TEXT: Mike Brodu & James M. Spahn
  
  BRG-006
  
  Mike Brodu & James M. Spahn
  Optional Animal Lineages and Rules
  for The Hero’s Journey, Second Edition
  
  2
  Author: Mike Brodu & James M. Spahn
  Interior Art: Nicolás Giacondino 
  (except p.20: Mike Brodu)
  Cover Art: Mike Brodu
  Editor: James M. Spahn
  Book Design: Mike Brodu
  Publishing: Alan Bahr
  For the The Hero’s Journey Second Edition
  Published under permission and license  
  by Gallant Knight Games, 2020
  The Hero’s Journey and the Barrel Rider Games logo are trademarks of 
  Barrel Rider Games. ©2020 by Barrel Rider Games. All rights reserved. 
  Reproduction without the written permission of the publisher is 
  expressly forbidden.
  Gallant Knight Games, GKG, and the Gallant Knight Games logos are 
  trademarks of Gallant Knight Games. 
  Gallant Knight Games, Layton UT 84404
         
  www.gallantknightgames.com
  
  3
  Table of Contents
  Introduction ...................5
  Chapter One
  Animal Lineages ..............6
  Animal Lineages  
     and Movement ........................... 6
  Destrier ......................................... 7
  Destrier Lineage Abilities ................ 10
  Alternate Destrier  
     Lineage: Unicorn ...........................11
  Prowler ....................................... 12
  Prowler Lineage Abilities ................. 14
  Alternate Prowler Lineages .............. 15
  Windkin...................................... 16
  Windkin Lineage Abilities ............... 18
  Alternate Windkin  
     Lineage: Phoenix .......................... 20
  Professions ................................. 21
  Chapter Two
  Heirlooms .........................22
  Destrier Heirlooms ..................... 22
  Adornment of the Dawn .................. 22
  Kelpie Saddle ................................... 22
  Lucky Horseshoe ............................. 23
  Nain’s Mechanical Wings ............... 23
  Scales of the Qilin ............................ 24
  Zephyr’s Flute .................................. 24
  Prowler Heirlooms ...................... 24
  Catswort Wand ................................ 24
  Collar of Nine Lives ......................... 25
  Disappearing Mantle ....................... 25
  Infinite Ball of Yarn ......................... 26
  Leather Boots of  
     Eustache the Eloquent .................. 26
  Signet of the Fearless Feline ............ 26
  Windkin Heirlooms .................... 28
  Fiery Phoenix’s Mark ....................... 28
  Golden Egg ...................................... 28
  Mirror of the Prince’s Pride ............. 28
  Mother Goose’s Warning ................ 29
  Ring of Murders ............................... 29
  Sparrow Charm ................................ 29
  Chapter Three
  Wild Beasts .......................31
  Bird of Prey ..................................31
  Boar ............................................ 32
  Cat (Small) .................................. 33
  Cat (Large) .................................. 33
  Dog ............................................. 34
  Fowl ............................................ 34
  Hare/Rabbit ................................ 35
  Ox/Buffalo .................................. 35
  Chapter Four
  New Professions ..........37
  Big Game Hunter ............................. 37
  Falconer ........................................... 37
  Kennel Master .................................. 38
  Livestock Farmer.............................. 38
  Shepherd .......................................... 38
  Chapter Five
  Equipment ........................39
  Livestock Descriptions ................ 39
  Animal Feed Descriptions ........... 42
  Animal Equipment  
     Descriptions ............................. 43
  Appendix ............................45
  Pugilist (Swordsman variant) ..... 45
  
  4
  
  5
  This short supplement is for use with The Hero’s Journey, Second Edition 
  and introduces three new Lineages that allow players to take up the 
  mantle of sentient animal, similar to the Rover Lineage found in The 
  Hero’s Companion. Here, you will find rules to play stalwart horses, 
  mischievous cats, and inquisitive birds, known respectively as the 
  Destrier, the Prowler, and the Windkin. But affection for our furry and 
  feathered friends doesn’t end there! You’ll also find new heirlooms tied 
  to these Lineages, as well as a collection of new beasts to add to your 
  menagerie. There’s even expanded occupations for more traditional 
  two-legged heroes!
  All material found in this book is considered optional and should 
  only be taken with permission from your Narrator.
  Though this product makes reference to a few rules introduced in The 
  Hero’s Companion, it is not necessary to own that product to make use 
  of this book.
  Introduction
  Fantastic Animals Everywhere!
  It should be noted that playing a party composed solely of animal 
  characters would be quite a challenge for both the players and the 
  Narrator, as almost all interactions with the humanoid races would 
  be non-verbal. This can severely limit the range of possible adven-
  tures. Instead, Narrators should consider mandating that at least 1 
  or 2 characters per party be humanoid to lead this “traveling zoo” 
  and handle all the everyday challenges and common tasks that 
  come with living in a world dominated by humanoid Lineages.
  That’s not to say that a campaign can’t be built around a company 
  of animal players! Only that such a game would be very different 
  in both style and theme than a more traditional legendarium. As 
  always, players should discuss the Lineage options available for 
  their legendarium with the Narrator, as they have final approval 
  over which Lineages are appropriate for their legendarium. 
  
  6
   Animal Lineages  
  and Movement
  Traditional rules for 
  a character’s ability 
  to carry a heavy load 
  and remain mobile as 
  presented in The Hero’s 
  Journey, Second Edition are 
  designed with humanoid characters 
  in mind. As such, it may seem inappro-
  priate for a character the size of a bird to 
  somehow be able to lift a suit of plate mail 
  or a mighty steed having trouble bearing 
  even a single rider. As such, Table 1-1: 
  Movement Rates shows an altered expres-
  sion of the original Movement Rates found 
  in The Hero’s Journey. The Narrator should feel free to use these rules 
  as a guideline for what is and is not appropriate for these new animal 
  Lineages in terms of carrying capacity and their ability to travel.
  Chapter One
  Animal Lineages
  Table 1-1: Animal Lineage Movement Rates
  Items Carried 
  Destrier* 
  Prowler 
  Windkin**
  Up to Might Attribute 
  6 
  4 
  1 (Fly 5)
  Up to 1.5 times Might Attribute 
  5 
  3 
  1 (Can’t fly)
  Up to twice Might Attribute 
  4 
  2 
  1 (Can’t fly)
  *The destrier’s Might Attribute is considered 4 points higher for the purpose 
  of determining their carrying capacity.
  ** The windkin’s Might Attribute is considered 4 points lower (minimum 1) 
  for the purpose of determining their carrying capacity.
  
  7
   Destrier
  Great heroes of legend are often recalled holding their treasured 
  weapons aloft, wielding ancient family heirlooms in battle, or clad in 
  shining armor as they achieve the immortality that comes from living 
  forever in song. However, in some rare cases, a hero finds their courage 
  bolstered and their legend retold alongside a stalwart steed whose 
  courage and prowess is as renowned as the rider. These fantastic 
  horses are known as Destriers and forge a bond with their riding 
  companion as deep as familial blood. Horse and rider are one, bound 
  together in soul and spirit, and able to face any danger they may find 
  upon the roads of adventure. Where one goes, the other inevitably 
  follows, for their fates are forever entwined.
  Destriers appear to be magnificent riding horses. Among the company 
  of heroes they have joined, their loyalty is first and foremost to their 
  rider. That is not to say the other members are less valued or appre-
  ciated, as destriers can develop strong affection for the rest of their 
  traveling companions. But the destrier’s relationship with their rider 
  will always remain most paramount. The bond between them is so 
  strong as to appear almost supernatural at times, as if they can unders-
  tand one another without ever exchanging words or even gestures. A 
  destrier’s rider is irreplaceable and should their beloved companion 
  ever be slain then the majestic steed is likely to be consumed with 
  sorrow and never take up a new boon companion. However, in rare 
  instances, a destrier sometimes finds another humanoid that is a 
  kindred spirit and that spark is reborn again.
  Destriers typically weigh between 1000 to 1200 pounds. Their 
  manes and coats are as myriad in color as any normal horse. Their 
  House Rule: Unmatched Speed
  The standard rule for Running Movement, as detailed on page 72 
  of The Hero’s Journey Second Edition, states that a character can run, 
  in 1 round, a distance equal to twice their normal movement rate. 
  However, for some particularly fast creatures such as a galloping 
  horse or a fast flying bird, the Narrator may wish to change this 
  multiplier to triple or even quadruple the normal rate, under the 
  condition that the animal is not carrying more significant items 
  than its Might Attribute (appropriately modified for destriers and 
  windkins).
  
  8
  magical nature is so subtle as to be almost undetectable to most casual 
  observers. Yet anyone who gazes upon these noble creatures wouldn’t 
  dare call them ordinary beasts. Hardly a week goes by when their 
  riders don’t have to politely (but firmly) decline offers to purchase the 
  destrier - and there is a painful surprise waiting for any would-be thief!
  Table 1-2: 
  Destrier Attributes
   Attribute 
  Dice Pool
   
  Might 
  1d6+12
   
  Finesse 
  2d6+1
   Resolve 
  2d6+6
   
  Insight 
  3d6
   Bearing 
  2d6+6
   
  Weal 
  3d6
  Table 1-3: 
  Destrier Archetypes
   
  Archetype 
  Level Limit
   
  Bard 
  -
   
  Burglar 
  -
   
  Knight 
  -
   
  Ranger 
  7
   Swordsman (Pugilist* only) 
  5
   
  Warrior 
  10
   
  Wayfarer 
  -
   
  Wizard 
  -
   
  Yeoman 
  7
  *For your convenience, the 
  Pugilist rules are reprinted in 
  this book, on page 45.
  
  9
  On the Challenges of Playing a Destrier
  Destriers are large creatures. Unlike the other animal Lineages, 
  they usually won’t be allowed (or easily smuggled) inside the hall 
  of a lord, find a table for them at a tavern, or a quiet corner of a 
  library. In fact, other than a stable, most civilized locations simply 
  have no place for them! Ladders and even some steep stairs will 
  be impassable to them. Keep this in mind when choosing to 
  play a destrier character. On the other hand, they will be able to 
  jump across wider gaps than most characters, cross small rivers 
  with ease, and can run much faster than humanoids and smaller 
  animals.
  Consideration must also be given to the nature of the rider. Will 
  they be another player character, or a supporting character? If 
  they are a supporting character, then will they be controlled by 
  the Narrator or the destrier’s player? All these points need to be 
  discussed with the Narrator and are left to their discretion. It is 
  advised that, for simplicity and convenience of play, the rider be 
  another player character in the party. Alternatively, the destrier 
  can be riderless, in which case their Of One Mind ability may target 
  anyone in the party as the Yeoman’s Promise ability would, but 
  none of the player characters can benefit from the psychic link.
  In combat, rider and destrier share the same Initiative when the 
  rider is mounted. If the rider is a player character, the rider and 
  the destrier must discuss among themselves and agree on who 
  exactly will roll initiative at the beginning of each combat round. 
  Destriers and Load Limits
  The riding gear, of which the saddle is by far the biggest and 
  heaviest component, counts as 2 significant items. A typical 
  human-sized rider counts as 6 significant items, while smaller 
  characters, like dwarves or halfings, count as 5. The weight of the 
  rider’s armor, equipment and belongings must be added on top 
  of this, as well as the weight of the destrier’s barding (if any), to 
  know how many significant item slots are left that the destrier can 
  carry comfortably.
  
  10
  Destrier Lineage Abilities
  Beast of Burden and Battle: Destriers cannot use shields or weapons, 
  but they can wear barding to protect themselves. Their Might 
  Attribute is considered to be 4 points higher for the purpose of deter-
  mining the number of significant items they can carry. Finally, their 
  starting Endurance is increased by +1 at 1st level, an additional +1 
  to their Endurance when they reach 2nd level and again at 3rd level.
  Born to Run: Destriers can cover a lot of ground in a short time if 
  needed. Their Normal Movement is 6. See Table 1-1: Animal Lineage 
  Movement Rates page 6 for more information.
  Hooves of Iron: Because they have no hands, destriers cannot perform 
  many tasks normally available to other Lineages (as determined by 
  the Narrator). They are incapable of using any weapons regardless 
  of what is permitted by their Archetype. However, they do not really 
  need them, as they can attack quite effectively on their own: a bite 
  does 1d4 points of damage, a trampling attack with their forelegs 
  does 1d6 points of damage, and a kick from their hind legs does 1d8 
  points of damage. When kicking, unless the target is not moving 
  (such as a door), the attack roll is made with Disadvantage. This 
  is considered a melee attack, and is considered to be both Blessed 
  and Cold Iron for purposes of which creatures can be damaged by 
  the destrier’s attacks. Because these are melee attacks, destriers add 
  their Might modifier to all attack and damage rolls they make. 
  Keen Instincts: Destriers naturally sense the presence of magic and 
  creatures from Fairie, both natural and foul. They can automatically 
  detect the presence of these things in a manner exactly as described 
  in the Insight of the Wise spell. This is not considered an action and is 
  instinctive to the destrier.
  Of One Mind: The bond between rider and mount touches upon the 
  supernatural. Destrier characters begin the game with one rider, 
  with whom the bond is already established (see the sidebar for some 
  considerations about who the rider is, and who will play them). The 
  destrier and their rider can share their feelings and emotions tele-
  pathically, as long as they can see each other or, if they cannot see 
  each other, as long as they are no further away than 60 feet. Fear, 
  pain, stress, hunger, relief, or contentment are all examples of such 
  shareable emotional states. At 3rd level, the range of this ability 
  increases to 120 feet, at 6th level to 240 feet, and at 9th level it is 
  unlimited.
  
  11
  Furthermore, the destrier considers their rider as their charge, as 
  per the yeoman Archetype’s Promise ability. It functions and evolves 
  as the character levels up exactly the same way as that ability, except 
  that the destrier automatically chooses their rider as their charge 
  everyday. If the destrier has chosen yeoman as their Archetype 
  they may choose a second person as their charge to grant them the 
  +1 bonus, or grant an additional +1 bonus to their rider’s Defense 
  instead (for a total of +2, up to a maximum of +4). This means that 
  a 1st level destrier yeoman would grant the benefits of the Promise 
  ability to their rider due to their Lineage and could choose to apply 
  the use of the Promise ability from their Lineage to either their rider 
  or another character.
  Should the rider perish, this unique connection is lost. The destrier 
  automatically suffers effects equivalent to failing a Fallen Allies 
  Despair Saving Throw (see The Hero’s Journey, Second Edition, page 
  79). With the Narrator’s approval, and after significant adventures 
  together, a new character can become the destrier’s rider. But both 
  the new rider and the destrier must invest a Myth Point to establish 
  the bond.
  Vigilance of the Herd: Destriers are always on the lookout for 
  trouble. Their wariness and alert nature grant them Advantage on all 
  Initiative rolls and that means they can normally only be surprised 
  on a roll of 1 on the first round of combat.
  Languages: Destriers are able to speak the language of horses, permit-
  ting them to talk to other beasts of burden such as other horses or 
  donkeys, and to some extent, to cows and oxen as well. They can 
  understand the common tongue, but can neither speak it nor the 
  lineage specific languages of humanoids.
  Alternate Destrier Lineage: Unicorn
  With the Narrator’s approval, a destrier player character can choose 
  to play a unicorn instead of a standard horse. This comes with a few 
  conditions and changes. First of all, the unicorn is not assumed to have 
  a rider, and in fact, most never will. If there is no rider, the Of One Mind 
  ability will target any member of the party that the unicorn character 
  deems worthy of their protection (without the psychic link component). 
  If the unicorn has a rider, she must be female, and of perfect virtue (or 
  at least, always striving to do good). Secondly, the unicorn character 
  must abide by a moral code to be defined with the Narrator. That code 
  
  12
  will almost always include tenets such as “I will not do evil, nor tolerate 
  its presence,” “I shall always help the helpless and the downtrodden,” 
  and “violence must always be the last resort.” The unicorn demands 
  that their rider follow a similar code. 
  Additionally, unicorns differ from a standard destrier as shown 
  below:
   
   Unicorns cannot choose the Swordsman or Warrior Archetypes, 
  but they can choose the Wizard Archetype with a level limit of 10.
   
   Unicorns do not have the Beast of Burden and Battle ability. They still 
  cannot use shields or barding, but they have a natural Reduction 
  Value of 3.
   
   Graceful Haste: A unicorn’s Normal Movement is 8 and they can 
  pass through wild terrain without any hindrance from naturally 
  growing obstructions. When encumbered (at up to 1.5 times their 
  Might Attribute), the unicorn’s Normal Movement becomes 7. At 
  up to twice their Might Attribute, their Normal Movement is 6. This 
  replaces the Born to Run Lineage ability.
   
   Unicorns can attack with their horn for 1d8 damage. The horn is 
  considered as a weapon with the Blessed Aspect.
   
   Unicorns grant Advantage to their rider’s Despair Saving Throw 
  against Overwhelming Evil.
   
   Unicorns can sense the presence of evil beings to a range of 240 
  feet. However, these foul creatures make unicorns uneasy and the 
  unicorn must make a Despair Saving Throw when in the presence 
  of anything which would trigger this ability.
   Prowler
  Most cats would rather do anything but go on grand adventures.  
  A warm spot perched by the hearth, a bowl of fresh milk, and the occa-
  sional mouse for dinner are all they need to be content. But fate often 
  has other plans. Whether it appears in the guise of a witch searching 
  for a familiar or a fey noble punishing a foolish feline that dared to take 
  a swat at a hard working brownie, such unlucky cats find themselves 
  thrust into adventure. Now known as prowlers, they can no longer 
  suffer a domestic life and invariably escape to the wilds. Despite their 
  immeasurable ego, they understand that surviving on their own is quite 
  the challenge, and thus they seek groups of like-minded wanderers. 
  Soon the thrills of exploration and mayhem make them wonder how 
  they could ever have been truly happy in their boring old life. 
  
  13
  Prowlers, like all cats, have a selfish streak, but they are still quite 
  capable of affection. Though their instinct is to put their needs and 
  desires first, they soon come to rely on their companions, regardless 
  of how endearingly clumsy and slow-witted the poor creatures are. 
  Through these shared misadventures, prowlers develop strong bonds 
  of love and loyalty to their oafish allies. They are the prowler’s family, 
  and from now on, family comes first... most of the time. Surprisingly 
  enough, their companions rarely acknowledge the prowler as the 
  natural leader of the band. But as long as the helpless brutes pay their 
  tribute of milk and meat the prowler is magnanimous enough to lend 
  its assistance.
  Prowlers are standard house cats, typically between ten and twenty 
  pounds, that have taken upon themselves to aid a chosen group of 
  adventurers. With a cunning intellect, graceful poise, and an often 
  flexible morality, they bring a unique collection of talents (and trouble) 
  to whatever wandering travelers that happen to be graced with their 
  presence.
  
  14
  Prowlers appear to the mundane observer to be normal cats. Just like 
  any other cat, they possess a natural aura of innocuous magic around 
  them which thoroughly conceals their peculiar and enchanted nature. 
  Hiding in plain sight is the quintessential gift of any cat.
  *For your convenience, the 
  Pugilist rules are reprinted in 
  this book, on page 45.
  Table 1-4: 
  Prowler Attributes
   Attribute 
  Dice Pool
   
  Might 
  1d6+2
   
  Finesse 
  1d6+12
   Resolve 
  2d6+1
   
  Insight 
  3d6
   Bearing 
  3d6
   
  Weal 
  2d6+6
  Table 1-5: 
  Prowler Archetypes
   
  Archetype 
  Level Limit
   
  Bard 
  -
   
  Burglar 
  10
   
  Knight 
  -
   
  Ranger 
  7
   Swordsman (Pugilist* only) 
  5
   
  Warrior 
  3
   
  Wayfarer 
  -
   
  Wizard 
  7
   
  Yeoman 
  -
  Prowler Lineage Abilities
  Cunning Feline: All prowlers, regardless of Archetype, can use 
  the Thievery ability with a rating of 2, as if they were a 1st level 
  burglar. At 4th level their Thievery ability increases to 3, and at 8th 
  it increases to 4. A prowler whose Archetype is burglar receives a +1 
  bonus to their Thievery ability, though this can never increase that 
  ability above 5.
  Fang and Claw: Prowlers are incapable of using any weapons 
  regardless of what is permitted by their Archetype. Fortunately their 
  surprisingly sharp scratch does 1d6 points of damage, plus their Might 
  modifier. This is considered an Agile melee attack, thus allowing the 
  prowler to add their Finesse modifier to any attack roll made with 
  their claws. This attack can damage any creatures normally immune 
  to damage from mundane weapons. Prowlers are small and swift 
  creatures, expertly dodging attacks and always evading danger: as a 
  result, their Defense is increased by +4. This serves them well as they 
  cannot wear armor or use shields. They also receive a +1 to all attack 
  rolls when combating foes which are man-sized or larger.
  
  15
  Keen Instincts: Prowlers naturally sense the presence of magic and 
  creatures from Fairie, both natural and foul. They can automatically 
  detect the presence of these things in a manner exactly as described 
  in the Insight of the Wise spell. This is not considered an action and is 
  instinctive to the prowler.
  Nine Lives: Whenever a Prowler makes a Saving Throw of any kind, 
  they add their Weal modifier to the roll in addition to any other 
  modifiers. This means that in certain circumstances they may add 
  their Weal modifier twice, such as when making a Weal-based 
  Attribute Saving Throw.
  One with the Night: Prowlers can see as easily in starlight or other 
  low light as they can in daylight. Their keen sense of smell, uncanny 
  hearing, and alert nature grants them Advantage on all Initiative 
  rolls and means they can normally only be surprised on a roll of 1 on 
  the first round of combat.
  On the Prowl: Prowlers are quick little creatures and have the same 
  movement rate as humans and elves. Because they have no opposable 
  digits, they cannot perform many tasks normally available to other 
  Lineages (as determined by the Narrator). Prowler burglars, however, 
  dedicate much of their time to learning to use a Tool Kit with their 
  paws and teeth to pick locks and disarm traps. In a pinch, their tiny 
  claws can be used to pick locks and disarm traps, but in these cases 
  their Thievery ability is reduced by 1 point. 
  Languages: Prowlers are able to speak the language of felines, 
  permitting them to talk to other cats, small or large. They can also 
  communicate, though not as eloquently, with other small carnivo-
  rous predators such as weasels, ferrets, raccoons, minks, foxes and 
  the like. Strangely, they can also talk to mice and rats, but that’s inva-
  riably with the intent to taunt or mock them, as those lesser creatures 
  could never be treated as equals. They can understand the common 
  tongue, but can neither speak it nor the lineage specific languages of 
  humanoids. Finally, prowlers can understand the language of rovers 
  and other canine beasts, but would never sink so low as to speak 
  such a base language.
  Alternate Prowler Lineages
  With the Narrator’s permission, the rules governing the prowler Lineage 
  can be used to play a fox, raccoon, weasel, or any other small carnivo-
  rous mammal without any modification.
  
  16
   Windkin
  Windkins are a varied group of enchanted birds. They are most 
  commonly found among ravens, eagles, or owls. Altered by any 
  number of strange encounters, whether that be a witch’s curse or 
  sipping from enchanted waters, they are keener and sharper than their 
  already clever kin. In rare cases, some windkins were simply born this 
  way. Perhaps they come from magical or mythological progenitors or 
  come from a bloodline of birds that existed in an age long forgotten. 
  Regardless of their origins, they seek companions who will treat them 
  as equals, and who share their love of freedom and the great outdoors 
  under the endless expanse of the open sky.
  Windkins appear as medium-sized birds of their respective species, 
  weighing between one to fifteen pounds. They typically ally them-
  selves with a group of companions in their travels and adventures to 
  provide mutual assistance and protection. With their wisdom, their 
  razor-sharp talons, and a watchful eye in the sky, these flying friends 
  provide a unique vantage point to whatever company of wandering 
  travelers they join.
  The windkins’ appearance varies greatly from one individual to 
  another. Some seem to be normal birds, their strange nature completely 
  
  17
  hidden. Others reveal their arcane origins to even the most mundane 
  of observers. Signs of this include plumage painted in bright colors or 
  unusual patterns, shiny golden eyes, or an invisible yet palpable aura 
  of magic that inspires awe and wonder.
  Table 1-6: Windkin Attributes
  Attribute 
  Raven, Owl, Parrot, 
  Eagle or Hawk 
   
  or Falcon Dice Pool 
  Dice Pool
  Might  
  1d6+2 
  2d6+1
  Finesse  
  2d6+6 
  2d6+1
  Resolve  
  2d6+1 
  3d6
  Insight  
  2d6+6 
  3d6
  Bearing  
  3d6 
  2d6+6
  Weal  
  2d6+6 
  2d6+6
  Table 1-7: Windkin Archetypes
  Archetype 
  Raven, Owl, Parrot, 
  Eagle or Hawk 
   
  or Falcon Level Limit 
  Level Limit
  Bard 
  - 
  -
  Burglar 
  7 
  5
  Knight 
  - 
  -
  Ranger 
  10 
  7
  Swordsman (Pugilist* only) 
  - 
  5
  Warrior 
  5 
  10
  Wayfarer 
  - 
  -
  Wizard 
  7 
  -
  Yeoman 
  7 
  7
  *For your convenience, the Pugilist rules are reprinted on page 45.
  House Rule: Parrot’s Song and Eagle’s Wisdom
  The Narrator should feel free to allow a bit more diversity among 
  the windkin if it suits their legendarium. This could include allowing 
  Parrots to advance to 7th level as a Bard or Eagles to 5th level as a 
  Wizard, depending on the nature of their individual legendarium.
  
  18
  Windkin Lineage Abilities
  Beak and Talons: Windkins are incapable of using any weapons 
  regardless of what is permitted by their Archetype. Fortunately their 
  surprisingly sharp beak and talons do 1d6 points of damage, plus 
  their Might modifier. This is considered an Agile melee attack, and 
  it can damage any creatures normally immune to damage from 
  mundane weapons. Because it is an Agile attack, windkins add their 
  Finesse modifier to any attack rolls made with their beak and talons. 
  Additionally, if they are flying and move a distance equal to their 
  Normal Movement before making an attack, the attack roll gains a 
  +4 bonus.
  Eye in the Sky: The windkin’s sharp eyes grant them Advantage on 
  all Saving Throws made to spot a target, identify something from 
  afar, or similar long distance sight related situations. In addition, 
  owl windkins can see as easily in starlight or other low light as they 
  can in daylight. The windkins’ ability to maintain focus, uncanny 
  hearing, and generally alert nature grant them Advantage on all 
  Initiative rolls and that means they can normally only be surprised 
  on a roll of 1 on the first round of combat.
  Feathered Hunter (Owl, Falcon, Hawk and Eagle only): All owl, 
  falcon, hawk and eagle windkins, regardless of Archetype, can use 
  the Forestry ability with a rating of 2, as if they were a 1st level 
  ranger. At 4th level their Forestry ability increases to 3, and at 8th it 
  increases to 4. Such a windkin whose Archetype is ranger receives a 
  +1 bonus to their Forestry ability, though this can never increase that 
  ability above 5.
  Feathered Thief (Raven and Parrot only): All raven and parrot 
  windkins, regardless of Archetype, can use the Thievery ability with 
  a rating of 2, as if they were a 1st level burglar. At 4th level their 
  Thievery ability increases to 3, and at 8th it increases to 4. Such 
  a windkin whose Archetype is burglar receives a +1 bonus to their 
  Thievery ability, though this can never increase that ability above 
  5. Because they have only 2 clawed feet and no hands, windkins 
  
  19
  cannot perform many tasks normally available to other Lineages (as 
  determined by the Narrator). 
  Windkin burglars, regardless of their species, dedicate much of 
  their time to learning to use a Tool Kit with their claws and beak to 
  pick locks and disarm traps. In a pinch, their talons and beak can be 
  used to pick locks and disarm traps, but in these cases their Thievery 
  ability is reduced by 1 point. 
  Gust and Gale: Windkins are fast flying creatures and have a 
  Movement of 5. When landlocked and unable to fly the windkin’s 
  Movement is only 1. See Table 1-1: Animal Lineage Movement Rates 
  page 6 for more information.
  Hollow Bones: Windkins are relatively fragile creatures. When rolling 
  to determine their Endurance at 2nd and 3rd level, Windkin of all 
  variants suffer Disadvantage. Additionally, for the purpose of deter-
  mining how many significant items a windkin can carry, their Might 
  Attribute is considered 4 points lower (to a minimum of 1). They can 
  no longer fly if their load exceeds this modified Might Attribute.
  Keen Instincts: Windkins naturally sense the presence of magic and 
  creatures from Fairie, both natural and foul. They can automatically 
  detect the presence of these things in a manner exactly as described 
  in the Insight of the Wise spell. This is not considered an action and is 
  instinctive to the windkin.
  Swift as the Wind: Windkins can dive and soar in an eyeblink, making 
  them very hard to target while they are in flight: as a result, their base 
  Defense is increased by +4. If they performed a Running Movement 
  during their last turn, this bonus is +6 instead. Additionally, their 
  uncanny ability to dodge incoming attacks can turn powerful hits 
  into glancing blows. This effectively grants them a Reduction Value 
  of 2 while in flight. This serves them well as they cannot wear armor 
  or use shields. This Defense bonus and Reduction Value are both lost 
  while they are not flying.
  Languages: Windkins are able to speak the language of birds, 
  permitting them to talk to other feathered animals, mundane or 
  supernatural. They can understand the common tongue, but can 
  neither speak it nor the lineage specific languages of humanoids. 
  Raven and parrot windkins are the exception, as they can communi-
  cate in the common tongue, even though their vocabulary is limited 
  to 10 words (which are chosen at character creation). Every time they 
  
  20
  gain a level, ravens and parrots gain a number of new words equal 
  to their Insight modifier, plus 1d6. At the Narrator’s discretion, other 
  species of windkins (such as the eagles) may also have this hidden 
  ability, or possess an expanded speech ability (as the ravens do), 
  though this fact is usually kept secret from non-windkin creatures.
  Alternate Windkin Lineage: Phoenix
  With the Narrator’s approval, a windkin character can choose to play 
  a phoenix instead of a standard bird. This comes with a few changes 
  as detailed below:
   
   A phoenix player character’s attributes are determined as if they 
  were a raven, and they can only choose the wizard archetype, with 
  a level limit of 10.
  
  21
   
   Phoenix player characters lose the Eye in the Sky, Feathered Hunter 
  and Feathered Thief abilities.
   
   Fiery Aura: Phoenixes have a fiery aura that is normally as warm 
  and as bright as a torch. This aura will ignite any flammable 
  material it touches in the same manner a torch would. They can 
  dim the illumination (down to that of a candle) and brighten it (up 
  to the intensity of a bonfire) at will as an action. It can never be 
  fully extinguished and will always be a fire risk as well as a beacon 
  in darkness. But it can also be used in melee combat to inflict 1d6 
  points of fire-based damage.
   
   Phoenix characters can learn and cast the Fire Both Bright & Sacred 
  spell as if it were an Apprentice level spell.
   
   Blazing Immortality: Whenever a phoenix character is slain, the 
  player character may make a Weal-based Attribute Saving Throw 
  at Disadvantage. If this Saving Throw is successful, the phoenix 
  character bursts into flame upon their death, and is reborn from 
  their ashes at the next sunrise with a number of Endurance points 
  equal to their Weal Attribute (this may not exceed their maximum 
  Endurance).
   Professions
  Due to their unique nature, destriers, prowlers, and windkins have a 
  limited selection in regards to their profession and should roll on Table 
  1-8: Professions by Lineage as shown below. This profession is not a 
  literal one, and they do not make a living in their chosen profession. 
  Instead it represents an area of knowledge or expertise the character 
  has learned first hand and through direct experience. 
  Table 1-8: Professions by Lineage
  Profession 
  Destrier 
  Prowler 
  Windkin
  Forester 
  01-21 
  01-20 
  01-19
  Groom 
  22-51 
  - 
  -
  Hunter 
  52-72 
  21-46 
  20-46
  Navigator 
  - 
  47-60 
  47-73
  Unskilled 
  73-93 
  61-79 
  74-89
  Urchin 
  94-100 
  80-100 
  90-100
  
  22
  Described below is a collection of new heirlooms associated with the 
  new Lineages introduced in this book. The Narrator should feel free to 
  include them in their legendarium as they see fit, but should remember 
  that destriers, prowlers, and windkin characters are unlikely to be 
  able to make use of most heirlooms outside of those associated with 
  their Lineage and it is strongly recommended that they be included in 
  any legendarium in which a player character chooses one of the new 
  Lineages introduced in this book.
   Destrier Heirlooms
  Adornment of the Dawn: This spiraling spike of pearl is fitted on a 
  harness that rests across a horse’s brow. It is nearly a foot long and 
  unblemished by time and age. Legends say it came into being when 
  the first unicorn walked the fair fields of earth under the first sunrise 
  of the world, a being born of light that shall blaze forever against 
  the darkness. Whenever naturally evil creatures (such as demons, 
  dragons or undead) are within 240 feet, it emits a radiant golden 
  glow to a distance of 60 feet. The destrier can also use it as a Blessed 
  melee weapon which inflicts 1d8 damage in melee combat. If the 
  destrier has charged in a straight line toward the enemy for at least 
  30 feet, the damage is doubled and if that enemy is naturally evil (as 
  described above) they must make a Saving Throw or be blinded until 
  after their next action as the horn flares with a blazing light. Cost: 
  5 Myth Points.
  Kelpie Saddle: This saddle has the color and gleam (and smell!) of 
  wet seaweed and is said to have been made in the depths of the 
  ocean by ancient seafaring steeds known as the Kelpie. It grants 
  the horse equipped with it the ability to walk on water as if it were 
  solid ground. Alternatively, the horse (along with its rider) can walk 
  into any body of water and move across the bottom as if the water 
  were normal air. Both horse and rider can breathe normally while 
  Chapter Two
  Heirlooms
  
  23
  underwater and feel the tides of the sea as if they were currents of 
  wind. Cost: 3 Myth Points.
  Lucky Horseshoe: This battered iron horseshoe has a soft golden hue 
  when closely examined and even the most uneducated farmer has 
  heard the ubiquitous tale of the Lucky Horseshoe and its near infinite 
  origin stories. If worn by a destrier, once per day either they or their 
  rider (if the destrier player allows it) receive Advantage on any roll 
  of their choice. Additionally, the Lucky Horseshoe grants Advantage 
  to anyone carrying it when they engage in games of chance. Cost: 
  2 Myth Points.
  Nain’s Noble Wings: Ancient tales speak of a gnome called Nain. 
  Though a gifted craftsman, he held a deep love for the grand and 
  mighty steeds he saw ridden by humans and elves. He dreamed that 
  he might bring such creatures to even greater grandeur by setting 
  them to fly as do eagles and other noble beasts. To this end, he 
  created a pair of large brass wings that can be mounted on a harness 
  and strapped about the body of a horse. When worn by a horse, 
  the wings come alive and act as a natural extension of the steed’s 
  body, granting them the ability to fly. The horse can fly at the same 
  
  24
  Movement rate they can walk or run. However, if the number of 
  significant items the horse carries exceeds their Might attribute, the 
  weight is too great and flight becomes impossible. If targeted for 
  attack, Nain’s Noble Wings are very fragile. They have a Defense of 
  16, a Reduction Value of 3 and Endurance of 10 per wing. If either 
  Wing is destroyed, flight is impossible. Cost: 6 Myth Points.
  Scales of the Qilin: This suit of warhorse armor was crafted in a 
  distant land far to the east and is empowered with the essence of 
  the elusive and strange Qilin. It is primarily composed of iridescent 
  green-blue scales, with gold and scarlet fringes that seem forever in 
  motion, as if some ghostly flame. This magical barding counts as 
  a single significant item, even though it offers a Reduction Value of 
  5. Additionally, fire or heat damage (whether magical or mundane) 
  inflicted upon both horse and rider is always halved. Cost: 5 Myth 
  Points.
  Zephyr’s Flute: This strangely shaped steel flute is carved with a wind 
  motif and seems to produce no sound at all, save for the song that 
  bonds horse and rider that is heard only by them. When the destrier’s 
  rider is reduced to one-half or less than their maximum Endurance 
  the rider can play the Flute as an action, calling for desperate aid 
  from their boon companion. The destrier will emerge one round later 
  from behind anything large enough to have concealed it, as if it had 
  always been waiting there. This could be a nearby thicket, the corner 
  of a building, the emptiness just beyond the horizon (up to ½ mile 
  away), or any other location the Narrator considers appropriate. If 
  there is no such concealment available nearby, the melody has no 
  effect. Cost: 3 Myth Points.
   Prowler Heirlooms
  Catswort Wand: This short dried catswort stem has been imbued 
  with the power of petty mischief. It is said that the cantankerous old 
  tom cat simply known as Puck crafted the first Catnip Wand just to 
  torment his “owner.” To non-prowlers it is most often mistaken for a 
  strange little stick. But, a number of times per day equal to a their 
  level, a prowler can shake the Wand in the direction of a target object 
  or grouping of small objects, no further than 120 feet away. These 
  objects or singular object can weigh no more than a single significant 
  item. The target or targets are magically moved up to 12 inches away, 
  in a direction of the prowler’s choice. Prowlers particularly enjoy 
  pushing things off shelves with this wand, creating a commotion, 
  
  25
  and irritating oafish humanoids with this merry creation. But it also 
  has more practical applications, such as plucking a key from a nail in 
  the wall or making a valuable bauble jump out of its target’s pocket. 
  On any night in which a new moon hangs in the sky, the owner 
  (whether prowler or otherwise) can point it skyward and let out 
  a whispering meow to summon forth 3d6+2 mundane cats (see 
  page 33), who will arrive one-by-one over the course of an equal 
  number of rounds. Until dawn of the following morning they will 
  remain in loyal service to the summoner as if under the effects of a 
  Befriend the Fool spell. Cost: 3 Myth Points.
  Collar of Nine Lives: This beautiful leather collar is adorned with 
  eight hollow silver studs, each fitted with a small heart-shaped ruby. 
  Each prowler has heard of the Collar of Nine Lives, and each will 
  tell you their own tale of how it came to be. Whenever the prowler 
  wearing the collar suffers grave or mortal injury from any cause 
  beyond their control (such as an accidental fall, a random illness, an 
  undetected trap or sniper, etc.), they can opt to miraculously escape 
  their fate and come out of the predicament completely unscathed. 
  The only permanent mark of this near-miss is on the collar: one of 
  the heart-shaped ruby studs cracks and turns to dust. When the last 
  ruby is spent, the collar falls off the prowler, signifying there are no 
  more second chances, and they are now using their ninth and final 
  life. Death or injury from combat does not normally fall under the 
  collar’s protection, as more often than not the battle is the direct 
  result of deliberate actions by the prowler character. The collar offers 
  no protection to a prowler prone to such foolish and risky behavior 
  and what constitutes a random death or serious injury is left to the 
  Narrator’s discretion. Unfortunately, the luck of the Collar is fickle 
  and should a rover (see The Hero’s Companion, page 11-13) ever wear 
  a Collar of Nine Lives, they suffer a -2 penalty on all Weal-based 
  Attribute Saving Throw. The Collar offers no benefit (or penalty) to 
  other Lineages. Cost: 5 Myth Points.
  Disappearing Mantle: The beloved stage magician Roublard had a 
  pet cat which begrudgingly aided him in his most dazzling presti-
  digitations and misdirections. The cat, whose name has been lost 
  to history, did not enjoy the experience much, and unfortunately 
  Roublard was not a particularly loving master. Tales say that after 
  another grueling performance that culminated in a disappearing 
  act on the part of the ill-treated feline, the cat truly vanished and 
  Roublard never saw it again. This impish feline wore a tiny purple 
  
  26
  cape during this final performance, embroidered with golden stars 
  and silver moons. Each day, for a number of minutes equal to the 
  prowler’s level, this cape grants the prowler wearing it the ability to 
  turn invisible, entirely or only parts of themselves. These minutes can 
  be split up into single minute intervals to allow for multiple uses of 
  the Mantle in the same day. The wearer becomes visible immediately 
  if they attack, cast a spell, or perform other obvious and overt action. 
  The cape itself can be rendered invisible at will for as long as the 
  wearer desires, thus concealing its presence unless the wearer wills 
  it to be revealed. If worn by other small animals, the Disappearing 
  Mantle grants no benefit. Cost: 3 Myth Points.
  Infinite Ball of Yarn: This ball of seemingly normal yarn can be 
  untwined indefinitely. Not only is it endless, but it also has the 
  strength and resistance of a thick rope. It can also become as thin or 
  thick as required as it is being unfurled, from a fishing line to thick 
  hemp rope often found aboard sailing vessels. Once no longer in use, 
  it instantly reforms itself into a ball. If a section of the yarn is cut from 
  the ball, the orphan thread immediately disintegrates. Cost: 2 Myth 
  Points.
  Leather Boots of Eustache the Eloquent: This small pair of boots 
  would not fit even a child, but was tailor-made for an enterprising 
  and cunning prowler named Eustache. The boots demonstrate expert 
  craftsmanship but are deliberately plain looking. When a prowler 
  puts on the boots, two things happen. First of all, the prowler can 
  now stand and walk on their hind legs as a human would, and seems 
  to fancy wearing fine vests and feathered hats, believing themselves 
  more human than cat. Secondly, the prowler can now speak the 
  common tongue, and no one appears to find it extraordinary in any 
  way. Not only can they speak, they do so skillfully, so much so that 
  they are very gifted at getting their way and manipulating others 
  with their silver tongue. Once per day, the prowler can use Befriend 
  the Fool, as per the Breathed in Silver spell on a single target able to 
  hear their voice. Cost: 6 Myth Points.
  Signet of the Fearless Feline: The signet is a coin-sized platinum 
  disk engraved with a skull on one side, and a flaming broadsword on 
  the other. Though its origins are shrouded in myth, the most common 
  legend says it was given to a young prince in a long lost kingdom who 
  dearly loved his loyal, but fearful pet feline. Once per day, any ally 
  within thirty feet of the prowler may brandish the signet, pointing the 
  sword side at the prowler, and utter the words of power inscribed on 
  
  27
  the skull side. The prowler will begin their next turn enlarged and 
  transformed into a powerful and colorful tiger. While transformed, 
  the prowler loses their Fang and Claw ability, which is replaced by the 
  Roar of the Tiger ability (see the sidebar below). This transformation 
  lasts three rounds per level of the prowler. Cost: 6 Myth Points.
  Roar of the Tiger
  Prowlers, even enlarged, are still incapable of using any weapons 
  regardless of what is permitted by their Archetype. But they can 
  attack with their powerful bite and claws in a single combat 
  round for a total of two attacks. Each of these attacks inflicts 
  1d8 points of damage. These are considered melee attacks, and 
  the prowler adds their Might modifier to any attack and damage 
  rolls made with their bite and claws. These attacks can damage 
  any creatures normally immune to mundane weapons, and does 
  double damage against undead creatures. The enlarged prowler 
  adds +10 to their Might attribute (maximum 18) and gains a 
  natural Reduction Value of 2.
  
  28
   Windkin Heirlooms
  Fiery Phoenix’s Mark: The mark is a phoenix feather that somehow 
  came loose but was never consumed in its own fire. Once it touches 
  the windkin, it becomes part of their plumage, but it still remains 
  very obviously out of place due to its radiant, flaming colors. The 
  next time the windkin dies, their body erupts in a ball of flame, 
  leaving behind a small egg-shaped glowing ember among the ashes 
  and all non-flammable items they were carrying. On the sunrise of 
  the next day, the windkin hatches out of the ember, fully healed, but 
  the mark is gone. Cost: 3 Myth Points.
  Golden Egg: This small egg is made of pure solid gold. Once per day, 
  when rubbed against a gold coin, the egg creates a number of exact 
  duplicates equal to half the owner’s level (rounded up). On the next 
  first day of Spring, the egg hatches and a golden canary flies away. 
  Cost: 1 Myth Point.
  Mirror of the Prince’s Pride: Long ago, a vainglorious young prince 
  was turned into a swan by an evil witch for his all-consuming vanity. 
  After many trials, his beloved found a way to break the curse and 
  return him to his human form. All that was left of this ordeal was 
  a small fragment of a silver mirror which, depending on the angle 
  it is looked at, reveals the ghostly image of either a person or a 
  bird. Once per day, the windkin can appear as a person of the age, 
  
  29
  gender, and lineage of their choice simply by gazing into the Mirror. 
  However, upon the very first time they gazed into the Mirror, that 
  combination of age, gender, and lineage becomes locked and will 
  remain unchanged for the owner. This is an intangible illusion, but 
  it appears solid as long as no one tries to touch it. It can speak and 
  create sounds, thus completing the illusion. The illusion surrounds 
  and moves with the windkin. Thus, if they are flying too high, then 
  the humanoid appears to be flying as well (or rather, floating and 
  hovering mid air). Additionally, the illusion hides their body, giving 
  them a +4 bonus to their Defense. However, the first touch or attack 
  directed at them disrupts the false persona and ends the effect. This 
  illusion can be maintained for up to 10 minutes each time a windkin 
  gazes into the mirror. Cost: 3 Myth Points.
  Mother Goose’s Warning: This small silver pendant, no larger than a 
  pebble, depicts a goose sheltering her goslings under her wide wings. 
  As long as it is worn, and they are asleep, the windkin immediately 
  knows when one or more creatures or beings with hostile intentions 
  approach them within a 120 feet range. This knowledge instantly 
  wakes up the windkin, and they are completely alert and ready to 
  act. Cost: 2 Myth Points.
  Ring of Murders: This tiny ebony ring can be worn by most humanoids 
  or fit around the thin leg of a windkin as an anklet. Legend says it 
  was given by the Raven King to an ancient dwarvish king as a sign of 
  the eternal friendship between their people. It marks whoever wears 
  the ring as a friend of the ravens. Any ravens that encounter the 
  bearer of this ring will always share whatever information or advice 
  they have to offer. Once per day, if the bearer is a windkin, they 
  can magically summon 1 raven per level, which will perform one 
  command until it is completed (or for a maximum of 1 hour per level) 
  before flying away. If the ravens are called to attack, each raven will 
  automatically inflict one point of damage for a single round and 
  then disperse instead of remaining for their non-combat duration. 
  That damage ignores up to 3 points of Reduction, as they target 
  exposed flesh in a flurry of black wings and talons. Each raven can 
  be directed to attack a different target, split into groups, or all swarm 
  a single target. Cost: 5 Myth Points.
  Sparrow Charm: This small brass figure is shaped after a flying 
  sparrow once worn on a thin leather cord by a lonely sailor who 
  always longed to join the birds and fly to shore and his home.  
  Sea stories tell that he got his wish, but was never again able to 
  
  30
  return to human form. Once per day, a windkin wearing the Sparrow 
  Charm can turn a number of willing allies up to the windkin’s level 
  into sparrows. All the equipment they are carrying on their person 
  is folded into the transformation, undamaged, but unavailable for 
  as long as they are sparrows. This effect lasts until the next sunset 
  or sunrise, whichever comes first. It cannot be ended prematurely, 
  except with a Sorcery Shall be Sundered effect from the Hope Unbowed 
  Before Evil spell (the charm’s effect is considered to be a Journeyman 
  strength spell). While they are sparrows, they are limited to only 
  actions a sparrow could perform. They can fly, obviously, and escape 
  through tiny spaces or spy upon unsuspecting parties. Though they 
  still understand the common tongue, they cannot speak it. However, 
  they can understand and speak the language of birds. The trans-
  formed sparrows are unable to carry anything heavier than a twig or 
  pebble or to attack anyone. While in sparrow form, they are so small 
  and quick that their Defense is 19, regardless of other modifiers. 
  Fortunately, while transformed their Endurance remains unchanged. 
  Cost: 4 Myth Points.
  
  31
  Presented below are additional mundane animals to populate the 
  homesteads and wild lands of a Narrator’s legendarium. With the 
  Narrator’s approval, they can also be used as animal companions 
  for the Ranger, Wizard, and Yeoman, as described in “Forging an 
  Alliance” in The Hero’s Companion, page 54-55.
   Bird of Prey
  Defense: 17 
  Endurance: 2 (4 for Eagles) 
  Reduction Value: 0 
  Attack Modifier: +2 
  Attacks: Talons and Beak (1d4)
  Special: Flight, Keen Eye
  Move: 1 (Fly: 5) 
  Saving Throw: 19 
  Despair Rating: 0
  The bird of prey is a generic name that describes several species of 
  mundane predatory birds, either diurnal (hawk, harrier, kite, falcon, 
  eagle, osprey, etc.) or nocturnal (owl). Their hunting technique varies: 
  some fly high above the ground in search of preys, while others zoom 
  just a few feet above it. But they all snatch their prey in their sharp 
  talons with a lightning fast attack, and fly away to devour it in a 
  secluded or elevated spot. It is not uncommon for some lords to capture 
  and train them as hunting companions and a statement of wealth.
  The birds of prey’s keen eyes grant them Advantage on Initiative rolls 
  and on any roll that tests their long range sight. It also allows them to 
  target vulnerable areas such as the face and hands, and thus ignore up 
  to 2 points worth of Reduction provided to the defender by any worn 
  armor.
  Birds of prey are usually solitary, but they can sometimes be found 
  in pairs, especially during mating season.
  Note: Parrots use the same statistics as the raven (see The Hero’s 
  Journey, Second Edition, page 125)
  Chapter Three
  Wild Beasts
  
  32
   Boar
  Defense: 13 
  Endurance: 16 
  Reduction Value: 2 
  Attack Modifier: +3 
  Attacks: Bite (1d6), Tusks (1d8+2)
  Special: Keen Senses, Charge
  Move: 5 
  Saving Throw: 16 
  Despair Rating: 2
  Boars are among the most dangerous natural denizens of the woods, 
  along with the mighty bears and regal stags, and as such have the respect 
  of all hunters and rangers. Bringing wild boar meat on the table of a lord is 
  always seen as a demonstration of courage and prowess. These omnivore 
  creatures can be found in small herds of 2 to 12 individuals (2d6), half of 
  which are usually juveniles fiercely protected by the adults.
  The boars’ keen senses grant them Advantage on Initiative rolls and 
  on any roll that tests their senses of smell and hearing.
  When provoked, a boar will charge at its target and attempt to gore 
  them on its massive tusks. If a boar moves at least 20 feet in a straight 
  line toward its target and attacks it gains Advantage on both the attack 
  and damage rolls.
  Note: Domesticated pigs have the same statistics as wild boars, with 
  the differences that they can’t charge, have no tusks (and thus, no tusk 
  attack), an Attack Modifier of +0, and a Despair Rating of 0.
  
  33
   Cat (Small)
  Defense: 16 
  Endurance: 3 
  Reduction Value: 0 
  Attack Modifier: +1 
  Attacks: Bite and Claws (1d4)
  Special: Keen Senses, Peer through the Veil
  Move: 4 
  Saving Throw: 14 
  Despair Rating: 0
  House cats (and their feral cousins) are a common sight all across 
  the land. Kept as a pet, or used as a mouser, cats can be found in the 
  houses of lords and peasants alike.
  A cat’s keen senses grant them Advantage on Initiative rolls and on 
  any roll that tests their senses of sight and hearing. It also allows them 
  to target vulnerable areas such as the face and hands, and thus ignore 
  up to 1 point worth of Reduction provided to the defender by their 
  armor. 
  Cats are innately magical creatures that live simultaneously in both 
  the Mortal Realm and the supernatural world of spirits and monsters. 
  As a result, they can sense and see those creatures as clearly as if such 
  a creature were an ordinary person or animal, even when they are 
  invisible to others.
  Note: The cat’s statistics can be used for any other small carnivorous 
  mammal, such as the fox, weasel, ferret, raccoon, mink, etc. However, 
  only cats can perceive invisible supernatural creatures.
   Cat (Large)
  Defense: 14 
  Endurance: 12 
  Reduction Value: 2 
  Attack Modifier: +2 
  Attacks: Bite and Claws (1d8)
  Special: Keen Senses, Pack Tactics (Lion only), Fleet Footed (Cheetah 
  only)
  Move: 6 
  Saving Throw: 17 
  Despair Rating: 2
  Large felines are solitary hunters such as the tiger, cougar, cheetah, 
  lynx or leopard. Lions are the exception, living and hunting in prides 
  of 6 to 24 individuals (6d4).
  The large cats’ keen senses grant them Advantage on Initiative rolls 
  and on any roll that tests their senses of sight and hearing. It also 
  allows them to target vulnerable areas such as the face and hands, and 
  thus ignore up to 1 point worth of Reduction provided to the defender 
  by their armor. 
  
  34
  Lion prides hit their targets in well coordinated group attacks, and 
  as a result, when 2 or more lions attack the same target in the same 
  combat round, all these attackers receive a +2 bonus on their attack roll.
  The fleet-footed cheetah is capable of incredible feats of speed. Their 
  Running Movement is 4 times their Move, for a total of 24.
   Dog
  Defense: 14 
  Endurance: 5 
  Reduction Value: 1 
  Attack Modifier: +1 
  Attacks: Bite (1d6)
  Special: Keen Senses, Pack Tactics (Hunting dogs only), Steadfast and 
  Loyal
  Move: 4 
  Saving Throw: 17 
  Despair Rating: 0
  Man’s best friend can be found wherever their masters are settled. 
  Sitting beside kings in their courts, hunting with the nobles, or shepher-
  ding in the pastures, dogs are everywhere, performing their duties 
  loyally and tirelessly. When encountered, the number of dogs varies 
  greatly depending on their function: shepherd dogs are usually solitary, 
  while most households keep 1 to 4 dogs (1d4), and hunting packs can 
  be as small as 4 and as large as 10 (2D4+2).
  The dogs’ keen senses grant them Advantage on Initiative rolls and 
  on any roll that tests their senses of smell and hearing. Trained attack 
  dogs are taught to target vulnerable areas such as the face, throat, and 
  hands, and thus ignore up to 1 point worth of Reduction provided to 
  the defender by their armor.
  Hunting dogs are trained to attack their prey from all angles, as a 
  pack, and as a result, when 2 or more hunting dogs attack the same 
  target in the same combat round, all these attackers receive a +1 bonus 
  on both their attack and damage rolls.
  When defending their homes or masters against aggressors, steadfast 
  and loyal dogs receive a +2 bonus to their Defense, and +2 on all attack 
  rolls, damage rolls, and Despair Saving Throws.
   Fowl
  Defense: 17 
  Endurance: 2 to 4 (see below) 
  Reduction Value: 0 
  Attack Modifier: +0 
  Attacks: Peck (1 point)
  Special: Cowardly (except geese, turkeys, and swans)
  Move: 1 (fly 4) 
  Saving Throw: 18 
  Despair Rating: 0
  
  35
  The statistics presented here for the fowl can be used for all small 
  and medium-sized game birds and domesticated poultry, such as 
  chicken, ducks, geese, turkeys, pheasants, partridges, grouses, swans 
  and peacocks.
  These birds are often omnivores, feeding off whatever they can find 
  by scratching the soil or digging in the silt of ponds and rivers. They are 
  gregarious, and often found in large flocks of 6 to 36 individuals (6d6). 
  All fowl have 2 points of Endurance, except the turkeys and peacocks 
  which have 3, and the geese and swans which have 4.
  Easily startled, fowl have Advantage on all initiative rolls. Their 
  cowardly nature serves them well in protecting them from predators, 
  but it makes them very reluctant to fight. If they are cornered, fowl will 
  defend themselves, but will suffer Disadvantage on all their attack rolls 
  (except the notoriously aggressive geese, turkeys, and swans which 
  suffer no such penalty).
   Hare/Rabbit
  Defense: 18 
  Endurance: 2 
  Reduction Value: 0
  Attack Modifier: +0 
  Attacks: Bite (1 Point)
  Special: Cowardly
  Move: 5 
  Saving Throw: 19 
  Despair Rating: 0
  Hares often end up on the menu of hunters and travelers, as they are 
  very common in the woods and prairies of the world. And although 
  they are less widespread in Blighted Lands, they can even be found 
  there on rare occasions. 
  Easily startled, hares have Advantage on all initiative rolls, as well as 
  any roll testing their hearing. Their cowardly nature serves them well 
  in protecting them from predators, but it makes them very reluctant to 
  fight. If they are cornered, hares will defend themselves, but will suffer 
  Disadvantage on all their attack rolls.
   Ox/Buffalo
  Defense: 13 
  Endurance: 22 
  Reduction Value: 3
  Attack Modifier: +2 
  Attacks: Charge (1d8), Trample (Special)
  Special: Irritable, Stampede
  Move: 4 
  Saving Throw: 17 
  Despair Rating: 1
  
  36
  Oxen and cows can be found in most farms, where they are kept for 
  their milk, their meat, and to aid in plowing fields or pulling carts. Wild 
  buffaloes graze in the vast plains, woods, and wetlands of the world, 
  where they can be found in herds ranging in size from 10 to 55 indivi-
  duals (5d10+5).
  These large animals are normally placid, content to graze and be 
  left alone. But if they are attacked or provoked, they can easily turn 
  aggressive (especially the males) and attack with their large horns. 
  When enraged, a bull will charge at its enemy, and if it is able to move 
  at least 30 feet in a straight line toward its target in the same round as 
  the attack, it gains Advantage on both the attack and damage rolls.
  When a herd is startled, it may panic and collectively flee in a random 
  direction. Unfortunate bystanders often find themselves trampled 
  to death when that happens. For every ten oxen or buffaloes in a 
  stampede, 1d10 points of damage is inflicted to anyone caught in their 
  path. This damage ignores Reduction from armor. If a character failed 
  to find shelter from a stampede, they must make a Finesse-based 
  Attribute Saving Throw with Disadvantage. A successful Saving Throw 
  halves the stampede damage, and a character who rolled a total of 20 
  or higher has managed to steer clear of the stampede entirely.
  
  37
  The new professions described below offer more choices to players when 
  creating a character. They can be plugged into Table 1-2: Professions 
  (The Hero’s Journey 2nd Edition, page 14) with an additional roll, as 
  shown on the table below, if the player rolled the linked profession. 
  For example, if the player’s Profession roll gave them the Hunter, they 
  roll a d10 on the table below to find whether their profession is indeed 
  Hunter, or a linked profession such as Falconer.
  Table 4-1: New Professions
  Rolled Profession 
  d10 
  Final Profession
  Farmer 
  1-4 
  Farmer
    
  5-7 
  Livestock Farmer
    
  8-10 
  Shepherd
  Hunter 
  1-3 
  Hunter
    
  4-6 
  Big Game Hunter
    
  7-8 
  Falconer
    
  9-10 
  Kennel Master
  Big Game Hunter: You’re a fearless hunter of big game, such as boars 
  and bears, and can identify their recent passage, their presence, 
  or even their unusual absence. Starting Gear: Spear, Long Bow, 20 
  Arrows, 3d6 x 10 gold pieces.
  Falconer: You know how to train birds of prey, how to tend to them, and 
  how to hunt with them. You know everything there is to know about 
  avian wildlife, can easily identify each breed, and are knowledgeable 
  regarding their basic patterns of behavior. Starting Gear: Trained 
  Falcon, Falconer’s Glove, Falconer’s Training Kit, 2d6 x 10 gold 
  pieces.
  Chapter Four
  New Professions
  
  38
  Kennel Master: You know all the nuances of dog training and how to 
  tend to them. You can turn groups of dogs into coordinated hunting 
  packs and you know how to lead them in a hunt. You can determine 
  their general state of health and mood. Starting Gear: Hunting Dog, 
  Dog Whistle, Bag of Training Treats (with 10 treats), 2d6 x 10 gold 
  pieces.
  Livestock Farmer: You know how to raise and tend to livestock, 
  including poultry, rabbits, goats, pigs, and cows, in order to sell their 
  bounty and meat. You know how to milk and butcher such animals 
  as is appropriate. You can determine their general state of health and 
  market value. Starting Gear: Walking Stick (damage as quarterstaff), 
  2d6 x 10 gold pieces.
  Shepherd: You know how to raise and tend to sheep for their milk and 
  meat, as well as shearing them for their wool. You can determine 
  their general state of health and market value. You know how to 
  train and work with a shepherding dog. Starting Gear: Shepherd Dog, 
  Sling, Bag of Stones (20), Walking Stick (damage as quarterstaff), 
  2d6 x 10 gold pieces.
  
  39
  This chapter includes equipment that is associated with the new 
  Lineages introduced in this book. In addition, several pieces of 
  equipment from The Hero’s Journey, Second Edition have been reprinted 
  for ease of reference. All costs are measured in gold pieces, but in the 
  case of livestock prices can fluctuate drastically depending on the 
  season and current agricultural conditions.
  Table 5-1: Livestock
  Animal 
  Cost (gp)
  Cat (small) 
  3
  Dog (hunting) 
  10
  Dog (shepherd) 
  8
  Dog (untrained) 
  5
  Donkey or Mule 
  20
  Eagle (trained) 
  150
  Falcon or Hawk (trained) 
  100
  Goat 
  10
  Horse (draft) 
  30
  Horse (heavy warhorse) 
  200
  Animal 
  Cost (gp)
  Horse (medium warhorse) 
  100
  Horse (riding) 
  50
  Pig 
  7
  Poultry 
  1
  Owl (trained) 
  120
  Ox or Cow 
  25
  Rabbit 
  1
  Raven or Parrot (trained) 
  80
  Sheep  
  5
   Livestock Descriptions
  Cat (small): This is a common house cat. They typically weigh around 
  eight pounds. They are commonly found in castles and homesteads 
  where they serve as resident mousers.
  Dog (hunting): These are typically terriers, spaniels, beagles, and 
  bassets used to hunt or retrieve hares, fowl, and small game. They 
  can also be used to hunt larger game, by harassing the hunters’ 
  prey and cornering it for the kill. They are considered to be small 
  Chapter Five
  Equipment
  
  40
  dogs. Larger dogs can be purchased to protect livestock or property 
  and are most often alaunts, wolfhounds, or other robust breeds. 
  They cost twice the listed price. A hunting dog knows the following 
  commands: sit, stay, come, fetch, and attack.
  Dog (shepherd): These large dogs come in a variety of breeds and 
  serve as companions and aids to shepherds. They are trained in the 
  following commands: sit, stay, speak, return, and gather.
  Dog (untrained): This is a common untrained dog. Based on the size 
  and breed of the dog, prices may vary.
  Donkey or Mule: These stubborn beasts of burden are sure-footed, 
  but neither swift nor smart. They have a Might of 15 for purposes of 
  their carrying capacity.
  Eagle (trained): Larger and more aggressive than falcons, eagles can 
  still be trained to fly and return to their owners, as well as hunt for 
  game as large as a coney or hare.
  Falcon or Hawk (trained): Trained falcons and hawks are expensive, 
  but can be commanded to fly and return to their owners, as well as 
  hunt for small game such as squirrels.
  Goat: These cloven-hoofed beasts are known to be skittish and flighty, 
  but when domesticated they are valued for their fur and milk. When 
  slaughtered their horns and meat can fetch a good price.
  
  41
  Horse (draft): Draft horses are bred for strength and endurance, found 
  most commonly as work animals on a farm. They have a Might of 15 
  for purposes of their carrying capacity.
  Horse (heavy warhorse): Unlike riding horses and draft horses, 
  warhorses do not easily spook in chaotic situations like combat. Due 
  to their training at bearing a rider in armor they have a Might of 22 
  for purposes of their carrying capacity.
  Horse (medium warhorse): Medium warhorses, like their heavy 
  warhorse cousins, do not spook in battle or other traumatic situa-
  tions. They are not, however, typically trained to carry as great a 
  burden and are slightly more agile. They have a Might of 18 for 
  purposes of their carrying capacity.
  Horse (riding): Riding horses are lighter and faster than draft 
  horses, trained for speed and agility as well as the ability to follow 
  commands given by a rider. They have a Might of 15 for purposes of 
  their carrying capacity.
  Pig: Common farm swine, typically raised for their meat. Sows (female pigs) 
  are sometimes more expensive due to the fact that they can be bred.
  Poultry: Hens, pheasants, geese and ducks all fall into this category 
  and are commonly kept on farms. Most often it is their ability to lay 
  eggs that provides the most value to a farmer and they are rarely 
  butchered by commoners for their meat.
  Owl (trained): Prized for their keen nocturnal senses, trained owls 
  were sometimes used to hunt mice and other rodents on large estates 
  or well-to-do farms.
  Ox or Cow: These beasts of burden are most often found on farms. 
  Oxen are valued for their tireless strength, while cows produce milk 
  and can be butchered for leather, meat, and bone. Oxen have a Might 
  of 18 for purposes of their carrying capacity.
  Rabbit: The easily bred domesticated cousin of the wild hare is 
  commonly raised by farmers both for its meat and fur. 
  Raven or Parrot (trained): In spite of the vast differences between 
  the breeds in both appearance and preferred climate, both can be 
  trained in the art of mimicry, to repeat certain phrases, or even to 
  pilfer shiny objects in their agile beaks.
  Sheep: A great many farmers make their living tending flocks of sheep, 
  whose wool and milk can be sold. Though sheep can be slaugh-
  tered and carved up for mutton, this is rarely done except by rich 
  merchants and lavish nobles.
  
  42
  Table 5-2: Animal Feed
  Food 
  Cost (gp)
  Bag of Training Treats (10) 
  2
  Bird Feed (1 week) 
  1
  Carnivorous Feed (1 week) 
  2
  Food 
  Cost (gp)
  Catswort (1 bunch) 
  1
  Horse Feed (1 week) 
  3
   Animal Feed Descriptions
  Bag of Training Treats: Typically composed of small pieces of meat 
  soaked in marrow gravy and then dried, they are used to aid in the 
  training of dogs, owls, falcons, eagles, and hawks. Typically sold in 
  small bags of 10 treats.
  Bird Feed: Little more than dried nuts and seeds, bird feed is commonly 
  used to feed non-carnivorous birds.
  Carnivorous Feed: This catch-all term is used to describe the meat-
  based food used to feed dogs, cats, and birds of prey like eagles, 
  hawks, and falcons.
  Catswort: Also known as catmint or catnip, it is sold in bunches. Most 
  cats are attracted to catswort, as they enjoy the effects it has on them 
  when chewed to indue a calming effect or when its aroma is inhaled 
  to serve as a stimulant.
  Horse Feed: These large sacks of oats and grain are used to feed 
  horses of all kinds. 
  Table 5-3: Animal Equipment
  Animal Equipment 
  Cost (gp)
  Animal Grooming Kit 
  5
  Animal Toy 
  1
  Barding (horse) 
  320
  Bird Cage 
  4
  Cart 
  80
  Collar and Leash (chain) 
  5
  Collar and Leash (leather) 
  3
  Animal Equipment 
  Cost (gp)
  Dog Whistle 
  2
  Falconry Training Kit 
  35
  Falconer’s Glove 
  5
  Horseshoes (4, includes fitting) 
  10
  Saddle 
  10
  Saddle Bags 
  25
  Wagon 
  160
  
  43
  House Rule: Catswort and Prowlers
  With Narrator permission, when a prowler character spends an 
  action chewing fresh catswort it acts as a calming agent, reducing 
  anxiety and granting that character a +2 bonus on all Saving 
  Throws made to resist fear and fear-based effects, including Despair 
  Saving Throws against Overwhelming Evil. This effect lasts for ten 
  rounds, but during that time the prowler suffers Disadvantage on 
  all Initiative rolls. Alternatively, the scent of catswort can be deeply 
  inhaled by a prowler character, imbuing them with a brief boost 
  of energy and awareness at the cost of making them jittery and 
  edgy in the process. After spending an action deeply inhaling the 
  scent of fresh catswort a prowler character receives Advantage on 
  all Initiative rolls, but suffers a -2 penalty on all Saving Throws 
  to resist all of the above described fear-based effects. Catswort 
  remains fresh for purposes of consumption or inhaling its scent for 
  one week after being purchased, but grants no benefit to non-fe-
  line characters. A bunch of catswort contains a dozen uses when 
  chewed.
   Animal Equipment 
  Descriptions
  Animal Grooming Kit: This is a general term for the collection of 
  tools necessary to maintain an animal’s fur, feathers, hooves, and 
  health. When purchasing an animal grooming kit, the buyer must 
  decide what type of animal grooming kit they are purchasing: avian, 
  canine, equestrian, or feline.
  Animal Toy: This is a general term for the myriad of toys many animals 
  use to entertain themselves. This could include a ball of yarn with a 
  shiny bit of metal on the end for a cat, to a dog’s beloved chewing 
  bone, to a simple ball for playing fetch.
  Barding (horse): This is a suit of metal plates and chain armor crafted 
  to protect a warhorse in battle. It grants the horse a Reduction Value 
  of 3 when worn.
  Bird Cage: This iron cage is large enough to house one bird of prey 
  (like an eagle or hawk) or two smaller birds (like ravens or parrots). 
  It has a small bar which is used to close the cage door, but does not 
  have a lock.
  
  44
  Cart: A simple cart which can be pulled by either two or four horses. It 
  can be covered and used to ferry up to six passengers or when built 
  with an open top has a Might of 50 for purposes of carrying capacity.
  Collar and Leash (chain): Consisting of a length of relatively thin 
  chain which can be connected to a collar of the same, this collar and 
  leash is typically used for large dogs. The leash is ten feet long and 
  can be detached from the collar.
  Collar and Leash (leather): Consisting of a length of strong leather 
  that is ten feet in length and a similarly crafted collar, this collar is 
  typically worn by small dogs. The leash is ten feet long and can be 
  detached from the collar.
  Dog Whistle: This small metal whistle that can only be heard by 
  dogs and cats when blown. They hear a shrill noise that carries for a 
  distance of 1200 feet.
  Falconry Training Kit: This elaborate kit includes a perch, bells, 
  anklets, leashes, hoods, jesses, and other basic tools necessary to 
  properly train a hunting bird to follow commands.
  Falconer’s Glove: This thick leather glove runs nearly to the elbow 
  and offers fine protection from the sharp talons and beak of a falcon 
  or other bird. It can even serve as minor protection in combat and if 
  a character is wearing a Falconer’s Glove on a hand not otherwise 
  occupied by a shield or through the use of a two-handed weapon, 
  that character receives a +1 bonus to their Defense.
  Horseshoes (4, includes fitting): This is the cost for four horseshoes, 
  plus the cost of having them fitted by a farrier. Individual horseshoes 
  can be purchased for 2 gold pieces each.
  Saddle: A saddle includes harness, bit, bridle, and all the necessary 
  trappings to ride a horse and help a rider remain comfortable and 
  endure long journeys while astride a horse. Some saddles are high-
  backed, designed to help keep a rider atop his horse when clad in 
  heavy armor or when struck by a lance.
  Saddle Bags: A pair of large leather bags typically set across a horse’s 
  back. They add two to the Might of a donkey, mule, or horse for 
  purposes of carrying capacity.
  Wagon: A smaller, open-topped cart able to be pulled by a single 
  beast of burden and carry a driver and a passenger. It has a Might of 
  30 for purposes of their carrying capacity.
  
  45
  For your convenience, you will find below the pugilist variant as first 
  printed in the Hero’s Companion. Unless otherwise stated in the text 
  below, a Pugilist has all of the abilities of the Swordsman Archetype 
  and uses the Swordsman Advancement table on pages 40 and 41 of 
  The Hero’s Journey, Second Edition.
   Pugilist  
  (Swordsman Variant)
  Some combatants need no weapons. Whether they’re barroom 
  brawlers, trained grapplers, or simply street fighters who learned their 
  craft at the school of hard knocks, they favor using fists, knees, elbows, 
  feet, and their own body as a weapon over anything crafted by the 
  hands of a smith. The pugilist does this with surprising skill, and 
  because of their intense training, they are never defenseless.
  Weapon/Armor Restrictions: Even more so than the traditional 
  swordsman, the pugilist has limitations to their martial training. In 
  combat, they can wield clubs, daggers, and quarterstaffs only. They 
  can wear jerkins and brigandine armor as a traditional swordsman, 
  but do not use any kind of shield.
  My Body is My Weapon: When fighting unarmed, a pugilist receives 
  +2 to their attack and damage rolls. In addition, a pugilist’s unarmed 
  attacks inflict damage as a club (1d6 before the application of any 
  modifiers). Upon reaching 4th level, a pugilist’s unarmed attacks 
  are considered to have both the Blessed and Cold Iron Aspects for 
  purposes of damaging magical creatures. This replaces the swords-
  man’s Master Swordsman ability.
  Fists, Feet, Elbows, and Knees (Prerequisite Ability): A pugilist 
  with a Finesse of 15 or higher may make two attacks each combat 
  round when they are fighting without a weapon. This replaces the 
  swordsman’s Florentine Style ability.
  Appendix
  
  46
  Open Game Content
  Open Game Content may only be Used under and in terms of the Open Game License 
  (OGL).
  Designation Of Product Identity
  This regular text of this work not previously defined is designated as Open Game Content 
  under the OGL, with the exception of the trademarks and logos associated with “Gallant 
  Knight Games,” “Barrel Rider Games,” “The Hero’s Journey,» «The Hero’s Journey Fantasy 
  Roleplaying,» «The Hero’s Journey, Second Edition,» «The Hero’s Journey Fantasy 
  Roleplaying, Second Edition,» with the exception of all artwork and tables. These trade-
  marks, tables, artwork, and the trade dress of this work (font, layout, style of artwork, etc.) 
  are reserved as Product Identity.
  Open Game License
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compi-
  lation, abridgment or other form in which an existing work may be recast, transformed 
  or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines to the 
  extent such content does not embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and deri-
  vative works under copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or audio representa-
  tions; names and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed 
  to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative 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 Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
  of the terms of this License.
  
  47
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation 
  and/ or You have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indi-
  cation as to compatibility, except as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You agree not to indicate compa-
  tibility or co-adaptability with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry White Box Rules, Copyright 2008, Matthew J. Finch
  Gallant Knight Games logo, Copyright 2020, Alan Bahr
  Barrel Rider Games logo, Copyright 2020, James M. Spahn
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/The Hero's Journey FRPG/The Hero's Journey 2e/The Hero's Journey 2e Of Beasts Brave & True.pdf