TEXT: THE LEY THE LAND AND THE WAY  
  The surface of Kulthea is crossed by lines of magical 
  energy which can be thought of as ambient, natural, primal 
  energy which to the non-arcane spell caster has no effect, 
  however to the arcane spell caster like the wizard, sorcerer and 
  bard the effects are incredible. Their spells can be cast better 
  than ever before, their opponents have trouble resisting these 
  enchantments and the spell resistance of creatures is greatly 
  diminished around the area of effect of these ley lines. The ley 
  lines come in major and minor lines and when tails of these 
  lines approach each other they form a nexus like a whirlpool 
  of ley energy; this in turn has much greater effect than a mere 
  ley line and is well sought after by mages for their natural 
  increasing effect. Many a mages tower is built within the 
  range of a nexus or ley line for this benefit. However with 
  every benefit there comes a price, the difficulty of casting a 
  spell, especially if disturbed is much greater since the ley itself 
  is very distracting, as mages of Arion have found on repeated 
  studies of the phenomenon. 
  The Minor Ley Line: gives a benefit of +2 DC to all 
  spells cast within 1 mile of a minor ley line while also giving a 
  +2 to spell penetration rolls. 
  The Major Ley Line: as minor ley line as well as giving 
  the effect of the metamagic feat empower spell on all spells 
  and arcane spell like effects from items and creatures. If an 
  empowered spell is cast here then it is maximised as well. 
  This effect is within 2 miles of a major ley line. 
  The Nexus: as major and minor ley line in addition to the 
  feat augment summoning being in effect and all summoned 
  creatures are of 2 table greater than the spell actually cast. Ie a 
  summon monster V effects as a summon monster VII. 
  Cooperative spells cast with in area have double their normal 
  bonuses. Ritual and Ritual Sacrifice each gain a +1 level effect 
  in determining the maximum spell level castable and all DCs 
  for the Ritual sacrifice are reduced by 5. In addition all spells 
  are maximised and empowered. The effect is within 5 miles of 
  a nexus. 
  The Wayhouse: these small stone huts are large enough 
  to sleep ten or so people or horses if each horse counts as three 
  people. They are built on ancient ley wells that act as 
  protection against unnatural creatures and dangers. They act as 
  a permanent magic circle against evil spell for the hut itself 
  and 10’ around it. The hut will always have a permanent 
  create food and water each day for ten people that occurs in 
  the huts food chest. The chest is stone and part of the hut and 
  cannot be removed. The wayhouses are long and far between 
  and built at a time when dangers lurked the few roads of the 
  realms, as the nations have changed so has the flow of traffic 
  and so these huts have been lost to the undergrowth and 
  wilderness. Often the hut itself has been destroyed and all that 
  remains are the marker stones in a circle showing the limit of 
  the protection it still provides. These wayhouses can be found 
  by any being able to rebuke undead using positive energy. 
  They can be felt as a source of good for up to 3 miles away. 
  They radiate a faint magical energy and if detect magic is cast 
  by anyone including arcane spell casters within 3 miles of a 
  wayhouse a faint magical pull will be felt to the hut itself. 
  THE LUGROKI HORDES  
  These fell creatures make up the bulk of the dark armies 
  of the dragonlords and often find themselves places of high 
  rank in elite evil forces and mercenary companies. They are 
  human sized, with slanting eyes, flattened snouts and 
  sharpened tusks. They have pointed ears and little hair. They 
  are very strong and have a thick swarthy grey hide. Their 
  tribal tattoos, ear piercing and carved canines define their rank 
  and clan position. They have a strong sense of clan pride and 
  honour and will very rarely defect or betray those who they 
  have sworn to serve. They are superb smiths and cunning 
  tacticians. Their spell casters are usually sorcerers or clerics, 
  and the bulk of their armies are warriors. Occasionally a 
  champion will arise from the 
  ranks and will be a wizard, 
  scout, templar or fighter. 
  They are thought to be a 
  twisted result of an human 
  and orcish breeding program 
  initiated by the dragonlords 
  that has over the centuries 
  produced a superior variety 
  of humanoid troop for the 
  dragonlords. 
   
   
   
   
  Medium Sized Humanoid (Lugroki) 
  Hit Dice: 2d8+5 (14hp) 
  Initiative: +1 
  Speed: 30’ 
  AC: 18 (Dex+1, natural+3, chain shirt+4) 
  Attacks: MW falchion +5 or MW heavy flail +5 & MW 
  morning star +5 melee, mighty short composite bow (str+2) 
  +2 ranged 
  Damage: MW falchion 2d4+4 (18-20)x2 or MW heavy flail 
  1d10+4 (19-20x2) & morning star d8+3 (x2) melee, MW 
  arrow d8+2 (x3) 100’ 
  Face/Reach: 5’ by 5’/5’ 
  Special Qualities: Low Light Vision, natural AC +3 (thick 
  skin), receives a natural +4 bonus to all metalworking craft 
  checks (already factored). 
  Saves: Fort+3 Ref+1 Wil+0 
  Abilities: Str17(+3) Dex12(+1) Con12(+1) Int11 Wis11 
  Cha14(+2) 
  Skills: Listen +2, Spot +3, Intimidate +3, craft-metalwork +5 
  Feats: Toughness (+3hp)  
  Climate/Terrain: Found in any dependant on assignment. 
  Organisation: They are usually found in a team of 5, squad of 
  10 or troop of 30. Of each 5 one will be a leader of level 3-4 
  and for every 3 leaders there will be a level 5-9 captain. On 
  rare occasions for special assignments teams of entirely 
  leaders or captains will be dispatched. 
  Challenge Rating: 2 
  Treasure: Standard with no art objects and double magic. 
  Alignment: Usually Lawful Evil 
  Advancement: By character class. 
  THE CHOSEN ONES 
  The priests and mages of the Y’kin have the knowledge 
  to create Chosen Ones as in the Monsters of Faerun. However 
  it is a divine and arcane spell of 5th level but requires that the 
  caster also have the feat Ritual, or someone must perform the 
  Ritual for them. The bonus in spell levels normally gained by 
  the Ritual or Ritual Sacrifice is the number of individual 
  Chosen Ones that can be created. The caster may only ever 
  have a number of Chosen ones equal to their charisma bonus 
  plus level and if the person has leadership and is accumulating 
  cohorts they count as 1st level each. 
  CREATURES OF JAIMAN & FAERUN 
  The spells and creatures below are available to the 
  indicated groups and regions, they are as presented in the 
  Monsters of Faerun excpet with any changes below. 
  
  Create Crawling Hand: Sor/Wiz 3. True Necromancers 
  & Pale Masters of the Black Tower. 
  Create Darkenbeast: Sor/Wiz 5. True Necromancers & 
  Pale Masters of the Black Tower. 
  Green Warder: found in the forests of Urulan and more 
  so the Remiriath Forest. 
  Meazel Tribes: are found in the swamplands and bogs of 
  Wuliris. 
  Baelnorns: The good elven liches are common on Urulan 
  and a very well kept secret. 
  AND SOMETHING IS ISMY FATHER… 
  Roll on the following table for every player character 
  created if they % equal to their charisma on a single check. It 
  is the chance that old blood has come forth from their ancestry 
  or that their parents were not all that honest about their birth. 
  Once it is determined that aberrant blood exists in the creature 
  roll on the below table. Note however that this bonus comes at 
  the cost of a first level feat, also there is no choice regarding 
  whether to take the results of this roll. 
   
  % 
  Type of Blood 
  1-10 
  Plane touched –Air Genasi 
  11-20 
  Plane touched –Water Genasi 
  21-30 
  Plane touched –Fire Genasi 
  31-40 
  Plane touched –Earth Genasi 
  41-55 
  Plane touched –Aasimar 
  56-70 
  Plane touched –Tiefling, Fey’ri (elf) or 
  Tanarukk (halforc) 
  71-85 
  Yuan Ti –tainted one 
  86-96 
  Lycanthrope 
  97-00 
  Pseudonatural 
  WHERE EVIL LURKS 
  Xa’Ar ~ Vampires are in complete control of this land. 
  There are three major vampires and each has their own ‘herd’ 
  of humans to feed off and these are marked with the enchanted 
  tattoos that are seen on the faces of the escapees. The tattoo 
  denotes ownership to the vampire and from it they can tell the 
  age, origin and ownership of the person. The tattoo also 
  reduces that person’s resistance to mind based control to make 
  feeding easier. The third enchantment built into it is confusion 
  so that if they move more than 100’ away from a Xa’Aran 
  vampire or another bearing the tattoo they become confused as 
  per the spell. This effect passes when moving more than 5 
  miles away from a Xa’Aran vampire. The confusion effect 
  results in the memory loss that is displayed in escapees and is 
  deliberate. Once escaped and the memory of Xa’Ar is lost the 
  confusion effect no longer occurs if removed from Xa’Ar for a 
  single year.  
  Any tattooed stock that is turned into vampire spawn 
  must remain completely loyal to the draining vampire if that 
  vampire has ownership of the tattooed prisoner if not they are 
  a free willed spawn. This control is complete even if ordered 
  to destroy themselves; they will do so without hesitation. 
  Lorgalis is the main vampire of this realm and rules 
  alongside his succubus lover from Nehms. His two captains 
  were his first victims many years prior; the previous King 
  Breven Hallsek III has the lands of Aerek under his domain 
  and it is he who is charged with testing the defences of the 
  border and thirdly his previous court priest High Cardinal 
  Perzal of Oigne & Uide who underwent a pragmatic change of 
  faith to side with Lorgalis after his dark coup. Perzal has the 
  lands of Wi’Shokhaan under his control and is continuing his 
  experiments under Lorgalis’ direction into the creation of the 
  Unlife. 
  Ly-Aran ~ This land is indeed under the influence of 
  three priests Aarnak, the first a high level true necromancer, 
  the second a cleric / wizard lich and lastly their leader a 
  powerful Raksasha cleric / Pale Master. They have taken 
  entire control of the land and are now consolidating their 
  powerbase of undead by researching all manner of unlife 
  creations. They have recently been experimenting with the 
  rarer unlife types and lower planar creatures. They have been 
  buying slaves through dark markets and using these poor 
  individuals to create more minions and as sacrifice to placate 
  their lower planar allies. They are accumulating a greater 
  number of banedead and dread warriors and their elite 
  soldiers, to be lead by the three death knights they have under 
  their control. These deathknights are astride black unicorns 
  and are one of the most feared sights in this sorry land. 
  Lu’Nak ~ The forces of the dragonlord consist of kobold 
  scouts, 
  hobgoblin 
  warriors, 
  lugroki 
  elite, 
  dragonkin 
  lieutenants, and ogre mage captains. As can be noted all these 
  creatures are LE in alignment like their master. Few humans 
  appear in the dragon lords’ armies and those that do are 
  mercenaries or clerics and templars. Even fewer are the half 
  dragons who have been blessed by the dragonlord himself, 
  they act as his generals and can be taken from any of the 
  previously mentioned races. 
  Y’kin ~ The fell Yuan Ti hold this land under their 
  power. They have insinuated their purebloods and tainted ones 
  into the hierarchy of the realm and the clerical structure and 
  all but control the entire land. They give worship to elements 
  of the New Religion and have made that the state religion, in 
  doing so they sacrifice to Sinn, Lady Asharat and Ghede while 
  also fulfilling their own dark desires and agendas. The state of 
  this sorry realm is not known and is a carefully kept secret. 
  The Beasts of Ghede ensure this as they hunt down any stray 
  escapee or agent. 
  Ulor ~ Welcome of the Black tower, well protected, 
  manned and enchanted. No trespassing. Admission is by 
  invitation only and the pale masters, blood mages, true 
  necromancers and priests aarnak that dwell here provide more 
  than adequate protection for this tower of darkness. 
  Gorai’ya ~ This city and area has been completely taken 
  by the drow. They have not revealed themselves yet but have 
  established an extensive underground network of barracks, 
  temples to Lolth and disguised watchtowers. They are keeping 
  any evidence of their presence from being seen from sea, sky 
  or land. The obvious creatures encountered are elements of the 
  unlife under the direction of Fey’ris, these creatures have been 
  created from captured elevn stock and still serve their purpose 
  in the breeding chambers beneath the ruins of Gorai’ya. 
  Alongside them are the birthing chambers of the Draeglolth 
  and the noises and screams of these chambers can sometimes 
  be heard as far as the wall. The drow are building their 
  numbers while extending their tunnel system. The few drow 
  
  scouts they send out onto the surface are very well trained and 
  heavily protected. Usually they gather information through 
  their undead servants. 
  Bellramp ~ The ancient towers are part of a defensive 
  network of enchantments designed to keep the nearby 
  undersea nation of Kuo-Toans. This vast metropolis sized 
  population is prevented from the shore by the network of 
  bells, which they cannot stand the sound of and are unable to 
  approach within 1 mile of them while tolling. The bells 
  automatically toll when any Kuo-Toan passes within 1 mile of 
  a single tower. The towers extend out into the sea to a distance 
  of roughly 5 miles in a protective network. The network was 
  originally put into place by feats of incredible magic and the 
  system was designed to be maintained regularly, but this has 
  fallen from knowledge and for centuries they have been 
  unattended. Even now the Kuo-Toans probe the network in the 
  hope of finding a weakness they can utilise. 
  Quelbourne ~ The ancient evil that dwells beneath the 
  city is an abandoned mind flayer city named Ilstari. The place 
  is named in several texts and scrolls of other lands and has as 
  its symbol, a single eye. The symbol of a star with an eye at its 
  centre is used to ward evil away in this place so that these can 
  be seen in every day life but few inhabitants are willing to 
  speak to strangers regarding its use or reason. The underdark 
  tunnels are in fact home to an Alhoon (an illithid lich) who 
  has several mind flayer apprentices. They are trying to 
  reanimate an illithid elder brain that was destroyed centuries 
  ago. 
  Onfelop ~ Baron Onfelop is a greater doppelganger 
  specialist enchanter and has under his command a band of five 
  doppelgangers. These include a rogue, two fighters and a 
  monk of the temple of falling stone. Their plans are to 
  establish themselves in the area and destabilise the region 
  through war and chaos, after which they will step and re-
  establish peace for the good of the region. They have 
  negotiated deals with most of the humanoids in the area to 
  keep them safe from attack. The ‘cousins’ that deal with the 
  other towns of the region are the charmed servants of Baron 
  Onfelop or his doppelganger servitors. 
  Elven Quay ~ The sea fort of the coast of this town is 
  very well protected from sea and land observation, from the 
  upper towers the freed Culai from the Ur Tombs collects 
  information from around the lands of Jaiman and abroad and 
  amasses this information to bring himself up to date on current 
  affairs and establish the best means of taking control of the 
  land. His patience is immortal and he has learned one thing 
  from the thousands of years of imprisonment and that is to 
  take his time with everything. He has contacts in many regions 
  of Kulthea although none of these people know each other or 
  for whom they work. Most of his information gathering is 
  conducted through magical means or through summoned 
  outsiders. He is Andahar last of the Culai. He has been free for 
  one thousand years and his plans are just being laid. 
  Ur Tombs ~ These are the ancient resting place of 
  several Culai. They are in a state of magical sleep that shows 
  no sign of ceasing. There are six small tombs here of which 
  one is empty; whether it was never used or its occupant has 
  risen it is not known by the guards of the region. It is a well-
  kept secret but elements of the church of the Faith, Gryphon 
  College, Arion isle and the Urulan wizards are always present 
  studying the sarcophagi in an attempt to better understand the 
  beings within. The guards have no idea of the occupants’ race 
  let alone their state of being since the protective magics 
  present are incredibly powerful. The original design of the 
  system was to allow the Culai to rest here while the outer 
  world was developing, they could emerge every century and 
  assess the changes and make proper adjustments. Since their 
  last awakening several thousand years have past and they have 
  slept through the entire Culai Wars. There is a further tomb 
  complex to which all of these minor rooms join, it is an 
  enormous central hub the size of a small city and within which 
  time moves differently, every day spent within the room a 
  year outside passes. Originally the time tombs power was 
  enlarged to cover the tombs and make time pass quickly, for 
  even while asleep the Culai have a sense of time, but the time 
  warping effects of the Ur Tombs has deteriorated and shrunk 
  to a much smaller area. Several creatures have negotiated with 
  the present guards to gain access to the time tombs as it is a 
  integral part of their culture. The central hub is enormous and 
  has access via a shaft at its peak. Dragons and the few shades 
  of Jaiman travel here to speed up their growth through 
  accelerated aging. These creatures provided invaluable lore 
  regarding the tombs and in exchange they have demanded 
  unrestricted access to the central complex. 
  Zor Wastes ~ For fifty miles around Verzor in the 
  middle of the Zor Wastes any creature who enters is struck by 
  a wasting illness. It is an exposure disease using DC20 
  incubation of 1 day and damage of d6 con. All the local 
  creatures that dwell in the ruins of Verzor itself are immune to 
  the disease. It is due to the massive exposure of magic that is 
  the result of the tragic near complete destruction of this 
  majestic city. It was once a large city full of life and all 
  manner of humanoid creatures under the rule of the Culai, 
  with the advent of the Culai Wars the city was destroyed by an 
  enormous release of magic by the Culai in an attempt to 
  protect them from the raging destruction. The attempt failed 
  and the city was devastated with only fragments of its beauty 
  remaining. A noxious cloud that survives to this day as the 
  disease known as the Wasting disease that travellers encounter 
  around Verzor. Since then the hated Phaerimm have made 
  their home here searching for ancient and lost magics and 
  building a force to take the nearby areas. They have under 
  their command many troglodytes, lizard folk, asabi and 
  firenewts which they command. These creatures serve their 
  masters fully in exchange for training and equipment and the 
  opportunity to live safely within the poisonous ruins of Verzor 
  while being able to attack the outside beings with magical 
  assistance. 
  Turak ~ This city is rumoured to be inhabited by nothing 
  except the ghosts of the dead, this is strictly not true, it is 
  inhabited by beholders and beholder kin which have made 
  their way from underdark and have found the war struck land 
  of Saralis a perfect place to commence their evil designs on 
  the surface people. 
  Sidar ~ This dark ominous tower is actually the abode of 
  Thantos the Fallen, a fallen Ghaele celestial who has studied 
  the twisted arts of the alienist. He was quite insane prior to his 
  fascination with the outer alien beings beyond time and space 
  but with his exposure to those creatures his insanity is 
  intensified. He has an enormous phobia of the outdoors and is 
  intensely afraid of the world outside his tower, the guarding 
  Erlini have secured the towers forests with multiple wards to 
  prevent his exit or any of his creations to wander freely. This 
  is the task they have undertaken and their encounters with 
  escaped beings has seen no increase over the last few hundred 
  years so it seems Thantos is planning no change in his 
  ongoing study and contemplation. 
   
   
   
   
   
   
   
  
  MY FURRY LITTLE FRIEND 
  The complete list of standard familiars and their special 
  abilities they grant to their masters; 
   
  Cat   
   
  ~+2 move silently 
  Dog/Fox 
   
  ~Feat Scent to master 
  Owl  
   
  ~+1 move silent, low light vision 
  Hawk/Eagle  
  ~+2 spot checks 
  Sparrow/Finch etc 
  ~+2 REF saves 
  Ferret/Meerkat 
  ~+2 search 
  Rat/Mouse  
  ~+2 FORT saves 
  Badger 
   
  ~rage as barbarian 1/day 
  Toad/Frog 
   
  ~+2 Constitution 
  Lizard/Gecko 
  ~+2 Balance 
  Snake 
   
  ~poisonous bite 
  Squirrel 
   
  ~+2 search 
  Bat  
   
  ~darksight 60’ 
  Raven/Crow  
  ~speak 1 language 
  Monkey (small) 
  ~+2 climb 
  THE UNLIFE, THEIR ORIGIN & CREATION 
   
  The creatures of the Unlife are created in a variety of 
  ways; they are as follows. In each description is the name of 
  the creature, its source book; it’s challenge rating and its 
  method of creation. This method if differing from presented in 
  the PHB or DMG overrides presented material. In some cases 
  the spells used rely on the type of life the corpse lived or its 
  method of death. The level restrictions are given for the 
  minimum level of the caster able to create such creatures and 
  after those special features of creation. Ritual refers to the 
  Ritual feat and Ritual Sacrifice refers to that feat and requires 
  the use of the victim as the source corpse for the creation. 
  MM=Monster 
  Manual 
  MF=Monsters 
  of 
  Faerun 
  NboM=Net Book of Monsters 
   
   
   
   
   
   
   
  Unlife Type 
  Source 
  CR 
  Method of Creation 
  Allip 
  MM 
  3 
  Created by fate to avenge those who pushed it to suicide 
  Banedead 
  MF 
  3 
  Create undead 14 Ritual Sacrifice of fanatical follower 
  Baneguard 
  MF 
  2 
  Create undead 13 
  Banshee 
  NboM 
  7 
  Female elf created by fate due to the anguish of lost or forgotten love 
  Bodak 
  MM 
  8 
  Anyone slain by energy drain that does not create spawn 
  Bog Mummy 
  NboM 
  6 
  Create greater undead 16 must be cast on a bog preserved body 
  Bonebat 
  MF 
  2 
  Create undead 12 
  Crypt Guardian 
  NboM 
  6 
  Create greater undead 14 Ritual 
  Crypt Thing 
  NboM 
  5 
  Create greater undead 14 Ritual 
  Curst 
  MF 
  +1 
  Create greater undead 15 Bestow curse and the person dies still under the curse 
  Death Knight 
  NboM 
  +3 
  Create greater undead 17 Ritual Sacrifice of a willing dark Templar, blackguard or fallen 
  paladin. 
  Devourer 
  MM 
  11 
  Create greater undead 18 Ritual 
  Direguard 
  MF 
  2 
  Create undead 14 
  Dracolich 
  NboM 
  +3 
  Ritual 11 
  Dread Warrior 
  MF 
  3 
  Create undead 15 must be the fresh corpse (12 hours) of a warrior who died in battle 
  Ghast 
  MM 
  3 
  Create undead 14 corpse must have been CN or evil 
  Ghost 
  MM 
  +2 
  Create greater undead 20 
  Ghoul 
  MM 
  1 
  Create undead 11 corpse must have been CN or CE. 
  Huecuva 
  NBoM 
  3 
  Create undead 12 from the body of a good cleric who succumbed to evil tempation 
  Lacedon 
  MM 
  1 
  Create undead 11 corpse must have died by drowning 
  Lich 
  MM 
  +2 
  Ritual 11 
  Mohrg 
  MM 
  8 
  Create greater undead 16 must be an unrepentant murderer, rapist or paedophile etc. 
  Mummy 
  MM 
  3 
  Create greater undead 15 embalming Ritual required. 
  NightShade 
  MM 
  14-18 
  Create greater undead 20 Ritual Sacrifice of an outsider of CR-5 or more than the planned CR 
  Penanggalan 
  NboM 
  +1 
  Female being slain by the kiss of s incubus or drinking the blood of a vampire. Must be  in a 
  tryst of lost or unattainable love 
  Revenant 
  MF 
  +1 
  Created by fate to seek and exact justice on its murderers. 
  Shadow 
  MM 
  3 
  Create undead 12 corpse must be of a thief / criminal. 
  Skeletal 
  Warrior 
  NboM 
  +3 
  Create greater undead 16 Unwilling Ritual sacrifice of a 10th level or greater fighter. 
  Skeleton 
  MM 
  1/6-9 
  Animate dead spell 
  Spectre 
  MM 
  7 
  Create greater undead 16 the spell can only be cast at the place of death or burial. The creature 
  is limited to a 1 mile radius from the casting site 
  Vampire 
  MM 
  +2 
  Being slain by the kiss of s succubus or drinking the blood of a vampire. 
  Vampire 
  Spawn 
  MM 
  4 
  Anyone slain by a vampire’s blood drain or drinking the blood of a spawn. 
  Wight 
  MM 
  3 
  Create undead 16 only effects those interred in barrows it may not venture more than 5 miles 
  from a barrow 
  Wraith 
  MM 
  5 
  Create undead 20 only effects corpses of evil beings 
  Zombie 
  MM 
  1/6-12 
  Animate dead spell 
  Zombie 
  Tyrantfog 
  MF 
  3 
  Create undead 11 the corpse must be an evil cleric slain by the caster 
   
   
   
   
  
  WARDER FOR LIFE 
  The feat of bonding a person as a familiar is frowned 
  upon by the wizards of Arion and most other traditional 
  wizards, but the Duranakai and the dark practitioners of the 
  Black Tower. To bond a warder you must find a person or 
  group to teach the Feat ~ Bond Warder, once this is done the 
  wizard must then find a person to be bonded. The warder takes 
  the place of a familiar so therefore a wizard may have a 
  warder or familiar not both and the normal rules for losing a 
  familiar apply. 
   
  BOND WARDER [GENERAL] 
  The ability to bond a person or intelligent humanoid as a 
  warder, which is essentially a humanoid familiar. 
  Prerequisite: To be ability to summon a familiar. 
  Benefit: An unwilling target gets a WIL save as if resisting a 
  spell of the highest level that the wizard can cast. Any person 
  capable of casting arcane spells gains a bonus to the save 
  equal to double the highest spell level castable, and if they fail 
  they may make an additional save every level they gain until 
  free. A willing target gains no save and once bonded cannot 
  remove the bond by these additional saves. The bonuses given 
  below supersede the ones for a normal familiar and are applied 
  to both the wizard and the warder. 
   
  Wizard Level 
   
  Abilities gained by both parties. 
   
  1 
  Alertness, Improved evasion 
  (within sight), Share spells 10’, 
  Empathic link (within sight) 
   
  3 
  Touch delivery of spells 
  7 
  Empathic Link (1 mile) 
  12 
  Spell resistance (warder only) 
  14  
   
  Scry on warder 
  17 
  Empathic Link (same plane) 
   
  In addition for every 3 levels the wizard has, the warder gains 
  the feat toughness and thereafter improved toughness. This is 
  instead of the AC increases, improved HP and saves and the 
  intelligence increases the normal familiar receives. Note that 
  the improved HP from toughness and improved toughness 
  come at a cost. These HP’s are added in the same way HP 
  from an aid spell are, they are damaged prior to the warders 
  normal HP’s, and all of such damage is also inflicted upon the 
  wizard as subdual damage. The wizard will never die from 
  such injuries but can be rendered unconscious. The affects of 
  losing a warder are twice that of a normal familiar should the 
  warder die or be dismissed. If an unwilling warder breaks their 
  link by a subsequent saving throw the effect on the wizard is 
  the same as if they willingly dismissed the warder. 
  THE BAND THAT MAKES IRON OUT OF FLESH 
  This is the iron band of Kloor that gives the warriors of 
  Kloor such advantages in combat. It is fitted to all training and 
  active monks, fighters, consecrated harriers and templars of 
  the church of Kloor. The priests and warpriests of Kloor wear 
  no such bands. 
  Iron Band of Kloor (wondrous Item) Grants a +2 
  deflection bonus to AC, a +2 bonus to Strength, & Dexterity 
  and acts as rings of Freedom of Movement & Sustenance. 
  Must not be of good alignment for the band to close over the 
  users arm and once attached it may not be removed. 
  The band causes the Delusion as per a cursed item that 
  the wearer will die if they disobey an order from a superior 
  within the church of Kloor. This delusion is reinforced by the 
  fact that the band will cause 1d6 of agonising subdual damage 
  per round that the wearer actively disobeys an order of a priest 
  of Kloor. This is based on a feeling of guilt and the wearer 
  will know if they are breaking orders or their oath. Allowing 
  anyone to study the band also causes this to occur. While this 
  damage is being taken a FORT save each round at 
  15+(accumulated damage) from the subsequent d6 rolls must 
  be made. If failed the wearer must cease activity and once 
  again begin to obey orders. 
  Cost: 45,000gp, requires; forge ring, cats grace, bulls 
  strength, freedom of movement & create food and water & be 
  of caster level 7th. (manufacture cost 22,500gp & 1,800xp) 
  DARK SUMMONS 
  Some followers of differing churches gain the ability to 
  summon strange and bizarre creatures using the summoning 
  spells. They are detailed below. A person who has sworn to a 
  faith must either be able to cast divine spells and give worship 
  to that faith or have Knowledge Religion 4 Ranks, and be a 
  follower of that god. 
  Lutann ~ beast of chaos template (NBoM) 
  Sinn ~ fiendish template (MM) 
  Ghede ~ beast of Xvim (MF) 
  The Triad of Life ~ celestial template (MM) 
  Maurug ~ use the pseudonatural template (B&T) 
  Agothu ~ use the pseudonatural template (B&T) 
  THE CULAI  
  The Culai are a powerful race of immortals that predate 
  any humanoid race or even infernal and celestial race in 
  existence. They are the first creation of the gods and are 
  therefore as to be expected incredibly powerful. The number 
  of active Culai can be counted on one hand and their actions 
  and desires cannot be fathomed. They are a tall 7-8’ race of 
  four armed humanoids of pure white skin and totally black 
  eyes. They are completely hairless and have no nose, their 
  mouth is small and their voice is high pitched and hissing. 
  They were originally meant to provide guidance for the new 
  humanoid races and as such they have the ability to 
  shapechange into differing humanoid types. This ability was 
  never intended for infiltration and individual people therefore 
  may not be mimicked, also their eyes regardless of what form 
  they take will always be pure black. 
  Use the stats for the Solar, but giving the Culai a luck 
  bonus +4 for everything. Also eliminate any alignment based 
  abilities such as protection from evil as Culai are always 
  Lawful Neutral in alignment. They have the additional feats of 
  multidexterity, multiweapon fighting and multitasking which 
  allows them to attack with two 2H weapons at –2, or 4 one 
  handed weapons at –2 all. The weapons most commonly used 
  are a +5 falchion of speed and a +5 keen falchion giving 
  attacks of +35/+35/+30/+25/+15/+35 with the damage being 
  2d4+23 (18-20)x2 and the last attack (15-20)x2. The Culai use 
  no ranged weapons and have access to any divination and non 
  damaging necromantic spells as a psionic ability ie is cast as a 
  free action.  
  STRANGE WEAPONS & METALS 
  When determining magic items and NPC equipment use 
  the following: 
  • 
  20% of Polearms are stout arms and 20% of 
  these are double headed 
  • 
  50% of gauntlets are ward cestus 
  • 
  10% of daggers are triple daggers 
  • 
  30% of all picks are gnomish battlepicks 
  • 
  25% of spiked gauntlets are bladed gauntlets 
  • 
  10% of saps are warfans 
  
  • 
  10% of spiked chains are chain & daggers d12, 
  1-5 normal, 6-8 +1 str, 9-10 +2 str, 11 +3 str, 12 
  +4 str. 
  • 
  5% of longswords are mercurial 
  • 
  10% of longspears are duoms 
  • 
  10% of bastard swords are gyrspikes 
  • 
  10% of shortspears are mantis 
  • 
  5% of greatswords are mercurial 
  • 
  5% of staffs are 3 piece staffs 
  • 
  5% of darts are fukimi-bari 
  • 
  25% of nets are bolas 
  • 
  15% of javelins are spinning javelins 
  • 
  10% of light crossbows are spring loaded 
  gauntlets 
  • 
  25% of heavy crossbows are great crossbows 
  • 
  20% of tridents are harpoons 
  • 
  whip d12, 1-5 normal, 6-8 +1 str, 9-10 +2 str, 11 
  +3 str, 12 +4 str. 
   
  DETERMINING THE ORIGIN OF MASTERWORK OR 
  ENCHANTED WEAPONS & ARMOR 
  D20 – origin 
  Who – Where 
  1 
  Mastersmith Tethior  
  2 
  Mastersmith Krelij 
  3-4 
  Arion Isle 
  5-6 
  The Lugroki 
  7-11 
  The Runiir ~ Udahir 
  12-13 
  The Runiir ~ Tarkh’Moor 
  14-15 
  The Runiir – Grelk’Rathan 
  16-17 
  Rhakhaan Noble House 
  18-19 
  U’Lyshak Noble House 
  20 
  Calthosian Steel 
   
  Magical Bonus d20 
  Constructed 
  Hard 
  Cost
  Material 
  1* 
  2 
  3 
  4 
  5 
  Metal*5 
  / HP” 
  x 
  Notes 
  1-2 
  1 
  - 
  - 
  - 
  Cold wrought iron*7 
  8/24 
  1.1 
  Iron that is not hot forged 
  3-4 
  2 
  1 
  - 
  - 
  Pattern welded iron 
  9/27 
  1.2 
  Forged iron and non, wound together
  5-13 
  3-10 
  2-5 
  1 
  - 
  Low steel 
  10/30 
  1 
  Forged steel – low quality 
  14-17 
  11-15 
  6-9 
  2-3 
  1 
  High steel 
  12/30 
  1.5 
  Forged steel – high quality 
  18 
  16-17 
  10-15 
  4-7 
  2-3 
  White steel 
  15/30 
  - 
  Mithral alloy*3 
  19 
  18 
  16-17 
  8-13 
  4-6 
  Black steel 
  20/40 
  - 
  Adamantine alloy, gunmetal grey*8 
  - 
  19 
  18 
  14-16 
  7-12 
  Blood steel 
  22/40 
  - 
  Eog alloy – blood red veined metal 
  - 
  - 
  19 
  17 
  13-15 
  Keron 
  24/45 
  - 
  Black lustrous metal – looks oiled 
  - 
  - 
  - 
  18 
  16-17 
  Laen 
  25/50 
  - 
  Volcanic glass, translucent dull gold 
  - 
  - 
  - 
  19 
  18-19 
  Cullander 
  28/75 
  - 
  Dull like half fired fine porcelain 
  20 
  20 
  20 
  20 
  20 
  Runeweapon*2 
  +5/+10 
  - 
  Spidery runes cover the item 
  1-4 
  1-3 
  1-2 
  1 
  1 
  Shaalk*6 
  3/10 
  10 
  Pulped to make paper. 
  5-13 
  4-13 
  3-12 
  2-12 
  2-11 
  Dark Wood*4 
  5/10 
  10 
  Used for shields and spears. 
  14-19 
  14-19 
  13-19 
  13-19 
  12-19 
  Black Oak 
  6/15 
  20 
  Used to make bows / staffs etc. 
   
  * and masterwork 
  *2 roll again for material type, +5% intelligence chance 
  *3 armor is 1 category lighter for movement and limitations. Spell failure –10%, max dex +1, armor penalty +3. Weighs half as much 
  as iron. 
  *4 The wood weighs half as much as normal wood. Armor check penalties –2. 
  *5 All the materials in italics must be master worked in reference to times etc.  
  *6 Shaalk can be pulped and mixed with its own resin and shaped into breastplates and other such shapes. This armor can be worn by 
  druids etc. Splint and breastplates are available. The weight is –15lb, speed is the same, arcane failure is –10%, armor check +2, max 
  dex +2. Such resined material has hardness/HP of 6/11 
  *7 acts as silver in regards to creatures that it can effect and bypass creature immunities 
  *8 has a natural bonus (non magical) per DMG 
   
   
  Type of item, given below cost added for special materials in gold pieces 
  Material 
  Light armor 
  Med. armor 
  Hvy 
  armor 
  Shields 
  d4 d6 
  weapons 
  Other 
  weapons 
  White steel 
  1,000 
  4,000 
  9,000 
  1,000 
  2,000 
  7,000 
  Black steel 
  2,000 
  5,000 
  1,0000 
  2,000 
  3,000 
  9,000 
  Blood steel 
  3,000 
  6,000 
  11,000 
  3,000 
  4,000 
  11,000 
  Keron 
  3,000 
  6,000 
  11,000 
  3,000 
  4,000 
  11,000 
  Laen 
  6,000 
  12,000 
  2,0000 
  6,000 
  8,000 
  2,0000 
  Cullander 
  1,0000 
  2,0000 
  4,0000 
  1,0000 
  15,000 
  4,0000 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  COINS OF THE REALMS 
  Mur Fostisyr ~ rounded natural coins etched with runes 
   
  Ivory gaf 
  1pp 
   
  Ivory shor 
  1gp 
   
  Shell pai  
  1sp 
   
  Shell sar  
  1cp 
  Lu’Nak (Duris) ~ rounded metal coins 
   
  Gold ducat 
  1gp 
   
  Silver gentle 
  1sp 
   
  Copper common 1cp 
  Y’kin ~ flat lozenges with hole at one end 
   
  Bloodgold yane 1pp 
   
  Gold tari  
  1gp 
   
  Silver pok 
  1sp 
   
  Silver ko 
  1cp 
  Urulan ~ plates of magical ceramic with a clear resin core that 
  can be removed for half that value 
   
  Ye’os 
   
  4pp 
   
  Half yeo’s 
  2pp 
   
  Laer 
   
  2gp 
   
  Half laer  
  1gp 
   
  Jael 
   
  1sp 
   
  Half jael  
  5cp 
  Meluria ~ simple metal coins (suns and steels have poor 
  exchange rate due to low precious metal content) 
   
  Suns 
   
  1pp 
   
  Steels 
    
  1gp 
   
  Silvers  
  1sp 
   
  Plates 
   
  1cp 
  Saralis ~ small metal coins stamped with a wyvern  
   
  Gold star 
  15gp 
   
  Gold crown 
  3gp 
   
  Silver dragon 
  15cp 
   
  Brass penny 
  1cp 
  Arion ~ squared ceramic chits with value stamped on face 
   
  cp, sp, gp 
  U’Lyshak ~ rounded metal coin with chrysanthemum and a 
  star filled sky stamped on it 
   
  White star 
  1pp 
   
  Gold crown 
  1gp 
   
  Silver florin 
  5sp 
   
  Silver mark 
  1sp 
   
  Brass bit  
  1cp 
  Rhakhaan ~ metal coins 
   
  Platinum lore 
  5pp 
   
  Gold sovereign 
  5gp 
   
  Gold talon 
  1gp 
   
  Silver hope 
  2sp 
   
  Copper piece 
  5cp 
   
  Tin adrac 
  1cp 
   
  
SOURCE: textdata/thevault/Shadow World/Shadow World The Secrets of Jaiman.pdf