: 1 container filled with water
  Duration: 10 minutes + concentration
  Saving Throw: none
  Spell Resistance: yes (object)
  This spells let you see and hear everything occurring 
  within 50-ft. radius of a container filled with water 
  (or liquid composed mostly of water). You must 
  know the exact location of the container, and the 
  water must be in an artificial container; for example, 
  a washbasin, fountain, or a goblet, but not a pond, 
  stream, or cloud. You must also remain in one loca-
  tion throughout the spell’s duration, though you may 
  change your scrying point of view at any time.
  WATER SPEAK
  School: transmutation
  Level: sorcerer/wizard 5
  Element: Water
  Casting Time: 1 minute
  Components: V, S
  Range: unlimited
  Target: 1 willing humanoid creature
  Duration: 1 minute/level + concentration
  Saving Throw: none
  Spell Resistance: yes (harmless)
  This spell lets you exchange visual images and con-
  versation over any distance with a willing humanoid 
  creature. The spell requires both you and the person 
  to gaze into a container filled with water. The water 
  then serves as a communication conduit that pro-
  vides both sight and hearing for you two. Both of you 
  must concentrate to maintain the spell beyond the 
  normal minute-per-level duration.
  Mages using this spell usually arrange a mutually 
  agreed-upon time with the person beforehand, so he 
  knows when to get to a water container.
  
  s147s
  
  s148s
  CHAPTER NINE: 
  PRESTIGE CLASSES
  MISSIVE FROM SAHIM DUSHAALA,         
  AHZ’QUA LIBRARIAN
  …The next morning, when the Karnuan patrol woke with the dawn, they found one 
  of their members had been murdered during the night. They were astonished, for 
  they had heard nothing. Yet the man was dead of a single stab wound. The blade 
  had pierced his heart, leaving only a small hole and little blood. He must have died 
  instantly. He had seen his death coming, for his face was so contorted by terror 
  that his fellows could not recognize the well-known features of their comrade in the 
  twisted writhe of the corpse.
   
  Such was the feat this silent attack engendered among them that the Karnuans 
  buried the man in haste and did not mark his grave. They rode all day and well 
  into the night, fearful of halting. It would be many, many nights before any of them 
  could sleep again.
  
  s149s
  Loerem offers a range of intriguing prestige classes 
  for you to choose from, providing such avenues for 
  characters to explore as a skilled artisan spy, a knight 
  of honorable order, an underwater killing machine 
  with the brutality of a shark, and many more.
  AHZ’QUA LIBRARIAN
  The Ahz’Qua librarians are more than simple schol-
  ars; they have become one of the foremost informa-
  tion gatherers in Loerem. With agents in every major 
  city across the continent, they are able to keep an eye 
  on world events as they unfold. They compile this in-
  formation for the day that Dunkarga will eventually 
  rule Loerem, but many also have more private and 
  personal agendas in mind.
  Role: Many Ahz’Qua librarians are scholars in the 
  various fields of magical study, particularly focused 
  on magic that enables them to easily gain informa-
  tion. There is also an equal number of former rogues 
  and thieves amongst the ranks, individuals who have 
  turned from using their abilities to perpetuate a life 
  of crime toward pursuing a quest for knowledge.
  Alignment: Ahz’Qua librarians are loyal to the Li-
  brary and each other, but otherwise willing to do 
  nearly everything to accomplish their missions and 
  agendas, and so tend to be lawful neutral.
  Hit Die: d8.
  REQUIREMENTS
  To qualify to become an Ahz’Qua librarian, a charac-
  ter must fulfill all the following criteria.
  Base Attack Bonus: +3.
  Skills: Bluff 5 ranks, Disguise 5 ranks, Diplomacy 
  5 ranks, Knowledge (any) 6 ranks, Sense Motive 5 
  ranks.
  Spells: Able to cast 2nd-level spells.
  CLASS SKILLS 
  The Ahz’Qua librarian’s class skills (and the key abil-
  ity for each skill) are Appraise (Int), Bluff (Cha), 
  Diplomacy (Cha), Disable Device (Dex), Disguise 
  (Cha), Intimidate (Cha), Knowledge (all skills tak-
  en individually) (Int), Linguistics (Int), Perception 
  (Wis), Profession (Wis), Sense Motive (Wis), Spell-
  craft (Int), Sleight of Hand (Dex), Stealth (Dex), and 
  Use Magic Device (Cha).
  Skill Ranks Per Level: 6 + Int modifier.
  CLASS FEATURES 
  All the following are features of the Ahz’Qua librari-
  an prestige class.
  Armor and Weapon Proficiencies: The Library of 
  Imaf retains Ahz’Qua librarians with multitudes of 
  backgrounds, but all are self-reliant enough to have 
  a certain degree of combat ability. Thus, Ahz’Qua 
  librarians have proficiency with all simple weapons 
  and light armor. 
  Alias (Ex): Whether it is because they are taught 
  to gather information in disguise or just have a fre-
  quent need to slip away into another identity, agents 
  of the Library quickly learn to become another per-
  son. At 1st level, and at every other level thereafter, 
  an Ahz’Qua librarian can either learn a new language 
  or establish a new identity with complete, believable 
  background history and documentations that stand 
  up to scrutiny, enabling him to undertake long-term 
  espionage when necessary. (Any such identity must 
  meet GM’s approval).
  Bonus Feats: At 2nd level, and at every even level 
  thereafter, an Ahz’Qua librarian gains a bonus feat in 
  addition to those gained from normal advancement. 
  These bonus feats must be selected from the following 
  list: Adopted Culture, Alertness, Deceitful, Magical 
  Aptitude, Learned, Journeyman, Persuasive, Scholar, 
  Self-Sufficient, Skill Focus, and Skill Mastery.
  Upon reaching 6th level, and every two levels thereaf-
  ter (8th and 10th), an Ahz’Qua liberarian can choose 
  to learn a new bonus feat in place of a bonus feat he 
  has already learned. In effect, the librarian loses the 
  bonus feat in exchange for the new one. The old feat 
  cannot be one that was used as a prerequisite for an-
  other feat, prestige class, or other ability. A librarian 
  can only change one feat at any given level and must 
  choose whether or not to swap the feat at the time he 
  gains a new bonus feat for the level.
  First Impression (Ex): As he tends to be a quick and 
  accurate judge of character, at 2ndlevel, an Ahz’Qua 
  librarian can assess anyone immediately with the 
  Sense Motive skill without having to observe for at 
  least one minute.
  
  s150s
  Wisdom of the Library (Ex): While working for the 
  Library, an Ahz’Qua librarian has ample opportunity 
  to dig deep into the largest depository of knowledge 
  on Loerem. Starting at 4th level, he gains a bonus 
  equal to one-half his class level to all Knowledge 
  skills in which he has at least one rank.
  Perfect Memory (Ex): The Library of Imaf trains its 
  agents to quickly and accurately absorb and recall 
  information. Starting at 6th level, an Ahz’Qua li-
  brarian gains a bonus equal to 2 + 1/2 class level to 
  any roll relevant to memory or memorization (such 
  as recalling what a voice sounds like when attempt-
  ing to mimic it, reciting the complete text of a page 
  only seen for a moment, precisely repeating a lengthy 
  overheard conversation, etc.). This class feature does 
  not enable him to better recall any information prior 
  to gaining perfect memory, nor does it affect spell-
  casting in any way.
  Favor (Ex): Once per month, an Ahz’Qua Librarian 
  of 8th level or higher can make requests for specif-
  ic information from the Library. The Librarian must 
  be able contact the Library somehow to make the 
  request, though the Library may dispatch agents to 
  collect and deliver the information in return. The in-
  formation requested can be worth up to 1000 x class 
  level in argents.
  Ally (Ex): At 10th level, an Ahz’Qua librarian is trust-
  ed and experienced enough to know how to locate 
  other agents of the Library and issue orders to them. 
  When in a locality of more than 500 people, a suc-
  cessful Diplomacy or Perception check (character’s 
  choice) at DC 30 lets him locate another agent of the 
  Library of 5th level or less (other details are left to 
  GM discretion). 
  While he remains in the vicinity, the ally will follow 
  all reasonable orders unless they run contrary to 
  those already issued by the Library or would endan-
  ger their lives (the GM may add any other conditions 
  as well). Only one ally is available per population of 
  5000.
   
  GESHLYNWYR
  Some in the elven society have devoted themselves 
  to becoming living works of art. These are the glyn-
  wyr, or “beautiful people.” The glynwyr are of the ar-
  tisan caste and part of the service industry. Their job 
  is to be pleasing in all ways. Their bodies are honed 
  to physical perfection. They know how to sing, play 
  instruments, tell stories, and entertain in many ways.
  While they are well-paid, the glynwyr are often re-
  garded by elves merely as fancy prostitutes. However, 
  several of the truly exceptional and talented glynwyr 
  have transcended the stigma to find a home in the 
  manors of nobles from Houses both major and mi-
  nor. Dubbed the geshlynwyr (“beautiful prodigies”), 
  they serve their lords as resident entertainers, en-
  thralling valued visitors with unparalleled ease and, 
  if necessary, as personal hostesses and companions 
  to engage the private whims of particularly esteemed 
  guests (who perhaps own certain privileged informa-
  tion…) 
  Role: Geshlynwyr’s primary duty is as a house spy as 
  much as an entertainer, pinning an eye and ear to any 
  visitor piquing the elven lord’s interest. Several gesh-
  lynwyr are rumored to have escaped the system and 
  are offering their services to the highest bidder (and 
  new “lord”). They will surely ensnare more than a few 
  marks for their employers.
  TABLE 9-1: AHZ’QUA LIBRARIAN 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save Special
  Spells per Day
  1st
  +0
  +0
  +0
  +2
  Alias
  +1 level of existing class
  2nd
  +1
  +0
  +0
  +3
  Bonus feat, first impression
  +1 level of existing class
  3rd
  +2
  +1
  +1
  +3
  Alias
  +1 level of existing class
  4th
  +3
  +1
  +1
  +4
  Bonus feat, wisdom of the library
  +1 level of existing class
  5th
  +3
  +1
  +1
  +4
  Alias
  +1 level of existing class
  6th
  +4
  +2
  +2
  +5
  Bonus feat, perfect memory
  +1 level of existing class
  7th
  +5
  +2
  +2
  +5
  Alias
  +1 level of existing class
  8th
  +6/+1
  +2
  +2
  +6
  Bonus feat, favor
  +1 level of existing class
  9th
  +6/+1
  +3
  +3
  +6
  Alias
  +1 level of existing class
  10th
  +7/+2
  +3
  +3
  +7
  Ally, bonus feat
  +1 level of existing class
  
  s151s
  Alignment: While under employment, geshlynwyr 
  may paint their faces. They, along with the glynwyr, 
  are the only ones allowed to obscure their clan or 
  family tattoos. That fact illustrates how, unlike regu-
  lar servants in a House, a geshlynwyr’s loyalty is often 
  strictly brought with argents (and sometimes coer-
  cion), not by any bound of honor. Therefore, they 
  tend to be neutral, chaotic neutral, and even chaotic 
  evil.
  Hit Die: d8.
  REQUIREMENTS
  To qualify to become a gishlynwyr, a character must 
  fulfill all the following criteria.
  Race: Elf.
  Ability: Charisma 14.
  Skills: Bluff 4 ranks, Craft (any one artistic pursuit) 
  6 ranks, Diplomacy 4 ranks, Perform (any two) 6 
  ranks, Sense Motive 4 ranks.
  Feats: Deceptive Melee, Enthralling.
  CLASS SKILLS 
  The geshlynwyr’s class skills (and the key ability for 
  each skill) are Acrobatics (Dex), Appraise (Int), Bluff 
  (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), 
  Knowledge (history) (Int), Knowledge (local) (Int), 
  Knowledge (nobility) (Int), Knowledge (religion) 
  (Int), Linguistics (Int), Perception (Wis), Perform 
  (Cha), Profession (Wis), Sense Motive (Wis), Sleight 
  of Hand (Dex), and Stealth (Dex).
  Skill Ranks Per Level: 6 + Int modifier.
  CLASS FEATURES 
  All the following are features of the geshlynwyr pres-
  tige class.
  Armor and Weapon Proficiencies: A geshlynwyr is 
  proficient in all simple weapons and light armor.
  Adaptive (Ex): At 1st level, and every level thereafter, 
  a geshlynwyr can choose to replace a feat she has al-
  ready learned for a new feat. In effect, the geshlynwyr 
  swaps out an old feat for a new one. The old feat can-
  not be one that was used as a prerequisite for anoth-
  er feat, prestige class, or other ability. A geshlynwyr 
  can only change one feat at any given level and must 
  choose whether or not to exchange a feat upon at-
  taining a new level.
  Secrets (Ex): Everyone has secrets and a geshlynwyr 
  knows many of them. Starting at 1st level, she gains 
  a bonus equal to 2 x her class level to all Knowledge 
  (history), Knowledge (local), and Knowledge (nobil-
  ity) skill checks to see if she is aware of any “not pub-
  licly known” information.
  Bonus Feats: At 2nd level, and at every level there-
  after, a geshlynwyr gains a bonus feat in addition to 
  those gained from normal advancement. These bo-
  nus feats must be selected from the following list: Ac-
  robatic Dodge, Adopted Culture, Alertness, Athletic, 
  Deceitful, Learned, Journeyman, Magical Savant, 
  Martial Savant, Persuasive, Skill Focus, and Skill 
  Mastery.
  Intoxicating Personality (Ex): Experienced gesh-
  lynwyr understands how to manipulate their clients 
  (and anyone else) and put them at complete ease. She 
  knows how to read body language and be aware of a 
  person’s mannerisms enough to be the perfect listen-
  er, asking questions at the right times and just listen-
  ing during others.
  At 2nd level, a geshlynwyr has mastered the art of lis-
  tening and exudes an intoxicating personality. When 
  using her Bluff or Diplomacy skill, she can opt to have 
  the opponent oppose the attempt with a Will saving 
  throw instead (DC = geshlynwyr’s check result). This 
  is mind-affecting (charm) effect. A geshlynwyr can 
  use this ability a number of times per day equal to 
  3 + her Charisma modifier. Anyone successfully re-
  sisting the effect is immune to the ability for the next 
  24 hours.
  Read Person (Ex): Elven proverbs said that it is eas-
  ier to endure the wrath of a thousand ancestors than 
  to hide intents from a geshlynwyr, whose disarming 
  demeanors are known to pry loose truths — even 
  without any word exchanged. 
  A number of times per day equal to her Charisma 
  modifier, the geshlynwyr can sense and decipher 
  what an individual is thinking. After spending at least 
  1 minute observing or in a target’s presence, the gesh-
  lynwyr can make an opposed Sense Motive check. If 
  successful, she is able to “read” that individual’s sur-
  face thoughts (identical to using detect thoughts for 
  three rounds) for up to 1 minute. Regardless of out-
  come, the geshlynwyr may use this ability only once 
  on the same person per 24 hours.
  
  s152s
  Lucid Dreaming (Ex): Lucid dreaming is when an 
  individual attempts to remain consciously aware of 
  his dreams in order to control them. This is often 
  used to solve a problem the conscious mind is strug-
  gling with, although a skilled geshlynwyr can often 
  lure an unsuspecting individual into spilling out his 
  dreams, without ever being aware that they are doing 
  so.
  At 4th level, a geshlynwyr can help to induce a state 
  of lucid dreaming in another by manipulating pres-
  sure points and speaking softly to the sleeper. She can 
  then plumb the depths of an individual’s mind for 
  deeply hidden secrets or even buried memories.
  The geshlynwyr must wait for at least an hour after 
  the individual has fallen asleep before dreaming can 
  begin, and then must spend 10 uninterrupted min-
  utes to administer the technique. At that point, she 
  may ask any question she wishes and the sleeper must 
  make a Will saving throw against the geshlynwyr’s 
  Diplomacy check. If the individual fails her saving 
  throw, he softly responds to her question to the best 
  of his ability. Otherwise, he refuses to answer, but the 
  geshlynwyr can ask the question again. A tie results 
  in the answer being unintelligible. When the indi-
  vidual wakes up, he must make another Will saving 
  throw (DC 10 + geshlynwyr class level + her Charis-
  ma modifier) to remember any of what has occurred. 
  The geshlynwyr may ask a number of questions equal 
  to her class level + her Charisma modifier before the 
  sleeper becomes too tired to respond any further.
  Irresistible Allure (Su): The most proficient geshlyn-
  wyr are legends throughout Tromek, for their skill is 
  such that they can wrap generals, priests, and even 
  kings around their finger at a whim. Their charismat-
  ic abilities have attained such a level that they may 
  exercise a hypnotic control over others, if they put 
  forth the effort.
  At 5th level, a geshlynwyr gains the ability to charm 
  others simply with a glance. Treat this as a charm per-
  son spell, with Will save DC = 10 + geshlynwyr’s class 
  level + her Charisma modifier). Failure causes the 
  individual to become infatuated with her. The per-
  son is considered Helpful to the geshlynwyr, for as 
  long as he remains in her presence and a number of 
  days afterward equal to the her Charisma modifier. 
  After that time, the infatuated individual is no longer 
  charmed but nevertheless remembers the geshlyn-
  wyr fondly. If the geshlynwyr, at any time, attempts 
  to abuse the relationship, the individual is entitled to 
  another saving throw. If successful, his attitude be-
  comes Hostile toward the geshlynwyr. (Unfortunate-
  ly, what counts as abusive may vary from individual 
  to individual, leaving it to the GM’s discretion.)
  
  s153s
  KNIGHT OF THE FOX
  The Knights of the Fox, under the banner of the 
  Learned Order of the Fox, are one of the two promi-
  nent chivalric orders in the Vinnengael Empire. Un-
  like their heavy-hitting griffin knight counterparts, 
  the fox knights are disciplined in a variety of subjects 
  and thus more versatile in general. Every fox knight 
  excels in least one specialty from his study at one of 
  the six chapter houses, and places top priority on re-
  fining that expertise.
  A character entering this prestige class must select a 
  chapter, each with its own prerequisites he must ful-
  fill before becoming a member. He may choose a new 
  chapter every time he advances a level in this class, 
  as long as he meets the new prerequisites. Changing 
  chapters does not affect a fox knight’s overall level or 
  ability progression in this class, only his class skills.
  Role: Depending on individual allegiances, fox 
  knights can cover a variety of roles from diplomats 
  and engineers to explorers, lead officers and battle 
  mages. 
  Alignment: Because they belong to a chivalric order 
  of long tradition, fox knights are never evil, chaotic 
  neutral, or true neutral in alignment. Most tend to be 
  chaotic good.
  Hit Dice: d8.
  REQUIREMENTS
  To qualify to become a Knight of the Fox, a character 
  must fulfill all the following criteria.
  Skills: Primary chapter house skills (any two) 6 ranks.
  Spells: Characters selecting the Chapter House of 
  War Magic must be able to cast at least 1st-level spells.
  Language: Able to speak Elder Speak.
  CLASS SKILLS 
  A Knight of the Fox’s class skills are predicated on 
  the character’s chosen Chapter House upon choosing 
  (and advancing in) this prestige class, with the pri-
  mary skills shown in italics.
  Skill Ranks Per Level: 4 + Int modifier.
  House of Diplomacy: Bluff (Cha), Diplomacy (Cha), 
  Disguise (Cha), Intimidate (Cha), Knowledge (his-
  tory), Knowledge (local) (Int), Knowledge (nobility) 
  (Int), Linguistics (Int), Perception (Wis), Perform 
  (Cha), Profession (Wis), Ride (Dex), and Sense Mo-
  tive (Wis).
  House of Engineering: Appraise (Int), Craft (Int), Dis-
  able Device (Int), Knowledge (engineering) (Int), 
  Knowledge (geography) (Int), Perception (Wis), and 
  Profession (Wis).
  House of Exploration: Acrobatics (Dex), Climb (Str), 
  Craft (Int), Diplomacy (Cha), Disable Device (Dex), 
  Escape Artist (Dex), Handle Animal (Cha), Intim-
  idate (Cha), Knowledge (dungeoneering) (Int), 
  Knowledge (geography) (Int), Knowledge (local) 
  (Int), Knowledge (nature) (Int), Linguistics (Int), 
  Perception (Wis), Ride (Dex), Stealth (Dex), Survival 
  (Wis), and Swim (Str).
  House of Navy: Acrobatics (Dex), Climb (Str), Craft 
  (Int), Heal (Wis), Knowledge (local), Knowledge 
  (Nature) (Int), Linguistics (Int), Profession (sailor) 
  (Wis), Survival (Wis), and Swim (Str).
  House of Strategy and Leadership: Bluff (Cha), Craft 
  (Int), Diplomacy (Cha), Intimidate (Cha), Knowl-
  edge (engineering) (Int), Knowledge (history) (Int), 
  Knowledge (nobility), Linguistics (Int), Profession 
  (Wis), Perception (Wis), Ride (Dex), Sense Motive 
  (Wis), and Survival (Wis).
  TABLE 9-2: GESHLYNWYR 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special 
  1st
  +0
  +2
  +2
  +0
  Adaptive, secrets +2
  2nd
  +1
  +3
  +3
  +0
  Bonus feat, intoxicating personality, secrets +4
  3rd
  +1
  +3
  +3
  +1
  Bonus feat, read person, secrets +6
  4th
  +2
  +4
  +4
  +1
  Bonus feat, lucid dreaming, secrets +8
  5th
  +2
  +4
  +4
  +1
  Bonus feat, irresistible allure, secrets +10
  
  s154s
  House of War Magic: Bluff (Cha), Climb (Str), Heal 
  (Wis), Intimidate (Cha), Knowledge (arcana) (Int), 
  Knowledge (planes) (Int), Knowledge (religion) 
  (Int), Linguistics (Int), Profession (Wis), Ride (Dex), 
  Spellcraft (Int), and Use Magic Device (Cha).
  CLASS FEATURES 
  All the following are features of the Knight of the Fox 
  prestige class.
  Armor and Weapon Proficiencies: Knights of the 
  Fox are proficient in all simple weapons, all light 
  melee martial weapons, longsword, longspear, and 
  all ranged martial weapons, with all types of armor 
  (heavy, medium, and light) and shields.
  Spells Per Day (Ex): This is available only if the char-
  acter chooses House of War Magic as his chapter 
  for the current level. He adds +1 level to an existing 
  spellcasting class for purpose of gaining new spells 
  per day.
  Survey (Ex): Ten years ago, Fox Knight Sir Berren 
  Kllery improved the techniques for cartography and 
  cataloging environs. These methods were quickly ad-
  opted by the Order to render the first significantly ac-
  curate map of the Empire. Since then, they have been 
  utilized from reconnoitering to castle constructions. 
  All beginning fox knights learn this science. With a 
  successful Survival skill check, the character is able 
  to produce correct, detailed maps of an area, and to 
  gauge measurements such as elevation and distance. 
  Tools are often essential to complete a survey, though 
  the knight may still ascertain approximations in their 
  absence at a slightly higher DC.
  Fox’s Curiosity: At 2nd level, a fox knight’s scholarly 
  curiosity helps him gain insight into subjects nor-
  mally out of his expertise. He can designate a number 
  of skills equal to his Intelligence modifier that he may 
  attempt checks untrained for as long as he remains in 
  this prestige class.
  Bonus Feats: Starting at 3rd level, and every three 
  levels thereafter (6th and 9th), the fox knight gains 
  a bonus feat selected from the following list (he must 
  meet all prerequisites): Acrobatic Dodge, Agile Ma-
  neuver, Armor Focus (heavy, medium, or light), 
  Combat Casting, Combat Expertise, Combat Re-
  flexes, Dodge, Elemental Counter, Empower Spell, 
  Enlarge Spell, Mobility, Nimble Moves, Quick Draw, 
  Stealthy, Weapon Finesse.
  Fox’s Speed (Ex): At 4th level, a fox knight gains the 
  Improved Initiative feat, or the Greater Initiative feat 
  if he already has Improved Initiative even if he does 
  not meet the Dex prerequisite.
  Fox’s Charm: At 5th level, a fox knight is sufficient-
  ly witty to offer another alternative instantly to per-
  suade (or probe) his query. For a number of times per 
  day equal to his Charisma modifier, he may retry a 
  failed Bluff, Diplomacy, Intimidate, or Sense Motive 
  check immediately. He cannot take 10 or 20 on this 
  new check.
  Fox’s Finesse: A 6th-level fox knight can substitute 
  his Dexterity for Strength in an ability or skill check. 
  He can do this a number times per day equal to 1/2 
  his class level.
  Fox’s Guile: At 7th level, a fox knight is both re-
  sourceful and a scavenger. He can acquire any mun-
  dane item worth up to 10 argents for free, given 1d4 
  hours to locate each item and a successful Intelli-
  gence check (DC10 + item value).
  Fox’s Mastery: If an 8th-level fox knight has the 
  Leadership feat, those under his command within 30’ 
  gain a morale bonus equal to the knight’s Charisma 
  modifier to all skill checks, ability rolls, and saving 
  throws versus all fear and mind-affecting effects. The 
  fox knight can use this ability a number of times per 
  day equal to 1/2 his class level, and each time lasting 
  a number of rounds equal to his Charisma modifier.
  Fox’s Triumph: At 10th level, a fox knight receives 
  credit for an endeavor in his chosen field that earns 
  him recognition throughout the Empire. For exam-
  ple, an engineer may have devised the new siege ma-
  chine responsible for a major victory, or an explorer 
  may finish charting a previously untouched territory. 
  He doubles his Charisma modifier (if positive) for 
  checks during social interactions with those interest-
  ed in the exploit.
   
  KNIGHT OF THE GRIFFIN
  Knights of the Griffin are members of one of the two 
  chivalric orders in the Vinnengaelean Empire. They 
  generally have a background in the upper class and 
  are seldom commoners. For nearly two centuries, the 
  griffin knights represented the Honorable Order of 
  the Griffins as the paragon of valor and cavalry skills. 
  
  s155s
  They were the beacon of ideals, noble protectors who 
  trampled injustice against the Empire and its people 
  under the thundering hooves of their war steeds. 
  The lack of admission standard enforcement has 
  opened the order to a less-committed roster and a 
  decline in public sentiment. In the present-day Em-
  pire, a knighthood into the order may be earned for 
  gallantry on a tournament field just as easily as the 
  battlefield. A prospect may also qualify solely on an 
  excellent academic record at the Imperial Academy 
  of Cavalry, without any actual fighting experience.
  Role: Griffin knights excel in mounted combat, and 
  at higher levels exhibit a greater proficiency than 
  normal mounted warriors. When paired with their 
  mounts they can truly be an unstoppable force, lead-
  ing the charge to victory.
  Alignment: New initiates to the order should not 
  be one of the complacent lot, but actively adhering 
  themselves to the Griffin Oath, taken at their knight-
  ing ceremony. They should strive to be the champions 
  of the Empire, faithful defenders of every Vinnengae-
  lean, and a terrible bane to all imperial oppositions, 
  as decreed in the order’s founding. Therefore, mem-
  bers faithful to the ideal tend to be lawful good.
  Hit Dice: d10.
  REQUIREMENTS
  To qualify to become a Knight of the Griffin, a char-
  acter must fulfill all the following criteria.
  Base Attack Bonus: +3.
  Skills: Diplomacy 3 ranks, Ride 6 ranks.
  Feats: Mounted Combat.
  Special: Must have an income of at least 100 argents 
  or equivalent per month, or currently own properties 
  exceeding 10,000 argents in value.
  CLASS SKILLS 
  The griffin knight’s class skills (and the key ability for 
  each skill) are Appraise (Int), Climb (Str), Craft (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Intimidate 
  (Cha), Knowledge (history) (Int), Knowledge (no-
  bility) (Int), Knowledge (religion) (Int), Linguistics 
  (Int), Profession (Wis), Ride (Dex), and Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier.
  CLASS FEATURES 
  All the following are features of the Knight of the 
  Griffin’s prestige class.
  Armor and Weapon Proficiencies: Griffin knights 
  are proficient in all simple and martial weapons, and 
  all armor (heavy, medium, and light) and shields.
  Mounted Warrior Training: Starting at 1st level, and 
  every level thereafter, a griffin knight also adds 1 level 
  in the mounted warrior fighter archetype and gains 
  all class features corresponding to that new level. For 
  example, a 1st-level griffin knight with no level in 
  mounted warrior gains all 1st-level class features of 
  that archetype, and at 2nd level, all 2nd-level mount-
  ed warrior class features. If the 1st-level griffin knight 
  already has 3 levels in mounted warrior, he gains all 
  class features of a 4th-level mounted warrior, then 
  5th-level mounted warrior class features when he 
  reaches 2nd level in this prestige class.
  TABLE 9-3: KNIGHT OF THE FOX 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save Special 
  1st
  +0
  +0
  +0
  +2
  Spells per day*, survey
  2nd
  +1
  +0
  +0
  +3
  Fox’s curiosity, spells per day*
  3rd
  +2
  +1
  +1
  +3
  Bonus feat, spells per day*
  4th
  +3
  +1
  +1
  +4
  Fox’s speed, spells per day*
  5th
  +3
  +1
  +1
  +4
  Fox’s charm, spells per day*
  6th
  +4
  +2
  +2
  +5
  Bonus feat, fox’s finesse, spells per day*
  7th
  +5
  +2
  +2
  +5
  Fox’s guile, spells per day*
  8th
  +6/+1
  +2
  +2
  +6
  Fox’s mastery, spells per day*
  9th
  +6/+1
  +3
  +3
  +6
  Bonus feat, spells per day*
  10th
  +7/+2
  +3
  +3
  +7
  Fox’s triumph, spells per day*
  * Available only to current House of War Magic members.
  
  s156s
  Weapon Focus: At 2nd level, a griffin knight choos-
  es one martial weapon usable on horseback (such as 
  a polearm) and gains +1 to all attack rolls with that 
  selected weapon. At 4th level this bonus increases to 
  +2.
  Squires: At 2nd level, a griffin knight may take under 
  his service up to two squires. He may gain additional 
  squires each level thereafter, but is able to retain no 
  more than 2 x his character level in number of squires 
  at any one time.
  Dislodge Foe: At 5th level, a 
  griffin knight’s jousting ex-
  perience has taught him the 
  nuances in knocking an ene-
  my off horseback. After suc-
  cessfully hitting an opposing 
  rider, he may make a free trip 
  attack that does not provoke 
  an attack of opportunity to 
  separate the target from the 
  mount. Unless the opponent 
  also possesses this ability, the 
  knight cannot be knocked 
  prone from failing the attempt 
  by 10 or more.
  Battlecry: 
  The 
  reputation 
  of the Empire’s devastating 
  cavalry is surpassed only by 
  the griffin knights staffing 
  the elite force. At 7th level, a 
  knight can utilize that renown 
  on a battlefield to intimidate 
  the enemy. 
  A knight may use this ability only with a charge ma-
  neuver, and only if it is his first attack action in the 
  battle, whether on foot or horseback. All foes hearing 
  the battlecry must succeed in a Will save (DC = 10 
  + 1/2 class level + griffin knight’s Cha modifier) or 
  drop their initiative to the one behind the knight’s 
  initiative. Creatures of animal intelligence or lower 
  or those without sufficient knowledge of the Empire 
  (such as elementals and most outsiders) are immune 
  to this ability.
  Consummate Equestrian: A griffin knight reaches 
  the pinnacle of horsemanship at 10th level, when his 
  mount is practically an extension of his body. Any 
  horse he rides takes on his AC (excluding enhance-
  ment bonuses), base attack bonus, and save bonuses. 
  The mastery is even stronger when it happens to be 
  the knight’s personal mount. In addition to the afore-
  mentioned effect, the horse receives benefits from all 
  applicable feats and abilities (Power Attack and natu-
  ral healing, for example, but not Weapon Proficiency 
  or spellcasting) when ridden by or under the direct 
  command of its master. When in combat together, 
  the knight may transfer any and all damage received 
  to his personal mount and vice versa, up to each oth-
  er’s remaining hit points.
  SALVER
  Fire is not a gentle magic; it is a magic of passion 
  and intensity, one that is more inclined toward de-
  struction instead of healing. However, there are a few 
  dwarven Fire mages who have managed to curb the 
  more destructive edge of Fire and hone it into a tool 
  that can be used to heal. These fire-healers are known 
  as salvers, a rather ironic name for though they can 
  heal, their treatments are anything but painless.
  TABLE 9-4: KNIGHT OF THE GRIFFIN
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save Special 
  1st
  +1
  +2
  +0
  +2
  Mounted warrior training
  2nd
  +2
  +3
  +0
  +3
  Mounted warrior training, squires, weapon focus +1
  3rd
  +3
  +3
  +1
  +3
  Mounted warrior training
  4th
  +4
  +4
  +1
  +4
  Mounted warrior training, weapon focus +2
  5th
  +5
  +4
  +1
  +4
  Dislodge foe, mounted warrior training
  6th
  +6/+1
  +5
  +2
  +5
  Mounted warrior training
  7th
  +7/+2
  +5
  +2
  +5
  Battlecry, mounted warrior training
  8th
  +8/+3
  +6
  +2
  +6
  Mounted warrior training
  9th
  +9/+4
  +6
  +3
  +6
  Mounted warrior training
  10th
  +10/+5
  +7
  +3
  +7
  Consummate equestrian, mounted warrior training
  
  s157s
  Salvers are almost always important members of 
  clans or unhorsed cities. Threatening a salver is al-
  most as serious a “crime” as threatening a horse or a 
  wolf, and woe to the individual who hurts one. Sal-
  vers are particularly revered amongst the dwarves, 
  for the healing gift of a salver may just be enough to 
  prevent a dwarf from being cast out of his clan. Un-
  wise individuals who believe that salvers are helpless, 
  though, are in for a rude awakening, for the ability to 
  tame Fire into a healing tool requires a great under-
  standing of the more destructive side of Fire.
  Role: Salvers are all experienced Fire mages, but be-
  cause of the general disdain dwarves hold for mag-
  ic, particularly the “human” Earth magic of healing, 
  they have taken the grueling path to learning how to 
  use Fire as a tool of healing.
  Alignment: Because the healing art requires a cer-
  tain degree of compassion, salvers are seldom any-
  thing but of good alignment.
  Hit Die: d6.
  REQUIREMENTS
  To qualify to become a salver, a character must fulfill 
  all the following criteria.
  Race: Dwarf.
  Skills: Craft (alchemy) 6 ranks, Heal 8 ranks, Knowl-
  edge (arcana) 6 ranks.
  Feats: Magical Attunement (Fire), Quicken Spell.
  Spells: Able to cast 3rd-level Fire magic spells.
  CLASS SKILLS 
  The salver’s class skills (and the key ability for each 
  skill) are Craft (Int), Heal (Wis), Knowledge (arcana) 
  (Int), Knowledge (nature) (Int), Knowledge (reli-
  gion) (Int), Profession (Wis), Ride (Dex), Spellcraft 
  (Int), and Survival (Wis).
  Skill Ranks Per Level: 2 + Int modifier.
  CLASS FEATURES 
  All the following are features of the salver prestige 
  class.
  Armor and Weapon Proficiencies: Salvers gain no 
  new proficiency in weapons or armor.
  Cauterize Wound (Ex): At 1st level, the salver is able 
  to cauterize wounds. 
  For a number of times per day equal to her class level, 
  she can make a Heal check and convert lethal dam-
  age on a creature to nonlethal damage equal to the 
  check result. The nonlethal damage may still render 
  the individual unconscious, and the wounds leave 
  vivid scars. A salver cannot use this ability on those 
  Tainted by the Void.
  Fast Healing (Ex): Beginning at 2nd level, the sal-
  ver’s body automatically channels Fire to heal herself, 
  gaining the fast heal ability that enables her to regain 
  1 hit point per round. At 4th level, the rate increases 
  to 2 hit points per round. 
  While the salver is fast-healing, her body is uncom-
  fortably hot to the touch, and her eyes burn with 
  barely banked fires.
  Cleanse Blood (Su): At 3rd level, the salver can 
  cleanse poisons from a creature’s bloodstream. Once 
  per day by focusing her energy, she can “burn” the 
  creature’s blood to burn to kill any nonmagical poi-
  son. She must succeed in a Heal check vs. the poi-
  son’s save DC, and she may retry the check, but the 
  creature takes 1d8 nonlethal damage per attempt (in-
  cluding the first). She cannot use this ability on those 
  Tainted by the Void.
  TABLE 9-5: SALVER 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  1st
  +0
  +0
  +0
  +2
  Cauterize wound
  +1 level of existing class
  2nd
  +1
  +0
  +0
  +3
  Fast healing 1
  +1 level of existing class 
  3rd
  +2
  +1
  +1
  +3
  Cleanse blood
  +1 level of existing class
  4th
  +3
  +1
  +1
  +4
  Fast healing 2
  +1 level of existing class
  5th
  +3
  +1
  +1
  +4
  Purification
  +1 level of existing class
  
  s158s
  Purification (Su): At 5th level, the salver can burn 
  away diseases in a creature’s body. Once per day she 
  can channel her energy and send tendrils of Fire 
  weaving through the creature to burn away the dis-
  ease. She must succeed in a Heal check vs. the dis-
  ease’s save DC, and she may retry the check, but the 
  creature takes 2d8 nonlethal damage per attempt (in-
  cluding the first). She cannot use this ability on those 
  Tainted by the Void.
  SHARK BROTHER
  Orks share a great kinship with sharks, seeing in them 
  many admirable qualities. Sharks are fearless; they 
  take what they will with no apology; they are fero-
  cious and clever predators — all traits highly valued 
  in ork society. During a sea voyage, particularly just 
  before or just after a major battle, ork sailors make 
  offerings of fresh meat including, in some extreme 
  instances, their own fingers, to sharks to inspire in 
  themselves some measure of those great predator’s 
  killing instincts. 
  Shark brothers take this admiration to the ultimate 
  degree. They are not satisfied with simply emulating 
  a shark’s ferocity. Instead, they wish to become sharks 
  themselves, using a harrowing magical ritual to 
  charge their bodies with mystical energy that twists 
  and evolves them into powerful aquatic hunters. 
  Role: Almost all shark brothers began their lives as 
  sailors in the great fleets, and, once the process is be-
  gun, no shark brother ever willingly leaves the com-
  fort of the waves, though they can breathe air without 
  effort. Most shark brothers end up as elite enforcers 
  and warriors on the largest ork warships and trading 
  vessels, enforcing the will of their captain and wreak-
  ing bloody havoc on the crews of enemy vessels.
  Alignment: Like their racial element, the water, 
  shark brothers enjoy a measure of fluidity in their 
  morality, and thus tend to be chaotic in nature. And 
  like their obsession, the sharks, they can be unrelent-
  ingly vicious, so shark brothers of evil alignments are 
  not unheard of.
  Hit Die: d10.
  REQUIREMENTS
  To qualify to become a shark brother, a character 
  must fulfill all the following criteria.
  Race: Ork.
  Base Attack Bonus: +4
  Skills: Swim 8 ranks.
  Feats: Improved Unarmed Strike, Skill Focus (swim).
  Special: The character must slay a shark in the water 
  using nothing but his bare hands, devour the heart 
  and eyes of the corpse, and then feed the remainder 
  to other sharks.
  CLASS SKILLS 
  The shark brother’s class skills (and the key ability for 
  each skill) are Acrobatics (Dex), Craft (Int), Handle 
  Animal (Cha), Intimidate (Cha), Knowledge (nature) 
  (Int), Perception (Wis), Profession (sailor) (Wis), 
  Stealth (Dex), Survival (Wis), and Swim (Str).
  Skill Ranks Per Level: 2 + Int modifier.
  CLASS FEATURES 
  All the following are features of the shark brother 
  prestige class.
  Weapon and Armor Proficiencies: Shark brothers 
  gain no weapon proficiencies, nor is he proficient 
  with armor or shields. 
  TABLE 9-6: SHARK BROTHER 
  Level
  Base 
  Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special 
  1st
  +1
  +2
  +2
  +0
  Blood scent, water breathing
  2nd
  +2
  +3
  +3
  +0
  Gaping maw, hammer fist, natural swimmer
  3rd
  +3
  +3
  +3
  +1
  Predator’s eye, shark skin
  4th
  +4
  +4
  +4
  +1
  Boneless, rend
  5th
  +5
  +4
  +4
  +1
  Shark brother
  
  s159s
  In fact, most shark brothers disdain the use of weap-
  ons and armor, preferring to rely on their “natural” 
  gifts, especially when armor and shields incur penal-
  ties on many Str- and Dex-based skills. 
  Blood Scent (Ex): A shark brother has a keen nose 
  for the scent of spilled blood. At 1st level, he gains the 
  ability to detect creatures by scent to a range of 180 
  feet while underwater, and half that distance on land. 
  In addition, he can detect the scent of blood up to 
  1 mile away underwater and 1/2 mile away on land.
  Water Breathing (Ex): A shark brother breathes 
  water as easily as he breathes air. At 1st level a shark 
  brother grows small gills just below the ears. This en-
  ables him to breathe normally underwater. 
  Gaping Maw (Ex): As a shark brother’s body con-
  tinues to evolve to a more perfect form, he gains the 
  powerful jaws and razor teeth of his namesake. Start-
  ing at 2nd level, when making a full-attack action in 
  melee combat, he can bite as an extra attack at his 
  highest attack bonus and deal damage equal to 1d8 
  + Str modifier. On a successful critical hit, wounds 
  caused by his bite bleed at the rate of 1 hit point per 
  round for 10 rounds or until treated. He can also at-
  tempt a bite attack at the end of a charge.
  Hammer Fist: A shark brother’s unarmed attacks are 
  viciously powerful, with a single blow sufficient to 
  stave in a barrel or dent plate armor. Starting at 2nd 
  level, each of a shark brother’s unarmed attacks deals 
  1d6 + Str modifier in damage. 
  Natural Swimmer (Ex): By this point, a shark broth-
  er is completely at home in the water, and other 
  swimmers look clumsy and slow by comparison. A 
  2nd-level shark brother can swim through water at a 
  rate of 50 feet per round. At 4th level, his swim speed 
  increases to 60 feet per round.
  In addition, he can make Acrobatics checks under-
  water without penalty (such as to move through a 
  threatened square).
  Predator’s Eye (Ex): Shark brothers are consum-
  mate, enthusiastic predators, and the specter of death 
  is always in their eyes. Starting at 3rd level, a shark 
  brother gains a bonus equal to his level in this pres-
  tige class to all saves against fear effects, as well as to 
  all Intimidate skill checks. Double this bonus when 
  opposing intimidation attempts.
  Sharkskin (Ex): Like a shark, a shark brother’s skin 
  is both highly resistant to damage and painful to the 
  touch. Starting at 3rd level, a shark brother gains a 
  natural armor bonus equal to his class level. Further-
  more, opponents without a natural armor bonus of 
  at least +3 or not wearing medium or heavy armor 
  automatically suffer 1 point of damage each round in 
  a grapple with a shark brother. 
  Boneless (Ex): At 4th level, a shark brother’s bones 
  take on some of the malleable composition of a 
  shark’s cartilage. He gains damage reduction 5/+1 
  against bludgeoning attacks.
  Rend (Ex): A shark brother gains the rend ability at 
  4th level, dealing extra 1d4 + Str modifier in damage.
  Shark Brother (Su): A 5th level shark brother is at 
  one with all sharks, commanding their loyalty and 
  their friendship. He can communicate telepathically 
  with all sharks within 500 feet and can detect their 
  presence up to 5 miles away. Once a week, a shark 
  brother can summon a number of sharks equal to his 
  class level + Cha bonus (if any), so long as there are 
  sharks within 5 miles of his location. The sharks come 
  at fastest possible speed and obey the shark brother’s 
  commands for 1 + Cha bonus in hours (minimum 1). 
  They fight to the death on his behalf.
  STORMBRINGER
  The stormbringer is master of the winds and waves, 
  and the lightning above. Those who would follow this 
  path, though, have looked the storm head-on, nearly 
  losing their lives in the process. Yet the storm trans-
  forms them in the process.
  Role: With their mastery over the storms, one of the 
  most destructive forces in nature, stormbringers can 
  literally rain doom and destruction upon their oppo-
  nents, from close and afar.
  Alignment: Any neutral.
  Hit Die: d8.
  REQUIREMENTS
  To qualify to become a stormbringer, a character 
  must fulfill all the following criteria.
  Alignment: Any neutral.
  Skills: Fly 3 ranks, Knowledge (nature) 6 ranks, 
  Swim 3 ranks.
  
  s160s
  Spells: Able to use 2nd-level druid or ranger class 
  spell-like abilities.
  Special: The character must have been caught in a 
  storm of at least hurricane intensity.
   
  CLASS SKILLS 
  The stormbringer’s class skills (and the key ability for 
  each skill) are Craft (Int), Fly (Dex), Handle Animal 
  (Cha), Knowledge (nature) (Int), Perception (Wis), 
  Profession (Wis), Survival (Wis), and Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier.
  CLASS FEATURES 
  All the following are features of the stormbringer 
  prestige class.
  Armor and Weapon Proficiencies: Stormbringers 
  gain no new proficiency in weapons or armor.
  Lord of Lightning (Sp): The Stormbringer can call 
  upon the power of the storm, channeling the power 
  of lightning. At 1st level, he may cast call lightning as a 
  spell-like ability for a number of times per day equal 
  to his Constitution modifier.
  Electricity Resistance (Su): The Stormbringer be-
  comes increasingly attuned to the power of lightning. 
  At 2nd level, he gains electricity resistance 10. 
  The resistance is increased to 20 at 4th level.
  Storm Rider (Sp): The Stormbringer gains control of 
  the winds, enabling him to command them to take 
  him wherever he wishes. At 3rd level, he can use the 
  fly spell as a spell-like ability for a number of times 
  per day equal to his Charisma modifier. While in a 
  storm, the duration of the spell lasts until the storm 
  ends.
  Waverunner (Su): At 5th level, a Stormbringer gains 
  a swim speed equal to twice his base land speed. He 
  may breathe water for a number of hours per day 
  equal to his class level. This time need not be consec-
  utive, but must be spent in 1-hour increments.
   
  WARSINGER
  Not all Karnuans sent to the military academy prove 
  to have the potential to be a full-robed war wizard. It 
  is, in fact, more common that those with more limit-
  ed abilities are instructed in a more focused practice 
  of magic, one that concentrates on offering support 
  to nearby troops on the battlefield. As many of these 
  students use songs and chants as a focus for their 
  abilities, they quickly became known as “warsingers.” 
  Warsingers don’t wear the tunics of a full war mage, 
  but they do wear a black and silver sash that indicates 
  their status. Occasionally, a Karnuan who didn’t ini-
  tially show any affinity for magic will begin to display 
  raw talent. Rather than lose a good soldier to retrain-
  ing at the academy, these soldiers are often trained in 
  the field to become warsingers.
  Role: Warsingers are excellent combat support, able 
  to lend hefty bonuses to others in vanquishing a com-
  mon foe. By their lonesome they are still very capa-
  ble spellcasters who, like all Karnuans, can handle 
  swords when the occasion demands. 
  The combination makes them a terrific choice for 
  combat.
  Alignment: Warsingers come in all alignments, 
  though it is rare to find one of lawful good leaning 
  among them.
  Hit Die: d8.
  REQUIREMENTS
  To qualify to become a warsinger, a character must 
  fulfill all the following criteria.
  TABLE 9-7: STORMBRINGER 
  Level
  Base 
  Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  1st
  +0
  +1
  +0
  +1
  Lord of lightning
  +1 level of existing class
  2nd
  +1
  +1
  +0
  +1
  Electricity resistance 10
  +1 level of existing class 
  3rd
  +2
  +2
  +1
  +2
  Storm rider
  +1 level of existing class
  4th
  +3
  +2
  +1
  +2
  Electricity resistance 20
  +1 level of existing class
  5th
  +3
  +3
  +1
  +3
  Waverunner
  +1 level of existing class
  
  s161s
  Race: Karnuan.
  Base Attack Bonus: +3.
  Feats: Mobility
  Spells: Able to cast 3rd-level spells.
   
  CLASS SKILLS 
  The warsinger’s class skills (and the key ability for 
  each skill) are Craft (Int), Heal (Wis), Intimidate 
  (Cha), Knowledge (arcana), Perception (Wis), Per-
  form (Cha), Profession (Wis), Spellcraft (Int), Stealth 
  (Dex), and Survival (Wis).
  Skill Ranks Per Level: 2 + Int modifier.
   
  CLASS FEATURES 
  All the following are features of the warsinger pres-
  tige class.
  Weapon and Armor Proficiencies: Warsingers are 
  proficient in the use of all simple and martial melee 
  weapons, as well as light armor and shields.
  Rally (Ex): Once per day, a 1st-level warsinger with 3 
  or more skill ranks in Perform may perform a hero-
  ic ballad to rally all allies within 30 feet, giving each 
  (including himself) a +1 morale bonus to all attack 
  and damage rolls, saving throws, and skill checks. 
  This effect lasts for a number of minutes equal to the 
  warsinger’s class level + his Charisma modifier.
  Sprinter (Ex): It is imperative that a warsinger gets 
  to where he is needed most. At first level, a warsinger 
  gains the Fleet and Run feats.
  Banshee’s Wail (Su): Sometimes the best defense is 
  a good offense. Once per day, a 2nd-level warsinger 
  may emit a banshee’s wail, affecting all enemies with-
  in 100 feet who must succeed in a Will save (DC 10 + 
  1/2 class level + warsinger’s Cha modifier) or become 
  terrified and must spend 2d4 rounds fleeing from the 
  warsinger. 
  Those who make the save are staggered for one round, 
  and suffer –1 to all rolls for 1d6 rounds while they re-
  cover from the horror of the wail. Enemy spellcasters 
  who succeeds must also make a concentration check 
  each round to cast spells during the recovery peri-
  od. Enemy spellcasters interrupted mid-spell by the 
  wail must succeed in a concentration check prior to 
  the Will save or their spell is broken. Thus, this is a 
  particularly effective method of disrupting a group 
  of enemy spellcasters. This is a mind-affecting ability.
  Battle Chant (Su): At 3rd level, warsingers with at 
  least 5 skill ranks in Perform may sing a chant in 
  combat that enhances the prowess of all allies within 
  earshot. This is in effect a mass aid-another action, al-
  lowing each ally to choose between a +2 bonus to at-
  tack roll or AC. They may also use sneak attack ability 
  as if they were flanking. Lastly, they gain a +4 bonus 
  to all endurance and morale checks and all saves. Bat-
  tle Chant lasts as long as the warsinger continues it. 
  A warsinger engaging in combat or other strenuous 
  activities while using this ability must make a con-
  centration check each round, starting at DC 15 and 
  increasing by +1 every 2 rounds thereafter (i.e., DC 
  17 at third round, DC 19 at fifth round, and so on).
  Overwhelm (Su): Twice per day, a 4th-level warsing-
  er with 7 or more skill ranks in Perform can inspire 
  his allies to make a ferocious attack on nearby foes. 
  All allies within 20 feet can attack as though they had 
  the Whirlwind Attack feat for a number of rounds 
  equal to the warsinger’s Charisma modifier.
  Light Targets (Sp): To bolster a troop’s effectiveness 
  in a concerted assault, a 5th-level warsinger may proj-
  ect a ball of fire over a selected target. Those attacking 
  the lit opponent gain a +2 bonus to attack rolls. The 
  target also suffers a -2 penalty to ranged attack rolls 
  and a -4 to morale checks. This ability lasts for a num-
  ber of rounds equal to 2 x class level and may be used 
  a number of times per day equal to the warsinger’s 
  Intelligence modifier. The warsinger may direct the 
  light to a new target once per round as a move action.
  TABLE 9-8: WARSINGER 
  Level
  Base 
  Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  1st
  +0
  +0
  +2
  +2
  Rally, sprinter
  +1 level of existing class
  2nd
  +1
  +0
  +3
  +3
  Banshee’s wail
  +1 level of existing class 
  3rd
  +2
  +1
  +4
  +3
  Battle chant
  +1 level of existing class
  4th
  +3
  +1
  +4
  +4
  Overwhelm
  +1 level of existing class
  5th
  +3
  +1
  +4
  +4
  Light targets
  +1 level of existing class
  
  s162s
  CHAPTER TEN: MAGIC ITEMS
  SILWYTH, TO DAGNARUS, PRINCE OF VINNENGAEL
  “Then I suggest a small brooch made of the rare turquoise, which is known for its 
  magical power to protect from harm those who wear it. Such a gift will express your 
  admiration, also your thoughtfulness. It will be a gift she can wear openly, with 
  honor. One that her husband could not fault, nor prevent her from accepting.”
  
  s163s
  Magic items in Loerem are rare and unique. Each 
  magical object has a story, whether it is a simple am-
  ulet that protects the wearer against mosquito bites 
  or a gilded coach that can fly through the air. Magic 
  items are costly for the wizard in money and XP, and 
  they take a lengthy amount of time to enchant. Thus, 
  even the simplest is treasured.
  No magic item is ever found scattered about on the 
  street in Loerem; all have a reason for existence and 
  the gamemaster is encouraged to develop stories for 
  them. Sometimes the story will drive the campaign, 
  other times the plot can be so compelling that players 
  will want to get involved. Have fun with magic items 
  in your game, but remember, few people in Loerem 
  have magic swords or suits of armor. Those who do 
  are loath to give them up.
  While magic items are rare, there is a possibility that 
  some may be purchased from black marketers, fenc-
  es, or mageware shopkeepers. Usually the items on 
  sale are the least expensive to produce, such as po-
  tions. More valuable items may become available 
  from time to time, but then “market price” means 
  virtually nothing when considering how much one 
  might charge for such items. The true market value of 
  a magic item must take into account the perils faced 
  to retrieve it, its powers, and the demand for it. Often, 
  the prices for artifacts of great power are astronom-
  ical.
  Although all races of Loerem take advantage of mag-
  ic, the creation of magic items is rare and exclusive. 
  Most magically crafted items are not as useful as 
  having a spellcaster available in the first place. The 
  truly potent artifacts that are exception to this rule 
  are coveted or guarded by some of the most powerful 
  entities in Loerem.
  In most cultures, there will always be a few hedge 
  wizards who make a modest living by brewing po-
  tions and enchanting small amulets, but these items 
  always duplicate existing minor spells and are tempo-
  rary at best. The permanent, more powerful items are 
  extremely scarce and often jealously protected. These 
  artifacts are usually created by a cabal of mages to 
  achieve a specific goal. They have a greater story than 
  simply their power, and heroes who find and use one 
  forever link their names to the artifact’s legacy.
  MAGIC ARMS & ARMOR
  ASSASSIN’S CROSSBOW
  Aura moderate evocation; CL 11th Earth
  Slot none; Price 5,720 argents; Weight 4 lbs.
  DESCRIPTION
  A favorite weapon of Dunkargan cutthroats, thieves, 
  and assassins during the height of the Dunkargan 
  Empire, these sorts of crossbows were often employed 
  with the best wishes of the guild mages who creat-
  ed them, since they were almost impossible to trace 
  back to the creator. The mages constructed them with 
  a built-in life expectancy in order to force the buyer 
  to return to have it re-enchanted. Once the bows had 
  been used a number of times, they lost their ability to 
  cause unusual amounts of damage.
  Such crossbows are much rarer now, and are de-
  stroyed by the authorities when found - especially in 
  Vinnengael.
  
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  An assassin’s crossbow acts in all respects like a nor-
  mal light crossbow, except it has a +1 enhancement 
  bonus to attack rolls. In addition, the magic sharpens 
  the bolt to a vicious point when it is fired. If the bolt 
  hits, it does normal damage +2d6 points of addition-
  al damage. The assassin’s crossbow may be used 50 
  times before it loses this power (but still retains the 
  +1 enhancement bonus).
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor; Cost 
  2,810 argents
  AXE OF KILVAN
  Aura strong transmutation; CL 20th Earth
  Slot none; Price 15,770 argents; Weight 3 lbs.
  DESCRIPTION
  Axes of kilvan are named for the Vinnengaelean war-
  rior who first commissioned an axe of this type to be 
  crafted. Upon the utterance of a command word, an 
  axe of kilvan may change from the size of a hand axe 
  to that of a battleaxe and vice versa. The axe has a 
  +2 enhancement bonus to attack and damage rolls in 
  both of its forms. The axe deals damage according to 
  its size when it is used.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, shrink 
  item; Cost 7,885 argents
  BLAZING JAVELIN
  Aura moderate evocation; CL 15th Fire
  Slot none; Price 5,000 argents; Weight 2 lbs.
  DESCRIPTION
  With a shaft of reddish wood, carved with an intri-
  cate design of twisting flames, and a copper head, 
  blazing javelins are a common weapon amongst the 
  Red Clan dwarves, though a few have managed to 
  find their way into other hands.
  When the command word is spoken, the javelin ig-
  nites with crackling flames that do not harm the 
  wielder. When thrown, it grants a +1 enhancement 
  bonus to attack and damage rolls and explodes upon 
  impact. The explosion creates a fiery burst that in-
  flicts 5d6 points of fire damage to all within a 20-foot 
  radius (Reflex DC 14 half).
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, fire-
  ball; Cost 2,500 argents
  COWARD’S CLUB
  Aura moderate evocation; CL 15th Earth or Void
  Slot none; Price 14,868 argents; Weight 3 lbs.
  DESCRIPTION
  This rust-colored weapon looks like a simple wooden 
  club, except it is constantly shedding a light coating 
  of dust and rust from its surface. It has been rumored 
  that the coward’s club was originally seen in the Un-
  horsed dwarven city, Saudamos, and has since slowly 
  made its way west. The club causes all metal it touches 
  to turn to rust. Stories abound of warriors who con-
  tended with the wielder of the club, only to see their 
  weapons and armor turn to piles of rust at their feet.
  The coward’s club is a wooden club with a +1 en-
  hancement bonus to attack and damage rolls. Three 
  times per day a user can make a touch attack with it 
  to corrode a struck metal object instantly. The size of 
  the object does not matter  - full-plate rusts as quick-
  ly as a dagger. Magic armor, weapons, and other en-
  chanted items made of metal must succeed at a Reflex 
  save (DC 20) or rust away.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, brittle; 
  Cost 7,434 argents
  EFLAN’S MAUL
  Aura moderate evocation; CL 15th Earth
  Slot none; Price 12,310 argents; Weight 5 lbs.
  DESCRIPTION
  Eflan is a famous Trevenici hero who led the Treve-
  nici armies at the fall of Yeskin, the only known city 
  of Trevenici.
  Although Yeskin fell to a formidable army of giants, 
  ogres, and trolls, the battle put up by the Treveni-
  ci was so heroic that it sapped the creatures’ will to 
  move south, thus saving the Trevenici homeland.
  Eflan’s maul is a mighty warhammer with a massive 
  square iron head and a haft made of ironwood. The 
  head has the image of a pegasus engraved upon either 
  side, and Eflan’s outsider name, Cold Lion, etched 
  along the haft. 
  
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  Eflan’s maul was supposedly buried with the Treveni-
  ci warrior in or near Yeskin. The exact location of the 
  burial mound has never been confirmed. There have 
  been rumors that the maul was found many years 
  ago, but, if so, no one has been able to confirm them. 
  A Trevenici encountering a treasure chamber often 
  leaves all else to search for this magical artifact that is 
  one of the few a Trevenici warrior would deign to use.
  This weapon has a +2 enhancement bonus to attacks 
  and damage.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, greater 
  magic weapon; Cost 6,155 argents
  HEARTHUNTER BOW
  Aura strong evocation; CL 30th Fire
  Slot none; Price 76,680 argents; Weight 4 lbs.
  DESCRIPTION
  The hearthunter bow is thought to have been con-
  structed for Grunnar, chieftain of the Mountain 
  Clan, about sixty years ago. Grunnar had an alleged 
  nemesis, a giant leopard that roamed Mount Vaben. 
  It proved too agile for Grunnar and took delight in 
  flaunting its speed whenever the two met. To avenge 
  his humiliation, Grunnar commissioned this potent 
  weapon and carried it with him into Mount Vaben 
  alone. No one knew the fate of either chief or crea-
  ture, only that neither has been seen since.
  This bow grants a +2 enhancement bonus to attack 
  and damage rolls. Three times per day, with the prop-
  er command word the wielder is able to fire a single 
  arrow with a +6 bonus to attack and damage, dealing 
  2d6 points of damage on a successful strike, and x4 
  damage on a critical hit.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, greater 
  magic weapon, true strike; Cost 38,340 argents
  HUNTER’S FRIEND
  Aura moderate abjuration; CL 10th Earth
  Slot armor; Price 3,180 argents; Weight 15 lbs.
  DESCRIPTION
  This is an ancient set of leather armor, well-worn, 
  covered with blotches of green and yellow. 
  It is rumored that hunter’s friend was originally made 
  by a Nimorean mage for a wealthy patron who had a 
  penchant for hunting, but wasn’t very good at it and 
  sought magical assistance.
  The armor has changed hands many times over the 
  years, and no one knows now who owns it or even if 
  it still exists.
  This suit of leather armor lends a +1 enhancement 
  bonus to AC. The wearer also gains a +10 circum-
  stance bonus to Stealth checks when in natural sur-
  roundings.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, hide 
  from animals; Cost 1,590 argents
  KELLAN’S FANTASTIC      
  FLOATING PLATE
  Aura moderate abjuration and transmutation; CL 
  16th Water
  Slot armor; Price 6,750 argents; Weight 45 lbs.
  DESCRIPTION
  This suit of half-plate has a fearsome insignia of a 
  diving bird of prey on the breastplate. It is in excel-
  lent condition and always retains a mirror-like shine, 
  even when its wearer is wallowing in mud and blood. 
  While the mage who fashioned the fantastic floating 
  plate is unknown, it was made famous by Kellan the 
  Dark, a notorious Nimran pirate who preyed upon 
  human and orken ships alike. Kellan was easy to spot 
  in battle, for he was the only sailor courageous (or 
  mad) enough to wear heavy metal armor on a ship. 
  The enemy who knocked Kellan over the side of his 
  ship, the Revenge, expecting to see nothing but bub-
  bles, was always astounded to view Kellan — armor 
  and all — floating calmly in the water.
  Kellan’s fantastic floating plate grants a +2 enhance-
  ment bonus to the wearer’s AC (total +10 AC). The 
  armor never interferes with swimming and reduc-
  es its armor check penalty for all Swim checks to 0. 
  Magically buoyant, the armor always keeps the wear-
  er safely afloat.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, presti-
  digitation, water walk; Cost 3,375 argents
  
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  KINGSBLADE
  Aura strong evocation; CL 63rd combined Air + 
  Earth
  Slot none; Price 198,202 argents; Weight 4 lbs.
  DESCRIPTION
  What we know of the early days of Vinnengael we 
  know mostly through legend and song. The early 
  days were days of battle and romance, violent death 
  and passionate living. Among the many mysteries 
  coming out of that dark and shadowy time is how 
  King Tharin Ildurel truly met his end. Sages hope to 
  one day uncover the truth about the death of Tharin 
  Ildurel, second King of Vinnengael. Treasure-seek-
  ers, however, are more interested in the king’s sword.
  Kingsblade was commissioned by King Verdic Ildurel 
  for his son Tharin when the boy was still quite young. 
  Legend has it that Verdic’s advisor, Tarras Weldar, en-
  chanted the sword himself, with the help of trusted 
  colleagues. The sword was presented to Tharin on his 
  twelfth birthday. 
  As the sword is pictured on surviving tapestries of 
  that age, kingsblade was both beautiful and function-
  al, serving the warrior-king well until he was lost at 
  sea. The sword is a longsword with magical runes en-
  graved down the length of the blade on both sides. 
  The cross-piece resembles two roaring lions and the 
  hilt and pommel are inset with precious jewels. The 
  songs of King Tharin tell that when he used the sword 
  in battle, he fell upon his enemies with blinding 
  speed, while the pommel stone glowed with an eerie 
  light.
  The sword of King Tharin is enchanted to be magical-
  ly sharp and is extremely well-balanced, giving it a +4 
  enhancement bonus to both attack and damage rolls. 
  Despite its weight and size, the sword can also be 
  used with remarkable speed. The wielder gains one 
  extra attack each round with the sword at his highest 
  bonus. 
  Finally, once per day at the command of the wielder, 
  the lion heads on the cross-piece can roar with the 
  fury of a thunderclap, inflicting 4d6 points of sonic 
  damage to anyone within the area of a 100-foot cone.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, great-
  er magic weapon, haste, sound burst; Cost 99,101 ar-
  gents
  MYRO’S SHIELD
  Aura moderate abjuration and evocation; CL 10th 
  Fire
  Slot shield; Price 10,514 argents; Weight 5 lbs.
  DESCRIPTION
  This small, round shield is made from a wood with 
  a distinctly reddish tint. Those near it feel the heat 
  radiating off of its surface. Myro’s shield is hot to the 
  touch at all times, but never scorches the bearer, not 
  even when hot flames lick its surface.
  
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  Generations ago, Myro was a dwarven chieftain of 
  the Red Clan. A skilled Fire mage in his own right, he 
  crafted a shield that he could use to unleash his magic 
  even while he was mounted, armed, and armored.
  This light wooden shield carries a +1 enhancement 
  bonus. It can cast searing light spell three times per 
  day at CL10.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, searing 
  light; Cost 5,257 argents
  SHIELD OF GENERAL AQUAL   
  IMMIN SIFION IQUAR
  Aura strong divination; CL 22nd Earth
  Slot shield; Price 12,540 argents; Weight 10 lbs.
  DESCRIPTION
  This large shield is fashioned from the tusks of an el-
  ephant with elephant hide stretched between them. 
  The elephant hide is as strong as steel, while the ivo-
  ry tusks cannot be chipped or damaged by ordinary 
  weapons.
  Aqual immin Sifion Iquar was a Karnuan general 
  who distinguished himself during the civil war that 
  established the Caliphate. He also had a passion for 
  hunting large game. The caliph commissioned his 
  personal mages to craft the shield using the carcass 
  of a bull elephant that the general killed. The gener-
  al carried the shield into many successful campaigns 
  before his death as an old man. The shield was passed 
  on to his heirs, who carried it in Karnuan military 
  campaigns. The family died out and the shield has 
  since been lost to history.
  The shield of general aqual immin sifion iquar func-
  tions as a +2 large steel shield. It also grants the user 
  a +1 resistance bonus to all saving throws versus Fire 
  magic, and a +2 enhancement bonus to the user’s 
  Strength.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, bull’s 
  strength, resistance, shield; Cost 6,270 argents
  SWORD OF SIGHT BEYOND SIGHT
  Aura strong divination; CL 19th Water
  Slot none; Price 29,380 argents; Weight 4 lbs.
  DESCRIPTION
  This longsword has had many masters, for it never re-
  mains with one person for more than a year. The fact 
  that most of its owners have met violent and bloody 
  ends has led people to believe the sword of sight be-
  yond sight is cursed.
  The sword itself is plain looking, except for the large 
  polished tiger eye agates embedded on either side of 
  the blade in the center of the sword’s crossbars. Upon 
  command, the sword may be held before the wielder 
  and a vision will unfold along the flat of the blade. 
  The sight can be of any one person or creature that 
  the wielder wills, so long as he has had interaction 
  with that individual within the past 30 days. He can 
  see what the target is doing and has some sense of the 
  target’s surroundings (whether he is in a castle, out-
  doors, in a tavern, etc). The vision lasts only 1 min-
  ute. The wielder cannot communicate with the target, 
  and the target has no notion of being watched. The 
  sword can perform this feat 3 times per day. It also 
  has a +1 enhancement bonus for attack and damage 
  rolls.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, scrye; 
  Cost 14,690 argents
  TELIDHRAF MARDH (BOON FOR 
  THE WANDERER)
  Aura faint illusion; CL 7th Air
  Slot none; Price 12,304 argents; Weight 9 lbs.
  DESCRIPTION
  Although crafted by the Nimoreans, these magical 
  weapons are considered extremely rare and hard to 
  come by. Or it may be that they are more common 
  than supposed. Because they look like simple wood-
  en walking sticks, an owner may not realize what it is 
  that he owns.
  Telidhraf mardh are actually longspears enchanted to 
  appear as walking sticks. Each has a +1 enhancement 
  bonus to attack and damage rolls. Those attacked by 
  anyone wielding a telidhraf mardh get a Will save 
  (DC 15) to disbelieve the illusion. 
  
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  A successful save lets the opponent see the longspear 
  for what it really is. However, once 24 hours have 
  passed, the illusion is in effect again. Anyone who 
  may have seen through the spear’s illusion sees only a 
  walking stick, until attacked and the subsequent save 
  is successful.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, silent 
  image; Cost 6,152 argents
  TIGER FANG STILETTO
  Aura faint illusion; CL 14th combined Earth + Void
  Slot none; Price 18,302 argents; Weight 1 lb.
  DESCRIPTION
  This long thin-bladed dagger has a large yellow tiger 
  tooth imbedded into its pommel. It was the preferred 
  weapon of a once-famous thief in Forden known 
  simply as Tiger Fang. Tiger Fang retired some years 
  ago, and it is said that the dagger now belongs to one 
  of his pupils. If this is true, none of them are talking.
  This is a +1 dagger that also grants the wielder a +2 
  Dexterity enhancement bonus. The most dreaded of 
  the stiletto’s powers is that when it damages a crea-
  ture, the wound it creates bleeds for 1 additional 
  point of damage per round. Multiple wounds result 
  in cumulative bleeding loss. The bleeding can only be 
  stopped by a successful Heal skill check (DC 15) or 
  healing magic.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, bleed, 
  cat’s grace; Cost 9,151 argents
  WIZARD’S BANE
  Aura strong evocation; CL 18th Air
  Slot none; Price 138,500 argents; Weight 1 lb.
  DESCRIPTION
  Wizard’s bane is a hirglaif of extraordinary crafts-
  manship. The elephant tusk scabbard is scrimshawed 
  with the images of lotus blossoms and the elongated 
  serpentine body of a dragon snaking its way through 
  the flowers. The sword’s hilt is a graven image of the 
  Mother and Father entwined in an embrace, and the 
  hand guard is the open lotus flower. The blade emerg-
  es from the center of the flower. The blade is forged 
  from bright, shining steel, its edge unblemished with 
  no nicks or imperfections of any kind.
  Wizard’s bane was forged and enchanted many cen-
  turies ago by the Wyred at Ergil Amdissyn for the 
  Divine Issilyn of House Trovale. Because the Wyred 
  knew that the Divine would never accept the sword if 
  he knew it was magic, the origins of the sword were 
  disguised. A lord of a lesser house, who needed a gift 
  to show his allegiance to the Divine, obtained the 
  blade. The “craftsman” who sold him the sword for a 
  pittance of its worth advised the lord that the weap-
  on would honor the Divine, and would be a boon to 
  both he and his liege.
  Divine Issilyn accepted the gift and so taken was he 
  with the sword’s craftsmanship and beauty that he 
  made it his personal weapon. Dark days engulfed 
  Issilyn’s rule. Attempts were made on his life, many 
  of them magical. War erupted with the Dunkar-
  gans, and he led many campaigns to rid Tromek of 
  the invaders and their powergul war-wizards. Issilyn 
  was known for prowess in battling spellcasters and 
  was lauded for his victories. After twenty-five years 
  of campaigning, he and the Tromek nation finally 
  knew peace. Not long after the treaties were signed, 
  the sword, wizard’s bane, disappeared from the Di-
  vine’s palace. The Divine was shocked and outraged 
  to think that a thief would dare steal such a valuable 
  weapon from his home. He ordered the land scoured 
  but the sword was never found. The sword was safe 
  with those who had made it. Wizard’s bane has served 
  its purpose. Peace prevailed and the Divine lived a 
  long life, governing his people wisely.
  Under normal circumstances, wizard’s bane is a +2 
  hirglaif. When used in melee combat against a mage, 
  magical beast, or magic-wielding creature, the en-
  hancement bonus increases to +6 and deals +2d6 
  points of damage on each hit. The wielder also gains 
  SR 20.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, greater 
  magic weapon, spell resistance; Cost 69,250 argents
  
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  RINGS, RODS & STAVES
  RING OF ZIMIR EL’TIMIR
  Aura strong transmutation; CL 8th Earth or Water
  Slot ring; Price 12,000 argents; Weight —
  DESCRIPTION
  The ring of zimir el’timir is a large, gold ring inset 
  with a faceted, square-cut garnet. The ring was cre-
  ated by el’Timir, the master of the Crypt Openers 
  mage-guild. El’Timir was known for his prowess has 
  a mage and even more for his incredible breadth of 
  knowledge. He adventured throughout Loerem, as 
  the members of the Crypt Openers are wont to do, 
  investigating old burial sites, ancient ruins, and fol-
  lowing the rumors of magical treasures hidden with-
  in old delvings or long dead cities. His favorite sites 
  were in Karnu.
  El’Timir finally met his doom during the civil war be-
  tween the Karnuans and Dunkargans. No one is quite 
  certain what happened to him. Some claim he was on 
  a special mission for the Dunkargan king when he 
  was slain. El’Timir’s detractors say that he was taking 
  advantage of the war to loot Karnuan burial sites.
  Whichever is true, the powerful magical ring that 
  he had forged for himself was not among the blood-
  stained possessions that were mysteriously returned 
  to the Crypt Opener’s headquarters in Dunkar. 
  The most likely conclusion is that the ring went to 
  one of the war-wizards responsible for el’Timir’s 
  death. No one knows where the ring is now. It could 
  be in some warwizard’s possession or lying lost in the 
  desert sands.
  The ring of zimir el’timir grants its wearer a +4 en-
  hancement bonus to Intelligence.
  CONSTRUCTION
  Requirements Int 16, Forge Ring, fox’s cunning; Cost 
  6,000 argents
  ROD OF THE WOLF
  Aura strong transmutation; CL 25th Fire
  Slot none; Price 37,500 argents; Weight 7 lbs.
  DESCRIPTION
  Crafted long ago by the unhorsed dwarven Fire mag-
  es tending to the Holy Fires of Dwarfdom, this rod 
  was given to the chief of the White Clan to aid them 
  in their survival upon the plains of Grak. So valuable 
  is this rod, clans fought wars for its ownership. Al-
  legedly, the rod has a will of its own and will bring 
  about a war if it is not happy with its current owner. 
  Some dwarves believe that to possess the rod of the 
  wolf is to curse one’s clan with misfortune.
  The rod is constructed from dragon tree wood, traced 
  with the image of flames all along its length. At one 
  end is the carven image of a wolf’s head, howling.
  No one knows who has the rod of the wolf these days. 
  The new Chief of Clan Chiefs has been quoted as say-
  ing that he would like to own the rod himself and it 
  is rumored that he is offering an immense reward to 
  any who will bring it to him.
  Once per round, the rod of the wolf enables a Fire 
  mage to augment the casting of a Fire spell with one 
  choice of the following metamagic feats: Empower 
  Spell, Enlarge Spell, Heighten Spell, Quicken Spell, 
  and Widen Spell. To activate this ability, the caster 
  must be holding the rod while casting, and still must 
  use the necessary elemental essence as well.
  CONSTRUCTION
  Requirements Craft Rod, Empower Spell, Enlarge 
  Spell, Heighten Spell, Quicken Spell, Widen Spell; 
  Cost 18,750 argents
  
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  STAFF OF KHALID EL’ZHIEF
  Aura strong evocation; CL 26th Fire
  Slot none; Price 47,000 argents; Weight 5 lbs.
  DESCRIPTION
  Khalid el’Zhief was a Dunkargan mage of no small 
  reputation during the reign of King Tamrond of Vin-
  nengael. Though born attuned to Earth magic as all 
  humans are, his passion was the magic of Fire. The 
  methods he used to construct and enchant his fa-
  mous staff are now buried in history, but the stories 
  told of the staff and its wondrous powers are not. 
  Khalid traveled to dwarven lands to learn the ulti-
  mate secrets of Fire magic. 
  Neither he nor his staff was ever seen in human lands 
  again. Tales of his staff continue to intrigue human 
  battlemages, who would love to truly harness the 
  power of fire.
  Crafted from oak and carved with the likeness of 
  leaping flames, this staff grants the use of the follow-
  ing spells:
  •Burning hands (1 charge)
  •Fireball (2 charges)
  •Flaming sphere (1 charge)
  •Magic missile, Fire (2 charges)
  •Wall of fire (3 charges)
  CONSTRUCTION
  Requirements Craft Staff, burning hands, fireball, 
  flaming sphere, Fire magic missile, wall of fire; Cost 
  23,500 argents
  WONDROUS ITEMS
  BOOTS OF IRWEN
  Aura moderate abjuration and transmutation; CL 
  15th combined Earth + Fire
  Slot feet; Price 10,000 argents; Weight 1 lb.
  DESCRIPTION
  These alligator-skin boots were made for the famous 
  explorer and ranger Irwen Sephonston. On one of his 
  many adventures he encountered one of the largest 
  and most dangerous alligators to have lived in the 
  jungles of Nimra. It is said that he leaped out of his 
  boat, leaving his wife to protect their supplies, and 
  plunged into the water to get a better look at the beast. 
  The alligator had other ideas, and decided that it was 
  going to have Irwen for dinner.
  Irwen wrestled the alligator ashore and was able to 
  dispatch it, although he was loath to do so since he 
  knew that it was he, not the alligator, who had insti-
  gated the fight. In any event, his wife, an able wizard 
  and ranger in her own right, skinned the animal and 
  made Irwen a pair of enchanted boots.
  Irwen had an insatiable curiosity about gurgers. He 
  dove into a gurger’s mouth head first. His comrades 
  tried to save him by hanging onto his boots. In the 
  end, all they were left with was enchanted footwear.
  The boots of irwen grant the wearer a +2 natural ar-
  mor bonus. However, wearing the boots also turns 
  the owner’s skin a deep green in color. The color 
  abates when the boots are removed.
  CONSTRUCTION
  Requirements Craft Wondrous Item, 5 ranks in Craft 
  (cobbling); Cost 5,000 argents
  G’TAR’S SCRYING BOWL
  Aura strong divination; CL 18th Water
  Slot none; Price 43,250 argents; Weight ½ lb.
  DESCRIPTION
  This ceramic bowl is plain, without decoration and 
  misshapen. It was created by an orken shaman who 
  had a penchant for spying on his friends, family, his 
  shipmates and other citizens of his hometown. He 
  was a gossip and if anyone needed to know anything 
  about local news or events, they would contact G’Tar.
  One day G’Tar made the mistake of spying on his 
  ship’s captain. The captain tossed the bowl overboard. 
  G’Tar was never able to make another and, to his dy-
  ing day, he scoured the shores for the bowl in hopes 
  that the sea might give it up. He never found it and 
  lamented the loss of the bowl in the Sea of Edam Nar 
  until he died.
  G’tar’s scrying bowl must be filled with water for ac-
  tivation. Upon uttering the command word, it con-
  jures up a visual image of an area no more than 10 
  feet across centered on an item or creature that the 
  user has previously touched, up to 1 month ago. The 
  image lets the user see other creatures and objects 
  within the viewing area. The image is silent and does 
  not permit communication with any creature in view. 
  
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  The vision fades immediately if the bowl is disturbed 
  while in use. These powers can be used 5 times per 
  day. The vision lasts for as long as the user concen-
  trates.
  CONSTRUCTION
  Requirements Craft Wondrous Item, water knows 
  all; Cost 6,000 argents
  GWYNDEN’S CIRCLET
  Aura moderate abjuration and transmutation; CL 
  15th Air
  Slot head; Price 12,000 argents; Weight —
  DESCRIPTION
  Gwynden was an elven general and noble to whom 
  family and honor were of paramount importance. 
  Unknown to Gwynden, he had attracted the affec-
  tion of one of his house Wyred. Fearful he would be 
  slain in battle, she crafted a magical circlet and en-
  chanted it with Air magic to protect the person who 
  wore it. She planned to give Gwynden the circlet, but 
  never tell him that he was under the circlet’s magical 
  protection, for she knew he would be furious upon 
  discovery.
  During the item’s creation, civil war flared in the Di-
  vine Lands of the Tromek and Gwynden was called 
  into service. His anonymous lover completed the gift 
  and worked out an elaborate ruse to bring it to him 
  at his field pavilion, under the guise of a messenger 
  from his wife.
  The story told that the next day, at dawn, battle was 
  joined. Gwynden appeared wearing a thin circlet of 
  shining metal upon his head. He fought valiantly 
  and won many battles, coming through them all un-
  scathed. Weapons could not touch him. One of the 
  Wyred, watching this, realized that Gwynden was 
  under some sort of enchantment and, upon investi-
  gation, uncovered the nature of the circlet. When he 
  found out, Gwynden was deeply shamed. He cast off 
  not only the circlet, but also his armor and his shield. 
  He was almost immediately felled from his horse 
  with a mortal wound.
  The circlet’s Wyred creator disappeared. It is believed 
  that her fellow Wyred had arrested her and brought 
  her before whatever mysterious tribunal the Wyred 
  hold. She was never seen again.
  This is a thin circlet of woven platinum and gold. A 
  modest example of jewelry, it is suitable to be worn 
  by a man or a woman. The wearer of the circlet in 
  combat is surrounded with strong breezes that push 
  away and retard attacks. Gwynden’s circlet grants a 
  +2 deflection bonus to AC. Moreover, the airy shell, 
  while active, also protects the wearer from all harm-
  ful vapors and gases. Under normal circumstances 
  (outside of combat), the air about the wearer remains 
  at rest.
  CONSTRUCTION
  Requirements Craft Wondrous Item, alter self, shield 
  of faith; Cost 6,000 argents
  HELM OF THE PUMA
  Aura strong transmutation; CL 32th combined Air 
  + Earth + Fire
  Slot head; Price 38,640 argents; Weight 3 lbs.
  DESCRIPTION
  Helm of the puma was originally a gift from an un-
  named Vinnengaelean noble to a wealthy Nimran 
  merchant, whose passion for gambling led him to 
  lose the helm within weeks of acquiring it. The helm 
  has had a steady stream of owners, each one losing 
  it through theft or misfortune. Despite its reputation 
  for being cursed, many warriors and hunters covet 
  the helm and the abilities it grants the wearer.
  The helm is fashioned in the style of most Vinnengae-
  lean helms. Made of high-quality steel, it is adorned 
  with a horse-hair tassel. The visor of the helm resem-
  bles a predatory cat. In lowlight conditions, a wearer’s 
  eyes seem to glow green from within the helm.
  Anyone wearing the helm of the puma is granted low-
  light vision. The helm also grants the wearer the abil-
  ity to run with incredible speed. When running, the 
  wearer’s base speed becomes 40 feet and receives the 
  benefits of the Run. Finally, the helm gives the wearer 
  a +2 enhancement bonus to Dexterity.
  CONSTRUCTION
  Requirements Craft Wondrous Item, cat’s grace, ex-
  peditious retreat, eyes of the leopard; Cost 19,320 ar-
  gents
  
  s172s
  KARVAL’S FINGER
  Aura moderate abjuration; CL 10th Earth
  Slot none; Price 6,000 argents; Weight —
  DESCRIPTION
  Karval’s finger is a long troll finger, yellowed and 
  browned with age, suspended on a fine silver chain.
  The story goes that before the eastern oceans had 
  been seen by human eyes and the name Vinnengael 
  had been uttered in central Loerem, the feared troll-
  king, Karval, was slain by a stout-hearted party of 
  adventurers. 
  The leader, a mighty warrior, took Karval’s index fin-
  ger as a souvenir, cleaned it and made a pendant of it.
  The pendant passed from father to son for many 
  years. It was reputed that the pendant had protective 
  properties, for the owners would often wear little in 
  the way of armor into combat.
  Karval’s finger was lost in the wars fought against the 
  proliferating might of Verdic Ildurel, the first King of 
  Vinnengael. It has been rumored that the grisly pen-
  dant has been seen worn by orks, but this can’t be 
  confirmed, since members of that race often adorn 
  themselves with such trophies.
  Karval’s finger grants its wearer a +2 natural armor 
  bonus, as though he were wearing armor. The magic 
  of the finger surrounds the wearer with an invisible 
  barrier that hampers the effectiveness of attacks.
  CONSTRUCTION
  Requirements Craft Wondrous Item, barkskin; Cost 
  3,000 argents
  LAVA BOOTS OF ALADON
  Aura strong transmutation; CL 30th combined Air 
  + Fire
  Slot feet; Price 32,800 argents; Weight —
  DESCRIPTION
  Lava boots of aladon appear as normal dwarven rid-
  ing boots, except for their boot soles, which are cov-
  ered in dried red, crusted lava. This sole of lava rock 
  is impossible to chip away or cut into. The first pair of 
  lava boots was said to have been made more than 600 
  year ago. A dwarven scout had to dismount his horse 
  so he could explore a section of cliffs in the Dwarf 
  Spine Mountains. 
  Angry at having to leave his horse behind, he paid 
  no attention to where he was going. In a very short 
  time, he crossed several highly active volcanic vents. 
  He discovered the cliff face was actually the edge of 
  an extremely effervescent volcano. He tried rushing 
  down the side of the mountain, but fate took a hand 
  and in seconds, expelling lava flowed all around to 
  completely encircle him. As the air rushed from his 
  lungs, he knew he had no choice but to try leap over 
  the lava. Other scouts at the edge of the pool found 
  his body much later. 
  His boot soles had been burned away completely, 
  leaving only a thick crusting of dried, reddish lava. 
  In an attempt to honor his effort, his older brother, 
  the clan’s Firemage, decided to imbue the boots with 
  magic, creating the first pair of lava boots. Since that 
  time, only a few other pairs of lava boots have been 
  created. Each one has a slightly different story, and 
  seems to imbue its wearer with slightly different ef-
  fects, but they were all created in honor of a dwarf 
  who braved a volcano and was killed for his or her 
  efforts. Rumors abound that a pair of lava boots 
  were created to honor the Dwarven Dominion Lord, 
  Barek Forgetouch, and that they must possess incred-
  ible magic.
  Wearing the boots for more than twenty-four hours 
  has an unusual effect on dwarves, though they are 
  powerless on the feet of other races. It’s believed that 
  there are special minerals in the red lava of the boots. 
  These minerals enter the body of the wearer through 
  the soles of their feet, stoking the inner flame of the 
  Fire-advantaged dwarves. The effects of the boots 
  will last for 24 hours after they’re taken off.
  The lava boots of aladon grant the wearer a +2 en-
  hancement bonus to Dexterity, low-light vision up to 
  120 feet, and 10 fire resistance. However, while worn, 
  a curious redness infuses the skin of the wearer. This 
  redness casts a very slight ruddy glow only noticeable 
  in the dark. Only dwarves benefit from these boots.
  CONSTRUCTION
  Requirements Craft Wondrous Item, cat’s grace, 
  darkvision, resist energy; Cost 16,440 argents
  
  s173s
  MIDNIGHT INCENSE
  Aura moderate necromancy; CL 5th Void
  Slot none; Price 1,020 argents; Weight ½ lb.
  DESCRIPTION
  Midnight incense comes in unremarkable, char-
  coal-black balls. Each ball is enchanted with the 
  power of the Void and gives off a strong, acrid odor 
  when burned. In addition to burning the incense, a 
  user must utter a short phrase that acts as a trigger.
  The use of midnight incense is frowned upon in most 
  human kingdoms, yet some Void mages are able to 
  make small fortunes by selling it to rich noblemen 
  desperate to communicate with the dead.
  For the enchantment to function, the user must burn 
  midnight incense within an hour of midnight (either 
  before or after), in the presence of a humanoid body 
  that has not been dead for more than 500 years, ac-
  companied by a simple ritual phrase. If burned at any 
  other time under any other condition, nothing hap-
  pens. 
  The spirit of the dead appears within smoke of the 
  incense. The spirit is completely insubstantial and 
  has no awareness of anyone except the its summon-
  er. The spirit may be questioned in any language the 
  spirit understood in life, although the spirit is under 
  no obligation to tell truth unless challenged. If the 
  summoner challenges the spirit to tell the truth, they 
  must both make opposed Charisma rolls. If the sum-
  moner’s roll is higher, the spirit is wracked with pain 
  and must answer the question truthfully. The spirit 
  stays for 10 minutes (when the incense burns out), 
  though burning another midnight incense extends 
  the duration another 10 minutes.
  CONSTRUCTION
  Requirements Craft Wondrous Item, speak with 
  dead; Cost 510 argents
  PECWAE FRIENDSHIP TOKEN
  Aura faint abjuration; CL 5th Earth
  Slot none; Price 1,125 argents; Weight —
  DESCRIPTION
  These tokens of friendship, given by pecwae Earth 
  mages to trusted Trevenici, appear to be nothing 
  more than a few feathers and beads woven together. 
  A token is usually tied into the wearer’s hair, though 
  it could be worn almost anywhere.
  The wearer of a pecwae friendship token receives a 
  +1 enhancement bonus to all saving throws against 
  magical effects and spells.
  CONSTRUCTION
  Requirements Craft Wondrous Item, resistance; Cost 
  562 argents
  PECWAE SWEET BREAD
  Aura faint conjuration (healing); CL 5th Earth
  Slot none; Price 60 argents; Weight ½ lb.
  DESCRIPTION
  Pecwae sweetbread was originally made by pecwae to 
  help keep the strength of their wandering brethren 
  from flagging on long trips. The loaves are small and 
  may be eaten in three or four bites (five or six for a 
  pecwae). The bread has a pleasant cinnamon aroma 
  and a sweet taste.
  Eating an entire loaf of pecwae sweetbread heals 1d4 
  hit points of damage on a living creature.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Craft (baking) 
  5 ranks, cure light wounds; Cost 30 argents
  PECWAE TURQUOISE PENDANT
  Aura faint abjuration; CL 10th Earth
  Slot neck; Price 7,500 argents; Weight —
  DESCRIPTION
  Pecwae believe that the power of Earth magic lies 
  dormant in turquoise. The other races of Loerem 
  have come to respect pecwae-enchanted turquoise. 
  It is said that the pecwae worked stones have special 
  powers. Such stones are highly coveted among both 
  humans and elves.
  
  s174s
  Pecwae turquoise pendants take on a variety of shapes, 
  depending upon what the pecwae had in mind when 
  he made it. They often like to shape the stones into 
  birds, trees, or small woodland animals. They never 
  use fish as a motif for their stone carving, since they 
  considered fish stupid and uninteresting. Not every 
  turquoise stone shaped by a pecwae has magical 
  properties, and there are many unsavory types who 
  try to replicate the look of pecwae-shaped stones in 
  order to capitalize upon their reputed properties.
  A pecwae turquoise pendant grants the wearer a +1 
  luck bonus to AC and Fortitude saves.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Craft (gemcut-
  ting) 8 ranks, resistance; Cost 3,750 argents
  SHADOW GLOVES
  Aura moderate transmutation; CL 12th Void
  Slot hands; Price 13,500 argents; Weight —
  DESCRIPTION
  It is reputed that there are perhaps five or six pairs 
  of shadow gloves in existence. They are favored by 
  thieves and assassins, who are often the targets of 
  spells and traps that require quick thinking and even 
  quicker movement to survive.
  A pair of shadow gloves looks like ordinary black 
  gloves, except that they are made of an almost 
  weightless cloth. They fit the wearer’s hands perfectly, 
  no matter how big or small, and do not hamper his 
  sense of touch. They are as comfortable as the wear-
  er’s own skin. He won’t know they are there, except 
  for the fact his hands turn as black as pitch.
  The wearer gains a +4 enhancement bonus to his Re-
  flex saves and ability and skill checks involving man-
  ual dexterity (such as Disable Device and Sleight of 
  Hand). Both gloves must be worn for the enchant-
  ment to work.
  CONSTRUCTION
  Requirements Craft Wondrous Item, shadow’d vis-
  age; Cost 6,750 argents
  THUNDER BEAD
  Aura moderate evocation; CL 5th Air
  Slot none; Price 1,020 argents; Weight —
  DESCRIPTION
  A thunder bead is a small glass or ceramic bead that 
  appears to be innocuous until it is thrown at an op-
  ponent. They were created by the Wyred, who often 
  wear them as jewelry, either as bracelets around their 
  wrists or bound up in their hair.
  The user throws a bead at an opponent and on a suc-
  cessful ranged attack, the bead unleashes a shatter-
  ing blast of air upon impact, dealing 4d6 points of 
  damage (Fort save for half damage, DC = 10 + caster 
  level). The opponent must then make another Fort 
  saving throw at the same DC to avoid deafness for 
  1d6 rounds. Each thunder bead has a range incre-
  ment of 5 feet.
  CONSTRUCTION
  Requirements Craft Wondrous Item, sound burst; 
  Cost 510 argents
  TOROK’S TUBE
  Aura moderate divination; CL 10th Earth
  Slot none; Price 13,440 argents; Weight —
  DESCRIPTION
  This magical device was created by the dragon, Torok, 
  when he was a man and had not yet undergone his 
  transformation. Torok’s tube is a small, hollow, ivory 
  cylinder, about six inches in length. The cylinder is 
  unremarkable, devoid of any writing or carving, and 
  is smooth to the touch.
  After his transformation into a dragon, Torok left his 
  home and wandered aimlessly across Loerem. He 
  enjoyed nothing more than watching a good battle 
  and he was especially interested in the border skir-
  mishes between the fledgling Kingdom of Vinnen-
  gael, the Dunkargan Empire, and the Divine Lands 
  of the Tromek. He became the preeminent pundit on 
  those battles, and has remained so down through the 
  centuries. He made his home atop a great flat out-
  cropping in the mountains east of Seithmorae and 
  has lived there for as long as anyone can remember. 
  He is reclusive, though, and is hard to find.
  
  s175s
  It is believed that torok’s tube was given by Torok him-
  self to a party of adventurers on a mission of peace for 
  the Vinnengaelean empire. Supposedly, this group 
  traveled with a dragon-friend of their own. The truth 
  of this tale has yet to be confirmed.
  Torok’s tube enables the user to sense the presence of 
  any active Earth magic or items enchanted by Earth 
  magic while looking though the tube.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Magical At-
  tunement (Earth), detect magic; Cost 6,720 argents
  
  s176s
  CHAPTER ELEVEN: CHAMPIONS OF 
  LIGHT AND DARKNESS
  GUSTAV, LORD OF KNOWLEDGE
  I was an orphan, a child of the streets, a thief. Sixty years later, the people of Vin-
  nengael still speak of the bold robbers of Gustav’s Band who terrorized the dark 
  alleyways. We fell victim to the City Guard. As punishment, we were sent to the mil-
  itary. Our heroism, born of reckless bravado, impressed our commander, a valiant 
  and wise man. I recognized his worth and saw him in contrast to myself. I asked, as 
  my reward, that he teach me to read and to write.
   
  I was made a Knight of Vinnengael and later, with the blessing of the gods, a 
  Dominion Lord, the Lord of Knowledge. 
   
  I have spent the years of my long life searching for the Sovereign Stone. 
  Throughout the land I quested, all in vain.
   
  And then, at last, I found the blessed artifact.
   
  I brought doom upon myself. But I brought hope to the world.
  
  s177s
  For every light, there is darkness.
  In a Sovereign Stone campaign, light and darkness 
  are epitomized respectively by the Dominion Lords 
  and Vrykyl. The former approved by the gods them-
  selves, the latter selected to embrace the Void as its 
  elite warriors by Dagnarus; both wielding powers ri-
  valing those of the mightiest creatures prowling Lo-
  erem.
  In game terms, Dominion Lords and Vrykyl are con-
  sidered mythic characters. Thus, they follow the rules 
  (with additional abilities) from the Mythic Adven-
  tures book for creation and play regarding mythic 
  tiers.
  DOMINION LORDS
  Dominion Lords are the champions of honor and 
  truth on Loerem. In the days of Old Vinnengael, King 
  Tamaros prayed to the gods to grant him the ability 
  to bless those who were courageous and noble so that 
  they would become champions of the people. The 
  gods granted their blessing to the chosen heroes, first 
  to humans, and then to the elves, orks, and dwarves 
  through the Sovereign Stone. 
  Each Dominion Lord embodies an ideal, granted 
  to them by the gods at the time of the hero’s blessed 
  Transfiguration.
  Among the current human Dominion Lords are: 
  Sir Tarbrand Correndar, Lord of Change
  Lord Gerald Elkstone, Lord of Strength
  Vironique Cadwall, Lord of Duty
  Lord Gaelin Stewick, Lord of Courage
  Revered Magus Lorn Engrinham, Lord of Healing
  Sir Michel Ardencoure, Lord of Freedom
  Gustav Whoreson, Lord of Knowledge
  Dominion Lords of other races represent different 
  ideals. Elven Dominion Lords include the Green 
  Lord, the White Lord, the Elk Lord, and the Raven 
  Lord. Orken Dominion Lords boast the Lord of 
  Calm, the Lord of the Shark, the Lord of Cunning, 
  and the Lord of the Test. 
  Dwarves have, as far as anyone knows, chosen only 
  one Dominion Lord. He was Dunner, of the Un-
  horsed. Dunner was transfigured in the time of King 
  Tamaros and Old Vinnengael, but disappeared short-
  ly after his ascension to Dominion Lord. 
  The passage of over two hundred years ensures that 
  Dunner is dead, but no one has ever found his body. 
  From time to time, dwarves who serve the Sovereign 
  Stone have vanished. According to dwarven legend, 
  these dwarves have gone to join Dunner in a hidden 
  location, where he trains them to become Dominion 
  Lords so they can return to their people at the time 
  of greatest need.
  Candidates for Dominion Lords of all races are cho-
  sen from among the best educated, wisest, and most 
  virtuous people. They may be male or female, of high 
  birth or low. They must pass tests of courage, virtue, 
  honor, compassion, loyalty, wisdom, and endurance. 
  Only ten Dominion Lords are permitted for each 
  race, and must meet the approval of both the Coun-
  cil of Dominion Lords and the gods themselves. If a 
  position as a Dominion Lord should become vacant, 
  candidates are proposed to fill it. If none is deemed 
  suitable, the opening remains vacant until someone 
  of the requisite virtues is found.
  When a Dominion Lord secures the gods’ blessing 
  through the magical Transfiguration, he is granted 
  magical armor. This armor is a magical extension of 
  the soul and reflects each lord’s values and personal-
  ity. (The Lord of Courage wears a helm crafted in the 
  image of a lion. The Lord of Freedom has the visage 
  of an eagle emblazoned upon his breastplate.) 
  A Dominion Lord’s armor is activated (a free action) 
  by means of an amulet worn by the Dominion Lord. 
  The amulet may be in the form of a necklace, magical 
  gauntlets, bracers, or whatever is chosen by the gods. 
  When attacked or facing physical peril, a Dominion 
  Lord’s armor instantly materializes to protect him. 
  Dominion Lords do not live in their armor, but acti-
  vate it only in times of need. In daily life, they wear a 
  tunic emblazoned with the symbol of the Dominion 
  Lords—two blue griffins holding a golden, radiating 
  disk. Dominion Lords have the utmost respect of all 
  races. Even in times of distrust between nations, the 
  bond between Dominion Lords remains firm. They 
  work continually to bring about unity and peace. 
  Human Dominion Lords are usually given an en-
  chanted sword. The sword is passed on at the time 
  of the lord’s death to a deserving younger member 
  of the knight’s own order. Each one of these magi-
  cal weapons has a name. Stories associated with such 
  swords and their warriors’ brave deeds are nothing 
  short of legendary.
  
  s178s
  GUSTAV, LORD OF KNOWLEDGE
  Gustav was born in Krammes to a streetwalker and 
  abandoned as a baby in an alleyway. Someone from 
  the local thieves guild found the infant, raising him 
  to be a pickpocket as well as a shill. Gustav proved 
  quite adept at thieving and was well on his way down 
  a path that would lead him to the gallows, when he 
  made the mistake of robbing the wrong person. He 
  stole the purse of a dignitary of the Cavalry School. 
  The officer chased down the twelve-year old boy and 
  was going to have him arrested, but, seeing that the 
  young Gustav was on the verge of starvation, the man 
  took him home to dinner instead. Impressed with 
  Gustav’s intelligence and courage, the officer took the 
  boy on as his servant.
  Gustav had always loved watching the soldiers. His 
  private dream was to join the military, an aspiration 
  he thought he would never achieve. Now here was his 
  chance. The officer made repeated tests of Gustav’s 
  loyalty and honesty. Gustav never failed one. Even-
  tually, the officer adopted the boy as his son. Gustav 
  entered the army at age sixteen, rising through the 
  ranks to become an esteemed officer himself. Gustav 
  always honored the man who adopted him and, no 
  matter where he is, always makes an annual pilgrim-
  age to the gravesite of his “father.”
  An act of heroism brought Gustav to the attention of 
  the King of New Vinnengael, who knighted Gustav 
  and granted him a mansion and lands. Shortly after 
  receiving his title, Gustav fell deeply in love with Ad-
  ela, the daughter of a neighboring baron. Adela’s fa-
  ther agreed to the marriage, for although Gustav was 
  of low birth, he was high in the king’s favor. The two 
  were immensely happy, but their joy was brief. Adela 
  died only a few years after their matrimony. 
  At her death, Gustav plunged into grief. Life held 
  nothing for him. He was about to commit suicide 
  by poison when Adela’s spirit appeared and knocked 
  the cup from his hand. She divulged that he had 
  an important mission to fulfill in life and must not 
  dishonor himself or her by ending his life before its 
  completion. 
  Gustav traveled to New Vinnengael. Coming before 
  the king, Gustav asked for a chance to become a Do-
  minion Lord. His request was granted. He passed 
  the tests and endured the Transfiguration to become 
  the Lord of Knowledge. He was gifted with a blessed 
  sword which he named Bittersweet Memories. 
  Gustav had always been fascinated by tales of the 
  missing portion of the Sovereign Stone. As a thief, 
  he had imagined someday going in search of this in-
  valuable artifact. Now, as a Dominion Lord, he real-
  ized the gods have set to him this very task, except 
  he would not seek the Stone for his gain, but for that 
  of his people. Gustav has quested for the Sovereign 
  Stone for many years now. The Vinnengaeleans mock 
  his futility with jokes and silly tunes in taverns. He 
  pays little attention to any of this, except to chuckle at 
  some of the songs.
  GUSTAV, LORD OF KNOWLEDGE   
  CR 10/MR 2
  Male Vinnengaelean rogue 3/mounted warrior 9/
  guardian 3
  LG Medium humanoid (human, mythic)
  Init +4; Senses detect magic 50-ft. radius; 
  Perception +12
  Aura good (10 ft.)
  DEFENSE
  AC 36, touch 11, flat-footed 35 (+1 Dex, +25 
  Dominion Lord armor)
  hp 56 (3d8+9d10)
  Fort +7, Ref +9, Will +7
  Defensive Abilities evasion, guardian’s call
  (sudden block)MA, hard to killMA, remain in sad-
  dle, rogue talent (stand up), swift cavalry +2, 
  trap sense +1; Immune diseases, mind-affecting 
  magic, paralysis 
  OFFENSE
  Speed 30 ft., speed training +20’
  Melee masterwork longsword +16/+11/+6 
  (1d8+3)
  Special Attacks blessed weapon, cavalry training
  +4, expert mounted combat, mythic power (9/
  day, surge +1d6)MA, sneak attack +2d6
  STATISTICS
  Str 12, Dex 13, Con 10, Int 23, Wis 12, Cha 12
  Base Atk +12; CMB +13; CMD 24
  Feats Iron Will, Learned (Know. history, Know. 
  nobility)*, Lightning Reflexes, Mounted Com-
  bat, Ride-By Attack, Scholar*, Spirited Charge, 
  Subduing Strike*, Trample, Trample (Mythic)MA, 
  Unseat, Vital Strike, Weapon Focus (longsword)
  Skills Acrobatics +5, Appraise +15, Bluff +7, 
  Climb +5, Diplomacy +12, Handle Animal +6, 
  Knowledge (arcana) +11, Knowledge (geogra-
  phy) +12, Knowledge (history) +15, Knowledge 
  (local) +12, Knowledge (nobility) +15, Percep-
  tion +12, Ride +10, Sense Motive +5, Sleight of 
  Hand +5, Stealth +8
  
  s179s
  Languages Elder Speak, Karna, Sanki
  SQ amazing initiativeMA, blessings, direct 
  mount, expert trainer +4, knowledgeable guard-
  ianMA, mount, trapfinding +1
  SPECIAL ABILITIES
  Blessed Weapon (Su): A weapon with which a 
  Dominion Lord is proficient counts as a +2 mag-
  ic weapon while wielded by the Dominion Lord. 
  This is a Major Blessing.
  Blessings (Su): A character gains 3 Minor 
  Blessings and 2 Major Blessings upon becoming 
  a Dominion Lord. (The effects are included in 
  appropriate entries unless otherwise noted.)
  * Feat from this book.
  MA Mythic Adventures
  DAMRA, RAVEN LORD
  Damra was one of many children born to a noble 
  elven family. The family was not wealthy and could 
  not afford servants. The frail mother was ill much of 
  the time. The father was constantly away on behalf of 
  the master of his noble House. The children raised 
  themselves, with the eldest looking after the younger. 
  One of the youngest, Damra was a rebellious child, 
  defying her elder siblings and reducing her mother 
  to tears. At a young age, Damra horrified the fami-
  ly by announcing her intention to become a wizard. 
  Elves abhor magic of all kinds and only the mysteri-
  ous Wyred are free to use magic in elven society, but 
  they are shunned by all right-thinking elves. Damra 
  knew the Wyred came to houses at night to steal chil-
  dren gifted in magic and she often slept outdoors, as 
  to make it easy for them when they came for her. The 
  Wyred did not come, however. Damra may not have 
  been gifted in magic, but she was gifted in the ability 
  to use a sword and excelled at her lessons in combat, 
  which are given to all elven children of noble birth. 
  She decided to become a warrior.
  Hoping to drive thoughts of magic out of her head, 
  her father agreed and enrolled her in the martial 
  school of his House, attended by sons and daughters 
  of the nobility. Damra performed so well that she was 
  accepted into the ranks of the House guard.  During 
  a battle, in which her House was fighting alongside 
  the forces of the Divine, Damra saw the Divine sur-
  rounded by his enemies. His own guards fought val-
  iantly, but they were losing the battle. Damra rushed 
  to aid them and fought side-by-side with the Divine. 
  The day was saved and she and the Divine became 
  firm friends. 
  The Divine offered her anything her heart desired as 
  a reward. Damra chose to be a Dominion Lord.
  Damra’s family was shocked, for Dominion Lords 
  are gifted with magic and thus considered among 
  the elves to live outside of society, as do the Wyred. 
  Damra was adamant, and the family dared not defy 
  the will of the Divine. Damra passed the tests and 
  endured the Transfiguration, becoming the Raven 
  Lord. Her family also regretted not ever marrying 
  her to a man of influence or wealth, so when the 
  Wyred offered a substantial dower if one of their chil-
  dren would marry a Wyred, the family immediately 
  thought of Damra. 
  As a Dominion Lord, Damra might have refused, but 
  she loved her family and wanted to help them finan-
  cially. Besides, if she could not be a wizard, she could 
  at least marry one. She was introduced to her hus-
  band, Griffith, on their wedding day. The two fell in 
  love on sight. Although the two are often separated 
  by their duties, they remain deeply affectionate and 
  are never happier than when in each other’s company.
  DAMRA, RAVEN LORD 
  CR 8/MR 1
  Female elf noble 2/fighter 8/champion 1
  NG Medium humanoid (elf, mythic)
  Init +8; Senses detect magic 50-ft. radius; low-
  light vision, Perception +14
  Aura good (10 ft.)
  DEFENSE
  AC 42, touch 15, flat-footed 35 (+2 deceptive 
  melee, +4 Dex, +1 dodge, +25 Dominion Lord 
  armor)
  hp 72 (2d8+8d10+20)
  Fort +8, Ref +7, Will +2; +2 vs. fear
  Defensive Abilities bravery +2, deceptive melee, 
  hard to killMA; Immune blindness, mind-affect-
  ed magic effects
  OFFENSE
  Speed 30 ft.
  Melee hirglaif +17/+12 (1d10+4/19-20) 
  Special Attacks champion’s strike (sudden attack) 
  MA, clean bladeMA, mythic power (5/day, surge 
  +1d6+1)MA, weapon training 1 (hirglaif)
  Spell-Like Abilities (CL 6th) (Major Blessing)
  At will—daze, mage hand, open/close, ray of frost 
  2/day—jump, silent image 
  
  s180s
  STATISTICS
  Str 13, Dex 19, Con 12, Int 13, Wis 9, Cha 15
  Base Atk +10; CMB +11; CMD 25
  Feats Combat Reflexes, Countercharge Strike*, 
  Dazzling Display, Dodge, Improved Initiative, 
  Mobility, Pinpoint Strike*, Potent SurgeMA, 
  Weapon Finesse, Weapon Focus (hirglaif) 
  Skills Acrobatics +8, Bluff +17, Diplomacy +12, 
  Handle Animal +6, Intimidate +13, Linguistics 
  +5, Perception +14, Ride +8, Sense Motive +8, 
  Stealth +8; Heightened Expertise +5 competence 
  bonus to Bluff, Perception, Intimidate
  Languages Elder Speak, Naru, Tomagai
  SQ armor training 2, blessed weapon, blessings, 
  inspiration +1, region of influence (Tromek), re-
  sources, starting money
  SPECIAL ABILITIES
  Blessed Weapon (Su): A weapon with which a 
  Dominion Lord is proficient counts as a +2 mag-
  ic weapon while wielded by the Dominion Lord. 
  This is a Major Blessing.
  Blessings (Su): A character gains 3 Minor 
  Blessings and 2 Major Blessings upon becoming 
  a Dominion Lord. (The effects are included in 
  appropriate entries unless otherwise noted.)
  * Feat from this book.
  MA Mythic Adventures
  
  s181s
  VRYKYL
  Rumors of a huge army made up of strange and fear-
  some creatures are spreading throughout Loerem. 
  The army is reported to be somewhere around Dunk-
  arga, moving slowly across the continent from west to 
  east. Strange and unbelievable as this may seem, ru-
  mors have it that the leader of the army is Dagnarus, 
  Lord of Void. This must be impossible, because Dag-
  narus has been dead for two hundred years!
  The reason for believing Dagnarus has returned from 
  the dead is that a Vrykyl known as Shakur is leading 
  the army. Long ago, Shakur was a criminal murdered 
  by Dagnarus with the Dagger of the Vrykyl. He be-
  came the first Vrykyl and Dagnarus’ senior general. 
  Shakur is loyal to Dagnarus, the person who, through 
  the Void, gave him the magical powers of the Vrykyl. 
  He will see his master’s will done. 
  Other Vrykyls are known to exist. It is rumored they 
  serve as commanders under Shakur. Mages who have 
  studied Void magic warn that the Vrykyl must kill to 
  remain alive, stealing the souls of their victims with 
  their blood knives. Many mysterious murders com-
  mitted throughout the last two hundred years now 
  begin to make horrifying sense.
  Vrykyl are vampiric, undead creatures of immense 
  power, created by Dagnarus, Lord of the Void. To be-
  come a Vrykyl, the subject agrees to willingly serve 
  the Void. Once Dagnarus hears this vow, he mur-
  ders the unsuspecting person with the Dagger of the 
  Vrykyl, a powerful Void artifact. The dagger draws 
  out the victim’s life essence and transfers it to Dag-
  narus. In return, the victim is given a terrible “unlife” 
  by the Void. The Vrykyl must now feed off souls of 
  other living beings to maintain his existence.
  Mage theologians argue over whether the Dagger of 
  Vrykyl is an ancient artifact or if it came to existence 
  when King Tamaros received the ability to create the 
  paladins known as Dominion Lords, the antitheses of 
  the evil Vrykyl. Whatever their origin, Vrykyl are the 
  masters of Void magic. Rigiswald, a renegade mage 
  in the service of Baron Shadmehr, has been study-
  ing old stories and legends about the Dagger and the 
  Vrykyl with some startling findings, though he is not 
  yet ready to share. All he would say for the moment is 
  that the number of Vrykyl in the world mirrors that 
  of the Dominion Lords. Because the four races may 
  create ten Dominion Lords each, the rank of Vrykyl 
  is limited to forty.
  Like their counterparts, the Dominion Lords, Vrykyl 
  have magical armor that both protects them and 
  grants them special powers. The armor is as black as a 
  starless night and can retract or raise upon command 
  (a free action). A Vrykyl must dismiss his armor to 
  feed, permitting the target one fleeting glimpse of the 
  Vrykyl as it truly appears; the victim of a Vyrkyl often 
  dies with a look of horror frozen on his face. When-
  ever a Vrykyl is attacked or in physical danger, its ar-
  mor instantly reacts to protect the Vrykyl.
  Vrykyl can create images to snare unwary victims or 
  to infiltrate enemy ranks and political circles. Vrykyl 
  can appear as extraordinarily beautiful or incredibly 
  handsome, charming and winning. They can mimic 
  the trait of an innocent child or a temptress.  The illu-
  sion is very convincing.
  Vrykyl have no need of food or water. They feed off 
  the souls of living beings. A Vrykyl kills with his 
  blood knife, a weapon he fashions from his own 
  bone. The knife is then enchanted with Void magic. 
  The blook knife drains the living essence of a person 
  and transfers that essence to the Vrykyl. Victims of 
  a blood knife have two things in common: a small 
  puncture wound directly to the heart and a counte-
  nance of frozen terror. Few have ever been known to 
  survive a wound from a blood knife.
  Heroes of Loerem are currently searching for Vrykyl. 
  Rumors of their whereabouts abound, but only an-
  other Vrykyl and his creator, Dagnarus, know exactly 
  where a Vrykyl is stationed, his objective and orders.
  
  s182s
  JEDASH
  Jedash was one of many children of an itinerant 
  tinker, who drank away any money he managed to 
  earn. Jedash ran away at an early age to escape abuse. 
  He wandered from place to place, living by his wits 
  (which weren’t all that helpful to him). Clumsy and 
  a coward at heart, he was thrown out of the thieves 
  guild in Dunkar. He became a beggar, but lacked 
  charm and so never received much. He enjoyed pris-
  on life, because they actually fed him, but he whined 
  and sniveled so much that the guards invariably grew 
  tired of him and threw him out. 
  Shakur literally stumbled upon Jedash in an alleyway. 
  Shakur needed a living person to handle a matter 
  for him and Jedash seemed perfect for the job. Je-
  dash performed to satisfaction and Shakur kept him 
  around. 
  When Dagnarus was in need of another Vrykyl, 
  Shakur took Jedash to him. It is said that Jedash was 
  the only one of Dagnarus’ victims who died without a 
  murmur of protest. Jedash had known so much hor-
  ror in life, being undead held no terror for him.
  JEDASH
  CR 8/MR 1
  Male Dunkargan rogue 7/trickster 1
  CE Medium undead (mythic)
  Init +5; Senses darkvision 90 ft., detect magic 50-
  ft. radius; Perception +11
  Aura frightful presence (sight, DC 17)
  DEFENSE
  AC 33, touch 13, flat-footed 30 (+3 Dex, +20 
  natural)
  hp 82 (7d12+21); +7 (resiliency rogue talent); 
  destruction at 0 hp
  Fort +2, Ref +9, Will +11
  Defensive Abilities evasion, hard to killMA, trap 
  sense +2, uncanny dodge; DR 10/+2; Immune 
  undead traits; SR 15 
  OFFENSE
  Speed 30 ft.
  Melee longsword +11 (1d8+6) or blood knife +13 
  (1d4+8) or slam +11 (1d8+6)
  Special Attacks bleeding attack, feeding, 
  mythic power (5/day, surge +1d6)MA, sneak at-
  tack +4d6, surprise attack
  Spell-Like Abilities (CL 3rd)
  At will—bleed (DC10), detect undead, disrupt 
  undead, touch of fatigue (DC10)
  3/day—cause fear (DC11), false life, inflict light 
  wounds 
  STATISTICS
  Str 23, Dex 11, Con —, Int 9, Wis 12, Cha 10
  Base Atk +5; CMB +11; CMD 21
  Feats Cleave, Improved Grapple, Improved 
  Initiative, Improved Unarmed Strike, Power At-
  tack, Power Attack (Mythic)MA 
  Skills Climb +16, Disable Device +9, Intimdiate 
  +10, Knowledge (local) +9, Perception +11, Ride 
  +7, Sleight of Hand +6, Stealth +10
  Languages Elder Speak, Karna, Sanki
  SQ feeding, rogue talents (bleeding attack, 
  resiliency, surprise attack), shadow stealthMA, 
  tainted by Void, trapfinding +3, trickster attack 
  (surprise strike)MA 
  SPECIAL ABILITIES
  Ability Increases (Ex) Vrykyl gain the following 
  ability increases: +10 Strength, +2 Intelligence, 
  +2 Wisdom, Charisma +2.
  Exceptional Coordination and Tenacity (Ex) All 
  Vrykyl gain a +4 Void bonus to Reflex saves and 
  a +8 Void bonus to Will saves.
  Feeding (Su) A Vrykyl must feed to maintain 
  its existence and to heal damage. This is accom-
  plished through use of the blood knife. The blood 
  knife is used to perform a coup de grace on an 
  opponent. If successful (indicating the knife has 
  stabbed into the victim’s heart), the Vrykyl has 
  fed and gains 1d10 points of healing that may 
  not exceed its maximum hit points. Every week 
  a Vrykyl does not feed, it suffers 1d10 points of 
  damage.  A Vrykyl that has not fed in one month 
  is considered fatigued, and exhausted if not fed 
  in six months. A Vrykyl whose hit points drop to 
  0 due to starvation is destroyed, its body crum-
  bling to dust.
  Frightful Presence (Ex) This ability activates 
  immediately when a Vrykyl not in shadow dis-
  guise or has its illusion disbelieved. The save DC 
  is 10 + Vrykyl’s HD + Vrykyl’s Charsima modi-
  fier.
  Shadow Disguise (Su) Vrykyl may cloak 
  themselves in a semi-real illusion. They may ap-
  pear in the form they once had while alive, or in 
  the form of anyone they have killed with their 
  blood knife. To disbelieve the disguise requires 
  a successful Will save (DC 30). Only Dominion 
  Lords may automatically save against a Vrykyl 
  illusion - all other creatures must have a reason 
  to suspect a trick.
  
  s183s
  SPECIAL POSSESSION
  Blood Knife All Vrykyl possess a blood knife, 
  which they construct from one of their own 
  bones within a week of their creation. The blood 
  knife is a dagger consecrated in Void magic and 
  constructed from a Vrykyl’s own body. It carries 
  a +2 enhancement bonus. Anyone struck with 
  the blood knife is considered tainted by Void 
  and cannot be healed through magical means. 
  The Vrykyl may use the blood knife to feed. The 
  blood knife is also used to communicate tele-
  pathically with the wielder of the Dagger of the 
  Vrykyl (currently owned by Dagnarus) with un-
  limited range. If a living person takes possession 
  of a Vrykyl’s blood knife, he immediately be-
  comes tainted by Void. Other Vrykyl may be able 
  to detect the presence of the knife, use its energy 
  to track its general location, as can the wielder 
  of the Dagger of the Vrykyl. A bone knife can 
  bypass another Vrykyl’s damage reduction.
  MA Mythic Adventures
  SVETLANA
  Svetlana was the only child of a wealthy, widowed 
  landholder. Pampered by her father and lacking a 
  mother, she grew up believing that all Loerem re-
  volved about her. Stunningly beautiful, she had long 
  red hair that fell in curls to the waist of a voluptuous 
  figure. 
  Engaged to be married to another man, the teenage 
  Svetlana was seduced by an itinerant Void mage, 
  who used his magical arts to impress impressionable 
  young women. He promised her marriage, all the 
  while taking large sums of money from her. Enam-
  ored with her lover, Svetlana sold her jewels and 
  eventually ended up stealing from her father to give 
  her lover every luxury and comfort. When she found 
  out she was pregnant, she begged her lover to marry 
  her, as he had promised. When she woke up the next 
  morning, he was gone.
  Svetlana’s fiancé broke off their marriage and threat-
  ened to expose her shame. Her father committed 
  suicide rather than face public disgrace. Svetlana left 
  her home. The only aim she had in life was to avenge 
  herself on the man who had brought ruin to her. 
  Svetlana found her way to New Vinnengael. She gave 
  birth to her baby and took it to the Temple, saying she 
  didn’t want it. The Church gave the newborn a home 
  and offered to help Svetlana find employment. 
  Discovering that she was gifted in magic, they accept-
  ed her into the ranks of the Revered Magi. 
  Svetlana soon discovered that working with elemen-
  tal magic was slow and laborious. Years would pass 
  before she gained power enough to exact her revenge. 
  She began to study Void magic in secret. Her studies 
  led her to the story of Dagnarus, Lord of the Void. 
  She became fascinated with him and, hearing rumors 
  of his return to Loerem, she set out to find him. By 
  now a formidable Void mage, she traveled nearly the 
  length of the continent before she attained her desire. 
  She sought to seduce Dagnarus, but the Lord of the 
  Void had no need for lovers; he did have a need for 
  Vrykyl. He murdered Svetlana with the Dagger of 
  the Vrykyl, stealing her life essence and turning her 
  into one of his undead minions. Svetlana has never 
  forgotten the man who led her to this state, however, 
  and now she has the power for a full retribution.
  SVETLANA
  CR 13/MR 2
  Female Vinnengaelean elemental sorcerer (Earth) 
  2/elemental sorcerer (Void) 10/archmage 2
  LE Medium undead (mythic)
  Init +3; Senses darkvision 90 ft., detect magic 50-
  ft. radius; Perception +14
  Aura frightful presence (sight, DC 27)
  DEFENSE
  AC 32, touch 12, flat-footed 30 (+2 Dex, +20 
  natural)
  hp 90 (12d12)
  Fort +4, Ref +10, Will +18
  Defensive Abilities hard to killMA; DR 10/+2; 
  Immune undead traits; SR 15
  OFFENSE
  Speed 30 ft.
  Melee longsword +10/+5 (1d8+4) or blood knife 
  +13/+8 (1d4+6)
  Special Attacks feeding, mythic power (7/day, 
  surge +1d6)MA 
  Bloodline Spells (CL 12) dimension door, dispel 
  magic, identify, invisibility, overland flight 
  Spell-Like Abilities (CL 6th)
  3/day—detect secret doors, hide from undead, ray 
  of enfeeblement (DC 16) 
  2/day—darkness, desecrate 
  1/day—speak with dead 
  Earth Spells Known (CL 2nd)
  1st level (3/day)—entropic shield 
  0 (at will)—detect poison, mage hand, open/close, 
  resistance 
  
  s184s
  Void Spells Known (CL 10th)
  5th level (5/day)—magic jar (DC 20), overland 
  flight (bloodline spell), slaying living (DC 20) 
  4th level (7/day)—dimension door (bloodline 
  spell), phantasmal killer (DC 19), shadow conju-
  ration (DC 19), spell immunity 
  3rd level (8/day)—animate dead, bestow curse 
  (DC 18), dispel magic (bloodline spell), mouth of 
  the Void (DC 18), protection from energy, vam-
  piric touch 
  2nd level (8/day)—blindness/deafness (DC 17), 
  ghoul touch (DC 17), inflict moderate wounds, 
  invisibility (bloodline spell), touch of idiocy, Void 
  spectral hand 
  1st level (8/day)—chill touch (DC 16) death-
  watch, detect undead, identify (bloodline spell), 
  inflict light wounds, shield, Void magic missile 
  0 (at will)—arcane mark, bleed (DC 15), daze 
  (DC 15), detect magic, disrupt undead, pierce 
  soul, prestidigitation, read magic, touch of fatigue 
  (DC 15)
  Bloodline arcane 
  STATISTICS
  Str 19, Dex 15, Con —, Int 18, Wis 15, Cha 21
  Base Atk +6; CMB +10; CMD 22
  Feats Combat Casting, Elemental Counter*, 
  Empower Spell, Improved Critical, Martial 
  Weapon Proficiency, Quiet Spell*, Weapon Fo-
  cus (blood knife) 
  Skills Appraise +14, Bluff +16, Diplomacy +15, 
  Fly +7, Intimidate +16, Knowledge (arcana) +15, 
  Knowledge (history) +12, Perception +14, Spell-
  craft +14, Use Magic Device +13
  Languages Elder Speak, Karna, Naru
  SQ amazing initiativeMA, arcane bond, archmage 
  arcana (arcane surge)MA, bloodline arcana, com-
  petent casterMA, eldritch breachMA, metamagic 
  adept, new arcana (animate dead), tainted by 
  Void
  SPECIAL ABILITIES
  Ability Increases (Ex) Vrykyl gain the following 
  ability increases: +10 Strength, +2 Intelligence, 
  +2 Wisdom, Charisma +2.
  Exceptional Coordination and Tenacity (Ex) All 
  Vrykyl gain a +4 Void bonus to Reflex saves and 
  a +8 Void bonus to Will saves.
  Feeding (Su) A Vrykyl must feed to maintain 
  its existence and to heal damage. This is ac-
  complished through use of the blood knife. The 
  blood knife is used to perform a coup de grace 
  on an opponent. 
  If successful (indicating the knife has stabbed 
  into the victim’s heart), the Vrykyl has fed and 
  gains 1d10 points of healing that may not exceed 
  its maximum hit points. Every week a Vrykyl 
  does not feed, it suffers 1d10 points of damage.  
  A Vrykyl that has not fed in one month is con-
  sidered fatigued, and exhausted if not fed in six 
  months. A Vrykyl whose hit points drop to 0 due 
  to starvation is destroyed, its body crumbling to 
  dust.
  Frightful Presence (Ex) This ability activates 
  immediately when a Vrykyl not in shadow dis-
  guise or has its illusion disbelieved. The save DC 
  is 10 + Vrykyl’s HD + Vrykyl’s Charsima modi-
  fier.
  Shadow Disguise (Su) Vrykyl may cloak them-
  selves in a semi-real illusion. They may appear in 
  the form they once had while alive, or in the form 
  of anyone they have killed with their blood knife. 
  To disbelieve the disguise requires a successful 
  Will save (DC 30). Only Dominion Lords may au-
  tomatically save against a Vrykyl illusion - all oth-
  er creatures must have a reason to suspect a trick.
  SPECIAL POSSESSION
  Blood Knife All Vrykyl possess a blood knife, 
  which they construct from one of their own 
  bones within a week of their creation. The blood 
  knife is a dagger consecrated in Void magic and 
  constructed from a Vrykyl’s own body. It carries 
  a +2 enhancement bonus. Anyone struck with 
  the blood knife is considered tainted by Void 
  and cannot be healed through magical means. 
  The Vrykyl may use the blood knife to feed. The 
  blood knife is also used to communicate tele-
  pathically with the wielder of the Dagger of the 
  Vrykyl (currently owned by Dagnarus) with un-
  limited range. If a living person takes possession 
  of a Vrykyl’s blood knife, he immediately be-
  comes tainted by Void. Other Vrykyl may be able 
  to detect the presence of the knife, use its energy 
  to track its general location, as can the wielder 
  of the Dagger of the Vrykyl. A bone knife can 
  bypass another Vrykyl’s damage reduction.
  * Feat from this book.
  MA Mythic Adventures
  
  s185s
  
  s186s
  CHAPTER TWELVE: THE LAND 
  OF LOEREM
  THE VRYKYL
  I am Shakur. Two hundred years ago, I was given the chance for immortality. All I 
  had to do was let myself be killed. It seemed like a good deal at the time.
   
  I knelt before Dagnarus, Lord of the Void, and pledged my allegiance to the 
  Void. In his treachery, he took my life with the Dagger of the Vrykyl and gave me in 
  return the unholy life of a Vrykyl. A creature of the Void, I am the dark counterpart 
  of the Dominion Lords. My black armor, accursed and magical, disguises a body 
  that is rotting and decaying. I maintain my cursed life by feeding off the souls of the 
  living.
   
  I have left behind a trail of corpses—man, woman, elf, human, old, young. All 
  of them die of a single puncture wound to the heart, a wound made by the dagger I 
  carry, the Soul-stealer.
   
  The faces of my victims are contorted in terror. 
   
  Before they die, they see me for what I am.
  
  s187s
  Dagnarus, the Lord of the Void, leads a mighty army 
  that is sweeping across Loerem from west to east, 
  although few in Loerem yet realize this. The shock 
  troops for this army are taan warriors. Only a hand-
  ful in Loerem has ever seen taan before and those 
  who have do not want to see them again. The forces 
  seem to head east, but no one, save Dagnarus himself, 
  is certain of their final destination.
  Riding with the taan, though not yet wish to fully re-
  veal themselves, are the evil undead knights known 
  as Vrykyl. These fearsome creatures are men and 
  women murdered by Dagnarus, who uses the Dag-
  ger of the Vrykyl to steal their lives to lengthen his 
  own. Through the Dagger, an artifact of the Void, 
  Dagnarus brings his victims back as undead warriors 
  who must in turn steal living souls to sustain their 
  own unholy existence. The only sign to the Vrykyl’s 
  atrocity is rumors of entire families dying by a sin-
  gle stab to the heart, the face of the corpses frozen 
  in terror.
  The Vrykyl wear black armor to conceal their rotting 
  countenance beneath. They call upon powerful Void 
  magic and are loyal only to Dagnarus. The Lord of 
  the Void has planned his return for more than two 
  hundred years, commanding the taan and the Vrykyl 
  to both serve him and revere him as a god. Now he 
  is ready to make his move. His first goal is to recov-
  er the human portion of the Sovereign Stone, said 
  to have been found after being lost for two hundred 
  years. His Vrykyl are searching for it far and wide but 
  have nothing more substantial than hearsay. Mean-
  while, Dagnarus proceeds with his war of conquest.
  And the people of Loerem have no idea this threat 
  looms over them…
  THE VINNENGEALEAN 
  EMPIRE
  Currently ruled by King Hirav I, the Vinnengaelean 
  Empire is the largest of all the human realms. It is 
  comprised of baronies and duchies, all owing alle-
  giance to the king, who resides in the capital city of 
  New Vinnengael. 
  Vinnengael maintains a standing army, paid for and 
  trained by the monarchy. The army has presence in 
  every major city and in all but the smallest villages 
  throughout the empire. 
  The stations range from enormous barracks hosting 
  entire regiments to simple way-stops for the Imperial 
  Cavalry. The Vinnengaelean army features primari-
  ly heavy cavalry and longbowmen, but it has grown 
  complacent from the lack of a significant war in years. 
  Much of their gear border on obsolete. Knights train 
  for jousts and parades, not battle.
  The Vinnengaelean Empire relies heavily on its 
  strong fortifications for protection, confident that no 
  enemy exists who is powerful enough to penetrate 
  the massive stonewalls of its cities. Those arguing 
  against the belief are quick to point out the barriers 
  of Old Vinnengael did not safeguard that city from 
  Prince Dagnarus.
  Merchant guilds control Vinnengaelean commerce, 
  regulating prices and labor conditions. The mer-
  chants wage a bloodless war with the nobility for the 
  king’s ear. Many of them are wealthier than a good 
  number of nobles, enough to demand similar status 
  and recognition. Some impoverished nobles, bur-
  dened with immense debts accrued from the upkeep 
  of their estates, seek to marry their sons and daugh-
  ters into affluent merchant families, trading titles for 
  tams, as the saying goes. Consequently, the empire’s 
  economics are slowly coming to center on the rising 
  middle-class.
  The empire boasts the largest religious institution on 
  Loerem in the Church of Vinnengael. Its prominence 
  and influence pervade the entire realm, from the big-
  gest Temple of the Magi to the makeshift shrine on an 
  outback road. The old incarnation of the Church was 
  a glorious, continental entity whose heart beat righ-
  teously in Old Vinnengael, until that city fell. While 
  still a shell of its former self, the Church has labori-
  ously rebounded to stand once again at the spiritual 
  and political forefront of Loerem.
  The Church has nine orders: Art, Battle, Diploma-
  cy, Hospitaliers, Inquisition, Instructors, Portals, 
  Scribes, Watch. Each order has specific responsibil-
  ities and its own leader, the Magus Provost. The Ma-
  gus Provosts also review Church policies as a general 
  council and oversee the election of the highest official 
  in the Church, the Most Revered High Magus.
  In Vinnengael, only the Church or Church-sanc-
  tioned tutors may provide lawful magical training. 
  Those wishing to study magic must join the Church 
  and learn at the feet of the Revered Magi. 
  
  s188s
  Anyone practicing magic outside of Church authority 
  are branded “hedge wizards” and considered outlaws.
  Vinnengaeleans mete out justice swiftly. Most judges 
  and magistrates are impartial, for the Church watch-
  es over them. (Any unfair collusion should be report-
  ed to the nearest Temple.) Alleged criminals receive 
  a fair hearing and the punishment usually fits the 
  crime. Sentences are never waived, however, and the 
  convicted must serve them to the fullest extent.
  Vinnengaeleans celebrate many holidays, but the 
  most important days of the year belong to the Imperi-
  al Fair. Every major city runs its own variant, financed 
  by an affluent baron, duke or, in certain regions, the 
  merchant guild. Revelers trek great distances to at-
  tend these fairs, where one can find all types of goods 
  for sale. The venues attract minstrels, troupes and, 
  unfortunately, petty thieves as well. Swindlers trick 
  unwary visitors out of their money and pickpockets 
  relieve the careless of their purses. One may even see 
  members of another race carousing about an Imperi-
  al Fair, a rare sight away from New Vinnengael. There 
  is no shortage of dwarven, elven, and orken vendors 
  at these gatherings.
  The humans of the Vinnengaelean Empire are pros-
  perous and complacent. They couple Earth magic 
  with their stonecutting expertise to erect fantastic 
  structures, but while the fortifications are impressive, 
  Vinnengaeleans’ stubbornness in relying chiefly on 
  them has cost them more than one defeat, the latest 
  causing the devastating loss of a Portal in the south-
  ern part of the empire to the Karnuans.
  NEW VINNENGAEL 
  On the confluence of the Vir and Arven rivers stands 
  the most glorious city of the world — New Vinnen-
  gael. Adored by many, envied by scores, loathed by 
  some, traveled to and fro by all, this jewel of civili-
  zation holds the pulse and fate of not just the Vin-
  nengaelean Empire, but Loerem as well. The city has 
  never failed its intention to awe those who see it. The 
  Temple of Magi’s spires twinned with a crystalline 
  Royal Palace to pierce the clouds, melding into one 
  giant gleaming beacon at a distance seen as far away 
  as three day’s journey.
  New Vinnengael is the capital city and the seat of 
  government for the Vinnengaelean Empire. The out-
  er walls of New Vinnengael are formidable. 
  Their multi-tier design enables archers to concen-
  trate their fire down on any attackers from tremen-
  dous covers and different heights. Catapults, mango-
  nels, and other war engines stand ready to rain death 
  to any foolhardy enough to lay siege to the city. The 
  dwarves found the defenses to be more than they 
  could handle in Year 526, and the walls have been 
  strengthened considerably since then.
  The gates, through which traffic enters and exits New 
  Vinnengael, set at the inner vertices all around the 
  city laid out in the shape of an eight-point star. The 
  concept further improves the city’s defensibility, as 
  invaders must run a gantlet between two high walls 
  to reach any of the portcullises. The gates take names 
  after the eight commanders of the original divisions 
  that fought The Battle of the Plains, in clockwise or-
  der from the northeastern point: Brafton, Aeleon, 
  Nedry, Olimar, Voss, Heigl, Torrik, and Shanwood.
  New Vinnengael’s grandest section perches in the ex-
  act center of the city, a two-mile-wide dais elevated 
  by magic and towering some fifty feet above all other 
  districts. Aptly termed the Imperial Height, this mesa 
  boasts fabulously opulent estates overlooking the en-
  tire population of New Vinnenengael, symbolic of 
  the upper nobles’ might, power, and wealth over their 
  subjects. Two famous landmarks also grace the flat: 
  The Royal Palace and the Temple of the Magi.
  The Royal Palace poises majestically in the shape of a 
  crescent moon, its wings extending toward the facing 
  Temple of the Magi across the way. Looming at seven 
  stories tall with seven rows of seven hundred crystal 
  windows, the Palace impresses upon the viewers of 
  the notion that this is the center of man’s power on 
  earth, the temporal and the political made manifest.
  The Temple was designed to lift the hearts of all who 
  viewed it, raising the spirit to see the clouds much 
  as the elegant spires seemed to stretch high enough 
  to support them. Huge double doors of beaten gold 
  are always open to the worshipful. The immense ca-
  thedral and university are the heart of the Temple of 
  the Magi. Its Bibliotheca houses the most extensive 
  collection of books on the continent and occupies an 
  entire wing of the complex.
  New Vinnengael was carefully arranged right from 
  its inception. The buildings nearest to the gates are 
  shops catering to new and frequent visitors, offering 
  knickknacks from porcelain souvenirs and candied 
  ginger to maps and umbrellas. 
  
  s189s
  Assuming average sense, visitors should begin to dif-
  ferentiate the various districts as they venture further 
  into the city. The districts are spread across New Vin-
  nengael by race, class, and profession.
  The city has of late been combating the rise of the 
  Shadow Mask Cult, a secret anarchic society of Void 
  mages and disciples. They operate gambling houses 
  and non-legitimate businesses to fund their sinis-
  ter plans, plaguing New Vinnengael with sabotages 
  and ritual sacrifices. It is unclear why, how, and quite 
  when the Shadow Masks adopted their eponymous 
  facewear — a grayish dark mask sometimes shroud-
  ed in Void energy (presumably conjured by the more 
  proficient mages). A few high members have hinted 
  connections to their leader’s supposed former Temple 
  training, a treasured heirloom, and profound sym-
  bolisms derived from his desire to topple the High 
  Magus and the Church. No explanation is concrete, 
  save for the cultists first appeared donning black, 
  shadowy masks and that they continue to do so.
  OLD VINNENGAEL 
  This former capital attained its exalted status through 
  factors including magic, terrain, climate, and politics. 
  Through the years, as Vinnengael expanded and its 
  population increased, dwellings and businesses were 
  built on the three massive cliffs. This was done with 
  the help of magic, as great stairs and ramps were cut 
  into the cliffs’ faces to permit access from one level to 
  another. Only after Vinnengael finally encompassed 
  Orkton, on the shores of the Lake Ildurel, did her rul-
  ers find a need to build a rampart to protect the city 
  from enemy forces.
  Currently, Old Vinnengael is nothing but a ghost 
  town in ruins. The battle during Prince Dagnarus’ 
  invasion released a massive mystical energy never 
  before seen — and probably will never be seen again 
  — on Loerem that leveled the splendid city, ending 
  its reign as the Crown Jewel of Man. 
  Spirits of the dead are thought to haunt the broken 
  streets they wandered when living, eager to lash out 
  at anyone intruding upon their resting place. The 
  collapse of the original Church took much precious 
  magical secrets with it. Vile magical elements inter-
  mingle unchecked with untold treasures buried un-
  derneath the debris, seeking to infect and corrupt 
  looters. Still, many individuals venture into the ruins, 
  some intending to recover lost knowledge and others 
  less altruistic. 
  Very few ever survived Old Vinnengael’s perils.
  DELAK ‘VIR 
  A small city once called Romdemer, Delak ‘Vir is 
  located in the south-central plains. The city, once a 
  farming community, is surrounded by rich, fertile 
  lands. After the shattering of the Portals, the Karnu-
  ans found a rogue Portal inside their borders that led 
  to within fifty miles of Romdemer. The Karnuans dis-
  patched a force through the Portal to invade the city. 
  Romdemer quickly fell and most residents fled north. 
  Myriad of Karnuans migrated into the near-aban-
  doned city and renamed it Delak ‘Vir. King Hirav I 
  has vowed to retake Romdemer, but has done noth-
  ing further since to make good on his commitment.
  FORDEN 
  This is a trade hub on the eastern border of the Em-
  pire, just across the Sea of Sagquanno from Dwarven 
  lands. Most goods from the east come through this 
  city.
  Before the raid by the infamous ork pirate Captain 
  Kvee ‘ed, Forden was a picturesque port town. After 
  the charred piers, the toppled statue and the bro-
  ken lighthouses, ships began abandoning Forden. 
  Only through then-Duchess Idaunni Eromal’s grace 
  was Forden spared the final humiliation of dissolu-
  tion. Her passionate pleas stirred the king and saved 
  Forden. Her reconstruction campaign would once 
  again impress His Majesty three years later that a fleet 
  from the new Royal Navy was awarded to the rebuilt 
  Forden port.
  The makeover lent Forden a militant appearance 
  and attitude. There are now Navy bays off-limit to 
  non-soldiers opposite the civilian marina at the 
  southern end. Even the market district has given way 
  to a denser-than-usual presence of constables. 
  Tourists may find the security details overbearing, 
  especially when one considers the shops often tend 
  to little more than marine gear and ocean delicacies.
  KRAMMES 
  Krammes stood to the south of Old Vinnengael, at 
  the maw of the estuary leading to Lake Ildurel and 
  the erstwhile capital. A fortress, Faulkendor Keep, in-
  tended to guard that estuary was the sole reason for 
  Krammes’s existence.
  
  s190s
  Those surviving the destruction of Old Vinnengael 
  took refuge at this outpost, turning it into a large city 
  overnight. Today, Krammes is a center of trade with 
  the orks and Nimrans. Nearly everything begins and 
  ends with commerce in Krammes. For that reason, 
  the local Merchant’s Guild holds a tight reign over 
  the city; so much so, one could say the guildmasters 
  virtually run Krammes. The Guild can determine the 
  fate of any single trader or venture with a quill stroke.
  It is whispered, too, that the Guild runs the black 
  market, perhaps the most all-inclusive on Loerem 
  in terms of contrabands, from counterfeit signets to 
  Void magic fetishes. If the Guild is not directly in-
  volved, it certainly chooses to turn a blind eye.
  Krammes is also the home to The Royal Cavalry 
  Academy, far from the interference of politicians. 
  Only the best and brightest soldiers in Vinnengael 
  are admitted for study and training. 
  The institution continues to develop innovative mili-
  tary techniques and weaponry. 
  The Krammes Festival is a joint effort of the Dukes of 
  Ildurel and Davanen duchies, most barons from both 
  duchies, and the Royal Cavalry Academy with assis-
  tance from the Merchant’s Guild. The fair, in mid-au-
  tumn, is the second largest in size and attendance, 
  but rivals the leader (New Vinnengael’s Royal Spring 
  Revel) in profits, if not actually surpassing it.
  MARDURAR 
  The folk of Mardurar can be best summed up as 
  rough and tough, like the iron and other raw ore 
  this mining town is known for. Loud, brawny, and 
  quick-tempered, the Mardurar miners do not much 
  discuss the finer aspects of culture such as art and 
  literature.  Rather, respect is earned by downing two 
  full mugs of Demon Scourge at the Hammer and 
  Tongs and throwing a good right hook.
  
  s191s
  Soldiers of the Eastern Royal Army stationed in 
  Mardurar ensure that the gold, silver, and other pre-
  cious extraction do not pass from the mines into the 
  pockets of corrupt barons or bandit lords. Called the 
  Bastions of Mardurar but rudely referred to by locals 
  as the Bastion Bastards, the soldiers are a match for 
  their unruly charges in fistfights. In fact, brawling be-
  tween the two factions is a part of the daily routine. 
  But just as the dislike is mutual, so is respect (grudg-
  ingly, of course). When a crisis arises, typically a col-
  lapsed mine tunnel, both sides work side-by-side to 
  resolve it.
  Mardurar is home to perhaps the best blacksmiths 
  in the Empire. It is an open secret among skilled 
  warriors that the sturdiest armors, and the steeliest 
  swords, are born of the scorching forges in this city. 
  Indeed, many a human Dominion Lord bears or bore 
  weapons signatured by a Mardurar smith.
  TINNAFAH 
  The key defensive outpost in northern Vinnengael, 
  the fort of Tinnafah keeps the elves from pushing 
  their borders farther south. The city holds a love-hate 
  relationship with the Tromek elves. On one hand, the 
  city owes its prosperity to the elves; without their silk 
  there would be no rise to Tinnafah’s growing sarto-
  rial industry, and consequently nothing to support a 
  large population. On the other, the elven marauders 
  still pillage the nearby towns (and make an occasion-
  al ruckus around Tinnafah on dares), sometimes tak-
  ing as much as their trading brethrens give.
  A Tromek Divine signature released elven merchants 
  to freely offer silk and other unique fabrics in Vin-
  nengael. Tinnafah quickly capitalized on its proxim-
  ity to that realm, culling favorable deals with elven 
  traders for exceptional materials. The elves in return 
  believed they got the better end of the bargain, ex-
  porting from Tinnafah an abundance of gelatinous 
  sweet rice, which they found to be a delightfully de-
  licious treat.
  The heavy association with Tromek is a big change 
  from the previous guarded attitude, when Tinnafah 
  was primarily a defense point against elven expan-
  sion. There’s now quite an elven influence in Tin-
  nafah.  Several buildings feature the regal, reverent 
  characteristics of elven architectures. Taverns have 
  added elven dishes and wines to their menu. 
  Elven expressions, translated or in original Tomagi, 
  have crept into local speech. It is already acceptable 
  to integrate elaborate patterns typical of elven designs 
  into costumes. At best, the assimilation does much to 
  comfort the elven traders upon whom the city relies 
  greatly for its ledgers. At worst, it is ammo for the en-
  vious to disparage Tinnafah as “Little Glymrae.”
  THE KINGODM OF  
  DUNKARGA
  The kingdom of Dunkarga is just now recovering 
  from a civil war originated two hundred years ago. 
  Although the Dunkargans won that war, the price 
  was heavy, for their alliance with Prince Dagnarus, 
  avowed Lord of the Void, proved costly. 
  Professing publicly that he was shocked to hear of 
  a liaison between the Dunkargan royal family and 
  the Lord of the Void, a rebel military leader, Ebu ibn 
  Emal, usurped. He was aided by a large segment of 
  the Kingdom’s nobility and military. The coup failed, 
  but it sparked decades of battles, betrayals, and as-
  sassinations. When the chaos stopped twenty years 
  later, two bitter rival rulers stood in the Kingdom’s 
  ashes. Unable to come to terms yet too exhausted and 
  impoverished to continue fighting, they split the land 
  into the Kingdoms of Karnu and Dunkarga. A formal 
  cessation of hostilities has existed between the two 
  realms for nearly two centuries now, although border 
  skirmishes are frequent and each expects the other to 
  launch a full assault any day.
  Dunkarga is ruled from the Lord City of Dunkar by a 
  king, who inherits the throne upon his predecessor’s 
  death. Provinces are each governed by a Counselor 
  appointed by the king. Since the earliest meetings 
  on the shores of the Kaldus, the elders from each of 
  Dunkarga’s families have gathered to guide the path 
  of the people. The largest of these gatherings was al-
  ways held just before the Festival of the Sun in a blue-
  striped pavilion erected just for that purpose. Upon 
  the official founding of the Kingdom of Dunkarga, 
  this gathering formally enters the new government as 
  the Dunkargan Council.
  For nearly three centuries, the Council continued 
  the tradition of meeting in a series of ever-larger pa-
  vilions constructed before each Festival of the Sun. 
  Business concerning all of the tuul was conducted 
  during these meetings, with smaller gatherings held 
  in tuul households throughout the remainder of the 
  year.
  
  s192s
  Religion in Dunkarga is an arm of the state. The King 
  of Dunkarga is considered the Head of the Church. 
  He is not necessarily a priest, however, and in former 
  days kept the Church in line with Dunkarga’s polit-
  ical aspirations, a practice that has proven useful in 
  maintaining unity since the civil war. 
  The current king, Moross, is a devout man rumored 
  to be under the Church’s control, for the king is often 
  seen in the company of the Revered High Magus of 
  the Temple in Dunkar.
  The Seraskier commands the Dunkargan military. 
  Although the military is ineffective from years of 
  corruption, the reigning Seraskier, an intelligent and 
  honest officer, has worked hard to bring about change 
  and is only now starting to show success. He is prob-
  ably the only person in Dunkarga concerned about 
  reports from the west regarding destruction of out-
  posts by unknown and hideous monsters. Everyone 
  else in Dunkar, including King Moross, is far more 
  occupied with the threat that lies to the east — Kar-
  nu. The Dunkargan army consists primarily of lightly 
  armored cavalry. Dunkarga makes extensive employ-
  ment of Trevenici mercenaries for manpower, par-
  ticularly in keeping Karnu from foraying deep into 
  Dunkargan lands.
  Dunkarga is largely self-sufficient, although it active-
  ly trade with neighboring realms, including the Trev-
  enici. Goods from Nimra and the lands of the orks 
  flow into Dunkargan ports, while Nimorean caravans 
  arrive in Dunkarga from the north. Dunkarga rarely 
  trades directly with either elves or Vinnengaeleans 
  (at least not openly).
  Dunkarga’s most valuable asset is knowledge. The 
  Lord City of Dunkar hosts the largest repository of 
  annals on the continent, outside of the Monastery 
  of the Order of the Keepers of Time. Dunkarga also 
  boasts an unmatched collection of scientific and 
  magical tomes. Most Dunkargans, particularly those 
  living in the cities, are well-educated, able to read and 
  write because the state runs schools that all children 
  must attend.
  DUNKAR 
  When the nation of Dunkarga was founded, there 
  was no argument as to where its palace would be 
  constructed. Despite centuries of political intrigues, 
  coups, assassinations, and popular uprisings, the 
  capital city of Dunkar continued to flourish and has 
  become a center for both trade and politics in west-
  ern Loerem. Only Old Vinnengael was ever larger, 
  and since its destruction, Dunkarga succeeded as the 
  largest city in all of Loerem, with almost sixty thou-
  sand citizens living in the now sprawling city along 
  the Kaldus delta. 
  Officially known as the “Lord City of Dunkar,” though 
  few Dunkargans call it anything more than “Dunkar,” 
  foreigners who do the same risk being considered 
  disrespectful.
  Dunkar is both the cultural and military center of the 
  kingdom. Once a great port, the city of Dunkar has 
  found its sea trade considerably reduced since Karnu 
  began raiding the high seas from its western shores. 
  Visitors to Dunkar typically find it to be a friendly, 
  yet oddly foreboding city. Every intersection of the 
  city’s curving and narrow streets is choked with the 
  carts of merchants willing to sell their goods or of-
  fer directions, but it is soon discovered that they are 
  equally full of pickpockets and thieves lying in wait 
  for the unwary. Even the opulent feasts held in the 
  glittering Palaces of the Tuul along the river are dens 
  of machinations where tuul elders greet each other 
  with one hand while holding a dagger at the ready 
  beneath their robes in the other.
  The Dunkargan Royal Palace is one of the most op-
  ulent structures in all of Loerem. Atop the central 
  dome, covered in hammered gold leaf during the 
  reign of King Armrah, is the contribution of Tuul 
  Echnea, an immense opal weighing more than two 
  hundred pounds — the Eye of Dunkar. The hallways 
  of the palace are hung with fine tapestries depicting 
  scenes from the history of the kingdom; the chande-
  lier in the Great Hall is made from more than four 
  thousand shards of crystal; even the main doors of 
  the castle have been intricately carved and decorated 
  with precious stones.
  Unlike many other cities with central marketplaces, 
  the Market of Dunkar stretches out like a grapevine 
  from the city’s central square to the streets of the city 
  with stands, tents, and carts selling everything imag-
  inable. This includes drugs and narcotics of all sorts, 
  available in the ubiquitous rhat’dan. 
  
  s193s
  Nearly the only thing customers of the Market can-
  not find are slaves, and rumors speak of mid-night 
  auctions held beneath the docks.
  ARMRAH ‘LIN 
  Located to the north of Dunkar, the provincial cap-
  ital of Armrah ‘Lin begins at its lakeside harbor and 
  sprawls in rows of family homes up the surrounding 
  hills. The tulgyr, a solid stone and wood building that 
  is home to the elders of Tuul Armrah, sits atop the 
  highest hill. 
  Other important landmarks in the city are the 
  iron-plated walls of the Armorsmiths’ Guildhouse, 
  the ancient planks of Lakeboat Wharf, and Kings-fall 
  — the street on which three Dunkargan rulers have 
  perished, one by assassination, another by natural 
  causes, and the only Dunkargan king to leave the 
  throne by suicide — though foul play and magic have 
  always been speculated. Much of the farming, fish-
  ing, logging and mining is done in this region, and 
  transported or traded from Armrah ‘Lin.
  DULLIFED 
  As a small trade nexus, Dullifed has done quite well. 
  Isolated and far from the front lines, Dullifed and its 
  people generally ignored the civil war and improved 
  trade relations with Dunkarga’s traditional enemy, 
  the Vinnengaeleans, and their current enemy, the 
  Karnuans. Those interested in magical supplies from 
  Vinnengael or the fine quality weapons of Karnu do 
  their shopping in the thriving bazaars of Dullifed.
  THE CALIPHATE OF  
  KARNU
  Karnu is a military dictatorship. Caliph Krana ‘Dhur 
  is supreme ruler of Karnu, continuing the Kanuan 
  national focus on military might. Service in the Kar-
  nuan army is the greatest achievement any man or 
  woman can attain. All major cities in Karnu are run 
  by high-ranking officers, and the military barracks 
  are considered the heart. Consequently, the Karnuan 
  army is the best trained, best outfitted, largest, and 
  most disciplined fighting force fielded anywhere on 
  Loerem. 
  At the age of fifteen, all men and women are required 
  to enter the military, where they serve until the age 
  of twenty. 
  Then, only the best warriors are chosen to remain 
  in service. Making the cut is not only a tremendous 
  honor but assures a livelihood. Those retiring from 
  duty at age thirty-five (if they live that long) receive 
  generous pensions and free land. After mustering 
  out, Karnuan men become craftsmen or farmers, the 
  women might also pick up a trade, bear children, and 
  defend their homes.
  The Karnuan military is as diverse as it is large. Ex-
  cellent cavalry regiments complement a vast infantry, 
  supported by engineers, siege machines, and bat-
  tle-trained mages. Karnuan footsoldiers have provid-
  ed the nation’s greatest successes. 
  Very little can stand before the powerful legions of 
  Karnu. 
  After the fall of Old Vinnengael, the Karnuans were 
  overjoyed to discover a rogue Portal linking the Vin-
  nengaelean Empire to their realm. Through the Por-
  tal they invaded and occupied a sizeable territory, 
  among it the city of Romdemer, which the Karnuans 
  renamed Delak ‘Vir. The Vinnengaeleans were build-
  ing a new capital at the time and opted to pay tolls to 
  use the Portal over fighting a bloody war to reclaim 
  their land. Not surprisingly, Karnu has continued to 
  turn a deaf ear to all Vinnengaelean diplomatic ef-
  forts while the Portal fills the Caliphate coffers.
  In another audacious move, Karnu sent troops south 
  and seized the orks’ land. The soldiers entered with-
  out permission, raided several coastal town for ships 
  and supplies and disguised themselves as Vinnengae-
  leans, long-time allies to the orks. The tactic enabled 
  thousands of Karnuan warriors to storm the orken 
  shoreline, taking a large chunk, including the holy 
  Mount Sa ‘Gra, by surprise. The orks now blame not 
  only the Karnuans for this transgression, but the Vin-
  nengaeleans for sitting idly by.
  DALON ‘REN 
  The capital city of the Caliphate is a modern city that 
  sees history with disdain. An impregnable fortress 
  more than a mile wide, Dalon ’Ren is the Karnuan vi-
  sion of the ideal city: conquered, razed, and rebuilt all 
  under strict Karnuan control. As successive Caliphs 
  and the War College devise new defensive plans and 
  means to improve the efficiency of the Caliphate, all 
  are first tested on the Karnuan capital. Of the original 
  city erected after the defeat of Tuul Dalon, nothing 
  remains. 
  
  s194s
  No building in the city is more than a century old, 
  block after block demolished and reshaped as the 
  Karnuan Caliphate perfects its utopia.
  At the center of the city, across a drawbridge over 
  a moat more than forty feet deep and beyond gates 
  manned by the soldiers of the royal Syr’uti, lies the 
  Imperial Palace of the Karnuan Caliphate. Unlike the 
  glittering towers of palaces in Vinnengael and else-
  where, the Karnuan palace is a squat, stone structure 
  atop Caliph’s Hill, the tallest rise in the city, giving it 
  a clear view across the entirety of Dalon ‘Ren and the 
  surrounding countryside.
  Constructed during the rule of Caliph Krana Swift-
  knife ul‘Dhur, the palace is more than simply a home 
  to the Caliph and his family. The offices of the Ca-
  liph’s Circle are also inside, along with the armory 
  and barracks for the Syr’uti. Though a steady stream 
  of messengers and foreign delegates pass through the 
  gates each day, all are questioned and searched before 
  they are permitted entry.
  The largest and oldest building in Dalon ‘Ren is the 
  Imperial Archives, storehouse of the history of the 
  Karnuan Caliphate. 
  In its immense libraries are the records of every mil-
  itary campaign the Karnuan Army has ever under-
  taken, the largest collection of works on strategy and 
  tactics in all of Loerem, bound volumes of every or-
  der and edict issued by the War College, and a trea-
  sury of knowledge on a multitude of subjects from 
  geography to engineering.
  When Tuul Karnu declared its independence, one of 
  the first acts of the newly-formed Karnuan Caliphate 
  the construction of a massive wall that would sep-
  arate the Caliphate from Dunkarga. Though built 
  along the border between Dunkarga and Karnu, 
  today the Western Wall lies on the edge of territory 
  contested by the two nations. When Karnuan inva-
  sion forces fall back from incursions into Dunkarga’s 
  Qok Province, they retreat only as far as the Western 
  Wall, where they rearm, resupply, and are quickly 
  prepared for a return to battle against the most hated 
  enemies of the Karnuan Caliphate.
  KARFA ‘LEN 
  If Karnuans see Dalon ‘Ren as the closest thing Kar-
  nu has to a utopia, Karfa ‘Len is its precise opposite: 
  Ancient where Dalon ‘Ren is new, dirty where the 
  capital is clean. 
  
  s195s
  Worse, it is a city where the presence of foreigners 
  and non-humans is not only tolerated, but also en-
  couraged!
  Karfa ‘Len is the economic hub of the Karnuan Ca-
  liphate. Members of nearly every race walk its streets, 
  and so many merchants have gathered in the city over 
  the years that marketplaces — the Ironmonger’s Mar-
  ket, Vintner Square, Shipwright’s Row — have come 
  to specialize in particular items or services. The Spice 
  Market, in particular, is famed across all Loerem as 
  the best on the continent.
  When the Karnuan Caliphate first opened the gates of 
  the city to outlanders, soldiers of the Karnuan Army 
  patrolled its streets to keep the peace and collect tax-
  es. But when Karnuan soldiers slaughtered the horses 
  of a dwarven trading caravan and rumors arose of 
  other atrocities committed by the city constabulary, 
  merchants threatened to boycott the city unless Kar-
  fa ‘Len was patrolled by a neutral force. Ever since, 
  Trevenici mercenaries have kept peace among the 
  many races that come to do business.
  THE KARNUAN PORTAL 
  Fifteen years after the destruction of Old Vinnengael, 
  a Karnuan caravan traveling from Dalon ‘Ren to Ti-
  fyn ‘Dan stopped for the night in the foothills of the 
  Ank’ar Mountains. When sentries were set around 
  the encampment, a junior soldier named Yarnu 
  Thirdsword was ordered to climb halfway up a near-
  by cliff and stand watch. Nearing his assigned posi-
  tion, the soldier felt a strange breeze coming from a 
  nearby cave. Entering, he found the walls of the cave 
  were preternaturally smooth and regular. When the 
  Karnuans investigated, they found the young soldier 
  had inadvertently discovered one of Old Vinnengael’s 
  lost Portals… which now belonged to the Caliphate 
  of Karnu.
  Nearly two hundred years later, the Karnuan military 
  camp of Taldan ‘Cor sits at the base of an enormous 
  stone ramp reaching up into the grey maw of the Kar-
  nuan Portal. Decades of labor by Karnuan slaves had 
  cleared away the rock hiding the magical gate inside 
  the cliffside, allowing caravans and military units to 
  regularly pass through the Portal to and from the far 
  end in Delak ‘Vir, a formerly Vinnengaelean city in 
  central Loerem captured by the Karnuans. 
  All traffic through the Portal is strictly observed by 
  the Karnuan Army, who watch from a pair of tow-
  ers — named Yarnu’s Watch in a rare fit of Karnuan 
  sentimentality — just outside the Portal.
  The Portal is a source of pride and provides a steady 
  stream of wealth for Karnu. The Caliph encourages 
  commerce through the Portal, even ensuring the safe-
  ty of all foreign caravans using it. The tolls charged 
  are fair to those who use the “magic highway through 
  rock.” A garrison guards each end of the Portal and 
  collect passage fees.
  DELAK ‘VIR 
  Once the Vinnengaelean city of Romdemer, Delak 
  ‘Vir is now under Karnuan occupation and martial 
  law. The Karnuans used Delak ‘Vir as a springboard 
  for their advance and capturing of the orken holy 
  mountain, Mount Sa ‘Gra. Presently, it is a trade 
  point between Vinnengael and Karnu. 
  MOUNT SA ‘GRA 
  An enormous volcano that elevates from the Sea of 
  Orkas, Mount Sa ‘Gra is sacred to the orks. Caliph 
  Krana ‘Dhur insists it’s his agitation over the orks’ rit-
  ual of tossing sacrifices into the volcano and the de-
  sire to stop this heinous practice that led him to seize 
  the mountain. It is commonly known that Mount Sa 
  ‘Gra hosts vast, rich mineral veins, and that money, 
  not outrage, was the Caliph’s impetus. Strip mines 
  now flourish at the foot of the orken holy volcano, 
  while the island is a base for the largest war fleet 
  manned by humans. The Grand Karnuan Navy here 
  has never yet been tested in battle.
  NIMOREA
  Originally citizens of the ancient realm of Nimra, the 
  Nimoreans broke away to found their own sovereign-
  ty a century before the fall of Old Vinnengael. 
  The Queen’s power to rule Nimra traditionally pass-
  es from mother to eldest daughter (or closest female 
  kin). Queen Adros had to render a tough decision 
  when she uncovered that Hykael, the Crown Prin-
  cess, had not only led a rebel movement in Nimra but 
  masterminded a plan to assassinate King Horthos 
  of Vinnengael to achieve her dream of purification 
  through isolationism. 
  
  s196s
  The revelation brought Hykael to Adros, who sum-
  marily disowned and exiled the princess, naming her 
  second daughter as successor to the throne.
  Hykael left Nimra with her band of adherents, trav-
  eling north in search of a new home. Dunkar per-
  mitted them passage through its eastern provinces 
  (which would one day become the Caliphate of Kar-
  nu), but refused them sanctuary because of Nimran 
  pressure. They trekked on and, after many perils and 
  hardships, arrived at the Tromek boundary.
  House Kinnoth oversees the elven border. The lord of 
  the House was more open-minded than other elves; 
  it is also said that he knew a good bargain when he 
  saw one. He had first detained and interrogated the 
  princess, but became so impressed with her demean-
  or — and supposedly her plight as well — that he of-
  fered the western portion of his holdings to the exiled 
  Nimrans.
  Of course, the lord lost nothing with his generosity. 
  The land was rocky, barren, of little use to anyone. 
  Northern winters are cruel, particularly to those ac-
  customed to the perpetual summers of the southern 
  climes. Hykael consulted the gods, who approved, 
  specifying the Nimrans settling there would be bless-
  ed.
  At first, their blessings seemed sparse, for the Nim-
  rans could not farm in the craggy soil. They could 
  still produce the wondrous silk gowns for which 
  they were known and found the elves willing to pay 
  dearly for them, as well as for other skills. Nimran 
  wood-carvers were brought into elven lands to shape 
  noble estates and shrines. Other with wilderness pro-
  ficiency became scouts for the elven military.
  The two races have developed a tight bond over the 
  years. The banished humans adopted a new name, 
  calling themselves the Nimoreans — “Exiled of Nim-
  ra.” They adapted elven customs into their culture. 
  Nimoreans favor elven-style garment and armor, are 
  versed in elven weapons, and even share the same 
  view regarding the dishonorable act of spellcasting. 
  The Nimorean territory is small, yet boasts a military 
  disproportionate to its size. Most are light infantry, 
  working closely with the elven forces loyal to the 
  Shield of the Divine. 
  Queen Enuishna maintains a major contingent at 
  Myanmin and keeps the troops at the highest level of 
  readiness, for the Trevenici and other savage barbar-
  ians have more than once threatened the capital city.
  Myriads of small towns and villages have sprouted 
  across Nimorea. The Nimoreans believe one must 
  live in a place to claim it, therefore have pioneered 
  and established settlements in every corner within 
  the Nimorean boundary. Life on these remote com-
  munities can be rough. Queen Enuisha, in particular, 
  prefers culling her scouts and soldiers from them, 
  reasoning that if these habitants can survive there, 
  they can survive anywhere.
  MYANMIN 
  The buildings in Myanmin, the Nimorean capital, are 
  made of stone and wood. The temples are still below 
  ground, but, unlike the simple designs of their south-
  ern brethren, the Nimorean versions include elabo-
  rate tunnel systems with many underground cham-
  bers. Foreigners are denied entrance into the temples, 
  a rule enforced by the Nimorean elite guards. Despite 
  their laws not including punishment by death, these 
  defenders do not hesitate to kill anyone defiling a 
  temple. The largest of these temples is located under 
  the largest building in Myanmin, the House of Rul-
  ership.  
  The elves have stationed a small military detachment 
  inside Myanmin, along with a sizeable community; 
  they’re the only race to do so. No other nation has any 
  significant presence, or even full-time ambassadors, 
  in Nimorea.
  AINLANNIS 
  On the eastern border of Nimorea and originally 
  founded by elves, Ainlannis is a city of canals. It is 
  a mix of stone houses and wooden public buildings 
  built in the elven style, with gardens and carefully 
  crafted waterways. 
  
  s197s
  NIMRA
  Nimra was powerfully affluent even during the Old 
  Vinnengael era. The two kingdoms were frequent 
  trading partners, and the Nimran Queen Ianna 
  swore allegiance to the Vinnengaelean Empire. Re-
  lations between the two countries stagnated with 
  the presence of the Sovereign Stone. King Tamaros 
  of Vinnengael hoped that the Stone would unite the 
  races, and while it appeared to do so for a time, the 
  Stone eventually caused a rift between Vinnengael 
  and Nimra. 
  Queen Ianna was alarmed to learn that a portion of 
  the Stone was to go to the orks, old rivals of the sea-
  faring Nimrans. She insisted one for Nimra as well to 
  match and counter her enemies. King Tamaros was 
  forced to deny Ianna’s request, stating, quite rightly, 
  that the Nimrans would have a share of the human 
  portion. Queen Ianna threatened to sever relations at 
  first, but was persuaded to soften her stance, helped 
  in great part by generous trade concessions from the 
  Vinnengaeleans. However, the two nations were nev-
  er quite as intimate afterward.
  Old Vinnengael’s downfall affected Nimra rather 
  harshly, forcing it to seek other commercial avenues. 
  Nimra formed a reluctant alliance with the orks, both 
  sides agreeing to cease piratical raids on the other’s 
  ships. The Nimrans and the orks have since reach an 
  accord, and Nimra has ended all ties with the Caliph-
  ate in protest of the Karnuan occupation of orken 
  territory.
  The Nimrans have long been sailors, owing to the na-
  tion’s coastal geography. They have a healthy regard 
  for the sea, and while not as deeply rooted in sea-lore 
  as orks, the ocean is a part of their culture. Unlike 
  the orks, a majority of Nimrans do not reside by the 
  sea, nor have they ever seen it. Most Nimrans live in-
  land away from the water, and specialize in the textile 
  goods valued by people throughout the continent. 
  The Nimrans are popularly known for their brightly 
  dyed silks and fine woven cloth.
  Over three hundred years ago, several Nimran dis-
  sidents attempted to assassinate the visiting Vinnen-
  gaelean King Horthos. Queen Adros was mortified to 
  discover her own daughter, Princess Hykael, leading 
  the dissidents. Because Nimrans abhor capital pun-
  ishment, the princess and her followers were exiled. 
  They traveled north to found the nation of Nimorea. 
  The resulting bitterness lasted many centuries, but 
  the two countries eventually came to amicable terms.
  Nimran buildings are characterized by wood poles 
  thatched with palm fronds. Priests and priestesses 
  head the government in a slightly matriarchal hier-
  archy. The monarch doubles as the Nimran religious 
  leader. Queen Paelani is the current ruler and High 
  Priestess.
  Laws tend to be lax in Nimra, for Nimrans respect 
  both property and fellow man. Thievery is uncom-
  mon in Nimra and committed mostly by outsiders. 
  The only time the Nimrans react with swift severity is 
  to protect their borders, their ships, or their temples.
  The Nimrans retain a small army, but they have 
  not engaged in war for nearly three hundred years. 
  Light infantry proficient with jungle warfare is the 
  backbone of the Nimran force. Cavalry is virtually 
  unheard of, since the Nimran landscape is predom-
  inately forest and seashore with hardly a plain big 
  enough for horseback charges. The capital city has a 
  squadron of two hundred cavalry, but these are the 
  only known horse soldiers in the nation.
  The Royal Navy is the Nimran military’s greatest 
  strength. A force of forty warships, with complements 
  of naval soldiers, ensures that trading lanes stay un-
  obstructed. Sea battles are now a distant memory 
  since the alliance with the orks, though there have 
  been a few clashes with Karnuan ships.
  NEYSHABUR 
  Nimra’s capital features immense wooden lodges that 
  grace the waterfront, housing the bureau offices and 
  the Nimran Church. The Queen’s Lodge is the larg-
  est wooden structure on Loerem, spanning nearly a 
  quarter mile in length and standing four stories tall. 
  Much of the warehouses and finest homes are be-
  neath ground level where they are sheltered from the 
  blistering heat. Neyshabur’s Earth mages are adept at 
  sculpting fantastic underground habitats.
  KALTAY 
  A trading and fishing city, Kaltay is on the eastern 
  shores of the Sea of Edam Nar. A small detachment of 
  the Royal Navy and a countless plethora of shrimp-
  ing vessels cram the shoreline and waterways across 
  Kaltay. Only here can one find Nimran temples situ-
  ated above ground, as the water level is too high and 
  often floods underground structures.
  
  s198s
  KALKA 
  This agricultural settlement is some two hundred 
  miles inland from Kaltay. Rice and water buffalo 
  meat are the chief commodities of Kalka, as is the 
  proliferation of Earth magic. 
  The Oden-Klidip Temple is the home to the Order of 
  Klidip, a religious circle devoted to the study of and 
  experimentation with Earth magic. About half of all 
  known Earth spells have originated from the Order 
  of Klidip.
  
  s199s
  TREVENICI LANDS
  Once upon a time, the Trevenici roamed unobstruct-
  ed throughout Loerem. When the advent of civ-
  ilization led to stone walls that moat the cities, the 
  Trevenici fought to tear them down. Failing that, 
  they withdrew to secluded forests. Now, most Trev-
  enici call the tract to the west of Nimorea and north 
  of Dunkarga home. They are not nomadic. Once they 
  have locate a land they like, they set up tents and 
  mud huts, plant their crops, herd their animals and 
  live there for as long as it will sustain them. When 
  a Trevenici tribe becomes too large, young Trevenici 
  will set off to find a new land, or the tribe will expand 
  its territory, often to the ire of their non-Trevenici 
  neighbors. 
  Elders run a Trevenici tribe. The Trevenici loyalty is 
  hardly paralleled, as often demonstrated to the el-
  ders and those else who have earned their trust. They 
  are swift to exact retribution for betrayals and from 
  those harming or insulting their friends. They have 
  a symbiotic relationship with the diminutive pecwae. 
  Trevenici have no inclination for the arcane, where-
  as the pecwae are gifted in Earth magic, which they 
  use to assist the barbarians. Conversely, the pecwae, 
  known for their laziness and cowardliness, rely on 
  the hard-working, hard-fighting Trevenici for food 
  and protection.
  The Trevenici once fought each other, for they are 
  born warriors and relish nothing more than a good 
  fight. Upon realizing how it depleted their popula-
  tion, they chose to hire themselves out and fight oth-
  er people. Two large regiments of Trevenici serve in 
  the Dunkargan military and these comprise the larg-
  est concentration of Trevenici warriors on the con-
  tinent. Those offering their prowess as mercenaries 
  can usually send home enough to double the tribe’s 
  annual earnings from trade. In effect, the Trevenici 
  are themselves their best asset. 
  The recent reports of a hostile army of monsters 
  emerging from the west have the tribal elders recall-
  ing the Trevenici soldiers abroad. “After the last war-
  rior is killed, who will defend the tribes?” they argue. 
  Most northern tribes have also begun to follow this 
  decision.
  VILDA HARN 
  The largest settlement in Trevenici lands. The Treve-
  nici claim it, but no Trevenici actually live there. Vida 
  Harn expanded on a popular trading ground used by 
  the Trevenici for centuries.
  Every year, tribes gathered to trade with each other. 
  Learning this, traders of all races began to congre-
  gate there as well and eventually built a city. Twen-
  ty human residences, two orken households, and an 
  Unhorsed dwarf hut were purportedly the first to 
  settle Vilda Harn. Every year, every Trevenici village 
  sends a delegation to Vilda Harn for the annual event 
  known as the Great Come-Together. This is a time of 
  wild celebration, with the festivities lasting over three 
  weeks. Traders surviving the merriment leave Vilda 
  Harn with wagons full of fur pelts, hand-woven rugs, 
  and pecwae jewelry.
  WILD TOWN 
  A small town of ramshackle buildings and semi-per-
  manent hovels. Like Vilda Harn, no Trevenici reside 
  in Wild Town, but it is a trade hub for merchants and 
  the northern barbarians.
  YESKIN 
  A ruined city shunned by the Trevenici, alleging a 
  powerful undead witch dwells within, who dooms 
  warriors with her terrible magic and curses. Legends, 
  though, persist of great wealth in Yeskin, one of the 
  oldest known cities in Loerem and popularly believed 
  to date back to the time of the Ancients.
  PECWAE VILLAGES 
  There are some pecwae villages in the secluded 
  parts of Trevenici lands. Although well-hidden, 
  these pecwae hamlets are never far from a Treveni-
  ci tribe. Pecwae do not build houses, for they have 
  better things to do, such as create beautiful jewelry, 
  daydream, or snooze. Pecwae live as one with nature 
  and are not finicky about creature comforts. They fre-
  quently dwell in exposed tree roots along riverbeds, 
  or in crude shelters improvised from anything handy.
  Often, the pecwae use Earth magic and their knack 
  for architecture to redirect a river or stream to cre-
  ate habitats. Pecwae villages were formerly quite a 
  common sight throughout the continent, until three 
  hundred years ago when humans took to the notion 
  of keeping pecwae as pets. 
  
  s200s
  The helpless humanoids became a commodity, spur-
  ring an epidemic of pecwae children’s abductions. 
  Such practice is presently outlawed, but the under-
  ground slave market for pecwae is still lucrative, so 
  much as to drive the pecwae far north, seeking refuge 
  in the wilderness. Now, few people on Loerem have 
  ever seen a pecwae, let alone spoken with one.
  THE DIVINE LANDS OF 
  THE TROMEK
  Elves have a legend of how the Father and Mother 
  gifted the elves the land they now inhabit: From the 
  first coupling of the Divine Parents came the nine 
  great gods of the elves, known as the glydym. In order 
  to keep the children united, the Father and Mother 
  named the eldest child the Divine Child, who will be 
  the spiritual leader of all the children. They gave to 
  the youngest child the Shield of the Divine. With this 
  Shield, the youngest was to stand shoulder-to-shoul-
  der with the eldest and protect all children from their 
  enemies. All the other children were to band together 
  to swear loyalty to both the Divine and the Shield of 
  the Divine.
  The beautiful legend bears very little resemblance to 
  the true political situation in Tromek, however. All 
  too often in their long history, the Divine and the 
  Shield have clashed over power, both on the battle-
  fields and in the political arena. 
  Outsiders—particularly Vinnengaeleans — have fre-
  quently taken advantage of the discord and invaded 
  Tromek. They’ve also found, to their chagrin, that al-
  though the elves may fight among themselves, they 
  are swift to band together against a common foe.
  The Divine Lands of the Tromek vary greatly in char-
  acter across the breadth of the elven nation. The vast 
  plains and forests to the south and west are lush and 
  fertile, while the northern and eastern mountains are 
  barren and inhospitable. The elves have occupied this 
  land for as long as anyone can remember, even the 
  dragons. The borders have changed somewhat over 
  the years, as wars with neighboring nations either 
  added or subtracted territory from the Tromek hold-
  ings. However, the core of the nation has remained 
  intact for all of recorded history.
  In the north and east, the land is so rocky and cold 
  that only the hardiest souls (such as dragons and 
  bahk) can live there. It is also rumored that the wyred, 
  elven wizards, have hidden strongholds and training 
  grounds in the mountains. The wyred are known to 
  favor forsaken locations for their communities. 
  The suspected presence of the wyred is yet another 
  reason for common elves to avoid such places.
  Elves dislike traveling outside of their homeland. The 
  people, the customs, and even the landscape of for-
  eign countries grate on elven nerves. 
  
  s201s
  Elves find other races to be uncivilized, their cities 
  ugly, and their lands scarred almost beyond salvag-
  ing. It is spiritually painful for elves to be away from 
  home. So, for the most part, the Tromek seem con-
  tent to live in and tend the lands that the gods first 
  gave them.
  As a whole, elven roads are very different from those 
  found in human kingdoms. Even in the most pros-
  perous cities and countryside, elven roads are little 
  more than well-worn earthen paths. This is because 
  elves do not believe in paving over the gods-given 
  earth with stone or other materials.
  A communal people, elven cities have dense popula-
  tions and, because of elves’ longevity, they have also 
  become increasingly crowded. Therefore, elves have 
  developed a rigid conformist society in which every 
  elf knows his exact place and can rarely alter that 
  place.
  Elven marriages are always arranged and generally 
  political in nature, especially among the upper class-
  es. Elves live in extended families, with great-grand-
  parents, grandparents, parents, and children all shar-
  ing the same house.  
  Elves do not trust either magic or mages. They will 
  not admit to using magic in warfare, as the act is dis-
  honorable. Among them, magic belonged solely to 
  the Wyred, a secret and mysterious cabal of wizards. 
  There are tales abound of elves gone searching for 
  Wyred hideouts to retrieve the young children they 
  have abducted, but none was successful (or lived to 
  tell of it).
  Elves are loyal to their family, to the Divine and the 
  Shield of the Divine. Sometimes the priorities come 
  into conflict. While each House has its own forces, 
  these are in turn beholden to the Shield or the Di-
  vine, as dictated by the constantly shifting political 
  alliances.
  In war against a common foe, the Shield of the Divine 
  has the complete and sole reign of the elven military. 
  Elves are best known for their heavy infantry regi-
  ments and longbowmen. Elven cavalry is a small but 
  well-trained component of the forces, with members 
  drawn exclusively from the nobility. The three elven 
  cavalry regiments are the only ones in Loerem able 
  to fight with spear, sword, and bow while mounted.
  Traveling through Tromek lands can be difficult, due 
  to the elves’ disdain for “taming” the natural world. 
  Moving along the unpaved roads is often arduous for 
  caravans of merchants or other large parties, espe-
  cially if the roads are muddy. If elves find these condi-
  tions bothersome, they do not reveal those feelings to 
  others. Travelers can count on meeting elven patrols 
  on the roads, in the wilderlands, and in the cities. 
  Elves value order and stability, and frequent guard 
  patrols are a good way to keep peace.
  GLYMRAE 
  This is the ancient capital of the elves. Its name means 
  “shining ray of light,” and it was founded by the ear-
  liest of the elven leaders, Eriandal and Andala. Leg-
  end says that the city of Glymrae was formed from 
  the dreams of the gods, and that the first Divine and 
  Shield had only to find it.
  The walls of the city are constructed of immense 
  blocks of white marble. The battlements gleam with 
  sunlight during the day, and shine in the moonlight 
  at night. The stones are carved with legends, inscrip-
  tions, decorations, and the portraits of gods and 
  heroes. Glymrae blends in well with the landscape 
  around it. Its walls rise organically from the low hills 
  of the local countryside. Its towers mimic the shapes 
  of the tall forests nearby. 
  The palace of the Divine echoes the forms of the dis-
  tant mountains. In accordance with the highest aspi-
  rations of elven design, it is a city living with the land 
  rather than upon it.
  Within the city walls lies a grid of well-ordered 
  streets, punctuated frequently with beautiful maze-
  like gardens. Homes line the city’s wide avenues, pro-
  viding customers for the many businesses, students 
  for the thriving schools, and worshipers for the nu-
  merous temples.
  In the midst of all this glory sits the Divine Citadel. 
  It is the only permanent set of government buildings 
  in the capital, and is a city within a city. It houses the 
  palace of the Divine and housing for all the Divine’s 
  servants and the many support services needed to 
  maintain the emperor’s power and dignity. Though it 
  is the most impressive complex in Glymrae, the actu-
  al seat of power rests within the residence of the cur-
  rent Shield. Because the offices of Shield and Divine 
  are not hereditary, the fortresses of their families are 
  not much more impressive than the compounds of 
  the other Great Houses. 
  
  s202s
  Still, the banners of the seat do lend an extra measure 
  of respect to the dwellings.
  The most famous temples in Glymrae are the Temple 
  of the Divine Mother and Father and the Shrine of 
  the Ancestors. Both are set near the Divine Citadel, 
  the Temple to the north and the Shrine to the south. 
  They are also touched by the Great Gardens. Rumors 
  say that the Divine may visit these sacred places at 
  his leisure via secret passageways, though only the 
  Divine himself knows for sure.
  AINLANNIS 
  Ainlannis is the largest city in the western part of the 
  realm. It watches the trade routes to the kingdoms 
  east and guards shipping and travel into elven lands 
  on the River of the Moon. It is the staging point for 
  most travel to the Western Tromek Portal and is 
  therefore important to commerce both within the el-
  ven lands and without.
  The city has a large Nimorean population who share 
  space with their elven landlords. One reason for this 
  is the two live in separate districts of the city: the Ni-
  moreans in the west, the elves in the east.
  While the elves find the Nimorean part of Ainlannis 
  to be chaotic and untidy, they put up with the incon-
  venience in favor of peace between humans and elves.
  DAINMORAE AND SEITHMORAE 
  Located on the Silver River at the southern tip of 
  Lake MaLinnae, Dainmorae is a key trade and man-
  ufacturing city. Raw materials are transported down 
  the lake from Seithmorae. In Dainmorae, the goods 
  are refined and crafted for shipping to the rest of the 
  nation of the Tromek and export to Vinnengael and 
  the lands beyond.
  Dainmorae is the “twin” to the city of Seithmorae, 
  which sits on Lake MaLinnae’s north end. The two 
  cities were created from the same plans drawn by a 
  famous elven architect.
  Seithmorae’s position in the foothills at the northern 
  end of Lake MaLinnae gives it access to vast resourc-
  es. Mining and lumber are the pillars of the region’s 
  economy, and many small villages dot the landscape 
  outside the city. Migrant camps of peasant workers 
  follow the trade, sometimes working in the forests, 
  other times in the mines.
  In addition to shipping and transport, Seithmorae 
  also supports a lively fleet of fishing boats. The cool, 
  clear waters of Lake MaLinnae provide a good source 
  of fish for the workers and merchants common in the 
  region, supplementing the grain brought east from 
  the Golden Plains.
  LORED 
  Once a military outpost on the Kronif River six hun-
  dred years ago, Lored has since grown into a center 
  of commerce, specializing in trade with the Vinnen-
  gaelean Empire. The granaries of Lored are almost as 
  large as the temples. The city is also one of the first 
  lines of defense against invasion from the south. 
  Hence, Lored is home to a large garrison of elven 
  soldiers. Despite heavy military presence, the city is 
  fairly open to travelers from other lands.
  MYRLLINETH 
  One of the most scenic landmarks in the elven realm, 
  MyrLlineth sits on the western shore of the River 
  Hammerdahl and winds its way up the face of the 
  Hammerdahl canyon. The architecture of the city ris-
  es out of the cliff face like polished shells, shining in 
  the sun.
  The city also nurtures the mighty elven fishing fleet 
  that calls MyrLlineth home. The docks are as beauti-
  ful as the dwellings lining the cliffs. Fine white mortar 
  mixed with smooth shells is the preferred building 
  material. All the unsightly and smelly jobs associated 
  with fish are hidden from sight within caves in the 
  palisade.
  Karnuan merchants are the most frequent trading 
  partners, but MyrLlineth’s position on the River 
  Hammerdahl also makes it an ideal hub for Vinnen-
  gael and other southern kingdoms.
  CYRH 
  Cyrh, the northernmost eleven city, nestles in a wide 
  valley on the shores of the Bay of Cyrh and oversees 
  the northwestern reaches of the lands of the Tromek. 
  The nearby forest-covered mountains shelter Cyrh 
  from the worst of the local weather and moderate its 
  climate.
  
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  The harbor of Cyrh is base to a large cold-water fish-
  ing fleet that provides the bulk of the indigenous 
  economy. The fishermen of Cyrh are known for their 
  fearless, almost reckless attitude.
  Next to fishing and trade, the most common profes-
  sion among the elves of Cyrh is soldier. The city and 
  the surrounding woodlands boast many garrisons. 
  These soldiers protect the elven borders from incur-
  sions by dwarves and other intruders. Their vigilance 
  and constant patrolling protects the local mines, tim-
  ber, and other elven resources from depredation.
  THE TROMEK PORTALS 
  These are the only Portals whose beginning and end 
  is within one nation (though on opposite sides). 
  Thus, they have become a valuable asset for journeys 
  across the Tromek realm, or over the Blue Mountains 
  which nearly split the continent in half.
  The Shield of the Divine controls access to the por-
  tals, and collects taxes and tariffs from those travel-
  ing through them. The Portals’ location lets the elves 
  trade easily with their neighbors, and also allows 
  non-elves to cross the lands of the Tromek without 
  setting foot near Glymrae.
  Towns have sprouted up around both portals to cater 
  to travel needs: food, lodging, guides, guards, etc. By 
  Divine order, these towns may not grow too large, as 
  the elves are wary that the portals may shift again; 
  nor may the towns be given names, lest their inhabi-
  tants grow too fond of them.
  THE DWARVEN       
  TERRITORIES (GRAK)
  Dwarves do not have a name for their land, because 
  they do not consider it a nation. The continent of Lo-
  erem is their nation and on the day they have con-
  quered all the other races, they will claim it and name 
  it. Until that day comes, they refer to their land as 
  Grak, meaning “grassland.” Not shockingly, none of 
  the other realms have taken this threat seriously. The 
  dwarves are not unified. They spend much of their 
  time fighting each other. When they do raid border 
  cities of the humans and the elves, the dwarves ride in 
  by broad daylight, whooping and shouting. They raid 
  and loot (stealing mostly livestock, but also anything 
  they can carry off) and then set fire to what remains. 
  They never stay long enough to stake claim to the 
  land. The humans and the elves return and rebuild 
  and wait grimly for the next raid, which may come 
  next month or in ten years.
  Now, however, rumors are coming out of Grak that 
  a new leader is arising among the dwarves. The son 
  of an Unhorsed, he talks of a united dwarven state 
  and of a concerted effort to expand dwarven territo-
  ry. Those few outsiders who have met him say he is a 
  force to be reckoned with, not lightly dismissed. Few 
  are heeding their warning, however. 
  Each clan has its own hunting territory bounded by 
  natural landmarks, which may alter, disappear, or 
  be forgotten over time and cause disputes. One clan 
  had used a grove of cottonwood trees to mark their 
  ground. When that grove burned down, they argued 
  it was an act of the Wolf and entered another clan’s 
  territory, setting off a long feud. 
  Dwarves distrust anyone of another race. Travel for 
  outsiders is restricted in the Dwarven Territories, 
  but more for the travelers’ protection than for the 
  dwarves’. Hapless visitors deep in dwarven lands 
  may find themselves relieved of all supplies, equip-
  ment, horses, and perhaps even their lives. Despite 
  the danger, intrepid merchants do dare venture, for 
  dwarven ponies are highly valued breeding stock, 
  and dwarven-forged weapons are among the finest in 
  the world.
  Clan dwarves are divided into major and minor 
  clans, each commanded by a chieftain. The clans hail 
  one clan as the master clan, its chieftain known as 
  the Clan Chief of Clan Chiefs. Kolost, from the Gold 
  Clan, is the current Clan Chief of Clan Chiefs.
  Clan dwarves do not like cities. If forced by circum-
  stance to enter one and remain there for some time 
  (such as waiting for a shipment of weapons or hav-
  ing a horse reshod), they will move from one place to 
  another within the limits, never staying in the same 
  place for more than a day. 
  BEAR CLAN 
  The Bear Clan controls the northwestern Dwarven 
  Territories, particularly the region around Saurgan.
  Of all the dwarven peoples, dwarves in the Bear Clan 
  tend to be much larger than their brethren, both in 
  physical size and in presence. 
  
  s204s
  Bear Clan dwarves are sly and very political. They 
  can usually be identified not just by their physique, 
  but by the bearskin cloaks worn by their greatest war-
  riors, and by the mark of a black bear tattooed on the 
  palm of the left hand.
  Since the Bear Clan territory borders the elven lands 
  of Tromek, there is a long-standing rivalry between 
  them, a rivalry colored by a mutual respect for the 
  battle prowess of their enemy. The Bear Clan chieftain 
  is also feuding with the Clan Chief of Clan Chiefs, 
  and rumors float about of the Bear Clan working 
  with the elves to overthrow the Gold Clan.
  GOLD CLAN 
  The current master clan, the Gold Clan roams the 
  mountains immediately to the north of Saumel, the 
  City of the Unhorsed, though the region is in contest 
  due to the rise of a new possible Clan Chief of Clan 
  Chiefs.
  Of all the clans, the Gold Clan is perhaps the wealth-
  iest. Usually led by brilliant strategists, even when a 
  Gold Clan Chieftain has not been Clan Chief of Clan 
  Chiefs the Gold Clan has profited more from trade 
  with outsiders than any other clan.
  Members of the Gold Clan can easily be identified by 
  the gold coin medallions they wear about their neck 
  — a coin pierced by a braided plait of horsehair.
  JADE CLAN 
  Jade Clan occupies a small section just south of Sau-
  mel that stretches along to the eastern side of the city, 
  including parts along Saumel’s docks. It is a major 
  clan only by the Clan Chief of Clan Chiefs’ decree.
  The Jade Clan is the smallest of the major clans, con-
  sisting of just barely over a thousand members. Much 
  of the clan is spread out along the coastline and giv-
  en the task of learning to sail, practice standing on 
  tossing decks instead of riding horses — something 
  the dwarves aren’t built to handle and can often be 
  heard complaining about. But as the Clan Chief of 
  Clan Chiefs has promised them the wealth of Rehn, 
  a major Vinnengaelean colony and port city, if they 
  succeed, the Jade Clan does have an incentive to 
  overcome their innate dislike and distrust of the sea.
  Members of the Jade Clan can be identified by their 
  boots, which are dyed a dark sea-green. 
  That these green boots will bring a seafaring dwarf 
  good luck is a superstition rife amongst the Jade Clan.
  MOUNTAIN CLAN 
  Owning control of the vast Dwarf Spine Mountains, 
  this Clan firmly believes in isolationism, and any one 
  entering their territory is met with suspicion. They 
  viciously protect their land, and woe to any man (or 
  dwarf) running afoul of this clan.
  Mountain Clan dwarves live a slightly different life-
  style than other clan dwarves. Although still nomad-
  ic, Mountain Clan dwarves tend to call a particular 
  mountain home and work out from it. They do not 
  raid each other, instead borrowing from each oth-
  er, with payment due when the yearly trip from the 
  mountain yields compensations to the lending clan.
  Members of the Mountain Clan favor obsidian in 
  their weapons and personal decoration. Obsidian ar-
  rowheads, daggers, beads, and pendants taken from 
  the volcanic Mount Vaben are all marks of a Moun-
  tain Clan dwarf.
  RED CLAN 
  This clan roams the Eastern Grak in the Crimson 
  Hills, particularly around the Sea of Stiaga. No other 
  clan is as well known for its archers or its mages than 
  the Red Clan. It boasts numbers to rival almost any 
  other major clan, and with the mages bolstering their 
  fierce archers and warriors, the Red Clan is one of the 
  strongest clans in Grak.
  The meandering plains and rolling hills of the clan’s 
  territory are rich in livestock. For the most part, the 
  Red Clan is content to watch over their herds as they 
  graze the plains. The meat, wool, and leathers of the 
  Red Clan fetch a hearty price in Karkara, enabling the 
  clan to spend much of its time honing magical and 
  archery expertise. The bloodleaf tree is unique to this 
  region of Loerem, from which the Red Clan harvests 
  the wood for their arrows and bows, giving their 
  weapons the distinctive blood-red hue that lends the 
  clan its name.
  Many of the Red Clan dwarves have red-dish-hued 
  hair (from fiery blond to deep auburn). All members 
  wear a ruby that is prominently displayed, either a 
  ring upon the left hand or a pendant around the neck.
  
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  SILVER CLAN 
  Along the northeastern borders of the Vinnengael-
  ean Empire and the southeastern borders of Tromek 
  is where one can expect to find this clan. The Silver 
  Clan has prospered from its Clan Chieftain’s expert 
  dealings with the elves of Tromek.
  Forgoing traditions, members of the Silver Clan keep 
  their faces clean-shaven, dressing in quality silks and 
  expensive clothing, even adopting elven manner-
  isms. With the wealth they acquire from trading with 
  the elves, and the relative security they hold as allies 
  of the Gold and Mountain Clans, they continue as 
  they have for more than 200 years. No other clan is as 
  adept at diplomacy as the Silver Clan.
  Besides their “elegant” garbs and kempt appearance, 
  one can recognize a Silver Clan dwarf by the silver 
  bracers worn upon each wrist. The bracers are earned 
  through valor in battle, and though many believe that 
  the Silver Clan has grown soft, the bracers and the 
  hearts of the Silver Clan warriors say otherwise.
  STEEL CLAN 
  The Steel Clan produces many of the best trackers of 
  the Dwarven Territories. For many years, the Steel 
  Clan survived by raiding the ork city of Enesh ‘Sar 
  (though they had little luck against Enesh ‘Sar’s sis-
  ter city, Goresh ‘Sar). Now, however, they had a new, 
  broader objective. First, they would solidify control 
  over the Dwarven Territories, then sweep like a wild-
  fire across Loerem to gain back the land that was 
  rightfully theirs, as well as the fertile grounds they 
  knew were waiting for them across the water.
  All members of the Steel Clan wear distinctive red 
  beads, carved from wood bartered (or stolen) from 
  the Red Clan. The hooves of all Steel Clan horses are 
  painted with a grayish substance (“hoof shield”) that 
  protects against harm, while the manes and tails are 
  braided with the same red beads worn by their riders. 
  Lastly, the leather armor favored by the Steel Clan 
  warriors is painted a dull, dark gray and branded 
  with the symbol of the Wolf, prominently displayed 
  on the chest.
  SWORD CLAN 
  The Sword Clan stalks the Northeastern border of 
  Vinnengael. Easily the most militant of all the dwar-
  ven clans, the Sword Clan eagerly embraced Kolost 
  as the new Clan Chief of Clan Chiefs, once they had 
  seen his valor in combat and heard his plans of con-
  quest.
  Eager raiders constantly searching for the next bat-
  tle, Sword Clan excursions have penetrated as deep 
  as Dunkarga in recent years, but the majority of the 
  Sword Clan’s energy seems focused on the Vinnen-
  gaeleans.
  The loyalty of Sword Clan dwarves is said to be un-
  wavering, they would sooner die a slow, painful death 
  than to betray their sacred vows. If one clan member 
  gives his word, the rest of his clan are also sworn to 
  uphold it. This can make for very tricky allegiances, 
  and many are the tragic tales of Sword Clan dwarves 
  who have had to sacrifice themselves to uphold oaths.
  All Sword Clan dwarves are required to carry a 
  sword. Another characteristic is the distinctive horse 
  blankets. Each one is woven from horsehair harvest-
  ed from soulmenders, giving the blankets an unmis-
  takable pale ivory hue, then marked with a black “X” 
  in all four corners. The blankets are said to be fire-
  proof and are a mark of honor amongst the Sword 
  Clan dwarves.
  WHITE CLAN 
  The White Clan wanders east of the Dwarven Spine 
  Mountains. Now controlling the trade routes of Kar-
  kara, many of the Clan’s warriors wield the famous 
  Karkaran weapons to compensate for their low pop-
  ulation (superior only to the Jade Clan).
  Unfortunately, since Kolost’s rise to power, shipments 
  of the precious metals from the Dwarf Spine Moun-
  tains have decreased as the Mountain Clan began to 
  reassert their domination of their territory. Without 
  these metals, the great forges of Karkara may fall si-
  lent. This has forced the White Clan to make sporadic 
  raids into the Dwarf Spine Mountains, looking to se-
  cure caravans of the metals and return them to Kark-
  ara — acts that have brought them into direct conflict 
  with the Mountain Clan.
  
  s206s
  White Clan dwarves can be identified by their 
  bleached-white leather armor, white tabards, and 
  the distinctive red sash worn over the left shoulder 
  (a reminder of their Red Clan origins). White Clan 
  warriors also favor the lance, spear, and javelin. Their 
  javelineers are as accurate with javelins as any other 
  clan’s archers.
  WOLF CLAN 
  Known as the Cradle of Dwarfdom, Wolf Clan 
  dwarves live in the grasslands of the northeast, the 
  ancestral home of the dwarven race.
  With numbers believed to equal the combined might 
  of all other major clans, the Wolf Clan has always 
  been known for its isolationistic and anachronistic 
  temperaments. It showed a general disdain for the 
  position of Clan Chief of Clan Chiefs, even when 
  one of their own assumed the title. As far as the Wolf 
  Clan is concerned, the Clan Chief of Clan Chiefs is 
  the Wolf, and no mortal should dare to presume to 
  usurp His place.
  No one has ever been able to get an accurate count of 
  Wolf Clan strength, for members of the Wolf Clan are 
  known for their stealth in the wilds. 
  When a Wolf Clan dwarf moves, it is said to sound 
  like the wind gently blowing through the grass. 
  They rely on surprise, sneaking up on unsuspecting 
  preys and enemies. In war, Wolf Clan dwarves prefer 
  to find a lone unit they can attack and pick off, strik-
  ing like a pack of wolves bringing down the weakest 
  quarry first.
  The easiest way to identify a Wolf Clan dwarf is by 
  the crude iron medallion of a wolf’s head hanging 
  from a heavy chain about the neck. Strangely, no one 
  has seen a Wolf Clan dwarf in a hundred years. Some 
  speculate that they are fortifying their ranks for a ma-
  jor assault. Others believe a terrible event has eradi-
  cated them all.
  LESSER CLANS 
  Dwarves of all non-major clans owe allegiance to the 
  lesser clans. These clans are small and sometimes al-
  lied with the larger clans, riding with them for pro-
  tection and giving the bigger clan a share of any loot 
  they get.
  
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  THE CITIES OF THE UN-
  HORSED
  Legend has it if a dwarf is forced to stay in one place 
  longer than two sunsets, he will go mad. That is, of 
  course, untrue. Unhorsed dwarves — those who have 
  been banished from their clans because of their in-
  ability to ride or because they have committed a se-
  rious crime — see the sun rise and fall on their cities 
  many, many times, yet do not go mad. The Unhorsed 
  dwarves contribute a great deal to the dwarven cul-
  ture. They are blacksmiths and weaponsmiths, trad-
  ers and scribes. But deep within their eyes, the ob-
  server can see an overwhelming sorrow, a longing for 
  the prairies and grasslands that are their true home, 
  a longing to ride into the wind, trampling cares be-
  neath the hooves of their horses.
  The vast majority of the Unhorsed find their way 
  into one of the four major Unhorsed cities: Karkara, 
  Saudamos, Saumel, Saurgan. However, there are also 
  a number of smaller Unhorsed settlements, such as 
  Ooden, north of Karkara, or the mining settlements 
  dotting the Dwarf Spine Mountains.
  Only one, though, is referred to as the “City of the Un-
  horsed” and the seat of government for all the Dwar-
  ven Territories — Saumel. Although the Clan Chief 
  of Clan Chiefs is the nominal leader of all dwarves, 
  the unhorsed of Saumel are the government.
  SAUMEL 
  The center of the unhorsed society and the metaphor-
  ical heart of the Dwarven Territories (particularly to 
  those who are not natives to the region), Saumel is an 
  ancient city that is slowly becoming one of the most 
  important cities in the world.
  It is located in the southern reaches of Grak, seven 
  hundred miles to the west of the orken city of Enesh 
  ‘Sar, its closest trading partner. Built a thousand years 
  ago with the Nimran Earth mages sent by the Queen 
  to pay a debt of honor, Saumel is a truly peculiar 
  sight. It is a strange combination of beautiful Nimran 
  architecture mixed with the much simpler unhorsed 
  elements, and sprinkled with influences of Vinnen-
  gaelean, orken, and even elven design.
  Along the canyon walls the structures are primarily 
  Nimran — marble pillars, graceful statues, fountains, 
  and colorful mosaics. 
  To this day, however, unhorsed buildings tend to fol-
  low the same blueprint for the clan gers — circular, 
  built with low outer walls that curve upwards to cre-
  ate a dome.
  Saumel has become a curious melting pot of cultures 
  and beliefs, as unhorsed from all the clans have mi-
  grated, bringing their own idiosyncrasies to the city. 
  As the unhorsed traveled outside the Dwarven Terri-
  tories, they returned with even more ideas, including 
  such simple comforts as indoor outhouses (from the 
  Vinnengaeleans), heated bathing chambers (from the 
  Dunkargans), and many ork technologies such as the 
  war engines atop the city gates.
  There are only three “entrances” into the City of the 
  Unhorsed. Two are gates located in the southern 
  “wall,” the Dwarf Gate and the Outsider Gate. The 
  third is the docks on the eastern side. Foreigners are 
  typically only permitted inside the Outsider District, 
  the district along docks, and the Merchant District. 
  All other areas are off-limits.
  The older districts are easily identifiable by the dis-
  tinctively Nimran architecture, buildings designed 
  like honeycombs into the walls of the valley, ambling 
  upwards as well as into the depths of the mountains.
  The Temple for the Holy Fire of Dwarfdom is one 
  of the grandest buildings in all of Saumel, holding 
  by far the largest “Holy Fire” in all of the Dwarven 
  Territories. The Temple is much in the shape of an 
  amphitheater, more than 50 feet down. The walls are 
  lined with images of horses and wolves, with small 
  doors leading back into chambers for the Fire mages 
  who tend the flames. Viewing alcoves above overlook 
  the Holy Fire, enabling dwarves visiting the Temple 
  to pay reverence to the Holy Fire without interfering 
  with the Fire mages.
  KARKARA 
  Of the four major unhorsed cities, Karkara is the 
  most “dwarven.” The unhorsed have claimed this 
  town as their own and live in relative peace without 
  the influence of outsiders. Very few travelers make 
  the journey into Karkara, and those who do are treat-
  ed very formally and briskly.
  Far to the east and across the Spine Mountains, the 
  terrain surrounding Karkara is flat with numerous 
  rivers meandering throughout the area. 
  
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  The buildings of Karkara, built in the typical ger-style 
  from limestone and steel, are the tallest landmarks 
  for miles in every direction.
  The five main forges of Karkara are the largest in 
  Loerem, although very few people west of the Spine 
  Mountains have even heard of them. Stone walls are 
  built in the center of the city to protect these great 
  forges, instead of around the city proper. Those ad-
  miring or dealing in fine weaponry rate the arms of 
  Karkara as some of the finest in existence, partly be-
  cause of the skillful Karkaran smiths, and partly due 
  to the high-quality Karkaran steel.
  The Wolf Clan used to monopolize Karkaran goods, 
  taking almost all for themselves. Since the Wolf Clan 
  hasn’t been seen for many decades, the Red and White 
  Clans have moved in and filled the vacancy. Occa-
  sionally a Karkaran weapon will find its way into oth-
  er lands, where it always fetches a high price. Because 
  of this, Vinnengaelean, elven, and even Dunkargan 
  traders have dared make the perilous journey to Kar-
  kara. The few who returned are now quite wealthy.
  Karkara is laid out much like a spoked wheel, with 
  stone streets leading to the forges, making it easier for 
  caravans to move raw materials. The “spokes” divide 
  the city into five districts, while a low wooden ram-
  part surrounds the residential and business segments 
  of the city. Outside this rampart, large fields are given 
  to farming, livestock, and camp grounds for visiting 
  clans.
  Karkara houses the only barracks in all of Grak. Two 
  thousand unhorsed have formed one of the most 
  unique infantries in all of Loerem. The few fortunate 
  enough to see the Karkaran Guards in action have all 
  left with awe.
  SAUDAMOS 
  Saudamos is the last refuge for anyone attempting to 
  cross the formidable Spine Mountains in the north. 
  The second largest city in the Dwarven Territories, 
  Saudamos is built in a valley that funnels into a direct 
  path east, through the mountains. Because of this, 
  the population of Saudamos has exploded over the 
  last two hundred years, as Saudamos became an ac-
  ceptable alternative over Saumel.
  Saudamos has gained the reputation as a mercenary 
  hub. In fact, the Wildfire Mercenary Guild currently 
  is the primary militia for Saudamos. 
  Specialized unhorsed units can be hired for the right 
  price, along with independent contractors attempt-
  ing to ply their trade. The quantity of professional 
  sellswords, plus the surprising amount of taverns and 
  gambling houses, has helped give Saudamos a some-
  what shady reputation.
  All races can be found in Saudamos, though only the 
  unhorsed truly call it home. Everyone else considers 
  it a temporary stop on the way to somewhere else. 
  The transient nature enables the unhorsed to set up 
  permanent shops with little competition. The com-
  mon unhorsed industries of armory, craft, and other 
  services thrive thanks to the massive influx of trav-
  elers.
  SAURGAN 
  Saurgan is an oddity, for it is as much an elven city as 
  it is a dwarven one, though it lies completely within 
  the territory of the Bear Clan and has for many hun-
  dreds of years. Located near the elven border, large 
  caravans regularly travel between Saurgan and the 
  elven city of Cyrh.
  Saurgan once belonged to the elves, but they realized 
  it was much easier to deal with the clans if they just 
  let the city be “run” by the unhorsed, rather than try-
  ing to fend off constant raids.
  The elves who stayed, and the unhorsed who came 
  to reside in Saurgan, have reaped great economic re-
  wards, thanks to the trade agreements between Saur-
  gan and Cyrh.
  Saurgan is an interesting blend of the two cultures, 
  offering both the best and the worst of each. The city 
  is almost clearly divided in half, with the elves occu-
  pying the western half and the dwarves in the eastern 
  half. There is constant conflict between the two races, 
  but it is typically nonviolent and not overt. The elves 
  try to gain leverage through sabotage, blackmail and 
  other subterfuge, in which the unhorsed themselves 
  have managed to acquire some modest proficiency.
  
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  THE TERRITORIES OF 
  THE ORKS
  Orken traders, fishermen, and pirates are seen sailing 
  the coast of all races and nations except Karnu. The 
  orks call their realm Po ‘Gah, meaning “risen from 
  the water.” Because orks have a strong affinity for wa-
  ter, their cities and villages invariably skirt along the 
  side of a coast, river, or lake. Although orks do not 
  mind traversing inland, they are always more com-
  fortable near water. No ork may be buried on land, 
  but must return to the water from which he was born. 
  The ruler of the orks is The Captain. This title can be 
  very confusing to other races, for the term “captain” 
  encompasses the master of a ship, the commander of 
  a squadron, the chief of The Fleet, the mayor of a city, 
  and the grand leader of all orks. The orks speak their 
  ruler’s name with a subtle inflection and will often 
  accompany it with a gesture of respect. A Captain 
  can male or female. Every Captain must pass rigor-
  ous tests to attain that lofty rank and Captaincy is 
  now chosen from among the orken Dominion Lords, 
  a decision that started after King Tamaros gave orks 
  their Sovereign Stone.
  Orks are skilled engineers and all orken ships are 
  heavily armed with siege weapons, including cata-
  pults and ballistae. Ork ships are fast, maneuverable, 
  and built for ramming. A favorite orken tactic is to 
  ram and disable an enemy vessel, then board it and 
  overwhelm the crew. Every ship has at least one sha-
  man and one apprentice. The larger ships have nu-
  merous shamans aboard, both to read the omens and 
  practice magic. Sails may power the smaller orken 
  boats, but the bigger warships have banks of oars to 
  plow through the water. Rowers are not slaves but es-
  teemed crewmembers. Because of their grueling job, 
  rowers are big, brawny, and immensely strong. 
  Orks are savage fighters, but their joint might is not 
  nearly as formidable on land as on the sea. They have 
  little combat strategy on land, relying mostly on brute 
  strength to wear down a foe.
  QUESH ‘GAAT 
  This city, at the crux of the Bay of Orkas on the Ayrkis 
  subcontinent, is now the orken capital city simply be-
  cause The Captain calls Quesh ‘Gaat her home port. 
  Those from other races requesting audience with The 
  Captain must go to Quesh ‘Gaat and wait for her ship 
  to return. 
  
  s210s
  Quesh ‘Gaat is also the homeport for many ship 
  squadrons. From here, the orks are preparing to repel 
  the Karnuans from their holy mountain.
  THE FLEET 
  More orks live in The Fleet than in all ork settlements 
  on land combined. The Fleet is composed of ships 
  numbering from three to one hundred, ranging from 
  large cargo haulers to juggernaut warships with fire 
  throwers, catapults, and hundreds of orken warriors 
  who are also experienced boarders. 
  Gatu ‘Sar: On the uncontrolled lands southeast of 
  Vinnengael, Gatu ‘Sar was once the largest orken city. 
  Since the war with Karnu, it has become a military 
  outpost. Gatu ‘Sar is the launching pad for any offen-
  sive to retake Mount Sa ‘Gra.
  GORESH ‘SAR AND ENESH ‘SAR 
  These are two sister cities. Enesh ‘Sar trades exclu-
  sively with the unhorsed dwarves and wars exclu-
  sively with the clan dwarves. All goods coming to 
  and going from Enesh ‘Sar pass directly through 
  Goresh ‘Sar, which deals with the rest of the world. 
  The largest orken army on land is stationed at Enesh 
  ‘Sar. The army garrisons the city and makes forays 
  into the Dwarven Territory in response to dwarven 
  raids upon Enresh ‘Sar. The captain of the army is 
  fascinated with field artillery, such as onagers and 
  mangonels, and has instituted many new designs for 
  improved firepower. Fields littered with dead hors-
  es and dwarves are testament to the effectiveness of 
  orken ingenuity.
  HARKON 
  The northernmost city on Ayrkis, Harkon is the des-
  tination for Nimran exports. Harkon was once a hav-
  en for pirate ships raiding Nimra, but commerce has 
  proven to be far more profitable and less bloody.
  RASH ‘QUI 
  Rash ‘Qui is situated to the southwest of Dunkarga, 
  on the shores of the Sea of Edam Nar. The orks here 
  trade with Dunkarga, Nimra, and even the Tromek 
  elves, sailing north across the Polar Sea to the river 
  network leading to Glymrae.
  THE CURRENT AFFAIRS 
  OF LOEREM
  The stories of Dagnarus’ army of fearsome reptilians 
  marching from somewhere around Dunkgarga cer-
  tainly have the ear of those well-versed in history of 
  the Sovereign Stone. But that is not the sole concern 
  in land of Loerem. Each of the major realms is con-
  tending with unique issues and quandaries of their 
  own.
  VINNENGAEL 
  The loss of the Rodemer Portal to Karnuan invasion 
  has angered many a Vinnengaelean, but apparently 
  not intense enough for them to declare war. More 
  recently, the Karnuans marched through Vinnen-
  gealean lands unannounced to attack the orks in the 
  south, a move that infuriated Emperor Hirav I but 
  still remained largely unaddressed.
  DUNKARGA 
  The Kingdom of Dunkarga is broiled in corruption 
  and faction feuds. A civil war split the kingdom in 
  two: Dunkarga to the north, Karnu to the south. The 
  Dunkargan army is crooked and in disarray, though 
  they have recently mobilized to retaliate against the 
  taan on their western borders. Most Dunkargans at-
  tribute it all to Karnuan plot.
  KARNU 
  The Karnuan Caliphate is very rich and powerful. 
  The nation controls both ends of the Karnuan Portal, 
  enabling Karnuans to levy hefty taxes and tariffs for 
  usage. An expansion into Vinnengaelean lands ap-
  pears permanent. The Karnuans are heavily fortify-
  ing their holdings and it is unlikely that Vinnengae-
  leans will exert the efforts necessary to regain what 
  they have lost. The Karnuans have recently succeeded 
  in capturing the coastal lands owned by the orks. The 
  gold and silver mines in the volcanoes are proving to 
  be every bit as rich as they anticipated. Karnu has re-
  ceived reports of strange creatures (the taan) attack-
  ing Dunkarga, but is dismissing them as ruse.
  NIMOREA 
  The Nimoreans lead hard but rewarding lives in the 
  northern climes. They and their elven neighbors are 
  loyal friends with mutual defense and non-aggres-
  sion pacts. 
  
  s211s
  The Nimoreans have come to greatly admire elven 
  culture and even emulate it, particularly the elven 
  military hierarchy. Nimorean forces regularly train 
  with the elves and although the units are kept sepa-
  rate, the two armies can fight in concert. The Nimor-
  eans are the only humans the elves fully trust. The 
  rumored taan sightings have increased the overall 
  alertness in Nimorea.
  NIMRA 
  The Nimrans are seafarers and traders finding their 
  markets shrinking from the turmoil between the orks 
  and the Karnuans. The Nimrans are allies of the orks 
  and have broken off relations with Karnu. All Nim-
  rans in ork lands during Karnuans’ invasion have 
  disappeared. Their fate is unknown but it is almost 
  certain that they have been taken as slaves. With sto-
  len ships crewed by slaves, Karnuans have assaulted 
  Nimran vessels, forcing the Nimrans to heavily cur-
  tail their trade activities. The furious Nimrans are 
  pondering war on Karnu.
  TREVENICI AND PECWAE 
  No government or individual unifies the scattered 
  civilizations of the Trevenici and pecwae. Relations 
  are good between all villages and word of danger 
  spreads quickly from one to another. Many Trevenici 
  warriors offer their sword to the Kingdoms of Dunk-
  arga and the Caliphate of Karnu for personal glory 
  and earnings for their tribes, hence they were among 
  the first to engage the taan in battle. The Trevenici 
  and pecwae have secret caves and other safe shelters 
  in event of a war. Although the tribes have not yet 
  taken to these havens, they are busy stocking and for-
  tifying them.
  DWARVEN TERRITORIES 
  The dwarves control all the land from the eastern 
  borders of Vinnengaelean Empire and Tromek to the 
  eastern seas. The dwarves have dispatched marauders 
  into both nations to stake the land as their own only 
  to ride on the next day, leaving the inhabitants to re-
  build their lives. Lately, the raids have been executed 
  with a much greater precision, coupled with rumors 
  of a new leader organizing the dwarves. Consequent-
  ly, Vinnengael and Tromek have bulked up their forc-
  es along the borders.
  THE DIVINE LANDS             
  OF THE TROMEK 
  Elven and Nimorean scouting parties have confirmed 
  reports of an army of ferocious creatures intruding 
  Dunkarga. The creatures pose no present threat to 
  the elves, but the Divine does not like what he is hear-
  ing and has been garnering support to reinforce the 
  military. The Shield of the Divine has thus far stifled 
  the Divine, countering that the creatures obviously 
  intent on attacking the humans and they are of no 
  concern to the elves.
  ORKEN TERRITORIES          
  AND THE SEA 
  The orks are a people divided. Appalled by the Kar-
  nuan assault and distraught by the loss of their most 
  holy site, Mount Sa ‘Gra, many orks are urging The 
  Captain to expel the invaders. The Captain and her 
  advisers, though, think the orks are not yet sufficient-
  ly strong to challenge the powerful Karnuan army on 
  land.
  THE ORDER OF THE KEEPERS  
  OF TIME 
  The monks of the Order of the Keepers of Time con-
  tinue to wander the world, recording events on their 
  skin as magical tattoos. When these monks die, their 
  bodies are preserved in a great vault in the monas-
  tery, much as a library stores books.
  Revered by all races, the monks travel with their stal-
  wart bodyguards, the Omarah. The monks are rarely 
  in danger, however. It is popular knowledge that the 
  five heads of the Order are, in reality, powerful drag-
  ons that have made graphic of their terrible retribu-
  tion upon anyone dare to harm a monk.
  Many have noticed an increase in the monks’ pres-
  ence and activities of late. Some fear this foretells a 
  significant upheaval, for these keepers of history are 
  aroused only by great imminent, often cataclysmic, 
  events. Scholars who observe the monks’ routes have 
  reached an ominous prognostication: Whatever it is, 
  it will involve and affect the whole continent.
  
  s212s
  CHAPTER THIRTEEN:
  CREATURES OF LOEREM
  VISARITI, THE DRAGON OF THE FORESTS
  You truly are a brave soul, to come all this way to ask me about dragons. No armor, 
  no sword, no magic protecting you from harm, and yet you are here. I am im-
  pressed, human, so I will answer your questions.
   
  We dragons are the living embodiment of the elements. What? Yes, the Void is 
  an element, and if you humans weren’t afraid of your own shadows, you’d realize 
  that destruction is a catalyst for change. You cannot escape the Void, for all things 
  must eventually confront the Void. Now shut up and listen, or I will satisfy that 
  craving for Vinnengaeleans I’ve been harboring for weeks now.
   
  Dragons are all that is wild and primal, which is why as children many of us 
  go insane — mortal bodies are ill-equipped to deal with all that energy. But why 
  are we raised as mortals, then? Because we have to be. Mortals are closer connected 
  to the world than we are, and without that mortal essence, we would be naught but 
  raw elemental force.
   
  Ah, now I see where your curiosity stems from. You have felt a strange burning 
  in your dreams, haven’t you? A strangely shaped mark on your body that you’ve 
  hid? A yearning that drove you from your city, and into the wild?
   
  The answer is simple, my child… You were looking for your mother. Your true 
  mother.
   
  Perhaps, you have found her.
  
  s213s
  Loerem is land of breathtaking beauty and unexpect-
  ed dangers. Between the orken islands, the mighty 
  cities of Vinnengael, the dwarven mountains and the 
  elven glades lie untamed wilds, forgotten ruins, bleak 
  deserts — all limitless potential for adventure. Popu-
  lating the land are the creatures of Loerem, as varied 
  as the world and its people.
  All creatures (with the exception of undead and some 
  magical creatures) have a natural habitat and place 
  in the ecology. The animals and monsters met in an 
  evening’s play should be present for a logical reason 
  beyond being another combat encounter. Indeed, 
  some might be too lethal for the party to face. Ad-
  venture might be found as the party tries to escape 
  with their lives!
  With great risk, however, comes great reward. Brag-
  ging rights come with slaying any dangerous crea-
  tures. Some have valuable pelts or tusks, while still 
  others might guard valuable treasure in their lairs. A 
  few have young that can be tamed or trained. Wealthy 
  nobles might pay adventurers willing to raid the nest 
  of an exotic critter.
  The creatures featured in an adventure should add to 
  the story. If you use them in moderation, play up the 
  creatures’ most memorable traits and provide diffi-
  cult challenges to your group. Your campaign will be 
  all the better for including them.
  CREATURE TYPES
  Because of the unique qualities of magic in Loerem, 
  various creature types and subtypes are slightly dif-
  ferent from those found in typical Pathfinder® cam-
  paign worlds. Below, you will find annotations on 
  each type and subtype introduced in the Bestiary that 
  place them within the framework of Sovereign Stone. 
  New subtypes and special qualities, based upon the 
  nature of Elemental and Void magic, have been in-
  cluded.
  Aberration: With bizarre anatomies, strange abili-
  ties, and alien mindsets, aberrations are usually the 
  result of magical alteration (typically the realms of 
  Earth and Fire or Void magic). Some date back to 
  time of the Ancients, while others defy classification.
  Animal: Animals in Loerem are much like those 
  found on Earth, but a rare few have continued along 
  a completely different evolutionary path.
  Construct: Artificially constructed and animated 
  through the use of magic, constructs do not have a 
  place in the natural order. Constructs typically lie 
  within the domain of Earth, Fire, or Void magic.
  Dragon: Dragons of Loerem are much different than 
  dragons found in other fantasy campaign worlds. 
  Smaller in size, their innate connection to the ele-
  mental aspects of magic gives them incredible mag-
  ical powers that far outstrip those of mortals. What 
  truly makes Loerem dragons unique, however, is that 
  all dragons are born humanoid, and some never real-
  ize their true nature.
  Elemental: Elementals in Loerem are composed 
  of one (or more) of the four primary elements: Air, 
  Earth, Fire, or Water, or are of the Void. The four nat-
  ural elements and the Void are each equally capable 
  of creating elemental spirits.
  Fey: Fey in Loerem are reclusive, so much so they 
  have been relegated to the realm of myth and legend. 
  Of all the races, only the pecwae truly have much in-
  teraction with the fey.
  Humanoid: In addition to hosting humans, dwarves, 
  elves, orks, and pecwae, Loerem is home to a number 
  of other humanoid races, though their numbers are 
  so small that many are near extinction.
  Magical Beast: Void magic and Elemental magic are 
  equally capable of manipulating living creatures to 
  create magical beasts. Usually, magical beasts are the 
  result of magical experimentation or are remnants 
  from the Age of the Ancients, but occasionally some 
  creatures become natural receptacles of the magic 
  that infuses everything in Loerem.
  Monstrous Humanoid: Whether born of an ancient 
  curse or altered by their own will, monstrous human-
  oids bear little resemblance to any of the dominant 
  races in Loerem. Some have forms only vaguely rem-
  iniscent of humanoids, with animalistic or unnatu-
  ral characteristics. Others are living embodiments of 
  the Elemental or Void magic that has distorted their 
  forms over the ensuing centuries.
  Ooze: Amorphous creatures, oozes are a classifica-
  tion in and of themselves. Some are clearly the result 
  of Void magic — the magic of decay and destruction 
  — while others are non-magical entities that have 
  gained mobility, driven by a need to devour. 
  
  s214s
  Though not all oozes are of the Void, they are all typ-
  ically perceived as such by the humanoids of Loerem. 
  Because only Void magic can create or control oozes, 
  it lends even more credence to the belief that all ooz-
  es are Void by nature.
  Outsider: Some terrifying or beatific creatures defy 
  classification by the sages of Loerem. Even the monks 
  of the Order of the Keepers of Time are reticent to 
  disclose whether they are indigenous to Loerem or 
  from some other worlds entirely.
  Plant: In Loerem, Plant magic comes from the com-
  bination of Earth and Water magic, so it is natural 
  that plant creatures display properties of one or both 
  of those elements. Any creature with the Plant type is 
  susceptible to Plant spells.
  Shapechanger: Creatures capable of assuming other 
  forms are relatively rare in Loerem, made even more 
  so by their innate ability to blend in with other crea-
  tures. Like fey and giants, shapechangers are consid-
  ered to either be the staple of legend and fable or were 
  created by Elemental magic.
  Undead: Be it the ghost of a little girl looking for her 
  lost parents or the ghoulish form of a powerful mage 
  who has embraced the Void, undead in Loerem are 
  connected to the Void. All undead creatures automat-
  ically has the tainted by Void special characteristic.
  Vermin: Vermin, including scorpions, spiders, and 
  insects, are creatures of decay, death, and poison — 
  the purview of Void magic. Unlike oozes, vermin can 
  be affected by Animal magic, but it is much easier to 
  summon or control them using Void magic, which 
  compels common people to see them as “of the Void,” 
  despite their relatively mindless, simple instincts.
  CREATURE SUBTYPES
  The unique nature of magic in Loerem affects crea-
  tures differently than those found in other worlds. 
  The common subtypes unique to Loerem’s creatures 
  are given below, along with the changes to some com-
  mon subtypes listed in the Pathfinder® Roleplaying 
  Game Bestiary.
  Air: An Air creature is immune to the damaging 
  effects of Air magic. It takes double damage from 
  Earth spells unless a saving throw for half damage is 
  allowed, in which case it takes half damage on a suc-
  cess and double damage on a failure. 
  Air creatures can only be controlled, summoned, or 
  altered by Air magic spells (regardless of primary 
  type).
  Cold: A cold creature is immune to the damaging 
  effects of cold. Unless otherwise noted, it takes dou-
  ble damage from Fire spells unless a saving throw for 
  half damage is allowed, in which case it takes half 
  damage on a success and double damage on a failure. 
  In Loerem, cold magic can be the result of Air magic, 
  Water magic, or even Fire magic (when it is used to 
  remove heat), which is why some cold creatures may 
  be unaffected by Fire magic.
  Earth: An Earth creature is immune to the damaging 
  effects of Earth magic. It takes double damage from 
  Air spells unless a saving throw for half damage is al-
  lowed, in which case it takes half damage on a success 
  and double damage on a failure. Earth creatures can 
  only be controlled, summoned, or altered by Earth 
  magic spells (regardless of primary type).
  Fire: A Fire creature is immune to the damaging 
  effects of Fire magic. It takes double damage from 
  Water spells unless a saving throw for half damage is 
  allowed, in which case it takes half damage on a suc-
  cess and double damage on a failure. Fire creatures 
  can only be controlled, summoned, or altered by Fire 
  magic spells (regardless of primary type).
  Void: A Void creature is immune to the damaging 
  effects of the Void. It is also automatically considered 
  to have the tainted by Void special quality. Void crea-
  tures can only be controlled, summoned, or altered 
  by Void magic spells. Some creatures and their spe-
  cial abilities can taint their victims with Void magic. 
  The affected suffer the same penalties to healing and 
  spellcasting as Void mages who are tainted by Void.
  Water: A Water creature is immune to the damaging 
  effects of Water magic. It takes double damage from 
  Fire spells unless a saving throw for half damage is al-
  lowed, in which case it takes half damage on a success 
  and double damage on a failure. Water creatures can 
  only be controlled, summoned, or altered by Water 
  magic spells (regardless of primary type).
   
  
  s215s
  ARBRAGER
  Arbragers are six-legged creatures often mistaken for 
  enormous furry spiders.
  ARBRAGER 
  CR 3
  XP 800
  CN Medium aberration
  Init -1; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 14, touch 9, flat-footed 15 (-1 Dex, +5 
  natural)
  hp 21 (4d8+4)
  Fort +6, Ref +2, Will +0
  OFFENSE
  Speed 30 ft., leap 20 ft.
  Melee bite +4 (1d10+2), 2 rakes +2 (1d8+2), 
  2 slaps +2 (1d6+2)
  STATISTICS
  Str 14, Dex 9, Con 12, Int 2, Wis 7, Cha 2
  Base Atk +4; CMB +6; CMD 15 (23 vs. trip)
  Feats: Improve Critical (bite)
  Skills Intimidate +4, Perception +3
  ECOLOGY
  Environment temperate and warm forest
  Organization solitary, pair, or family (1-4)
  Treasure none
  SPECIAL ABILITIES
  Leap (Ex): An arbrager’s spring-like leap can 
  propel it 20 ft. in any direction. The leap is phys-
  ically draining and requires the arbrager to rest 
  for at least one minute between attempts.
  The head of an arbrager is wide and appears to be 
  all fangs and jaws. The jaws are akin to a saw blade 
  and are shaped for cutting down the trees that are the 
  arbrager’s food.
  Arbragers feed on the older trees of the forests in 
  which they live. They have been known to devour 
  houses, barns, and outposts — anything to satiate 
  their appetite for wood. Arbragers are extremely fond 
  of the manner in which elves cut and treat wood, and 
  will go out of their way to consume wooden objects 
  of elven manufacture.
  Arbragers live in family groups, consisting of as many 
  as five to ten family members. Arbragers prefer fam-
  ily-style dining, which means that anyone coming 
  upon arbragers during meal time will always find 
  the entire family together. Arbragers are very loyal to 
  each other; if one is attacked, the rest will rush to its 
  defense.
  Arbragers will attack anything or anyone who comes 
  between it and a meal. They are motivated only by 
  eating, and will fight only if disturbed while dining. 
  Otherwise, they will always attempt to scare off those 
  who are bothering them. Once an arbrager has con-
  cluded its meal it will depart, searching for another 
  tasty morsel. In combat, an arbrager tends to rear up 
  on its hind legs, thrashing at its enemies with its oth-
  er legs and tearing with its vicious bite.
  Arbragers are burrowers, sleeping in shallow holes 
  that they dig beneath the roots of larger trees. Since 
  arbragers do only two things in life — eat and sleep 
  — they are in these holes when they are not feeding. 
  Arbrager holes are very difficult to locate, for they are 
  cunningly hidden (DC25 Perception check).
   
  
  s216s
  BAHK
  Vaguely humanoid in appearance, bahk have huge, 
  dense bones and thick, tight muscles all over their bod-
  ies. 
  BAHK 
  CR 15
  XP 51,200
  N Huge humanoid (giant)
  Init +4; Senses darkvision 100 ft., scent, sense 
  magic 400 ft. radius; Perception +10
  Aura frightful presence (60 ft., DC 23)
  DEFENSE
  AC 21, touch 8, flat-footed 21 (+13 natural, 
  -2 size)
  hp 237 (25d8+125); fast healing 5
  Fort +19, Ref +8, Will +8
  Immune frightful presence; Resist cold 30, 
  electricity 20, fire 50; SR 15
  OFFENSE
  Speed 40 ft.
  Melee bite +33 (1d8+10), 2 claws +35 (2d6+10 
  plus rend)
  Space 15 ft.; Reach 15 ft.
  Special Attacks dragon fighting, rend (2 claws, 
  1d8+15)
  STATISTICS
  Str 31, Dex 10, Con 21, Int 7, Wis 11, Cha 12
  Base Atk +23; CMB +35 (+39 vs. dragons); CMD 
  45 (49 vs. dragons)
  Feats Alertness, Improved Critical (claws), 
  Improved Initiative, Iron Will, Multiattack, 
  Power Attack
  Skills Climb +15, Intimidate +7, Jump +13, 
  Perception +10, Swim +13; Racial Modifiers +3 
  Perception
  Languages Bahk
  ECOLOGY
  Environment any land
  Organization solitary, pair
  Treasure double
  SPECIAL ABILITIES
  Dragon Fighting (Ex) When fighting dragons, 
  bahk gain +4 to CMB and CMD.
  Bahk are among the most feared and misunderstood 
  creatures that walk Loerem. They are not native to the 
  continent, but appeared shortly after the fall of Old 
  Vinnengael. Their origin is unknown, but scholars 
  conjecture that when the magical Portals were sun-
  dered and scattered during the fall, a Portal opened 
  that led from their land to ours. Since bahk are at-
  tracted to magic, they would be drawn to the Portal 
  and thus find their way to Loerem. 
  Enigmatic, bestial and violent, bahk can also be pre-
  dictable, cunning and serene. The common people 
  of Loerem believe that the bahk are simple-minded 
  brutes, prone to unprovoked rampages, understand-
  ing neither mercy nor pity. Certainly bahk have 
  earned this notoriety through inexplicable acts of ag-
  gression and violence against those who have done 
  the creatures no harm. 
  The bahk, like humans, are complex and individual. 
  While the beasts’ reputation may never change on 
  Loerem, those who are willing to look beneath the 
  surface will realize there is far more to the bahk than 
  horror tales would lead one to believe.
  Bahk uses its massive claws and bite and sometimes 
  crude weapons to kill its foe.
  PHYSICAL DESCRIPTION
  Bahk are huge creatures, among the largest in Loer-
  em. Born large, even the youngest bahk towers over 
  the tallest ork. Young bahk stand twice the height of a 
  tall human. An elder bahk can grow up to thirty-five 
  feet in height. (Rumors persist of a larger bahk roam-
  ing the ruins of Old Vinnengael, but these have never 
  been verified.)
  Bahk walk upright on two enormous legs. Their mas-
  sive shoulders are hunched, their backs are round-
  ed. This compels their horned heads to jut forward, 
  giving them a threatening, leering appearance. Bahk 
  are extremely strong and tough. Even young bahk are 
  strong enough to uproot small trees or fell an ogre 
  with a single blow of a mighty fist. A bahk’s thick, 
  tough hide varies between tan and gray color. The 
  bahk’s spine and shoulders are protected by a bony 
  carapace.
  A bahk’s head is bestial in appearance, with two 
  deep-set eyes (often amber or yellow in color), a 
  bulbous nose, and curving horns on each side of its 
  head. It has a protruding snout and a gaping mouth 
  filled with sharp teeth, seems to be constantly frozen 
  in a smirk because of its jaw structure.
  The creature’s massive hands possess three fingers 
  and an opposable thumb, with each digit ending in 
  long, tough claws strong enough to rake through 
  stone. The bahk’s legs are thick, with wide feet that 
  have equally strong claws to grip the terrain. 
  
  s217s
  A bahk’s skin is bare and hairless, but extremely thick 
  and intended to protect the creature from the ele-
  ments.
  Male and female bahk are similar in appearance. A 
  female bahk’s breasts are apparent only immediate-
  ly after birth. A male bahk’s reproductive organs are 
  kept retracted and hidden underneath thick layers of 
  muscle to protect them.
  Young bahk have a very low intelligence. They wan-
  der the world for decades as naked as the day of their 
  birth, having no concept of clothes or armor. As they 
  mature, a process that takes hundreds of years, bahk 
  grow more intelligent. They begin collecting weap-
  ons, armor, and adornments. 
  An old bahk might carry a huge battle axe and wear 
  piecemeal armor in various places, and adorn himself 
  with objects that serve no purpose other than deco-
  ration. Bahk who have slain dragons often wear teeth 
  or claws as hand-crafted jewelry, exhibiting pride in 
  their kill.
  While dragons are creatures of extraordinary powers, 
  spells and innate magic, the bahk are unable to cast 
  a single spell. They adore magical objects but cannot 
  make use of them. Their intimidating power stems 
  from their size, strength, and resistance to energy 
  both magical and mundane. 
  The very sight of a bahk has been known to drive hu-
  manoids and other creatures into a panic. This can 
  be attributed to their size, appearance, and notoriety 
  rather than any magical fear power. Their senses are 
  amazingly sharp, able to hear and smell as well as (or 
  better than) a bloodhound. 
  Dragons are a bahk’s natural enemies. Since they 
  have been battling dragons for centuries, bahk know 
  instinctively how to fight a wyrm. A bahk can track a 
  dragon by the scent of its magic .The bahk have an in-
  nate strategic sense to give them an advantage. Bahk 
  are largely immune to spells and magical effects, even 
  the powerful magic cast by a dragon. 
  INTELLIGENCE & LEARNING 
  A bahk’s level of intelligence is subject to much de-
  bate among scholars. The uninformed assume that 
  all bahk are dim-witted and incapable of thought or 
  feeling. 
  The bahk themselves are largely responsible for this 
  view, for when crossed in any of their desire, they 
  lash out in what appears to be irrational fury. 
  Those few scholars who have studied bahk have dis-
  covered the young bahk are indeed ignorant. A bahk’s 
  intelligence increases slowly throughout its very long 
  life. A newborn, freshly-bonded bahk is no more in-
  telligent than an animal. A young bahk relies on its 
  elders for survival. Although immensely strong, a 
  young bahk has no idea how or when to fight. The el-
  ders must find food for the young and defend it from 
  enemies. Young bahk are slow learners, and must stay 
  with an elder bahk for ten years before considered 
  truly ready to enter the world on their own. Those 
  bereft of their elders will starve to death unless they 
  encounter a surrogate adult, one who will feed and 
  care for them. Some scholars theorize from this that 
  young bahk taken from their parents at an early age 
  might be trainable.
  An adult bahk has the equivalent intelligence of a hu-
  man child. The elder and ancient bahk are quite intel-
  ligent, guided by both the reasoning of its increased 
  mental capacity and the experience of centuries of 
  life. 
  Older bahk learn to craft their own weapons and ar-
  mor, and they teach the rudiments of these skills to 
  younger bahk. The oldest bahk will not only be well-
  equipped, but could conceivably have an arsenal of 
  tricks and traps it can use to combat unsuspecting 
  enemies.
  Elder bahk have been known to make crude weap-
  ons. They build shelters and wear clothing for addi-
  tional protection from the elements. Some adventur-
  ers claim that bahk have a language of their own. A 
  roving elf reported encountering two bahk that ap-
  peared to engage in a conversation, exchanging gut-
  tural words and grunts, all with varying inflections. 
  The elf did not linger to figure out what they were dis-
  cussing. Elder bahk appear to have a strong instinct 
  for survival. They have learned to be leery of warriors 
  with their bright swords, spears and arrows, as well as 
  to avoid human encounters with one exception — if 
  the person possesses a magical artifact or enchanted 
  object, the bahk will seek him out.
  
  s218s
  OBSESSION WITH ALL THINGS 
  MAGIC
  Magic holds a particular fascination for the bahk. 
  They crave magic and want to be near it. A bahk can 
  smell magic like a bloodhound on a rabbit’s trail. A 
  bahk spends its life in search of magic. The very pres-
  ence of magic gives the bahk a sensation that human-
  oids can’t comprehend. Magic is comforting to them, 
  who can never make use of their prizes, yet spend 
  their lives in pursuit of magic trinkets and artifacts.
  The desire for magical items always overcomes a 
  bahk’s instinct for survival. If an artifact is guarded 
  by an army of a thousand orks, the bahk will smash 
  into their lines to seize it. Bahk do not kill wantonly. 
  Once they have what they want, they leave to enjoy 
  their prize in peace. Many an adventurer has saved 
  himself from pursuing bahk by tossing his magical 
  items on the ground as he flees.
  When a bahk has more magical objects than even 
  it can carry, it stores them in a lair. Such stashes are 
  treasure troves for the lucky adventurer, but one 
  should be aware that a bahk never ranges far from its 
  lair and will fight to the death against all intruders, 
  including other bahk.
  Spells happen so quickly that a bahk can’t really seek 
  out mages, though the beasts might eventually track 
  down powerful mages who cast lingering, powerful 
  spells. Magical items such as swords, amulets, rings, 
  and potions are what the bahk truly prize. They seem 
  to be able to smell magical energies and are com-
  pelled to seek them out. A bahk is not interested in 
  the rightful ownership of a magical item, and it will 
  gladly plunder a grave, church, home, or any other 
  sanctuary to gain its treasure. However, an intelli-
  gent, older bahk is not unreasonable, and a clever 
  owner can sometimes negotiate “visiting privileges” 
  between the bahk and its magical treasure. 
  Bahk keep their collection of magical objects hidden 
  away from the prying eyes of even other bahk. 
  For all their craving of magic, bahk are incapable of 
  casting spells themselves. They do not become mag-
  es, cannot brew potions or craft enchanted items. 
  Even the oldest, wisest bahk, whose intelligence is far 
  greater than the smartest elven and human wizards 
  in the land, cannot muster a single spell.
  
  s219s
  MORTAL ENEMIES
  A bahk’s love for magic is equaled only by their ha-
  tred for dragons. A bahk who senses a dragon pur-
  sues and attacks it with unrelenting fury. This enmity 
  appears inherent and ingrained in all bahk. 
  Scholars think that perhaps in their native land, 
  young bahk are a dragon’s natural prey, thus account-
  ing for the strong reaction.
  Dragons on Loerem have come to respect the bahk, 
  for the bahk are very effective dragon-slayers, using 
  trees like clubs to knock them out of the sky and then 
  tearing at their wings with strong paws to cripple 
  them. The bahk will then attempt to seize the dragon 
  by the throat and attempts to break its neck. Dragon 
  teeth and scales are as highly valued as the most po-
  tent amulet among a bahk’s treasures.
  SOCIETY & REPRODUCTION
  Though solitary by nature, bahk are drawn to one an-
  other during time of mating (which does not appear 
  to follow any fixed pattern of time or seasons). Bahk 
  mate just as humans do, and after an eighteen-month 
  gestation period, the mother gives birth to her enor-
  mous child. A full-grown bahk mother can be as 
  large as a two-story house, and her child emerges 
  already four-feet tall and nearly as round. The moth-
  er, exhausted from long and painful labor, begins an 
  intense breastfeeding ritual known as the bonding. 
  The bonding is continuous for five to six days, during 
  which the mother sacrifices much of her own energy 
  and life, while the baby doubles in size and becomes 
  physically capable of defending itself from normal 
  threats.
  After the bonding, the mother and child separate 
  without emotion. The newborn lumbers off through 
  the wilderness, while the mother drags herself away 
  to a quiet refuge to recuperate. There are no bahk 
  families, not by the definition of most humanoids. A 
  bahk father, mother, or offspring does not recognize 
  the others in its immediate bloodline. A bahk’s men-
  tor is the significant individual in a young bahk’s life, 
  not the mother or father.
  Abandoned by its parents, a young bahk requires and 
  receives instruction from others of its kind. An older 
  bahk will take a young bahk under his or her pro-
  tection, teaching it the basics of survival, including 
  how to find shelter and to hunt. Young bahk cannot 
  fashion their own weapons; any they carry are pro-
  vided by their mentors. Gifting of weapons between 
  a mentor and youth creates a tie stronger than blood. 
  A young bahk may have just one mentor or many be-
  tween the bonding and its eighth year. 
  A parent will sometimes mentor its own child, 
  though the relationship is almost the result of an 
  accidental meeting. The two probably do not realize 
  they are related.
  Bahk may sometimes be encountered in what hu-
  manoids term as “families.” These are not familial 
  units, but bahk who have accidentally come together 
  for some purpose, either for hunting food or drawn 
  by magical items. (Bahk “families” have been seen 
  scavenging for magic in the ruins of Old Vinnengael, 
  for example.) Such bahk have little to do with one an-
  other. They might join to battle a common foe (such 
  as a tribe of taan or an army of soldiers), but they do 
  not cooperate with each other in any other way.
  All bahk, young and old, are addicted to magic. Bahk 
  have a nose for magic, much as orks have a nose for 
  fried fish or humans for a sizzling beef-steak. The 
  presence of a magical artifact draws Bahk like iron to 
  a lodestone. Bahk are incapable of using magic. They 
  cannot cast spells. If they come into possession of an 
  artifact or an enchanted object, they are not able to 
  use it. But they do keep it with them always, never re-
  linquishing it, even when they sleep, holding it fast in 
  their enormous hands. They will often gaze lovingly 
  at an artifact, stroking it and rubbing it, as if delight-
  ing in the very feel of the magic. 
  Bahk become dangerous creatures mere days after 
  they are born, and with age grow to be among the 
  most feared creatures in Loerem. They are capable of 
  understanding the speech of others, but are incapable 
  of speaking any language except their own (bahk).
  
  s220s
  BLUEROOT
  The body of this creature is pink and purple, bulging 
  and distended. It has a gaping maw and twelve bright 
  blue feelers that sprout from its head and back.
  BLUEROOT 
  CR 4
  XP 1,200
  N Huge magical beast
  Init -2; Senses swampsense* 30 ft.; Perception +5
  DEFENSE
  AC 16, touch 6, flat-footed 16 (-2 Dex, +10 
  natural, -2 size)
  hp 57 (6d10+24)
  Fort +10, Ref +5, Will +2
  OFFENSE
  Speed 20 ft., burrow 20 ft., swim 30 ft.
  Melee bite +10 (2d6+6 plus grab) 
  Space 15 ft.; Reach 10 ft.
  Special Attacks swallow whole (2d6+6 
  bludgeoning damage plus 1d10 acid damage, 
  AC 19, 7 hp)
  STATISTICS
  Str 22, Dex 7, Con 18, Int 1, Wis 10, Cha 4
  Base Atk +4; CMB +12 (+16 grapple); CMD 20 
  (can’t be tripped)
  Skills Perception +5, Stealth +5, Swim +12
  ECOLOGY
  Environment temperate and warm marsh
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Poison (Ex) Gas— inhale; area 10-ft radius 
  centered on self; save Fort DC 18; frequency 1/
  round for 2 rounds; effect 1d6 Constitution; cure 
  1 save. The save DC is Constitution-based.
  Swampsense (Ex) Blueroot can automatically 
  sense the location of anything within 30 feet 
  that is in contact with the ground or swimming.
  Blueroots are enormous worms that inhabit muddy 
  land near ponds and swamps. They burrow deep in 
  the wet ground, sending their feelers up to the sur-
  face. These feelers let a blueroot breathe and sense 
  the approach of creatures on the surface. The feelers 
  resemble blue roots, which is how the blueroot comes 
  by its name. An old folk rhyme warns, “Where the 
  ground is damp and the roots are blue, run for you 
  life or it will eat you too.”
  Solitary carnivores, blueroots prefer to dine on deer 
  and similar fare, but are known to attack humanoids. 
  They rise out of the ground to eat prey or render 
  them unconscious with poison to be devoured later. 
   
  
  s221s
  BONECRUSHER
  A frightening humanoid standing over 8 feet tall. Its 
  frame is thickly muscled, with unusually long hands 
  that curl into massive fists. 
  BONECRUSHER 
  CR 5
  XP 1,600
  CE Large humanoid (giant)
  Init +5; Senses darkvision 120 ft.; Perception +5
  DEFENSE
  AC 15, touch 10, flat-footed 14 (+1 Dex, +5 
  natural, -1 size)
  hp 68 (8d8+32)
  Fort +8, Ref +5, Will +4
  Defensive Abilities 
  OFFENSE
  Speed 30 ft.
  Melee Slam +17 (1d10+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks Bonesnap (2d10+8)
  STATISTICS
  Str 29, Dex 12, Con 18, Int 4, Wis 8, Cha 9
  Base Atk +8; CMB +18; CMD 19
  Feats Improved Initiative, Power Attack
  Skills Perception +5, Stealth +7
  Languages Ogrish
  SQ sunblind
  ECOLOGY
  Environment any underground
  Organization solitary, pack (2-6), or meet (3-12)
  Treasure incidental
  SPECIAL ABILITIES
  Bonesnap (Ex) Following a successful grapple 
  against a Huge or smaller creature, a bonecrush-
  er can try to break one of the opponent’s limbs 
  (determined randomly). The opponent must 
  make a Fortitude saving throw (DC = 1d20 + 
  bonecrusher’s Str modifier) each round he re-
  mains grappled. Failure means the opponent 
  suffers 2d10+8 damage and the limb is pulver-
  ized.
  Sunblind (Ex) Bonecrushers suffer the blinded 
  condition in direct sunlight.
  Cousin to the surface-dwelling ogre, a bonecrusher 
  is an enormously strong creature that lives deep un-
  derground. Its eyes are large and black. The hairless 
  body is grayish yellow in color, usually clothed in 
  skins or ponchos of tattered cloth. Bonecrushers en-
  joy inflicting pain. They wander caves, dungeons, old 
  tombs, and other subterranean locations in search of 
  victims, setting ambushes for their prey. 
  Their exceptional eyesight lets them see victims in 
  the dark, long before their victims see them. Bone-
  crushers never go above the surface if they can help 
  it. They hate every being that lives in sunlight, but 
  show extreme loyalty to other bonecrushers. A bone-
  crusher in a losing battle has only to give out a single 
  yell to bring the entire complement of its kin into the 
  fray. They kill slowly, snapping bones, while laughing 
  at their victims’ pain-filled screams. 
  Bonecrushers do not eat their maimed and slain 
  victims. They thrive on dirt and stone. Worms and 
  grubs are a delicacy to them.
   
  
  s222s
  CESSRAT
  These foul-smelling members of the rat family are 
  covered with black fur. They have thick whiskers and 
  beady black eyes.
  CESSRAT 
  CR 1/2
  XP 200
  N Small animal
  Init +3; Senses low-light vision, scent; 
  Perception +5
  DEFENSE
  AC 16, touch 14, flat-footed 12 (+3 Dex, +1 
  natural, +1 size)
  hp 1d8+2 (6), 3d8+6 (18) swarm
  Fort +3, Ref +4, Will +0
  Defensive Abilities swarm traits
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite -1 (1d6-2 plus disease), swarm (1d6 
  plus disease)
  Special Attacks disease
  STATISTICS
  Str 6, Dex 16, Con 14, Int 2, Wis 10, Cha 2
  Base Atk -1; CMB -1; CMD 11 (15 vs. trip)
  Skills Climb +11, Perception +5, Stealth +9, 
  Swim +11; Racial Modifiers uses Dex to modify 
  Climb and Swim
  ECOLOGY
  Environment any land or underground
  Organization solitary or swarm (3-12)
  Treasure none
  SPECIAL ABILITIES
  Disease (Ex) Cess blight: Bite—injury; save Fort 
  DC 18; onset 1d4 days (incubation); frequency 
  1/day; effect 1d6 Strength damage and 1d4 Con-
  stitution damage; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  Cessrats live in the sewers or garbage dumps of large 
  cities or in the holds of ships. They can be nearly as 
  big as a cat and are vicious killers, with a hunger for 
  flesh, particularly canine. Cessrats are swift runners 
  and fast swimmers. They can flatten their bodies to 
  squeeze through holes no larger than a man’s fist. 
  The smell of blood or the scent of freshly killed meat 
  will draw them immediately. Woe betide anyone left 
  wounded and unconscious in an alley after a tavern 
  brawl.
  Cats are exceptionally adept at hunting cessrats, 
  which usually flee at the sight of a cat. Orks train cats 
  to hunt cessrats on their ships. 
  Recently, the Nimrans are experiencing problems 
  with cessrats invading their underground temples, 
  and will pay dearly for an ork-trained cat. Since orks 
  revere cats, considering them lucky, an orken ship’s 
  captain will not often part with his cats. If he does, 
  the price is extremely high. Cessrat skin is used as 
  clothing in poorer sections of large cities. To say “He’s 
  covered in cess fur,” is to say someone is very poor, 
  indeed.
  Cessrats always try to fight in swarms.
  
  s223s
  CHOMPFLIES
  A chompfly is about 12 inches long and covered with 
  thick black hair. The swollen abdomen is bright orange 
  or deep red. It has green multifaceted eyes.
  CHOMPFLY 
  CR 1/2
  XP 200
  N Tiny vermin
  Init +4; Senses Perception +6
  DEFENSE
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
  hp 1d8+1 (5), 2d8 (10) swarm
  Fort +2, Ref +6, Will +0
  Defensive Abilities swarm traits
  OFFENSE
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +6 (1d6-4)
  Special Attacks choke, eyebite
  STATISTICS
  Str 3, Dex 18, Con 12, Int —, Wis 9, Cha 5
  Base Atk +2; CMB +5; CMD 10
  Feats Agile Maneuver, Weapon Finesse (bite)
  Skills Fly +20, Perception +6
  ECOLOGY
  Environment temperate and warm forest and 
  marsh
  Organization swarm (2-8) or murder (3-30)
  Treasure none
  SPECIAL ABILITIES
  Choke (Ex) On a successful attack, a chompfly 
  can make a CMB check. 
  Success means the chompfly works its way into 
  the creature’s throat, causing 1d4 points of suf-
  focation damage plus 1d6-4 points of bite dam-
  age per round. Once the chompfly is lodged in 
  its victim’s throat, only a successful Strength 
  check (DC 20) or the death of the chompfly will 
  dislodge it.
  Eyebite (Ex) If a chompfly hits with a bite attack, 
  the target must make a Reflex save (DC 10) or 
  the chompfly bites the target’s eye for an addi-
  tional 1d4 points of damage. The victim suffers 
  the dazzled condition for 1d3 round afterward. 
  Should a victim receive two or more eye-bite at-
  tacks he is blind for 1d3 days or until healed.
  The deadly chompfly resembles its cousin, the house-
  fly, but is much larger. Their wings make a loud buzz-
  ing sound that can be heard for miles if a swarm of 
  chompflies have gathered.
  Chompflies can be found throughout Loerem. They 
  eat the decayed flesh of fallen animals.  They do 
  not disdain fresh meat, however, and if hungry, will 
  swarm to feed off a living victim.
  Chomp–or–chomp: To play this orken drinking 
  game, the person who is “it” takes a mouthful of ale, 
  holds it, and then must do battle with a chompfly. The 
  object is to smash the chompfly before it takes out an 
  eye, with extra points earned for not spilling, spitting 
  or swallowing the ale.
   
  
  s224s
  DRAGONS
  The elves say when the gods first discovered Loer-
  em and walked in admiration through its forests, 
  the dragons were there to welcome them and pledge 
  their allegiance. 
  The dwarves are firmly convinced that the blazing 
  fires which wreck such havoc on their grasslands are 
  started by dragons.
  The orken believe that the scale of a Water dragon is 
  one of the luckiest charms in all the world. The scale 
  of a Void dragon is cursed and the unfortunate crea-
  ture who comes into possession of one must throw 
  it into the fires of Mount Sa ‘Gra to free itself of the 
  curse.
  Humans have different beliefs about dragons, pred-
  icating on their heritage. Everyone on Loerem has 
  heard myths, legends, and stories about dragons. 
  Many noted scholars have written great tomes on the 
  subject, not one of which agrees with any other. 
  Current scholarly thought in New Vinnengael holds 
  that dragons are the product of myth and legend and 
  are, in fact, over-large, semi-intelligent lizards. The 
  Nimrans and Nimoreans have many lovely legends 
  about dragons. One in particular relates that if a per-
  son wins the trust of a dragon, the dragon will grant 
  the person his heart’s desire. Karnuans and Dunkar-
  gans, for all their differences, are united in their fear 
  and hatred of dragons. If a dragon is spotted in their 
  territory, the Karnuans and Dunkargans will go to 
  great lengths to either destroy it or drive it out. 
  Dragons are usually credited as the most ancient 
  trace of Loerem. The image of a winged fire-breath-
  ing beast is depicted on aged elven scrolls, carved in 
  dwarven runes, and colored the oldest tales of the 
  orks. Dragons themselves have little care what others 
  think of them. They are aloof, solitary, with their own 
  view of their place in the world, a view that may be 
  known to the gods, but is unknown to mortal.
  Those trained in magic understand dragons better 
  than the mundane. Dragons are the most magical 
  beasts of Loerem, possessing natural magical skill 
  that an elven Wyred might pursue for a century and 
  never achieve. A dragon’s bones and scales are cov-
  eted by the bahk, its blood sought after by warlocks 
  eager to include them in powerful potions. The very 
  image of a dragon is a potent symbol in each culture, 
  entering dreams as portents of great good or evil.
  Those possessing the most knowledge on the subject 
  of dragons are those most circumspect regarding that 
  knowledge. The Monks of Dragon Mountain live 
  with five of the most powerful dragons in Loerem. 
  Four of the five are aligned to each of the four natural 
  elements, the fifth to the Void. These dragons have 
  taken it upon themselves to act as guardians to the 
  monks and to the monastery. Woe betide the person 
  who kills one of the traveling monks, for the dragons 
  have sworn swift retribution to any doing harm to the 
  monks. Thus it is that the monastery has never been 
  attacked in its long history.
  Dragons are individuals and unique. Some covet trea-
  sure and harbor a fortune in their lairs. Others detest 
  clutter and refuse to keep so much as a phennig ly-
  ing around. People who have actually encountered a 
  dragon and lived to tell of it relate vastly different ex-
  periences. An elven Wyred reported meeting an un-
  usually sociable dragon with penchants for waylaying 
  startled travelers to hear the news of the world. Those 
  who complied left with rich reward. Those who at-
  tacked were thought rude and were killed. Dwarves 
  tell of a particularly vicious dragon that attacked 
  caravans, burning and looting and carrying off hap-
  less dwarves to be eaten at the dragon’s leisure. Orks 
  speak of a dragon that enjoyed terrorizing sailors by 
  blowing ships off course. These sightings are rare. 
  Most dragons avoid having anything to do with peo-
  ple, beyond keeping an eye on them if they venture 
  into the dragon’s territory.
  Dragons are extremely intelligent and wise to the 
  ways of the peoples of Loerem. If a person encoun-
  ters a dragon, it is because the dragon has willed it 
  so. Their lifespan is a topic of endless speculation for 
  scholars. Only the elusive wyrms themselves know 
  the truth.
  DRAGON-CHILDREN
  The union between two dragons is brief. Dragons 
  do not even bear or raise their own young. When a 
  mother dragon’s egg is fertilized, she magically places 
  that egg within a female human, elf, ork or dwarf, but 
  she has only a few weeks to find a surrogate. Driven 
  by the urge to safely transfer the unborn, the dragon 
  usually does not concern herself with the details of 
  the surrogate. Only brief physical contact is required, 
  which the dragon always performs while disguised; 
  just a simple touch and the dragon-child is implanted 
  in the woman.
  
  s225s
  When the dragon-child, or changeling, is delivered, 
  the child takes on the physical appearance of the sur-
  rogate race, with one exception: a birthmark some-
  where on the body resembling the shape of a drag-
  on. A changeling child is unaware of its origins and 
  destiny. The mother dragon’s potent magic shields its 
  identity completely. Only the most intense magical 
  probing reveals the child is not a natural humanoid. 
  Outwardly, dragon-children are indistinguishable 
  from their adopted siblings, but do grow up with the 
  notion that they are different from their peers. This 
  feeling may be vague in some, who realize solely 
  that they do not fit in. Others feel their differences 
  strongly and will roam the world to try to discover 
  the truth about themselves. Only the truly strong 
  dragon-children will come to realize who and what 
  they are. When this epiphany occurs, they will dis-
  card their frail humanoid body, take on their true 
  form and learn dragon magic. Dragon-children may 
  have no magic or may have only those magical skills 
  corresponding to average members of their surro-
  gate race. Weak dragon-children never discover their 
  true natures and die without ever knowing who and 
  what they were. Thus, the dragons ensure that only 
  the strongest of their kind survive. Dragons do not 
  mourn their lost children, because they know these 
  children would never be content or happy as dragons.
  No one knows how many dragon-children exist in 
  the world, probably not even the dragons themselves. 
  Aware that for every dragon-child conceived, only 
  a very small minority will realize their true nature, 
  dragons create many children, rarely troubling to 
  keep track of what becomes of them. 
  Every race has legends of dragon-child changelings. 
  Since most people could not imagine giving up a life 
  they know to change into a beast, no matter how 
  magnificent or powerful, most of these tales are trag-
  ic, with the unhappy ending of the transformation 
  into a dragon. Children in Loerem want to grow up 
  to be magi, great warriors, blacksmiths or cooks. Few 
  ever want dragon as a choice. (Those who did would 
  probably receive a good dose of caster oil and are 
  hauled off to the local priest.) 
  The magic concealing dragon-children’s true form 
  also negates them from any thought of becoming a 
  dragon. Those around the changelings are equally as 
  oblivious, reacting sometimes as if they’d never heard 
  of dragons nor have the desire to learn about these 
  creatures. 
  A person going about proclaiming to be a drag-
  on-child is almost certainly not one!
  Dragons can always identify a dragon-child by sight, 
  as can some Void creatures, such as Vrykyl. A drag-
  on will not reveal the truth to these children unless 
  they come specifically to seek the truth. Even then, 
  the dragon may not answer, but send the children on 
  a quest that will aid them in understanding their true 
  heritage.
  Changelings have no special powers or innate abili-
  ties. Dragon-children who study magic will not ex-
  hibit any special arcane skill or talent, though they 
  are always more adept at the magical element of their 
  dragon heritage).
   
  AIR DRAGON
  N dragon (Air)
  BASE STATISTICS
  CR 5; Size Small; Hit Dice 6d12
  Speed 40 ft., fly 60 ft. (poor), swim 30 ft.
  Natural Armor +4; Breath Weapon cone, 2d6 
  cold
  Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 11
  ECOLOGY
  Environment temperate forests
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Fog Vision (Ex) A young or older Air dragon can 
  see perfectly well in fog and clouds.
  Mirage (Su) An old or older Air dragon can 
  make itself appear to be in two places at once 
  as a free action for a number of rounds per day 
  equal to its Hit Dice. This ability functions as 
  project image but the dragon can use its breath 
  weapon through the mirage.
  Repel Metal (Su) Old or older Air dragons are 
  able to generate a repelling magnetic field that 
  affects all creatures in metal armor or using 
  metal gear. This field halves the affected crea-
  tures’ movement and imposes a -2 circumstance 
  penalty to attacks made with metal weapons.
  Shapeshift (Su) A young or older dragon may 
  alter its shape to any animal or humanoid of at 
  least Medium size (up to its natural size) 2/day 
  as if using polymorph. When shapeshifting, the 
  dragon restores hit points as if it had rested for 
  one day. 
  
  s226s
  Creatures with the Void subtype can sense that 
  something is unusual about the dragon’s new 
  form, but are unable to discern further.
  Sound Imitation (Ex) A very young or older 
  Air dragon can mimic any voice or sound it has 
  heard by making a successful Bluff check against 
  a listener’s Sense Motive check.
  Spell-Like Abilities (Sp) An Air dragon gains 
  the following spell-like abilities, usable at 
  will upon reaching these age categories: Very 
  young—disguise self; Juvenile—feather fall; 
  Adult—detect thoughts; Old—control winds; 
  Ancient—control weather.
  Water Breathing (Ex) An Air dragon can breathe 
  underwater indefinitely and can freely use its 
  breath weapon, spells, and other abilities while 
  submerged.
  Weather Adaptation (Ex) Air dragons are 
  immune to natural (but not magical) weather 
  effects. Their movement is not impeded by nor 
  do they suffer damage from inclement weather 
  condition.
  YOUNG AIR DRAGON 
  CR 8
  XP 4,800
  N Large dragon (Air)
  Init +3; Senses dragon senses, fog vision; 
  Perception +15 
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 
  natural, -1 size)
  hp 85 (9d12+27)
  Fort +9, Ref +9, Will +9
  DR 5/Magic; Immune Air magic, cold, 
  nonmagical weather, paralysis, sleep; Resis-
  tance electricity 10; SR 15
  Weakness vulnerability to Earth magic
  OFFENSE
  Speed 40 ft., fly 150 ft. (average), swim 40 ft.
  Melee bite +13 (2d6+7), 2 claws +13 (1d8+5), 2 
  wings +8 (1d6+2), tail slap +8 (1d8+7)
  Space 20 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 
  17, 6d6 cold)
  Spell-Like Abilities (CL 11th)
  At will—disguise self 
  Spells Known (CL 1st)
  1st (4/day)—charm person (DC 12), hypnotism 
  (DC 12)
  0 (at will)—detect magic, message, ray of frost, 
  read magic
  STATISTICS
  Str 20, Dex 16, Con 17, Int 12, Wis 13, Cha 13
  Base Atk +9; CMB +15; CMD 28 (32 vs. trip)
  Feats Alertness, Cleave, Great Cleave, Iron Will, 
  Power Attack
  Skills Bluff +10, Diplomacy +10, Fly +7, 
  Intimidate +10, Knowledge (nature) +10, Per-
  ception +15, Spellcraft +13, Sense Motive +5, 
  Stealth +9, Swim +15
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  SQ sound imitation, water breathing, weather 
  adaptation
  ADULT AIR DRAGON 
  CR 13
  XP 25,600
  N Huge dragon (Air)
  Init +7; Senses dragon senses, fog vision; 
  Perception +25
  Aura frightful presence (180 ft., DC 21)
  DEFENSE
  AC 30, touch 11, flat-footed 27 (+3 Dex, +19 
  natural, -2 size)
  hp 172 (15d12+75)
  Fort +14, Ref +12, Will +14
  
  s227s
  Defensive Abilities repel metal; DR 5/Magic; 
  Immune Air magic, cold, paralysis, sleep; Re-
  sistance electricity 15; SR 20 
  Weakness vulnerability to Earth magic
  OFFENSE
  Speed 50 ft., fly 250 ft. (average), swim 50 ft.
  Melee bite +21 (2d8+12), 2 claws +21 (2d6+8), 2 
  wings +16 (1d8+4), tail slap +16 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 
  22, 12d6 cold), crush (Small creatures, DC 22, 
  2d8+12)
  Spell-Like Abilities (CL 17th)
  At will—detect thoughts (DC16), disguise self, 
  feather fall 
  Spells Known (CL 7th)
  3rd (5/day)—hold person, wind wall 
  2nd (7/day)—enthrall (DC 16), fog cloud, 
  invisibility 
  1st (7/day)—command (DC 15), charm person 
  (DC 15), hypnotism (DC 15), silent image (DC 
  15), shield 
  0 (at will)—detect magic, ghost sound (DC 13), 
  mage hand, message, prestidigitation, ray of frost, 
  read magic 
  STATISTICS
  Str 26, Dex 16, Con 21, Int 18, Wis 17, Cha 18
  Base Atk +15; CMB +25; CMD 38 (42 vs. trip)
  Feats Alertness, Cleave, Combat Reflexes, 
  Countercharge Strike, Flyby Attack, Hover, Im-
  proved Initiative, Iron Will, Power Attack
  Skills Bluff +20, Diplomacy +20, Fly +15, 
  Intimidate +20, Knowledge (arcane) +20, Per-
  ception +25, Sense Motive +11, Spellcraft +21, 
  Stealth +15, Swim +25, Use Magic Device +15
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  SQ sound imitation, water breathing, weather 
  adaptation
  ANCIENT AIR DRAGON 
  CR 18
  XP 153,600
  N Gargantuan dragon (Air)
  Init +4; Senses dragon senses, fog vision; 
  Perception +35 
  Aura frightful presence (300 ft., DC 27)
  DEFENSE
  AC 39, touch 8, flat-footed 37 (+2 Dex, +31 
  natural, -4 size)
  hp 310 (23d12+161)
  Fort +20, Ref +14, Will +22
  Defensive Abilities repel metal; DR 10/Magic; 
  Immune Air magic, cold, paralysis, sleep; 
  Resistance electricity 20; SR 30 
  Weakness vulnerability to Earth magic
  OFFENSE
  Speed 50 ft., fly 250 ft. (poor), swim 50 ft.
  Melee bite +31 (4d6+18), 2 claws +31 (2d8+12), 
  2 wings +29 (2d6+6), tail slap +29 (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, DC 
  28, 22d6 cold), crush (Medium creatures, DC 
  28, 4d6+18), tail sweep
  Spell-Like Abilities (CL 25th)
  At will—control weather, control winds, disguise 
  self, feather fall, fog cloud
  Spells Known (CL 15th)
  7th (5/day)—mass hold person (DC 23), 
  prismatic spray (DC 23)
  6th (7/day)—forbiddance (DC 22), freezing sphere 
  (DC 22), mass suggestion (DC 22)
  5th (7/day)—hold monster (DC 21), mind fog 
  (DC 21), plane shift, teleport 
  4th (7/day)—charm monster (DC 20), dismissal 
  (DC 20), dimension door, freedom of movement 
  3rd (7/day)—dispel magic, hold person (DC 19), 
  major image (DC 19), suggestion (DC 19), wind 
  wall 
  2nd (8/day)—daze monster (DC 18), detect 
  thoughts (DC 18), enthrall (DC 18), invisibility, 
  sound burst 
  1st (8/day)—Air magic missile, command (DC 
  17), charm person (DC 17), hypnotism (DC 17), 
  silent image (DC 17), shield 
  0 (at will)—detect magic, ghost sound (DC 16), 
  mage hand, message, prestidigitation, ray of frost, 
  read magic 
  STATISTICS
  Str 34, Dex 15, Con 25, Int 22, Wis 22, Cha 24
  Base Atk +23; CMB +39; CMD 49 (53 vs. trip)
  Feats Alertness, Cleave, Combat Reflexes, 
  Critical Focus, Countercharge Strike, Flyby At-
  tack, Great Cleave, Hover, Improved Initiative, 
  Iron Will, Multiattack, Persuasive, Power At-
  tack, Snatch
  Skills Bluff +30, Diplomacy +30, Fly +21, 
  Intimidate +30, Knowledge (arcane) +30, Per-
  ception +35, Sense Motive +21, Spellcraft +30, 
  Stealth +21, Swim +35, Use Magic Device +28
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  SQ sound imitation, water breathing, weather 
  adaptation
   
  
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  EARTH DRAGON
  NG dragon (Earth)
  BASE STATISTICS
  CR 5; Size Small; Hit Dice 8d12
  Speed 40 ft., burrow 40 ft.
  Natural Armor +5; Breath Weapon cone, 2d6 
  fire
  Str 15, Dex 13, Con 17, Int 10, Wis 11, Cha 10
  ECOLOGY
  Environment warm deserts
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Camouflage (Ex) An adult or older Earth drag
  on can use Stealth to hide in any sort of natural 
  terrain, even if the terrain does not grant cover 
  or concealment.
  Climb Stone (Ex) An Earth dragon can climb on 
  stone surfaces as though using the spider climb 
  spell.
  Fast Healing (Ex) An Earth dragon gains fast 
  healing upon reaching these age categories: 
  Young—1; Adult—3; Ancient—5.
  Sandstorm (Su) As a standard action, an ancient 
  or older Earth dragon can create a sandstorm 
  centered on itself with a radius of 1,200 feet. 
  Creatures other than the dragon inside the storm 
  take 2d6 points of damage per round in addition 
  to the normal sandstorm penalties (Pathfinder 
  RPG Core Rulebook 431). The sandstorm lasts 
  for up to 10 minutes, but can be dismissed by 
  the dragon as a free action.
  Shapeshift (Su) A young or older dragon may 
  alter its shape to any animal or humanoid of at 
  least Medium size (up to its natural size) 2/day 
  as if using polymorph. When shapeshifting, the 
  dragon restores hit points as if it had rested for 
  one day. Creatures with the Void subtype can 
  sense that something is unusual about the drag-
  on’s new form, but are unable to discern further.
  Spell-Like Abilities (Sp) An Earth dragon gains 
  the following spell-like abilities, usable at 
  will upon reaching these age categories: Very 
  young—speak with animals; Juvenile—speak 
  with plants; Adult—stone shape; Old—commune 
  with nature; Ancient—transmute rock to mud.
  Woodland Stride (Ex) A very young or older 
  Earth dragon can move through any sort of 
  foliage at full speed without taking damage or 
  suffering impairment. Areas of fliage that have 
  been magically manipulated affect it normally.
  YOUNG EARTH DRAGON 
  CR 11
  XP 12,800
  NG Large dragon (Earth)
  Init +1; Senses blindsight 180 ft., dragon senses; 
  Perception +14
  DEFENSE
  AC 21, touch 10, flat-footed 20 (+1 Dex, +11 
  natural, -1 size)
  hp 150 (12d12+72); fast healing 1
  Fort +13, Ref +11, Will +8
  DR 5/Magic; Immune Earth magic, paralysis, 
  sleep; SR 15
  Weakness vulnerability to Air magic
  OFFENSE
  Speed 70 ft., burrow 50 ft., fly 100 ft. (poor)
  Melee bite +17 (2d6+7), 2 claws +16 (1d8+5), 2 
  wings +14 (1d6+2), tail slap +14 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 
  22, 5d6 fire)
  Spell-Like Abilities (CL 8th)
  At will—speak with animals 
  Spells Known (CL 1st)
  1st (4/day)—charm animal (DC 12), endure 
  elements 
  0 (at will)—detect magic, detect poison 
  
  s229s
  STATISTICS
  Str 22, Dex 12, Con 22, Int 12, Wis 13, Cha 12
  Base Atk +12; CMB +18; CMD 29 (33 vs. trip)
  Feats Bleeding Critical, Critical Focus, 
  Multiattack, Power Attack 
  Skills Appraise +14, Fly +8, Intimidate +8, 
  Knowledge (local) +14, Perception +14, Stealth 
  +10, Survival +14
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  SQ woodland stride
  ADULT EARTH DRAGON 
  CR 14
  XP 38,400
  NG Huge dragon (Earth)
  Init +0; Senses blindsight 180 ft., dragon senses; 
  Perception +22
  Aura frightful presence (180 ft., DC 22)
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, 
  -2 size)
  hp 243 (18d12+126); fast healing 3
  Fort +17, Ref +10, Will +13
  DR 5/Magic; Immune Earth magic, paralysis, 
  sleep; SR 20
  Weakness vulnerability to Air magic
  OFFENSE
  Speed 70 ft., burrow 50 ft., fly 150 ft. (poor)
  Melee bite +25 (2d8+12), 2 claws +24 (2d6+8), 2 
  wings +22 (1d8+4), tail slap +22 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 
  26, 10d6 fire), crush, sandstorm (2d6 plus sand-
  storm penalties)
  Spell-Like Abilities (CL 15th)
  At will—speak with animals, speak with plants, 
  stone shape 
  Spells Known (CL 7th)
  3rd (5/day)—cure serious wounds, dominate 
  animals (DC 16)
  2nd (7/day)—bull’s strength, spider climb, web 
  (DC 15)
  1st (7/day)—charm animal (DC 12), Earth magic 
  missile, endure elements, entangle (DC 12), mage 
  armor 
  0 (at will)—detect magic, detect poison, hail of 
  pebble, purify food and drink, prestidigitation, 
  read magic 
  STATISTICS
  Str 28, Dex 10, Con 25, Int 16, Wis 17, Cha 16
  Base Atk +18; CMB +29; CMD 39 (43 vs. trip)
  Feats Cleave, Bleeding Critical, Critical Focus, 
  Improved Bull Rush, Intimidating Prowess, 
  Multiattack, Power Attack, Staggering Critical
  Skills Appraise +22, Fly +11, Intimidate +20, 
  Knowledge (geography) +22, Knowledge (local) 
  +22, Perception +22, Sense Motive +12, Stealth 
  +22, Survival +22
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  SQ camouflage, woodland stride
  ANCIENT EARTH DRAGON 
  CR 19
  XP 204,800
  NG Gargantuan dragon (Earth)
  Init +3; Senses blindsight 180 ft., dragon senses; 
  Perception +32
  Aura frightful presence (300 ft., DC 28)
  DEFENSE
  AC 37, touch 5, flat-footed 37 (-1 Dex, +32, -4 
  size)
  hp 390 (26d12+234); fast healing 5
  Fort +23, Ref +13, Will +19
  DR 10/Magic; Immune Earth magic, paralysis, 
  sleep; SR 30
  Weakness vulnerability to Air magic
  OFFENSE
  Speed 70 ft., burrow 50 ft., fly 150 ft. (clumsy)
  Melee bite +35 (4d6+18), 2 claws +34 (2d8+12), 
  2 wings +32 (2d6+6), tail slap +32 (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, DC 
  32, 15d6 fire), crush, sandstorm (1200-ft. radius, 
  2d6), tail sweep
  Spell-Like Abilities (CL 22nd)
  At will—commune with nature, speak with 
  animals, speak with plants, stone shape, trans-
  mute rock to mud 
  Spells Known (CL 15th)
  7th (4/day)—regenerate, reverse gravity 
  6th (7/day)—flesh to stone (DC 21), move earth, 
  stone to flesh 
  5th (7/day)—break enchantment, insect plague, 
  major creation, wall of stone 
  4th (7/day)—cure critical wounds, death ward, 
  spike stones (DC 19), stoneskin 
  3rd (7/day)—cure serious wounds, dominate 
  animals (DC 18), protection from energy, speak 
  with plants, stone rain (DC 18)
  2nd (7/day)—bear’s endurance, bull’s strength, 
  spider climb, web (DC 17), wood shape 
  1st (8/day)—charm animal (DC 14), Earth magic 
  missile, endure elements, entangle (DC 14), hide 
  from animals, mage armor, protection from cha-
  os/evil/good/law 
  0 (at will)—detect magic, detect poison, hail 
  
  s230s
  of pebble, mending, purify food and drink, presti-
  digitation, read magic, resistance, stabilize 
  STATISTICS
  Str 35, Dex 8, Con 29, Int 20, Wis 21, Cha 20
  Base Atk +26; CMB +42; CMD 51 (55 vs. trip)
  Feats Awesome Blow, Cleave, Bleeding Critical, 
  Critical Focus, Improved Critical (bite), Im-
  proved Initiative, Improved Bull Rush, Intim-
  idating Prowess, Multiattack, Power Attack, 
  Staggering Critical, Stunning Critical
  Skills Appraise +32, Fly +11, Intimidate +28, 
  Knowledge (arcana) +22, Knolwedge (geogra-
  phy) +32, Knowledge (history) +32, Knowledge 
  (local) +32, Perception +32, Sense Motive +22, 
  Stealth +32, Survival +32
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  SQ camouflage, woodland stride
   
  FIRE DRAGON
  CN dragon (Fire)
  BASE STATISTICS
  CR 6; Size Small; Hit Dice 7d12
  Speed 40 ft.
  Natural Armor +6; Breath Weapon cone, 3d6 
  fire
  Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 10
  ECOLOGY
  Environment warm mountains
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Circle of Fire (Su) At will, a young or older fire 
  dragon can cause 1d6 point of fire damage to all 
  creatures and items in a 100-ft. radius circle.
  Lore Mastery (Su) A young or older fire dragon 
  can divine the past of any item it touches. After 
  examining an item for one minute, the dragon 
  is able to identify its history (up to 1,000 years), 
  magical properties, and any special qualities.
  Manipulate Flames (Su) An old or older fire 
  dragon can control any Fire spell within 10 feet 
  per age category of the dragon as a standard ac-
  tion. This ability allows it to move any fire effect 
  in the area, as if it were the caster. The ability 
  also allows it to reposition a stationary fire ef-
  fect, although the new placement must be one 
  allowed by the spell. Finally, for 1 round follow-
  ing the use of this ability, the dragon can control 
  any new Fire spell cast within its area of control, 
  as if it were the caster. It can make all decisions 
  allowed to the caster, including canceling the 
  spell.
  Repel Metal (Su) Adult or older fire dragons are 
  able to generate a repelling magnetic field that 
  affects all creatures in metal armor or gear. This 
  field halves the affected creatures’ movement 
  and imposes a -2 circumstance penalty to at-
  tacks made with metal weapons.
  Shapeshift (Su) A young or older dragon may 
  alter its shape to any animal or humanoid of at 
  least Medium size (up to its natural size) 2/day 
  as if using polymorph. When shapeshifting, the 
  dragon restores hit points as if it had rested for 
  one day. Creatures with the Void subtype can 
  sense that something is unusual about the drag-
  on’s new form, but are unable to discern further.
  Spell-Like Abilities (Sp) A Fire dragon gains the 
  following spell-like abilities, usable at will upon 
  reaching these age categories: Very young—pro-
  duce flame; Juvenile—heat metal; Adult—speak 
  with animals; Old—candle of past vision; 
  
  s231s
  Ancient—legend lore.
  Smoke Vision (Ex) A fire dragon can see 
  perfectly in smoky conditions (such as those 
  created by pyrotechnics).
  YOUNG FIRE DRAGON 
  CR 10
  XP 9,600
  CN Large dragon (Fire)
  Init +1; Senses dragon senses, smoke vision; 
  Perception +15
  DEFENSE
  AC 22, touch 10, flat-footed 21 (+1 Dex, +12 
  natural, -1 size)
  hp 115 (11d12+44)
  Fort +11, Ref +8, Will +10
  DR 5/magic; Immune fire, Fire magic, paralysis, 
  sleep; Resistance Electricity 10; SR 15
  Weakness vulnerability to Water magic
  OFFENSE
  Speed 40 ft., fly 100 ft. (poor)
  Melee bite +17 (2d6+10), 2 claws +17 (1d8+7), 2 
  wings +12 (1d6+3), tail slap +12 (1d8+10)
  Space 15 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 
  19, 10d6 fire)
  Spell-Like Abilities (CL 8th)
  At will—produce flame 
  Spells Known (CL 1st)
  1st (4/day)—shocking grasp, true strike 
  0 (at will)—dancing lights, flare, light, ray of heat 
  STATISTICS
  Str 24, Dex 12, Con 18, Int 12, Wis 13, Cha 12
  Base Atk +11; CMB +19; CMD 30 (34 vs. trip)
  Feats Cleave, Improved Vital Strike, Iron Will, 
  Power Attack, Vital Strike
  Skills Fly +9, Intimidate +15, Perception +15, 
  Stealth +11, Survival +15
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  ADULT FIRE DRAGON 
  CR 14
  XP 38,400
  CN Huge dragon (Fire)
  Init +1; Senses dragon senses, smoke vision; Per-
  ception +23
  Aura frightful presence (180 ft., DC 21)
  DEFENSE
  AC 29, touch 9, flat-footed 29 (+1 Dex, +21 
  natural, -2 size)
  hp 212 (17d12+102)
  Fort +16, Ref +10, Will +15
  Defensive Abilities repel metal; DR 5/magic; 
  Immune fire, Fire magic, paralysis, sleep; Resis-
  tance Electricity 15; SR 20
  Weakness vulnerability to Water magic
  OFFENSE
  Speed 60 ft., fly 150 ft. (poor)
  Melee bite +25 (2d8+15), 2 claws +25 (2d6+10), 
  2 wings +23 (1d8+5), tail slap +23 (2d6+15)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 
  24, 14d6 fire), crush
  Spell-Like Abilities (CL 14th)
  At will—heat metal, produce flame, speak with 
  animals 
  Spells Known (CL 7th)
  3rd (5/day)—lightning bolt (DC 16), rage 
  2nd (7/day)—hold animal (DC 15), pyrotechnics 
  (DC 15), scorching ray
  1st (7/day)—burning hands (DC 14), charm 
  animal (DC 14), Fire magic missile, shocking 
  grasp, true strike 
  0 (at will)—dancing lights, daze (DC 13), detect 
  magic, flare, light, ray of heat, singeing flicker 
  STATISTICS
  Str 28, Dex 12, Con 23, Int 16, Wis 17, Cha 16
  Base Atk +17; CMB +29; CMD 40 (44 vs. trip)
  Feats Cleave, Greater Vital Strike, Improved Iron 
  Will, Improved Vital Strike, Iron Will, Multiat-
  tack, Power Attack, Vital Strike
  Skills Fly +13, Intimidate +23, Knowledge 
  (arcane) +23, Perception +23, Spellcraft +23, 
  Stealth +13
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  ANCIENT FIRE DRAGON 
  CR 19
  XP 204,800
  CN Gargantuan dragon (Fire)
  Init +3; Senses dragon senses, smoke vision; 
  Perception +33
  Aura frightful presence (300 ft., DC 27)
  DEFENSE
  AC 38, touch 5, flat-footed 38 (-1 Dex, +33 
  natural, -4 size)
  hp 362 (25d12+200)
  Fort +22, Ref +13, Will +21
  Defensive Abilities repel metal; DR 10/magic; 
  Immune fire, Fire magic, paralysis, sleep; 
  Resistance Electricity 20; SR 30
  Weakness vulnerability to Water magic
  
  s232s
  OFFENSE
  Speed 60 ft., fly 200 ft. (clumsy)
  Melee bite +35 (4d6+21/19-20), 2 claws +35 
  (2d8+14), 2 wings +33 (2d6+7), tail slap +33 
  (2d8+21)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, 
  DC 30, 24d6 fire), crush, manipulate flames, tail 
  sweep
  Spell-Like Abilities (CL 28th)
  At will—heat metal, candle of past vision, legend 
  lore, produce flame, speak with animals 
  Spells Known (CL 18th)
  7th (4/day)—delayed blast fireball (DC 22), vision
  6th (6/day)—chain lightning (DC 21), 
  disintegrate (DC 21), flame barrier (DC 21)
  5th (7/day)—baleful polymorph (DC 20), call 
  lightning storm (DC 20), commune with nature, 
  flame strike (DC 20)
  4th (7/day)—fire shield, fire trap (DC 19), repel 
  vermin, wall of fire 
  3rd (7/day)—heroism, lightning bolt (DC 18), 
  rage, searing light 
  2nd (7/day)—hold animal (DC 17), locate object, 
  pyrotechnics (DC 17), scorching ray, shatter 
  1st (8/day)—alarm, burning hands (DC 16), 
  charm animal (DC 16), Fire magic missile, shock-
  ing grasp, true strike 
  0 (at will)—dancing lights, daze (DC 15), detect 
  magic, flare, light, prestidigitation, ray of heat, 
  read magic, singeing flicker 
  STATISTICS
  Str 38, Dex 8, Con 26, Int 21, Wis 21, Cha 20
  Base Atk +25; CMB +43; CMD 52 (56 vs. trip)
  Feats Cleave, Critical Focus, Greater Vital Strike, 
  Improved Critical (bite), Improved Initiative, 
  Improved Iron Will, Improved Vital Strike, Iron 
  Will, Multiattack, Power Attack, Quicken Spell, 
  Staggering Critical, Vital Strike
  Skills Fly +15, Intimidate +33, Knowledge 
  (arcane) +33, Knowledge (history) +33, Percep-
  tion +33, Spellcraft +33, Stealth +15
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
   
  VOID DRAGON
  NE dragon (Void)
  BASE STATISTICS
  CR 5; Size Small; Hit Dice 5d12
  Speed 40 ft., fly 60 ft. (poor)
  Natural Armor ; Breath Weapon cone, 2d6 
  negative energy
  Str 14, Dex 10, Con 14, Int 15, Wis 15, Cha 17
  ECOLOGY
  Environment any
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Entropic Touch (Su) A Void dragon’s natural 
  attacks can strike incorporeal creatures as if they 
  were ghost touch weapons. All of a Void drag-
  on’s natural attacks deal the indicated amount of 
  negative energy damage to the target in addition 
  to any other damage dealt. This energy does not 
  heal creatures healed by inflict spells.
  Shadow Blend (Su) In any condition of 
  illumination other than full daylight, a young or 
  older Void dragon can disappear into the shad-
  ows, giving it total concealment. Artificial illu-
  mination, even a light or continual flame spell, 
  does not negate this ability. A daylight spell, 
  however, does.
  Shadow Jump (Su) A young or older Void 
  dragon gains the ability to travel between shad-
  ows as if by means of a dimension door spell. 
  The limitation is that the magical transport 
  must begin and end in an area with at least some 
  shadow.
  Shapeshift (Su) A young or older dragon may 
  alter its shape to any animal or humanoid of at 
  least Medium size (up to its natural size) 2/day 
  as if using polymorph. When shapeshifting, the 
  dragon restores hit points as if it had rested for 
  one day. Creatures with the Void subtype can 
  sense that something is unusual about the drag-
  on’s new form, but are unable to discern further.
  Spell-Like Abilities (Sp) A Void dragon gains 
  the following spell-like abilities, usable at 
  will upon reaching these age categories: Very 
  young—chill touch; Juvenile—darkness; Adult—
  curse; Old—contagion; Ancient—unhallow.
  Tainted by the Void (Ex) A Void dragon is 
  always considered tainted by the Void. 
  Void Clutch (Su) If an adult or older Void 
  dragon begins its turn with an opponent grap-
  pled in a claw, it can attempt a new combat ma-
  neuver check (as though attempting to pin the 
  opponent). 
  
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  If it succeeds, the opponent takes 1 level of ener-
  gy drain immediately. The effect continues until 
  the opponent breaks the hold.
  Void Magic Channeling Strike (Su) An old or 
  older Void dragon can channel any one of its 
  Void magic spells through a bite or claw attack, 
  discharging it upon a successful hit. This can be 
  done once per round.
  YOUNG VOID DRAGON 
  CR 8
  XP 4,800
  NE Large dragon (Void)
  Init +5; Senses dragon senses; Perception +12
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 
  natural, -1 size)
  hp 85 (9d12+27)
  Fort +9, Ref +7, Will +10
  DR 5/magic; Immune cold, death effects, energy 
  drain, paralysis, sleep, Void magic; SR 15 
  Weakness tainted by the Void
  OFFENSE
  Speed 60 ft., fly 120 ft. (poor), shadow jump 
  150 ft.
  Melee bite +12 (2d6+5 plus entropic touch), 2 
  claws +12 (1d8+4 plus entropic touch), 2 wings 
  +7 (1d6+2 plus entropic touch), tail slap +7 
  (1d8+5 plus entropic touch)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 
  17, 6d6 negative energy), entropic touch (1d4)
  Spell-Like Abilities (CL 8th)
  At will—chill touch  
  Spells Known (CL 1st)
  1st level (4/day)—chill touch, ray of enfeeblement 
  0 (at will)—bleed, disrupt undead, pierce soul, 
  touch of fatigue 
  STATISTICS
  Str 18, Dex 12, Con 17, Int 18, Wis 18, Cha 20
  Base Atk +9; CMB +14; CMD 25 (29 vs. trip)
  Feats Flyby Attack, Improved Initiative, 
  Multiattack, Power Attack
  Skills Bluff +11, Diplomacy +11, Fly +6, 
  Intimidate +11, Knowledge (arcana) +11, Per-
  ception +12, Stealth +10, Use Magic Device +11
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  SQ shadow blend, tainted by the Void
  
  s234s
  ADULT VOID DRAGON 
  CR 13
  XP 25,600
  NE Huge dragon (Void)
  Init +5; Senses dragon senses; Perception +22
  Aura frightful presence (180 ft., DC 23)
  DEFENSE
  AC 28, touch 9, flat-footed 27 (+1 Dex, +19 
  natural, -2 size)
  hp 172 (15d12+75)
  Fort +14, Ref +10, Will +14
  DR 5/magic; Immune cold, death effects, energy 
  drain, paralysis, sleep, Void magic; SR 20 
  OFFENSE
  Speed 60 ft., fly 150 ft. (poor), shadow jump 
  200 ft.
  Melee bite +22 (2d8+7 plus entropic touch), 2 
  claws +22 (2d8+7 plus entropic touch), 2 wings 
  +14 (1d8+3 plus entropic touch), tail slap +14 
  (2d6+10 plus entropic touch)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 
  22, 12d6 negative energy), entropic touch (1d6), 
  Void clutch (DC 23)
  Spell-Like Abilities (CL 15th)
  At will—bestow curse (DC 18), chill touch, 
  darkness 
  Spells Known (CL 5th)
  2nd level (5/day)—death knell (DC 17), touch of 
  idiocy 
  1st level (7/day)—chill touch, ray of 
  enfeeblement, shield, Void magic missile 
  0 (at will)—bleed, detect magic, disrupt undead, 
  pierce soul, read magic, touch of fatigue 
  STATISTICS
  Str 23, Dex 12, Con 21, Int 21, Wis 21, Cha 22
  Base Atk +15; CMB +23; CMD 34 (38 vs. trip)
  Feats Cleave, Flyby Attack, Improved Initiative, 
  Multiattack, Power Attack, Weapon Focus (bite, 
  claw)
  Skills Bluff +21, Diplomacy +21, Fly +10, 
  Intimidate +21, Knowledge (arcana) +21, Per-
  ception +22, Spellcraft +21, Stealth +15, Use 
  Magic Device +21
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  SQ shadow blend, tainted by the Void
  ANCIENT VOID DRAGON 
  CR 19
  XP 204,800
  NE Gargantuan dragon (Void)
  Init +4; Senses dragon senses; Perception +33
  Aura frightful presence (300 ft., DC 28)
  DEFENSE
  AC 37, touch 6, flat-footed 37 (+31 natural, 
  -4 size)
  hp 310 (23d6+161)
  Fort +20, Ref +13, Will +19
  DR 10/magic; Immune cold, death effects, 
  energy drain, paralysis, sleep, Void magic; SR 20 
  OFFENSE
  Speed 60 ft., fly 120 ft. (poor), shadow jump 
  300 ft.
  Melee bite +29 (4d6+16/19-20 plus entropic 
  touch), 2 claws +29 (2d8+10/19-20 plus en-
  tropic touch), 2 wings +27 (2d6+4 plus entro-
  pic touch), tail slap +27 (2d8+16 plus entropic 
  touch)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, DC 
  28, 20d6 negative energy), entropic touch (1d8) 
  Void clutch (DC 28), Void magic channeling 
  strike
  Spell-Like Abilities (CL 23rd)
  At will—bestow curse (DC 20), chill touch, conta-
  gion (DC 20), unhallow 
  Spells Known (CL 13th)
  6th level (4/day)—harm, shadow walk 
  5th level (7/day)—feeblemind (DC 22), shadow 
  evocation (DC 22), slay living (DC 22)
  4th level (7/day)—black tentacles (DC 21), inflict 
  critical wounds, poison (DC 21), unholy blight 
  (DC 21)
  3rd level (7/day)—deeper darkness, mouth of the 
  Void (DC 20), speak with dead, vampiric touch 
  2nd level (7/day)—command undead, death knell 
  (DC 19), desecrate, ghoul touch (DC 19), touch 
  of idiocy 
  1st level (7/day)—cause fear (DC 18), chill touch, 
  ray of enfeeblement, shield, Void magic missile 
  0 (at will)—bleed, detect magic, disrupt undead, 
  pierce soul, read magic, touch of fatigue 
  STATISTICS
  Str 30, Dex 10, Con 25, Int 25, Wis 23, Cha 25
  Base Atk +23; CMB +37; CMD 47 (51 vs. trip)
  Feats Cleave, Critical Focus, Flyby Attack, Great 
  Cleave, Improved Critical (bite, claw), Improved 
  Initiative, Multiattack, Power Attack, Sickening 
  Critical, Weapon Focus (bite, claw)
  
  s235s
  Skills Bluff +31, Diplomacy +28, Fly +15, 
  Intimidate +31, Knowledge (arcana) +31, 
  Knowledge (local) +22, Perception +33, Spell-
  craft +31, Stealth +20, Survival +28, Use Magic 
  Device +31 
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  SQ shadow blend, tainted by the Void
   
  WATER DRAGON
  CG dragon (Water)
  BASE STATISTICS
  CR 5; Size Small; Hit Dice 6d12
  Speed 40 ft., swim 50 ft.
  Natural Armor +3; Breath Weapon line, 2d6 
  acid
  Str 11, Dex 12, Con 13, Int 13, Wis 14, Cha 10
  ECOLOGY
  Environment temperate and warm coastlines, 
  lakes, or rivers
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Acid Pool (Ex) An adult or older Water dragon 
  can use its breath weapon to create an acid pool 
  as a standard action. This acid pool has a radius 
  of 5 feet per age category of the dragon. When 
  an acid pool is created, anyone inside its area 
  takes an amount of damage equal to the drag-
  on’s breath weapon (Reflex for half). Any crea-
  ture that starts its turn touching this pool takes 
  damage, but can make a Reflex save for half. 
  Each round, the total damage dice of the pool 
  is halved until the result would be less than 1d6. 
  The acid pool floats on water, and deals damage 
  to anything on the surface.
  Drowning Bite (Ex) If an adult or older Water 
  dragon begins its turn with an opponent grap-
  pled in its mouth, it can attempt a new combat 
  maneuver check (as though attempting to pin 
  the opponent). If it succeeds, it holds the oppo-
  nent’s head under a body of water (if available) 
  within its bite reach, in an attempt to drown the 
  creature. The opponent can be up to one size 
  category smaller then the dragon. Until free 
  of the hold, the opponent is considered to be 
  drowning and automatically take bite damage 
  from the dragon each round.
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs 
  must be icy. The dragon can move across icy 
  surfaces without penalty and does not need to 
  make Acrobatics checks to run or charge on ice.
  Shapeshift (Su) A young or older dragon may 
  alter its shape to any animal or humanoid of at 
  least Medium size (up to its natural size) 2/day 
  as if using polymorph. When shapeshifting, the 
  dragon restores hit points as if it had rested for 
  one day. Creatures with the Void subtype can 
  sense that something is unusual about the drag-
  on’s new form, but are unable to discern further.
  
  s236s
  Spell-Like Abilities (Sp) A Water dragon gains 
  the following spell-like abilities, usable at 
  will upon reaching these age categories: Very 
  young—comprehend languages; Juvenile—create 
  food and water; Adult—tongues; Old—control 
  water; Ancient—commune.
  Swamp Stride (Ex) A very young or older Water 
  dragon can move through bogs and quicksand 
  without penalty at its normal speed.
  Tidal Wave (Su) An ancient or older Water 
  dragon can cause the sea to rise up and crush its 
  enemies once per day as a standard action. This 
  affects an area of coastline 120 feet in length and 
  targets all creatures within 40 feet of the shore; 
  treat the targets as if struck by an avalanche 
  (Pathfinder RPG Core Rulebook 429). Treat all 
  creatures as if they were in the bury zone. The 
  save DC to halve this damage is equal to the 
  dragon’s breath weapon DC. Those who fail 
  their saves take full damage and are drawn 1d8 
  x 10 feet off shore and deposited 3d10 feet under 
  the surface on the round after the wave hits.
  Water Breathing (Ex) A Water dragon can 
  breathe underwater indefinitely and can freely 
  use its breath weapon, spells, and other abilities 
  while submerged.
  Weather Adaptation (Ex) Water dragons are 
  immune to natural (but not magical) weather 
  effects. Their movement is not impeded by nor 
  do they suffer damage from inclement weather 
  condition.
  YOUNG WATER DRAGON 
  CR 7
  XP 3,200
  CG Medium dragon (Water)
  Init +1; Senses dragon senses; Perception +14
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+1 Dex, +9 
  natural)
  hp 76 (8d12+24)
  Fort +9, Ref +7, Will +9
  DR 5/Magic; Immune acid, paralysis, sleep, Wa-
  ter magic; Resistance 10 cold; SR 15
  Weakness vulnerability to Fire magic
  OFFENSE
  Speed 50 ft., fly 100 ft. (poor), swim 80 ft.
  Melee bite +12 (1d8+6), 2 claws +12 (1d6+4), 2 
  wings +7 (1d4+2)
  Special Attacks breath weapon (60-ft. line, DC 
  17, 6d6 acid)
  Spell-Like Abilities (CL 10th)
  At will—comprehend languages 
  Spells Known (CL 1st)
  1st (4/day)—obscuring mist, speak with animals 
  0 (at will)—create water, detect magic, message, 
  read magic 
  STATISTICS
  Str 21, Dex 13, Con 17, Int 15, Wis 16, Cha 12
  Base Atk +8; CMB +12; CMD 23 (27 vs. trip)
  Feats Alertness, Combat Casting, Power Attack, 
  Vital Strike, Weapon Focus (bite)
  Skills Fly +8, Intimidate +8, Knowledge 
  (geography) +11, Perception +14, Sense Motive 
  +11, Stealth +15, Swim +21
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  SQ icewalking, swamp stride, water breathing, 
  weather adaptation
  ADULT WATER DRAGON 
  CR 12
  XP 19,200
  CG Huge dragon (Water)
  Init +1; Senses dragon senses; Perception +28
  Aura frightful presence (180 ft., DC 19)
  DEFENSE
  AC 27, touch 9, flat-footed 26 (+1 Dex, +18 
  natural, -2 size)
  hp 161 (14d12+70)
  Fort +14, Ref +10, Will +15
  DR 5/Magic; Immune acid, paralysis, sleep, 
  Water magic; Resistance 15 cold; SR 20
  Weakness vulnerability to Fire magic
  OFFENSE
  Speed 60 ft., fly 150 ft. (poor), swim 100 ft.
  Melee bite +21 (2d8+10 plus drowning bite), 2 
  claws +20 (2d6+7), 2 wings +15 (1d8+3), tail 
  slap +15 (2d6+10)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks acid pool (30-ft. radius), breath 
  weapon (100-ft. line, DC 22, 12d6 acid)
  Spell-Like Abilities (CL 16th)
  At will—comprehend languages, create food and 
  water  
  Spells Known (CL 7th)
  3rd (5/day)—blaststream (DC 17), 
  Clairaudience/Clairvoyance 
  2nd (7/day)—augury, fog cloud, whispering wind 
  1st (8/day)—detect chaos/evil/good/law, 
  obscuring mist, speak with animals, ventrilo-
  quism (DC 15)
  0 (at will)—acid splash, create water, detect magic, 
  message, ray of frost, read magic 
  
  s237s
  STATISTICS
  Str 28, Dex 13, Con 21, Int 19, Wis 23, Cha 13
  Base Atk +14; CMB +23; CMD 34 (38 vs. trip)
  Feats Alertness, Cleave, Combat Casting, 
  Dazzling Display, Improved Vital Strike, Power 
  Attack, Vital Strike, Weapon Focus (bite)
  Skills Fly +15, Intimidate +18, Knowledge 
  (geography) +21, Perception +28, Sense Motive 
  +24, Stealth +21, Swim +32 
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  SQ icewalking, swamp stride, water breathing, 
  weather adaptation
  ANCIENT WATER DRAGON 
  CR 17
  XP 102,400
  CG Gargantuan dragon (Water)
  Init +0; Senses dragon senses; Perception +41
  Aura frightful presence (300 ft., DC 25)
  DEFENSE
  AC 37, touch 7, flat-footed 37 (+30 natural, 
  -3 size)
  hp 297 (22d12+154)
  Fort +20, Ref +13, Will +21
  DR 10/Magic; Immune acid, paralysis, sleep, 
  Water magic; Resistance 20 cold; SR 30
  Weakness vulnerability to Fire magic
  OFFENSE
  Speed 40 ft., fly 150 ft. (clumsy), swim 100 ft.
  Melee bite +32 (4d6+16 plus drowning bite), 2 
  claws +31 (2d8+11), 2 wings +29 (2d6+5), tail 
  slap +29 (2d8+16)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks acid pool (50-ft. radius), breath 
  weapon (120-ft. line, DC 28, 20d6 acid), crush, 
  tidal wave
  Spell-Like Abilities (CL 24th)
  At will—comprehend languages, commune, 
  control water, create food and water, tongues  
  Spells Known (CL 15th)
  7th (5/day)—scrying, greater (DC 24), vision 
  6th (7/day)—acid fog, find the path, freezing 
  sphere 
  5th (7/day)—commune with nature, contact 
  other plane, prying eyes, true seeing 
  4th (7/day)—divination, sending, scrying, wall of 
  ice 
  3rd (7/day)—blaststream (DC 19), 
  Clairaudience/Clairvoyance, sleet storm, speak 
  with plants 
  2nd (8/day)—augury, detect thoughts, fog cloud, 
  locate object, whispering wind 
  1st (8/day)—color spray (DC 17), detect chaos/
  evil/good/law, obscuring mist, speak with ani-
  mals, ventriloquism (DC 17)
  0 (at will)—acid splash, detect magic, message, 
  ray of frost, read magic 
  STATISTICS
  Str 34, Dex 10, Con 25, Int 24, Wis 27, Cha 18
  Base Atk +22; CMB +36; CMD 46 (50 vs. trip)
  Feats Alertness, Combat Casting, Cleave, 
  Dazzling Display, Great Cleave, Greater Vital 
  Strike, Improved Vital Strike, Multiattack, Pow-
  er Attack, Shatter Defenses, Vital Strike, Weap-
  on Focus (bite)
  Skills Fly +21, Intimidate +31, Knowledge 
  (arcane) +34, Knowledge (geography) +34, 
  knowledge (history) +34, Perception +41, Sense 
  Motive +38, Spellcraft +34, Stealth +29, Swim 
  +42
  Languages Draconic, original humanoid racial 
  language plus any bonus languages
  SQ icewalking, swamp stride, water breathing, 
  weather adaptation
  
  s238s
   ELEMENTAL, VOID
  This creature appears as a hollow space pulsating in 
  shifting black, rubbery membranes.
  VOID ELEMENTAL
  Languages Voidspeak
  ECOLOGY
  Environment any (Negative Energy Plane)
  Organization solitary, pair, or gang (3-8)
  Treasure none
  SPECIAL ABILITIES
  Entropic Touch (Su) A Void elemental’s natural 
  attacks can strike incorporeal creatures as if they 
  were ghost touch weapons. All of a Void elemen-
  tal’s natural attacks deal the indicated amount of 
  negative energy damage to the target in addition 
  to any other damage dealt. This energy does not 
  heal creatures healed by inflict spells.
  SMALL VOID ELEMENTAL 
  CR 1
  XP 400
  CE Small outsider (Void, elemental, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+2 Dex, +1 
  dodge, +3 natural, +1 size)
  hp 11 (2d10)
  Fort +3, Ref +5, Will +0
  Immune cold, death effects, elemental traits, 
  energy drain, Void magic
  OFFENSE
  Speed 30 ft.
  Melee slam +5 (1d4 plus entropic touch)
  Special Attacks entropic touch (1d3)
  STATISTICS
  Str 12, Dex 15, Con 10, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +3; CMD 15
  Feats Dodge, Improved Initiative, Weapon 
  Finesse
  Skills Acrobatics +7, Climb +7, Escape Artist +7, 
  Knowledge (planes) +1, Perception +4, Stealth 
  +7
  MEDIUM VOID ELEMENTAL 
  CR 3
  XP 800
  CE Medium outsider (Void, elemental, 
  extraplanar)
  Init +9; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 18, touch 15, flat-footed 13 (+4 Dex, +1 
  dodge, +3 natural)
  hp 26 (4d10+4)
  Fort +5, Ref +8, Will +3
  Immune cold, death effects, elemental traits, 
  energy drain, Void magic
  OFFENSE
  Speed 40 ft.
  Melee slam +8 (1d6+3 plus entropic touch)
  Special Attacks entropic touch (1d4)
  STATISTICS
  Str 14, Dex 19, Con 12, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +6; CMD 21
  Feats Dodge, Improved Initiative, Iron Will, 
  Weapon Finesse
  Skills Acrobatics +10, Climb +10, Escape Artist 
  +10, Intimidate +4, Knowledge (planes) +3, 
  Perception +7, Stealth +10
  LARGE VOID ELEMENTAL 
  CR 5
  XP 1,600
  CE Large outsider (Void, elemental, extraplanar)
  Init +9; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 19, touch 15, flat-footed 13 (+5 Dex, +1 
  dodge, +4 natural, -1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +11, Will +4
  Immune cold, death effects, elemental traits, 
  energy drain, Void magic
  OFFENSE
  Speed 50 ft.
  Melee 2 slams +11 (1d8+3 plus entropic touch)
  Space 10 ft.; Reach 10 ft.
  Special Attacks entropic touch (1d6)
  STATISTICS
  Str 16, Dex 21, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +8; CMB +11; CMD 27
  Feats Combat Reflexes, Dodge, Improved 
  Initiative, Iron Will, Mobility, Weapon Finesse
  Skills Acrobatics +13, Climb +11, Escape Artist 
  +13, Intimidate +7, Knowledge (planes) +5, 
  Perception +11, Stealth +10
  
  s239s
  HUGE VOID ELEMENTAL 
  CR 7
  XP 3,200
  CE Huge outsider (Void, elemental, extraplanar)
  Init +11; Senses darkvision 60 ft.; Perception 
  +13
  DEFENSE
  AC 21, touch 16, flat-footed 13 (+7 Dex, +1 
  dodge, +5 natural, -2 size)
  hp 85 (10d10+30)
  Fort +10, Ref +14, Will +5
  DR 5/—; Immune cold, death effects, elemental 
  traits, energy drain, Void magic
  OFFENSE
  Speed 60 ft.
  Melee 2 slams +15 (2d4+4 plus entropic touch)
  Space 15 ft.; Reach 15 ft.
  Special Attacks entropic touch (1d8)
  STATISTICS
  Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +16; CMD 35
  Feats Combat Reflexes, Dodge, Improved 
  Initiative, Iron Will, Mobility, Spring Attack, 
  Weapon Finesse 
  Skills Acrobatics +16, Climb +13, Escape Artist 
  +16, Intimidate +9, Knowledge (planes) +7, 
  Perception +13, Stealth +12
  GREATER VOID ELEMENTAL 
  CR 9
  XP 6,400
  CE Huge outsider (Void, elemental, extraplanar)
  Init +12; Senses darkvision 60 ft.; Perception 
  +16
  DEFENSE
  AC 23, touch 17, flat-footed 14 (+8 Dex, +1 
  dodge, +6 natural, -2 size)
  hp 123 (13d10+52)
  Fort +12, Ref +16, Will +8
  DR 10/—; Immune cold, death effects, elemental 
  traits, energy drain, Void magic
  OFFENSE
  Speed 60 ft.
  Melee 2 slams +19 (2d8+6 plus entropic touch)
  Space 15 ft.; Reach 15 ft.
  Special Attacks entropic touch (2d6)
  STATISTICS
  Str 22, Dex 27, Con 18, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +19; CMD 38
  Feats Blind-Fight, Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, Mobility, Spring 
  Attack, Stand Still, Weapon Finesse
  Skills Acrobatics +18, Climb +15, Escape Artist 
  +18, Intimidate +13, Knowledge (planes) +12, 
  Perception +16, Stealth +15
  ELDER VOID ELEMENTAL 
  CR 11
  XP 12,800
  CE Huge outsider (Void, elemental, extraplanar)
  Init +13; Senses darkvision 60 ft.; Perception 
  +18
  DEFENSE
  AC 26, touch 18, flat-footed 16 (+9 Dex, +1 
  dodge, +8 natural, -2 size)
  hp 152 (16d10+64)
  Fort +14, Ref +19, Will +9
  DR 10/—; Immune cold, death effects, elemental 
  traits, energy drain, Void magic
  OFFENSE
  Speed 60 ft.
  Melee 2 slams +23 (2d8+8/19-20 plus entropic 
  touch)
  Space 15 ft.; Reach 15 ft.
  Special Attacks entropic touch (2d8)
  STATISTICS
  Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +23; CMD 43
  Feats Blind-Fight, Combat Reflexes, Dodge, 
  Improved Critical (slam), Improved Initiative, 
  Iron Will, Mobility, Spring Attack, Stand Still, 
  Weapon Finesse
  Skills Acrobatics +22, Climb +20, Escape Artist 
  +20, Intimidate +21, Knowledge (planes) +15, 
  Perception +18, Stealth +20
  The rarest of elementals, Void elementals have very 
  little emotion, especially empathy. They tend to be 
  cold-blooded hunters pursuing inscrutable goals that 
  are beyond the comprehension of sane creatures. 
  These aberrations are a favorite summon of Void 
  cultists and conjurers, although they can prove dif-
  ficult to control.
  A Void elemental has the same height and weight as a 
  Fire elemental of the same size.
   
  
  s240s
  GIANT, MOUNTAIN
  Mountian giants stand about 20 feet tall and weigh 
  roughly 7,000 pounds. They have human-like facial 
  features, eyes of dark green or brown, and long dark 
  hair that they never cut.
  MOUNTAIN GIANT 
  CR 12
  XP 19,200
  N Huge giant
  Init +2; Perception +5
  DEFENSE
  AC 23, touch 10, flat-footed 21 (+3 armor, +2 
  Dex, +10 natural, -2 size)
  hp 204 (15d8+144)
  Fort +19, Ref +8, Will +7
  OFFENSE
  Speed 40 ft. (30 ft. in armor), swim 40 ft.
  Melee longsword +26/+21/+16 (2d10+9) or 2 
  slams +25 (2d6+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks primal rage, sweep kick
  STATISTICS
  Str 38, Dex 14, Con 26, Int 11, Wis 12, Cha 10
  Base Atk +12; CMB +28; CMD 40 (42 vs. trip)
  Feats Cleave, Combat Expertise Improved Trip, 
  Martial Savant, Martial Weapon Proficiency 
  (longsword), Power Attack
  Skills Climb +12, Perception +5, Survival +10, 
  Swim +12
  Languages Isgniev
  ECOLOGY
  Environment cold and temperate hill and 
  mountains
  Organization solitary, gang (2-5), or family (6-
  10 plus 30% noncombatants plus 1 Fire or Earth 
  mage of 1st or 2nd level)
  Treasure standard (gargantuan longsword, hide 
  armor, other treasure)
  SPECIAL ABILITIES
  Primal Rage (Ex) When a Loerem giant loses 
  more than half his hit points during combat, he 
  goes berserk. It is identical to barbarian’s Rage 
  class ability, but +6 to Strength and Constitu-
  tion, +4 morale bonus to Will saves, -3 to AC. 
  Primal rage lasts until the giant or all opponents 
  are dead.
  Sweep Kick (Ex) As a full-attack action, a 
  Loerem giant can sweep his leg around and 
  make a trip attack against every opponent with-
  in reach. 
  Mountain giants are immensely strong and power-
  ful. The skin tone of a mountain giant is a light yel-
  low or tan, but this is hard to discern, since they coat 
  their bodies with thick mud, bark, leaves and bits of 
  cloth or leather. This coating serves not just as protec-
  tion from the elements, but as armor against attack. 
  Mountain giants wash this outer covering off only to 
  replace it with a similar one. 
  Giants love a good fight, especially if they can pum-
  mel an adversary with their bare hands. They aren’t 
  fools, however, and will always carry weapons into 
  battle.
  Giants have no skill in farming and must hunt and 
  gather their food. This often leads to raiding small 
  villages near their lairs or ambushing travelers. 
  Mountain giants are believed to have originated in 
  the mountains of the dwarven territories. They speak 
  a form of Fringrese called Isgniev, but hate dwarves 
  and often go out of their way to antagonize them.
  Mountain giants tend to live in caves high in the 
  mountains, but are known to build massive wooden 
  longhouses in lower elevations. Most giants cannot 
  read or write, but they love music. Travelers who 
  have been accosted by hostile giants have escaped 
  with their lives simply because they offered to sing 
  or play a few tunes. Loerem giants covet coins and 
  jewels, hoarding them in piles in their lairs. Giants 
  have been known to hold villages hostage until they 
  have turned over all their valuables.
  Learned Ones: Some giants actually become literate 
  and master a few magical spells. Known as Learned 
  Ones, these giants are shunned by their people. 
  Learned Ones are considered neutral to all elemental 
  magic, but prefer to cast spells that are born of Fire or 
  Earth. Learned Ones have a written form of Isgniev, 
  but it is kept secret. Learned Ones prefer the compa-
  ny of humans and elves to that of their own people. 
  They will often approach villages and try to establish 
  contact with the inhabitants, offering to perform ser-
  vices in return for food. They will not stay long, how-
  ever, for they are driven to restlessly roam the world.
   
  
  s241s
  
  s242s
  GLYBLIN
  These seven-foot-tall humanoids have bright, white 
  eyes; mottled, slimy green skin; sharp yellowing nails 
  and graying teeth. Their hair hangs in long lanky 
  strands colored blue or green-black.
  GLYBLIN 
  CR 3
  XP 800
  CE Medium humanoid (goblinoid)
  Init +7; Perception +3
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, 
  +3 Dex)
  hp 13 (2d8+4)
  Fort +5, Ref +1, Will +0
  OFFENSE
  Speed 30 ft.
  Melee longsword +5 (1d8+3) or 2 claws +5 
  (1d6+3)
  STATISTICS
  Str 16, Dex 13, Con 14, Int 7, Wis 11, Cha 6
  Base Atk +1; CMB +4; CMD 15 (19 for glyblin 
  embrace)
  Feats Improved Initiative, Multiattack
  Skills Appraise +3, Perception +3
  Languages Goblin
  SQ mitosis
  ECOLOGY
  Environment any land or underground
  Organization band (3-6), mob (11-20), or 
  enclave (21-60)
  Treasure double
  SPECIAL ABILITIES
  Glyblin Embrace (Ex) When a glyblin hit a 
  Medium-size or larger creature with both its 
  claw attacks, it can attempt to grapple and lock 
  the opponent in an deadly embrace. If unable to 
  escape, the opponent becomes stuck to the globs 
  of glyblin’s green skin. The globs begin to cor-
  rode the opponent’s flesh, enabling the glyblin 
  to enter the victim’s body in one round. (Mean-
  while, all attacks on the glyblin count as attacks 
  upon the opponent as well.) Once completely 
  inside a body, the glyblin splits into two (see 
  Mitosis) and begin feeding off their host. They 
  both emerge from the victim after 1 minute at 
  full strength and hit dice, while reducing the 
  victim to -1 hit points automatically.
  Mitosis (Ex) A glyblin can divide itself in two, 
  but only during combat and then after taking 
  damage. The process takes 3 rounds, and the 
  glyblin is prone during the interim. Afterward, 
  the two new glyblin are at half the total hit dice 
  and hit points of the original.
  Glyblin are flesh eaters, scavenging what riches their 
  victims may carry and then eating the rest. They wear 
  pieces of armor they have scavenged from the dead, 
  but have a very limited knowledge of its use, so it 
  does not protect them as well as it would those with 
  familiarity.
  Glyblin collect the treasures of their victims, taking 
  only what they can carry in a small bag. They have a 
  good sense of value. A glyblin that is the veteran of 
  many battles may have only one bag of treasure, but 
  that bag will be valuable.
  Glyblin live in groups for the sake of greater num-
  bers, not because they have any loyalty to each other. 
  They have no leaders and may cannibalize each other 
  if there is no other prey on hand.
  Glyblin crave battle and scour the countryside in 
  search of combat. They are fearless savages and ca-
  pable swordsmen. Glyblin surround more powerful 
  opponents to bring them down, concentrating first 
  on spellcasters. They prefer to attack with swords, but 
  revert to their long, strong nails if disarmed.
  
  s243s
  GURGER
  The gurger’s worm-like body is sand-colored, 6 feet in 
  diameter and 30 feet long. Its flesh is tough and dry, 
  due to the harsh conditions of its environment.
  GURGER 
  CR 10
  XP 9,600
  CN Huge aberration
  Init +2; Senses darkvision 60 ft., tremorsense 
  60 ft.; Perception +14
  DEFENSE
  AC 24, touch 6, flat-footed 26 (-2 Dex, +18 
  natural, -2 size)
  hp 123 (13d8+65)
  Fort +15, Ref +2, Will +8
  OFFENSE
  Speed 10 ft., burrow 10 ft.
  Melee 8 bites +10 (2d8+8 plus grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks swallow whole (2d4+8 
  bludgeoning damage, AC 16, 16 hp)
  STATISTICS
  Str 26, Dex 6, Con 20, Int 9, Wis 11, Cha 5
  Base Atk +12; CMB +22 (+26 grapple); CMD 30 
  (can’t be tripped)
  Feats Great Fortitude, Improved Initiative, 
  Power Attack
  Skills Perception +14, Stealth +3
  ECOLOGY
  Environment warm desert
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Enticing Musk (Ex) A hungry gurger emits a 
  scent to draw prey. All creatures within 500 feet 
  of a gurger must make a Will saving throw (DC 
  20) or become enticed by the wonderful aroma 
  emanating from its sand-concealed mouths. On 
  a successful save, the creature finds the smell 
  repulsive and becomes immune to the effect 
  for one week. Those who fail move toward the 
  source, but may receive a second saving throw 
  if they sense danger. Once attacked by a gurger, 
  the effect ends for the prey.
  Gurgers are an ancient race of large worm-like crea-
  tures that dwell in the desert. They ambush their 
  victims from their hiding spots beneath the sand. A 
  gurger has no recognizable head, but a great many 
  protuberances at the end of which are fine-toothed 
  mouths. 
  The gurger extends these protuberances to the sur-
  face of the sand, keeping these mouths open just be-
  neath the surface, awaiting their meal to wander by.
  Gurgers regurgitate the sand they ingest to create big 
  rust-colored mounds in the desert. Those who know 
  the desert head in the opposite direction at the sight 
  of these mounds.
  A gurger prefers to lie in wait for the prey to draw 
  close to one of its mouths. It then extends the protu-
  berance and attacks, pulling the victim beneath the 
  sands. The gurger can widen its mouth to attack mul-
  tiple creatures or to seize a single prey more quickly.
  A gurger can be slain by cutting off all its mouths or 
  killing its body. The mouth must be hit with a slash-
  ing weapon and suffer damage equal to the gurger’s 
  original hit point total, divided by the original num-
  ber of mouths, in a single blow. If seriously threat-
  ened, a gurger will burrow into the sand to find an-
  other hunting ground.
   
  
  s244s
  HOBGOBLIN
  This is a shambling humanoid, 6 feet tall, with long, 
  muscular arms and legs that support a bloated torso. 
  The hobgoblin’s face is vaguely human, with deep-set, 
  black eyes and long, sharp yellow teeth. The hobgoblin’s 
  gray flesh is constantly sloughing off its body, leaving 
  exposed bones and muscles.
  HOBGOBLIN 
  CR 1/2
  XP 200
  LE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 10, touch 10, flat-footed 10
  hp 9 (1d8+5)
  Fort +2, Ref +2, Will +0
  OFFENSE
  Speed 30 ft.
  Melee bite +0 (1d4+1), claw +2 (1d6+1)
  STATISTICS
  Str 12, Dex 11, Con 15, Int 4, Wis 8, Cha 3
  Base Atk +1; CMB +2; CMD 12
  Feats Toughness
  Skills Perception +2, Stealth +3
  Languages Goblin
  ECOLOGY
  Environment warm hill and plains
  Organization band (2-12) or mob (14-24)
  Treasure standard
  Most believe that Void magic was involved in the cre-
  ation of the first hobgoblins. Only by feeding on the 
  flesh of humans and other humanoids can a hobgob-
  lin replenish its own.
  Hobgoblins grow from large maggot-like larvae that 
  incubate inside unburied corpses. Within two days, 
  the larva reaches the size of a melon, bursting through 
  the corpse’s skin as a white ball. The ball grows rap-
  idly to the length of a man, and the new, young hob-
  goblin rips itself free. An untended battlefield can be 
  crawling with hobgoblins after just a week.
  Hobgoblins do not disturb a corpse that has been 
  buried at least six feet below ground (for digging it up 
  requires too much effort). They also do not bother an 
  unburied corpse with any type of blessed artifact on 
  it. Hobgoblns are drawn to the corpses of those who 
  died tainted by Void or who carry Void artifacts and 
  will always devour them first. Elves have a particular 
  loathing of hobgoblins, and every elf goes into battle 
  takes special care to wear some piece of jewelry that 
  has been blessed by the Father and Mother.
  Hobgoblins have no interest in material wealth, but, 
  because of their appetite, often become unwitting 
  conveyors of treasure. Hobgoblins devour every part 
  of their victims, including clothing and jewelry. In-
  substantial bits such as fabric and leather do not sur-
  vive ingestion, but metal often does.
  Young hobgoblins newly emerged from corpses 
  may have gems, rings, coins, even necklaces and 
  other adornments that have not been blessed or are 
  non-magical lodged in their flesh. These will even-
  tually fall off as their flesh deteriorates. Orks have 
  a superstition against wearing jewelry taken from a 
  hobgoblin, believing it to be unlucky in the extreme.
  Hobgoblins functions on a kill-or-be-killed instinct. 
  They have only the most basic notions of strategy 
  and tactics. Hobgoblins that outnumber their oppo-
  nents pair off against individual opponents. They try 
  to hobble or otherwise disable an enemy to keep the 
  flesh ripe, while they go on to other victims. When 
  able to bring down a surplus of victims, hobgoblins 
  dine on some and hang the remainder — still living 
  — from trees.
   
  
  s245s
  HYRACHOR
  This is a large eagle-like avian with slick black feathers, 
  four legs, and four yellow quadruple-taloned feet.
  HYRACHOR 
  CR 1/2
  XP 200
  Small animal
  Init +3; Senses scent; Perception +6
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+3 Dex, +2 
  natural, +1 size)
  hp 5 (1d10)
  Fort +2, Ref +6, Will +0
  OFFENSE
  Speed 10 ft.; fly 80 ft. (average)
  Melee bite +1 (1d4), 2 talons +1 (1d3)
  Space 5 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 talons +1, 1d4)
  STATISTICS
  Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 9
  Base Atk +1; CMB +0; CMD 13
  Skills Acrobatics +6, Fly +8, Perception +6
  ECOLOGY
  Environment cold hill and mountains
  Organization solitary, pair, family (2-5), or flight 
  (6-20)
  Treasure none
  Hyrachor have two black eyes above a hooked yellow 
  beak, and have excellent vision. They are intelligent 
  birds with their own complex chirping language, and 
  have been known to speak Tomagai. 
  Hyrachor have little interest in humanoids, but will 
  deign to answer questions and provide information 
  if approached in the proper manner. They must be 
  offered a gift of food (preferably a sheep or goat) and 
  treated with politeness and respect.
  Hyrachor have a particular affinity for elves and al-
  ways respond more favorably to an elf than to those 
  of other races.
  A hyrachor’s chief concern is hunting for food. They 
  are fond of sheep and goats and are a constant threat 
  to flocks and herds. Hyrachor live in small clusters 
  of family nests located on the tops of cliffs and the 
  snowy summits of mountains. The young are nur-
  tured for three years before they leave and then they 
  usually nest nearby. Hyrachor do not attack human-
  oids unless they are attacked first. A hyrachor will 
  fight to the death to protect its young. Hyrachor at-
  tack in pairs or individually.
  Training a hyrachor as a companion and hunter re-
  quires a successful Handle Animal check (DC 21 for 
  a young hyrachor, DC 26 for an adult) and the hyr-
  achor must be willing. Hyrachor eggs are worth 1,000 
  argents each on the open market, while hatchlings 
  fetch 2,500 argents each. Professional animal trainers 
  usually charge about 750 argents to train a hyrachor.
   
  
  s246s
  KITESPIDER
  Kitespiders are small (only 12 inches across) and trans-
  parently invisible, unless they have recently fed, when 
  they appear a red-black.
  KITESPIDER 
  CR 1/2
  XP 200
  Tiny vermin
  Init +3; Senses tremorsense 30 ft.; Perception 
  +10
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 3 (1/2d8 +1)
  Fort +2, Ref +3, Will 0
  Immune mind-affecting effects
  OFFENSE
  Speed 20 ft., climb 10 ft., glide 30 ft.
  Melee Bite +5 (1d2 plus poison)
  Special Attack web (+5 ranged, DC 17, hp 2)
  STATISTICS
  Str 2, Dex 17, Con 12, Int —, Wis 11, Cha 2
  Base Atk +2; CMB -4; CMD 9 (21 vs. trip)
  Feats Weapon Finesse
  Skills Climb +8, Perception +10, Stealth +12; 
  Racial Modifiers +4 Perception, +4 Stealth, uses 
  Dexterity for Climb check
  ECOLOGY
  Environment any warm land
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 11; fre-
  quency 1/round for 2 rounds; effect 2d6 Constitu-
  tion damage; cure 1 save.
  Kitespiders are crafty predators who drop on their 
  unsuspecting prey from above. They deploy their 
  beautiful webs to catch the wind. Anchored to the 
  ground by a 12-foot thread, the deadly vermin soars 
  aloft on its “kite,” where it watches for prey. Even 
  when a kitespider’s 3-foot diameter web is deployed, 
  the spider and its kite are difficult to see.
  Kitespiders prefer to live in open fields and grass-
  lands. They may be found in the clefts of rocks or in 
  forests, provided there is a strong breeze. Kitespiders 
  will attack only creatures that are Medium or smaller 
  in size, unless threatened.
  Kitespider web is sometimes used by orks in court-
  ship rituals for “snaring” a mate. Orks will pay or 
  trade handsomely for a kitespider web.
  A kitespider hangs on the breezes until it spots a vic-
  tim within 30 feet of it anchor-web. The spider then 
  severs the anchor-web and drops down on top of the 
  prey, wrapping the victim’s head and shoulders in the 
  sticky webbing of the kite and biting them viciously.
  
  s247s
  KLOBBER
  These humanoids have lumpish features, stand be-
  tween 6 and 7 feet tall, and weigh in the vicinity of 200 
  to 250 pounds. Their skin ranges from dull light gray 
  to black, and their eyes are small, deep-set, and beady. 
  The klobbers’ muscular arms end in massive hands 
  that look and feel like stone and lend them their name.
  KLOBBER 
  CR 1/2
  XP 200
  Medium humanoid (monstrous)
  Init +0; Senses darkvision 60 ft.
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 11 (2d8+2)
  Fort +5, Ref +0, Will -2
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +5 (1d4+4)
  STATISTICS
  Str 18, Dex 10, Con 15, Int 9, Wis 7, Cha 10
  Base Atk +1; CMB +5; CMD 15
  Feats Power Attack
  Skills Acrobatics +3, Intimidate +4, Survival +4
  Languages Ogrish
  ECOLOGY
  Environment cold mountains and underground
  Organization gang (4-9) or war party (10-40 
  plus 50% noncombatants plus 1 4th-level task-
  master per 25 adults and one leader of 6-8th 
  level)
  Treasure standard (leather armor, other 
  treasure)
  Klobbers are a smaller, more aggressive cousin of the 
  ogre. They have a hatred for all humanoids, most es-
  pecially elves and dwarves. Legend has it that klob-
  bers were created by the Ancients to serve as their 
  body guards. The fact that klobbers are found among 
  the debris and detritus of ancient cities in the north-
  ern mountains of Loerem gives credence to the myth.
  Another proof that klobbers may once have been cre-
  ated by the Ancients is that they are fearful of pecwae, 
  who are believed by many to be descendants of the 
  Ancients. Since the pecwae themselves are usually 
  terrified at the sight of klobbers, any encounter be-
  tween the two generally ends with both parties flee-
  ing in opposite directions. A klobber will think twice 
  about attacking any party that includes a pecwae. If 
  they do attack, they try to avoid harming the pecwae.
  Klobbers live in small groups, hunting and raiding 
  for food and clothing. They never associate with oth-
  er humanoid culture, creature or monster, with the 
  exception of bonecrushers. Klobbers use bonecrush-
  ers as sentries, who receive prisoners to torture in re-
  turn for service. Klobbers wear leather armor of an 
  ancient design which they craft themselves.
  Klobbers rarely employ weapons, having long ago 
  forgotten the art of combat. Instead, they attack wild-
  ly with their fists unskilled, bashing at their oppo-
  nents in hope of overpowering them through sheer 
  strength. They do know they must eliminate spell-
  casters early on and try to gang up on one opponent 
  at a time.
   
  
  s248s
  KRIKNER
  These are small, stout winged fairies dwelling in the hill 
  countries and mountains of Loerem. They have a jolly 
  appearance, with sparkling eyes and long, pointed ears. 
  Krikners dress in ludicrous finery, with tall hats and 
  satin coats for males, silk and sequins for females.
  KRIKNER 
  CR 1
  XP 400
  N Tiny fey
  Init +7; Senses low-light vision; Perception +8
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 3 (1/2d6+2)
  Fort +2, Ref +4, Will +3
  Defensive Abilities invisibility; DR 5/cold iron; 
  SR 14
  OFFENSE
  Speed 20 ft.; fly 30 ft. (average)
  Melee dagger +3 (1d4-3)
  Spell-Like Abilities (CL Air 10th)
  At will—daze, mage hand, message, open/close 
  (DC 10)
  STATISTICS
  Str 5, Dex 17, Con 14, Int 10, Wis 12, Cha 13
  Base Atk +0; CMB -5; CMD 8
  Feats Improved Initiative, Weapon Finesse
  Skills Bluff +6, Escape Artist +6, Perception +8, 
  Sleight of Hand +13, Stealth +14; Racial Modifi-
  ers +6 Sleight of Hand, +6 Stealth
  Languages Sylvan
  ECOLOGY
  Environment cold and temperate mountains 
  and hill
  Organization gang (2-6), band (8-13), or tribe 
  (20-60)
  Treasure standard
  SPECIAL ABILITIES
  Invisibility (Su) A krikner remains invisible 
  even when it attacks. This ability is constant, but 
  the krikner can suppress or resume it as a free 
  action.
  Krikners are pranksters and practical jokers. Al-
  though their jokes may prove injurious to their vic-
  tims, they are rarely fatal. Krikners tie shoe-laces 
  together, unhook straps on armor and shields to con-
  found warriors, or use eye pokes and rib tickles to 
  make spellcasters lose concentration.
  Krikners are magical creatures, thriving on Air and 
  Fire magic. Their wasp-like wings make a low thrum-
  ming sound that rises to a shrill whine the faster they 
  fly. Krikners average about 1 foot tall and they are al-
  most as big around as they are tall.
  Dwarves believe that every krikner has a secret trea-
  sure stash and if a practical joke is played successfully 
  on a krikner, the creature must hand over its treasure.
  Krikners live in tribes that travel through the hills 
  and mountains of Loerem, bedeviling camps and 
  small villages. The tribe is led by an elder, who, after a 
  series of pranks and problems, demands a ransom in 
  return for the krikners’ departure. The ransom may 
  be for something of value or it may be ridiculous. For 
  instance, the krikner might ask for a feather from a 
  sparrow that once perched on a dragon’s nose. Kri-
  kners take particular glee in tormenting dwarves and 
  are often attracted to an adventuring party of which 
  dwarves are a part.
  Krikners do not normally attack creatures with 
  weapons. Instead, they engage in pranks and practi-
  cal jokes, causing “accidents” that can hurt a person 
  but rarely prove fatal.
   
  
  s249s
  MISTOR
  It has a clear, gaseous body about 2 feet in diameter.
  MISTOR 
  CR 2
  XP 600
  CE Small aberration (Air)
  Init +1; Senses blindsense 120 ft.
  DEFENSE
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 5 (1d8+1)
  Fort +2, Ref +1, Will +3
  Immune fire; silent; transparent; DR 10/magic
  Weakness vulnerable to electricity
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee grab +2 (no damage plus smother)
  Special Attacks smother
  STATISTICS
  Str —, Dex 12, Con 15, Int —, Wis 13, Cha 4
  Base Atk +2; CMB +2; CMD 12 (can’t be tripped)
  Feats Agile Maneuver
  ECOLOGY
  Environment any temperate or warm land
  Organization solitary or pack (2-5)
  Treasure none
  SPECIAL ABILITIES
  Silent (Ex) Mistors move in complete silence and 
  cannot be heard.
  Smother (Ex) On a successful grab, a mistor 
  envelopes the head of a creature of Medium or 
  smaller size. 
  The mistor’s body composition changes slight-
  ly to begin suffocating the victim. Once a mis-
  tor has attached itself to a prey, the only way to 
  break its hold is to damage it with magic.
  Transparent (Ex) Mistors are hard to see even 
  under the ideal condition. A creature must 
  make a successful Perception check (DC 28) to 
  notice one and avoid a surprise attack.
  Known as “fog lurkers” and “cloud demons,” mistors 
  live by choking the life from their victims. They lurk 
  in fog banks or “perch” in midair, waiting for prey 
  to happen by. Mistors live in places that are mostly 
  foggy or misty. They are the bane of sea coasts and of 
  orks in particular. Several mistors may travel togeth-
  er, but will split up to hunt. It is a mystery as to how 
  they communicate.
  Practiced assassins have been known to capture mis-
  tors in magically prepared barrels or bottles and then 
  plant them in a victim’s home. Mistors kill to survive, 
  preying on all manner of air-breathing creatures. 
  Once the mistor locates a prey, it descends and at-
  tempts to wrap itself around the victim’s head.
  The mistor does not feed on a victim, but absorbs the 
  life energy. Thus, mistor attacks often go undetect-
  ed, for the corpses provide few clues as to what killed 
  them. Mistors tend to remain in proximity until they 
  have drained the energy from every living humanoid 
  and animal.
  
  s250s
  OGRE
  The flesh of this creature’s face sags and droops. The 
  nose hangs limp over the mouth. It has large jaws, thick 
  teeth in back and protruding fangs in front. Its body is 
  covered in tufts of thick black and brown hair.
  OGRE 
  CR 3
  XP 800
  CE Large humanoid (giant)
  Init -1; Senses low-light vision; Perception +6
  DEFENSE
  AC 14, touch 8, flat-footed 14 (+3 armor, -1 Dex, 
  +3 natural, -1 size)
  hp 42 (5d8+20)
  Fort +8, Ref +0, Will +1
  OFFENSE
  Speed 40 ft. 
  Melee greatclub +9 (2d8+6)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 23, Dex 9, Con 18, Int 8, Wis 10, Cha 6
  Base Atk +2; CMB +9; CMD 18
  Feats Power Attack, Weapon Focus (greatclub)
  Skills Climb +7, Perception +6
  Languages Ogrish
  ECOLOGY
  Environment temperate forest, hill, plains, or 
  underground
  Organization solitary
  Treasure standard (hide armor, greatclub, other 
  treasure)
   
  Ogres are massive humanoids who survive by raiding 
  and pillaging. They are cowards, attacking only those 
  whom they consider weak and defenseless. They 
  speak Ogrish, although some of greater intelligence 
  can speak Isgniev, the language of the giants.
  Ogres stand more than 10 ft. tall, each weighing 
  more than 600 pounds. They wear hides to protect 
  their bodies from the cold and as protection in com-
  bat. Farmers fear ogres, calling them “terrors of the 
  harvest” or “harvest bane.” Ogres hibernate during 
  the winter and spring, emerging from their lairs in 
  the summer to ravage crops and devour livestock. 
  Farmers place ample bounties on ogres throughout 
  the year. Ogres leave deep impressions in soft ground 
  as they pass and are easy to track.
  Ogres are loners. They are encountered in groups 
  only when the scent of fresh crops attracts more than 
  one to the same location, where they grudgingly ac-
  cept each others’ company. They are drawn to mate 
  once every few years. The offspring grow to adult 
  stature in a single hibernation season. Ogres prefer 
  deep holes and caves for hibernation.
  An ogre is a ferocious opponent, bashing with heavy 
  fists or using uprooted trees as clubs. Ogres are ex-
  tremely individualistic, so much so that they cannot 
  band together to fight a common foe. They have no 
  concept of tactics or strategy. Ogres are always hun-
  gry and, if given a choice, will cease fighting if they 
  find something to eat.
  Ogres have no use for treasure. Wealth to them is a 
  sack of corn or a fat pig. Ogres rarely attack craft mer-
  chants, but almost always raid caravans that carry 
  foodstuffs. Ogres keep a persistent look-out for Trev-
  enici villages, for they know that the Trevenici store 
  their food in caves. A well-stocked Trevenici cave is 
  a treasure trove for an ogre that will not only feed in 
  it, but may choose to hibernate in it, as well. Needless 
  to say, Trevenici hate ogres and go out of their way 
  to kill one. Ogre teeth are highly prized trophies for 
  Trevenici.
   
  
  s251s
  PINKTAIL
  This is a large rat with a long snout that housed ra-
  zor-sharp teeth.
  PINKTAIL 
  CR 1/2
  XP 200
  CE small vermin
  Init +3; Senses low-light vision, scent; 
  Perception +4
  DEFENSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 
  natural, +1 size)
  hp 8 (1d10+3)
  Fort +5, Ref +5, Will +0
  Defensive Abilities swarm traits
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite -1 (1d4-2), 2 claws -6 (1d3-2), tail slap 
  -6 (1d2-1); swarm (1d8 plus disease)
  Special Attacks disease
  STATISTICS
  Str 7, Dex 17, Con 16, Int 2, Wis 11, Cha 2
  Base Atk +1; CMB -2; CMD 11 (15 vs. trip)
  Skills Climb +11, Perception +4, Stealth +13, 
  Swim +10
  ECOLOGY
  Environment any
  Organization swarm (3-12), pack (12-19), nest 
  (20-100)
  Treasure standard
  SPECIAL ABILITIES
  Disease (Ex) Bite—injury; save Fort DC 15, 
  onset 1d4 days, frequency 1 day, effect 1d4 
  Strength damage, cure 1 save.
  A pinktail’s black eyes are surrounded by bright pink 
  flesh. It is especially known for its 2-foot long fleshy, 
  pink tail. The pinktail’s fur is white or tan. They raid 
  garbage piles and dwellings in search of food.
  Whereas cessrats dwell exclusively in cities and ships, 
  pinktails can be found almost anywhere. Pinktails are 
  extremely adaptable to all sorts of climates and may 
  live in desert areas, mountainous regions or heavily 
  wooded areas, in cities or on farms. The only place 
  they do not go is aboard a ship. There have been 
  claims of pinktails running around inside the mag-
  ical Portals. Temple mages always indignantly deny 
  such accounts.
  A pack living in an area for more than a month builds 
  burrows and tunnels beneath the ground. Pinktails 
  scavenge everything from bones and rags to gold and 
  jewels. Once they’ve settled in it is almost impossible 
  to drive them off. The surest way to be rid of them is 
  to clean out the nest.
  Pinktails send out scouts in search of food. Once the 
  scouts locate food, some come back to bring the en-
  tire nest. Killing the scouts before they alert the nest 
  will avert a pinktail infestation. 
  Pinktails are not afraid of anything, including fire. 
  Those who try to hold off a pack with flaming torches 
  find that they are only wasting time.
  Pinktails live and fight in colonies. One is never found 
  alone. Several pinktails will join together to attack a 
  Medium-size or smaller opponent, endeavoring to 
  bring it to the ground by slapping its legs with their 
  tails and tripping it. They flee from larger adversaries.
  
  s252s
  SHNAY
  This is a four-legged canine with three-fingered paw-
  hands. It has a deceptively attractive face framed by 
  snow-white fur.
  SHNAY 
  CR 2
  XP 600
  N Medium magical beast
  Init +3; Senses low-light vision, scent; 
  Perception +10
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 
  natural)
  hp 22 (3d10+6)
  Fort +5, Ref +6, Will +1
  OFFENSE
  Speed 60 ft.
  Melee bite +6 (1d6+2 plus trip)
  Special Attacks hypnotic gaze
  STATISTICS
  Str 15, Dex 17, Con 14, Int 4, Wis 10, Cha 14
  Base Atk +4; CMB +6; CMD 19 (23 vs. trip)
  Feats Dodge, Mobility
  Skills Perception +10, Stealth +8, Survival +2 
  (+6 scent tracking); Racial Modifiers +4 Sur-
  vival when tracking by scent
  ECOLOGY
  Environment cold hill and plains
  Organization solitary, pair, or pack (3-12)
  Treasure none
  SPECIAL ABILITIES
  Hypnotic Gaze (Su) A creature within 40 feet of 
  shnay must succeed at a Will save (DC 13) or is 
  compelled to follow it.
  Shnay are wolf-like animals living in Loerem’s north-
  ern climes. Deadly adversaries, they are the bane of 
  elves, who offer bounties for their heads.
  Shnay prey on any living creature, although they typ-
  ically hunt the sick and the weak. No single beast is 
  dominant in shnay packs. They have no permanent 
  lairs but wander the frozen wastes hunting for food, 
  using their hypnotic gaze to lure larger creatures 
  away from their companions so a shnay pack can at-
  tack them.
  A shnay’s body is covered with long black, gray, or 
  tawny brown hair. It usually grows to about 5 feet 
  in length and stand about 3 feet tall at the shoulder. 
  Shnay communicate with each other through yips 
  and yowls.
  The elven hatred for shnay is legendary. An elven 
  tale to frighten children from straying too far from 
  home tells of an elven brother and his sister who ven-
  tured into the woods and were lured by shnay to their 
  deaths. Wealthy elven House members often ride out 
  on “shnay hunts,” taking with them specially bred 
  shnay-dogs. Some elven nobles claim their shnay-
  dogs are immune to the shnay’s hypnotic gaze, but 
  this has never been proven.
  The eyes of a shnay are extremely valuable to alche-
  mists and mages. Many potions of hypnosis have 
  shnay eyes as a main ingredient. A pair is reportedly 
  worth 10 orgents to an alchemist or mage.
  Packs of shnay work together to bring down large 
  prey, while a lone shnay only hunts Medium-size or 
  smaller creatures.
   
  
  s253s
  SKIG
  This undead creature is gaunt and mostly skeletal, 
  standing a little over 8’ tall. Its pale white parch-
  ment-dry skin is stretched so tightly over a skeletal 
  frame, the creature makes eerie creaking noises when 
  moving.
  SKIG 
  CR 3
  XP 800
  LE Large undead
  Init +0; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 13, touch 9, flat-footed 13 (+4 natural, -1 size)
  hp 32 (7d8)
  Fort +1, Ref +3, Will +6
  Defensive Abilities indestructible, undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +5 (1d6+6)
  STATISTICS
  Str 18, Dex 10, Con —, Int 10, Wis 14, Cha 17
  Base Atk +1; CMB +6; CMD 16
  Feats Blind-Fight, Lightning Reflexes
  Skills Acrobatics +5, Climb +9, Intimidate +12, 
  Perception +7, Steath +5
  ECOLOGY
  Environment forest
  Organization solitary or body (3-12)
  Treasure none
  SPECIAL ABILITIES
  Indestructible (Ex) Skigs are immortal. A 
  “killed” skig disintegrates into dust, only to re-
  form within one day’s time. The best current 
  solution to end a skig’s unnatural existence is to 
  scatter six equal portions of the skig’s remains 
  more than 10 miles apart in six different direc-
  tions. Reformation is believed to occur if any 
  portion is within 10 miles of each other.
  Creations of a failed Void experiment, these hideous 
  undead creatures hate all living things. The Temple 
  mages have done a great research into the skigs’ cre-
  ation, hoping to find a way to destroy them for good. 
  The Temple of New Vinnengael is known to store the 
  log of the Void wizard responsible for their creation 
  but, for fear of another Void mage revisiting the same 
  experiment, it is accessible only to a select few. Those 
  who perused the record told of the wizard’s desire for 
  an army of invincible warriors. He had plans to con-
  quer Dunkarga and crown himself king. 
  The Void wizard was careless in wording the instruc-
  tions to his creations, however; he commanded them 
  to kill all living beings, unfortunately qualifying 
  himself for their mission. The skigs proved extreme-
  ly obedient and slew the wizard instantly. Now they 
  roam aimlessly about the continent, still carrying out 
  their order. 
  Despite their scarcity, skigs are encountered through-
  out Loerem. They haunt the densest forests, where 
  civilized races fear to tread. Skigs are apparently driv-
  en solely by their intense hatred, mindlessly attacking 
  any living creature, no matter how powerful or well-
  armed.
  Skigs are formidable warriors. They detest casters of 
  all magic, including Void magic. A skig always attack 
  mages mercilessly once they avail themselves as such. 
  Skigs wear the tattered remnants of whatever they 
  wore when the Void reanimated them. 
   
  
  s254s
  SLURKER
  This is an enormous slime dwelling in subterranean 
  regions.
  SLURKER 
  CR 14
  XP 38,400
  N Gargantuan ooze
  Init -5; Senses blindsight 60 ft.; Perception -5
  DEFENSE
  AC 1, touch 1, flat-footed 1 (-5 Dex, -4 size)
  hp 198 (16d8+126)
  Fort +5, Ref +0, Will +0
  Defensive Abilities acid, camouflage; Immune 
  electricity, mind-affecting effects, ooze traits
  OFFENSE
  Speed 15 ft., climb 15 ft.
  Melee slam +19 (2d8+12 plus 1d8 acid and 
  paralysis and grab)
  Space 20 ft.; Reach 10 ft.
  Special Attacks constrict (2d8+12 plus 1d8 acid 
  and paralysis)
  STATISTICS
  Str 24, Dex 1, Con 23, Int —, Wis 1, Cha 1
  Base Atk +12; CMB +23 (+27 grapple); CMD 28 
  (can’t be tripped)
  Skills Climb +15, Perception -5
  ECOLOGY
  Environment any underground
  Organization solitary, pair, or amalgam (3-6)
  Treasure none
  SPECIAL ABILITIES
  Acid (Ex) When a slurker takes damage from a 
  slashing or piercing attack in melee, both the 
  attacker and weapon must succeed at a DC 20 
  Reflex save or take 5d6 acid damage each.
  Camouflage (Ex) A slurker looks like clear 
  pooled water until it moves. A successful Per-
  ception check (DC 25) is needed to recognize a 
  slurker for what it really is.
  Paralysis (Ex) Slurkers are capable of creating 
  tiny electrical impulses that render opponents 
  helpless. A creature hit by a slurker’s melee at-
  tack or constriction must succeed at a Fortitude 
  save (DC 18) or be paralyzed for 1d6 rounds.
  Slurkers prefer to feast upon carrion, but will stalk 
  and try to devour living prey, no matter how large. 
  They can often be found at the site of a recent un-
  derground battle, where wounded and dead are left 
  behind untended.
  A slurker is clear and looks like pooled water until 
  it moves. Slurkers often coalesce near the bottom of 
  a depression, waiting in ambush. Slurkers are sur-
  prisingly good climbers and will sometimes hang 
  suspended from ceilings and drop down on unwary 
  passers-by. The slurker can easily shape itself around 
  pillars and corners, and can flow up walls and cliffs. 
  Slukers can grow to about 50 feet in diameter and up 
  to 1 foot thick.
  Slurkers may come together to form an amalgam 
  when they are not feeding. When one needs to feed, 
  it will leave the enormous blob and glide off in differ-
  ent directions.
  Slurkers attack by enveloping their prey, pounding 
  their enemies and subjecting them to a crushing hold 
  until they succumb.
   
  
  s255s
  TAAN
  This reptilian humanoid’s round, exceptionally bright 
  cinnamon-black eyes appear too small for its large face. 
  Its ears are compact, with small flaps of hide protecting 
  the ear canals. The nose is canine-like: two openings set 
  a short distance above the mouth. A very small ridge 
  runs from the tip of the nose up to the forehead. Its 
  mouth is lipless and line with sharp teeth.
  TAAN 
  CR 1/2
  XP 200
  CE Medium humanoid (taan)
  Init +0; Senses scent, Void sense; Perception +1
  DEFENSE
  AC 13, touch 10, flat-footed 13 (+3 armor)
  hp 6 (1d8+2)
  Fort +4; +2 vs. necromancy Ref +2, Will +1
  OFFENSE
  Speed 30 ft.
  Melee bite (1d3+3), claw (1d4+3), or longspear 
  +4 (1d8+4/x3)
  STATISTICS
  Str 17, Dex 10, Con 14, Int 11, Wis 13, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats Power Attack
  Skills Climb +7, Intimidate +3, Perception +1, 
  Stealth +2, Survival +4, Swim -1; Racial Mod-
  ifiers Intimidate use Str instead of Cha for key 
  ability, -4 Swim
  Languages Taanic
  ECOLOGY
  Environment any land
  Organization company (2-4), squad (11-20 plus 
  2 3rd-level sergeants and 1 leader of 4-6th lev-
  el), or warparty (30-50 plus 15% noncombatants 
  plus 1 3rd-level sergeant for every 10 adults, 3 
  6th-level lieutenants, and 1 8th-level captain)
  Treasure standard
  SPECIAL ABILITIES
  Void Sense (Ex) The taan are naturally attuned to 
  Void magic. They can sense whether an item, 
  site, or person is tainted with Void. It is a Per-
  ception check (DC 10) for them to recognize 
  Void taint in an object or vicinity. For a living 
  creature, the taan must be no more than 5 feet 
  away and the DC is 15.
  The taan are a race never seen before on Loerem. 
  They appeared from nowhere to form the horde now 
  known as the Army of Dagnarus. A few taan were 
  first seen three years ago far in the west. Their num-
  bers have increased dramatically since that time. 
  Some speculate that they came here from another 
  part of the world through a rogue Portal. Most scoff 
  at this theory.
  This saurian race looks very different from others. 
  They are bipedal and bilaterally symmetrical, with a 
  carnivore’s forward-set eyes above a short muzzle. All 
  adult taan are muscular with broad shoulders, nar-
  row hips, and a thick chest. Their coarse dark hair is 
  worn long, falling to between their shoulder blades. 
  Taan hide is leathery and tough, varying in color 
  from shades of brown to near black. They have highly 
  acute senses of sight, hearing, and smell.
  Taan usually stand between 6’ and 7’ tall. Their wrists 
  are dense and bony, their elbows protrude. They have 
  oversized, calloused feet ending in four long toes 
  with dark brown to black short claws. In their own 
  desert part of the world, few taan wear shoes, but on 
  the rocky terrain of this side, they adopted footwear. 
  
  s256s
  Their hands are long, the palms wide with sinewy fin-
  gers and thick, dark nails. Taan females look much 
  the same as males but slightly smaller. They con-
  ceive and bear young similar to other humanoid rac-
  es. Taan mothers do not nurse the young and their 
  breasts resemble a male’s.
  Almost no taan warrior lives to old age. Taan taskers, 
  who are usually not involved in fighting, have been 
  known to live past one hundred years. A taan in his 
  fifties is considered an elder.
  Ritual scarring is popular among the taan. The scar-
  ring is an art and a means of expression for the taan. 
  Many taan scar themselves to commemorate a battle 
  or other noteworthy event. The most important scars 
  bear religious significance, created by taan Void mag-
  es who embed stones imbued with Void magic into 
  the designs. The stones heighten a taan’s ferocity in 
  battle.
  For dress, Taan favor animal hides and guardstrips 
  they have cobbled together from their enemies’ ar-
  mor. In many cases, ritual scarring is the only way 
  to differentiate a taan’s importance and prestige from 
  another. Social advancement in taan culture is pred-
  icated on an individual’s physical prowess, fighting 
  skills, and intelligence, in that order. Heritage had 
  played no role in a taan’s station. That has changed 
  with their arrival in a new land. 
  In their own land, all taan children were born with an 
  equal destiny, mainly because few taan children knew 
  their fathers. Years after their arrival in Loerem, taan 
  shamans by orders of Dagnarus began accounting for 
  all progenies of powerful and high-ranking warriors. 
  These children, regardless of gender, gain certain 
  privileges because of their lineage, though they are 
  still expected to earn their place.
  The taan developed their rigid social structure out of 
  necessity. The taan had lived in tribes roaming the 
  arid wastes of their homeland. Life was hard, but so 
  were the taan. Tribes often clashed over dwindling 
  resources. The victors ate, the losers perished. There-
  fore, warriors became revered among the taan. Not 
  only were warriors the protectors, the tribe’s very sur-
  vival depended on them. Chieftains, or “nizams” in 
  Taanic, always hailed from the warrior ranks.
  Shamans were taan showing a particular talent for 
  Void magic early in life. 
  They must also exhibit intellect, for they were to de-
  cide the fate and welfare of the tribe. Shamans could 
  be excellent warriors in their own right, but were not 
  specifically trained for combat. They preferred dev-
  astating their opponents with magic. In many tribes, 
  the shamans were the guiding force behind the often 
  brutish nizam. 
  The lowerest of taan society were the taskers. Taskers 
  of both genders were responsible for domestic duties, 
  as well as forging weapons and armor. They were not 
  honored as were their warrior brethren, or much at 
  all, but still served an irreplaceable part in the taan 
  culture. Taskers were rarely slain in battles, but rath-
  er captured alive and assimilated into the victorious 
  tribe.
  Slaves had no place at all in the taan culture. Slaves 
  were of no importance. They were mistreated, beat-
  en, starved, or murdered with impunity. No taan was 
  ever made a slave, not even by an enemy. Enemy taan 
  warriors were given honorable deaths, while taskers 
  and shamans were absorbed into the fold. Slaves in 
  the old taan territory were most often human, a weak 
  race the taan subjugated or, in some parts, extermi-
  nated entirely.
  The taan society in Loerem remains largely un-
  changed. Dagnarus and his Vrykyl taught the taan to 
  smelt iron and create steel, improving the quality of 
  their weaponry. 
  The taan have also adopted a militaristic organiza-
  tion, installing a definitive command hierarchy that 
  begins with the Lord of the Void, continuing through 
  the Vrykyl down to the lowliest taskers.
  Taanic, the taan language, is guttural and highly in-
  flected, interspersed with pops and whistles. Lacking 
  lips to pronounce softer sounds, the taan use clicks 
  and throaty growls to communicate. Other races find 
  the language impossible to speak. Dagnarus comple-
  ments his communication with them with his mental 
  powers, while the Vrykyl use sign language.
  Taan are adept in Void magic. They are advantaged in 
  Void magic and disadvantaged in all other elements. 
  Taan mages do not need to draw on their own life 
  energy to wield Void magic, as do other Void mages. 
  The taan embed crystals enchanted with Void magic 
  beneath their hides. The energy in the crystals (the 
  most basic is rock salt, the most potent is diamond) 
  powers their magic..
  
  s257s
  THERMRIDER
  This creature has huge bat-like wings that extend from 
  the shoulders. Its feet and hands end in sharp claws, 
  and its bodies is covered in tough leathery hide that is 
  light blue, yellow, or white in color.
  THERMRIDER 
  CR 2
  XP 600
  CE Medium magical beast
  Init +2; Senses low-light vision; Perception +4
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 
  natural)
  hp 26 (3d10+9)
  Fort +6, Ref +5, Will +1
  OFFENSE
  Speed 40 ft., fly 80 ft. (average)
  Melee bite +5 (1d6+2), 2 claws +5 (1d4+2 plus 
  rend)
  Special Attacks rend (2 claws, 1d8+3)
  STATISTICS
  Str 14, Dex 15, Con 16, Int 8, Wis 10, Cha 12
  Base Atk +3; CMB +5; CMD 17
  Feats Multiattack
  Skills Fly +6, Perception +4, Stealth +10; Racial 
  Modifiers +6 Stealth when flying
  Language Thermrider
  SQ fragile
  ECOLOGY
  Environment warm desert
  Organization solitary, pair, or pack (3-9)
  Treasure standard
  SPECIAL ABILITIES
  Fragile (Ex) Thermriders’ bones are fragile. A 
  thermrider sustaining a single blow doing more 
  than half of its remaining hit points in damage 
  suffers a fracture and the sickened condition un-
  til healed.
  A thermrider is predatory killer that attacks and eats 
  anything that doesn’t eat it first.
  A thermrider’s bony head has a square jaw lined with 
  pointed, needle-sharp teeth and two fangs for tearing 
  the flesh from the bones of their prey. Their eyes are 
  clear, protected by a crystalline coating secreted from 
  glands behind the eye sockets. (A thermrider’s crystal 
  eyes are valuable, fetching as much as 10 orgents.)
  Thermrider bones are hollow and extremely light. 
  This lets thermriders sail on the hot air rising off the 
  desert without expending precious energy. They nest 
  in gorges or dry river beds. 
  They carry felled prey back to the lair, where parents 
  and young dine on the fresh kill. 
  Thermriders speak a low-pitched, primitive lan-
  guage. Those who have communicated with ther-
  mriders have found them willing to cooperate with 
  other creatures to make a kill, but have no concept 
  of loyalty.
  Thermriders prefer to hunt in packs, ranging over 
  many square miles every day. A thermrider that 
  has just eaten usually tries to flee a fight or scare off 
  its foe. A hungry thermrider attacks anything that 
  moves. Thermriders are not scavengers. They eat only 
  the flesh of new kills. If at all possible, thermriders 
  swoop in on prey from above by surprise.
   
  
  s258s
  TROLL
  Known as one of the Ancient Races, these are 
  two-headed, ham-fisted, brutish humanoids. They 
  stand between 6 and 8 feet tall with green, brown or 
  black blotchy skin. Their long arms end in three fingers 
  and sharp, two-inch-long black claws.
  TROLL 
  CR 1
  XP 400
  CE Medium monstrous humanoid
  Init +1; Senses low-light vision; Perception +2
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 
  natural)
  hp 15 (2d8+6)
  Fort +3, Ref +4, Will +2
  OFFENSE
  Speed 30 ft.
  Melee bite +3 (1d4), 2 claws +5 (1d4+3), or 
  battleaxe +5 (1d8+3)
  STATISTICS
  Str 16, Dex 12, Con 17, Int 8, Wis 7, Cha 7
  Base Atk +2; CMB +5; CMD 16
  Feats Intimidating Prowess, Multiattack
  Skills Intimidate +5, Perception +2, Stealth +5
  Languages Isgniev
  ECOLOGY
  Environment temperate and warm land
  Organization solitary, pair, gang (2-3), or band 
  (6-10)
  Treasure standard (battleaxe, other treasure)
  Trolls’ skin coloration varies according to their sur-
  roundings. A troll living in a forest tends toward the 
  green, whereas a troll encountered in the plains or 
  desert is brown. The coloration also changes to match 
  their current environments. 
  It is presumed there are both male and female trolls, 
  but if so, there is no visible difference between the 
  genders. No one knows how they breed. Trolls wear 
  no clothing other than a belt from which to hang a 
  stolen weapon, usually a battleaxe.
  Trolls are omnivorous, but prefer the taste of meat, 
  especially human flesh, but they do not hesitate to 
  dine on elf or any other creature.
  Trolls live beneath bridges and around fords. They 
  lurk in hiding until someone endeavors to pass, then 
  they come out of their hiding places and demand 
  tribute. This may take the form of gold and jewels, or 
  they may demand that all women or children in the 
  party be turned over to them as their slaves. Slaves 
  do not last long among trolls, since trolls are fond of 
  late-night snacks.
  Trolls do not congregate in large populations but in 
  small family groups known as “gangs.” In general, 
  trolls from one gang do not get along well with trolls 
  from another, although sometimes troll gangs will 
  come together to form a larger family unit, accepting 
  each other as brethren.
  The largest and fiercest troll is always the leader of 
  any troll community. This leader keeps and buries 
  tribute in a secret place marked by clues that can be 
  read easily by other trolls, but not so easily by anyone 
  else. 
  Trolls prefer to ambush their victims, one reason they 
  live near difficult or perilous crossings. A favorite tac-
  tic is to wait until the victim is on the bridge, then 
  block both ends and demand ransom. If refused, the 
  trolls attack with ferocity, intent on killing and eating 
  or enslaving any who deny them. Trolls have a rudi-
  mentary knowledge of tactics and always have many 
  different plans for dealing with noncompliant travel-
  ers, while using the terrain to their advantage.
   
  
  s259s
  VULCWORM
  This worm with a large mouth is about 2 feet long and 
  has thirty or more segments. The body matches the col-
  or of the rock it lives under, ranging from a sandy red 
  to a glistening black.
  Vulcworm 
  CR 1/2
  XP 200
  N Small magical beast
  Init +1; Senses tremorsense 60 ft.; Perception +2
  DEFENSE
  AC 16, touch 12, flat-footed 15 (+1 Dex, +4 
  natural, +1 size)
  hp 2 (1/2d10)
  Fort +0, Ref +1, Will +0
  Defensive Abilities acid
  OFFENSE
  Speed 15 ft., burrow 10 ft.
  Melee bite +0 (1d4 plus grab)
  Special Attacks acid (1d6)
  STATISTICS
  Str 6, Dex 12, Con 10, Int 1, Wis 10, Cha 6
  Base Atk +2; CMB -1 (+3 grapple); CMD 10 
  (can’t be tripped)
  Skills Perception +2; Racial Modifiers +6 
  Perception to spot precious minerals and ore
  ECOLOGY
  Environment underground
  Organization solitary, or school (2-6)
  Treasure none
  SPECIAL ABILITIES
  Acid (Ex) A vulcworm secretes a digestive acid 
  from its mouth that can quickly dissolve organ-
  ic material, metal and stone. The acid deals 1d6 
  points of damage each round that a vulcworm is 
  attached to an opponent (i.e., with its grab). The 
  acid destroys armor or clothing (if any) before it 
  begins corroding flesh.
  Vulcworms have large mouths that secrete acid to di-
  gest the gems and precious minerals that they feed 
  on. Above the mouth are six tiny black eyes. Vul-
  cworms can detect gems and precious metals from 
  a great distance.
  Vulcworms burrow in mountains, particularly those 
  with rich veins of gold or silver. Miners often employ 
  warriors or mages to capture vulcworms alive, since 
  they can be used to find veins of ore. Vulcworms 
  are also attracted to tombs, particularly if the dead 
  are buried with jewels or precious metals. They are 
  drawn to any lair containing hoards of treasure, in-
  cluding the lairs of dragons.
  With the arrival of the taan on Loerem, the vul-
  cworm has found new prey. Since the taan regular-
  ly embed precious gems under their hide to power 
  their Void magic spells, they have become targets for 
  the vulcworms. They care nothing about taan flesh, 
  but seek only to devour the gems hidden beneath the 
  hide. Since vulcworms can be trained for use in the 
  mines, some who have fought the taan suggest that 
  vulcworms might be trained for use against taan war-
  riors, although no one is quite certain how to do this.
  Vulcworms metabolize the metals and other stones 
  and gems they eat. Some of the metals recently di-
  gested can be retrieved if the body is smelted, but the 
  gems are worthless.
   
  
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  ZOMBITE
  These are small, tadpole-like creatures with nee-
  dle-sharp tails. They shine with an eerie green glow 
  when in the water and can be detected by alert char-
  acters.
  ZOMBITE 
  CR 2
  XP 600
  NE Fine aberration (aquatic)
  Init +6; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 24, touch 24, flat-footed 18 (+6 Dex, +8 size)
  hp 1 (1/4d8)
  Fort +0, Ref +6, Will +2
  OFFENSE
  Speed swim 30 ft.
  Special Attacks Possession
  STATISTICS
  Str 1, Dex 23, Con 11, Int 8, Wis 10, Cha 11
  Base Atk +0; CMB -2; CMD 3 (can’t be tripped)
  Feats Agile Maneuver
  Skills Perception +8, Stealth +10
  ECOLOGY
  Environment temperate aquatic
  Organization solitary, school (2-5), or pack 
  (6-11)
  Treasure none
  SPECIAL ABILITIES
  Possession (Ex) Once a zombite is inside a 
  character’s mouth, the target must make a Forti-
  tude save (DC 15) to spit out the zombite before 
  it can stitch his mouth shut and infect his brain. 
  Otherwise, the character must succeed at a Will 
  save (DC 20) every round to retain control of his 
  body. Failure means he succumbs to the zombite 
  and is under its complete control. Once in con-
  trol, the zombite can force him to fight, although 
  he does so awkwardly and clumsily (-6 to all at-
  tack rolls and skill checks). A zombite-possessed 
  character may be restrained or incapacitated, 
  but the zombite will not permit the creature to 
  feed or drink, slowly killing its host, all the while 
  feeding on the victim from the inside. The surest 
  way to save a victim is with the disrupt undead 
  spell. Unfortunately, removing a zombite causes 
  1d4 temporary ability damage to the character’s 
  Intelligence and Wisdom. Attempts to remove 
  a zombite without using disrupt undead so far 
  have always met fatality for both the victim and 
  the zombite.
  Zombites live in the wild, swimming in fresh water 
  lakes, ponds, and streams. They lurk near the shore 
  where creatures come to drink, in the hope of swim-
  ming into the creature’s mouth, enabling them to 
  possess the creature.
  A zombite is non-combative, easily smashed beneath 
  a heel. Once a zombite has taken over a victim, how-
  ever, it forces the victim to head for the nearest body 
  of water and drown himself. The zombite then lays a 
  clutch of eggs in its victim’s brain. The eggs will hatch 
  in two weeks.
  When consumed by an animal, the zombite uses its 
  sharp tail to sew the victim’s mouth shut. Antennae 
  then grow rapidly, penetrating the brain and taking 
  over the victim’s mind. 
  
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  CHAPTER FOURTEEN: 
  FLESH AND BONE
   “Flesh and Bone” is a Sovereign Stone adventure designed for a party of 4 to 6 
  1st-level characters and can be used to start a new Sovereign Stone campaign. Do 
  not let the players see the map for this adventure, as it reveals the location of key 
  encounters and plot points.
  
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  ADVENTURE        
  BACKGROUND
  The village of Ordent is located roughly three hun-
  dred miles east of the ruined city of Old Vinnengael. 
  During the battle for Vinnengael, led by Dagnarus, 
  Lord of the Void, a squad of Dunkargan soldiers 
  and battle mages became separated from their unit. 
  Hard-pressed by Vinnengaelean troops, the Dunkar-
  gans fled the field. Some intrepid Vinnengaelean he-
  roes chased them down, eventually meeting them in 
  battle near Ordent. The Dunkargan party was wiped 
  out to a man. Their bodies were entombed in a near-
  by cavern.
  About fifty years later, some pecwae discovered sil-
  ver in the area around the cavern. Humans heard of 
  the discovery and moved in, displacing the pecwae 
  who fled west. A mining town sprang up. The min-
  ers reported seeing ghostly figures wandering about 
  the cavern. Rumors told that the cavern was haunted 
  and no miner would go near it. Years later, the mine 
  played out and the fortune-seekers left. Now, genera-
  tions later, the village is a way-point for those travel-
  ing between the cities Tinnafah and New Vinnengael.
  The villagers have lived in peace for over a hundred 
  years. Recently, however, they have become suspi-
  cious of a strange hermit who has shocked the vil-
  lagers by moving into the haunted cavern. The old 
  man, dressed in tattered gray robes, comes into the 
  village to purchase food and supplies. He never stays 
  long. When the friendly villagers tried to engage him 
  in conversation, he glowered at them and refused to 
  speak. Seeing that the old man’s hands and arms are 
  wrapped in bandages, some in the village have con-
  cluded he must be a practitioner of Void magic, while 
  others (those who like his money) contend the poor 
  man must have some sort of disease.
  Two young boys decided to solve this mystery and 
  followed the old hermit back to the cavern. The boys 
  returned, pale and gasping with terror. They claimed 
  to have witnessed the man call forth a ghost from the 
  cavern. Hearing this tale, two burly men, who serve 
  as Ordent’s village guard, set off to investigate. That 
  was two days ago and they have still not returned. 
  Now more witnesses have come forward to say they 
  have seen the old man wandering about the grave-
  yard outside of Ordent. No one knows what dark arts 
  are being practiced, but the villagers are terrified and 
  looking for help.
  
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  ADVENTURE SUMMARY
  Kellis is an elderly Void wizard. He has been perse-
  cuted for his practices. This mistreatment has left 
  him bitter and at odds with the rest of the world. Al-
  though he is a Void practitioner, he has never sought 
  to hurt anyone. He simply wants to be left alone to 
  further his studies into the Void, to pursue magic that 
  people in “respectable” society cannot tolerate.
  The old wizard has come to Ordent for a reason. He 
  recently acquired a small quantity of midnight in-
  cense — a Void-enchanted item that enables com-
  munion with the souls of the dead. His research into 
  the fall of Old Vinnengael revealed that many of the 
  Dunkargan Void wizards who died in the service of 
  Prince Dagnarus, along with soldiers who guarded 
  them, were entombed in a cavern close to the village. 
  These Void wizards were some of the most power-
  ful to have ever lived. They were wise in the secrets 
  of Void magic and carried their knowledge to their 
  graves. Kellis has been using the midnight incense 
  to summon the spirits of the long-dead wizards and 
  learn their secrets to increase his personal proficiency 
  with the Void. When Kellis discovered that the boys 
  had been spying on his cave, he knew his research 
  was in danger. Searching the rocky ravine, he found 
  an ogre in full hibernation. He trapped the huge beast 
  under a rock fall, drained its life, and created an un-
  dead ogre guardian. 
  The zombie ogre made short work of the two burly 
  villagers. Then these two were also drafted into the 
  ranks of the void Wizards’ undead servants. Kellis is 
  angry at the villagers. He spent money in their vil-
  lage, went out of his way to avoid hurting anyone, and 
  now this. 
  He is determined to continue his research, though 
  he can always flee Ordent, for he has discovered that 
  within the cave is hidden a magical Portal…
  The party gets caught up in the conflict between Or-
  dent and the hermit Void wizard. At the outset, Kellis 
  sends the two undead guardsmen back to the village. 
  They have scrolls nailed to their chests. He does this 
  to distract the people of Ordent from his activities in 
  the graveyard, where he is creating more zombies to 
  serve him. The characters have to fight the zombies if 
  they find him there, while Kellis flees back to his lair.
  Once the party has defeated the graveyard zombies, 
  they must track Kellis back to the cave, which is 
  guarded by the zombie ogre. Once inside, the Void 
  mage collapses the ceiling, hoping to kill the charac-
  ters under a mountain of rocks. 
  He then orders the animated skeletons of the an-
  cient Dunkargan warriors to defend him. At the very 
  worst, Kellis abandons his plans and attempts to flee 
  through the Portal. Whether he is slain or simply 
  driven away, the village of Ordent is grateful that the 
  local dead can finally rest peacefully.
  FOR CHARACTERS OF        
  HIGHER LEVEL
  Although designed for a low-level party, “Flesh and 
  Bone” can be adapted to provide challenges for more 
  experienced adventurers. Modify Kellis’s level and 
  give him access to more spells. Adding skeletons, cre-
  ating a zombie from a giant (or even a bahk), increas-
  ing the danger of the rock fall, and adding levels of 
  fighter or rogue in addition to Void mage will make 
  Kellis a more formidable adversary.
  
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  s266s
  INTRODUCTION
  This adventure can be used with any party visiting 
  or passing through the village of Ordent. During 
  their first day in Ordent, conversation with locals 
  (see below) should reveal much about local events as 
  detailed in Adventure Background. In addition, they 
  might hear any of the following:
  • 
  The wizard is not truly alive but one of the 
  entombed Dunkargan wizards brought to life 
  by the Void. (False)
  • 
  Gaelin and Marcus, the two guardsmen, were 
  killed while investigating what the young 
  boys saw. (True)
  • 
  The Void wizard is seeking revenge upon the 
  two young boys, Tolwyn and Cael, for spying 
  upon his forbidden arts. (False)
  • 
  The Void wizard is preparing to raise an un-
  dead army to attack New Vinnengael. (False)
  • 
  Vultures have been seen circling over the site 
  of the old silver mine. (True. They’re drawn 
  by the rotting corpse of the zombie ogre.)
  If the adventurers decide to leave town during the 
  day, the events of this adventure take place in the 
  afternoon rather than at night. (Modify the descrip-
  tions to reflect daytime. Time of day does not affect 
  the events of the adventure.)
  ALTERNATE ADVENTURE HOOKS
  If the party is not likely to act on its own to aid the 
  village, they might hear of the town’s troubles in a 
  neighboring community or from a passing trade 
  caravan. They hear about a reward (determined by 
  the GM) for anyone who can “slay or remove” a Void 
  wizard plaguing the community. Other possibilities 
  include:
  A Vinnengaelean character in the party is from Or-
  dent. He receives a message from a friend or family 
  member telling him of the Void wizard, adding that 
  the grave of a fondly-remembered relative has been 
  disturbed.
  The party encounters a messenger sent from Ordent 
  to the city of Krammes. The scroll he carries details 
  the recent events in the community. He begs for help 
  and offers a reward.
  While traveling through the wilderness, the group 
  stumbles upon the zombie guardsmen on their way 
  back to Ordent. The zombies have scrolls nailed to 
  their chests (see Event 1: The Guardsmen Return).
  LOCATIONS & EVENTS
  The adventure takes place in four main locations on 
  the map: (1) the village of Ordent, (2) the cemetery, 
  (3) the gorge, and (4) the cave. These locations and 
  the events that take place there are described below.
  LOCATION 1: ORDENT
  Ordent is a small community that is almost entire-
  ly self-sufficient. The villagers have struggled many 
  years to simply survive. Now, with the increased traf-
  fic between New Vinnengael and Tinnafah, they are 
  finally starting to see their village grow. They do not 
  want to do anything that might discourage visitors 
  and this Void wizard is definitely bad for the tour-
  ist trade. Besides the homes of the resident families, 
  places of interest are noted below.
  Bakery: A widow named Marissa and her unmarried 
  twin daughters, Cleo and Chloe, run the local bakery. 
  They sell the usual assortment of breads, but are fast 
  becoming known throughout this part of the country 
  for their scrumptious candies and sweetmeats. Ma-
  rissa’s daughters are nearing the age of majority and 
  she is constantly seeking wealthy husbands for them, 
  while trying to keep the riffraff away from her girls.
  Constabulary: The chief guard, Gaelin, and his as-
  sistant, Marcus, rule this office with a single jail cell. 
  It is currently locked (DC 20 Disable Device check) 
  and abandoned. Provides no useful information if 
  searched.
  Smithy: A bearded, middle-aged Vinnengaelean 
  named Gerald operates the smithy, which sells old 
  mining equipment, farm implements and a few dag-
  gers. He once worked for the army and is capable of 
  producing all simple and martial weapons when giv-
  en enough time. Gerald is very talkative and wastes 
  time chatting when he should be working, leaving 
  him forever behind on projects.
  “The Fountain”: Ordent’s only inn and tavern, the 
  Fountain is someplace where the party could spend 
  the night during their stay in Ordent. The inn is the 
  property of Otis and Vespa, a husband and wife team. 
  
  s267s
  They manage to swap duties as host, cook and bar-
  keep, all the while keeping up with a steady stream 
  of local gossip.
  EVENT 1: THE GUARDSMEN    
  RETURN
  This event occurs either the first night of the charac-
  ters’ stay in Ordent, or immediately if they decide to 
  leave the town (to investigate the rumors or simply 
  find some place more interesting). Hoping to con-
  vince the villagers to mind their own business, Kellis 
  sends the zombie guardsmen back into the village as 
  a warning.
  If the party is indoors, they hear a female (one of the 
  baker’s daughters) scream for help from outside, near 
  the village well. When they come out, read the fol-
  lowing:
  The smell of rotting flesh makes you gag. Looking 
  east, you see two figures slowly shambling toward the 
  village. Their stiff and awkward movements indicate 
  that something is horribly wrong with them.
  The party should not have a difficult time guessing 
  the true nature of the figures. Kellis has nailed a scroll 
  paper to the chests of both men. Though spattered 
  with blood, both scrolls are identical and readable 
  (written in Elder Speak): “Stay safe in your warm 
  homes. Do not enter the gorge or you will join them.”
  After the battle is over, the party might be able to hear 
  the faint sound of chanting in the distance with a Per-
  ception check (DC 20). It is Kellis, animating more 
  zombie corpses in the cemetery. If they hurry toward 
  the noise, they will catch him in the act.
  If no one in the party hears anything, a woman (Ma-
  rissa) screams, “He’s in the graveyard! Gods help us… 
  He’s in the graveyard!” If the party does not interfere, 
  the zombies from the cemetery enter the gorge and 
  join with the ogre zombie there.
  ZOMBIES (2) 
  CR 1/2
  hp 13 each; B 288 (human standard zombies)
  TACTICS
  Before Combat The zombies have been instruct-
  ed to walk to the well and to attack anybody hin-
  dering them. They let people come close enough 
  to read the scroll, but will attack anyone show-
  ing any sign of threat.
  During Combat If no adventurer tries to kill the 
  zombies, they attack the baker’s daughter and/or 
  the party, whoever is closest.
  Morale The zombies fight until destroyed. 
  LOCATION 2: CEMETERY
  The cemetery in Ordent is ancient. The grave inscrip-
  tions date back nearly two hundred years. Some of 
  the markers are elaborate hand-carved headstones, 
  while others are crude wooden stakes shoved into the 
  ground. Family graves are clustered together and, for 
  those interested, could reveal a good portion of the 
  small town’s history.
  If the party responds to Kellis’ presence in the grave-
  yard, they arrive at the cemetery’s western edge. Five 
  zombies are crawling out of the ground from a pow-
  erful Void spell. The corpses are very rotten, with 
  worms, centipedes and other vermin infesting what’s 
  left of their bodies. They wear the tattered remnants 
  of their burial clothes, the sight of which causes the 
  residents of Ordent to become shaken.
  Kellis has suffered 7 hit points of damage from spell-
  casting and is resting on a nearby tombstone. As the 
  zombies rush the party, Kellis casts darkness and slips 
  away back to the gorge.
  ZOMBIES (5) 
  CR 1/2
  hp 14, 15, 16, 19, 20; B 288 (human standard 
  zombies)
  TACTICS
  During Combat Kellis orders the zombies to at-
  tack the group.
  Morale The zombies fight until destroyed.
  LOCATION 3: THE GORGE
  In the dim light, you can barely make out a huge 
  shape standing in front of a cave on the floor of the 
  gorge. The stench of decay and the buzzing of lies 
  lead you to believe this abomination is another rot-
  ting corpse brought to life by the power of the Void.
  The gorge lies within a mile of Ordent’s cemetery. 
  The party could visit the abandoned silver mine that 
  in times long past had made the village wealthy. The 
  mine is now infested by a pack of pinktails. The party 
  will not find any silver. Characters traveling further 
  south will see the hulking form of the zombie ogre 
  guarding a cave entrance.
  
  s268s
  While fighting the zombie ogre, anyone can make a 
  Perception check (DC 15) to hear chanting inside the 
  cave.
  OGRE ZOMBIE (1) 
  CR 3
  CE Large undead humanoid (giant)
  Init -1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 11, touch 8, flat-footed 11 (-1 Dex, +3 natu-
  ral, -1 size)
  hp 34 (4d10+3)
  Fort +1, Ref +0, Will +4
  Immune undead traits
  OFFENSE
  Speed 40 ft. 
  Melee slam +5 (1d8+4)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 17, Dex 8, Con —, Int —, Wis 10, Cha 1
  Base Atk +2; CMB +9; CMD 18
  Feats Power Attack, Toughness
  Skills Climb +7, Perception +6
  TACTICS
  Before Combat Kill anyone trying to enter the 
  cave.
  During Combat The ogre zombie does not pur-
  sue anyone more than 20 feet from the cave en-
  trance.
  Morale The ogre zombie fights until destroyed. 
  LOCATION 4: BURIAL CAVE
  The cave mouth leads to a rough tunnel. The passage 
  extends to the southwest at a slightly downhill angle. 
  An unnatural cold seems to permeate the path. For 
  characters who make a successful Craft (stonema-
  sonry) or Knowledge (engineering) check (both DC 
  20) when studying the tunnel, they notice the ceiling 
  above the cave entrance has only minimal support.
  EVENT 2: CAVE-IN!
  You have made it nearly 30 feet down the tunnel 
  when you hear the sound of stone grinding against 
  stone and see dust start to trickle from the ceiling. 
  You have little time to react as the top of the cavern 
  begins to fall down around you!
  Anyone able to see 50 feet down into the passage can 
  see Kellis standing at a turn where the corridor twists 
  90-degree to the left. He spots them and casts a Void 
  shatterblast from a scroll, directing the force at the 
  loose rocks above the characters. It’s a trap!
  The cave-in begins right at the mouth and spreads to 
  the party almost immediately. Only characters still at 
  the entrance have the option to run out of the cave. 
  Those doing so are trapped on the outside, as it will 
  take several days of excavation to clear the tunnel.
  After releasing the trap, Kellis retreats past the burial 
  chamber.
  CEILING CAVE-IN 
  CR 2
  Type mechanical; Perception n/a; Disable 
  Device n/a
  EFFECTS
  Trigger location; Reset none
  Effect 2d6 damage, DC12 Reflex (half); charac-
  ters who take damage are also pinned; pinned 
  characters take 1d6 points of subdual damage 
  per minute until freed, roll vs. 20 CMD per 
  round to free self; a character falling uncon-
  scious must succeed at a DC 15 Fort save or take 
  1d4 points of normal damage per round until 
  freed.
  LOCATION 4A: BURIAL CHAMBER
  The narrow passage turns a sharp left and opens into 
  a pocket. On the left wall, numerous alcoves have 
  been carved out of the rock. In each alcove is a skel-
  etal body of a long-dead warrior, his weapon lying 
  across his chest. Above the warriors, other alcoves 
  house unarmed skeletons dressed in robes. There are 
  words carved into the stone, though they are difficult 
  to decipher in the dim light.  
   
   
   
   
   
   
   
   
  Further down the passage, the gray-robed figure of 
  the Void wizard glares at you. He is shouting some-
  thing. A crossbow lies propped up against the wall 
  beside him.
  This tunnel pocket is 20 feet tall and about 25 feet 
  wide. There are ten alcoves at the bottom of the wall, 
  six of which hold the skeletons of warriors and four 
  contain the remains of wizards.
  Kellis shouts to the party in Karna: “Faithful in life, 
  faithful in death! Protect those in your trust!” If no 
  one understands him, they have a pretty good idea he 
  is casting a spell. Kellis had cast command dead a few 
  days ago, and is now calling upon the skeletons to aid 
  him against the party. Instantly, the warrior-skeletons 
  leap from their burial alcoves and land upright on the 
  floor to face the party.
  
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  When defeat becomes obvious, Kellis beats a hasty 
  retreat (perhaps with the help of another darkness 
  spell) toward the Portal (location 4e).
  SKELETONS (6) 
  CR 1/3
  hp 3, 6, 7, 7, 8, 11; B 250 (human standard skel-
  etons)
  TACTICS
  Before Combat The skeletons wait inside their 
  alcoves for their master’s command to attack.
  During Combat The skeletons drop their rusted 
  weapons and attack with their bony claws.
  Morale The skeletons fight until destroyed. 
  If the party takes the time to study this area in detail, 
  they might be able to read the inscriptions (written in 
  the Dunkargan language, Karna). The first, directly 
  below the robed skeletons, reads: “These mages gave 
  their lives and souls to the Void in service to the dark 
  prince, the Lord of the Void.” Below the alcoves of the 
  warrior-skeletons, another inscription reads: “Here 
  are the chosen guards of the Void Lord’s wizards. 
  Faithful in life, faithful in death.”
  A successful Knowledge (history) check (DC 15) re-
  veals these to be the Void wizards and soldiers who 
  served Dagnarus in his attack on Old Vinnengael. 
  Read the first paragraph of Adventure Background to 
  the players.
  If the party thoroughly searches the alcoves of the 
  Dunkargan warriors, they find a large steel shield in 
  three of them, each painted with a symbol of a sun 
  rising over a mountain. A successful Knowledge (no-
  bility) or Knowledge (history) check (DC 10) reveals 
  this to be the Imperial Symbol of Dunkarga. These 
  shields are worth up to 75 argents to a collector. In 
  addition, they find in hidden compartments five 
  longswords in good condition and one longsword 
  that is obviously superior to the others. It is made of 
  an exceptionally strong alloy, with superior balance, 
  and has held an edge for hundreds of years. A ruby 
  is embedded in the hilt. This sword is a masterwork 
  longsword that grants a +1 (non-magical) enhance-
  ment bonus to attack rolls and is worth 400 argents 
  on the open market.
  LOCATION 4B: DEAD END
  A foul smell comes from this corridor, which extends 
  for 80 feet, then comes to a dead end. Judging from 
  the smell, someone has been using this area as a privy 
  and refuse dump.
  Searching through the refuse reveals nothing. Kellis 
  does not come in here during the adventure.
  LOCATION 4C: SLEEPING    
  QUARTERS
  At the end of this 50-ft. corridor is a dry and warm 
  corner of the cave. A bedroll lies on a smooth portion 
  of the cave floor next to an oil lamp. An old book is 
  open on the floor.
  This is Kellis’ “bedroom.” The book is written in Elder 
  Speak with hand-written margin notes in Karna. It is 
  titled The Sovereign Stone: The Doom of Old Vin-
  nengael, authored by Caedwal the Younger. (The con-
  tent speculates that the old empire would have never 
  fallen if King Tamaros had not divided up the Sover-
  eign Stone among the four races. The margin notes 
  were written by Kellis himself, focusing on the histo-
  ry of Prince Dagnarus’ Void mages.) This book might 
  fetch up to 20 argents from a collector in Dunkarga. 
  Considered heresy by the Church, it will fetch noth-
  ing anywhere in Vinnengael, except maybe a rap on 
  the head for the person trying to sell it.
  If anyone opens the book, a bit of parchment flutters 
  to the floor. This parchment has the instructions for 
  using midnight incense. Only a mage is able to read 
  and understand the text. To all others, it makes no 
  sense.
  
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  LOCATION 4D: POOL
  This passage slopes downward. You can hear the 
  sound of dripping water. As you reach the end, you 
  see a dark pool of brackish water filling the final ten 
  feet of the corridor. You cannot tell from sight alone 
  how deep the water might be.
  Kellis has stored his cash (40 domargents plus a black 
  onyx worth 60 argents) and his prized possessions (a 
  Void scroll containing animate dead and inflict light 
  wounds, and two applications of midnight incense) 
  in a small watertight chest at the bottom of the foul 
  pool of water. To guard his possession, he placed two 
  skeletons in the pool.
  SKELETONS (2) 
  CR 1/3
  hp 6, 7; AC 14 (+2 Dex, +2 natural); B 250 (hu-
  man standard skeletons)
  TACTICS
  Before Combat Guard Kellis’ hidden chest and 
  attack anyone who approaches. Unless the char-
  acters have any reason to suspect that a hostile 
  creature is in the pool, they are caught flat-footed.
  During Combat The skeletons rise out of the wa-
  ter and attack the characters closest to the pool 
  with their claws. The skeletons will attempt to 
  grapple the characters and pull them into the 
  water.
  Morale The skeletons fight until destroyed. 
  MIDNIGHT INCENSE
  A small unadorned wooden box contains two balls of 
  charcoal-black incense. Each ball is enchanted with 
  the power of the Void and gives off a strong, acrid 
  odor when burned. Instructions for the use of the 
  incense may be found in a book in Kellis’ sleeping 
  quarters. If the characters did not find the book, they 
  probably have no idea how this works, although they 
  might find a sage who can help them.
  See Chapter 10: Magic Items for details on the mid-
  night incense.
  LOCATION 4E: THE PORTAL
  This passageway slopes gently upward for roughly 40 
  feet before leveling off and meandering to the south. 
  A dim light comes from ahead — a faint gray shim-
  mering, almost like light shining on the surface of a 
  lake.
  As you round a corner, you see two skeletal figures 
  in protective stance in front of the Void mage. Be-
  hind him, you see a shimmering, gray-blue curtain of 
  magical energy. Surely this is a magical Portal! Kellis 
  raises his crossbow and shouts, “You will rue the day 
  you made an enemy of me!”
  Unless he still has an offensive spell left, Kellis fires 
  his crossbow and orders his last two skeletons to at-
  tack. After that, he abandons the fight and runs for 
  the Portal. Once he comes out of the 100-feet-long 
  magical corridor on the other side, he casts darkness 
  from a scroll on his person and seeks a hiding place 
  safe from any pursuers. If he lives, the party may in-
  deed regret making an enemy of him.
  SKELETONS (2) 
  CR 1/3
  hp 7, 8; AC 13 (+2 Dex, +1 natural); B 250 (hu-
  man standard skeletons)
  TACTICS
  Before Combat Guard Kellis’ hidden chest and 
  attack anyone who approaches. Unless the char-
  acters have any reason to suspect that a hostile 
  creature is in the pool, they are caught flat-footed.
  During Combat The skeletons rise out of the wa-
  ter and attack the characters closest to the pool 
  with their claws. The skeletons will attempt to 
  grapple the characters and pull them into the 
  water.
  Morale The skeletons fight until destroyed. 
  Once the skeletons have been destroyed and Kellis 
  has either been killed, captured, or fled through the 
  Portal, the party has to decide where to go next. They 
  are now free to explore the rest of the cave (including 
  parts they skipped before). To escape, they must ei-
  ther dig their way out of the blocked entrance (which 
  could take several days without any tools) or they can 
  take their chances through the Portal.
  If the group decides to enter the portal, describe the 
  following:
  You have entered one of the famous magical Portals 
  of Loerem. You are standing in a short tunnel about 
  100 feet in length. The walls of the tunnel are perfect-
  ly smooth, luminescent and gray. 
   
   
   
   
   
   
   
   
  At the end of the tunnel, you see another magical 
  curtain of energy.
  
  s271s
  Where does the Portal go? The GM is free to deter-
  mine the exact destination. The Portal might lead to 
  somewhere not far from Orden, enabling the party to 
  quickly return and collect reward for stopping Kellis. 
  If another scenario is planned, the Portal could lead 
  to a location that jumpstarts the adventure.
  CONCLUSION
  Kellis is no longer able to consult with the spirits of 
  the long-dead Dunkargan Void mages and is unlike-
  ly to ever return to Ordent again. With the cave ex-
  plored and the Void mage either defeated or routed, 
  the adventurers have completed their mission and 
  have earned the gratitude of the village — assum-
  ing they ever see the village again! Congratulate the 
  group on finishing the adventure and ask them about 
  their future plans.
  REWARDS
  When a successful party returns to the village of Or-
  dent, the community rewards the heroes with any 
  cash promised and they gain the perks of having 
  saved a village. (Marissa deems one of the characters 
  “worthy” to court one of her daughters, they receive 
  free rooms and drinks at inns, generous discounts at 
  shops, etc.)
  In addition to coins and mundane loots gathered 
  during the adventure, they might also have discov-
  ered the midnight incense — a rare magical item.
  FUTURE ADVENTURE HOOKS
  The conclusion of this scenario can easily lead to fur-
  ther adventures. Some ideas include:
  If Kellis escaped through the Portal, he can become a 
  long-term villain in the campaign. He does not for-
  give the party’s assault on his person and for inter-
  rupting his research. He figures they have stolen his 
  midnight incense and he wants it back. As the party 
  improves in levels and advances, so should Kellis. He 
  will expand his knowledge of the Void and locate its 
  most powerful artifacts. Kellis should show up again 
  when the party least expects him.
  Because the cavern is now contaminated by Void 
  magic, other foul creatures may begin emerging from 
  the abandoned silver mine, endangering the village. 
  The villagers beg the characters, the “Saviors of Or-
  dent,” to investigate the source of the scourge. (Either 
  that, or the villagers might decide this is the fault of 
  the heroes and force them to return.) If the characters 
  recover the midnight incense and use its powers on 
  one of the corpses Kellis unearthed, they might learn 
  of ancient secrets or the location of a hidden treasure.
  
  s272s
  KELLIS 
  CR 2
  Male Dunkargan Void wizard 5
  NE Medium humanoid (human)
  Init +1; Perception +5
  DEFENSE
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 
  shield)
  hp 30
  Fort +2, Ref +2, Will +5
  OFFENSE
  Speed 30 ft.
  Melee light mace +3 (1d6+1)
  Ranged crossbow +4 (1d8)
  Spells Prepared (CL 5th)
  3rd level (3/day)—animate dead, hold person 
  (DC15) (2)
  2nd level (4/day)—command undead, darkness 
  (2), Void spectral hand 
  1st level (5/day)—cause fear (DC 13) (2), ray of 
  enfeeblement (DC 13), shield (2)
  0 (at will)—bleed (DC 12), daze (DC 12), pierce 
  soul, touch of fatigue (DC 12) 
  Opposition Schools illusion, transmutation 
  TACTICS
  Before Combat At location 4a (burial chamber) 
  and beyond, Kellis has already cast shield on 
  himself. 
  During Combat Before location 4a, cast dark-
  ness and retreat. Otherwise, hit a spellcaster or a 
  strong warrior with cause fear, and target quick 
  characters with hold person. 
  Kellis will not cast more than 3 spells in any 
  combat (as Void spellcasting drains hit points) 
  before resorting to crossbow.
  Morale Kellis flees when he has 8 or fewer hit 
  points left.
  STATISTICS
  Str 12, Dex 13, Con 10, Int 15, Wis 13, Cha 10
  Base Atk +2; CMB +3; CMD 14
  Feats Combat Casting, Enlarge Spell, Quicken 
  Spell, Weapon Focus (light crossbow)
  Skills Knowledge (arcana) +7, Perception +2, 
  Spellcraft +7, Stealth +5
  Languages Elder Speak, Karna
  SQ tainted by Void
  Kellis is a Vinnengaelean in his early 30s, though 
  years of practicing Void magic make him appear 
  much, much older. What hair is left on his balding 
  head is iron gray, as is his full beard. His limbs bear 
  scars from years of Void dabbling. Recent spellcast-
  ing has created oozing sores and pustules on his arms 
  and neck. Kellis wears plain gray robes and an old, 
  worn-out boots.
  Kellis is an embittered man, who blames the world 
  for his problems. He has come to despise the living, 
  feels that the dead are his only friends. He has con-
  vinced himself he is in the right in this dispute with 
  the villagers. He did not start this fight. The villagers 
  started it. He wanted only to be left alone.
  
  s273s
  
  s274s
  OPEN GAMING LICENSE 
  VERSION 1.0A
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  tent such content does not embody the Product Identity 
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  tional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this 
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  (f) “Trademark” means the logos, names, mark, sign, 
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  rivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
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  this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to 
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  3. Offer and Acceptance: By Using the Open Game Con-
  tent You indicate Your acceptance of the terms of this 
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  4. Grant and Consideration: In consideration for agree-
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  with the exact terms of this License to Use, the Open 
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  5. Representation of Authority to Contribute: If You are 
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  You represent that Your Contributions are Your original 
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  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to in-
  clude the exact text of the COPYRIGHT NOTICE of any 
  Open Game Content You are copying, modifying or dis-
  tributing, and You must add the title, the copyright date, 
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  7. Use of Product Identity: You agree not to Use any 
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  s275s
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  8. Identification: If you distribute Open Game Content 
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  9. Updating the License: Wizards or its designated 
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  You may use any authorized version of this License to 
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  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of 
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  You distribute.
  11. Use of Contributor Credits: You may not market or 
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  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 automati-
  cally 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, Wizards of 
  the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on ma-
  terial by Jonathan Tweet, Monte Cook, and Skip Wil-
  liams.
  Sovereign Stone Core Rulebook. Copyright 2013, Time-
  out Diversions.
  
  s276s
  Symbols
  0-Level Bard Spell-Like Abilities  126
  0-Level Cleric Spell-Like Abilities  126
  0-Level Druid Spell-Like Abilities (Orisons)  127
  0-Level Sorcerer/Wizard Spells (Cantrips)  129
  1st-Level Bard Spell-Like Abilities  126
  1st-Level Cleric Spell-Like Abilities  126
  1st-Level Druid Spell-Like Abilities  127
  1st-Level Paladin Spell-Like Abilities  128
  1st-Level Ranger Spell-Like Abilities  129
  1st-Level Sorcerer/Wizard Spells  129
  2nd-Level Bard Spell-Like Abilities  126
  2nd-Level Cleric Spell-Like Abilities  126
  2nd-Level Druid Spell-Like Abilities  127
  2nd-Level Paladin Spell-Like Abilities  128
  2nd-Level Ranger Spell-Like Abilities  129
  2nd-Level Sorcerer/Wizard Spells  130
  3rd-Level Bard Spell-Like Abilities  126
  3rd-Level Cleric Spell-Like Abilities  127
  3rd-Level Druid Spell-Like Abilities  128
  3rd-Level Paladin Spell-Like Abilities  128
  3rd-Level Ranger Spell-Like Abilities  129
  3rd-Level Sorcerer/Wizard Spells  131
  4th-Level Bard Spell-Like Abilities  126
  4th-Level Cleric Spell-Like Abilities  127
  4th-Level Druid Spell-Like Abilities  128
  4th-Level Paladin Spell-Like Abilities  128
  4th-Level Ranger Spell-Like Abilities  129
  4th-Level Sorcerer/Wizard Spells  131
  5th-Level Bard Spell-Like Abilities  126
  5th-Level Cleric Spell-Like Abilities  127
  5th-Level Druid Spell-Like Abilities  128
  5th-Level Sorcerer/Wizard Spells  132
  6th-Level Bard Spell-Like Abilities  126
  6th-Level Cleric Spell-Like Abilities  127
  6th-Level Druid Spell-Like Abilities  128
  6th-Level Sorcerer/Wizard Spells  133
  7th-Level Cleric Spell-Like Abilities  127
  7th-Level Druid Spell-Like Abilities  128
  7th-Level Sorcerer/Wizard Spells  133
  8th-Level Cleric Spell-Like Abilities  127
  8th-Level Druid Spell-Like Abilities  128
  8th-Level Sorcerer/Wizard Spells  134
  9th-Level Cleric Spell-Like Abilities  127
  9th-level Druid Spell-Like Abilities  128
  9th-Level Sorcerer/Wizard Spells  134
  A
  Acid Bomb  136
  Acrobatic Dodge (Combat)  81
  Adopted Culture  81
  Aging and Ability Scores  99
  Ahz’qua Librarian  149
  Ainlannis  196, 202
  Air Dragon  225
  Air Magic  109
  Allergy  136
  Amplify Voice  136
  Animal Shapes, Aerial  136
  Animal Shapes, Aquatic  136
  Animal Shapes, Land  136
  Arbrager  215
  Arcane/Divine Spells  111
  Archer (Archetype)  69
  Armor Focus, Heavy (Combat)  81
  Armor Focus, Light (Combat)  81
  INDEX
  
  s277s
  Armor Focus, Medium (Combat)  81
  Armrah ‘Lin  193
  Assassin’s Crossbow  163
  A Taan Warrior  80
  Awarding Checks  102
  Axe Of Kilvan  164
  B
  Bahk  216
  Barbarian  57
  Bard  57
  Bard: Class Feature  57
  Bard Spell-Like Abilities  126
  Baron Shadamehr  98
  Battle-Tested (Combat)  81
  Bear Clan  203
  Beast Shape I-IV, Aerial  137
  Beast Shape I-IV, Aquatic  137
  Beast Shape I-IV, Land  137
  Becoming Unhorsed and Gaining Clan Status  27
  Black Cloud  137
  Blaststream  137
  Blazing Javelin  164
  Blinding Rage  137
  Blood of the Wolf  81
  Blueroot  220
  Bonecrusher  221
  Boots Of Irwen  170
  Botch  122
  Brittle  137
  C
  Candle of Past Vision  138
  Casting Spells  121
  Casting Void Magic Spells  113
  Cessrat  222
  Chapter Eight: Spells & Class 
     Spell-Like Abilities  124
  Chapter Eleven: Champions of Light 
     and Darkness  176
  Chapter Five: Equipment  86
  Chapter Four: Feats  80
  Chapter Fourteen: Flesh and Bone  262
  Chapter Nine: Prestige Classes  148
  Chapter One: Setting Primer  12
  Chapter Seven: Magic  108
  Chapter Six: Additional Rules  98
  Chapter Ten: Magic Items  162
  Chapter Thirteen: Creatures Of Loerem  212
  Chapter Three: Classes  56
  Chapter Twelve: The Land Of Loerem  186
  Chapter Two:  Races of Loerem  22
  Charting Loerem  15
  Chompflies  223
  Circle of Flame  138
  Clan Dwarf Racial Traits  26
  Clan Dwarves  20
  Clecnched Fist, Elemental  138
  Cleric  58
  Cleric: Class feature  59
  Cleric Spell-Like Abilities  126
  Close-Order Fighting (Combat)  82
  Coldburst  138
  Contaminated Essences  113
  Countercharge Strike (Combat)  82
  Coward’s Club  164
  Creating and Running Skill Tests  105
  Creature Subtypes  214
  Creature Types  213
  Credits  1
  Crushing Armor  138
  Crushing Hand, Elemental  138
  Cyrh  202
  D
  Dainmorae and Seithmorae  202
  Dalon ‘Ren  193
  Damra, Raven Lord  179
  Deceptive Melee (Combat)  82
  Delak ‘Vir  189, 195
  Disguise Plant  138
  Dissipate Life  139
  Dragon-Children  224
  Dragons  224
  Druid  60
  Druid: Class Feature  60
  Druid Spell-Like Abilities  127
  Dullifed  193
  Dunkar  192
  Dunkarga  18, 210
  Dunkargan Racial Traits  37
  Dwarven Territories  211
  Dwarves  114
  Dwarves: Clan  25
  Dwarves: Unhorsed  27
  E
  Earth Dragon  228
  Earth Magic  109
  Eavesdrop  139
  Edgar, Human Mercenary  124
  Eflan’s Maul  164
  Elemental Body I-IV, Air  139
  Elemental Body I-IV, Earth  139
  Elemental Body I-IV, Fire  139
  Elemental Body I-IV, Water  139
  Elemental Counter (Metamagic)  82
  Elemental Energy Types  112
  Elemental Essence  112
  Elemental Sorceror  61
  
  s278s
  Elemental Swarm, Air  139
  Elemental Swarm, Earth  139
  Elemental Swarm, Fire  140
  Elemental Swarm, Water  140
  Elemental, Void  238
  Elemental Wizard  64
  Elves  20, 115
  Elves: Tromek  30
  Empathic Bond  82
  Enthralling  82
  Essences of Quality  112
  Example Entries  101
  Eyes of Fire  140
  Eyes of the Leopard  140
  F
  Favored Quarry  82
  Feign Death  140
  Fighter  69
  Fire Dragon  230
  Fire Magic  109
  Fire Scry  140
  Flame Barrier  141
  Fool’s Luck  83
  Forceful Hand, Elemental  141
  Forden  189
  Form Of The Dragon I-III, Air  141
  Form Of The Dragon I-III, Earth  141
  Form Of The Dragon I-III, Fire  141
  Form Of The Dragon I-III, Water  141
  G
  Gaining Hero Points  100
  Gaze Of The Void  141
  Geshlynwyr  150
  Giant Form I, Fire Giant  141
  Giant Form I, Frost Giant  142
  Giant Form II, Cloud Giant  142
  Giant Form II, Mountain Giant  142
  Giant Form II, Storm Giant  142
  Giant Form I, Stone Giant  142
  Giant, Mountain  240
  Glyblin  242
  Glymrae  201
  Gold Clan  204
  Goresh ‘Sar and Enesh ‘Sar  210
  Grasping Hand, Elemental  142
  Greater Initiative (Combat)  83
  G’tar’s Scrying Bowl  170
  Guild Master Sekim Ibn Alakir,  
  The Serpent’s Tongue Mage-Guild  108
  Gurger  243
  Gustav, Lord of Knowledge  178
  Gustav, Lord Of Knowledge  56, 176
  Gwynden’s Circlet  171
  H
  Hail Of Pebble  142
  Half-Taan  33
  Half-Taan Racial Traits  34
  Harkon  210
  Hearthunter Bow  165
  Helm Of The Puma  171
  Hero Points  99
  Hills Of Water  142
  Hobgoblin  244
  Holding a Spell  123
  Humans  116
  Humans: Dunkargan  36
  Humans: Nimorean  41
  Humans: Nimran  43
  Humans: Trevenici  45
  Humans: Vinnengaeleans  48
  Hungry Water  143
  Hunter’s Friend  165
  Hyrachor  245
  I
  Initial Hero Points  99
  Interposing Hand, Elemental  143
  Interrupting Spellcasting  123
  J
  Jade Clan  204
  Jedash  182
  Journeyman  83
  K
  Kalka  198
  Kaltay  197
  Karfa ‘Len  194
  Karkara  207
  Karnu  18, 210
  Karnuan Racial Traits  39
  Karval’s Finger  172
  Kellan’s Fantastic Floating Plate  165
  Kick  143
  Kingsblade  166
  Kitespider  246
  Klobber  247
  Knight Of The Fox  153
  Knight Of The Griffin  154
  Krammes  189
  Krikner  248
  L
  Languages  23
  Lava Boots Of Aladon  172
  
  s279s
  Learned  83
  Legendary  83
  Lesser Clans  206
  Lightning Rod  143
  Lord Of The Void  86
  Lored  202
  M
  Mage’s Sword, Elemental  143
  Magical Attunement  83
  Magical Savant  83
  Magic and the Races  113
  Magic Arms & Armor  163
  Magic Missile, Elemental  143
  Magic on Loerem  16
  Magnify  144
  Mardurar  190
  Martial Savant  83
  Metamagic Feats and Spellcasting Rolls  123
  Midnight Incense  173
  Missive from Sahim Dushaala, 
     Ahz’qua Librarian  148
  Mistor  249
  Moluk, Dwarven Raider  22
  Monk  73
  Mountain Clan  204
  Mounted Warrior (Archetype)  71
  Mount Sa ‘Gra  195
  Mouth Of The Void  144
  Myanmin  196
  MyrLlineth  202
  Myro’s Shield  166
  N
  New and Revised Spells  136
  New Armor Description  91
  New Feat Descriptions  81
  New Vinnengael  188
  New Weapon Descriptions  88
  Neyshabur  197
  Nimorea  19, 195, 210
  Nimorean Racial Traits  41
  Nimra  19, 197, 211
  Nimran Racial Traits  44
  Noble  73
  Noble: Class Skills  73
  O
  Official Post & Services  96
  Ogre  250
  Old Vinnengael  189
  OPEN GAMING LICENSE Version 1.0a  274
  Optional Magic System  121
  Orken Territories and the Sea  211
  Ork Racial Traits  53
  Orks  21, 51, 120
  P
  Paladin  76
  Paladin: Class Feature  77
  Paladin Spell-Like Abilities  128
  Pass As Shadow  144
  Pecwae  21, 54, 121
  Pecwae Friendship Token  173
  Pecwae Racial Traits  55
  Pecwae Sweet Bread  173
  Pecwae Turquoise Pendant  173
  Pecwae Villages  199
  Pierce Soul  144
  Pinktail  251
  Pinpoint Strike (Combat)  84
  Preparation and Spells per Day  121
  Q
  Quesh ‘Gaat  209
  Quiet Spell (Metamagic)  84
  R
  Rage (Combat)  84
  Ranger  77
  Ranger: Class feature  78
  Ranger Spell-Like Abilities  129
  Rash ‘Qui  210
  Ray Of Heat  144
  Recognize Omen  84
  Red Clan  204
  Ring Of Zimir El’timir  169
  Rings, Rods & Staves  169
  Rod Of The Wolf  169
  Rogue  78
  S
  Sacrificing Life Essence to the Void  123
  Sailor (Archetype)  79
  Salver  156
  Saudamos  208
  Saumel  207
  Saurgan  208
  Scholar  84
  Scrying Tool  144
  Second Wind (Combat)  84
  Setting Overview  13
  Shadow’d Visage  145
  Shadow Gloves  174
  Shark Brother  158
  Shatterblast, Elemental  145
  Shield Of General Aqual Immin Sifion Iquar  167
  Shield Parry (Combat)  84
  
  s280s
  Shnay  252
  Shopping and Purchases  88
  Silver Clan  205
  Silwyth, To Dagnarus, Prince Of Vinnengael  162
  Singeing Flicker  145
  Skig  253
  Skill Test  105
  Skill Test: Basic Concept  105
  Slurker  254
  Sorceror/Wizard Spells  129
  Special Thanks  3
  Spectral Hand, Elemental  145
  Spellcasting in Armor  123
  Spellcasting Services  95
  Spell-Like Abilities  111, 125
  Spells  111, 125
  Spitball  145
  Spying Eye  145
  Staff Of Khalid El’zhief  170
  Steel Clan  205
  Stone Lance  145
  Stone Rain  146
  Stormbringer  159
  Stroke of Ingenuity  84
  Stunning Rush (Combat)  85
  Subduing Strike (Combat)  85
  Surprise Strike (Combat)  85
  Sword Clan  205
  Sword Of Sight Beyond Sight  167
  T
  Taan  255
  Table 3-1: Noble  75
  Table 5-1: Currency & Conversion Rate  87
  Table 5-2: New Weapons  89
  Table 5-3: New Armor  91
  Table 5-4: New Goods & Services  92
  Table 6-1: Character Age  99
  Table 6-2: Skill Test Complexity  106
  Table 7-1: Races and the Magical Elements  109
  Table 9-1: Ahz’qua Librarian  150
  Table 9-2: Geshlynwyr  153
  Table 9-3: Knight Of The Fox  155
  Table 9-4: Knight Of The Griffin  156
  Table 9-5: Salver  157
  Table 9-6: Shark Brother  158
  Table 9-7: Stormbringer  160
  Table 9-8: Warsinger  161
  Table of Contents  4
  Tainted by Void  113
  Telidhraf Mardh (Boon For The Wanderer)  167
  The Armory  91
  The Caliphate Of Karnu  193
  The Cities Of The Unhorsed  207
  The Current Affairs Of Loerem  210
  The Divine Lands of the Tromek  211
  The Divine Lands Of The Tromek  200
  The Dwarven Territories (Grak)  203
  The Elements Of Magic  109
  The Fleet  210
  The Gods  17
  The History of the  Sovereign Stone  13
  The Karnuan Portal  195
  The Kingodm Of Dunkarga  191
  The Mageware Shop  95
  The Manifestation Of Magic  110
  The Nations of Loerem  18
  The Order of the Keepers of Time  211
  The Pathfinder System  13
  The Portals  16
  The Provision Store  92
  Thermrider  257
  The Smithy  88
  The Sovereign Stone  12
  The Stables  96
  The Territories Of The Orks  209
  The Tromek Portals  203
  The Vinnengealean Empire  187
  The Vrykyl  186
  Thunder Bead  174
  Tiger Fang Stiletto  168
  Tinnafah  191
  Torok’s Tube  174
  Trevenici  19
  Trevenici and Pecwae  211
  Trevenici Lands  199
  Trevenici Racial Traits  47
  Troll  258
  Tromek Elf Racial Traits  32
  Tromek Meditation  85
  U
  Unhorsed Dwarf Racial Traits  28
  Unhorsed Dwarves  20
  Using Hero Points  103
  Using Hero Points to Affect Campaign  103
  V
  Vinnengael  18, 210
  Vinnengaelean Racial Traits  49
  Visariti, The Dragon Of The Forests  212
  Void Dragon  232
  Void Magic  110
  Void Sorceror(Archetype)  63
  Void Wizard (Archetype)  67
  Vrykyl  181
  Vulcworm  259
  
  s281s
  W
  Wallflower  146
  Warning Singe  146
  Warsinger  160
  Water Dragon  235
  Water Knows All  146
  Water Magic  110
  Water Speak  146
  Wealth and Money  87
  White Clan  205
  Wild Empathy  85
  Wild Town  199
  Will of the Righteous  85
  Wizard’s Bane  168
  Wolf Clan  206
  Wondrous Items  170
  Y
  Yeskin  199
  Z
  Zombite  260
  
  www.appliedvectors.com
  
  The fantastic world of Loerem, created by master artist Larry Elmore, returns as a Pathfinder®-compatible 
  campaign setting! Explore the dangers and navigate the intrigue in the epic struggle for power against the 
  Lord of the Void himself!
  KILLER THRILLER has all 
  the spine-tingling chills of 
  watching a late-night fright 
  flick — even better, because 
  you’re the star of the scat-
  terbrained massacre, as you 
  meet unbelievably gross crit-
  ters, discover sicko surprises, 
  experience gratuitous gore, 
  and ring up the body count!
  Finally, 
  WILD 
  WORLD 
  WRESTLING has come back 
  to gaming! This undisputed 
  champ of wrestling RPGs is all 
  you need to flex your muscles 
  (or savvy) and rule the ring!
  NOW AVAILABLE!!
  www.TimeoutDiversions.com
  
  e epic fantasy world and tales of Sovereign Stone return in this new edition de-
  signed for the popular Path�nder® game system! Rediscover the wondrous land-
  scapes, creatures, and denizens conceived by renowned master of fantasy art, Larry 
  Elmore, and popularized by Margaret Weis & Tracy Hickman in the bestselling Sov-
  ereign from HarperCollins.
   
  is is a complete campaign setting for Path�nder®, the #1 RPG in the world. Ev-
  erything uniquely Sovereign Stone has been revised and expanded. e distinctive 
  races — from the seafaring orks, nomadic dwarves, feudal Japan-like elves, and 
  peaceful pecwae to a half-dozen standout human cultures — are further highlighted 
  with information compiled from previous sourcebooks. New interpretations of 
  character classes introduce exciting options, complemented with new feats and abil-
  ities. Also featured is an innovative Hero Points system that combines rewards for 
  roleplaying with high drama, while enabling players to in�uence and aﬀect a game 
  campaign in signi�cant ways!
   
  Sovereign Stone Campaign Core Rulebook is a clear, concise portal to fantastic 
  adventures in the land of Loerem. Discover what many loyal fans who made Sover-
  eign Stone a top game setting already know: a rich world vibrating with novelty and 
  excitement at every turn.
  Requires the use of the Path�nder® Core Rulebook, published by Paizo Publishing, LLC
  Campaign Setting Core Rulebook
  .
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Timeout Diversions/Sovereign Stone - Campaign Setting.pdf